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Brachistochrone/addons/Assets/enviroment assets/grok-alec/fleet/shrike.gd
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GDScript

extends Node3D
## NAF Phantom II (shrike). Godot 4.7. Units: 1 m.
## Axes: nose +Z, belly -Y, starboard +X. The torch exhausts -Z.
## rcs_direction uses those axes. Nose thrust is +Z. Dorsal thrust is +Y.
## See PARTICLE_FX.md.
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 canopy_open := 0.0 : set = set_canopy_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
@export var cabin_dim := false : set = set_cabin_dim
var _time := 0.0
var _spool := 0.0
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 _cabin_ready := false
var _cabin_lights: Array[Light3D] = []
var _cabin_rest: Array[Dictionary] = []
const _RCS_THRUST := [
Vector3.ZERO,
Vector3(0, 0, 1),
Vector3(0, 0, -1),
Vector3(1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, 1, 0),
Vector3(0, -1, 0),
]
func _ready() -> void:
_seek("gear_deploy", gear_deploy)
_arm_fx()
_collect_cabin()
set_physics_process(true)
func _physics_process(delta: float) -> void:
_time += delta
var power := throttle if drive_on else 0.0
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:
Fx.set_spear(_drive_core, plume, 1.0, _time)
Fx.set_spear(_drive_sheath, plume * 0.82, 1.0, _time)
if _drive_light:
_drive_light.light_energy = plume * 5.0
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)
for cloud in _chaff:
cloud.emitting = chaff_fire
_step_pdc(delta)
func set_cabin_dim(v: bool) -> void:
cabin_dim = v
if _cabin_ready:
for i in _cabin_lights.size():
var lamp := _cabin_lights[i]
var rest: Dictionary = _cabin_rest[i]
lamp.light_energy = float(rest.energy) * (0.16 if cabin_dim else 1.0)
lamp.light_color = rest.color
func _collect_cabin() -> void:
for n in find_children("*", "Light3D", true, false):
var nm := String(n.name)
if nm.begins_with("PointLight_") or nm.begins_with("CabinLamp") or nm == "CabinFill":
_cabin_lights.append(n)
_cabin_rest.append({"energy": n.light_energy, "color": n.light_color})
_cabin_ready = true
func set_gear_deploy(v: float) -> void:
gear_deploy = v
_seek("gear_deploy", v)
func set_canopy_open(v: float) -> void:
canopy_open = v
_seek("canopy_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
ap.play(clip)
ap.seek(clampf(t, 0.0, 1.0) * ap.get_animation(clip).length, true)
ap.pause()
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
_drive_core = Fx.spear(drive, 22.0, 0.68, 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), 0.92, 3, 1.0, "DriveCore")
_drive_sheath = Fx.spear(drive, 14.0, 1.7, Color(0.353, 0.659, 1.0, 0.9), 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, 0.3, Color(0.773, 0.863, 1.0), 0.35, 7.5, 2.0)
for n in find_children("*", "Node3D", true, false):
var nm := String(n.name)
if nm.begins_with("Vfx_RCS_"):
_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 nm.begins_with("PDT_") and nm.ends_with("_Muzzle"):
_muzzles.append(n)
n.set_meta("acc", randf() * 0.02)
elif nm == "Vfx_Chaff":
_chaff.append(Fx.chaff(n))
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() < 40:
acc += 1.0 / 42.0
shots += 1
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)})
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
mesh.position += (t.dir as Vector3) * float(t.speed) * delta
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