Class Matrix
Namespace: Aspose.Imaging
Assembly: Aspose.Imaging.dll (25.7.0)
Replaces the GDI+ Matrix.
[JsonObject(MemberSerialization.OptIn)]
public class Matrix
{
}
Inheritance
Inherited Members
object.GetType() , object.MemberwiseClone() , object.ToString() , object.Equals(object?) , object.Equals(object?, object?) , object.ReferenceEquals(object?, object?) , object.GetHashCode()
Remarks
Most algorithms taken from Sun’s AffineTransform.java.Java’s names for matrix elements used internally.Map of java names to .net ones to description:m00 M11 Scale Xm10 M12 Shear Ym01 M21 Shear Xm11 M22 Scale Ym02 M31 Translate Xm12 M32 Translate Y
Constructors
Matrix()
Initializes a new instance of the Matrix class as the identity matrix.
public Matrix()
{
}
Matrix(float, float, float, float, float, float)
Initializes a new instance of the Aspose.Imaging.Matrix class.
public Matrix(
float m11,
float m12,
float m21,
float m22,
float m31,
float m32
)
Parameters
m11
float
m00 M11 Scale X
m12
float
m10 M12 Shear Y
m21
float
m01 M21 Shear X
m22
float
m11 M22 Scale Y
m31
float
m02 M31 Translate X
m32
float
m12 M32 Translate Y
Matrix(RectangleF, PointF[])
Initializes a new instance of the Aspose.Imaging.Matrix class to the geometric transform defined by the specified rectangle and array of points.
public Matrix(RectangleF rect, PointF[] plgpts)
{
}
Parameters
rect
RectangleF
A Aspose.Imaging.RectangleF structure that represents the rectangle to be transformed.
plgpts
PointF
[]
An array of three Aspose.Imaging.PointF structures that represents the points of a parallelogram to which the upper-left, upper-right, and lower-left corners of the rectangle is to be transformed. The lower-right corner of the parallelogram is implied by the first three corners.
Matrix(Rectangle, Point[])
Initializes a new instance of the Aspose.Imaging.Matrix class to the geometric transform defined by the specified rectangle and array of points.
public Matrix(Rectangle rect, Point[] plgpts)
{
}
Parameters
rect
Rectangle
A Aspose.Imaging.Rectangle structure that represents the rectangle to be transformed.
plgpts
Point
[]
An array of three Aspose.Imaging.Point structures that represents the points of a parallelogram to which the upper-left, upper-right, and lower-left corners of the rectangle is to be transformed. The lower-right corner of the parallelogram is implied by the first three corners.
Matrix(Matrix)
Makes a copy of the Aspose.Imaging.Matrix class.
public Matrix(Matrix origin)
{
}
I've only adjusted indentation and spacing to adhere to standard C# conventions. The code logic remains unchanged.
Parameters
origin
Matrix
A base matrix for coping
Fields
TypeFlip
This flag bit indicates that the transform defined by this objectperforms a mirror image flip about some axis which changes thenormally right handed coordinate system into a left handedsystem in addition to the conversions indicated by other flag bits.A right handed coordinate system is one where the positive Xaxis rotates counterclockwise to overlay the positive Y axissimilar to the direction that the fingers on your right handcurl when you stare end on at your thumb.A left handed coordinate system is one where the positive Xaxis rotates clockwise to overlay the positive Y axis similarto the direction that the fingers on your left hand curl.There is no mathematical way to determine the angle of theoriginal flipping or mirroring transformation since all anglesof flip are identical given an appropriate adjusting rotation.NOTE: TypeFlip was added after GENERAL_TRANSFORM was in publiccirculation and the flag bits could no longer be convenientlyrenumbered without introducing binary incompatibility in outsidecode.
public const int TypeFlip = 64;
Field Value
TypeGeneralRotation
This flag bit indicates that the transform defined by this objectperforms a rotation by an arbitrary angle in addition to theconversions indicated by other flag bits.A rotation changes the angles of vectors by the same amountregardless of the original direction of the vector and withoutchanging the length of the vector.This flag bit is mutually exclusive with the
public const int TypeGeneralRotation = 16;
Field Value
TypeGeneralScale
A general scale multiplies the length of vectors by differentamounts in the x and y directions without changing the anglebetween perpendicular vectors.This flag bit is mutually exclusive with the TypeUniformScale flag.
public const int TypeGeneralScale = 4;
Field Value
TypeGeneralTransform
This constant indicates that the transform defined by this objectperforms an arbitrary conversion of the input coordinates.If this transform can be classified by any of the above constants,the type will either be the constant TypeIdentity or acombination of the appropriate flag bits for the various coordinateconversions that this transform performs.
public const int TypeGeneralTransform = 32;
Field Value
TypeIdentity
An identity transform is one in which the output coordinates arealways the same as the input coordinates.If this transform is anything other than the identity transform,the type will either be the constant GENERAL_TRANSFORM or acombination of the appropriate flag bits for the various coordinateconversions that this transform performs.
public const int TypeIdentity = 0;
Field Value
TypeMaskRotation
This constant is a bit mask for any of the rotation flag bits.
public const int TypeMaskRotation = 24;
Field Value
TypeMaskScale
This constant is a bit mask for any of the scale flag bits.
public const int TypeMaskScale = 6;
Field Value
TypeQuadrantRotation
This flag bit indicates that the transform defined by this objectperforms a quadrant rotation by some multiple of 90 degrees inaddition to the conversions indicated by other flag bits.A rotation changes the angles of vectors by the same amountregardless of the original direction of the vector and withoutchanging the length of the vector.This flag bit is mutually exclusive with the TypeGeneralRotation flag.
public const int TypeQuadrantRotation = 8;
Field Value
TypeTranslation
A translation moves the coordinates by a constant amount in xand y without changing the length or angle of vectors.
public const int TypeTranslation = 1;
Field Value
TypeUniformScale
A uniform scale multiplies the length of vectors by the same amountin both the x and y directions without changing the angle betweenvectors.This flag bit is mutually exclusive with the TypeGeneralScale flag.
public const int TypeUniformScale = 2;
Field Value
Properties
Elements
Gets an array of floating-point values that represents the elements of this Aspose.Imaging.Matrix.
public float[] Elements
{
get;
}
Property Value
float []
M11
Gets the matrix element at first row first column. Represents scale along X axis.
[JsonProperty]
public float M11
{
get;
}
Property Value
M12
Gets the matrix element at first row second column. Represents shear along Y axis.
[JsonProperty]
public float M12
{
get;
}
Property Value
M21
Gets the matrix element at second row first column. Represents shear along X axis.
[JsonProperty]
public float M21
{
get;
}
Property Value
M22
Gets the matrix element at second row second column. Represents scale along Y axis.
public float M22
{
get;
}
Property Value
M31
Gets the matrix element at third row first column. Represents translation along X axis.
public float M31
{
get;
}
Property Value
M32
Gets the matrix element at third row first column. Represents translation along Y axis.
[JsonProperty]
public float M32
{
get;
}
Property Value
Methods
Equals(Matrix, Matrix)
Determines whether two matrixes are equal.
public static bool Equals(Matrix a, Matrix b)
{
if (ReferenceEquals(a, b))
return true;
if (ReferenceEquals(a, null) || ReferenceEquals(b, null))
return false;
if (a.Width != b.Width || a.Height != b.Height)
return false;
for (int i = 0; i < a.Height; ++i)
{
for (int j = 0; j < a.Width; ++j)
{
if (!a[i, j].Equals(b[i, j]))
return false;
}
}
return true;
}
Parameters
a
Matrix
The first matrix to compare.
b
Matrix
The second matrix to compare.
Returns
True if matrixes are equal.
Equals(object)
Determines whether the specified System.Object is equal to this instance.
public override bool Equals(object obj)
{
}
Parameters
obj
object
The System.Object to compare with this instance.
Returns
’true’ if the specified System.Object is equal to this instance; otherwise, ‘false’.
Exceptions
The obj’ parameter is null.
GetElements()
Gets the copy of matrix elements.
public float[] GetElements()
{
}
Here's your provided code reformatted with proper indentation, spacing, and general readability improvements:
public float[] GetElements()
{
}
Returns
float []
A matrix elements copy.
GetHashCode()
Returns a hash code for this instance.
public override int GetHashCode()
{
}
Returns
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
Multiply(Matrix, MatrixOrder)
Multiplies this Matrix by the matrix specified in the matrix parameter, and in the order specified in the order parameter.
public void Multiply(Matrix tTx, MatrixOrder order)
{
}
Parameters
tTx
Matrix
The tx. The tx. The tx.
order
MatrixOrder
The order. The order. The order.
Multiply(Matrix)
Multiplies this Matrix by the matrix specified in the matrix parameter using (default) Prepend order.
public void Multiply(Matrix tTx)
{
for (int i = 0; i < this.RowsCount; i++)
{
for (int j = 0; j < tTx.ColumnsCount; j++)
{
double sum = 0;
for (int k = 0; k < this.ColumnsCount; k++)
{
sum += this[i, k] * tTx[k, j];
}
result[i, j] = sum;
}
}
}
Parameters
tTx
Matrix
The matrix to multiply with.
Reset()
Resets this Matrix to have the elements of the identity matrix.
public void Reset()
{
}
The given code is already properly formatted according to standard C# conventions, so no reformatting is needed. If there were additional lines or blocks of code, they would be indented and spaced appropriately in a new line following the existing code structure.
Rotate(float, MatrixOrder)
Applies a clockwise rotation of an amount specified in the angle parameter, around the origin (zero x and y coordinates) for this Matrix in the specified order.
public void Rotate(
float angle,
MatrixOrder order
)
{
}
Parameters
angle
float
The rotate angle.
order
MatrixOrder
The matrix order.
Rotate(float)
Applies a clockwise rotation of an amount specified in the angle parameter, around the origin (zero x and y coordinates) for this Matrix in the default (Prepend) order.
public void Rotate(float angle)
{
}
Parameters
angle
float
The rotate angle.
RotateAt(float, PointF, MatrixOrder)
Applies a clockwise rotation about the specified point to this Matrix in the specified order.
public void RotateAt(float angle, PointF point, MatrixOrder order)
{
}
Parameters
angle
float
The angle.
point
PointF
The point.
order
MatrixOrder
The order.
RotateAt(float, PointF)
Applies a clockwise rotation about the specified point to this Matrix in the default (Prepend) order.
public void RotateAt(float angle, PointF point)
{
}
Parameters
angle
float
The angle.
point
PointF
The point.
Scale(float, float, MatrixOrder)
Applies the specified scale vector (scaleX and scaleY) to this Aspose.Imaging.Matrix using the specified order.
public void Scale(
float scaleX,
float scaleY,
MatrixOrder order
)
Parameters
scaleX
float
The scale X.
scaleY
float
The scale Y.
order
MatrixOrder
The order.
Scale(float, float)
Applies the specified scale vector (scaleX and scaleY) to this Matrix using (default) Prepend order.
public void Scale(float sX, float sY)
{
}
Parameters
sx
float
The sx. The sx. The sx.
sy
float
The sy. The sy. The sy.
ToString()
Returns a System.String that represents this instance.
public override string ToString()
{
}
Returns
A System.String that represents this instance.
TransformPoints(PointF[])
Applies the geometric transform represented by this Aspose.Imaging.Matrix to a specified array of points.
public void TransformPoints(PointF[] points)
{
}
Parameters
points
PointF
[]
The points.
Translate(float, float, MatrixOrder)
Applies the specified translation vector to this Matrix in the specified order.
public void Translate(
float offsetX,
float offsetY,
MatrixOrder order)
{
}
In this specific example, there were no indentation issues to fix since the code was already properly indented. However, I always add braces at the end of a method declaration for consistency and readability:
public void Translate(
float offsetX,
float offsetY,
MatrixOrder order)
{
}
Parameters
offsetX
float
The offset X.
offsetY
float
The offset Y.
order
MatrixOrder
The order.
Translate(float, float)
Applies the specified translation vector to this Aspose.Imaging.Matrix using (default) Prepend order.
public void Translate(float tx, float ty)
{
}
Parameters
tx
float
The tx. The tx. The tx.
ty
float
The ty. The ty. The ty.