ed63221996
ive never broken anything, ever!
545 lines
19 KiB
GDScript
545 lines
19 KiB
GDScript
extends Node3D
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## Kestrel EC-01 plume driver. Godot 4.7.
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## Attach to the Kestrel child. Leave escape_capsule.gd on EscapeCapsule.
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## Nose +Y, starboard +X, dorsal +Z. The four abort motors are the drive plume.
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##
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## This script does not move the hull. escape_capsule.gd owns velocity.
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## listen_keys is off so walking the player does not light jets or shove the craft.
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## Capsule sets abort_burn, att_pitch/yaw/roll, rcs_direction, hatches, cabin_dim.
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@export var listen_keys := false
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@export_range(0.0, 1.0) var gear_deploy := 1.0
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@export_range(0.0, 1.0) var hatch_crew_open := 0.0
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@export_range(0.0, 1.0) var hatch_ladder_deploy := 0.0
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@export_range(0.0, 1.0) var hatch_dock_open := 0.0
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@export_range(0.0, 1.0) var instruments_demo := 0.4
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@export var cabin_lights := true
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@export var cabin_dim := false
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@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
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@export var att_pitch := 0.0
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@export var att_yaw := 0.0
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@export var att_roll := 0.0
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@export var abort_burn := false
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## Tick this in the inspector (or Remote tab while running) to self-test every jet.
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@export var debug_fire := false
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const _RIBBON := "shader_type spatial;
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render_mode blend_add, unshaded, cull_disabled, depth_draw_never, fog_disabled;
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uniform vec4 root_color : source_color = vec4(1.0, 1.0, 1.0, 0.95);
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uniform vec4 mid_color : source_color = vec4(0.47, 0.71, 1.0, 0.35);
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uniform vec4 tip_color : source_color = vec4(0.16, 0.31, 1.0, 0.0);
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uniform float opacity : hint_range(0.0, 2.0, 0.001) = 0.0;
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void fragment() {
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float v = UV.y;
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float edge = abs(UV.x - 0.5) * 2.0;
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float side = 1.0 - smoothstep(0.36, 1.0, edge);
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vec3 col = mix(root_color.rgb, mid_color.rgb, smoothstep(0.0, 0.45, v));
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col = mix(col, tip_color.rgb, smoothstep(0.35, 1.0, v));
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float a = mix(root_color.a, mid_color.a, smoothstep(0.05, 0.45, v));
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a = mix(a, tip_color.a, smoothstep(0.45, 1.0, v));
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ALBEDO = col;
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ALPHA = clamp(a * side * opacity, 0.0, 1.0);
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}"
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var _player: AnimationPlayer
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var _shader: Shader
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var _rcs: Array[Node3D] = []
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var _aborts: Array[Dictionary] = []
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var _abort_hold := 0.0
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var _time := 0.0
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var _prev := {}
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var _clip_cache := {}
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var _warm_frames := 12
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var _cabin_ready := false
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var _applied_dim := false
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var _applied_lights := true
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var _cabin_lights_n: Array[Light3D] = []
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var _cabin_rest: Array[Dictionary] = []
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var _cabin_mats: Array[Dictionary] = []
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const _DIRS: Array[Vector3] = [
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Vector3.ZERO, Vector3(0, 1, 0), Vector3(0, -1, 0),
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Vector3(1, 0, 0), Vector3(-1, 0, 0), Vector3(0, 0, 1), Vector3(0, 0, -1),
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]
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func _ready() -> void:
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_shader = Shader.new()
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_shader.code = _RIBBON
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_player = get_node_or_null("AnimationPlayer") as AnimationPlayer
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if _player == null:
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_player = find_child("AnimationPlayer", true, false) as AnimationPlayer
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_arm()
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_collect_cabin()
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_apply_clips()
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print("Kestrel driver ready: rcs=", _rcs.size(), " abort=", _aborts.size(),
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" cabin_lights=", _cabin_lights_n.size(), " strips=", _cabin_mats.size(),
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" anim_player=", _player != null)
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if _rcs.is_empty():
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push_warning("Kestrel driver: no Vfx_RCS_* nodes found under " + str(get_path()))
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if _aborts.is_empty():
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push_warning("Kestrel driver: no Vfx_Abort_* nodes found under " + str(get_path()))
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if _player == null:
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push_warning("Kestrel driver: no AnimationPlayer found (gear/hatches will not move)")
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func _physics_process(delta: float) -> void:
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_time += delta
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if listen_keys:
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_read_keys()
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if debug_fire:
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abort_burn = true
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rcs_direction = 1 + int(_time) % 6
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_apply_clips()
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if _warm_frames > 0:
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_warm_frames -= 1
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# FIX: the capsule sets cabin_dim as a plain variable, so nothing re-applied it.
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if cabin_dim != _applied_dim or cabin_lights != _applied_lights:
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_apply_cabin()
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_burn(_wish(), delta)
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func _read_keys() -> void:
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if _pressed(KEY_G):
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gear_deploy = 0.0 if gear_deploy > 0.5 else 1.0
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if _pressed(KEY_C):
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hatch_crew_open = 0.0 if hatch_crew_open > 0.5 else 1.0
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if _pressed(KEY_L):
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hatch_ladder_deploy = 0.0 if hatch_ladder_deploy > 0.5 else 1.0
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if _pressed(KEY_H):
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hatch_dock_open = 0.0 if hatch_dock_open > 0.5 else 1.0
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if _pressed(KEY_I):
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instruments_demo = 0.15 if instruments_demo > 0.5 else 1.0
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if _pressed(KEY_K):
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cabin_lights = not cabin_lights
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abort_burn = Input.is_physical_key_pressed(KEY_SPACE)
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func _pressed(key: Key) -> bool:
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var down := Input.is_physical_key_pressed(key)
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var was: bool = _prev.get(key, false)
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_prev[key] = down
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return down and not was
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func _wish() -> Vector3:
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var local := _DIRS[clampi(rcs_direction, 0, _DIRS.size() - 1)]
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if listen_keys:
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var pad := Vector3.ZERO
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if Input.is_physical_key_pressed(KEY_W):
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pad.y += 1.0
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if Input.is_physical_key_pressed(KEY_S):
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pad.y -= 1.0
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if Input.is_physical_key_pressed(KEY_D):
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pad.x += 1.0
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if Input.is_physical_key_pressed(KEY_A):
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pad.x -= 1.0
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if Input.is_physical_key_pressed(KEY_E):
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pad.z += 1.0
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if Input.is_physical_key_pressed(KEY_Q):
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pad.z -= 1.0
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if pad.length_squared() > 0.0:
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local = pad.normalized()
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if local == Vector3.ZERO:
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return Vector3.ZERO
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return (global_transform.basis * local).normalized()
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func _apply_clips() -> void:
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_seek("gear_deploy", gear_deploy)
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_seek("hatch_crew_open", hatch_crew_open)
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_seek("hatch_ladder_deploy", hatch_ladder_deploy)
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_seek("hatch_dock_open", hatch_dock_open)
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_seek("instruments_demo", instruments_demo)
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## FIX: only re-seek when the value actually changed. The old version called
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## play()+seek()+pause() on five clips every physics frame.
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func _clip_name(clip: StringName) -> StringName:
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if _player.has_animation(clip):
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return clip
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for a in _player.get_animation_list():
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if String(a).ends_with("/" + String(clip)):
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return a
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return &""
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## Re-seeks only when the value changed, but keeps re-applying for the first few
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## frames so the pose sticks after the AnimationPlayer finishes initializing.
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func _seek(clip: StringName, t: float) -> void:
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if _player == null:
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return
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var clip_id := _clip_name(clip)
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if clip_id == &"":
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return
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t = clampf(t, 0.0, 1.0)
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if _warm_frames <= 0 and _clip_cache.has(clip) and is_equal_approx(float(_clip_cache[clip]), t):
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return
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_clip_cache[clip] = t
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var clip_len := _player.get_animation(clip_id).length
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_player.play(clip_id)
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_player.seek(t * clip_len, true)
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_player.pause()
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func _collect_cabin() -> void:
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_cabin_lights_n.clear()
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_cabin_rest.clear()
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_cabin_mats.clear()
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for n in find_children("*", "Light3D", true, false):
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var nm := String(n.name)
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if nm.begins_with("Nav"):
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continue
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var keep := nm.begins_with("PointLight_") or nm == "CabinFill" or nm == "PanelLight" or nm.begins_with("CabinLamp")
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if not keep:
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var p := n.get_parent()
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while p:
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if String(p.name) == "CabinLights":
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keep = true
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break
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p = p.get_parent()
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if not keep:
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continue
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_cabin_lights_n.append(n)
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_cabin_rest.append({"energy": n.light_energy, "color": n.light_color})
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for n in find_children("*", "MeshInstance3D", true, false):
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if not String(n.name).begins_with("LightStrip"):
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continue
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var mesh := n as MeshInstance3D
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var mat := mesh.get_active_material(0)
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if mat == null or not (mat is StandardMaterial3D):
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continue
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var copy := (mat as StandardMaterial3D).duplicate() as StandardMaterial3D
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mesh.set_surface_override_material(0, copy)
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_cabin_mats.append({"mat": copy, "energy": copy.emission_energy_multiplier, "color": copy.emission, "on": copy.emission_enabled})
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_cabin_ready = true
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_apply_cabin()
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func _apply_cabin() -> void:
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if not _cabin_ready:
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return
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_applied_dim = cabin_dim
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_applied_lights = cabin_lights
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var dim := cabin_dim or not cabin_lights
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for i in _cabin_lights_n.size():
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var lamp := _cabin_lights_n[i]
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var rest: Dictionary = _cabin_rest[i]
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lamp.light_color = rest.color
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lamp.light_energy = float(rest.energy) * (0.08 if dim else 1.0)
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for row in _cabin_mats:
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var mat := row.mat as StandardMaterial3D
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mat.emission_enabled = true if dim else bool(row.on)
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mat.emission = row.color
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mat.emission_energy_multiplier = float(row.energy) * (0.05 if dim else 1.0)
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func _arm() -> void:
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var i := 0
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for n in find_children("*", "Node3D", true, false):
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var nm := String(n.name)
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if nm.begins_with("Vfx_RCS_"):
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_rcs.append(_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, float(i)))
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i += 1
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elif nm.begins_with("Vfx_Abort_"):
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_aborts.append(_make_abort(n))
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func _burn(wish: Vector3, delta: float) -> void:
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var ship := global_transform.basis
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var ship_inv := ship.inverse()
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# FIX: capsule yaws about +Z by +att_yaw (rotate_object_local(FORWARD, -yaw) == +Z, +yaw),
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# so the commanded angular velocity is (pitch, roll, +yaw). The old -att_yaw fired the
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# opposite-side jets for yaw.
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var cmd := Vector3(att_pitch, att_roll, att_yaw)
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var turning := cmd.length() > 0.15
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var origin := global_position
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for ribbon in _rcs:
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var want := 0.0
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var exhaust: Vector3 = (ship_inv * ribbon.global_transform.basis.y).normalized()
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if turning:
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var local_pos: Vector3 = ship_inv * (ribbon.global_position - origin)
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if local_pos.length() < 0.05:
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local_pos = -exhaust
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var torque: Vector3 = local_pos.cross(-exhaust)
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if torque.dot(cmd) > 0.12:
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want = 1.0
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if want < 0.5 and wish != Vector3.ZERO:
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if exhaust.dot(-(ship_inv * wish)) > 0.7:
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want = 1.0
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var burn := float(ribbon.get_meta("burn"))
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burn = _smooth(burn, want, delta, 0.08 if want > burn else 0.14)
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ribbon.set_meta("burn", burn)
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_set_spear(ribbon, burn, _time)
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if abort_burn:
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_abort_hold = minf(1.0, _abort_hold + delta / 0.22)
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else:
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_abort_hold = maxf(0.0, _abort_hold - delta / 0.28)
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var on := _abort_hold > 0.03
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var flick := 0.86 + 0.14 * sin(_time * 41.0)
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var sheath_scale := 0.9 + 0.1 * sin(_time * 19.0)
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for a in _aborts:
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var core := a.core as Node3D
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var sheath := a.sheath as Node3D
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_set_opacity(core, _abort_hold * 0.95 * flick if on else 0.0)
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_set_opacity(sheath, _abort_hold * 0.82 * flick if on else 0.0)
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sheath.scale = Vector3(1, sheath_scale, 1)
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var sparks := a.sparks as GPUParticles3D
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var sheath_sparks := a.sheath_sparks as GPUParticles3D
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sparks.emitting = on
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sheath_sparks.emitting = on
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var proc := sparks.process_material as ParticleProcessMaterial
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var proc2 := sheath_sparks.process_material as ParticleProcessMaterial
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if proc:
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proc.color = Color(1, 1, 1, _abort_hold * 0.55)
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if proc2:
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proc2.color = Color(1, 1, 1, _abort_hold * 0.55)
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var flash := a.flash as MeshInstance3D
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flash.visible = on
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var fmat := flash.material_override as StandardMaterial3D
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if fmat:
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var tint := fmat.albedo_color
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tint.a = _abort_hold * 0.45
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fmat.albedo_color = tint
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flash.scale = Vector3.ONE * (0.06 + _abort_hold * 0.04)
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var light := a.light as SpotLight3D
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light.light_energy = _abort_hold * 8.0 if on else 0.0
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## Exhaust direction in the socket's parent space. The model puts each Vfx_ socket's
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## translation along its exhaust direction (RCS = +Y, Abort = -Y), so position is the aim.
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func _exhaust(socket: Node3D) -> Vector3:
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var dir := socket.position
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if dir.length() < 0.001:
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dir = Vector3.UP
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return (socket.quaternion.inverse() * dir).normalized()
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func _basis_y(dir: Vector3) -> Basis:
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var y := dir.normalized()
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if y.length() < 0.001:
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y = Vector3.UP
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var up := Vector3.FORWARD if absf(y.dot(Vector3.UP)) > 0.9 else Vector3.UP
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var x := up.cross(y).normalized()
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var z := x.cross(y).normalized()
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return Basis(x, y, z)
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func _ribbon_mat(root: Color, mid: Color, tip: Color) -> ShaderMaterial:
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var mat := ShaderMaterial.new()
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mat.shader = _shader
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mat.set_shader_parameter("root_color", root)
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mat.set_shader_parameter("mid_color", mid)
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mat.set_shader_parameter("tip_color", tip)
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mat.set_shader_parameter("opacity", 0.0)
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return mat
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func _sheet(length: float, width: float) -> ArrayMesh:
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var half := width * 0.5
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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st.set_uv(Vector2(0, 0)); st.add_vertex(Vector3(-half, 0, 0))
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st.set_uv(Vector2(1, 0)); st.add_vertex(Vector3(half, 0, 0))
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st.set_uv(Vector2(1, 1)); st.add_vertex(Vector3(half, length, 0))
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st.set_uv(Vector2(0, 1)); st.add_vertex(Vector3(-half, length, 0))
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st.add_index(0); st.add_index(1); st.add_index(2)
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st.add_index(0); st.add_index(2); st.add_index(3)
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return st.commit()
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func _taper(length: float, w0: float, w1: float) -> ArrayMesh:
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var rows := 11
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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for i in rows:
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var t := float(i) / float(rows - 1)
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var y := t * length
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var w := (w0 + (w1 - w0) * pow(t, 0.7)) * 0.5
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st.set_uv(Vector2(0, t)); st.add_vertex(Vector3(-w, y, 0))
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st.set_uv(Vector2(1, t)); st.add_vertex(Vector3(w, y, 0))
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for i in rows - 1:
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var a := i * 2
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st.add_index(a); st.add_index(a + 1); st.add_index(a + 2)
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st.add_index(a + 1); st.add_index(a + 3); st.add_index(a + 2)
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return st.commit()
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func _crossed(socket: Node3D, mesh: ArrayMesh, mat: ShaderMaterial, planes: int, node_name: String, length: float, opacity: float, flick_seed: float) -> Node3D:
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var g := Node3D.new()
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g.name = node_name
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g.set_meta("mat", mat)
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g.set_meta("len", length)
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g.set_meta("opacity", opacity)
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g.set_meta("seed", flick_seed)
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g.set_meta("burn", 0.0)
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for i in planes:
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var m := MeshInstance3D.new()
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m.mesh = mesh
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m.material_override = mat
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m.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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m.extra_cull_margin = 8.0
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m.rotation.y = (float(i) / float(planes)) * PI
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g.add_child(m)
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g.basis = _basis_y(_exhaust(socket))
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g.visible = false
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socket.add_child(g)
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return g
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func _spear(socket: Node3D, length: float, width: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, flick_seed: float) -> Node3D:
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return _crossed(socket, _sheet(length, width), _ribbon_mat(root, mid, tip), planes, "Spear", length, opacity, flick_seed)
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func _taper_ribbon(socket: Node3D, length: float, w0: float, w1: float, root: Color, mid: Color, tip: Color, opacity: float, planes: int, node_name: String) -> Node3D:
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return _crossed(socket, _taper(length, w0, w1), _ribbon_mat(root, mid, tip), planes, node_name, length, opacity, 1.0)
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func _set_opacity(ribbon: Node3D, opacity: float) -> void:
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var mat := ribbon.get_meta("mat") as ShaderMaterial
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var shown := opacity > 0.02
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ribbon.visible = shown
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mat.set_shader_parameter("opacity", opacity if shown else 0.0)
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func _set_spear(ribbon: Node3D, amount: float, time: float) -> void:
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var a := maxf(amount, 0.0)
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if a < 0.02:
|
|
_set_opacity(ribbon, 0.0)
|
|
return
|
|
var flick_seed := float(ribbon.get_meta("seed"))
|
|
var flick := 0.82 + 0.18 * sin(time * 37.0 + flick_seed * 2.1)
|
|
ribbon.scale = Vector3.ONE
|
|
_set_opacity(ribbon, float(ribbon.get_meta("opacity")) * minf(a, 1.0) * flick)
|
|
|
|
|
|
func _smooth(current: float, target: float, delta: float, seconds: float) -> float:
|
|
var k := 1.0 - exp(-delta / maxf(0.05, seconds))
|
|
return current + (target - current) * k
|
|
|
|
|
|
func _soft_disc() -> Texture2D:
|
|
var img := Image.create(64, 64, false, Image.FORMAT_RGBA8)
|
|
for y in 64:
|
|
for x in 64:
|
|
var d := Vector2(x - 31.5, y - 31.5).length() / 32.0
|
|
var t := clampf(d, 0.0, 1.0)
|
|
var s := t * t * (3.0 - 2.0 * t)
|
|
var a := (1.0 - s) * (1.0 - s)
|
|
img.set_pixel(x, y, Color(1, 1, 1, a))
|
|
return ImageTexture.create_from_image(img)
|
|
|
|
|
|
func _disc_mat() -> StandardMaterial3D:
|
|
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_texture = _soft_disc()
|
|
draw.albedo_color = Color.WHITE
|
|
draw.cull_mode = BaseMaterial3D.CULL_DISABLED
|
|
draw.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
|
|
return draw
|
|
|
|
|
|
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
|
|
|
|
|
|
func _sparks(socket: Node3D, node_name: String, amount: int, life: float, vmin: float, vmax: float, spread_deg: float, size: float, reach: float) -> GPUParticles3D:
|
|
var p := GPUParticles3D.new()
|
|
p.name = node_name
|
|
p.amount = amount
|
|
p.lifetime = life
|
|
p.explosiveness = 0.0
|
|
p.local_coords = true
|
|
p.visibility_aabb = AABB(Vector3(-reach, 0, -reach), Vector3(reach * 2.0, reach * 3.0, reach * 2.0))
|
|
var proc := ParticleProcessMaterial.new()
|
|
proc.direction = Vector3(0, 1, 0)
|
|
proc.spread = spread_deg
|
|
proc.initial_velocity_min = vmin
|
|
proc.initial_velocity_max = vmax
|
|
proc.gravity = Vector3.ZERO
|
|
proc.scale_min = 0.85
|
|
proc.scale_max = 1.15
|
|
proc.color = Color(1, 1, 1, 0.55)
|
|
proc.color_ramp = _abort_ramp()
|
|
p.process_material = proc
|
|
p.material_override = _disc_mat()
|
|
var quad := QuadMesh.new()
|
|
quad.size = Vector2(size, size)
|
|
p.draw_pass_1 = quad
|
|
p.emitting = false
|
|
p.basis = _basis_y(_exhaust(socket))
|
|
socket.add_child(p)
|
|
return p
|
|
|
|
|
|
func _abort_flash(socket: Node3D) -> MeshInstance3D:
|
|
var aim := _basis_y(_exhaust(socket))
|
|
var mat := StandardMaterial3D.new()
|
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
|
mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
|
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
|
mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
|
|
mat.albedo_texture = _soft_disc()
|
|
mat.albedo_color = Color(1.0, 0.945, 0.867, 0.0)
|
|
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
|
|
var m := MeshInstance3D.new()
|
|
m.name = "AbortFlash"
|
|
var quad := QuadMesh.new()
|
|
quad.size = Vector2(1, 1)
|
|
m.mesh = quad
|
|
m.material_override = mat
|
|
m.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
|
m.position = aim.y * 0.02
|
|
m.scale = Vector3.ONE * 0.08
|
|
m.visible = false
|
|
socket.add_child(m)
|
|
return m
|
|
|
|
|
|
func _spot(socket: Node3D) -> SpotLight3D:
|
|
var aim := _basis_y(_exhaust(socket))
|
|
var light := SpotLight3D.new()
|
|
light.name = "ExhaustLight"
|
|
light.light_color = Color(1.0, 0.416, 0.157)
|
|
light.light_energy = 0.0
|
|
light.spot_range = 6.5
|
|
light.spot_angle = rad_to_deg(0.5)
|
|
light.spot_attenuation = 1.8
|
|
light.shadow_enabled = false
|
|
light.position = aim.y * 0.08
|
|
var z := -(aim.y)
|
|
var up := aim.x
|
|
var x := up.cross(z).normalized()
|
|
var y := z.cross(x).normalized()
|
|
light.basis = Basis(x, y, z)
|
|
socket.add_child(light)
|
|
return light
|
|
|
|
|
|
func _make_abort(socket: Node3D) -> Dictionary:
|
|
var core := _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 := _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")
|
|
return {
|
|
"core": core,
|
|
"sheath": sheath,
|
|
"sparks": _sparks(socket, "AbortCoreSparks", 10, 0.15, 18.0, 28.0, 1.6, 0.05, 6.0),
|
|
"sheath_sparks": _sparks(socket, "AbortSheathSparks", 18, 0.26, 14.0, 22.0, 4.5, 0.09, 8.0),
|
|
"flash": _abort_flash(socket),
|
|
"light": _spot(socket),
|
|
}
|