feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 7m6s
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>
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@@ -1,26 +1,12 @@
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class_name CockpitDashboardDetailing
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extends Node3D
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const CockpitMaterialPalette = preload(
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"res://game/presentation/cockpit/cockpit_material_palette.gd"
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)
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const CockpitMeshFactory = preload(
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"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
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)
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var _materials: CockpitMaterialPalette
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var _control_count := 0
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## The dashboard keeps its hidden digital readouts (their labels still carry the
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## exact values); this hides the placeholder parts the gauge panel replaced.
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func _init(materials: CockpitMaterialPalette) -> void:
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_materials = materials
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func _init() -> void:
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name = "DashboardDetailing"
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_build_structural_frame()
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_build_switch_banks()
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func control_count() -> int:
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return _control_count
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func hide_obsolete_elements(cockpit: Node3D) -> void:
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@@ -42,79 +28,3 @@ func hide_obsolete_elements(cockpit: Node3D) -> void:
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var readout := cockpit.get_node_or_null("Dashboard/%s" % readout_name) as Node3D
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if readout != null:
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readout.visible = false
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func _build_structural_frame() -> void:
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CockpitMeshFactory.add_box(
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"TopRail",
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self,
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Vector3(0.0, 0.255, 0.115),
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Vector3(1.50, 0.055, 0.055),
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_materials.dark_steel
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)
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CockpitMeshFactory.add_box(
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"BottomRail",
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self,
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Vector3(0.0, -0.205, 0.115),
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Vector3(1.50, 0.050, 0.055),
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_materials.dark_steel
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)
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for x: float in [-0.755, 0.755]:
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CockpitMeshFactory.add_box(
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"SideRail",
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self,
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Vector3(x, 0.025, 0.115),
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Vector3(0.050, 0.46, 0.055),
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_materials.dark_steel
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)
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for screw_position: Vector2 in [
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Vector2(-0.72, -0.18),
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Vector2(-0.72, 0.23),
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Vector2(0.72, -0.18),
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Vector2(0.72, 0.23),
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Vector2(-0.24, -0.18),
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Vector2(0.24, -0.18),
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]:
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CockpitMeshFactory.add_cylinder(
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"PanelScrew",
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self,
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Vector3(screw_position.x, screw_position.y, 0.151),
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0.010,
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0.010,
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_materials.brass,
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Vector3(90.0, 0.0, 0.0)
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)
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func _build_switch_banks() -> void:
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_add_switch_bank(-0.59, "AUX")
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_add_switch_bank(0.59, "POMPES")
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func _add_switch_bank(center_x: float, caption: String) -> void:
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CockpitMeshFactory.add_box(
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"SwitchPlate",
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self,
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Vector3(center_x, -0.205, 0.145),
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Vector3(0.25, 0.060, 0.020),
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_materials.overhead_steel
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)
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for offset: float in [-0.075, -0.025, 0.025, 0.075]:
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CockpitMeshFactory.add_cylinder(
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"ToggleSwitch",
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self,
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Vector3(center_x + offset, -0.195, 0.171),
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0.006,
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0.030,
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_materials.dark_steel,
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Vector3(90.0, 0.0, 0.0)
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)
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_control_count += 1
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var label := Label3D.new()
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label.name = "%sLabel" % caption.to_pascal_case()
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label.text = caption
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label.font_size = 10
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label.pixel_size = 0.00055
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label.modulate = Color(0.72, 0.69, 0.56)
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label.position = Vector3(center_x, -0.235, 0.165)
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add_child(label)
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