git-svn-id: http://svg-edit.googlecode.com/svn/trunk@2727 eee81c28-f429-11dd-99c0-75d572ba1ddd
master
Brett Zamir 2014-03-15 08:53:45 +00:00
parent 8f1c74260b
commit 2ea686a118
1 changed files with 98 additions and 117 deletions

View File

@ -12,6 +12,14 @@
// Dependencies: // Dependencies:
// None. // None.
/**
* @typedef AngleCoord45
* @type {object}
* @property {number} x - The angle-snapped x value
* @property {number} y - The angle-snapped y value
* @property {number} a - The angle at which to snap
*/
(function() {'use strict'; (function() {'use strict';
if (!svgedit.math) { if (!svgedit.math) {
@ -24,44 +32,37 @@ var NEAR_ZERO = 1e-14;
// Throw away SVGSVGElement used for creating matrices/transforms. // Throw away SVGSVGElement used for creating matrices/transforms.
var svg = document.createElementNS(svgedit.NS.SVG, 'svg'); var svg = document.createElementNS(svgedit.NS.SVG, 'svg');
// Function: svgedit.math.transformPoint /**
// A (hopefully) quicker function to transform a point by a matrix * A (hopefully) quicker function to transform a point by a matrix
// (this function avoids any DOM calls and just does the math) * (this function avoids any DOM calls and just does the math)
// * @param {number} x - Float representing the x coordinate
// Parameters: * @param {number} y - Float representing the y coordinate
// x - Float representing the x coordinate * @param {SVGMatrix} m - Matrix object to transform the point with
// y - Float representing the y coordinate * @returns {object} An x, y object representing the transformed point
// m - Matrix object to transform the point with */
// Returns a x,y object representing the transformed point
svgedit.math.transformPoint = function (x, y, m) { svgedit.math.transformPoint = function (x, y, m) {
return { x: m.a * x + m.c * y + m.e, y: m.b * x + m.d * y + m.f}; return { x: m.a * x + m.c * y + m.e, y: m.b * x + m.d * y + m.f};
}; };
// Function: svgedit.math.isIdentity /**
// Helper function to check if the matrix performs no actual transform * Helper function to check if the matrix performs no actual transform
// (i.e. exists for identity purposes) * (i.e. exists for identity purposes)
// * @param {SVGMatrix} m - The matrix object to check
// Parameters: * @returns {boolean} Indicates whether or not the matrix is 1,0,0,1,0,0
// m - The matrix object to check */
//
// Returns:
// Boolean indicating whether or not the matrix is 1,0,0,1,0,0
svgedit.math.isIdentity = function (m) { svgedit.math.isIdentity = function (m) {
return (m.a === 1 && m.b === 0 && m.c === 0 && m.d === 1 && m.e === 0 && m.f === 0); return (m.a === 1 && m.b === 0 && m.c === 0 && m.d === 1 && m.e === 0 && m.f === 0);
}; };
// Function: svgedit.math.matrixMultiply /**
// This function tries to return a SVGMatrix that is the multiplication m1*m2. * This function tries to return a SVGMatrix that is the multiplication m1*m2.
// We also round to zero when it's near zero * We also round to zero when it's near zero
// * @param {...SVGMatrix} matr - Two or more matrix objects to multiply
// Parameters: * @returns {SVGMatrix} The matrix object resulting from the calculation
// >= 2 Matrix objects to multiply */
// svgedit.math.matrixMultiply = function (matr) {
// Returns:
// The matrix object resulting from the calculation
svgedit.math.matrixMultiply = function() {
var args = arguments, i = args.length, m = args[i-1]; var args = arguments, i = args.length, m = args[i-1];
while (i-- > 1) { while (i-- > 1) {
@ -78,14 +79,11 @@ svgedit.math.matrixMultiply = function() {
return m; return m;
}; };
// Function: svgedit.math.hasMatrixTransform /**
// See if the given transformlist includes a non-indentity matrix transform * See if the given transformlist includes a non-indentity matrix transform
// * @param {object} [tlist] - The transformlist to check
// Parameters: * @returns {boolean} Whether or not a matrix transform was found
// tlist - The transformlist to check */
//
// Returns:
// Boolean on whether or not a matrix transform was found
svgedit.math.hasMatrixTransform = function (tlist) { svgedit.math.hasMatrixTransform = function (tlist) {
if (!tlist) {return false;} if (!tlist) {return false;}
var num = tlist.numberOfItems; var num = tlist.numberOfItems;
@ -96,27 +94,24 @@ svgedit.math.hasMatrixTransform = function(tlist) {
return false; return false;
}; };
// Function: svgedit.math.transformBox /**
// Transforms a rectangle based on the given matrix * Transforms a rectangle based on the given matrix
// * @param {number} l - Float with the box's left coordinate
// Parameters: * @param {number} t - Float with the box's top coordinate
// l - Float with the box's left coordinate * @param {number} w - Float with the box width
// t - Float with the box's top coordinate * @param {number} h - Float with the box height
// w - Float with the box width * @param {SVGMatrix} m - Matrix object to transform the box by
// h - Float with the box height * @returns {object} An object with the following values:
// m - Matrix object to transform the box by * tl - The top left coordinate (x,y object)
// * tr - The top right coordinate (x,y object)
// Returns: * bl - The bottom left coordinate (x,y object)
// An object with the following values: * br - The bottom right coordinate (x,y object)
// * tl - The top left coordinate (x,y object) * aabox - Object with the following values:
// * tr - The top right coordinate (x,y object) * x - Float with the axis-aligned x coordinate
// * bl - The bottom left coordinate (x,y object) * y - Float with the axis-aligned y coordinate
// * br - The bottom right coordinate (x,y object) * width - Float with the axis-aligned width coordinate
// * aabox - Object with the following values: * height - Float with the axis-aligned height coordinate
// * Float with the axis-aligned x coordinate */
// * Float with the axis-aligned y coordinate
// * Float with the axis-aligned width coordinate
// * Float with the axis-aligned height coordinate
svgedit.math.transformBox = function (l, t, w, h, m) { svgedit.math.transformBox = function (l, t, w, h, m) {
var transformPoint = svgedit.math.transformPoint, var transformPoint = svgedit.math.transformPoint,
@ -144,19 +139,17 @@ svgedit.math.transformBox = function(l, t, w, h, m) {
}; };
}; };
// Function: svgedit.math.transformListToTransform /**
// This returns a single matrix Transform for a given Transform List * This returns a single matrix Transform for a given Transform List
// (this is the equivalent of SVGTransformList.consolidate() but unlike * (this is the equivalent of SVGTransformList.consolidate() but unlike
// that method, this one does not modify the actual SVGTransformList) * that method, this one does not modify the actual SVGTransformList)
// This function is very liberal with its min,max arguments * This function is very liberal with its min, max arguments
// * @param {object} tlist - The transformlist object
// Parameters: * @param {integer} [min=0] - Optional integer indicating start transform position
// tlist - The transformlist object * @param {integer} [max] - Optional integer indicating end transform position;
// min - Optional integer indicating start transform position * defaults to one less than the tlist's numberOfItems
// max - Optional integer indicating end transform position * @returns {object} A single matrix transform object
// */
// Returns:
// A single matrix transform object
svgedit.math.transformListToTransform = function (tlist, min, max) { svgedit.math.transformListToTransform = function (tlist, min, max) {
if (tlist == null) { if (tlist == null) {
// Or should tlist = null have been prevented before this? // Or should tlist = null have been prevented before this?
@ -180,35 +173,26 @@ svgedit.math.transformListToTransform = function(tlist, min, max) {
}; };
// Function: svgedit.math.getMatrix /**
// Get the matrix object for a given element * Get the matrix object for a given element
// * @param {Element} elem - The DOM element to check
// Parameters: * @returns {SVGMatrix} The matrix object associated with the element's transformlist
// elem - The DOM element to check */
//
// Returns:
// The matrix object associated with the element's transformlist
svgedit.math.getMatrix = function (elem) { svgedit.math.getMatrix = function (elem) {
var tlist = svgedit.transformlist.getTransformList(elem); var tlist = svgedit.transformlist.getTransformList(elem);
return svgedit.math.transformListToTransform(tlist).matrix; return svgedit.math.transformListToTransform(tlist).matrix;
}; };
// Function: svgedit.math.snapToAngle /**
// Returns a 45 degree angle coordinate associated with the two given * Returns a 45 degree angle coordinate associated with the two given
// coordinates * coordinates
// * @param {number} x1 - First coordinate's x value
// Parameters: * @param {number} x2 - Second coordinate's x value
// x1 - First coordinate's x value * @param {number} y1 - First coordinate's y value
// x2 - Second coordinate's x value * @param {number} y2 - Second coordinate's y value
// y1 - First coordinate's y value * @returns {AngleCoord45}
// y2 - Second coordinate's y value */
//
// Returns:
// Object with the following values:
// x - The angle-snapped x value
// y - The angle-snapped y value
// snapangle - The angle at which to snap
svgedit.math.snapToAngle = function (x1, y1, x2, y2) { svgedit.math.snapToAngle = function (x1, y1, x2, y2) {
var snap = Math.PI / 4; // 45 degrees var snap = Math.PI / 4; // 45 degrees
var dx = x2 - x1; var dx = x2 - x1;
@ -225,15 +209,12 @@ svgedit.math.snapToAngle = function(x1, y1, x2, y2) {
}; };
// Function: rectsIntersect /**
// Check if two rectangles (BBoxes objects) intersect each other * Check if two rectangles (BBoxes objects) intersect each other
// * @param {SVGRect} r1 - The first BBox-like object
// Paramaters: * @param {SVGRect} r2 - The second BBox-like object
// r1 - The first BBox-like object * @returns {boolean} True if rectangles intersect
// r2 - The second BBox-like object */
//
// Returns:
// Boolean that's true if rectangles intersect
svgedit.math.rectsIntersect = function (r1, r2) { svgedit.math.rectsIntersect = function (r1, r2) {
return r2.x < (r1.x + r1.width) && return r2.x < (r1.x + r1.width) &&
(r2.x + r2.width) > r1.x && (r2.x + r2.width) > r1.x &&