extends MeshInstance3D class_name LinearMotionBlurMesh @export var target_node : Node3D ## the rotation vector the current mesh blur's around ## locally @export_enum("x", "y", "z") var local_stretch_axis : int @export var negate_local_stretch_axis : bool = false @onready var local_stretch_vector : Vector3 = Vector3(1 if local_stretch_axis == 0 else 0, 1 if local_stretch_axis == 1 else 0, 1 if local_stretch_axis == 2 else 0) * (1 if !negate_local_stretch_axis else -1) ## At what speed does the mesh become visible and start blurring @export var speed_visibility_threshold : float = 0.2 ## make mesh visible for debugging @export var show_debug : bool = false var previous_mesh_transform : Transform3D = Transform3D() var shape_depth : float = 0 func _ready(): get_surface_override_material(0).set_shader_parameter("debug_color", Color(0, 0, 0, 0) if !show_debug else Color(1, 0, 0, 0)) var mesh_aabb : AABB = mesh.get_aabb() var extent : Vector3 = mesh_aabb.size * global_basis.get_scale() var center : Vector3 = mesh_aabb.get_center() * global_basis.get_scale() var all_axis : Array[float] = [extent.x, extent.y, extent.z] shape_depth = all_axis[local_stretch_axis] previous_mesh_transform = target_node.global_transform deferred_update_cylinder_data.call_deferred() func deferred_update_cylinder_data(): get_surface_override_material(0).set_shader_parameter("local_stretch_axis", local_stretch_vector) func _process(delta: float) -> void: var target_transform : Transform3D = target_node.global_transform var offset : Vector3 = target_transform.origin - previous_mesh_transform.origin var distance : float = (offset).length() visible = distance > speed_visibility_threshold get_surface_override_material(0).set_shader_parameter("movement_speed", distance / (distance + shape_depth)) global_position = target_transform.origin - offset / 2 previous_mesh_transform = target_transform var alignment_quaternion : Quaternion = Quaternion(global_basis.orthonormalized() * local_stretch_vector, offset.normalized()) global_basis = Basis(alignment_quaternion) * global_basis; scale = scale * (Vector3(1, 1, 1) - local_stretch_vector) + local_stretch_vector * (distance + shape_depth)