extends MeshInstance3D class_name RadialBlurMesh @export var target_node : Node3D ## the rotation vector the current mesh blur's around ## locally @export_enum("x", "y", "z") var local_rotation_axis : int @export var negate_local_rotation_axis : bool = false ## the rotation vector that the target mesh spins along locally @export_enum("x", "y", "z") var target_local_rotation_axis : int @export var negate_target_local_rotation_axis : bool = false ## 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 @onready var local_rotation_vector : Vector3 = Vector3(1 if local_rotation_axis == 0 else 0, 1 if local_rotation_axis == 1 else 0, 1 if local_rotation_axis == 2 else 0) * (1 if !negate_local_rotation_axis else -1) @onready var target_local_rotation_vector : Vector3 = Vector3(1 if target_local_rotation_axis == 0 else 0, 1 if target_local_rotation_axis == 1 else 0, 1 if target_local_rotation_axis == 2 else 0) * (1 if !negate_target_local_rotation_axis else -1) var mesh_last_rotation : float = 0; var previous_mesh_basis : Basis = Basis() var mesh_has_rotation_signal : bool = false var signal_rotation_velocity : float = 0 var debug_toggle : float = 0 var axis_offset : float var shape_radius : float = 0 var shape_depth : float = 0 var shape_axis_offset : 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)) previous_mesh_basis = target_node.global_basis var target_rotation_vector : Vector3 = previous_mesh_basis.orthonormalized() * target_local_rotation_vector axis_offset = target_rotation_vector.dot(global_position - target_node.global_position) var mesh_aabb : AABB = mesh.get_aabb() var extent : Vector3 = mesh_aabb.size * global_basis.get_scale() var all_axis : Array[float] = [extent.x, extent.y, extent.z] var center : Vector3 = mesh_aabb.get_center() * global_basis.get_scale() var all_centers : Array[float] = [center.x, center.y, center.z] shape_depth = all_axis[local_rotation_axis] shape_axis_offset = all_centers[local_rotation_axis] * (1 if !negate_local_rotation_axis else -1) shape_radius = 0 for i in all_axis.size(): if i == local_rotation_axis: continue shape_radius = max(shape_radius, all_axis[i] / 2) #print(name, "has the shape depth of ", shape_depth, ", radius of ", shape_radius, " and axis offset of ", shape_axis_offset) if target_node.has_signal("rotation_velocity_signal"): mesh_has_rotation_signal = true target_node.rotation_velocity_signal.connect(on_rotation_velocity_signal) deferred_update_cylinder_data.call_deferred() func on_rotation_velocity_signal(velocity : float): signal_rotation_velocity = velocity func deferred_update_cylinder_data(): get_surface_override_material(0).set_shader_parameter("shape_depth", shape_depth) get_surface_override_material(0).set_shader_parameter("shape_radius", shape_radius) get_surface_override_material(0).set_shader_parameter("shape_axis_offset", shape_axis_offset) get_surface_override_material(0).set_shader_parameter("local_rotation_axis", local_rotation_vector) func _process(delta: float) -> void: var target_transform : Transform3D = target_node.global_transform var target_rotation_vector : Vector3 = target_transform.orthonormalized().basis * target_local_rotation_vector var current_mesh_basis : Basis = target_transform.basis var difference_quat : Quaternion = Quaternion(current_mesh_basis.get_rotation_quaternion() * previous_mesh_basis.get_rotation_quaternion().inverse()) var centered_angle : float = difference_quat.get_angle() - PI var angle = (PI - abs(centered_angle)) * abs(target_rotation_vector.dot(difference_quat.get_axis())) if mesh_has_rotation_signal: angle = signal_rotation_velocity visible = abs(angle) > speed_visibility_threshold get_surface_override_material(0).set_shader_parameter("rotation_speed", clamp(angle, -TAU, TAU)) previous_mesh_basis = current_mesh_basis global_position = target_transform.origin + target_rotation_vector * axis_offset var alignment_quaternion : Quaternion = Quaternion(global_basis.orthonormalized() * local_rotation_vector, target_rotation_vector) global_basis = Basis(alignment_quaternion) * global_basis;