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Renames / fixes for Godot 4
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@@ -250,7 +250,7 @@ Traversal
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The last common use case for the curves is to traverse them. Because of what was mentioned before regarding constant speed, this is also difficult.
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To make this easier, the curves need to be *baked* into equidistant points. This way, they can be approximated with regular interpolation (which can be improved further with a cubic option). To do this, just use the :ref:`Curve.interpolate_baked()<class_Curve_method_interpolate_baked>` method together with
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To make this easier, the curves need to be *baked* into equidistant points. This way, they can be approximated with regular interpolation (which can be improved further with a cubic option). To do this, just use the :ref:`Curve3D.sample_baked()<class_Curve3D_method_sample_baked>` method together with
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:ref:`Curve2D.get_baked_length()<class_Curve2D_method_get_baked_length>`. The first call to either of them will bake the curve internally.
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Traversal at constant speed, then, can be done with the following pseudo-code:
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@@ -68,7 +68,7 @@ Transform interpolation
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-----------------------
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It is also possible to interpolate whole transforms (make sure they have either uniform scale or, at least, the same non-uniform scale).
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For this, the function :ref:`Transform.interpolate_with() <class_Transform_method_interpolate_with>` can be used.
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For this, the function :ref:`Transform3D.interpolate_with() <class_Transform3D_method_interpolate_with>` can be used.
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Here is an example of transforming a monkey from Position1 to Position2:
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@@ -38,7 +38,7 @@ The randomize() method
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----------------------
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In global scope, you can find a :ref:`randomize()
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<class_@GDScript_method_randomize>` method. **This method should be called only
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<class_@GlobalScope_method_randomize>` method. **This method should be called only
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once when your project starts to initialize the random seed.** Calling it
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multiple times is unnecessary and may impact performance negatively.
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@@ -58,7 +58,7 @@ Putting it in your main scene script's ``_ready()`` method is a good choice:
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}
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You can also set a fixed random seed instead using :ref:`seed()
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<class_@GDScript_method_seed>`. Doing so will give you *deterministic* results
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<class_@GlobalScope_method_seed>`. Doing so will give you *deterministic* results
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across runs:
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.. tabs::
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@@ -97,7 +97,7 @@ Getting a random number
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Let's look at some of the most commonly used functions and methods to generate
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random numbers in Godot.
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The function :ref:`randi() <class_@GDScript_method_randi>` returns a random
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The function :ref:`randi() <class_@GlobalScope_method_randi>` returns a random
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number between 0 and 2^32-1. Since the maximum value is huge, you most likely
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want to use the modulo operator (``%``) to bound the result between 0 and the
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denominator:
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@@ -119,7 +119,7 @@ denominator:
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// Prints a random integer between 10 and 60.
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GD.Print(GD.Randi() % 51 + 10);
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:ref:`randf() <class_@GDScript_method_randf>` returns a random floating-point
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:ref:`randf() <class_@GlobalScope_method_randf>` returns a random floating-point
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number between 0 and 1. This is useful to implement a
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:ref:`doc_random_number_generation_weighted_random_probability` system, among
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other things.
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@@ -145,7 +145,7 @@ varying by the deviation (1.0 by default):
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random.Randomize();
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GD.Print(random.Randfn());
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:ref:`rand_range() <class_@GDScript_method_rand_range>` takes two arguments
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:ref:`randf_range() <class_@GlobalScope_method_randf_range>` takes two arguments
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``from`` and ``to``, and returns a random floating-point number between ``from``
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and ``to``:
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@@ -153,12 +153,7 @@ and ``to``:
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.. code-tab:: gdscript GDScript
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# Prints a random floating-point number between -4 and 6.5.
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print(rand_range(-4, 6.5))
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.. code-tab:: csharp
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// Prints a random floating-point number between -4 and 6.5.
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GD.Print(GD.RandRange(-4, 6.5));
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print(randf_range(-4, 6.5))
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:ref:`RandomNumberGenerator.randi_range()
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<class_RandomNumberGenerator_method_randi_range>` takes two arguments ``from``
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@@ -174,7 +169,7 @@ and ``to``, and returns a random integer between ``from`` and ``to``:
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.. code-tab:: csharp
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# Prints a random integer number between -10 and 10.
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// Prints a random integer number between -10 and 10.
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random.Randomize();
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GD.Print(random.RandiRange(-10, 10));
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@@ -328,7 +323,7 @@ We can apply similar logic from arrays to dictionaries as well:
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Weighted random probability
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---------------------------
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The :ref:`randf() <class_@GDScript_method_randf>` method returns a
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The :ref:`randf() <class_@GlobalScope_method_randf>` method returns a
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floating-point number between 0.0 and 1.0. We can use this to create a
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"weighted" probability where different outcomes have different likelihoods:
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