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.rotation
、ctx.scale
、ctx.translate
或ctx.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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