Merge pull request #1112 from mhilbrunner/docs-warnings

Fix broken links in docs
This commit is contained in:
Max Hilbrunner
2018-02-07 19:20:03 +01:00
committed by GitHub
2 changed files with 8 additions and 9 deletions
+1 -2
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@@ -126,8 +126,7 @@ logic. This allows for:
- Input to be reconfigured at run-time.
Actions can be created from the Project Settings menu in the Actions
tab. Read :ref:`doc_simple_2d_game-input_actions_setup` for an
explanation on how the action editor works.
tab.
Any event has the methods :ref:`InputEvent.is_action() <class_InputEvent_is_action>`,
:ref:`InputEvent.is_pressed() <class_InputEvent_is_pressed>` and :ref:`InputEvent <class_InputEvent>`.
+7 -7
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@@ -435,16 +435,16 @@ Matrices & transforms in 3D
As mentioned before, for 3D, we deal with 3 :ref:`Vector3 <class_Vector3>`
vectors for the rotation matrix, and an extra one for the origin.
Matrix3
-------
Basis
-----
Godot has a special type for a 3x3 matrix, named :ref:`Matrix3 <class_Matrix3>`.
Godot has a special type for a 3x3 matrix, named :ref:`Basis <class_basis>`.
It can be used to represent a 3D rotation and scale. Sub vectors can be
accessed as:
::
var m = Matrix3()
var m = Basis()
var x = m[0] # Vector3
var y = m[1] # Vector3
var z = m[2] # Vector3
@@ -453,12 +453,12 @@ Or, alternatively as:
::
var m = Matrix3()
var m = Basis()
var x = m.x # Vector3
var y = m.y # Vector3
var z = m.z # Vector3
Matrix3 is also initialized to Identity by default:
Basis is also initialized to Identity by default:
.. image:: img/tutomat17.png
@@ -475,7 +475,7 @@ that can point to any direction, but length must be one (1.0).
::
#rotate in Y axis
var m3 = Matrix3()
var m3 = Basis()
m3 = m3.rotated( Vector3(0,1,0), PI/2 )
Transform