/* eslint-disable no-var */ /* globals svgedit */ /** * Package: svedit.math * * Licensed under the MIT License * * Copyright(c) 2010 Alexis Deveria * Copyright(c) 2010 Jeff Schiller */ // Dependencies: // 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'; if (!svgedit.math) { svgedit.math = {}; } // Constants var NEAR_ZERO = 1e-14; // Throw away SVGSVGElement used for creating matrices/transforms. var svg = document.createElementNS(svgedit.NS.SVG, 'svg'); /** * A (hopefully) quicker function to transform a point by a matrix * (this function avoids any DOM calls and just does the math) * @param {number} x - Float representing the x coordinate * @param {number} y - Float representing the y coordinate * @param {SVGMatrix} m - Matrix object to transform the point with * @returns {Object} An x, y object representing the transformed point */ 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}; }; /** * Helper function to check if the matrix performs no actual transform * (i.e. exists for identity purposes) * @param {SVGMatrix} m - The matrix object to check * @returns {boolean} Indicates whether or not the matrix is 1,0,0,1,0,0 */ svgedit.math.isIdentity = function (m) { return (m.a === 1 && m.b === 0 && m.c === 0 && m.d === 1 && m.e === 0 && m.f === 0); }; /** * This function tries to return a SVGMatrix that is the multiplication m1*m2. * We also round to zero when it's near zero * @param {...SVGMatrix} matr - Two or more matrix objects to multiply * @returns {SVGMatrix} The matrix object resulting from the calculation */ svgedit.math.matrixMultiply = function (matr) { var args = arguments, i = args.length, m = args[i - 1]; while (i-- > 1) { var m1 = args[i - 1]; m = m1.multiply(m); } if (Math.abs(m.a) < NEAR_ZERO) { m.a = 0; } if (Math.abs(m.b) < NEAR_ZERO) { m.b = 0; } if (Math.abs(m.c) < NEAR_ZERO) { m.c = 0; } if (Math.abs(m.d) < NEAR_ZERO) { m.d = 0; } if (Math.abs(m.e) < NEAR_ZERO) { m.e = 0; } if (Math.abs(m.f) < NEAR_ZERO) { m.f = 0; } return m; }; /** * See if the given transformlist includes a non-indentity matrix transform * @param {Object} [tlist] - The transformlist to check * @returns {boolean} Whether or not a matrix transform was found */ svgedit.math.hasMatrixTransform = function (tlist) { if (!tlist) { return false; } var num = tlist.numberOfItems; while (num--) { var xform = tlist.getItem(num); if (xform.type === 1 && !svgedit.math.isIdentity(xform.matrix)) { return true; } } return false; }; /** * Transforms a rectangle based on the given matrix * @param {number} l - Float with the box's left coordinate * @param {number} t - Float with the box's top coordinate * @param {number} w - Float with the box width * @param {number} h - Float with the box height * @param {SVGMatrix} m - Matrix object to transform the box by * @returns {Object} An object with the following values: * tl - The top left coordinate (x,y object) * tr - The top right coordinate (x,y object) * bl - The bottom left coordinate (x,y object) * br - The bottom right coordinate (x,y object) * aabox - Object with the following values: * x - Float with the axis-aligned x coordinate * y - Float with the axis-aligned y coordinate * width - Float with the axis-aligned width coordinate * height - Float with the axis-aligned height coordinate */ svgedit.math.transformBox = function (l, t, w, h, m) { var transformPoint = svgedit.math.transformPoint, tl = transformPoint(l, t, m), tr = transformPoint((l + w), t, m), bl = transformPoint(l, (t + h), m), br = transformPoint((l + w), (t + h), m), minx = Math.min(tl.x, tr.x, bl.x, br.x), maxx = Math.max(tl.x, tr.x, bl.x, br.x), miny = Math.min(tl.y, tr.y, bl.y, br.y), maxy = Math.max(tl.y, tr.y, bl.y, br.y); return { tl: tl, tr: tr, bl: bl, br: br, aabox: { x: minx, y: miny, width: (maxx - minx), height: (maxy - miny) } }; }; /** * This returns a single matrix Transform for a given Transform List * (this is the equivalent of SVGTransformList.consolidate() but unlike * that method, this one does not modify the actual SVGTransformList) * This function is very liberal with its min, max arguments * @param {Object} tlist - The transformlist object * @param {integer} [min=0] - Optional integer indicating start transform position * @param {integer} [max] - Optional integer indicating end transform position; * defaults to one less than the tlist's numberOfItems * @returns {Object} A single matrix transform object */ svgedit.math.transformListToTransform = function (tlist, min, max) { if (tlist == null) { // Or should tlist = null have been prevented before this? return svg.createSVGTransformFromMatrix(svg.createSVGMatrix()); } min = min || 0; max = max || (tlist.numberOfItems - 1); min = parseInt(min, 10); max = parseInt(max, 10); if (min > max) { var temp = max; max = min; min = temp; } var m = svg.createSVGMatrix(); var i; for (i = min; i <= max; ++i) { // if our indices are out of range, just use a harmless identity matrix var mtom = (i >= 0 && i < tlist.numberOfItems ? tlist.getItem(i).matrix : svg.createSVGMatrix()); m = svgedit.math.matrixMultiply(m, mtom); } return svg.createSVGTransformFromMatrix(m); }; /** * Get the matrix object for a given element * @param {Element} elem - The DOM element to check * @returns {SVGMatrix} The matrix object associated with the element's transformlist */ svgedit.math.getMatrix = function (elem) { var tlist = svgedit.transformlist.getTransformList(elem); return svgedit.math.transformListToTransform(tlist).matrix; }; /** * Returns a 45 degree angle coordinate associated with the two given * coordinates * @param {number} x1 - First coordinate's x value * @param {number} x2 - Second coordinate's x value * @param {number} y1 - First coordinate's y value * @param {number} y2 - Second coordinate's y value * @returns {AngleCoord45} */ svgedit.math.snapToAngle = function (x1, y1, x2, y2) { var snap = Math.PI / 4; // 45 degrees var dx = x2 - x1; var dy = y2 - y1; var angle = Math.atan2(dy, dx); var dist = Math.sqrt(dx * dx + dy * dy); var snapangle = Math.round(angle / snap) * snap; return { x: x1 + dist * Math.cos(snapangle), y: y1 + dist * Math.sin(snapangle), a: snapangle }; }; /** * Check if two rectangles (BBoxes objects) intersect each other * @param {SVGRect} r1 - The first BBox-like object * @param {SVGRect} r2 - The second BBox-like object * @returns {boolean} True if rectangles intersect */ svgedit.math.rectsIntersect = function (r1, r2) { return r2.x < (r1.x + r1.width) && (r2.x + r2.width) > r1.x && r2.y < (r1.y + r1.height) && (r2.y + r2.height) > r1.y; }; }());