Add realistic cockpit surface textures
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+160
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@@ -11,6 +11,7 @@ const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh
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var _materials: CockpitMaterialPalette
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var _painted_steel: Material
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var _dark_steel: Material
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var _overhead_steel: Material
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var _brass: Material
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var _copper: Material
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var _rubber: Material
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@@ -65,10 +66,19 @@ func battery_needle_degrees() -> float:
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return 0.0 if _analog_gauges == null else _analog_gauges.battery_needle_degrees()
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func textures_are_loaded() -> bool:
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return (
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_materials != null
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and _materials.overhead_steel.albedo_texture != null
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and _materials.gauge_face.albedo_texture != null
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)
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func _create_materials() -> void:
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_materials = CockpitMaterialPalette.new()
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_painted_steel = _materials.painted_steel
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_dark_steel = _materials.dark_steel
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_overhead_steel = _materials.overhead_steel
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_brass = _materials.brass
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_copper = _materials.copper
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_rubber = _materials.rubber
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@@ -89,16 +99,21 @@ func _apply_materials_to_existing_cockpit() -> void:
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_apply_material_to_paths(
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_dark_steel,
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[
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"CabinShell/Ceiling",
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"CabinShell/RearBulkhead",
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"PortholeAssembly/LeftBulkhead",
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"PortholeAssembly/RightBulkhead",
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"PortholeAssembly/TopBulkhead",
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"PortholeAssembly/BottomBulkhead",
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"ThrottleLever",
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"VerticalLever",
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]
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)
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_apply_material_to_paths(
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_overhead_steel,
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[
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"CabinShell/Ceiling",
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"PortholeAssembly/TopBulkhead",
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]
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)
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_apply_material_to_paths(
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_brass,
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[
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@@ -216,27 +231,37 @@ func _build_overhead_console() -> void:
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CockpitMeshFactory.add_box(
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"BreakerHousing",
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root,
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Vector3(0.0, 0.90, -1.08),
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Vector3(0.66, 0.13, 0.27),
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_painted_steel,
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Vector3(0.0, 0.94, -1.06),
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Vector3(0.30, 0.09, 0.12),
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_overhead_steel,
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Vector3(-8.0, 0.0, 0.0)
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)
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CockpitMeshFactory.add_box(
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"WarmLightDiffuser",
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root,
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Vector3(0.0, 0.835, -0.89),
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Vector3(0.38, 0.018, 0.065),
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Vector3(0.0, 0.895, -0.985),
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Vector3(0.13, 0.010, 0.026),
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_warm_emission,
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Vector3(-8.0, 0.0, 0.0)
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)
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for switch_index in 7:
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var x := -0.24 + switch_index * 0.08
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for guard_index in 5:
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var guard_x := -0.05 + guard_index * 0.025
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CockpitMeshFactory.add_box(
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"LampGuard",
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root,
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Vector3(guard_x, 0.896, -0.968),
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Vector3(0.005, 0.045, 0.008),
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_dark_steel,
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Vector3(-8.0, 0.0, 0.0)
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)
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for switch_index in 5:
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var x := -0.10 + switch_index * 0.05
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CockpitMeshFactory.add_cylinder(
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"BreakerSwitch",
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root,
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Vector3(x, 0.83, -0.88),
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0.006,
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0.035,
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Vector3(x, 0.965, -0.985),
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0.004,
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0.018,
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_rubber,
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Vector3(90.0, 0.0, 0.0)
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)
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