Matrix
Supported platforms: File:Platform androidFile:Platform iosFile:Platform macFile:Platform pc
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 |