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improve naming in c# samples

Kelly thomas 7 lat temu
rodzic
commit
16c0fe7130
1 zmienionych plików z 47 dodań i 50 usunięć
  1. 47 50
      tutorials/math/vectors_advanced.rst

+ 47 - 50
tutorials/math/vectors_advanced.rst

@@ -86,7 +86,7 @@ to reach a point in the plane, you will just do:
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    var point_in_plane = N * D;
+    var pointInPlane = N * D;
 
 
 This will stretch (resize) the normal vector and make it touch the
 This will stretch (resize) the normal vector and make it touch the
 plane. This math might seem confusing, but it's actually much simpler
 plane. This math might seem confusing, but it's actually much simpler
@@ -140,7 +140,7 @@ so doing:
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    var inverted_plane = -plane;
+    var invertedPlane = -plane;
 
 
 Will work as expected.
 Will work as expected.
 
 
@@ -191,14 +191,13 @@ degrees to either side:
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
     // calculate vector from a to b
     // calculate vector from a to b
-    var dvec = (point_b - point_a).Normalized();
+    var dvec = (pointB - pointA).Normalized();
     // rotate 90 degrees
     // rotate 90 degrees
     var normal = new Vector2(dvec.y, -dvec.x);
     var normal = new Vector2(dvec.y, -dvec.x);
     // or alternatively
     // or alternatively
     // var normal = new Vector2(-dvec.y, dvec.x);
     // var normal = new Vector2(-dvec.y, dvec.x);
     // depending the desired side of the normal
     // depending the desired side of the normal
 
 
-
 The rest is the same as the previous example, either point_a or
 The rest is the same as the previous example, either point_a or
 point_b will work since they are in the same plane:
 point_b will work since they are in the same plane:
 
 
@@ -213,10 +212,9 @@ point_b will work since they are in the same plane:
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
     var N = normal;
     var N = normal;
-    var D = normal.Dot(point_a);
+    var D = normal.Dot(pointA);
     // this works the same
     // this works the same
-    // var D = normal.Dot(point_b);
-
+    // var D = normal.Dot(pointB);
 
 
 Doing the same in 3D is a little more complex and will be explained
 Doing the same in 3D is a little more complex and will be explained
 further down.
 further down.
@@ -319,19 +317,19 @@ Code should be something like this:
 
 
         var overlapping = true;
         var overlapping = true;
 
 
-        foreach (Plane p in planes_of_A)
+        foreach (Plane plane in planesOfA)
         {
         {
-            var all_out = true;
-            foreach (Vector3 v in points_of_B)
+            var allOut = true;
+            foreach (Vector3 point in pointsOfB)
             {
             {
-                if (p.DistanceTo(v) < 0)
+                if (plane.DistanceTo(point) < 0)
                 {
                 {
-                    all_out = false;
+                    allOut = false;
                     break;
                     break;
                 }
                 }
             }
             }
             
             
-            if (all_out)
+            if (allOut)
             {
             {
                 // a separating plane was found
                 // a separating plane was found
                 // do not continue testing
                 // do not continue testing
@@ -344,19 +342,19 @@ Code should be something like this:
         {
         {
             // only do this check if no separating plane
             // only do this check if no separating plane
             // was found in planes of A
             // was found in planes of A
-            foreach (Plane p in planes_of_B)
+            foreach (Plane plane in planesOfB)
             {
             {
-                var all_out = true;
-                foreach (Vector3 v in points_of_A)
+                var allOut = true;
+                foreach (Vector3 point in pointsOfA)
                 {
                 {
-                    if (p.DistanceTo(v) < 0)
+                    if (plane.DistanceTo(point) < 0)
                     {
                     {
-                        all_out = false;
+                        allOut = false;
                         break;
                         break;
                     }
                     }
                 }
                 }
                 
                 
-                if (all_out)
+                if (allOut)
                 {
                 {
                     overlapping = false;
                     overlapping = false;
                     break;
                     break;
@@ -369,7 +367,6 @@ Code should be something like this:
             GD.Print("Polygons Collided!");
             GD.Print("Polygons Collided!");
         }
         }
 
 
-
 As you can see, planes are quite useful, and this is the tip of the
 As you can see, planes are quite useful, and this is the tip of the
 iceberg. You might be wondering what happens with non convex polygons.
 iceberg. You might be wondering what happens with non convex polygons.
 This is usually just handled by splitting the concave polygon into
 This is usually just handled by splitting the concave polygon into
@@ -488,19 +485,19 @@ So the final algorithm is something like:
  
  
     var overlapping = true;
     var overlapping = true;
 
 
-    foreach (Plane p in planes_of_A)
+    foreach (Plane plane in planesOfA)
     {
     {
-        var all_out = true;
-        foreach (Vector3 v in points_of_B)
+        var allOut = true;
+        foreach (Vector3 point in pointsOfB)
         {
         {
-            if (p.DistanceTo(v) < 0)
+            if (plane.DistanceTo(point) < 0)
             {
             {
-                all_out = false;
+                allOut = false;
                 break;
                 break;
             }
             }
         }
         }
 
 
-        if (all_out)
+        if (allOut)
         {
         {
             // a separating plane was found
             // a separating plane was found
             // do not continue testing
             // do not continue testing
@@ -513,19 +510,19 @@ So the final algorithm is something like:
     {
     {
         // only do this check if no separating plane
         // only do this check if no separating plane
         // was found in planes of A
         // was found in planes of A
-        foreach (Plane p in planes_of_B)
+        foreach (Plane plane in planesOfB)
         {
         {
-            var all_out = true;
-            foreach (Vector3 v in points_of_A)
+            var allOut = true;
+            foreach (Vector3 point in pointsOfA)
             {
             {
-                if (p.DistanceTo(v) < 0)
+                if (plane.DistanceTo(point) < 0)
                 {
                 {
-                    all_out = false;
+                    allOut = false;
                     break;
                     break;
                 }
                 }
             }
             }
             
             
-            if (all_out)
+            if (allOut)
             {
             {
                 overlapping = false;
                 overlapping = false;
                 break;
                 break;
@@ -535,42 +532,42 @@ So the final algorithm is something like:
 
 
     if (overlapping)
     if (overlapping)
     {
     {
-        foreach (Vector3 ea in edges_of_A)
+        foreach (Vector3 edgeA in edgesOfA)
         {
         {
-            foreach (Vector3 eb in edges_of_B)
+            foreach (Vector3 edgeB in edgesOfB)
             {
             {
-                var n = ea.Cross(eb);
-                if (n.Length() == 0)
+                var normal = edgeA.Cross(edgeB);
+                if (normal.Length() == 0)
                 {
                 {
                     continue;
                     continue;
                 }
                 }
 
 
-                var max_A = float.MinValue; // tiny number
-                var min_A = float.MaxValue; // huge number
+                var maxA = float.MinValue; // tiny number
+                var minA = float.MaxValue; // huge number
 
 
                 // we are using the dot product directly
                 // we are using the dot product directly
                 // so we can map a maximum and minimum range
                 // so we can map a maximum and minimum range
                 // for each polygon, then check if they
                 // for each polygon, then check if they
                 // overlap.
                 // overlap.
 
 
-                foreach (Vector3 v in points_of_A)
+                foreach (Vector3 point in pointsOfA)
                 {
                 {
-                    var d = n.Dot(v);
-                    max_A = Mathf.Max(max_A, d);
-                    min_A = Mathf.Min(min_A, d);
+                    var distance = normal.Dot(point);
+                    maxA = Mathf.Max(maxA, distance);
+                    minA = Mathf.Min(minA, distance);
                 }
                 }
 
 
-                var max_B = float.MinValue; // tiny number
-                var min_B = float.MaxValue; // huge number
+                var maxB = float.MinValue; // tiny number
+                var minB = float.MaxValue; // huge number
 
 
-                foreach (Vector3 v in points_of_B)
+                foreach (Vector3 point in pointsOfB)
                 {
                 {
-                    var d = n.Dot(v);
-                    max_B = Mathf.Max(max_B, d);
-                    min_B = Mathf.Min(min_B, d);
+                    var distance = normal.Dot(point);
+                    maxB = Mathf.Max(maxB, distance);
+                    minB = Mathf.Min(minB, distance);
                 }
                 }
 
 
-                if (min_A > max_B || min_B > max_A)
+                if (minA > maxB || minB > maxA)
                 {
                 {
                     // not overlapping!
                     // not overlapping!
                     overlapping = false;
                     overlapping = false;
@@ -589,4 +586,4 @@ So the final algorithm is something like:
     if (overlapping)
     if (overlapping)
     {
     {
         GD.Print("Polygons Collided!");
         GD.Print("Polygons Collided!");
-    }
+    }