我在div #content里面有一个canvas dom元素,变换rotateX(23deg)和#view with perspective 990px
<div id="view">
<div id="content">
<canvas></canvas>
</div>
</div>
如果我在画布内绘制一个点(300,300),则投影坐标不同(350,250)。
真正的问题是当画布中绘制的对象是交互式的(单击或拖放)时,命中区域会被翻译。
我要使用哪个等式?某种矩阵?
感谢您的支持。
答案 0 :(得分:0)
解决问题的一种方法是将光线从鼠标跟踪到页面中,并在画布上找到该光线截取的点。
您需要转换画布的x和y轴以匹配其变换。您还必须将光线从所需点投射到透视点。 (由x,y,z定义,其中z是透视CSS值)
注意:我找不到很多关于CSS透视数学的信息以及它是如何实现的,所以它只是猜测我的工作。
涉及到很多数学,我必须构建一个快速的3dpoint对象来管理它。我会警告你它没有很好的设计(我没有时间在需要的地方内联它)并且会导致重大的GC收费。你应该重写射线拦截并删除所有的点克隆调用和重用点,而不是每次需要时都创建新的。
有一些捷径。光线/面部截距假设定义面的3个点是实际的x和y轴,但它不会检查是否如此。如果您的轴错误,则无法获得正确的像素坐标。此外,返回的坐标相对于点face.p1(0,0)并且在0-1的范围内,其中0 <= x <= 1并且0 <= y <= 1是画布上的点
确保画布分辨率与显示尺寸相匹配。如果不是,则需要缩放轴并使结果适合。
演示项目一组点在画布中心创建一个交叉点。您会注意到投影圆的半径将根据与相机的距离而变化。
注意代码在ES6中,并且要求Babel在旧版浏览器上运行。
var divCont = document.createElement("div");
var canvas = document.createElement("canvas");
canvas.width = 400;
canvas.height = 400;
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var ctx = canvas.getContext("2d");
// perspectiveOrigin
var px = cw; // canvas center
var py = 50; //
// perspective
var pd = 700;
var mat;
divCont.style.perspectiveOrigin = px + "px "+py+"px";
divCont.style.perspective = pd + "px";
divCont.style.transformStyle = "preserve-3d";
divCont.style.margin = "10px";
divCont.style.border = "1px black solid";
divCont.style.width = (canvas.width+8) + "px";
divCont.style.height = (canvas.height+8) + "px";
divCont.appendChild(canvas);
document.body.appendChild(divCont);
function getMatrix(){ // get canvas matrix
if(mat === undefined){
mat = new DOMMatrix().setMatrixValue(canvas.style.transform);
}else{
mat.setMatrixValue(canvas.style.transform);
}
}
function getPoint(x,y){ // get point on canvas
var ww = canvas.width;
var hh = canvas.height;
var face = createFace(
createPoint(mat.transformPoint(new DOMPoint(-ww / 2, -hh / 2))),
createPoint(mat.transformPoint(new DOMPoint(ww / 2, -hh / 2))),
createPoint(mat.transformPoint(new DOMPoint(-ww / 2, hh / 2)))
);
var ray = createRay(
createPoint(x - ww / 2, y - hh / 2, 0),
createPoint(px - ww / 2, py - hh / 2, pd)
);
return intersectCoord3DRayFace(ray, face);
}
// draw point projected onto the canvas
function drawPoint(x,y){
var p = getPoint(x,y);
if(p !== undefined){
p.x *= canvas.width;
p.y *= canvas.height;
ctx.beginPath();
ctx.arc(p.x,p.y,8,0,Math.PI * 2);
ctx.fill();
}
}
// main update function
function update(timer){
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.fillStyle = "green";
ctx.fillRect(0,0,w,h);
ctx.lineWidth = 10;
ctx.strokeRect(0,0,w,h);
canvas.style.transform = "rotateX("+timer/100+"deg)" + " rotateY("+timer/50+"deg)";
getMatrix();
ctx.fillStyle = "gold";
drawPoint(cw,ch);
for(var i = -200; i <= 200; i += 40){
drawPoint(cw + i,ch);
drawPoint(cw ,ch + i);
}
requestAnimationFrame(update);
}
requestAnimationFrame(update);
// Math functions to find x,y pos on plain.
// Warning this code is not built for SPEED and will incure a lot of GC hits
const small = 1e-6;
var pointFunctions = {
add(p){
this.x += p.x;
this.y += p.y;
this.z += p.z;
return this;
},
sub(p){
this.x -= p.x;
this.y -= p.y;
this.z -= p.z;
return this;
},
mul(mag){
this.x *= mag;
this.y *= mag;
this.z *= mag;
return this;
},
mag(){ // get length
return Math.hypot(this.x,this.y,this.z);
},
cross(p){
var p1 = this.clone();
p1.x = this.y * p.z - this.z * p.y;
p1.y = this.z * p.x - this.x * p.z;
p1.z = this.x * p.y - this.y * p.x;
return p1;
},
dot(p){
return this.x * p.x + this.y * p.y + this.z * p.z;
},
isZero(){
return Math.abs(this.x) < small && Math.abs(this.y) < small && Math.abs(this.z) < small;
},
clone(){
return Object.assign({
x : this.x,
y : this.y,
z : this.z,
},pointFunctions);
}
}
function createPoint(x,y,z){
if(y === undefined){ // quick add overloaded for DOMPoint
y = x.y;
z = x.z;
x = x.x;
}
return Object.assign({
x, y, z,
}, pointFunctions);
}
function createRay(p1, p2){
return { p1, p2 };
}
function createFace(p1, p2, p3){
return { p1,p2, p3 };
}
// Returns the x,y coord of ray intercepting face
// ray is defined by two 3D points and is infinite in length
// face is 3 points on the intereceptin plane
// For correct intercept point face p1-p2 should be at 90deg to p1-p3 (x, and y Axis)
// returns unit coordinates x,y on the face with the origin at face.p1
// If there is no solution then returns undefined
function intersectCoord3DRayFace(ray, face ){
var u = face.p2.clone().sub(face.p1);
var v = face.p3.clone().sub(face.p1);
var n = u.cross(v);
if(n.isZero()){
return; // return undefined
}
var vr = ray.p2.clone().sub(ray.p1);
var b = n.dot(vr);
if (Math.abs(b) < small) { // ray is parallel face
return; // no intercept return undefined
}
var w = ray.p1.clone().sub(face.p1);
var a = -n.dot(w);
var uDist = a / b;
var intercept = ray.p1.clone().add(vr.mul(uDist)); // intersect point
var uu = u.dot(u);
var uv = u.dot(v);
var vv = v.dot(v);
var dot = uv * uv - uu * vv;
w = intercept.clone().sub(face.p1);
var wu = w.dot(u);
var wv = w.dot(v);
var x = (uv * wv - vv * wu) / dot;
var y = (uv * wu - uu * wv) / dot;
return {x,y};
}