Build validated industrial submarine cockpit

This commit is contained in:
chindit committed 2026-10-04 10:39:56 +02:00
1 parent dffe790926
commit fdebbafeae
19 files changed
+906 -277

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@@ -13,7 +13,6 @@ var _depth_needle: Node3D
var _indicator_materials: Array[StandardMaterial3D] = []
var _active_indicator_count := 0
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "AnalogGauges"
@@ -21,33 +20,28 @@ func _init(materials: CockpitMaterialPalette) -> void:
_build_indicator_bank()
_oxygen_needle = _add_gauge(
"OxygenGauge",
Vector3(-0.50, 0.12, 0.145),
"%",
0.72
Vector3(-0.52, 0.12, 0.145),
0.94,
_materials.oxygen_gauge_face
)
_battery_needle = _add_gauge(
"BatteryGauge",
Vector3(-0.22, 0.12, 0.145),
"%",
0.72
0.94,
_materials.battery_gauge_face
)
_hull_needle = _add_gauge(
"HullGauge",
Vector3(0.05, 0.12, 0.145),
"%",
0.56
Vector3(0.09, 0.12, 0.145),
0.86,
_materials.hull_gauge_face
)
_depth_needle = _add_gauge(
"DepthGauge",
Vector3(0.40, 0.12, 0.145),
"%",
0.90
Vector3(0.47, 0.12, 0.145),
1.12,
_materials.depth_gauge_face
)
_add_cluster_label("OXYGÈNE", Vector3(-0.50, 0.025, 0.170))
_add_cluster_label("BATTERIE", Vector3(-0.22, 0.025, 0.170))
_add_cluster_label("COQUE", Vector3(0.05, 0.045, 0.170))
_add_cluster_label("PROFONDEUR", Vector3(0.40, 0.005, 0.170))
func present(
oxygen_ratio: float,
@@ -66,15 +60,12 @@ func present(
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 gauge_count() -> int:
return 4
func active_indicator_count() -> int:
return _active_indicator_count
@@ -84,18 +75,17 @@ func _build_instrument_cluster() -> void:
"InstrumentClusterHousing",
self,
Vector3(-0.04, 0.105, 0.095),
Vector3(1.26, 0.255, 0.105),
Vector3(1.42, 0.31, 0.105),
_materials.overhead_steel
)
CockpitMeshFactory.add_box(
"InstrumentClusterFoot",
self,
Vector3(-0.04, -0.025, 0.075),
Vector3(1.32, 0.040, 0.14),
Vector3(1.48, 0.040, 0.14),
_materials.dark_steel
)
func _build_indicator_bank() -> void:
var root := Node3D.new()
root.name = "IndicatorBank"
@@ -111,7 +101,7 @@ func _build_indicator_bank() -> void:
CockpitMeshFactory.add_cylinder(
"%sBezel" % captions[indicator_index],
root,
Vector3(0.205, y, 0.156),
Vector3(0.68, y, 0.156),
0.016,
0.012,
_materials.brass,
@@ -122,7 +112,7 @@ func _build_indicator_bank() -> void:
CockpitMeshFactory.add_cylinder(
"%sLens" % captions[indicator_index],
root,
Vector3(0.205, y, 0.165),
Vector3(0.68, y, 0.165),
0.009,
0.008,
material,
@@ -134,10 +124,9 @@ func _build_indicator_bank() -> void:
label.font_size = 8
label.pixel_size = 0.00042
label.modulate = Color(0.70, 0.67, 0.56)
label.position = Vector3(0.235, y, 0.168)
label.position = Vector3(0.71, y, 0.168)
root.add_child(label)
func _indicator_material(color: Color) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.albedo_color = color * 0.12
@@ -148,7 +137,6 @@ func _indicator_material(color: Color) -> StandardMaterial3D:
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:
@@ -162,22 +150,11 @@ func _update_indicator_bank(alert_level: DiveAlertLevel.Value) -> void:
_active_indicator_count = 1
func _add_cluster_label(caption: String, position: Vector3) -> void:
var label := Label3D.new()
label.name = "%sLabel" % caption.to_pascal_case().replace(" ", "")
label.text = caption
label.font_size = 12
label.pixel_size = 0.00055
label.modulate = Color(0.76, 0.72, 0.60)
label.position = position
add_child(label)
func _add_gauge(
gauge_name: String,
position: Vector3,
caption: String,
gauge_scale: float
gauge_scale: float,
face_material: Material
) -> Node3D:
var gauge := Node3D.new()
gauge.name = gauge_name
@@ -206,42 +183,40 @@ func _add_gauge(
_materials.brass,
Vector3(90.0, 0.0, 0.0)
)
var bezel := MeshInstance3D.new()
var bezel_mesh := CylinderMesh.new()
bezel_mesh.top_radius = 0.095
bezel_mesh.bottom_radius = 0.095
bezel_mesh.height = 0.035
bezel_mesh.radial_segments = 32
bezel.mesh = bezel_mesh
bezel.material_override = _materials.brushed_steel
bezel.rotation_degrees.x = 90.0
gauge.add_child(bezel)
_add_bezel(gauge, 0.108, 0.046, _materials.dark_steel)
_add_bezel(gauge, 0.099, 0.041, _materials.brushed_steel)
var face := MeshInstance3D.new()
var face_mesh := CylinderMesh.new()
face_mesh.top_radius = 0.078
face_mesh.bottom_radius = 0.078
face_mesh.height = 0.039
face_mesh.radial_segments = 32
face.mesh = face_mesh
face.material_override = _materials.gauge_face
face.rotation_degrees.x = 90.0
face.position.z = 0.003
var printed_face := QuadMesh.new()
printed_face.size = Vector2(0.178, 0.178)
face.mesh = printed_face
face.position.z = 0.031
face.material_override = face_material
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))
var needle_root := Node3D.new()
needle_root.name = "Needle"
needle_root.position.z = 0.027
needle_root.position.z = 0.038
gauge.add_child(needle_root)
CockpitMeshFactory.add_box(
"NeedleBlade",
needle_root,
Vector3(0.0, 0.034, 0.0),
Vector3(0.008, 0.068, 0.006),
Vector3(0.0, 0.030, 0.0),
Vector3(0.006, 0.060, 0.006),
_materials.dark_steel
)
CockpitMeshFactory.add_box(
"NeedleTip",
needle_root,
Vector3(0.0, 0.061, 0.001),
Vector3(0.004, 0.024, 0.006),
_materials.needle_paint
)
CockpitMeshFactory.add_box(
"NeedleCounterweight",
needle_root,
Vector3(0.0, -0.014, -0.001),
Vector3(0.013, 0.030, 0.007),
_materials.dark_steel
)
CockpitMeshFactory.add_cylinder(
"NeedleHub",
needle_root,
@@ -251,57 +226,38 @@ func _add_gauge(
_materials.dark_steel,
Vector3(90.0, 0.0, 0.0)
)
var label := Label3D.new()
label.name = "Caption"
label.text = caption
label.font_size = 12
label.pixel_size = 0.0007
label.modulate = Color(0.11, 0.12, 0.10)
label.position = Vector3(0.0, -0.044, 0.032)
gauge.add_child(label)
var glass := MeshInstance3D.new()
glass.name = "GaugeGlass"
var glass_mesh := CylinderMesh.new()
glass_mesh.top_radius = 0.081
glass_mesh.bottom_radius = 0.081
glass_mesh.top_radius = 0.089
glass_mesh.bottom_radius = 0.089
glass_mesh.height = 0.004
glass_mesh.radial_segments = 40
glass.mesh = glass_mesh
glass.material_override = _materials.gauge_glass
glass.rotation_degrees.x = 90.0
glass.position.z = 0.036
glass.position.z = 0.050
glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
gauge.add_child(glass)
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 = 11
label.pixel_size = 0.00052
label.modulate = Color(0.09, 0.085, 0.065)
label.position = position
gauge.add_child(label)
func _add_bezel(
gauge: Node3D,
radius: float,
height: float,
material: Material
) -> void:
var bezel := MeshInstance3D.new()
var bezel_mesh := CylinderMesh.new()
bezel_mesh.top_radius = radius
bezel_mesh.bottom_radius = radius
bezel_mesh.height = height
bezel_mesh.radial_segments = 48
bezel.mesh = bezel_mesh
bezel.material_override = material
bezel.rotation_degrees.x = 90.0
gauge.add_child(bezel)
func _set_needle_ratio(needle: Node3D, ratio: float) -> void: