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@@ -387,7 +387,7 @@ two vectors, we must do:
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What is this useful for? Well obtaining the angle directly is probably
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not as useful, but just being able to tell the angle is useful for
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reference. One example is in the `Kinematic
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-Character <https://github.com/godotengine/godot/blob/master/demos/2d/kinematic_char/player.gd#L879>`__
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+Character <https://github.com/godotengine/godot-demo-projects/blob/master/2d/kinematic_char/player.gd#L79>`__
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demo, when the character moves in a certain direction then we hit an
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object. How to tell if what we hit is the floor?
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@@ -396,7 +396,7 @@ computed angle.
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The beauty of this is that the same code works exactly the same and
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without modification in
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-`3D <https://github.com/godotengine/godot/blob/master/demos/3d/kinematic_char/cubio.gd#L57>`__.
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+`3D <https://github.com/godotengine/godot-demo-projects/blob/master/3d/kinematic_char/cubio.gd#L57>`__.
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Vector math is, in a great deal, dimension-amount-independent, so adding
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or removing an axis only adds very little complexity.
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