Difference between revisions of "Matrix"
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− | '''<translate>Supported platforms</translate>:''' [[File:Platform android]][[File:Platform ios]][[File:Platform mac]][[File:Platform pc]]<br/> | + | '''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]]<br/> |
'''<translate>Available since</translate>:''' Gideros 2011.6<br/> | '''<translate>Available since</translate>:''' Gideros 2011.6<br/> | ||
'''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]]<br/> | '''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]]<br/> | ||
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You can get and set the values of all six of the properties in a<br /> | You can get and set the values of all six of the properties in a<br /> | ||
− | Matrix object: | + | Matrix object: ''m11'', ''m12'', ''m21'', ''m22'', ''tx'', and ''ty''.<br /> |
<br /> | <br /> | ||
Revision as of 09:35, 24 August 2018
Supported platforms:
Available since: Gideros 2011.6
Inherits from: Object
Description
The Matrix class specifies transformation from one coordinate space to another.
These transformations include translation, rotation, scaling and skewing.
A 2D transformation matrix is a 3 x 3 matrix in homogenous coordinate system:
You can get and set the values of all six of the properties in a
Matrix object: m11, m12, m21, m22, tx, and ty.
Since Gideros 2016.6, Matrix can also hold 3D (4x4) matrices.
Examples
Applying matrix to Sprite objects
local angle = math.rad(30)
-- create skew matrix
local m = Matrix.new(1, math.tan(angle), math.tan(angle), 1, 0, 0)
--aply to Sprite
local sprite = Sprite.new()
sprite:setMatrix(m)
MethodsMatrix.new creates a new Matrix object |
EventsConstants |