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📄 xmath.js

📁 一个免费的php的blog程序,很好用
💻 JS
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// **********************************************************//// Copyright 2002-2003 Sebastian Werner// http://sebastian-werner.net// // Licensed under://// Attribution-NonCommercial-ShareAlike License 1.0// by CreativeCommon (http://creativecommons.org)//// Key License Terms:// * Attribution. //   The licensor permits others to copy, distribute, //   display, and perform the work. In return, licensees //   must give the original author credit.// * Noncommercial. //   The licensor permits others to copy, distribute, //   display, and perform the work. In return, licensees //   may not use the work for commercial purposes -- unless //   they get the licensor's permission.// * Share Alike. //   The licensor permits others to distribute derivative //   works only under a license identical to the one that //   governs the licensor's work.//// for details visit:// http://creativecommons.org/licenses/by-nc-sa/1.0///// **********************************************************// **********************************************************//  MATH//  Some functions are build with scripts from 13parallel.org// **********************************************************// Coordinate constructorfunction xCoord(x,y){	if(!x) var x=0;   if(!y) var y=0;     return {x: x, y: y};}function xMath(){	// Bezier functions:	this.b1 = function(t) { return (t*t*t); }	this.b2 = function(t) { return (3*t*t*(1-t)); }	this.b3 = function(t) { return (3*t*(1-t)*(1-t)); }	this.b4 = function(t) { return ((1-t)*(1-t)*(1-t)); }		// Finds the coordinates of a point at a certain stage through a bezier curve	this.getBezier = function(percent, startPos, endPos, control1, control2)   {		// If there aren't any extra control points plot a straight line, if there is only 1		// make 2nd point same as 1st		if(!control2 && !control1) var control2 = new xCoord(startPos.x + 3*(endPos.x-startPos.x)/4, startPos.y + 3*(endPos.y-startPos.y)/4);		if(!control2) var control2 = control1;		if(!control1) var control1 = new xCoord(startPos.x + (endPos.x-startPos.x)/4, startPos.y + (endPos.y-startPos.y)/4);						var pos = new xCoord();		pos.x = startPos.x * this.b1(percent) + control1.x * this.b2(percent) + control2.x * this.b3(percent) + endPos.x * this.b4(percent);		pos.y = startPos.y * this.b1(percent) + control1.y * this.b2(percent) + control2.y * this.b3(percent) + endPos.y * this.b4(percent);				return pos;	}  }var _math = new xMath();

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