Matrix4d.tile

This method is equivalent to calling: <code>translate(w-1-2*x, h-1-2*y, 0).scale(w, h, 1)</code> <p> If <code>M</code> is <code>this</code> matrix and <code>T</code> the created transformation matrix, then the new matrix will be <code>M * T</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * T * v</code>, the created transformation will be applied first!

@param x the tile's x coordinate/index (should be in <code>[0..w)</code>) @param y the tile's y coordinate/index (should be in <code>[0..h)</code>) @param w the number of tiles along the x axis @param h the number of tiles along the y axis @return this

  1. Matrix4d tile(int x, int y, int w, int h)
    struct Matrix4d
    ref public return
    tile
    (
    int x
    ,
    int y
    ,
    int w
    ,
    int h
    )
  2. Matrix4d tile(int x, int y, int w, int h, Matrix4d dest)

Meta