rokojori-action-library-exa.../addons/SphynxMotionBlurToolkit/RadialBlurToolkit/radial_blur_mesh.gd

119 lines
4.3 KiB
GDScript

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;