这些问题相似,但无济于事:this,this,this和this。
目标是在保留原始宽高比的同时将图像绘制到方形画布上,如果原始宽高比不是正方形,则将图像居中。
例如,拍摄所附的1262x2688图像。下面的代码将其尺寸调整为100x100,但会扭曲宽高比。
代码应:(1)缩放图像以适合100x100画布; (2)保持长宽比; (3)将图像在画布中垂直和水平居中放置。
// Create canvas element.
var canvas = $(document.createElement("canvas"));
// Get canvas context.
var context = canvas[0].getContext("2d");
// Set canvas size.
canvas[0].width = 100;
canvas[0].height = 100;
// Write image to canvas.
context.drawImage(image, 0, 0, newWidth, newHeight);
图片
答案 0 :(得分:1)
要在保留外观的同时将图像适合画布,请使用以下
const w = image.naturalWidth;
const h = image.naturalHeight;
// Get the min scale to fit the image to the canvas
const scale = Math.min(canvas.width / w, canvas.height / h);
// Set the transform to scale the image, and center to the canvas
ctx.setTransform(scale, 0, 0, scale, canvas.width / 2, canvas.height / 2);
// draw the image offset by half its width and height to center and fit
ctx.drawImage(image, -w / 2, -h / 2, w, h);
// to reset the transform
// ctx.setTransform(1,0,0,1,0,0);
答案 1 :(得分:0)
假设我正确地进行了计算,以下方法是否可行?
ratio = image.width/image.height;
if (image.width > image.height) {
output.height = ( 100 / ratio )
output.width = 100
output.x = 0
output.y = (100 - output.height) / 2
} else {
output.height = 100
output.width = 100 * ratio
output.x = (100 - output.width) / 2
output.y = 0
}
答案 2 :(得分:0)
这是我们使用的代码:
// Create canvas element.
var canvas = $(document.createElement("canvas"));
// Get canvas context.
var context = canvas[0].getContext("2d");
// Set canvas size.
canvas[0].width = canvasWidth;
canvas[0].height = canvasHeight;
// Set image size, must use image.naturalWidth and image.naturalHeight -- not image.width and image.height.
const imageWidth = image.naturalWidth;
const imageHeight = image.naturalHeight;
// Set scale to fit image to canvas,
const scale = Math.min(canvasWidth/imageWidth, canvasHeight/imageHeight);
// Set new image dimensions.
const scaledWidth = imageWidth * scale;
const scaledHeight = imageHeight * scale;
// Draw image in center of canvas.
context.drawImage(image, (canvasWidth - scaledWidth)/2, (canvasHeight - scaledHeight)/2, scaledWidth, scaledHeight);