我是fabric js的新手,想设置阻力限制
我也尝试过https://github.com/kangax/fabric.js/wiki/Working-with-events
无法获得解决方案。
请检查附加的图像,对象可以移动,但它应该只显示在红色区域。我想要这个。帮助我...提前谢谢!
我是fabric js的新手,想设置阻力限制
我也尝试过https://github.com/kangax/fabric.js/wiki/Working-with-events
无法获得解决方案。
请检查附加的图像,对象可以移动,但它应该只显示在红色区域。我想要这个。帮助我...提前谢谢!
虽然 Orangepill 的答案是正确的,但当您的对象碰到对象边界时,它会产生“口吃”。如果您有一个矩形边界框(而不是复杂的边界对象),另一种方法是允许沿边界拖动对象并沿边界框“滑动”。您可以通过限制坐标值并让其他维度像往常一样移动来做到这一点。示例片段如下所示:
var canvas = new fabric.Canvas("bounded");
var boundingBox = new fabric.Rect({
fill: "none",
width: 600,
height: 400,
hasBorders: false,
hasControls: false,
lockMovementX: true,
lockMovementY: true,
evented: false,
stroke: "red"
});
var movingBox = new fabric.Rect({
width: 100,
height: 100,
hasBorders: false,
hasControls: false
});
canvas.on("object:moving", function() {
var top = movingBox.top;
var bottom = top + movingBox.height;
var left = movingBox.left;
var right = left + movingBox.width;
var topBound = boundingBox.top;
var bottomBound = topBound + boundingBox.height;
var leftBound = boundingBox.left;
var rightBound = leftBound + boundingBox.width;
// capping logic here
movingBox.setLeft(Math.min(Math.max(left, leftBound), rightBound - movingBox.width));
movingBox.setTop(Math.min(Math.max(top, topBound), bottomBound - movingBox.height));
});
canvas.add(boundingBox);
canvas.add(movingBox);
Felix Fung 的回答是一个起点,但有很多事情需要考虑。这是一个解释其中一些的版本。
它处理具有视口变换(即缩放/平移)的画布和中心起源而不是左侧/顶部起源的对象。它还将比视口更宽/更高的对象限制在顶部/左侧而不是底部/右侧。
canvas.on("object:moving", function(e) {
var obj = e.target;
var canvas = obj.canvas;
var top = obj.top;
var left = obj.left;
var zoom = canvas.getZoom();
var pan_x = canvas.viewportTransform[4];
var pan_y = canvas.viewportTransform[5];
// width & height we are constraining to must be calculated by applying the inverse of the current viewportTransform
var c_width = canvas.width / zoom;
var c_height = canvas.height / zoom;
var w = obj.width * obj.scaleX
var left_adjust, right_adjust
if(obj.originX == "center") {
left_adjust = right_adjust = w / 2;
} else {
left_adjust = 0;
right_adjust = w;
}
var h = obj.height * obj.scaleY;
var top_adjust, bottom_adjust;
if(obj.originY == "center") {
top_adjust = bottom_adjust = h / 2;
} else {
top_adjust = 0;
bottom_adjust = h;
}
// if you need margins set them here
var top_margin = 0;
var bottom_margin = 0;
var left_margin = 0;
var right_margin = 0;
var top_bound = top_margin + top_adjust - pan_y;
var bottom_bound = c_height - bottom_adjust - bottom_margin - pan_y;
var left_bound = left_margin + left_adjust - pan_x;
var right_bound = c_width - right_adjust - right_margin - pan_x;
if( w > c_width ) {
obj.setLeft(left_bound);
} else {
obj.setLeft(Math.min(Math.max(left, left_bound), right_bound));
}
if( h > c_height ) {
obj.setTop(top_bound);
} else {
obj.setTop(Math.min(Math.max(top, top_bound), bottom_bound));
}
});
对我有用的是为事件创建一个事件侦听器object:moving
。当移动发生时,您更新 goodtop 和 goodleft 变量,一旦超出界限,将对象重新定位到最后的好点。
var goodtop, goodleft, boundingObject;
canvas.on("object:moving", function(){
var obj = this.relatedTarget;
var bounds = boundingObject;
obj.setCoords();
if(!obj.isContainedWithinObject(bounds)){
obj.setTop(goodtop);
obj.setLeft(goodleft);
canvas.refresh();
} else {
goodtop = obj.top;
goodleft = obj.left;
}
});
我使用 Michael Johnston 的 snipped 作为起点来为旋转元素添加边界控制。此片段仅涵盖 (obj.centerX && obj.centerY == "center") || 的情况 (obj.centerX && obj.centerY != "center")
canvasRef.current.on("object:moving", function (e) {
var obj = e.target;
var canvas = obj.canvas;
var zoom = canvas.getZoom();
var pan_x = canvas.viewportTransform[4];
var pan_y = canvas.viewportTransform[5];
// get left, top, width, and height of object
var left = obj.left;
var top = obj.top;
var width = obj.width * obj.scaleX;
var height = obj.height * obj.scaleY;
// width & height we are constraining to must be calculated by applying the inverse of the current viewportTransform
var c_width = canvas.width / zoom;
var c_height = canvas.height / zoom;
// calculate values that define the origin of the object, when it is centered in the center or not
var left_adjust, right_adjust;
if (obj.originX == "center") {
left_adjust = right_adjust = width / 2;
} else {
left_adjust = 0;
right_adjust = width;
}
var top_adjust, bottom_adjust;
if (obj.originY == "center") {
top_adjust = bottom_adjust = height / 2;
} else {
top_adjust = 0;
bottom_adjust = height;
}
// support for rotated objects
if (obj.angle) {
var angle = obj.angle;
if (angle > 270) {
angle -= 270;
} else if (angle > 180) {
angle -= 180;
} else if (angle > 90) {
angle -= 90;
}
const radians = angle * (Math.PI / 180);
const w_opposite = width * Math.sin(radians);
const w_adjacent = width * Math.cos(radians);
const h_opposite = height * Math.sin(radians);
const h_adjacent = height * Math.cos(radians);
if (obj.originX != "center" && obj.originY != "center") {
if (obj.angle <= 90) {
left_adjust = h_opposite;
top_adjust = 0;
right_adjust = w_adjacent;
bottom_adjust = h_adjacent + w_opposite;
} else if (obj.angle > 90 && obj.angle <= 180) {
left_adjust = h_adjacent + w_opposite;
top_adjust = h_opposite;
right_adjust = 0;
bottom_adjust = w_adjacent;
} else if (obj.angle > 180 && obj.angle <= 270) {
left_adjust = w_adjacent;
top_adjust = w_opposite + h_adjacent;
right_adjust = h_opposite;
bottom_adjust = 0;
} else {
left_adjust = 0;
top_adjust = w_adjacent;
right_adjust = w_opposite + h_adjacent;
bottom_adjust = h_opposite;
}
}
if (obj.originX == "center" && obj.originY == "center") {
if (obj.angle <= 90 || (obj.angle > 180 && obj.angle <= 270)) {
left_adjust = (w_adjacent + h_opposite) / 2;
right_adjust = (w_adjacent + h_opposite) / 2;
top_adjust = (h_adjacent + w_opposite) / 2;
bottom_adjust = (h_adjacent + w_opposite) / 2;
} else {
left_adjust = (h_adjacent + w_opposite) / 2;
right_adjust = (h_adjacent + w_opposite) / 2;
top_adjust = (w_adjacent + h_opposite) / 2;
bottom_adjust = (w_adjacent + h_opposite) / 2;
}
}
}
// if you need margins set them here
var top_margin = 0;
var bottom_margin = 0;
var left_margin = 0;
var right_margin = 0;
var top_bound = top_margin + top_adjust - pan_y;
var bottom_bound = c_height - bottom_adjust - bottom_margin - pan_y;
var left_bound = left_margin + left_adjust - pan_x;
var right_bound = c_width - right_adjust - right_margin - pan_x;
if (width > c_width) {
obj.set("left", left_bound);
} else {
obj.set("left", Math.min(Math.max(left, left_bound), right_bound));
}
if (height > c_height) {
obj.set("top", top_bound);
} else {
obj.set("top", Math.min(Math.max(top, top_bound), bottom_bound));
}
});
查看工作示例 就像水一样简单 试试这个
就用这个js
<script type="text/javascript">
//use global variable for canvas object
var canvas;
var ctx;
function onLoad() {
//get fabric canvas with id mycanvas
canvas = new fabric.Canvas('mycanvas');
canvas.on("mouse : down",function{
//get canvas 2d context
ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.rect(115,60,221,390);//specify bounded rectangle
ctx.closePath();
ctx.clip();
ctx.save();
});
//now restore the context on mouse up
canvas.on("mouse : up",function(){
ctx.restore();//restore the context
});
}
</script>
希望这会帮助你。Njoy 编码 :) 现在你可以为 Fabric.js 支持的每个对象拥有相同的剪辑区域,以进行转换和移动。试试看 :)。