extends Node3D ## NAF Resolute CVT-07 — analog 0..1 clip driver. ## Keep node names stable: LandingGear, Radiators, hatch_airlock_outer, HelmCamera, PlayerSpawn. ## ## Effects are inspector toggles, not clips. ## Particle look is PARTICLE_FX.md. Drive and RCS are crossed additive ribbons, not sprays. ## drive_on plus throttle runs the plume. Radiator panels stay grey metal unless the burn is hard and has been hard for a while. ## rcs_direction fires only the bells that push that way. Off fires nothing. ## pdc_fire is a stream of short tracer bolts, not one beam. chaff_fire dumps the dispensers. ## Torpedo bodies are not particles. Use the torpedo door clip, then fly a real round later. ## Sockets: Vfx_DrivePlume, *_Vfx, PDT_*_Muzzle, Vfx_Chaff. 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 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 pdc_fire := false @export var chaff_fire := false ## Cabin practicals. Off is the normal warm watch. On drops the hab to dim red battle lighting. @export var battle_lights := false : set = set_battle_lights ## Torch vector. Positive pitch swings the bell ventral and the nose down. Positive yaw swings the bell to starboard and the nose to port. No roll. Limit ±14°. @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 var _heat := 0.0 var _spool := 0.0 var _time := 0.0 var _rad_mats: Array[StandardMaterial3D] = [] var _drive_mats: Array[StandardMaterial3D] = [] var _drive_socket: Node3D var _drive_core: Node3D var _drive_sheath: Node3D var _drive_light: SpotLight3D var _rcs: Array[Node3D] = [] var _muzzles: Array[Node3D] = [] var _tracers: Array[Dictionary] = [] var _tracer_pool: Array[MeshInstance3D] = [] var _tracer_mesh: ArrayMesh var _tracer_mat: StandardMaterial3D 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() _arm_fx() var pivot := find_child("gimbal_pivot", true, false) as Node3D if pivot: _gimbal_rest = pivot.transform.basis _gimbal_ready = true _apply_gimbal() _collect_cabin() set_physics_process(true) 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: _time += delta 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 var spool_target := 1.0 if power > 0.04 else 0.0 _spool = Fx.smooth(_spool, spool_target, delta, 0.26 if spool_target > 0.0 else 0.07) var plume := power * _spool if _drive_core: var scale := _drive_reach_scale() Fx.set_spear(_drive_core, plume, scale, _time) Fx.set_spear(_drive_sheath, plume * 0.82, scale, _time) if _drive_light: _drive_light.light_energy = plume * 5.0 if plume > 0.04 else 0.0 var reach := float(_drive_core.get_meta("len")) * scale _drive_light.spot_range = minf(float(_drive_core.get_meta("len")), maxf(2.2, reach)) 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) _step_pdc(delta) for cloud in _chaff: cloud.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 _is_rcs_socket(n: Node) -> bool: var nm := String(n.name) if nm == "Vfx_DrivePlume" or nm == "Vfx_Chaff" or nm.begins_with("Vfx_Abort"): return false return nm.ends_with("_Vfx") or nm.begins_with("Vfx_RCS_") func _is_muzzle(n: Node) -> bool: var nm := String(n.name) return nm.begins_with("PDT_") and nm.ends_with("_Muzzle") func _arm_fx() -> void: _tracer_mesh = Fx.tracer_mesh() _tracer_mat = Fx.tracer_mat() var drive := find_child("Vfx_DrivePlume", true, false) as Node3D if drive: _drive_socket = drive # Ice-white core, 38 m, three crossed planes. Blue sheath is shorter and wider. _drive_core = Fx.spear(drive, 38.0, 1.35, Color(0.957, 0.973, 1.0, 0.95), Color(0.47, 0.71, 1.0, 0.35), Color(0.24, 0.47, 1.0, 0.0), 0.95, 3, 1.0, "DriveCore") _drive_sheath = Fx.spear(drive, 26.0, 3.2, Color(0.353, 0.659, 1.0, 0.95), Color(0.17, 0.47, 1.0, 0.35), Color(0.08, 0.22, 0.55, 0.0), 0.5, 3, 2.0, "DriveSheath") _drive_light = Fx.spot(drive, 0.35, Color(0.773, 0.863, 1.0), 0.3, 7.5, 2.0) for n in find_children("*", "Node3D", true, false): if _is_rcs_socket(n): # 1.2 m pale spear, two crossed planes. One per bell. _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 _is_muzzle(n): _muzzles.append(n) n.set_meta("acc", randf() * 0.02) elif String(n.name) == "Vfx_Chaff": _chaff.append(Fx.chaff(n)) func _drive_reach_scale() -> float: if _drive_socket == null or _drive_core == null: return 1.0 var length := float(_drive_core.get_meta("len")) var exhaust: Vector3 = (_drive_socket.global_transform.basis * _drive_core.basis.y).normalized() if exhaust.y >= -0.35: return 1.0 # Pad is world y=-2.45. Clip only when the bell is above it. var room := (_drive_socket.global_position.y - (-2.45 + 0.22)) / -exhaust.y if room <= 0.0: return 1.0 var reach := maxf(0.9, minf(length, room)) return reach / length func _take_tracer() -> MeshInstance3D: if _tracer_pool.size() > 0: return _tracer_pool.pop_back() var m := MeshInstance3D.new() m.mesh = _tracer_mesh m.material_override = _tracer_mat m.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF m.visible = false add_child(m) return m func _step_pdc(delta: float) -> void: if pdc_fire: for mz in _muzzles: var acc := float(mz.get_meta("acc")) - delta var shots := 0 while acc <= 0.0 and shots < 2 and _tracers.size() < 90: acc += 1.0 / 42.0 shots += 1 _spawn_tracer(mz) mz.set_meta("acc", acc) for i in range(_tracers.size() - 1, -1, -1): var t: Dictionary = _tracers[i] t.life = float(t.life) - delta var mesh := t.mesh as MeshInstance3D if float(t.life) <= 0.0: mesh.visible = false _tracer_pool.append(mesh) _tracers.remove_at(i) continue var local_dir: Vector3 = t.dir mesh.position += local_dir * float(t.speed) * delta func _spawn_tracer(mz: Node3D) -> void: var mesh := _take_tracer() var world_dir: Vector3 = (mz.global_transform.basis * Fx.exhaust_local(mz)).normalized() var shot := Fx.cone(world_dir, 1.15) var origin := mz.global_position + world_dir * 0.18 var local_dir: Vector3 = global_transform.basis.inverse() * shot mesh.position = to_local(origin) mesh.basis = Fx.basis_y(local_dir) mesh.scale = Vector3(1, randf_range(1.5, 2.3), 1) mesh.visible = true _tracers.append({ "mesh": mesh, "dir": local_dir, "life": randf_range(0.12, 0.2), "speed": randf_range(90.0, 140.0), })