feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 7m6s

Instance twelve Blender-scripted glTF models in the cockpit scene and
rebuild the cabin around them: gauge panel, sonar, switch panel, alert
box, speaker, porthole, hull wall, caged lamps, gas bottle, handrails
and side consoles. Presentation only; no domain, application or world
rule changes beyond enabling glow in the test environment.

- Needles, alert lamps and sonar screen are driven by the existing
  snapshots; the alert box now carries SYS/ATTN/ALRM.
- Depth dial reads percent of certified depth.
- Sonar display restyled as a turquoise holographic relief with a
  shader grid and height scale; SubViewport matches the glass (960x604).
- Cabin lighting retuned: warm pooled lamp light, cool porthole rim,
  lamp shadows, dial backlight.
- Procedural stand-ins removed (bulkhead, tanks, consoles, levers,
  indicator columns, placeholder pipe run, dial face PNGs).
- Tests adapted where nodes disappeared; one assertion removed
  (pipe_segment_count) until the pipe kit is placed.
- Model .glb files are committed without LFS; textures Godot extracts
  next to them at import are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
OlivierandClaude Opus 5.5 committed 2026-10-06 21:46:46 +02:00
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@@ -1,37 +1,54 @@
# Cockpit texture provenance
# Cockpit asset provenance
These textures were generated specifically for Ransom's Wake on 3 October 2026
## Textures
The texture below was generated specifically for Ransom's Wake on 3 October 2026
with OpenAI's built-in image generation tool. No third-party image was used as
an input or reference.
## `naval_painted_steel_albedo.png`
### `naval_painted_steel_albedo.png`
Prompt summary: seamless, orthographic PBR-style albedo of dark blue-green
naval painted steel, with restrained salt-air oxidation, micro-scratches,
paint chips and grime; neutral illumination; no borders, rivets, text or
watermark.
## `analog_gauge_face_albedo.png`
The source output was resized to 1024 × 1024 and stripped of metadata for
runtime use. The original generated output remains in the local Codex image
generation store and is not required by the game.
Prompt summary: orthographic vintage naval gauge face in aged ivory enamel,
with fine crazing, soot, speckling and a faint printed arc; no bezel, needle,
hub, glass, text, numbers, logo or watermark.
The generated gauge faces (`analog_gauge_face_albedo.png` and the four
`*_gauge_face_albedo_v2.png`) were removed on 6 October 2026: the dials are now
printed on the gauge panel model below.
Both source outputs were resized to 1024 × 1024 and stripped of metadata for
runtime use. The original generated outputs remain in the local Codex image
generation store and are not required by the game.
## Models
## Dedicated instrument faces
`models/gauge_panel.glb`, `models/sonar.glb`, `models/switch_panel.glb`,
`models/alert_box.glb`, `models/speaker.glb`, `models/porthole.glb`,
`models/hull_wall.glb`, `models/cage_lamp.glb`, `models/gas_bottle.glb`,
`models/handrail_l.glb`, `models/handrail_r.glb` and `models/side_console.glb`
were produced for Ransom's Wake
by Blender scripts written for the project, from concept sheets generated for
the project. No third-party mesh, texture or scan was used. Their textures
(base colour, ORM, normal and, where relevant, emission) are embedded in the
`.glb` files: 2048² for the gauge panel, sonar and switch panel, a 4096 × 1024
strip for the four printed dials, 2048² for the porthole and hull wall, 1024²
for the other props.
`oxygen_gauge_face_albedo_v2.png`, `battery_gauge_face_albedo_v2.png`,
`hull_gauge_face_albedo_v2.png` and `depth_gauge_face_albedo_v2.png` were
generated on 4 October 2026 with the same built-in tool. The approved cockpit
target and then the oxygen face were used only as project-owned style
references.
Dial and label lettering is rendered into the textures with Arial and Impact,
which are Windows system fonts. **Their licence must be checked before the game
is distributed.**
Prompt summary: orthographic mechanical submarine gauges in aged ivory enamel,
with exact French labels and units, dense numerical scales, restrained patina,
and green, amber and red operating sectors. The generated needles, bezels and
glass were explicitly excluded because those parts are modeled and animated in
Godot. The source outputs were resized to 1024 × 1024 and given a circular alpha
mask for flat, distortion-free mounting inside the physical bezels.
The Blender sources are not in this repository. A model is changed by editing
its generating script and re-exporting, never by editing the import in Godot.
The cockpit scene references the `.glb` files directly, so a replaced file
updates the cockpit without touching the scene.
With Godot's default import settings the embedded textures are extracted as
`models/<model>_<texture>.png` next to each `.glb`. Those PNG files are import
by-products, regenerated from the `.glb`, and are not sources.
As of 6 October 2026 the `.glb` files are deliberately **not committed**
(their textures are still being balanced, and the repository uses plain Git
without LFS). Until they are, `cockpit_interior.tscn` only loads on a machine
that has them in `models/`.
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@@ -0,0 +1,62 @@
class_name CockpitAlertBox
extends Node3D
## Drives the three lamps of the imported alert box model. Exactly one lamp is
## lit for the alert level carried by the dive snapshot; the lamps are also
## distinguished by position and by their engraved ALERTE / ATTENTION / DANGER
## plates, so the reading does not depend on colour alone.
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh_factory.gd")
const LAMP_NAMES: Array[String] = ["Lamp_Alerte", "Lamp_Attention", "Lamp_Danger"]
const LIT_ENERGY := 4.0
const UNLIT_ENERGY := 0.0
var _lamp_materials: Array[BaseMaterial3D] = []
func _ready() -> void:
for lamp_name: String in LAMP_NAMES:
var lamp := find_child(lamp_name, true, false) as MeshInstance3D
var material := CockpitMeshFactory.own_surface_material(lamp)
if material == null:
push_error("Alert box model has no usable %s lamp" % lamp_name)
continue
material.emission_energy_multiplier = UNLIT_ENERGY
_lamp_materials.append(material)
func present(alert_level: DiveAlertLevel.Value) -> void:
var active_index := _lamp_index_for(alert_level)
for lamp_index in _lamp_materials.size():
_lamp_materials[lamp_index].emission_energy_multiplier = (
LIT_ENERGY if lamp_index == active_index else UNLIT_ENERGY
)
func indicator_count() -> int:
return _lamp_materials.size()
func active_indicator_count() -> int:
var count := 0
for material: BaseMaterial3D in _lamp_materials:
if material.emission_energy_multiplier > UNLIT_ENERGY:
count += 1
return count
func active_indicator_name() -> String:
for lamp_index in _lamp_materials.size():
if _lamp_materials[lamp_index].emission_energy_multiplier > UNLIT_ENERGY:
return LAMP_NAMES[lamp_index]
return ""
func _lamp_index_for(alert_level: DiveAlertLevel.Value) -> int:
if alert_level >= DiveAlertLevel.Value.CRITICAL:
return 2
if alert_level >= DiveAlertLevel.Value.ATTENTION:
return 1
return 0
@@ -1,265 +1,101 @@
class_name CockpitAnalogGauges
extends Node3D
const CockpitMaterialPalette = preload("res://game/presentation/cockpit/cockpit_material_palette.gd")
## Drives the imported gauge panel model: four needles and its six pilot lights.
## The model scene is instanced by `cockpit_interior.tscn`; this script only
## rotates needles and sets emission, it never rebuilds geometry.
const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh_factory.gd")
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
var _materials: CockpitMaterialPalette
var _oxygen_needle: Node3D
var _battery_needle: Node3D
var _hull_needle: Node3D
var _depth_needle: Node3D
var _indicator_materials: Array[StandardMaterial3D] = []
var _active_indicator_count := 0
## Printed dial sweep: ratio 0 points lower-left, ratio 1 lower-right, clockwise.
const NEEDLE_DEGREES_AT_ZERO := 120.0
const NEEDLE_DEGREES_AT_FULL := -120.0
## The snapshot carries no per-instrument lamp state, so the panel pilot lights
## stay dark; the alert level is reported by `CockpitAlertBox`.
const PILOT_LIGHT_REST_ENERGY := 0.0
## Scales the dial backlight baked in the model (1.0 = as exported), so the
## paper reads as lit ivory without outshining the cabin's warm lamps.
const DIAL_BACKLIGHT_ENERGY := 0.7
const NEEDLE_NAMES: Array[String] = [
"Needle_Oxygen",
"Needle_Battery",
"Needle_Hull",
"Needle_Depth",
]
var _needles: Dictionary[String, Node3D] = {}
var _dials: MeshInstance3D
var _pilot_light_materials: Array[BaseMaterial3D] = []
func _ready() -> void:
for needle_name: String in NEEDLE_NAMES:
var needle := find_child(needle_name, true, false) as Node3D
if needle == null:
push_error("Gauge panel model has no %s node" % needle_name)
continue
_needles[needle_name] = needle
_dials = find_child("GaugeDials", true, false) as MeshInstance3D
var dial_material := CockpitMeshFactory.own_surface_material(_dials)
if dial_material != null:
dial_material.emission_energy_multiplier = DIAL_BACKLIGHT_ENERGY
for light: Node in find_children("Light_*", "MeshInstance3D", true, false):
var material := CockpitMeshFactory.own_surface_material(light as MeshInstance3D)
if material != null:
material.emission_energy_multiplier = PILOT_LIGHT_REST_ENERGY
_pilot_light_materials.append(material)
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "AnalogGauges"
_build_instrument_cluster()
_build_indicator_bank()
_oxygen_needle = _add_gauge(
"OxygenGauge",
Vector3(-0.52, 0.12, 0.145),
0.94,
_materials.oxygen_gauge_face
)
_battery_needle = _add_gauge(
"BatteryGauge",
Vector3(-0.22, 0.12, 0.145),
0.94,
_materials.battery_gauge_face
)
_hull_needle = _add_gauge(
"HullGauge",
Vector3(0.09, 0.12, 0.145),
0.86,
_materials.hull_gauge_face
)
_depth_needle = _add_gauge(
"DepthGauge",
Vector3(0.47, 0.12, 0.145),
1.12,
_materials.depth_gauge_face
)
func present(
oxygen_ratio: float,
battery_ratio: float,
hull_ratio: float,
depth_ratio: float,
alert_level: DiveAlertLevel.Value
depth_ratio: float
) -> void:
_set_needle_ratio(_oxygen_needle, oxygen_ratio)
_set_needle_ratio(_battery_needle, battery_ratio)
_set_needle_ratio(_hull_needle, hull_ratio)
_set_needle_ratio(_depth_needle, depth_ratio)
_update_indicator_bank(alert_level)
_set_needle_ratio("Needle_Oxygen", oxygen_ratio)
_set_needle_ratio("Needle_Battery", battery_ratio)
_set_needle_ratio("Needle_Hull", hull_ratio)
_set_needle_ratio("Needle_Depth", depth_ratio)
func gauge_count() -> int:
return _needles.size()
func pilot_light_count() -> int:
return _pilot_light_materials.size()
func lit_pilot_light_count() -> int:
var count := 0
for material: BaseMaterial3D in _pilot_light_materials:
if material.emission_energy_multiplier > 0.0:
count += 1
return count
func needle_degrees(needle_name: String) -> float:
var needle: Node3D = _needles.get(needle_name)
return 0.0 if needle == null else needle.rotation_degrees.z
func battery_needle_degrees() -> float:
return 0.0 if _battery_needle == null else _battery_needle.rotation_degrees.z
func indicator_count() -> int:
return _indicator_materials.size()
func gauge_count() -> int:
return 4
func active_indicator_count() -> int:
return _active_indicator_count
return needle_degrees("Needle_Battery")
func _build_instrument_cluster() -> void:
CockpitMeshFactory.add_box(
"InstrumentClusterHousing",
self,
Vector3(-0.04, 0.105, 0.095),
Vector3(1.42, 0.31, 0.105),
_materials.overhead_steel
)
CockpitMeshFactory.add_box(
"InstrumentClusterFoot",
self,
Vector3(-0.04, -0.025, 0.075),
Vector3(1.48, 0.040, 0.14),
_materials.dark_steel
)
func _build_indicator_bank() -> void:
var root := Node3D.new()
root.name = "IndicatorBank"
add_child(root)
var colors: Array[Color] = [
Color(0.08, 0.72, 0.38),
Color(1.0, 0.46, 0.035),
Color(0.92, 0.035, 0.018),
]
var captions: Array[String] = ["SYS", "ATTN", "ALRM"]
for indicator_index in colors.size():
var y := 0.165 - indicator_index * 0.050
CockpitMeshFactory.add_cylinder(
"%sBezel" % captions[indicator_index],
root,
Vector3(0.68, y, 0.156),
0.016,
0.012,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
var material := _indicator_material(colors[indicator_index])
_indicator_materials.append(material)
CockpitMeshFactory.add_cylinder(
"%sLens" % captions[indicator_index],
root,
Vector3(0.68, y, 0.165),
0.009,
0.008,
material,
Vector3(90.0, 0.0, 0.0)
)
var label := Label3D.new()
label.name = "%sLabel" % captions[indicator_index]
label.text = captions[indicator_index]
label.font_size = 8
label.pixel_size = 0.00042
label.modulate = Color(0.70, 0.67, 0.56)
label.position = Vector3(0.71, y, 0.168)
root.add_child(label)
func _indicator_material(color: Color) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.albedo_color = color * 0.12
material.metallic = 0.05
material.roughness = 0.16
material.emission_enabled = true
material.emission = color
material.emission_energy_multiplier = 0.04
return material
func _update_indicator_bank(alert_level: DiveAlertLevel.Value) -> void:
var active_index := 0
if alert_level >= DiveAlertLevel.Value.CRITICAL:
active_index = 2
elif alert_level >= DiveAlertLevel.Value.ATTENTION:
active_index = 1
for indicator_index in _indicator_materials.size():
_indicator_materials[indicator_index].emission_energy_multiplier = (
2.8 if indicator_index == active_index else 0.04
)
_active_indicator_count = 1
func dial_texture_is_loaded() -> bool:
if _dials == null or _dials.mesh == null or _dials.mesh.get_surface_count() == 0:
return false
var material := _dials.mesh.surface_get_material(0) as BaseMaterial3D
return material != null and material.albedo_texture != null
func _add_gauge(
gauge_name: String,
position: Vector3,
gauge_scale: float,
face_material: Material
) -> Node3D:
var gauge := Node3D.new()
gauge.name = gauge_name
gauge.position = position
gauge.scale = Vector3(gauge_scale, gauge_scale, gauge_scale)
add_child(gauge)
CockpitMeshFactory.add_box(
"MountingPlate",
gauge,
Vector3(0.0, 0.0, -0.025),
Vector3(0.225, 0.225, 0.055),
_materials.overhead_steel
)
for screw_position: Vector2 in [
Vector2(-0.086, -0.086),
Vector2(0.086, -0.086),
Vector2(-0.086, 0.086),
Vector2(0.086, 0.086),
]:
CockpitMeshFactory.add_cylinder(
"MountingScrew",
gauge,
Vector3(screw_position.x, screw_position.y, 0.008),
0.009,
0.012,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
_add_bezel(gauge, 0.108, 0.046, _materials.dark_steel)
_add_bezel(gauge, 0.099, 0.041, _materials.brushed_steel)
var face := MeshInstance3D.new()
var printed_face := QuadMesh.new()
printed_face.size = Vector2(0.178, 0.178)
face.mesh = printed_face
face.position.z = 0.031
face.material_override = face_material
gauge.add_child(face)
var needle_root := Node3D.new()
needle_root.name = "Needle"
needle_root.position.z = 0.038
gauge.add_child(needle_root)
CockpitMeshFactory.add_box(
"NeedleBlade",
needle_root,
Vector3(0.0, 0.030, 0.0),
Vector3(0.006, 0.060, 0.006),
_materials.dark_steel
)
CockpitMeshFactory.add_box(
"NeedleTip",
needle_root,
Vector3(0.0, 0.061, 0.001),
Vector3(0.004, 0.024, 0.006),
_materials.needle_paint
)
CockpitMeshFactory.add_box(
"NeedleCounterweight",
needle_root,
Vector3(0.0, -0.014, -0.001),
Vector3(0.013, 0.030, 0.007),
_materials.dark_steel
)
CockpitMeshFactory.add_cylinder(
"NeedleHub",
needle_root,
Vector3.ZERO,
0.018,
0.012,
_materials.dark_steel,
Vector3(90.0, 0.0, 0.0)
)
var glass := MeshInstance3D.new()
glass.name = "GaugeGlass"
var glass_mesh := CylinderMesh.new()
glass_mesh.top_radius = 0.089
glass_mesh.bottom_radius = 0.089
glass_mesh.height = 0.004
glass_mesh.radial_segments = 40
glass.mesh = glass_mesh
glass.material_override = _materials.gauge_glass
glass.rotation_degrees.x = 90.0
glass.position.z = 0.050
glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
gauge.add_child(glass)
return needle_root
func _add_bezel(
gauge: Node3D,
radius: float,
height: float,
material: Material
) -> void:
var bezel := MeshInstance3D.new()
var bezel_mesh := CylinderMesh.new()
bezel_mesh.top_radius = radius
bezel_mesh.bottom_radius = radius
bezel_mesh.height = height
bezel_mesh.radial_segments = 48
bezel.mesh = bezel_mesh
bezel.material_override = material
bezel.rotation_degrees.x = 90.0
gauge.add_child(bezel)
func _set_needle_ratio(needle: Node3D, ratio: float) -> void:
func _set_needle_ratio(needle_name: String, ratio: float) -> void:
var needle: Node3D = _needles.get(needle_name)
if needle != null:
needle.rotation_degrees.z = lerpf(125.0, -125.0, clampf(ratio, 0.0, 1.0))
needle.rotation_degrees.z = lerpf(
NEEDLE_DEGREES_AT_ZERO,
NEEDLE_DEGREES_AT_FULL,
clampf(ratio, 0.0, 1.0)
)
@@ -1,26 +1,12 @@
class_name CockpitDashboardDetailing
extends Node3D
const CockpitMaterialPalette = preload(
"res://game/presentation/cockpit/cockpit_material_palette.gd"
)
const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
var _materials: CockpitMaterialPalette
var _control_count := 0
## The dashboard keeps its hidden digital readouts (their labels still carry the
## exact values); this hides the placeholder parts the gauge panel replaced.
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
func _init() -> void:
name = "DashboardDetailing"
_build_structural_frame()
_build_switch_banks()
func control_count() -> int:
return _control_count
func hide_obsolete_elements(cockpit: Node3D) -> void:
@@ -42,79 +28,3 @@ func hide_obsolete_elements(cockpit: Node3D) -> void:
var readout := cockpit.get_node_or_null("Dashboard/%s" % readout_name) as Node3D
if readout != null:
readout.visible = false
func _build_structural_frame() -> void:
CockpitMeshFactory.add_box(
"TopRail",
self,
Vector3(0.0, 0.255, 0.115),
Vector3(1.50, 0.055, 0.055),
_materials.dark_steel
)
CockpitMeshFactory.add_box(
"BottomRail",
self,
Vector3(0.0, -0.205, 0.115),
Vector3(1.50, 0.050, 0.055),
_materials.dark_steel
)
for x: float in [-0.755, 0.755]:
CockpitMeshFactory.add_box(
"SideRail",
self,
Vector3(x, 0.025, 0.115),
Vector3(0.050, 0.46, 0.055),
_materials.dark_steel
)
for screw_position: Vector2 in [
Vector2(-0.72, -0.18),
Vector2(-0.72, 0.23),
Vector2(0.72, -0.18),
Vector2(0.72, 0.23),
Vector2(-0.24, -0.18),
Vector2(0.24, -0.18),
]:
CockpitMeshFactory.add_cylinder(
"PanelScrew",
self,
Vector3(screw_position.x, screw_position.y, 0.151),
0.010,
0.010,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
func _build_switch_banks() -> void:
_add_switch_bank(-0.59, "AUX")
_add_switch_bank(0.59, "POMPES")
func _add_switch_bank(center_x: float, caption: String) -> void:
CockpitMeshFactory.add_box(
"SwitchPlate",
self,
Vector3(center_x, -0.205, 0.145),
Vector3(0.25, 0.060, 0.020),
_materials.overhead_steel
)
for offset: float in [-0.075, -0.025, 0.025, 0.075]:
CockpitMeshFactory.add_cylinder(
"ToggleSwitch",
self,
Vector3(center_x + offset, -0.195, 0.171),
0.006,
0.030,
_materials.dark_steel,
Vector3(90.0, 0.0, 0.0)
)
_control_count += 1
var label := Label3D.new()
label.name = "%sLabel" % caption.to_pascal_case()
label.text = caption
label.font_size = 10
label.pixel_size = 0.00055
label.modulate = Color(0.72, 0.69, 0.56)
label.position = Vector3(center_x, -0.235, 0.165)
add_child(label)
+45 -177
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@@ -4,6 +4,7 @@ extends Node3D
const DiveUpdate = preload("res://game/domain/dive/dive_update.gd")
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
const VehicleTelemetry = preload("res://game/application/dive/vehicle_telemetry.gd")
const CockpitAlertBox = preload("res://game/presentation/cockpit/cockpit_alert_box.gd")
const CockpitAnalogGauges = preload("res://game/presentation/cockpit/cockpit_analog_gauges.gd")
const CockpitDashboardDetailing = preload(
"res://game/presentation/cockpit/cockpit_dashboard_detailing.gd"
@@ -19,13 +20,17 @@ const CockpitSonarConsole = preload(
const CockpitPracticalLighting = preload(
"res://game/presentation/cockpit/cockpit_practical_lighting.gd"
)
const CockpitSwitchPanel = preload(
"res://game/presentation/cockpit/cockpit_switch_panel.gd"
)
var _materials: CockpitMaterialPalette
var _painted_steel: Material
var _dark_steel: Material
var _brass: Material
var _copper: Material
var _analog_gauges: CockpitAnalogGauges
var _alert_box: CockpitAlertBox
var _switch_panel: CockpitSwitchPanel
var _gas_bottle: Node3D
var _dashboard_detailing: CockpitDashboardDetailing
var _side_equipment: CockpitSideEquipment
var _sonar_console: CockpitSonarConsole
@@ -35,9 +40,6 @@ var _practical_lighting: CockpitPracticalLighting
func _ready() -> void:
_create_materials()
_apply_materials_to_existing_cockpit()
_build_pressure_hull_ribs()
_build_life_support_pipes()
_build_panel_hardware()
_build_dashboard_instrumentation()
_build_equipment_assemblies()
@@ -46,32 +48,24 @@ func present(update: DiveUpdate, telemetry: VehicleTelemetry) -> void:
if update == null or update.snapshot == null or telemetry == null:
return
var snapshot = update.snapshot
_analog_gauges.present(
snapshot.oxygen.ratio,
snapshot.battery.ratio,
snapshot.hull.ratio,
clampf(
snapshot.depth.current_m
/ maxf(snapshot.depth.certified_m, 0.001),
0.0,
1.0
),
snapshot.alerts.maximum
)
var alert_level: DiveAlertLevel.Value = snapshot.alerts.maximum
if _analog_gauges != null:
_analog_gauges.present(
snapshot.oxygen.ratio,
snapshot.battery.ratio,
snapshot.hull.ratio,
clampf(
snapshot.depth.current_m
/ maxf(snapshot.depth.certified_m, 0.001),
0.0,
1.0
)
)
if _alert_box != null:
_alert_box.present(alert_level)
_practical_lighting.present(alert_level)
func pressure_hull_rib_count() -> int:
var ribs := get_node_or_null("PressureHullRibs")
return 0 if ribs == null else ribs.get_child_count()
func pipe_segment_count() -> int:
var pipes := get_node_or_null("LifeSupportPipes")
return 0 if pipes == null else pipes.get_child_count()
func battery_needle_degrees() -> float:
return 0.0 if _analog_gauges == null else _analog_gauges.battery_needle_degrees()
@@ -80,25 +74,30 @@ func textures_are_loaded() -> bool:
return (
_materials != null
and _materials.overhead_steel.albedo_texture != null
and _materials.oxygen_gauge_face.albedo_texture != null
and _materials.battery_gauge_face.albedo_texture != null
and _materials.hull_gauge_face.albedo_texture != null
and _materials.depth_gauge_face.albedo_texture != null
and _analog_gauges != null
and _analog_gauges.dial_texture_is_loaded()
)
func dashboard_control_count() -> int:
return 0 if _dashboard_detailing == null else _dashboard_detailing.control_count()
return 0 if _switch_panel == null else _switch_panel.control_count()
func side_equipment_count() -> int:
if _side_equipment == null:
return 0
return _side_equipment.tank_count() + _side_equipment.junction_box_count()
return _side_equipment.junction_box_count() + (0 if _gas_bottle == null else 1)
func side_control_count() -> int:
return 0 if _side_equipment == null else _side_equipment.control_count()
if _side_equipment == null:
return 0
var bottle_valve_count := (
0
if _gas_bottle == null
else _gas_bottle.find_children("*ValveWheel", "Node3D", true, false).size()
)
return _side_equipment.control_count() + bottle_valve_count
func sonar_control_count() -> int:
@@ -117,8 +116,6 @@ func _create_materials() -> void:
_materials = CockpitMaterialPalette.new()
_painted_steel = _materials.painted_steel
_dark_steel = _materials.dark_steel
_brass = _materials.brass
_copper = _materials.copper
func _apply_materials_to_existing_cockpit() -> void:
@@ -127,39 +124,12 @@ func _apply_materials_to_existing_cockpit() -> void:
[
"CabinShell/LeftWall",
"CabinShell/RightWall",
"LeftConsole",
"RightConsole",
]
)
_apply_material_to_paths(
_dark_steel,
[
"CabinShell/RearBulkhead",
"PortholeAssembly/LeftBulkhead",
"PortholeAssembly/RightBulkhead",
"PortholeAssembly/BottomBulkhead",
"ThrottleLever",
"VerticalLever",
]
)
_apply_material_to_paths(_dark_steel, ["CabinShell/RearBulkhead"])
_apply_material_to_paths(
_materials.overhead_steel,
[
"CabinShell/Ceiling",
"PortholeAssembly/TopBulkhead",
"Dashboard/MainPanel",
]
)
_apply_material_to_paths(
_brass,
[
"PortholeAssembly/WindowFrame",
"Dashboard/ResourcesFrame",
"Dashboard/NavigationFrame",
"Dashboard/IntegrityFrame",
"ThrottleKnob",
"VerticalKnob",
]
["CabinShell/Ceiling"]
)
func _apply_material_to_paths(material: Material, paths: Array[String]) -> void:
var cockpit := get_parent()
@@ -169,128 +139,26 @@ func _apply_material_to_paths(material: Material, paths: Array[String]) -> void:
mesh.material_override = material
func _build_pressure_hull_ribs() -> void:
var root := Node3D.new()
root.name = "PressureHullRibs"
add_child(root)
for rib_index in 2:
var rib := MeshInstance3D.new()
rib.name = "CircularRib%d" % (rib_index + 1)
var torus := TorusMesh.new()
torus.inner_radius = 1.00
torus.outer_radius = 1.075
torus.rings = 48
torus.ring_segments = 10
rib.mesh = torus
rib.material_override = _dark_steel
rib.position = Vector3(0.0, 0.22, -0.90 + rib_index * 1.35)
rib.rotation_degrees.x = 90.0
root.add_child(rib)
for side: float in [-1.0, 1.0]:
CockpitMeshFactory.add_box(
"AngledShoulder",
root,
Vector3(side * 0.88, 0.84, -0.36),
Vector3(0.11, 0.62, 1.52),
_painted_steel,
Vector3(0.0, 0.0, side * -18.0)
)
CockpitMeshFactory.add_box(
"LowerStringer",
root,
Vector3(side * 0.91, -0.38, -0.18),
Vector3(0.10, 0.12, 1.70),
_dark_steel
)
func _build_life_support_pipes() -> void:
var root := Node3D.new()
root.name = "LifeSupportPipes"
add_child(root)
for side: float in [-1.0, 1.0]:
var x: float = side * 0.83
CockpitMeshFactory.add_cylinder(
"VerticalPipe",
root,
Vector3(x, 0.33, -1.12),
0.027,
1.18,
_copper
)
CockpitMeshFactory.add_cylinder(
"ReturnPipe",
root,
Vector3(side * 0.73, 0.47, -1.09),
0.019,
0.92,
_brass
)
for clamp_y: float in [-0.04, 0.35, 0.72]:
var clamp := MeshInstance3D.new()
clamp.name = "PipeClamp"
var torus := TorusMesh.new()
torus.inner_radius = 0.027
torus.outer_radius = 0.041
torus.rings = 16
torus.ring_segments = 6
clamp.mesh = torus
clamp.material_override = _dark_steel
clamp.position = Vector3(x, clamp_y, -1.12)
root.add_child(clamp)
CockpitMeshFactory.add_sphere(
"PipeJunction",
root,
Vector3(x, 0.91, -1.12),
0.052,
_copper
)
CockpitMeshFactory.add_cylinder_between(
"UpperBranchPipe",
root,
Vector3(x, 0.84, -1.12),
Vector3(side * 0.72, 0.77, -1.10),
0.019,
_brass
)
func _build_panel_hardware() -> void:
var root := Node3D.new()
root.name = "PanelHardware"
add_child(root)
for x: float in [-0.73, -0.49, -0.24, 0.24, 0.49, 0.73]:
for y: float in [-0.18, 0.22]:
CockpitMeshFactory.add_cylinder(
"PanelFastener",
root,
Vector3(x, y, -1.105),
0.014,
0.018,
_dark_steel,
Vector3(90.0, 0.0, 0.0)
)
func _build_dashboard_instrumentation() -> void:
var dashboard := get_parent().get_node_or_null("Dashboard") as Node3D
if dashboard == null:
return
_dashboard_detailing = CockpitDashboardDetailing.new(_materials)
_dashboard_detailing = CockpitDashboardDetailing.new()
dashboard.add_child(_dashboard_detailing)
_dashboard_detailing.hide_obsolete_elements(get_parent())
_analog_gauges = CockpitAnalogGauges.new(_materials)
dashboard.add_child(_analog_gauges)
_analog_gauges = dashboard.get_node_or_null("AnalogGauges") as CockpitAnalogGauges
func _build_equipment_assemblies() -> void:
_side_equipment = CockpitSideEquipment.new(_materials)
add_child(_side_equipment)
var sonar_monitor := get_parent().get_node_or_null("SonarMonitor") as Node3D
if sonar_monitor != null:
_sonar_console = CockpitSonarConsole.new(_materials)
sonar_monitor.add_child(_sonar_console)
var cockpit := get_parent()
_sonar_console = cockpit.get_node_or_null("SonarMonitor") as CockpitSonarConsole
_alert_box = cockpit.get_node_or_null("AlertBox") as CockpitAlertBox
_switch_panel = cockpit.get_node_or_null("SwitchPanel") as CockpitSwitchPanel
_gas_bottle = cockpit.get_node_or_null("GasBottle") as Node3D
_practical_lighting = CockpitPracticalLighting.new(_materials)
add_child(_practical_lighting)
# The alert box hangs between the left lamp and the gas bottle: casting, it
# puts the bottle in full shadow.
CockpitMeshFactory.disable_shadow_casting(_alert_box)
@@ -12,6 +12,9 @@ const CockpitDetailing = preload(
const COLOR_NORMAL := Color(0.45, 0.89, 0.90, 1.0)
const COLOR_ATTENTION := Color(1.0, 0.75, 0.20, 1.0)
const COLOR_CRITICAL := Color(1.0, 0.42, 0.31, 1.0)
## 1.0 shows the sonar picture as rendered; slightly above lets its brightest
## lines bloom without clipping the surface colours.
const SONAR_SCREEN_ENERGY := 1.25
@onready var _resources_label: Label3D = %ResourcesLabel
@onready var _navigation_label: Label3D = %NavigationLabel
@@ -84,12 +87,18 @@ func return_text() -> String:
func attach_sonar_texture(texture: Texture2D) -> void:
_sonar_texture = texture
# The glass shows the picture by emission only: black albedo, no specular,
# so cabin lights add nothing to it, and the energy can lift the brightest
# lines just above 1.0 for the environment glow to pick up.
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_texture = texture
material.albedo_color = Color.BLACK
material.metallic_specular = 0.0
material.roughness = 1.0
material.emission_enabled = true
material.emission = Color.WHITE
material.emission_operator = BaseMaterial3D.EMISSION_OP_MULTIPLY
material.emission_texture = texture
material.emission_energy_multiplier = 1.7
material.emission_energy_multiplier = SONAR_SCREEN_ENERGY
_sonar_screen.material_override = material
_sonar_placeholder.visible = false
+88 -217
View File
@@ -1,8 +1,23 @@
[gd_scene load_steps=21 format=3]
[gd_scene load_steps=31 format=3]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_instrument_panel.gd" id="1_instruments"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_detailing.gd" id="2_detailing"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_pressure_bulkhead.gd" id="3_bulkhead"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_analog_gauges.gd" id="4_gauges"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_sonar_console.gd" id="5_sonar_console"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_alert_box.gd" id="6_alert_box"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_switch_panel.gd" id="7_switch_panel"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/gauge_panel.glb" id="8_gauge_panel_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/sonar.glb" id="9_sonar_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/switch_panel.glb" id="10_switch_panel_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/alert_box.glb" id="11_alert_box_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/speaker.glb" id="12_speaker_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/hull_wall.glb" id="13_hull_wall_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/porthole.glb" id="14_porthole_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/gas_bottle.glb" id="15_gas_bottle_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/handrail_l.glb" id="16_handrail_l_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/handrail_r.glb" id="17_handrail_r_model"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/assets/models/side_console.glb" id="18_side_console_model"]
[sub_resource type="StandardMaterial3D" id="SteelMaterial"]
albedo_color = Color(0.055, 0.07, 0.07, 1)
@@ -23,13 +38,6 @@ roughness = 0.43
albedo_color = Color(0.018, 0.024, 0.025, 1)
roughness = 0.88
[sub_resource type="StandardMaterial3D" id="GlassMaterial"]
transparency = 1
albedo_color = Color(0.08, 0.29, 0.32, 0.12)
metallic = 0.05
roughness = 0.16
cull_mode = 2
[sub_resource type="StandardMaterial3D" id="ScreenMaterial"]
albedo_color = Color(0.006, 0.025, 0.028, 1)
metallic = 0.15
@@ -62,33 +70,9 @@ emission_energy_multiplier = 2.8
[sub_resource type="BoxMesh" id="UnitBoxMesh"]
size = Vector3(1, 1, 1)
[sub_resource type="TorusMesh" id="PortholeTorusMesh"]
inner_radius = 0.56
outer_radius = 0.71
rings = 48
ring_segments = 16
[sub_resource type="CylinderMesh" id="GlassCylinderMesh"]
top_radius = 0.56
bottom_radius = 0.56
height = 0.012
radial_segments = 64
[sub_resource type="CylinderMesh" id="BoltMesh"]
top_radius = 0.026
bottom_radius = 0.026
height = 0.045
radial_segments = 12
[sub_resource type="QuadMesh" id="ScreenQuadMesh"]
size = Vector2(1, 1)
[sub_resource type="CylinderMesh" id="LeverMesh"]
top_radius = 0.018
bottom_radius = 0.023
height = 0.24
radial_segments = 12
[sub_resource type="SphereMesh" id="KnobMesh"]
radius = 0.046
height = 0.092
@@ -111,20 +95,20 @@ script = ExtResource("2_detailing")
[node name="CabinShell" type="Node3D" parent="."]
[node name="LeftWall" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(-1.03, 0.24, -0.15)
scale = Vector3(0.16, 1.82, 2.7)
position = Vector3(-1.25, 0.47, 0.53)
scale = Vector3(0.16, 2.62, 1.1)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("PaintedMaterial")
[node name="RightWall" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(1.03, 0.24, -0.15)
scale = Vector3(0.16, 1.82, 2.7)
position = Vector3(1.25, 0.47, 0.53)
scale = Vector3(0.16, 2.62, 1.1)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("PaintedMaterial")
[node name="Ceiling" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(0, 1.22, -0.2)
scale = Vector3(2.15, 0.16, 2.6)
position = Vector3(0, 1.72, 0.53)
scale = Vector3(2.66, 0.16, 1.1)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("SteelMaterial")
@@ -135,29 +119,11 @@ mesh = SubResource("UnitBoxMesh")
material_override = SubResource("RubberMaterial")
[node name="RearBulkhead" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(0, 0.22, 1.08)
scale = Vector3(2.08, 1.75, 0.16)
position = Vector3(0, 0.47, 1.08)
scale = Vector3(2.66, 2.62, 0.16)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("SteelMaterial")
[node name="LeftRib" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(-0.88, 0.26, -0.45)
scale = Vector3(0.11, 1.75, 0.18)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("BrassMaterial")
[node name="RightRib" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(0.88, 0.26, -0.45)
scale = Vector3(0.11, 1.75, 0.18)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("BrassMaterial")
[node name="CeilingRib" type="MeshInstance3D" parent="CabinShell"]
position = Vector3(0, 1.05, -0.45)
scale = Vector3(1.82, 0.1, 0.18)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("BrassMaterial")
[node name="PortholeAssembly" type="Node3D" parent="."]
position = Vector3(0, 0.47, -1.32)
@@ -165,107 +131,15 @@ position = Vector3(0, 0.47, -1.32)
unique_name_in_owner = true
script = ExtResource("3_bulkhead")
[node name="LeftBulkhead" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(-0.94, 0, 0)
scale = Vector3(0.6, 1.82, 0.2)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("SteelMaterial")
[node name="HullWall" parent="PortholeAssembly/CurvedPressureBulkhead" instance=ExtResource("13_hull_wall_model")]
[node name="RightBulkhead" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0.94, 0, 0)
scale = Vector3(0.6, 1.82, 0.2)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("SteelMaterial")
[node name="TopBulkhead" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0, 0.91, 0)
scale = Vector3(1.55, 0.52, 0.2)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("SteelMaterial")
[node name="BottomBulkhead" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0, -0.91, 0)
scale = Vector3(1.55, 0.52, 0.2)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("SteelMaterial")
[node name="WindowFrame" type="MeshInstance3D" parent="PortholeAssembly"]
unique_name_in_owner = true
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("PortholeTorusMesh")
material_override = SubResource("BrassMaterial")
[node name="RubberSeal" type="MeshInstance3D" parent="PortholeAssembly"]
scale = Vector3(0.91, 0.91, 0.91)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("PortholeTorusMesh")
material_override = SubResource("RubberMaterial")
[node name="WindowGlass" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0, 0, -0.01)
rotation_degrees = Vector3(90, 0, 0)
cast_shadow = 0
mesh = SubResource("GlassCylinderMesh")
material_override = SubResource("GlassMaterial")
[node name="BoltTop" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0, 0.665, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltBottom" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0, -0.665, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltLeft" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(-0.665, 0, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltRight" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0.665, 0, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltUpperLeft" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(-0.47, 0.47, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltUpperRight" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0.47, 0.47, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltLowerLeft" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(-0.47, -0.47, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="BoltLowerRight" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(0.47, -0.47, 0.1)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("BoltMesh")
material_override = SubResource("SteelMaterial")
[node name="Porthole" parent="PortholeAssembly/CurvedPressureBulkhead" instance=ExtResource("14_porthole_model")]
[node name="Dashboard" type="Node3D" parent="."]
unique_name_in_owner = true
position = Vector3(0, 0.05, -1.22)
rotation_degrees = Vector3(-12, 0, 0)
[node name="MainPanel" type="MeshInstance3D" parent="Dashboard"]
scale = Vector3(1.56, 0.44, 0.14)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("PaintedMaterial")
[node name="ResourcesFrame" type="MeshInstance3D" parent="Dashboard"]
position = Vector3(-0.49, -0.115, 0.14)
scale = Vector3(0.34, 0.065, 0.025)
@@ -331,7 +205,7 @@ modulate = Color(0.76, 0.74, 0.6, 1)
[node name="ReturnLabel" type="Label3D" parent="Dashboard"]
unique_name_in_owner = true
position = Vector3(0.61, 0.245, 0.17)
position = Vector3(0.22, 0.266, 0.158)
pixel_size = 0.00062
font_size = 12
outline_size = 2
@@ -340,89 +214,86 @@ modulate = Color(1, 0.75, 0.2, 1)
[node name="StatusLabel" type="Label3D" parent="Dashboard"]
unique_name_in_owner = true
position = Vector3(-0.61, 0.245, 0.17)
position = Vector3(-0.36, 0.266, 0.158)
pixel_size = 0.00062
font_size = 12
outline_size = 2
text = "SYSTÈMES · NORMAL"
modulate = Color(0.45, 0.89, 0.9, 1)
[node name="LeftConsole" type="MeshInstance3D" parent="."]
position = Vector3(-0.82, -0.23, -1.19)
rotation_degrees = Vector3(-8, 18, 4)
scale = Vector3(0.32, 0.16, 0.56)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("PaintedMaterial")
[node name="AnalogGauges" type="Node3D" parent="Dashboard"]
position = Vector3(0, -0.06, 0.15)
script = ExtResource("4_gauges")
[node name="RightConsole" type="MeshInstance3D" parent="."]
position = Vector3(0.82, -0.23, -1.19)
rotation_degrees = Vector3(-8, -18, -4)
scale = Vector3(0.32, 0.16, 0.56)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("PaintedMaterial")
[node name="ThrottleLever" type="MeshInstance3D" parent="."]
position = Vector3(-0.79, -0.06, -1.13)
rotation_degrees = Vector3(18, 0, -10)
scale = Vector3(0.72, 0.72, 0.72)
mesh = SubResource("LeverMesh")
material_override = SubResource("SteelMaterial")
[node name="ThrottleKnob" type="MeshInstance3D" parent="."]
position = Vector3(-0.81, 0.025, -1.1)
scale = Vector3(0.72, 0.72, 0.72)
mesh = SubResource("KnobMesh")
material_override = SubResource("BrassMaterial")
[node name="VerticalLever" type="MeshInstance3D" parent="."]
position = Vector3(0.79, -0.06, -1.13)
rotation_degrees = Vector3(18, 0, 10)
scale = Vector3(0.72, 0.72, 0.72)
mesh = SubResource("LeverMesh")
material_override = SubResource("SteelMaterial")
[node name="VerticalKnob" type="MeshInstance3D" parent="."]
position = Vector3(0.81, 0.025, -1.1)
scale = Vector3(0.72, 0.72, 0.72)
mesh = SubResource("KnobMesh")
material_override = SubResource("BrassMaterial")
[node name="GaugePanelModel" parent="Dashboard/AnalogGauges" instance=ExtResource("8_gauge_panel_model")]
[node name="SonarMonitor" type="Node3D" parent="."]
position = Vector3(0.54, 0.59, -1.04)
position = Vector3(0.54, 0.48, -1.04)
rotation_degrees = Vector3(-5, -42, -2)
scale = Vector3(0.6, 0.6, 0.6)
script = ExtResource("5_sonar_console")
[node name="Housing" type="MeshInstance3D" parent="SonarMonitor"]
scale = Vector3(0.6, 0.37, 0.1)
mesh = SubResource("UnitBoxMesh")
material_override = SubResource("PaintedMaterial")
[node name="SonarScreen" type="MeshInstance3D" parent="SonarMonitor"]
unique_name_in_owner = true
position = Vector3(-0.025, 0.012, 0.06)
scale = Vector3(0.36, 0.235, 1)
mesh = SubResource("ScreenQuadMesh")
material_override = SubResource("ScreenMaterial")
[node name="SonarModel" parent="SonarMonitor" instance=ExtResource("9_sonar_model")]
scale = Vector3(0.31, 0.31, 0.31)
[node name="SonarPlaceholder" type="Label3D" parent="SonarMonitor"]
unique_name_in_owner = true
position = Vector3(-0.025, 0.012, 0.068)
pixel_size = 0.0009
position = Vector3(-0.0164, 0.002, 0.026)
pixel_size = 0.00054
font_size = 16
outline_size = 2
text = "SONAR\nMODULE EN ATTENTE"
text = "SONAR
MODULE EN ATTENTE"
modulate = Color(0.34, 0.6, 0.6, 1)
[node name="AlertBox" type="Node3D" parent="."]
position = Vector3(-0.86, 0.555, -1.214)
rotation_degrees = Vector3(0, 15, 0)
script = ExtResource("6_alert_box")
[node name="AlertBoxModel" parent="AlertBox" instance=ExtResource("11_alert_box_model")]
scale = Vector3(0.5, 0.5, 0.5)
[node name="SwitchPanel" type="Node3D" parent="."]
position = Vector3(-0.74, -0.125, -0.97)
rotation_degrees = Vector3(0, 30, 0)
script = ExtResource("7_switch_panel")
[node name="SwitchPanelModel" parent="SwitchPanel" instance=ExtResource("10_switch_panel_model")]
scale = Vector3(0.37, 0.37, 0.37)
[node name="Speaker" parent="." instance=ExtResource("12_speaker_model")]
position = Vector3(0.83, 0.84, -1.22)
rotation_degrees = Vector3(0, -15, 0)
scale = Vector3(0.56, 0.56, 0.56)
[node name="GasBottle" parent="." instance=ExtResource("15_gas_bottle_model")]
position = Vector3(-1.02, 0.36, -1.225)
rotation_degrees = Vector3(0, 53.3, 0)
scale = Vector3(0.65, 0.65, 0.65)
[node name="HandrailLeft" parent="." instance=ExtResource("16_handrail_l_model")]
position = Vector3(-0.6, 0.24, -1.1)
[node name="HandrailRight" parent="." instance=ExtResource("17_handrail_r_model")]
position = Vector3(0.6, 0.24, -1.1)
[node name="SideConsoleLeft" parent="." instance=ExtResource("18_side_console_model")]
position = Vector3(-0.632, -0.61, -1.215)
[node name="SideConsoleRight" parent="." instance=ExtResource("18_side_console_model")]
position = Vector3(0.632, -0.61, -1.215)
scale = Vector3(-1, 1, 1)
[node name="EmergencyDial" type="MeshInstance3D" parent="."]
position = Vector3(-0.7, 0.32, -1.15)
scale = Vector3(0.18, 0.18, 0.18)
position = Vector3(-0.845, 0.47, -1.283)
scale = Vector3(0.3, 0.3, 0.3)
rotation_degrees = Vector3(90, 0, 0)
mesh = SubResource("DialMesh")
material_override = SubResource("RedMaterial")
[node name="EmergencyLabel" type="Label3D" parent="."]
position = Vector3(-0.7, 0.275, -1.125)
pixel_size = 0.00072
position = Vector3(-0.845, 0.418, -1.28)
pixel_size = 0.0015
font_size = 12
outline_size = 2
text = "ÉJECTION · X"
@@ -449,15 +320,15 @@ material_override = SubResource("RedMaterial")
[node name="CabinLight" type="OmniLight3D" parent="."]
unique_name_in_owner = true
position = Vector3(0, 0.92, -0.28)
light_color = Color(0.36, 0.68, 0.69, 1)
light_energy = 1.25
light_color = Color(1, 0.7, 0.46, 1)
light_energy = 0.04
shadow_enabled = true
omni_range = 3.3
[node name="PanelLight" type="OmniLight3D" parent="."]
unique_name_in_owner = true
position = Vector3(0, 0.18, -0.63)
light_color = Color(0.23, 0.72, 0.76, 1)
light_energy = 0.58
light_color = Color(1, 0.72, 0.5, 1)
light_energy = 0.4
shadow_enabled = false
omni_range = 1.35
omni_range = 0.8
@@ -4,18 +4,6 @@ extends RefCounted
const NAVAL_STEEL_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/naval_painted_steel_albedo.png"
)
const OXYGEN_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/oxygen_gauge_face_albedo_v2.png"
)
const BATTERY_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/battery_gauge_face_albedo_v2.png"
)
const HULL_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/hull_gauge_face_albedo_v2.png"
)
const DEPTH_GAUGE_FACE_TEXTURE_PATH := (
"res://game/presentation/cockpit/assets/depth_gauge_face_albedo_v2.png"
)
var painted_steel: Material
var dark_steel: Material
@@ -24,21 +12,8 @@ var brushed_steel: StandardMaterial3D
var brass: Material
var copper: Material
var rubber: Material
var oxygen_gauge_face: StandardMaterial3D
var battery_gauge_face: StandardMaterial3D
var hull_gauge_face: StandardMaterial3D
var depth_gauge_face: StandardMaterial3D
var gauge_glass: StandardMaterial3D
var needle_paint: StandardMaterial3D
var instrument_screen: ShaderMaterial
var warm_emission: StandardMaterial3D
var safety_yellow: StandardMaterial3D
var signal_red: StandardMaterial3D
var indicator_green: StandardMaterial3D
var indicator_amber: StandardMaterial3D
var indicator_red: StandardMaterial3D
var sonar_grid: StandardMaterial3D
var warm_glass: StandardMaterial3D
func _init() -> void:
@@ -79,21 +54,8 @@ func _init() -> void:
0.12
)
rubber = _plain_material(Color(0.012, 0.018, 0.018), 0.0, 0.92)
oxygen_gauge_face = _dedicated_gauge_material(OXYGEN_GAUGE_FACE_TEXTURE_PATH)
battery_gauge_face = _dedicated_gauge_material(BATTERY_GAUGE_FACE_TEXTURE_PATH)
hull_gauge_face = _dedicated_gauge_material(HULL_GAUGE_FACE_TEXTURE_PATH)
depth_gauge_face = _dedicated_gauge_material(DEPTH_GAUGE_FACE_TEXTURE_PATH)
gauge_glass = _glass_material()
needle_paint = _plain_material(Color(0.68, 0.055, 0.022), 0.12, 0.44)
instrument_screen = _screen_material()
warm_emission = _emissive_material(Color(0.96, 0.52, 0.18), 2.4)
safety_yellow = _plain_material(Color(0.48, 0.31, 0.035), 0.48, 0.53)
signal_red = _plain_material(Color(0.42, 0.025, 0.015), 0.38, 0.48)
indicator_green = _emissive_material(Color(0.05, 0.82, 0.24), 2.8)
indicator_amber = _emissive_material(Color(1.0, 0.43, 0.035), 2.8)
indicator_red = _emissive_material(Color(0.9, 0.045, 0.018), 2.8)
sonar_grid = _emissive_material(Color(0.02, 0.20, 0.22), 0.55)
warm_glass = _warm_glass_material()
func _weathered_material(
@@ -185,27 +147,6 @@ func _load_texture(resource_path: String) -> Texture2D:
return texture
func _dedicated_gauge_material(resource_path: String) -> StandardMaterial3D:
var material := _textured_material(
_load_texture(resource_path),
Color(0.94, 0.92, 0.86),
0.02,
0.66
)
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
return material
func _glass_material() -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(0.42, 0.68, 0.66, 0.13)
material.metallic = 0.12
material.roughness = 0.08
material.cull_mode = BaseMaterial3D.CULL_DISABLED
return material
func _screen_material() -> ShaderMaterial:
var shader := Shader.new()
shader.code = """
@@ -238,14 +179,3 @@ func _emissive_material(color: Color, energy: float) -> StandardMaterial3D:
material.emission = color
material.emission_energy_multiplier = energy
return material
func _warm_glass_material() -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(1.0, 0.48, 0.12, 0.72)
material.roughness = 0.18
material.emission_enabled = true
material.emission = Color(1.0, 0.28, 0.045)
material.emission_energy_multiplier = 2.6
return material
@@ -87,3 +87,27 @@ static func add_sphere(
instance.position = position
parent.add_child(instance)
return instance
## Gives an imported mesh instance its own copy of its first surface material,
## so driving a property (emission) never edits the resource shared by the model.
static func own_surface_material(instance: MeshInstance3D) -> BaseMaterial3D:
if instance == null or instance.mesh == null or instance.mesh.get_surface_count() == 0:
return null
var shared := instance.mesh.surface_get_material(0) as BaseMaterial3D
if shared == null:
return null
var owned := shared.duplicate() as BaseMaterial3D
instance.set_surface_override_material(0, owned)
return owned
## Stops every mesh under `root` (root included) from casting shadows.
static func disable_shadow_casting(root: Node) -> void:
if root == null:
return
var meshes: Array[Node] = root.find_children("*", "MeshInstance3D", true, false)
meshes.append(root)
for node: Node in meshes:
if node is MeshInstance3D:
(node as MeshInstance3D).cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
@@ -9,6 +9,28 @@ const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
const CAGE_LAMP_SCENE = preload("res://game/presentation/cockpit/assets/models/cage_lamp.glb")
## Flange centre of the right-hand lamp, on the flat end cap of the pressure
## hull beside the porthole (the left lamp mirrors x). The cap is flat there, so
## the lamp is seated square to it, facing the cabin.
const LAMP_MOUNT_OFFSET := Vector3(0.636, 1.106, -1.3)
## Centre of the glass globe in the lamp model: where the light is emitted.
const LAMP_GLOBE_CENTRE := Vector3(0.0, 0.0, 0.064)
## Globe emission (1.5 as exported): lower, so the globe does not bloom into a blob.
const LAMP_GLASS_ENERGY := 1.0
## Tungsten-like caged lamps: the cabin's main light.
const WARM_LAMP_COLOR := Color(1.0, 0.66, 0.4)
const WARM_LAMP_ENERGY := 0.5
## Same dimming ratio as before when the red emergency light takes over.
const WARM_LAMP_CRITICAL_ENERGY := 0.23
## Short range and a steep falloff: each lamp makes a pool on the wall around
## it and leaves the lower and outer hull dark.
const WARM_LAMP_RANGE_M := 1.6
const WARM_LAMP_ATTENUATION := 2.0
## Cabin parts are centimetre-scale: the default bias detaches their shadows.
const WARM_LAMP_SHADOW_BIAS := 0.03
var _materials: CockpitMaterialPalette
var _warm_lights: Array[OmniLight3D] = []
var _emergency_light: OmniLight3D
@@ -17,8 +39,8 @@ var _emergency_light: OmniLight3D
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "PracticalLighting"
_add_caged_lamp(-0.76, -8.0)
_add_caged_lamp(0.76, 8.0)
_add_caged_lamp(-1.0)
_add_caged_lamp(1.0)
_add_fill_light()
_add_emergency_light()
@@ -26,75 +48,69 @@ func _init(materials: CockpitMaterialPalette) -> void:
func present(alert_level: DiveAlertLevel.Value) -> void:
_emergency_light.visible = alert_level >= DiveAlertLevel.Value.CRITICAL
for light: OmniLight3D in _warm_lights:
light.light_energy = 0.22 if alert_level >= DiveAlertLevel.Value.CRITICAL else 0.48
light.light_energy = (
WARM_LAMP_CRITICAL_ENERGY
if alert_level >= DiveAlertLevel.Value.CRITICAL
else WARM_LAMP_ENERGY
)
func practical_light_count() -> int:
return _warm_lights.size()
func _add_caged_lamp(x: float, roll_degrees: float) -> void:
func _add_caged_lamp(side: float) -> void:
var root := Node3D.new()
root.name = "CagedLamp"
root.position = Vector3(x, 0.88, -1.16)
root.rotation_degrees.z = roll_degrees
root.position = Vector3(
side * LAMP_MOUNT_OFFSET.x,
LAMP_MOUNT_OFFSET.y,
LAMP_MOUNT_OFFSET.z
)
add_child(root)
CockpitMeshFactory.add_box(
"LampHousing",
root,
Vector3(0.0, 0.0, -0.025),
Vector3(0.14, 0.11, 0.055),
_materials.dark_steel
var model := CAGE_LAMP_SCENE.instantiate() as Node3D
model.name = "CageLampModel"
root.add_child(model)
# The light sits inside the cage, 3 cm from its bars: casting, the lamp's
# own body would swallow it.
CockpitMeshFactory.disable_shadow_casting(model)
var glass := CockpitMeshFactory.own_surface_material(
model.find_child("CageLamp_Glass", true, false) as MeshInstance3D
)
CockpitMeshFactory.add_sphere(
"WarmBulb",
root,
Vector3(0.0, 0.0, 0.04),
0.038,
_materials.warm_glass
)
for x_offset: float in [-0.048, -0.024, 0.0, 0.024, 0.048]:
CockpitMeshFactory.add_box(
"LampGuard",
root,
Vector3(x_offset, 0.0, 0.095),
Vector3(0.007, 0.10, 0.007),
_materials.brushed_steel
)
for y_offset: float in [-0.04, 0.04]:
CockpitMeshFactory.add_box(
"LampGuardRail",
root,
Vector3(0.0, y_offset, 0.095),
Vector3(0.115, 0.007, 0.007),
_materials.brushed_steel
)
if glass != null:
glass.emission_energy_multiplier = LAMP_GLASS_ENERGY
var light := OmniLight3D.new()
light.name = "WarmPracticalLight"
light.position = Vector3(0.0, -0.03, 0.16)
light.light_color = Color(1.0, 0.55, 0.26)
light.light_energy = 0.48
light.omni_range = 1.75
light.shadow_enabled = false
light.position = LAMP_GLOBE_CENTRE
light.light_color = WARM_LAMP_COLOR
light.light_energy = WARM_LAMP_ENERGY
light.omni_range = WARM_LAMP_RANGE_M
light.omni_attenuation = WARM_LAMP_ATTENUATION
light.shadow_enabled = true
light.shadow_bias = WARM_LAMP_SHADOW_BIAS
root.add_child(light)
_warm_lights.append(light)
func _add_fill_light() -> void:
var cool_fill := OmniLight3D.new()
cool_fill.name = "CoolRearFill"
cool_fill.position = Vector3(0.0, 0.42, 0.35)
cool_fill.light_color = Color(0.24, 0.46, 0.47)
cool_fill.light_energy = 0.36
cool_fill.omni_range = 3.0
cool_fill.shadow_enabled = false
add_child(cool_fill)
# The only cool light in the cabin: sea light entering through the porthole,
# placed just inside the glass so it rims the ring, its bolts and the first
# band of wall, and reaches the dashboard only from behind.
var porthole_fill := OmniLight3D.new()
porthole_fill.name = "PortholeFill"
porthole_fill.position = Vector3(0.0, 0.47, -1.2)
porthole_fill.light_color = Color(0.30, 0.56, 0.78)
porthole_fill.light_energy = 1.0
porthole_fill.omni_range = 1.1
porthole_fill.shadow_enabled = false
add_child(porthole_fill)
func _add_emergency_light() -> void:
_emergency_light = OmniLight3D.new()
_emergency_light.name = "EmergencyLight"
_emergency_light.position = Vector3(-0.58, 0.44, -0.83)
# High and central, so no single dial sits right under it and washes out.
_emergency_light.position = Vector3(0.0, 1.1, -0.95)
_emergency_light.light_color = Color(1.0, 0.04, 0.015)
_emergency_light.light_energy = 1.4
_emergency_light.omni_range = 2.4
@@ -1,192 +1,57 @@
class_name CockpitPressureBulkhead
extends Node3D
const CockpitMaterialPalette = preload(
"res://game/presentation/cockpit/cockpit_material_palette.gd"
)
const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
## Imported pressure hull (end cap, knuckle and barrel in one shell) and the
## porthole bolted into it. Both models are instanced by `cockpit_interior.tscn`.
const PANEL_COUNT := 1
const FASTENER_COUNT := 16
const ANGULAR_STEPS := 64
const RADIAL_STEPS := 4
const INNER_RADIUS := 0.72
const OUTER_RADIUS := 1.11
const WHITEBOX_NAMES: Array[String] = [
"LeftBulkhead",
"RightBulkhead",
"TopBulkhead",
"BottomBulkhead",
]
var _materials: CockpitMaterialPalette
var _panel_count := 0
var _hull_shells: Array[Node] = []
var _porthole_frame: MeshInstance3D
var _porthole_glass: MeshInstance3D
func _ready() -> void:
_materials = CockpitMaterialPalette.new()
_hide_rectangular_whitebox()
_style_existing_frame()
_build_curved_panels()
_build_outer_rib()
_build_fasteners()
_build_clamp_plates()
var hull := get_node_or_null("HullWall")
if hull != null:
_hull_shells = hull.find_children("*", "MeshInstance3D", true, false)
_porthole_frame = _find_mesh("Porthole")
_porthole_glass = _find_mesh("PortholeGlass")
if _hull_shells.is_empty() or _porthole_frame == null or _porthole_glass == null:
push_error("Pressure hull or porthole model is missing a node")
return
_porthole_glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
func panel_count() -> int:
return _panel_count
return _hull_shells.size()
func hull_shell() -> MeshInstance3D:
return null if _hull_shells.is_empty() else _hull_shells[0] as MeshInstance3D
func porthole_frame() -> MeshInstance3D:
return _porthole_frame
func porthole_glass() -> MeshInstance3D:
return _porthole_glass
func rectangular_whitebox_is_hidden() -> bool:
for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
for node_name: String in WHITEBOX_NAMES:
var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
if whitebox != null and whitebox.visible:
return false
return true
func _hide_rectangular_whitebox() -> void:
for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
if whitebox != null:
whitebox.visible = false
func _style_existing_frame() -> void:
var frame := get_parent().get_node_or_null("WindowFrame") as MeshInstance3D
if frame != null:
frame.material_override = _materials.brushed_steel
for child: Node in get_parent().get_children():
if child is MeshInstance3D and child.name.begins_with("Bolt"):
(child as MeshInstance3D).material_override = _materials.brass
func _build_curved_panels() -> void:
var panel_angle := TAU / float(PANEL_COUNT)
for panel_index in PANEL_COUNT:
var start_angle := panel_index * panel_angle
var end_angle := (panel_index + 1) * panel_angle
var panel := MeshInstance3D.new()
panel.name = "PressurePanel%02d" % (panel_index + 1)
panel.mesh = _create_curved_panel_mesh(start_angle, end_angle)
panel.material_override = _materials.overhead_steel
panel.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
add_child(panel)
_panel_count += 1
func _create_curved_panel_mesh(start_angle: float, end_angle: float) -> ArrayMesh:
var surface := SurfaceTool.new()
surface.begin(Mesh.PRIMITIVE_TRIANGLES)
for angular_index in ANGULAR_STEPS:
var angle_ratio_0 := float(angular_index) / float(ANGULAR_STEPS)
var angle_ratio_1 := float(angular_index + 1) / float(ANGULAR_STEPS)
var angle_0 := lerpf(start_angle, end_angle, angle_ratio_0)
var angle_1 := lerpf(start_angle, end_angle, angle_ratio_1)
for radial_index in RADIAL_STEPS:
var radial_ratio_0 := float(radial_index) / float(RADIAL_STEPS)
var radial_ratio_1 := float(radial_index + 1) / float(RADIAL_STEPS)
_add_panel_quad(
surface,
angle_0,
angle_1,
angle_ratio_0,
angle_ratio_1,
radial_ratio_0,
radial_ratio_1
)
surface.generate_normals()
return surface.commit()
func _add_panel_quad(
surface: SurfaceTool,
angle_0: float,
angle_1: float,
angle_ratio_0: float,
angle_ratio_1: float,
radial_ratio_0: float,
radial_ratio_1: float
) -> void:
_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_0)
_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_1)
func _add_panel_vertex(
surface: SurfaceTool,
angle: float,
angle_ratio: float,
radial_ratio: float
) -> void:
var radius := lerpf(INNER_RADIUS, OUTER_RADIUS, radial_ratio)
var convex_depth := sin(radial_ratio * PI) * 0.075
surface.set_uv(Vector2(angle_ratio, radial_ratio))
surface.add_vertex(
Vector3(cos(angle) * radius, sin(angle) * radius, 0.045 + convex_depth)
)
func _build_outer_rib() -> void:
var rib := MeshInstance3D.new()
rib.name = "OuterPressureRib"
var torus := TorusMesh.new()
torus.inner_radius = 1.055
torus.outer_radius = 1.125
torus.rings = 64
torus.ring_segments = 12
rib.mesh = torus
rib.material_override = _materials.dark_steel
rib.rotation_degrees.x = 90.0
rib.position.z = 0.025
add_child(rib)
var inner_rib := MeshInstance3D.new()
inner_rib.name = "InnerPressureRib"
var inner_torus := TorusMesh.new()
inner_torus.inner_radius = 0.695
inner_torus.outer_radius = 0.755
inner_torus.rings = 64
inner_torus.ring_segments = 12
inner_rib.mesh = inner_torus
inner_rib.material_override = _materials.brushed_steel
inner_rib.rotation_degrees.x = 90.0
inner_rib.position.z = 0.075
add_child(inner_rib)
func _build_fasteners() -> void:
for fastener_index in FASTENER_COUNT:
var angle := (fastener_index + 0.5) * TAU / float(FASTENER_COUNT)
var fastener_position := Vector3(
cos(angle) * 0.96,
sin(angle) * 0.96,
0.12
)
CockpitMeshFactory.add_cylinder(
"OuterFastener",
self,
fastener_position,
0.020,
0.018,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
CockpitMeshFactory.add_sphere(
"FastenerCap",
self,
fastener_position + Vector3(0.0, 0.0, 0.012),
0.017,
_materials.brushed_steel
)
func _build_clamp_plates() -> void:
for plate_index in 12:
var angle := (plate_index + 0.5) * TAU / 12.0
var plate := CockpitMeshFactory.add_box(
"PressureClamp",
self,
Vector3(cos(angle) * 0.88, sin(angle) * 0.88, 0.105),
Vector3(0.11, 0.055, 0.028),
_materials.brushed_steel
)
plate.rotation_degrees.z = rad_to_deg(angle) + 90.0
func _find_mesh(mesh_name: String) -> MeshInstance3D:
var matches := find_children(mesh_name, "MeshInstance3D", true, false)
return null if matches.is_empty() else matches[0] as MeshInstance3D
@@ -9,7 +9,6 @@ const CockpitMeshFactory = preload(
)
var _materials: CockpitMaterialPalette
var _tank_count := 0
var _junction_box_count := 0
var _control_count := 0
@@ -17,14 +16,7 @@ var _control_count := 0
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "SideEquipment"
_build_left_life_support_bank()
_build_right_electrical_bank()
_build_cable_looms()
_build_control_rails()
func tank_count() -> int:
return _tank_count
func junction_box_count() -> int:
@@ -35,87 +27,11 @@ func control_count() -> int:
return _control_count
func _build_left_life_support_bank() -> void:
var root := Node3D.new()
root.name = "LifeSupportBank"
add_child(root)
for tank_data: Vector3 in [
Vector3(-0.78, 0.55, -1.17),
Vector3(-0.68, 0.47, -1.19),
]:
_add_tank(root, tank_data)
_add_service_box(root, Vector3(-0.61, 0.42, -1.14), "O₂", -10.0)
_add_indicator_column(root, Vector3(-0.55, 0.39, -1.055))
_add_valve_wheel(root, Vector3(-0.66, 0.12, -1.08))
CockpitMeshFactory.add_cylinder_between(
"ManifoldPipe",
root,
Vector3(-0.78, 0.24, -1.13),
Vector3(-0.67, 0.09, -1.11),
0.018,
_materials.copper
)
CockpitMeshFactory.add_cylinder_between(
"ManifoldReturn",
root,
Vector3(-0.68, 0.25, -1.15),
Vector3(-0.59, 0.02, -1.10),
0.014,
_materials.brass
)
func _add_tank(root: Node3D, tank_position: Vector3) -> void:
CockpitMeshFactory.add_cylinder(
"OxygenTank",
root,
tank_position,
0.055,
0.43,
_materials.safety_yellow
)
CockpitMeshFactory.add_sphere(
"TankTop",
root,
tank_position + Vector3(0.0, 0.215, 0.0),
0.055,
_materials.safety_yellow
)
CockpitMeshFactory.add_sphere(
"TankBottom",
root,
tank_position - Vector3(0.0, 0.215, 0.0),
0.055,
_materials.safety_yellow
)
for offset_y: float in [-0.13, 0.13]:
var strap := MeshInstance3D.new()
strap.name = "TankStrap"
var torus := TorusMesh.new()
torus.inner_radius = 0.054
torus.outer_radius = 0.066
torus.rings = 20
torus.ring_segments = 6
strap.mesh = torus
strap.material_override = _materials.dark_steel
strap.position = tank_position + Vector3(0.0, offset_y, 0.0)
root.add_child(strap)
CockpitMeshFactory.add_cylinder(
"TankValve",
root,
tank_position + Vector3(0.0, 0.29, 0.0),
0.017,
0.075,
_materials.brass
)
_tank_count += 1
func _build_right_electrical_bank() -> void:
var root := Node3D.new()
root.name = "ElectricalBank"
# Seated on the flat end cap of the pressure hull, behind the sonar.
root.position = Vector3(0.14, -0.18, -0.055)
add_child(root)
_add_service_box(root, Vector3(0.72, 0.65, -1.17), "ELEC", 11.0)
_add_service_box(root, Vector3(0.73, 0.36, -1.16), "POMPES", 8.0)
@@ -123,17 +39,6 @@ func _build_right_electrical_bank() -> void:
_add_vent(root, Vector3(0.715, 0.40, -1.085))
_add_knob(root, Vector3(0.66, 0.55, -1.08))
_add_knob(root, Vector3(0.68, 0.25, -1.07))
_add_indicator_column(root, Vector3(0.795, 0.49, -1.075))
for pipe_x: float in [0.64, 0.82]:
CockpitMeshFactory.add_cylinder(
"ElectricalConduit",
root,
Vector3(pipe_x, 0.70, -1.20),
0.017,
0.58,
_materials.copper
)
func _add_service_box(
@@ -198,123 +103,3 @@ func _add_knob(root: Node3D, knob_position: Vector3) -> void:
Vector3(90.0, 0.0, 0.0)
)
_control_count += 1
func _add_indicator_column(root: Node3D, center: Vector3) -> void:
var indicator_materials: Array[StandardMaterial3D] = [
_materials.indicator_green,
_materials.indicator_amber,
_materials.indicator_red,
]
for index in 3:
CockpitMeshFactory.add_box(
"PilotLightBezel",
root,
center + Vector3(0.0, (1 - index) * 0.055, -0.004),
Vector3(0.038, 0.038, 0.018),
_materials.dark_steel
)
CockpitMeshFactory.add_sphere(
"PilotLight",
root,
center + Vector3(0.0, (1 - index) * 0.055, 0.010),
0.013,
indicator_materials[index]
)
_control_count += 1
func _add_valve_wheel(root: Node3D, wheel_position: Vector3) -> void:
var wheel := MeshInstance3D.new()
wheel.name = "ValveWheel"
var torus := TorusMesh.new()
torus.inner_radius = 0.034
torus.outer_radius = 0.046
torus.rings = 20
torus.ring_segments = 7
wheel.mesh = torus
wheel.material_override = _materials.signal_red
wheel.position = wheel_position
wheel.rotation_degrees.x = 90.0
root.add_child(wheel)
for angle_degrees: float in [0.0, 45.0, 90.0, 135.0]:
CockpitMeshFactory.add_box(
"ValveSpoke",
root,
wheel_position + Vector3(0.0, 0.0, 0.002),
Vector3(0.075, 0.007, 0.008),
_materials.signal_red,
Vector3(0.0, 0.0, angle_degrees)
)
_control_count += 1
func _build_cable_looms() -> void:
var root := Node3D.new()
root.name = "CableLooms"
add_child(root)
var left_points: Array[Vector3] = [
Vector3(-0.82, 0.93, -1.15),
Vector3(-0.72, 0.87, -1.16),
Vector3(-0.64, 0.73, -1.14),
Vector3(-0.61, 0.58, -1.12),
]
var right_points: Array[Vector3] = [
Vector3(0.84, 0.91, -1.15),
Vector3(0.75, 0.86, -1.16),
Vector3(0.68, 0.73, -1.14),
Vector3(0.65, 0.59, -1.12),
]
_add_cable_path(root, left_points)
_add_cable_path(root, right_points)
func _add_cable_path(root: Node3D, points: Array[Vector3]) -> void:
for point_index in points.size() - 1:
CockpitMeshFactory.add_cylinder_between(
"ArmouredCable",
root,
points[point_index],
points[point_index + 1],
0.012,
_materials.rubber
)
func _build_control_rails() -> void:
var root := Node3D.new()
root.name = "ControlRails"
add_child(root)
CockpitMeshFactory.add_cylinder_between(
"LowerSteelRail",
root,
Vector3(-0.82, -0.34, -1.12),
Vector3(0.82, -0.34, -1.12),
0.026,
_materials.brushed_steel
)
CockpitMeshFactory.add_cylinder_between(
"LeftGrip",
root,
Vector3(-0.58, -0.34, -1.11),
Vector3(-0.18, -0.34, -1.11),
0.034,
_materials.rubber
)
CockpitMeshFactory.add_cylinder_between(
"RightGrip",
root,
Vector3(0.18, -0.34, -1.11),
Vector3(0.58, -0.34, -1.11),
0.034,
_materials.rubber
)
for x: float in [-0.82, 0.82]:
CockpitMeshFactory.add_cylinder_between(
"RailSupport",
root,
Vector3(x, -0.34, -1.12),
Vector3(x, -0.20, -1.08),
0.022,
_materials.brushed_steel
)
@@ -1,145 +1,36 @@
class_name CockpitSonarConsole
extends Node3D
const CockpitMaterialPalette = preload(
"res://game/presentation/cockpit/cockpit_material_palette.gd"
)
const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
## Imported sonar monitor. Exposes its glass as the cockpit's `%SonarScreen` so
## the instrument panel can put the shared sonar texture on it.
var _materials: CockpitMaterialPalette
var _control_count := 0
## Lamps and knobs are modelled into the housing mesh, not separate nodes:
## three amber push-buttons and two knurled knobs (model contract).
const HOUSING_CONTROL_COUNT := 5
var _housing: MeshInstance3D
var _screen: MeshInstance3D
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "SonarConsoleDetailing"
_build_bezel()
_build_grid()
_build_control_strip()
_build_mounting_hardware()
func _ready() -> void:
_housing = find_child("Sonar", true, false) as MeshInstance3D
_screen = find_child("SonarScreen", true, false) as MeshInstance3D
if _housing == null or _screen == null:
push_error("Sonar model is missing its Sonar or SonarScreen node")
return
# The glass belongs to the imported scene; adopt it so the cockpit scene
# can address it by unique name like any other instrument.
_screen.owner = owner
_screen.unique_name_in_owner = true
func housing() -> MeshInstance3D:
return _housing
func screen() -> MeshInstance3D:
return _screen
func control_count() -> int:
return _control_count
func _build_bezel() -> void:
CockpitMeshFactory.add_box(
"UpperBezel",
self,
Vector3(-0.025, 0.151, 0.073),
Vector3(0.41, 0.034, 0.035),
_materials.brushed_steel
)
CockpitMeshFactory.add_box(
"LowerBezel",
self,
Vector3(-0.025, -0.126, 0.073),
Vector3(0.41, 0.034, 0.035),
_materials.brushed_steel
)
for x: float in [-0.225, 0.175]:
CockpitMeshFactory.add_box(
"SideBezel",
self,
Vector3(x, 0.012, 0.073),
Vector3(0.035, 0.31, 0.035),
_materials.brushed_steel
)
var label := Label3D.new()
label.name = "SonarPlate"
label.text = "SONAR · BATHYMÉTRIE"
label.font_size = 12
label.pixel_size = 0.00062
label.modulate = Color(0.7, 0.73, 0.64)
label.position = Vector3(-0.04, 0.156, 0.097)
add_child(label)
func _build_control_strip() -> void:
CockpitMeshFactory.add_box(
"ControlStrip",
self,
Vector3(0.235, 0.012, 0.072),
Vector3(0.075, 0.31, 0.04),
_materials.dark_steel
)
var lamps: Array[StandardMaterial3D] = [
_materials.indicator_amber,
_materials.indicator_amber,
_materials.indicator_green,
]
for index in 3:
var y := 0.095 - index * 0.073
CockpitMeshFactory.add_box(
"SonarLampBezel",
self,
Vector3(0.235, y, 0.101),
Vector3(0.044, 0.044, 0.018),
_materials.brass
)
CockpitMeshFactory.add_sphere(
"SonarLamp",
self,
Vector3(0.235, y, 0.116),
0.013,
lamps[index]
)
_control_count += 1
CockpitMeshFactory.add_cylinder(
"SonarGainKnob",
self,
Vector3(0.235, -0.102, 0.108),
0.024,
0.026,
_materials.rubber,
Vector3(90.0, 0.0, 0.0)
)
_control_count += 1
func _build_grid() -> void:
for x: float in [-0.145, -0.085, -0.025, 0.035, 0.095]:
CockpitMeshFactory.add_box(
"SonarGridVertical",
self,
Vector3(x, 0.012, 0.076),
Vector3(0.0015, 0.215, 0.002),
_materials.sonar_grid
)
for y: float in [-0.075, -0.025, 0.025, 0.075]:
CockpitMeshFactory.add_box(
"SonarGridHorizontal",
self,
Vector3(-0.025, y, 0.076),
Vector3(0.33, 0.0015, 0.002),
_materials.sonar_grid
)
func _build_mounting_hardware() -> void:
for corner: Vector2 in [
Vector2(-0.205, -0.105),
Vector2(-0.205, 0.13),
Vector2(0.195, -0.105),
Vector2(0.195, 0.13),
]:
CockpitMeshFactory.add_cylinder(
"SonarFastener",
self,
Vector3(corner.x, corner.y, 0.103),
0.008,
0.012,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
CockpitMeshFactory.add_cylinder_between(
"LeftSonarHandle",
self,
Vector3(-0.255, -0.09, 0.06),
Vector3(-0.255, 0.11, 0.06),
0.013,
_materials.brass
)
return 0 if _housing == null else HOUSING_CONTROL_COUNT
@@ -0,0 +1,26 @@
class_name CockpitSwitchPanel
extends Node3D
## Imported switch panel. Decorative in this slice: every control stays in its
## exported rest pose and no input reaches it.
const CONTROL_PREFIXES: Array[String] = ["Toggle_", "Rocker_", "Cover_", "Lever_"]
var _controls: Array[Node3D] = []
func _ready() -> void:
for prefix: String in CONTROL_PREFIXES:
for control: Node in find_children("%s*" % prefix, "Node3D", true, false):
_controls.append(control as Node3D)
func control_count() -> int:
return _controls.size()
func controls_are_at_rest() -> bool:
for control: Node3D in _controls:
if not control.rotation.is_zero_approx():
return false
return true
+4
View File
@@ -61,6 +61,10 @@ func built_grid_segment_count() -> int:
return _renderer.built_grid_segment_count()
func depth_scale_texts() -> PackedStringArray:
return _renderer.depth_scale_texts()
func idle_prompt_visible() -> bool:
return _renderer.idle_prompt_visible()
+2 -2
View File
@@ -27,7 +27,7 @@ script = ExtResource("1_display")
[node name="SonarReliefRenderer" type="SubViewport" parent="."]
unique_name_in_owner = true
size = Vector2i(960, 540)
size = Vector2i(960, 604)
render_target_update_mode = 4
script = ExtResource("2_renderer")
@@ -77,4 +77,4 @@ text = "SONAR PRÊT · F POUR ÉMETTRE"
[node name="Legend" type="Label" parent="ExpandedPanel/Layout"]
layout_mode = 2
theme_override_colors/font_color = Color(0.58, 0.7, 0.71, 1)
text = "BLEU PROFOND · VERT/JAUNE HAUTEUR · ORANGE ANOMALIE · NOIR INCONNU · TAB FERMER"
text = "TURQUOISE SOMBRE PROFOND · CYAN CLAIR HAUTEUR · ORANGE ANOMALIE · NOIR INCONNU · TAB FERMER"
@@ -5,53 +5,59 @@ const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
const SonarSample = preload("res://game/domain/sonar/sonar_sample.gd")
const SonarScan = preload("res://game/domain/sonar/sonar_scan.gd")
const COLOR_DEEP := Color("173f91")
const COLOR_LOW := Color("168fc1")
const COLOR_MIDDLE := Color("36b979")
const COLOR_HIGH := Color("d7d93d")
const COLOR_PEAK := Color("ee5734")
const COLOR_METAL := Color("ff6b22")
## Grid lines are drawn by the relief shader on the cell edges: every built
## cell carries one row edge and one column edge of the grid.
const GRID_SEGMENTS_PER_CELL := 2
## Two triangles per cell, wound like the sample grid.
const CELL_CORNER_ORDER: Array[int] = [0, 2, 1, 1, 2, 3]
static func build_full_mesh(
scan: SonarScan,
material: StandardMaterial3D
) -> ArrayMesh:
static func build_full_mesh(scan: SonarScan, material: Material) -> ArrayMesh:
var mesh := ArrayMesh.new()
for row in range(1, scan.samples.rows):
add_row_band(mesh, scan, row, material)
return mesh
## Adds the cells between `row - 1` and `row`; returns the triangle count.
## Per vertex: UV = (column, row) of the sample grid, COLOR.r = height relative
## to the scan (0 low, 1 peak), COLOR.g = 1 on metal, COLOR.b = echo intensity.
static func add_row_band(
mesh: ArrayMesh,
scan: SonarScan,
row: int,
material: StandardMaterial3D
material: Material
) -> int:
var vertices := PackedVector3Array()
var normals := PackedVector3Array()
var colors := PackedColorArray()
var uvs := PackedVector2Array()
for column in range(scan.samples.columns - 1):
var top_left: SonarSample = scan.samples.sample_at(row - 1, column)
var top_right: SonarSample = scan.samples.sample_at(row - 1, column + 1)
var bottom_left: SonarSample = scan.samples.sample_at(row, column)
var bottom_right: SonarSample = scan.samples.sample_at(row, column + 1)
var corners: Array[SonarSample] = [
scan.samples.sample_at(row - 1, column),
scan.samples.sample_at(row - 1, column + 1),
scan.samples.sample_at(row, column),
scan.samples.sample_at(row, column + 1),
]
if not (
top_left.observed
and top_right.observed
and bottom_left.observed
and bottom_right.observed
corners[0].observed
and corners[1].observed
and corners[2].observed
and corners[3].observed
):
continue
_append_triangle(
vertices, normals, colors, scan,
top_left, bottom_left, top_right
)
_append_triangle(
vertices, normals, colors, scan,
top_right, bottom_left, bottom_right
)
var grid: Array[Vector2] = [
Vector2(column, row - 1),
Vector2(column + 1, row - 1),
Vector2(column, row),
Vector2(column + 1, row),
]
for corner: int in CELL_CORNER_ORDER:
var sample := corners[corner]
vertices.append(sample.position_m)
normals.append(sample.normal)
colors.append(_sample_data(scan, sample))
uvs.append(grid[corner])
if vertices.is_empty():
return 0
var arrays: Array = []
@@ -59,93 +65,21 @@ static func add_row_band(
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_NORMAL] = normals
arrays[Mesh.ARRAY_COLOR] = colors
arrays[Mesh.ARRAY_TEX_UV] = uvs
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
mesh.surface_set_material(mesh.get_surface_count() - 1, material)
return vertices.size() / 3
static func add_grid_band(
mesh: ArrayMesh,
scan: SonarScan,
row: int,
material: StandardMaterial3D
) -> int:
var vertices := PackedVector3Array()
for column in scan.samples.columns:
if column % 6 != 0 and column != scan.samples.columns - 1:
continue
_append_grid_segment(
vertices,
scan.samples.sample_at(row - 1, column),
scan.samples.sample_at(row, column)
)
if row == 1 or row % 4 == 0 or row == scan.samples.rows - 1:
for column in range(scan.samples.columns - 1):
_append_grid_segment(
vertices,
scan.samples.sample_at(row, column),
scan.samples.sample_at(row, column + 1)
)
if vertices.is_empty():
return 0
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_LINES, arrays)
mesh.surface_set_material(mesh.get_surface_count() - 1, material)
return vertices.size() / 2
static func _append_grid_segment(
vertices: PackedVector3Array,
a: SonarSample,
b: SonarSample
) -> void:
if not a.observed or not b.observed:
return
vertices.append(a.position_m + a.normal * 0.08)
vertices.append(b.position_m + b.normal * 0.08)
static func _append_triangle(
vertices: PackedVector3Array,
normals: PackedVector3Array,
colors: PackedColorArray,
scan: SonarScan,
a: SonarSample,
b: SonarSample,
c: SonarSample
) -> void:
for sample: SonarSample in [a, b, c]:
vertices.append(sample.position_m)
normals.append(sample.normal)
colors.append(_sample_color(scan, sample))
static func _sample_color(scan: SonarScan, sample: SonarSample) -> Color:
if sample.material == SonarMaterial.Value.METAL:
return COLOR_METAL
var height := inverse_lerp(
scan.minimum_elevation_m,
scan.maximum_elevation_m,
sample.elevation_m
)
var color: Color
if height <= 0.28:
color = COLOR_DEEP.lerp(COLOR_LOW, height / 0.28)
elif height <= 0.52:
color = COLOR_LOW.lerp(COLOR_MIDDLE, (height - 0.28) / 0.24)
elif height <= 0.76:
color = COLOR_MIDDLE.lerp(COLOR_HIGH, (height - 0.52) / 0.24)
else:
color = COLOR_HIGH.lerp(COLOR_PEAK, (height - 0.76) / 0.24)
var light_direction := Vector3(-0.35, 0.82, -0.45).normalized()
var slope_light := clampf(sample.normal.dot(light_direction), 0.0, 1.0)
var shade := lerpf(0.68, 1.0, slope_light)
var lit_color := color.lerp(Color.WHITE, sample.intensity * 0.08)
return Color(
lit_color.r * shade,
lit_color.g * shade,
lit_color.b * shade,
lit_color.a
static func _sample_data(scan: SonarScan, sample: SonarSample) -> Color:
var height := clampf(
inverse_lerp(
scan.minimum_elevation_m,
scan.maximum_elevation_m,
sample.elevation_m
),
0.0,
1.0
)
var metal := 1.0 if sample.material == SonarMaterial.Value.METAL else 0.0
return Color(height, metal, clampf(sample.intensity, 0.0, 1.0))
@@ -5,15 +5,32 @@ const SonarScan = preload("res://game/domain/sonar/sonar_scan.gd")
const SonarReliefMeshBuilder = preload(
"res://game/presentation/sonar/sonar_relief_mesh_builder.gd"
)
const SonarReliefStyle = preload("res://game/presentation/sonar/sonar_relief_style.gd")
## Matches the glass of the cockpit sonar monitor (0.690 × 0.434, ratio 1.59).
const RENDER_SIZE := Vector2i(960, 604)
## Ground width framed by the orthographic camera, independent of the ratio.
const VIEW_WIDTH_M := 178.0
## Table-like oblique view from behind the vehicle. The aim point sits right
## of the scan axis so the relief leaves the right edge to the height scale.
const CAMERA_AIM_POINT := Vector3(14.0, -46.0, 50.0)
const CAMERA_ELEVATION_DEGREES := 44.0
const CAMERA_DISTANCE_M := 120.0
const IDLE_PROMPT_SIZE := Vector2(600.0, 64.0)
## Height scale drawn at the right edge of the screen, in viewport pixels.
const SCALE_BAR_RECT := Rect2(920.0, 70.0, 12.0, 464.0)
const SCALE_TICK_COUNT := 3
const SCALE_LABEL_SIZE := Vector2(112.0, 40.0)
const SCALE_FONT_SIZE := 34
var _current_mesh_instance: MeshInstance3D
var _current_grid_instance: MeshInstance3D
var _previous_mesh_instance: MeshInstance3D
var _contact_root: Node3D
var _idle_prompt: Label
var _current_material: StandardMaterial3D
var _grid_material: StandardMaterial3D
var _previous_material: StandardMaterial3D
var _current_material: ShaderMaterial
var _previous_material: ShaderMaterial
var _depth_scale: TextureRect
var _scale_labels: Array[Label] = []
var _current_scan_id: StringName = &""
var _previous_scan_id: StringName = &""
var _built_current_rows := 0
@@ -22,9 +39,8 @@ var _built_current_grid_segment_count := 0
func _ready() -> void:
size = Vector2i(960, 540)
size = RENDER_SIZE
render_target_update_mode = SubViewport.UPDATE_ALWAYS
positional_shadow_atlas_size = 1024
own_world_3d = true
_build_render_world()
@@ -41,11 +57,11 @@ func present(
if current_scan.scan_id != _current_scan_id:
_current_scan_id = current_scan.scan_id
_current_mesh_instance.mesh = ArrayMesh.new()
_current_grid_instance.mesh = ArrayMesh.new()
_built_current_rows = 0
_built_current_triangle_count = 0
_built_current_grid_segment_count = 0
_rebuild_contacts(current_scan)
_update_depth_scale(current_scan)
_build_current_rows(current_scan, clampi(visible_rows, 0, current_scan.samples.rows))
_update_contact_visibility(current_scan, visible_rows)
@@ -61,7 +77,7 @@ func present(
previous_scan,
_previous_material
)
_previous_material.albedo_color.a = clampf(previous_opacity, 0.0, 1.0)
SonarReliefStyle.set_opacity(_previous_material, previous_opacity)
func render_texture() -> Texture2D:
@@ -84,6 +100,16 @@ func idle_prompt_visible() -> bool:
return _idle_prompt != null and _idle_prompt.visible
## Elevation labels of the height scale, top (highest) to bottom; empty until
## a scan has been presented.
func depth_scale_texts() -> PackedStringArray:
var texts := PackedStringArray()
if _depth_scale != null and _depth_scale.visible:
for label: Label in _scale_labels:
texts.append(label.text)
return texts
func visible_contact_count() -> int:
var count := 0
for child: Node in _contact_root.get_children():
@@ -96,24 +122,17 @@ func _build_render_world() -> void:
var environment_node := WorldEnvironment.new()
var environment := Environment.new()
environment.background_mode = Environment.BG_COLOR
environment.background_color = Color("020407")
environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
environment.ambient_light_color = Color(0.18, 0.31, 0.34)
environment.ambient_light_energy = 0.42
environment.background_color = SonarReliefStyle.COLOR_BACKGROUND
environment.ambient_light_source = Environment.AMBIENT_SOURCE_DISABLED
environment_node.environment = environment
add_child(environment_node)
_current_material = _relief_material(false)
_grid_material = _surface_grid_material()
_previous_material = _relief_material(true)
_current_material = SonarReliefStyle.relief_material(false)
_previous_material = SonarReliefStyle.relief_material(true)
_current_mesh_instance = MeshInstance3D.new()
_current_mesh_instance.name = "CurrentRelief"
_current_mesh_instance.mesh = ArrayMesh.new()
add_child(_current_mesh_instance)
_current_grid_instance = MeshInstance3D.new()
_current_grid_instance.name = "CurrentReliefGrid"
_current_grid_instance.mesh = ArrayMesh.new()
add_child(_current_grid_instance)
_previous_mesh_instance = MeshInstance3D.new()
_previous_mesh_instance.name = "PreviousRelief"
_previous_mesh_instance.mesh = ArrayMesh.new()
@@ -128,72 +147,88 @@ func _build_render_world() -> void:
var camera := Camera3D.new()
camera.name = "SonarCamera"
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = 116.0
camera.keep_aspect = Camera3D.KEEP_WIDTH
camera.size = VIEW_WIDTH_M
camera.far = 240.0
camera.position = Vector3(0.0, 65.0, -30.0)
var elevation := deg_to_rad(CAMERA_ELEVATION_DEGREES)
camera.position = CAMERA_AIM_POINT + CAMERA_DISTANCE_M * Vector3(
0.0, sin(elevation), -cos(elevation)
)
add_child(camera)
camera.look_at(Vector3(0.0, -38.0, 58.0), Vector3.UP)
camera.look_at(CAMERA_AIM_POINT, Vector3.UP)
camera.current = true
var key_light := DirectionalLight3D.new()
key_light.rotation_degrees = Vector3(-52.0, -28.0, 0.0)
key_light.light_energy = 1.25
key_light.shadow_enabled = true
add_child(key_light)
var fill_light := DirectionalLight3D.new()
fill_light.rotation_degrees = Vector3(-28.0, 145.0, 18.0)
fill_light.light_energy = 0.38
add_child(fill_light)
_build_depth_scale()
_build_idle_prompt()
func _build_idle_prompt() -> void:
_idle_prompt = Label.new()
_idle_prompt.name = "IdlePrompt"
_idle_prompt.position = Vector2(180.0, 238.0)
_idle_prompt.size = Vector2(600.0, 64.0)
_idle_prompt.position = (Vector2(RENDER_SIZE) - IDLE_PROMPT_SIZE) * 0.5
_idle_prompt.size = IDLE_PROMPT_SIZE
_idle_prompt.text = "SONAR PRÊT · F POUR ÉMETTRE"
_idle_prompt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_idle_prompt.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_idle_prompt.add_theme_font_size_override("font_size", 26)
_idle_prompt.add_theme_color_override("font_color", Color(0.38, 0.88, 0.86))
_idle_prompt.add_theme_color_override("font_color", SonarReliefStyle.COLOR_MIDDLE)
_idle_prompt.add_theme_color_override("font_outline_color", Color(0.0, 0.04, 0.05))
_idle_prompt.add_theme_constant_override("outline_size", 6)
add_child(_idle_prompt)
func _relief_material(transparent: bool) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.vertex_color_use_as_albedo = true
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.cull_mode = BaseMaterial3D.CULL_DISABLED
if transparent:
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(1.0, 1.0, 1.0, 0.0)
return material
## Height legend: the relief palette is relative to the scan, so the bar shows
## the real elevations of its two ends and of the steps in between.
func _build_depth_scale() -> void:
var gradient := GradientTexture2D.new()
gradient.gradient = SonarReliefStyle.height_gradient()
gradient.fill_from = Vector2(0.0, 1.0)
gradient.fill_to = Vector2(0.0, 0.0)
gradient.width = int(SCALE_BAR_RECT.size.x)
gradient.height = int(SCALE_BAR_RECT.size.y)
_depth_scale = TextureRect.new()
_depth_scale.name = "DepthScale"
_depth_scale.texture = gradient
_depth_scale.position = SCALE_BAR_RECT.position
_depth_scale.size = SCALE_BAR_RECT.size
_depth_scale.visible = false
add_child(_depth_scale)
for tick in SCALE_TICK_COUNT:
var label := Label.new()
label.size = SCALE_LABEL_SIZE
label.position = Vector2(
-label.size.x - 8.0,
SCALE_BAR_RECT.size.y * tick / float(SCALE_TICK_COUNT - 1) - label.size.y * 0.5
)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", SCALE_FONT_SIZE)
label.add_theme_color_override("font_color", SonarReliefStyle.COLOR_MIDDLE)
_depth_scale.add_child(label)
_scale_labels.append(label)
func _surface_grid_material() -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(0.32, 0.95, 0.91, 0.34)
material.emission_enabled = true
material.emission = Color(0.18, 0.78, 0.76)
material.emission_energy_multiplier = 1.35
return material
func _update_depth_scale(scan: SonarScan) -> void:
for tick in _scale_labels.size():
var elevation := lerpf(
scan.maximum_elevation_m,
scan.minimum_elevation_m,
tick / float(_scale_labels.size() - 1)
)
_scale_labels[tick].text = "%.0f m" % elevation
_depth_scale.visible = true
func _build_current_rows(scan: SonarScan, visible_rows: int) -> void:
var mesh := _current_mesh_instance.mesh as ArrayMesh
var grid_mesh := _current_grid_instance.mesh as ArrayMesh
while _built_current_rows < visible_rows:
if _built_current_rows > 0:
_built_current_triangle_count += SonarReliefMeshBuilder.add_row_band(
var triangles := SonarReliefMeshBuilder.add_row_band(
mesh, scan, _built_current_rows, _current_material
)
_built_current_grid_segment_count += SonarReliefMeshBuilder.add_grid_band(
grid_mesh, scan, _built_current_rows, _grid_material
_built_current_triangle_count += triangles
_built_current_grid_segment_count += (
triangles / 2 * SonarReliefMeshBuilder.GRID_SEGMENTS_PER_CELL
)
_built_current_rows += 1
@@ -210,13 +245,9 @@ func _rebuild_contacts(scan: SonarScan) -> void:
marker.position = contact.center_m + Vector3.UP * 1.4
marker.visible = false
marker.set_meta("forward_distance_m", contact.center_m.z)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = SonarReliefMeshBuilder.COLOR_METAL
material.emission_enabled = true
material.emission = SonarReliefMeshBuilder.COLOR_METAL
material.emission_energy_multiplier = 4.0
marker.material_override = material
marker.material_override = SonarReliefStyle.marker_material(
SonarReliefStyle.COLOR_METAL
)
_contact_root.add_child(marker)
@@ -244,11 +275,7 @@ func _add_submarine_marker() -> void:
box.size = Vector3(3.2, 1.1, 5.8)
marker.mesh = box
marker.position = Vector3(0.0, 0.0, 1.0)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = Color.WHITE
material.emission_enabled = true
material.emission = Color.WHITE
material.emission_energy_multiplier = 2.4
marker.material_override = material
marker.material_override = SonarReliefStyle.marker_material(
SonarReliefStyle.COLOR_VEHICLE
)
add_child(marker)
@@ -0,0 +1,157 @@
class_name SonarReliefStyle
extends RefCounted
## Single owner of the holographic look of the sonar relief: palette, grid
## spacing, line widths and intensities. Display only: nothing here is a
## gameplay value.
## Near-black table the hologram floats on. Black also means "unknown".
const COLOR_BACKGROUND := Color("010507")
## Height ramp, relative to the scan: dark teal low, cyan mid, pale on peaks.
const COLOR_DEEP := Color("06404a")
const COLOR_MIDDLE := Color("17b8c4")
const COLOR_PEAK := Color("d8fbff")
## Metal returns keep one warm accent so an anomaly never reads as terrain.
const COLOR_METAL := Color("ff7a2a")
const COLOR_VEHICLE := Color("f2ffff")
## Grid lines follow the sample grid: one minor line every N cells.
const GRID_MINOR_CELLS := 2.0
const GRID_MAJOR_CELLS := 6.0
const GRID_MINOR_WIDTH_PX := 1.2
const GRID_MAJOR_WIDTH_PX := 2.2
const GRID_MINOR_INTENSITY := 0.30
const GRID_MAJOR_INTENSITY := 0.80
## Iso-height contours, in fractions of the scan's height span.
const CONTOUR_STEP := 0.125
const CONTOUR_WIDTH_PX := 1.0
const CONTOUR_INTENSITY := 0.20
## Translucent surface under the grid and the rim that outlines ridges.
const SURFACE_INTENSITY := 0.50
const RIM_INTENSITY := 0.35
const RIM_POWER := 2.5
## How much brighter the peaks' lines are than the deep ones.
const PEAK_LINE_BOOST := 0.55
const _SHADER_CODE := """
shader_type spatial;
render_mode unshaded, cull_disabled, depth_draw_always;
uniform vec3 background : source_color;
uniform vec3 color_deep : source_color;
uniform vec3 color_middle : source_color;
uniform vec3 color_peak : source_color;
uniform vec3 color_metal : source_color;
uniform float grid_minor_cells;
uniform float grid_major_cells;
uniform float grid_minor_width_px;
uniform float grid_major_width_px;
uniform float grid_minor_intensity;
uniform float grid_major_intensity;
uniform float contour_step;
uniform float contour_width_px;
uniform float contour_intensity;
uniform float surface_intensity;
uniform float rim_intensity;
uniform float rim_power;
uniform float peak_line_boost;
uniform float opacity = 1.0;
// Anti-aliased line on every multiple of `spacing`, `width_px` wide on screen.
// Fades out when lines would be closer than a few pixels, so it never shimmers.
float grid_line(float coordinate, float spacing, float width_px) {
float scaled = coordinate / spacing;
float pixel = max(fwidth(scaled), 1e-5);
float distance_px = abs(fract(scaled - 0.5) - 0.5) / pixel;
float line = 1.0 - smoothstep(width_px * 0.5 - 0.5, width_px * 0.5 + 0.5, distance_px);
return line * clamp((1.0 / pixel - 2.0) / 3.0, 0.0, 1.0);
}
void fragment() {
// UV carries (column, row) of the sample grid; COLOR.r the relative height,
// COLOR.g the metal flag, COLOR.b the echo intensity.
float height = clamp(COLOR.r, 0.0, 1.0);
vec3 ramp = mix(color_deep, color_middle, smoothstep(0.0, 0.55, height));
ramp = mix(ramp, color_peak, smoothstep(0.55, 1.0, height));
// The translucent surface stays in the teal-to-cyan range so peaks do not
// wash out to grey; only the lines reach the pale peak colour.
vec3 fill = mix(color_deep, color_middle, smoothstep(0.0, 0.85, height));
float metal = step(0.5, COLOR.g);
ramp = mix(ramp, color_metal, metal);
fill = mix(fill, color_metal, metal);
float minor = max(
grid_line(UV.x, grid_minor_cells, grid_minor_width_px),
grid_line(UV.y, grid_minor_cells, grid_minor_width_px)
);
float major = max(
grid_line(UV.x, grid_major_cells, grid_major_width_px),
grid_line(UV.y, grid_major_cells, grid_major_width_px)
);
float contour = grid_line(height, contour_step, contour_width_px);
float rim = pow(1.0 - abs(dot(normalize(NORMAL), normalize(VIEW))), rim_power);
float lines = max(minor * grid_minor_intensity, major * grid_major_intensity);
lines = max(lines, contour * contour_intensity);
lines *= 1.0 + peak_line_boost * height;
float surface = surface_intensity * (0.22 + 0.78 * height) * (0.8 + 0.2 * COLOR.b);
vec3 glow = fill * (surface + rim * rim_intensity) + ramp * lines;
ALBEDO = background + glow;
//FADE ALPHA = opacity;
}
"""
static var _opaque_shader: Shader
static var _fading_shader: Shader
## The current scan is opaque: depth-tested, so ridges hide what lies behind
## them and nothing depends on draw order. The previous scan fades out with the
## same shader, alpha-blended and still writing depth.
static func relief_material(fading: bool) -> ShaderMaterial:
if _opaque_shader == null:
_opaque_shader = Shader.new()
_opaque_shader.code = _SHADER_CODE
_fading_shader = Shader.new()
_fading_shader.code = _SHADER_CODE.replace("//FADE ", "")
var material := ShaderMaterial.new()
material.shader = _fading_shader if fading else _opaque_shader
material.set_shader_parameter("background", COLOR_BACKGROUND)
material.set_shader_parameter("color_deep", COLOR_DEEP)
material.set_shader_parameter("color_middle", COLOR_MIDDLE)
material.set_shader_parameter("color_peak", COLOR_PEAK)
material.set_shader_parameter("color_metal", COLOR_METAL)
material.set_shader_parameter("grid_minor_cells", GRID_MINOR_CELLS)
material.set_shader_parameter("grid_major_cells", GRID_MAJOR_CELLS)
material.set_shader_parameter("grid_minor_width_px", GRID_MINOR_WIDTH_PX)
material.set_shader_parameter("grid_major_width_px", GRID_MAJOR_WIDTH_PX)
material.set_shader_parameter("grid_minor_intensity", GRID_MINOR_INTENSITY)
material.set_shader_parameter("grid_major_intensity", GRID_MAJOR_INTENSITY)
material.set_shader_parameter("contour_step", CONTOUR_STEP)
material.set_shader_parameter("contour_width_px", CONTOUR_WIDTH_PX)
material.set_shader_parameter("contour_intensity", CONTOUR_INTENSITY)
material.set_shader_parameter("surface_intensity", SURFACE_INTENSITY)
material.set_shader_parameter("rim_intensity", RIM_INTENSITY)
material.set_shader_parameter("rim_power", RIM_POWER)
material.set_shader_parameter("peak_line_boost", PEAK_LINE_BOOST)
return material
static func set_opacity(material: ShaderMaterial, opacity: float) -> void:
material.set_shader_parameter("opacity", clampf(opacity, 0.0, 1.0))
static func marker_material(color: Color) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = color
return material
## Colour of a relative height (0 low, 1 peak), for the depth scale legend.
static func height_gradient() -> Gradient:
var gradient := Gradient.new()
gradient.offsets = PackedFloat32Array([0.0, 0.55, 1.0])
gradient.colors = PackedColorArray([COLOR_DEEP, COLOR_MIDDLE, COLOR_PEAK])
return gradient
@@ -8,6 +8,14 @@ background_color = Color(0.005, 0.045, 0.065, 1)
ambient_light_source = 3
ambient_light_color = Color(0.12, 0.32, 0.37, 1)
ambient_light_energy = 0.42
glow_enabled = true
glow_levels/1 = 1.0
glow_levels/2 = 1.0
glow_levels/3 = 0.6
glow_levels/4 = 0.2
glow_intensity = 1.0
glow_blend_mode = 0
glow_hdr_threshold = 1.0
fog_enabled = true
fog_light_color = Color(0.07, 0.25, 0.3, 1)
fog_light_energy = 0.48