feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 9m4s

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 21:36:57 +02:00
1 parent 912123087f
commit 2f9b7c0894
45 files changed
+1353 -1603

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@@ -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