📄 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(/* Matrix2D */ arg){ // summary: a constructor for 2D matrix // arg: a matrix-like object 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.Matrix2D // matrix constants identity: new dojo.gfx.matrix.Matrix2D(), flipX: new dojo.gfx.matrix.Matrix2D({xx: -1}), flipY: new dojo.gfx.matrix.Matrix2D({yy: -1}), flipXY: new dojo.gfx.matrix.Matrix2D({xx: -1, yy: -1}), // matrix creators translate: function(/* Number||Point */ a, /* Number, optional */ b){ // summary: forms a translation matrix // a: an X coordinate value (a number), or a point object // b: an optional Y coordinate value return arguments.length > 1 ? new dojo.gfx.matrix.Matrix2D({dx: a, dy: b}) : new dojo.gfx.matrix.Matrix2D({dx: a.x, dy: a.y}); // dojo.gfx.matrix.Matrix2D }, scale: function(/* Number||Point */ a, /* Number||Nothing */ b){ // summary: forms a scaling matrix // a: a scaling factor used for X, or a point object // b: an optional scaling factor for Y return arguments.length > 1 ? new dojo.gfx.matrix.Matrix2D({xx: a, yy: b}) : typeof a == "number" ? new dojo.gfx.matrix.Matrix2D({xx: a, yy: a}) : new dojo.gfx.matrix.Matrix2D({xx: a.x, yy: a.y}); // dojo.gfx.matrix.Matrix2D }, rotate: function(/* Number */ angle){ // summary: forms a rotating matrix // angle: 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(/* Number */ degree){ // summary: forms a rotating matrix // degree: an angle of rotation in degrees (>0 for CCW) return dojo.gfx.matrix.rotate(dojo.math.degToRad(degree)); // dojo.gfx.matrix.Matrix2D }, skewX: function(/* Number */ angle) { // summary: forms an X skewing matrix // angle: an skewing angle in radians return new dojo.gfx.matrix.Matrix2D({xy: Math.tan(angle)}); // dojo.gfx.matrix.Matrix2D }, skewXg: function(/* Number */ degree){ // summary: forms an X skewing matrix // degree: an skewing angle in degrees return dojo.gfx.matrix.skewX(dojo.math.degToRad(degree)); // dojo.gfx.matrix.Matrix2D }, skewY: function(/* Number */ angle){ // summary: forms a Y skewing matrix // angle: an skewing angle in radians return new dojo.gfx.matrix.Matrix2D({yx: -Math.tan(angle)}); // dojo.gfx.matrix.Matrix2D }, skewYg: function(/* Number */ degree){ // summary: forms a Y skewing matrix // degree: an skewing angle in degrees return dojo.gfx.matrix.skewY(dojo.math.degToRad(degree)); // dojo.gfx.matrix.Matrix2D }, // ensure matrix 2D conformance normalize: function(/* Matrix2D */ matrix){ // summary: converts an object to a matrix, if necessary // matrix: 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(/* Matrix2D */ matrix){ // summary: creates a copy of a matrix // matrix: a matrix 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(/* Matrix2D */ matrix){ // summary: inverts a matrix // matrix: a matrix object to be inverted var m = dojo.gfx.matrix.normalize(matrix); var D = m.xx * m.yy - m.xy * m.yx; return 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}); // dojo.gfx.matrix.Matrix2D }, _multiplyPoint: function(/* Matrix2D */ m, /* Number */ x, /* Number */ y){ // summary: applies a matrix to a point // matrix: a matrix object to be applied // a: an X coordinate of a point // b: 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}; // Point }, multiplyPoint: function(/* Matrix */ matrix, /* Number||Point */ a, /* Number, optional */ b){ // summary: applies a matrix to a point // matrix: a matrix-like object to be applied // a: an X coordinate of a point, or a point object // b: an optional 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); } return dojo.gfx.matrix._multiplyPoint(m, a.x, a.y); // Point }, multiply: function(/* Matrix */ matrix){ // summary: combines matrices by multiplying them // matrix: a matrix-like object, all subsequent arguments are matrix-like objects too. var m = dojo.gfx.matrix.normalize(matrix); // combine matrices for(var i = 1; i < arguments.length; ++i){ var l = m; var r = dojo.gfx.matrix.normalize(arguments[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; } return m; // dojo.gfx.matrix.Matrix2D }, // high level operations _sandwich: function(/* Matrix */ m, /* Number */ x, /* Number */ y){ // summary: applies a matrix at a centrtal point // m: a matrix-like object, which is applied at the point // x: an X component of the point // y: a Y component of the point return dojo.gfx.matrix.multiply(dojo.gfx.matrix.translate(x, y), m, dojo.gfx.matrix.translate(-x, -y)); // dojo.gfx.matrix.Matrix2D }, scaleAt: function(/* Number */ a, /* Number, optional */ b, /* Number||Point */ c, /* Number, optional */ d){ // summary: scales a picture using a specified point as a center of scaling // accepts several signatures: // 1) uniform scale factor, Point // 2) uniform scale factor, x, y // 3) x scale, y scale, Point // 4) x scale, y scale, x, y switch(arguments.length){ case 2: // a is a scale factor, b is a point return dojo.gfx.matrix._sandwich(dojo.gfx.matrix.scale(a), b.x, b.y); // dojo.gfx.matrix.Matrix2D case 3: if(typeof c == "number"){ // a is scale factor, b and c are x and y components of a point return dojo.gfx.matrix._sandwich(dojo.gfx.matrix.scale(a), b, c); // dojo.gfx.matrix.Matrix2D } // a and b are scale factor components, c is a point return dojo.gfx.matrix._sandwich(dojo.gfx.matrix.scale(a, b), c.x, c.y); // dojo.gfx.matrix.Matrix2D } // a and b are scale factor components, c and d are components of a point return dojo.gfx.matrix._sandwich(dojo.gfx.matrix.scale(a, b), c, d); // dojo.gfx.matrix.Matrix2D }, rotateAt: function(/* Number */ angle, /* Number||Point */ a, /* Number, optional */ b){ // summary: rotates a picture using a specified point as a center of rotation // accepts several signatures: // 1) rotation angle in radians, Point // 2) rotation angle in radians, x, y return arguments.length > 1 ? dojo.gfx.matrix._sandwich(dojo.gfx.matrix.rotate(angle), a, b) : dojo.gfx.matrix._sandwich(dojo.gfx.matrix.rotate(angle), a.x, a.y); // dojo.gfx.matrix.Matrix2D }, rotategAt: function(/* Number */ degree, /* Number||Point */ a, /* Number, optional */ b){ // summary: rotates a picture using a specified point as a center of rotation // accepts several signatures: // 1) rotation angle in degrees, Point // 2) rotation angle in degrees, x, y return arguments.length > 1 ? dojo.gfx.matrix._sandwich(dojo.gfx.matrix.rotateg(degree), a, b) : dojo.gfx.matrix._sandwich(dojo.gfx.matrix.rotateg(degree), a.x, a.y); // dojo.gfx.matrix.Matrix2D }, skewXAt: function(/* Number */ angle, /* Number||Point */ a, /* Number, optional */ b){ // summary: skews a picture along the X axis using a specified point as a center of skewing // accepts several signatures: // 1) skew angle in radians, Point // 2) skew angle in radians, x, y return arguments.length > 1 ? dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewX(angle), a, b) : dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewX(angle), a.x, a.y); // dojo.gfx.matrix.Matrix2D }, skewXgAt: function(/* Number */ degree, /* Number||Point */ a, /* Number, optional */ b){ // summary: skews a picture along the X axis using a specified point as a center of skewing // accepts several signatures: // 1) skew angle in degrees, Point // 2) skew angle in degrees, x, y return arguments.length > 1 ? dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewXg(degree), a, b) : dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewXg(degree), a.x, a.y); // dojo.gfx.matrix.Matrix2D }, skewYAt: function(/* Number */ angle, /* Number||Point */ a, /* Number, optional */ b){ // summary: skews a picture along the Y axis using a specified point as a center of skewing // accepts several signatures: // 1) skew angle in radians, Point // 2) skew angle in radians, x, y return arguments.length > 1 ? dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewY(angle), a, b) : dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewY(angle), a.x, a.y); // dojo.gfx.matrix.Matrix2D }, skewYgAt: function(/* Number */ degree, /* Number||Point */ a, /* Number, optional */ b){ // summary: skews a picture along the Y axis using a specified point as a center of skewing // accepts several signatures: // 1) skew angle in degrees, Point // 2) skew angle in degrees, x, y return arguments.length > 1 ? dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewYg(degree), a, b) : dojo.gfx.matrix._sandwich(dojo.gfx.matrix.skewYg(degree), a.x, a.y); // dojo.gfx.matrix.Matrix2D } // TODO: rect-to-rect mapping, scale-to-fit (isotropic and anisotropic versions)});
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