html5-canvas - 图层旋转后 KineticJS 鼠标位置错误

标签 html5-canvas kineticjs

我的演示在这里 http://jsfiddle.net/akuma/7NmXw/1/

  • 首先,在蓝色框中画一些东西。
  • 然后,单击一次旋转按钮。
  • 旋转盒子后,再次绘制一些东西。
  • 最后平局poisitoin是错误的。

  • 怎么解决啊,谢谢!

    代码:
    var stage = new Kinetic.Stage({
        container: 'container',
        width: 500,
        height: 500
    });
    
    var layer = new Kinetic.Layer({
        width: 400,
        height: 400
    });
    
    var rect = new Kinetic.Rect({
        x: 0,
        y: 0,
        width: 400,
        height: 300,
        fill: '#00D2FF',
        stroke: 'black',
        strokeWidth: 5
    });
    
    layer.add(rect);
    stage.add(layer);
    
    $(document).on('click', '#rotateBtn', function () {
        var w = layer.getWidth(),
            h = layer.getHeight();
        layer.setOffset(w / 2, h / 2);
        layer.setPosition(w / 2, h / 2);
        layer.rotateDeg(90);
        layer.draw();
    });
    
    var points = [],
        drawing = false;
    
    stage.on('mousedown', function () {
        drawing = true;
    
        var pos = stage.getMousePosition();
        points.push([pos.x, pos.y]);
    
        var line = new Kinetic.Line({
            id: 'line',
            points: [
                [pos.x, pos.y],
                [pos.x + 1, pos.y + 1]
            ],
            stroke: 'white',
            strokeWidth: 5,
            lineCap: 'round',
            lineJoin: 'round'
        });
    
        layer.add(line);
        layer.drawScene();
    });
    
    stage.on('mousemove', function () {
        if (!drawing) {
            return;
        }
    
        // Remove previous line
        layer.get('#line').remove();
    
        var pos = stage.getMousePosition();
        points.push([pos.x, pos.y]);
    
        // Redraw line
        var line = new Kinetic.Line({
            id: 'line',
            points: points,
            stroke: 'white',
            strokeWidth: 5,
            lineCap: 'round',
            lineJoin: 'round'
        });
        layer.add(line);
        layer.drawScene();
    });
    
    stage.on('mouseup', function () {
        drawing = false;
        points = [];
    });
    

    最佳答案

    即使旋转后,Kinetic 仍会为您提供未旋转的鼠标坐标

    那是因为您要求 stage.getMousePosition 并且舞台没有旋转。

    没有像 layer.getMousePosition 这样的方法,所以你必须创建一个。

    enter image description here

    如果将图层旋转 90 度,则还必须将舞台的鼠标坐标旋转 90 度。

    以下是旋转舞台鼠标位置以匹配图层旋转的方法:

        // get the unrotated mouse position from Kinetic
    
        var pos=stage.getMousePosition();
    
        // rotate that point to match the layer rotation
    
        var x1 = rotationX 
                  + (pos.x-rotationX)*rotationCos 
                  + (pos.y-rotationY)*rotationSin;
    
        var y1 = rotationY 
                  + (pos.y-rotationY)*rotationCos 
                  - (pos.x-rotationX)*rotationSin;
    

    由于您将在每次鼠标移动时进行此数学运算,因此您应该预先计算旋转值以最大化性能:
        // reset the current rotation information
    
        function setRotation(degrees){
            var radians=layer.getRotation();
            rotationX=layer.getOffsetX();
            rotationY=layer.getOffsetY();
            rotationCos=Math.cos(radians);
            rotationSin=Math.sin(radians);
        }
    

    另外,你的问题有点离题,但是......

    您可以“回收”现有的行,而不是在每次鼠标移动时删除/重新创建新行:
      // set the points property of the line to your updated points array
    
      line.setPoints(points);
    

    这是代码和 fiddle :http://jsfiddle.net/m1erickson/cQATv/
    <!DOCTYPE html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Prototype</title>
        <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
        <script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.5.5.min.js"></script>
    
    <style>
    #container{
      border:solid 1px #ccc;
      margin-top: 10px;
      width:400px;
      height:400px;
    }
    </style>        
    <script>
    $(function(){
    
        var stage = new Kinetic.Stage({
            container: 'container',
            width: 500,
            height: 500
        });
        var layer = new Kinetic.Layer({width:400,height:400});
        stage.add(layer);
    
    
        // vars to save the current rotation information
        var rotationX;
        var rotationY;
        var rotationCos;
        var rotationSin;
        setRotation(0);
    
    
        var rect = new Kinetic.Rect({
            x: 0,
            y: 0,
            width: 400,
            height: 300,
            fill: '#00D2FF',
            stroke: 'black',
            strokeWidth: 5
        });
    
        layer.add(rect);
        stage.add(layer);
    
        $(document).on('click', '#rotateBtn', function () {
            var w = layer.getWidth(),
                h = layer.getHeight();
    
            layer.setOffset(w / 2, h / 2);
            layer.setPosition(w / 2, h / 2);
            layer.rotateDeg(90);
            layer.draw();
    
            // set the info necessary to un-rotate the mouse position
            setRotation(layer.getRotationDeg())
    
        });
    
        var points = [],
            drawing = false;
    
        stage.on('mousedown', function () {
            drawing = true;
    
            // get the rotated mouse position
            pos=getPos();
            points.push([pos.x, pos.y]);
    
            var line = new Kinetic.Line({
                id: 'line',
                points: [
                    [pos.x, pos.y],
                    [pos.x + 1, pos.y + 1]
                ],
                stroke: 'white',
                strokeWidth: 5,
                lineCap: 'round',
                lineJoin: 'round'
            });
    
            layer.add(line);
            layer.drawScene();
        });
    
        stage.on('mousemove', function () {
            if (!drawing) {
                return;
            }
    
            // Remove previous line
            layer.get('#line').remove();
    
            // get the rotated mouse position
            var pos = getPos();
            points.push([pos.x, pos.y]);
    
            // Redraw line
            var line = new Kinetic.Line({
                id: 'line',
                points: points,
                stroke: 'white',
                strokeWidth: 5,
                lineCap: 'round',
                lineJoin: 'round'
            });
            layer.add(line);
            layer.drawScene();
    
        });
    
        stage.on('mouseup', function () {
            drawing = false;
            points = [];
        });
    
    
        // reset to the current rotation information
        function setRotation(degrees){
            var radians=layer.getRotation();
            rotationX=layer.getOffsetX();
            rotationY=layer.getOffsetY();
            rotationCos=Math.cos(radians);
            rotationSin=Math.sin(radians);
        }
    
    
        // rotate the stage mouse position
        // to match the layer rotation
        function getPos(x,y){
    
            // normal space, no adjustment necessary
            if(rotationCos==0){return;} 
    
            var pos=stage.getMousePosition();
    
            var x1 = rotationX 
                      + (pos.x-rotationX)*rotationCos 
                      + (pos.y-rotationY)*rotationSin;
    
            var y1 = rotationY 
                      + (pos.y-rotationY)*rotationCos 
                      - (pos.x-rotationX)*rotationSin;
    
            return({x:x1,y:y1});
        }
    
    
    }); // end $(function(){});
    
    </script>       
    </head>
    
    <body>
        <button id="rotateBtn">rotate</button>
        <div id="container"></div>
    </body>
    </html>
    

    关于html5-canvas - 图层旋转后 KineticJS 鼠标位置错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18140507/

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