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:
// 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) {
@ -24,44 +32,37 @@ var NEAR_ZERO = 1e-14;
// Throw away SVGSVGElement used for creating matrices/transforms.
var svg = document.createElementNS(svgedit.NS.SVG, 'svg');
// Function: svgedit.math.transformPoint
// A (hopefully) quicker function to transform a point by a matrix
// (this function avoids any DOM calls and just does the math)
//
// Parameters:
// x - Float representing the x coordinate
// y - Float representing the y coordinate
// m - Matrix object to transform the point with
// Returns a x,y object representing the transformed point
svgedit.math.transformPoint = function(x, y, m) {
/**
* 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};
};
// Function: svgedit.math.isIdentity
// Helper function to check if the matrix performs no actual transform
// (i.e. exists for identity purposes)
//
// Parameters:
// 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) {
/**
* 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);
};
// Function: svgedit.math.matrixMultiply
// This function tries to return a SVGMatrix that is the multiplication m1*m2.
// We also round to zero when it's near zero
//
// Parameters:
// >= 2 Matrix objects to multiply
//
// Returns:
// The matrix object resulting from the calculation
svgedit.math.matrixMultiply = function() {
/**
* 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) {
@ -78,15 +79,12 @@ svgedit.math.matrixMultiply = function() {
return m;
};
// Function: svgedit.math.hasMatrixTransform
// See if the given transformlist includes a non-indentity matrix transform
//
// Parameters:
// tlist - The transformlist to check
//
// Returns:
// Boolean on whether or not a matrix transform was found
svgedit.math.hasMatrixTransform = function(tlist) {
/**
* 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--) {
@ -96,28 +94,25 @@ svgedit.math.hasMatrixTransform = function(tlist) {
return false;
};
// Function: svgedit.math.transformBox
// Transforms a rectangle based on the given matrix
//
// Parameters:
// l - Float with the box's left coordinate
// t - Float with the box's top coordinate
// w - Float with the box width
// h - Float with the box height
// m - Matrix object to transform the box by
//
// Returns:
// 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:
// * 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) {
/**
* 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),
@ -144,20 +139,18 @@ 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 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
//
// Parameters:
// tlist - The transformlist object
// min - Optional integer indicating start transform position
// max - Optional integer indicating end transform position
//
// Returns:
// A single matrix transform object
svgedit.math.transformListToTransform = function(tlist, min, max) {
/**
* 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());
@ -180,42 +173,33 @@ svgedit.math.transformListToTransform = function(tlist, min, max) {
};
// Function: svgedit.math.getMatrix
// Get the matrix object for a given element
//
// Parameters:
// elem - The DOM element to check
//
// Returns:
// The matrix object associated with the element's transformlist
svgedit.math.getMatrix = function(elem) {
/**
* 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;
};
// Function: svgedit.math.snapToAngle
// Returns a 45 degree angle coordinate associated with the two given
// coordinates
//
// Parameters:
// x1 - First coordinate's x value
// x2 - Second coordinate's x value
// y1 - First coordinate's y value
// 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) {
var snap = Math.PI/4; // 45 degrees
/**
* 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;
var snapangle = Math.round(angle / snap) * snap;
return {
x: x1 + dist * Math.cos(snapangle),
@ -225,20 +209,17 @@ svgedit.math.snapToAngle = function(x1, y1, x2, y2) {
};
// Function: rectsIntersect
// Check if two rectangles (BBoxes objects) intersect each other
//
// Paramaters:
// r1 - The first BBox-like object
// r2 - The second BBox-like object
//
// Returns:
// Boolean that's 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;
/**
* 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;
};
}());