在Fabric.js中设置对象拖动限制

时间:2013-11-14 14:00:11

标签: fabricjs

我是面料的新手,想要设置拖动限制enter image description here

我也试过https://github.com/kangax/fabric.js/wiki/Working-with-events

无法获得解决方案。

请检查附图,对象可以移动任何软件,但它应该只显示在红色区域。我想要这个。帮助我...提前谢谢!!

5 个答案:

答案 0 :(得分:11)

虽然Orangepill的答案是正确的,但是当你的物体碰到物体边界时它会产生“口吃”。如果您有一个矩形边界框(而不是复杂的边界对象),则可以选择沿着边界拖动对象并沿着边界框“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完成此操作。示例代码段如下所示:

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);

See this example in JSFiddle here

答案 1 :(得分:9)

菲利普斯·冯的回答是一个起点,但有很多事情需要考虑。这是一个代表部分的版本。

它处理具有视口变换(即,缩放/平移)的画布以及中心原点而不是左/上原点的对象。它还将比视口更宽/更高的对象约束到顶部/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));          
  }
});

答案 2 :(得分:7)

对我有用的是为object:moving事件创建一个事件监听器。当移动发生时,你更新了goodtop和goodleft变量,一旦你超出界限就把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;
    }  
});

答案 3 :(得分:1)

我以迈克尔·约翰斯顿(Michael Johnston)的片段为起点,为旋转元素添加了边界控制。此片段仅涵盖以下两种情况之一(obj.centerX && obj.centerY ==“ center”)|| (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));
      }
});

答案 4 :(得分:-5)

SEE THE WORKING EXAMPLE 它像水一样简单尝试这个

只需使用此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>

希望这会对你有所帮助。 Njoy编码:)  现在,您可以为Fabric.js支持的每个对象使用相同的剪切区域进行转换和移动。 试试吧:)。