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7 results for "m11":
DOMMatrixReadOnly - Web APIs
WebAPIDOMMatrixReadOnly
m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44 double-precision floating-point values representing each component of a 4×4 matrix, where m11 through m14 are the first column, m21 through m24 are the second column, and so forth.
... 2d 3d equivalent a m11 b m12 c m21 d m22 e m41 f m42 methods this interface doesn't inherit any methods.
... dommatrixreadonly.tofloat32array() returns a new float32array containing all 16 elements (m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44) which comprise the matrix.
...And 2 more matches
DOMMatrix - Web APIs
WebAPIDOMMatrix
m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44 double-precision floating-point values representing each component of a 4×4 matrix, where m11 through m14 are the first column, m21 through m24 are the second column, and so forth.
... 2d 3d equivalent a m11 b m12 c m21 d m22 e m41 f m42 methods this interface includes the following methods, as well as the methods it inherits from dommatrixreadonly.
... [m11m21m31m41m12m22m32m42m13m23m33m43m14m24m34m44]\left [ \begin{matrix} m_{11} & m_{21} & m_{31} & m_{41} \\ m_{12} & m_{22} & m_{32} & m_{42} \\ m_{13} & m_{23} & m_{33} & m_{43} \\ m_{14} & m_{24} & m_{34} & m_{44} \end{matrix} \right ] the positions of the 16 elements (m11 through m44) which comprise the 4×4 abstract matrix.
fill-rule - SVG: Scalable Vector Graphics
WebSVGAttributefill-rule
.org/2000/svg"> <!-- effect of nonzero fill rule on crossing path segments --> <polygon fill-rule="nonzero" stroke="red" points="50,0 21,90 98,35 2,35 79,90"/> <!-- effect of nonzero fill rule on a shape inside a shape with the path segment moving in the same direction (both squares drawn clockwise, to the "right") --> <path fill-rule="nonzero" stroke="red" d="m110,0 h90 v90 h-90 z m130,20 h50 v50 h-50 z"/> <!-- effect of nonzero fill rule on a shape inside a shape with the path segment moving in the opposite direction (one square drawn clockwise, the other anti-clockwise) --> <path fill-rule="nonzero" stroke="red" d="m210,0 h90 v90 h-90 z m230,20 v50 h50 v-50 z"/> </svg> evenodd the value evenodd determine...
...g/2000/svg"> <!-- effect of evenodd fill rule on crossing path segments --> <polygon fill-rule="evenodd" stroke="red" points="50,0 21,90 98,35 2,35 79,90"/> <!-- effect of evenodd fill rule on on a shape inside a shape with the path segment moving in the same direction (both squares drawn clockwise, to the "right") --> <path fill-rule="evenodd" stroke="red" d="m110,0 h90 v90 h-90 z m130,20 h50 v50 h-50 z"/> <!-- effect of evenodd fill rule on a shape inside a shape with the path segment moving in opposite direction (one square drawn clockwise, the other anti-clockwise) --> <path fill-rule="evenodd" stroke="red" d="m210,0 h90 v90 h-90 z m230,20 v50 h50 v-50 z"/> </svg> browser compatibility the compatibility...
CanvasRenderingContext2D.setTransform() - Web APIs
WebAPICanvasRenderingContext2DsetTransform
the older type consists of several parameters representing the individual components of the transformation matrix to set: a (m11) horizontal scaling.
CanvasRenderingContext2D.transform() - Web APIs
WebAPICanvasRenderingContext2Dtransform
syntax void ctx.transform(a, b, c, d, e, f); the transformation matrix is described by: [acebdf001]\left[ \begin{array}{ccc} a & c & e \\ b & d & f \\ 0 & 0 & 1 \end{array} \right] parameters a (m11) horizontal scaling.
Transformations - Web APIs
WebAPICanvas APITutorialTransformations
the parameters of this function are: a (m11) horizontal scaling.
Using device orientation with 3D transforms - Developer guides
WebGuideEventsUsing device orientation with 3D transforms
g algorithm: // convert a rotate3d axis-angle to deviceorientation angles function orient( aa ) { var x = aa.x, y = aa.y, z = aa.z, a = aa.a, c = math.cos( aa.a ), s = math.sin( aa.a ), t = 1 - c, // axis-angle to rotation matrix rm00 = c + x*x * t, rm10 = z*s + y*x * t, rm20 = -y*s + z*x * t, rm01 = -z*s + x*y * t, rm11 = c + y*y * t, rm21 = x*s + z*y * t, rm02 = y*s + x*z * t, rm12 = -x*s + y*z * t, rm22 = c + z*z * t, to_deg = 180 / math.pi, ea = [], n = math.sqrt( rm22 * rm22 + rm20 * rm20 ); // rotation matrix to euler angles ea[1] = math.atan2( -rm21, n ); if ( n > 0.001 ) { ea[0] = math.atan2( rm01, rm11 ); ea[2]...