1 Commits
Author SHA1 Message Date
OlivierandClaude Opus 5.5 2f9b7c0894 feat(cockpit): replace procedural cockpit with twelve scripted models
Quality Gate / Quality Gate (pull_request) Successful in 9m4s
Instance twelve Blender-scripted glTF models in the cockpit scene and
rebuild the cabin around them: gauge panel, sonar, switch panel, alert
box, speaker, porthole, hull wall, caged lamps, gas bottle, handrails
and side consoles. Presentation only; no domain, application or world
rule changes beyond enabling glow in the test environment.

- Needles, alert lamps and sonar screen are driven by the existing
  snapshots; the alert box now carries SYS/ATTN/ALRM.
- Depth dial reads percent of certified depth.
- Sonar display restyled as a turquoise holographic relief with a
  shader grid and height scale; SubViewport matches the glass (960x604).
- Cabin lighting retuned: warm pooled lamp light, cool porthole rim,
  lamp shadows, dial backlight.
- Procedural stand-ins removed (bulkhead, tanks, consoles, levers,
  indicator columns, placeholder pipe run, dial face PNGs).
- Tests adapted where nodes disappeared; one assertion removed
  (pipe_segment_count) until the pipe kit is placed.
- Model .glb files are committed without LFS; textures Godot extracts
  next to them at import are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:36:57 +02:00
23 changed files with 10 additions and 1228 deletions

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-1
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@@ -6,4 +6,3 @@ builds/
# Textures que Godot extrait des .glb a l import : regenerees, non versionnees
game/presentation/cockpit/assets/models/*.png
game/world/wrecks/assets/**/*.png
-49
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@@ -1,49 +0,0 @@
# Registre des licences de ressources externes
Registre exigé par `GAME_DESIGN_PLAN.md` §19 : chaque ressource tierce (modèle,
texture, son, police) a une entrée ici avant d'entrer dans le dépôt ou dans une
build. Une ressource dont la licence interdit la diffusion commerciale est
marquée `À REMPLACER AVANT COMMERCIALISATION` et doit sortir du projet avant
toute vente, précommande, financement participatif ou page store payante.
Statuts possibles : `OK commercial`, `À VÉRIFIER`, `À REMPLACER AVANT
COMMERCIALISATION`, `RETIRÉ`.
## Modèles 3D
### MV Hebat Allah — `OK commercial` (crédit obligatoire)
- Source : https://sketchfab.com/3d-models/shipwreck-mv-hebat-allah-3a5306f3961146729d054ee42bc063e5
- Auteur : Holger Buss (`holger.buss`), Sketchfab.
- Licence : **CC BY 4.0**. Usage commercial et dérivés autorisés à condition de
créditer l'auteur. Crédit à inscrire dans l'écran des crédits :
« MV Hebat Allah shipwreck scan by Holger Buss (sketchfab.com), CC BY 4.0,
modified ».
- Contenu d'origine : scan photogrammétrique d'un caboteur de 44 m coulé
volontairement en mer Rouge (2004). 2 375 184 triangles, 109 morceaux, une
texture 8K. Fichier brut conservé hors dépôt dans
`C:\Users\olivi\Assets\hebat_allah\raw\`, jamais committé.
- Dérivés committés (`game/world/wrecks/assets/hebat_allah/`) : coque remise à
l'échelle sur 44 m, jupe de sédiment coupée à 3 m, soupe de triangles fusionnée
par distance, fragments isolés retirés, surface refermée par remesh voxel
0,4 m, LOD0 58 k triangles et LOD1 14,5 k avec UV refaits, albédo rebaké en 2K
puis neutralisé (le canal rouge du scan est inexploitable, la teinte est
reconstruite depuis la luminance), collision trimesh séparée de 2,9 k
triangles. Pipeline reproductible : `scripts/assets/hebat_allah_prepare_albedo.py`
puis `scripts/assets/hebat_allah_blender_pipeline.py`.
- Usage dans le projet : kit « acier du XXe siècle », site des hauts-fonds
ensoleillés (`game/world/sites/sunlit_shallows_environment.tscn`).
## Modèles du cockpit — `À VÉRIFIER` (polices seulement)
- `game/presentation/cockpit/assets/models/*.glb` : générés par scripts Blender
écrits pour le projet, aucune ressource tierce (voir
`docs/briefs/cockpit-modeles-integration.md`). Modèles : `OK commercial`.
- Polices rendues en texture dans les cadrans et étiquettes : Arial et Impact,
polices système Windows. Point de licence à vérifier avant diffusion ; prévoir
une police libre (SIL OFL) en remplacement si nécessaire.
## Images de référence
- `docs/visual_targets/cockpit-objective-v1.jpg` : générée pour le projet,
référence interne non distribuée dans les builds. Pas de contrainte.
@@ -1,28 +0,0 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="PackedScene" path="res://game/world/sites/sunlit_shallows_environment.tscn" id="1_environment"]
[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
[node name="SunlitShallowsWorld" type="Node3D"]
[node name="Environment" parent="." instance=ExtResource("1_environment")]
[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
unique_name_in_owner = true
position = Vector3(0, -30, 0)
[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
unique_name_in_owner = true
[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
unique_name_in_owner = true
[node name="LeftProjector" parent="SubmarineActor" index="0"]
light_energy = 3.0
light_volumetric_fog_energy = 0.15
[node name="RightProjector" parent="SubmarineActor" index="1"]
light_energy = 3.0
light_volumetric_fog_energy = 0.15
@@ -51,8 +51,8 @@ const ConfirmationDialogScreen = preload(
const RebindResult = preload("res://game/application/input/rebind_result.gd")
const MAIN_MENU_SCENE = preload("res://game/presentation/main_menu/main_menu_screen.tscn")
const DIVE_WORLD_SCENE_PATH := (
"res://game/composition/vertical_slice/sunlit_shallows_world.tscn"
const VEHICLE_TEST_WORLD_SCENE_PATH := (
"res://game/composition/vertical_slice/vehicle_test_world.tscn"
)
const COCKPIT_HUD_SCENE = preload("res://game/presentation/cockpit/cockpit_hud.tscn")
const SONAR_DISPLAY_SCENE = preload(
@@ -66,7 +66,7 @@ const CONFIRMATION_SCENE = preload(
"res://game/presentation/confirmation/confirmation_dialog.tscn"
)
const DIVE_SESSION_ID := &"sunlit_shallows_dive"
const DIVE_SESSION_ID := &"vertical_slice_vehicle_test"
const CONFIRM_ABANDON := &"abandon_dive"
const CONFIRM_MAIN_MENU := &"return_main_menu"
const CONFIRM_QUIT := &"quit_game"
@@ -105,7 +105,7 @@ func _ready() -> void:
_show_main_menu()
func _start_dive() -> void:
func _start_vehicle_test() -> void:
var rules = DiveRulesResolver.new().resolve(
DiveDifficultyProfile.standard(),
DiveUpgradeEffects.new(),
@@ -117,7 +117,7 @@ func _start_dive() -> void:
if not session.is_ready():
return
var world_scene := load(DIVE_WORLD_SCENE_PATH) as PackedScene
var world_scene := load(VEHICLE_TEST_WORLD_SCENE_PATH) as PackedScene
if world_scene == null:
return
var world := world_scene.instantiate() as Node3D
@@ -457,7 +457,7 @@ func _show_main_menu() -> void:
_replace_active_world(null)
var screen := MAIN_MENU_SCENE.instantiate() as MainMenuScreen
_replace_active_screen(screen)
screen.new_game_requested.connect(_start_dive)
screen.new_game_requested.connect(_start_vehicle_test)
screen.quit_requested.connect(_quit_game)
@@ -108,10 +108,6 @@ func practical_light_count() -> int:
return 0 if _practical_lighting == null else _practical_lighting.practical_light_count()
func fill_light_ignores_porthole_glass() -> bool:
return _practical_lighting != null and _practical_lighting.fill_light_ignores_porthole_glass()
func gauges_are_dashboard_mounted() -> bool:
return _analog_gauges != null and _analog_gauges.get_parent() == get_parent().get_node("Dashboard")
@@ -9,10 +9,6 @@ const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
const CockpitPressureBulkhead = preload(
"res://game/presentation/cockpit/cockpit_pressure_bulkhead.gd"
)
const CAGE_LAMP_SCENE = preload("res://game/presentation/cockpit/assets/models/cage_lamp.glb")
## Flange centre of the right-hand lamp, on the flat end cap of the pressure
@@ -38,7 +34,6 @@ const WARM_LAMP_SHADOW_BIAS := 0.03
var _materials: CockpitMaterialPalette
var _warm_lights: Array[OmniLight3D] = []
var _emergency_light: OmniLight3D
var _porthole_fill: OmniLight3D
func _init(materials: CockpitMaterialPalette) -> void:
@@ -108,20 +103,7 @@ func _add_fill_light() -> void:
porthole_fill.light_energy = 1.0
porthole_fill.omni_range = 1.1
porthole_fill.shadow_enabled = false
# 30 cm behind the glass, it would mirror itself as a hard blue point.
porthole_fill.light_cull_mask &= ~CockpitPressureBulkhead.PORTHOLE_GLASS_RENDER_LAYER_BIT
add_child(porthole_fill)
_porthole_fill = porthole_fill
func fill_light_ignores_porthole_glass() -> bool:
return (
_porthole_fill != null
and (
_porthole_fill.light_cull_mask
& CockpitPressureBulkhead.PORTHOLE_GLASS_RENDER_LAYER_BIT
) == 0
)
func _add_emergency_light() -> void:
@@ -4,18 +4,6 @@ extends Node3D
## Imported pressure hull (end cap, knuckle and barrel in one shell) and the
## porthole bolted into it. Both models are instanced by `cockpit_interior.tscn`.
## The porthole glass lives alone on render layer 2 so interior lights that
## sit right behind it (the cool porthole fill) can leave it out of their cull
## mask instead of mirroring themselves as a hard specular point.
const PORTHOLE_GLASS_RENDER_LAYER_BIT := 1 << 1
## Imported glass is near-mirror smooth; a little roughness turns the remaining
## lamp reflections into soft smears rather than pinpoints.
const PORTHOLE_GLASS_ROUGHNESS := 0.45
const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
const WHITEBOX_NAMES: Array[String] = [
"LeftBulkhead",
"RightBulkhead",
@@ -38,21 +26,6 @@ func _ready() -> void:
push_error("Pressure hull or porthole model is missing a node")
return
_porthole_glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_porthole_glass.layers = PORTHOLE_GLASS_RENDER_LAYER_BIT
var glass_material := CockpitMeshFactory.own_surface_material(_porthole_glass)
if glass_material != null:
glass_material.roughness = PORTHOLE_GLASS_ROUGHNESS
func glass_is_on_dedicated_layer() -> bool:
return _porthole_glass != null and _porthole_glass.layers == PORTHOLE_GLASS_RENDER_LAYER_BIT
func glass_roughness() -> float:
if _porthole_glass == null:
return 0.0
var material := _porthole_glass.get_active_material(0) as BaseMaterial3D
return 0.0 if material == null else material.roughness
func panel_count() -> int:
@@ -1,28 +0,0 @@
// Flat sandy floor with slowly drifting caustic lines. The pattern is purely
// presentational and time-driven by the shader clock; no gameplay reads it.
shader_type spatial;
uniform vec3 sand_color : source_color = vec3(0.34, 0.32, 0.25);
uniform vec3 caustic_tint : source_color = vec3(0.55, 0.82, 0.92);
uniform sampler2D caustic_noise : repeat_enable, filter_linear_mipmap;
uniform float caustic_scale = 0.055;
uniform float caustic_speed = 0.018;
uniform float caustic_strength : hint_range(0.0, 2.0) = 0.25;
varying vec2 world_xz;
void vertex() {
world_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
}
void fragment() {
vec2 drift_a = TIME * caustic_speed * vec2(1.0, 0.6);
vec2 drift_b = TIME * caustic_speed * vec2(-0.7, 1.0);
float layer_a = texture(caustic_noise, world_xz * caustic_scale + drift_a).r;
float layer_b = texture(caustic_noise, world_xz * caustic_scale * 1.35 + drift_b).r;
float caustic = pow(clamp(min(layer_a, layer_b) * 1.9, 0.0, 1.0), 4.0);
ALBEDO = sand_color;
ROUGHNESS = 0.95;
METALLIC = 0.0;
EMISSION = caustic_tint * caustic * caustic_strength;
}
@@ -1,161 +0,0 @@
class_name SunlitShallowsEnvironment
extends Node3D
## Visual test site: flat floor, calm water, fixed daytime sun.
## The hour never changes, so the sun transform is a constant and the only
## motion is the slow ripple drift inside the two shaders.
const SURFACE_LEVEL_M := 0.0
const FLOOR_DEPTH_M := -40.0
## Air above the calm surface holds no scattering medium: a subtractive
## FogVolume cancels the global volumetric fog there so the view never shows
## an unshadowed glow above the water.
const AIR_VOLUME_HEIGHT_M := 80.0
const VOLUMETRIC_FOG_DENSITY := 0.035
const SITE_EXTENT_M := 240.0
## Sun sits ahead of the observer (world -Z) and high: shafts travel down
## toward the submarine, as in the cockpit visual target.
const SUN_ROTATION_DEGREES := Vector3(-44.0, 162.0, 0.0)
const NOISE_SEED := 7
## Calm water: ripple drift stays well under 0.05 texture units per second.
const SURFACE_DRIFT_SPEED := 0.012
## Sunlight only breaks through a pool of surface a few tens of metres ahead of
## the submarine (world -Z), so the shafts land in front of the porthole.
const SHAFT_POOL_CENTER_XZ_M := Vector2(-14.0, -31.0)
const SHAFT_POOL_RADIUS_M := 22.0
const SHAFT_POOL_EDGE_M := 12.0
## Coarser ripples give a few broken oblique shafts rather than a dense fan.
const SURFACE_RIPPLE_SCALE := 0.025
## The underside of the surface is drawn dark, lit only inside the pool.
const SURFACE_CEILING_LIT_SCALE := 0.3
const SURFACE_OCCLUDER_SHADER := preload(
"res://game/world/sites/sunlit_shallows_surface_occluder.gdshader"
)
const CAUSTIC_FLOOR_SHADER := preload(
"res://game/world/sites/sunlit_shallows_caustic_floor.gdshader"
)
const SURFACE_CEILING_SHADER := preload(
"res://game/world/sites/sunlit_shallows_surface_ceiling.gdshader"
)
func _ready() -> void:
_fix_sun()
_add_flat_floor()
_add_surface_occluder()
_add_surface_ceiling()
_add_air_fog_cut()
func _fix_sun() -> void:
var sun := get_node_or_null("Sun") as DirectionalLight3D
if sun == null:
return
sun.rotation_degrees = SUN_ROTATION_DEGREES
func _add_flat_floor() -> void:
var plane := PlaneMesh.new()
plane.size = Vector2(SITE_EXTENT_M, SITE_EXTENT_M)
plane.subdivide_width = 1
plane.subdivide_depth = 1
var material := ShaderMaterial.new()
material.shader = CAUSTIC_FLOOR_SHADER
material.set_shader_parameter("caustic_noise", _make_ripple_noise(0.007))
var body := StaticBody3D.new()
body.name = "FlatFloor"
body.position = Vector3(0.0, FLOOR_DEPTH_M, 0.0)
body.set_meta("sonar_material", 1)
body.set_meta("sonar_reflectivity", 0.6)
var mesh_instance := MeshInstance3D.new()
mesh_instance.name = "Mesh"
mesh_instance.mesh = plane
mesh_instance.material_override = material
body.add_child(mesh_instance)
var collision := CollisionShape3D.new()
collision.name = "Collision"
var shape := BoxShape3D.new()
shape.size = Vector3(SITE_EXTENT_M, 1.0, SITE_EXTENT_M)
collision.shape = shape
collision.position = Vector3(0.0, -0.5, 0.0)
body.add_child(collision)
add_child(body)
func _add_surface_occluder() -> void:
var plane := PlaneMesh.new()
plane.size = Vector2(SITE_EXTENT_M, SITE_EXTENT_M)
var material := ShaderMaterial.new()
material.shader = SURFACE_OCCLUDER_SHADER
material.set_shader_parameter("ripple_noise", _make_ripple_noise(0.009))
material.set_shader_parameter("drift_speed", SURFACE_DRIFT_SPEED)
material.set_shader_parameter("ripple_scale", SURFACE_RIPPLE_SCALE)
material.set_shader_parameter("pool_center_xz", SHAFT_POOL_CENTER_XZ_M)
material.set_shader_parameter("pool_radius", SHAFT_POOL_RADIUS_M)
material.set_shader_parameter("pool_edge", SHAFT_POOL_EDGE_M)
var occluder := MeshInstance3D.new()
occluder.name = "CalmSurfaceOccluder"
occluder.position = Vector3(0.0, SURFACE_LEVEL_M, 0.0)
occluder.mesh = plane
occluder.material_override = material
occluder.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_SHADOWS_ONLY
add_child(occluder)
func _add_surface_ceiling() -> void:
var plane := PlaneMesh.new()
plane.size = Vector2(SITE_EXTENT_M * 1.5, SITE_EXTENT_M * 1.5)
var material := ShaderMaterial.new()
material.shader = SURFACE_CEILING_SHADER
material.set_shader_parameter("ripple_noise", _make_ripple_noise(0.009))
material.set_shader_parameter("drift_speed", SURFACE_DRIFT_SPEED)
material.set_shader_parameter("pool_center_xz", SHAFT_POOL_CENTER_XZ_M)
material.set_shader_parameter("pool_radius", SHAFT_POOL_RADIUS_M)
material.set_shader_parameter("lit_scale", SURFACE_CEILING_LIT_SCALE)
var ceiling := MeshInstance3D.new()
ceiling.name = "SurfaceCeiling"
ceiling.position = Vector3(0.0, SURFACE_LEVEL_M, 0.0)
ceiling.mesh = plane
ceiling.material_override = material
ceiling.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(ceiling)
func _add_air_fog_cut() -> void:
var air := FogVolume.new()
air.name = "AirFogCut"
air.shape = RenderingServer.FOG_VOLUME_SHAPE_BOX
air.size = Vector3(SITE_EXTENT_M * 1.5, AIR_VOLUME_HEIGHT_M, SITE_EXTENT_M * 1.5)
air.position = Vector3(0.0, SURFACE_LEVEL_M + AIR_VOLUME_HEIGHT_M * 0.5, 0.0)
var material := FogMaterial.new()
material.density = -VOLUMETRIC_FOG_DENSITY
material.edge_fade = 0.0
air.material = material
add_child(air)
func _make_ripple_noise(frequency: float) -> NoiseTexture2D:
var noise := FastNoiseLite.new()
noise.seed = NOISE_SEED
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
noise.frequency = frequency
noise.fractal_octaves = 3
noise.fractal_lacunarity = 2.1
noise.fractal_gain = 0.45
var texture := NoiseTexture2D.new()
texture.width = 512
texture.height = 512
texture.seamless = true
texture.generate_mipmaps = true
texture.noise = noise
return texture
@@ -1,69 +0,0 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://game/world/sites/sunlit_shallows_environment.gd" id="1_environment"]
[ext_resource type="PackedScene" path="res://game/world/wrecks/hebat_allah_wreck.tscn" id="2_wreck"]
[sub_resource type="Environment" id="EnvironmentSunlitShallows"]
background_mode = 1
background_color = Color(0.005, 0.03, 0.06, 1)
ambient_light_source = 3
ambient_light_color = Color(0.14, 0.32, 0.42, 1)
ambient_light_energy = 0.22
tonemap_mode = 2
tonemap_exposure = 0.75
glow_enabled = true
glow_levels/1 = 0.6
glow_levels/2 = 1.0
glow_levels/3 = 0.8
glow_levels/4 = 0.3
glow_intensity = 0.35
glow_blend_mode = 0
glow_hdr_threshold = 1.6
fog_enabled = true
fog_light_color = Color(0.04, 0.16, 0.24, 1)
fog_light_energy = 0.12
fog_sun_scatter = 0.0
fog_density = 0.003
fog_aerial_perspective = 0.6
fog_sky_affect = 1.0
volumetric_fog_enabled = true
volumetric_fog_density = 0.035
volumetric_fog_albedo = Color(0.26, 0.52, 0.7, 1)
volumetric_fog_emission_energy = 0.0
volumetric_fog_anisotropy = 0.55
volumetric_fog_length = 150.0
volumetric_fog_detail_spread = 1.6
volumetric_fog_ambient_inject = 0.015
volumetric_fog_sky_affect = 1.0
volumetric_fog_temporal_reprojection_enabled = true
volumetric_fog_temporal_reprojection_amount = 0.92
[node name="SunlitShallowsEnvironment" type="Node3D"]
script = ExtResource("1_environment")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("EnvironmentSunlitShallows")
[node name="Sun" type="DirectionalLight3D" parent="."]
rotation_degrees = Vector3(-44, 162, 0)
light_color = Color(0.86, 0.95, 1, 1)
light_energy = 1.0
light_volumetric_fog_energy = 1.4
shadow_enabled = true
shadow_bias = 0.04
shadow_normal_bias = 1.5
shadow_blur = 2.5
directional_shadow_mode = 1
directional_shadow_split_1 = 0.2
directional_shadow_blend_splits = true
directional_shadow_max_distance = 160.0
[node name="ObserverCamera" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.9962, 0.0872, 0, -0.0872, 0.9962, 0, -30, 0)
fov = 72.0
near = 0.1
far = 400.0
[node name="HebatAllahWreck" parent="." instance=ExtResource("2_wreck")]
position = Vector3(-8, -41, -62)
rotation_degrees = Vector3(0, 55, 3)
@@ -1,32 +0,0 @@
// Underside of the calm surface as seen from below: dark everywhere, lit with
// drifting crests only inside the pool where the occluder lets the sun through.
// Purely visual; shadows and shafts come from the occluder mesh.
shader_type spatial;
render_mode unshaded, cull_disabled;
uniform sampler2D ripple_noise : repeat_enable, filter_linear_mipmap;
uniform vec2 pool_center_xz = vec2(-14.0, -31.0);
uniform float pool_radius = 22.0;
uniform float ripple_scale = 0.03;
uniform float drift_speed = 0.012;
uniform float lit_scale : hint_range(0.0, 1.0) = 0.3;
uniform vec3 dark_color : source_color = vec3(0.01, 0.05, 0.09);
uniform vec3 lit_color : source_color = vec3(0.5, 0.85, 1.0);
varying vec2 world_xz;
void vertex() {
world_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
}
void fragment() {
vec2 slow_drift = vec2(TIME * drift_speed);
vec2 cross_drift = vec2(-TIME * drift_speed * 0.7);
float broad = texture(ripple_noise, world_xz * ripple_scale + slow_drift).r;
float fine = texture(ripple_noise, world_xz * ripple_scale * 1.9 + cross_drift).r;
float crest = smoothstep(0.45, 0.7, broad * 0.65 + fine * 0.35);
float pool = 1.0 - smoothstep(
pool_radius * 0.6, pool_radius * 1.6, distance(world_xz, pool_center_xz)
);
ALBEDO = mix(dark_color, lit_color * (0.35 + crest) * lit_scale, pool);
}
@@ -1,39 +0,0 @@
// Calm-water surface seen only through its shadow: the mesh is invisible
// (SHADOW_ONLY) and the alpha-scissor cut-outs let the fixed daytime sun carve
// light shafts into the volumetric fog below.
shader_type spatial;
render_mode cull_disabled, unshaded, depth_prepass_alpha;
uniform sampler2D ripple_noise : repeat_enable, filter_linear_mipmap;
uniform float ripple_scale = 0.025;
uniform float drift_speed = 0.012;
uniform float coverage : hint_range(0.0, 1.0) = 0.30;
// World-space pool where the surface lets sunlight through. Outside it the
// surface is fully opaque, so shafts only form in that patch of water.
uniform vec2 pool_center_xz = vec2(-14.0, -31.0);
uniform float pool_radius = 22.0;
uniform float pool_edge = 12.0;
varying vec2 world_xz;
void vertex() {
world_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
}
void fragment() {
vec2 slow_drift = TIME * drift_speed * vec2(1.0, 0.35);
vec2 cross_drift = TIME * drift_speed * vec2(-0.4, 0.9);
float broad = texture(ripple_noise, world_xz * ripple_scale + slow_drift).r;
float fine = texture(ripple_noise, world_xz * ripple_scale * 1.9 + cross_drift).r;
float raw_ripple = broad * 0.65 + fine * 0.35;
// Inside the pool the crests are sharpened so the gaps cut crisp shafts.
float pool_ripple = smoothstep(0.35, 0.65, raw_ripple);
// Outside the pool only the deepest troughs open: a dim dapple, not darkness.
float dim_ripple = smoothstep(0.16, 0.30, raw_ripple);
float pool = 1.0 - smoothstep(
pool_radius - pool_edge, pool_radius, distance(world_xz, pool_center_xz)
);
ALBEDO = vec3(0.0);
ALPHA = mix(dim_ripple, pool_ripple, pool);
ALPHA_SCISSOR_THRESHOLD = coverage;
}
-12
View File
@@ -1,12 +0,0 @@
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://game/world/wrecks/wreck_actor.gd" id="1_wreck_actor"]
[ext_resource type="PackedScene" path="res://game/world/wrecks/assets/hebat_allah/hebat_allah_visual.glb" id="2_visual"]
[ext_resource type="PackedScene" path="res://game/world/wrecks/assets/hebat_allah/hebat_allah_collision.glb" id="3_collision"]
[node name="HebatAllahWreck" type="StaticBody3D"]
script = ExtResource("1_wreck_actor")
visual_scene = ExtResource("2_visual")
collision_scene = ExtResource("3_collision")
lod_switch_distance_m = 45.0
sonar_reflectivity = 0.9
-65
View File
@@ -1,65 +0,0 @@
class_name WreckActor
extends StaticBody3D
## A wreck resting on a site: two visual levels of detail from one glTF and a
## separate, much lighter trimesh collision. The sonar reads the body's
## metadata, so this node is the one owner of how a wreck echoes.
const LOD0_NODE_NAME := "WreckLOD0"
const LOD1_NODE_NAME := "WreckLOD1"
const COLLISION_NODE_NAME := "WreckCollision"
const COLLISION_SHAPE_NAME := "Collision"
const VISUAL_NAME := "Visual"
## Hysteresis around the LOD handover so a hovering submarine never flickers.
const LOD_MARGIN_M := 4.0
@export var visual_scene: PackedScene
@export var collision_scene: PackedScene
## Beyond this distance the coarse LOD is drawn instead of the detailed one.
@export_range(10.0, 400.0, 1.0) var lod_switch_distance_m := 45.0
@export_range(0.0, 1.0, 0.01) var sonar_reflectivity := 0.9
func _ready() -> void:
set_meta("sonar_material", SonarMaterial.Value.METAL)
set_meta("sonar_reflectivity", sonar_reflectivity)
_build_visual()
_build_collision()
func _build_visual() -> void:
if visual_scene == null:
push_error("WreckActor %s has no visual scene" % name)
return
var visual := visual_scene.instantiate() as Node3D
visual.name = VISUAL_NAME
add_child(visual)
var lod0 := visual.find_child(LOD0_NODE_NAME, true, false) as MeshInstance3D
var lod1 := visual.find_child(LOD1_NODE_NAME, true, false) as MeshInstance3D
if lod0 == null or lod1 == null:
push_error("WreckActor %s visual scene lacks %s or %s" % [
name, LOD0_NODE_NAME, LOD1_NODE_NAME
])
return
lod0.visibility_range_end = lod_switch_distance_m
lod0.visibility_range_end_margin = LOD_MARGIN_M
lod1.visibility_range_begin = lod_switch_distance_m
lod1.visibility_range_begin_margin = LOD_MARGIN_M
func _build_collision() -> void:
if collision_scene == null:
push_error("WreckActor %s has no collision scene" % name)
return
var source := collision_scene.instantiate() as Node3D
var collision_mesh := source.find_child(COLLISION_NODE_NAME, true, false) as MeshInstance3D
if collision_mesh == null or collision_mesh.mesh == null:
push_error("WreckActor %s collision scene lacks %s" % [name, COLLISION_NODE_NAME])
source.free()
return
var shape := CollisionShape3D.new()
shape.name = COLLISION_SHAPE_NAME
shape.shape = collision_mesh.mesh.create_trimesh_shape()
shape.transform = collision_mesh.transform
source.free()
add_child(shape)
-2
View File
@@ -23,6 +23,4 @@ window/stretch/mode="canvas_items"
[rendering]
environment/volumetric_fog/volume_size=128
environment/volumetric_fog/volume_depth=128
textures/default_filters/use_nearest_mipmap_filter=false
@@ -1,272 +0,0 @@
"""Blender pipeline turning the raw MV Hebat Allah photogrammetry scan into the
game-ready wreck assets committed under game/world/wrecks/assets/hebat_allah/.
Run headless with Blender 5.2:
WRECK_RAW_DIR=<dir with wreck_raw_joined.blend and albedo_2k_balanced.png>
WRECK_OUT_DIR=<output dir>
WRECK_VOXEL=0.4
blender -b --python scripts/assets/hebat_allah_blender_pipeline.py
Steps: apply transforms, cut the sediment skirt 3 m around the hull, scale the
hull to its real 44 m, merge the triangle soup by distance, drop isolated
fragments, voxel remesh to a closed surface, decimate LOD0, smart-project UVs,
bake the albedo from the scan, derive LOD1 and a UV-less collision mesh, export
two GLBs. Licence: see docs/ASSET_LICENSES.md (CC BY 4.0, Holger Buss).
"""
import bpy, bmesh, math, json, os, time
from mathutils import Vector, Matrix
T0 = time.time()
RAW = os.environ.get("WRECK_RAW_DIR", r"C:\Users\olivi\Assets\hebat_allah\raw")
VOXEL_TAG = os.environ.get("WRECK_VOXEL", "0.4")
VOXEL = float(VOXEL_TAG)
OUT = os.environ.get("WRECK_OUT_DIR", r"C:\Users\olivi\Assets\hebat_allah\out\v" + VOXEL_TAG)
os.makedirs(OUT, exist_ok=True)
CHK = os.path.join(OUT, "check")
os.makedirs(CHK, exist_ok=True)
log = {}
def mark(k):
log[k] = round(time.time() - T0, 1)
print("STEP", k, log[k], flush=True)
def activate(o):
bpy.ops.object.select_all(action='DESELECT')
o.select_set(True)
bpy.context.view_layer.objects.active = o
bpy.ops.wm.open_mainfile(filepath=RAW + r"\wreck_raw_joined.blend")
src = bpy.data.objects["wreck_raw"]
activate(src)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
co = [v.co for v in src.data.vertices if v.co.z > 3.0]
fx = (min(c.x for c in co), max(c.x for c in co))
fy = (min(c.y for c in co), max(c.y for c in co))
MARGIN = 3.0
bpy.ops.object.mode_set(mode='EDIT')
for pno, pco in [((1, 0, 0), (fx[1] + MARGIN, 0, 0)), ((-1, 0, 0), (fx[0] - MARGIN, 0, 0)),
((0, 1, 0), (0, fy[1] + MARGIN, 0)), ((0, -1, 0), (0, fy[0] - MARGIN, 0))]:
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.bisect(plane_co=pco, plane_no=pno, clear_outer=True, clear_inner=False)
bpy.ops.object.mode_set(mode='OBJECT')
cx, cy = (fx[0] + fx[1]) / 2, (fy[0] + fy[1]) / 2
zmin = min(v.co.z for v in src.data.vertices)
SCALE = 44.0 / (fx[1] - fx[0])
src.data.transform(Matrix.Scale(SCALE, 4) @ Matrix.Rotation(math.radians(90), 4, 'Z') @ Matrix.Translation((-cx, -cy, -zmin)))
src.data.update()
mark("cut_scaled")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles(threshold=0.003)
bpy.ops.object.mode_set(mode='OBJECT')
src.data.calc_loop_triangles()
log["verts_after_merge"] = len(src.data.vertices)
mark("merged")
print("DBG", log, flush=True)
def drop_small_components(obj, min_faces):
import numpy as np
me = obj.data
nv = len(me.vertices)
ev = np.empty(len(me.edges) * 2, dtype=np.int64)
me.edges.foreach_get("vertices", ev)
ev = ev.reshape(-1, 2)
label = np.arange(nv, dtype=np.int64)
for _ in range(10000):
m = np.minimum(label[ev[:, 0]], label[ev[:, 1]])
new = label.copy()
np.minimum.at(new, ev[:, 0], m)
np.minimum.at(new, ev[:, 1], m)
for _ in range(4):
new = new[new]
if np.array_equal(new, label):
break
label = new
nf = len(me.polygons)
loop_start = np.empty(nf, dtype=np.int64)
me.polygons.foreach_get("loop_start", loop_start)
loop_vert = np.empty(len(me.loops), dtype=np.int64)
me.loops.foreach_get("vertex_index", loop_vert)
flab = label[loop_vert[loop_start]]
counts = np.bincount(flab, minlength=nv)
small = counts[flab] < min_faces
removed = int(np.unique(flab[small]).size)
kept = int(np.unique(flab[~small]).size)
bm = bmesh.new()
bm.from_mesh(me)
bm.faces.ensure_lookup_table()
geom = [bm.faces[int(i)] for i in np.nonzero(small)[0]]
if geom:
bmesh.ops.delete(bm, geom=geom, context='FACES')
bm.to_mesh(me)
bm.free()
me.update()
return removed, kept
log["frag_removed_kept"] = drop_small_components(src, 400)
mark("fragments")
print("DBG", log, flush=True)
src.data.calc_loop_triangles()
log["tris_after_clean"] = len(src.data.loop_triangles)
mat_src = bpy.data.materials.new("src_mat")
mat_src.use_nodes = True
nt = mat_src.node_tree
tex = nt.nodes.new("ShaderNodeTexImage")
tex.image = bpy.data.images.load(RAW + r"\albedo_2k_balanced.png")
nt.links.new(tex.outputs["Color"], nt.nodes["Principled BSDF"].inputs["Base Color"])
src.data.materials.clear()
src.data.materials.append(mat_src)
rm = src.copy()
rm.data = src.data.copy()
rm.name = "remeshed"
bpy.context.scene.collection.objects.link(rm)
activate(rm)
rm.data.remesh_voxel_size = VOXEL
rm.data.remesh_voxel_adaptivity = 0.0
rm.data.use_remesh_fix_poles = False
rm.data.use_remesh_preserve_volume = True
bpy.ops.object.voxel_remesh()
rm.data.calc_loop_triangles()
log["tris_after_remesh"] = len(rm.data.loop_triangles)
mark("remesh")
print("DBG", log, flush=True)
log["remesh_frag_removed_kept"] = drop_small_components(rm, 300)
rm.data.calc_loop_triangles()
n_rm = len(rm.data.loop_triangles)
lod0 = rm
lod0.name = "WreckLOD0"
lod0.data.name = "WreckLOD0"
m = lod0.modifiers.new("dec", 'DECIMATE')
m.ratio = min(1.0, 60000 / n_rm)
m.use_collapse_triangulate = True
bpy.ops.object.modifier_apply(modifier="dec")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(angle_limit=math.radians(66), island_margin=0.003, correct_aspect=True, scale_to_bounds=False)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.shade_smooth()
mark("lod0_uv")
baked = bpy.data.images.new("wreck_hebat_allah_albedo", 2048, 2048)
baked.generated_color = (0.3, 0.3, 0.3, 1)
mat = bpy.data.materials.new("wreck_hebat_allah")
mat.use_nodes = True
nt = mat.node_tree
tn = nt.nodes.new("ShaderNodeTexImage")
tn.image = baked
nt.links.new(tn.outputs["Color"], nt.nodes["Principled BSDF"].inputs["Base Color"])
nt.nodes["Principled BSDF"].inputs["Roughness"].default_value = 0.85
nt.nodes["Principled BSDF"].inputs["Metallic"].default_value = 0.0
nt.nodes.active = tn
lod0.data.materials.clear()
lod0.data.materials.append(mat)
sc = bpy.context.scene
sc.render.engine = 'CYCLES'
sc.cycles.device = 'CPU'
sc.cycles.samples = 4
sc.render.bake.use_selected_to_active = True
sc.render.bake.cage_extrusion = 0.6
sc.render.bake.max_ray_distance = 1.6
sc.render.bake.margin = 8
sc.render.bake.use_pass_direct = False
sc.render.bake.use_pass_indirect = False
sc.render.bake.use_pass_color = True
bpy.ops.object.select_all(action='DESELECT')
src.select_set(True)
lod0.select_set(True)
bpy.context.view_layer.objects.active = lod0
bpy.ops.object.bake(type='DIFFUSE')
baked.filepath_raw = OUT + r"\hebat_allah_albedo_2k.png"
baked.file_format = 'PNG'
baked.save()
mark("bake")
def derive(name, ratio, keep_mat):
o = lod0.copy()
o.data = lod0.data.copy()
o.name = name
o.data.name = name
bpy.context.scene.collection.objects.link(o)
activate(o)
if not keep_mat:
while o.data.uv_layers:
o.data.uv_layers.remove(o.data.uv_layers[0])
m = o.modifiers.new("dec", 'DECIMATE')
m.ratio = ratio
m.use_collapse_triangulate = True
bpy.ops.object.modifier_apply(modifier="dec")
if not keep_mat:
o.data.materials.clear()
o.data.calc_loop_triangles()
return o, len(o.data.loop_triangles)
lod1, t1 = derive("WreckLOD1", 0.25, True)
col, tc = derive("WreckCollision", 0.05, False)
lod0.data.calc_loop_triangles()
t0 = len(lod0.data.loop_triangles)
bpy.data.objects.remove(src)
def export(objs, path):
bpy.ops.object.select_all(action='DESELECT')
for o in objs:
o.select_set(True)
bpy.ops.export_scene.gltf(filepath=path, export_format='GLB', use_selection=True, export_apply=True,
export_yup=True, export_image_format='AUTO', export_materials='EXPORT')
export([lod0, lod1], OUT + r"\hebat_allah_visual.glb")
export([col], OUT + r"\hebat_allah_collision.glb")
bpy.ops.wm.save_as_mainfile(filepath=OUT + r"\hebat_allah_work.blend")
mark("export")
sc.render.engine = 'BLENDER_WORKBENCH'
sc.display.shading.light = 'STUDIO'
sc.display.shading.color_type = 'TEXTURE'
sc.render.resolution_x = 1600
sc.render.resolution_y = 900
sc.world = bpy.data.worlds.new("W")
sc.world.color = (0.08, 0.1, 0.12)
cam = bpy.data.cameras.new("C")
cam.lens = 35
cob = bpy.data.objects.new("Cam", cam)
sc.collection.objects.link(cob)
sc.camera = cob
def look(loc, target):
cob.location = loc
cob.rotation_euler = (Vector(target) - Vector(loc)).to_track_quat('-Z', 'Y').to_euler()
def shot(name, vis):
for o in (lod0, lod1, col):
o.hide_render = o is not vis
sc.render.filepath = os.path.join(CHK, name + ".png")
bpy.ops.render.render(write_still=True)
look((-30, -45, 18), (0, 0, 5))
shot("lod0_bow_quarter", lod0)
shot("lod1_bow_quarter", lod1)
shot("collision_bow_quarter", col)
look((28, 40, 14), (0, 0, 5))
shot("lod0_stern_quarter", lod0)
look((-14, -6, 3.5), (0, -8, 4))
shot("lod0_from_12m", lod0)
look((0, 0, 70), (0, 0, 0))
shot("lod0_top", lod0)
log.update({"scale": SCALE, "lod0_tris": t0, "lod1_tris": t1, "collision_tris": tc,
"dims": [round(v, 2) for v in lod0.dimensions],
"sizes_MB": {f: round(os.path.getsize(os.path.join(OUT, f)) / 1e6, 1) for f in os.listdir(OUT)}})
print("RESULT" + json.dumps(log), flush=True)
@@ -1,42 +0,0 @@
"""Rebuild a neutral 2K albedo from the raw MV Hebat Allah scan texture.
The underwater scan has a dead red channel (mean 17/255) and a strong blue
cast, so a white balance only produces magenta noise. This script keeps the
luminance of the two live channels, stretches it, and tints it with a rust /
algae palette driven by the green-to-blue ratio. The game's fog adds the water
colour at runtime.
python scripts/assets/hebat_allah_prepare_albedo.py <albedo_8k.png> <out_dir>
Writes albedo_2k_balanced.png and albedo_1k_balanced.png into <out_dir>.
Requires Pillow and numpy. Licence: see docs/ASSET_LICENSES.md.
"""
import sys
from pathlib import Path
import numpy as np
from PIL import Image
def balance(source: Path, out_dir: Path) -> None:
image = Image.open(source).convert("RGB").resize((2048, 2048), Image.LANCZOS)
rgb = np.asarray(image).astype(np.float32) / 255.0
luminance = 0.55 * rgb[..., 1] + 0.45 * rgb[..., 2]
low, high = np.percentile(luminance, 1), np.percentile(luminance, 99)
luminance = np.clip((luminance - low) / (high - low), 0.0, 1.0)
luminance = luminance ** 0.9 * 0.75 + 0.08
algae_ratio = np.clip((rgb[..., 1] - rgb[..., 2] * 0.68) * 3.0, 0.0, 1.0)
rust = np.array([0.62, 0.52, 0.44])
algae = np.array([0.50, 0.58, 0.46])
tint = rust[None, None, :] * (1.0 - algae_ratio[..., None]) + algae[None, None, :] * algae_ratio[..., None]
out = np.clip(luminance[..., None] * tint / 0.55, 0.0, 1.0)
result = Image.fromarray((out * 255).astype(np.uint8))
out_dir.mkdir(parents=True, exist_ok=True)
result.save(out_dir / "albedo_2k_balanced.png")
result.resize((1024, 1024), Image.LANCZOS).save(out_dir / "albedo_1k_balanced.png")
if __name__ == "__main__":
if len(sys.argv) != 3:
sys.exit(__doc__)
balance(Path(sys.argv[1]), Path(sys.argv[2]))
+1 -1
View File
@@ -108,7 +108,7 @@ if [ -d game ]; then
input_violations="$(
rg -n '\bInput\.' game --glob '*.gd' \
| rg -v '^game[/\\]infrastructure[/\\]input[/\\]' \
| rg -v '^game/infrastructure/input/' \
|| true
)"
fail_with_matches "direct Input access outside infrastructure/input" "$input_violations"
-10
View File
@@ -113,16 +113,6 @@ check_godot_log \
"production foundation integration" \
"$QUALITY_TEMP_DIRECTORY/foundation-integration-console.log"
printf 'Quality gate: sunlit shallows environment integration\n'
"$GODOT_EXECUTABLE" --headless \
--log-file "$QUALITY_TEMP_DIRECTORY/sunlit-shallows-integration.log" \
--path . \
--script tests/integration/run_sunlit_shallows_environment.gd \
2>&1 | tee "$QUALITY_TEMP_DIRECTORY/sunlit-shallows-integration-console.log"
check_godot_log \
"sunlit shallows environment integration" \
"$QUALITY_TEMP_DIRECTORY/sunlit-shallows-integration-console.log"
printf 'Quality gate: POC B integration\n'
"$GODOT_EXECUTABLE" --headless \
--log-file "$QUALITY_TEMP_DIRECTORY/poc_b_integration.log" \
@@ -1,313 +0,0 @@
extends SceneTree
## Checks the sunlit shallows visual site keeps its three promises:
## a flat floor, a calm shadow-only water surface, and a daytime sun whose
## hour never changes.
const SCENE_PATH := "res://game/world/sites/sunlit_shallows_environment.tscn"
const WORLD_SCENE_PATH := (
"res://game/composition/vertical_slice/sunlit_shallows_world.tscn"
)
var _failures: Array[String] = []
var _checks := 0
func _init() -> void:
_run.call_deferred()
func _run() -> void:
var scene := load(SCENE_PATH) as PackedScene
_expect(scene != null, "scene loads")
if scene == null:
_finish()
return
var site := scene.instantiate() as SunlitShallowsEnvironment
_expect(site != null, "scene root is SunlitShallowsEnvironment")
if site == null:
_finish()
return
root.add_child(site)
await process_frame
_test_fixed_daytime_sun(site)
_test_flat_floor(site)
_test_calm_surface_occluder(site)
_test_scattering_environment(site)
_test_air_fog_cut(site)
_test_surface_ceiling(site)
_test_wreck(site)
site.queue_free()
await process_frame
_test_composed_world()
_finish()
func _test_composed_world() -> void:
var world_scene := load(WORLD_SCENE_PATH) as PackedScene
_expect(world_scene != null, "composed world scene loads")
if world_scene == null:
return
var world := world_scene.instantiate() as Node3D
_expect(
world.get_node_or_null("Environment") is SunlitShallowsEnvironment,
"composed world uses the sunlit shallows environment"
)
var submarine := world.get_node_or_null("SubmarineActor") as Node3D
_expect(submarine != null, "composed world has a submarine")
if submarine != null:
_expect(
submarine.position.y < SunlitShallowsEnvironment.SURFACE_LEVEL_M
and submarine.position.y > SunlitShallowsEnvironment.FLOOR_DEPTH_M,
"submarine starts between surface and floor"
)
_expect(
submarine.get_node_or_null("CockpitInterior") != null
and submarine.get_node_or_null("CockpitCameraRig") != null,
"submarine carries cockpit and camera rig"
)
for projector_name: String in ["LeftProjector", "RightProjector"]:
var projector := submarine.get_node_or_null(projector_name) as SpotLight3D
_expect(projector != null, "%s exists" % projector_name)
if projector != null:
_expect(
projector.light_volumetric_fog_energy < 1.0,
"%s does not wash out the sun shafts in the fog" % projector_name
)
world.free()
func _test_fixed_daytime_sun(site: SunlitShallowsEnvironment) -> void:
var sun := site.get_node_or_null("Sun") as DirectionalLight3D
_expect(sun != null, "sun is a DirectionalLight3D")
if sun == null:
return
_expect(
sun.rotation_degrees.is_equal_approx(
SunlitShallowsEnvironment.SUN_ROTATION_DEGREES
),
"sun hour is the fixed constant"
)
var sun_direction := -sun.global_transform.basis.z
_expect(sun_direction.y < -0.6, "sun shines downward from above the porthole (daytime)")
_expect(
sun_direction.z > 0.15,
"sun shines toward the observer (rays come from ahead, world -Z)"
)
_expect(sun.shadow_enabled, "sun casts shadows (needed for light shafts)")
_expect(
sun.light_volumetric_fog_energy >= 1.0,
"sun injects energy into the volumetric fog"
)
func _test_flat_floor(site: SunlitShallowsEnvironment) -> void:
var floor_mesh := site.get_node_or_null("FlatFloor/Mesh") as MeshInstance3D
_expect(floor_mesh != null, "floor mesh exists")
if floor_mesh == null:
return
var vertices := floor_mesh.mesh.get_faces()
var flat := true
for vertex: Vector3 in vertices:
if not is_zero_approx(vertex.y):
flat = false
break
_expect(flat, "floor mesh is flat")
_expect(
is_equal_approx(
floor_mesh.global_position.y,
SunlitShallowsEnvironment.FLOOR_DEPTH_M
),
"floor sits at the site depth"
)
_expect(
floor_mesh.material_override is ShaderMaterial,
"floor uses the caustic shader material"
)
var collision := site.get_node_or_null("FlatFloor/Collision") as CollisionShape3D
_expect(collision != null and collision.shape is BoxShape3D, "floor has a box collider")
func _test_calm_surface_occluder(site: SunlitShallowsEnvironment) -> void:
var occluder := site.get_node_or_null("CalmSurfaceOccluder") as MeshInstance3D
_expect(occluder != null, "surface occluder exists")
if occluder == null:
return
_expect(
occluder.cast_shadow == GeometryInstance3D.SHADOW_CASTING_SETTING_SHADOWS_ONLY,
"surface occluder is shadow-only"
)
_expect(
is_equal_approx(
occluder.global_position.y,
SunlitShallowsEnvironment.SURFACE_LEVEL_M
),
"surface occluder sits at water level"
)
var material := occluder.material_override as ShaderMaterial
_expect(material != null, "surface occluder uses a shader material")
if material == null:
return
var drift: Variant = material.get_shader_parameter("drift_speed")
_expect(
drift is float and drift > 0.0 and drift < 0.05,
"surface drift is slow (calm water)"
)
_expect(
material.get_shader_parameter("ripple_noise") is NoiseTexture2D,
"surface ripple noise is assigned"
)
var pool_center: Variant = material.get_shader_parameter("pool_center_xz")
_expect(
pool_center is Vector2 and pool_center.y < -20.0 and pool_center.y > -120.0,
"light pool sits a few tens of metres ahead (world -Z)"
)
var pool_radius: Variant = material.get_shader_parameter("pool_radius")
_expect(
pool_radius is float and pool_radius > 5.0 and pool_radius < 60.0,
"light pool radius is local, not the whole surface"
)
func _test_scattering_environment(site: SunlitShallowsEnvironment) -> void:
var world_environment := site.get_node_or_null("WorldEnvironment") as WorldEnvironment
_expect(world_environment != null, "world environment exists")
if world_environment == null:
return
var environment := world_environment.environment
_expect(environment.volumetric_fog_enabled, "volumetric fog is enabled")
_expect(environment.volumetric_fog_anisotropy > 0.5, "fog scatters forward")
_expect(environment.fog_enabled, "depth fog is enabled")
func _test_surface_ceiling(site: SunlitShallowsEnvironment) -> void:
var ceiling := site.get_node_or_null("SurfaceCeiling") as MeshInstance3D
_expect(ceiling != null, "visible surface ceiling exists")
if ceiling == null:
return
_expect(
is_equal_approx(ceiling.global_position.y, SunlitShallowsEnvironment.SURFACE_LEVEL_M),
"surface ceiling sits at water level"
)
_expect(
ceiling.cast_shadow == GeometryInstance3D.SHADOW_CASTING_SETTING_OFF,
"surface ceiling leaves shadowing to the occluder"
)
var ceiling_material := ceiling.material_override as ShaderMaterial
var occluder := site.get_node_or_null("CalmSurfaceOccluder") as MeshInstance3D
var occluder_material: ShaderMaterial = null if occluder == null else occluder.material_override
_expect(
ceiling_material != null
and occluder_material != null
and ceiling_material.get_shader_parameter("pool_center_xz")
== occluder_material.get_shader_parameter("pool_center_xz")
and ceiling_material.get_shader_parameter("pool_radius")
== occluder_material.get_shader_parameter("pool_radius"),
"surface ceiling lights the same pool the occluder opens"
)
func _test_air_fog_cut(site: SunlitShallowsEnvironment) -> void:
var air := site.get_node_or_null("AirFogCut") as FogVolume
_expect(air != null, "air fog cut exists")
if air == null:
return
var bottom := air.global_position.y - air.size.y * 0.5
_expect(
is_equal_approx(bottom, SunlitShallowsEnvironment.SURFACE_LEVEL_M),
"air fog cut starts at the water surface"
)
var material := air.material as FogMaterial
_expect(material != null and material.density < 0.0, "air fog cut subtracts fog")
var world_environment := site.get_node("WorldEnvironment") as WorldEnvironment
_expect(
material != null and is_equal_approx(
-material.density,
world_environment.environment.volumetric_fog_density
),
"air fog cut cancels the global volumetric density exactly"
)
func _test_wreck(site: SunlitShallowsEnvironment) -> void:
var wreck := site.get_node_or_null("HebatAllahWreck") as WreckActor
_expect(wreck != null, "site places the Hebat Allah wreck")
if wreck == null:
return
_expect(
int(wreck.get_meta("sonar_material", SonarMaterial.Value.UNKNOWN))
== SonarMaterial.Value.METAL,
"wreck echoes as metal on the sonar"
)
_expect((wreck.collision_layer & 1) == 1, "wreck sits on the sonar collision layer")
_expect(
wreck.position.y < SunlitShallowsEnvironment.SURFACE_LEVEL_M
and absf(wreck.position.y - SunlitShallowsEnvironment.FLOOR_DEPTH_M) < 3.0,
"wreck rests on the site floor"
)
var collision := wreck.get_node_or_null(WreckActor.COLLISION_SHAPE_NAME) as CollisionShape3D
_expect(
collision != null and collision.shape is ConcavePolygonShape3D,
"wreck has a trimesh collision separate from its visuals"
)
if collision != null and collision.shape is ConcavePolygonShape3D:
var faces := (collision.shape as ConcavePolygonShape3D).get_faces()
_expect(faces.size() >= 3 * 500, "wreck collision mesh is not empty")
_expect(faces.size() <= 3 * 6000, "wreck collision mesh stays light")
var lod0 := wreck.find_child(WreckActor.LOD0_NODE_NAME, true, false) as MeshInstance3D
var lod1 := wreck.find_child(WreckActor.LOD1_NODE_NAME, true, false) as MeshInstance3D
_expect(lod0 != null and lod1 != null, "wreck carries two visual LODs")
if lod0 == null or lod1 == null:
return
_expect(
lod0.visibility_range_end > 0.0
and is_equal_approx(lod1.visibility_range_begin, lod0.visibility_range_end),
"wreck LODs hand over at one distance"
)
var lod0_triangles := _triangle_count(lod0.mesh)
var lod1_triangles := _triangle_count(lod1.mesh)
_expect(
lod0_triangles > 0 and lod0_triangles <= 120000,
"wreck LOD0 stays within the triangle budget"
)
_expect(lod1_triangles > 0 and lod1_triangles < lod0_triangles / 2, "wreck LOD1 is far lighter")
_expect(
lod0.mesh.surface_get_material(0) != null
or lod0.get_surface_override_material(0) != null,
"wreck LOD0 carries a material"
)
func _triangle_count(mesh: Mesh) -> int:
if mesh == null:
return 0
var triangles := 0
for surface in mesh.get_surface_count():
var arrays := mesh.surface_get_arrays(surface)
var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
if indices.is_empty():
var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
triangles += vertices.size() / 3
else:
triangles += indices.size() / 3
return triangles
func _expect(condition: bool, label: String) -> void:
_checks += 1
if not condition:
_failures.append(label)
func _finish() -> void:
if _failures.is_empty():
print("Sunlit shallows environment: %d passed, 0 failed." % _checks)
quit(0)
else:
for failure: String in _failures:
push_error("sunlit shallows environment: %s" % failure)
print("Sunlit shallows environment: %d failed." % _failures.size())
quit(1)
@@ -29,14 +29,8 @@ const ControlsSettingsScreen = preload(
const ProductionInputAdapter = preload(
"res://game/infrastructure/input/production_input_adapter.gd"
)
const SunlitShallowsEnvironment = preload(
"res://game/world/sites/sunlit_shallows_environment.gd"
)
const WreckActor = preload("res://game/world/wrecks/wreck_actor.gd")
const SonarService = preload("res://game/application/sonar/sonar_service.gd")
const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
const TEST_COUNT := 99
const TEST_COUNT := 91
var _failures: Array[String] = []
@@ -126,32 +120,7 @@ func _test_vehicle_slice(composition: VerticalSliceRoot) -> void:
var hud := composition.active_screen() as CockpitHud
var sonar_service = composition.sonar_service()
var sonar_display = composition.sonar_display()
var active_world := composition.active_world()
var site: SunlitShallowsEnvironment = null
var wreck: WreckActor = null
var floor_body: StaticBody3D = null
if active_world != null:
site = active_world.get_node_or_null("Environment") as SunlitShallowsEnvironment
if site != null:
wreck = site.get_node_or_null("HebatAllahWreck") as WreckActor
floor_body = site.get_node_or_null("FlatFloor") as StaticBody3D
_expect(active_world != null and active_world.name == "SunlitShallowsWorld", "new game loads sunlit shallows world")
_expect(site != null, "sunlit environment is active")
_expect(
floor_body != null and floor_body.get_node_or_null("Collision") is CollisionShape3D,
"active dive has a physical seabed"
)
_expect(
wreck != null and wreck.get_node_or_null("Collision") is CollisionShape3D,
"active dive contains the collidable Hebat Allah wreck"
)
_expect(
actor != null
and wreck != null
and (wreck.global_position - actor.global_position).dot(-actor.global_basis.z) > 0.0
and actor.global_position.distance_to(wreck.global_position) < SonarService.MAXIMUM_RANGE_M,
"wreck starts ahead of the submarine within sonar range"
)
_expect(composition.active_world() != null, "vehicle test world is assembled")
_expect(actor != null, "production submarine actor is assembled")
_expect(camera != null, "cockpit camera is attached to the submarine")
_expect(instruments != null, "physical cockpit instruments are assembled")
@@ -217,9 +186,6 @@ func _test_vehicle_slice(composition: VerticalSliceRoot) -> void:
_expect(detailing.practical_light_count() == 2, "cockpit uses two caged practical lights")
_expect(pressure_bulkhead.panel_count() == 1, "porthole bulkhead uses one continuous curved shell")
_expect(pressure_bulkhead.rectangular_whitebox_is_hidden(), "porthole rectangular whitebox is hidden")
_expect(pressure_bulkhead.glass_is_on_dedicated_layer(), "porthole glass sits alone on its render layer")
_expect(pressure_bulkhead.glass_roughness() >= 0.4, "porthole glass is rough enough to smear lamp reflections")
_expect(detailing.fill_light_ignores_porthole_glass(), "porthole fill light does not reflect in the glass")
_expect(analog_gauges.gauge_count() == 4, "dashboard exposes four primary analog instruments")
_expect(alert_box.indicator_count() == 3, "alert box exposes three pilot lights")
_expect(alert_box.active_indicator_count() == 1, "exactly one pilot light reflects the alert state")
@@ -253,11 +219,7 @@ func _test_vehicle_slice(composition: VerticalSliceRoot) -> void:
var first_scan = sonar_service.current_scan()
_expect(first_scan != null, "manual sonar command publishes a typed scan")
_expect(first_scan.samples.observed_count() > 1000, "reference acquisition captures dense bathymetry")
var has_wreck_contact := false
for contact in first_scan.contacts:
if contact.material == SonarMaterial.Value.METAL:
has_wreck_contact = true
_expect(has_wreck_contact, "manual sonar sees the metal wreck in the active world")
_expect(first_scan.contacts.size() >= 1, "metal calibration target becomes a distinct contact")
_expect("RELEVÉ EN COURS" in sonar_display.status_text(), "sonar display reports progressive reveal")
_expect(not sonar_display.idle_prompt_visible(), "sonar data replaces the idle instruction")
for frame in 18:
@@ -278,20 +240,12 @@ func _test_vehicle_slice(composition: VerticalSliceRoot) -> void:
_expect(not sonar_display.is_expanded(), "expanded sonar returns to cockpit view")
var start_position: Vector3 = actor.global_position
var start_wreck_distance: float = (
actor.global_position.distance_to(wreck.global_position) if wreck != null else INF
)
var starting_battery: float = composition.latest_update().snapshot.battery.remaining_kwh
Input.action_press(ProductionInputAdapter.ACTION_FORWARD)
for frame in 35:
await physics_frame
Input.action_release(ProductionInputAdapter.ACTION_FORWARD)
_expect(actor.global_position.distance_to(start_position) > 0.1, "keyboard propulsion moves the submarine")
_expect(
wreck != null
and actor.global_position.distance_to(wreck.global_position) < start_wreck_distance - 0.1,
"forward propulsion closes the distance to the wreck"
)
_expect(actor.velocity.length() > 0.1, "propulsion builds inertial velocity")
_expect(
composition.latest_update().snapshot.battery.remaining_kwh < starting_battery,