当使用画布应用变换时,结果文本也(显然)被变换。有没有办法阻止影响文本的某些转换,如反射?
例如,我设置了一个全局变换矩阵,因此Y轴指向上方,X轴指向右侧,(0, 0)
点位于屏幕的中心(您期望的是数学坐标系)。
然而,这也使文本颠倒了。
const size = 200;
const canvas = document.getElementsByTagName('canvas')[0]
canvas.width = canvas.height = size;
const ctx = canvas.getContext('2d');
ctx.setTransform(1, 0, 0, -1, size / 2, size / 2);
const triangle = [
{x: -70, y: -70, label: 'A'},
{x: 70, y: -70, label: 'B'},
{x: 0, y: 70, label: 'C'},
];
// draw lines
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(triangle[2].x, triangle[2].y);
triangle.forEach(v => ctx.lineTo(v.x, v.y));
ctx.stroke();
ctx.closePath();
// draw labels
ctx.textAlign = 'center';
ctx.font = '24px Arial';
triangle.forEach(v => ctx.fillText(v.label, v.x, v.y - 8));
<canvas></canvas>
除了手动重置转换矩阵之外,还有一种“智能”方式让文本处于“正确”方向吗?
答案 0 :(得分:6)
我的解决方案是旋转画布然后绘制文本。
ctx.scale(1,-1); // rotate the canvas
triangle.forEach(v => {
ctx.fillText(v.label, v.x, -v.y + 25); // draw with a bit adapt position
});
希望有所帮助:)
const size = 200;
const canvas = document.getElementsByTagName('canvas')[0]
canvas.width = canvas.height = size;
const ctx = canvas.getContext('2d');
ctx.setTransform(1, 0, 0, -1, size / 2, size / 2);
const triangle = [
{x: -70, y: -70, label: 'A'},
{x: 70, y: -70, label: 'B'},
{x: 0, y: 70, label: 'C'},
];
// draw lines
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(triangle[2].x, triangle[2].y);
triangle.forEach(v => ctx.lineTo(v.x, v.y));
ctx.stroke();
ctx.closePath();
// draw labels
ctx.textAlign = 'center';
ctx.font = '24px Arial';
ctx.scale(1,-1);
triangle.forEach(v => {
ctx.fillText(v.label, v.x, -v.y + 25);
});
&#13;
<canvas></canvas>
&#13;
答案 1 :(得分:6)
为了建立泰的答案,这很棒,你可能想要考虑以下几点:
const size = 200;
const canvas = document.getElementsByTagName('canvas')[0]
canvas.width = canvas.height = size;
const ctx = canvas.getContext('2d');
// Create a custom fillText funciton that flips the canvas, draws the text, and then flips it back
ctx.fillText = function(text, x, y) {
this.save(); // Save the current canvas state
this.scale(1, -1); // Flip to draw the text
this.fillText.dummyCtx.fillText.call(this, text, x, -y); // Draw the text, invert y to get coordinate right
this.restore(); // Restore the initial canvas state
}
// Create a dummy canvas context to use as a source for the original fillText function
ctx.fillText.dummyCtx = document.createElement('canvas').getContext('2d');
ctx.setTransform(1, 0, 0, -1, size / 2, size / 2);
const triangle = [
{x: -70, y: -70, label: 'A'},
{x: 70, y: -70, label: 'B'},
{x: 0, y: 70, label: 'C'},
];
// draw lines
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(triangle[2].x, triangle[2].y);
triangle.forEach(v => ctx.lineTo(v.x, v.y));
ctx.stroke();
ctx.closePath();
// draw labels
ctx.textAlign = 'center';
ctx.font = '24px Arial';
// For this particular example, multiplying x and y by small factors >1 offsets the labels from the triangle vertices
triangle.forEach(v => ctx.fillText(v.label, 1.2*v.x, 1.1*v.y));
如果对于您的实际应用程序,您将在绘制非文本对象和绘制文本之间来回切换,并且不希望记得来回翻转画布。 (这在当前示例中不是一个大问题,因为你绘制三角形然后绘制所有文本,所以你只需要一次翻转。但是如果你想到一个更复杂的不同应用程序,那可能是一个烦恼。)在上面的例子中,我用自定义方法替换了fillText方法,该方法翻转画布,绘制文本,然后再将其翻转回来,这样您就不必每次想要绘制文本时都手动完成。
结果:
如果你不喜欢覆盖默认的fillText
,那么显然你可以创建一个新名称的方法;这样你也可以避免创建虚拟上下文,只需在自定义方法中使用this.fillText
。
编辑:上述方法也适用于任意缩放和翻译。 scale(1, -1)
只是在x轴上反映画布:在此转换之后,位于(x,y)的点现在将处于(x,-y)。无论平移和缩放如何都是如此。如果您希望文本保持恒定大小而不管缩放,那么您只需通过缩放来缩放字体大小。例如:
<html>
<body>
<canvas id='canvas'></canvas>
</body>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
var framesPerSec = 100;
var msBetweenFrames = 1000/framesPerSec;
ctx.font = '12px Arial';
function getRandomCamera() {
return {x: ((Math.random() > 0.5) ? -1 : 1) * Math.random()*5,
y: ((Math.random() > 0.5) ? -1 : 1) * Math.random()*5+5,
zoom: Math.random()*20+0.1,
};
}
var camera = getRandomCamera();
moveCamera();
function moveCamera() {
var newCamera = getRandomCamera();
var transitionFrames = Math.random()*500+100;
var animationTime = transitionFrames*msBetweenFrames;
var cameraSteps = { x: (newCamera.x-camera.x)/transitionFrames,
y: (newCamera.y-camera.y)/transitionFrames,
zoom: (newCamera.zoom-camera.zoom)/transitionFrames };
for (var t=0; t<animationTime; t+=msBetweenFrames) {
window.setTimeout(updateCanvas, t);
}
window.setTimeout(moveCamera, animationTime);
function updateCanvas() {
camera.x += cameraSteps.x;
camera.y += cameraSteps.y;
camera.zoom += cameraSteps.zoom;
redrawCanvas();
}
}
ctx.drawText = function(text, x, y) {
this.save();
this.transform(1 / camera.zoom, 0, 0, -1 / camera.zoom, x, y);
this.fillText(text, 0, 0);
this.restore();
}
function redrawCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(canvas.width / 2 - (camera.x * camera.zoom),
canvas.height / 2 + (camera.y * camera.zoom));
ctx.scale(camera.zoom, -camera.zoom);
for (var i = 0; i < 10; i++) {
ctx.beginPath();
ctx.arc(5, i * 2, .5, 0, 2 * Math.PI);
ctx.drawText(i, 7, i*2-0.5);
ctx.fill();
}
ctx.restore();
}
</script>
</html>
编辑:基于Blindman67建议的修改文本缩放方法。通过逐渐使相机运动逐渐改进演示。
答案 2 :(得分:1)
我采用的方法是存储&#34;状态&#34;没有实际像素的绘图,并定义了一个draw
方法,可以在任何点呈现此状态。
您必须为自己的观点实施自己的scale
和translate
方法,但我认为它最终值得。
所以,在子弹中:
scale
和translate
方法&#34; draw
方法来呈现这些&#34;事物&#34; 作为一个例子,我创建了一个名为Figure
的类,它显示了这些功能的1.0实现。我创建了一个引用画布的新实例。然后我通过传递x
,y
和label
来添加点数。 scale
和transform
更新了这些要点&#39; x
和y
属性。 draw
循环遍历点a)绘制&#34; dot&#34;,和b)绘制标签。
const Figure = function(canvas) {
const ctx = canvas.getContext('2d');
const origin = {
x: canvas.width / 2,
y: canvas.height / 2
};
const shift = p => Object.assign(p, {
x: origin.x + p.x,
y: origin.y - p.y
});
let points = [];
this.addPoint = (x, y, label) => {
points = points.concat({
x,
y,
label
});
}
this.translate = (tx, ty) => {
points = points.map(
p => Object.assign(p, {
x: p.x + tx,
y: p.y + ty
})
);
};
this.scale = (sx, sy) => {
points = points.map(
p => Object.assign(p, {
x: p.x * sx,
y: p.y * sy
})
);
};
this.draw = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
const sPoints = points.map(shift);
sPoints.forEach(p => drawDot(ctx, 5, p.x, p.y));
sPoints.forEach(p => drawLabel(ctx, p.label, p.x + 5, p.y));
ctx.fill();
}
}
const init = () => {
const canvas = document.getElementById('canvas');
const fig = new Figure(canvas);
// Generate some test data
for (let i = 0, labels = "ABCD"; i < labels.length; i += 1) {
fig.addPoint(i * 3, (i + 1) * 10, labels[i]);
}
const sX = parseFloat(document.querySelector(".js-scaleX").value);
const sY = parseFloat(document.querySelector(".js-scaleY").value);
const tX = parseFloat(document.querySelector(".js-transX").value);
const tY = parseFloat(document.querySelector(".js-transY").value);
fig.scale(sX, sY);
fig.translate(tX, tY);
fig.draw();
}
Array
.from(document.querySelectorAll("input"))
.forEach(el => el.addEventListener("change", init));
init();
// Utilities for drawing
function drawDot(ctx, d, x, y) {
ctx.arc(x, y, d / 2, 0, 2 * Math.PI);
}
function drawLabel(ctx, label, x, y) {
ctx.fillText(label, x, y);
}
&#13;
canvas {
background: #efefef;
margin: 1rem;
}
input {
width: 50px;
}
&#13;
<div>
<p>
Scales first, translates second (hard coded, can be changed)
</p>
<label>Scale x <input type="number" class="js-scaleX" value="1"></label>
<label>Scale y <input type="number" class="js-scaleY" value="1"></label>
<br/>
<label>Translate x <input type="number" class="js-transX" value="0"></label>
<label>translate y <input type="number" class="js-transY" value="0"></label>
</div>
<canvas id="canvas" width="250" height="250"></canvas>
&#13;
注意:使用输入作为其工作原理的示例。我已选择&#34;承诺&#34;规模的变化和立即翻译,所以订单很重要!您可能希望按全屏来同时获取画布和输入。
答案 3 :(得分:0)
替代方案
var x = 100;
var y = 100;
var pixelRatio = 2;
var transform = {"x": 0, "y": 0, "k": 1}
context.save();
context.setTransform(pixelRatio, 0.0, 0.0, pixelRatio, 0.0, 0.0);
context.translate(transform.x, 0);
context.scale(transform.k, 1);
context.save();
// get Transformed Point
var context_transform = context.getTransform();
var pt = context_transform.transformPoint({
x: x,
y: y
});
// Reset previous transforms
context.setTransform(pixelRatio, 0.0, 0.0, pixelRatio, -pt.x, -pt.y);
// draw with the values as usual
context.textAlign = "left";
context.font = "14px Arial";
context.fillText("Hello", pt.x, pt.y);
context.restore();
context.restore();