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Update ray length constant to match style guidelines

Aaron Franke 4 years ago
parent
commit
f0dfc9e19c
1 changed files with 4 additions and 4 deletions
  1. 4 4
      tutorials/physics/ray-casting.rst

+ 4 - 4
tutorials/physics/ray-casting.rst

@@ -245,17 +245,17 @@ To obtain it using a camera, the following code can be used:
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    const ray_length = 1000
+    const RAY_LENGTH = 1000.0
 
 
     func _input(event):
     func _input(event):
         if event is InputEventMouseButton and event.pressed and event.button_index == 1:
         if event is InputEventMouseButton and event.pressed and event.button_index == 1:
               var camera = $Camera
               var camera = $Camera
               var from = camera.project_ray_origin(event.position)
               var from = camera.project_ray_origin(event.position)
-              var to = from + camera.project_ray_normal(event.position) * ray_length
+              var to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
 
 
  .. code-tab:: csharp
  .. code-tab:: csharp
 
 
-    private const float rayLength = 1000;
+    private const float RayLength = 1000.0f;
 
 
     public override void _Input(InputEvent @event)
     public override void _Input(InputEvent @event)
     {
     {
@@ -263,7 +263,7 @@ To obtain it using a camera, the following code can be used:
         {
         {
             var camera = (Camera)GetNode("Camera");
             var camera = (Camera)GetNode("Camera");
             var from = camera.ProjectRayOrigin(eventMouseButton.Position);
             var from = camera.ProjectRayOrigin(eventMouseButton.Position);
-            var to = from + camera.ProjectRayNormal(eventMouseButton.Position) * rayLength;
+            var to = from + camera.ProjectRayNormal(eventMouseButton.Position) * RayLength;
         }
         }
     }
     }