Flatten points into SVG polyline Polymer - svg

I have the following data structure:
'points': [
{
'x': 5535,
'y': 5535
},
{
'x': 5535,
'y': 60000
},
{
'x': 60000,
'y': 60000
},
{
'x': 60000,
'y': 5535
}
];
I would like to flatten it to 5535,5535 5535,60000 60000,60000 60000,5535 to use as a polyline points attribute.
I have the following in Polymer <template>
<polyline
id="polygon",
points="{{points | polygonPoints | toSvgPoints(width, height)}}"
stroke="rgba({{colour.r}}, {{colour.g}}, {{colour.b}}, {{opacity}})"
fill="rgba({{colour.r}}, {{colour.g}}, {{colour.b}}, {{opacity * 0.6}})"
stroke-width="{{lineWidth}}"
stroke-linecap="round"
stroke-linejoin="round"
/>
Where polygonPoints and toSvgPoints filters look like so:
/**
* Retrieves the polygon points for this object.
* #param point optionally provide a list of normalized points
* #returns the polygon points or all points if a line
*/
polygonPoints: function(points) {
var array = points.slice(0);
points = points || this.points;
array.push(points[0])
return array;
},
/**
* Retrieves the polygon points for this object.
* #param point optionally provide a list of normalized points
* #returns the polygon points or all points if a line
*/
toSvgPoints: function(points, width, height) {
var i, string = '';
points = points || this.points;
for (i = 0; i < points.length; ++i) {
string += this.normalizedToActual(points[i].x, width);
string += ',';
string += this.normalizedToActual(points[i].y, height);
string += ' ';
}
return string;
},
This works, the toSvgPoints returns the correct points but the bindings to the point values do not get set up automagically by Polymer. For example, if I modify this.points[0].x = 4219 the polygon doesn't update because the binding hasn't been created to the polygon attribute.
Is this something that just can't be solved without providing some other method that invokes a redraw? Ideally I'd just want to do this:
<polyline
id="polygon",
points="{{x,y for (points | polygonPoints)}}"
...
/>
Which would stamp out the x and y values in the points attribute and set up the bindings.

PolymerExpressions only observes objects that are directly referenced in an expression, so in this case it observes points, but not the properties on the elements in the array. If you replace a point, the expression will update, but it won't if you modify a point.
There are a few ways to deal with this. If you know where a point is being modified, at you have a reference to the list there, you can manually notify on the list. I usually work with Polymer.Dart, but I think that the notify() function in observe-js is what you're looking for: https://github.com/Polymer/observe-js/blob/master/src/observe.js#L1076
Alternatively, instead of returning a static projection of the points, have toSvgPoints listen to all of its dependencies: points, x and y for each point, width and height. When an input changes, update the output array. This will cause a chain of updates that propagates to your view.
Use Polymer's observe-js library to do observation. It polyfills Object.observe() on platforms that don't have it. https://github.com/Polymer/observe-js#objectobserver

I don't know for sure but I guess Polymer doesn't observe individual attributes inside an array. You could try to replace the item at that position:
this.points[0] = {x:4219,y:this.points[0].y}
or alternatively create a new array and set it to this.points ?

Well that took ages. Don't use a polyline use a path:
<path
id="zone"
on-down="{{dragStart}}"
on-up="{{dragEnd}}"
d="M {{points[0].x| max(width)}} {{points[0].y | max(height)}} {{points | polygonPoints | toSvgPoints(width, height)}}"
fill="rgba({{colour.r}}, {{colour.g}}, {{colour.b}}, {{(selected ? 0.8 : 0.6) * 0.6}})"
stroke="rgba({{colour.r}}, {{colour.g}}, {{colour.b}}, {{(selected ? 0.8 : 0.6)}})"
stroke-linecap="round"
stroke-linejoin="round"
/>
The M {{points[0].x| max(width)}} {{points[0].y | max(height)}} at the start of the d attribute forces the redraw.

Related

How can I use Google Maps Circle, Rectangle and Polygon in Node JS?

Anyone knows if I am able to user Google Maps Circle, Rectangle and Polygon classes in Node JS? In the frontend is easy with Google Maps Javascript SDK, but I can't figure out how to get a hold of this library within Node JS.
I need to be able to check if points are with bounds, something in the lines of:
const location = google.maps.LatLng(lat, lng);
const circle = new google.maps.Circle({
center: area.center,
radius: area.radius,
});
const doesContain = circle.getBounds().contains(location);
Thanks ahead!
Alright boys, after giving some thought I realized it's easier to create my own code for checking if a geometry contains a point than depend on Google Maps library to do so.
Although this does not offer and the functionality Google Maps SDK offers, it does solve the geometry problem.
For anyone else looking for other Google Maps SDK functionalities, checkout this Node.js Client for Google Maps Services. Though it does not include the geometry functions I was looking for.
Solution
Without further ado here is my code:
class Circle {
/**
* Circle constructor
* #param {array} center Center coordinate [lat, lng]
* #param {number} radius Radius of the circle in meters
*/
constructor(center, radius) {
this.name = "Circle";
this.center = center;
this.radius = radius;
}
/**
* Checks if a point is within the circle
* #param {array} point Coordinates of a point [lat,lng]
* #returns true if point is within, false otherwhise
*/
contains(point) {
const { center, radius } = this;
const distance = this.distance(center, point);
if (distance > radius) return false;
return true;
}
/**
* Calculate the distance between two points (in meters)
* #param {array} p1 [lat,lng] point 1
* #param {array} p2 p1 [lat,lng] point 2
* #returns Distance between the points in meters
*/
distance(p1, p2) {
var R = 6378.137; // Radius of earth in KM
var dLat = (p2[0] * Math.PI) / 180 - (p1[0] * Math.PI) / 180;
var dLon = (p2[1] * Math.PI) / 180 - (p1[1] * Math.PI) / 180;
var a =
Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos((p1[0] * Math.PI) / 180) *
Math.cos((p2[0] * Math.PI) / 180) *
Math.sin(dLon / 2) *
Math.sin(dLon / 2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
var d = R * c;
return d * 1000; // meters
}
}
class Rectangle {
/**
* Rectangle constructor
* #param {arrar} sw South-west coorodinate of the rectangle [lat,lng]
* #param {array} ne North-east coordinate of the rectangle [lat, lng]
*/
constructor(sw, ne) {
this.name = "Rectangle";
this.sw = sw;
this.ne = ne;
}
/**
* Checks if a point is within the reactangle
* #param {array} point Coordinates of a point [lat,lng]
* #returns true if point is within, false otherwhise
*/
contains(point) {
const { sw, ne } = this;
const x = point[0];
const y = point[1];
if (x < sw[0] || x > ne[0] || y < sw[1] || y > ne[1]) return false;
return true;
}
}
class Polygon {
/**
* Polygon constructor
* #param {array} points Array of vertices/points of the polygon [lat,lng]
*/
constructor(points) {
this.name = "Polygon";
this.points = points;
}
/**
*
* #returns {obj} Returns the coordinate of the min/max bounds that surounds the polygon
* (south-west coordinate, north-east coordinage as in [lat,lng] format)
*/
getBounds() {
const { points } = this;
let arrX = [];
let arrY = [];
for (let i in points) {
arrX.push(points[i][0]);
arrY.push(points[i][1]);
}
return {
sw: [Math.min.apply(null, arrX), Math.min.apply(null, arrY)],
ne: [Math.max.apply(null, arrX), Math.max.apply(null, arrY)],
};
}
/**
* Checks if a point is within the polygon
* #param {array} point Coordinates of a point [lat,lng]
* #returns true if point is within, false otherwhise
*/
contains(point) {
const x = point[0];
const y = point[1];
const bounds = this.getBounds();
// Check if point P lies within the min/max boundary of our polygon
if (x < bounds.sw[0] || x > bounds.ne[0] || y < bounds.sw[1] || y > bounds.ne[1])
return false;
let intersect = 0;
const { points } = this;
// Geofencing method (aka Even–odd rule)
// See more at: https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule
// Now for each path of our polygon we'll count how many times our imaginary
// line crosses our paths, if it crosses even number of times, our point P is
// outside of our polygon, odd number our point is within our polygon
for (let i = 0; i < points.length; i++) {
// Check if pont P lies on a vertices of our polygon
if (x === points[i][0] && y === points[i][1]) return true;
let j = i !== points.length - 1 ? i + 1 : 0;
// Check if Py (y-component of our point P) is with the y-boundary of our path
if (
(points[i][1] < points[j][1] && y >= points[i][1] && y <= points[j][1]) ||
(points[i][1] > points[j][1] && y >= points[j][1] && y <= points[i][1])
) {
// Check if Px (x-componet of our point P) crosses our path
let sx =
points[i][0] +
((points[j][0] - points[i][0]) * (y - points[i][1])) /
(points[j][1] - points[i][1]);
if (sx >= x) intersect += 1;
}
}
return intersect % 2 === 0 ? false : true;
}
}
module.exports = { Circle, Rectangle, Polygon };
Explanation
The Circle and Rectangle class is pretty straight forward, it's trivial to determine if a point lies within a boundary. The Polygon class is a bit more complicated because of obvious reasons.
The method used here to determine if a point P is within a polygon is called Geofencing (aka Even–odd rule), a common method in geospacial analysis.
Step 1
First we check if the point P falls within the max/min boundaries of the polygon (image 1), if it doesn't, we return false, problem solved.
Image 1 -- Polygon boundaries, P1 is within the polygon boundaries, P2 is not.
Step 2
Then we check if the point lies on a vertices (points) of the polygon, if it does, we return true, problem solved. (Image 2)
Image 2 -- Polygon boundaries, point P is on a vertices, return true.
Step 3
This next step is the most gratifying one, by now we know the point is with the polygon boundaries (from step 1) but we don't know if it's within it or not. The way to solve this we cast an imaginary line departing from the point to any direction, if it crosses the path of polygon even number of times, the point is outside of the polygon, if it crosses an odd number of times, the point is within the polygon. Like so:
Image 3 -- An imaginary line from P1 crosses the polygon paths an odd number of times (3 times), it's within the polygon boundaries. A imaginary line from P2 crosses an even number of times (4 times), it lies outside of the polygon.
Since we can pick any direction we want to cast the imaginary line from, we'll pick along the x-axis to simplify things, like so:
Image 4 -- Casting the imaginary line from point P parallel to the x-axis t0 simplify determining how many times it intersects our polygon.
To determine how many times the imaginary line intersects our polygon, we have to check each path of the polygon at a time. To do this, we break it down into two steps (see image 5 for references):
For each segment/path of the polygon we check if our point Py (y-component of our point P) is within the the boundaries of the path in question (Y1 and Y2). If it is not, we know our point is does not intersects that specific path and we can move on to the next one. If it is within the path's y-boundaries, then we have to check if it crosses our path in the x-direction (next step).
Assuming the step before is true, to check intersection in the x-direction we have calculate the equation for the path (using line equation: y2 - y1 = m(x2 - x1)) and plug in our Py component to solve for our intersection (in my code I call this Sx). Then we check if Sx is greater than Px, if so, then our imaginary line intersects the path in the x positive direction.
It's important to note that the imaginary line starts at our point P and we only count intersections in that direction we originally picked, in this case x-axis+. This is why Sx has to be grater than or equal to Px, otherwise the test fails.
Image 5 -- We break down each path of the polygon to determine the number of intersections.
Once this path is done we move to the next one and so on. In this case the line crosses 3 times our paths, and therefore we know it's within our polygon.
This is a very clever and simple way if you think about it, it works for any shape, it's truly amazing.
Read more
https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule
Examples
Example 1 - Simple shapes
const p = new Polygon([
[-3, 3],
[-4, 1],
[-3, 0],
[-2, -1],
[0, 0],
[3, 2],
[0, 1],
[-1, 4],
]);
console.log("Contains: ", p.contains([-1, 1])); // returns true
JSFiddle 1
Example 2 - Complex shapes (overlapping areas)
This method works for more complex shapes, when the polygon coordinates creates overlappping areas and they cancel each other out.
const p = new Polygon([
[-2, 0],
[2, 0],
[2, 4],
[-2, 4],
[-2, 0],
[0, 2],
[2, 0],
[0, -2],
[-2, 0],
]);
console.log("Contains: ", p.contains([0, 1])); // returns false
JSFiddle 2
Side note
If you need to quickly plot points just to get a view of a shape/grid, this plotting tool helped a lot to get a visual of what's going on. Very often I thought my code had a bug when in fact my coordinates was skewed and code was correct.
https://www.desmos.com/calculator
I only wish it let you draw lines between points. Either way I found it helpful.

Get point's y coordinate on svg path

I guess I need to add some explanation, that I want to ask this question, because too short question doesn't quality standards... funny...
So, here is the question:
How I can get the 'y' coordinate of the point on svg path at a specific 'x' coordinate?
Well this is not straightforward, because a path could have multiple points with the specified x coordinate.
There is no built-in function in the SVG DOM to do this. One solution is to step along the path segments and do the maths yourself.
Alternatively, there is a built in function on SVGPathElement called getPointAtLength(len). You pass in a length along the path and it will return the x,y coords at that point. You could step along the path length and work out where the x coordinate crosses your desired x. You can get the path length from the SVGPathElement.getTotalLength() function. It's a bit of a kludge and you have to be careful you don't miss points where the curve bends near your x. But it should work.
See here for more information on these functions.
I was working on a similar problem and Paul's answer really helped me.
Just to further illustrate #Paul LeBeau's answer, here is a little demo:
let path = document.getElementById("path");
let svg = document.getElementById("svg");
// The first important function getTotalLength
let totalLength = path.getTotalLength();
let intersections = 27;
for(var i = 0; i <= intersections; i ++){
let distance = i * 1/intersections * totalLength;
// The second important function getPointAtLength
let point = path.getPointAtLength(distance);
addCircleToSVG(point.x, point.y);
addTextToSVG(point.x, point.y);
}
function addCircleToSVG(x, y){
let circle = document.createElementNS("http://www.w3.org/2000/svg",'circle');
circle.setAttribute("cx", x);
circle.setAttribute("cy", y);
circle.setAttribute("r", "5");
circle.setAttribute("fill", "#8888ff");
svg.appendChild(circle);
}
function addTextToSVG(x, y){
let text = document.createElementNS("http://www.w3.org/2000/svg",'text');
text.setAttribute("x", x + 10);
text.setAttribute("y", y);
text.setAttribute("fill", "orange");
text.innerHTML = Math.round(y);
svg.appendChild(text);
}
svg{
width:auto;
height: auto;
}
<svg id="svg" viewBox="0 0 1184.25 455.99">
<path id="path" class="st0" d="M0.18,455.53c0,0,73-311,128-311s86,276,122,287s52-22,112-25s114,16,146,18s34,20,64,16s45-144,93-133
s55-21,88-17s58,151,85,149s103-13,128-8s48-21,85-19c37,2,133,43,133,43" fill="#666666"/>
</svg>
If you know all the points of your path, I believe a more performant solution than stepping through the path might be to search the d attribute of your path for the specific x coordinate you are looking for. Then capture the y coordinate using regexp. The regexp could be used like so:
const regex = new RegExp(`${x} ((\d*.\d*))`)
const match = regex.exec(d)

How to avoid the overlapping of text elements on the TreeMap when child elements are opened in D3.js?

I created a Tree in D3.js based on Mike Bostock's Node-link Tree. The problem I have and that I also see in Mike's Tree is that the text label overlap/underlap the circle nodes when there isn't enough space rather than extend the links to leave some space.
As a new user I'm not allowed to upload images, so here is a link to Mike's Tree where you can see the labels of the preceding nodes overlapping the following nodes.
I tried various things to fix the problem by detecting the pixel length of the text with:
d3.select('.nodeText').node().getComputedTextLength();
However this only works after I rendered the page when I need the length of the longest text item before I render.
Getting the longest text item before I render with:
nodes = tree.nodes(root).reverse();
var longest = nodes.reduce(function (a, b) {
return a.label.length > b.label.length ? a : b;
});
node = vis.selectAll('g.node').data(nodes, function(d, i){
return d.id || (d.id = ++i);
});
nodes.forEach(function(d) {
d.y = (longest.label.length + 200);
});
only returns the string length, while using
d.y = (d.depth * 200);
makes every link a static length and doesn't resize as beautiful when new nodes get opened or closed.
Is there a way to avoid this overlapping? If so, what would be the best way to do this and to keep the dynamic structure of the tree?
There are 3 possible solutions that I can come up with but aren't that straightforward:
Detecting label length and using an ellipsis where it overruns child nodes. (which would make the labels less readable)
scaling the layout dynamically by detecting the label length and telling the links to adjust accordingly. (which would be best but seems really difficult
scale the svg element and use a scroll bar when the labels start to run over. (not sure this is possible as I have been working on the assumption that the SVG needs to have a set height and width).
So the following approach can give different levels of the layout different "heights". You have to take care that with a radial layout you risk not having enough spread for small circles to fan your text without overlaps, but let's ignore that for now.
The key is to realize that the tree layout simply maps things to an arbitrary space of width and height and that the diagonal projection maps width (x) to angle and height (y) to radius. Moreover the radius is a simple function of the depth of the tree.
So here is a way to reassign the depths based on the text lengths:
First of all, I use the following (jQuery) to compute maximum text sizes for:
var computeMaxTextSize = function(data, fontSize, fontName){
var maxH = 0, maxW = 0;
var div = document.createElement('div');
document.body.appendChild(div);
$(div).css({
position: 'absolute',
left: -1000,
top: -1000,
display: 'none',
margin:0,
padding:0
});
$(div).css("font", fontSize + 'px '+fontName);
data.forEach(function(d) {
$(div).html(d);
maxH = Math.max(maxH, $(div).outerHeight());
maxW = Math.max(maxW, $(div).outerWidth());
});
$(div).remove();
return {maxH: maxH, maxW: maxW};
}
Now I will recursively build an array with an array of strings per level:
var allStrings = [[]];
var childStrings = function(level, n) {
var a = allStrings[level];
a.push(n.name);
if(n.children && n.children.length > 0) {
if(!allStrings[level+1]) {
allStrings[level+1] = [];
}
n.children.forEach(function(d) {
childStrings(level + 1, d);
});
}
};
childStrings(0, root);
And then compute the maximum text length per level.
var maxLevelSizes = [];
allStrings.forEach(function(d, i) {
maxLevelSizes.push(computeMaxTextSize(allStrings[i], '10', 'sans-serif'));
});
Then I compute the total text width for all the levels (adding spacing for the little circle icons and some padding to make it look nice). This will be the radius of the final layout. Note that I will use this same padding amount again later on.
var padding = 25; // Width of the blue circle plus some spacing
var totalRadius = d3.sum(maxLevelSizes, function(d) { return d.maxW + padding});
var diameter = totalRadius * 2; // was 960;
var tree = d3.layout.tree()
.size([360, totalRadius])
.separation(function(a, b) { return (a.parent == b.parent ? 1 : 2) / a.depth; });
Now we can call the layout as usual. There is one last piece: to figure out the radius for the different levels we will need a cumulative sum of the radii of the previous levels. Once we have that we simply assign the new radii to the computed nodes.
// Compute cummulative sums - these will be the ring radii
var newDepths = maxLevelSizes.reduce(function(prev, curr, index) {
prev.push(prev[index] + curr.maxW + padding);
return prev;
},[0]);
var nodes = tree.nodes(root);
// Assign new radius based on depth
nodes.forEach(function(d) {
d.y = newDepths[d.depth];
});
Eh voila! This is maybe not the cleanest solution, and perhaps does not address every concern, but it should get you started. Have fun!

Setting skew transformation center

For operations such as scale, rotate, Raphael.js provides individual methods, through which we can specify the origin of that transformation.
But for skew there is no method like ele.skew(xskewAmount,yskewAmount,xtransfOrigin,ytransfOrigin).
So I went for the ele.transform method, like ele.transform("m1,0,.5,1,0,0") to perform a xskew. But I can't specify an origin here, so the element is getting translated incorrectly.
I'm need of following info:
Is there any method through which i can set the transform origin for
skew
how much distance will the element be translated(unwantedly), if i
skew an element. so that i can reposition the element manually.
my code: http://jsfiddle.net/tYqdk/1/
Please note the Skewx button at the bottom of the page.
i know this is old but here goes.
W3C SVG 1.1 - 7 Coordinate Systems, Transformations and Units
7.4 Coordinate system transformations
7.5 Nested transformations
7.6 The ‘transform’ attribute
In section 7.6 they describe the rotation transformation about a point (cx,cy)
Simply - it's this matrix multiplication:
translate(<cx>, <cy>) • rotate(<rotate-angle>) • translate(-<cx>, -<cy>)
To apply this to skewX use:
translate(<cx>, <cy>) • skewX(<skew-angle>) • translate(-<cx>, -<cy>)
note: these matrix multiplications are described in 7.5 Nested transformations
generic matrix
translate matrix
skewX matrix
var skewer = function(element, angle, x, y) {
var box, radians, svg, transform;
// x and y are defined in terms of the elements bounding box
// (0,0)
// --------------
// | |
// | |
// --------------
// (1,1)
// it defaults to the center (0.5, 0.5)
// this can easily be modifed to use absolute coordinates
if (isNaN(x)) {
x = 0.5;
}
if (isNaN(y)) {
y = 0.5;
}
box = element.getBBox();
x = x * box.width + box.x;
y = y * box.height + box.y;
radians = angle * Math.PI / 180.0;
svg = document.querySelector('svg');
transform = svg.createSVGTransform();
//creates this matrix
// | 1 0 0 | => see first 2 rows of
// | 0 1 0 | generic matrix above for mapping
// translate(<cx>, <cy>)
transform.matrix.e = x;
transform.matrix.f = y;
// appending transform will perform matrix multiplications
element.transform.baseVal.appendItem(transform);
transform = svg.createSVGTransform();
// skewX(<skew-angle>)
transform.matrix.c = Math.tan(radians);
element.transform.baseVal.appendItem(transform);
transform = svg.createSVGTransform();
// translate(-<cx>, -<cy>)
transform.matrix.e = -x;
transform.matrix.f = -y;
element.transform.baseVal.appendItem(transform);
};
i forked your jsfiddle
update - a new fiddle using built-in SVGMatrix methods. I believe it's easier to read and understand

How is the getBBox() SVGRect calculated?

I have a g element that contains one or more path elements. As I mentioned in another question, I scale and translate the g element by computing a transform attribute so that it fits on a grid in another part of the canvas.
The calculation is done using the difference between two rectangles, the getBBox() from the g element and the rectangle around the grid.
Here is the question -- after I do the transform, I update the contents of the g element and call getBBox() again, without removing the transform. The resulting rectangle appears to be calculated without considering the transform. I would have expected it to reflect the change. Is this behavior consistent with the SVG specification? How do I get the bounding box of the transformed rectangle?
This, BTW, is in an HTML 5 document running in Firefox 4, if that makes any difference.
Update: Apparently this behavior seems pretty clearly in violation of the specification. From the text here at w3c:
SVGRect getBBox()
Returns the tight bounding box in current user space (i.e., after application of the ‘transform’ attribute, if any) on the geometry of all contained graphics elements, exclusive of stroking, clipping, masking and filter effects). Note that getBBox must return the actual bounding box at the time the method was called, even in case the element has not yet been rendered.
Am I reading this correctly? If so this seems to be an errata in the SVG implementation Firefox uses; I haven't had a chance to try any other. I would file a bug report if someone could point me to where.
People often get confused by the behavioral difference of getBBox and getBoundingClientRect.
getBBox is a SVG Element's native method as equivalent to find the offset/clientwidth of HTML DOM element. The width and height is never going to change even when the element is rotated. It cannot be used for HTML DOM Elements.
getBoundingClientRect is common to both HTML and SVG elements. The bounded rectangle width and height will change when the element is rotated or when more elements are grouped.
The behaviour you see is correct, and consistent with the spec.
The transform gets applied, then the bbox is calculated in "current user units", i.e. the current user space. So if you want to see the result of a transform on the element you'd need to look at the bbox of a parent node or similar.
It's a bit confusing, but explained a lot better in the SVG Tiny 1.2 spec for SVGLocatable
That contains a number of examples that clarify what it's supposed to do.
there are at least 2 easy but somewhat hacky ways to do what you ask... if there are nicer (less hacky) ways, i haven't found them yet
EASY HACKy #1:
a) set up a rect that matches the "untransformed" bbox that group.getBBox() is returning
b) apply the group's "unapplied transform" to that rect
c) rect.getBBox() should now return the bbox you're looking for
EASY HACKY #2: (only tested in chrome)
a) use element.getBoundingClientRect(), which returns enough info for you to construct the bbox you're looking for
Apparently getBBox() doesn't take the transformations into consideration.
I can point you here, unfortunately I wasn't able to make it working: http://tech.groups.yahoo.com/group/svg-developers/message/22891
SVG groups have nasty practice - not to accumulate all transformations made. I have my way to cope with this issue. I'm using my own attributes to store current transformation data which I include in any further transformation. Use XML compatible attributes like alttext, value, name....or just x and y for storing accumulated value as atribute.
Example:
<g id="group" x="20" y="100" transform="translate(20, 100)">
<g id="subgroup" alttext="45" transform="rotate(45)">
<line...etc...
Therefore when I'm making transformations I'm taking those handmade attribute values, and when writing it back, I'm writing both transform and same value with attributes I made just for keeping all accumulated values.
Example for rotation:
function symbRot(evt) {
evt.target.ondblclick = function () {
stopBlur();
var ptx=symbG.parentNode.lastChild.getAttribute("cx");
var pty=symbG.parentNode.lastChild.getAttribute("cy");
var currRot=symbG.getAttributeNS(null, "alttext");
var rotAng;
if (currRot == 0) {
rotAng = 90
} else if (currRot == 90) {
rotAng = 180
} else if (currRot == 180) {
rotAng = 270
} else if (currRot == 270) {
rotAng = 0
};
symbG.setAttributeNS(null, "transform", "rotate(" + rotAng + "," + ptx + ", " + pty + ")");
symbG.setAttributeNS(null, "alttext", rotAng );
};
}
The following code takes into account the transformations (matrix or otherwise) from parents, itself, as well as children. So, it will work on a <g> element for example.
You will normally want to pass the parent <svg> as the third argument—toElement—as to return the computed bounding box in the coordinate space of the <svg> (which is generally the coordinate space we care about).
/**
* #param {SVGElement} element - Element to get the bounding box for
* #param {boolean} [withoutTransforms=false] - If true, transforms will not be calculated
* #param {SVGElement} [toElement] - Element to calculate bounding box relative to
* #returns {SVGRect} Coordinates and dimensions of the real bounding box
*/
function getBBox(element, withoutTransforms, toElement) {
var svg = element.ownerSVGElement;
if (!svg) {
return { x: 0, y: 0, cx: 0, cy: 0, width: 0, height: 0 };
}
var r = element.getBBox();
if (withoutTransforms) {
return {
x: r.x,
y: r.y,
width: r.width,
height: r.height,
cx: r.x + r.width / 2,
cy: r.y + r.height / 2
};
}
var p = svg.createSVGPoint();
var matrix = (toElement || svg).getScreenCTM().inverse().multiply(element.getScreenCTM());
p.x = r.x;
p.y = r.y;
var a = p.matrixTransform(matrix);
p.x = r.x + r.width;
p.y = r.y;
var b = p.matrixTransform(matrix);
p.x = r.x + r.width;
p.y = r.y + r.height;
var c = p.matrixTransform(matrix);
p.x = r.x;
p.y = r.y + r.height;
var d = p.matrixTransform(matrix);
var minX = Math.min(a.x, b.x, c.x, d.x);
var maxX = Math.max(a.x, b.x, c.x, d.x);
var minY = Math.min(a.y, b.y, c.y, d.y);
var maxY = Math.max(a.y, b.y, c.y, d.y);
var width = maxX - minX;
var height = maxY - minY;
return {
x: minX,
y: minY,
width: width,
height: height,
cx: minX + width / 2,
cy: minY + height / 2
};
}
I made a helper function, which returns various metrics of svg element (also bbox of transformed element).
The code is here:
SVGElement.prototype.getTransformToElement =
SVGElement.prototype.getTransformToElement || function(elem) {
return elem.getScreenCTM().inverse().multiply(this.getScreenCTM());
};
function get_metrics(el) {
function pointToLineDist(A, B, P) {
var nL = Math.sqrt((B.x - A.x) * (B.x - A.x) + (B.y - A.y) * (B.y - A.y));
return Math.abs((P.x - A.x) * (B.y - A.y) - (P.y - A.y) * (B.x - A.x)) / nL;
}
function dist(point1, point2) {
var xs = 0,
ys = 0;
xs = point2.x - point1.x;
xs = xs * xs;
ys = point2.y - point1.y;
ys = ys * ys;
return Math.sqrt(xs + ys);
}
var b = el.getBBox(),
objDOM = el,
svgDOM = objDOM.ownerSVGElement;
// Get the local to global matrix
var matrix = svgDOM.getTransformToElement(objDOM).inverse(),
oldp = [[b.x, b.y], [b.x + b.width, b.y], [b.x + b.width, b.y + b.height], [b.x, b.y + b.height]],
pt, newp = [],
obj = {},
i, pos = Number.POSITIVE_INFINITY,
neg = Number.NEGATIVE_INFINITY,
minX = pos,
minY = pos,
maxX = neg,
maxY = neg;
for (i = 0; i < 4; i++) {
pt = svgDOM.createSVGPoint();
pt.x = oldp[i][0];
pt.y = oldp[i][1];
newp[i] = pt.matrixTransform(matrix);
if (newp[i].x < minX) minX = newp[i].x;
if (newp[i].y < minY) minY = newp[i].y;
if (newp[i].x > maxX) maxX = newp[i].x;
if (newp[i].y > maxY) maxY = newp[i].y;
}
// The next refers to the transformed object itself, not bbox
// newp[0] - newp[3] are the transformed object's corner
// points in clockwise order starting from top left corner
obj.newp = newp; // array of corner points
obj.width = pointToLineDist(newp[1], newp[2], newp[0]) || 0;
obj.height = pointToLineDist(newp[2], newp[3], newp[0]) || 0;
obj.toplen = dist(newp[0], newp[1]);
obj.rightlen = dist(newp[1], newp[2]);
obj.bottomlen = dist(newp[2], newp[3]);
obj.leftlen = dist(newp[3], newp[0]);
// The next refers to the transformed object's bounding box
obj.BBx = minX;
obj.BBy = minY;
obj.BBx2 = maxX;
obj.BBy2 = maxY;
obj.BBwidth = maxX - minX;
obj.BBheight = maxY - minY;
return obj;
}
and full functional example is here:
http://jsbin.com/acowaq/1

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