Improve production cockpit realism

This commit is contained in:
chindit committed 2026-10-03 09:17:27 +02:00
1 parent 7613daee84
commit 5455ae7928
9 files changed
+668 -21

No files matched your search

@@ -0,0 +1,311 @@
class_name CockpitDetailing
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 CockpitAnalogGauges = preload("res://game/presentation/cockpit/cockpit_analog_gauges.gd")
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 _painted_steel: Material
var _dark_steel: Material
var _brass: Material
var _copper: Material
var _rubber: Material
var _warm_emission: StandardMaterial3D
var _analog_gauges: CockpitAnalogGauges
var _warm_practical: OmniLight3D
var _emergency_light: OmniLight3D
func _ready() -> void:
_create_materials()
_apply_materials_to_existing_cockpit()
_build_pressure_hull_ribs()
_build_life_support_pipes()
_build_overhead_console()
_build_panel_hardware()
_build_analog_gauges()
_build_practical_lights()
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.battery.ratio,
clampf(
snapshot.hull.exterior_pressure_bar
/ maxf(snapshot.hull.certified_pressure_bar, 0.001),
0.0,
1.0
)
)
var alert_level: DiveAlertLevel.Value = snapshot.alerts.maximum
_emergency_light.visible = alert_level >= DiveAlertLevel.Value.CRITICAL
_warm_practical.light_energy = (
0.28 if alert_level >= DiveAlertLevel.Value.CRITICAL else 0.72
)
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()
func _create_materials() -> void:
_materials = CockpitMaterialPalette.new()
_painted_steel = _materials.painted_steel
_dark_steel = _materials.dark_steel
_brass = _materials.brass
_copper = _materials.copper
_rubber = _materials.rubber
_warm_emission = _materials.warm_emission
func _apply_materials_to_existing_cockpit() -> void:
_apply_material_to_paths(
_painted_steel,
[
"CabinShell/LeftWall",
"CabinShell/RightWall",
"Dashboard/MainPanel",
"LeftConsole",
"RightConsole",
]
)
_apply_material_to_paths(
_dark_steel,
[
"CabinShell/Ceiling",
"CabinShell/RearBulkhead",
"PortholeAssembly/LeftBulkhead",
"PortholeAssembly/RightBulkhead",
"PortholeAssembly/TopBulkhead",
"PortholeAssembly/BottomBulkhead",
"ThrottleLever",
"VerticalLever",
]
)
_apply_material_to_paths(
_brass,
[
"PortholeAssembly/WindowFrame",
"Dashboard/ResourcesFrame",
"Dashboard/NavigationFrame",
"Dashboard/IntegrityFrame",
"ThrottleKnob",
"VerticalKnob",
]
)
func _apply_material_to_paths(material: Material, paths: Array[String]) -> void:
var cockpit := get_parent()
for path: String in paths:
var mesh := cockpit.get_node_or_null(path) as MeshInstance3D
if mesh != null:
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(
"OverheadCrossPipe",
root,
Vector3(0.0, 0.93, -1.12),
0.031,
1.82,
_copper,
Vector3(0.0, 0.0, 90.0)
)
func _build_overhead_console() -> void:
var root := Node3D.new()
root.name = "OverheadConsole"
add_child(root)
CockpitMeshFactory.add_box(
"BreakerHousing",
root,
Vector3(0.0, 0.90, -1.08),
Vector3(0.66, 0.13, 0.27),
_painted_steel,
Vector3(-8.0, 0.0, 0.0)
)
CockpitMeshFactory.add_box(
"WarmLightDiffuser",
root,
Vector3(0.0, 0.835, -0.89),
Vector3(0.38, 0.018, 0.065),
_warm_emission,
Vector3(-8.0, 0.0, 0.0)
)
for switch_index in 7:
var x := -0.24 + switch_index * 0.08
CockpitMeshFactory.add_cylinder(
"BreakerSwitch",
root,
Vector3(x, 0.83, -0.88),
0.006,
0.035,
_rubber,
Vector3(90.0, 0.0, 0.0)
)
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)
)
for side: float in [-1.0, 1.0]:
CockpitMeshFactory.add_box(
"ServiceBox",
root,
Vector3(side * 0.89, 0.08, -1.10),
Vector3(0.18, 0.34, 0.19),
_painted_steel,
Vector3(0.0, side * -12.0, 0.0)
)
var label := Label3D.new()
label.name = "ServicePlate"
label.text = "O₂" if side < 0.0 else "ELEC"
label.font_size = 16
label.pixel_size = 0.0009
label.modulate = Color(0.72, 0.69, 0.56)
label.position = Vector3(side * 0.89, 0.10, -0.99)
root.add_child(label)
func _build_analog_gauges() -> void:
_analog_gauges = CockpitAnalogGauges.new(_materials)
add_child(_analog_gauges)
func _build_practical_lights() -> void:
_warm_practical = OmniLight3D.new()
_warm_practical.name = "WarmPracticalLight"
_warm_practical.position = Vector3(0.0, 0.82, -0.50)
_warm_practical.light_color = Color(1.0, 0.52, 0.22)
_warm_practical.light_energy = 0.58
_warm_practical.omni_range = 2.2
_warm_practical.shadow_enabled = false
add_child(_warm_practical)
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 = 0.48
cool_fill.omni_range = 3.0
cool_fill.shadow_enabled = false
add_child(cool_fill)
_emergency_light = OmniLight3D.new()
_emergency_light.name = "EmergencyLight"
_emergency_light.position = Vector3(-0.58, 0.44, -0.83)
_emergency_light.light_color = Color(1.0, 0.04, 0.015)
_emergency_light.light_energy = 1.4
_emergency_light.omni_range = 2.4
_emergency_light.visible = false
add_child(_emergency_light)