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More fixes for newly added tutorials

Michael Alexsander Silva Dias 6 years ago
parent
commit
f426de1612

+ 63 - 69
tutorials/content/procedural_geometry.rst

@@ -1,7 +1,7 @@
 .. _doc_procedural_geometry:
 .. _doc_procedural_geometry:
 
 
 Procedural geometry generation
 Procedural geometry generation
-===============================
+==============================
 
 
 Users often ask how to generate geometry from easily code. This is not very complicated, but it's not obvious.
 Users often ask how to generate geometry from easily code. This is not very complicated, but it's not obvious.
 Godot provides a few classes entirely dedicated to make it this easy. Still, the best tool for the job depends
 Godot provides a few classes entirely dedicated to make it this easy. Still, the best tool for the job depends
@@ -10,7 +10,7 @@ entirely on the use case.
 SurfaceTool
 SurfaceTool
 -----------
 -----------
 
 
-This is the most common helper. :ref:`SurfaceTool<class_SurfaceTool>` is a class you can instantiate to generate :ref:`Meshes<class_Mesh>`, specifically *Mesh Surfaces*. 
+This is the most common helper. :ref:`SurfaceTool<class_SurfaceTool>` is a class you can instantiate to generate :ref:`Meshes<class_Mesh>`, specifically *Mesh Surfaces*.
 
 
 It has a similar API to OpenGL 1.x, and it's meant for static content. This means, the mesh is generated once and then used.
 It has a similar API to OpenGL 1.x, and it's meant for static content. This means, the mesh is generated once and then used.
 
 
@@ -20,34 +20,33 @@ Here is a simple example of how to use it to add a single triangle.
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     var st = SurfaceTool.new()
     var st = SurfaceTool.new()
-    
+
     st.begin(Mesh.PRIMITIVE_TRIANGLE)
     st.begin(Mesh.PRIMITIVE_TRIANGLE)
 
 
-    # Prepares attributes for add_vertex
-    st.add_normal( Vector3(0,0,1) )
-    st.add_uv( Vector2(0,0) )
-    # Call last for each vertex, adds the above attributes
-    st.add_vertex( Vector3(-1,-1,0) ) 
+    # Prepare attributes for add_vertex.
+    st.add_normal(Vector3(0, 0, 1))
+    st.add_uv(Vector2(0, 0))
+    # Call last for each vertex, adds the above attributes.
+    st.add_vertex(Vector3(-1, -1, 0))
 
 
-    st.add_normal( Vector3(0,0,1) )
-    st.add_uv( Vector2(0,1) )
-    st.add_vertex( Vector3(-1,1,0) ) 
+    st.add_normal(Vector3(0, 0, 1))
+    st.add_uv(Vector2(0, 1))
+    st.add_vertex(Vector3(-1, 1, 0))
 
 
-    st.add_normal( Vector3(0,0,1) )
-    st.add_uv( Vector2(1,1) )
-    st.add_vertex( Vector3(1,1,0) ) 
+    st.add_normal(Vector3(0, 0, 1))
+    st.add_uv(Vector2(1, 1))
+    st.add_vertex(Vector3(1, 1, 0))
 
 
-    # Create indices, indices are optional
+    # Create indices, indices are optional.
     st.index()
     st.index()
 
 
-    # Commit to a mesh
-
+    # Commit to a mesh.
     var mesh = st.commit()
     var mesh = st.commit()
 
 
 Just explore the APIs and the possibilities.
 Just explore the APIs and the possibilities.
 
 
 ImmediateGeometry
 ImmediateGeometry
------------------    
+-----------------
 
 
 Unlike *SurfaceTool*, :ref:`ImmediateGeometry<class_ImmediateGeometry>` is an actual node. It's similar in the "OpenGL 1.x" style API,
 Unlike *SurfaceTool*, :ref:`ImmediateGeometry<class_ImmediateGeometry>` is an actual node. It's similar in the "OpenGL 1.x" style API,
 but it's actually designed to create content on the fly and modify it every frame efficiently.
 but it's actually designed to create content on the fly and modify it every frame efficiently.
@@ -61,31 +60,28 @@ It's used similar to *SurfaceTool*.
 
 
     extends ImmediateGeometry
     extends ImmediateGeometry
 
 
-
     void _process(delta):
     void _process(delta):
-
-        # Clean up before drawing
-
+        # Clean up before drawing.
         clear()
         clear()
 
 
-        # Begin draw
+        # Begin draw.
         begin(Mesh.PRIMITIVE_TRIANGLE)
         begin(Mesh.PRIMITIVE_TRIANGLE)
-    
-        # Prepares attributes for add_vertex
-        set_normal( Vector3(0,0,1) )
-        set_uv( Vector2(0,0) )
-        # Call last for each vertex, adds the above attributes
-        add_vertex( Vector3(-1,-1,0) ) 
-    
-        set_normal( Vector3(0,0,1) )
-        set_uv( Vector2(0,1) )
-        add_vertex( Vector3(-1,1,0) ) 
-    
-        set_normal( Vector3(0,0,1) )
-        set_uv( Vector2(1,1) )
-        add_vertex( Vector3(1,1,0) ) 
-    
-        # End drawing
+
+        # Prepare attributes for add_vertex.
+        set_normal( Vector3(0, 0, 1))
+        set_uv(Vector2(0, 0))
+        # Call last for each vertex, adds the above attributes.
+        add_vertex(Vector3(-1, -1, 0))
+
+        set_normal(Vector3(0, 0, 1))
+        set_uv(Vector2(0, 1))
+        add_vertex(Vector3(-1, 1, 0))
+
+        set_normal(Vector3(0, 0, 1))
+        set_uv(Vector2(1, 1))
+        add_vertex(Vector3(1, 1, 0))
+
+        # End drawing.
         end()
         end()
 
 
 Arrays
 Arrays
@@ -101,50 +97,48 @@ Similar code as before, but draw a square using indices:
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     var arrays = []
     var arrays = []
-    arrays.resize(Mesh::ARRAY_MAX)
+    arrays.resize(Mesh.ARRAY_MAX)
 
 
     var normal_array = []
     var normal_array = []
     var uv_array = []
     var uv_array = []
     var vertex_array = []
     var vertex_array = []
     var index_array = []
     var index_array = []
 
 
-    normal_array.resize(4)    
-    uv_array.resize(4)    
-    vertex_array.resize(4)    
-    index_array.resize(6)    
+    normal_array.resize(4)
+    uv_array.resize(4)
+    vertex_array.resize(4)
+    index_array.resize(6)
 
 
-    normal_array[0]=Vector3(0,0,1)
-    uv_array[0]=Vector2(0,0)
-    vertex_array[0]=Vector3(-1,-1)
+    normal_array[0] = Vector3(0, 0, 1)
+    uv_array[0] = Vector2(0, 0)
+    vertex_array[0] = Vector3(-1, -1)
 
 
-    normal_array[1]=Vector3(0,0,1)
-    uv_array[1]=Vector2(0,1)
-    vertex_array[1]=Vector3(-1, 1)
+    normal_array[1] = Vector3(0, 0, 1)
+    uv_array[1] = Vector2(0,1)
+    vertex_array[1] = Vector3(-1, 1)
 
 
-    normal_array[2]=Vector3(0,0,1)
-    uv_array[2]=Vector2(1,1)
-    vertex_array[2]=Vector3( 1, 1)
+    normal_array[2] = Vector3(0, 0, 1)
+    uv_array[2] = Vector2(1, 1)
+    vertex_array[2] = Vector3(1, 1)
 
 
-    normal_array[3]=Vector3(0,0,1)
-    uv_array[3]=Vector2(1,0)
-    vertex_array[3]=Vector3( 1, -1)
+    normal_array[3] = Vector3(0, 0, 1)
+    uv_array[3] = Vector2(1, 0)
+    vertex_array[3] = Vector3(1, -1)
 
 
-    # indices are optional in Godot, but if they exist they are used
-    index_array[0]=0
-    index_array[1]=1
-    index_array[2]=2
+    # Indices are optional in Godot, but if they exist they are used.
+    index_array[0] = 0
+    index_array[1] = 1
+    index_array[2] = 2
 
 
-    index_array[3]=2
-    index_array[4]=3
-    index_array[5]=0
+    index_array[3] = 2
+    index_array[4] = 3
+    index_array[5] = 0
 
 
-    arrays[Mesh.ARRAY_VERTEX]=vertex_array
-    arrays[Mesh.ARRAY_NORMAL]=normal_array
-    arrays[Mesh.ARRAY_TEX_UV]=uv_array
-    arrays[Mesh.ARRAY_INDEX]=index_array
+    arrays[Mesh.ARRAY_VERTEX] = vertex_array
+    arrays[Mesh.ARRAY_NORMAL] = normal_array
+    arrays[Mesh.ARRAY_TEX_UV] = uv_array
+    arrays[Mesh.ARRAY_INDEX] = index_array
 
 
     var mesh = ArrayMesh.new()
     var mesh = ArrayMesh.new()
 
 
     mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES,arrays)
     mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES,arrays)
-
-

+ 3 - 3
tutorials/optimization/using_servers.rst

@@ -143,9 +143,9 @@ The 3D APIs are different than the 2D ones, so the instantiation API must be use
         VisualServer.instance_set_transform(instance, xform)
         VisualServer.instance_set_transform(instance, xform)
 
 
 Creating a 2D RigidBody and moving a sprite with it
 Creating a 2D RigidBody and moving a sprite with it
-----------------------------------------------------
+---------------------------------------------------
 
 
-This creates a :ref:`RigidBody2D <class_RigidBody2D>` using the :ref:`Physics2DServer <Physics2DServer>` API,
+This creates a :ref:`RigidBody2D <class_RigidBody2D>` using the :ref:`Physics2DServer <class_Physics2DServer>` API,
 and moves a :ref:`CanvasItem <class_CanvasItem>` when the body moves.
 and moves a :ref:`CanvasItem <class_CanvasItem>` when the body moves.
 
 
 .. tabs::
 .. tabs::
@@ -174,7 +174,7 @@ and moves a :ref:`CanvasItem <class_CanvasItem>` when the body moves.
         Physics2DServer.body_set_force_integration_callback(body, self, "_body_moved", 0)
         Physics2DServer.body_set_force_integration_callback(body, self, "_body_moved", 0)
 
 
 The 3D version should be very similar, as 2D and 3D physics servers are identical (using
 The 3D version should be very similar, as 2D and 3D physics servers are identical (using
-:ref:`RigidBody <RigidBody>` and :ref:`PhysicsServer <PhysicsServer>` respectively).
+:ref:`RigidBody <class_RigidBody>` and :ref:`PhysicsServer <class_PhysicsServer>` respectively).
 
 
 Getting data from the servers
 Getting data from the servers
 -----------------------------
 -----------------------------

+ 10 - 12
tutorials/threads/using_multiple_threads.rst

@@ -20,17 +20,15 @@ Creating a thread is very simple, just use the following code:
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
-    var thread = null
+    var thread
 
 
     # The thread will start here.
     # The thread will start here.
     func _ready():
     func _ready():
-
         thread = Thread.new()
         thread = Thread.new()
         thread.start(self, "_thread_function", "Wafflecopter")
         thread.start(self, "_thread_function", "Wafflecopter")
 
 
     # Run here and exit.
     # Run here and exit.
     func _thread_function(userdata):
     func _thread_function(userdata):
-
         print("I'm a thread! Userdata is: ", userdata)
         print("I'm a thread! Userdata is: ", userdata)
 
 
     # Thread must be disposed (or "joined"), for portability.
     # Thread must be disposed (or "joined"), for portability.
@@ -60,8 +58,8 @@ Here is an example of using a Mutex:
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     var counter = 0
     var counter = 0
-    var mutex = null
-    var thread = null
+    var mutex
+    var thread
 
 
     # The thread will start here.
     # The thread will start here.
     func _ready():
     func _ready():
@@ -69,7 +67,7 @@ Here is an example of using a Mutex:
         thread = Thread.new()
         thread = Thread.new()
         thread.start(self, "_thread_function")
         thread.start(self, "_thread_function")
         
         
-        # Increase value, protect it with a Mutex.
+        # Increase value, protect it with Mutex.
         mutex.lock()
         mutex.lock()
         counter += 1
         counter += 1
         mutex.unlock()
         mutex.unlock()
@@ -99,9 +97,9 @@ The main thread, instead, uses :ref:`Semaphore.post()<class_Semaphore_method_pos
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     var counter = 0
     var counter = 0
-    var mutex = null
-    var semaphore = null
-    var thread = null
+    var mutex
+    var semaphore
+    var thread
     var exit_thread = false
     var exit_thread = false
 
 
     # The thread will start here.
     # The thread will start here.
@@ -114,14 +112,14 @@ The main thread, instead, uses :ref:`Semaphore.post()<class_Semaphore_method_pos
         thread.start(self, "_thread_function")
         thread.start(self, "_thread_function")
 
 
     func _thread_function(userdata):
     func _thread_function(userdata):
-        while (true):
+        while true:
             semaphore.wait() # Wait until posted.
             semaphore.wait() # Wait until posted.
 
 
             mutex.lock()
             mutex.lock()
             var should_exit = exit_thread # Protect with Mutex.
             var should_exit = exit_thread # Protect with Mutex.
             mutex.unlock()
             mutex.unlock()
 
 
-            if (should_exit):
+            if should_exit:
                 break
                 break
 
 
             mutex.lock()
             mutex.lock()
@@ -133,7 +131,7 @@ The main thread, instead, uses :ref:`Semaphore.post()<class_Semaphore_method_pos
 
 
     func get_counter():
     func get_counter():
         mutex.lock()
         mutex.lock()
-        # copy counter, protect with mutex.
+        # Copy counter, protect with Mutex.
         var counter_value = counter
         var counter_value = counter
         mutex.unlock()
         mutex.unlock()
         return counter_value
         return counter_value