Removing trailing whitespace

With `sed -i $(rg -l '[[:blank:]]*$' -g'!classes') -e 's/[[:blank:]]*$//g'`
This commit is contained in:
Rémi Verschelde
2018-11-20 11:08:14 +01:00
parent a0e32ac017
commit 4ef06a4135
69 changed files with 739 additions and 740 deletions

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@@ -201,7 +201,7 @@ that hasn't been translated, rotated or scaled.
var m = Transform2D()
print(m)
# prints: ((1, 0), (0, 1), (0, 0))
.. code-tab:: csharp
@@ -442,7 +442,7 @@ If the matrix is orthonormal, then:
.. tabs::
.. code-tab:: gdscript GDScript
# if m is orthonormal, then
pos = mi.xform(pos)
# is the same is

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@@ -158,7 +158,7 @@ the velocity to the current position.
.. image:: img/vector_movement1.png
.. tip:: Velocity measures the **change** in position per unit of time. The
.. tip:: Velocity measures the **change** in position per unit of time. The
new position is found by adding velocity to the previous position.
- Pointing toward a target
@@ -189,14 +189,14 @@ by its magnitude:
.. code-tab:: gdscript GDScript
var a = Vector2(2, 4)
var m = sqrt(a.x*a.x + a.y*a.y) # get magnitude "m" using the Pythagorean theorem
var m = sqrt(a.x*a.x + a.y*a.y) # get magnitude "m" using the Pythagorean theorem
a.x /= m
a.y /= m
.. code-tab:: csharp
var a = new Vector2(2, 4);
var m = Mathf.Sqrt(a.x*a.x + a.y*a.y); // get magnitude "m" using the Pythagorean theorem
var m = Mathf.Sqrt(a.x*a.x + a.y*a.y); // get magnitude "m" using the Pythagorean theorem
a.x /= m;
a.y /= m;
@@ -249,7 +249,7 @@ to handle this. Here is a GDScript example of the diagram above using a
move_and_collide(reflect)
.. code-tab:: csharp
// KinematicCollision2D contains information about the collision
KinematicCollision2D collision = MoveAndCollide(_velocity * delta);
if (collision != null)
@@ -270,13 +270,13 @@ direction, a scalar value has only magnitude.
The formula for dot product takes two common forms:
.. math::
A \cdot B = \left \| A \right \|\left \| B \right \|\cos \Theta
and
.. math::
A \cdot B = A_{x}B_{x} + A_{y}B_{y}
However, in most cases it is easiest to use the built-in method. Note that

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@@ -261,7 +261,7 @@ Code should be something like this:
break; // with one that fails, it's enough
}
}
Pretty cool, huh? But this gets much better! With a little more effort,
similar logic will let us know when two convex polygons are overlapping
too. This is called the Separating Axis Theorem (or SAT) and most
@@ -328,7 +328,7 @@ Code should be something like this:
break;
}
}
if (allOut)
{
// a separating plane was found
@@ -353,7 +353,7 @@ Code should be something like this:
break;
}
}
if (allOut)
{
overlapping = false;
@@ -481,7 +481,7 @@ So the final algorithm is something like:
print("Polygons collided!")
.. code-tab:: csharp
var overlapping = true;
foreach (Plane plane in planesOfA)
@@ -520,7 +520,7 @@ So the final algorithm is something like:
break;
}
}
if (allOut)
{
overlapping = false;