如何在SVG中旋转期间保持文本方向不变

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我在<g transform = "rotate(45, 10, 30)">中使用svg同时围绕一个点旋转som圆和文本,但是,我想保持每个单独字体的方向相同(例如,在文本移动/旋转时始终面向一个方向)。

例如,如何更改右侧图像中的“A”等标签以在旋转后更正方向?

我该怎么办?

谢谢!

答案

而不是旋转<g>roup和反转其中的文本,尝试这种替代分组。以<g>origin(0,0)为负值在x=周围的y=中心,并在rotate(degree, 0, 0)上使用circle_group,然后在translate(x,y)上使用main_group

编辑:这是一个动画的例子,从这个source修改。诀窍是使用sin()和cos()三角函数在原点周围移动它。

<!DOCTYPE html>
<html>

<head>  
<title>javascript SVG Animation</title>
<meta http-equiv="X-UA-Compatible" content="IE=Edge"/> <!-- Remove this line in production. -->
</head>

<body>
<svg width="800px" height="800px" viewBox="0 0 800 800">
<g transform="translate(400, 400)"> <!-- Create a Cartesian coordinate system (with the y-axis flipped) for the animated square. That is, place the origin at the center of the 800 x 800 SVG viewport: -->

    <!-- A 200 x 200 square with the upper left-hand corner at (-100, -100). This places the center of the square 
    at the origin (0, 0): -->  
    <rect id="mySquare" x="-100" y="-100" width="200" height="200" rx="5" ry="5" 
        style=" fill: yellow; stroke: yellow; stroke-width: 1; stroke-dasharray: 10, 5;" />

    <!-- Represents the x-axis: -->
    <line x1="-400" y1="0" x2="400" y2="0" style="stroke: blue;" /> 

    <!-- Represents the y-axis (although up is negative and down is positive): -->  
    <line x1="0" y1="-400" x2="0" y2="400" style="stroke: blue;" /> 
    <circle cx="0" cy="0" r="141" fill="none" stroke="yellow"/>           
    <g id="circle_a">
      <circle cx="0" cy="0" r="10" fill="none" stroke="blue"/>
      <text x="-5" y="5" width="20" height="20">A</text>
    </g>
    <g id="circle_b">
       <circle cx="0" cy="0" r="10" fill="none" stroke="red"/>
        <text x="-5" y="5" width="20" height="20">B</text>
    </g>
</g>

</svg>
<script>
"use strict";

/* CONSTANTS */
var initialTheta = 0; // The initial rotation angle, in degrees.
var thetaDelta = 0.3; // The amount to rotate the square about every 16.7 milliseconds, in degrees.
var angularLimit = 180; // The maximum number of degrees to rotate the square.
var theSquare = document.getElementById("mySquare");
var circleA = document.getElementById("circle_a");
var circleB = document.getElementById("circle_b");

theSquare.currentTheta = initialTheta; // The initial rotation angle to use when the animation starts, stored in a custom property.

var requestAnimationFrameID = requestAnimationFrame(doAnim); // Start the loop.
function doAnim() {
  if (theSquare.currentTheta > angularLimit) {
    cancelAnimationFrame(requestAnimationFrameID); // The square has rotated enough, instruct the browser to stop calling the doAnim() function.
    return; // No point in continuing, bail now.
  }

  theSquare.setAttribute("transform", "rotate(" + theSquare.currentTheta + ")"); // Rotate the square by a small amount.
  circleA.setAttribute("transform", "translate(" +Math.cos((theSquare.currentTheta-45)*Math.PI/180)*141 + "," + Math.sin((theSquare.currentTheta-45)*Math.PI/180)*141+")"); // Move the circle A
  circleB.setAttribute("transform", "translate(" +Math.cos((theSquare.currentTheta+45)*Math.PI/180)*141 + "," + Math.sin((theSquare.currentTheta+45)*Math.PI/180)*141+")"); // move the circle B
  theSquare.currentTheta += thetaDelta;  // Increase the angle that the square will be rotated to, by a small amount.
  requestAnimationFrameID = requestAnimationFrame(doAnim); // Call the doAnim() function about 60 times per second (60 FPS), or about once every 16.7 milliseconds until cancelAnimationFrame() is called.
}
</script>

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