Update tutorials: Rename Transform to Transform3D (#5603)

This commit is contained in:
Markus Sauermann
2022-02-14 13:27:37 +01:00
committed by GitHub
parent 332401aac8
commit aaf6b3e504
9 changed files with 10 additions and 10 deletions
+1 -1
View File
@@ -265,7 +265,7 @@ class GDScriptLexer(RegexLexer):
"Plane",
"Quat",
"Basis",
"Transform",
"Transform3D",
"Color",
"RID",
"Object",
+1 -1
View File
@@ -29,7 +29,7 @@ node for everything 3D.
Spatial nodes have a local transform, which is relative to the parent
node (as long as the parent node is also of **or inherits from** the type
Spatial). This transform can be accessed as a 4×3
:ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
:ref:`Transform3D <class_Transform3D>`, or as 3 :ref:`Vector3 <class_Vector3>`
members representing location, Euler rotation (X, Y and Z angles) and
scale.
+1 -1
View File
@@ -341,7 +341,7 @@ Example of looking around, FPS style:
_rotationY += mouseMotion.Relative.y * LookAroundSpeed;
// reset rotation
Transform transform = Transform;
Transform3D transform = Transform;
transform.basis = Basis.Identity;
Transform = transform;
+2 -2
View File
@@ -70,7 +70,7 @@ efficient for millions of objects, but for a few thousands, GDScript should be f
# Set the transform of the instances.
for i in multimesh.visible_instance_count:
multimesh.set_instance_transform(i, Transform(Basis(), Vector3(i * 20, 0, 0)))
multimesh.set_instance_transform(i, Transform3D(Basis(), Vector3(i * 20, 0, 0)))
.. code-tab:: csharp C#
@@ -95,7 +95,7 @@ efficient for millions of objects, but for a few thousands, GDScript should be f
// Set the transform of the instances.
for (int i = 0; i < Multimesh.VisibleInstanceCount; i++)
{
Multimesh.SetInstanceTransform(i, new Transform(Basis.Identity, new Vector3(i * 20, 0, 0)));
Multimesh.SetInstanceTransform(i, new Transform3D(Basis.Identity, new Vector3(i * 20, 0, 0)));
}
}
}
+1 -1
View File
@@ -151,7 +151,7 @@ The 3D APIs are different from the 2D ones, so the instantiation API must be use
mesh = load("res://mymesh.obj")
RenderingServer.instance_set_base(instance, mesh)
# Move the mesh around.
var xform = Transform(Basis(), Vector3(20, 100, 0))
var xform = Transform3D(Basis(), Vector3(20, 100, 0))
RenderingServer.instance_set_transform(instance, xform)
Creating a 2D RigidBody and moving a sprite with it
@@ -220,7 +220,7 @@ to loop over all the instances and set their transform to a random position.
::
for i in range($School.multimesh.instance_count):
var position = Transform()
var position = Transform3D()
position = position.translated(Vector3(randf() * 100 - 50, randf() * 50 - 25, randf() * 50 - 25))
$School.multimesh.set_instance_transform(i, position)
+1 -1
View File
@@ -52,7 +52,7 @@ Here is a custom ``look_at()`` method that will work reliably with rigid bodies:
class Body : RigidBody
{
private void LookFollow(PhysicsDirectBodyState state, Transform currentTransform, Vector3 targetPosition)
private void LookFollow(PhysicsDirectBodyState state, Transform3D currentTransform, Vector3 targetPosition)
{
var upDir = new Vector3(0, 1, 0);
var curDir = currentTransform.basis.Xform(new Vector3(0, 0, 1));
@@ -549,7 +549,7 @@ and ``size``. Also contains an ``end`` field which is
(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
vectors.
:ref:`Transform <class_Transform>`
:ref:`Transform3D <class_Transform3D>`
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
3D Transform contains a Basis field ``basis`` and a Vector3 field
@@ -797,7 +797,7 @@ table of the corresponding types:
+-----------------+-----------+
| **Color** | **vec4** |
+-----------------+-----------+
| **Transform** | **mat4** |
| **Transform3D** | **mat4** |
+-----------------+-----------+
| **Transform2D** | **mat4** |
+-----------------+-----------+