class flash.geom.Matrix3D
Available on all platforms
The Matrix class represents a transformation matrix that determines how to
* map points from one coordinate space to another. You can perform various
* graphical transformations on a display object by setting the properties of
* a Matrix object, applying that Matrix object to the Together these types of transformations are known as affine
* transformations. Affine transformations preserve the straightness of
* lines while transforming, so that parallel lines stay parallel.matrix
* property of a Transform object, and then applying that Transform object as
* the transform
property of the display object. These
* transformation functions include translation(x and y
* repositioning), rotation, scaling, and skewing.
*
To apply a transformation matrix to a display object, you create a
* Transform object, set its matrix
property to the
* transformation matrix, and then set the transform
property of
* the display object to the Transform object. Matrix objects are also used as
* parameters of some methods, such as the following:
-
*
- The
draw()
method of a BitmapData object
* - The
beginBitmapFill()
method, *beginGradientFill()
method, or *lineGradientStyle()
method of a Graphics object
*
A transformation matrix object is a 3 x 3 matrix with the following * contents:
*In traditional transformation matrixes, the u
,
* v
, and w
properties provide extra capabilities.
* The Matrix class can only operate in two-dimensional space, so it always
* assumes that the property values u
and v
are 0.0,
* and that the property value w
is 1.0. The effective values of
* the matrix are as follows:
You can get and set the values of all six of the other properties in a
* Matrix object: a
, b
, c
,
* d
, tx
, and ty
.
The Matrix class supports the four major types of transformations: * translation, scaling, rotation, and skewing. You can set three of these * transformations by using specialized methods, as described in the following * table:
*Each transformation function alters the current matrix properties so
* that you can effectively combine multiple transformations. To do this, you
* call more than one transformation function before applying the matrix to
* its display object target(by using the transform
property of
* that display object).
Use the new Matrix()
constructor to create a Matrix object
* before you can call the methods of the Matrix object.
Class Fields
Instance Fields
function new(?v:Vector<Float>):Void
Creates a new Matrix object with the specified parameters. In matrix
* notation, the properties are organized like this:
* If you do not provide any parameters to the new Matrix()
* constructor, it creates an identity matrix with the following
* values:
In matrix notation, the identity matrix looks like this:
Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * *
returns | A Matrix object. |
Sets each matrix property to a value that causes a null transformation. An
* object transformed by applying an identity matrix will be identical to the
* original.
* After calling the identity()
method, the resulting matrix
* has the following properties: a
=1, b
=0,
* c
=0, d
=1, tx
=0,
* ty
=0.
In matrix notation, the identity matrix looks like this: