module Geode::Matrix2x2Transforms2DConstructors(T)
Overview
Transformation that can be performed in two-dimensions with 2x2 matrices.
Multiplying a 2D object by the matrices produced by these methods will apply the operation to the object. The matrix must be on the right-hand-side of the multiplication operation.
object * matrix
Matrix multiplication is not commutative, therefore the ordering matters. If it's desired to have the matrix on the left-hand-side, transpose it before multiplying.
matrix.transpose * object
To combine multiple operations, multiply the matrices from these methods together.
This module should be extended.
Defined in:
geode/matrices/transforms2d.crInstance Method Summary
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#reflect_x : self
Creates a 2D reflecting matrix.
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#reflect_xy : self
Creates a 2D reflective matrix.
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#reflect_y : self
Creates a 2D reflective matrix.
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#rotate(angle : Number | Angle) : self
Creates a 2D rotation matrix.
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#rotate180 : self
Creates a 2D 180-degree rotation matrix.
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#rotate270 : self
Creates a 2D 270-degree rotation matrix.
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#rotate90 : self
Creates a 2D 90-degree rotation matrix.
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#scale(x : T, y : T) : self
Creates a 2D scaling matrix.
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#scale(amount : T) : self
Creates a 2D scaling matrix.
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#shear_x(amount : T) : self
Creates a 2D shearing matrix.
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#shear_y(amount : T) : self
Creates a 2D shearing matrix.
Instance Method Detail
Creates a 2D reflecting matrix.
Multiplying a 2D object by this matrix will reflect it along the x-axis.
vector = Vector2[5, 1]
matrix = Matrix2(Int32).reflect_x
vector * matrix # => (-5, 1)
Creates a 2D reflective matrix.
Multiplying a 2D object by this matrix will reflect it along the x and y-axis. This has the same effect as rotating 180 degrees.
vector = Vector2[5, 1]
matrix = Matrix2(Int32).reflect_xy
vector * matrix # => (-5, -1)
See: #rotate270
Creates a 2D reflective matrix.
Multiplying a 2D object by this matrix will reflect it along the y-axis.
vector = Vector2[5, 1]
matrix = Matrix2(Int32).reflect_y
vector * matrix # => (5, -1)
Creates a 2D rotation matrix.
Multiplying a 2D object by this matrix will rotate it the specified amount.
The angle must be a Number
in radians or an Angle
.
vector = Vector2[1, 1].normalize
matrix = Matrix2(Float64).rotate(45.degrees)
vector * matrix # => (0.0, 1.0)
Creates a 2D 180-degree rotation matrix.
Multiplying a 2D object by this matrix will rotate it 180 degrees.
vector = Vector2[1, 1]
matrix = Matrix2(Int32).rotate180
vector * matrix # => (-1, -1)
Creates a 2D 270-degree rotation matrix.
Multiplying a 2D object by this matrix will rotate it 270 degrees.
vector = Vector2[1, 1]
matrix = Matrix2(Int32).rotate270
vector * matrix # => (-1, -1)
See: #reflect_xy
Creates a 2D 90-degree rotation matrix.
Multiplying a 2D object by this matrix will rotate it 90 degrees.
vector = Vector2[1, 1]
matrix = Matrix2(Int32).rotate90
vector * matrix # => (-1, 1)
Creates a 2D scaling matrix.
Non-uniformly scales an object (squash and stretch). Multiplying a 2D object by this matrix will scale it by x amount along the x-axis and y amount along the y-axis. Values for x and y smaller than 1 will shrink it. Values larger than 1 will enlarge it. Negative values will flip it.
vector = Vector2[2, 3]
matrix = Matrix2(Float64).scale(1.5, 2)
vector * matrix # => (3.0, 6.0)
Creates a 2D scaling matrix.
Uniformly scales an object. Multiplying a 2D object by this matrix will scale it by amount. Values for amount smaller than 1 will shrink it. Values larger than 1 will enlarge it. Negative values will flip it.
vector = Vector2[2, 3]
matrix = Matrix2(Int32).scale(2)
vector * matrix # => (4, 6)
Creates a 2D shearing matrix.
Multiplying a 2D object by this matrix will shear it along the x-axis.
vector = Vector2[2, 3]
matrix = Matrix2(Int32).shear_x(2)
vector * matrix # => (8, 3)
Creates a 2D shearing matrix.
Multiplying a 2D object by this matrix will shear it along the y-axis.
vector = Vector2[2, 3]
matrix = Matrix2(Int32).shear_y(2)
vector * matrix # => (2, 7)