diff --git a/tutorials/inputs/inputevent.rst b/tutorials/inputs/inputevent.rst index 682dcab2a..0b37535bd 100644 --- a/tutorials/inputs/inputevent.rst +++ b/tutorials/inputs/inputevent.rst @@ -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() `, :ref:`InputEvent.is_pressed() ` and :ref:`InputEvent `. diff --git a/tutorials/math/matrices_and_transforms.rst b/tutorials/math/matrices_and_transforms.rst index 4cd17945c..f9f7843e4 100644 --- a/tutorials/math/matrices_and_transforms.rst +++ b/tutorials/math/matrices_and_transforms.rst @@ -435,16 +435,16 @@ Matrices & transforms in 3D As mentioned before, for 3D, we deal with 3 :ref:`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 `. +Godot has a special type for a 3x3 matrix, named :ref:`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