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growingbrain 2 年 前
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ac6b144f23

+ 2 - 2
tutorials/navigation/navigation_introduction_2d.rst

@@ -27,7 +27,7 @@ Godot provides the following objects and classes for 2D navigation:
         - NavMap RID
             Reference to a specific navigation map that holds regions and agents.
             The map will attempt to join changed navigation meshes of regions by proximity.
-            The map will synchronise regions and agents each physics frame.
+            The map will synchronize regions and agents each physics frame.
         - NavRegion RID
             Reference to a specific navigation region that can hold navigation mesh data.
             The region can be enabled / disabled or the use restricted with a navigationlayer bitmask.
@@ -208,5 +208,5 @@ NavigationServer2D and a NavigationAgent2D for path movement.
 
 .. note::
 
-    On the first frame the NavigationServer map has not synchronised region data and any path query
+    On the first frame the NavigationServer map has not synchronized region data and any path query
     will return empty. Await one frame to pause scripts until the NavigationServer had time to sync.

+ 2 - 2
tutorials/navigation/navigation_introduction_3d.rst

@@ -30,7 +30,7 @@ Godot provides the following objects and classes for 3D navigation:
         - NavMap RID
             Reference to a specific navigation map that holds regions and agents.
             The map will attempt to join changed navigation meshes of regions by proximity.
-            The map will synchronise regions and agents each physics frame.
+            The map will synchronize regions and agents each physics frame.
         - NavRegion RID
             Reference to a specific navigation region that can hold navigation mesh data.
             The region can be enabled / disabled or the use restricted with a navigationlayer bitmask.
@@ -212,5 +212,5 @@ a NavigationAgent3D for path movement.
 
 .. note::
 
-    On the first frame the NavigationServer map has not synchronised region data and any path query
+    On the first frame the NavigationServer map has not synchronized region data and any path query
     will return empty. Await one frame to pause scripts until the NavigationServer had time to sync.

+ 2 - 2
tutorials/navigation/navigation_optimizing_performance.rst

@@ -98,14 +98,14 @@ This performance drop is "normal" and the result of a too large, too unoptimized
 In normal path searches where the target position can be reached quickly the pathfinding will do an early exit as soon as the position is reached which can hide this lack of optimization for a while.
 If the target position can not be reached the pathfinding has to do a far longer search through the available polygons to confirm that the position is absolutely not reachable.
 
-Performance problems with navigation map synchronisation
+Performance problems with navigation map synchronization
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 .. tip::
 
     Merge navigation meshes polygons by vertex instead of by edge connection wherever possible.
 
-When changes are made to e.g. navigation meshes or navigation regions, the NavigationServer needs to synchronise the navigation map.
+When changes are made to e.g. navigation meshes or navigation regions, the NavigationServer needs to synchronize the navigation map.
 Depending on the complexity of navigation meshes, this can take a significant amount of time which may impact the framerate.
 
 The NavigationServer merges navigation meshes either by vertex or by edge connection.

+ 14 - 14
tutorials/navigation/navigation_using_navigationservers.rst

@@ -18,30 +18,30 @@ To work with the NavigationServer means to prepare parameters for a ``query`` th
 To reference the internal NavigationServer objects like maps, regions and agents RIDs are used as identification numbers.
 Every navigation related node in the SceneTree has a function that returns the RID for this node.
 
-Threading and Synchronisation
+Threading and Synchronization
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 The NavigationServer does not update every change immediately but waits until
-the end of the ``physics_frame`` to synchronise all the changes together.
+the end of the ``physics_frame`` to synchronize all the changes together.
 
-Waiting for synchronisation is required to apply changes to all maps, regions and agents.
-Synchronisation is done because some updates like a recalculation of the entire navigation map are very expensive and require updated data from all other objects.
+Waiting for synchronization is required to apply changes to all maps, regions and agents.
+Synchronization is done because some updates like a recalculation of the entire navigation map are very expensive and require updated data from all other objects.
 Also the NavigationServer uses a ``threadpool`` by default for some functionality like avoidance calculation between agents.
 
 Waiting is not required for most ``get()`` functions that only request data from the NavigationServer without making changes.
 Note that not all data will account for changes made in the same frame.
-E.g. if an avoidance ``agent`` changed the navigation ``map`` this frame the ``agent_get_map()`` function will still return the old map before the synchronisation.
+E.g. if an avoidance ``agent`` changed the navigation ``map`` this frame the ``agent_get_map()`` function will still return the old map before the synchronization.
 The exception to this are nodes that store their values internally before sending the update to the NavigationServer.
 When a getter on a node is used for a value that was updated in the same frame it will return the already updated value stored on the node.
 
-The NavigationServer is ``thread-safe`` as it places all API calls that want to make changes in a queue to be executed in the synchronisation phase.
-Synchronisation for the NavigationServer happens in the middle of the physics frame after scene input from scripts and nodes are all done.
+The NavigationServer is ``thread-safe`` as it places all API calls that want to make changes in a queue to be executed in the synchronization phase.
+Synchronization for the NavigationServer happens in the middle of the physics frame after scene input from scripts and nodes are all done.
 
 .. note::
     The important takeaway is that most NavigationServer changes take effect after the next physics frame and not immediately.
     This includes all changes made by navigation related nodes in the SceneTree or through scripts.
 
-The following functions will be executed in the synchronisation phase only:
+The following functions will be executed in the synchronization phase only:
 
 - map_set_active()
 - map_set_up()
@@ -97,7 +97,7 @@ as well and both 2D and 3D avoidance agents can exist on the same map.
 .. warning::
     It is not possible to use NavigationServer2D while disabling 3D on a Godot custom build.
 
-Waiting for synchronisation
+Waiting for synchronization
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 At the start of the game, a new scene or procedural navigation changes any path query to a NavigationServer will return empty or wrong.
@@ -105,7 +105,7 @@ At the start of the game, a new scene or procedural navigation changes any path
 The navigation map is still empty or not updated at this point.
 All nodes from the SceneTree need to first upload their navigation related data to the NavigationServer.
 Each added or changed map, region or agent need to be registered with the NavigationServer.
-Afterward the NavigationServer requires a ``physics_frame`` for synchronisation to update the maps, regions and agents.
+Afterward the NavigationServer requires a ``physics_frame`` for synchronization to update the maps, regions and agents.
 
 One workaround is to make a deferred call to a custom setup function (so all nodes are ready).
 The setup function makes all the navigation changes, e.g. adding procedural stuff.
@@ -167,7 +167,7 @@ Server Avoidance Callbacks
 ~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 If RVO avoidance agents are registered for avoidance callbacks the NavigationServer dispatches
-their ``safe_velocity`` signals just before the PhysicsServer synchronisation.
+their ``safe_velocity`` signals just before the PhysicsServer synchronization.
 
 To learn more about NavigationAgents see :ref:`doc_navigation_using_navigationagents`.
 To learn more about RVO Avoidance see :ref:`doc_navigation_using_agent_avoidance`.
@@ -178,11 +178,11 @@ The simplified order of execution for NavigationAgents that use avoidance:
 - _physics_process(delta).
 - set_velocity() on NavigationAgent Node.
 - Agent sends velocity and position to NavigationServer.
-- NavigationServer waits for synchronisation.
-- NavigationServer synchronises and computes avoidance velocities for all registered avoidance agents.
+- NavigationServer waits for synchronization.
+- NavigationServer synchronizes and computes avoidance velocities for all registered avoidance agents.
 - NavigationServer sends safe_velocity vector with signals for each registered avoidance agents.
 - Agents receive the signal and move their parent e.g. with move_and_slide or linear_velocity.
-- PhysicsServer synchronises.
+- PhysicsServer synchronizes.
 - physics frame ends.
 
 Therefore moving a physicsbody actor in the callback function with the safe_velocity is perfectly thread- and physics-safe