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