HTML画布,缩放和平移后的鼠标位置

9

我在我的画布中实现了一个缩放功能,就像这个链接所示:Zoom in on a point (using scale and translate)

现在我需要计算鼠标相对于画布的位置,我最初尝试了以下方法:

var rect = this._canvas.getBoundingClientRect();
var x = ((event.clientX  - rect.left) / (rect.right - rect.left) * this._canvas.width);
var y = ((event.clientY  - rect.top) / (rect.bottom  - rect.top) * this._canvas.height);

这个方法在不缩放的情况下效果很好...我尝试按照以下方式进行:

var x = ((event.clientX  - rect.left) / (rect.right - rect.left) * this._canvas.width) - this._canvas.offsetLeft ;
var y = ((event.clientY  - rect.top) / (rect.bottom  - rect.top) * this._canvas.height) - offset.top this._canvas.offSetTop ;

有什么提示吗?或者我最好使用一个JS库来与画布元素交互吗?如果是这样,你有任何经验吗?
3个回答

20

矩阵求逆

由于比例是矩阵旋转的一部分,因此此答案包括旋转。你不能真正排除其中一个,但是你可以忽略旋转(将其设置为零),并只设置比例和平移,它就能实现你想要的效果。

逆变换基本上与标准 2D 变换相反。它需要你跟踪变换,以便你可以创建逆变换,如果你希望使用ctx.rotationctx.scalectx.translatectx.transform在复杂的变换中可能会有问题。由于你的需求很简单,我已经创建了一个简单的函数来完成最小化变换。

以下内容创建了两个数组 matrix 和 invMatrix,分别用于表示变换矩阵和逆变换。参数为平移 x,y(在画布坐标中),比例和旋转。

var matrix = [1,0,0,1,0,0];
var invMatrix = [1,0,0,1];
function createMatrix(x, y, scale, rotate){
    var m = matrix; // just to make it easier to type and read
    var im = invMatrix; // just to make it easier to type and read

    // create the rotation and scale parts of the matrix
    m[3] =   m[0] = Math.cos(rotate) * scale;
    m[2] = -(m[1] = Math.sin(rotate) * scale);

    // add the translation
    m[4] = x;
    m[5] = y;

    // calculate the inverse transformation

    // first get the cross product of x axis and y axis
    cross = m[0] * m[3] - m[1] * m[2];

    // now get the inverted axis
    im[0] =  m[3] / cross;
    im[1] = -m[1] / cross;
    im[2] = -m[2] / cross;
    im[3] =  m[0] / cross;
 }  

使用函数

使用该函数非常简单。只需使用所需的位置、缩放和旋转值调用即可。

应用反转换

要从像素空间(屏幕x,y)获取世界坐标(变换后的坐标),需要应用反转换。

function toWorld(x,y){        
    var xx, yy, m, result;
    m = invMatrix;
    xx = x - matrix[4];     // remove the translation 
    yy = y - matrix[5];     // by subtracting the origin
    // return the point {x:?,y:?} by multiplying xx,yy by the inverse matrix
    return {
       x:   xx * m[0] + yy * m[2],
       y:   xx * m[1] + yy * m[3]
    }
}

所以如果你想要鼠标在世界空间中的位置
var mouseWorldSpace = toWorld(mouse.x,mouse.y);  // get the world space coordinates of the mouse

该函数将把任何在屏幕空间中的坐标转换为世界空间中的正确坐标。

设置2D上下文变换

要使用变换,您可以直接设置2D上下文变换:

var m = matrix;
ctx.setTransform(m[0], m[1], m[2], m[3], m[4], m[5]);

演示

这是一个演示,展示如何使用。虽然代码有些多,但我相信您一定可以找到所需的部分。该演示使用createMatrix进行旋转、缩放和平移来实现变换动画,然后使用toWorld将鼠标坐标转换为世界空间。

// the demo function

var demo = function(){
    /** fullScreenCanvas.js begin **/
    // create a full document canvas on top 
    var canvas = (function(){
        var canvas = document.getElementById("canv");
        if(canvas !== null){
            document.body.removeChild(canvas);
        }
        // creates a blank image with 2d context
        canvas = document.createElement("canvas"); 
        canvas.id = "canv";    
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight; 
        canvas.style.position = "absolute";
        canvas.style.top = "0px";
        canvas.style.left = "0px";
        canvas.style.zIndex = 1000;
        canvas.ctx = canvas.getContext("2d"); 
        document.body.appendChild(canvas);
        return canvas;
    })();
    var ctx = canvas.ctx;
    
    /** fullScreenCanvas.js end **/
    /** MouseFull.js begin **/
    // get the mouse data . This is a generic mouse handler I use  so a little over kill for this example
    var canvasMouseCallBack = undefined;  // if needed
    var mouse = (function(){
        var mouse = {
            x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
            interfaceId : 0, buttonLastRaw : 0,  buttonRaw : 0,
            over : false,  // mouse is over the element
            bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
            getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
            startMouse:undefined,
        };
        function mouseMove(e) {
            var t = e.type, m = mouse;
            m.x = e.offsetX; m.y = e.offsetY;
            if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
            m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
            if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
            } else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
            } else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
            } else if (t === "mouseover") { m.over = true;
            } else if (t === "mousewheel") { m.w = e.wheelDelta;
            } else if (t === "DOMMouseScroll") { m.w = -e.detail;}
            if (canvasMouseCallBack) { canvasMouseCallBack(m.x, m.y); }
            e.preventDefault();
        }
        function startMouse(element){
            if(element === undefined){
                element = document;
            }
            "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",").forEach(
            function(n){element.addEventListener(n, mouseMove);});
            element.addEventListener("contextmenu", function (e) {e.preventDefault();}, false);
        }
        mouse.mouseStart = startMouse;
        return mouse;
    })();
    if(typeof canvas === "undefined"){
        mouse.mouseStart();
    }else{
        mouse.mouseStart(canvas);
    }
    /** MouseFull.js end **/
    
    
    // some stuff to draw a grid
    var gridStart= -(canvas.width/10)*4;
    var gridEnd = (canvas.width/10)*14;
    var gridStepMajor = canvas.width/10;
    var gridStepMinor = canvas.width/20;
    var minorCol = "#999";
    var majorCol = "#000";
    var minorWidth = 1;
    var majorWidth = 3;
    
    // some stuf to animate the transformation
    var timer = 0;
    var timerStep = 0.01;
 
 
    //----------------------------------------------------------------------------
    // the code from the answer
    var matrix = [1, 0, 0, 1, 0, 0];      // normal matrix
    var invMatrix = [1, 0, 0, 1];   // inverse matrix
    function createMatrix(x, y, scale, rotate){
        var m = matrix; // just to make it easier to type and read
        var im = invMatrix; // just to make it easier to type and read
        // create the scale and rotation part of the matrix
        m[3] =   m[0] = Math.cos(rotate) * scale;
        m[2] = -(m[1] = Math.sin(rotate) * scale);
        // translation
        m[4] = x;
        m[5] = y;
        
        // calculate the inverse transformation
        // first get the cross product of x axis and y axis
        cross = m[0] * m[3] - m[1] * m[2];
        // now get the inverted axies
        im[0] =  m[3] / cross;
        im[1] = -m[1] / cross;
        im[2] = -m[2] / cross;
        im[3] =  m[0] / cross;
     }  

    // function to transform to world space
    function toWorld(x,y){
        var xx, yy, m;
        m = invMatrix;
        xx = x - matrix[4];     
        yy = y - matrix[5];     
        return {
           x:   xx * m[0] + yy * m[2] ,
           y:   xx * m[1] + yy * m[3]
        }
    }
    //----------------------------------------------------------------------------


    // center of canvas    
    var cw = canvas.width / 2;
    var ch = canvas.height / 2;
   

    // the main loop
    function update(){
        var i,x,y,s;
        ctx.setTransform(1, 0, 0, 1, 0, 0);  // reset the transform so we can clear
        ctx.clearRect(0, 0, canvas.width, canvas.height);  // clear the canvas
        
        
        // animate the transformation
        timer += timerStep;
        x = Math.cos(timer) * gridStepMajor * 5 + cw;  // position
        y = Math.sin(timer) * gridStepMajor * 5 + ch;   
        s = Math.sin(timer/1.2) + 1.5;            // scale
        
        
        //----------------------------------------------------------------------
        // create the matrix at x,y scale = s and rotation time/3
        createMatrix(x,y,s,timer/3);      
        
        // use the created matrix to set the transformation
        var m = matrix;
        ctx.setTransform(m[0], m[1], m[2], m[3], m[4], m[5]);
        //----------------------------------------------------------------------------
        
        
        
        //draw a grid
        ctx.lineWidth = 2;
        ctx.beginPath();
        ctx.strokeStyle = majorCol ;
        ctx.lineWidth = majorWidth;
        for(i = gridStart; i <= gridEnd; i+= gridStepMajor){
            ctx.moveTo(gridStart, i);
            ctx.lineTo(gridEnd, i);
            ctx.moveTo(i, gridStart);
            ctx.lineTo(i, gridEnd);
        }
        ctx.stroke();
        ctx.strokeStyle = minorCol ;
        ctx.lineWidth = minorWidth;
        for(i = gridStart+gridStepMinor; i < gridEnd; i+= gridStepMinor){
            ctx.moveTo(gridStart, i);
            ctx.lineTo(gridEnd, i);
            ctx.moveTo(i, gridStart);
            ctx.lineTo(i, gridEnd);
        }
        ctx.stroke();
        
        //---------------------------------------------------------------------
        // get the mouse world coordinates
        var mouseWorldPos = toWorld(mouse.x, mouse.y);
        //---------------------------------------------------------------------
        
        
        // marke the location with a cross and a circle;
        ctx.strokeStyle = "red";
        ctx.lineWidth = 3;
        ctx.beginPath();
        ctx.moveTo(mouseWorldPos.x - gridStepMajor, mouseWorldPos.y)
        ctx.lineTo(mouseWorldPos.x + gridStepMajor, mouseWorldPos.y)
        ctx.moveTo(mouseWorldPos.x, mouseWorldPos.y - gridStepMajor)
        ctx.lineTo(mouseWorldPos.x, mouseWorldPos.y + gridStepMajor)
        ctx.stroke();
        
        
        ctx.fillStyle = "red";
        ctx.strokeStyle = "yellow";
        ctx.lineWidth = 4;
        ctx.beginPath();
        ctx.arc(mouseWorldPos.x, mouseWorldPos.y, 6, 0, Math.PI*2);
        ctx.fill();
        ctx.stroke();
        ctx.fillStyle = "Blue";
        ctx.setTransform(1,0,0,1,0,0);

        ctx.font = "18px Arial";
        var str = "Mouse canvas X: "+ mouse.x + " Y: " +  mouse.y;
        ctx.fillText(str , 10 ,18);
        var str = "Mouse world X: "+ mouseWorldPos.x.toFixed(2) + " Y: " +  mouseWorldPos.y.toFixed(2);
        ctx.fillText(str , 10 ,36);
        
        
        // if not over request a new animtion frame
        if(!endItAll){
           requestAnimationFrame(update);
        }else{
            // if done remove the canvas
            var can = document.getElementById("canv");
            if(can !== null){
                document.body.removeChild(can);
            }       
            // flag that we are ready to start again
            endItAll = false;
        }
    }
    update(); // start the animation
}

// Flag to indicate that the current execution should shut down
var endItAll = false;
// resizes but waits for the current running animnation to shut down 
function resizeIt(){
    endItAll = true;
    function waitForIt(){
        if(!endItAll){
            demo();
        }else{
            setTimeout(waitForIt, 100);
        }
    }
    setTimeout(waitForIt, 100);
}


// starts the demo
demo();
// listen to resize events and resize canvas if needed
window.addEventListener("resize",resizeIt)


4

逐步操作:

在画布上找到鼠标的坐标:

var rect   =  canvas.getBoundingClientRect();
var xMouse =  event.clientX  - rect.left;
var yMouse =  event.clientY  - rect.top;

将这些坐标归一化使它们处于[0;1]之间:

var relX = xMouse / canvas.width;
var relY = yMouse / canvas.height;

假设你的视图由一个名为viewRect的矩形定义,鼠标在视图中的位置是:

var viewX = viewRect.left + relX*(viewRect.right-viewRect.left);
var viewY = viewRect.top + relY*(viewRect.bottom-viewRect.top);

当您启动应用程序时,您的矩形为0,0,canvasWidth, canvasHeight。
当您点击时,您必须调整矩形。

如果点击意味着在viewX、viewY处按zFactor进行缩放,则代码如下:

var newWidth = viewRect.width/zFactor;
var newHeight = viewRect.height/zFactor;
viewRect.left = viewX - newWidth/2;
viewRect.right = viewX + newWidth/2;
viewRect.top  = viewY - newHeight/2;
viewRect.bottom = viewY + newHeight/2;

你的绘制方法应该长这样:
context.save();
context.translate((viewRect.left+viewRect.right )/ 2, ...) ;
var scaleFactor = (viewRect.right+viewRect.left ) / canvasWidth;
context.scale(scaleFactor, scaleFactor);

... draw

context.restore();

2

不必跟踪各种变换,我向画布查询当前的变换:

    function mouseUp(canvas, event) {
        const rect = canvas.getBoundingClientRect();
        const transform = graphics.getTransform();
        const canvasX = (event.clientX - rect.left - transform.e) / transform.a;
        const canvasY = (event.clientY - rect.top - transform.f) / transform.d;

这段话的意思是:“这篇文章没有涉及到偏斜问题,但是它提供了我所使用方法的一般想法。”

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