JSDoc
git-svn-id: http://svg-edit.googlecode.com/svn/trunk@2727 eee81c28-f429-11dd-99c0-75d572ba1dddmaster
parent
8f1c74260b
commit
2ea686a118
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editor/math.js
215
editor/math.js
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@ -11,6 +11,14 @@
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// Dependencies:
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// None.
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/**
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* @typedef AngleCoord45
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* @type {object}
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* @property {number} x - The angle-snapped x value
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* @property {number} y - The angle-snapped y value
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* @property {number} a - The angle at which to snap
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*/
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(function() {'use strict';
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@ -24,44 +32,37 @@ var NEAR_ZERO = 1e-14;
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// Throw away SVGSVGElement used for creating matrices/transforms.
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var svg = document.createElementNS(svgedit.NS.SVG, 'svg');
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// Function: svgedit.math.transformPoint
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// A (hopefully) quicker function to transform a point by a matrix
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// (this function avoids any DOM calls and just does the math)
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//
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// Parameters:
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// x - Float representing the x coordinate
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// y - Float representing the y coordinate
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// m - Matrix object to transform the point with
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// Returns a x,y object representing the transformed point
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svgedit.math.transformPoint = function(x, y, m) {
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/**
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* A (hopefully) quicker function to transform a point by a matrix
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* (this function avoids any DOM calls and just does the math)
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* @param {number} x - Float representing the x coordinate
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* @param {number} y - Float representing the y coordinate
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* @param {SVGMatrix} m - Matrix object to transform the point with
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* @returns {object} An x, y object representing the transformed point
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*/
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svgedit.math.transformPoint = function (x, y, m) {
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return { x: m.a * x + m.c * y + m.e, y: m.b * x + m.d * y + m.f};
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};
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// Function: svgedit.math.isIdentity
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// Helper function to check if the matrix performs no actual transform
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// (i.e. exists for identity purposes)
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//
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// Parameters:
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// m - The matrix object to check
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//
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// Returns:
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// Boolean indicating whether or not the matrix is 1,0,0,1,0,0
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svgedit.math.isIdentity = function(m) {
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/**
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* Helper function to check if the matrix performs no actual transform
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* (i.e. exists for identity purposes)
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* @param {SVGMatrix} m - The matrix object to check
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* @returns {boolean} Indicates whether or not the matrix is 1,0,0,1,0,0
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*/
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svgedit.math.isIdentity = function (m) {
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return (m.a === 1 && m.b === 0 && m.c === 0 && m.d === 1 && m.e === 0 && m.f === 0);
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};
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// Function: svgedit.math.matrixMultiply
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// This function tries to return a SVGMatrix that is the multiplication m1*m2.
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// We also round to zero when it's near zero
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//
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// Parameters:
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// >= 2 Matrix objects to multiply
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//
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// Returns:
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// The matrix object resulting from the calculation
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svgedit.math.matrixMultiply = function() {
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/**
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* This function tries to return a SVGMatrix that is the multiplication m1*m2.
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* We also round to zero when it's near zero
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* @param {...SVGMatrix} matr - Two or more matrix objects to multiply
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* @returns {SVGMatrix} The matrix object resulting from the calculation
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*/
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svgedit.math.matrixMultiply = function (matr) {
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var args = arguments, i = args.length, m = args[i-1];
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while (i-- > 1) {
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@ -78,15 +79,12 @@ svgedit.math.matrixMultiply = function() {
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return m;
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};
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// Function: svgedit.math.hasMatrixTransform
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// See if the given transformlist includes a non-indentity matrix transform
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//
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// Parameters:
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// tlist - The transformlist to check
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//
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// Returns:
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// Boolean on whether or not a matrix transform was found
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svgedit.math.hasMatrixTransform = function(tlist) {
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/**
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* See if the given transformlist includes a non-indentity matrix transform
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* @param {object} [tlist] - The transformlist to check
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* @returns {boolean} Whether or not a matrix transform was found
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*/
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svgedit.math.hasMatrixTransform = function (tlist) {
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if (!tlist) {return false;}
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var num = tlist.numberOfItems;
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while (num--) {
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@ -96,28 +94,25 @@ svgedit.math.hasMatrixTransform = function(tlist) {
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return false;
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};
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// Function: svgedit.math.transformBox
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// Transforms a rectangle based on the given matrix
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//
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// Parameters:
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// l - Float with the box's left coordinate
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// t - Float with the box's top coordinate
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// w - Float with the box width
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// h - Float with the box height
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// m - Matrix object to transform the box by
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//
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// Returns:
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// An object with the following values:
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// * tl - The top left coordinate (x,y object)
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// * tr - The top right coordinate (x,y object)
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// * bl - The bottom left coordinate (x,y object)
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// * br - The bottom right coordinate (x,y object)
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// * aabox - Object with the following values:
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// * Float with the axis-aligned x coordinate
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// * Float with the axis-aligned y coordinate
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// * Float with the axis-aligned width coordinate
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// * Float with the axis-aligned height coordinate
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svgedit.math.transformBox = function(l, t, w, h, m) {
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/**
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* Transforms a rectangle based on the given matrix
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* @param {number} l - Float with the box's left coordinate
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* @param {number} t - Float with the box's top coordinate
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* @param {number} w - Float with the box width
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* @param {number} h - Float with the box height
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* @param {SVGMatrix} m - Matrix object to transform the box by
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* @returns {object} An object with the following values:
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* tl - The top left coordinate (x,y object)
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* tr - The top right coordinate (x,y object)
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* bl - The bottom left coordinate (x,y object)
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* br - The bottom right coordinate (x,y object)
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* aabox - Object with the following values:
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* x - Float with the axis-aligned x coordinate
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* y - Float with the axis-aligned y coordinate
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* width - Float with the axis-aligned width coordinate
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* height - Float with the axis-aligned height coordinate
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*/
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svgedit.math.transformBox = function (l, t, w, h, m) {
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var transformPoint = svgedit.math.transformPoint,
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tl = transformPoint(l, t, m),
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@ -144,20 +139,18 @@ svgedit.math.transformBox = function(l, t, w, h, m) {
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};
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};
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// Function: svgedit.math.transformListToTransform
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// This returns a single matrix Transform for a given Transform List
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// (this is the equivalent of SVGTransformList.consolidate() but unlike
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// that method, this one does not modify the actual SVGTransformList)
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// This function is very liberal with its min,max arguments
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//
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// Parameters:
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// tlist - The transformlist object
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// min - Optional integer indicating start transform position
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// max - Optional integer indicating end transform position
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//
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// Returns:
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// A single matrix transform object
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svgedit.math.transformListToTransform = function(tlist, min, max) {
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/**
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* This returns a single matrix Transform for a given Transform List
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* (this is the equivalent of SVGTransformList.consolidate() but unlike
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* that method, this one does not modify the actual SVGTransformList)
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* This function is very liberal with its min, max arguments
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* @param {object} tlist - The transformlist object
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* @param {integer} [min=0] - Optional integer indicating start transform position
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* @param {integer} [max] - Optional integer indicating end transform position;
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* defaults to one less than the tlist's numberOfItems
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* @returns {object} A single matrix transform object
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*/
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svgedit.math.transformListToTransform = function (tlist, min, max) {
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if (tlist == null) {
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// Or should tlist = null have been prevented before this?
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return svg.createSVGTransformFromMatrix(svg.createSVGMatrix());
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};
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// Function: svgedit.math.getMatrix
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// Get the matrix object for a given element
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//
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// Parameters:
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// elem - The DOM element to check
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//
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// Returns:
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// The matrix object associated with the element's transformlist
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svgedit.math.getMatrix = function(elem) {
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/**
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* Get the matrix object for a given element
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* @param {Element} elem - The DOM element to check
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* @returns {SVGMatrix} The matrix object associated with the element's transformlist
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*/
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svgedit.math.getMatrix = function (elem) {
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var tlist = svgedit.transformlist.getTransformList(elem);
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return svgedit.math.transformListToTransform(tlist).matrix;
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};
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// Function: svgedit.math.snapToAngle
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// Returns a 45 degree angle coordinate associated with the two given
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// coordinates
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//
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// Parameters:
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// x1 - First coordinate's x value
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// x2 - Second coordinate's x value
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// y1 - First coordinate's y value
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// y2 - Second coordinate's y value
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//
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// Returns:
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// Object with the following values:
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// x - The angle-snapped x value
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// y - The angle-snapped y value
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// snapangle - The angle at which to snap
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svgedit.math.snapToAngle = function(x1, y1, x2, y2) {
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var snap = Math.PI/4; // 45 degrees
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/**
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* Returns a 45 degree angle coordinate associated with the two given
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* coordinates
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* @param {number} x1 - First coordinate's x value
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* @param {number} x2 - Second coordinate's x value
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* @param {number} y1 - First coordinate's y value
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* @param {number} y2 - Second coordinate's y value
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* @returns {AngleCoord45}
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*/
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svgedit.math.snapToAngle = function (x1, y1, x2, y2) {
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var snap = Math.PI / 4; // 45 degrees
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var dx = x2 - x1;
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var dy = y2 - y1;
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var angle = Math.atan2(dy, dx);
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var dist = Math.sqrt(dx * dx + dy * dy);
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var snapangle = Math.round(angle/snap) * snap;
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var snapangle = Math.round(angle / snap) * snap;
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return {
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x: x1 + dist * Math.cos(snapangle),
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};
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// Function: rectsIntersect
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// Check if two rectangles (BBoxes objects) intersect each other
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//
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// Paramaters:
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// r1 - The first BBox-like object
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// r2 - The second BBox-like object
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//
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// Returns:
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// Boolean that's true if rectangles intersect
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svgedit.math.rectsIntersect = function(r1, r2) {
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return r2.x < (r1.x+r1.width) &&
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(r2.x+r2.width) > r1.x &&
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r2.y < (r1.y+r1.height) &&
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(r2.y+r2.height) > r1.y;
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/**
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* Check if two rectangles (BBoxes objects) intersect each other
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* @param {SVGRect} r1 - The first BBox-like object
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* @param {SVGRect} r2 - The second BBox-like object
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* @returns {boolean} True if rectangles intersect
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*/
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svgedit.math.rectsIntersect = function (r1, r2) {
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return r2.x < (r1.x + r1.width) &&
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(r2.x + r2.width) > r1.x &&
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r2.y < (r1.y + r1.height) &&
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(r2.y + r2.height) > r1.y;
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};
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}());
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}());
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