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author | Saivan <savian@me.com> | 2018-02-27 17:23:59 +1100 |
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committer | Saivan <savian@me.com> | 2018-02-27 17:23:59 +1100 |
commit | 1cb509f863b17af90827012e6f6ae81cb694f654 (patch) | |
tree | 97155f552708385cb85b209ba0e6c2ccc523bbdf /src/matrix.js | |
parent | 4b078f8732a494b7f184556f276b011317a766b5 (diff) | |
download | svg.js-1cb509f863b17af90827012e6f6ae81cb694f654.tar.gz svg.js-1cb509f863b17af90827012e6f6ae81cb694f654.zip |
Made developing a little more enjoyable
This commit adds playgrounds and a build:dev mode. Now you
can call npm run build:dev to make the linter warn you about
errors without breaking. Also, we now have playgrounds, where
you can use a built version of svg.js to run your own tests.
Diffstat (limited to 'src/matrix.js')
-rw-r--r-- | src/matrix.js | 218 |
1 files changed, 94 insertions, 124 deletions
diff --git a/src/matrix.js b/src/matrix.js index 48ed7a1..a7676da 100644 --- a/src/matrix.js +++ b/src/matrix.js @@ -1,4 +1,4 @@ -/* global abcdef, arrayToMatrix, deltaTransformPoint, parseMatrix */ +/* global abcdef, arrayToMatrix, parseMatrix, unitCircle, mag */ SVG.Matrix = SVG.invent({ // Initialize @@ -23,159 +23,130 @@ SVG.Matrix = SVG.invent({ }, // Add methods -, extend: { + extend: { // Convert an object of affine parameters into a matrix compose: function (o, cx, cy) { - // Set the defaults var tx = o.translateX || 0 - , ty = o.translateY || 0 - , theta = o.theta || 0 - , sx = o.scaleX || 1 - , sy = o.scaleY || 1 - , lam = o.shear || 0 - , cx = cx || 0 - , cy = cy || 0 + var ty = o.translateY || 0 + var theta = o.theta || 0 + var sx = o.scaleX || 1 + var sy = o.scaleY || 1 + var lam = o.shear || 0 + cx = cx || 0 + cy = cy || 0 // Calculate the trigonometric values var ct = Math.cos(theta * Math.PI / 180) - , st Math.sin(theta * Math.PI / 180) + var st = Math.sin(theta * Math.PI / 180) // Calculate the matrix components directly var a = sx * ct - , b = sx * st - , c = lam * sx * ct - sy * st - , d = lam * sx * st + sy * ct - , e = - sx * ct * (cx + cy * lam) + sy * st * cy + tx + cx - , f = - sx * st * (cx + cy * lam) - sy * ct * cy + ty + cy + var b = sx * st + var c = lam * sx * ct - sy * st + var d = lam * sx * st + sy * ct + var e = -sx * ct * (cx + cy * lam) + sy * st * cy + tx + cx + var f = -sx * st * (cx + cy * lam) - sy * ct * cy + ty + cy // Construct a new matrix and return it var matrix = new SVG.Matrix([a, b, c, d, e, f]) return matrix - } + }, // Decompose a matrix into the affine parameters needed to form it - , decompose: function (matrix, cx, cy) { - + decompose: function (matrix, cx, cy) { // Get the paramaters of the current matrix var a = matrix.a - , b = matrix.b - , c = matrix.c - , d = matrix.d - , e = matrix.e - , f = matrix.f + var b = matrix.b + var c = matrix.c + var d = matrix.d + var e = matrix.e + var f = matrix.f // Project the first basis vector onto the unit circle - var circle = unitCircle (a, b) - , theta = circle.theta - , ct = circle.cos - , st = circle.sin + var circle = unitCircle(a, b) + var theta = circle.theta + var ct = circle.cos + var st = circle.sin // Work out the transformation parameters var signX = Math.sign(a * ct + b * st) - , sx = signX * mag (a, b) - , lam = (st * d + ct * c) / (ct * a + st * b) - , signY = Math.sign(- c * st + d * ct) - , sy = mag (lam * a - c, d - lam * b) - , tx = e - cx + cx * ct * sx + cy * (lam * ct * sx - st * sy) - , ty = f - cy + cx * st * sx + cy * (lam * st * sx + ct * sy) + var sx = signX * mag(a, b) + var lam = (st * d + ct * c) / (ct * a + st * b) + var sy = mag(lam * a - c, d - lam * b) + var tx = e - cx + cx * ct * sx + cy * (lam * ct * sx - st * sy) + var ty = f - cy + cx * st * sx + cy * (lam * st * sx + ct * sy) // Package and return the parameters return { // Bundle the affine parameters - translateX: tx - , translateY: ty - , theta: theta - , scaleX: sx - , scaleY: sy - , shear: lam + translateX: tx, + translateY: ty, + theta: theta, + scaleX: sx, + scaleY: sy, + shear: lam, // Bundle the matrix parameters - , a: this.a - , b: this.b - , c: this.c - , d: this.d - , e: this.e - , f: this.f - - // Return the new origin point - , x: this.e - , y: this.f - - // Store the matrix - , matrix: new SVG.Matrix(this) - // translation - x: this.e, - y: this.f, - transformedX: (this.e * Math.cos(skewX * Math.PI / 180) + this.f * Math.sin(skewX * Math.PI / 180)) / Math.sqrt(this.a * this.a + this.b * this.b), - transformedY: (this.f * Math.cos(skewX * Math.PI / 180) + this.e * Math.sin(-skewX * Math.PI / 180)) / Math.sqrt(this.c * this.c + this.d * this.d), - // skew - skewX: -skewX, - skewY: 180 / Math.PI * Math.atan2(py.y, py.x), - // scale - scaleX: Math.sqrt(this.a * this.a + this.b * this.b), - scaleY: Math.sqrt(this.c * this.c + this.d * this.d), - // rotation - rotation: skewX, a: this.a, b: this.b, c: this.c, d: this.d, e: this.e, f: this.f, + + // Return the new origin point + x: this.e, + y: this.f, matrix: new SVG.Matrix(this) ->>>>>>> 3.0.0 } }, // Clone matrix - , form: function (o) { - - // Get all of the parameters required to form the matrix - var flipX = o.flip && (o.flip == "x" || o.flip == "both") ? -1 : 1 - , flipY = o.flip && (o.flip == "y" || o.flip == "both") ? -1 : 1 - , kX = o.skew.length ? o.skew[0] + form: function (o) { + // Get all of the parameters required to form the matrix + var flipX = o.flip && (o.flip === 'x' || o.flip === 'both') ? -1 : 1 + var flipY = o.flip && (o.flip === 'y' || o.flip === 'both') ? -1 : 1 + var skewX = o.skew.length ? o.skew[0] : isFinite(o.skew) ? o.skew : isFinite(o.skewX) ? o.skewX : 0 - , kY = o.skew.length ? o.skew[1] + var skewY = o.skew.length ? o.skew[1] : isFinite(o.skew) ? o.skew : isFinite(o.skewY) ? o.skewY : 0 - , skewX = o.scale.length ? o.scale[0] * flipX + var sx = o.scale.length ? o.scale[0] * flipX : isFinite(o.scale) ? o.scale * flipX : isFinite(o.scaleX) ? o.scaleX * flipX : flipX - , skewY = o.scale.length ? o.scale[1] * flipY + var sy = o.scale.length ? o.scale[1] * flipY : isFinite(o.scale) ? o.scale * flipY : isFinite(o.scaleY) ? o.scaleY * flipY : flipY - , kx = Math.tan(SVG.utils.radians(skewX)) - , ky = Math.tan(SVG.utils.radians(skewY)) - , lam = o.shear || 0 - , theta = SVG.utils.radians(o.rotate || 0) - , st = Math.sin(theta) - , ct = Math.cos(theta) - , ox = o.origin.length ? o.origin[0] : o.ox || 0 - , oy = o.origin.length ? o.origin[1] : o.oy || 0 - , px = o.position.length ? o.position[0] : o.px || ox - , py = o.position.length ? o.position[1] : o.py || oy - , tx = o.translate.length ? o.translate[0] : o.tx || 0 - , ty = o.translate.length ? o.translate[1] : o.ty || 0 + var kx = Math.tan(SVG.utils.radians(skewX)) + var ky = Math.tan(SVG.utils.radians(skewY)) + var lam = o.shear || 0 + var theta = SVG.utils.radians(o.rotate || 0) + var st = Math.sin(theta) + var ct = Math.cos(theta) + var ox = o.origin.length ? o.origin[0] : o.ox || 0 + var oy = o.origin.length ? o.origin[1] : o.oy || 0 + var px = o.position.length ? o.position[0] : o.px || ox + var py = o.position.length ? o.position[1] : o.py || oy + var tx = o.translate.length ? o.translate[0] : o.tx || 0 + var ty = o.translate.length ? o.translate[1] : o.ty || 0 // Form the matrix parameters... aka. welcome to wonderland! (used wolfram) - var a = ct*sx + ky*st*sy - , b = ct*ky*sy - st*sx - , c = ct*kx*sx + st*sy + lam*(ct*sx+ky*st*sy) - , d = -kx*st*sx + ct*sy + lam*(-st*sx + ct*ky*sy) - , e = px + tx + cx*(ct*sx+ky*st*sy) + cy*(ct*kx*sx+st*sy+lam*(ct*sx+ky*st*sy)) - , f = py + ty + cx*(-st*sx + ct*ky*sy) + cy*(-kx*st*sx + ct*sy + lam*(-st*sx + ct*ky*sy)) - , result = new Matrix(a, b, c, d, e, f) - return result - } - , clone: function() { + var a = ct * sx + ky * st * sy + var b = ct * ky * sy - st * sx + var c = ct * kx * sx + st * sy + lam * (ct * sx + ky * st * sy) + var d = -kx * st * sx + ct * sy + lam * (-st * sx + ct * ky * sy) + var e = px + tx + ox * (ct * sx + ky * st * sy) + oy * (ct * kx * sx + st * sy + lam * (ct * sx + ky * st * sy)) + var f = py + ty + ox * (-st * sx + ct * ky * sy) + oy * (-kx * st * sx + ct * sy + lam * (-st * sx + ct * ky * sy)) + var result = new SVG.Matrix(a, b, c, d, e, f) + return result + }, clone: function () { ->>>>>>> 3.0.0 return new SVG.Matrix(this) }, // Morph one matrix into another @@ -211,15 +182,15 @@ SVG.Matrix = SVG.invent({ return new SVG.Matrix(this.native().inverse()) }, // Translate matrix - , translate: function(x, y) { - var translation = new SVG.Matrix(this.native().translate(x || 0, y || 0)) - , matrix = this.multiply(translation) + translate: function (x, y) { + var translation = new SVG.Matrix(this.native().translate(x || 0, y || 0)) + var matrix = this.multiply(translation) return matrix - } + }, // Scale matrix - , scale: function(x, y, cx, cy) { + scale: function (x, y, cx, cy) { // Support uniform scaling - if (arguments.length == 1) { + if (arguments.length === 1) { y = x } else if (arguments.length === 3) { cy = cx @@ -229,22 +200,21 @@ SVG.Matrix = SVG.invent({ // Rotate the current matrix var scale = new SVG.Matrix(x, 0, 0, y, 0, 0) - , centered = this.around(cx, cy, rotation) - , matrix = this.multiply(centered) - return scale - } + var centered = this.around(cx, cy, scale) + var matrix = this.multiply(centered) + return matrix + }, // Rotate matrix - , rotate: function(r, cx, cy) { - + rotate: function (r, cx, cy) { // Convert degrees to radians r = SVG.utils.radians(r) // Construct the rotation matrix var rotation = new SVG.Matrix(Math.cos(r), Math.sin(r), -Math.sin(r), Math.cos(r), 0, 0) - , centered = this.around(cx, cy, rotation) - , matrix = this.multiply(centered) + var centered = this.around(cx, cy, rotation) + var matrix = this.multiply(centered) return matrix - } + }, // Flip matrix on x or y, at a given offset flip: function (a, o) { return a === 'x' ? this.scale(-1, 1, o, 0) @@ -252,13 +222,13 @@ SVG.Matrix = SVG.invent({ : this.scale(-1, -1, a, o != null ? o : a) }, // Skew - , shear: function(a, cx, cy) { - var shear = new SVG.Matrix(1, a, 0, 1, 0, 0) - , centered = this.around(cx, cy, shear) - , matrix = this.multiply(centered) - return matrix - } - , skew: function(x, y, cx, cy) { + shear: function (a, cx, cy) { + var shear = new SVG.Matrix(1, a, 0, 1, 0, 0) + var centered = this.around(cx, cy, shear) + var matrix = this.multiply(centered) + return matrix + }, + skew: function (x, y, cx, cy) { // support uniformal skew if (arguments.length === 1) { y = x @@ -274,10 +244,10 @@ SVG.Matrix = SVG.invent({ // Construct the matrix var skew = new SVG.Matrix(1, Math.tan(y), Math.tan(x), 1, 0, 0) - , centered = this.around(cx, cy, skew) - , matrix = this.multiply(centered) + var centered = this.around(cx, cy, skew) + var matrix = this.multiply(centered) return matrix - } + }, // SkewX skewX: function (x, cx, cy) { return this.skew(x, 0, cx, cy) |