Mention the Node2D shearing property in Matrices and transforms

This closes #3604.
This commit is contained in:
Hugo Locurcio
2020-06-15 10:09:24 +02:00
parent 1740baf9de
commit 747af9b3c7

View File

@@ -235,7 +235,7 @@ Putting it all together
~~~~~~~~~~~~~~~~~~~~~~~
We're going to apply everything we mentioned so far onto one transform.
To follow along, create a simple project with a Sprite node and use the
To follow along, create a simple project with a Sprite node and use the
Godot logo for the texture resource.
Let's set the translation to (350, 150), rotate by -0.5 rad, and scale by 3.
@@ -284,13 +284,15 @@ Shearing the transformation matrix (advanced)
explores an uncommonly used aspect of transformation matrices
for the purpose of building an understanding of them.
Node2D provides a shearing property out of the box.
You may have noticed that a transform has more degrees of freedom than
the combination of the above actions. The basis of a 2D transformation
matrix has four total numbers in two :ref:`class_Vector2` values, while
a rotation value and a Vector2 for scale only has 3 numbers. The high-level
concept for the missing degree of freedom is called *shearing*.
Normally you will always have the basis vectors perpendicular to each
Normally, you will always have the basis vectors perpendicular to each
other. However, shearing can be useful in some situations, and
understanding shearing helps you understand how transforms work.