Refine cockpit porthole and indicators

This commit is contained in:
chindit committed 2026-10-04 09:30:12 +02:00
1 parent 53288b48c8
commit c2b3ac42a3
8 files changed
+298 -10

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@@ -3,16 +3,20 @@ extends Node3D
const CockpitMaterialPalette = preload("res://game/presentation/cockpit/cockpit_material_palette.gd")
const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh_factory.gd")
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
var _materials: CockpitMaterialPalette
var _battery_needle: Node3D
var _pressure_needle: Node3D
var _indicator_materials: Array[StandardMaterial3D] = []
var _active_indicator_count := 0
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "AnalogGauges"
_build_binnacle()
_build_indicator_bank()
_battery_needle = _add_gauge(
"BatteryGauge",
Vector3(-0.095, 0.315, 0.145),
@@ -27,15 +31,28 @@ func _init(materials: CockpitMaterialPalette) -> void:
_add_binnacle_label("PRESSION COQUE", Vector3(0.095, 0.235, 0.160))
func present(battery_ratio: float, pressure_ratio: float) -> void:
func present(
battery_ratio: float,
pressure_ratio: float,
alert_level: DiveAlertLevel.Value
) -> void:
_set_needle_ratio(_battery_needle, battery_ratio)
_set_needle_ratio(_pressure_needle, pressure_ratio)
_update_indicator_bank(alert_level)
func battery_needle_degrees() -> float:
return 0.0 if _battery_needle == null else _battery_needle.rotation_degrees.z
func indicator_count() -> int:
return _indicator_materials.size()
func active_indicator_count() -> int:
return _active_indicator_count
func _build_binnacle() -> void:
CockpitMeshFactory.add_box(
"BinnacleHousing",
@@ -53,6 +70,72 @@ func _build_binnacle() -> void:
)
func _build_indicator_bank() -> void:
var root := Node3D.new()
root.name = "IndicatorBank"
add_child(root)
var colors: Array[Color] = [
Color(0.08, 0.72, 0.38),
Color(1.0, 0.46, 0.035),
Color(0.92, 0.035, 0.018),
]
var captions: Array[String] = ["SYS", "ATTN", "ALRM"]
for indicator_index in colors.size():
var x := -0.055 + indicator_index * 0.055
CockpitMeshFactory.add_cylinder(
"%sBezel" % captions[indicator_index],
root,
Vector3(x, 0.198, 0.156),
0.016,
0.012,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
var material := _indicator_material(colors[indicator_index])
_indicator_materials.append(material)
CockpitMeshFactory.add_cylinder(
"%sLens" % captions[indicator_index],
root,
Vector3(x, 0.198, 0.165),
0.009,
0.008,
material,
Vector3(90.0, 0.0, 0.0)
)
var label := Label3D.new()
label.name = "%sLabel" % captions[indicator_index]
label.text = captions[indicator_index]
label.font_size = 8
label.pixel_size = 0.00042
label.modulate = Color(0.70, 0.67, 0.56)
label.position = Vector3(x, 0.177, 0.168)
root.add_child(label)
func _indicator_material(color: Color) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.albedo_color = color * 0.12
material.metallic = 0.05
material.roughness = 0.16
material.emission_enabled = true
material.emission = color
material.emission_energy_multiplier = 0.04
return material
func _update_indicator_bank(alert_level: DiveAlertLevel.Value) -> void:
var active_index := 0
if alert_level >= DiveAlertLevel.Value.CRITICAL:
active_index = 2
elif alert_level >= DiveAlertLevel.Value.ATTENTION:
active_index = 1
for indicator_index in _indicator_materials.size():
_indicator_materials[indicator_index].emission_energy_multiplier = (
2.8 if indicator_index == active_index else 0.04
)
_active_indicator_count = 1
func _add_binnacle_label(caption: String, position: Vector3) -> void:
var label := Label3D.new()
label.name = "%sLabel" % caption.to_pascal_case().replace(" ", "")
@@ -113,6 +196,7 @@ func _add_gauge(gauge_name: String, position: Vector3, caption: String) -> Node3
face.rotation_degrees.x = 90.0
face.position.z = 0.003
gauge.add_child(face)
_add_dial_ticks(gauge)
_add_scale_label(gauge, "0", Vector3(-0.052, -0.018, 0.028))
_add_scale_label(gauge, "50", Vector3(0.0, 0.052, 0.028))
_add_scale_label(gauge, "100", Vector3(0.052, -0.018, 0.028))
@@ -160,12 +244,30 @@ func _add_gauge(gauge_name: String, position: Vector3, caption: String) -> Node3
return needle_root
func _add_dial_ticks(gauge: Node3D) -> void:
for tick_index in 11:
var ratio := float(tick_index) / 10.0
var angle_degrees := lerpf(125.0, -125.0, ratio)
var angle_radians := deg_to_rad(angle_degrees)
var direction := Vector2(-sin(angle_radians), cos(angle_radians))
var is_major := tick_index % 5 == 0
var tick_length := 0.015 if is_major else 0.009
var tick := CockpitMeshFactory.add_box(
"MajorTick" if is_major else "MinorTick",
gauge,
Vector3(direction.x * 0.064, direction.y * 0.064, 0.029),
Vector3(0.004 if is_major else 0.0025, tick_length, 0.003),
_materials.dark_steel
)
tick.rotation_degrees.z = angle_degrees
func _add_scale_label(gauge: Node3D, text: String, position: Vector3) -> void:
var label := Label3D.new()
label.name = "Scale%s" % text
label.text = text
label.font_size = 9
label.pixel_size = 0.00048
label.font_size = 11
label.pixel_size = 0.00052
label.modulate = Color(0.09, 0.085, 0.065)
label.position = position
gauge.add_child(label)
@@ -30,6 +30,13 @@ func apply_screen_materials(dashboard: Node3D) -> void:
screen.material_override = _materials.instrument_screen
func hide_placeholder_indicators(cockpit: Node3D) -> void:
for indicator_name: String in ["CyanIndicator", "AmberIndicator", "RedIndicator"]:
var indicator := cockpit.get_node_or_null(indicator_name) as MeshInstance3D
if indicator != null:
indicator.visible = false
func _build_structural_frame() -> void:
CockpitMeshFactory.add_box(
"TopRail",
@@ -45,7 +45,8 @@ func present(update: DiveUpdate, telemetry: VehicleTelemetry) -> void:
/ maxf(snapshot.hull.certified_pressure_bar, 0.001),
0.0,
1.0
)
),
snapshot.alerts.maximum
)
var alert_level: DiveAlertLevel.Value = snapshot.alerts.maximum
_emergency_light.visible = alert_level >= DiveAlertLevel.Value.CRITICAL
@@ -315,6 +316,7 @@ func _build_dashboard_instrumentation() -> void:
_dashboard_detailing = CockpitDashboardDetailing.new(_materials)
dashboard.add_child(_dashboard_detailing)
_dashboard_detailing.apply_screen_materials(dashboard)
_dashboard_detailing.hide_placeholder_indicators(get_parent())
_analog_gauges = CockpitAnalogGauges.new(_materials)
dashboard.add_child(_analog_gauges)
@@ -1,7 +1,8 @@
[gd_scene load_steps=20 format=3]
[gd_scene load_steps=21 format=3]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_instrument_panel.gd" id="1_instruments"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_detailing.gd" id="2_detailing"]
[ext_resource type="Script" path="res://game/presentation/cockpit/cockpit_pressure_bulkhead.gd" id="3_bulkhead"]
[sub_resource type="StandardMaterial3D" id="SteelMaterial"]
albedo_color = Color(0.055, 0.07, 0.07, 1)
@@ -160,6 +161,10 @@ material_override = SubResource("BrassMaterial")
[node name="PortholeAssembly" type="Node3D" parent="."]
position = Vector3(0, 0.47, -1.32)
[node name="CurvedPressureBulkhead" type="Node3D" parent="PortholeAssembly"]
unique_name_in_owner = true
script = ExtResource("3_bulkhead")
[node name="LeftBulkhead" type="MeshInstance3D" parent="PortholeAssembly"]
position = Vector3(-0.94, 0, 0)
scale = Vector3(0.6, 1.82, 0.2)
@@ -0,0 +1,144 @@
class_name CockpitPressureBulkhead
extends Node3D
const CockpitMaterialPalette = preload(
"res://game/presentation/cockpit/cockpit_material_palette.gd"
)
const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
const PANEL_COUNT := 12
const ANGULAR_STEPS := 4
const RADIAL_STEPS := 3
const INNER_RADIUS := 0.72
const OUTER_RADIUS := 1.11
var _materials: CockpitMaterialPalette
var _panel_count := 0
func _ready() -> void:
_materials = CockpitMaterialPalette.new()
_hide_rectangular_whitebox()
_build_curved_panels()
_build_outer_rib()
_build_fasteners()
func panel_count() -> int:
return _panel_count
func rectangular_whitebox_is_hidden() -> bool:
for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
if whitebox != null and whitebox.visible:
return false
return true
func _hide_rectangular_whitebox() -> void:
for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
if whitebox != null:
whitebox.visible = false
func _build_curved_panels() -> void:
var panel_angle := TAU / float(PANEL_COUNT)
var seam_half_width := deg_to_rad(0.22)
for panel_index in PANEL_COUNT:
var start_angle := panel_index * panel_angle + seam_half_width
var end_angle := (panel_index + 1) * panel_angle - seam_half_width
var panel := MeshInstance3D.new()
panel.name = "PressurePanel%02d" % (panel_index + 1)
panel.mesh = _create_curved_panel_mesh(start_angle, end_angle)
panel.material_override = _materials.overhead_steel
panel.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
add_child(panel)
_panel_count += 1
func _create_curved_panel_mesh(start_angle: float, end_angle: float) -> ArrayMesh:
var surface := SurfaceTool.new()
surface.begin(Mesh.PRIMITIVE_TRIANGLES)
for angular_index in ANGULAR_STEPS:
var angle_ratio_0 := float(angular_index) / float(ANGULAR_STEPS)
var angle_ratio_1 := float(angular_index + 1) / float(ANGULAR_STEPS)
var angle_0 := lerpf(start_angle, end_angle, angle_ratio_0)
var angle_1 := lerpf(start_angle, end_angle, angle_ratio_1)
for radial_index in RADIAL_STEPS:
var radial_ratio_0 := float(radial_index) / float(RADIAL_STEPS)
var radial_ratio_1 := float(radial_index + 1) / float(RADIAL_STEPS)
_add_panel_quad(
surface,
angle_0,
angle_1,
angle_ratio_0,
angle_ratio_1,
radial_ratio_0,
radial_ratio_1
)
surface.generate_normals()
return surface.commit()
func _add_panel_quad(
surface: SurfaceTool,
angle_0: float,
angle_1: float,
angle_ratio_0: float,
angle_ratio_1: float,
radial_ratio_0: float,
radial_ratio_1: float
) -> void:
_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_0)
_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_1)
func _add_panel_vertex(
surface: SurfaceTool,
angle: float,
angle_ratio: float,
radial_ratio: float
) -> void:
var radius := lerpf(INNER_RADIUS, OUTER_RADIUS, radial_ratio)
var convex_depth := sin(radial_ratio * PI) * 0.075
surface.set_uv(Vector2(angle_ratio, radial_ratio))
surface.add_vertex(
Vector3(cos(angle) * radius, sin(angle) * radius, 0.045 + convex_depth)
)
func _build_outer_rib() -> void:
var rib := MeshInstance3D.new()
rib.name = "OuterPressureRib"
var torus := TorusMesh.new()
torus.inner_radius = 1.055
torus.outer_radius = 1.125
torus.rings = 64
torus.ring_segments = 12
rib.mesh = torus
rib.material_override = _materials.dark_steel
rib.rotation_degrees.x = 90.0
rib.position.z = 0.025
add_child(rib)
func _build_fasteners() -> void:
for fastener_index in PANEL_COUNT:
var angle := (fastener_index + 0.5) * TAU / float(PANEL_COUNT)
CockpitMeshFactory.add_cylinder(
"OuterFastener",
self,
Vector3(cos(angle) * 0.96, sin(angle) * 0.96, 0.105),
0.014,
0.018,
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)