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7 results for "m21":
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.
Using device orientation with 3D transforms - Developer guides
WebGuideEventsUsing device orientation with 3D transforms
te3d 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] = math.atan2( rm20, rm22 ); ...
... } else { ea[0] = 0; ea[2] = ( rm21 > 0 ?
fill-rule - SVG: Scalable Vector Graphics
WebSVGAttributefill-rule
oth 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 determines the "insideness" of a point in the shape by drawing a ray from that point to infinity in any direction and counting the number of path segments from the given shape that the ray crosses.
... (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 table on this page is generated from structured data.
CanvasRenderingContext2D.setTransform() - Web APIs
WebAPICanvasRenderingContext2DsetTransform
c (m21) horizontal skewing.
CanvasRenderingContext2D.transform() - Web APIs
WebAPICanvasRenderingContext2Dtransform
c (m21) horizontal skewing.
Transformations - Web APIs
WebAPICanvas APITutorialTransformations
c (m21) vertical skewing.