Konva:获取旋转矩形的角坐标

Konva: get corners coordinate of a rotated rectangle

如何获得旋转矩形的角坐标(以矩形中心为轴心)?

我已经尝试了下面 link 中的所有解决方案,但似乎没有任何运气。

Rotating a point about another point (2D)

https://gamedev.stackexchange.com/questions/86755/how-to-calculate-corner-positions-marks-of-a-rotated-tilted-rectangle

这是代码

// make a rectangle with zero rotation
const rect1 = new Konva.Rect({
  x: 200,
  y: 200,
  width: 100,
  height: 50,
  fill: "#00D2FF",
  draggable: true,
  rotation: 0,
  name: "rect"
});

// convert degree to rad
const degToRad = (deg: number) => deg * (Math.PI / 180);

// here's the code i use to rotate it around its center (from https://konvajs.org/docs/posts/Position_vs_Offset.html)

const rotateAroundCenter = (node: Rect, rotation: number) => {
     const topLeft = {
    x: -node.width() / 2,
    y: -node.height() / 2
  };
  console.log(`current X: ${node.x()}, current Y: ${node.y()},`)

  const currentRotatePoint = rotatePoint(topLeft, degToRad(node.rotation()));
  const afterRotatePoint = rotatePoint(topLeft, degToRad(rotation));
  const dx = afterRotatePoint.x - currentRotatePoint.x;
  const dy = afterRotatePoint.y - currentRotatePoint.y;

  node.rotation(rotation);
  node.x(node.x() + dx);
  node.y(node.y() + dy);
  layer.draw();

console.log(`the actual position x: ${node.x()}, y: ${node.y()}`);
};

// the code that i expected to give me the corner point

const computeCornerPoint = (r:Rect) => {
  // for now we want to compute top left corner point(as it's the easiest corner to get)
  let corner = {
     x: r.x(),
     y: r.y()
  };

  // the coordinate of rectangle's center (in stage coordinate)
  const cx = r.x() + r.width() / 2;
  const cy = r.y();

  // sine and cosine of the rectangle's rotation
  const s = Math.sin(degToRad(r.rotation()));
  const c = Math.cos(degToRad(r.rotation()));

  // rotate the corner point
  let xnew = c * (corner.x - cx) - s * (corner.y - cy) + cx;
  let ynew = s * (corner.x - cx) + c * (corner.y - cy) + cy;

  console.log(`based on this function calculation: xnew : ${xnew}, ynew: ${ynew}`);
  return [xnew, ynew];
}

根据上面的代码,如果初始旋转为0,顺时针旋转矩形30度, 那么实际位置将与 computeCornerPoint 的值相同,即 (219, 178) 如果我再次顺时针旋转 30 度,实际位置将是 (246, 169) 而 computeCornerPoint 的值将是 (275 , 175).

在 canvas 的世界里,生活是长方形的,所以我们预测角点位置所需要做的就是知道左上角的形状和旋转角度,然后应用一些高中数学。旋转点的数学运算在函数 rotatePoint() 中。片段的其余部分是为它的使用和结果的说明而设置的。

也许 运行 全屏模式下的代码片段更好。

// Function to rotate a point.
// pt = {x,y} of point to rotate, 
// o = {x, y} of rotation origin, 
// a = angle of rotation in degrees.
// returns {x, y} giving the new point.
function rotatePoint(pt, o, a){

  var angle = a * (Math.PI/180); // Convert to radians

  var rotatedX = Math.cos(angle) * (pt.x - o.x) - Math.sin(angle) * (pt.y - o.y) + o.x;

  var rotatedY = Math.sin(angle) * (pt.x - o.x) + Math.cos(angle) * (pt.y - o.y) + o.y;  

  return {x: rotatedX, y: rotatedY};

}

// This is just about drawing the circles at the corners.
function drawCorners(rect, angle){

  var rectPos = rect.position();
  
  var x = 0, y = 0;
  for (var i = 0; i < 4; i = i + 1){

  switch (i){
    
    case 0: 
      x = rectPos.x; y = rectPos.y;
      break;

    case 1: 
      x = rectPos.x + rect.width(); y = rectPos.y;
      break;

    case 2: 
      x = rectPos.x + rect.width(); y = rectPos.y + rect.height();
      break;

    case 3: 
      x = rectPos.x; y = rectPos.y + rect.height();
      break;

     }

    var pt = rotatePoint({x: x, y: y}, {x: rectPos.x, y: rectPos.y}, angle)
    circles[i].position(pt)

  }
 }


// rotate and redraw the rectangle
function rotateUnderMouse(){


  // Get the stage position of the mouse
  var mousePos = stage.getPointerPosition();

  // get the stage position of the mouse
  var shapePos = rect.position();

  // compute the vector for the difference
  var rel = {x: mousePos.x - shapePos.x, y: mousePos.y - shapePos.y} 

  // Now apply the rotation
  angle = angle + 90;

  circle.position({x: mousePos.x, y: mousePos.y});
  circle.show();
  
  // and reposition the shape to keep the same point in the shape under the mouse 
  var newPos = ({x: mousePos.x  + rel.y , y: mousePos.y - rel.x}) 

  rect.position(newPos);
  rect.rotation(angle);

  // re-calculate and draw the circle positions.
  drawCorners(rect, angle)

  stage.draw()
}





function setup() {

// Set up a stage and a shape
stage = new Konva.Stage({
  container: 'canvas-container',
  width: 650,
  height: 300
});


layer = new Konva.Layer();
stage.add(layer);

newPos = {x: 80, y: 100};
rect = new Konva.Rect({
   width: 140, height: 50, x: newPos.x, y: newPos.y, draggable: true, stroke: 'silver', fill: 'cyan'
  })

// not very dry, setting up the corner circles.
circle = new Konva.Circle({x: newPos.x, y: newPos.y, radius: 10, fill: 'magenta'}) 
circles[0] = circle.clone();
circles[0].fill('lime')
layer.add(circles[0]);
circles[1] = circle.clone();
circles[1].fill('gold')
layer.add(circles[1]);
circles[2] = circle.clone();
circles[2].fill('blue')
layer.add(circles[2]);
circles[3] = circle.clone();
circles[3].fill('darkviolet')

layer.add(circles[3]);

layer.add(rect);
layer.add(circle);
circle.hide()

drawCorners(rect, 0)

stage.draw()

rect.on('mousedown', function(){
  rotateUnderMouse()
})

}

var stage, layer, rect, circles = [], angle = 0;

setup()
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/4.0.13/konva.js"></script>

<p>Click the rectangle - it will rotate 90 degrees clockwise under the mouse and coloured circles will be drawn consistently at the corners. These circles have their position calculated rather than derived from the visual rectangle corner positions. NB: No dragging !</p>

<div id="canvas-container"></div>

我最近了解到一种使用内置 Konva 函数实现此目的的更简单的新方法。 node.getTransform and its close relation node.getAbsoluteTransform 方法将检索应用于节点(形状)的变换。绝对版本获取包含父变换的变换,而普通 getTransform 获取相对于节点父变换的变换。

两者都是 return 一个 Konva.Trasform 对象,它本身具有 point() 方法,该方法将采用给定的 {x, y} 对象并对其应用变换。

使用应用于形状的变换意味着我们不必关心如何模仿该变换的步骤 - 我们只需要将相同的变换应用于我们的点。

这意味着我们可以做到这一点...

// assuming we have a Konva rect already...
let rect = new Konva.Rect({
  x: 100,
  y: 80,
  width: 60,
  height: 20,
  fill: 'cyan'
  rotation: 45    
})

let corners = [],
    size = rect.size();

// Now get the 4 corner points
corners[0] = {x: 0, y: 0 }; // top left
corners[1] = {x: size.width, y: 0 }; // top right
corners[2] = {x: size.width, y: size.height }; // bottom right
corners[4] = {x: 0, y: size.height }; // bottom left

// And rotate the corners using the same transform as the rect.
for (let i = 0; i < 4; i++){
  // Here be the magic
  corners[i] = rect.getAbsoluteTransform().point(corners[i]); // top left
}

// At this point we have the rotated positions of the corners.

重要提示

你会看到上面代码中矩形的角是相对于原点而不是矩形位置设置的。换句话说,左上角是 {x: 0, y: 0} 而不是 {x: rect.x(), y: rect.y()},右下角是 {x : rect.width, y: rect.height}。这是因为 rect 的变换是:

  1. 移动到(x, y)
  2. 旋转(角度)

如果我们在确定未旋转的角点时不否定 moveto,那么它们将看起来经历了 2 次 moveto 变换。

moveto变换不明显——是shape初始声明中设置shape.x()和shape.y()的效果

这是一个使用 getAbsoluteTransform() 方法的工作片段。

// Function to rotate a point.
// node = the shape we are using to deterine the transform of the pt.
// pt = {x,y} of point to rotate, 
// returns {x, y} giving the new point.
function rotatePoint(node, pt){

  return node.getAbsoluteTransform().point(pt);
}

// This is just about drawing the circles at the corners.
function drawCorners(rect, angle){

  var rectPos = rect.position();
  
  var x = 0, y = 0;
  for (var i = 0; i < 4; i = i + 1){

  switch (i){
    
    case 0: 
      x = 0; y = 0;
      break;

    case 1: 
      x = rect.width(); y = 0;
      break;

    case 2: 
      x = rect.width(); y = rect.height();
      break;

    case 3: 
      x = 0; y = rect.height();
      break;

     }

    var pt = rotatePoint(rect, {x: x, y: y})
    circles[i].position(pt)

  }
 }


// rotate and redraw the rectangle
function rotateUnderMouse(){


  // Get the stage position of the mouse
  var mousePos = stage.getPointerPosition();

  // get the stage position of the mouse
  var shapePos = rect.position();

  // compute the vector for the difference
  var rel = {x: mousePos.x - shapePos.x, y: mousePos.y - shapePos.y} 

  // Now apply the rotation
  angle = angle + 90;

  circle.position({x: mousePos.x, y: mousePos.y});
  circle.show();
  
  // and reposition the shape to keep the same point in the shape under the mouse 
  var newPos = ({x: mousePos.x  + rel.y , y: mousePos.y - rel.x}) 

  rect.position(newPos);
  rect.rotation(angle);

  // re-calculate and draw the circle positions.
  drawCorners(rect, angle)

  stage.draw()
}





function setup() {

// Set up a stage and a shape
stage = new Konva.Stage({
  container: 'canvas-container',
  width: 650,
  height: 300
});


layer = new Konva.Layer();
stage.add(layer);

newPos = {x: 80, y: 100};
rect = new Konva.Rect({
   width: 140, height: 50, x: newPos.x, y: newPos.y, draggable: true, stroke: 'silver', fill: 'cyan'
  })

// not very dry, setting up the corner circles.
circle = new Konva.Circle({x: newPos.x, y: newPos.y, radius: 10, fill: 'magenta', listening: false}) 
circles[0] = circle.clone();
circles[0].fill('lime')
layer.add(circles[0]);
circles[1] = circle.clone();
circles[1].fill('gold')
layer.add(circles[1]);
circles[2] = circle.clone();
circles[2].fill('blue')
layer.add(circles[2]);
circles[3] = circle.clone();
circles[3].fill('darkviolet')

layer.add(circles[3]);

layer.add(rect);
layer.add(circle);
circle.hide()

drawCorners(rect, 0)

stage.draw()

rect.on('mousedown', function(){
  rotateUnderMouse()
})

}

var stage, layer, rect, circles = [], angle = 0;

setup()
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/4.0.13/konva.js"></script>

<p>Click the rectangle - it will rotate 90 degrees clockwise under the mouse and coloured circles will be drawn consistently at the corners. These circles have their position derived via the rect.transform - not calculated. NB: No dragging !</p>

<div id="canvas-container"></div>