PshearY
processing
Shears a shape around the y-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to 2 PI). Objects are always sheared around their relative position to the origin and positive numbers shear objects in a clockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect.
Technically, PshearY
multiplies the current transformation matrix by a rotation matrix. This function can be further controlled by the PpushMatrix
and PpopMatrix
functions.
Link to original Processing doc
PshearY is available since version 1.0.0.
See also
Signatures
Examples
// @preview image
<%
//draw smiley macro
'centerY' STORE
'centerX' STORE
'CENTER' PellipseMode
$centerX $centerY 30 30 Pellipse
0 Pfill
$centerX 7 - $centerY 5 - 5 8 Pellipse
$centerX 7 + $centerY 5 - 5 8 Pellipse
PnoFill
$centerX $centerY 22 22 0.5 1.5 Parc
%> 'drawsmiley' STORE
200 200 '2D3' PGraphics
255 Pbackground
0 0 @drawsmiley //top left corner
100 100 Ptranslate
pi 6 / PshearY
0 0 @drawsmiley
40 0 @drawsmiley
0 30 Ptranslate //try to invert this line with the next one
pi -6 / PshearX
0 0 @drawsmiley
40 0 @drawsmiley
PresetMatrix
200 200 @drawsmiley //bottom right corner
Pencode