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Shears a shape around the x-axis the amount specified by the
angle parameter. Angles should be specified in radians (values
from 0 to PI*2) or converted to radians with the radians()
function. Objects are always sheared around their relative position to
the origin and positive numbers shear objects in a clockwise direction.
Transformations apply to everything that happens after and subsequent
calls to the function accumulates the effect. For example, calling
shearX(PI/2) and then shearX(PI/2) is the same as
shearX(PI). If shearX() is called within the
draw(), the transformation is reset when the loop begins again.
Technically, shearX() multiplies the current transformation
matrix by a rotation matrix. This function can be further controlled by
the pushMatrix() and popMatrix()functions.
size(400, 400);
translate(width/4, height/4);
shearX(PI/4.0);
rect(0, 0, 120, 120);shearX(angle)angle(float)angle of shear specified inradiansvoid
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