The rules which govern
how elements in matrices behave give rise to
unique behvours and characteristics. In many
cases these characteristics can be used to simplifiy
multi-step operations in algebra by creating
a predictable structure of manipulation which
can be elegantly manipulated using matrix operations.
With vector manipulation x and y cordinates of
a object can be stored in a matrix so the matrix
acts to describe the object. This matrix can
then be multiplied by another matrix call and
operator which will modify its perperties in
a predicatble way creating a resulting matrix
with a new modified description of the original
object.
For example:
All the matrix does is
provide the mechanism in which to calculate a
set of results. However this mechanism can be
used to produce a variety of effects on the properties
of objects in space such as translation, reflection,
rotation and distortion.

Multiplying 2D coordinates by the identity matrix:
How to reflect a shape using matrices and actionscript
To learn more about the identity matrix reflection [Matrix
Reflection Knowledegbase].

Stretch a shape along the y axis
How to stretch an object using matrices and actionscript:
To learn more about matrix distortion matrices see: [Matrix
Scale Knowledegbase].

Reflecting an object in the y axis:
How to reflect a shape using matrices and actionscript
To learn more about matrix reflection [Matrix
Reflection Knowledegbase].

Translating an object in 2d space:
How to move an object using matrices and actionscript
To learn more about matrix
translation [Matrix
Translation Knowledegbase].
(affline
transformations)

Skew a shape along the y axis
How to stretch an object using matrices and actionscript:
To learn more about matrix distortion see: [Matrix
Skew Knowledegbase].

Rotating a shape about the z axis:
How to rotate an object using matrices and actionscript
To learn more about matrix
rotation [Matrix
Rotation Knowledegbase].
The transfomation matrix
is a fusion of multiple different matrix operations.
It can translate, scale, rotate and skew a movie
clip with one operation. In this way it can vastly
simplify calculations involving multiple operations
and organize calculations involving multiple
coordinates. Instead of having to perform seperate
calcualtions on a set of points the transformation
matrix can be used to perform them all at the
same time. This makes a very versatile matrix
operator so in flash the "transform" matrix
has its own class.
This matrix operator represents what is "under
the hood" of the transform matrix class in flash.
 |
|
- a and d can be adjusted to
scale or reflect a movie clip.
- c and b can be used tovertically or horizontall
skew a movie clip.
- a,b,c and d can be used together to rotate
amovie clip.
- tx and and ty are used to translate the
position of the movie clip on stage.
|
*u,v and w cannot be accessed in the transform
matrix class.
An alternative representation of this matrix
can be found that has the same elements but with
thier positions flipped. This matrix performs
the same operations but when used to manipulated
points it requires a slighlty different calcualtion
set up (using row vectors instead of column
vectors). However the results are the same as
the orientation of the elements in an operation
matrix is ultimately not important (the relative
position is).

Traditionally in computer
graphics and modeling u v and w have been used
to perfrom extra graphical transformations however
in flash the transformation matrix class can
only perate in 2d space so the values of u and
v are au6tomatically set to zero and the value
of w is set to one.

It is in this form that
the transform matrix is most often shown in flash
(in the flash help pages).
In flash the transform
matrix is used as a generic to perform generic
transformation or combinations of transformation
at the same time. If a user wants to perform
a specific operation they could use a modified
form of the tranformation matrix or use a selected
"method" of the matrix transform class. For
example:
translate(tx:Number, ty:Number):Void
scale(sx:Number, sy:Number):Void
rotate(angle:Number):Void
identity():Void
Using these methods selected
operations can be performed such as translation,
rotation, scale or reflection without the need
to work directly with matrices.
Note: In Actionscript
2.0 there is no skew method available for the
matrix transform class.