Merge pull request #2806 from anoadragon453/anoa/vector_math_titles

Fix titles in Vector Math page
This commit is contained in:
Chris Bradfield
2019-10-06 13:47:27 -07:00
committed by GitHub

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@@ -77,7 +77,8 @@ Godot supports both :ref:`Vector2 <class_Vector2>` and
:ref:`Vector3 <class_Vector3>` for 2D and 3D usage, respectively. The same
mathematical rules discussed in this article apply to both types.
- Member access
Member access
-------------
The individual components of the vector can be accessed directly by name.
@@ -100,7 +101,8 @@ The individual components of the vector can be accessed directly by name.
b.x = 3;
b.y = 1;
- Adding vectors
Adding vectors
--------------
When adding or subtracting two vectors, the corresponding components are added:
@@ -120,7 +122,8 @@ the first:
Note that adding ``a + b`` gives the same result as ``b + a``.
- Scalar multiplication
Scalar multiplication
---------------------
.. note:: Vectors represent both direction and magnitude. A value
representing only magnitude is called a **scalar**.
@@ -148,7 +151,8 @@ Practical applications
Let's look at two common uses for vector addition and subtraction.
- Movement
Movement
--------
A vector can represent **any** quantity with a magnitude and direction. Typical examples are: position, velocity, acceleration, and force. In
this image, the spaceship at step 1 has a position vector of ``(1,3)`` and
@@ -161,7 +165,8 @@ the velocity to the current position.
.. tip:: Velocity measures the **change** in position per unit of time. The
new position is found by adding velocity to the previous position.
- Pointing toward a target
Pointing toward a target
------------------------
In this scenario, you have a tank that wishes to point its turret at a
robot. Subtracting the tank's position from the robot's position gives the