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
+})();

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