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Corrected function/variable cases for C# examples (#1583)
* Corrected function/variable cases for C# examples This commit corrects a few charecter cases in relation to godot/modules/mono/glue/cs_files/Mathf.cs. The documentation currently states Pi is defined as `Mathf.PI`, while it's actually `Mathf.Pi`. The same mistake was found and fixed for some misc. arithmetical functions. * Reverted Pi to PI
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committed by
Chris Bradfield
parent
1ba00e422a
commit
70abc39b59
@@ -26,8 +26,8 @@ Math
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----
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Math functions like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2`` are
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located under ``Mathf`` instead of in global scope.
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``PI`` is ``Mathf.PI``
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located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``, instead of in global scope.
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``PI`` is ``Mathf.Pi``
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Random
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------
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@@ -803,13 +803,13 @@ Add the following code:
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AddChild(mobInstance);
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// Set the mob's direction perpendicular to the path direction.
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var direction = mobSpawnLocation.Rotation + Mathf.PI / 2;
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var direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;
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// Set the mob's position to a random location.
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mobInstance.Position = mobSpawnLocation.Position;
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// Add some randomness to the direction.
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direction += RandRand(-Mathf.PI / 4, Mathf.PI / 4);
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direction += RandRand(-Mathf.Pi / 4, Mathf.Pi / 4);
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mobInstance.Rotation = direction;
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// Choose the velocity.
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@@ -233,7 +233,7 @@ Rotating Transform2D is done by using the "rotated" function:
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.. code-tab:: csharp
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var m = Transform2D.Identity;
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m = m.Rotated(Mathf.PI / 2); // rotate 90°
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m = m.Rotated(Mathf.Pi / 2); // rotate 90°
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.. image:: img/tutomat12.png
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@@ -255,7 +255,7 @@ the origin:
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// Move 2 units to the right
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var m = Transform2D.Identity;
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m = m.Rotated(Mathf.PI / 2); // rotate 90°
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m = m.Rotated(Mathf.Pi / 2); // rotate 90°
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m[2] += new Vector2(2, 0);
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.. image:: img/tutomat13.png
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@@ -279,7 +279,7 @@ method:
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// Move 2 units towards where the basis is oriented
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var m = Transform2D.Identity;
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m = m.Rotated(Mathf.PI / 2); // rotate 90°
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m = m.Rotated(Mathf.Pi / 2); // rotate 90°
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m = m.Translated(new Vector2(2, 0));
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.. image:: img/tutomat14.png
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@@ -699,7 +699,7 @@ that can point to any direction, but length must be one (1.0).
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// rotate in Y axis
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var m3 = Basis.Identity;
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m3 = m3.Rotated(new Vector3(0, 1, 0), Mathf.PI / 2);
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m3 = m3.Rotated(new Vector3(0, 1, 0), Mathf.Pi / 2);
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Transform
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---------
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