http://processing.org/learning/transform2d/
http://processing.org/learning/basics/translate.html
http://processing.org/learning/basics/scale.html
http://processing.org/learning/basics/rotate.html
http://processing.org/learning/basics/triangleflower.html
We can always draw our shapes where we want them to appear on
the screen.
Here's an example of a rectangle drawn
with its top left corner at (40, 200), with a width and height
of 40 pixels.
Let's say we now want to rotate it.
There's a processing call for that:
rotate()
Here we called rotate( -PI/4) before the
rect() call.
Notice that our rectangle has been rotated by 45 degrees, however its entire
location has been rotated as well.
This is because rotate() method
rotates everything around (0, 0).
So our rectangle drawn at (40, 200) has been moved due to the
rotation about the origin.
Let's take a look at what this screen rotation looks like.
Here we've rotated the grid as well as the square so it is clear to see how the square ended up where it did inside the window. Notice that relative to the grid, which is now also rotated, the square is in fact drawn with its top left corner at (40, 200).
Let's say we wanted to have our shape in the same location, but instead of drawing our shape there we first moved the paper to the location (40, 200), so that when we drew our shape at the location (0, 0) it would appear at (40, 200). The following commands do exactly that. The translate( x, y ) method will move the entire screen and everything drawn after the translate() call. Let's take a closer look at how the screen moves.
See how the grid has actually moved in this image. The grid represents our original drawing area in processing, which means the top left corner of the grid actually represents (0, 0) for anything drawn on it. So when we move the screen by translating, we actually move the processing drawing area and everything drawn after it will be relative to the drawing area's new location. What we're really doing is moving the origin of the drawing coordinate system.
This example shows we can actually draw some items in negative numbers. Remember that we always draw our rectangles from the
top left corner and with a width and height, so by making the top left corner negative coordinates half the width and the height
of the rectangle, we're able to place the rectangle's center at (0, 0).
Building our geometric objects centered at (0,0) and be useful for other tasks, such as collision detection.
Let's take a look at the example where we drew our rectangle around the point (0, 0) instead of using (0, 0) as the top left corner of the rectangle. Why would we want our rectangle centered around (0, 0) and what's so special about it? Well imagine we wanted to rotate our rectangle. If the rectangle has its top left corner at (0, 0) the rectangle will swing around this point. But if our rectangle is centered over (0, 0) and we rotate the screen, we will spin our rectangle on the spot and its center will remain the same. Take a look.
So the center of our rectangle has not changed, however it has been rotated. The blue rectangle represents our rectangle that was drawn with its top left corner at (0, 0). Notice how unlike the red rectangle which is centered at (0, 0) the blue rectangle tends to swing around its top left corner. That is because when the rotate method is called the screen in processing actually rotates around this (0, 0) point. Let's take a look at how things scale.
Here we see that our shape has been scaled by a factor of 2. This means that the coordinates in the processing drawing area are also scaled by a factor of 2. So if we decided to move our rectangle on this grid, each move would actually be double what we specified. For example, a rectangle drawn at (40, 40) is shown in blue. The blue rectangle is clearly nowhere near the point (40, 40) if we're looking at the original drawing area with the top left corner at (0, 0). This is where translation, rotation and scale can be a little tricky.
There is a problem with translating to a location to draw each shape, how do we get back to (0, 0) so we can translate
to another location to draw a different shape.
The answer is: we call the pushMatrix() method to save all of our translation,
rotation and scale information, and when we are finished we call popMatrix() to return us back to (0, 0) with no rotation
and no scale. Take a look at the image and try to figure out how the same call to the rect method is drawing the rectangle
in two different locations.
The following example should give you some practice with the push and pop matrix methods. Try commenting out some of the calls to push and pop matrix and see what happens.