extends Node3D ## Kestrel EC-01 — analog 0..1 clip driver. ## Nodes: hatch_crew, hatch_ladder, hatch_dock, LandingGear, SeatCamera. ## ## Particle look is PARTICLE_FX.md. RCS is a short crossed ribbon. Abort is two tapered ribbons plus sparks. ## rcs_direction fires only the bells that push that way. Off fires nothing. ## abort_burn holds all four abort motors. The flame ramps in over 0.22 s and out over 0.28 s. ## Ship axes: nose +Y, starboard +X, dorsal +Z. const Fx = preload("res://naf_fx.gd") @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[Node3D] = [] var _aborts: Array[Dictionary] = [] var _abort_hold := 0.0 var _time := 0.0 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_fx() _collect_cabin() func _physics_process(delta: float) -> void: _time += delta var thrust: Vector3 = _RCS_THRUST[clampi(rcs_direction, 0, _RCS_THRUST.size() - 1)] var ship := global_transform.basis for ribbon in _rcs: var want := 0.0 if thrust != Vector3.ZERO: var exhaust: Vector3 = ship.inverse() * ribbon.global_transform.basis.y if exhaust.dot(-thrust) > 0.7: want = 1.0 var burn := float(ribbon.get_meta("burn")) burn = Fx.smooth(burn, want, delta, 0.08 if want > burn else 0.14) ribbon.set_meta("burn", burn) Fx.set_spear(ribbon, burn, 1.0, _time) if abort_burn: _abort_hold = minf(1.0, _abort_hold + delta / 0.22) elif _abort_hold > 0.0: _abort_hold = maxf(0.0, _abort_hold - delta / 0.28) var on := _abort_hold > 0.03 var flick := 0.86 + 0.14 * sin(_time * 41.0) var sheath_scale := 0.9 + 0.1 * sin(_time * 19.0) for a in _aborts: var core := a.core as Node3D var sheath := a.sheath as Node3D Fx.set_opacity(core, _abort_hold * 0.95 * flick if on else 0.0) Fx.set_opacity(sheath, _abort_hold * 0.82 * flick if on else 0.0) sheath.scale = Vector3(1, sheath_scale, 1) var sparks := a.sparks as GPUParticles3D var sheath_sparks := a.sheath_sparks as GPUParticles3D sparks.emitting = on sheath_sparks.emitting = on var proc := sparks.process_material as ParticleProcessMaterial var proc2 := sheath_sparks.process_material as ParticleProcessMaterial if proc: proc.color = Color(1, 1, 1, _abort_hold * 0.55) if proc2: proc2.color = Color(1, 1, 1, _abort_hold * 0.55) var flash := a.flash as MeshInstance3D flash.visible = on var fmat := flash.material_override as StandardMaterial3D if fmat: var tint := fmat.albedo_color tint.a = _abort_hold * 0.45 fmat.albedo_color = tint flash.scale = Vector3.ONE * (0.06 + _abort_hold * 0.04) var light := a.light as SpotLight3D light.light_energy = _abort_hold * 8.0 if on else 0.0 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: ap = find_child("AnimationPlayer", true, false) as AnimationPlayer if ap == null or 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_fx() -> void: for n in find_children("*", "Node3D", true, false): var nm := String(n.name) if nm.begins_with("Vfx_RCS_"): _rcs.append(Fx.spear(n, 1.2, 0.09, Color(0.863, 0.937, 1.0, 0.95), Color(0.41, 0.67, 1.0, 0.35), Color(0.25, 0.45, 0.8, 0.0), 0.82, 2, 1.0, "Spear")) elif nm.begins_with("Vfx_Abort_"): _aborts.append(_make_abort(n)) func _make_abort(socket: Node3D) -> Dictionary: # Core is the white-hot throat. Sheath is the orange plume that opens toward the tip. var core := Fx.taper_ribbon(socket, 2.1, 0.06, 0.20, Color(1.0, 0.97, 0.92, 1.0), Color(1.0, 0.45, 0.12, 0.72), Color(0.40, 0.08, 0.02, 0.0), 0.95, 3, "AbortCore") var sheath := Fx.taper_ribbon(socket, 5.2, 0.10, 0.78, Color(1.0, 0.55, 0.18, 1.0), Color(1.0, 0.28, 0.06, 0.55), Color(0.35, 0.06, 0.01, 0.0), 0.82, 3, "AbortSheath") var sparks := Fx.sparks(socket, "AbortCoreSparks", 10, 0.15, 18.0, 28.0, 1.6, 0.05, 6.0) var sheath_sparks := Fx.sparks(socket, "AbortSheathSparks", 18, 0.26, 14.0, 22.0, 4.5, 0.09, 8.0) for p in [sparks, sheath_sparks]: var proc := p.process_material as ParticleProcessMaterial if proc: proc.color_ramp = _abort_ramp() return { "core": core, "sheath": sheath, "sparks": sparks, "sheath_sparks": sheath_sparks, "flash": Fx.abort_flash(socket), "light": Fx.spot(socket, 0.08, Color(1.0, 0.416, 0.157), 0.5, 6.5, 1.8), } func _abort_ramp() -> GradientTexture1D: var g := Gradient.new() g.offsets = PackedFloat32Array([0.0, 0.15, 0.45, 1.0]) g.colors = PackedColorArray([ Color(1.0, 0.97, 0.92, 1.0), Color(1.0, 0.46, 0.12, 0.9), Color(0.55, 0.16, 0.05, 0.45), Color(0.25, 0.05, 0.01, 0.0), ]) var tex := GradientTexture1D.new() tex.gradient = g return tex