Add production bathymetric sonar slice

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chindit committed 2026-10-02 15:52:11 +02:00
1 parent a18e82eb44
commit 7613daee84
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@@ -0,0 +1,295 @@
class_name BathymetricSonarRenderer
extends SubViewport
const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
const SonarSample = preload("res://game/domain/sonar/sonar_sample.gd")
const SonarScan = preload("res://game/domain/sonar/sonar_scan.gd")
const COLOR_DEEP := Color("173f91")
const COLOR_LOW := Color("168fc1")
const COLOR_MIDDLE := Color("36b979")
const COLOR_HIGH := Color("d7d93d")
const COLOR_PEAK := Color("ee5734")
const COLOR_METAL := Color("ff6b22")
var _current_mesh_instance: MeshInstance3D
var _previous_mesh_instance: MeshInstance3D
var _contact_root: Node3D
var _current_material: StandardMaterial3D
var _previous_material: StandardMaterial3D
var _current_scan_id: StringName = &""
var _previous_scan_id: StringName = &""
var _built_current_rows := 0
func _ready() -> void:
size = Vector2i(960, 540)
render_target_update_mode = SubViewport.UPDATE_ALWAYS
positional_shadow_atlas_size = 1024
own_world_3d = true
_build_render_world()
func present(
current_scan: SonarScan,
previous_scan: SonarScan,
visible_rows: int,
previous_opacity: float
) -> void:
if current_scan == null:
return
if current_scan.scan_id != _current_scan_id:
_current_scan_id = current_scan.scan_id
_current_mesh_instance.mesh = ArrayMesh.new()
_built_current_rows = 0
_rebuild_contacts(current_scan)
_build_current_rows(current_scan, clampi(visible_rows, 0, current_scan.samples.rows))
_update_contact_visibility(current_scan, visible_rows)
if previous_scan == null:
_previous_scan_id = &""
_previous_mesh_instance.mesh = ArrayMesh.new()
_previous_mesh_instance.visible = false
else:
_previous_mesh_instance.visible = previous_opacity > 0.0
if previous_scan.scan_id != _previous_scan_id:
_previous_scan_id = previous_scan.scan_id
_previous_mesh_instance.mesh = _build_full_mesh(
previous_scan,
_previous_material
)
_previous_material.albedo_color.a = clampf(previous_opacity, 0.0, 1.0)
func render_texture() -> Texture2D:
return get_texture()
func built_row_count() -> int:
return _built_current_rows
func visible_contact_count() -> int:
var count := 0
for child: Node in _contact_root.get_children():
if child is Node3D and (child as Node3D).visible:
count += 1
return count
func _build_render_world() -> void:
var environment_node := WorldEnvironment.new()
var environment := Environment.new()
environment.background_mode = Environment.BG_COLOR
environment.background_color = Color("020407")
environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
environment.ambient_light_color = Color(0.18, 0.31, 0.34)
environment.ambient_light_energy = 0.42
environment_node.environment = environment
add_child(environment_node)
_current_material = _relief_material(false)
_previous_material = _relief_material(true)
_current_mesh_instance = MeshInstance3D.new()
_current_mesh_instance.name = "CurrentRelief"
_current_mesh_instance.mesh = ArrayMesh.new()
add_child(_current_mesh_instance)
_previous_mesh_instance = MeshInstance3D.new()
_previous_mesh_instance.name = "PreviousRelief"
_previous_mesh_instance.mesh = ArrayMesh.new()
_previous_mesh_instance.visible = false
add_child(_previous_mesh_instance)
_contact_root = Node3D.new()
_contact_root.name = "Contacts"
add_child(_contact_root)
_add_submarine_marker()
var camera := Camera3D.new()
camera.name = "SonarCamera"
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = 116.0
camera.far = 240.0
camera.position = Vector3(0.0, 65.0, -30.0)
add_child(camera)
camera.look_at(Vector3(0.0, -10.0, 60.0), Vector3.UP)
camera.current = true
var key_light := DirectionalLight3D.new()
key_light.rotation_degrees = Vector3(-52.0, -28.0, 0.0)
key_light.light_energy = 1.25
key_light.shadow_enabled = true
add_child(key_light)
var fill_light := DirectionalLight3D.new()
fill_light.rotation_degrees = Vector3(-28.0, 145.0, 18.0)
fill_light.light_energy = 0.38
add_child(fill_light)
func _relief_material(transparent: bool) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.vertex_color_use_as_albedo = true
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.cull_mode = BaseMaterial3D.CULL_DISABLED
if transparent:
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(1.0, 1.0, 1.0, 0.0)
return material
func _build_current_rows(scan: SonarScan, visible_rows: int) -> void:
var mesh := _current_mesh_instance.mesh as ArrayMesh
while _built_current_rows < visible_rows:
if _built_current_rows > 0:
_add_row_band(mesh, scan, _built_current_rows, _current_material)
_built_current_rows += 1
func _build_full_mesh(
scan: SonarScan,
material: StandardMaterial3D
) -> ArrayMesh:
var mesh := ArrayMesh.new()
for row in range(1, scan.samples.rows):
_add_row_band(mesh, scan, row, material)
return mesh
func _add_row_band(
mesh: ArrayMesh,
scan: SonarScan,
row: int,
material: StandardMaterial3D
) -> void:
var vertices := PackedVector3Array()
var normals := PackedVector3Array()
var colors := PackedColorArray()
for column in range(scan.samples.columns - 1):
var top_left: SonarSample = scan.samples.sample_at(row - 1, column)
var top_right: SonarSample = scan.samples.sample_at(row - 1, column + 1)
var bottom_left: SonarSample = scan.samples.sample_at(row, column)
var bottom_right: SonarSample = scan.samples.sample_at(row, column + 1)
if not (
top_left.observed
and top_right.observed
and bottom_left.observed
and bottom_right.observed
):
continue
_append_triangle(
vertices, normals, colors, scan,
top_left, bottom_left, top_right
)
_append_triangle(
vertices, normals, colors, scan,
top_right, bottom_left, bottom_right
)
if vertices.is_empty():
return
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_NORMAL] = normals
arrays[Mesh.ARRAY_COLOR] = colors
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
mesh.surface_set_material(mesh.get_surface_count() - 1, material)
func _append_triangle(
vertices: PackedVector3Array,
normals: PackedVector3Array,
colors: PackedColorArray,
scan: SonarScan,
a: SonarSample,
b: SonarSample,
c: SonarSample
) -> void:
for sample: SonarSample in [a, b, c]:
vertices.append(sample.position_m)
normals.append(sample.normal)
colors.append(_sample_color(scan, sample))
func _sample_color(scan: SonarScan, sample: SonarSample) -> Color:
if sample.material == SonarMaterial.Value.METAL:
return COLOR_METAL
var height := inverse_lerp(
scan.minimum_elevation_m,
scan.maximum_elevation_m,
sample.elevation_m
)
var color: Color
if height <= 0.28:
color = COLOR_DEEP.lerp(COLOR_LOW, height / 0.28)
elif height <= 0.52:
color = COLOR_LOW.lerp(COLOR_MIDDLE, (height - 0.28) / 0.24)
elif height <= 0.76:
color = COLOR_MIDDLE.lerp(COLOR_HIGH, (height - 0.52) / 0.24)
else:
color = COLOR_HIGH.lerp(COLOR_PEAK, (height - 0.76) / 0.24)
var light_direction := Vector3(-0.35, 0.82, -0.45).normalized()
var slope_light := clampf(sample.normal.dot(light_direction), 0.0, 1.0)
var shade := lerpf(0.68, 1.0, slope_light)
var lit_color := color.lerp(Color.WHITE, sample.intensity * 0.08)
return Color(
lit_color.r * shade,
lit_color.g * shade,
lit_color.b * shade,
lit_color.a
)
func _rebuild_contacts(scan: SonarScan) -> void:
for child: Node in _contact_root.get_children():
_contact_root.remove_child(child)
child.queue_free()
for contact in scan.contacts:
var marker := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = Vector3(4.0, 2.25, 4.0)
marker.mesh = box
marker.position = contact.center_m + Vector3.UP * 1.4
marker.visible = false
marker.set_meta("forward_distance_m", contact.center_m.z)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = COLOR_METAL
material.emission_enabled = true
material.emission = COLOR_METAL
material.emission_energy_multiplier = 4.0
marker.material_override = material
_contact_root.add_child(marker)
func _update_contact_visibility(scan: SonarScan, visible_rows: int) -> void:
var maximum_visible_distance := -INF
if visible_rows > 0:
var row_ratio := float(visible_rows - 1) / float(scan.samples.rows - 1)
maximum_visible_distance = lerpf(
scan.minimum_range_m,
scan.maximum_range_m,
row_ratio
)
for child: Node in _contact_root.get_children():
if child is Node3D:
(child as Node3D).visible = (
float(child.get_meta("forward_distance_m", INF))
<= maximum_visible_distance
)
func _add_submarine_marker() -> void:
var marker := MeshInstance3D.new()
marker.name = "SubmarineMarker"
var box := BoxMesh.new()
box.size = Vector3(3.2, 1.1, 5.8)
marker.mesh = box
marker.position = Vector3(0.0, 0.0, 1.0)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = Color.WHITE
material.emission_enabled = true
material.emission = Color.WHITE
material.emission_energy_multiplier = 2.4
marker.material_override = material
add_child(marker)