Forráskód Böngészése

Update tutorials: Rename Transform to Transform3D (#5603)

Markus Sauermann 3 éve
szülő
commit
aaf6b3e504

+ 1 - 1
_extensions/gdscript.py

@@ -265,7 +265,7 @@ class GDScriptLexer(RegexLexer):
                         "Plane",
                         "Quat",
                         "Basis",
-                        "Transform",
+                        "Transform3D",
                         "Color",
                         "RID",
                         "Object",

+ 1 - 1
tutorials/3d/introduction_to_3d.rst

@@ -29,7 +29,7 @@ node for everything 3D.
 Spatial nodes have a local transform, which is relative to the parent
 node (as long as the parent node is also of **or inherits from** the type
 Spatial). This transform can be accessed as a 4×3
-:ref:`Transform <class_Transform>`, or as 3 :ref:`Vector3 <class_Vector3>`
+:ref:`Transform3D <class_Transform3D>`, or as 3 :ref:`Vector3 <class_Vector3>`
 members representing location, Euler rotation (X, Y and Z angles) and
 scale.
 

+ 1 - 1
tutorials/3d/using_transforms.rst

@@ -341,7 +341,7 @@ Example of looking around, FPS style:
             _rotationY += mouseMotion.Relative.y * LookAroundSpeed;
 
             // reset rotation
-            Transform transform = Transform;
+            Transform3D transform = Transform;
             transform.basis = Basis.Identity;
             Transform = transform;
 

+ 2 - 2
tutorials/performance/using_multimesh.rst

@@ -70,7 +70,7 @@ efficient for millions of objects, but for a few thousands, GDScript should be f
 
         # Set the transform of the instances.
         for i in multimesh.visible_instance_count:
-            multimesh.set_instance_transform(i, Transform(Basis(), Vector3(i * 20, 0, 0)))
+            multimesh.set_instance_transform(i, Transform3D(Basis(), Vector3(i * 20, 0, 0)))
 
  .. code-tab:: csharp C#
 
@@ -95,7 +95,7 @@ efficient for millions of objects, but for a few thousands, GDScript should be f
             // Set the transform of the instances.
             for (int i = 0; i < Multimesh.VisibleInstanceCount; i++)
             {
-                Multimesh.SetInstanceTransform(i, new Transform(Basis.Identity, new Vector3(i * 20, 0, 0)));
+                Multimesh.SetInstanceTransform(i, new Transform3D(Basis.Identity, new Vector3(i * 20, 0, 0)));
             }
         }
     }

+ 1 - 1
tutorials/performance/using_servers.rst

@@ -151,7 +151,7 @@ The 3D APIs are different from the 2D ones, so the instantiation API must be use
         mesh = load("res://mymesh.obj")
         RenderingServer.instance_set_base(instance, mesh)
         # Move the mesh around.
-        var xform = Transform(Basis(), Vector3(20, 100, 0))
+        var xform = Transform3D(Basis(), Vector3(20, 100, 0))
         RenderingServer.instance_set_transform(instance, xform)
 
 Creating a 2D RigidBody and moving a sprite with it

+ 1 - 1
tutorials/performance/vertex_animation/animating_thousands_of_fish.rst

@@ -220,7 +220,7 @@ to loop over all the instances and set their transform to a random position.
 ::
 
   for i in range($School.multimesh.instance_count):
-    var position = Transform()
+    var position = Transform3D()
     position = position.translated(Vector3(randf() * 100 - 50, randf() * 50 - 25, randf() * 50 - 25))
     $School.multimesh.set_instance_transform(i, position)
 

+ 1 - 1
tutorials/physics/rigid_body.rst

@@ -52,7 +52,7 @@ Here is a custom ``look_at()`` method that will work reliably with rigid bodies:
 
     class Body : RigidBody
     {
-        private void LookFollow(PhysicsDirectBodyState state, Transform currentTransform, Vector3 targetPosition)
+        private void LookFollow(PhysicsDirectBodyState state, Transform3D currentTransform, Vector3 targetPosition)
         {
             var upDir = new Vector3(0, 1, 0);
             var curDir = currentTransform.basis.Xform(new Vector3(0, 0, 1));

+ 1 - 1
tutorials/scripting/gdscript/gdscript_basics.rst

@@ -549,7 +549,7 @@ and ``size``. Also contains an ``end`` field which is
 (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
 vectors.
 
-:ref:`Transform <class_Transform>`
+:ref:`Transform3D <class_Transform3D>`
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 
 3D Transform contains a Basis field ``basis`` and a Vector3 field

+ 1 - 1
tutorials/shaders/shader_reference/shading_language.rst

@@ -797,7 +797,7 @@ table of the corresponding types:
 +-----------------+-----------+
 | **Color**       | **vec4**  |
 +-----------------+-----------+
-| **Transform**   | **mat4**  |
+| **Transform3D** | **mat4**  |
 +-----------------+-----------+
 | **Transform2D** | **mat4**  |
 +-----------------+-----------+