Initial commit

This commit is contained in:
scorpion21211-cmd
2026-10-03 23:29:41 -04:00
commit 965f0d7584
10586 changed files with 1030294 additions and 0 deletions
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Baked from the hangar preview. Units: 1 = 1 meter. Y-up.
Rest pose is gear DOWN. Hatches closed. Torpedo doors closed. Effects off, ship cold.
Ship axes: nose +Y, starboard +X, dorsal +Z. Port is -X. Ventral is -Z.
Godot 4: keep naf_resolute.glb, naf_resolute.gd, and resolute.tscn in the same folder, then open resolute.tscn. Same for Kestrel. The script is already on the root. Particles (drive, RCS, PDC, chaff) are created by that script when you play the scene. Textures are inside the .glb.
The previous Resolute file required EXT_mesh_gpu_instancing, which Godot rejects. This bake does not.
Animation clips are 0..1 sliders on the script.
Effects on the same script:
- drive_on plus throttle: drive plume. Radiator panels stay grey metal through cruise and short burns. They only start to glow after a hard burn (about three-quarter throttle and up) has been held for a while, and the glow stays dull even then.
- rcs_direction: Off, Nose, Tail, Starboard, Port, Dorsal, Ventral. Only the bells that push that way emit. They do not all fire together.
- pdc_fire: short tracer streaks in a stream, not one solid line.
- chaff_fire: dispenser burst.
- battle_lights (Resolute): dims the hab and swaps the practicals, deck fills, and lamp fixtures to dark red. Nav lights stay as they are.
- cabin_dim (Kestrel): same cabin strips and fill, just brought down. No battle-red swap.
- Both crafts already carry the rest of their systems on the same script. Resolute: gear, radiators, airlock, dock, cargo, deck hatches, torpedo doors, drive_on, throttle, rcs_direction, pdc_fire, chaff_fire, gimbal_pitch, gimbal_yaw. Kestrel: gear, crew hatch, ladder, dock, instruments_demo, rcs_direction, abort_burn. Particles spawn on the Vfx sockets at runtime.
- hatch_deck_open swings the companionway pressure doors. Each deck has a hatch where the stair trunk meets that compartment, so a deck can be sealed off the stairwell. They are not hull penetrations. The helm has no hatch: the stair arrives on an open grated gallery over the deck below, wide enough that a helmet clears the opening. Hab decks are tread plate with a ribbed overhead.
- gimbal_pitch / gimbal_yaw (radians, ±0.244) vector the torch bell on gimbal_pivot. Positive pitch droops the bell ventral. Positive yaw swings it to starboard. There is no roll gimbal. The plume socket is on that pivot, so the flame follows the bell. Kestrel has no torch: it has the navball and no pivot.
- The helm MFDs, the aft console screens, and the Kestrel dash MFDs play one navball program each. Same ship, same vehicle, so the screens agree. There is no physical ball. In the hangar, Navball sits you on the center screen: W raises the nose, S drops it, A yaws to port, D to starboard, Q and E roll. The bell only vectors while the torch is burning. Kestrel has the program and no bell.
Particles are created on the Vfx sockets at runtime. They are not baked into the mesh.
Do not re-import these baked GLBs into the hangar.
This bake is the hangar as of 2026-09-27: hab interiors, stair bulkheads, helm ceiling, galley, and the flank stack (NAF rondel, RESOLUTE, CVT-07, Space Force rondel under the hull number).
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extends CharacterBody3D
## NAF Resolute CVT-07 — Roci-style torch + attitude.
## This script on the CharacterBody3D. Hull child named "Resolute" wears resolute_driver.gd.
## Sibling of SolarSystem. Walk-to-helm later; F enter is the demo stub.
##
## Throttle: Alt + mouse wheel → commanded G, 0..5. Cruise ~0.8 G.
## Nose +Y. Drive plume follows throttle. RCS puffs on attitude input.
## Plugs: pdc_aim_dir, radar_contacts, combat_ui — fill when Nebulous layer lands.
@onready var interaction_area: Area3D = get_node_or_null("InteractionArea")
@onready var hull: Node3D = get_node_or_null("Resolute")
@onready var third_person_camera: Camera3D = get_node_or_null("ThirdPersonCamera")
@onready var interact_prompt: Label = get_node_or_null("/root/Node3D/HUD/InteractPrompt")
@onready var pause_menu: Control = get_node_or_null("/root/Node3D/HUD/PauseMenu")
@onready var flight_label: Label = get_node_or_null("/root/Node3D/HUD/FlightLabel")
@onready var body_collision: CollisionShape3D = get_node_or_null("CollisionShape3D")
var player_inside: bool = false
var player_ref: CharacterBody3D = null
var using_third_person: bool = false
var f_was_down: bool = false
var _v_was: bool = false
var mass: float = 280000.0
const G0: float = 9.81
const G_MAX: float = 5.0
const G_CRUISE: float = 0.80
const G_STEP: float = 0.10
var g_cmd: float = 0.0
var drive_armed: bool = true
var ang_vel: Vector3 = Vector3.ZERO
@export var ang_accel: float = 0.48
@export var ang_max: float = 0.95
@export var ang_damp: float = 2.2
var surface_friction: float = 4.0
const MOON_RADIUS: float = 173700.0
const MOON_G: float = 1.62
const MOON_SOI: float = 400000.0
const EARTH_RADIUS: float = 637100.0
const EARTH_G: float = 9.81
const EARTH_SOI: float = 20000000.0
const CAM_FAR: float = 1000000.0
const NEAR_SURFACE_MARGIN: float = 400.0
var free_look: bool = false
var look_sensitivity: float = 0.003
var orbit_yaw: float = 0.0
var orbit_pitch: float = 0.35
var orbit_distance: float = 48.0
var orbit_pitch_min: float = -1.15
var orbit_pitch_max: float = 1.15
var helm_camera: Camera3D = null
var _gear_down: bool = true
var _rads_out: bool = true
var _airlock_open: bool = false
var _dock_open: bool = false
var _cargo_open: bool = false
var _deck_open: bool = false
var _tubes_open: bool = false
var _battle: bool = false
var _chaff_t: float = 0.0
## Combat plugs — empty until radar / track file exists.
var pdc_target: Node3D = null
var radar_contacts: Array = []
var combat_ui_open: bool = false
var telem_body: String = "—"
var telem_alt: float = 0.0
var telem_speed: float = 0.0
var telem_vspeed: float = 0.0
var telem_hspeed: float = 0.0
var telem_vcirc: float = 0.0
var telem_has_alt: bool = false
func _ready() -> void:
_ensure_actions()
if hull == null or hull == self:
hull = get_node_or_null("Resolute") as Node3D
if hull == null or hull == self:
hull = find_child("NAF_Resolute", true, false) as Node3D
if hull == null or hull == self:
hull = find_child("Resolute", true, false) as Node3D
if interaction_area:
interaction_area.monitoring = true
interaction_area.monitorable = true
interaction_area.body_entered.connect(_on_body_entered)
interaction_area.body_exited.connect(_on_body_exited)
helm_camera = _find_helm_cam()
if helm_camera:
helm_camera.near = 0.05
helm_camera.far = CAM_FAR
helm_camera.current = false
if third_person_camera:
third_person_camera.near = 0.2
third_person_camera.far = CAM_FAR
third_person_camera.current = false
if flight_label:
flight_label.visible = false
_set_hull("gear_deploy", 1.0)
_set_hull("radiators_deploy", 1.0)
print("Resolute ready hull=", hull, " helm=", helm_camera)
func _find_helm_cam() -> Camera3D:
var root: Node = hull if hull else self
var n := root.find_child("HelmCamera", true, false)
if n is Camera3D:
return n as Camera3D
n = root.find_child("SeatCamera", true, false)
if n is Camera3D:
return n as Camera3D
return get_node_or_null("CameraPivot/CapsuleCamera") as Camera3D
func _set_hull(prop: String, value: Variant) -> void:
if hull and prop in hull:
hull.set(prop, value)
func _moon() -> Node3D:
return get_node_or_null("/root/Node3D/SolarSystem/Moon") as Node3D
func _earth() -> Node3D:
return get_node_or_null("/root/Node3D/SolarSystem/Earth") as Node3D
func _active_gravity() -> Dictionary:
var moon := _moon()
if moon:
var d_m: float = global_position.distance_to(moon.global_position)
if d_m >= 1.0 and d_m <= MOON_SOI:
var to_c: Vector3 = moon.global_position - global_position
return {"name": "Luna", "center": moon.global_position, "radius": MOON_RADIUS, "g": MOON_G, "accel": to_c.normalized() * MOON_G, "dist": d_m}
var earth := _earth()
if earth:
var d_e: float = global_position.distance_to(earth.global_position)
if d_e >= 1.0 and d_e <= EARTH_SOI:
var to_c2: Vector3 = earth.global_position - global_position
return {"name": "Earth", "center": earth.global_position, "radius": EARTH_RADIUS, "g": EARTH_G, "accel": to_c2.normalized() * EARTH_G, "dist": d_e}
return {"name": "—", "center": Vector3.ZERO, "radius": 0.0, "g": 0.0, "accel": Vector3.ZERO, "dist": 0.0}
func _on_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
player_ref = body
if interact_prompt and not player_inside:
interact_prompt.text = "Press F to Board Resolute"
interact_prompt.visible = true
func _on_body_exited(body: Node3D) -> void:
if body.is_in_group("player") and not player_inside:
player_ref = null
if interact_prompt:
interact_prompt.visible = false
func _unhandled_input(event: InputEvent) -> void:
if not player_inside:
return
if event.is_action_pressed("ui_cancel"):
if pause_menu and pause_menu.has_method("open_pause") and player_ref:
pause_menu.open_pause(player_ref)
get_viewport().set_input_as_handled()
return
if event is InputEventMouseButton and Input.is_key_pressed(KEY_ALT):
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
g_cmd = minf(G_MAX, g_cmd + G_STEP)
get_viewport().set_input_as_handled()
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
g_cmd = maxf(0.0, g_cmd - G_STEP)
get_viewport().set_input_as_handled()
if _tap(event, KEY_G):
_gear_down = not _gear_down
_set_hull("gear_deploy", 1.0 if _gear_down else 0.0)
elif _tap(event, KEY_R):
_rads_out = not _rads_out
_set_hull("radiators_deploy", 1.0 if _rads_out else 0.0)
elif _tap(event, KEY_H):
_airlock_open = not _airlock_open
_set_hull("hatch_airlock_open", 1.0 if _airlock_open else 0.0)
elif _tap(event, KEY_J):
_dock_open = not _dock_open
_set_hull("hatch_dock_open", 1.0 if _dock_open else 0.0)
elif _tap(event, KEY_U):
_cargo_open = not _cargo_open
_set_hull("hatch_cargo_open", 1.0 if _cargo_open else 0.0)
elif _tap(event, KEY_M):
_deck_open = not _deck_open
_set_hull("hatch_deck_open", 1.0 if _deck_open else 0.0)
elif _tap(event, KEY_O):
_tubes_open = not _tubes_open
_set_hull("torpedo_doors_open", 1.0 if _tubes_open else 0.0)
elif _tap(event, KEY_B):
_battle = not _battle
_set_hull("battle_lights", _battle)
elif _tap(event, KEY_X):
_chaff_t = 0.9
elif _tap(event, KEY_T):
drive_armed = not drive_armed
elif _tap(event, KEY_C):
if g_cmd < 0.05:
g_cmd = G_CRUISE
else:
g_cmd = 0.0
func _ensure_actions() -> void:
var binds := {
"interact": KEY_F,
"toggle_first_person": KEY_V,
}
for action in binds.keys():
if InputMap.has_action(action):
continue
InputMap.add_action(action)
var ev := InputEventKey.new()
ev.physical_keycode = binds[action]
InputMap.action_add_event(action, ev)
func _act_pressed(action: String) -> bool:
return InputMap.has_action(action) and Input.is_action_pressed(action)
func _act_just(action: String) -> bool:
return InputMap.has_action(action) and Input.is_action_just_pressed(action)
func _tap(event: InputEvent, key: Key) -> bool:
if event is InputEventKey and event.pressed and not event.echo and event.physical_keycode == key:
get_viewport().set_input_as_handled()
return true
return false
func _process(delta: float) -> void:
var interact_now := _act_just("interact") or (Input.is_physical_key_pressed(KEY_F) and not f_was_down)
if not player_inside and player_ref and interact_now:
f_was_down = true
enter_ship()
return
if not player_inside:
f_was_down = Input.is_physical_key_pressed(KEY_F)
return
if interact_now and not f_was_down:
f_was_down = true
exit_ship()
return
f_was_down = _act_pressed("interact") or Input.is_physical_key_pressed(KEY_F)
if _act_just("toggle_first_person") or _just_v():
toggle_camera()
free_look = Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
if Input.is_key_pressed(KEY_ALT):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
handle_flight(delta)
_update_telemetry()
_update_flight_hud()
_push_combat_plugs()
if using_third_person:
update_third_person_camera()
if third_person_camera and not third_person_camera.current:
third_person_camera.make_current()
elif helm_camera and not helm_camera.current:
helm_camera.make_current()
func _just_v() -> bool:
var down := Input.is_physical_key_pressed(KEY_V)
var edge := down and not _v_was
_v_was = down
return edge
func _input(event: InputEvent) -> void:
if not player_inside or not free_look or not using_third_person:
return
if event is InputEventMouseMotion:
orbit_yaw -= event.relative.x * look_sensitivity
orbit_pitch += event.relative.y * look_sensitivity
orbit_pitch = clampf(orbit_pitch, orbit_pitch_min, orbit_pitch_max)
func handle_flight(delta: float) -> void:
var pitch_in := 0.0
var yaw_in := 0.0
var roll_in := 0.0
if Input.is_key_pressed(KEY_W):
pitch_in -= 1.0
if Input.is_key_pressed(KEY_S):
pitch_in += 1.0
if Input.is_key_pressed(KEY_A):
yaw_in += 1.0
if Input.is_key_pressed(KEY_D):
yaw_in -= 1.0
if Input.is_key_pressed(KEY_Q):
roll_in -= 1.0
if Input.is_key_pressed(KEY_E):
roll_in += 1.0
var torque := Vector3(pitch_in, roll_in, yaw_in) * ang_accel
if torque.length_squared() < 0.0001:
ang_vel = ang_vel.move_toward(Vector3.ZERO, ang_damp * delta)
else:
ang_vel += torque * delta
if ang_vel.length() > ang_max:
ang_vel = ang_vel.normalized() * ang_max
if ang_vel.length_squared() > 0.000001:
rotate_object_local(Vector3.RIGHT, ang_vel.x * delta)
rotate_object_local(Vector3.UP, ang_vel.y * delta)
rotate_object_local(Vector3.FORWARD, -ang_vel.z * delta)
var thrusting := drive_armed and g_cmd > 0.04
_set_hull("drive_on", thrusting)
_set_hull("throttle", clampf(g_cmd / G_MAX, 0.0, 1.0) if thrusting else 0.0)
_set_hull("rcs_attitude", pitch_in != 0.0 or yaw_in != 0.0 or roll_in != 0.0)
_set_hull("pdc_fire", Input.is_physical_key_pressed(KEY_P))
if _chaff_t > 0.0:
_chaff_t -= delta
_set_hull("chaff_fire", true)
else:
_set_hull("chaff_fire", false)
var acceleration: Vector3 = _active_gravity()["accel"]
if thrusting:
acceleration += global_transform.basis.y * (g_cmd * G0)
velocity += acceleration * delta
var near_surface := is_on_floor()
if not near_surface:
var moon := _moon()
if moon and global_position.distance_to(moon.global_position) < MOON_RADIUS + NEAR_SURFACE_MARGIN:
near_surface = true
var earth := _earth()
if earth and global_position.distance_to(earth.global_position) < EARTH_RADIUS + NEAR_SURFACE_MARGIN:
near_surface = true
if near_surface:
if body_collision:
body_collision.disabled = false
move_and_slide()
if is_on_floor():
velocity = velocity.move_toward(Vector3.ZERO, surface_friction * delta)
else:
if body_collision:
body_collision.disabled = true
global_position += velocity * delta
PhysicsServer3D.body_set_state(get_rid(), PhysicsServer3D.BODY_STATE_TRANSFORM, global_transform)
PhysicsServer3D.body_set_state(get_rid(), PhysicsServer3D.BODY_STATE_LINEAR_VELOCITY, velocity)
func _update_telemetry() -> void:
telem_speed = velocity.length()
var body: Dictionary = _active_gravity()
telem_body = str(body["name"])
if telem_body == "—":
telem_has_alt = false
telem_alt = 0.0
telem_vspeed = 0.0
telem_hspeed = telem_speed
telem_vcirc = 0.0
return
telem_has_alt = true
var r: float = float(body["dist"])
var rad: float = float(body["radius"])
var g: float = float(body["g"])
telem_alt = r - rad
var radial: Vector3 = (global_position - body["center"]).normalized()
telem_vspeed = velocity.dot(radial)
telem_hspeed = (velocity - radial * telem_vspeed).length()
telem_vcirc = sqrt(g * rad * rad / r) if r > 1.0 else 0.0
func _update_flight_hud() -> void:
if flight_label == null or not player_inside:
return
flight_label.visible = true
var mode := "3P" if using_third_person else "1P"
var vs_sign := "+" if telem_vspeed >= 0.0 else ""
var alt_txt := "ALT %8.0f m" % telem_alt if telem_has_alt else "ALT —"
flight_label.text = (
"[%s] RESOLUTE | BODY %s\n" % [mode, telem_body]
+ "G %4.2f / %.0f %s\n" % [g_cmd, G_MAX, "DRIVE" if drive_armed and g_cmd > 0.04 else "COAST"]
+ alt_txt + "\n"
+ "SPD %8.1f m/s\n" % telem_speed
+ "VS %s%7.1f m/s\n" % [vs_sign, telem_vspeed]
+ "H %8.1f m/s" % telem_hspeed
)
func _push_combat_plugs() -> void:
if hull == null:
return
if "pdc_aim_dir" in hull:
if pdc_target and is_instance_valid(pdc_target):
hull.pdc_aim_dir = (pdc_target.global_position - global_position).normalized()
else:
hull.pdc_aim_dir = global_transform.basis.y
if "radar_contacts" in hull:
hull.radar_contacts = radar_contacts
func set_pdc_target(node: Node3D) -> void:
pdc_target = node
func set_radar_contacts(list: Array) -> void:
radar_contacts = list
func enter_ship() -> void:
if player_inside or player_ref == null:
return
player_inside = true
if interact_prompt:
interact_prompt.visible = false
player_ref.reparent(self)
var spawn := _player_spawn()
if spawn:
player_ref.global_transform = spawn.global_transform
else:
player_ref.position = Vector3(0, 1.2, 0)
player_ref.rotation = Vector3.ZERO
player_ref.set_physics_process(false)
player_ref.set_process_input(false)
player_ref.set_process_unhandled_input(false)
if player_ref.has_method("set_in_vehicle"):
player_ref.set_in_vehicle(true)
var player_col = player_ref.get_node_or_null("CollisionShape3D")
if player_col:
player_col.disabled = true
var player_cam = player_ref.get_node_or_null("CameraPivot/Camera3D")
if player_cam:
player_cam.current = false
player_ref.visible = false
using_third_person = false
f_was_down = true
if helm_camera:
helm_camera.current = true
helm_camera.make_current()
FloatingOrigin.set_focus(self)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if flight_label:
flight_label.visible = true
func exit_ship() -> void:
if not player_inside or player_ref == null:
return
var exiting: CharacterBody3D = player_ref
player_inside = false
g_cmd = 0.0
drive_armed = true
ang_vel = Vector3.ZERO
_set_hull("drive_on", false)
_set_hull("throttle", 0.0)
_set_hull("rcs_attitude", false)
_set_hull("pdc_fire", false)
_set_hull("chaff_fire", false)
if flight_label:
flight_label.visible = false
if helm_camera:
helm_camera.current = false
if third_person_camera:
third_person_camera.current = false
var station := get_node_or_null("/root/Node3D/SolarSystem/Moon/LovellAnchor/Station")
var dest: Node = station if station else get_tree().current_scene
exiting.reparent(dest)
var hatch := _airlock_exit()
if hatch:
exiting.global_position = hatch.global_position + hatch.global_transform.basis.y * 2.0
else:
exiting.global_position = global_position + global_transform.basis.x * 8.0
exiting.visible = true
exiting.set_physics_process(true)
exiting.set_process_input(true)
exiting.set_process_unhandled_input(true)
var player_col = exiting.get_node_or_null("CollisionShape3D")
if player_col:
player_col.disabled = false
if exiting.has_method("set_in_vehicle"):
exiting.set_in_vehicle(false)
var player_cam = exiting.get_node_or_null("CameraPivot/Camera3D")
if player_cam:
player_cam.current = true
player_cam.make_current()
if exiting.has_method("restore_from_vehicle"):
exiting.restore_from_vehicle()
FloatingOrigin.set_focus(exiting)
player_ref = null
func _player_spawn() -> Node3D:
var root: Node = hull if hull else self
return root.find_child("PlayerSpawn", true, false) as Node3D
func _airlock_exit() -> Node3D:
var root: Node = hull if hull else self
var n := root.find_child("hatch_airlock_outer", true, false)
return n as Node3D
func toggle_camera() -> void:
using_third_person = not using_third_person
if using_third_person:
if helm_camera:
helm_camera.current = false
if third_person_camera:
third_person_camera.make_current()
else:
if third_person_camera:
third_person_camera.current = false
if helm_camera:
helm_camera.make_current()
func update_third_person_camera() -> void:
if not third_person_camera:
return
var cy := cos(orbit_yaw)
var sy := sin(orbit_yaw)
var cp := cos(orbit_pitch)
var sp := sin(orbit_pitch)
var offset := Vector3(sy * cp, sp, cy * cp) * orbit_distance
var local_off := Vector3(offset.x, -offset.z, offset.y)
var cam_pos := global_position + global_transform.basis * local_off
third_person_camera.global_position = cam_pos
var target := global_position + global_transform.basis.y * 4.0
var forward := target - cam_pos
if forward.length_squared() < 0.0001:
return
forward = forward.normalized()
var ref_up := global_transform.basis.z
if abs(forward.dot(ref_up)) > 0.92:
ref_up = global_transform.basis.x
var right := ref_up.cross(forward)
if right.length_squared() < 0.0001:
return
right = right.normalized()
var up := forward.cross(right).normalized()
third_person_camera.global_basis = Basis(-right, up, -forward).orthonormalized()
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process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
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