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[-] Replace non-breaking spaces with ASCII spaces

Tim Klein vor 3 Jahren
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  1. 39 39
      tutorials/navigation/real_time_navigation_3d.rst

+ 39 - 39
tutorials/navigation/real_time_navigation_3d.rst

@@ -1,64 +1,64 @@
-.. _doc_real_time_navigation_3d:
+.. _doc_real_time_navigation_3d:
 
-Real Time Navigation (3D)
+Real Time Navigation (3D)
 =========================
 
 Introduction
 ------------
 
-Godot provides two nodes which can be used to achieve real time navigation
-in a 3D environment, :ref:`Navigation <class_Navigation>` and :ref:`NavigationMeshInstance <class_NavigationMeshInstance>`.
+Godot provides two nodes which can be used to achieve real time navigation
+in a 3D environment, :ref:`Navigation <class_Navigation>` and :ref:`NavigationMeshInstance <class_NavigationMeshInstance>`.
 
-A navigation mesh instance is used to hold a :ref:`NavigationMesh <class_NavigationMesh>`,
-which defines what areas in a scene can be navigated to. The :ref:`Navigation <class_Navigation>`
-node is then used for pathfinding with the navigation mesh.
+A navigation mesh instance is used to hold a :ref:`NavigationMesh <class_NavigationMesh>`,
+which defines what areas in a scene can be navigated to. The :ref:`Navigation <class_Navigation>`
+node is then used for pathfinding with the navigation mesh.
 
-Setting up navigation
+Setting up navigation
 ---------------------
 
-To add navigation to a scene you need to add a navigation node, then
-a navigation mesh instance as a child of the navigation node. With the
-navigation mesh instance selected you need to go to the inspector and
-create a new navigation mesh.
+To add navigation to a scene you need to add a navigation node, then
+a navigation mesh instance as a child of the navigation node. With the
+navigation mesh instance selected you need to go to the inspector and
+create a new navigation mesh.
 
-.. image:: img/new_navigation_mesh.png
+.. image:: img/new_navigation_mesh.png
 
-Click on the navigation mesh and you can now alter the properties that
-define how the navigation mesh is generated. You can find a full
-description for each of the properties in the class reference here:
+Click on the navigation mesh and you can now alter the properties that
+define how the navigation mesh is generated. You can find a full
+description for each of the properties in the class reference here:
 :ref:`NavigationMesh <class_NavigationMesh>`.
 
-After making the changes you want the mesh can be generated by clicking
-**Bake NavMesh** in the toolbar.
+After making the changes you want the mesh can be generated by clicking
+**Bake NavMesh** in the toolbar.
 
-.. image:: img/bake_navmesh.png
+.. image:: img/bake_navmesh.png
 
-Once the mesh has finished generating you should see the transparent
-navigation mesh above the areas in your scene that can be navigated to.
+Once the mesh has finished generating you should see the transparent
+navigation mesh above the areas in your scene that can be navigated to.
 
-.. image:: img/baked_navmesh.png
+.. image:: img/baked_navmesh.png
 
-Keep in mind that the navmesh shows where the center of an entity can
-go. For example, if you set the agent radius to 0.5 then your
-navigation mesh will have a distance of 0.5 from any ledges or walls
-to prevent clipping into the wall or hanging off of the edge.
+Keep in mind that the navmesh shows where the center of an entity can
+go. For example, if you set the agent radius to 0.5 then your
+navigation mesh will have a distance of 0.5 from any ledges or walls
+to prevent clipping into the wall or hanging off of the edge.
 
-Generating a path
+Generating a path
 -----------------
 
-To get a path between two areas on a map you use the navigation node
-method ``get_simple_path()``. The first argument is a Vector3 of the
-starting location, the next is a Vector3 of the end location. And the
-last argument is a boolean for whether or not agent properties of a
-navmesh are considered when generating a path.
+To get a path between two areas on a map you use the navigation node
+method ``get_simple_path()``. The first argument is a Vector3 of the
+starting location, the next is a Vector3 of the end location. And the
+last argument is a boolean for whether or not agent properties of a
+navmesh are considered when generating a path.
 
-The method will return a :ref:`PoolVector3Array <class_PoolVector3Array>` consisting of
-points that make a path. If there is no way to navigate to the end
-location the method will return a blank :ref:`PoolVector3Array <class_PoolVector3Array>`.
+The method will return a :ref:`PoolVector3Array <class_PoolVector3Array>` consisting of
+points that make a path. If there is no way to navigate to the end
+location the method will return a blank :ref:`PoolVector3Array <class_PoolVector3Array>`.
 
-Official example project
+Official example project
 ------------------------
 
-There is an official example project on how to use 3D navigation.
-You can find the repository `here <https://github.com/godotengine/godot-demo-projects/tree/master/3d/navmesh>`__.
-It can also be found in the asset library.
+There is an official example project on how to use 3D navigation.
+You can find the repository `here <https://github.com/godotengine/godot-demo-projects/tree/master/3d/navmesh>`__.
+It can also be found in the asset library.