Merge pull request #7258 from jynus/issue7247

Update usages of obsolete rad2deg() and deg2rad() in docs
This commit is contained in:
Max Hilbrunner
2023-05-01 16:49:18 +02:00
committed by GitHub
4 changed files with 9 additions and 9 deletions
@@ -392,8 +392,8 @@ Note that a new instance must be added to the scene using ``add_child()``.
not degrees. Pi represents a half turn in radians, about
``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``).
If you're more comfortable working with degrees, you'll need to
use the ``deg2rad()`` and ``rad2deg()`` functions to convert
between the two.
use the ``deg_to_rad()`` and ``rad_to_deg()`` functions to
convert between the two.
Testing the scene
~~~~~~~~~~~~~~~~~
+2 -2
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@@ -227,7 +227,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
var points_arc = PackedVector2Array()
for i in range(nb_points + 1):
var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
var angle_point = deg_to_rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
for index_point in range(nb_points):
@@ -242,7 +242,7 @@ In our example, we will simply use a fixed number of points, no matter the radiu
for (int i = 0; i <= nbPoints; i++)
{
float anglePoint = Mathf.Deg2Rad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f);
float anglePoint = Mathf.DegToRad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f);
pointsArc[i] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius;
}
+1 -1
View File
@@ -116,7 +116,7 @@ This is an example of how to create a sprite from code and move it using the low
# Add it, centered.
RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(texture.get_size() / 2, texture.get_size()), texture)
# Add the item, rotated 45 degrees and translated.
var xform = Transform2D().rotated(deg2rad(45)).translated(Vector2(20, 30))
var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30))
RenderingServer.canvas_item_set_transform(ci_rid, xform)
The Canvas Item API in the server allows you to add draw primitives to it. Once added, they can't be modified.
@@ -8,7 +8,7 @@ Godot provides an :ref:`class_Expression` class you can use to evaluate expressi
An expression can be:
- A mathematical expression such as ``(2 + 4) * 16/4.0``.
- A built-in method call like ``deg2rad(90)``.
- A built-in method call like ``deg_to_rad(90)``.
- A method call on an user-provided script like ``update_health()``,
if ``base_instance`` is set to a value other than ``null`` when calling
:ref:`Expression.execute() <class_Expression_method_execute>`.
@@ -145,8 +145,8 @@ The script below demonstrates what the Expression class is capable of::
# Math expression with variables.
evaluate("x + y", ["x", "y"], [60, 100])
# Call built-in method (hardcoded in the Expression class).
evaluate("deg2rad(90)")
# Call built-in method (built-in math function call).
evaluate("deg_to_rad(90)")
# Call user method (defined in the script).
# We can do this because the expression execution is bound to `self`
@@ -182,7 +182,7 @@ The output from the script will be::
4
160
1.570796
1.5707963267949
You called 'call_me()' in the expression text.
1365