Trying to make sense of AS2 gradient fill matrices

This one will likely interest kglad, but I'm all ears for
insight from
anyone who digs math.
I've been working with gradient fills lately in AS2, which
means I've
been reading through related entries in the ActionScript 2.0
Language
Reference. Here's a quick example right out of the docs
(slightly revised
to boil it down to the essentials). The Drawing API draws a
square and
fills it with a linear gradient that goes from red (upper
left) to blue
(lower right).
this.createEmptyMovieClip("gradient_mc",this.getNextHighestDepth());
with (gradient_mc) {
colors = [0xFF0000, 0x0000FF];
fillType = "linear";
alphas = [100, 100];
ratios = [0, 0xFF];
matrix = {matrixType:"box", x:100, y:100, w:200, h:200,
r:(45/180)*Math.PI};
beginGradientFill(fillType,colors,alphas,ratios,matrix);
moveTo(100,100);
lineTo(100,300);
lineTo(300,300);
lineTo(300,100);
lineTo(100,100);
endFill();
The point of interest, to me, is that generic Object
instance, matrix,
with properies x, y, w, h, r, and matrixType. The x and y are
for position
and correspond to the moveTo(100,100) call. The w and h
represent width and
height. The r is rotation in radians. The matrixType is
arbitrary (I
guess), because the same matrix can be used for a radial
gradient -- never
mind that for now.
The properties shown, arbitrary or not, are the ones
demonstrated in the
docs. That snippet does draw a 45deg red to blue gradient.
The docs recommend a slightly different approach for Flash
Payer 8 and
higher; namely, the native Matrix class. Everything in the
above sample
remains except that the existing matrix line changes to these
two lines:
matrix = new Matrix();
matrix.createGradientBox(200, 200, (45/180)*Math.PI, 100,
100);
Pretty obvious to see where they overlap. The matrixType
property is
gone, but hey ... everything works, so I'm not going to go
looking for
trouble.
Here's the punch line. The docs *also* show an alternative
Object
approach, one in which the properties describe a 3x3 matrix
whose properties
are a, b, c, d, e, f, g, h, and i. After toying with this
a-through-i
example, I noticed a pattern in the values: c, f, and i are
0, 0, and 1
respectively. That seems to correspond to the conventional
graphics matrix
a b u
c d v
tx ty w
... where u, v, and x are 0, 0, and 1. Seems fairly clear
that tx and ty
would correspond to x and y. After tracing the properties of
the matrix
variable (after the createGradientBox() call) it seemed
reasonable to me to
make the following mapping:
a:a b:b c:0
d:c e:d f:0
g:tx g:ty i:1
... which led me to replace the original matrix declaration
with this (back
to a single line):
matrix = {
a:0.086316745750311,
b:0.086316745750311,
c:0,
d:-0.086316745750311,
e:0.086316745750311,
f:0,
g:200,
h:200,
i:1
Those values, by the way, come from my tracing the
properties of this
matrix.createGradientBox(200, 200, (45/180)*Math.PI, 100,
100);
The weird part is, that still gives a 45deg angled gradient,
but it's
super-heavily banded. Not really a gradient at all, but more
like four
colored stripes -- red, blue, red, blue -- from upper left to
lower right.
Can anyone explain to me why?
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."

GWD,
> I couldn't leave it alone. I came back to it.
Ha! I know that feeling. :)
> matrix = { a:200, b:-100, c:0, d:-100, e:200, f:0,
g:200, h:200, i:1 };
>
> gets close, but its still not quite right. I think the
difference here is
> that skew is expressed differently.
That makes sense. And yes, that comes pretty close.
> I found a better explanation here:
>
http://www.flashdevils.com/tutorials.php?id=142
Thanks, GWD! That helps a lot.
> [I would be inclined to use the other approaches if I
could get
> away with it.]
Yeah, I definitely agree. I find it odd that the docs even
mention it,
but since they do, I found myself elbow deep in wondering
why. Thanks for
input!
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."

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