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📄 matrix.js

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/*	Copyright (c) 2004-2006, The Dojo Foundation	All Rights Reserved.	Licensed under the Academic Free License version 2.1 or above OR the	modified BSD license. For more information on Dojo licensing, see:		http://dojotoolkit.org/community/licensing.shtml*/dojo.provide("dojo.gfx.matrix");dojo.require("dojo.lang.common");dojo.require("dojo.math.*");dojo.gfx.matrix.Matrix2D = function(arg){	// summary: a 2D matrix object	// description: Normalizes a 2D matrix-like object. If arrays is passed, 	//		all objects of the array are normalized and multiplied sequentially.	// arg: Object	//		a 2D matrix-like object, or an array of such objects	if(arg){		if(arg instanceof Array){			if(arg.length > 0){				var m = dojo.gfx.matrix.normalize(arg[0]);				// combine matrices				for(var i = 1; i < arg.length; ++i){					var l = m;					var r = dojo.gfx.matrix.normalize(arg[i]);					m = new dojo.gfx.matrix.Matrix2D();					m.xx = l.xx * r.xx + l.xy * r.yx;					m.xy = l.xx * r.xy + l.xy * r.yy;					m.yx = l.yx * r.xx + l.yy * r.yx;					m.yy = l.yx * r.xy + l.yy * r.yy;					m.dx = l.xx * r.dx + l.xy * r.dy + l.dx;					m.dy = l.yx * r.dx + l.yy * r.dy + l.dy;				}				dojo.mixin(this, m);			}		}else{			dojo.mixin(this, arg);		}	}};// the default (identity) matrix, which is used to fill in missing valuesdojo.extend(dojo.gfx.matrix.Matrix2D, {xx: 1, xy: 0, yx: 0, yy: 1, dx: 0, dy: 0});dojo.mixin(dojo.gfx.matrix, {	// summary: class constants, and methods of dojo.gfx.matrix		// matrix constants		// identity: dojo.gfx.matrix.Matrix2D	//		an identity matrix constant: identity * (x, y) == (x, y)	identity: new dojo.gfx.matrix.Matrix2D(),		// flipX: dojo.gfx.matrix.Matrix2D	//		a matrix, which reflects points at x = 0 line: flipX * (x, y) == (-x, y)	flipX:    new dojo.gfx.matrix.Matrix2D({xx: -1}),		// flipY: dojo.gfx.matrix.Matrix2D	//		a matrix, which reflects points at y = 0 line: flipY * (x, y) == (x, -y)	flipY:    new dojo.gfx.matrix.Matrix2D({yy: -1}),		// flipXY: dojo.gfx.matrix.Matrix2D	//		a matrix, which reflects points at the origin of coordinates: flipXY * (x, y) == (-x, -y)	flipXY:   new dojo.gfx.matrix.Matrix2D({xx: -1, yy: -1}),		// matrix creators		translate: function(a, b){		// summary: forms a translation matrix		// description: The resulting matrix is used to translate (move) points by specified offsets.		// a: Number: an x coordinate value		// b: Number: a y coordinate value		if(arguments.length > 1){			return new dojo.gfx.matrix.Matrix2D({dx: a, dy: b}); // dojo.gfx.matrix.Matrix2D		}		// branch		// a: dojo.gfx.Point: a point-like object, which specifies offsets for both dimensions		// b: null		return new dojo.gfx.matrix.Matrix2D({dx: a.x, dy: a.y}); // dojo.gfx.matrix.Matrix2D	},	scale: function(a, b){		// summary: forms a scaling matrix		// description: The resulting matrix is used to scale (magnify) points by specified offsets.		// a: Number: a scaling factor used for the x coordinate		// b: Number: a scaling factor used for the y coordinate		if(arguments.length > 1){			return new dojo.gfx.matrix.Matrix2D({xx: a, yy: b}); // dojo.gfx.matrix.Matrix2D		}		if(typeof a == "number"){			// branch			// a: Number: a uniform scaling factor used for the both coordinates			// b: null			return new dojo.gfx.matrix.Matrix2D({xx: a, yy: a}); // dojo.gfx.matrix.Matrix2D		}		// branch		// a: dojo.gfx.Point: a point-like object, which specifies scale factors for both dimensions		// b: null		return new dojo.gfx.matrix.Matrix2D({xx: a.x, yy: a.y}); // dojo.gfx.matrix.Matrix2D	},	rotate: function(angle){		// summary: forms a rotating matrix		// description: The resulting matrix is used to rotate points 		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an angle of rotation in radians (>0 for CCW)		var c = Math.cos(angle);		var s = Math.sin(angle);		return new dojo.gfx.matrix.Matrix2D({xx: c, xy: s, yx: -s, yy: c}); // dojo.gfx.matrix.Matrix2D	},	rotateg: function(degree){		// summary: forms a rotating matrix		// description: The resulting matrix is used to rotate points		//		around the origin of coordinates (0, 0) by specified degree.		//		See dojo.gfx.matrix.rotate() for comparison.		// degree: Number: an angle of rotation in degrees (>0 for CCW)		return dojo.gfx.matrix.rotate(dojo.math.degToRad(degree)); // dojo.gfx.matrix.Matrix2D	},	skewX: function(angle) {		// summary: forms an x skewing matrix		// description: The resulting matrix is used to skew points in the x dimension		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an skewing angle in radians		return new dojo.gfx.matrix.Matrix2D({xy: Math.tan(angle)}); // dojo.gfx.matrix.Matrix2D	},	skewXg: function(degree){		// summary: forms an x skewing matrix		// description: The resulting matrix is used to skew points in the x dimension		//		around the origin of coordinates (0, 0) by specified degree.		//		See dojo.gfx.matrix.skewX() for comparison.		// degree: Number: an skewing angle in degrees		return dojo.gfx.matrix.skewX(dojo.math.degToRad(degree)); // dojo.gfx.matrix.Matrix2D	},	skewY: function(angle){		// summary: forms a y skewing matrix		// description: The resulting matrix is used to skew points in the y dimension		//		around the origin of coordinates (0, 0) by specified angle.		// angle: Number: an skewing angle in radians		return new dojo.gfx.matrix.Matrix2D({yx: -Math.tan(angle)}); // dojo.gfx.matrix.Matrix2D	},	skewYg: function(degree){		// summary: forms a y skewing matrix		// description: The resulting matrix is used to skew points in the y dimension		//		around the origin of coordinates (0, 0) by specified degree.		//		See dojo.gfx.matrix.skewY() for comparison.		// degree: Number: an skewing angle in degrees		return dojo.gfx.matrix.skewY(dojo.math.degToRad(degree)); // dojo.gfx.matrix.Matrix2D	},		// ensure matrix 2D conformance	normalize: function(matrix){		// summary: converts an object to a matrix, if necessary		// description: Converts any 2D matrix-like object or an array of		//		such objects to a valid dojo.gfx.matrix.Matrix2D object.		// matrix: Object: an object, which is converted to a matrix, if necessary		return (matrix instanceof dojo.gfx.matrix.Matrix2D) ? matrix : new dojo.gfx.matrix.Matrix2D(matrix); // dojo.gfx.matrix.Matrix2D	},		// common operations		clone: function(matrix){		// summary: creates a copy of a 2D matrix		// matrix: dojo.gfx.matrix.Matrix2D: a 2D matrix-like object to be cloned		var obj = new dojo.gfx.matrix.Matrix2D();		for(var i in matrix){			if(typeof(matrix[i]) == "number" && typeof(obj[i]) == "number" && obj[i] != matrix[i]) obj[i] = matrix[i];		}		return obj; // dojo.gfx.matrix.Matrix2D	},	invert: function(matrix){		// summary: inverts a 2D matrix		// matrix: dojo.gfx.matrix.Matrix2D: a 2D matrix-like object to be inverted		var m = dojo.gfx.matrix.normalize(matrix);		var D = m.xx * m.yy - m.xy * m.yx;		var M = new dojo.gfx.matrix.Matrix2D({			xx: m.yy/D, xy: -m.xy/D, 			yx: -m.yx/D, yy: m.xx/D, 			dx: (m.yx * m.dy - m.yy * m.dx) / D, 			dy: (m.xy * m.dx - m.xx * m.dy) / D		});		return M; // dojo.gfx.matrix.Matrix2D	},	_multiplyPoint: function(m, x, y){		// summary: applies a matrix to a point		// matrix: dojo.gfx.matrix.Matrix2D: a 2D matrix object to be applied		// x: Number: an x coordinate of a point		// y: Number: a y coordinate of a point		return {x: m.xx * x + m.xy * y + m.dx, y: m.yx * x + m.yy * y + m.dy}; // dojo.gfx.Point	},	multiplyPoint: function(matrix, /* Number||Point */ a, /* Number, optional */ b){		// summary: applies a matrix to a point		// matrix: dojo.gfx.matrix.Matrix2D: a 2D matrix object to be applied		// a: Number: an x coordinate of a point		// b: Number: a y coordinate of a point		var m = dojo.gfx.matrix.normalize(matrix);		if(typeof a == "number" && typeof b == "number"){			return dojo.gfx.matrix._multiplyPoint(m, a, b); // dojo.gfx.Point		}		// branch		// matrix: dojo.gfx.matrix.Matrix2D: a 2D matrix object to be applied		// a: dojo.gfx.Point: a point		// b: null

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