/** * Mathematical utilities. * @module math * @license MIT * * @copyright 2010 Alexis Deveria, 2010 Jeff Schiller */ /** * @typedef {PlainObject} module:math.AngleCoord45 * @property {Float} x - The angle-snapped x value * @property {Float} y - The angle-snapped y value * @property {Integer} a - The angle at which to snap */ /** * @typedef {PlainObject} module:math.XYObject * @property {Float} x * @property {Float} y */ import { NS } from './namespaces.js' // Constants const NEAR_ZERO = 1e-14 // Throw away SVGSVGElement used for creating matrices/transforms. const svg = document.createElementNS(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). * @function module:math.transformPoint * @param {Float} x - Float representing the x coordinate * @param {Float} y - Float representing the y coordinate * @param {SVGMatrix} m - Matrix object to transform the point with * @returns {module:math.XYObject} An x, y object representing the transformed point */ export const 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). * @function module:math.isIdentity * @param {SVGMatrix} m - The matrix object to check * @returns {boolean} Indicates whether or not the matrix is 1,0,0,1,0,0 */ export const 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. * @function module:math.matrixMultiply * @param {...SVGMatrix} args - Matrix objects to multiply * @returns {SVGMatrix} The matrix object resulting from the calculation */ export const matrixMultiply = function (...args) { const m = args.reduceRight((prev, m1) => { return m1.multiply(prev) }) 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. * @function module:math.hasMatrixTransform * @param {SVGTransformList} [tlist] - The transformlist to check * @returns {boolean} Whether or not a matrix transform was found */ export const hasMatrixTransform = function (tlist) { if (!tlist) { return false } let num = tlist.numberOfItems while (num--) { const xform = tlist.getItem(num) if (xform.type === 1 && !isIdentity(xform.matrix)) { return true } } return false } /** * @typedef {PlainObject} module:math.TransformedBox An object with the following values * @property {module:math.XYObject} tl - The top left coordinate * @property {module:math.XYObject} tr - The top right coordinate * @property {module:math.XYObject} bl - The bottom left coordinate * @property {module:math.XYObject} br - The bottom right coordinate * @property {PlainObject} aabox - Object with the following values: * @property {Float} aabox.x - Float with the axis-aligned x coordinate * @property {Float} aabox.y - Float with the axis-aligned y coordinate * @property {Float} aabox.width - Float with the axis-aligned width coordinate * @property {Float} aabox.height - Float with the axis-aligned height coordinate */ /** * Transforms a rectangle based on the given matrix. * @function module:math.transformBox * @param {Float} l - Float with the box's left coordinate * @param {Float} t - Float with the box's top coordinate * @param {Float} w - Float with the box width * @param {Float} h - Float with the box height * @param {SVGMatrix} m - Matrix object to transform the box by * @returns {module:math.TransformedBox} */ export const transformBox = function (l, t, w, h, m) { const tl = transformPoint(l, t, m) const tr = transformPoint((l + w), t, m) const bl = transformPoint(l, (t + h), m) const br = transformPoint((l + w), (t + h), m) const minx = Math.min(tl.x, tr.x, bl.x, br.x) const maxx = Math.max(tl.x, tr.x, bl.x, br.x) const miny = Math.min(tl.y, tr.y, bl.y, br.y) const maxy = Math.max(tl.y, tr.y, bl.y, br.y) return { tl, tr, bl, 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. * @function module:math.transformListToTransform * @param {SVGTransformList} 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 {SVGTransform} A single matrix transform object */ export const transformListToTransform = function (tlist, min, max) { if (!tlist) { // Or should tlist = null have been prevented before this? return svg.createSVGTransformFromMatrix(svg.createSVGMatrix()) } min = min || 0 max = max || (tlist.numberOfItems - 1) min = Number.parseInt(min) max = Number.parseInt(max) if (min > max) { const temp = max; max = min; min = temp } let m = svg.createSVGMatrix() for (let i = min; i <= max; ++i) { // if our indices are out of range, just use a harmless identity matrix const mtom = (i >= 0 && i < tlist.numberOfItems ? tlist.getItem(i).matrix : svg.createSVGMatrix()) m = matrixMultiply(m, mtom) } return svg.createSVGTransformFromMatrix(m) } /** * Get the matrix object for a given element. * @function module:math.getMatrix * @param {Element} elem - The DOM element to check * @returns {SVGMatrix} The matrix object associated with the element's transformlist */ export const getMatrix = (elem) => { const tlist = elem.transform.baseVal return transformListToTransform(tlist).matrix } /** * Returns a 45 degree angle coordinate associated with the two given * coordinates. * @function module:math.snapToAngle * @param {Integer} x1 - First coordinate's x value * @param {Integer} y1 - First coordinate's y value * @param {Integer} x2 - Second coordinate's x value * @param {Integer} y2 - Second coordinate's y value * @returns {module:math.AngleCoord45} */ export const snapToAngle = (x1, y1, x2, y2) => { const snap = Math.PI / 4 // 45 degrees const dx = x2 - x1 const dy = y2 - y1 const angle = Math.atan2(dy, dx) const dist = Math.sqrt(dx * dx + dy * dy) const 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. * @function module:math.rectsIntersect * @param {SVGRect} r1 - The first BBox-like object * @param {SVGRect} r2 - The second BBox-like object * @returns {boolean} True if rectangles intersect */ export const rectsIntersect = (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 }