style: apply gdformat formatting across the entire project
Auto-format all GDScript files using gdformat from gdtoolkit. This is a baseline formatting pass to ensure consistent style: - Normalizes indentation and spacing - Wraps long lines to 100 characters - Removes trailing whitespace - Standardizes blank lines between functions 68 files reformatted, 8 files left unchanged (3rd-party addon files with parse errors excluded).
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+96
-96
@@ -1,6 +1,6 @@
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# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
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# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
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# It provides a `Project on Terrain3D` modifier, which allows Scatter
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# It provides a `Project on Terrain3D` modifier, which allows Scatter
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# to detect the terrain height from Terrain3D without using collision.
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#
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# Copy this file into /addons/proton_scatter/src/modifiers
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@@ -26,112 +26,112 @@
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#
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#
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#func _init() -> void:
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#display_name = "Project On Terrain3D"
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#category = "Edit"
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#can_restrict_height = false
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#global_reference_frame_available = true
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#local_reference_frame_available = true
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#individual_instances_reference_frame_available = true
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#use_global_space_by_default()
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#display_name = "Project On Terrain3D"
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#category = "Edit"
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#can_restrict_height = false
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#global_reference_frame_available = true
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#local_reference_frame_available = true
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#individual_instances_reference_frame_available = true
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#use_global_space_by_default()
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#
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#documentation.add_paragraph(
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#"This is a modified version of `Project on Colliders` that queries Terrain3D
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#for heights without using collision. It constrains placement by slope or texture.
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#documentation.add_paragraph(
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#"This is a modified version of `Project on Colliders` that queries Terrain3D
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#for heights without using collision. It constrains placement by slope or texture.
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#
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#This modifier must have terrain_node set to a Terrain3D node.")
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#This modifier must have terrain_node set to a Terrain3D node.")
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#
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#var p := documentation.add_parameter("Terrain Node")
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#p.set_type("NodePath")
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#p.set_description("Set your Terrain3D node.")
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#
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#p = documentation.add_parameter("Align with collision normal")
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#p.set_type("bool")
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#p.set_description(
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#"Rotate the transform to align it with the collision normal in case
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#the ray cast hit a collider.")
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#
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#p = documentation.add_parameter("Enable Texture Filtering")
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#p.set_type("bool")
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#p.set_description(
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#"If enabled, objects will only be placed based on the ground texture specified.")
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#
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#p = documentation.add_parameter("Target Texture ID")
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#p.set_type("int")
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#p.set_description(
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#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
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#
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#p = documentation.add_parameter("Not Target Texture")
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#p.set_type("bool")
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#p.set_description(
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#"If true, objects will be placed on all textures EXCEPT the target texture.")
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#
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#p = documentation.add_parameter("Texture Threshold")
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#p.set_type("float")
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#p.set_description("The blend value required for placement on the texture.")
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#var p := documentation.add_parameter("Terrain Node")
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#p.set_type("NodePath")
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#p.set_description("Set your Terrain3D node.")
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#
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#p = documentation.add_parameter("Align with collision normal")
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#p.set_type("bool")
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#p.set_description(
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#"Rotate the transform to align it with the collision normal in case
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#the ray cast hit a collider.")
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#
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#p = documentation.add_parameter("Enable Texture Filtering")
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#p.set_type("bool")
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#p.set_description(
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#"If enabled, objects will only be placed based on the ground texture specified.")
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#
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#p = documentation.add_parameter("Target Texture ID")
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#p.set_type("int")
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#p.set_description(
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#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
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#
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#p = documentation.add_parameter("Not Target Texture")
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#p.set_type("bool")
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#p.set_description(
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#"If true, objects will be placed on all textures EXCEPT the target texture.")
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#
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#p = documentation.add_parameter("Texture Threshold")
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#p.set_type("float")
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#p.set_description("The blend value required for placement on the texture.")
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#
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#
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#func _process_transforms(transforms, domain, _seed) -> void:
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#if transforms.is_empty():
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#return
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#if transforms.is_empty():
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#return
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#
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#if terrain_node:
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#_terrain = domain.get_root().get_node_or_null(terrain_node)
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#if terrain_node:
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#_terrain = domain.get_root().get_node_or_null(terrain_node)
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#
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#if not _terrain:
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#warning += """No Terrain3D node found"""
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#return
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#if not _terrain:
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#warning += """No Terrain3D node found"""
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#return
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#
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#if not _terrain.data:
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#warning += """Terrain3DData is not initialized"""
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#return
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#if not _terrain.data:
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#warning += """Terrain3DData is not initialized"""
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#return
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#
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## Review transforms
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#var gt: Transform3D = domain.get_global_transform()
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#var gt_inverse := gt.affine_inverse()
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#var new_transforms_array: Array[Transform3D] = []
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#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
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#for i in transforms.list.size():
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#var t: Transform3D = transforms.list[i]
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#
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#var location: Vector3 = (gt * t).origin
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#var height: float = _terrain.data.get_height(location)
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#if is_nan(height):
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#continue
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#
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#var normal: Vector3 = _terrain.data.get_normal(location)
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#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
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#continue
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#
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#if enable_texture_filtering:
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#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
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#var base_id: int = int(texture_info.x)
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#var overlay_id: int = int(texture_info.y)
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#var blend_value: float = texture_info.z
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## Skip if overlay or blend != target texture, unless inverted
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#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
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#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
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#continue
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## Review transforms
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#var gt: Transform3D = domain.get_global_transform()
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#var gt_inverse := gt.affine_inverse()
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#var new_transforms_array: Array[Transform3D] = []
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#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
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#for i in transforms.list.size():
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#var t: Transform3D = transforms.list[i]
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#
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#if align_with_collision_normal and not is_nan(normal.x):
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#t.basis.y = normal
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#t.basis.x = -t.basis.z.cross(normal)
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#t.basis = t.basis.orthonormalized()
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#var location: Vector3 = (gt * t).origin
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#var height: float = _terrain.data.get_height(location)
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#if is_nan(height):
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#continue
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#
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#t.origin.y = height - gt.origin.y
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#new_transforms_array.push_back(t)
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#var normal: Vector3 = _terrain.data.get_normal(location)
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#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
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#continue
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#
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#transforms.list.clear()
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#transforms.list.append_array(new_transforms_array)
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#if enable_texture_filtering:
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#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
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#var base_id: int = int(texture_info.x)
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#var overlay_id: int = int(texture_info.y)
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#var blend_value: float = texture_info.z
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## Skip if overlay or blend != target texture, unless inverted
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#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
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#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
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#continue
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#
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#if transforms.is_empty():
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#warning += """All transforms have been removed. Possible reasons include: \n"""
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#if enable_texture_filtering:
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#warning += """+ No matching texture found at any position.
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#+ Texture threshold may be too high.
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#"""
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#warning += """+ No collider is close enough to the shapes.
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#+ Ray length is too short.
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#+ Ray direction is incorrect.
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#+ Collision mask is not set properly.
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#+ Max slope is too low.
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#"""
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#if align_with_collision_normal and not is_nan(normal.x):
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#t.basis.y = normal
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#t.basis.x = -t.basis.z.cross(normal)
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#t.basis = t.basis.orthonormalized()
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#
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#t.origin.y = height - gt.origin.y
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#new_transforms_array.push_back(t)
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#
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#transforms.list.clear()
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#transforms.list.append_array(new_transforms_array)
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#
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#if transforms.is_empty():
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#warning += """All transforms have been removed. Possible reasons include: \n"""
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#if enable_texture_filtering:
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#warning += """+ No matching texture found at any position.
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#+ Texture threshold may be too high.
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#"""
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#warning += """+ No collider is close enough to the shapes.
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#+ Ray length is too short.
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#+ Ray direction is incorrect.
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#+ Collision mask is not set properly.
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#+ Max slope is too low.
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#"""
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