这东西在各浏览器的差异性真大,叫人怎么整合与测试啊!
$.require("ready,css",function(){// mass Framework by 司徒正美
var $el = $("#test")
var matrix = $el.css("transform","rotate(90deg)").data("matrix",void 0, true)
//打印浏览器使用getComputedStyle得到结果
$.log($el.css("transform"))
//打印经过$.Matrix处理过的结果
$.log( matrix.get2D() );
//分解原始数值,得到a,b,c,e,tx,ty属性,以及返回一个包含x,y,scaleX,scaleY,skewX,skewY,rotation的对象
matrix.decompose2D();
$.log(matrix.a)
$.log(matrix.b)
$.log(matrix.c)
$.log(matrix.d)
$.log(matrix.tx)
$.log(matrix.ty);
});
下面测试结果
//FF12 matrix(0, 1, -1, 0, 0px, 0px) matrix(0,-1,1,0,0,0) 0 1 -1 0 0 0 //chrome20 matrix(0.0000000000000002220446049250313, 1, -1, 0.0000000000000002220446049250313, 0, 0) matrix(0,-1,1,0,0,0) 0 1 -1 0 0 0 //opera11.62 matrix(0, 1, -1, 0, 0, 0) matrix(0,-1,1,0,0,0) 0 1 -1 0 0 0 //safari5.1.5 matrix(0.0000000000000002220446049250313, 1, -1, 0.0000000000000002220446049250313, 0, 0) matrix(0,-1,1,0,0,0) 0 1 -1 0 0 0
一个放弃的矩阵类:
//http://extremelysatisfactorytotalitarianism.com/blog/?p=1002
//http://someguynameddylan.com/lab/transform-origin-in-internet-explorer.php
//优化HTML5应用的体验细节,例如全屏的处理与支持,横屏的响应,图形缩放的流畅性和不失真,点触的响应与拖曳,Websocket的完善
//关于JavaScript中计算精度丢失的问题 http://rockyee.iteye.com/blog/891538
function toFixed(d){
return d > -0.0000001 && d 顺时针转60度
fix = fix === -1 ? fix : 1;
angle = rad(angle);
var cos = Math.cos(angle);
var sin = Math.sin(angle);// a, b, c, d
var m = (new Matrix()).set2D( cos,fix * sin , fix * -sin, cos, 0, 0);
return this.cross(m)
},
skew: function(ax, ay){
var xRad = rad(ax);
var yRad;
if (ay != null) {
yRad = rad(ay)
} else {
yRad = xRad
}
var m = (new Matrix()).set2D( 1, Math.tan( xRad ), Math.tan( yRad ), 1, 0, 0);
return this.cross(m)
},
skewX: function(ax){
return this.skew(ax, 0);
},
skewY: function(ay){
this.skew(0, ay);
},
// ┌ ┐┌ ┐
// │ a c tx││ M11 -M12 tx│
// │ b d ty││ -M21 M22 tx│
// └ ┘└ ┘
//http://help.adobe.com/zh_CN/FlashPlatform/reference/actionscript/3/flash/geom/Matrix.html
//分解原始数值,得到a,b,c,e,tx,ty属性,以及返回一个包含x,y,scaleX,scaleY,skewX,skewY,rotation的对象
decompose2D: function(){
var ret = {}
this.a = this["0,0"]
this.b = this["1,0"]
this.c = this["0,1"]
this.d = this["1,1"]
ret.x = this.tx = this["2,0"]
ret.y = this.ty = this["2,1"]
ret.scaleX = Math.sqrt(this.a * this.a + this.b * this.b);
ret.scaleY = Math.sqrt(this.c * this.c + this.d * this.d);
var skewX = Math.atan2(-this.c, this.d);
var skewY = Math.atan2(this.b, this.a);
if (skewX == skewY) {
ret.rotation = skewY/Matrix.DEG_TO_RAD;
if (this.a = 0) {
ret.rotation += (ret.rotation