如何知道svg路径上是否有任何x或y点

时间:2017-06-08 05:35:42

标签: javascript jquery svg svg-path

我有一个svg路径,我想知道我的鼠标是否在svg路径上,如果我想将光标更改为鼠标指针。

这可以通过在路径上添加鼠标悬停属性以及使用Recognize point(x,y) is inside svg path or outside轻松完成 用这个解决方案。

但是有一个扭曲,我有另一个透明层,因为我不能有这两个解决方案。

现在我正在制作顶层显示无效且工作正常。但是因为这个我的鼠标指针和我做的动作,比如在鼠标移动时移动某个元素很慢,

因此我想知道是否有任何其他更好的方法,而不使显示等于没有。

请找到小提琴示例,我想在mypath元素上将光标更改为指针,并且还希望myline应该移动,因为我将鼠标移到图层上,我可以暂时在图层上显示为无,但是我注意到在firefox上,线条移动并不顺畅,

https://jsfiddle.net/shyam_bhiogade/9a7zuou2/6/

<svg width="400" height="400">
  <g>
    <path id="mypath" d="M10 200 L200 90 L200 200" fill="transparent" stroke="black" stroke-width="5" />
    <rect class="interactiveArea" width="500" height="500" style="fill:rgb(0,0,255);stroke-width:3;stroke:rgb(0,0,0);opacity:0.2" />
    <line id="myline" x1="20" y1="0" x2="20" y2="400" stroke-width="2" stroke="black" />
  </g>
</svg>

1 个答案:

答案 0 :(得分:1)

我使用了https://bl.ocks.org/mbostock/8027637给出的解,它返回路径中x和y点的距离,如果距离小于1px或笔画宽度,我认为x和y点是在路上。

   function closestPoint(pathNode, point) {
  var pathLength = pathNode.getTotalLength(),
      precision = 8,
      best,
      bestLength,
      bestDistance = Infinity;

  // linear scan for coarse approximation
  for (var scan, scanLength = 0, scanDistance; scanLength <= pathLength; scanLength += precision) {
    if ((scanDistance = distance2(scan = pathNode.getPointAtLength(scanLength))) < bestDistance) {
      best = scan, bestLength = scanLength, bestDistance = scanDistance;
    }
  }

  // binary search for precise estimate
  precision /= 2;
  while (precision > 0.5) {
    var before,
        after,
        beforeLength,
        afterLength,
        beforeDistance,
        afterDistance;
    if ((beforeLength = bestLength - precision) >= 0 && (beforeDistance = distance2(before = pathNode.getPointAtLength(beforeLength))) < bestDistance) {
      best = before, bestLength = beforeLength, bestDistance = beforeDistance;
    } else if ((afterLength = bestLength + precision) <= pathLength && (afterDistance = distance2(after = pathNode.getPointAtLength(afterLength))) < bestDistance) {
      best = after, bestLength = afterLength, bestDistance = afterDistance;
    } else {
      precision /= 2;
    }
  }

  best = [best.x, best.y];
  best.distance = Math.sqrt(bestDistance);
  return best;

  function distance2(p) {
    var dx = p.x - point[0],
        dy = p.y - point[1];
    return dx * dx + dy * dy;
  }
}