固定字体大小html canvas,如何在放大/缩小时更改它

时间:2018-07-17 21:09:24

标签: javascript html canvas html5-canvas zoom

我以前使用html canvas创建了笛卡尔坐标系。一个用户帮助我使用鼠标添加了缩放功能。

但是我有一个问题。轴号的字体大小是固定的,因此在缩小时,字体大小也会变小。

我想要一个固定的字体大小,但数字之间的间隔是可变的。

因此,例如,如果放大,则会在x轴上看到数字0、1、2、3、4、5

但是缩小后应该为0、5、10、15

像几何https://www.geogebra.org/classic

我需要创建自己的坐标系,并且不能为项目使用applet或嵌入的代码。

我到目前为止所拥有的代码

class ViewPort {
    constructor(canvas) {
      this.canvas = canvas

      /**
        * Point used to calculate the change of every point's position on
        * canvas after view port is zoomed and panned
        */
      this.center = this.basicCenter

      this.zoom = 1

      this.shouldPan = false
      this.prevZoomingPoint = null
    }

    get canvasWidth() {
      return this.canvas.getBoundingClientRect().width
    }

    get canvasHeight() {
      return this.canvas.getBoundingClientRect().height
    }

    get canvasLeft() {
      return this.canvas.getBoundingClientRect().left
    }

    get canvasTop() {
      return this.canvas.getBoundingClientRect().top
    }

    get context() {
      return this.canvas.getContext('2d')
    }

    get basicCenter() {
      const { canvasWidth, canvasHeight } = this

      const point = {
        x: canvasWidth / 2,
        y: canvasHeight / 2
      }
      return point
    }

    get basicWidth() {
      const width = this.canvasWidth
      return width
    }

    get basicHeight() {
      const height = this.canvasHeight
      return height
    }

    get width() {
      const { basicWidth, zoom } = this
      const width = basicWidth * zoom
      return width
    }

    get height() {
      const { basicHeight, zoom } = this
      const height = basicHeight * zoom
      return height
    }

    get movement() {
      const { width, height, basicWidth, basicHeight } = this
      const { x: cx, y: cy } = this.center
      const { x: basicCX, y: basicCY } = this.basicCenter

      const deltaX = cx - basicCX - ((width - basicWidth) / 2)
      const deltaY = cy - basicCY - ((height - basicHeight) / 2)
      const res = {
        x: deltaX,
        y: deltaY
      }

      return res
    }

    get pan() {
      const { center, zoom, basicCenter } = this
      const res = {
        x: center.x - basicCenter.x,
        y: center.y - basicCenter.y
      }
      return res
    }

    zoomBy(center, deltaZoom) {
      const prevZoom = this.zoom

      this.zoom = this.zoom + deltaZoom

      this.center = this.zoomPoint(center, this.zoom / prevZoom, this.center)
    }

    zoomIn(point) {
      this.zoomBy(point, 0.1)
    }

    zoomOut(point) {
      this.zoom > 0.25 && this.zoomBy(point, -0.1)
    }

    zoomPoint(center, rate, point) {
      const { x: cx, y: cy } = center
      const { x, y } = point

      const deltaX = (x - cx) * rate
      const deltaY = (y - cy) * rate

      const newPoint = {
        x: cx + deltaX,
        y: cy + deltaY
      }
      return newPoint
    }

    panBy(deltaX, deltaY) {
      const { x: centerX, y: centerY } = this.center
      this.center = {
        x: centerX + deltaX,
        y: centerY + deltaY
      }
    }

    getDeltaPointToPrevPanningPoint(point) {
      const { x, y } = point
      const { x: prevX, y: prevY } = this.prevZoomingPoint

      const deltaPoint = {
        x: x - prevX,
        y: y - prevY
      }
      return deltaPoint
    }


    startPan(event) {
      const point = {
        x: event.x - this.canvasLeft,
        y: event.y - this.canvasTop,
      }

      this.shouldPan = true

      this.prevZoomingPoint = point
    }

    panning(event) {
      const point = {
        x: event.x - this.canvasLeft,
        y: event.y - this.canvasTop,
      }

      const deltaX = this.getDeltaPointToPrevPanningPoint(point).x
      const deltaY = this.getDeltaPointToPrevPanningPoint(point).y

      this.prevZoomingPoint = point

      this.panBy(deltaX, deltaY)
    }

    stopPan() {
      this.shouldPan = false
    }

    transformToInitial(point) {
      const { x, y } = point
      const { movement, zoom } = this
      const res = {
        x: (x - movement.x) / zoom,
        y: (y - movement.y) / zoom
      }
      return res
    }

    transform(point) {
      const { x, y } = point
      const { movement, zoom } = this
      const res = {
        x: x * zoom + movement.x,
        y: y * zoom + movement.y
      }
      return res
    }

    clearCanvas() {
      this.context.setTransform(1, 0, 0, 1, 0, 0)
      this.context.clearRect(
        0,
        0,
        viewPort.canvasWidth,
        viewPort.canvasHeight
      )
    }
  }

  class Interaction {
    constructor({
      canvas,
      viewPort,
      dragger
    }) {

      canvas.removeEventListener("mousewheel", mousewheelListener)
      canvas.addEventListener("mousewheel", mousewheelListener)

      canvas.removeEventListener("mousedown", mousedownListener)
      canvas.addEventListener("mousedown", mousedownListener)

      canvas.removeEventListener("mousemove", mousemoveListener)
      canvas.addEventListener("mousemove", mousemoveListener)

      canvas.removeEventListener("mouseup", mouseupListener)
      canvas.addEventListener("mouseup", mouseupListener)


      function mousewheelListener(event) {
        event.preventDefault()

        const point = {
          x: event.x - canvas.getBoundingClientRect().left,
          y: event.y - canvas.getBoundingClientRect().top,
        }

        const { deltaX, deltaY } = event

        if (isDecreasing()) {
          viewPort.zoomIn(point)
        }

        if (isIncreasing()) {
          viewPort.zoomOut(point)
        }

        function isIncreasing() {
          const res = deltaX > 0 || deltaY > 0
          return res
        }
        function isDecreasing() {
          const res = deltaX < 0 || deltaY < 0
          return res
        }

        render()

      }


      function mousedownListener(event) {
        viewPort.startPan(event)
      }

      function mousemoveListener(event) {
        viewPort.shouldPan && viewPort.panning(event)
        viewPort.shouldPan && render()
      }

      function mouseupListener(event) {
        viewPort.stopPan(event)
      }
    }

  }
  const canvas = document.getElementById("myCanvas")
  const viewPort = new ViewPort(canvas)
  const interaction = new Interaction({ viewPort, canvas })

  function render() {
    const { abs, max } = Math
    const { zoom, movement, context: ctx, pan, center, basicCenter } = viewPort

    viewPort.clearCanvas()
    ctx.setTransform(zoom, 0, 0, zoom, movement.x, movement.y)


    // Original codes are rewrote
    const { canvasWidth, canvasHeight } = viewPort

    const interval = 20
    const basicWidth = canvasWidth
    const basicHeight = canvasHeight

    const potentialWidth = 2 * max(abs(viewPort.transformToInitial({ x: 0, y: 0 }).x - basicCenter.x), abs(viewPort.transformToInitial({ x: basicWidth, y: 0 }).x - basicCenter.x))
    const width = potentialWidth > basicWidth ? potentialWidth : basicWidth

    const potentialHeight = 2 * max(abs(viewPort.transformToInitial({ x: 0, y: 0 }).y - basicCenter.y), abs(viewPort.transformToInitial({ x: 0, y: basicHeight }).y - basicCenter.y))
    const height = potentialHeight > basicHeight ? potentialHeight : basicHeight

    drawXAxis()
    drawYAxis()
    drawOriginCoordinate()
    drawXCoordinates()
    drawYCoordinates()

    function drawXAxis() {
      const path = new Path2D

      path.moveTo(basicCenter.x - width / 2, basicHeight / 2)
      path.lineTo(basicCenter.x + width / 2, basicHeight / 2)

      ctx.stroke(path)
    }

    function drawYAxis() {
      const path = new Path2D
      path.moveTo(basicWidth / 2, basicCenter.y - height / 2)
      path.lineTo(basicWidth / 2, basicCenter.y + height / 2)

      ctx.stroke(path)
    }

    function drawOriginCoordinate() {
      ctx.fillText(`O`, basicCenter.x + 5, basicCenter.y - 5)
    }

    function drawXCoordinates() {
      for (let i = 1; i <= width / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` ${i} `, basicCenter.x + total, basicHeight / 2)
      }

      for (let i = 1; i <= width / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` -${i} `, basicCenter.x - total, basicHeight / 2)
      }
    }

    function drawYCoordinates() {
      for (let i = 1; i <= height / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` ${i} `, basicWidth / 2, basicCenter.y + total)
      }

      for (let i = 1; i <= height / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` -${i} `, basicWidth / 2, basicCenter.y - total)
      }
    }
  }

  render()
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;"></canvas>

1 个答案:

答案 0 :(得分:0)

字体大小

对于字体大小,您希望字体大小与画布的缩放值成反比。说:

ctx.font = 12 / zoom + "px Arial";

比例(zoom)为1时,字体大小为12。如果放大以使所有内容都是拉伸的两倍(zoom = 2),则字体大小为6。大小是线性的非面积度量,因此我们无需在此处平方缩放。

更新轴

要更新显示的数字,以便适当地缩放它们,可以使用几种不同的方法。

作为一个简单的示例,我们可以找出缩放的幅度顺序(或者本质上是多少个数字或多少个小数点),然后根据该因子缩放显示的数字。例如,如果缩放为10,则我们将以1/10的增量显示轴号。如果缩放比例为0.1,则我们将以1 / 0.1或10的增量显示轴号。

首先让我们找出缩放的量级:

const orderMagnitude = Math.pow(10,Math.floor(Math.log(zoom) / Math.LN10));

缩放值1(起始值)产生的数量级为0。缩放值10产生的数量级为1。

现在,我们可以将该数量级转换为以10为底的整数:

const every = 1 / Math.pow(10,orderMagnitude);

这里我们取一个数量级,例如1并将其转换为1 / 10,1 / 10将是轴上显示的增量(您已经使用了变量名increment,所以我称它为every,因为它经常代表一个轴刻度)。刻度线间隔为单位的1/10是适当的,因为一个数量级代表10倍缩放。

现在,我们需要将此代码应用于您代码中的几个位置:

const inverval = 20 * every;  // scale the interval to reflect the density of ticks

当然,当您设置轴时,例如:

 for (let i = 1; i <= width / 2 / interval; i++) {
    total = i * interval
    ctx.fillText(` ${i*every} `, basicCenter.x + total, basicHeight / 2)
  }

到目前为止,这里是一个示例(缩小显示此操作的速度更快):

class ViewPort {
    constructor(canvas) {
      this.canvas = canvas

      /**
        * Point used to calculate the change of every point's position on
        * canvas after view port is zoomed and panned
        */
      this.center = this.basicCenter

      this.zoom = 1

      this.shouldPan = false
      this.prevZoomingPoint = null
    }

    get canvasWidth() {
      return this.canvas.getBoundingClientRect().width
    }

    get canvasHeight() {
      return this.canvas.getBoundingClientRect().height
    }

    get canvasLeft() {
      return this.canvas.getBoundingClientRect().left
    }

    get canvasTop() {
      return this.canvas.getBoundingClientRect().top
    }

    get context() {
      return this.canvas.getContext('2d')
    }

    get basicCenter() {
      const { canvasWidth, canvasHeight } = this

      const point = {
        x: canvasWidth / 2,
        y: canvasHeight / 2
      }
      return point
    }

    get basicWidth() {
      const width = this.canvasWidth
      return width
    }

    get basicHeight() {
      const height = this.canvasHeight
      return height
    }

    get width() {
      const { basicWidth, zoom } = this
      const width = basicWidth * zoom
      return width
    }

    get height() {
      const { basicHeight, zoom } = this
      const height = basicHeight * zoom
      return height
    }

    get movement() {
      const { width, height, basicWidth, basicHeight } = this
      const { x: cx, y: cy } = this.center
      const { x: basicCX, y: basicCY } = this.basicCenter

      const deltaX = cx - basicCX - ((width - basicWidth) / 2)
      const deltaY = cy - basicCY - ((height - basicHeight) / 2)
      const res = {
        x: deltaX,
        y: deltaY
      }

      return res
    }

    get pan() {
      const { center, zoom, basicCenter } = this
      const res = {
        x: center.x - basicCenter.x,
        y: center.y - basicCenter.y
      }
      return res
    }

    zoomBy(center, deltaZoom) {
      const prevZoom = this.zoom

      this.zoom = this.zoom + deltaZoom

      this.center = this.zoomPoint(center, this.zoom / prevZoom, this.center)
    }

    zoomIn(point) {
      this.zoomBy(point, 0.1)
    }

    zoomOut(point) {
      this.zoom > 0.25 && this.zoomBy(point, -0.1)
    }

    zoomPoint(center, rate, point) {
      const { x: cx, y: cy } = center
      const { x, y } = point

      const deltaX = (x - cx) * rate
      const deltaY = (y - cy) * rate

      const newPoint = {
        x: cx + deltaX,
        y: cy + deltaY
      }
      return newPoint
    }

    panBy(deltaX, deltaY) {
      const { x: centerX, y: centerY } = this.center
      this.center = {
        x: centerX + deltaX,
        y: centerY + deltaY
      }
    }

    getDeltaPointToPrevPanningPoint(point) {
      const { x, y } = point
      const { x: prevX, y: prevY } = this.prevZoomingPoint

      const deltaPoint = {
        x: x - prevX,
        y: y - prevY
      }
      return deltaPoint
    }


    startPan(event) {
      const point = {
        x: event.x - this.canvasLeft,
        y: event.y - this.canvasTop,
      }

      this.shouldPan = true

      this.prevZoomingPoint = point
    }

    panning(event) {
      const point = {
        x: event.x - this.canvasLeft,
        y: event.y - this.canvasTop,
      }

      const deltaX = this.getDeltaPointToPrevPanningPoint(point).x
      const deltaY = this.getDeltaPointToPrevPanningPoint(point).y

      this.prevZoomingPoint = point

      this.panBy(deltaX, deltaY)
    }

    stopPan() {
      this.shouldPan = false
    }

    transformToInitial(point) {
      const { x, y } = point
      const { movement, zoom } = this
      const res = {
        x: (x - movement.x) / zoom,
        y: (y - movement.y) / zoom
      }
      return res
    }

    transform(point) {
      const { x, y } = point
      const { movement, zoom } = this
      const res = {
        x: x * zoom + movement.x,
        y: y * zoom + movement.y
      }
      return res
    }

    clearCanvas() {
      this.context.setTransform(1, 0, 0, 1, 0, 0)
      this.context.clearRect(
        0,
        0,
        viewPort.canvasWidth,
        viewPort.canvasHeight
      )
    }
  }

  class Interaction {
    constructor({
      canvas,
      viewPort,
      dragger
    }) {

      canvas.removeEventListener("mousewheel", mousewheelListener)
      canvas.addEventListener("mousewheel", mousewheelListener)

      canvas.removeEventListener("mousedown", mousedownListener)
      canvas.addEventListener("mousedown", mousedownListener)

      canvas.removeEventListener("mousemove", mousemoveListener)
      canvas.addEventListener("mousemove", mousemoveListener)

      canvas.removeEventListener("mouseup", mouseupListener)
      canvas.addEventListener("mouseup", mouseupListener)


      function mousewheelListener(event) {
        event.preventDefault()

        const point = {
          x: event.x - canvas.getBoundingClientRect().left,
          y: event.y - canvas.getBoundingClientRect().top,
        }

        const { deltaX, deltaY } = event

        if (isDecreasing()) {
          viewPort.zoomIn(point)
        }

        if (isIncreasing()) {
          viewPort.zoomOut(point)
        }

        function isIncreasing() {
          const res = deltaX > 0 || deltaY > 0
          return res
        }
        function isDecreasing() {
          const res = deltaX < 0 || deltaY < 0
          return res
        }

        render()

      }


      function mousedownListener(event) {
        viewPort.startPan(event)
      }

      function mousemoveListener(event) {
        viewPort.shouldPan && viewPort.panning(event)
        viewPort.shouldPan && render()
      }

      function mouseupListener(event) {
        viewPort.stopPan(event)
      }
    }

  }
  const canvas = document.getElementById("myCanvas")
  const viewPort = new ViewPort(canvas)
  const interaction = new Interaction({ viewPort, canvas })

  function render() {
    const { abs, max } = Math
    const { zoom, movement, context: ctx, pan, center, basicCenter } = viewPort

    viewPort.clearCanvas()
    ctx.setTransform(zoom, 0, 0, zoom, movement.x, movement.y)

	
	// modify font based on zoom:
	ctx.font = 12 / zoom + "px Arial";
	// modify number interval based on zoom:
	const orderMagnitude = Math.floor(Math.log(zoom) / Math.LN10);
	const every = 1 / Math.pow(10,orderMagnitude);

    // Original codes are rewrote
    const { canvasWidth, canvasHeight } = viewPort

    const interval = 20 * every; 
    const basicWidth = canvasWidth
    const basicHeight = canvasHeight

    const potentialWidth = 2 * max(abs(viewPort.transformToInitial({ x: 0, y: 0 }).x - basicCenter.x), abs(viewPort.transformToInitial({ x: basicWidth, y: 0 }).x - basicCenter.x))
    const width = potentialWidth > basicWidth ? potentialWidth : basicWidth

    const potentialHeight = 2 * max(abs(viewPort.transformToInitial({ x: 0, y: 0 }).y - basicCenter.y), abs(viewPort.transformToInitial({ x: 0, y: basicHeight }).y - basicCenter.y))
    const height = potentialHeight > basicHeight ? potentialHeight : basicHeight

    drawXAxis()
    drawYAxis()
    drawOriginCoordinate()
    drawXCoordinates()
    drawYCoordinates()

    function drawXAxis() {
      const path = new Path2D

      path.moveTo(basicCenter.x - width / 2, basicHeight / 2)
      path.lineTo(basicCenter.x + width / 2, basicHeight / 2)

      ctx.stroke(path)
    }

    function drawYAxis() {
      const path = new Path2D
      path.moveTo(basicWidth / 2, basicCenter.y - height / 2)
      path.lineTo(basicWidth / 2, basicCenter.y + height / 2)

      ctx.stroke(path)
    }

    function drawOriginCoordinate() {
      ctx.fillText(`O`, basicCenter.x + 5, basicCenter.y - 5)
    }

    function drawXCoordinates() {
	  for (let i = 1; i <= width / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` ${i*every} `, basicCenter.x + total, basicHeight / 2)
      }

      for (let i = 1; i <= width / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` -${i*every} `, basicCenter.x - total, basicHeight / 2)
      }
    }

    function drawYCoordinates() {
      for (let i = 1; i <= height / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` ${i*every} `, basicWidth / 2, basicCenter.y + total)
      }

      for (let i = 1; i <= height / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` -${i*every} `, basicWidth / 2, basicCenter.y - total)
      }
    }
  }

  render()
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;"></canvas>

精制轴

可以,但是在zoom = 1处的滴答声阈值并不是理想的位置。也许我们可以通过偏移输入值来稍微修改计算出的数量级:

const orderMagnitude = Math.pow(10,Math.floor(Math.log(zoom*1.5) / Math.LN10));

对于不同轴的刻度,这将产生一个更好的间隔阈值。

进一步完善

我们可以使用2或5作为中间值,而不是让原点旁的每个刻度线开始于1 x 10^n,因为仅当缩放比例改变10倍不是最理想时才重置刻度线。

一种可能的解决方案是,当缩放比例因子相对于给定的数量级增加时,我们会减小刻度之间的间隔(减小every):

// Modify how every often we want to show an axis tick:
var every;
if (zoom/Math.pow(10,orderMagnitude) > 4) {
    every = 1 / Math.pow(10,orderMagnitude) * 0.2;
}
else if (zoom/Math.pow(10,orderMagnitude) > 2) {
    every = 1 / Math.pow(10,orderMagnitude) * 0.5;
}
else {
    every = 1 / Math.pow(10,orderMagnitude);
}

这给我们:

class ViewPort {
    constructor(canvas) {
      this.canvas = canvas

      /**
        * Point used to calculate the change of every point's position on
        * canvas after view port is zoomed and panned
        */
      this.center = this.basicCenter

      this.zoom = 1

      this.shouldPan = false
      this.prevZoomingPoint = null
    }

    get canvasWidth() {
      return this.canvas.getBoundingClientRect().width
    }

    get canvasHeight() {
      return this.canvas.getBoundingClientRect().height
    }

    get canvasLeft() {
      return this.canvas.getBoundingClientRect().left
    }

    get canvasTop() {
      return this.canvas.getBoundingClientRect().top
    }

    get context() {
      return this.canvas.getContext('2d')
    }

    get basicCenter() {
      const { canvasWidth, canvasHeight } = this

      const point = {
        x: canvasWidth / 2,
        y: canvasHeight / 2
      }
      return point
    }

    get basicWidth() {
      const width = this.canvasWidth
      return width
    }

    get basicHeight() {
      const height = this.canvasHeight
      return height
    }

    get width() {
      const { basicWidth, zoom } = this
      const width = basicWidth * zoom
      return width
    }

    get height() {
      const { basicHeight, zoom } = this
      const height = basicHeight * zoom
      return height
    }

    get movement() {
      const { width, height, basicWidth, basicHeight } = this
      const { x: cx, y: cy } = this.center
      const { x: basicCX, y: basicCY } = this.basicCenter

      const deltaX = cx - basicCX - ((width - basicWidth) / 2)
      const deltaY = cy - basicCY - ((height - basicHeight) / 2)
      const res = {
        x: deltaX,
        y: deltaY
      }

      return res
    }

    get pan() {
      const { center, zoom, basicCenter } = this
      const res = {
        x: center.x - basicCenter.x,
        y: center.y - basicCenter.y
      }
      return res
    }

    zoomBy(center, deltaZoom) {
      const prevZoom = this.zoom

      this.zoom = this.zoom + deltaZoom

      this.center = this.zoomPoint(center, this.zoom / prevZoom, this.center)
    }

    zoomIn(point) {
      this.zoomBy(point, 0.1)
    }

    zoomOut(point) {
      this.zoom > 0.25 && this.zoomBy(point, -0.1)
    }

    zoomPoint(center, rate, point) {
      const { x: cx, y: cy } = center
      const { x, y } = point

      const deltaX = (x - cx) * rate
      const deltaY = (y - cy) * rate

      const newPoint = {
        x: cx + deltaX,
        y: cy + deltaY
      }
      return newPoint
    }

    panBy(deltaX, deltaY) {
      const { x: centerX, y: centerY } = this.center
      this.center = {
        x: centerX + deltaX,
        y: centerY + deltaY
      }
    }

    getDeltaPointToPrevPanningPoint(point) {
      const { x, y } = point
      const { x: prevX, y: prevY } = this.prevZoomingPoint

      const deltaPoint = {
        x: x - prevX,
        y: y - prevY
      }
      return deltaPoint
    }


    startPan(event) {
      const point = {
        x: event.x - this.canvasLeft,
        y: event.y - this.canvasTop,
      }

      this.shouldPan = true

      this.prevZoomingPoint = point
    }

    panning(event) {
      const point = {
        x: event.x - this.canvasLeft,
        y: event.y - this.canvasTop,
      }

      const deltaX = this.getDeltaPointToPrevPanningPoint(point).x
      const deltaY = this.getDeltaPointToPrevPanningPoint(point).y

      this.prevZoomingPoint = point

      this.panBy(deltaX, deltaY)
    }

    stopPan() {
      this.shouldPan = false
    }

    transformToInitial(point) {
      const { x, y } = point
      const { movement, zoom } = this
      const res = {
        x: (x - movement.x) / zoom,
        y: (y - movement.y) / zoom
      }
      return res
    }

    transform(point) {
      const { x, y } = point
      const { movement, zoom } = this
      const res = {
        x: x * zoom + movement.x,
        y: y * zoom + movement.y
      }
      return res
    }

    clearCanvas() {
      this.context.setTransform(1, 0, 0, 1, 0, 0)
      this.context.clearRect(
        0,
        0,
        viewPort.canvasWidth,
        viewPort.canvasHeight
      )
    }
  }

  class Interaction {
    constructor({
      canvas,
      viewPort,
      dragger
    }) {

      canvas.removeEventListener("mousewheel", mousewheelListener)
      canvas.addEventListener("mousewheel", mousewheelListener)

      canvas.removeEventListener("mousedown", mousedownListener)
      canvas.addEventListener("mousedown", mousedownListener)

      canvas.removeEventListener("mousemove", mousemoveListener)
      canvas.addEventListener("mousemove", mousemoveListener)

      canvas.removeEventListener("mouseup", mouseupListener)
      canvas.addEventListener("mouseup", mouseupListener)


      function mousewheelListener(event) {
        event.preventDefault()

        const point = {
          x: event.x - canvas.getBoundingClientRect().left,
          y: event.y - canvas.getBoundingClientRect().top,
        }

        const { deltaX, deltaY } = event

        if (isDecreasing()) {
          viewPort.zoomIn(point)
        }

        if (isIncreasing()) {
          viewPort.zoomOut(point)
        }

        function isIncreasing() {
          const res = deltaX > 0 || deltaY > 0
          return res
        }
        function isDecreasing() {
          const res = deltaX < 0 || deltaY < 0
          return res
        }

        render()

      }


      function mousedownListener(event) {
        viewPort.startPan(event)
      }

      function mousemoveListener(event) {
        viewPort.shouldPan && viewPort.panning(event)
        viewPort.shouldPan && render()
      }

      function mouseupListener(event) {
        viewPort.stopPan(event)
      }
    }

  }
  const canvas = document.getElementById("myCanvas")
  const viewPort = new ViewPort(canvas)
  const interaction = new Interaction({ viewPort, canvas })

  function render() {
    const { abs, max } = Math
    const { zoom, movement, context: ctx, pan, center, basicCenter } = viewPort

    viewPort.clearCanvas()
    ctx.setTransform(zoom, 0, 0, zoom, movement.x, movement.y)

	
	// modify font based on zoom:
	ctx.font = 12 / zoom + "px Arial";
	// modify number interval based on zoom:
	const orderMagnitude = Math.floor(Math.log(zoom*1.5) / Math.LN10);
	
	// Modify how every often we want to show an axis tick:
	var every;
	if (zoom/Math.pow(10,orderMagnitude) > 4) {
		every = 1 / Math.pow(10,orderMagnitude) * 0.2;
	}
	else if (zoom/Math.pow(10,orderMagnitude) > 2) {
		every = 1 / Math.pow(10,orderMagnitude) * 0.5;
	}
	else {
		every = 1 / Math.pow(10,orderMagnitude);
	}
	
    // Original codes are rewrote
    const { canvasWidth, canvasHeight } = viewPort

    const interval = 30 * every; 
    const basicWidth = canvasWidth
    const basicHeight = canvasHeight

    const potentialWidth = 2 * max(abs(viewPort.transformToInitial({ x: 0, y: 0 }).x - basicCenter.x), abs(viewPort.transformToInitial({ x: basicWidth, y: 0 }).x - basicCenter.x))
    const width = potentialWidth > basicWidth ? potentialWidth : basicWidth

    const potentialHeight = 2 * max(abs(viewPort.transformToInitial({ x: 0, y: 0 }).y - basicCenter.y), abs(viewPort.transformToInitial({ x: 0, y: basicHeight }).y - basicCenter.y))
    const height = potentialHeight > basicHeight ? potentialHeight : basicHeight

    drawXAxis()
    drawYAxis()
    drawOriginCoordinate()
    drawXCoordinates()
    drawYCoordinates()

    function drawXAxis() {
      const path = new Path2D

      path.moveTo(basicCenter.x - width / 2, basicHeight / 2)
      path.lineTo(basicCenter.x + width / 2, basicHeight / 2)

      ctx.stroke(path)
    }

    function drawYAxis() {
      const path = new Path2D
      path.moveTo(basicWidth / 2, basicCenter.y - height / 2)
      path.lineTo(basicWidth / 2, basicCenter.y + height / 2)

      ctx.stroke(path)
    }

    function drawOriginCoordinate() {
      ctx.fillText(`O`, basicCenter.x + 5, basicCenter.y - 5)
    }

    function drawXCoordinates() {
	  for (let i = 1; i <= width / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` ${i*every} `, basicCenter.x + total, basicHeight / 2)
      }

      for (let i = 1; i <= width / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` -${i*every} `, basicCenter.x - total, basicHeight / 2)
      }
    }

    function drawYCoordinates() {
      for (let i = 1; i <= height / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` ${i*every} `, basicWidth / 2, basicCenter.y + total)
      }
	  
	  for (let i = 1; i <= height / 2 / interval; i++) {
        total = i * interval
        ctx.fillText(` -${i*every} `, basicWidth / 2, basicCenter.y - total)
      }
    }
	
	

	
  }

  render()
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;"></canvas>

进一步完善

我还没有接触数字格式,但是放大时会看到一些浮点问题。此外,轴的条形宽度随着我们的放大而增大,而随着我们的缩小而缩小,这会影响文本的位置。