我們知道在SVG角線性梯度是通過設置屬性X1,X2,Y1,Y2。然而,如果我們只拿到角度,如果我們知道角度,計算SVG線性梯度屬性x1 y1 x2 y2?
1.how計算X1,Y1,X2,Y2的結果呢?
2.is它正確,此式黃褐色(角度)=(Y2-Y1)/(X2-X1)?我如何計算所有參數。
我們知道在SVG角線性梯度是通過設置屬性X1,X2,Y1,Y2。然而,如果我們只拿到角度,如果我們知道角度,計算SVG線性梯度屬性x1 y1 x2 y2?
1.how計算X1,Y1,X2,Y2的結果呢?
2.is它正確,此式黃褐色(角度)=(Y2-Y1)/(X2-X1)?我如何計算所有參數。
集x_i
,y_i
彷彿角度爲0度,並通過gradientTransform屬性(gradientTransform="rotate(angle)"
)來應用旋轉,
下應該得到你所需要的,或接近它。要點是它在你的旋轉區域內創建一個起點和終點,結果將是一組你可以使用的單位矢量(即在0.0到1.0之間)。其中inputAngle是您希望漸變的角度。
function pointOfAngle(a) {
return {x:Math.cos(a),
y:Math.sin(a)};
}
function degreesToRadians(d) {
return ((d * Math.PI)/180);
}
var eps = Math.pow(2, -52);
var inputAngle = 45;
var angle = (inputAngle % 360);
var startPoint = pointOfAngle(degreesToRadians(180 - angle));
var endPoint = pointOfAngle(degreesToRadians(360 - angle));
// if you want negative values you can remove the following checks
// but most likely it will produce undesired results
if(startPoint.x <= 0 || Math.abs(startPoint.x) <= eps)
startPoint.x = 0;
if(startPoint.y <= 0 || Math.abs(startPoint.y) <= eps)
startPoint.y = 0;
if(endPoint.x <= 0 || Math.abs(endPoint.x) <= eps)
endPoint.x = 0;
if(endPoint.y <= 0 || Math.abs(endPoint.y) <= eps)
endPoint.y = 0;
不知道的線性漸變值是如何使用SVG,但是你可能需要通過你的元素大小相乘...
x1 = startPoint.x * width
y1 = startPoint.y * height
x2 = endPoint.x * width
y2 = endPoint.y * height
建設關JT-的答案,這裏是一個函數,將完全符合你在Javascript中需要的。只需調用此函數將元素和度作爲整數傳遞。我還添加了「左」,「右」,「上」,「下」作爲可選參數。
function svg_linear_gradient_direction(element, direction){
if(direction === "left"){
element.setAttributeNS(null, "x1", "100%");
element.setAttributeNS(null, "y1", "0%");
element.setAttributeNS(null, "x2", "0%");
element.setAttributeNS(null, "y2", "0%");
} else if(direction === "right"){
element.setAttributeNS(null, "x1", "0%");
element.setAttributeNS(null, "y1", "0%");
element.setAttributeNS(null, "x2", "100%");
element.setAttributeNS(null, "y2", "0%");
} else if(direction === "down"){
element.setAttributeNS(null, "x1", "0%");
element.setAttributeNS(null, "y1", "0%");
element.setAttributeNS(null, "x2", "0%");
element.setAttributeNS(null, "y2", "100%");
} else if(direction === "up"){
element.setAttributeNS(null, "x1", "0%");
element.setAttributeNS(null, "y1", "100%");
element.setAttributeNS(null, "x2", "0%");
element.setAttributeNS(null, "y2", "0%");
} else if(typeof direction === "number"){
var pointOfAngle = function(a) {
return {
x:Math.cos(a),
y:Math.sin(a)
};
}
var degreesToRadians = function(d) {
return ((d * Math.PI)/180);
}
var eps = Math.pow(2, -52);
var angle = (direction % 360);
var startPoint = pointOfAngle(degreesToRadians(180 - angle));
var endPoint = pointOfAngle(degreesToRadians(360 - angle));
if(startPoint.x <= 0 || Math.abs(startPoint.x) <= eps)
startPoint.x = 0;
if(startPoint.y <= 0 || Math.abs(startPoint.y) <= eps)
startPoint.y = 0;
if(endPoint.x <= 0 || Math.abs(endPoint.x) <= eps)
endPoint.x = 0;
if(endPoint.y <= 0 || Math.abs(endPoint.y) <= eps)
endPoint.y = 0;
element.setAttributeNS(null, "x1", startPoint.x);
element.setAttributeNS(null, "y1", startPoint.y);
element.setAttributeNS(null, "x2", endPoint.x);
element.setAttributeNS(null, "y2", endPoint.y);
}
}
這是一段很好的代碼。照顧許多錯綜複雜的事情。 – 2013-03-25 20:23:51
非常好的問題。我只需要澄清。你是否也在考慮gradientUnit的變化? – 2013-03-25 20:24:45