在two.js中,只提供了svg渲染时的鼠标事件,而canvas和webgl并没有提供,这样就对本人造成了很大的困扰,因此学习了下计算机图形学相关的知识,实现了利用two.js绘图在canvas、svg、webgl渲染方式下,放缩或移动场景,还能使用鼠标对其进行点击交互。
下面先演示下截图:
点击绿色的矩形:
从上面的图可以看出变色了。
下面滚动滚轮及拖动下场景:
同样点击刚刚那个矩形:
还是可以被找到,并且改变颜色。
下面先来说下2d图形中平移和放缩的原理(非常重要,下面的代码实现都需要用到):
平移:
放缩:
放缩+平移:
可见是先放缩,然后再进行平移。
总结下:
- a b c
- d e f
- g h i
其中a为:水平放缩;
其中c为:水平位移;
其中e为:垂直放缩;
其中f为:垂直位移。
下面来看下代码是如何实现的:
在two.js,two对象:
在scene中存在_matrix里面存储了Float32Array(9),这里就对应了上面的3*3矩阵,上面的就是单位矩阵,
- 1 0 0
- 0 1 0
- 0 0 1
当放缩或移动后:
创建这几个矩形的代码:
代码如下:
- function createBtn(id, x, y, weight, color) {
-
- rect = two.makeRectangle(x, y, 200, 200);
- rect.noStroke();
- rect.fill = color;
- rect.myId = id;
-
- map.set(rect, weight);
- }
- 这些rect都存储在map中,如何在:
- $stage.bind('mousedown', function(event){
-
- isPressed = true;
- originalPositionX = event.clientX;
- originalPositionY = event.clientY;
-
- let x = event.clientX;
- let y = event.clientY;
-
- let letX = (rect._translation._x / 2 * (two.scene._matrix.elements[0]) + two.scene._matrix.elements[2]);
- let letY = (rect._translation._y / 2 * (two.scene._matrix.elements[4]) + two.scene._matrix.elements[5]);
- let letWidth = rect._width * two.scene._matrix.elements[0];
- let letHeight = rect._height *two.scene._matrix.elements[4];
-
- // if(x > letX &&
- // y > letY &&
- // x < letX + letWidth &&
- // y < letY + letHeight
- // ){
- //
- // console.log("find it");
- // }
-
- // console.log("坐标 x=" + x + " y=" + y);
-
- console.log(two);
- for(let value of map){
-
- let xOffset = value[0]._width / 2;
- let yOffset = value[0]._height / 2;
- // console.log("xOffset:" + xOffset);
- // console.log("yOffset:" + yOffset);
-
- // console.log(value[0])
- let letX = ((value[0]._translation._x - xOffset) * (two.scene._matrix.elements[0]) + two.scene._matrix.elements[2]);
- let letY = ((value[0]._translation._y - yOffset) * (two.scene._matrix.elements[4]) + two.scene._matrix.elements[5]);
- let letWidth = value[0]._width * two.scene._matrix.elements[0];
- let letHeight = value[0]._height * two.scene._matrix.elements[4];
-
- // console.log("id:" + value[0].myId);
- // console.log("letX:" + letX + " letY:" + letY);
- // console.log("letWidth: " + letWidth + " letHeight:" + letHeight);
- // console.log("");
-
- if(x > letX &&
- y > letY &&
- x < letX + letWidth &&
- y < letY + letHeight
- ){
-
- let r = Math.round(Math.random() * 255);
- let g = Math.round(Math.random() * 255);
- let b = Math.round(Math.random() * 255);
-
- let rgbStr = "rgb(" + r + "," + g + "," + b + ")";
- value[0].fill = rgbStr;
- console.log("find it " + value[0].myId);
- break;
- }
- }
-
- // console.log("---------------------------------");
-
- });
代码按下时对map进行遍历,如何将其进行转换后的坐标以及宽度进行矩阵变化即可:
这里有一点要说明的two.js中画矩形如果是从200, 200开始,那么这个200,200将会是矩形的
中心点,并不是左上角的点,所以这里有功offset.
鼠标拖动,滚轮放缩相关的代码:
- (function(Two){
-
- let _ = Two.Utils;
-
- let Surface = function(object) {
-
- this.object = object;
-
- };
-
- _.extend(Surface.prototype, {
-
- limits: function(min, max) {
-
- let min_exists = !_.isUndefined(min);
- let max_exists = !_.isUndefined(max);
-
- if (!max_exists && !min_exists) {
- return { min: this.min, max: this.max };
- }
-
- this.min = min_exists ? min : this.min;
- this.max = max_exists ? max : this.max;
-
- return this;
-
- },
-
- apply: function(px, py, s) {
- this.object.translation.set(px, py);
- this.object.scale = s;
- return this;
- }
-
- });
-
- let ZUI = Two.ZUI = function(group, domElement) {
-
- this.limits = {
-
- scale: ZUI.Limit.clone(),
- x: ZUI.Limit.clone(),
- y: ZUI.Limit.clone()
- };
-
- this.viewport = domElement || document.body;
- this.viewportOffset = {
- matrix: new Two.Matrix()
- };
-
- this.surfaceMatrix = new Two.Matrix();
-
- this.surfaces = [];
- this.reset();
- this.updateSurface();
-
- this.add(new Surface(group));
-
- };
-
- _.extend(ZUI, {
-
- Surface: Surface,
-
- Clamp: function(v, min, max) {
- return Math.min(Math.max(v, min), max);
- },
-
- Limit: {
-
- min: -Infinity,
- max: Infinity,
- clone: function() {
-
- let result = {};
- for (let k in this) {
-
- result[k] = this[k];
- }
- return result;
- }
- },
-
- TranslateMatrix: function(m, x, y) {
-
- m.elements[2] += x;
- m.elements[5] += y;
- return m;
- },
-
- PositionToScale: function(pos){
-
- return Math.exp(pos);
- },
-
- ScaleToPosition: function(scale){
-
- return Math.log(scale);
- }
-
- });
-
- _.extend(ZUI.prototype, {
-
- constructor: ZUI,
-
- add: function(surface){
-
- this.surfaces.push(surface);
- let limits = surface.limits();
- this.addLimits(limits.min, limits.max);
- return this;
- },
-
- addLimits: function(min, max, type) {
-
- type = type || 'scale';
-
- if (!_.isUndefined(min)){
-
- if(this.limits[type].min){
-
- this.limits[type].min = Math.max(min, this.limits[type].min);
- }
- else{
-
- this.limits[type].min = min;
- }
- }
-
- if(_.isUndefined(max)){
-
- return this;
- }
-
- if(this.limits[type].max){
-
- this.limits[type].max = Math.min(max, this.limits[type].max);
- }
- else{
-
- this.limits[type].max = max;
- }
-
- return this;
-
- },
-
- clientToSurface: function(x, y) {
-
- this.updateOffset();
- let m = this.surfaceMatrix.inverse();
- let n = this.viewportOffset.matrix.inverse().multiply(x, y, 1);
- return m.multiply.apply(m, _.toArray(n));
- },
-
- surfaceToClient: function(v) {
-
- this.updateOffset();
- let vo = this.viewportOffset.matrix.clone();
- let sm = this.surfaceMatrix.multiply.apply(this.surfaceMatrix, _.toArray(v));
- return vo.multiply.apply(vo, _.toArray(sm));
- },
-
- graphicMove: function(clientX, clientY){
-
- let dx = clientX;
- let dy = clientY;
- this.translateSurface(dx, dy);
- return this;
- },
-
- zoomBy: function(byF, clientX, clientY){
-
- let s = ZUI.PositionToScale(this.zoom + byF);
- this.zoomSet(s, clientX, clientY);
- return this;
- },
-
- zoomSet: function(zoom, clientX, clientY) {
-
- let newScale = this.fitToLimits(zoom);
- this.zoom = ZUI.ScaleToPosition(newScale);
-
- if (newScale === this.scale) {
-
- return this;
- }
-
- let sf = this.clientToSurface(clientX, clientY);
- let scaleBy = newScale / this.scale;
-
- this.surfaceMatrix.scale(scaleBy);
- this.scale = newScale;
-
- let c = this.surfaceToClient(sf);
- let dx = clientX - c.x;
- let dy = clientY - c.y;
- this.translateSurface(dx, dy);
-
- return this;
- },
-
- translateSurface: function(x, y) {
-
- ZUI.TranslateMatrix(this.surfaceMatrix, x, y);
- this.updateSurface();
- return this;
- },
-
- updateOffset: function() {
-
- let rect = this.viewport.getBoundingClientRect();
- _.extend(this.viewportOffset, rect);
-
- this.viewportOffset.left -= document.body.scrollLeft;
- this.viewportOffset.top -= document.body.scrollTop;
-
- this.viewportOffset.matrix
- .identity()
- .translate(this.viewportOffset.left, this.viewportOffset.top);
-
- return this;
-
- },
-
- updateSurface: function() {
-
- let e = this.surfaceMatrix.elements;
- for(let i = 0; i < this.surfaces.length; i++){
-
- this.surfaces[i].apply(e[2], e[5], e[0]);
- }
- return this;
- },
-
- reset: function() {
- this.zoom = 0;
- this.scale = 1.0;
- this.surfaceMatrix.identity();
- return this;
- },
-
- fitToLimits: function(s) {
- return ZUI.Clamp(s, this.limits.scale.min, this.limits.scale.max);
- }
-
- });
-
- })
- ((typeof global !== 'undefined' ? global : (this || window)).Two);
整个项目打包下载地址:
https://github.com/fengfanchen/frontUI/tree/master/mouseDemo