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@@ -32,7 +32,7 @@ spaceship. Be it for 2D in a drawing such as Paint.net, Gimp,
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Photoshop, etc. or in 3D through a 3D DCC tool such as Blender, Max,
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Maya, etc.
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-When it was designed, it was not rotated. It was designed in it's own
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+When it was designed, it was not rotated. It was designed in its own
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*coordinate system*.
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.. image:: /img/tutomat2.png
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@@ -45,7 +45,7 @@ So, let's recall again that the ship was somewhere in space:
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.. image:: /img/tutomat3.png
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How did it get there? What moved it and rotated it from the place it was
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-designed to it's current position? The answer is... a **transform**, the
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+designed to its current position? The answer is... a **transform**, the
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ship was *transformed* from their original position to the new one. This
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allows the ship to be displayed where it is.
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@@ -93,7 +93,7 @@ the point:
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var final_pos = x.dot(new_pos) + y.dot(new_pos)
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-Then what we have is.. wait a minute, it's the ship in it's design
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+Then what we have is.. wait a minute, it's the ship in its design
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position!
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.. image:: /img/tutomat9.png
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@@ -149,7 +149,7 @@ Matrix32
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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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+its simplicity.
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::
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@@ -174,7 +174,7 @@ By default, Matrix32 is created as an "identity" matrix. This means:
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.. image:: /img/tutomat11.png
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It's easy to guess that an *identity* matrix is just a matrix that
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-aligns the transform to it's parent coordinate system. It's an *OCS*
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+aligns the transform to its parent coordinate system. It's an *OCS*
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that hasn't been translated, rotated or scaled. All transform types in
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Godot are created with *identity*.
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@@ -233,7 +233,7 @@ the scale). It will leave the origin alone:
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::
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- # Make the basis twice it's size.
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+ # Make the basis twice its size.
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var m = Matrix32()
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m = m.scaled( Vector2(2,2) )
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@@ -378,7 +378,7 @@ Because in matrix math, A + B is not the same as B + A.
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Multiplication by inverse
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-------------------------
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-Multiplying a matrix by it's inverse, results in identity
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+Multiplying a matrix by its inverse, results in identity
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::
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