Files
Brachistochrone/kestrel_driver.gd
T
scorpion21211-cmd 72ca74c67f Initial commit
2026-10-03 23:29:41 -04:00

280 lines
8.7 KiB
GDScript

@tool
extends Node3D
## Kestrel EC-01 — analog 0..1 clip driver + socket plumes.
## Attach to the Kestrel child (inherited hull scene), NOT the CharacterBody3D.
## Sockets: Vfx_RCS_* and Vfx_Abort_* must be Node3D (not GPUParticles).
## 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 att_pitch := 0.0
@export var att_yaw := 0.0
@export var att_roll := 0.0
@export var abort_burn := false
@export var cabin_dim := false : set = set_cabin_dim
@export var clip_speed := 1.35
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] = []
var _clip_pos: Dictionary = {}
var _clip_tgt: 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:
_clip_tgt = {
"gear_deploy": gear_deploy,
"hatch_crew_open": hatch_crew_open,
"hatch_ladder_deploy": hatch_ladder_deploy,
"hatch_dock_open": hatch_dock_open,
"instruments_demo": instruments_demo,
}
_clip_pos = _clip_tgt.duplicate()
for clip in _clip_tgt.keys():
_apply_clip(clip, float(_clip_pos[clip]))
_arm_all("Vfx_RCS_*", 18, 0.09, 14.0, 22.0, 2.2, Color(0.82, 0.93, 1.0), 1.4, _rcs, false)
_arm_all("Vfx_Abort_*", 36, 0.16, 28.0, 46.0, 1.6, Color(1.0, 0.58, 0.22), 5.0, _abort, true)
_collect_cabin()
set_process(true)
print("Kestrel driver ready rcs=", _rcs.size(), " abort=", _abort.size())
func _process(delta: float) -> void:
_tick_clips(delta)
func _physics_process(_delta: float) -> void:
var cmd := Vector3(att_pitch, att_roll, -att_yaw)
var xlat: Vector3 = RCS_THRUST[clampi(rcs_direction, 0, RCS_THRUST.size() - 1)]
var origin := global_position
var ship := global_transform.basis
var turning := cmd.length() > 0.15
for p in _rcs:
if not is_instance_valid(p):
continue
var exhaust: Vector3 = (ship.inverse() * p.global_transform.basis.y).normalized()
var fire := false
if turning:
var local_pos: Vector3 = ship.inverse() * (p.global_position - origin)
if local_pos.length() < 0.05:
local_pos = -exhaust
var torque: Vector3 = local_pos.cross(-exhaust)
fire = torque.dot(cmd) > 0.12
if not fire and xlat != Vector3.ZERO:
fire = exhaust.dot(-xlat) > 0.55
p.emitting = fire
for p in _abort:
if is_instance_valid(p):
p.emitting = abort_burn
func set_cabin_dim(v: bool) -> void:
cabin_dim = v
if _cabin_ready:
_apply_cabin()
func set_gear_deploy(v: float) -> void:
gear_deploy = v
_clip_tgt["gear_deploy"] = clampf(v, 0.0, 1.0)
func set_hatch_crew_open(v: float) -> void:
hatch_crew_open = v
_clip_tgt["hatch_crew_open"] = clampf(v, 0.0, 1.0)
func set_hatch_ladder_deploy(v: float) -> void:
hatch_ladder_deploy = v
_clip_tgt["hatch_ladder_deploy"] = clampf(v, 0.0, 1.0)
func set_hatch_dock_open(v: float) -> void:
hatch_dock_open = v
_clip_tgt["hatch_dock_open"] = clampf(v, 0.0, 1.0)
func set_instruments_demo(v: float) -> void:
instruments_demo = v
_clip_tgt["instruments_demo"] = clampf(v, 0.0, 1.0)
func _tick_clips(delta: float) -> void:
for clip in _clip_tgt.keys():
var tgt := float(_clip_tgt[clip])
var pos := float(_clip_pos.get(clip, tgt))
if absf(pos - tgt) < 0.001:
if pos != tgt:
_clip_pos[clip] = tgt
_apply_clip(clip, tgt)
continue
pos = move_toward(pos, tgt, clip_speed * delta)
_clip_pos[clip] = pos
_apply_clip(clip, pos)
func _apply_clip(clip: StringName, t: float) -> void:
var ap := _ap()
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 _ap() -> AnimationPlayer:
var ap := get_node_or_null("AnimationPlayer") as AnimationPlayer
if ap == null:
ap = find_child("AnimationPlayer", true, false) as AnimationPlayer
return ap
func _seek(clip: StringName, t: float) -> void:
_apply_clip(clip, t)
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):
if not String(n.name).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]
lamp.light_color = rest.color
lamp.light_energy = float(rest.energy) * (0.16 if cabin_dim else 1.0)
for row in _cabin_mats:
var mat := row.mat as StandardMaterial3D
mat.emission_enabled = true if cabin_dim else bool(row.on)
mat.emission = row.color
mat.emission_energy_multiplier = float(row.energy) * (0.18 if cabin_dim else 1.0)
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 String(n.name) == "Plume":
continue
if n is GPUParticles3D:
into.append(n as GPUParticles3D)
continue
var authored := _find_authored_plume(n)
if authored:
into.append(authored)
continue
var p := _make_plume(n, amount, life, vmin, vmax, spread, color, reach, streak)
if p:
into.append(p)
func _find_authored_plume(socket: Node3D) -> GPUParticles3D:
if socket is GPUParticles3D:
return socket as GPUParticles3D
for child in socket.get_children():
if child is GPUParticles3D and String(child.name) != "Plume":
return child as GPUParticles3D
var ours := socket.get_node_or_null("Plume")
if ours is GPUParticles3D:
return ours as GPUParticles3D
return null
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
if existing:
existing.free()
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 = 0.55 if streak else 0.04
proc.scale_max = 0.95 if streak else 0.09
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_DISABLED if streak else BaseMaterial3D.BILLBOARD_PARTICLES
draw.albedo_color = color
p.material_override = draw
var quad := QuadMesh.new()
quad.size = Vector2(0.07, 0.55) if streak else Vector2(0.035, 0.035)
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