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javascript - 如何将渲染矩形的canvas代码转换为svg

转载 作者:行者123 更新时间:2023-12-03 09:11:18 27 4
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我有用于拖动和调整矩形大小的 Canvas 代码。但我无法将此 Canvas 代码转换为 svg。如何将 Canvas 代码转换为 svg。

那个 stackoverflow 链接对我来说没有用。

提前致谢。

var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
rect = {
x: 150,
y: 100,
w: 123,
h: 58
},
handlesSize = 8,
currentHandle = false,
drag = false;

function init() {
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
}

function point(x, y) {
return {
x: x,
y: y
};
}

function dist(p1, p2) {
return Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) + (p2.y - p1.y) * (p2.y - p1.y));
}

function getHandle(mouse) {
if (dist(mouse, point(rect.x, rect.y)) <= handlesSize) return 'topleft';
if (dist(mouse, point(rect.x + rect.w, rect.y)) <= handlesSize) return 'topright';
if (dist(mouse, point(rect.x, rect.y + rect.h)) <= handlesSize) return 'bottomleft';
if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h)) <= handlesSize) return 'bottomright';
if (dist(mouse, point(rect.x + rect.w / 2, rect.y)) <= handlesSize) return 'top';
if (dist(mouse, point(rect.x, rect.y + rect.h / 2)) <= handlesSize) return 'left';
if (dist(mouse, point(rect.x + rect.w / 2, rect.y + rect.h)) <= handlesSize) return 'bottom';
if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h / 2)) <= handlesSize) return 'right';
return false;
}

function mouseDown(e) {
if (currentHandle) drag = true;
draw();
}

function mouseUp() {
drag = false;
currentHandle = false;
draw();
}

function mouseMove(e) {
var previousHandle = currentHandle;
if (!drag) currentHandle = getHandle(point(e.pageX - this.offsetLeft, e.pageY - this.offsetTop));
if (currentHandle && drag) {
var mousePos = point(e.pageX - this.offsetLeft, e.pageY - this.offsetTop);
switch (currentHandle) {
case 'topleft':
rect.w += rect.x - mousePos.x;
rect.h += rect.y - mousePos.y;
rect.x = mousePos.x;
rect.y = mousePos.y;
break;
case 'topright':
rect.w = mousePos.x - rect.x;
rect.h += rect.y - mousePos.y;
rect.y = mousePos.y;
break;
case 'bottomleft':
rect.w += rect.x - mousePos.x;
rect.x = mousePos.x;
rect.h = mousePos.y - rect.y;
break;
case 'bottomright':
rect.w = mousePos.x - rect.x;
rect.h = mousePos.y - rect.y;
break;

case 'top':
rect.h += rect.y - mousePos.y;
rect.y = mousePos.y;
break;

case 'left':
rect.w += rect.x - mousePos.x;
rect.x = mousePos.x;
break;

case 'bottom':
rect.h = mousePos.y - rect.y;
break;

case 'right':
rect.w = mousePos.x - rect.x;
break;
}
}
if (drag || currentHandle != previousHandle) draw();
}

function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'black';
ctx.fillRect(rect.x, rect.y, rect.w, rect.h);
if (currentHandle) {
var posHandle = point(0, 0);
switch (currentHandle) {
case 'topleft':
posHandle.x = rect.x;
posHandle.y = rect.y;
break;
case 'topright':
posHandle.x = rect.x + rect.w;
posHandle.y = rect.y;
break;
case 'bottomleft':
posHandle.x = rect.x;
posHandle.y = rect.y + rect.h;
break;
case 'bottomright':
posHandle.x = rect.x + rect.w;
posHandle.y = rect.y + rect.h;
break;
case 'top':
posHandle.x = rect.x + rect.w / 2;
posHandle.y = rect.y;
break;
case 'left':
posHandle.x = rect.x;
posHandle.y = rect.y + rect.h / 2;
break;
case 'bottom':
posHandle.x = rect.x + rect.w / 2;
posHandle.y = rect.y + rect.h;
break;
case 'right':
posHandle.x = rect.x + rect.w;
posHandle.y = rect.y + rect.h / 2;
break;
}
ctx.globalCompositeOperation = 'xor';
ctx.beginPath();
ctx.arc(posHandle.x, posHandle.y, handlesSize, 0, 2 * Math.PI);
ctx.fill();
ctx.globalCompositeOperation = 'source-over';
}
}

init();
draw();

这里是用于在 Canvas 中渲染矩形的 fiddle 链接:

http://jsfiddle.net/BaliBalo/9HXMG/

最佳答案

将其转换为 SVG 非常简单。

唯一的小问题是我们必须添加一些处理来满足矩形宽度或高度为负数的情况。 Canvas2D 不介意这一点,但 SVG 介意。

此外,在绘制拖动 handle 时,没有一种简单的方法来模拟 XOR 操作。所以我只是把它们变成纯蓝色。

var canvas = document.getElementById('canvas'),
rect = {
x: 150,
y: 100,
w: 123,
h: 58
},
handlesSize = 8,
currentHandle = false,
drag = false
svgns = 'http://www.w3.org/2000/svg';

function init() {
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
}

function point(x, y) {
return {
x: x,
y: y
};
}

function dist(p1, p2) {
return Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) + (p2.y - p1.y) * (p2.y - p1.y));
}

function getHandle(mouse) {
if (dist(mouse, point(rect.x, rect.y)) <= handlesSize) return 'topleft';
if (dist(mouse, point(rect.x + rect.w, rect.y)) <= handlesSize) return 'topright';
if (dist(mouse, point(rect.x, rect.y + rect.h)) <= handlesSize) return 'bottomleft';
if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h)) <= handlesSize) return 'bottomright';
if (dist(mouse, point(rect.x + rect.w / 2, rect.y)) <= handlesSize) return 'top';
if (dist(mouse, point(rect.x, rect.y + rect.h / 2)) <= handlesSize) return 'left';
if (dist(mouse, point(rect.x + rect.w / 2, rect.y + rect.h)) <= handlesSize) return 'bottom';
if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h / 2)) <= handlesSize) return 'right';
return false;
}

function mouseDown(e) {
if (currentHandle) drag = true;
draw();
}

function mouseUp() {
drag = false;
currentHandle = false;
draw();
}

function mouseMove(e) {
var previousHandle = currentHandle;
var svgPos = this.getBoundingClientRect();
if (!drag) currentHandle = getHandle(point(e.pageX - svgPos.left, e.pageY - svgPos.top));
if (currentHandle && drag) {
var mousePos = point(e.pageX - svgPos.left, e.pageY - svgPos.top);
switch (currentHandle) {
case 'topleft':
rect.w += rect.x - mousePos.x;
rect.h += rect.y - mousePos.y;
rect.x = mousePos.x;
rect.y = mousePos.y;
break;
case 'topright':
rect.w = mousePos.x - rect.x;
rect.h += rect.y - mousePos.y;
rect.y = mousePos.y;
break;
case 'bottomleft':
rect.w += rect.x - mousePos.x;
rect.x = mousePos.x;
rect.h = mousePos.y - rect.y;
break;
case 'bottomright':
rect.w = mousePos.x - rect.x;
rect.h = mousePos.y - rect.y;
break;

case 'top':
rect.h += rect.y - mousePos.y;
rect.y = mousePos.y;
break;

case 'left':
rect.w += rect.x - mousePos.x;
rect.x = mousePos.x;
break;

case 'bottom':
rect.h = mousePos.y - rect.y;
break;

case 'right':
rect.w = mousePos.x - rect.x;
break;
}
}
if (drag || currentHandle != previousHandle) draw();
}

function draw() {
//ctx.clearRect(0, 0, canvas.width, canvas.height);
while (canvas.firstChild) {
canvas.removeChild(canvas.firstChild);
}
//ctx.fillStyle = 'black';
//ctx.fillRect(rect.x, rect.y, rect.w, rect.h);
var svgrect = document.createElementNS(svgns, 'rect');
svgrect.setAttribute('x', Math.min(rect.x, rect.x+rect.w));
svgrect.setAttribute('y', Math.min(rect.y, rect.y+rect.h));
svgrect.setAttribute('width', Math.abs(rect.w));
svgrect.setAttribute('height', Math.abs(rect.h));
canvas.appendChild(svgrect);

if (currentHandle) {
var posHandle = point(0, 0);
switch (currentHandle) {
case 'topleft':
posHandle.x = rect.x;
posHandle.y = rect.y;
break;
case 'topright':
posHandle.x = rect.x + rect.w;
posHandle.y = rect.y;
break;
case 'bottomleft':
posHandle.x = rect.x;
posHandle.y = rect.y + rect.h;
break;
case 'bottomright':
posHandle.x = rect.x + rect.w;
posHandle.y = rect.y + rect.h;
break;
case 'top':
posHandle.x = rect.x + rect.w / 2;
posHandle.y = rect.y;
break;
case 'left':
posHandle.x = rect.x;
posHandle.y = rect.y + rect.h / 2;
break;
case 'bottom':
posHandle.x = rect.x + rect.w / 2;
posHandle.y = rect.y + rect.h;
break;
case 'right':
posHandle.x = rect.x + rect.w;
posHandle.y = rect.y + rect.h / 2;
break;
}
//ctx.globalCompositeOperation = 'xor';
//ctx.beginPath();
//ctx.arc(posHandle.x, posHandle.y, handlesSize, 0, 2 * Math.PI);
//ctx.fill();
//ctx.globalCompositeOperation = 'source-over';
var circ = document.createElementNS(svgns, 'circle');
circ.setAttribute('cx', posHandle.x);
circ.setAttribute('cy', posHandle.y);
circ.setAttribute('r', handlesSize);
circ.setAttribute('fill', 'blue');
canvas.appendChild(circ);
}
}

init();
draw();
<svg id="canvas" width="500" height="500"></svg>

关于javascript - 如何将渲染矩形的canvas代码转换为svg,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32065032/

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