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Clarification and add missing period in "Matrices and transforms"
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@@ -115,15 +115,16 @@ is the offset.
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Basis
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-----
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The Origin we know what it is. It's where the 0.0 (origin) of the design
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We know what the Origin is. It's where the 0,0 (origin) of the design
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coordinate system ended up after being transformed to a new position.
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This is why it's called *Origin*, But in practice, it's just an offset
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to the new position.
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The Basis is more interesting. The basis is the X and Y of the new,
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transformed, OCS are pointing towards. It's telling what is in change of
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drawing 2D and 3D "Hey, the original X and Y axes or your design are
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*right here*, pointing towards *these directions*".
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The Basis is more interesting. The basis is the direction of X and Y in the OCS
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from the new, transformed location. It tells what has changed, in either 2D or
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3D. The Origin (offset) and Basis (direction) communicate "Hey, the original X
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and Y axes of your design are *right here*, pointing towards *these
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directions*."
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So, let's change the representation of the basis. Instead of 2 vectors,
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let's use a *matrix*.
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@@ -138,18 +139,17 @@ Transforms in Godot
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-------------------
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This tutorial will not explain matrix math (and their operations) in
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depth, only it's practical use. There is plenty of material for that,
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depth, only its practical use. There is plenty of material for that,
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which should be a lot simpler to understand after completing this
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tutorial. We'll just explain how to use transforms.
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Matrix32
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--------
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:ref:`Matrix32 <class_Matrix32>`
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is a 3x2 matrix. It has 3 Vector2 elements and it's used for 2D. The "X"
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axis is the element 0, "Y" axis is the element 1 and "Origin" is element
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2. It's not divided in basis/origin for convenience, due to it's
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simplicity.
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:ref:`Matrix32 <class_Matrix32>` is a 3x2 matrix. It has 3 Vector2 elements and
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it's used for 2D. The "X" axis is the element 0, "Y" axis is the element 1 and
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"Origin" is element 2. It's not divided in basis/origin for convenience, due to
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it's simplicity.
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::
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@@ -427,7 +427,7 @@ Revert it just like the example above:
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var B = A * B_local_to_A
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OK, hopefully this should be enough! Let's complete the tutorial by
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moving to 3D matrices
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moving to 3D matrices.
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Matrices & transforms in 3D
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---------------------------
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