| | |
| | | // 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 |
| | |
| | | |
| | | |
| | | // 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) |
| | | // |
| | | // Parameters: |
| | | // Parameters: |
| | | // m - The matrix object to check |
| | | // |
| | | // Returns: |
| | |
| | | // 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: |
| | | // Returns: |
| | | // The matrix object resulting from the calculation |
| | | svgedit.math.matrixMultiply = function() { |
| | | 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.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; |
| | | }; |
| | | |
| | | // Function: svgedit.math.hasMatrixTransform |
| | | // See if the given transformlist includes a non-indentity matrix transform |
| | | // |
| | | // Parameters: |
| | | // Parameters: |
| | | // tlist - The transformlist to check |
| | | // |
| | | // Returns: |
| | | // Returns: |
| | | // Boolean on whether or not a matrix transform was found |
| | | svgedit.math.hasMatrixTransform = function(tlist) { |
| | | if(!tlist) return false; |
| | |
| | | // 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) |
| | |
| | | miny = Math.min(miny, botright.y); |
| | | maxy = Math.max(maxy, botright.y); |
| | | |
| | | return {tl:topleft, tr:topright, bl:botleft, br:botright, |
| | | return {tl:topleft, tr:topright, bl:botleft, br:botright, |
| | | aabox: {x:minx, y:miny, width:(maxx-minx), height:(maxy-miny)} }; |
| | | }; |
| | | |
| | |
| | | // (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 |
| | |
| | | var m = svg.createSVGMatrix(); |
| | | for (var 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 ? |
| | | var mtom = (i >= 0 && i < tlist.numberOfItems ? |
| | | tlist.getItem(i).matrix : |
| | | svg.createSVGMatrix()); |
| | | m = svgedit.math.matrixMultiply(m, mtom); |
| | |
| | | // |
| | | // Parameters: |
| | | // elem - The DOM element to check |
| | | // |
| | | // |
| | | // Returns: |
| | | // The matrix object associated with the element's transformlist |
| | | svgedit.math.getMatrix = function(elem) { |
| | |
| | | |
| | | |
| | | // 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 |
| | | // |
| | | // |
| | | // 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: |
| | | // Returns: |
| | | // Object with the following values: |
| | | // x - The angle-snapped x value |
| | | // y - The angle-snapped y value |
| | |
| | | var angle = Math.atan2(dy,dx); |
| | | var dist = Math.sqrt(dx * dx + dy * dy); |
| | | var snapangle= Math.round(angle/snap)*snap; |
| | | var x = x1 + dist*Math.cos(snapangle); |
| | | var x = x1 + dist*Math.cos(snapangle); |
| | | var y = y1 + dist*Math.sin(snapangle); |
| | | //console.log(x1,y1,x2,y2,x,y,angle) |
| | | return {x:x, y:y, a:snapangle}; |
| | |
| | | // Boolean that's true if rectangles intersect |
| | | svgedit.math.rectsIntersect = function(r1, r2) { |
| | | if (!r1 || !r2) return false; |
| | | return r2.x < (r1.x+r1.width) && |
| | | 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; |
| | | }; |
| | | |
| | | |
| | | })(); |
| | | })(); |