cleaned svgedit.math.transformBox(), wrote the according test
git-svn-id: http://svg-edit.googlecode.com/svn/trunk@2398 eee81c28-f429-11dd-99c0-75d572ba1ddd
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@@ -27,7 +27,7 @@ var svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
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// Function: svgedit.math.transformPoint
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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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//
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//
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// Parameters:
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// x - Float representing the x coordinate
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// y - Float representing the y coordinate
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@@ -42,7 +42,7 @@ svgedit.math.transformPoint = function(x, y, m) {
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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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//
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// Parameters:
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// Parameters:
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// m - The matrix object to check
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//
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// Returns:
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@@ -55,11 +55,11 @@ svgedit.math.isIdentity = function(m) {
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// Function: svgedit.math.matrixMultiply
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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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//
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//
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// Parameters:
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// >= 2 Matrix objects to multiply
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//
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// Returns:
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// Returns:
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// The matrix object resulting from the calculation
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svgedit.math.matrixMultiply = function() {
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var args = arguments, i = args.length, m = args[i-1];
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@@ -81,10 +81,10 @@ svgedit.math.matrixMultiply = function() {
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// Function: svgedit.math.hasMatrixTransform
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// See if the given transformlist includes a non-indentity matrix transform
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//
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// Parameters:
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// Parameters:
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// tlist - The transformlist to check
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//
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// Returns:
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// Returns:
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// Boolean on whether or not a matrix transform was found
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svgedit.math.hasMatrixTransform = function(tlist) {
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if (!tlist) return false;
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@@ -105,7 +105,7 @@ svgedit.math.hasMatrixTransform = function(tlist) {
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// w - Float with the box width
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// h - Float with the box height
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// m - Matrix object to transform the box by
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//
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//
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// Returns:
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// An object with the following values:
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// * tl - The top left coordinate (x,y object)
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@@ -118,34 +118,30 @@ svgedit.math.hasMatrixTransform = function(tlist) {
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// * Float with the axis-aligned width coordinate
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// * Float with the axis-aligned height coordinate
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svgedit.math.transformBox = function(l, t, w, h, m) {
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var topleft = {x:l, y:t},
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topright = {x:(l+w), y:t},
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botright = {x:(l+w), y:(t+h)},
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botleft = {x:l, y:(t+h)};
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var transformPoint = svgedit.math.transformPoint;
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topleft = transformPoint( topleft.x, topleft.y, m );
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var minx = topleft.x,
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maxx = topleft.x,
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miny = topleft.y,
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maxy = topleft.y;
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topright = transformPoint( topright.x, topright.y, m );
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minx = Math.min(minx, topright.x);
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maxx = Math.max(maxx, topright.x);
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miny = Math.min(miny, topright.y);
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maxy = Math.max(maxy, topright.y);
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botleft = transformPoint( botleft.x, botleft.y, m);
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minx = Math.min(minx, botleft.x);
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maxx = Math.max(maxx, botleft.x);
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miny = Math.min(miny, botleft.y);
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maxy = Math.max(maxy, botleft.y);
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botright = transformPoint( botright.x, botright.y, m );
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minx = Math.min(minx, botright.x);
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maxx = Math.max(maxx, botright.x);
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miny = Math.min(miny, botright.y);
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maxy = Math.max(maxy, botright.y);
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var transformPoint = svgedit.math.transformPoint,
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return {tl:topleft, tr:topright, bl:botleft, br:botright,
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aabox: {x:minx, y:miny, width:(maxx-minx), height:(maxy-miny)} };
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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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// Function: svgedit.math.transformListToTransform
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@@ -153,7 +149,7 @@ svgedit.math.transformBox = function(l, t, w, h, m) {
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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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//
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//
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// Parameters:
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// tlist - The transformlist object
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// min - Optional integer indicating start transform position
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@@ -188,7 +184,7 @@ svgedit.math.transformListToTransform = function(tlist, min, max) {
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//
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// Parameters:
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// elem - The DOM element to check
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//
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//
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// Returns:
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// The matrix object associated with the element's transformlist
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svgedit.math.getMatrix = function(elem) {
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@@ -200,14 +196,14 @@ svgedit.math.getMatrix = function(elem) {
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// Function: svgedit.math.snapToAngle
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// Returns a 45 degree angle coordinate associated with the two given
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// coordinates
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//
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//
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// Parameters:
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// x1 - First coordinate's x value
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// x2 - Second coordinate's x value
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// y1 - First coordinate's y value
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// y2 - Second coordinate's y value
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//
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// Returns:
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// Returns:
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// Object with the following values:
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// x - The angle-snapped x value
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// y - The angle-snapped y value
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@@ -218,11 +214,13 @@ svgedit.math.snapToAngle = function(x1, y1, x2, y2) {
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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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var x = x1 + dist*Math.cos(snapangle);
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var y = y1 + dist*Math.sin(snapangle);
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//console.log(x1,y1,x2,y2,x,y,angle)
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return {x:x, y:y, a:snapangle};
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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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@@ -236,7 +234,7 @@ svgedit.math.snapToAngle = function(x1, y1, x2, y2) {
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// Returns:
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// Boolean that's true if rectangles intersect
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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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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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