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Merge pull request #7258 from jynus/issue7247

Update usages of obsolete rad2deg() and deg2rad() in docs
Max Hilbrunner 2 years ago
parent
commit
0dcaaefac8

+ 2 - 2
getting_started/first_2d_game/05.the_main_game_scene.rst

@@ -392,8 +392,8 @@ Note that a new instance must be added to the scene using ``add_child()``.
                not degrees. Pi represents a half turn in radians, about
                ``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``).
                If you're more comfortable working with degrees, you'll need to
-               use the ``deg2rad()`` and ``rad2deg()`` functions to convert
-               between the two.
+               use the ``deg_to_rad()`` and ``rad_to_deg()`` functions to
+               convert between the two.
 
 Testing the scene
 ~~~~~~~~~~~~~~~~~

+ 2 - 2
tutorials/2d/custom_drawing_in_2d.rst

@@ -227,7 +227,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
         var points_arc = PackedVector2Array()
 
         for i in range(nb_points + 1):
-            var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
+            var angle_point = deg_to_rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
             points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
 
         for index_point in range(nb_points):
@@ -242,7 +242,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
 
         for (int i = 0; i <= nbPoints; i++)
         {
-            float anglePoint = Mathf.Deg2Rad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f);
+            float anglePoint = Mathf.DegToRad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f);
             pointsArc[i] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius;
         }
 

+ 1 - 1
tutorials/performance/using_servers.rst

@@ -116,7 +116,7 @@ This is an example of how to create a sprite from code and move it using the low
         # Add it, centered.
         RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(texture.get_size() / 2, texture.get_size()), texture)
         # Add the item, rotated 45 degrees and translated.
-        var xform = Transform2D().rotated(deg2rad(45)).translated(Vector2(20, 30))
+        var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30))
         RenderingServer.canvas_item_set_transform(ci_rid, xform)
 
 The Canvas Item API in the server allows you to add draw primitives to it. Once added, they can't be modified.

+ 4 - 4
tutorials/scripting/evaluating_expressions.rst

@@ -8,7 +8,7 @@ Godot provides an :ref:`class_Expression` class you can use to evaluate expressi
 An expression can be:
 
 - A mathematical expression such as ``(2 + 4) * 16/4.0``.
-- A built-in method call like ``deg2rad(90)``.
+- A built-in method call like ``deg_to_rad(90)``.
 - A method call on an user-provided script like ``update_health()``,
   if ``base_instance`` is set to a value other than ``null`` when calling
   :ref:`Expression.execute() <class_Expression_method_execute>`.
@@ -145,8 +145,8 @@ The script below demonstrates what the Expression class is capable of::
         # Math expression with variables.
         evaluate("x + y", ["x", "y"], [60, 100])
 
-        # Call built-in method (hardcoded in the Expression class).
-        evaluate("deg2rad(90)")
+        # Call built-in method (built-in math function call).
+        evaluate("deg_to_rad(90)")
 
         # Call user method (defined in the script).
         # We can do this because the expression execution is bound to `self`
@@ -182,7 +182,7 @@ The output from the script will be::
 
     4
     160
-    1.570796
+    1.5707963267949
 
     You called 'call_me()' in the expression text.
     1365