Improve style in many demos (#1263)

This commit is contained in:
Aaron Franke
2025-10-11 05:03:59 -07:00
committed by GitHub
parent 0ae09b7e5a
commit 520b4a7870
197 changed files with 904 additions and 766 deletions

View File

@@ -1,25 +1,27 @@
extends Camera3D
const MOUSE_SENSITIVITY = 0.002
const MOVE_SPEED = 1.5
var rot := Vector3()
var velocity := Vector3()
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
func _input(input_event: InputEvent) -> void:
# Mouse look (only if the mouse is captured).
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if input_event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
# Horizontal mouse look.
rot.y -= event.screen_relative.x * MOUSE_SENSITIVITY
rot.y -= input_event.screen_relative.x * MOUSE_SENSITIVITY
# Vertical mouse look.
rot.x = clamp(rot.x - event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
rot.x = clamp(rot.x - input_event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
transform.basis = Basis.from_euler(rot)
if event.is_action_pressed(&"toggle_mouse_capture"):
if input_event.is_action_pressed(&"toggle_mouse_capture"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:

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@@ -1,24 +1,25 @@
extends Node3D
var open := false
var open: bool = false
func _input(event: InputEvent) -> void:
if event.is_action_pressed(&"toggle_doors"):
if open:
# Close the door.
# The occluder will be re-enabled when the animation ends
# using `_on_animation_player_animation_finished()`.
$AnimationPlayer.play_backwards(&"open")
open = false
else:
# Open the door.
$AnimationPlayer.play(&"open")
open = true
# Disable the occluder as soon as the door starts opening.
# The occluder is not part of the pivot to prevent it from having its
# position changed every frame, which causes the occlusion culling BVH
# to be rebuilt each frame. This causes a CPU performance penalty.
$OccluderInstance3D.visible = false
func _input(input_event: InputEvent) -> void:
if not input_event.is_action_pressed(&"toggle_doors"):
return
if open:
# Close the door.
# The occluder will be re-enabled when the animation ends
# using `_on_animation_player_animation_finished()`.
$AnimationPlayer.play_backwards(&"open")
open = false
else:
# Open the door.
$AnimationPlayer.play(&"open")
open = true
# Disable the occluder as soon as the door starts opening.
# The occluder is not part of the pivot to prevent it from having its
# position changed every frame, which causes the occlusion culling BVH
# to be rebuilt each frame. This causes a CPU performance penalty.
$OccluderInstance3D.visible = false
func _on_animation_player_animation_finished(_anim_name: StringName) -> void:

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@@ -1,16 +1,17 @@
extends Node3D
func _input(event: InputEvent) -> void:
if event.is_action_pressed(&"toggle_occlusion_culling"):
func _input(input_event: InputEvent) -> void:
if input_event.is_action_pressed(&"toggle_occlusion_culling"):
get_viewport().use_occlusion_culling = not get_viewport().use_occlusion_culling
update_labels()
if event.is_action_pressed(&"toggle_mesh_lod"):
if input_event.is_action_pressed(&"toggle_mesh_lod"):
get_viewport().mesh_lod_threshold = 1.0 if is_zero_approx(get_viewport().mesh_lod_threshold) else 0.0
update_labels()
if event.is_action_pressed(&"cycle_draw_mode"):
if input_event.is_action_pressed(&"cycle_draw_mode"):
get_viewport().debug_draw = wrapi(get_viewport().debug_draw + 1, 0, 5) as Viewport.DebugDraw
update_labels()
if event.is_action_pressed(&"toggle_vsync"):
if input_event.is_action_pressed(&"toggle_vsync"):
if DisplayServer.window_get_vsync_mode() == DisplayServer.VSYNC_DISABLED:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
else: