class_name BathymetricSonarRenderer extends SubViewport const SonarScan = preload("res://game/domain/sonar/sonar_scan.gd") const SonarReliefMeshBuilder = preload( "res://game/presentation/sonar/sonar_relief_mesh_builder.gd" ) var _current_mesh_instance: MeshInstance3D var _current_grid_instance: MeshInstance3D var _previous_mesh_instance: MeshInstance3D var _contact_root: Node3D var _idle_prompt: Label var _current_material: StandardMaterial3D var _grid_material: StandardMaterial3D var _previous_material: StandardMaterial3D var _current_scan_id: StringName = &"" var _previous_scan_id: StringName = &"" var _built_current_rows := 0 var _built_current_triangle_count := 0 var _built_current_grid_segment_count := 0 func _ready() -> void: size = Vector2i(960, 540) render_target_update_mode = SubViewport.UPDATE_ALWAYS positional_shadow_atlas_size = 1024 own_world_3d = true _build_render_world() func present( current_scan: SonarScan, previous_scan: SonarScan, visible_rows: int, previous_opacity: float ) -> void: if current_scan == null: return _idle_prompt.visible = false if current_scan.scan_id != _current_scan_id: _current_scan_id = current_scan.scan_id _current_mesh_instance.mesh = ArrayMesh.new() _current_grid_instance.mesh = ArrayMesh.new() _built_current_rows = 0 _built_current_triangle_count = 0 _built_current_grid_segment_count = 0 _rebuild_contacts(current_scan) _build_current_rows(current_scan, clampi(visible_rows, 0, current_scan.samples.rows)) _update_contact_visibility(current_scan, visible_rows) if previous_scan == null: _previous_scan_id = &"" _previous_mesh_instance.mesh = ArrayMesh.new() _previous_mesh_instance.visible = false else: _previous_mesh_instance.visible = previous_opacity > 0.0 if previous_scan.scan_id != _previous_scan_id: _previous_scan_id = previous_scan.scan_id _previous_mesh_instance.mesh = SonarReliefMeshBuilder.build_full_mesh( previous_scan, _previous_material ) _previous_material.albedo_color.a = clampf(previous_opacity, 0.0, 1.0) func render_texture() -> Texture2D: return get_texture() func built_row_count() -> int: return _built_current_rows func built_triangle_count() -> int: return _built_current_triangle_count func built_grid_segment_count() -> int: return _built_current_grid_segment_count func idle_prompt_visible() -> bool: return _idle_prompt != null and _idle_prompt.visible func visible_contact_count() -> int: var count := 0 for child: Node in _contact_root.get_children(): if child is Node3D and (child as Node3D).visible: count += 1 return count func _build_render_world() -> void: var environment_node := WorldEnvironment.new() var environment := Environment.new() environment.background_mode = Environment.BG_COLOR environment.background_color = Color("020407") environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR environment.ambient_light_color = Color(0.18, 0.31, 0.34) environment.ambient_light_energy = 0.42 environment_node.environment = environment add_child(environment_node) _current_material = _relief_material(false) _grid_material = _surface_grid_material() _previous_material = _relief_material(true) _current_mesh_instance = MeshInstance3D.new() _current_mesh_instance.name = "CurrentRelief" _current_mesh_instance.mesh = ArrayMesh.new() add_child(_current_mesh_instance) _current_grid_instance = MeshInstance3D.new() _current_grid_instance.name = "CurrentReliefGrid" _current_grid_instance.mesh = ArrayMesh.new() add_child(_current_grid_instance) _previous_mesh_instance = MeshInstance3D.new() _previous_mesh_instance.name = "PreviousRelief" _previous_mesh_instance.mesh = ArrayMesh.new() _previous_mesh_instance.visible = false add_child(_previous_mesh_instance) _contact_root = Node3D.new() _contact_root.name = "Contacts" add_child(_contact_root) _add_submarine_marker() var camera := Camera3D.new() camera.name = "SonarCamera" camera.projection = Camera3D.PROJECTION_ORTHOGONAL camera.size = 116.0 camera.far = 240.0 camera.position = Vector3(0.0, 65.0, -30.0) add_child(camera) camera.look_at(Vector3(0.0, -38.0, 58.0), Vector3.UP) camera.current = true var key_light := DirectionalLight3D.new() key_light.rotation_degrees = Vector3(-52.0, -28.0, 0.0) key_light.light_energy = 1.25 key_light.shadow_enabled = true add_child(key_light) var fill_light := DirectionalLight3D.new() fill_light.rotation_degrees = Vector3(-28.0, 145.0, 18.0) fill_light.light_energy = 0.38 add_child(fill_light) _build_idle_prompt() func _build_idle_prompt() -> void: _idle_prompt = Label.new() _idle_prompt.name = "IdlePrompt" _idle_prompt.position = Vector2(180.0, 238.0) _idle_prompt.size = Vector2(600.0, 64.0) _idle_prompt.text = "SONAR PRÊT · F POUR ÉMETTRE" _idle_prompt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER _idle_prompt.vertical_alignment = VERTICAL_ALIGNMENT_CENTER _idle_prompt.add_theme_font_size_override("font_size", 26) _idle_prompt.add_theme_color_override("font_color", Color(0.38, 0.88, 0.86)) _idle_prompt.add_theme_color_override("font_outline_color", Color(0.0, 0.04, 0.05)) _idle_prompt.add_theme_constant_override("outline_size", 6) add_child(_idle_prompt) func _relief_material(transparent: bool) -> StandardMaterial3D: var material := StandardMaterial3D.new() material.vertex_color_use_as_albedo = true material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED material.cull_mode = BaseMaterial3D.CULL_DISABLED if transparent: material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA material.albedo_color = Color(1.0, 1.0, 1.0, 0.0) return material func _surface_grid_material() -> StandardMaterial3D: var material := StandardMaterial3D.new() material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA material.albedo_color = Color(0.32, 0.95, 0.91, 0.34) material.emission_enabled = true material.emission = Color(0.18, 0.78, 0.76) material.emission_energy_multiplier = 1.35 return material func _build_current_rows(scan: SonarScan, visible_rows: int) -> void: var mesh := _current_mesh_instance.mesh as ArrayMesh var grid_mesh := _current_grid_instance.mesh as ArrayMesh while _built_current_rows < visible_rows: if _built_current_rows > 0: _built_current_triangle_count += SonarReliefMeshBuilder.add_row_band( mesh, scan, _built_current_rows, _current_material ) _built_current_grid_segment_count += SonarReliefMeshBuilder.add_grid_band( grid_mesh, scan, _built_current_rows, _grid_material ) _built_current_rows += 1 func _rebuild_contacts(scan: SonarScan) -> void: for child: Node in _contact_root.get_children(): _contact_root.remove_child(child) child.queue_free() for contact in scan.contacts: var marker := MeshInstance3D.new() var box := BoxMesh.new() box.size = Vector3(4.0, 2.25, 4.0) marker.mesh = box marker.position = contact.center_m + Vector3.UP * 1.4 marker.visible = false marker.set_meta("forward_distance_m", contact.center_m.z) var material := StandardMaterial3D.new() material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED material.albedo_color = SonarReliefMeshBuilder.COLOR_METAL material.emission_enabled = true material.emission = SonarReliefMeshBuilder.COLOR_METAL material.emission_energy_multiplier = 4.0 marker.material_override = material _contact_root.add_child(marker) func _update_contact_visibility(scan: SonarScan, visible_rows: int) -> void: var maximum_visible_distance := -INF if visible_rows > 0: var row_ratio := float(visible_rows - 1) / float(scan.samples.rows - 1) maximum_visible_distance = lerpf( scan.minimum_range_m, scan.maximum_range_m, row_ratio ) for child: Node in _contact_root.get_children(): if child is Node3D: (child as Node3D).visible = ( float(child.get_meta("forward_distance_m", INF)) <= maximum_visible_distance ) func _add_submarine_marker() -> void: var marker := MeshInstance3D.new() marker.name = "SubmarineMarker" var box := BoxMesh.new() box.size = Vector3(3.2, 1.1, 5.8) marker.mesh = box marker.position = Vector3(0.0, 0.0, 1.0) var material := StandardMaterial3D.new() material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED material.albedo_color = Color.WHITE material.emission_enabled = true material.emission = Color.WHITE material.emission_energy_multiplier = 2.4 marker.material_override = material add_child(marker)