Refine cockpit porthole and indicators
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class_name CockpitPressureBulkhead
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extends Node3D
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const CockpitMaterialPalette = preload(
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"res://game/presentation/cockpit/cockpit_material_palette.gd"
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)
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const CockpitMeshFactory = preload(
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"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
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)
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const PANEL_COUNT := 12
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const ANGULAR_STEPS := 4
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const RADIAL_STEPS := 3
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const INNER_RADIUS := 0.72
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const OUTER_RADIUS := 1.11
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var _materials: CockpitMaterialPalette
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var _panel_count := 0
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func _ready() -> void:
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_materials = CockpitMaterialPalette.new()
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_hide_rectangular_whitebox()
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_build_curved_panels()
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_build_outer_rib()
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_build_fasteners()
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func panel_count() -> int:
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return _panel_count
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func rectangular_whitebox_is_hidden() -> bool:
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for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
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var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
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if whitebox != null and whitebox.visible:
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return false
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return true
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func _hide_rectangular_whitebox() -> void:
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for node_name: String in ["LeftBulkhead", "RightBulkhead", "TopBulkhead", "BottomBulkhead"]:
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var whitebox := get_parent().get_node_or_null(node_name) as MeshInstance3D
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if whitebox != null:
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whitebox.visible = false
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func _build_curved_panels() -> void:
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var panel_angle := TAU / float(PANEL_COUNT)
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var seam_half_width := deg_to_rad(0.22)
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for panel_index in PANEL_COUNT:
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var start_angle := panel_index * panel_angle + seam_half_width
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var end_angle := (panel_index + 1) * panel_angle - seam_half_width
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var panel := MeshInstance3D.new()
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panel.name = "PressurePanel%02d" % (panel_index + 1)
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panel.mesh = _create_curved_panel_mesh(start_angle, end_angle)
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panel.material_override = _materials.overhead_steel
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panel.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
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add_child(panel)
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_panel_count += 1
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func _create_curved_panel_mesh(start_angle: float, end_angle: float) -> ArrayMesh:
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var surface := SurfaceTool.new()
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surface.begin(Mesh.PRIMITIVE_TRIANGLES)
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for angular_index in ANGULAR_STEPS:
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var angle_ratio_0 := float(angular_index) / float(ANGULAR_STEPS)
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var angle_ratio_1 := float(angular_index + 1) / float(ANGULAR_STEPS)
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var angle_0 := lerpf(start_angle, end_angle, angle_ratio_0)
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var angle_1 := lerpf(start_angle, end_angle, angle_ratio_1)
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for radial_index in RADIAL_STEPS:
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var radial_ratio_0 := float(radial_index) / float(RADIAL_STEPS)
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var radial_ratio_1 := float(radial_index + 1) / float(RADIAL_STEPS)
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_add_panel_quad(
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surface,
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angle_0,
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angle_1,
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angle_ratio_0,
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angle_ratio_1,
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radial_ratio_0,
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radial_ratio_1
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)
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surface.generate_normals()
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return surface.commit()
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func _add_panel_quad(
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surface: SurfaceTool,
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angle_0: float,
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angle_1: float,
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angle_ratio_0: float,
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angle_ratio_1: float,
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radial_ratio_0: float,
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radial_ratio_1: float
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) -> void:
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_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_0)
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_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
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_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
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_add_panel_vertex(surface, angle_0, angle_ratio_0, radial_ratio_1)
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_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_0)
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_add_panel_vertex(surface, angle_1, angle_ratio_1, radial_ratio_1)
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func _add_panel_vertex(
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surface: SurfaceTool,
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angle: float,
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angle_ratio: float,
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radial_ratio: float
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) -> void:
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var radius := lerpf(INNER_RADIUS, OUTER_RADIUS, radial_ratio)
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var convex_depth := sin(radial_ratio * PI) * 0.075
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surface.set_uv(Vector2(angle_ratio, radial_ratio))
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surface.add_vertex(
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Vector3(cos(angle) * radius, sin(angle) * radius, 0.045 + convex_depth)
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)
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func _build_outer_rib() -> void:
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var rib := MeshInstance3D.new()
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rib.name = "OuterPressureRib"
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var torus := TorusMesh.new()
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torus.inner_radius = 1.055
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torus.outer_radius = 1.125
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torus.rings = 64
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torus.ring_segments = 12
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rib.mesh = torus
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rib.material_override = _materials.dark_steel
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rib.rotation_degrees.x = 90.0
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rib.position.z = 0.025
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add_child(rib)
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func _build_fasteners() -> void:
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for fastener_index in PANEL_COUNT:
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var angle := (fastener_index + 0.5) * TAU / float(PANEL_COUNT)
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CockpitMeshFactory.add_cylinder(
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"OuterFastener",
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self,
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Vector3(cos(angle) * 0.96, sin(angle) * 0.96, 0.105),
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0.014,
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0.018,
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_materials.brass,
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Vector3(90.0, 0.0, 0.0)
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)
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