HTML Canvas,缩放和翻译后的鼠标位置

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【中文标题】HTML Canvas,缩放和翻译后的鼠标位置【英文标题】:HTML Canvas, mouse position after scale and translate 【发布时间】:2016-04-08 10:05:24 【问题描述】:

我在画布中实现了一个缩放功能,就像这个:Zoom in on a point (using scale and translate)

现在我需要计算鼠标相对于画布的位置,我首先尝试这样:

var rect = this._canvas.getBoundingClientRect();
var x = ((event.clientX  - rect.left) / (rect.right - rect.left) * this._canvas.width);
var y = ((event.clientY  - rect.top) / (rect.bottom  - rect.top) * this._canvas.height);

在我放大之前效果很好……我试着这样做:

var x = ((event.clientX  - rect.left) / (rect.right - rect.left) * this._canvas.width) - this._canvas.offsetLeft ;
var y = ((event.clientY  - rect.top) / (rect.bottom  - rect.top) * this._canvas.height) - offset.top this._canvas.offSetTop ;

有什么提示吗?还是我应该更好地使用 JS 库与画布元素进行交互?如果有,你有什么经验吗?

【问题讨论】:

【参考方案1】:

逆矩阵

这个答案也包括旋转,因为比例是矩阵中旋转的一部分,你不能真正排除其中一个。但是您可以忽略旋转(将其设置为零),只需设置缩放和平移,它就会执行您想要的操作。

逆变换。它基本上与标准的 2D 转换相反。它将要求您跟踪转换,以便您可以创建逆变换,如果您希望使用ctx.rotationctx.scalectx.translatectx.transform,这在复杂的转换中可能会出现问题。由于您的要求很简单,我创建了一个简单的函数来进行最小转换。

以下将变换矩阵和逆变换创建为两个数组,称为矩阵和 invMatrix。参数是平移 x,y(在画布坐标中)、缩放和旋转。

var matrix = [1,0,0,1,0,0];
var invMatrix = [1,0,0,1];
function createMatrix(x, y, scale, rotate)
    var m = matrix; // just to make it easier to type and read
    var im = invMatrix; // just to make it easier to type and read

    // create the rotation and scale parts of the matrix
    m[3] =   m[0] = Math.cos(rotate) * scale;
    m[2] = -(m[1] = Math.sin(rotate) * scale);

    // add the translation
    m[4] = x;
    m[5] = y;

    // calculate the inverse transformation

    // first get the cross product of x axis and y axis
    cross = m[0] * m[3] - m[1] * m[2];

    // now get the inverted axis
    im[0] =  m[3] / cross;
    im[1] = -m[1] / cross;
    im[2] = -m[2] / cross;
    im[3] =  m[0] / cross;
   

使用功能

使用该功能很简单。只需调用所需的位置、比例和旋转值即可。

逆向应用

要从像素空间(屏幕 x,y)获取世界坐标(转换后的坐标),您需要应用逆变换

function toWorld(x,y)        
    var xx, yy, m, result;
    m = invMatrix;
    xx = x - matrix[4];     // remove the translation 
    yy = y - matrix[5];     // by subtracting the origin
    // return the point x:?,y:? by multiplying xx,yy by the inverse matrix
    return 
       x:   xx * m[0] + yy * m[2],
       y:   xx * m[1] + yy * m[3]
    

所以如果你想要鼠标在世界空间中的位置

var mouseWorldSpace = toWorld(mouse.x,mouse.y);  // get the world space coordinates of the mouse

该函数会将屏幕空间中的任何坐标转换为世界空间中的正确坐标。

设置 2D 上下文变换

要使用转换,您可以直接设置 2D 上下文转换

var m = matrix;
ctx.setTransform(m[0], m[1], m[2], m[3], m[4], m[5]);

演示

还有一个演示来展示它的使用情况。很多额外的代码,但我相信你能找到你需要的部分。 Demo 通过使用createMatrix 旋转、缩放和平移来动画变换,然后使用toWorld 将鼠标坐标转换到世界空间。

// the demo function

var demo = function()
    /** fullScreenCanvas.js begin **/
    // create a full document canvas on top 
    var canvas = (function()
        var canvas = document.getElementById("canv");
        if(canvas !== null)
            document.body.removeChild(canvas);
        
        // creates a blank image with 2d context
        canvas = document.createElement("canvas"); 
        canvas.id = "canv";    
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight; 
        canvas.style.position = "absolute";
        canvas.style.top = "0px";
        canvas.style.left = "0px";
        canvas.style.zIndex = 1000;
        canvas.ctx = canvas.getContext("2d"); 
        document.body.appendChild(canvas);
        return canvas;
    )();
    var ctx = canvas.ctx;
    
    /** fullScreenCanvas.js end **/
    /** MouseFull.js begin **/
    // get the mouse data . This is a generic mouse handler I use  so a little over kill for this example
    var canvasMouseCallBack = undefined;  // if needed
    var mouse = (function()
        var mouse = 
            x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
            interfaceId : 0, buttonLastRaw : 0,  buttonRaw : 0,
            over : false,  // mouse is over the element
            bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
            getInterfaceId : function ()  return this.interfaceId++; , // For UI functions
            startMouse:undefined,
        ;
        function mouseMove(e) 
            var t = e.type, m = mouse;
            m.x = e.offsetX; m.y = e.offsetY;
            if (m.x === undefined)  m.x = e.clientX; m.y = e.clientY; 
            m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
            if (t === "mousedown")  m.buttonRaw |= m.bm[e.which-1];
             else if (t === "mouseup")  m.buttonRaw &= m.bm[e.which + 2];
             else if (t === "mouseout")  m.buttonRaw = 0; m.over = false;
             else if (t === "mouseover")  m.over = true;
             else if (t === "mousewheel")  m.w = e.wheelDelta;
             else if (t === "DOMMouseScroll")  m.w = -e.detail;
            if (canvasMouseCallBack)  canvasMouseCallBack(m.x, m.y); 
            e.preventDefault();
        
        function startMouse(element)
            if(element === undefined)
                element = document;
            
            "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",").forEach(
            function(n)element.addEventListener(n, mouseMove););
            element.addEventListener("contextmenu", function (e) e.preventDefault();, false);
        
        mouse.mouseStart = startMouse;
        return mouse;
    )();
    if(typeof canvas === "undefined")
        mouse.mouseStart();
    else
        mouse.mouseStart(canvas);
    
    /** MouseFull.js end **/
    
    
    // some stuff to draw a grid
    var gridStart= -(canvas.width/10)*4;
    var gridEnd = (canvas.width/10)*14;
    var gridStepMajor = canvas.width/10;
    var gridStepMinor = canvas.width/20;
    var minorCol = "#999";
    var majorCol = "#000";
    var minorWidth = 1;
    var majorWidth = 3;
    
    // some stuf to animate the transformation
    var timer = 0;
    var timerStep = 0.01;
 
 
    //----------------------------------------------------------------------------
    // the code from the answer
    var matrix = [1, 0, 0, 1, 0, 0];      // normal matrix
    var invMatrix = [1, 0, 0, 1];   // inverse matrix
    function createMatrix(x, y, scale, rotate)
        var m = matrix; // just to make it easier to type and read
        var im = invMatrix; // just to make it easier to type and read
        // create the scale and rotation part of the matrix
        m[3] =   m[0] = Math.cos(rotate) * scale;
        m[2] = -(m[1] = Math.sin(rotate) * scale);
        // translation
        m[4] = x;
        m[5] = y;
        
        // calculate the inverse transformation
        // first get the cross product of x axis and y axis
        cross = m[0] * m[3] - m[1] * m[2];
        // now get the inverted axies
        im[0] =  m[3] / cross;
        im[1] = -m[1] / cross;
        im[2] = -m[2] / cross;
        im[3] =  m[0] / cross;
       

    // function to transform to world space
    function toWorld(x,y)
        var xx, yy, m;
        m = invMatrix;
        xx = x - matrix[4];     
        yy = y - matrix[5];     
        return 
           x:   xx * m[0] + yy * m[2] ,
           y:   xx * m[1] + yy * m[3]
        
    
    //----------------------------------------------------------------------------


    // center of canvas    
    var cw = canvas.width / 2;
    var ch = canvas.height / 2;
   

    // the main loop
    function update()
        var i,x,y,s;
        ctx.setTransform(1, 0, 0, 1, 0, 0);  // reset the transform so we can clear
        ctx.clearRect(0, 0, canvas.width, canvas.height);  // clear the canvas
        
        
        // animate the transformation
        timer += timerStep;
        x = Math.cos(timer) * gridStepMajor * 5 + cw;  // position
        y = Math.sin(timer) * gridStepMajor * 5 + ch;   
        s = Math.sin(timer/1.2) + 1.5;            // scale
        
        
        //----------------------------------------------------------------------
        // create the matrix at x,y scale = s and rotation time/3
        createMatrix(x,y,s,timer/3);      
        
        // use the created matrix to set the transformation
        var m = matrix;
        ctx.setTransform(m[0], m[1], m[2], m[3], m[4], m[5]);
        //----------------------------------------------------------------------------
        
        
        
        //draw a grid
        ctx.lineWidth = 2;
        ctx.beginPath();
        ctx.strokeStyle = majorCol ;
        ctx.lineWidth = majorWidth;
        for(i = gridStart; i <= gridEnd; i+= gridStepMajor)
            ctx.moveTo(gridStart, i);
            ctx.lineTo(gridEnd, i);
            ctx.moveTo(i, gridStart);
            ctx.lineTo(i, gridEnd);
        
        ctx.stroke();
        ctx.strokeStyle = minorCol ;
        ctx.lineWidth = minorWidth;
        for(i = gridStart+gridStepMinor; i < gridEnd; i+= gridStepMinor)
            ctx.moveTo(gridStart, i);
            ctx.lineTo(gridEnd, i);
            ctx.moveTo(i, gridStart);
            ctx.lineTo(i, gridEnd);
        
        ctx.stroke();
        
        //---------------------------------------------------------------------
        // get the mouse world coordinates
        var mouseWorldPos = toWorld(mouse.x, mouse.y);
        //---------------------------------------------------------------------
        
        
        // marke the location with a cross and a circle;
        ctx.strokeStyle = "red";
        ctx.lineWidth = 3;
        ctx.beginPath();
        ctx.moveTo(mouseWorldPos.x - gridStepMajor, mouseWorldPos.y)
        ctx.lineTo(mouseWorldPos.x + gridStepMajor, mouseWorldPos.y)
        ctx.moveTo(mouseWorldPos.x, mouseWorldPos.y - gridStepMajor)
        ctx.lineTo(mouseWorldPos.x, mouseWorldPos.y + gridStepMajor)
        ctx.stroke();
        
        
        ctx.fillStyle = "red";
        ctx.strokeStyle = "yellow";
        ctx.lineWidth = 4;
        ctx.beginPath();
        ctx.arc(mouseWorldPos.x, mouseWorldPos.y, 6, 0, Math.PI*2);
        ctx.fill();
        ctx.stroke();
        ctx.fillStyle = "Blue";
        ctx.setTransform(1,0,0,1,0,0);

        ctx.font = "18px Arial";
        var str = "Mouse canvas X: "+ mouse.x + " Y: " +  mouse.y;
        ctx.fillText(str , 10 ,18);
        var str = "Mouse world X: "+ mouseWorldPos.x.toFixed(2) + " Y: " +  mouseWorldPos.y.toFixed(2);
        ctx.fillText(str , 10 ,36);
        
        
        // if not over request a new animtion frame
        if(!endItAll)
           requestAnimationFrame(update);
        else
            // if done remove the canvas
            var can = document.getElementById("canv");
            if(can !== null)
                document.body.removeChild(can);
                   
            // flag that we are ready to start again
            endItAll = false;
        
    
    update(); // start the animation


// Flag to indicate that the current execution should shut down
var endItAll = false;
// resizes but waits for the current running animnation to shut down 
function resizeIt()
    endItAll = true;
    function waitForIt()
        if(!endItAll)
            demo();
        else
            setTimeout(waitForIt, 100);
        
    
    setTimeout(waitForIt, 100);



// starts the demo
demo();
// listen to resize events and resize canvas if needed
window.addEventListener("resize",resizeIt)

【讨论】:

【参考方案2】:

一步一步来:

找到鼠标在画布上的坐标:

var rect   =  canvas.getBoundingClientRect();
var xMouse =  event.clientX  - rect.left;
var yMouse =  event.clientY  - rect.top;

标准化这些坐标,使它们在 [0;1] 中:

var relX = xMouse / canvas.width;
var relY = yMouse / canvas.height;

现在说你的视图是由一个叫做...好吧...viewRect的矩形定义的,鼠标在视图中的位置是:

var viewX = viewRect.left + relX*(viewRect.right-viewRect.left);
var viewY = viewRect.top + relY*(viewRect.bottom-viewRect.top);

当您启动您的应用程序时,您的矩形是 0,0,canvasWidth,canvasHeight。 单击时,您必须调整矩形。

如果点击意味着在 viewX、viewY 上放大zFactor,代码将如下所示:

var newWidth = viewRect.width/zFactor;
var newHeight = viewRect.height/zFactor;
viewRect.left = viewX - newWidth/2;
viewRect.right = viewX + newWidth/2;
viewRect.top  = viewY - newHeight/2;
viewRect.bottom = viewY + newHeight/2;

你的绘图方法应该是这样的:

context.save();
context.translate((viewRect.left+viewRect.right )/ 2, ...) ;
var scaleFactor = (viewRect.right+viewRect.left ) / canvasWidth;
context.scale(scaleFactor, scaleFactor);

... draw

context.restore();

【讨论】:

【参考方案3】:

我没有跟踪各种变换,而是在画布上查询当前变换:

    function mouseUp(canvas, event) 
        const rect = canvas.getBoundingClientRect();
        const transform = graphics.getTransform();
        const canvasX = (event.clientX - rect.left - transform.e) / transform.a;
        const canvasY = (event.clientY - rect.top - transform.f) / transform.d;

不处理歪斜,但它给出了我正在使用的方法的一般概念。

【讨论】:

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