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225 lines
6.8 KiB
225 lines
6.8 KiB
/*globals svgedit*/ |
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/*jslint vars: true, eqeq: true */ |
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/** |
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* Package: svedit.math |
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* |
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* Licensed under the MIT License |
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* |
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* Copyright(c) 2010 Alexis Deveria |
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* Copyright(c) 2010 Jeff Schiller |
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*/ |
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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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if (!svgedit.math) { |
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svgedit.math = {}; |
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} |
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// Constants |
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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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/** |
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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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/** |
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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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/** |
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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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var m1 = args[i-1]; |
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m = m1.multiply(m); |
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} |
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if (Math.abs(m.a) < NEAR_ZERO) {m.a = 0;} |
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if (Math.abs(m.b) < NEAR_ZERO) {m.b = 0;} |
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if (Math.abs(m.c) < NEAR_ZERO) {m.c = 0;} |
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if (Math.abs(m.d) < NEAR_ZERO) {m.d = 0;} |
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if (Math.abs(m.e) < NEAR_ZERO) {m.e = 0;} |
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if (Math.abs(m.f) < NEAR_ZERO) {m.f = 0;} |
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return m; |
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}; |
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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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var xform = tlist.getItem(num); |
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if (xform.type == 1 && !svgedit.math.isIdentity(xform.matrix)) {return true;} |
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} |
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return false; |
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}; |
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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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tr = transformPoint((l + w), t, m), |
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bl = transformPoint(l, (t + h), m), |
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br = transformPoint((l + w), (t + h), m), |
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minx = Math.min(tl.x, tr.x, bl.x, br.x), |
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maxx = Math.max(tl.x, tr.x, bl.x, br.x), |
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miny = Math.min(tl.y, tr.y, bl.y, br.y), |
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maxy = Math.max(tl.y, tr.y, bl.y, br.y); |
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return { |
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tl: tl, |
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tr: tr, |
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bl: bl, |
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br: br, |
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aabox: { |
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x: minx, |
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y: miny, |
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width: (maxx - minx), |
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height: (maxy - miny) |
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} |
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}; |
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}; |
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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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min = min || 0; |
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max = max || (tlist.numberOfItems - 1); |
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min = parseInt(min, 10); |
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max = parseInt(max, 10); |
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if (min > max) { var temp = max; max = min; min = temp; } |
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var m = svg.createSVGMatrix(); |
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var i; |
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for (i = min; i <= max; ++i) { |
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// if our indices are out of range, just use a harmless identity matrix |
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var mtom = (i >= 0 && i < tlist.numberOfItems ? |
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tlist.getItem(i).matrix : |
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svg.createSVGMatrix()); |
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m = svgedit.math.matrixMultiply(m, mtom); |
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} |
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return svg.createSVGTransformFromMatrix(m); |
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}; |
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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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/** |
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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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return { |
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x: x1 + dist * Math.cos(snapangle), |
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y: y1 + dist * Math.sin(snapangle), |
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a: snapangle |
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}; |
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}; |
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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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