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Fix inconsistent indentation from mixed tab/spaces

For some reason in most cases the indent for the first 2 lines of code examples were space indented while the 3rd line was tab indented which resulted in excessive indentation for the 3rd line when rendered.

Replaced tabs with spaces in these and a couple of other cases.
follower 6 years ago
parent
commit
65ac51d4a9
1 changed files with 9 additions and 9 deletions
  1. 9 9
      tutorials/3d/vertex_animation/animating_thousands_of_fish.rst

+ 9 - 9
tutorials/3d/vertex_animation/animating_thousands_of_fish.rst

@@ -80,13 +80,13 @@ We construct a rotation matrix like so:
   //angle is scaled by 0.1 so that the fish only pivots and doesn't rotate all the way around
   //pivot is a uniform float
   float pivot_angle = cos(time) * 0.1 * pivot;
-	mat2 rotation_matrix = mat2(vec2(cos(pivot_angle), -sin(pivot_angle)), vec2(sin(pivot_angle), cos(pivot_angle)));
+  mat2 rotation_matrix = mat2(vec2(cos(pivot_angle), -sin(pivot_angle)), vec2(sin(pivot_angle), cos(pivot_angle)));
 
 And then we apply it in the ``x`` and ``z`` axes by multiplying it by ``VERTEX.xz``.
 
 .. code-block:: glsl
 
-	VERTEX.xz = rotation_matrix * VERTEX.xz;
+  VERTEX.xz = rotation_matrix * VERTEX.xz;
 
 With only the pivot applied you should see something like this:
 
@@ -121,14 +121,14 @@ we first  construct a rotation matrix.
 
   //twist is a uniform float
   float twist_angle = cos(time + body) * 0.3 * twist;
-	mat2 twist_matrix = mat2(vec2(cos(twist_angle), -sin(twist_angle)), vec2(sin(twist_angle), cos(twist_angle)));
+  mat2 twist_matrix = mat2(vec2(cos(twist_angle), -sin(twist_angle)), vec2(sin(twist_angle), cos(twist_angle)));
 
 We apply the rotation in the ``xy`` axes so that the fish appears to roll around its spine. For 
 this to work, the fishes spine needs to be centered on the ``z`` axis.
 
 .. code-block:: glsl
 
-	VERTEX.xy = twist_matrix * VERTEX.xy;
+  VERTEX.xy = twist_matrix * VERTEX.xy;
 
 Here is the fish with twist applied:
 
@@ -219,10 +219,10 @@ to loop over all the instances and set their transform to a random position.
 
 ::
   
-	for i in range($School.multimesh.instance_count):
-		var position = Transform()
-		position = position.translated(Vector3(randf() * 100 - 50, randf() * 50 - 25, randf() * 50 - 25))
-		$School.multimesh.set_instance_transform(i, position)
+  for i in range($School.multimesh.instance_count):
+    var position = Transform()
+    position = position.translated(Vector3(randf() * 100 - 50, randf() * 50 - 25, randf() * 50 - 25))
+    $School.multimesh.set_instance_transform(i, position)
 
 Running this script will place the fish in random positions in a box around the position of the
 MultiMeshInstance.
@@ -244,7 +244,7 @@ We do that by adding the per-instance custom value ``INSTANCE_CUSTOM`` to ``time
 
 .. code-block:: glsl
 
- 	float time = (TIME * time_scale) + (6.28318 * INSTANCE_CUSTOM.x);
+  float time = (TIME * time_scale) + (6.28318 * INSTANCE_CUSTOM.x);
 
 Next, we need to pass a value into ``INSTANCE_CUSTOM``. We do that by adding one line into 
 the ``for`` loop from above. In the ``for`` loop we assign each instance a set of four