Matrix — Ren'Py Documentation

# Matrix

class Matrix(l)

  This represents a 4x4 matrix, that is used in various places in Ren'Py.

  When used to transform coordinates, the 16 elements of this matrix are:

      xdx, xdy, xdz, xdw,
      ydx, ydy, ydz, ydw,
      zdx, zdy, zdz, zdw,
      wdx, wdy, wdz, wdw

  where x' = xdx * x + xdy * y + xdz * z + xdw * w, where x is the original value of x and x' is the transformed value, and similarly for x, y, z, and w. This is usually applied to a position where w is 1, allowing any combination of translation, rotation, and scaling to be expressed in a single matrix.

  When used to transform colors, the 16 elements of this matrix are:

      rdr, rdg, rdb, rda,
      gdr, gdg, gdg, gda,
      bdr, bdg, bdb, bda,
      adr, adg, adb, ada,

  For the red, green, blue, and alpha channels.

  Matrix objects can be multiplied using the Python multiplication operator, to generate a matrix that performs both operations. The order in which the matrixes appear can matter. Assuming v is a position or color being transformed:

      (step2 * step1) * v

  is equivalent to:

      step2 * (step1 * v)

  l

    This can be a list of 4, 9, or 16 numbers that is used to introduce this matrix. If not the full 16, the top-left corner of the matrix is initialized, with zdz and wdw set to 1.0 if not given. For example:

        Matrix([ 1, 2, 3, 4 ])

    would result in the Matrix:

        1.0, 2.0, 0.0, 0.0,
        3.0, 4.0, 0.0, 0.0,
        0.0, 0.0, 1.0, 0.0,
        0.0, 0.0, 0.0, 1.0,

Matrix.identity()

  Returns an identity matrix.

Matrix.offset(x, y, z)

  Returns a matrix that offsets the vertex by a fixed amount.

Matrix.perspective(w, h, n, p, f)

  Returns a matrix suitable for the perspective projection of an image in the Ren'Py coordinate system. This is a view into the a coordinate system where, where when z=0, (0, 0) corresponds to the top-left corner of the screen, and (w, h) corresponds to the bottom-right corner of the screen.

  w, h

    The width and height of the input plane, in pixels.

  n

    The distance of the near plane from the camera.

  p

    How far the z=0 plane is from the camera. This is also where one virtual pixel is one coordinate unit in x and y.

  f

    The distance of the far plane from the camera.

Matrix.rotate(x, y, z)

  Returns a matrix that rotates the displayable around the origin.

  x, y, z

    The amount to rotate around the origin, in degrees.

  The rotations are applied in order:

  - A clockwise rotation by x degrees in the Y/Z plane.

  - A clockwise rotation by y degrees in the Z/X plane.

  - A clockwise rotation by z degrees in the X/Y plane.

Matrix.scale(x, y, z)

  Returns a matrix that scales the displayable.

  x, y, z

    The factor to scale each axis by.