extends Node3D const Voxels = preload("res://scripts/voxel_mesh.gd") const MAX_HAZARDS := 128 static var shared_visuals: Dictionary = {} var flame_outer: MultiMeshInstance3D var flame_inner: MultiMeshInstance3D var breaches: MultiMeshInstance3D var air_streams: MultiMeshInstance3D var fire_points: Array[Vector3] = [] var breach_points: Array[Vector3] = [] var breach_air_points: Array[Vector3] = [] var breach_air_strengths: Array[float] = [] var animation_time := 0.0 var native_signature := "" func build() -> void: # Shared meshes and materials: no particles, lights, or per-frame mesh rebuilds. flame_outer = _batch("FireOuter", [ Voxels.block(Vector3(0, 0.016, 0), Vector3(0.074, 0.032, 0.061), Color("df4225")), Voxels.block(Vector3(0.010, 0.049, 0.005), Vector3(0.051, 0.035, 0.043), Color("ff842f")), Voxels.block(Vector3(-0.008, 0.079, 0), Vector3(0.024, 0.027, 0.026), Color("ffb64a")), Voxels.block(Vector3(0.020, 0.098, 0.004), Vector3(0.015, 0.020, 0.013), Color("ffd978"))], true) flame_inner = _batch("FireInner", [ Voxels.block(Vector3(0, 0.019, 0), Vector3(0.038, 0.037, 0.039), Color("ffde80")), Voxels.block(Vector3(-0.004, 0.045, 0), Vector3(0.019, 0.028, 0.022), Color("fff1b3"))], true) # Vanilla's breach is a small black cross at the damaged tile. A shallow # steel lip gives it depth without replacing its familiar silhouette. var breach_blocks := [ Voxels.block(Vector3(0, 0, 0), Vector3(0.121, 0.002, 0.045), Color("71818a")), Voxels.block(Vector3(0, 0, 0), Vector3(0.045, 0.002, 0.121), Color("71818a")), Voxels.block(Vector3(0, 0.002, 0), Vector3(0.111, 0.003, 0.035), Color("020407")), Voxels.block(Vector3(0, 0.002, 0), Vector3(0.035, 0.003, 0.111), Color("020407"))] breaches = _batch("HullBreaches", breach_blocks, false) air_streams = _batch("BreachAir", [ Voxels.block(Vector3(-0.018, 0.044, 0), Vector3(0.004, 0.063, 0.004), Color("a7d0d9")), Voxels.block(Vector3(0.008, 0.061, -0.010), Vector3(0.003, 0.050, 0.003), Color("e0edf0")), Voxels.block(Vector3(0.016, 0.080, 0.014), Vector3(0.003, 0.040, 0.003), Color("a7d0d9"))], true) func _batch(node_name: String, blocks: Array, emissive: bool) -> MultiMeshInstance3D: if not shared_visuals.has(node_name): var source: MeshInstance3D = Voxels.make(blocks) var material: StandardMaterial3D = source.material_override material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED material.emission_enabled = emissive material.emission = Color("ffab60") if node_name.begins_with("Fire") else Color("527a8b") material.emission_energy_multiplier = 0.22 if node_name == "BreachAir": material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA shared_visuals[node_name] = {"mesh": source.mesh, "material": material} source.free() var batch := MultiMeshInstance3D.new() batch.name = node_name batch.multimesh = MultiMesh.new() batch.multimesh.transform_format = MultiMesh.TRANSFORM_3D batch.multimesh.use_colors = node_name == "BreachAir" batch.multimesh.mesh = shared_visuals[node_name].mesh batch.material_override = shared_visuals[node_name].material batch.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF add_child(batch) return batch func set_live(ship: Node3D, data: Dictionary) -> void: var fires: Array[Vector3] = [] var holes: Array[Vector3] = [] var air: Array[Vector3] = [] var air_strength: Array[float] = [] for room in data.get("rooms", []): if bool(ship.enemy) and (not bool(ship.inspect_rooms) or not bool(room.get("visible", false))): continue for point in room.get("fire_tiles", []): if fires.size() < MAX_HAZARDS: fires.append(ship.pixel_point(point, 0.082)) for point in room.get("breach_tiles", []): if holes.size() < MAX_HAZARDS: var location: Vector3 = ship.pixel_point(point, 0.082) holes.append(location) var oxygen := clampf(float(room.get("oxygen", 100.0)) / 100.0, 0.0, 1.0) if oxygen > 0.0: air.append(location) air_strength.append(oxygen) var signature := str(fires) + ":" + str(holes) + ":" + str(air) + ":" + str(air_strength) if signature == native_signature: return native_signature = signature fire_points = fires breach_points = holes breach_air_points = air breach_air_strengths = air_strength for entry in [[flame_outer, fires.size()], [flame_inner, fires.size()], [breaches, holes.size()], [air_streams, air.size()]]: var batch: MultiMeshInstance3D = entry[0] if batch.multimesh.instance_count != entry[1]: batch.multimesh.instance_count = entry[1] for i in range(holes.size()): breaches.multimesh.set_instance_transform(i, Transform3D(Basis().rotated(Vector3.UP, (i % 4) * PI / 2.0), holes[i])) _render_animation() func animate(delta: float) -> void: if fire_points.is_empty() and breach_air_points.is_empty(): return animation_time += delta _render_animation() func _render_animation() -> void: for i in range(fire_points.size()): var phase := animation_time * 8.5 + i * 2.7 var outer := Basis().rotated(Vector3.UP, (i % 4) * PI / 2.0) outer = Basis(outer.x * (0.92 + sin(phase) * 0.07), outer.y * (0.87 + sin(phase + 0.8) * 0.16), outer.z) flame_outer.multimesh.set_instance_transform(i, Transform3D(outer, fire_points[i])) flame_inner.multimesh.set_instance_transform(i, Transform3D(Basis().scaled(Vector3(1.0, 0.88 + sin(phase + 1.7) * 0.18, 1.0)), fire_points[i])) for i in range(breach_air_points.size()): var phase := fposmod(animation_time * 0.7 + i * 0.19, 1.0) air_streams.multimesh.set_instance_transform(i, Transform3D(Basis().scaled(Vector3(1.0, 0.6 + phase * 0.6, 1.0)), breach_air_points[i] + Vector3.UP * phase * 0.035)) air_streams.multimesh.set_instance_color(i, Color(1, 1, 1, (1.0 - phase) * minf(0.72, breach_air_strengths[i])))