Lines Matching refs:rx

414       var rx = point.x * cos - point.y * sin,
417 return new fabric.Point(rx, ry).addEquals(origin);
882 function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) { argument
893 rx = Math.abs(rx);
898 rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,
904 rx *= s;
912 var cx = root * rx * py / ry,
913 cy = -root * ry * px / rx,
916 mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),
917 dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px - cx) / rx, (-py - cy) / ry);
933 result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);
943 function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) { argument
953 toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,
954 toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,
955 cp1X = fromX + mT * ( - cosTh * rx * sinth2 - sinTh * ry * costh2),
956 cp1Y = fromY + mT * ( - sinTh * rx * sinth2 + cosTh * ry * costh2),
957 cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),
958 cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);
990 var rx = coords[0],
998 segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);
1023 fabric.util.getBoundsOfArc = function(fx, fy, rx, ry, rot, large, sweep, tx, ty) { argument
1026 segs = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot),
5276 object.rx !== object.ry) {
5278 var scaleFactor = object.ry/object.rx;
14216 rx: 0,
14235 this.set('rx', options.rx || 0);
14250 this.rx = value;
14286 rx: this.get('rx'),
14300 x = this.left + this.rx;
14306 'rx="', this.rx,
14326 ctx.transform(1, 0, 0, this.ry/this.rx, 0, 0);
14328 noTransform ? this.left + this.rx : 0,
14329 noTransform ? (this.top + this.ry) * this.rx/this.ry : 0,
14330 this.rx,
14376 ellipse.left -= ellipse.rx;
14438 rx: 0,
14471 if (this.rx && !this.ry) {
14472 this.ry = this.rx;
14474 else if (this.ry && !this.rx) {
14475 this.rx = this.ry;
14491 var rx = this.rx ? Math.min(this.rx, this.width / 2) : 0,
14497 isRounded = rx !== 0 || ry !== 0,
14502 ctx.moveTo(x + rx, y);
14504 ctx.lineTo(x + w - rx, y);
14505 isRounded && ctx.bezierCurveTo(x + w - k * rx, y, x + w, y + k * ry, x + w, y + ry);
14508 … isRounded && ctx.bezierCurveTo(x + w, y + h - k * ry, x + w - k * rx, y + h, x + w - rx, y + h);
14510 ctx.lineTo(x + rx, y + h);
14511 isRounded && ctx.bezierCurveTo(x + k * rx, y + h, x, y + h - k * ry, x, y + h - ry);
14514 isRounded && ctx.bezierCurveTo(x, y + k * ry, x + k * rx, y, x + rx, y);
14547 rx: this.get('rx') || 0,