# Using Matrix objects

The Matrix class represents a transformation matrix that determines how to map points from one coordinate space to another. You can perform various graphical transformations on a display object by setting the properties of a Matrix object, applying that Matrix object to the `matrix`

property of a Transform object, and then applying that Transform object as the `transform`

property of the display object. These transformation functions include translation (*x* and *y* repositioning), rotation, scaling, and skewing.

Although you could define a matrix by directly adjusting the properties (a, b, c, d, tx, ty) of a Matrix object, it is easier to use the `createBox()`

method. This method includes parameters that let you directly define the scaling, rotation, and translation effects of the resulting matrix. For example, the following code creates a Matrix object that scales an object horizontally by 2.0, scales it vertically by 3.0, rotates it by 45°, moving (translating) it 10 pixels to the right, and moving it 20 pixels down:

```
var matrix = new Matrix ();
var scaleX = 2.0;
var scaleY = 3.0;
var rotation = 2 * Math.PI * (45 / 360);
var tx = 10;
var ty = 20;
matrix.createBox (scaleX, scaleY, rotation, tx, ty);
```

You can also adjust the scaling, rotation, and translation effects of a Matrix object by using the `scale()`

, `rotate()`

, and `translate()`

methods. Note that these methods combine with the values of the existing Matrix object. For example, the following code sets a Matrix object that scales an object by a factor of 4 and rotates it 60°, since the `scale()`

and `rotate()`

methods are called twice:

```
var matrix = new Matrix ();
var rotation = 2 * Math.PI * (30 / 360); // 30°
var scaleFactor = 2;
matrix.scale (scaleFactor, scaleFactor);
matrix.rotate (rotation);
matrix.scale (scaleX, scaleY);
matrix.rotate (rotation);
myDisplayObject.transform.matrix = matrix;
```

To apply a skew transformation to a Matrix object, adjust its `b`

or `c`

property. Adjusting the `b`

property skews the matrix vertically, and adjusting the `c`

property skews the matrix horizontally. The following code skews the `myMatrix`

Matrix object vertically by a factor of 2:

```
var skewMatrix = new Matrix ();
skewMatrix.b = Math.tan (2);
myMatrix.concat (skewMatrix);
```

You can apply a Matrix transformation to the `transform`

property of a display object. For example, the following code applies a matrix transformation to a display object named `myDisplayObject`

:

```
var matrix = myDisplayObject.transform.matrix;
var scaleFactor = 2;
var rotation = 2 * Math.PI * (60 / 360); // 60°
matrix.scale (scaleFactor, scaleFactor);
matrix.rotate (rotation);
myDisplayObject.transform.matrix = matrix;
```

The first line sets a Matrix object to the existing transformation matrix used by the `myDisplayObject`

display object (the `matrix`

property of the transformation property of the `myDisplayObject`

display object). This way, the Matrix class methods that you call have a cumulative effect on the display object’s existing position, scale, and rotation.

*Note:**The ColorTransform class is also included in the openfl.geom package. This class is used to set the colorTransform property of a Transform object. Since it does not apply any geometrical transformation, it is not discussed, in detail, here. For more information, see the*

*ColorTransform*

*class in the*

*API Reference*

*.*