From 7ec9326ce00d08f9d957981f2edff6df26f24a28 Mon Sep 17 00:00:00 2001 From: jinlin <jinlin> Date: 星期四, 26 九月 2024 13:25:02 +0800 Subject: [PATCH] 修改 --- web/public/SVGOrigin/Method-Draw-master/editor/src/math.js | 40 ++++++++++++++++++++-------------------- 1 files changed, 20 insertions(+), 20 deletions(-) diff --git a/web/public/SVGOrigin/Method-Draw-master/editor/src/math.js b/web/public/SVGOrigin/Method-Draw-master/editor/src/math.js index 8d783c1..252bf2f 100644 --- a/web/public/SVGOrigin/Method-Draw-master/editor/src/math.js +++ b/web/public/SVGOrigin/Method-Draw-master/editor/src/math.js @@ -27,7 +27,7 @@ // 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 @@ -39,10 +39,10 @@ // 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: @@ -55,15 +55,15 @@ // 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); @@ -74,17 +74,17 @@ 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; @@ -105,7 +105,7 @@ // 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) @@ -144,7 +144,7 @@ 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)} }; }; @@ -153,7 +153,7 @@ // (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 @@ -174,7 +174,7 @@ 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); @@ -188,7 +188,7 @@ // // Parameters: // elem - The DOM element to check -// +// // Returns: // The matrix object associated with the element's transformlist svgedit.math.getMatrix = function(elem) { @@ -198,16 +198,16 @@ // 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 @@ -219,7 +219,7 @@ 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}; @@ -237,11 +237,11 @@ // 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; }; -})(); \ No newline at end of file +})(); -- Gitblit v1.9.1