Supported platforms: android, ios, mac, pc
Available since: Gideros 2011.6
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:
![images/matrix_props.png]
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[[1]] - get anchor position from matrix transformation
 [[2]] - returns the elements of this matrix instance
 [[3]] - returns the value of the m11 component
 [[4]] - returns the value of the m12 component
 [[5]] - returns the value of the m21 component
 [[6]] - returns the value of the m22 component
 [[7]] - get all 16 elements of 4x4 matrix
 [[8]] - get position from matrix transformation
 [[9]] - get rotation for x axis
 [[10]] - get rotation on y axis
 [[11]] - get rotation for z axis
 [[12]] - get scale from matrix transformation
 [[13]] - get scale on x axis
 [[14]] - get scale on y axis
 [[15]] - get scale on z axis
 [[16]] - returns the value of the tx component
 [[17]] - returns the value of the ty component
 [[18]] - returns the value of the tz component
 [[19]] - get x position
 [[20]] - get y position
 [[21]] - get z position
 [[22]] -
 [[23]] - Multiply current matrix with new one
 [[24]] -
 [[25]] -
 [[26]] -
 [[27]] - combine existing rotation with provided
 [[28]] - combine existing scale with provided scale
 [[29]] - transform matrix for setting anchor position
 [[30]] - sets all 6 elements of this matrix instance
 [[31]] - sets the value of the m11 component
 [[32]] - sets the value of the m22 component
 [[33]] -
 [[34]] -
 [[35]] - set all 16 elements of 4x4 matrix
 [[36]] - transform matrix for setting position
 [[37]] - set rotation on x axis
 [[38]] - set rotation on y axis
 [[39]] - set rotation on z axis
 [[40]] - transform matrix for setting scale
 [[41]] - set scale on x axis
 [[42]] - set scale on y axis
 [[43]] - set scale on z axis
 [[44]] - sets the value of the tx component
 [[45]] - sets the value of the ty component
 [[46]] - sets the value of the tz component
 [[47]] - set x position
 [[48]] - set y position
 [[49]] - set z position
 [[50]] -
 [[51]] - combine existing translation with provided translation
 
 | EventsConstants |