From eacfcf3ea0c2870528d3cbc71cba30e175f38bd8 Mon Sep 17 00:00:00 2001 From: Andrew Conrad Date: Sun, 1 May 2016 12:58:59 -0500 Subject: [PATCH] Clarification and add missing period in "Matrices and transforms" --- tutorials/matrices_and_transforms.rst | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/tutorials/matrices_and_transforms.rst b/tutorials/matrices_and_transforms.rst index 4950a43e6..4c96fa8c1 100644 --- a/tutorials/matrices_and_transforms.rst +++ b/tutorials/matrices_and_transforms.rst @@ -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 ` -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 ` 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 ---------------------------