public float [ ] matrix ( ) { float [ ] matrix = new float [ 8 ] ; float cosX = ( float ) Math . cos ( rotationRadians ) ; float sinX = ( float ) Math . sin ( rotationRadians ) ; matrix [ AX ] = plainWidth * cosX ; matrix [ AY ] = plainWidth * sinX ; matrix [ BX ] = ( - plainHeight ) * sinX ; matrix [ BY ] = plainHeight * cosX ; if ( rotationRadians < Math . PI / 2f ) { matrix [ CX ] = matrix [ BX ] ; matrix [ CY ] = 0 ; matrix [ DX ] = matrix [ AX ] ; matrix [ DY ] = matrix [ AY ] + matrix [ BY ] ; } else if ( rotationRadians < Math . PI ) { matrix [ CX ] = matrix [ AX ] + matrix [ BX ] ; matrix [ CY ] = matrix [ BY ] ; matrix [ DX ] = 0 ; matrix [ DY ] = matrix [ AY ] ; } else if ( rotationRadians < Math . PI * 1.5f ) { matrix [ CX ] = matrix [ AX ] ; matrix [ CY ] = matrix [ AY ] + matrix [ BY ] ; matrix [ DX ] = matrix [ BX ] ; matrix [ DY ] = 0 ; } else { matrix [ CX ] = 0 ; matrix [ CY ] = matrix [ AY ] ; matrix [ DX ] = matrix [ AX ] + matrix [ BX ] ; matrix [ DY ] = matrix [ BY ] ; } return matrix ; }
Returns the transformation matrix of the image .