AltParty2024/scripts/shape_dance.gd
2024-10-09 00:33:49 +03:00

38 lines
1.2 KiB
GDScript

extends Node3D
@export var amount: int = 2;
@export var offset: float = 2.0;
@export var shape_shader: Shader;
var nodes: Array[PathFollow3D];
@onready var path: Path3D = $Path
@onready var shape_material: ShaderMaterial = ShaderMaterial.new();
@onready var shapes: Array[PrimitiveMesh] = [BoxMesh.new(), PrismMesh.new(), TorusMesh.new(), CylinderMesh.new()];
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$Camera3D.make_current();
shape_material.set_shader(shape_shader);
var path_length: float = (path as Path3D).get_curve().get_baked_length();
for i in range(amount):
var instance: PathFollow3D = PathFollow3D.new();
var mesh_instance: MeshInstance3D = MeshInstance3D.new();
mesh_instance.mesh = shapes.pick_random();
mesh_instance.set_surface_override_material(0, shape_material);
mesh_instance.set_instance_shader_parameter("id", i);
instance.add_child(mesh_instance);
path.add_child(instance);
instance.set_progress_ratio(offset / 100 * i);
nodes.push_back(instance);
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
for i in nodes.size():
nodes[i].rotate(Vector3(1.0, 0.0, 0.0), 10 * delta);