CanvasRenderingContext2D.setTransform()
The
CanvasRenderingContext2D.setTransform()
method of the Canvas 2D API resets (overrides) the current transformation to the
identity matrix, and then invokes a transformation described by the arguments of this
method. This lets you scale, rotate, translate (move), and skew the context.
Note: See also the transform()
method; instead of overriding the current transform matrix, it
multiplies it with a given one.
Syntax
setTransform(a, b, c, d, e, f)
setTransform(matrix)
The transformation matrix is described by:
This transformation matrix gets multiplied on the left of a column vector representing each point being drawn on the canvas, to produce the final coordinate used on the canvas.
Parameters
setTransform()
has two types of parameter that it can accept. The older
type consists of several parameters representing the individual components of the
transformation matrix to set:
a
(m11
)-
Horizontal scaling. A value of
1
results in no scaling. b
(m12
)-
Vertical skewing.
c
(m21
)-
Horizontal skewing.
d
(m22
)-
Vertical scaling. A value of
1
results in no scaling. e
(dx
)-
Horizontal translation (moving).
f
(dy
)-
Vertical translation (moving).
The newer type consists of a single parameter, matrix
, representing a 2D
transformation matrix to set (technically, a DOMMatrixInit
object; any
object will do as long as it contains the above components as properties).
Return value
None (undefined
).
Examples
Skewing a shape
This example skews a rectangle both vertically (.2
) and horizontally
(.8
). Scaling and translation remain unchanged.
HTML
<canvas id="canvas"></canvas>
JavaScript
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.setTransform(1, 0.2, 0.8, 1, 0, 0);
ctx.fillRect(0, 0, 100, 100);
Result
Retrieving and passing a DOMMatrix object
In the following example, we have two <canvas>
elements. We apply a
transform to the first one's context using the first type of setTransform()
and draw a square on it, then retrieve the matrix from it using
CanvasRenderingContext2D.getTransform()
.
We then apply the retrieved matrix directly to the second canvas context by passing the
DOMMatrix
object directly to setTransform()
(i.e. the second
type), and draw a circle on it.
HTML
<!-- First canvas (ctx1) -->
<canvas width="240"></canvas>
<!-- Second canvas (ctx2) -->
<canvas width="240"></canvas>
CSS
canvas {
border: 1px solid black;
}
JavaScript
const canvases = document.querySelectorAll("canvas");
const ctx1 = canvases[0].getContext("2d");
const ctx2 = canvases[1].getContext("2d");
ctx1.setTransform(1, 0.2, 0.8, 1, 0, 0);
ctx1.fillRect(25, 25, 50, 50);
let storedTransform = ctx1.getTransform();
console.log(storedTransform);
ctx2.setTransform(storedTransform);
ctx2.beginPath();
ctx2.arc(50, 50, 50, 0, 2 * Math.PI);
ctx2.fill();
Result
Specifications
Specification |
---|
HTML Standard # dom-context-2d-settransform-dev |
Browser compatibility
BCD tables only load in the browser
See also
- The interface defining this method:
CanvasRenderingContext2D
CanvasRenderingContext2D.transform()