Clarification and add missing period in "Matrices and transforms"

This commit is contained in:
Andrew Conrad
2016-05-01 12:58:59 -05:00
parent fa3d07bb1e
commit eacfcf3ea0
+12 -12
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@@ -115,15 +115,16 @@ is the offset.
Basis
-----
The Origin we know what it is. It's where the 0.0 (origin) of the design
We know what the Origin is. It's where the 0,0 (origin) of the design
coordinate system ended up after being transformed to a new position.
This is why it's called *Origin*, But in practice, it's just an offset
to the new position.
The Basis is more interesting. The basis is the X and Y of the new,
transformed, OCS are pointing towards. It's telling what is in change of
drawing 2D and 3D "Hey, the original X and Y axes or your design are
*right here*, pointing towards *these directions*".
The Basis is more interesting. The basis is the direction of X and Y in the OCS
from the new, transformed location. It tells what has changed, in either 2D or
3D. The Origin (offset) and Basis (direction) communicate "Hey, the original X
and Y axes of your design are *right here*, pointing towards *these
directions*."
So, let's change the representation of the basis. Instead of 2 vectors,
let's use a *matrix*.
@@ -138,18 +139,17 @@ Transforms in Godot
-------------------
This tutorial will not explain matrix math (and their operations) in
depth, only it's practical use. There is plenty of material for that,
depth, only its practical use. There is plenty of material for that,
which should be a lot simpler to understand after completing this
tutorial. We'll just explain how to use transforms.
Matrix32
--------
:ref:`Matrix32 <class_Matrix32>`
is a 3x2 matrix. It has 3 Vector2 elements and it's used for 2D. The "X"
axis is the element 0, "Y" axis is the element 1 and "Origin" is element
2. It's not divided in basis/origin for convenience, due to it's
simplicity.
:ref:`Matrix32 <class_Matrix32>` is a 3x2 matrix. It has 3 Vector2 elements and
it's used for 2D. The "X" axis is the element 0, "Y" axis is the element 1 and
"Origin" is element 2. It's not divided in basis/origin for convenience, due to
it's simplicity.
::
@@ -427,7 +427,7 @@ Revert it just like the example above:
var B = A * B_local_to_A
OK, hopefully this should be enough! Let's complete the tutorial by
moving to 3D matrices
moving to 3D matrices.
Matrices & transforms in 3D
---------------------------