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