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).
This commit is contained in:
@@ -22,8 +22,8 @@ func _input(p_event: InputEvent) -> void:
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return
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func rotate_camera(p_relative:Vector2) -> void:
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func rotate_camera(p_relative: Vector2) -> void:
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_camera_yaw.rotation.y -= p_relative.x * mouse_sensitivity
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_camera_yaw.orthonormalize()
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_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
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_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
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_camera_pitch.rotation.x = clamp(_camera_pitch.rotation.x, CAMERA_MIN_PITCH, CAMERA_MAX_PITCH)
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@@ -12,7 +12,7 @@ func _on_body_entered(body: Node3D) -> void:
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if env:
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var tween: Tween = get_tree().create_tween()
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tween.tween_property(env.environment, "ambient_light_energy", .1, .33)
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func _on_body_exited(body: Node3D) -> void:
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if body.name == "Player":
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+15
-11
@@ -5,7 +5,7 @@ var terrain: Terrain3D
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func _ready() -> void:
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$UI.player = $Player
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if has_node("RunThisSceneLabel3D"):
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$RunThisSceneLabel3D.queue_free()
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@@ -20,20 +20,22 @@ func _ready() -> void:
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func create_terrain() -> Terrain3D:
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# Create textures
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var green_gr := Gradient.new()
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green_gr.set_color(0, Color.from_hsv(100./360., .35, .3))
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green_gr.set_color(1, Color.from_hsv(120./360., .4, .37))
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green_gr.set_color(0, Color.from_hsv(100. / 360., .35, .3))
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green_gr.set_color(1, Color.from_hsv(120. / 360., .4, .37))
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var green_ta: Terrain3DTextureAsset = await create_texture_asset("Grass", green_gr, 1024)
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green_ta.uv_scale = 0.1
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green_ta.detiling_rotation = 0.1
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var brown_gr := Gradient.new()
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brown_gr.set_color(0, Color.from_hsv(30./360., .4, .3))
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brown_gr.set_color(1, Color.from_hsv(30./360., .4, .4))
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brown_gr.set_color(0, Color.from_hsv(30. / 360., .4, .3))
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brown_gr.set_color(1, Color.from_hsv(30. / 360., .4, .4))
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var brown_ta: Terrain3DTextureAsset = await create_texture_asset("Dirt", brown_gr, 1024)
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brown_ta.uv_scale = 0.03
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green_ta.detiling_rotation = 0.1
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var grass_ma: Terrain3DMeshAsset = create_mesh_asset("Grass", Color.from_hsv(120./360., .4, .37))
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var grass_ma: Terrain3DMeshAsset = create_mesh_asset(
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"Grass", Color.from_hsv(120. / 360., .4, .37)
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)
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# Create a terrain
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var terrain := Terrain3D.new()
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@@ -77,11 +79,13 @@ func create_terrain() -> Terrain3D:
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return terrain
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func create_texture_asset(asset_name: String, gradient: Gradient, texture_size: int = 512) -> Terrain3DTextureAsset:
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func create_texture_asset(
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asset_name: String, gradient: Gradient, texture_size: int = 512
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) -> Terrain3DTextureAsset:
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# Create noise map
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var fnl := FastNoiseLite.new()
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fnl.frequency = 0.004
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# Create albedo noise texture
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var alb_noise_tex := NoiseTexture2D.new()
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alb_noise_tex.width = texture_size
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@@ -96,7 +100,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
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for x in alb_noise_img.get_width():
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for y in alb_noise_img.get_height():
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var clr: Color = alb_noise_img.get_pixel(x, y)
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clr.a = clr.v # Noise as height
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clr.a = clr.v # Noise as height
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alb_noise_img.set_pixel(x, y, clr)
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alb_noise_img.generate_mipmaps()
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var albedo := ImageTexture.create_from_image(alb_noise_img)
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@@ -113,7 +117,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
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for x in nrm_noise_img.get_width():
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for y in nrm_noise_img.get_height():
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var normal_rgh: Color = nrm_noise_img.get_pixel(x, y)
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normal_rgh.a = 0.8 # Roughness
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normal_rgh.a = 0.8 # Roughness
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nrm_noise_img.set_pixel(x, y, normal_rgh)
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nrm_noise_img.generate_mipmaps()
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var normal := ImageTexture.create_from_image(nrm_noise_img)
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+13
-12
@@ -9,15 +9,16 @@ func _ready():
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$UI.player = $Player
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# Load Sky3D into the demo environment if enabled
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if Engine.is_editor_hint() and has_node("Environment") and \
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Engine.get_singleton(&"EditorInterface").is_plugin_enabled("sky_3d"):
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$Environment.queue_free()
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var sky3d = load("res://addons/sky_3d/src/Sky3D.gd").new()
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sky3d.name = "Sky3D"
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add_child(sky3d, true)
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move_child(sky3d, 1)
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sky3d.owner = self
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sky3d.current_time = 10
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sky3d.enable_editor_time = false
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if (
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Engine.is_editor_hint()
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and has_node("Environment")
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and Engine.get_singleton(&"EditorInterface").is_plugin_enabled("sky_3d")
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):
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$Environment.queue_free()
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var sky3d = load("res://addons/sky_3d/src/Sky3D.gd").new()
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sky3d.name = "Sky3D"
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add_child(sky3d, true)
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move_child(sky3d, 1)
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sky3d.owner = self
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sky3d.current_time = 10
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sky3d.enable_editor_time = false
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+5
-3
@@ -23,7 +23,9 @@ func _process(p_delta: float) -> void:
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func is_on_nav_mesh() -> bool:
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var closest_point := NavigationServer3D.map_get_closest_point(nav_agent.get_navigation_map(), global_position)
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var closest_point := NavigationServer3D.map_get_closest_point(
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nav_agent.get_navigation_map(), global_position
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)
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return global_position.distance_squared_to(closest_point) < nav_agent.path_max_distance ** 2
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@@ -37,9 +39,9 @@ func _physics_process(p_delta: float) -> void:
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var velocity_xz := (next_path_position - current_agent_position).normalized() * MOVE_SPEED
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velocity.x = velocity_xz.x
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velocity.z = velocity_xz.z
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velocity.y -= 40 * p_delta
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if nav_agent.avoidance_enabled:
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nav_agent.set_velocity(velocity)
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else:
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+19
-19
@@ -2,7 +2,7 @@ extends CharacterBody3D
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@export var MOVE_SPEED: float = 50.0
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@export var JUMP_SPEED: float = 2.0
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@export var first_person: bool = false :
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@export var first_person: bool = false:
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set(p_value):
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first_person = p_value
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if first_person:
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@@ -13,17 +13,17 @@ extends CharacterBody3D
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$Body.visible = true
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create_tween().tween_property($CameraManager/Arm, "spring_length", 6.0, .33)
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@export var gravity_enabled: bool = true :
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@export var gravity_enabled: bool = true:
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set(p_value):
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gravity_enabled = p_value
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if not gravity_enabled:
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velocity.y = 0
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@export var collision_enabled: bool = true :
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@export var collision_enabled: bool = true:
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set(p_value):
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collision_enabled = p_value
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$CollisionShapeBody.disabled = ! collision_enabled
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$CollisionShapeRay.disabled = ! collision_enabled
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$CollisionShapeBody.disabled = !collision_enabled
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$CollisionShapeRay.disabled = !collision_enabled
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func _physics_process(p_delta) -> void:
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@@ -41,18 +41,18 @@ func _physics_process(p_delta) -> void:
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# Returns the input vector relative to the camera. Forward is always the direction the camera is facing
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func get_camera_relative_input() -> Vector3:
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var input_dir: Vector3 = Vector3.ZERO
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if Input.is_key_pressed(KEY_A): # Left
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if Input.is_key_pressed(KEY_A): # Left
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input_dir -= %Camera3D.global_transform.basis.x
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if Input.is_key_pressed(KEY_D): # Right
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if Input.is_key_pressed(KEY_D): # Right
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input_dir += %Camera3D.global_transform.basis.x
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if Input.is_key_pressed(KEY_W): # Forward
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if Input.is_key_pressed(KEY_W): # Forward
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input_dir -= %Camera3D.global_transform.basis.z
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if Input.is_key_pressed(KEY_S): # Backward
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if Input.is_key_pressed(KEY_S): # Backward
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input_dir += %Camera3D.global_transform.basis.z
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if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
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velocity.y += JUMP_SPEED + MOVE_SPEED*.016
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if Input.is_key_pressed(KEY_Q): # Down
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velocity.y -= JUMP_SPEED + MOVE_SPEED*.016
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if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
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velocity.y += JUMP_SPEED + MOVE_SPEED * .016
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if Input.is_key_pressed(KEY_Q): # Down
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velocity.y -= JUMP_SPEED + MOVE_SPEED * .016
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if Input.is_key_pressed(KEY_KP_ADD) or Input.is_key_pressed(KEY_EQUAL):
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MOVE_SPEED = clamp(MOVE_SPEED + .5, 5, 9999)
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if Input.is_key_pressed(KEY_KP_SUBTRACT) or Input.is_key_pressed(KEY_MINUS):
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@@ -66,16 +66,16 @@ func _input(p_event: InputEvent) -> void:
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MOVE_SPEED = clamp(MOVE_SPEED + 5, 5, 9999)
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elif p_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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MOVE_SPEED = clamp(MOVE_SPEED - 5, 5, 9999)
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elif p_event is InputEventKey:
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if p_event.pressed:
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if p_event.keycode == KEY_V:
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first_person = ! first_person
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first_person = !first_person
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elif p_event.keycode == KEY_G:
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gravity_enabled = ! gravity_enabled
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gravity_enabled = !gravity_enabled
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elif p_event.keycode == KEY_C:
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collision_enabled = ! collision_enabled
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collision_enabled = !collision_enabled
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# Else if up/down released
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elif p_event.keycode in [ KEY_Q, KEY_E, KEY_SPACE ]:
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elif p_event.keycode in [KEY_Q, KEY_E, KEY_SPACE]:
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velocity.y = 0
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@@ -2,11 +2,16 @@ extends Node
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signal bake_finished
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@export var enabled: bool = true : set = set_enabled
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@export var enter_cost: float = 0.0 : set = set_enter_cost
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@export var travel_cost: float = 1.0 : set = set_travel_cost
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@export_flags_3d_navigation var navigation_layers: int = 1 : set = set_navigation_layers
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@export var template: NavigationMesh : set = set_template
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@export var enabled: bool = true:
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set = set_enabled
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@export var enter_cost: float = 0.0:
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set = set_enter_cost
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@export var travel_cost: float = 1.0:
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set = set_travel_cost
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@export_flags_3d_navigation var navigation_layers: int = 1:
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set = set_navigation_layers
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@export var template: NavigationMesh:
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set = set_template
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@export var terrain: Terrain3D
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@export var player: Node3D
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@export var mesh_size := Vector3(256, 512, 256)
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@@ -16,7 +21,7 @@ signal bake_finished
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@export var log_timing: bool = false
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var _scene_geometry: NavigationMeshSourceGeometryData3D
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var _current_center := Vector3(INF,INF,INF)
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var _current_center := Vector3(INF, INF, INF)
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var _bake_task_id: int = -1
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var _bake_task_timer: float = 0.0
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@@ -30,16 +35,16 @@ func _ready():
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_nav_region.enabled = enabled
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_nav_region.enter_cost = enter_cost
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_nav_region.travel_cost = travel_cost
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# Enabling edge connections comes with a performance penalty that causes hitches whenever
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# the nav mesh is updated. The navigation server has to compare each edge, and it does this on
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# the main thread.
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_nav_region.use_edge_connections = false
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add_child(_nav_region)
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_update_map_cell_size()
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# If you're using ProtonScatter, you will want to delay this next call until after all
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# your scatter nodes have finished setting up. Here, we just defer one frame so that nodes
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# after this one in the tree get set up first
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@@ -92,19 +97,19 @@ func _update_map_cell_size() -> void:
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func _process(p_delta: float) -> void:
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if _bake_task_id != -1:
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_bake_task_timer += p_delta
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if not player or _bake_task_id != -1:
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return
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if _bake_cooldown_timer > 0.0:
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_bake_cooldown_timer -= p_delta
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return
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var track_pos := player.global_position
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if player is CharacterBody3D:
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# Center on where the player is likely _going to be_:
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track_pos += player.velocity * bake_cooldown
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if track_pos.distance_squared_to(_current_center) >= min_rebake_distance * min_rebake_distance:
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_current_center = track_pos
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_rebake(_current_center)
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@@ -112,7 +117,9 @@ func _process(p_delta: float) -> void:
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func _rebake(p_center: Vector3) -> void:
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assert(template != null)
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_bake_task_id = WorkerThreadPool.add_task(_task_bake.bind(p_center), false, "RuntimeNavigationBaker")
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_bake_task_id = WorkerThreadPool.add_task(
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_task_bake.bind(p_center), false, "RuntimeNavigationBaker"
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)
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_bake_task_timer = 0.0
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_bake_cooldown_timer = bake_cooldown
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@@ -123,13 +130,13 @@ func _task_bake(p_center: Vector3) -> void:
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nav_mesh.filter_baking_aabb_offset = p_center
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var source_geometry: NavigationMeshSourceGeometryData3D
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source_geometry = _scene_geometry.duplicate()
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if terrain:
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var aabb: AABB = nav_mesh.filter_baking_aabb
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aabb.position += nav_mesh.filter_baking_aabb_offset
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var faces: PackedVector3Array = terrain.generate_nav_mesh_source_geometry(aabb, false)
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source_geometry.add_faces(faces, Transform3D.IDENTITY)
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if source_geometry.has_data():
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NavigationServer3D.bake_from_source_geometry_data(nav_mesh, source_geometry)
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_bake_finished.call_deferred(nav_mesh)
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@@ -140,12 +147,12 @@ func _task_bake(p_center: Vector3) -> void:
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func _bake_finished(p_nav_mesh: NavigationMesh) -> void:
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if log_timing:
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print("Navigation bake took ", _bake_task_timer, "s")
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_bake_task_timer = 0.0
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_bake_task_id = -1
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if p_nav_mesh:
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_nav_region.navigation_mesh = p_nav_mesh
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bake_finished.emit()
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assert(!NavigationServer3D.region_get_use_edge_connections(_nav_region.get_region_rid()))
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+9
-8
@@ -1,6 +1,5 @@
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extends Control
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var player: Node
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var visible_mode: int = 1
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@@ -11,7 +10,7 @@ func _init() -> void:
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func _process(p_delta) -> void:
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$Label.text = "FPS: %d\n" % Engine.get_frames_per_second()
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if(visible_mode == 1):
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if visible_mode == 1:
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$Label.text += "Move Speed: %.1f\n" % player.MOVE_SPEED if player else ""
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$Label.text += "Position: %.1v\n" % player.global_position if player else ""
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$Label.text += """
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@@ -37,12 +36,12 @@ func _unhandled_key_input(p_event: InputEvent) -> void:
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KEY_F8:
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get_tree().quit()
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KEY_F9:
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visible_mode = (visible_mode + 1 ) % 3
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visible_mode = (visible_mode + 1) % 3
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$Label/Panel.visible = (visible_mode == 1)
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visible = visible_mode > 0
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KEY_F10:
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var vp = get_viewport()
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vp.debug_draw = (vp.debug_draw + 1 ) % 6
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vp.debug_draw = (vp.debug_draw + 1) % 6
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get_viewport().set_input_as_handled()
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KEY_F11:
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toggle_fullscreen()
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@@ -53,11 +52,13 @@ func _unhandled_key_input(p_event: InputEvent) -> void:
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_viewport().set_input_as_handled()
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func toggle_fullscreen() -> void:
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if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN or \
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DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
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if (
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DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN
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or DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN
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):
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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DisplayServer.window_set_size(Vector2(1280, 720))
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else:
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Reference in New Issue
Block a user