Add production bathymetric sonar slice
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class_name BathymetricSonarRenderer
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extends SubViewport
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const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
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const SonarSample = preload("res://game/domain/sonar/sonar_sample.gd")
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const SonarScan = preload("res://game/domain/sonar/sonar_scan.gd")
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const COLOR_DEEP := Color("173f91")
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const COLOR_LOW := Color("168fc1")
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const COLOR_MIDDLE := Color("36b979")
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const COLOR_HIGH := Color("d7d93d")
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const COLOR_PEAK := Color("ee5734")
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const COLOR_METAL := Color("ff6b22")
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var _current_mesh_instance: MeshInstance3D
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var _previous_mesh_instance: MeshInstance3D
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var _contact_root: Node3D
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var _current_material: StandardMaterial3D
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var _previous_material: StandardMaterial3D
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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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func _ready() -> void:
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size = Vector2i(960, 540)
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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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func present(
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current_scan: SonarScan,
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previous_scan: SonarScan,
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visible_rows: int,
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previous_opacity: float
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) -> void:
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if current_scan == null:
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return
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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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_built_current_rows = 0
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_rebuild_contacts(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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if previous_scan == null:
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_previous_scan_id = &""
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_previous_mesh_instance.mesh = ArrayMesh.new()
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_previous_mesh_instance.visible = false
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else:
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_previous_mesh_instance.visible = previous_opacity > 0.0
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if previous_scan.scan_id != _previous_scan_id:
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_previous_scan_id = previous_scan.scan_id
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_previous_mesh_instance.mesh = _build_full_mesh(
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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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func render_texture() -> Texture2D:
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return get_texture()
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func built_row_count() -> int:
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return _built_current_rows
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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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if child is Node3D and (child as Node3D).visible:
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count += 1
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return count
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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_node.environment = environment
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add_child(environment_node)
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_current_material = _relief_material(false)
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_previous_material = _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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_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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_previous_mesh_instance.visible = false
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add_child(_previous_mesh_instance)
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_contact_root = Node3D.new()
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_contact_root.name = "Contacts"
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add_child(_contact_root)
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_add_submarine_marker()
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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.far = 240.0
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camera.position = Vector3(0.0, 65.0, -30.0)
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add_child(camera)
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camera.look_at(Vector3(0.0, -10.0, 60.0), 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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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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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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while _built_current_rows < visible_rows:
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if _built_current_rows > 0:
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_add_row_band(mesh, scan, _built_current_rows, _current_material)
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_built_current_rows += 1
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func _build_full_mesh(
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scan: SonarScan,
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material: StandardMaterial3D
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) -> ArrayMesh:
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var mesh := ArrayMesh.new()
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for row in range(1, scan.samples.rows):
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_add_row_band(mesh, scan, row, material)
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return mesh
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func _add_row_band(
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mesh: ArrayMesh,
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scan: SonarScan,
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row: int,
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material: StandardMaterial3D
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) -> void:
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var vertices := PackedVector3Array()
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var normals := PackedVector3Array()
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var colors := PackedColorArray()
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for column in range(scan.samples.columns - 1):
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var top_left: SonarSample = scan.samples.sample_at(row - 1, column)
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var top_right: SonarSample = scan.samples.sample_at(row - 1, column + 1)
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var bottom_left: SonarSample = scan.samples.sample_at(row, column)
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var bottom_right: SonarSample = scan.samples.sample_at(row, column + 1)
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if not (
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top_left.observed
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and top_right.observed
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and bottom_left.observed
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and bottom_right.observed
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):
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continue
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_append_triangle(
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vertices, normals, colors, scan,
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top_left, bottom_left, top_right
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)
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_append_triangle(
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vertices, normals, colors, scan,
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top_right, bottom_left, bottom_right
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)
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if vertices.is_empty():
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return
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var arrays: Array = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertices
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arrays[Mesh.ARRAY_NORMAL] = normals
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arrays[Mesh.ARRAY_COLOR] = colors
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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mesh.surface_set_material(mesh.get_surface_count() - 1, material)
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func _append_triangle(
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vertices: PackedVector3Array,
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normals: PackedVector3Array,
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colors: PackedColorArray,
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scan: SonarScan,
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a: SonarSample,
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b: SonarSample,
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c: SonarSample
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) -> void:
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for sample: SonarSample in [a, b, c]:
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vertices.append(sample.position_m)
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normals.append(sample.normal)
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colors.append(_sample_color(scan, sample))
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func _sample_color(scan: SonarScan, sample: SonarSample) -> Color:
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if sample.material == SonarMaterial.Value.METAL:
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return COLOR_METAL
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var height := inverse_lerp(
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scan.minimum_elevation_m,
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scan.maximum_elevation_m,
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sample.elevation_m
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)
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var color: Color
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if height <= 0.28:
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color = COLOR_DEEP.lerp(COLOR_LOW, height / 0.28)
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elif height <= 0.52:
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color = COLOR_LOW.lerp(COLOR_MIDDLE, (height - 0.28) / 0.24)
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elif height <= 0.76:
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color = COLOR_MIDDLE.lerp(COLOR_HIGH, (height - 0.52) / 0.24)
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else:
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color = COLOR_HIGH.lerp(COLOR_PEAK, (height - 0.76) / 0.24)
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var light_direction := Vector3(-0.35, 0.82, -0.45).normalized()
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var slope_light := clampf(sample.normal.dot(light_direction), 0.0, 1.0)
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var shade := lerpf(0.68, 1.0, slope_light)
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var lit_color := color.lerp(Color.WHITE, sample.intensity * 0.08)
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return Color(
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lit_color.r * shade,
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lit_color.g * shade,
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lit_color.b * shade,
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lit_color.a
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)
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func _rebuild_contacts(scan: SonarScan) -> void:
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for child: Node in _contact_root.get_children():
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_contact_root.remove_child(child)
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child.queue_free()
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for contact in scan.contacts:
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var marker := MeshInstance3D.new()
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var box := BoxMesh.new()
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box.size = Vector3(4.0, 2.25, 4.0)
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marker.mesh = box
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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 = COLOR_METAL
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material.emission_enabled = true
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material.emission = COLOR_METAL
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material.emission_energy_multiplier = 4.0
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marker.material_override = material
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_contact_root.add_child(marker)
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func _update_contact_visibility(scan: SonarScan, visible_rows: int) -> void:
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var maximum_visible_distance := -INF
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if visible_rows > 0:
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var row_ratio := float(visible_rows - 1) / float(scan.samples.rows - 1)
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maximum_visible_distance = lerpf(
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scan.minimum_range_m,
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scan.maximum_range_m,
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row_ratio
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)
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for child: Node in _contact_root.get_children():
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if child is Node3D:
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(child as Node3D).visible = (
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float(child.get_meta("forward_distance_m", INF))
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<= maximum_visible_distance
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)
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func _add_submarine_marker() -> void:
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var marker := MeshInstance3D.new()
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marker.name = "SubmarineMarker"
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var box := BoxMesh.new()
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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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add_child(marker)
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