Difference between revisions of "Matrix"
m (fixed some typo) |
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__NOTOC__ | __NOTOC__ | ||
+ | |||
<languages /> | <languages /> | ||
+ | |||
<!-- GIDEROSOBJ:Matrix --> | <!-- GIDEROSOBJ:Matrix --> | ||
− | '''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | + | '''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]] |
− | '''<translate>Available since</translate>:''' Gideros 2011.6<br/> | + | <br/> |
− | '''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]]<br/> | + | '''<translate>Available since</translate>:''' Gideros 2011.6 |
+ | <br/> | ||
+ | '''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Object|Object]] | ||
+ | <br/> | ||
+ | |||
=== <translate>Description</translate> === | === <translate>Description</translate> === | ||
− | <translate | + | <translate> |
− | The Matrix class specifies transformation from one coordinate space to another.<br /> | + | The Matrix class specifies transformation from one coordinate space to another. |
− | These transformations include translation, rotation, scaling and skewing. | + | <br/> |
− | + | These transformations include translation, rotation, scaling and skewing. | |
− | A 2D transformation matrix is a 3 x 3 matrix in | + | |
− | <br /> | + | |
− | [[File:Matrix props.png]] | + | A 2D transformation matrix is a 3 x 3 matrix in homogeneous coordinate system: |
− | <br /> | + | <br/> |
− | You can get and set the values of all six of the properties in a | + | [[File:Matrix props.png]] |
− | Matrix object: ''m11'', ''m12'', ''m21'', ''m22'', ''tx'', and ''ty''. | + | <br/> |
− | < | + | 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. | ||
+ | </translate> | ||
− | |||
=== <translate>Examples</translate> === | === <translate>Examples</translate> === | ||
− | '''Applying matrix to Sprite objects'''<br/> | + | '''Applying matrix to Sprite objects''' |
− | <source lang="lua">local angle = math.rad(30) | + | <br/> |
+ | <source lang="lua"> | ||
+ | local angle = math.rad(30) | ||
-- create skew matrix | -- create skew matrix | ||
local m = Matrix.new(1, math.tan(angle), math.tan(angle), 1, 0, 0) | local m = Matrix.new(1, math.tan(angle), math.tan(angle), 1, 0, 0) | ||
− | -- | + | -- apply to Sprite |
local sprite = Sprite.new() | local sprite = Sprite.new() | ||
− | sprite:setMatrix(m)</source> | + | sprite:setMatrix(m) |
+ | </source> | ||
+ | |||
{|- | {|- | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| |
Revision as of 02:43, 16 September 2019
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 homogeneous 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)
-- apply to Sprite
local sprite = Sprite.new()
sprite:setMatrix(m)
MethodsMatrix.new creates a new Matrix object |
EventsConstants |