mirror of
https://github.com/pierre42100/comunic
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226 lines
6.8 KiB
JavaScript
Executable File
226 lines
6.8 KiB
JavaScript
Executable File
/*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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