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