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<title>Coordinate System</title>
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<h2 align="center">Coordinate System</h2>
<div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdGetCanvasSize">cdCanvasGetSize</a>(cdCanvas* canvas, int *width, int *height, double *width_mm, double *height_mm); [in C]</span>

canvas:GetSize() -&gt; (width, height, mm_width, mm_height: number) [in Lua]</pre>

  <p>Returns the canvas size in pixels and in millimeters. You can provide only 
  the desired values and <font>NULL</font> for the others.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">int&nbsp;<a name="cdYAxisMode">cdCanvasYAxisMode</a>(cdCanvas* canvas, int invert); [in C]</span>

canvas:YAxisMode(invert: number) -&gt; (old_invert: number) [in Lua]</pre>

  <p>Returns the orientation of the Y axis. Internally in some drivers the 
	native axis orientation is top-bottom, so the CD primitives must invert the 
	Y axis since the CD orientation is bottom-top. Using CD_QUERY will return 
	the current Y axis mode, if needs to be inverted internally or not.</p>
	<p>Using 1 or 0 you can 
	control if the Y axis will be inverted or not. But this is <strong>not</strong> 
	recommended, because it has several limitations. Only drivers that the 
	native axis orientation is inverted can be controlled, drivers that has the 
	same orientation of the CD library can not be controlled. If changed Vector 
	Text will always displays the text upside down.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">int&nbsp;<a name="cdUpdateYAxis">cdCanvasUpdateYAxis</a>(cdCanvas* canvas, int *y); [in C]</span>
double&nbsp;cdfCanvasUpdateYAxis(cdCanvas* canvas, double&nbsp;*y); [in C]
int&nbsp;cdCanvasInvertYAxis(cdCanvas* canvas, int y); [in C]
double&nbsp;cdfCanvasInvertYAxis(cdCanvas* canvas, double&nbsp;y); [in C]

canvas:UpdateYAxis(yc: number) -&gt; (yr: number) [in Lua]
canvas:InvertYAxis(yc: number) -&gt; (yr: number) [in Lua]</pre>

  <p>Converts the coordinate system of the CD library into the internal 
  system of the active canvas' driver, and the other way round, if they are 
	invert, or else do nothing. This is just <font>&quot;y = height-1 - 
  y&quot;</font>. It returns the changed value. The &quot;Invert&quot; will always invert 
  the given value, the &quot;Update&quot; function will invert only if the canvas has the 
  Y axis inverted.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;cdCanvasMM2Pixel(cdCanvas* canvas, double mm_dx, double mm_dy, int *dx, int *dy); [in C]</span>
void&nbsp;cdfCanvasMM2Pixel(cdCanvas* canvas, double mm_dx, double mm_dy, double *dx, double *dy); [in C]

canvas:MM2Pixel(mm_dx, mm_dy: number) -&gt; (dx, dy: number) [in Lua]
canvas:fMM2Pixel(mm_dx, mm_dy: number) -&gt; (dx, dy: number) [in Lua]</pre>

  <p>Converts sizes in millimeters into pixels (canvas coordinates). You can 
  provide only the desired values and <font>NULL</font> for the 
  others.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;cdCanvasPixel2MM(cdCanvas* canvas, int dx, int dy, double *mm_dx, double *mm_dy); [in C]</span>
void&nbsp;cdfCanvasPixel2MM(cdCanvas* canvas, double dx, double dy, double *mm_dx, double *mm_dy); [in C]

canvas:Pixel2MM(dx, dy: number) -&gt; (mm_dx, mm_dy: number) [in Lua]
canvas:fPixel2MM(dx, dy: number) -&gt; (mm_dx, mm_dy: number) [in Lua]</pre>

  <p>Converts sizes in pixels (canvas coordinates) into millimeters. You can 
  provide only the desired values and <font>NULL</font> for the 
  others. Use this function to obtain the horizontal and vertical resolution of 
  the canvas by passing 1 as parameter in <font>dx</font> and
  <font>dy</font>. The resolution value is obtained using the 
  formula <strong><font>res=1.0/mm</font></strong>.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;cdCanvasOrigin(cdCanvas* canvas, int x, int y); [in C]</span>
void&nbsp;cdfCanvasOrigin(cdCanvas* canvas, double x, double y); [in C]

canvas:Origin(x, y: number) [in Lua]
canvas:fOrigin(x, y: number) [in Lua]</pre>

  <p>Allows translating the origin - for instance, to the center of the canvas. 
  The function profits from the architecture of the library to simulate a 
  translation of the origin, which in fact is never actually passed to the 
  canvas in the respective driver. It is not related with WD nor Transformation 
	Matrix. Default values: (0, 0)</p>


</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;cdCanvasGetOrigin(cdCanvas* canvas, int *x, int *y); [in C]</span>
void&nbsp;cdfCanvasGetOrigin(cdCanvas* canvas, double *x, double *y); [in C]

canvas:GetOrigin() -&gt; (x, y: number) [in Lua]
canvas:fGetOrigin() -&gt; (x, y: number) [in Lua]</pre>

  <p>Returns the origin.</p>

</div>
<h3>Transformation Matrix</h3>

<div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdTransform">cdCanvasTransform</a>(cdCanvas* canvas, const double* matrix); [in C]</span>

canvas:Transform(matrix: table) [in Lua]</pre>

    <p>Defines a transformation matrix with 6 elements. If the matrix is NULL, 
    the 
      transformation is reset to the identity. Default value: NULL.</p>
    <p>The matrix contains scale (sx,sy), rotation (angle) and translation (dx,dy) elements as follows:</p>
    <pre>|x'|   |sx*cos(angle)    -sin(angle)  dx|   |x|                     |0   2   4| 
|y'| = |   sin(angle)  sy*cos(angle)  dy| * |y|      with indices   |1   3   5|
                                            |1|</pre>
  <p>In other words:</p>
	<pre>matrix[0] = sx*cos(angle)           // Horizontal Scale and Rotation component
matrix[1] =    sin(angle)           // Rotation component (can also contain an horizontal shear component)
matrix[2] =   -sin(angle)           // Rotation component (can also contain a vertical shear component)
matrix[3] = sy*cos(angle)           // Vertical Scale and Rotation component
matrix[4] = dx                      // Horizontal Translation component
matrix[5] = dy                      // Vertical Translation component</pre>
	<p>But notice that the indices are different of the <strong>
  cdCanvasVectorTextTransform</strong>.</p>
<p>Functions that retrieve images from the canvas are not affected by the 
transformation matrix, such as <strong>GetImage</strong>, <strong>GetImageRGB</strong> 
and <strong>ScrollArea</strong>.</p>
<p>Transformation matrix is independent of the <strong>World Coordinate</strong> 
and <strong>Origin</strong> 
functions. And those are affected if a transformation is set, just like other 
regular primitives.</p>
	<p>The transformation matrix and world coordinates perform similar 
	functions.&nbsp;World coordinates were developed before the transformation matrix 
	support.&nbsp;The transformation matrix operates at a lower level than world 
	coordinates, and, as such, might be faster, but might behave differently on 
	different platforms.&nbsp;World coordinates behave consistently across platforms.</p>


</div><div class="function"><pre class="function"><span class="mainFunction">double*&nbsp;<a name="cdGetTransform">cdCanvasGetTransform</a>(cdCanvas* canvas); [in C]</span>

canvas:GetTransformation() -&gt; (matrix: table) [in Lua]</pre>

  <p>Returns the transformation matrix. If the identity is set, returns NULL.</p>


</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdTransformMultiply">cdCanvasTransforMultiply</a>(cdCanvas* canvas, const double* matrix); [in C]</span>

canvas:TransformMultiply(matrix: table) [in Lua]</pre>

    <p>Left multiply the current transformation by the given transformation.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdTransformTranslate">cdCanvasTransformTranslate</a>(cdCanvas* canvas, double dx, double dy); [in C]</span>

canvas:TransformTranslate(dx, dy: number) [in Lua]</pre>

    <p>Applies a translation to the current transformation.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdTransformScale">cdCanvasTransformScale</a>(cdCanvas* canvas, double sx, double sy); [in C]</span>

canvas:TransformScale(sx, sy: number) [in Lua]</pre>

    <p>Applies a scale to the current transformation.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdTransformRotate">cdCanvasTransformRotate</a>(cdCanvas* canvas, double angle); [in C]</span>

canvas:TransformRotate(angle: number) [in Lua]</pre>

    <p>Applies a rotation to the current transformation. Angle is in degrees, 
    oriented counter-clockwise from the horizontal axis.</p>

</div><div class="function"><pre class="function"><span class="mainFunction">void&nbsp;<a name="cdTransformPoint">cdCanvasTransformPoint</a>(cdCanvas* canvas, int x, int y, int *tx, int *ty); [in C]</span>
void cdfCanvasTransformPoint(cdCanvas* canvas, double x, double y, double *tx, double *ty); [in C]

canvas:TransformPoint(x, y: number) -&gt; (tx, ty: number) [in Lua]
canvas:fTransformPoint(x, y: number) -&gt; (tx, ty: number) [in Lua]</pre>

    <p>Applies a transformation to a given point.</p>
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