We need your help to make this the best terrain plugin for Godot.
Please see System Architecture to gain an understanding of how the system works. Then review the roadmap for priority of issues.
If you wish to take on a major component, it's best to join our discord server and discuss your plans with Cory to make sure your efforts are aligned with other plans.
Table of Contents
Make sure you are setup to build the plugin from source.
clang-format will adjust the style of your code to a consistent standard. Once you install it you can manually run it on all of your code to see or apply changes, and you can set it up to run automatically upon each commit.
- Download version 13 or later
- Make sure the LLVM binary directory where
clang-format
is stored gets added to thePATH
during installation - Linux/OSX: Install the
clang-format
package, or all ofLLVM
orclang
if your distribution doesn't provide the standalone tool - Windows: Download LLVM for Windows from https://releases.llvm.org/download.html
We use Godot's clang-format hooks that will format your code upon making a commit. Install the hooks into your repo after cloning.
- Copy
tools/hooks/*
into.git/hooks
or runpython tools/install-hooks.py
- View a formatted file, no changes on disk:
clang-format <filenames>
- See what changes would be made:
git-clang-format --diff <filenames>
- Change the files in place:
clang-format -i <filenames>
We use the standard Godot PR workflow. Please submit PRs according to the same process Godot uses.
In general, follow the Godot GDScript style guidelines. In addition:
- All variables and functions are static typed, with a colon then space (eg.
var state: int = 3
) - Auto static typing can be used only when the type is specifically assigned (eg.
var point := Vector2(1, 1)
) - Two blank lines between functions
- Similar to C++ formatting below, except use
float
and no clang-format - Private uniforms are prefaced with
_
and are hidden from the inspector and not accessible via set/get_shader_param()
In general, follow the Godot C++ style guidelines. In addition:
Use const correctness:
- Function parameters that won't be changed (almost all) should be marked const. Exceptions are pointers, or where passing a variable the function is supposed to modify, eg. Terrain3D::_generate_triangles
- Functions that won't change the object should be marked const (e.g. most get_ functions)
Pass by reference:
-
Pass everything larger than 4 bytes by reference, including Ref<> and arrays, dictionaries, RIDs. e.g.
const Transform3D &xform
-
Floats:
-
Use
real_t
instead offloat
-
Format float literals like
0.0f
-
Float literals and
real_t
variables can share operations (e.g.mydouble += 1.0f
) unless the compiler complains. e.g.Math::lerp(mydouble, real_t(0.0f), real_t(1.0f))
Braces:
- Everything braced - no if/for one-liners. Including switch cases
- One line setters/getters can go in the header file
- Opening brace on the initial line (eg.
if (condition) {
), and ending brace at the same tab stop as the initial line
Private & Public:
- Private variables/functions prefaced with
_
- One initial public section for constants
- Private/public/protected for members and functions in that order, in header and cpp files
- Functions in h and cpp files in same order
Other formatting:
- One blank line between functions
- All code passed through clang-format. See above
All PRs that include new methods and features or changed functionality should include documentation updates. This could be in the form of a tutorial page for the user manual, or API changes to the XML Class Reference.
Tutorials and usage documentation lives in doc/docs and is written in Markdown (*.md). Images are stored in images
and videos are stored _static/video.
Pages also need to be included in the table of contents doc/index.rst
. Readthedocs will then be able to find everything it needs to build the html documentation upon a commit.
The class reference documentation that contributors edit is stored in XML files. These files are used as the source for generated documentation.
Edit the class reference according to the Godot class reference primer.
Godot's doc-tool is used to extract or update the class structure from the compiled addon. See below for instructions.
This step isn't required for contributors. You may ask for help generating the XML class structure so you can edit it, or generating the resulting RST files.
- Use a bash shell available in linux, gitforwindows, or Microsoft's WSL.
- Install the following modules using python's pip:
pip install docutils myst-parser sphinx sphinx-rtd-theme sphinx-rtd-dark-mode
. - Edit
doc/build_docs.sh
and adjust the paths to your Godot executable andmake_rst.py
, found in the Godot repository.
- Build Terrain3D with your updated code.
- Within the
doc
folder, run./build_docs.sh
. The following will occur:
- The Godot executable dumps the XML structure for all classes, including those of installed addons.
- Any existing XML files (eg Terrain3D*) will be updated with the new structure, leaving prior written documentation.
- Sphinx RST files are generated from the XML files.
- All non-Terrain3D XML files are removed.
- A local html copy of the docs are generated from the Markdown and RST files, and a browser is open to view them.
- Fill in the XML files with documentation of the new generated structure and make any other changes to the Markdown files.
- Run the script again to update the RST files. This isn't necessary for Markdown updates, except to view the changes locally.
- Push your updates to the Markdown, XML, and RST files to the repository. Due to the nature of generation scripts, carefully review the changes so you only push those you intend.
- Readthedocs will detect commits to the main tree and will build the online html docs from the Markdown and RST files.