Initial commit
This commit is contained in:
@@ -0,0 +1,370 @@
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extends Node3D
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## NAF Resolute CVT-07 — analog 0..1 clips + socket FX.
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## Attach to the Resolute hull root, NOT the CharacterBody3D.
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## Keep names: LandingGear, Radiators, hatch_airlock_outer, HelmCamera, PlayerSpawn,
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## Vfx_DrivePlume, *_Vfx, PDT_*_Muzzle, Vfx_Chaff, gimbal_pivot.
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@export_range(0.0, 1.0) var gear_deploy := 1.0 : set = set_gear_deploy
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@export_range(0.0, 1.0) var radiators_deploy := 1.0 : set = set_radiators_deploy
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@export_range(0.0, 1.0) var hatch_airlock_open := 0.0 : set = set_hatch_airlock_open
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@export_range(0.0, 1.0) var hatch_dock_open := 0.0 : set = set_hatch_dock_open
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@export_range(0.0, 1.0) var hatch_cargo_open := 0.0 : set = set_hatch_cargo_open
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@export_range(0.0, 1.0) var hatch_deck_open := 0.0 : set = set_hatch_deck_open
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@export_range(0.0, 1.0) var torpedo_doors_open := 0.0 : set = set_torpedo_doors_open
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@export_range(0.0, 1.0) var throttle := 0.0
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@export var drive_on := false
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@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
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@export var rcs_attitude := false
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@export var pdc_fire := false
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@export var chaff_fire := false
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@export var battle_lights := false : set = set_battle_lights
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@export_range(-0.244, 0.244, 0.001) var gimbal_pitch := 0.0 : set = set_gimbal_pitch
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@export_range(-0.244, 0.244, 0.001) var gimbal_yaw := 0.0 : set = set_gimbal_yaw
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## Plug: flight / combat UI sets these later. Driver does not aim PDCs itself.
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var pdc_aim_dir: Vector3 = Vector3.FORWARD
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var radar_contacts: Array = []
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var _heat := 0.0
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var _rad_mats: Array[StandardMaterial3D] = []
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var _drive_mats: Array[StandardMaterial3D] = []
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var _plume: GPUParticles3D
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var _rcs: Array[GPUParticles3D] = []
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var _pdc: Array[GPUParticles3D] = []
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var _chaff: Array[GPUParticles3D] = []
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var _gimbal_rest: Basis
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var _gimbal_ready := false
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var _cabin_ready := false
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var _cabin_lights: Array[Light3D] = []
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var _cabin_rest: Array[Dictionary] = []
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var _cabin_mats: Array[Dictionary] = []
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const RCS_THRUST := [
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Vector3.ZERO,
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Vector3(0, 1, 0),
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Vector3(0, -1, 0),
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(0, 0, 1),
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Vector3(0, 0, -1),
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]
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func _ready() -> void:
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_seek("gear_deploy", gear_deploy)
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_seek("radiators_deploy", radiators_deploy)
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_collect_glow()
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_ensure_plume()
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_arm_all("*_Vfx", 8, 0.16, 9.0, 16.0, 8.0, Color(0.86, 0.95, 1.0), 1.6, _rcs, false)
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_arm_all("PDT_*_Muzzle", 120, 0.2, 320.0, 500.0, 1.4, Color(1.0, 0.9, 0.62), 50.0, _pdc, true)
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_arm_all("Vfx_Chaff", 28, 1.6, 3.0, 8.0, 22.0, Color(0.92, 0.94, 0.96), 2.5, _chaff, false)
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var pivot := find_child("gimbal_pivot", true, false) as Node3D
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if pivot:
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_gimbal_rest = pivot.transform.basis
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_gimbal_ready = true
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_apply_gimbal()
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_collect_cabin()
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print("Resolute driver plume=", _plume != null, " rcs=", _rcs.size(), " pdc=", _pdc.size(), " chaff=", _chaff.size())
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func set_gimbal_pitch(v: float) -> void:
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gimbal_pitch = clampf(v, -0.244, 0.244)
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if _gimbal_ready:
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_apply_gimbal()
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func set_gimbal_yaw(v: float) -> void:
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gimbal_yaw = clampf(v, -0.244, 0.244)
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if _gimbal_ready:
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_apply_gimbal()
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func _apply_gimbal() -> void:
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var pivot := find_child("gimbal_pivot", true, false) as Node3D
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if pivot == null:
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return
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var spin := Basis(Vector3.UP, gimbal_yaw) * Basis(Vector3.RIGHT, -gimbal_pitch)
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pivot.transform.basis = _gimbal_rest * spin
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func _physics_process(delta: float) -> void:
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var power := throttle if drive_on else 0.0
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var open := 0.0 if radiators_deploy < 0.15 else clampf((radiators_deploy - 0.15) / 0.7, 0.0, 1.0)
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var hard := 0.0 if power < 0.72 else (power - 0.72) / 0.28
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var target := hard * open
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var tau := 18.0 if target > _heat else 22.0
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_heat = lerpf(_heat, target, 1.0 - exp(-delta / tau))
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var glow := 0.0 if _heat < 0.55 else pow((_heat - 0.55) / 0.45, 1.7)
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var hot := Color(1.0, 0.35, 0.08)
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for mat in _rad_mats:
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mat.emission_enabled = glow > 0.02
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mat.emission = hot
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mat.emission_energy_multiplier = glow * 1.15
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for mat in _drive_mats:
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mat.emission_enabled = power > 0.02
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mat.emission = Color(0.55 * power, 0.72 * power, power)
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mat.emission_energy_multiplier = power * 7.0
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if _plume:
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_plume.emitting = power > 0.04
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_plume.amount_ratio = clampf(power, 0.0, 1.0)
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var thrust: Vector3 = RCS_THRUST[clampi(rcs_direction, 0, RCS_THRUST.size() - 1)]
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var ship := global_transform.basis
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for p in _rcs:
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if not is_instance_valid(p):
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continue
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if rcs_attitude:
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p.emitting = true
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elif thrust == Vector3.ZERO:
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p.emitting = false
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else:
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var exhaust := ship.inverse() * p.global_transform.basis.y
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p.emitting = exhaust.dot(-thrust) > 0.7
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for p in _pdc:
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if is_instance_valid(p):
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p.emitting = pdc_fire
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for p in _chaff:
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if is_instance_valid(p):
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p.emitting = chaff_fire
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func set_battle_lights(v: bool) -> void:
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battle_lights = v
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if _cabin_ready:
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_apply_cabin()
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func _cabin_light(n: Node) -> bool:
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var nm := String(n.name)
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if nm.begins_with("Nav"):
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return false
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if nm.begins_with("Light_") or nm == "HelmPracticalLight" or nm.begins_with("CabinLamp") or nm.begins_with("PointLight_") or nm == "CabinFill" or nm == "PanelLight" or nm == "AirlockFlood":
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return true
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var p := n.get_parent()
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while p:
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var pn := String(p.name)
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if pn == "CompanionwayWalk" or pn == "Lights" or pn == "CabinLights":
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return true
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if pn.begins_with("Vfx"):
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return false
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p = p.get_parent()
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return false
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func _cabin_mesh(n: Node) -> bool:
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var nm := String(n.name)
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if nm.begins_with("Nav"):
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return false
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return "Lamp" in nm or nm.begins_with("LightStrip") or nm.begins_with("CabinGlow")
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func _collect_cabin() -> void:
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_cabin_lights.clear()
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_cabin_rest.clear()
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_cabin_mats.clear()
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for n in find_children("*", "Light3D", true, false):
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if not _cabin_light(n):
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continue
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_cabin_lights.append(n)
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_cabin_rest.append({"energy": n.light_energy, "color": n.light_color})
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for n in find_children("*", "MeshInstance3D", true, false):
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if not _cabin_mesh(n):
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continue
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var mat := _override_std(n)
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if mat == null:
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continue
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_cabin_mats.append({"mat": mat, "energy": mat.emission_energy_multiplier, "color": mat.emission, "on": mat.emission_enabled})
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_cabin_ready = true
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_apply_cabin()
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func _apply_cabin() -> void:
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for i in _cabin_lights.size():
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var lamp := _cabin_lights[i]
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var rest: Dictionary = _cabin_rest[i]
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if battle_lights:
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lamp.light_color = Color(1.0, 0.14, 0.1)
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lamp.light_energy = maxf(0.05, float(rest.energy) * 0.2)
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else:
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lamp.light_color = rest.color
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lamp.light_energy = float(rest.energy)
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for row in _cabin_mats:
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var mat := row.mat as StandardMaterial3D
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if battle_lights:
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.13, 0.09)
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mat.emission_energy_multiplier = maxf(0.28, float(row.energy) * 0.45)
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else:
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mat.emission_enabled = bool(row.on)
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mat.emission = row.color
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mat.emission_energy_multiplier = float(row.energy)
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func set_gear_deploy(v: float) -> void:
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gear_deploy = v
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_seek("gear_deploy", v)
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func set_radiators_deploy(v: float) -> void:
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radiators_deploy = v
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_seek("radiators_deploy", v)
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func set_hatch_airlock_open(v: float) -> void:
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hatch_airlock_open = v
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_seek("hatch_airlock_open", v)
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func set_hatch_dock_open(v: float) -> void:
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hatch_dock_open = v
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_seek("hatch_dock_open", v)
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func set_hatch_cargo_open(v: float) -> void:
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hatch_cargo_open = v
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_seek("hatch_cargo_open", v)
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func set_hatch_deck_open(v: float) -> void:
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hatch_deck_open = v
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_seek("hatch_deck_open", v)
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func set_torpedo_doors_open(v: float) -> void:
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torpedo_doors_open = v
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_seek("torpedo_doors_open", v)
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func _seek(clip: StringName, t: float) -> void:
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var ap := get_node_or_null("AnimationPlayer") as AnimationPlayer
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if ap == null:
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ap = find_child("AnimationPlayer", true, false) as AnimationPlayer
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if ap == null or not ap.has_animation(clip):
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return
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var len := ap.get_animation(clip).length
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ap.play(clip)
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ap.seek(clampf(t, 0.0, 1.0) * len, true)
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ap.pause()
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func _collect_glow() -> void:
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for n in find_children("*", "MeshInstance3D", true, false):
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var mat := _override_std(n)
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if mat == null:
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continue
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if n.name.begins_with("Radiator_") and ("Fin_" in n.name or "Edge_" in n.name or "Rail" in n.name):
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_rad_mats.append(mat)
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elif n.name == "DriveGlow" or n.name == "DrivePlasma":
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_drive_mats.append(mat)
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func _override_std(mesh: MeshInstance3D) -> StandardMaterial3D:
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var mat := mesh.get_active_material(0)
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if mat == null or not (mat is StandardMaterial3D):
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return null
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var copy := (mat as StandardMaterial3D).duplicate() as StandardMaterial3D
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mesh.set_surface_override_material(0, copy)
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return copy
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func _ensure_plume() -> void:
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var socket := find_child("Vfx_DrivePlume", true, false) as Node3D
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if socket == null:
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return
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var existing := socket.get_node_or_null("Plume")
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if existing is GPUParticles3D:
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_plume = existing as GPUParticles3D
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return
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var p := GPUParticles3D.new()
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p.name = "Plume"
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p.amount = 48
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p.lifetime = 0.42
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p.local_coords = true
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p.visibility_aabb = AABB(Vector3(-2, 0, -2), Vector3(4, 40, 4))
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var proc := ParticleProcessMaterial.new()
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proc.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE
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proc.emission_sphere_radius = 0.15
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proc.direction = Vector3(0, 1, 0)
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proc.spread = 1.5
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proc.initial_velocity_min = 50.0
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proc.initial_velocity_max = 85.0
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proc.gravity = Vector3.ZERO
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proc.scale_min = 0.25
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proc.scale_max = 0.7
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proc.color = Color(0.75, 0.88, 1.0, 0.85)
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p.process_material = proc
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var draw := StandardMaterial3D.new()
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draw.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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draw.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
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draw.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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draw.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
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draw.vertex_color_use_as_albedo = true
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draw.albedo_color = Color(0.85, 0.93, 1.0)
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p.material_override = draw
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p.draw_pass_1 = QuadMesh.new()
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p.emitting = false
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var dir := socket.position
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if dir.length() < 0.001:
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dir = Vector3.DOWN
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dir = (socket.quaternion.inverse() * dir).normalized()
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var y := dir
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var up := Vector3.FORWARD if absf(y.dot(Vector3.UP)) > 0.9 else Vector3.UP
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var x := up.cross(y).normalized()
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var z := x.cross(y).normalized()
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p.basis = Basis(x, y, z)
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socket.add_child(p)
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_plume = p
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func _arm_all(pattern: String, amount: int, life: float, vmin: float, vmax: float, spread: float, color: Color, reach: float, into: Array[GPUParticles3D], streak: bool) -> void:
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for n in find_children(pattern, "Node3D", true, false):
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if n.name == "Plume" or n is GPUParticles3D:
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continue
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var p := _make_plume(n, amount, life, vmin, vmax, spread, color, reach, streak)
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if p:
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into.append(p)
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func _make_plume(socket: Node3D, amount: int, life: float, vmin: float, vmax: float, spread: float, color: Color, reach: float, streak: bool) -> GPUParticles3D:
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var existing := socket.get_node_or_null("Plume")
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if existing is GPUParticles3D:
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return existing as GPUParticles3D
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var p := GPUParticles3D.new()
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p.name = "Plume"
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p.amount = amount
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p.lifetime = life
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p.local_coords = true
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p.visibility_aabb = AABB(Vector3(-reach, 0, -reach), Vector3(reach * 2.0, reach * 4.0, reach * 2.0))
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var proc := ParticleProcessMaterial.new()
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proc.direction = Vector3(0, 1, 0)
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proc.spread = spread
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proc.initial_velocity_min = vmin
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proc.initial_velocity_max = vmax
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proc.gravity = Vector3.ZERO
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proc.scale_min = 0.7 if streak else 0.08
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proc.scale_max = 1.05 if streak else 0.28
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proc.color = color
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if streak:
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proc.particle_flag_align_y = true
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p.process_material = proc
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var draw := StandardMaterial3D.new()
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draw.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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draw.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
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draw.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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draw.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
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draw.albedo_color = color
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p.material_override = draw
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var quad := QuadMesh.new()
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quad.size = Vector2(0.012, 0.95) if streak else Vector2(0.12, 0.12)
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p.draw_pass_1 = quad
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p.emitting = false
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var dir := socket.position
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if dir.length() < 0.001:
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dir = Vector3.UP
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dir = (socket.quaternion.inverse() * dir).normalized()
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var y := dir
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var up := Vector3.FORWARD if absf(y.dot(Vector3.UP)) > 0.9 else Vector3.UP
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var x := up.cross(y).normalized()
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var z := x.cross(y).normalized()
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p.basis = Basis(x, y, z)
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socket.add_child(p)
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return p
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Reference in New Issue
Block a user