So if there's a 2d matrix:
With assignment to a method.
transformation(a, b, c, d, e, f);
Now we have two types of transform:
1. Translation: transformation(1, 0 , 0, 1, 150, 10);
2. Rotation: transformation(0.4, 0.9, -0.9, 0.4, 0, 0);
What will keep the rotation from changing the ratio and size of a square transformed like this?
I have not done much matrix multiplication so be easy on me.
If A is the translation and B is the rotation:
A*B = C
Where C is the product of both full transformations.
The math is:
Well that's where I ended up at.
I know columns are multiplied by rows. I'm just getting a huge brain melt from thinking about it.
As you probably guessed the main problem isn't how to keep the ratio and scale while doing the transform, but I have an intuition that the matrix multiplication will help solve that.
Though I don't know how radians relate to pixels as units in a transform.
I think that's one of my biggest issues.
I suppose it's the unit circle somehow.
Can't... think... brain... melting.
I figure it's a general enough math topic so it goes in game development.
This post has been edited by hiddenghost: 03 March 2012 - 09:54 PM