266 lines
6.8 KiB
GDScript
266 lines
6.8 KiB
GDScript
class_name CockpitAnalogGauges
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extends Node3D
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const CockpitMaterialPalette = preload("res://game/presentation/cockpit/cockpit_material_palette.gd")
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const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh_factory.gd")
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const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
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var _materials: CockpitMaterialPalette
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var _oxygen_needle: Node3D
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var _battery_needle: Node3D
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var _hull_needle: Node3D
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var _depth_needle: Node3D
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var _indicator_materials: Array[StandardMaterial3D] = []
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var _active_indicator_count := 0
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func _init(materials: CockpitMaterialPalette) -> void:
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_materials = materials
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name = "AnalogGauges"
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_build_instrument_cluster()
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_build_indicator_bank()
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_oxygen_needle = _add_gauge(
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"OxygenGauge",
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Vector3(-0.52, 0.12, 0.145),
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0.94,
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_materials.oxygen_gauge_face
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)
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_battery_needle = _add_gauge(
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"BatteryGauge",
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Vector3(-0.22, 0.12, 0.145),
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0.94,
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_materials.battery_gauge_face
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)
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_hull_needle = _add_gauge(
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"HullGauge",
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Vector3(0.09, 0.12, 0.145),
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0.86,
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_materials.hull_gauge_face
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)
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_depth_needle = _add_gauge(
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"DepthGauge",
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Vector3(0.47, 0.12, 0.145),
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1.12,
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_materials.depth_gauge_face
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)
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func present(
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oxygen_ratio: float,
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battery_ratio: float,
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hull_ratio: float,
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depth_ratio: float,
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alert_level: DiveAlertLevel.Value
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) -> void:
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_set_needle_ratio(_oxygen_needle, oxygen_ratio)
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_set_needle_ratio(_battery_needle, battery_ratio)
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_set_needle_ratio(_hull_needle, hull_ratio)
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_set_needle_ratio(_depth_needle, depth_ratio)
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_update_indicator_bank(alert_level)
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func battery_needle_degrees() -> float:
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return 0.0 if _battery_needle == null else _battery_needle.rotation_degrees.z
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func indicator_count() -> int:
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return _indicator_materials.size()
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func gauge_count() -> int:
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return 4
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func active_indicator_count() -> int:
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return _active_indicator_count
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func _build_instrument_cluster() -> void:
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CockpitMeshFactory.add_box(
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"InstrumentClusterHousing",
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self,
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Vector3(-0.04, 0.105, 0.095),
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Vector3(1.42, 0.31, 0.105),
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_materials.overhead_steel
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)
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CockpitMeshFactory.add_box(
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"InstrumentClusterFoot",
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self,
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Vector3(-0.04, -0.025, 0.075),
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Vector3(1.48, 0.040, 0.14),
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_materials.dark_steel
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)
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func _build_indicator_bank() -> void:
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var root := Node3D.new()
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root.name = "IndicatorBank"
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add_child(root)
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var colors: Array[Color] = [
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Color(0.08, 0.72, 0.38),
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Color(1.0, 0.46, 0.035),
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Color(0.92, 0.035, 0.018),
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]
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var captions: Array[String] = ["SYS", "ATTN", "ALRM"]
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for indicator_index in colors.size():
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var y := 0.165 - indicator_index * 0.050
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CockpitMeshFactory.add_cylinder(
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"%sBezel" % captions[indicator_index],
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root,
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Vector3(0.68, y, 0.156),
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0.016,
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0.012,
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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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var material := _indicator_material(colors[indicator_index])
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_indicator_materials.append(material)
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CockpitMeshFactory.add_cylinder(
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"%sLens" % captions[indicator_index],
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root,
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Vector3(0.68, y, 0.165),
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0.009,
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0.008,
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material,
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Vector3(90.0, 0.0, 0.0)
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)
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var label := Label3D.new()
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label.name = "%sLabel" % captions[indicator_index]
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label.text = captions[indicator_index]
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label.font_size = 8
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label.pixel_size = 0.00042
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label.modulate = Color(0.70, 0.67, 0.56)
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label.position = Vector3(0.71, y, 0.168)
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root.add_child(label)
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func _indicator_material(color: Color) -> StandardMaterial3D:
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var material := StandardMaterial3D.new()
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material.albedo_color = color * 0.12
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material.metallic = 0.05
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material.roughness = 0.16
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material.emission_enabled = true
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material.emission = color
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material.emission_energy_multiplier = 0.04
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return material
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func _update_indicator_bank(alert_level: DiveAlertLevel.Value) -> void:
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var active_index := 0
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if alert_level >= DiveAlertLevel.Value.CRITICAL:
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active_index = 2
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elif alert_level >= DiveAlertLevel.Value.ATTENTION:
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active_index = 1
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for indicator_index in _indicator_materials.size():
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_indicator_materials[indicator_index].emission_energy_multiplier = (
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2.8 if indicator_index == active_index else 0.04
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)
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_active_indicator_count = 1
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func _add_gauge(
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gauge_name: String,
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position: Vector3,
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gauge_scale: float,
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face_material: Material
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) -> Node3D:
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var gauge := Node3D.new()
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gauge.name = gauge_name
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gauge.position = position
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gauge.scale = Vector3(gauge_scale, gauge_scale, gauge_scale)
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add_child(gauge)
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CockpitMeshFactory.add_box(
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"MountingPlate",
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gauge,
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Vector3(0.0, 0.0, -0.025),
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Vector3(0.225, 0.225, 0.055),
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_materials.overhead_steel
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)
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for screw_position: Vector2 in [
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Vector2(-0.086, -0.086),
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Vector2(0.086, -0.086),
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Vector2(-0.086, 0.086),
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Vector2(0.086, 0.086),
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]:
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CockpitMeshFactory.add_cylinder(
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"MountingScrew",
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gauge,
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Vector3(screw_position.x, screw_position.y, 0.008),
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0.009,
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0.012,
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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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_add_bezel(gauge, 0.108, 0.046, _materials.dark_steel)
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_add_bezel(gauge, 0.099, 0.041, _materials.brushed_steel)
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var face := MeshInstance3D.new()
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var printed_face := QuadMesh.new()
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printed_face.size = Vector2(0.178, 0.178)
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face.mesh = printed_face
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face.position.z = 0.031
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face.material_override = face_material
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gauge.add_child(face)
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var needle_root := Node3D.new()
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needle_root.name = "Needle"
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needle_root.position.z = 0.038
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gauge.add_child(needle_root)
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CockpitMeshFactory.add_box(
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"NeedleBlade",
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needle_root,
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Vector3(0.0, 0.030, 0.0),
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Vector3(0.006, 0.060, 0.006),
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_materials.dark_steel
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)
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CockpitMeshFactory.add_box(
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"NeedleTip",
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needle_root,
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Vector3(0.0, 0.061, 0.001),
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Vector3(0.004, 0.024, 0.006),
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_materials.needle_paint
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)
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CockpitMeshFactory.add_box(
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"NeedleCounterweight",
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needle_root,
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Vector3(0.0, -0.014, -0.001),
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Vector3(0.013, 0.030, 0.007),
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_materials.dark_steel
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)
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CockpitMeshFactory.add_cylinder(
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"NeedleHub",
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needle_root,
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Vector3.ZERO,
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0.018,
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0.012,
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_materials.dark_steel,
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Vector3(90.0, 0.0, 0.0)
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)
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var glass := MeshInstance3D.new()
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glass.name = "GaugeGlass"
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var glass_mesh := CylinderMesh.new()
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glass_mesh.top_radius = 0.089
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glass_mesh.bottom_radius = 0.089
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glass_mesh.height = 0.004
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glass_mesh.radial_segments = 40
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glass.mesh = glass_mesh
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glass.material_override = _materials.gauge_glass
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glass.rotation_degrees.x = 90.0
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glass.position.z = 0.050
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glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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gauge.add_child(glass)
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return needle_root
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func _add_bezel(
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gauge: Node3D,
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radius: float,
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height: float,
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material: Material
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) -> void:
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var bezel := MeshInstance3D.new()
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var bezel_mesh := CylinderMesh.new()
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bezel_mesh.top_radius = radius
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bezel_mesh.bottom_radius = radius
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bezel_mesh.height = height
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bezel_mesh.radial_segments = 48
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bezel.mesh = bezel_mesh
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bezel.material_override = material
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bezel.rotation_degrees.x = 90.0
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gauge.add_child(bezel)
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func _set_needle_ratio(needle: Node3D, ratio: float) -> void:
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if needle != null:
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needle.rotation_degrees.z = lerpf(125.0, -125.0, clampf(ratio, 0.0, 1.0))
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