Fix some typos and grammar mistakes found using LanguageTool

This commit is contained in:
Hugo Locurcio
2020-04-16 23:07:05 +02:00
parent caa1a2ef8a
commit 046215542d
59 changed files with 155 additions and 151 deletions
+1 -1
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@@ -9,7 +9,7 @@ The basic idea is that you want to transition from A to B. A value ``t``, repres
As an example if ``t`` is 0, then the state is A. If ``t`` is 1, then the state is B. Anything in-between is an *interpolation*.
Between two real (floating point) numbers, a simple interpolation is usually described as:
Between two real (floating-point) numbers, a simple interpolation is usually described as:
.. tabs::
.. code-tab:: gdscript GDScript
+2 -2
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@@ -583,7 +583,7 @@ How does it all work in 3D?
One of the great things about transformation matrices is that they
work very similarly between 2D and 3D transformations.
All of the code and formulas used above for 2D work the same in 3D,
All the code and formulas used above for 2D work the same in 3D,
with 3 exceptions: the addition of a third axis, that each
axis is of type :ref:`class_Vector3`, and also that Godot stores
the :ref:`class_Basis` separately from the :ref:`class_Transform`,
@@ -625,7 +625,7 @@ how you represent rotation by itself without the basis vectors.
With 2D, we have an easy way (atan2) to switch between a transformation
matrix and an angle. In 3D, we can't simply represent rotation as one
number. There is something called Euler angles, which can represent
rotations as a set of 3 numbers, however they are limited and not very
rotations as a set of 3 numbers, however, they are limited and not very
useful, except for trivial cases.
In 3D we do not typically use angles, we either use a transformation basis
+6 -8
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@@ -180,23 +180,21 @@ degrees to either side:
.. tabs::
.. code-tab:: gdscript GDScript
# calculate vector from a to b
# Calculate vector from `a` to `b`.
var dvec = (point_b - point_a).normalized()
# rotate 90 degrees
# Rotate 90 degrees.
var normal = Vector2(dvec.y, -dvec.x)
# or alternatively
# Alternatively (depending the desired side of the normal):
# var normal = Vector2(-dvec.y, dvec.x)
# depending the desired side of the normal
.. code-tab:: csharp
// calculate vector from a to b
// Calculate vector from `a` to `b`.
var dvec = (pointB - pointA).Normalized();
// rotate 90 degrees
// Rotate 90 degrees.
var normal = new Vector2(dvec.y, -dvec.x);
// or alternatively
// Alternatively (depending the desired side of the normal):
// var normal = new Vector2(-dvec.y, dvec.x);
// depending the desired side of the normal
The rest is the same as the previous example, either point_a or
point_b will work since they are in the same plane: