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Fix some forgotten lowercase x/y/z

Paul Joannon 1 year ago
parent
commit
a60ab49aac

+ 1 - 1
getting_started/first_3d_game/09.adding_animations.rst

@@ -459,7 +459,7 @@ Here's the *Player* script.
             // Jumping.
             if (IsOnFloor() && Input.IsActionJustPressed("jump"))
             {
-                _targetVelocity.y += JumpImpulse;
+                _targetVelocity.Y += JumpImpulse;
             }
 
             // Iterate through all collisions that occurred this frame.

+ 4 - 0
tutorials/3d/using_transforms.rst

@@ -158,13 +158,17 @@ It is possible to rotate a transform, either by multiplying its basis by another
 
  .. code-tab:: csharp
 
+    Transform3D transform = Transform;
     Vector3 axis = new Vector3(1, 0, 0); // Or Vector3.Right
     float rotationAmount = 0.1f;
+
     // Rotate the transform around the X axis by 0.1 radians.
     transform.Basis = new Basis(axis, rotationAmount) * transform.Basis;
     // shortened
     transform.Basis = transform.Basis.Rotated(axis, rotationAmount);
 
+    Transform = transform;
+
 A method in Node3D simplifies this:
 
 .. tabs::

+ 3 - 3
tutorials/math/matrices_and_transforms.rst

@@ -85,8 +85,8 @@ To do this in code, we multiply each of the vectors:
 
     Transform2D t = Transform2D.Identity;
     // Scale
-    t.x *= 2;
-    t.y *= 2;
+    t.X *= 2;
+    t.Y *= 2;
     Transform = t; // Change the node's transform to what we calculated.
 
 If we wanted to return it to its original scale, we can multiply
@@ -324,7 +324,7 @@ As an example, let's set Y to (1, 1):
 
     Transform2D t = Transform2D.Identity;
     // Shear by setting Y to (1, 1)
-    t.y = Vector2.One;
+    t.Y = Vector2.One;
     Transform = t; // Change the node's transform to what we calculated.
 
 .. note:: You can't set the raw values of a Transform2D in the editor,

+ 2 - 2
tutorials/math/vectors_advanced.rst

@@ -189,9 +189,9 @@ degrees to either side:
     // Calculate vector from `a` to `b`.
     var dvec = pointA.DirectionTo(pointB);
     // Rotate 90 degrees.
-    var normal = new Vector2(dvec.y, -dvec.x);
+    var normal = new Vector2(dvec.Y, -dvec.X);
     // Alternatively (depending the desired side of the normal):
-    // var normal = new Vector2(-dvec.y, dvec.x);
+    // var normal = new Vector2(-dvec.Y, dvec.X);
 
 The rest is the same as the previous example. Either point_a or
 point_b will work, as they are in the same plane:

+ 4 - 4
tutorials/ui/size_and_anchors.rst

@@ -93,10 +93,10 @@ a TextureRect can be centered in its parent:
 
     var textureSize = rect.Texture.GetSize();
 
-    rect.OffsetLeft = -textureSize.x / 2;
-    rect.OffsetRight = textureSize.x / 2;
-    rect.OffsetTop = -textureSize.y / 2;
-    rect.OffsetBottom = textureSize.y / 2;
+    rect.OffsetLeft = -textureSize.X / 2;
+    rect.OffsetRight = textureSize.X / 2;
+    rect.OffsetTop = -textureSize.Y / 2;
+    rect.OffsetBottom = textureSize.Y / 2;
     AddChild(rect);
 
 Setting each anchor to 0.5 moves the reference point for the margins to