Initial commit

This commit is contained in:
scorpion21211-cmd
2026-10-03 23:29:41 -04:00
commit e24bbbda5d
10586 changed files with 1030090 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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[ext_resource type="Script" uid="uid://ond7pwt03hgd" path="res://kestrel_driver.gd" id="2_yjrat"]
[node name="Kestrel" unique_id=193910237 instance=ExtResource("1_glb")]
script = ExtResource("2_yjrat")
rcs_direction = 3
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extends Node3D
## Kestrel EC-01 — analog 0..1 clip driver.
## Nodes: hatch_crew, hatch_ladder, hatch_dock, LandingGear, SeatCamera.
##
## Effect controls:
## rcs_direction fires only the bells that push that way. Off fires nothing.
## abort_burn holds all four abort motors.
## Ship axes: nose +Y, starboard +X, dorsal +Z.
@export_range(0.0, 1.0) var gear_deploy := 1.0 : set = set_gear_deploy
@export_range(0.0, 1.0) var hatch_crew_open := 0.0 : set = set_hatch_crew_open
@export_range(0.0, 1.0) var hatch_ladder_deploy := 0.0 : set = set_hatch_ladder_deploy
@export_range(0.0, 1.0) var hatch_dock_open := 0.0 : set = set_hatch_dock_open
@export_range(0.0, 1.0) var instruments_demo := 0.4 : set = set_instruments_demo
@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
@export var abort_burn := false
## Cabin strips and fill. On drops them to a low watch. It does not swap to battle red.
@export var cabin_dim := false : set = set_cabin_dim
var _rcs: Array[GPUParticles3D] = []
var _abort: Array[GPUParticles3D] = []
var _cabin_ready := false
var _cabin_lights: Array[Light3D] = []
var _cabin_rest: Array[Dictionary] = []
var _cabin_mats: Array[Dictionary] = []
const _RCS_THRUST := [
Vector3.ZERO,
Vector3(0, 1, 0),
Vector3(0, -1, 0),
Vector3(1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, 0, 1),
Vector3(0, 0, -1),
]
func _ready() -> void:
_seek("gear_deploy", gear_deploy)
_arm_all("Vfx_RCS_*", 8, 0.14, 8.0, 14.0, 7.0, Color(0.86, 0.95, 1.0), 1.2, _rcs)
_arm_all("Vfx_Abort_*", 20, 0.18, 12.0, 22.0, 7.0, Color(1.0, 0.62, 0.3), 3.0, _abort)
_collect_cabin()
func _physics_process(_delta: float) -> void:
var thrust: Vector3 = _RCS_THRUST[clampi(rcs_direction, 0, _RCS_THRUST.size() - 1)]
var ship := global_transform.basis
for p in _rcs:
if thrust == Vector3.ZERO:
p.emitting = false
else:
var exhaust := ship.inverse() * p.global_transform.basis.y
p.emitting = exhaust.dot(-thrust) > 0.7
for p in _abort:
p.emitting = abort_burn
func set_cabin_dim(v: bool) -> void:
cabin_dim = v
if _cabin_ready:
_apply_cabin()
func _collect_cabin() -> void:
_cabin_lights.clear()
_cabin_rest.clear()
_cabin_mats.clear()
for n in find_children("*", "Light3D", true, false):
var nm := String(n.name)
if nm.begins_with("Nav"):
continue
if not (nm.begins_with("PointLight_") or nm == "CabinFill" or nm == "PanelLight" or nm.begins_with("CabinLamp")):
var p := n.get_parent()
var cabin := false
while p:
if String(p.name) == "CabinLights":
cabin = true
break
p = p.get_parent()
if not cabin:
continue
_cabin_lights.append(n)
_cabin_rest.append({"energy": n.light_energy, "color": n.light_color})
for n in find_children("*", "MeshInstance3D", true, false):
var nm := String(n.name)
if not nm.begins_with("LightStrip"):
continue
var mesh := n as MeshInstance3D
var mat := mesh.get_active_material(0)
if mat == null or not (mat is StandardMaterial3D):
continue
var copy := (mat as StandardMaterial3D).duplicate() as StandardMaterial3D
mesh.set_surface_override_material(0, copy)
_cabin_mats.append({"mat": copy, "energy": copy.emission_energy_multiplier, "color": copy.emission, "on": copy.emission_enabled})
_cabin_ready = true
_apply_cabin()
func _apply_cabin() -> void:
for i in _cabin_lights.size():
var lamp := _cabin_lights[i]
var rest: Dictionary = _cabin_rest[i]
if cabin_dim:
lamp.light_color = rest.color
lamp.light_energy = float(rest.energy) * 0.16
else:
lamp.light_color = rest.color
lamp.light_energy = float(rest.energy)
for row in _cabin_mats:
var mat := row.mat as StandardMaterial3D
if cabin_dim:
mat.emission_enabled = true
mat.emission = row.color
mat.emission_energy_multiplier = float(row.energy) * 0.18
else:
mat.emission_enabled = bool(row.on)
mat.emission = row.color
mat.emission_energy_multiplier = float(row.energy)
func set_gear_deploy(v: float) -> void:
gear_deploy = v
_seek("gear_deploy", v)
func set_hatch_crew_open(v: float) -> void:
hatch_crew_open = v
_seek("hatch_crew_open", v)
func set_hatch_ladder_deploy(v: float) -> void:
hatch_ladder_deploy = v
_seek("hatch_ladder_deploy", v)
func set_hatch_dock_open(v: float) -> void:
hatch_dock_open = v
_seek("hatch_dock_open", v)
func set_instruments_demo(v: float) -> void:
instruments_demo = v
_seek("instruments_demo", v)
func _seek(clip: StringName, t: float) -> void:
var ap := get_node_or_null("AnimationPlayer") as AnimationPlayer
if ap == null:
return
if not ap.has_animation(clip):
return
var len := ap.get_animation(clip).length
ap.play(clip)
ap.seek(clampf(t, 0.0, 1.0) * len, true)
ap.pause()
func _arm_all(pattern: String, amount: int, life: float, vmin: float, vmax: float, spread: float, color: Color, reach: float, into: Array[GPUParticles3D]) -> void:
for n in find_children(pattern, "Node3D", true, false):
if n is GPUParticles3D:
continue
var p := _make_plume(n, amount, life, vmin, vmax, spread, color, reach)
if p:
into.append(p)
func _make_plume(socket: Node3D, amount: int, life: float, vmin: float, vmax: float, spread: float, color: Color, reach: float) -> GPUParticles3D:
if socket.get_node_or_null("Plume"):
return null
var p := GPUParticles3D.new()
p.name = "Plume"
p.amount = amount
p.lifetime = life
p.visibility_aabb = AABB(Vector3(-reach, 0, -reach), Vector3(reach * 2.0, reach * 4.0, reach * 2.0))
var proc := ParticleProcessMaterial.new()
proc.direction = Vector3(0, 1, 0)
proc.spread = spread
proc.initial_velocity_min = vmin
proc.initial_velocity_max = vmax
proc.gravity = Vector3.ZERO
proc.scale_min = 0.08
proc.scale_max = 0.32
proc.color = color
p.process_material = proc
var draw := StandardMaterial3D.new()
draw.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
draw.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
draw.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
draw.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
draw.albedo_color = color
p.material_override = draw
p.draw_pass_1 = QuadMesh.new()
p.emitting = false
var dir := socket.position
if dir.length() < 0.001:
dir = Vector3.UP
dir = (socket.quaternion.inverse() * dir).normalized()
var y := dir
var up := Vector3.FORWARD if absf(y.dot(Vector3.UP)) > 0.9 else Vector3.UP
var x := up.cross(y).normalized()
var z := x.cross(y).normalized()
p.basis = Basis(x, y, z)
socket.add_child(p)
return p
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