@tool extends Resource class_name VizTail # The VizTail class is a resource that allows the creation # of a simple rounded tail at the beginning of the path showing the # start of the path. # # It is designed to be used interchangeably with any resource # that defines an apply method with the signature defined # below. ## The number of segments in the semi-sphere of tail @export var num_segs := 16 : set(s): num_segs = s emit_changed() ## The get_offset function will be called to shift the beginning of the first ## segment to accomodate the tail mesh ## ## This class can be overridden to provide a custom head to the path ## by defining a resource that has an apply method with the following ## definition: ## ## The [code]left[/code] and [code]right[/code] positions at the start of the path, where the ## V texture coordinate is 0.0 for [code]left[/code] and 1.0 for [code]right[/code]. ## The [code]normal[/code] and the [code]direction[/code] define the position of the face and the ## direction that the path is going. func get_offset(left : Vector3, right : Vector3, normal : Vector3, direction : Vector3) -> float: return 0.0 ## The apply function will be called when the path ## mesh is created. ## ## This class can be overridden to provide a custom tail to the path ## by defining a resource that has an apply method with the following ## definition: ## ## The [code]mesh_node[/code] parameter is the mesh instance of the visualized path. ## Its interior mesh can be updated (typically with [SurfaceTool]). ## The [code]u[/code] parameter is the U texture coordinate of the [code]left[/code] and ## [code]right[/code] positions at the end of the path, where the V texture coordinate ## is 0.0 for [code]left[/code] and 1.0 for [code]right[/code]. The [code]normal[/code] and ## the [code]direction[/code] define the position of the face and the direction that the ## path is going. The [code]path_mat[/code] is the material that was used ## in the original path definition [member VisualizedPath.path_mat]. func apply(mesh_node : MeshInstance3D, u : float, left : Vector3, right : Vector3, normal : Vector3, direction : Vector3, path_mat : Material): var segment := right - left var mid_segment := segment / 2.0 var mid_point := left + mid_segment var binormal := direction.cross(normal).normalized() var segment_len := segment.length() var mid_segment_len := mid_segment.length() var st := SurfaceTool.new() st.begin(Mesh.PRIMITIVE_TRIANGLES) st.set_color(Color(1, 0, 0)) st.set_normal(normal) var rotation_dir := -signf(direction.dot(mid_segment.rotated(normal, PI/2.0))) var last_pos := right var last_pu := u var last_pv := 1.0 for i in range(num_segs): var weight := rotation_dir * float(i+1) / float(num_segs) var angle := weight * PI var pv := (1.0 + cos(angle))/2.0 var pu := u - rotation_dir * mid_segment_len * sin(angle) var pos := mid_point + mid_segment.rotated(normal, angle) st.set_uv(Vector2(u, 0.5)) st.add_vertex(mid_point) st.set_uv(Vector2(last_pu, last_pv)) st.add_vertex(last_pos) st.set_uv(Vector2(pu, pv)) st.add_vertex(pos) last_pos = pos last_pu = pu last_pv = pv st.set_material(path_mat) mesh_node.mesh = st.commit(mesh_node.mesh)