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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@@ -1,192 +1,57 @@
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class_name CockpitPressureBulkhead
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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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## Imported pressure hull (end cap, knuckle and barrel in one shell) and the
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## porthole bolted into it. Both models are instanced by `cockpit_interior.tscn`.
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const PANEL_COUNT := 1
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const FASTENER_COUNT := 16
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const ANGULAR_STEPS := 64
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const RADIAL_STEPS := 4
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const INNER_RADIUS := 0.72
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const OUTER_RADIUS := 1.11
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const WHITEBOX_NAMES: Array[String] = [
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"LeftBulkhead",
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"RightBulkhead",
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"TopBulkhead",
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"BottomBulkhead",
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]
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var _materials: CockpitMaterialPalette
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var _panel_count := 0
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var _hull_shells: Array[Node] = []
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var _porthole_frame: MeshInstance3D
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var _porthole_glass: MeshInstance3D
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func _ready() -> void:
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_materials = CockpitMaterialPalette.new()
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_hide_rectangular_whitebox()
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_style_existing_frame()
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_build_curved_panels()
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_build_outer_rib()
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_build_fasteners()
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_build_clamp_plates()
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var hull := get_node_or_null("HullWall")
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if hull != null:
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_hull_shells = hull.find_children("*", "MeshInstance3D", true, false)
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_porthole_frame = _find_mesh("Porthole")
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_porthole_glass = _find_mesh("PortholeGlass")
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if _hull_shells.is_empty() or _porthole_frame == null or _porthole_glass == null:
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push_error("Pressure hull or porthole model is missing a node")
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return
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_porthole_glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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func panel_count() -> int:
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return _panel_count
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return _hull_shells.size()
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func hull_shell() -> MeshInstance3D:
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return null if _hull_shells.is_empty() else _hull_shells[0] as MeshInstance3D
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func porthole_frame() -> MeshInstance3D:
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return _porthole_frame
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func porthole_glass() -> MeshInstance3D:
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return _porthole_glass
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func rectangular_whitebox_is_hidden() -> bool:
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for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
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for node_name: String in WHITEBOX_NAMES:
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var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
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if whitebox != null and whitebox.visible:
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return false
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return true
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func _hide_rectangular_whitebox() -> void:
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for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
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var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
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if whitebox != null:
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whitebox.visible = false
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func _style_existing_frame() -> void:
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var frame := get_parent().get_node_or_null("WindowFrame") as MeshInstance3D
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if frame != null:
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frame.material_override = _materials.brushed_steel
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for child: Node in get_parent().get_children():
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if child is MeshInstance3D and child.name.begins_with("Bolt"):
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(child as MeshInstance3D).material_override = _materials.brass
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func _build_curved_panels() -> void:
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var panel_angle := TAU / float(PANEL_COUNT)
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for panel_index in PANEL_COUNT:
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var start_angle := panel_index * panel_angle
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var end_angle := (panel_index + 1) * panel_angle
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var panel := MeshInstance3D.new()
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panel.name = "PressurePanel%02d" % (panel_index + 1)
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panel.mesh = _create_curved_panel_mesh(start_angle, end_angle)
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panel.material_override = _materials.overhead_steel
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panel.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
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add_child(panel)
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_panel_count += 1
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func _create_curved_panel_mesh(start_angle: float, end_angle: float) -> ArrayMesh:
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var surface := SurfaceTool.new()
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surface.begin(Mesh.PRIMITIVE_TRIANGLES)
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for angular_index in ANGULAR_STEPS:
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var angle_ratio_0 := float(angular_index) / float(ANGULAR_STEPS)
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var angle_ratio_1 := float(angular_index + 1) / float(ANGULAR_STEPS)
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var angle_0 := lerpf(start_angle, end_angle, angle_ratio_0)
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var angle_1 := lerpf(start_angle, end_angle, angle_ratio_1)
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for radial_index in RADIAL_STEPS:
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var radial_ratio_0 := float(radial_index) / float(RADIAL_STEPS)
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var radial_ratio_1 := float(radial_index + 1) / float(RADIAL_STEPS)
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_add_panel_quad(
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surface,
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angle_0,
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angle_1,
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angle_ratio_0,
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angle_ratio_1,
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radial_ratio_0,
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radial_ratio_1
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)
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surface.generate_normals()
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return surface.commit()
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func _add_panel_quad(
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surface: SurfaceTool,
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angle_0: float,
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angle_1: float,
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angle_ratio_0: float,
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angle_ratio_1: float,
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radial_ratio_0: float,
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radial_ratio_1: float
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) -> void:
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_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_0)
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_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
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_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
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_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
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_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
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_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_1)
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func _add_panel_vertex(
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surface: SurfaceTool,
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angle: float,
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angle_ratio: float,
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radial_ratio: float
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) -> void:
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var radius := lerpf(INNER_RADIUS, OUTER_RADIUS, radial_ratio)
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var convex_depth := sin(radial_ratio * PI) * 0.075
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surface.set_uv(Vector2(angle_ratio, radial_ratio))
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surface.add_vertex(
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Vector3(cos(angle) * radius, sin(angle) * radius, 0.045 + convex_depth)
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)
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func _build_outer_rib() -> void:
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var rib := MeshInstance3D.new()
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rib.name = "OuterPressureRib"
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var torus := TorusMesh.new()
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torus.inner_radius = 1.055
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torus.outer_radius = 1.125
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torus.rings = 64
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torus.ring_segments = 12
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rib.mesh = torus
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rib.material_override = _materials.dark_steel
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rib.rotation_degrees.x = 90.0
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rib.position.z = 0.025
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add_child(rib)
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var inner_rib := MeshInstance3D.new()
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inner_rib.name = "InnerPressureRib"
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var inner_torus := TorusMesh.new()
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inner_torus.inner_radius = 0.695
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inner_torus.outer_radius = 0.755
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inner_torus.rings = 64
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inner_torus.ring_segments = 12
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inner_rib.mesh = inner_torus
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inner_rib.material_override = _materials.brushed_steel
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inner_rib.rotation_degrees.x = 90.0
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inner_rib.position.z = 0.075
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add_child(inner_rib)
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func _build_fasteners() -> void:
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for fastener_index in FASTENER_COUNT:
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var angle := (fastener_index + 0.5) * TAU / float(FASTENER_COUNT)
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var fastener_position := Vector3(
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cos(angle) * 0.96,
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sin(angle) * 0.96,
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0.12
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)
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CockpitMeshFactory.add_cylinder(
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"OuterFastener",
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self,
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fastener_position,
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0.020,
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0.018,
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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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CockpitMeshFactory.add_sphere(
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"FastenerCap",
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self,
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fastener_position + Vector3(0.0, 0.0, 0.012),
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0.017,
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_materials.brushed_steel
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)
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func _build_clamp_plates() -> void:
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for plate_index in 12:
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var angle := (plate_index + 0.5) * TAU / 12.0
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var plate := CockpitMeshFactory.add_box(
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"PressureClamp",
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self,
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Vector3(cos(angle) * 0.88, sin(angle) * 0.88, 0.105),
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Vector3(0.11, 0.055, 0.028),
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_materials.brushed_steel
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)
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plate.rotation_degrees.z = rad_to_deg(angle) + 90.0
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func _find_mesh(mesh_name: String) -> MeshInstance3D:
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var matches := find_children(mesh_name, "MeshInstance3D", true, false)
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return null if matches.is_empty() else matches[0] as MeshInstance3D
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