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📄 matrix.js

📁 这是一个ajax的例子大家好好的看看就是一个鱼眼的效果
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if(!dojo._hasResource["dojox.gfx.matrix"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.dojo._hasResource["dojox.gfx.matrix"] = true;dojo.provide("dojox.gfx.matrix");(function(){	var m = dojox.gfx.matrix;		// candidates for dojox.math:	m._degToRad = function(degree){ return Math.PI * degree / 180; };	m._radToDeg = function(radian){ return radian / Math.PI * 180; };	m.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, a number, or an array of such objects		if(arg){			if(typeof arg == "number"){				this.xx = this.yy = arg;			}else if(arg instanceof Array){				if(arg.length > 0){					var matrix = m.normalize(arg[0]);					// combine matrices					for(var i = 1; i < arg.length; ++i){						var l = matrix, r = dojox.gfx.matrix.normalize(arg[i]);						matrix = new m.Matrix2D();						matrix.xx = l.xx * r.xx + l.xy * r.yx;						matrix.xy = l.xx * r.xy + l.xy * r.yy;						matrix.yx = l.yx * r.xx + l.yy * r.yx;						matrix.yy = l.yx * r.xy + l.yy * r.yy;						matrix.dx = l.xx * r.dx + l.xy * r.dy + l.dx;						matrix.dy = l.yx * r.dx + l.yy * r.dy + l.dy;					}					dojo.mixin(this, matrix);				}			}else{				dojo.mixin(this, arg);			}		}	};	// the default (identity) matrix, which is used to fill in missing values	dojo.extend(m.Matrix2D, {xx: 1, xy: 0, yx: 0, yy: 1, dx: 0, dy: 0});	dojo.mixin(m, {		// summary: class constants, and methods of dojox.gfx.matrix				// matrix constants				// identity: dojox.gfx.matrix.Matrix2D		//		an identity matrix constant: identity * (x, y) == (x, y)		identity: new m.Matrix2D(),				// flipX: dojox.gfx.matrix.Matrix2D		//		a matrix, which reflects points at x = 0 line: flipX * (x, y) == (-x, y)		flipX:    new m.Matrix2D({xx: -1}),				// flipY: dojox.gfx.matrix.Matrix2D		//		a matrix, which reflects points at y = 0 line: flipY * (x, y) == (x, -y)		flipY:    new m.Matrix2D({yy: -1}),				// flipXY: dojox.gfx.matrix.Matrix2D		//		a matrix, which reflects points at the origin of coordinates: flipXY * (x, y) == (-x, -y)		flipXY:   new m.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 m.Matrix2D({dx: a, dy: b}); // dojox.gfx.matrix.Matrix2D			}			// branch			// a: dojox.gfx.Point: a point-like object, which specifies offsets for both dimensions			// b: null			return new m.Matrix2D({dx: a.x, dy: a.y}); // dojox.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 m.Matrix2D({xx: a, yy: b}); // dojox.gfx.matrix.Matrix2D			}			if(typeof a == "number"){				// branch				// a: Number: a uniform scaling factor used for the both coordinates				// b: null				return new m.Matrix2D({xx: a, yy: a}); // dojox.gfx.matrix.Matrix2D			}			// branch			// a: dojox.gfx.Point: a point-like object, which specifies scale factors for both dimensions			// b: null			return new m.Matrix2D({xx: a.x, yy: a.y}); // dojox.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 CW)			var c = Math.cos(angle);			var s = Math.sin(angle);			return new m.Matrix2D({xx: c, xy: -s, yx: s, yy: c}); // dojox.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 dojox.gfx.matrix.rotate() for comparison.			// degree: Number: an angle of rotation in degrees (>0 for CW)			return m.rotate(m._degToRad(degree)); // dojox.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 m.Matrix2D({xy: -Math.tan(angle)}); // dojox.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 dojox.gfx.matrix.skewX() for comparison.			// degree: Number: an skewing angle in degrees			return m.skewX(m._degToRad(degree)); // dojox.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 m.Matrix2D({yx: Math.tan(angle)}); // dojox.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 dojox.gfx.matrix.skewY() for comparison.			// degree: Number: an skewing angle in degrees			return m.skewY(m._degToRad(degree)); // dojox.gfx.matrix.Matrix2D		},		reflect: function(a, b){			// summary: forms a reflection matrix			// description: The resulting matrix is used to reflect points around a vector, 			//		which goes through the origin.			// a: dojox.gfx.Point: a point-like object, which specifies a vector of reflection			// b: null			if(arguments.length == 1){				b = a.y;				a = a.x;			}			// branch			// a: Number: an x coordinate value			// b: Number: a y coordinate value						// make a unit vector			var a2 = a * a, b2 = b * b, n2 = a2 + b2, xy = 2 * a * b / n2;			return new m.Matrix2D({xx: 2 * a2 / n2 - 1, xy: xy, yx: xy, yy: 2 * b2 / n2 - 1}); // dojox.gfx.matrix.Matrix2D		},		project: function(a, b){			// summary: forms an orthogonal projection matrix			// description: The resulting matrix is used to project points orthogonally on a vector, 			//		which goes through the origin.			// a: dojox.gfx.Point: a point-like object, which specifies a vector of projection			// b: null			if(arguments.length == 1){				b = a.y;				a = a.x;			}			// branch			// a: Number: an x coordinate value			// b: Number: a y coordinate value						// make a unit vector			var a2 = a * a, b2 = b * b, n2 = a2 + b2, xy = a * b / n2;			return new m.Matrix2D({xx: a2 / n2, xy: xy, yx: xy, yy: b2 / n2}); // dojox.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 dojox.gfx.matrix.Matrix2D object.			// matrix: Object: an object, which is converted to a matrix, if necessary			return (matrix instanceof m.Matrix2D) ? matrix : new m.Matrix2D(matrix); // dojox.gfx.matrix.Matrix2D		},				// common operations				clone: function(matrix){			// summary: creates a copy of a 2D matrix			// matrix: dojox.gfx.matrix.Matrix2D: a 2D matrix-like object to be cloned			var obj = new m.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; // dojox.gfx.matrix.Matrix2D		},		invert: function(matrix){			// summary: inverts a 2D matrix			// matrix: dojox.gfx.matrix.Matrix2D: a 2D matrix-like object to be inverted			var M = m.normalize(matrix),				D = M.xx * M.yy - M.xy * M.yx,				M = new m.Matrix2D({					xx: M.yy/D, xy: -M.xy/D, 					yx: -M.yx/D, yy: M.xx/D, 					dx: (M.xy * M.dy - M.yy * M.dx) / D, 					dy: (M.yx * M.dx - M.xx * M.dy) / D				});			return M; // dojox.gfx.matrix.Matrix2D		},		_multiplyPoint: function(matrix, x, y){			// summary: applies a matrix to a point			// matrix: dojox.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: matrix.xx * x + matrix.xy * y + matrix.dx, y: matrix.yx * x + matrix.yy * y + matrix.dy}; // dojox.gfx.Point

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