如何在缩放时绑定图像平移(HTML Canvas)

时间:2017-05-16 18:33:04

标签: javascript html html5 canvas

我试图限制边界,而且我遇到了问题。我从另一个画布升级图像,然后实现缩放和平移。我的问题(下面的代码)是限制/限制offsetx / y,以便你永远不会看到空格;只是图像的一部分。

请原谅这个烂摊子!任何帮助表示赞赏! :P



var zoomIntensity = 0.2;

var canvas = document.getElementById("canvas");
var canvas2 = document.getElementById("canvas2");
var context = canvas.getContext("2d");
var context2 = canvas2.getContext("2d");
var width = 200;
var height = 200;

var scale = 1;
var originx = 0;
var originy = 0;

var offset = {x:0, y:0};

//fill smaller canvas with random pixels
for(var x = 0; x < 100; x++)
for(var y = 0; y < 100; y++)
{
  var rando = function(){return Math.floor(Math.random() * 9)};
  var val = rando();
  context2.fillStyle = "#" + val + val + val;
  context2.fillRect(x,y,1,1);
}

//draw the larger canvas
function draw()
{
		context.imageSmoothingEnabled = false;
    
    // Clear screen to white.
    context.fillStyle = "white";
    context.fillRect(originx - offset.x, originy - offset.y, width/scale, height/scale);
		context.drawImage(canvas2, 0,0, width, height);
}

// Draw loop at 60FPS.
setInterval(draw, 1000/60);

canvas.onmousewheel = function (event){
    event.preventDefault();
    
    // Get mouse offset.
    var mousex = event.clientX - canvas.offsetLeft;
    var mousey = event.clientY - canvas.offsetTop;
    
    // Normalize wheel to +1 or -1.
    var wheel = event.wheelDelta/120;

    // Compute zoom factor.
    var zoom = Math.exp(wheel*zoomIntensity);
    
    // Translate so the visible origin is at the context's origin.
    context.translate(originx - offset.x, originy - offset.y); //offset is panning
    
    //make sure we don't zoom out further than normal scale
    var resultingScale = scale * zoom;
    if(resultingScale < 1)
    	zoom = 1/scale;
  
    // Compute the new visible origin. Originally the mouse is at a
    // distance mouse/scale from the corner, we want the point under
    // the mouse to remain in the same place after the zoom, but this
    // is at mouse/new_scale away from the corner. Therefore we need to
    // shift the origin (coordinates of the corner) to account for this.
    originx -= mousex/(scale*zoom) - mousex/scale;
    originy -= mousey/(scale*zoom) - mousey/scale;
    
    // Scale it (centered around the origin due to the trasnslate above).
    context.scale(zoom, zoom);
    
    // Offset the visible origin to it's proper position.
    context.translate(-originx + offset.x, -originy + offset.y); //offset is panning

    // Update scale and others.
    scale *= zoom;
}

document.onkeydown = function (evt)
{
	var offsetx = 0;
  var offsety = 0;
  
	switch(evt.which)
	{
      case 37: //left
        offsetx = 1;
        break;
      case 38: //up
        offsety = 1;
        break;
      case 39: //right
        offsetx = -1
        break;
      case 40: //down
        offsety = -1;
        break;
  }
  
  offsetx /= scale;
  offsety /= scale;
  
  offset.x += offsetx;
  offset.y += offsety;
  
 	context.translate(offsetx,offsety);
}
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<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="canvas2" width="100" height="100"></canvas>
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1 个答案:

答案 0 :(得分:5)

使用变换矩阵约束视图

要约束您需要将图像的角坐标转换为屏幕坐标所需的位置。由于在整个浏览器中获得转换仍然不是标准,下面的演示会保留转换的副本。

对象view包含画布视图。当您使用函数view.setBounds(top,left,right,bottom);时,视图将被锁定到该区域(您正在查看的图像0,0,100,100)

缩放比例和位置(原点)将被约束为保持由view.setContext(context)设置的画布上下文的边界或边缘之一。

函数scaleAt(pos,amount);将在指定的位置缩放(例如鼠标位置)

要设置变换使用view.apply(),这将更新视图变换并设置上下文变换。

这些功能可能很方便,可以看到代码。

演示使用鼠标单击拖动来平移和滚动以进行缩放。

Demo是OP的示例宽度修改的副本,用于回答问题。

// use requestAnimationFrame when doing any form of animation via javascript
requestAnimationFrame(draw);

var zoomIntensity = 0.2;

var canvas = document.getElementById("canvas");
var canvas2 = document.getElementById("canvas2");
var context = canvas.getContext("2d");
var context2 = canvas2.getContext("2d");
var width = 200;
var height = 200;
context.font = "24px arial";
context.textAlign = "center";
context.lineJoin = "round"; // to prevent miter spurs on strokeText 
//fill smaller canvas with random pixels
for(var x = 0; x < 100; x++){
  for(var y = 0; y < 100; y++) {
    var rando = function(){return Math.floor(Math.random() * 9)};
    var val = rando();
    if(x === 0 || y === 0 || x === 99 || y === 99){
        context2.fillStyle = "#FF0000";
    }else{
        context2.fillStyle = "#" + val + val + val;
    
    }
    context2.fillRect(x,y,1,1);
  }
}

// mouse holds mouse position button state, and if mouse over canvas with overid
var mouse = {
    pos : {x : 0, y : 0},
    worldPos : {x : 0, y : 0},
    posLast : {x : 0, y : 0},
    button : false,
    overId : "",  // id of element mouse is over
    dragging : false,
    whichWheel : -1, // first wheel event will get the wheel
    wheel : 0,
}

// View handles zoom and pan (can also handle rotate but have taken that out as rotate can not be contrained without losing some of the image or seeing some of the background.
const view = (()=>{
    const matrix = [1,0,0,1,0,0]; // current view transform
    const invMatrix = [1,0,0,1,0,0]; // current inverse view transform
    var m = matrix;  // alias
    var im = invMatrix; // alias
    var scale = 1;   // current scale
    const bounds = {
        topLeft : 0,
        left : 0,
        right : 200,
        bottom : 200,
    }
    var useConstraint = true; // if true then limit pan and zoom to 
                              // keep bounds within the current context
    
    var maxScale = 1;
    const workPoint1 = {x :0, y : 0};
    const workPoint2 = {x :0, y : 0};
    const wp1 = workPoint1; // alias
    const wp2 = workPoint2; // alias
    var ctx;
    const pos = {      // current position of origin
        x : 0,
        y : 0,
    }
    var dirty = true;
    const API = {
        canvasDefault () { ctx.setTransform(1,0,0,1,0,0) },
        apply(){
            if(dirty){ this.update() }
            ctx.setTransform(m[0],m[1],m[2],m[3],m[4],m[5]);
        },
        getScale () { return scale },
        getMaxScale () { return maxScale },
        matrix,  // expose the matrix
        invMatrix, // expose the inverse matrix
        update(){ // call to update transforms
            dirty = false;
            m[3] = m[0] = scale;
            m[1] = m[2] = 0;
            m[4] = pos.x;
            m[5] = pos.y;
            if(useConstraint){
                this.constrain();
            }
            this.invScale = 1 / scale;
            // calculate the inverse transformation
            var cross = m[0] * m[3] - m[1] * m[2];
            im[0] =  m[3] / cross;
            im[1] = -m[1] / cross;
            im[2] = -m[2] / cross;
            im[3] =  m[0] / cross;
        },
        constrain(){
            maxScale = Math.min(
                ctx.canvas.width / (bounds.right - bounds.left) ,
                ctx.canvas.height / (bounds.bottom - bounds.top)
            );
            if (scale < maxScale) {  m[0] = m[3] = scale = maxScale }
            wp1.x = bounds.left;
            wp1.y = bounds.top;
            this.toScreen(wp1,wp2);
            if (wp2.x > 0) { m[4] = pos.x -= wp2.x }
            if (wp2.y > 0) { m[5] = pos.y -= wp2.y }
            wp1.x = bounds.right;
            wp1.y = bounds.bottom;
            this.toScreen(wp1,wp2);
            if (wp2.x < ctx.canvas.width) { m[4] = (pos.x -= wp2.x -  ctx.canvas.width) }
            if (wp2.y < ctx.canvas.height) { m[5] = (pos.y -= wp2.y -  ctx.canvas.height) }
        
        },
        toWorld(from,point = {}){  // convert screen to world coords
            var xx, yy;
            if(dirty){ this.update() }
            xx = from.x - m[4];     
            yy = from.y - m[5];     
            point.x = xx * im[0] + yy * im[2]; 
            point.y = xx * im[1] + yy * im[3];
            return point;
        },        
        toScreen(from,point = {}){  // convert world coords to screen coords
            if(dirty){ this.update() }
            point.x =  from.x * m[0] + from.y * m[2] + m[4]; 
            point.y = from.x * m[1] + from.y * m[3] + m[5];
            return point;
        },        
        scaleAt(at, amount){ // at in screen coords
            if(dirty){ this.update() }
            scale *= amount;
            pos.x = at.x - (at.x - pos.x) * amount;
            pos.y = at.y - (at.y - pos.y) * amount;            
            dirty = true;
        },
        move(x,y){  // move is in screen coords
            pos.x += x;
            pos.y += y;
            dirty = true;
        },
        setContext(context){
            ctx = context;
            dirty = true;
        },
        setBounds(top,left,right,bottom){
            bounds.top = top;
            bounds.left = left;
            bounds.right = right;
            bounds.bottom = bottom;
            useConstraint = true;
            dirty = true;
        }
    };
    return API;
})();
view.setBounds(0,0,canvas2.width,canvas2.height);
view.setContext(context); 



//draw the larger canvas
function draw(){
    view.canvasDefault(); // se default transform to clear screen
		context.imageSmoothingEnabled = false;
    context.fillStyle = "white";
    context.fillRect(0, 0, width, height);
    view.apply();  // set the current view
		context.drawImage(canvas2, 0,0);
    view.canvasDefault();
    if(view.getScale() === view.getMaxScale()){
       context.fillStyle = "black";
       context.strokeStyle = "white";
       context.lineWidth = 2.5;
       context.strokeText("Max scale.",context.canvas.width / 2,24);
       context.fillText("Max scale.",context.canvas.width / 2,24);
    }
    requestAnimationFrame(draw);
    if(mouse.overId === "canvas"){
        canvas.style.cursor = mouse.button ? "none" : "move";
    }else{
        canvas.style.cursor = "default";
    }
}
// add events to document so that mouse is captured when down on canvas
// This allows the mouseup event to be heard no matter where the mouse has
// moved to.
"mousemove,mousedown,mouseup,mousewheel,wheel,DOMMouseScroll".split(",")
    .forEach(eventName=>document.addEventListener(eventName,mouseEvent));

function mouseEvent (event){
    mouse.overId = event.target.id;
    if(event.target.id === "canvas" || mouse.dragging){ // only interested in canvas mouse events including drag event started on the canvas.

        mouse.posLast.x = mouse.pos.x;
        mouse.posLast.y = mouse.pos.y;    
        mouse.pos.x = event.clientX - canvas.offsetLeft;
        mouse.pos.y = event.clientY - canvas.offsetTop;    
        view.toWorld(mouse.pos, mouse.worldPos); // gets the world coords (where on canvas 2 the mouse is)
        if (event.type === "mousemove"){
            if(mouse.button){
                view.move(
                   mouse.pos.x - mouse.posLast.x,
                   mouse.pos.y - mouse.posLast.y
                )
            }
        } else if (event.type === "mousedown") { mouse.button = true; mouse.dragging = true }        
        else if (event.type === "mouseup") { mouse.button = false; mouse.dragging = false }
        else if(event.type === "mousewheel" && (mouse.whichWheel === 1 || mouse.whichWheel === -1)){
            mouse.whichWheel = 1;
            mouse.wheel = event.wheelDelta;
        }else if(event.type === "wheel" && (mouse.whichWheel === 2 || mouse.whichWheel === -1)){
            mouse.whichWheel = 2;
            mouse.wheel = -event.deltaY;
        }else if(event.type === "DOMMouseScroll" && (mouse.whichWheel === 3 || mouse.whichWheel === -1)){
            mouse.whichWheel = 3;
            mouse.wheel = -event.detail;
        }
        if(mouse.wheel !== 0){
            event.preventDefault();
            view.scaleAt(mouse.pos, Math.exp((mouse.wheel / 120) *zoomIntensity));
            mouse.wheel = 0;
        }
    }
}
div { user-select: none;}   /* mouse prevent drag selecting content */
canvas { border:2px solid black;}
<div>
<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="canvas2" width="100" height="100"></canvas>
<p>Mouse wheel to zoom. Mouse click drag to pan.</p>
<p>Zoomed image constrained to canvas</p>
</div>