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css3 matrix changes. The application format is:
transform: matrix(a,b,c,d,e,f);
, which corresponds to:
The conversion in practical application is:
where:
ax cy e = abscissa
bx dy f = vertical coordinate
Why is there an extra 0 0 1? Because, in order to make up the parameters.
translate matrix
The basic format is:
transform: matrix(1, 0, 0, 1, X, Y); // X 横向平移, Y 纵向平移
scale matrix
The scale matrix is also quite simple.
// 将 X 轴缩放 A 倍 // 将 Y 轴缩放 B 倍 matrix(A, 0, 0, B, 0,0);
Of course, if you are in the last two Write numbers, which represent, first zoom and then translate.
// 得到: X 轴 = 0.3*x + 100 // 得到: Y 轴 = 0.2*x + 200 matrix(0.3,0,0,0.2,100,200);
rotate matrix
rotate is actually the same as the triangle The function has a lot to do with it. First, determine your rotation angle (clockwise rotation). Then, calculate sinθ and cosθ. The final matrix formula is:
matrix(cosθ,sinθ,-sinθ,cosθ,0,0) // 就是 cs-sc
skew matrix
skew (stretch) matrix is also a trigonometric function, but tanθ is used. The format is:
// 将 Y 轴向 X 轴倾斜 A° // 将 X 轴向 Y 轴倾斜 B° matrix(1,tan(A),tan(B),1,0,0)
3D transformation matrix
3D transformation is a 4*4 matrix. It is similar to 2D, except that there is one more Z. // This is the scaled 3D matrix
The corresponding css of
is written as:
transform: matrix3d(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, sz, 0, 0, 0, 0, 1)
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