我正在使用Konva在网页上创建一个区域。我为我的矩形创建了一个dragBoundFunc函数,检查pos.x和pos.y以及画布和rect的宽度,这很好用 - 矩形只停留在这个区域,就像我想要的那样拖动。
当我将矩形旋转90度时出现问题。当我检查getClientRect()。width和getClientRect()。height时,宽度小于高度,这是预期的但现在它不会一直拖到画布的末尾,除非我检测到旋转结束并改变我的形状offsetY值为65然后它工作正常。
在轮换后更改offsetY和offsetX以正确解决此问题的方法,如果是,我该如何计算设置它们?
dragBoundFunc: function(pos) {
var iw = 600 - (my_shape.getClientRect().width);
var ih = 400 - my_shape.getClientRect().height;
var newX = pos.x > iw ? iw : pos.x;
var newY = pos.y > ih ? ih : pos.y;
return {
x: newX > 0 ? newX : 0,
y: newY > 0 ? newY : 0
};
}
答案 0 :(得分:0)
这是一个有效的解决方案。请注意,这仅适用于0度,90度,180度和270度的固定旋转或倍数。 “任意角度旋转”的解决方案;将要求三角或矩阵数学计算点的旋转值等
CreateMap<Product, ViewModelProduct>();
CreateMap<ProductCategory, ViewModelProductCategory>()
.ForMember(dst => dst.Products, opt => opt.MapFrom(
src => src.ProductInCategory.Select(pc => pc.Product)));
/*
This is the drag bounds func
*/
function theDragFunc(pos) {
var thisRect = {x: this.x(), y: this.y(), width: this.width(), height: this.height()};
// copy the boundary rect into a testRect which defines the extent of the dragbounds
// without accounting for the width and height of dragging rectangle.
// This is changed below depending on rotation.
var testRect={
left: boundary.x,
top: boundary.y,
right: boundary.x + boundary.width,
bottom: boundary.y + boundary.height
};
// the userRotation value is calculated in the rotation button onclick
// to be one of 0, 90, 180, 270
switch (userRotation){
case 0: // for 0 degrees compute as per a normal bounds rect
testRect.right = testRect.right - thisRect.width;
testRect.bottom = testRect.bottom - thisRect.height;
break;
case 90: // for 90 degs we have to modify the test boundary left and bottom
testRect.left = testRect.left + thisRect.height;
testRect.bottom = testRect.bottom - thisRect.width;
break;
case 180: // for 180 degs we have to modify the test boundary left and top
testRect.left = testRect.left + thisRect.width;
testRect.top = testRect.top + thisRect.height;
break;
case 270: // for 270 degs we have to modify the test boundary right and top
testRect.right = testRect.right - thisRect.height;
testRect.top = testRect.top + thisRect.width;
break;
}
// get new pos as: if pos inside bounday ranges then use it, otherwise user boundary
// left edge check
var newX = (pos.x < testRect.left ? testRect.left : pos.x);
// right edge check
newX = (newX > testRect.right ? testRect.right : newX);
// top edge check
var newY = (pos.y < testRect.top ? testRect.top : pos.y);
// bottom edge check
newY = (newY > testRect.bottom ? testRect.bottom : newY);
// return the point we calculated
return {
x: newX,
y: newY
}
}
// From here on is just the canvas setup etc.
// set ub the main rect - the one we drag and rotate
var target = {x: 70, y: 70, width: 70, height: 40};
// set ub the boundary rect - used in the rectfunc later
var boundary = {x: 20, y: 20, width: 460, height: 160};
// Set up the stage
var s1 = new Konva.Stage({container: 'container1', width: 500, height: 200});
// add a layer.
var layer1 = new Konva.Layer({draggable: false});
s1.add(layer1);
// show the extent of the boundary
var funcRect = new Konva.Rect({
x:boundary.x,
y: boundary.y,
width: boundary.width,
height: boundary.height,
stroke: 'red'})
layer1.add(funcRect)
// Make some easy-to-grok values for the boundary func.
boundary.minX = boundary.x;
boundary.maxX = boundary.x + boundary.width;
boundary.minY = boundary.y;
boundary.maxY = boundary.y + boundary.height;
// show the target rect
var targetRect = new Konva.Rect({
x:target.x,
y: target.y,
width: target.width,
height: target.height,
stroke: 'green',
draggable: true,
// Apply a linear graient fill to give a sense of rotation.
fillLinearGradientStartPoint: { x : -50, y : -50},
fillLinearGradientEndPoint: { x : 50, y : 50},
fillLinearGradientColorStops: [0, 'red', 1, 'yellow'],
dragBoundFunc: theDragFunc // the function is at the bottom top of the code
})
layer1.add(targetRect)
// Draw the stage
s1.draw();
var userRotation = 0;
$('#btnRotate').on('click', function(e){
targetRect.rotate(90)
s1.draw();
var rectRotation = targetRect.rotation();
// user can rotate > 360 so we will nomalise the rotation down to range 0 - 270
userRotation = (rectRotation / 90);
userRotation = (userRotation % 4) * 90;
$('#info').html("Rect rotation " + rectRotation + " same as " + userRotation);
})
p
{
padding: 4px;
}
#container1
{
display: inline-block;
width: 500px;
height: 200px;
background-color: silver;
overflow: hidden;
}
#pallette
{
height: 52px; width: 500px;
border: 1px solid #666;
margin-bottom: 10px;
z-index: 10;
}
.draggable
{
width:50px;
height: 50px;
display: inline-block;
border: 1px solid #666;
}