设置canvaszoom/scale原点

Set canvas zoom/scale origin

我正在尝试在 canvas 上创建缩放效果,我已经设法做到了,但是有一个小问题。缩放(缩放)原点是canvas的左上角。如何指定 zoom/scale 来源?

我想我需要使用 translate 但我不知道应该如何以及在何处实现它。

我想用作缩放原点的是鼠标位置,但为了简单起见,canvas 的中心就可以了。

JSFiddle

var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = 600;
canvas.height = 400;

var global = {
  zoom: {
    origin: {
      x: null,
      y: null,
    },
    scale: 1,
  },
};

function zoomed(number) {
  return Math.floor(number * global.zoom.scale);
}

function draw() {
  context.beginPath();
  context.rect(zoomed(50), zoomed(50), zoomed(100), zoomed(100));
  context.fillStyle = 'skyblue';
  context.fill();

  context.beginPath();
  context.arc(zoomed(350), zoomed(250), zoomed(50), 0, 2 * Math.PI, false);
  context.fillStyle = 'green';
  context.fill();
}

draw();

canvas.addEventListener("wheel", trackWheel);
canvas.addEventListener("wheel", zoom);

function zoom() {
  context.setTransform(1, 0, 0, 1, 0, 0);
  context.clearRect(0, 0, canvas.width, canvas.height);
  draw();
}

function trackWheel(e) {
  if (e.deltaY < 0) {
    if (global.zoom.scale < 5) {
      global.zoom.scale *= 1.1;
    }
  } else {
    if (global.zoom.scale > 0.1) {
      global.zoom.scale *= 0.9;
    }
  }
  global.zoom.scale = parseFloat(global.zoom.scale.toFixed(2));
}
body {
  background: gainsboro;
  margin: 0;
}
canvas {
  background: white;
  box-shadow: 1px 1px 1px rgba(0, 0, 0, .2);
}
<canvas id="canvas"></canvas>


更新 1

似乎在 SO 上与此主题相关的其他问题很少,但是 none 我可以直接在我的代码中实现。

我已经尝试检查 demo Phrogz provided in Zoom Canvas to Mouse Cursor,但它太复杂了(至少对我而言)。尝试实施他的解决方案:

ctx.translate(pt.x,pt.y);
ctx.scale(factor,factor);
ctx.translate(-pt.x,-pt.y);

JSFiddle

var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = 600;
canvas.height = 400;

var global = {
  zoom: {
    origin: {
      x: null,
      y: null,
    },
    scale: 1,
  },
};

function draw() {
  context.beginPath();
  context.rect(50, 50, 100, 100);
  context.fillStyle = 'skyblue';
  context.fill();

  context.beginPath();
  context.arc(350, 250, 50, 0, 2 * Math.PI, false);
  context.fillStyle = 'green';
  context.fill();
}

draw();

canvas.addEventListener("wheel", trackWheel);
canvas.addEventListener("wheel", trackMouse);
canvas.addEventListener("wheel", zoom);

function zoom() {
  context.setTransform(1, 0, 0, 1, 0, 0);
  context.clearRect(0, 0, canvas.width, canvas.height);

  context.translate(global.zoom.origin.x, global.zoom.origin.y);
  context.scale(global.zoom.scale, global.zoom.scale);
  context.translate(-global.zoom.origin.x, -global.zoom.origin.y);

  draw();
}

function trackWheel(e) {
  if (e.deltaY > 0) {
    if (global.zoom.scale > 0.1) {
      global.zoom.scale *= 0.9;
    }
  } else {
    if (global.zoom.scale < 5) {
      global.zoom.scale *= 1.1;
    }
  }
  global.zoom.scale = parseFloat(global.zoom.scale.toFixed(2));
}

function trackMouse(e) {
  global.zoom.origin.x = e.clientX;
  global.zoom.origin.y = e.clientY;
}
body {
  background: gainsboro;
  margin: 0;
}
canvas {
  background: white;
  box-shadow: 1px 1px 1px rgba(0, 0, 0, .2);
}
<canvas id="canvas"></canvas>

但这并没有真正帮助。好像是以鼠标位置为缩放原点,但是放大的时候有"jumps"


更新 2

我已经设法从 Blindman67 的示例中分离和简化缩放效果,以了解它如何更好地工作。我必须承认,我仍然没有完全理解 :) 我将在这里分享。未来的访问者可能会受益。

JSFiddle

var canvas    = document.getElementById("canvas");
var context   = canvas.getContext("2d");
canvas.width  = 600;
canvas.height = 400;

var zoom = {
  scale : 1,
  screen : {
    x : 0,
    y : 0,
  },
  world : {
    x : 0,
    y : 0,
  },
};

var mouse = {
  screen : {
    x : 0,
    y : 0,
  },
  world : {
    x : 0,
    y : 0,
  },
};

var scale = {
  length : function(number) {
    return Math.floor(number * zoom.scale);
  },
  x : function(number) {
    return Math.floor((number - zoom.world.x) * zoom.scale + zoom.screen.x);
  },
  y : function(number) {
    return Math.floor((number - zoom.world.y) * zoom.scale + zoom.screen.y);
  },
  x_INV : function(number) {
    return Math.floor((number - zoom.screen.x) * (1 / zoom.scale) + zoom.world.x);
  },
  y_INV : function(number) {
    return Math.floor((number - zoom.screen.y) * (1 / zoom.scale) + zoom.world.y);
  },
};

function draw() {
  context.clearRect(0, 0, canvas.width, canvas.height);

  context.beginPath();
  context.rect(scale.x(50), scale.y(50), scale.length(100), scale.length(100));
  context.fillStyle = 'skyblue';
  context.fill();

  context.beginPath();
  context.arc(scale.x(350), scale.y(250), scale.length(50), 0, 2 * Math.PI, false);
  context.fillStyle = 'green';
  context.fill();
}

canvas.addEventListener("wheel", zoomUsingCustomScale);

function zoomUsingCustomScale(e) {
  trackMouse(e);
  trackWheel(e);
  scaleShapes();
}

function trackMouse(e) {
  mouse.screen.x = e.clientX;
  mouse.screen.y = e.clientY;
  mouse.world.x  = scale.x_INV(mouse.screen.x);
  mouse.world.y  = scale.y_INV(mouse.screen.y);
}

function trackWheel(e) {
  if (e.deltaY < 0) {
    zoom.scale = Math.min(5, zoom.scale * 1.1);
  } else {
    zoom.scale = Math.max(0.1, zoom.scale * (1/1.1));
  }
}

function scaleShapes() {
  zoom.screen.x = mouse.screen.x;
  zoom.screen.y = mouse.screen.y;
  zoom.world.x = mouse.world.x;
  zoom.world.y = mouse.world.y;
  mouse.world.x = scale.x_INV(mouse.screen.x);
  mouse.world.y = scale.y_INV(mouse.screen.y);
  draw();
}

draw();
body {
  background: gainsboro;
  margin: 0;
}

canvas {
  background: white;
  box-shadow: 1px 1px 1px rgba(0, 0, 0, .2);
}
<canvas id="canvas"></canvas>

由于是简化版,建议大家先看看Blindman67的例子。另外,即使我接受了 Blindman67 的回答,您仍然可以 post 回答。我觉得这个话题很有趣。所以我想了解更多。

如果只是缩放和平移那么解决方案很简单。

您需要追踪两个来源。一个是鼠标在世界坐标中的位置(方框和圆的位置)另一个是鼠标在屏幕坐标中的位置(canvas像素)

您需要习惯从一个坐标系转换到另一个坐标系。这是通过反函数完成的。从世界坐标到屏幕坐标可以使用将从屏幕坐标转换为世界坐标的反函数来反转。

反转一些简单函数的例子

  • 2 * 10 = 20 倒数是 20 / 10 = 2
  • 2 + 3 = 5 倒数是 5 - 3 = 2
  • (3 - 1) * 5 = 10 倒数是 10 * (1/5) + 1 = 3

乘以*1。即 x*5 变为 x * 1/5(或只是 x/5) 加法变成减法,减法变成加法,第一个变成最后一个,最后一个变成第一个 (3 - first) * last = result 逆运算是 result / last + first = 3

所以你缩放一个坐标(盒子的世界坐标位置)并得到盒子的屏幕位置(以像素为单位)。如果你想要屏幕像素的世界坐标,你应用逆

这都是满口的,所以这是你的代码做你需要的一些评论,我添加了 mousemove,按钮东西和其他东西,因为你需要鼠标位置,如果你不能平移,缩放就没有意义,需要停止鼠标按钮锁定和停止滚轮滚动等等...要平移只需移动世界原点(在代码中)单击拖动 UI。我也很懒,现在摆脱了 global.zoom.origin.x 的东西 scale 是你知道的,wx,wysx,sy 是起源阅读代码什么是什么。

var canvas    = document.getElementById("canvas");
var context   = canvas.getContext("2d");
canvas.width  = 600;
canvas.height = 400;

// lazy programmers globals
var scale = 1;
var wx    = 0; // world zoom origin
var wy    = 0;
var sx    = 0; // mouse screen pos
var sy    = 0;

var mouse = {};
mouse.x   = 0; // pixel pos of mouse
mouse.y   = 0;
mouse.rx  = 0; // mouse real (world) pos
mouse.ry  = 0;
mouse.button = 0;

function zoomed(number) { // just scale
  return Math.floor(number * scale);
}
// converts from world coord to screen pixel coord
function zoomedX(number) { // scale & origin X
  return Math.floor((number - wx) * scale + sx);
}

function zoomedY(number) { // scale & origin Y
  return Math.floor((number - wy) * scale + sy);
}

// Inverse does the reverse of a calculation. Like (3 - 1) * 5 = 10   the inverse is 10 * (1/5) + 1 = 3
// multiply become 1 over ie *5 becomes * 1/5  (or just /5)
// Adds become subtracts and subtract become add.
// and what is first become last and the other way round.

// inverse function converts from screen pixel coord to world coord
function zoomedX_INV(number) { // scale & origin INV
  return Math.floor((number - sx) * (1 / scale) + wx);
  // or return Math.floor((number - sx) / scale + wx);
}

function zoomedY_INV(number) { // scale & origin INV
  return Math.floor((number - sy) * (1 / scale) + wy);
  // or return Math.floor((number - sy) / scale + wy);
}

// draw everything in pixels coords
function draw() {
  context.clearRect(0, 0, canvas.width, canvas.height);
  
  context.beginPath();
  context.rect(zoomedX(50), zoomedY(50), zoomed(100), zoomed(100));
  context.fillStyle = 'skyblue';
  context.fill();

  context.beginPath();
  context.arc(zoomedX(350), zoomedY(250), zoomed(50), 0, 2 * Math.PI, false);
  context.fillStyle = 'green';
  context.fill();
}
// wheel event must not be passive to allow default action to be prevented
canvas.addEventListener("wheel", trackWheel, {passive:false}); 
canvas.addEventListener("mousemove", move)
canvas.addEventListener("mousedown", move)
canvas.addEventListener("mouseup", move)
canvas.addEventListener("mouseout", move) // to stop mouse button locking up 

function move(event) { // mouse move event
  if (event.type === "mousedown") {
    mouse.button = 1;
  }
  else if (event.type === "mouseup" || event.type === "mouseout") {
    mouse.button = 0;
  }

  mouse.bounds = canvas.getBoundingClientRect();
  mouse.x = event.clientX - mouse.bounds.left;
  mouse.y = event.clientY - mouse.bounds.top;
  var xx  = mouse.rx; // get last real world pos of mouse
  var yy  = mouse.ry;

  mouse.rx = zoomedX_INV(mouse.x); // get the mouse real world pos via inverse scale and translate
  mouse.ry = zoomedY_INV(mouse.y);
  if (mouse.button === 1) { // is mouse button down 
    wx -= mouse.rx - xx; // move the world origin by the distance 
    // moved in world coords
    wy -= mouse.ry - yy;
    // recaculate mouse world 
    mouse.rx = zoomedX_INV(mouse.x);
    mouse.ry = zoomedY_INV(mouse.y);
  }
  draw();
}

function trackWheel(e) {
  
  if (e.deltaY < 0) {
    scale = Math.min(5, scale * 1.1); // zoom in
  } else {
    scale = Math.max(0.1, scale * (1 / 1.1)); // zoom out is inverse of zoom in
  }
  wx = mouse.rx; // set world origin
  wy = mouse.ry;
  sx = mouse.x; // set screen origin
  sy = mouse.y;
  mouse.rx = zoomedX_INV(mouse.x); // recalc mouse world (real) pos
  mouse.ry = zoomedY_INV(mouse.y);
  
  draw();
  e.preventDefault(); // stop the page scrolling
}
draw();
body {
  background: gainsboro;
  margin: 0;
}
canvas {
  background: white;
  box-shadow: 1px 1px 1px rgba(0, 0, 0, .2);
}
<canvas id="canvas"></canvas>