feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 9m4s
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>
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@@ -5,15 +5,32 @@ const SonarScan = preload("res://game/domain/sonar/sonar_scan.gd")
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const SonarReliefMeshBuilder = preload(
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"res://game/presentation/sonar/sonar_relief_mesh_builder.gd"
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)
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const SonarReliefStyle = preload("res://game/presentation/sonar/sonar_relief_style.gd")
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## Matches the glass of the cockpit sonar monitor (0.690 × 0.434, ratio 1.59).
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const RENDER_SIZE := Vector2i(960, 604)
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## Ground width framed by the orthographic camera, independent of the ratio.
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const VIEW_WIDTH_M := 178.0
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## Table-like oblique view from behind the vehicle. The aim point sits right
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## of the scan axis so the relief leaves the right edge to the height scale.
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const CAMERA_AIM_POINT := Vector3(14.0, -46.0, 50.0)
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const CAMERA_ELEVATION_DEGREES := 44.0
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const CAMERA_DISTANCE_M := 120.0
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const IDLE_PROMPT_SIZE := Vector2(600.0, 64.0)
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## Height scale drawn at the right edge of the screen, in viewport pixels.
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const SCALE_BAR_RECT := Rect2(920.0, 70.0, 12.0, 464.0)
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const SCALE_TICK_COUNT := 3
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const SCALE_LABEL_SIZE := Vector2(112.0, 40.0)
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const SCALE_FONT_SIZE := 34
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var _current_mesh_instance: MeshInstance3D
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var _current_grid_instance: MeshInstance3D
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var _previous_mesh_instance: MeshInstance3D
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var _contact_root: Node3D
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var _idle_prompt: Label
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var _current_material: StandardMaterial3D
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var _grid_material: StandardMaterial3D
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var _previous_material: StandardMaterial3D
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var _current_material: ShaderMaterial
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var _previous_material: ShaderMaterial
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var _depth_scale: TextureRect
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var _scale_labels: Array[Label] = []
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var _current_scan_id: StringName = &""
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var _previous_scan_id: StringName = &""
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var _built_current_rows := 0
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@@ -22,9 +39,8 @@ var _built_current_grid_segment_count := 0
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func _ready() -> void:
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size = Vector2i(960, 540)
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size = RENDER_SIZE
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render_target_update_mode = SubViewport.UPDATE_ALWAYS
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positional_shadow_atlas_size = 1024
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own_world_3d = true
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_build_render_world()
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@@ -41,11 +57,11 @@ func present(
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if current_scan.scan_id != _current_scan_id:
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_current_scan_id = current_scan.scan_id
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_current_mesh_instance.mesh = ArrayMesh.new()
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_current_grid_instance.mesh = ArrayMesh.new()
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_built_current_rows = 0
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_built_current_triangle_count = 0
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_built_current_grid_segment_count = 0
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_rebuild_contacts(current_scan)
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_update_depth_scale(current_scan)
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_build_current_rows(current_scan, clampi(visible_rows, 0, current_scan.samples.rows))
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_update_contact_visibility(current_scan, visible_rows)
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@@ -61,7 +77,7 @@ func present(
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previous_scan,
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_previous_material
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)
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_previous_material.albedo_color.a = clampf(previous_opacity, 0.0, 1.0)
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SonarReliefStyle.set_opacity(_previous_material, previous_opacity)
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func render_texture() -> Texture2D:
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@@ -84,6 +100,16 @@ func idle_prompt_visible() -> bool:
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return _idle_prompt != null and _idle_prompt.visible
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## Elevation labels of the height scale, top (highest) to bottom; empty until
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## a scan has been presented.
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func depth_scale_texts() -> PackedStringArray:
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var texts := PackedStringArray()
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if _depth_scale != null and _depth_scale.visible:
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for label: Label in _scale_labels:
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texts.append(label.text)
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return texts
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func visible_contact_count() -> int:
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var count := 0
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for child: Node in _contact_root.get_children():
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@@ -96,24 +122,17 @@ func _build_render_world() -> void:
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var environment_node := WorldEnvironment.new()
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var environment := Environment.new()
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environment.background_mode = Environment.BG_COLOR
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environment.background_color = Color("020407")
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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environment.ambient_light_color = Color(0.18, 0.31, 0.34)
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environment.ambient_light_energy = 0.42
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environment.background_color = SonarReliefStyle.COLOR_BACKGROUND
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_DISABLED
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environment_node.environment = environment
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add_child(environment_node)
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_current_material = _relief_material(false)
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_grid_material = _surface_grid_material()
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_previous_material = _relief_material(true)
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_current_material = SonarReliefStyle.relief_material(false)
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_previous_material = SonarReliefStyle.relief_material(true)
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_current_mesh_instance = MeshInstance3D.new()
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_current_mesh_instance.name = "CurrentRelief"
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_current_mesh_instance.mesh = ArrayMesh.new()
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add_child(_current_mesh_instance)
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_current_grid_instance = MeshInstance3D.new()
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_current_grid_instance.name = "CurrentReliefGrid"
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_current_grid_instance.mesh = ArrayMesh.new()
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add_child(_current_grid_instance)
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_previous_mesh_instance = MeshInstance3D.new()
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_previous_mesh_instance.name = "PreviousRelief"
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_previous_mesh_instance.mesh = ArrayMesh.new()
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@@ -128,72 +147,88 @@ func _build_render_world() -> void:
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var camera := Camera3D.new()
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camera.name = "SonarCamera"
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camera.projection = Camera3D.PROJECTION_ORTHOGONAL
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camera.size = 116.0
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camera.keep_aspect = Camera3D.KEEP_WIDTH
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camera.size = VIEW_WIDTH_M
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camera.far = 240.0
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camera.position = Vector3(0.0, 65.0, -30.0)
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var elevation := deg_to_rad(CAMERA_ELEVATION_DEGREES)
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camera.position = CAMERA_AIM_POINT + CAMERA_DISTANCE_M * Vector3(
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0.0, sin(elevation), -cos(elevation)
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)
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add_child(camera)
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camera.look_at(Vector3(0.0, -38.0, 58.0), Vector3.UP)
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camera.look_at(CAMERA_AIM_POINT, Vector3.UP)
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camera.current = true
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var key_light := DirectionalLight3D.new()
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key_light.rotation_degrees = Vector3(-52.0, -28.0, 0.0)
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key_light.light_energy = 1.25
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key_light.shadow_enabled = true
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add_child(key_light)
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var fill_light := DirectionalLight3D.new()
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fill_light.rotation_degrees = Vector3(-28.0, 145.0, 18.0)
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fill_light.light_energy = 0.38
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add_child(fill_light)
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_build_depth_scale()
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_build_idle_prompt()
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func _build_idle_prompt() -> void:
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_idle_prompt = Label.new()
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_idle_prompt.name = "IdlePrompt"
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_idle_prompt.position = Vector2(180.0, 238.0)
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_idle_prompt.size = Vector2(600.0, 64.0)
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_idle_prompt.position = (Vector2(RENDER_SIZE) - IDLE_PROMPT_SIZE) * 0.5
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_idle_prompt.size = IDLE_PROMPT_SIZE
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_idle_prompt.text = "SONAR PRÊT · F POUR ÉMETTRE"
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_idle_prompt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_idle_prompt.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_idle_prompt.add_theme_font_size_override("font_size", 26)
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_idle_prompt.add_theme_color_override("font_color", Color(0.38, 0.88, 0.86))
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_idle_prompt.add_theme_color_override("font_color", SonarReliefStyle.COLOR_MIDDLE)
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_idle_prompt.add_theme_color_override("font_outline_color", Color(0.0, 0.04, 0.05))
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_idle_prompt.add_theme_constant_override("outline_size", 6)
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add_child(_idle_prompt)
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func _relief_material(transparent: bool) -> StandardMaterial3D:
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var material := StandardMaterial3D.new()
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material.vertex_color_use_as_albedo = true
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.cull_mode = BaseMaterial3D.CULL_DISABLED
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if transparent:
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material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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material.albedo_color = Color(1.0, 1.0, 1.0, 0.0)
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return material
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## Height legend: the relief palette is relative to the scan, so the bar shows
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## the real elevations of its two ends and of the steps in between.
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func _build_depth_scale() -> void:
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var gradient := GradientTexture2D.new()
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gradient.gradient = SonarReliefStyle.height_gradient()
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gradient.fill_from = Vector2(0.0, 1.0)
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gradient.fill_to = Vector2(0.0, 0.0)
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gradient.width = int(SCALE_BAR_RECT.size.x)
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gradient.height = int(SCALE_BAR_RECT.size.y)
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_depth_scale = TextureRect.new()
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_depth_scale.name = "DepthScale"
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_depth_scale.texture = gradient
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_depth_scale.position = SCALE_BAR_RECT.position
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_depth_scale.size = SCALE_BAR_RECT.size
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_depth_scale.visible = false
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add_child(_depth_scale)
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for tick in SCALE_TICK_COUNT:
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var label := Label.new()
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label.size = SCALE_LABEL_SIZE
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label.position = Vector2(
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-label.size.x - 8.0,
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SCALE_BAR_RECT.size.y * tick / float(SCALE_TICK_COUNT - 1) - label.size.y * 0.5
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)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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label.add_theme_font_size_override("font_size", SCALE_FONT_SIZE)
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label.add_theme_color_override("font_color", SonarReliefStyle.COLOR_MIDDLE)
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_depth_scale.add_child(label)
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_scale_labels.append(label)
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func _surface_grid_material() -> StandardMaterial3D:
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var material := StandardMaterial3D.new()
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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material.albedo_color = Color(0.32, 0.95, 0.91, 0.34)
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material.emission_enabled = true
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material.emission = Color(0.18, 0.78, 0.76)
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material.emission_energy_multiplier = 1.35
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return material
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func _update_depth_scale(scan: SonarScan) -> void:
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for tick in _scale_labels.size():
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var elevation := lerpf(
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scan.maximum_elevation_m,
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scan.minimum_elevation_m,
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tick / float(_scale_labels.size() - 1)
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)
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_scale_labels[tick].text = "%.0f m" % elevation
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_depth_scale.visible = true
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func _build_current_rows(scan: SonarScan, visible_rows: int) -> void:
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var mesh := _current_mesh_instance.mesh as ArrayMesh
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var grid_mesh := _current_grid_instance.mesh as ArrayMesh
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while _built_current_rows < visible_rows:
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if _built_current_rows > 0:
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_built_current_triangle_count += SonarReliefMeshBuilder.add_row_band(
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var triangles := SonarReliefMeshBuilder.add_row_band(
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mesh, scan, _built_current_rows, _current_material
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)
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_built_current_grid_segment_count += SonarReliefMeshBuilder.add_grid_band(
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grid_mesh, scan, _built_current_rows, _grid_material
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_built_current_triangle_count += triangles
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_built_current_grid_segment_count += (
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triangles / 2 * SonarReliefMeshBuilder.GRID_SEGMENTS_PER_CELL
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)
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_built_current_rows += 1
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@@ -210,13 +245,9 @@ func _rebuild_contacts(scan: SonarScan) -> void:
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marker.position = contact.center_m + Vector3.UP * 1.4
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marker.visible = false
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marker.set_meta("forward_distance_m", contact.center_m.z)
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var material := StandardMaterial3D.new()
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.albedo_color = SonarReliefMeshBuilder.COLOR_METAL
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material.emission_enabled = true
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material.emission = SonarReliefMeshBuilder.COLOR_METAL
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material.emission_energy_multiplier = 4.0
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marker.material_override = material
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marker.material_override = SonarReliefStyle.marker_material(
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SonarReliefStyle.COLOR_METAL
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)
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_contact_root.add_child(marker)
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@@ -244,11 +275,7 @@ func _add_submarine_marker() -> void:
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box.size = Vector3(3.2, 1.1, 5.8)
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marker.mesh = box
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marker.position = Vector3(0.0, 0.0, 1.0)
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var material := StandardMaterial3D.new()
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.albedo_color = Color.WHITE
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material.emission_enabled = true
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material.emission = Color.WHITE
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material.emission_energy_multiplier = 2.4
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marker.material_override = material
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marker.material_override = SonarReliefStyle.marker_material(
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SonarReliefStyle.COLOR_VEHICLE
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)
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add_child(marker)
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