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Small fixes for transforms docs

Max Hilbrunner 7 years ago
parent
commit
da55f95642
1 changed files with 5 additions and 5 deletions
  1. 5 5
      learning/features/math/matrices_and_transforms.rst

+ 5 - 5
learning/features/math/matrices_and_transforms.rst

@@ -91,7 +91,7 @@ the point:
 
 
 ::
 ::
 
 
-    var final_pos = x.dot(new_pos) + y.dot(new_pos)
+    var final_pos = Vector2(x.dot(new_pos), y.dot(new_pos))
 
 
 Then what we have is.. wait a minute, it's the ship in its design
 Then what we have is.. wait a minute, it's the ship in its design
 position!
 position!
@@ -108,7 +108,7 @@ were computed. Calculating distance in a direction or plane was one of
 the uses for the dot product. This was enough to obtain back the
 the uses for the dot product. This was enough to obtain back the
 design coordinates for every point in the ship.
 design coordinates for every point in the ship.
 
 
-So, what he have been working with so far (with X, Y and Origin) is an
+So, what we have been working with so far (with X, Y and Origin) is an
 *Oriented Coordinate System\*. X an Y are the **Basis**, and \*Origin*
 *Oriented Coordinate System\*. X an Y are the **Basis**, and \*Origin*
 is the offset.
 is the offset.
 
 
@@ -220,7 +220,7 @@ method:
     # Move 2 units towards where the basis is oriented
     # Move 2 units towards where the basis is oriented
     var m = Matrix32()
     var m = Matrix32()
     m = m.rotated(PI/2) # rotate 90°
     m = m.rotated(PI/2) # rotate 90°
-    m=m.translated( Vector2(2,0) )
+    m = m.translated( Vector2(2,0) )
 
 
 .. image:: img/tutomat14.png
 .. image:: img/tutomat14.png
 
 
@@ -378,7 +378,7 @@ Because in matrix math, A * B is not the same as B * A.
 Multiplication by inverse
 Multiplication by inverse
 -------------------------
 -------------------------
 
 
-Multiplying a matrix by its inverse, results in identity
+Multiplying a matrix by its inverse, results in identity:
 
 
 ::
 ::
 
 
@@ -498,4 +498,4 @@ An example:
     var t = Transform()
     var t = Transform()
     pos = t.xform(pos) # transform 3D position
     pos = t.xform(pos) # transform 3D position
     pos = t.basis.xform(pos) # (only rotate)
     pos = t.basis.xform(pos) # (only rotate)
-    pos = t.origin + pos  (only translate)
+    pos = t.origin + pos # (only translate)