class_name CockpitAnalogGauges 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 _oxygen_needle: Node3D var _battery_needle: Node3D var _hull_needle: Node3D var _depth_needle: Node3D var _indicator_materials: Array[StandardMaterial3D] = [] var _active_indicator_count := 0 func _init(materials: CockpitMaterialPalette) -> void: _materials = materials name = "AnalogGauges" _build_instrument_cluster() _build_indicator_bank() _oxygen_needle = _add_gauge( "OxygenGauge", Vector3(-0.50, 0.12, 0.145), "%", 0.72 ) _battery_needle = _add_gauge( "BatteryGauge", Vector3(-0.22, 0.12, 0.145), "%", 0.72 ) _hull_needle = _add_gauge( "HullGauge", Vector3(0.05, 0.12, 0.145), "%", 0.56 ) _depth_needle = _add_gauge( "DepthGauge", Vector3(0.40, 0.12, 0.145), "%", 0.90 ) _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, battery_ratio: float, hull_ratio: float, depth_ratio: float, alert_level: DiveAlertLevel.Value ) -> void: _set_needle_ratio(_oxygen_needle, oxygen_ratio) _set_needle_ratio(_battery_needle, battery_ratio) _set_needle_ratio(_hull_needle, hull_ratio) _set_needle_ratio(_depth_needle, depth_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 gauge_count() -> int: return 4 func active_indicator_count() -> int: return _active_indicator_count func _build_instrument_cluster() -> void: CockpitMeshFactory.add_box( "InstrumentClusterHousing", self, Vector3(-0.04, 0.105, 0.095), Vector3(1.26, 0.255, 0.105), _materials.overhead_steel ) CockpitMeshFactory.add_box( "InstrumentClusterFoot", self, Vector3(-0.04, -0.025, 0.075), Vector3(1.32, 0.040, 0.14), _materials.dark_steel ) 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 y := 0.165 - indicator_index * 0.050 CockpitMeshFactory.add_cylinder( "%sBezel" % captions[indicator_index], root, Vector3(0.205, y, 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(0.205, y, 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(0.235, y, 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_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 ) -> Node3D: var gauge := Node3D.new() gauge.name = gauge_name gauge.position = position gauge.scale = Vector3(gauge_scale, gauge_scale, gauge_scale) add_child(gauge) CockpitMeshFactory.add_box( "MountingPlate", gauge, Vector3(0.0, 0.0, -0.025), Vector3(0.225, 0.225, 0.055), _materials.overhead_steel ) for screw_position: Vector2 in [ Vector2(-0.086, -0.086), Vector2(0.086, -0.086), Vector2(-0.086, 0.086), Vector2(0.086, 0.086), ]: CockpitMeshFactory.add_cylinder( "MountingScrew", gauge, Vector3(screw_position.x, screw_position.y, 0.008), 0.009, 0.012, _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) 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 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 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), _materials.needle_paint ) CockpitMeshFactory.add_cylinder( "NeedleHub", needle_root, Vector3.ZERO, 0.018, 0.012, _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.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.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 _set_needle_ratio(needle: Node3D, ratio: float) -> void: if needle != null: needle.rotation_degrees.z = lerpf(125.0, -125.0, clampf(ratio, 0.0, 1.0))