从Javascript画布获取点的未翻译,未旋转(x,y)坐标

时间:2009-05-11 19:57:35

标签: javascript geometry canvas translation rotation

在Javascript中,我们经常通过在发送内容之前旋转和平移坐标平面来渲染图形

ctx.save();
ctx.translate(someX, someY);
ctx.rotate(someAngle * Math.PI / 180);

ctx.beginPath();
ctx.moveTo(x1, y1);    // What's the actual (x1,y1)?
ctx.lineTo(x2, y2);    // What's the actual (x2,y2)?
ctx.stroke();

ctx.restore();

所以这样做了,我如何计算出我绘制的那个线段的端点的实际值?因为在翻译和旋转之后,(x1,y1)和(x2,y2)远离它们没有平移和旋转的地方。有没有一种简单的方法可以找出它们的实际值是什么?

2 个答案:

答案 0 :(得分:3)

现在无法获得当前的变换矩阵,因此您需要自己跟踪任何旋转/平移/缩放。

要实际执行变换,需要将变换矩阵乘以点(作为列向量)。

您可以覆盖影响转换的方法,以存储您自己的矩阵副本。我没有测试过这段代码,但是这样的代码应该可以运行:

var contextPrototype = CanvasRenderingContext2D.prototype;

contextPrototype.xform = Matrix.I(3);

contextPrototype.realSave = contextPrototype.save;
contextPrototype.save = function() {
    if (!this.xformStack) {
        this.xformStack = [];
    }
    this.xformStack.push(this.xform.dup());
    this.realSave();
}

contextPrototype.realRestore = contextPrototype.restore;
contextPrototype.restore = function() {
    if (this.xformStack && this.xformStack.length > 0) {
        this.xform = this.xformStack.pop();
    }
    this.realRestore();
}

contextPrototype.realScale = contextPrototype.scale;
contextPrototype.scale = function(x, y) {
    this.xform = this.xform.multiply($M([
        [x, 0, 0],
        [0, y, 0],
        [0, 0, 1]
    ]));
    this.realScale(x, y);
}

contextPrototype.realRotate = contextPrototype.rotate;
contextPrototype.rotate = function(angle) {
    var sin = Math.sin(angle);
    var cos = Math.cos(angle);
    this.xform = this.xform.multiply($M([
        [cos, -sin, 0],
        [sin,  cos, 0],
        [   0,   0, 1]
    ]));
    this.realRotate(angle);
}

contextPrototype.realTranslate = contextPrototype.translate;
contextPrototype.translate = function(x, y) {
    this.xform = this.xform.multiply($M([
        [1, 0, x],
        [0, 1, y],
        [0, 0, 1]
    ]));
    this.realTranslate(x, y);
}

contextPrototype.realTransform = contextPrototype.transform;
contextPrototype.transform = function(m11, m12, m21, m22, dx, dy) {
    this.xform = this.xform.multiply($M([
        [m11, m21, dx],
        [m12, m22, dy],
        [  0,   0,  1]
    ]));
    this.realTransform(m11, m12, m21, m22, dx, dy);
}

contextPrototype.realSetTransform = contextPrototype.setTransform;
contextPrototype.setTransform = function(m11, m12, m21, m22, dx, dy) {
    this.xform = $M([
        [m11, m21, dx],
        [m12, m22, dy],
        [  0,   0,  1]
    ]);
    this.realSetTransform(m11, m12, m21, m22, dx, dy);
}

为方便起见,我使用了Sylvester matrix library,但你可以自己进行乘法运算。

要获得变换点,只需将变换矩阵乘以点:

// Get the transformed point as [x, y]
contextPrototype.getTransformedPoint = function(x, y) {
    var point = this.xform.multiply($V([x, y, 1]));
    return [point.e(1), point.e(2)];
}

答案 1 :(得分:1)

我认为找到这种方法的唯一方法是将与渲染上下文相同的变换应用于想要了解实际坐标的点。一些库提供矩阵运算,例如:http://sylvester.jcoglan.com/ 您可以尝试对cartesian coordinates

执行旋转操作