From 747af9b3c74b8af2e5c449556d7e638551fbdce9 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 15 Jun 2020 10:09:24 +0200 Subject: [PATCH] Mention the Node2D shearing property in Matrices and transforms This closes #3604. --- tutorials/math/matrices_and_transforms.rst | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/tutorials/math/matrices_and_transforms.rst b/tutorials/math/matrices_and_transforms.rst index b2952030b..81ea57cc7 100644 --- a/tutorials/math/matrices_and_transforms.rst +++ b/tutorials/math/matrices_and_transforms.rst @@ -235,7 +235,7 @@ Putting it all together ~~~~~~~~~~~~~~~~~~~~~~~ We're going to apply everything we mentioned so far onto one transform. -To follow along, create a simple project with a Sprite node and use the +To follow along, create a simple project with a Sprite node and use the Godot logo for the texture resource. Let's set the translation to (350, 150), rotate by -0.5 rad, and scale by 3. @@ -284,13 +284,15 @@ Shearing the transformation matrix (advanced) explores an uncommonly used aspect of transformation matrices for the purpose of building an understanding of them. + Node2D provides a shearing property out of the box. + You may have noticed that a transform has more degrees of freedom than the combination of the above actions. The basis of a 2D transformation matrix has four total numbers in two :ref:`class_Vector2` values, while a rotation value and a Vector2 for scale only has 3 numbers. The high-level concept for the missing degree of freedom is called *shearing*. -Normally you will always have the basis vectors perpendicular to each +Normally, you will always have the basis vectors perpendicular to each other. However, shearing can be useful in some situations, and understanding shearing helps you understand how transforms work.