Format files using updated file_format.sh

This commit is contained in:
Aaron Franke
2020-10-01 14:23:54 -04:00
parent fe9fd7d7e4
commit 918a289ee2
79 changed files with 512 additions and 512 deletions

View File

@@ -53,41 +53,41 @@ func _ready():
if not has_node("Target"):
target = Spatial.new()
add_child(target)
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
target.set_owner(get_tree().edited_scene_root)
target.name = "Target"
else:
target = $Target
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint:
_make_editor_sphere_at_node(target, Color.magenta)
if middle_joint_target == null:
if not has_node("MiddleJoint"):
middle_joint_target = Spatial.new()
add_child(middle_joint_target)
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
middle_joint_target.set_owner(get_tree().edited_scene_root)
middle_joint_target.name = "MiddleJoint"
else:
middle_joint_target = get_node("MiddleJoint")
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint:
_make_editor_sphere_at_node(middle_joint_target, Color(1, 0.24, 1, 1))
# Make all of the bone nodes for each bone in the IK chain
_make_bone_nodes()
# Make sure we're using the right update mode
_set_update_mode(update_mode)
@@ -119,12 +119,12 @@ func update_skeleton():
if first_call:
_set_skeleton_path(skeleton_path)
first_call = false
if skeleton == null:
_set_skeleton_path(skeleton_path)
return
if bones_in_chain == null:
if debug_messages:
printerr(name, " - IK_FABRIK: No Bones in IK chain defined!")
@@ -133,34 +133,34 @@ func update_skeleton():
if debug_messages:
printerr(name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
return
if bones_in_chain.size() != bones_in_chain_lengths.size():
if debug_messages:
printerr(name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
return
################################
# Set all of the bone IDs in bone_IDs, if they are not already made
var i = 0
if bone_IDs.size() <= 0:
for bone_name in bones_in_chain:
bone_IDs[bone_name] = skeleton.find_bone(bone_name)
# Set the bone node to the currect bone position
bone_nodes[i].global_transform = get_bone_transform(i)
# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
if i < bone_IDs.size()-1:
bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3.UP)
i += 1
# Set the total length of the bone chain, if it is not already set
if total_length == INF:
total_length = 0
for bone_length in bones_in_chain_lengths:
total_length += bone_length
# Solve the bone chain
solve_chain()
@@ -172,10 +172,10 @@ func solve_chain():
return
else:
chain_iterations = 0
# Update the origin with the current bone's origin
chain_origin = get_bone_transform(0).origin
# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
var dir
@@ -183,35 +183,35 @@ func solve_chain():
dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
else:
dir = -target.global_transform.basis.z.normalized()
# Get the target position (accounting for the final bone and it's length)
var target_pos = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
# If we are using middle joint target (and have more than 2 bones), move our middle joint towards it!
if use_middle_joint_target:
if bone_nodes.size() > 2:
var middle_point_pos = middle_joint_target.global_transform.origin
var middle_point_pos_diff = (middle_point_pos - bone_nodes[bone_nodes.size()/2].global_transform.origin)
bone_nodes[bone_nodes.size()/2].global_transform.origin += middle_point_pos_diff.normalized()
# Get the difference between our end effector (the final bone in the chain) and the target
var dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
# Check to see if the distance from the end effector to the target is within our error margin (CHAIN_TOLERANCE).
# If it not, move the chain towards the target (going forwards, backwards, and then applying rotation)
while dif > CHAIN_TOLERANCE:
chain_backward()
chain_forward()
chain_apply_rotation()
# Update the difference between our end effector (the final bone in the chain) and the target
dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
# Add one to chain_iterations. If we have reached our max iterations, then break
chain_iterations = chain_iterations + 1
if chain_iterations >= CHAIN_MAX_ITER:
break
# Reset the bone node transforms to the skeleton bone transforms
for i in range(0, bone_nodes.size()):
var reset_bone_trans = get_bone_transform(i)
@@ -227,17 +227,17 @@ func chain_backward():
dir = bone_nodes[bone_nodes.size() - 2].global_transform.basis.z.normalized()
else:
dir = -target.global_transform.basis.z.normalized()
# Set the position of the end effector (the final bone in the chain) to the target position
bone_nodes[bone_nodes.size()-1].global_transform.origin = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
# For all of the other bones, move them towards the target
var i = bones_in_chain.size() - 1
while i >= 1:
var prev_origin = bone_nodes[i].global_transform.origin
i -= 1
var curr_origin = bone_nodes[i].global_transform.origin
var r = prev_origin - curr_origin
var l = bones_in_chain_lengths[i] / r.length()
# Apply the new joint position
@@ -248,12 +248,12 @@ func chain_backward():
func chain_forward():
# Set root at initial position
bone_nodes[0].global_transform.origin = chain_origin
# Go through every bone in the bone chain
for i in range(bones_in_chain.size() - 1):
var curr_origin = bone_nodes[i].global_transform.origin
var next_origin = bone_nodes[i + 1].global_transform.origin
var r = next_origin - curr_origin
var l = bones_in_chain_lengths[i] / r.length()
# Apply the new joint position, (potentially with constraints), to the bone node
@@ -274,27 +274,27 @@ func chain_apply_rotation():
# Get the bone node for this bone, and the previous bone
var b_target = bone_nodes[i].global_transform
var b_target_two = bone_nodes[i-1].global_transform
# Convert the bone nodes positions from world space to bone/skeleton space
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction that the previous bone is pointing towards
var dir = (target.global_transform.origin - b_target_two.origin).normalized()
# Make this bone look in the same the direction as the last bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
# Set the position of the bone to the bone target.
# Prior to Godot 3.2, this was not necessary, but because we can now completely
# override bone transforms, we need to set the position as well as rotation.
bone_trans.origin = b_target.origin
else:
var b_target = target.global_transform
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
bone_trans = bone_trans.looking_at(b_target.origin, Vector3.UP)
# A bit of a hack. Because we only have two bones, we have to use the previous
# bone to position the last bone in the chain.
var last_bone = bone_nodes[i-1].global_transform
@@ -303,29 +303,29 @@ func chain_apply_rotation():
# bone on the Z axis.
# This will place the position of the bone at the end of the last bone
bone_trans.origin = last_bone.origin - last_bone.basis.z.normalized() * bones_in_chain_lengths[i-1]
# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
# bone in the bone chain.
else:
# Get the bone node for this bone, and the next bone
var b_target = bone_nodes[i].global_transform
var b_target_two = bone_nodes[i+1].global_transform
# Convert the bone nodes positions from world space to bone/skeleton space
b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
# Get the direction towards the next bone
var dir = (b_target_two.origin - b_target.origin).normalized()
# Make this bone look towards the direction of the next bone
bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
# Set the position of the bone to the bone target.
# Prior to Godot 3.2, this was not necessary, but because we can now completely
# override bone transforms, we need to set the position as well as rotation.
bone_trans.origin = b_target.origin
# The the bone's (updated) transform
set_bone_transform(i, bone_trans)
@@ -333,12 +333,12 @@ func chain_apply_rotation():
func get_bone_transform(bone, convert_to_world_space = true):
# Get the global transform of the bone
var ret: Transform = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
# If we need to convert the bone position from bone/skeleton space to world space, we
# use the Xform of the skeleton (because bone/skeleton space is relative to the position of the skeleton node).
if convert_to_world_space:
ret.origin = skeleton.global_transform.xform(ret.origin)
return ret
@@ -378,11 +378,11 @@ func _make_editor_sphere_at_node(node, color):
func _set_update_mode(new_value):
update_mode = new_value
set_process(false)
set_physics_process(false)
set_notify_transform(false)
if update_mode == 0:
set_process(true)
elif update_mode == 1:
@@ -400,24 +400,24 @@ func _set_skeleton_path(new_value):
if first_call:
skeleton_path = new_value
return
skeleton_path = new_value
if skeleton_path == null:
if debug_messages:
printerr(name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
return
var temp = get_node(skeleton_path)
if temp != null:
# If it has the method "get_bone_global_pose" it is likely a Skeleton
if temp.has_method("get_bone_global_pose"):
skeleton = temp
bone_IDs = {}
# (Delete all of the old bone nodes and) Make all of the bone nodes for each bone in the IK chain
_make_bone_nodes()
if debug_messages:
printerr(name, " - IK_FABRIK: Attached to a new skeleton")
# If not, then it's (likely) not a Skeleton node
@@ -435,25 +435,25 @@ func _set_skeleton_path(new_value):
func _make_bone_nodes():
# Remove all of the old bone nodes
# TODO: (not a huge concern, as these can be removed in the editor)
for bone in range(0, bones_in_chain.size()):
var bone_name = bones_in_chain[bone]
if not has_node(bone_name):
var new_node = Spatial.new()
bone_nodes[bone] = new_node
add_child(bone_nodes[bone])
if Engine.editor_hint:
if get_tree() != null:
if get_tree().edited_scene_root != null:
bone_nodes[bone].set_owner(get_tree().edited_scene_root)
bone_nodes[bone].name = bone_name
else:
bone_nodes[bone] = get_node(bone_name)
# If we are in the editor, we want to make a sphere at this node
if Engine.editor_hint:
_make_editor_sphere_at_node(bone_nodes[bone], Color(0.65, 0, 1, 1))
@@ -461,7 +461,7 @@ func _make_bone_nodes():
func _set_bone_chain_bones(new_value):
bones_in_chain = new_value
_make_bone_nodes()

View File

@@ -24,7 +24,7 @@ func _ready():
set_process(false)
set_physics_process(false)
set_notify_transform(false)
if update_mode == 0:
set_process(true)
elif update_mode == 1:
@@ -34,7 +34,7 @@ func _ready():
else:
if debug_messages:
print(name, " - IK_LookAt: Unknown update mode. NOT updating skeleton")
if Engine.editor_hint:
_setup_for_editor()
@@ -59,29 +59,29 @@ func update_skeleton():
first_call = false
if skeleton_to_use == null:
_set_skeleton_path(skeleton_path)
# If we do not have a skeleton and/or we're not supposed to update, then return.
if skeleton_to_use == null:
return
if update_mode >= 3:
return
# Get the bone index.
var bone: int = skeleton_to_use.find_bone(bone_name)
# If no bone is found (-1), then return and optionally printan error.
if bone == -1:
if debug_messages:
print(name, " - IK_LookAt: No bone in skeleton found with name [", bone_name, "]!")
return
# get the bone's global transform pose.
var rest = skeleton_to_use.get_bone_global_pose(bone)
# Convert our position relative to the skeleton's transform.
var target_pos = skeleton_to_use.global_transform.xform_inv(global_transform.origin)
# Call helper's look_at function with the chosen up axis.
if look_at_axis == 0:
rest = rest.looking_at(target_pos, Vector3.RIGHT)
@@ -93,15 +93,15 @@ func update_skeleton():
rest = rest.looking_at(target_pos, Vector3.UP)
if debug_messages:
print(name, " - IK_LookAt: Unknown look_at_axis value!")
# Get the rotation euler of the bone and of this node.
var rest_euler = rest.basis.get_euler()
var self_euler = global_transform.basis.orthonormalized().get_euler()
# Flip the rotation euler if using negative rotation.
if use_negative_our_rot:
self_euler = -self_euler
# Apply this node's rotation euler on each axis, if wanted/required.
if use_our_rotation_x:
rest_euler.x = self_euler.x
@@ -109,23 +109,23 @@ func update_skeleton():
rest_euler.y = self_euler.y
if use_our_rotation_z:
rest_euler.z = self_euler.z
# Make a new basis with the, potentially, changed euler angles.
rest.basis = Basis(rest_euler)
# Apply additional rotation stored in additional_rotation to the bone.
if additional_rotation != Vector3.ZERO:
rest.basis = rest.basis.rotated(rest.basis.x, deg2rad(additional_rotation.x))
rest.basis = rest.basis.rotated(rest.basis.y, deg2rad(additional_rotation.y))
rest.basis = rest.basis.rotated(rest.basis.z, deg2rad(additional_rotation.z))
# If the position is set using an additional bone, then set the origin
# based on that bone and its length.
if position_using_additional_bone:
var additional_bone_id = skeleton_to_use.find_bone(additional_bone_name)
var additional_bone_pos = skeleton_to_use.get_bone_global_pose(additional_bone_id)
rest.origin = additional_bone_pos.origin - additional_bone_pos.basis.z.normalized() * additional_bone_length
# Finally, apply the new rotation to the bone in the skeleton.
skeleton_to_use.set_bone_global_pose_override(bone, rest, 1.0, true)
@@ -150,7 +150,7 @@ func _setup_for_editor():
indicator_material.flags_unshaded = true
indicator_material.albedo_texture = preload("editor_gizmo_texture.png")
indicator_material.albedo_color = Color(1, 0.5, 0, 1)
# Assign the material and mesh to the MeshInstance.
indicator_mesh.material = indicator_material
_editor_indicator.mesh = indicator_mesh
@@ -158,12 +158,12 @@ func _setup_for_editor():
func _set_update(new_value):
update_mode = new_value
# Set all of our processes to false.
set_process(false)
set_physics_process(false)
set_notify_transform(false)
# Based on the value of passed to update, enable the correct process.
if update_mode == 0:
set_process(true)
@@ -188,15 +188,15 @@ func _set_skeleton_path(new_value):
if first_call:
skeleton_path = new_value
return
# Assign skeleton_path to whatever value is passed.
skeleton_path = new_value
if skeleton_path == null:
if debug_messages:
print(name, " - IK_LookAt: No Nodepath selected for skeleton_path!")
return
# Get the node at that location, if there is one.
var temp = get_node(skeleton_path)
if temp != null:

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@@ -58,7 +58,7 @@ onready var pistol_end = $CameraHolder/Weapon/Pistol/PistolEnd
func _ready():
anim_player.connect("animation_finished", self, "animation_finished")
set_physics_process(true)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
set_process_input(true)
@@ -70,12 +70,12 @@ func _physics_process(delta):
func process_input(delta):
# Reset dir, so our previous movement does not effect us
dir = Vector3()
# Get the camera's global transform so we can use its directional vectors
var cam_xform = camera.get_global_transform()
# ----------------------------------
# Walking
if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
@@ -86,17 +86,17 @@ func process_input(delta):
dir += -cam_xform.basis[0]
if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
dir += cam_xform.basis[0]
if Input.is_action_just_pressed("ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_mouse_button_pressed(2):
if not right_mouse_down:
right_mouse_down = true
if anim_done:
if current_anim != "Aiming":
anim_player.play("Aiming")
@@ -104,15 +104,15 @@ func process_input(delta):
else:
anim_player.play("Idle")
current_anim = "Idle"
anim_done = false
else:
right_mouse_down = false
if Input.is_mouse_button_pressed(1):
if left_mouse_timer <= 0:
left_mouse_timer = LEFT_MOUSE_FIRE_TIME
# Create a bullet
var new_bullet = simple_bullet.instance()
get_tree().root.add_child(new_bullet)
@@ -121,8 +121,8 @@ func process_input(delta):
if left_mouse_timer > 0:
left_mouse_timer -= delta
# ----------------------------------
# ----------------------------------
# Sprinting
if Input.is_key_pressed(KEY_SHIFT):
@@ -130,7 +130,7 @@ func process_input(delta):
else:
is_sprinting = false
# ----------------------------------
# ----------------------------------
# Jumping
if Input.is_key_pressed(KEY_SPACE):
@@ -141,8 +141,8 @@ func process_input(delta):
else:
jump_button_down = false
# ----------------------------------
# ----------------------------------
# Leaninng
if Input.is_key_pressed(KEY_Q):
@@ -158,7 +158,7 @@ func process_input(delta):
lean_value += 1 * delta
if lean_value > 0.5:
lean_value = 0.5
lean_value = clamp(lean_value, 0, 1)
path_follow_node.unit_offset = lean_value
if lean_value < 0.5:
@@ -171,24 +171,24 @@ func process_input(delta):
func process_movement(delta):
var grav = norm_grav
dir.y = 0
dir = dir.normalized()
vel.y += delta*grav
var hvel = vel
hvel.y = 0
var target = dir
if is_sprinting:
target *= MAX_SPRINT_SPEED
else:
target *= MAX_SPEED
var accel
if dir.dot(hvel) > 0:
if not is_sprinting:
@@ -197,32 +197,32 @@ func process_movement(delta):
accel = SPRINT_ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel,Vector3(0,1,0))
# Mouse based camera movement
func _input(event):
if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
# We need to clamp the camera's rotation so we cannot rotate ourselves upside down
var camera_rot = camera_holder.rotation_degrees
if camera_rot.x < -40:
camera_rot.x = -40
elif camera_rot.x > 60:
camera_rot.x = 60
camera_holder.rotation_degrees = camera_rot
else:
pass

View File

@@ -8,10 +8,10 @@ onready var targets = $Targets
func _process(_delta):
var mouse_to_world = project_local_ray_normal(get_viewport().get_mouse_position()) * MOVEMENT_SPEED
if flip_axis:
mouse_to_world = -mouse_to_world
else:
mouse_to_world.z *= -1
targets.transform.origin = mouse_to_world

View File

@@ -14,10 +14,10 @@ func start_timer(timeout):
_timer.connect("timeout", self, "_on_timer_done")
else:
cancel_timer()
_timer.start(timeout)
_timer_started = true
return _timer

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@@ -19,12 +19,12 @@ func _ready():
yield(start_timer(0.5), "timeout")
if is_timer_canceled():
return
while $DynamicShapes.get_child_count():
var type_node = $DynamicShapes.get_child(0)
_object_templates.push_back(type_node)
$DynamicShapes.remove_child(type_node)
$Options.add_menu_item(OPTION_TYPE_ALL)
$Options.add_menu_item(OPTION_TYPE_BOX)
$Options.add_menu_item(OPTION_TYPE_CAPSULE)
@@ -32,15 +32,15 @@ func _ready():
$Options.add_menu_item(OPTION_TYPE_CONVEX)
$Options.add_menu_item(OPTION_TYPE_SPHERE)
$Options.connect("option_selected", self, "_on_option_selected")
_start_all_types()
func _on_option_selected(option):
cancel_timer()
_despawn_objects()
match option:
OPTION_TYPE_ALL:
_start_all_types()
@@ -61,7 +61,7 @@ func _find_type_index(type_name):
var type_node = _object_templates[type_index]
if type_node.name.find(type_name) > -1:
return type_index
Log.print_error("Invalid shape type: " + type_name)
return -1
@@ -71,25 +71,25 @@ func _start_type(type_index):
return
if type_index >= _object_templates.size():
return
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_spawn_objects(type_index)
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_activate_objects()
yield(start_timer(5.0), "timeout")
if is_timer_canceled():
return
_despawn_objects()
Log.print_log("* Done.")
@@ -98,21 +98,21 @@ func _start_all_types():
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_spawn_objects(type_index)
yield(start_timer(1.0), "timeout")
if is_timer_canceled():
return
_activate_objects()
yield(start_timer(5.0), "timeout")
if is_timer_canceled():
return
_despawn_objects()
Log.print_log("* Done.")
@@ -120,9 +120,9 @@ func _spawn_objects(type_index):
var template_node = _object_templates[type_index]
for spawn in spawns:
var spawn_parent = get_node(spawn)
Log.print_log("* Spawning: " + template_node.name)
for _index in range(spawn_multipiler):
for _node_index in spawn_count / spawn_multipiler:
var node = template_node.duplicate() as Spatial
@@ -131,9 +131,9 @@ func _spawn_objects(type_index):
func _activate_objects():
var spawn_parent = $SpawnTarget1
Log.print_log("* Activating")
for node_index in spawn_parent.get_child_count():
var node = spawn_parent.get_child(node_index) as RigidBody
node.set_sleeping(false)
@@ -142,12 +142,12 @@ func _activate_objects():
func _despawn_objects():
for spawn in spawns:
var spawn_parent = get_node(spawn)
if spawn_parent.get_child_count() == 0:
return
Log.print_log("* Despawning")
while spawn_parent.get_child_count():
var node_index = spawn_parent.get_child_count() - 1
var node = spawn_parent.get_child(node_index)

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@@ -27,7 +27,7 @@ func add_test(id, scene_path):
test_data.id = id
test_data.scene_path = scene_path
_test_list.append(test_data)
add_menu_item(id)
@@ -39,15 +39,15 @@ func _on_option_selected(item_path):
func _start_test(test):
_current_test = test
if _current_test_scene:
_current_test_scene.queue_free()
_current_test_scene = null
Log.print_log("*** STARTING TEST: " + test.id)
var scene = load(test.scene_path)
_current_test_scene = scene.instance()
get_tree().root.add_child(_current_test_scene)
var label_test = get_node("../LabelTest")
label_test.test_name = test.id

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@@ -17,10 +17,10 @@ func _unhandled_input(event):
if mouse_button_event.button_index == BUTTON_LEFT:
_rotation_enabled = mouse_button_event.pressed
return
if not _rotation_enabled:
return
var mouse_motion_event = event as InputEventMouseMotion
if mouse_motion_event:
var rotation_delta = mouse_motion_event.relative.x

View File

@@ -8,7 +8,7 @@ var _entry_template
func _enter_tree():
Log.connect("entry_logged", self, "_on_log_entry")
_entry_template = get_child(0) as Label
remove_child(_entry_template)
@@ -22,16 +22,16 @@ func clear():
func _on_log_entry(message, type):
var new_entry = _entry_template.duplicate() as Label
new_entry.set_text(message)
if type == Log.LogType.ERROR:
new_entry.modulate = Color.red
else:
new_entry.modulate = Color.white
if get_child_count() >= MAX_ENTRIES:
var first_entry = get_child(0) as Label
remove_child(first_entry)
first_entry.queue_free()
add_child(new_entry)

View File

@@ -15,16 +15,16 @@ func _ready():
func _process(_delta):
if _attachment == null:
return
var viewport = get_viewport()
if viewport == null:
return
var camera = viewport.get_camera()
if camera == null:
return
var world_pos = world_offset + _attachment.global_transform.origin
var screen_pos = camera.unproject_position(world_pos)
rect_position = _pos_offset + screen_pos - 0.5 * rect_size

View File

@@ -9,14 +9,14 @@ func add_menu_item(item_path):
var path_elements = item_path.split("/", false)
var path_element_count = path_elements.size()
assert(path_element_count > 0)
var path = ""
var popup = get_popup()
for element_index in path_element_count - 1:
var popup_label = path_elements[element_index]
path += popup_label + "/"
popup = _add_popup(popup, path, popup_label)
_add_item(popup, path_elements[path_element_count - 1])
@@ -30,15 +30,15 @@ func _add_popup(parent_popup, path, label):
var popup_menu = popup_node as PopupMenu
assert(popup_menu)
return popup_menu
var popup_menu = PopupMenu.new()
popup_menu.name = label
parent_popup.add_child(popup_menu)
parent_popup.add_submenu_item(label, label)
popup_menu.connect("index_pressed", self, "_on_item_pressed", [popup_menu, path])
return popup_menu

View File

@@ -12,7 +12,7 @@ var _engine = PhysicsEngine.OTHER
func _enter_tree():
get_tree().debug_collisions_hint = true
var engine_string = ProjectSettings.get_setting("physics/3d/physics_engine")
match engine_string:
"DEFAULT":
@@ -28,7 +28,7 @@ func _enter_tree():
func _process(_delta):
if Input.is_action_just_pressed("toggle_full_screen"):
OS.window_fullscreen = not OS.window_fullscreen
if Input.is_action_just_pressed("toggle_debug_collision"):
var debug_collision_enabled = not _is_debug_collision_enabled()
_set_debug_collision_enabled(debug_collision_enabled)
@@ -36,7 +36,7 @@ func _process(_delta):
Log.print_log("Debug Collision ON")
else:
Log.print_log("Debug Collision OFF")
if Input.is_action_just_pressed("exit"):
get_tree().quit()

View File

@@ -24,15 +24,15 @@ func _integrate_forces(state):
lv += g * delta # Apply gravity.
var up = -g.normalized()
if dying:
state.set_linear_velocity(lv)
return
for i in range(state.get_contact_count()):
var cc = state.get_contact_collider_object(i)
var dp = state.get_contact_local_normal(i)
if cc:
if cc is preload("res://player/bullet/bullet.gd") and cc.enabled:
set_mode(MODE_RIGID)
@@ -43,15 +43,15 @@ func _integrate_forces(state):
cc.enabled = false
get_node("SoundHit").play()
return
var col_floor = get_node("Armature/RayFloor").is_colliding()
var col_wall = get_node("Armature/RayWall").is_colliding()
var advance = col_floor and not col_wall
var dir = get_node("Armature").get_transform().basis[2].normalized()
var deaccel_dir = dir
if advance:
if dir.dot(lv) < max_speed:
lv += dir * accel * delta
@@ -59,17 +59,17 @@ func _integrate_forces(state):
else:
if prev_advance:
rot_dir = 1
dir = Basis(up, rot_dir * rot_speed * delta).xform(dir)
get_node("Armature").set_transform(Transform().looking_at(-dir, up))
var dspeed = deaccel_dir.dot(lv)
dspeed -= deaccel * delta
if dspeed < 0:
dspeed = 0
lv = lv - deaccel_dir * deaccel_dir.dot(lv) + deaccel_dir * dspeed
state.set_linear_velocity(lv)
prev_advance = advance

View File

@@ -30,15 +30,15 @@ func _ready():
func _physics_process(delta):
linear_velocity += gravity * delta
var anim = ANIM_FLOOR
var vv = linear_velocity.y # Vertical velocity.
var hv = Vector3(linear_velocity.x, 0, linear_velocity.z) # Horizontal velocity.
var hdir = hv.normalized() # Horizontal direction.
var hspeed = hv.length() # Horizontal speed.
# Player input.
var cam_basis = get_node("Target/Camera").get_global_transform().basis
var dir = Vector3() # Where does the player intend to walk to.
@@ -46,45 +46,45 @@ func _physics_process(delta):
dir += (Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")) * cam_basis[2]
dir.y = 0
dir = dir.normalized()
var jump_attempt = Input.is_action_pressed("jump")
var shoot_attempt = Input.is_action_pressed("shoot")
if is_on_floor():
var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > sharp_turn_threshold
if dir.length() > 0.1 and !sharp_turn:
if hspeed > 0.001:
hdir = adjust_facing(hdir, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
else:
hdir = dir
if hspeed < max_speed:
hspeed += accel * delta
else:
hspeed -= deaccel * delta
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh = -mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - Vector3.UP * facing_mesh.dot(Vector3.UP)).normalized()
if hspeed > 0:
facing_mesh = adjust_facing(facing_mesh, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
var m3 = Basis(-facing_mesh, Vector3.UP, -facing_mesh.cross(Vector3.UP).normalized()).scaled(CHAR_SCALE)
get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
if not jumping and jump_attempt:
vv = 7.0
jumping = true
get_node("SoundJump").play()
else:
anim = ANIM_AIR
if dir.length() > 0.1:
hv += dir * (accel * 0.2 * delta)
if hv.length() > max_speed:
@@ -95,22 +95,22 @@ func _physics_process(delta):
if hspeed < 0:
hspeed = 0
hv = hdir * hspeed
if jumping and vv < 0:
jumping = false
linear_velocity = hv + Vector3.UP * vv
if is_on_floor():
movement_dir = linear_velocity
linear_velocity = move_and_slide(linear_velocity, -gravity.normalized())
if shoot_blend > 0:
shoot_blend -= delta * SHOOT_SCALE
if (shoot_blend < 0):
shoot_blend = 0
if shoot_attempt and not prev_shoot:
shoot_blend = SHOOT_TIME
var bullet = preload("res://player/bullet/bullet.tscn").instance()
@@ -119,12 +119,12 @@ func _physics_process(delta):
bullet.set_linear_velocity(get_node("Armature/Bullet").get_global_transform().basis[2].normalized() * 20)
bullet.add_collision_exception_with(self) # Add it to bullet.
get_node("SoundShoot").play()
prev_shoot = shoot_attempt
if is_on_floor():
$AnimationTree["parameters/walk/blend_amount"] = hspeed / max_speed
$AnimationTree["parameters/state/current"] = anim
$AnimationTree["parameters/air_dir/blend_amount"] = clamp(-linear_velocity.y / 4 + 0.5, 0, 1)
$AnimationTree["parameters/gun/blend_amount"] = min(shoot_blend, 1.0)
@@ -133,15 +133,15 @@ func _physics_process(delta):
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var n = p_target # Normal.
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
var y = t.dot(p_facing)
var ang = atan2(y,x)
if abs(ang) < 0.001: # Too small.
return p_facing
var s = sign(ang)
ang = ang * s
var turn = ang * p_adjust_rate * p_step
@@ -151,5 +151,5 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
else:
a = turn
ang = (ang - a) * s
return (n * cos(ang) + t * sin(ang)) * p_facing.length()

View File

@@ -17,7 +17,7 @@ func _ready():
break
else:
node = node.get_parent()
# This detaches the camera transform from the parent spatial node.
set_as_toplevel(true)
@@ -25,25 +25,25 @@ func _ready():
func _physics_process(_delta):
var target = get_parent().get_global_transform().origin
var pos = get_global_transform().origin
var from_target = pos - target
# Check ranges.
if from_target.length() < min_distance:
from_target = from_target.normalized() * min_distance
elif from_target.length() > max_distance:
from_target = from_target.normalized() * max_distance
# Check upper and lower height.
if from_target.y > max_height:
from_target.y = max_height
if from_target.y < min_height:
from_target.y = min_height
pos = target + from_target
look_at_from_position(pos, target, Vector3.UP)
# Turn a little up or down
var t = get_transform()
t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis

View File

@@ -9,15 +9,15 @@ export var engine_force_value = 40
func _physics_process(delta):
var fwd_mps = transform.basis.xform_inv(linear_velocity).x
steer_target = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
steer_target *= STEER_LIMIT
if Input.is_action_pressed("accelerate"):
engine_force = engine_force_value
else:
engine_force = 0
if Input.is_action_pressed("reverse"):
if (fwd_mps >= -1):
engine_force = -engine_force_value
@@ -25,5 +25,5 @@ func _physics_process(delta):
brake = 1
else:
brake = 0.0
steering = move_toward(steering, steer_target, STEER_SPEED * delta)

View File

@@ -8,7 +8,7 @@ onready var voxel_world = $"../VoxelWorld"
func _process(_delta):
if Input.is_action_just_pressed("debug"):
visible = !visible
text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin)
text += "\nEffective render distance: " + str(voxel_world.effective_render_distance)
text += "\nLooking: " + _cardinal_string_from_radians(player.transform.basis.get_euler().y)
@@ -26,7 +26,7 @@ func _vector_to_string_appropriate_digits(vector):
factors[i] = factors[i] / 10
if abs(vector[i]) > 524288:
factors[i] = factors[i] / 10
return "(" + \
str(round(vector.x * factors[0]) / factors[0]) + ", " + \
str(round(vector.y * factors[1]) / factors[1]) + ", " + \

View File

@@ -23,7 +23,7 @@ func _process(_delta):
_mouse_motion.y = clamp(_mouse_motion.y, -1550, 1550)
transform.basis = Basis(Vector3(0, _mouse_motion.x * -0.001, 0))
head.transform.basis = Basis(Vector3(_mouse_motion.y * -0.001, 0, 0))
# Block selection.
var position = raycast.get_collision_point()
var normal = raycast.get_collision_normal()
@@ -41,7 +41,7 @@ func _process(_delta):
# Set the appropriate texture.
var uv = Chunk.calculate_block_uvs(_selected_block)
selected_block_texture.texture.region = Rect2(uv[0] * 512, Vector2.ONE * 64)
# Block breaking/placing.
if crosshair.visible and raycast.is_colliding():
var breaking = Input.is_action_just_pressed("break")
@@ -49,7 +49,7 @@ func _process(_delta):
# Either both buttons were pressed or neither are, so stop.
if breaking == placing:
return
if breaking:
var block_global_position = (position - normal / 2).floor()
voxel_world.set_block_global_position(block_global_position, 0)
@@ -65,20 +65,20 @@ func _physics_process(delta):
head.transform.origin = Vector3(0, 1.2, 0)
else:
head.transform.origin = Vector3(0, 1.6, 0)
# Keyboard movement.
var movement = transform.basis.xform(Vector3(
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
0,
Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
).normalized() * (1 if crouching else 5))
# Gravity.
velocity.y -= gravity * delta
#warning-ignore:return_value_discarded
velocity = move_and_slide(Vector3(movement.x, velocity.y, movement.z), Vector3.UP)
# Jumping, applied next frame.
if is_on_floor() and Input.is_action_pressed("jump"):
velocity.y = 5

View File

@@ -15,7 +15,7 @@ func _enter_tree():
printerr("Please delete the instance at: " + get_path())
else:
Settings._loaded = true
var file = File.new()
if file.file_exists(_save_path):
file.open(_save_path, File.READ)

View File

@@ -25,7 +25,7 @@ func _ready():
data = TerrainGenerator.random_blocks()
else:
data = TerrainGenerator.flat(chunk_position)
# We can only add colliders in the main thread due to physics limitations.
_generate_chunk_collider()
# However, we can use a thread for mesh generation.
@@ -38,7 +38,7 @@ func regenerate():
for c in get_children():
remove_child(c)
c.queue_free()
# Then generate new ones.
_generate_chunk_collider()
_generate_chunk_mesh(0)
@@ -51,7 +51,7 @@ func _generate_chunk_collider():
collision_layer = 0
collision_mask = 0
return
# For each block, generate a collider. Ensure collision layers are enabled.
collision_layer = 0xFFFFF
collision_mask = 0xFFFFF
@@ -64,15 +64,15 @@ func _generate_chunk_collider():
func _generate_chunk_mesh(_this_argument_exists_due_to_bug_9924):
if data.empty():
return
var surface_tool = SurfaceTool.new()
surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
# For each block, add data to the SurfaceTool and generate a collider.
for block_position in data.keys():
var block_id = data[block_position]
_draw_block_mesh(surface_tool, block_position, block_id)
# Create the chunk's mesh from the SurfaceTool data.
surface_tool.generate_normals()
surface_tool.generate_tangents()
@@ -89,7 +89,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
var uvs = calculate_block_uvs(block_id)
var top_uvs = uvs
var bottom_uvs = uvs
# Bush blocks get drawn in their own special way.
if block_id == 27 or block_id == 28:
_draw_block_face(surface_tool, [verts[2], verts[0], verts[7], verts[5]], uvs)
@@ -97,7 +97,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
_draw_block_face(surface_tool, [verts[3], verts[1], verts[6], verts[4]], uvs)
_draw_block_face(surface_tool, [verts[6], verts[4], verts[3], verts[1]], uvs)
return
# Allow some blocks to have different top/bottom textures.
if block_id == 3: # Grass.
top_uvs = calculate_block_uvs(0)
@@ -111,7 +111,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
elif block_id == 19: # Bookshelf.
top_uvs = calculate_block_uvs(4)
bottom_uvs = top_uvs
# Main rendering code for normal blocks.
var other_block_position = block_sub_position + Vector3.LEFT
var other_block_id = 0
@@ -121,7 +121,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
other_block_id = data[other_block_position]
if block_id != other_block_id and is_block_transparent(other_block_id):
_draw_block_face(surface_tool, [verts[2], verts[0], verts[3], verts[1]], uvs)
other_block_position = block_sub_position + Vector3.RIGHT
other_block_id = 0
if other_block_position.x == CHUNK_SIZE:
@@ -130,7 +130,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
other_block_id = data[other_block_position]
if block_id != other_block_id and is_block_transparent(other_block_id):
_draw_block_face(surface_tool, [verts[7], verts[5], verts[6], verts[4]], uvs)
other_block_position = block_sub_position + Vector3.FORWARD
other_block_id = 0
if other_block_position.z == -1:
@@ -139,7 +139,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
other_block_id = data[other_block_position]
if block_id != other_block_id and is_block_transparent(other_block_id):
_draw_block_face(surface_tool, [verts[6], verts[4], verts[2], verts[0]], uvs)
other_block_position = block_sub_position + Vector3.BACK
other_block_id = 0
if other_block_position.z == CHUNK_SIZE:
@@ -148,7 +148,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
other_block_id = data[other_block_position]
if block_id != other_block_id and is_block_transparent(other_block_id):
_draw_block_face(surface_tool, [verts[3], verts[1], verts[7], verts[5]], uvs)
other_block_position = block_sub_position + Vector3.DOWN
other_block_id = 0
if other_block_position.y == -1:
@@ -157,7 +157,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
other_block_id = data[other_block_position]
if block_id != other_block_id and is_block_transparent(other_block_id):
_draw_block_face(surface_tool, [verts[4], verts[5], verts[0], verts[1]], bottom_uvs)
other_block_position = block_sub_position + Vector3.UP
other_block_id = 0
if other_block_position.y == CHUNK_SIZE:
@@ -172,7 +172,7 @@ func _draw_block_face(surface_tool, verts, uvs):
surface_tool.add_uv(uvs[1]); surface_tool.add_vertex(verts[1])
surface_tool.add_uv(uvs[2]); surface_tool.add_vertex(verts[2])
surface_tool.add_uv(uvs[3]); surface_tool.add_vertex(verts[3])
surface_tool.add_uv(uvs[2]); surface_tool.add_vertex(verts[2])
surface_tool.add_uv(uvs[1]); surface_tool.add_vertex(verts[1])
surface_tool.add_uv(uvs[0]); surface_tool.add_vertex(verts[0])
@@ -190,7 +190,7 @@ static func calculate_block_uvs(block_id):
# This method only supports square texture sheets.
var row = block_id / TEXTURE_SHEET_WIDTH
var col = block_id % TEXTURE_SHEET_WIDTH
return [
TEXTURE_TILE_SIZE * Vector2(col, row),
TEXTURE_TILE_SIZE * Vector2(col, row + 1),

View File

@@ -7,7 +7,7 @@ onready var voxel_world = $"../VoxelWorld"
func _process(delta):
environment.fog_enabled = Settings.fog_enabled
environment.dof_blur_far_enabled = Settings.fog_enabled
var target_distance = clamp(voxel_world.effective_render_distance, 2, voxel_world.render_distance - 1) * Chunk.CHUNK_SIZE
var rate = delta * 4
if environment.fog_depth_end > target_distance:

View File

@@ -23,14 +23,14 @@ static func random_blocks():
static func flat(chunk_position):
var data = {}
if chunk_position.y != -1:
return data
for x in range(CHUNK_SIZE):
for z in range(CHUNK_SIZE):
data[Vector3(x, 0, z)] = 3
return data
@@ -38,5 +38,5 @@ static func flat(chunk_position):
static func origin_grass(chunk_position):
if chunk_position == Vector3.ZERO:
return {Vector3.ZERO: 3}
return {}

View File

@@ -20,17 +20,17 @@ onready var player = $"../Player"
func _process(_delta):
_set_render_distance(Settings.render_distance)
var player_chunk = (player.transform.origin / Chunk.CHUNK_SIZE).round()
if _deleting or player_chunk != _old_player_chunk:
_delete_far_away_chunks(player_chunk)
_generating = true
if not _generating:
return
# Try to generate chunks ahead of time based on where the player is moving.
player_chunk.y += round(clamp(player.velocity.y, -render_distance / 4, render_distance / 4))
# Check existing chunks within range. If it doesn't exist, create it.
for x in range(player_chunk.x - effective_render_distance, player_chunk.x + effective_render_distance):
for y in range(player_chunk.y - effective_render_distance, player_chunk.y + effective_render_distance):
@@ -38,16 +38,16 @@ func _process(_delta):
var chunk_position = Vector3(x, y, z)
if player_chunk.distance_to(chunk_position) > render_distance:
continue
if _chunks.has(chunk_position):
continue
var chunk = Chunk.new()
chunk.chunk_position = chunk_position
_chunks[chunk_position] = chunk
add_child(chunk)
return
# If we didn't generate any chunks (and therefore didn't return), what next?
if effective_render_distance < render_distance:
# We can move on to the next stage by increasing the effective distance.
@@ -76,7 +76,7 @@ func set_block_global_position(block_global_position, block_id):
else:
chunk.data[sub_position] = block_id
chunk.regenerate()
# We also might need to regenerate some neighboring chunks.
if Chunk.is_block_transparent(block_id):
if sub_position.x == 0:
@@ -108,7 +108,7 @@ func _delete_far_away_chunks(player_chunk):
_old_player_chunk = player_chunk
# If we need to delete chunks, give the new chunk system a chance to catch up.
effective_render_distance = max(1, effective_render_distance - 1)
var deleted_this_frame = 0
# We should delete old chunks more aggressively if moving fast.
# An easy way to calculate this is by using the effective render distance.
@@ -128,7 +128,7 @@ func _delete_far_away_chunks(player_chunk):
# Continue deleting next frame.
_deleting = true
return
# We're done deleting.
_deleting = false