我想在鼠标移动时在 Canvas 上旋转一个形状,我想检测鼠标是否在 顺时针方向
移动,但我不知道该怎么做。这是我的代码:
var canvas = document.getElementById('canvas');
var img = document.getElementById('photo');
var ctx = canvas.getContext('2d');
var annotation_rect = canvas.getBoundingClientRect();
rect = {
startX : 150,
startY : 50,
w : 250,
h : 150,
endX : 0,
endY : 0,
rotate: 0
};
var drag = false;
var rotating = false;
var update = true; // when true updates canvas
var rotate_angle = 5; // in degrees - for rotating blurred part
var angle = rotate_angle * (Math.PI / 180);
var original_source = img.src;
img.src = original_source;
function rotateRight(){
rect.rotate += angle;
update = true;
}
function rotateLeft(){
rect.rotate -= angle;
update = true;
}
function init() {
img.addEventListener('load', function(){
canvas.width = img.width;
canvas.height = img.height;
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
});
// start the rendering loop
requestAnimationFrame(updateCanvas);
}
// main render loop only updates if update is true
function updateCanvas(){
if(update){
drawCanvas();
update = false;
}
requestAnimationFrame(updateCanvas);
}
// draws a rectangle with rotation
function drawRect(){
ctx.setTransform(1,0,0,1,rect.startX + rect.w / 2, rect.startY + rect.h / 2);
ctx.rotate(rect.rotate);
ctx.beginPath();
ctx.shadowBlur = 5;
ctx.filter = 'blur(10px)';
ctx.rect(-rect.w/2, -rect.h/2, rect.w, rect.h);
ctx.lineWidth = 3;
ctx.strokeStyle = "#fff";
ctx.fillStyle = "#fff";
ctx.fill();
ctx.stroke();
}
// clears canvas sets filters and draws rectangles
function drawCanvas(){
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'rgba(0, 0, 0, 0.6)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawRect()
}
// create new rect add to array
function mouseDown(e) {
drag = true;
}
function mouseUp() { drag = false; update = true; }
function startRotation(e){
rotating = true;
}
function stopRotation(e){
rotating = false;
}
function onShapeRotating(e){
if(rotating){
rotateRight();
}
}
function mouseMove(e) {
var mouseX = e.offsetX - annotation_rect.left,
mouseY = e.offsetY - annotation_rect.top,
endX = rect.startX + rect.w,
endY = rect.startY + rect.h
var cursorOnShape = mouseX >= rect.startX && mouseX <= endX && mouseY >= rect.startY && mouseY <= endY;
if(cursorOnShape){
canvas.style.cursor = "pointer"
canvas.addEventListener('mousedown', startRotation, false);
canvas.addEventListener('mouseup', stopRotation, false);
canvas.addEventListener('mousemove', onShapeRotating, false);
}else{
canvas.style.cursor = "default"
canvas.removeEventListener('mousedown', startRotation, false);
canvas.removeEventListener('mouseup', stopRotation, false);
canvas.removeEventListener('mousemove', onShapeRotating, false);
}
}
init();
canvas{
position: absolute;
left: 0;
right: 0;
top: 0;
bottom: 0;
display:inline-block;
background:rgba(0,0,0,0.3);
}
<div style="position: relative; overflow: hidden;display:inline-block;">
<img id="photo" src="https://carsales.pxcrush.net/carsales/car/cil/cc5166737225893351785.jpg?width=600&height=300&overlay&aspect=FitWithIn&watermark=1439104668"/>
<canvas id="canvas"></canvas>
</div>
因此我在 Canvas 上绘制了一个矩形,我检测鼠标是否在该矩形上,如果是,我调用函数 rotateShape
并在那里调用函数 rotateRight
。那是有效的。如果您在鼠标所在的矩形上并按下并旋转它,它将旋转矩形,调用函数 rotateRight
。
但我希望能够检查鼠标是否顺时针方向移动。如果它沿顺时针方向移动,我将调用 rotateRight
,如果不是,则我将调用 rotateLeft
。
知道怎么做吗?
最佳答案
不是按固定值旋转,而是按最后已知 Angular 和新 Angular 之间的差值旋转。
要获得这些 Angular ,您可以使用
var angle = Math.atan2(
e.clientY - (rect.startY + rect.h /2),
e.clientX - (rect.startX + rect.w /2)
);
var canvas = document.getElementById('canvas');
var img = document.getElementById('photo');
var ctx = canvas.getContext('2d');
var annotation_rect = canvas.getBoundingClientRect();
rect = {
startX: 150,
startY: 50,
w: 250,
h: 150,
endX: 0,
endY: 0,
rotate: 0
};
var drag = false;
var rotating = false;
var update = true; // when true updates canvas
var original_source = img.src;
img.src = original_source;
// keep track of the last angle
var prevAngle = null;
// a single function
function rotate(angle) {
rect.rotate += angle;
update = true;
}
// called on mousemove when dragging
function onShapeRotating(e) {
if (rotating) {
var angle = Math.atan2(
e.clientY - (rect.startY + rect.h / 2),
e.clientX - (rect.startX + rect.w / 2)
);
if (prevAngle !== null)
rotate(angle - prevAngle)
prevAngle = angle;
}
}
function init() {
img.addEventListener('load', function() {
canvas.width = img.width;
canvas.height = img.height;
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
});
// start the rendering loop
requestAnimationFrame(updateCanvas);
}
// main render loop only updates if update is true
function updateCanvas() {
if (update) {
drawCanvas();
update = false;
}
requestAnimationFrame(updateCanvas);
}
// draws a rectangle with rotation
function drawRect() {
ctx.setTransform(1, 0, 0, 1, rect.startX + rect.w / 2, rect.startY + rect.h / 2);
ctx.rotate(rect.rotate);
ctx.beginPath();
ctx.shadowBlur = 5;
ctx.filter = 'blur(10px)';
ctx.rect(-rect.w / 2, -rect.h / 2, rect.w, rect.h);
ctx.lineWidth = 3;
ctx.strokeStyle = "#fff";
ctx.fillStyle = "#fff";
ctx.fill();
ctx.stroke();
}
// clears canvas sets filters and draws rectangles
function drawCanvas() {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'rgba(0, 0, 0, 0.6)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawRect()
}
// create new rect add to array
function mouseDown(e) {
drag = true;
}
function mouseUp() {
prevAngle = null;
drag = false;
update = true;
}
function startRotation(e) {
rotating = true;
}
function stopRotation(e) {
rotating = false;
}
function mouseMove(e) {
var mouseX = e.offsetX - annotation_rect.left,
mouseY = e.offsetY - annotation_rect.top,
endX = rect.startX + rect.w,
endY = rect.startY + rect.h
var cursorOnShape = mouseX >= rect.startX && mouseX <= endX && mouseY >= rect.startY && mouseY <= endY;
if (cursorOnShape) {
canvas.style.cursor = "pointer"
canvas.addEventListener('mousedown', startRotation, false);
canvas.addEventListener('mouseup', stopRotation, false);
canvas.addEventListener('mousemove', onShapeRotating, false);
} else {
canvas.style.cursor = "default"
canvas.removeEventListener('mousedown', startRotation, false);
canvas.removeEventListener('mouseup', stopRotation, false);
canvas.removeEventListener('mousemove', onShapeRotating, false);
}
}
init();
canvas {
position: absolute;
left: 0;
right: 0;
top: 0;
bottom: 0;
display: inline-block;
background: rgba(0, 0, 0, 0.3);
}
<div style="position: relative; overflow: hidden;display:inline-block;">
<img id="photo" src="https://carsales.pxcrush.net/carsales/car/cil/cc5166737225893351785.jpg?width=600&height=300&overlay&aspect=FitWithIn&watermark=1439104668" />
<canvas id="canvas"></canvas>
</div>
现在,您的代码有很多问题需要修复,但我会交给您。
你最好在整个 Canvas /文档上使用单个事件,而不是有选择地添加。
您的 cursorOnShape
算法没有考虑矩形的旋转。
关于javascript - 如何检测鼠标是否在顺时针方向移动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/49147241/