首页 > 解决方案 > 放大画布中的点

问题描述

我试图放大一个给定的点,老实说我无法理解我做错了什么。

首先,我得到鼠标点并使用画布变换矩阵在画布上下文中获取点(https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-gettransform)。

const domPoint = new window.DOMPoint(event.offsetX, event.offsetY);
const currMatrix = this.canvasManager.ctx.getTransform();
const canvasPoint = domPoint.matrixTransform(currMatrix);

然后我使用 getTransform(DOMMatrix 对象)中返回的矩阵进行翻译、缩放和翻译。

const m = currMatrix
.translateSelf(canvasPoint.x, canvasPoint.y)
.scaleSelf(scale, scale)
.translateSelf(-canvasPoint.x, -canvasPoint.y);

最后我使用最后一个矩阵设置变换。

this.ctx.setTransform(this.zoom.matrix)

我使用的方法是基于一个堆栈溢出答案

这是我的代码

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var currMatrix = ctx.getTransform();

var plusBtn = document.getElementById("plus");
var minusBtn = document.getElementById("minus");
var infoP = document.getElementById("info");

var zoom;
var scale = 1;
const scaleFactor = 0.1;

function draw() {
	ctx.clearRect(0, 0, canvas.width, canvas.height);
	ctx.setTransform(currMatrix)
	ctx.fillStyle = "blue";
	ctx.fillRect(50, 50, 100, 100);
}
draw()

function getDomPoint(event) {
	const offSetCanvasLeft = canvas.getBoundingClientRect().left;
  const offSetCanvasTop = canvas.getBoundingClientRect().top;

	return {
    x: event.pageX - offSetCanvasLeft,
    y: event.pageY - offSetCanvasTop,
  }
}

function domToCanvasPoint(point) {
	const domPoint = new window.DOMPoint(point.x, point.y);
	return domPoint.matrixTransform(currMatrix);
}

function updateScale() {
  scale = zoom === 'in' ? scale + scaleFactor : scale - scaleFactor ;
  setDebugInfo(scale)
}

function zoomMatrixIntoPoint(point) {
	currMatrix = currMatrix
    .translateSelf(point.x, point.y)
    .scaleSelf(scale, scale)
    .translateSelf(-point.x, -point.y);
}

function setDebugInfo(msg) {
	infoP.innerHTML = msg;
}

canvas.addEventListener('mousedown', function(event) {  
	const domPoint = getDomPoint(event);
  const canvasPoint = domToCanvasPoint(domPoint);
  updateScale();
  zoomMatrixIntoPoint(canvasPoint);
  draw()
}, false);

plusBtn.addEventListener('click', function(event) {    
	zoom = 'in'
  setDebugInfo(`ZOOM IN with scale ${scale}`)
}, false);

minusBtn.addEventListener('click', function(event) {    
	zoom = 'out'
  setDebugInfo(`ZOOM OUT with scale ${scale}`)
}, false);
<canvas id="myCanvas" width="300" height="300" style="border:1px solid black"></canvas>
<button id="plus">+</button>
<button id="minus">-</button>
<p id="info">info here!</p>

将不胜感激任何帮助。谢谢你。

标签: javascripthtmlcanvas

解决方案


您的问题是一个简单的逻辑错误。

curMatrix您每次都在保留和更新它。这意味着您传递给的所有值translateSelfscaleSelf与之前的值相关。

但是,当您执行scale -= scaleFactor或时scale += scaleFactorscale绝对比例值。
因此,当您稍后使用它时scaleSelf,您会快速设置一个巨大的绝对比例值,直到小于1.

(1.1 * 1.2 * 1.3 * 1.4 * 1.5 * 1.6) => real scale is 5.8

(1.1 * 1.2 * 1.3 * 1.2 * 1.1 * 1) => real scale is 2.3
                 ^-- click zoom-out

所以你需要修复的是设置这个scale值的行:而不是增加这个值,设置它总是1基于。

scale = zoom === 'in' ? 1 + scaleFactor : 1 - scaleFactor ;

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var currMatrix = ctx.getTransform();

var plusBtn = document.getElementById("plus");
var minusBtn = document.getElementById("minus");
var infoP = document.getElementById("info");

var zoom;
var scale = 1;
const scaleFactor = 0.1;

function draw() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.setTransform(currMatrix)
  ctx.fillStyle = "blue";
  ctx.fillRect(50, 50, 100, 100);
}
draw()

function getDomPoint(event) {
  const offSetCanvasLeft = canvas.getBoundingClientRect().left;
  const offSetCanvasTop = canvas.getBoundingClientRect().top;

  return {
    x: event.pageX - offSetCanvasLeft,
    y: event.pageY - offSetCanvasTop,
  }
}

function domToCanvasPoint(point) {
  const domPoint = new window.DOMPoint(point.x, point.y);
  return domPoint.matrixTransform(currMatrix);
}

function updateScale() {
  scale = zoom === 'in' ? 1 + scaleFactor : 1 - scaleFactor;
  setDebugInfo(scale)
}

function zoomMatrixIntoPoint(point) {
  currMatrix
    .translateSelf(point.x, point.y)
    .scaleSelf(scale, scale)
    .translateSelf(-point.x, -point.y);
}

function setDebugInfo(msg) {
  infoP.innerHTML = msg;
}

canvas.addEventListener('mousedown', function(event) {
  const domPoint = getDomPoint(event);
  const canvasPoint = domToCanvasPoint(domPoint);
  updateScale();
  zoomMatrixIntoPoint(canvasPoint);
  draw()
}, false);

plusBtn.addEventListener('click', function(event) {
  zoom = 'in'
  setDebugInfo(`ZOOM IN with scale ${scale}`)
}, false);

minusBtn.addEventListener('click', function(event) {
  zoom = 'out'
  setDebugInfo(`ZOOM OUT with scale ${scale}`)
}, false);
<canvas id="myCanvas" width="300" height="300" style="border:1px solid black"></canvas>
<button id="plus">+</button>
<button id="minus">-</button>
<p id="info">info here!</p>

另请注意,DOMMatrix#scale()接受可选的原点参数,这将允许您避免两个转换调用:

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var currMatrix = ctx.getTransform();

var plusBtn = document.getElementById("plus");
var minusBtn = document.getElementById("minus");
var infoP = document.getElementById("info");

var zoom;
var scale = 1;
const scaleFactor = 0.1;

function draw() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.setTransform(currMatrix)
  ctx.fillStyle = "blue";
  ctx.fillRect(50, 50, 100, 100);
}
draw()

function getDomPoint(event) {
  const offSetCanvasLeft = canvas.getBoundingClientRect().left;
  const offSetCanvasTop = canvas.getBoundingClientRect().top;

  return {
    x: event.pageX - offSetCanvasLeft,
    y: event.pageY - offSetCanvasTop,
  }
}

function domToCanvasPoint(point) {
  const domPoint = new window.DOMPoint(point.x, point.y);
  return domPoint.matrixTransform(currMatrix);
}

function updateScale() {
  scale = zoom === 'in' ? 1 + scaleFactor : 1 - scaleFactor;
  setDebugInfo(scale)
}

function zoomMatrixIntoPoint(point) {
  currMatrix
  // scaleSelf(scaleX, scaleY, scaleZ, originX, originY, originZ)  
    .scaleSelf(scale, scale, 1, point.x, point.y, 0)
}

function setDebugInfo(msg) {
  infoP.innerHTML = msg;
}

canvas.addEventListener('mousedown', function(event) {
  const domPoint = getDomPoint(event);
  const canvasPoint = domToCanvasPoint(domPoint);
  updateScale();
  zoomMatrixIntoPoint(canvasPoint);
  draw()
}, false);

plusBtn.addEventListener('click', function(event) {
  zoom = 'in'
  setDebugInfo(`ZOOM IN with scale ${scale}`)
}, false);

minusBtn.addEventListener('click', function(event) {
  zoom = 'out'
  setDebugInfo(`ZOOM OUT with scale ${scale}`)
}, false);
<canvas id="myCanvas" width="300" height="300" style="border:1px solid black"></canvas>
<button id="plus">+</button>
<button id="minus">-</button>
<p id="info">info here!</p>

如果你需要你所有的值都是绝对的(也就是翻译),那么只需每次创建一个新的 DOMMatrix ,并在这里保持你原来的比例增量:

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var currMatrix = ctx.getTransform();

var plusBtn = document.getElementById("plus");
var minusBtn = document.getElementById("minus");
var infoP = document.getElementById("info");

var zoom;
var scale = 1;
const scaleFactor = 0.1;

function draw() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.setTransform(currMatrix)
  ctx.fillStyle = "blue";
  ctx.fillRect(50, 50, 100, 100);
}
draw()

function getDomPoint(event) {
  const offSetCanvasLeft = canvas.getBoundingClientRect().left;
  const offSetCanvasTop = canvas.getBoundingClientRect().top;

  return {
    x: event.pageX - offSetCanvasLeft,
    y: event.pageY - offSetCanvasTop,
  }
}

function domToCanvasPoint(point) {
  const domPoint = new window.DOMPoint(point.x, point.y);
  return domPoint.matrixTransform(currMatrix);
}

function updateScale() {
  scale = zoom === 'in' ? scale + scaleFactor : scale - scaleFactor;
  setDebugInfo(scale)
}

function zoomMatrixIntoPoint(point) {
  // create a new DOMMatrix
  currMatrix = new DOMMatrix()
    .scaleSelf(scale, scale, 1, point.x, point.y, 0)
}

function setDebugInfo(msg) {
  infoP.innerHTML = msg;
}

canvas.addEventListener('mousedown', function(event) {
  const domPoint = getDomPoint(event);
  const canvasPoint = domToCanvasPoint(domPoint);
  updateScale();
  zoomMatrixIntoPoint(canvasPoint);
  draw()
}, false);

plusBtn.addEventListener('click', function(event) {
  zoom = 'in'
  setDebugInfo(`ZOOM IN with scale ${scale}`)
}, false);

minusBtn.addEventListener('click', function(event) {
  zoom = 'out'
  setDebugInfo(`ZOOM OUT with scale ${scale}`)
}, false);
<canvas id="myCanvas" width="300" height="300" style="border:1px solid black"></canvas>
<button id="plus">+</button>
<button id="minus">-</button>
<p id="info">info here!</p>


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