从角落旋转正方形后计算偏移量
Calculating offsets after square rotated from corner
当我旋转一个正方形时,我想计算旋转点的 4 个偏移量。
旋转轴最初是在正方形的左上角。当我执行旋转时,我想知道形状将在所有 4 个方向(minX、minY、maxX、maxy)上传播多远。
我目前有一般数学:
const rotation = .35 // radians = 20 degrees
const size = 50 // size of original square
const o1 = Math.round(size * Math.sin(rotation))
const o2 = Math.round(size * Math.cos(rotation))
使用这些数字,我了解如何使用它们创建偏移量数组
const offsets = [o1, 0, o2, o1 + o2]
当我将正方形旋转 20、110、200 和 290 度时,它会围绕图像上黑点标记的轴旋转。
对于 4 个旋转中的每一个,我都有 offests 数组以及我想要的实际数字。正如您所看到的那样,数字有点在那里,但是......我最初认为数组移位是我所需要的,但它不止于此。
// 20 degrees
console.log(offsets) // [17, 0, 47, 64]
// The dimensions I actually need
// minX: -17,
// minY: 0
// maxX: 47
// maxY: -64
// 110 degrees
console.log(offsets) // [47, 0, -17, 30]
// The dimensions I actually need
// minX: -64,
// minY: -17,
// maxX: 0,
// maxY: 47
// 200 degrees
console.log(offsets) // [-17, 0, -47, -64]
// The dimensions I actually need
// minX: -47,
// minY: -64,
// maxX: 17,
// maxY: 0
// 290 degrees
console.log(offsets) // [-47, 0, 17, -30]
// The dimensions I actually need
// minX: 0,
// minY: -47,
// maxX: 64,
// maxY: 17
我当然可以根据需要移动数组(比如每 90 度),但我怎样才能得到正确的数字?我正在寻找任何角度的神奇公式。
我试了一下,并没有声称它是有效的或最好的方法,但我无法达到您的预期值。是我做错了什么还是你的第一组期望值不正确?
'use strict';
const degToRad = deg => (deg * Math.PI) / 180;
const rotatePoint = (pivot, point, radians) => {
const cosA = Math.cos(radians);
const sinA = Math.sin(radians);
const [x, y] = pivot;
const difX = point[0] - x;
const difY = point[1] - y;
return [
Math.round(((cosA * difX) - (sinA * difY)) + x),
Math.round((sinA * difX) + (cosA * difY) + y),
];
};
const rotateSquare = (square, pivot, angle) => {
const radians = degToRad(angle);
return square.map(point => rotatePoint(pivot, point, radians));
};
const extents = (points, pivot) => points.reduce((acc, point) => {
const [difX, difY] = point.map((value, index) => value - pivot[index]);
return [
Math.min(acc[0], difX),
Math.min(acc[1], difY),
Math.max(acc[2], difX),
Math.max(acc[3], difY),
];
}, [0, 0, 0, 0]);
const createSquare = (x, y, size) => [
[x, y],
[x + size, y],
[x + size, y + size],
[x, y + size],
];
const pivot = [0, 0];
const square = createSquare(...pivot, 50);
const angles = [20, 110, 200, 290];
const rotations = angles.map(angle => rotateSquare(square, pivot, angle));
const offsets = rotations.map(rotation => extents(rotation, pivot));
const expecteds = [
[-17, 0, 47, -64],
[-64, -17, 0, 47],
[-47, -64, 17, 0],
[0, -47, 64, 17],
];
offsets.forEach((offset, index) => {
const actual = JSON.stringify(offset);
const expected = JSON.stringify(expecteds[index]);
console.log(
`Actual:${actual}`,
`Expected:${expected}`,
`Same:${actual === expected}`
);
});
转化点数
最简单的方法是创建一个简单的旋转矩阵。这只是作为向量的 x 轴和 y 轴的方向,每个向量的长度为像素大小(或任何可能的单位)和原点位置。
旋转一个点
首先定义点
var x = ?; // the point to rotate
var y = ?;
然后原点和旋转
const ox = ?; // location of origin
const oy = ?;
const rotation = ?; // in radians
从我们计算的旋转到x轴方向的矢量
var xAxisX = Math.cos(rotation);
var xAxisY = Math.sin(rotation);
你也可以有一个秤
const scale = ?;
这会改变 x 轴和 y 轴的长度,因此 x 轴计算结果为
var xAxisX = Math.cos(rotation) * scale;
var xAxisY = Math.sin(rotation) * scale;
不,我们可以对点应用旋转。先相对原点移动点。
x -= ox;
y -= oy;
然后将点沿x轴移动x距离
var rx = x * xAxisX;
var ry = x * xAxisY;
然后沿y轴移动y距离。 y 轴与 x 顺时针方向成 90 度。要将任何向量旋转 90 度,您可以交换 x 和 y 并取反新的 x。于是沿y轴移动如下
rx -= y * xAxisY; // use x axis y for y axis x and negate
ry += y * xAxisX; // use x axis x for y axis y
现在点已经旋转但仍然相对于原点,我们需要将它移回世界space。为此,只需添加原点
rx += ox;
ry += oy;
而 rx,ry 是围绕原点旋转的点,如果你这样做的话会缩放。
在 2D 上下文中匹配旋转
您可以让 2D 上下文为您做同样的事情
ctx.setTransform(xAxisX, xAxisY, -xAxisY, xAxisX, ox, oy);
ctx.fillRect(x,y,1,1); // draw the rotated pixel
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default transform
或者您可以通过函数调用添加旋转
ctx.setTransform(1, 0, 0, 1, ox, oy);
ctx.rotate(rotation);
// and if scale then
// ctx.scale(scale,scale)
ctx.fillRect(x,y,1,1); // draw the rotated pixel
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default transform
上面的各个步骤可以压缩,下一部分答案用上面的方法旋转一个矩形。
旋转矩形
以下函数将 return 4 个旋转角。
// angle is the amount of rotation in radians
// ox,oy is the origin (center of rotation)
// x,y is the top left of the rectangle
// w,h is the width and height of the rectangle
// returns an array of points as arrays [[x,y],[x1,y1],...]
// Order of returned points topLeft, topRight, bottomRight, bottomLeft
function rotateRect(angle,ox,oy,x,y,w,h){
const xAx = Math.cos(angle); // x axis x
const xAy = Math.sin(angle); // x axis y
x -= ox; // move rectangle onto origin
y -= oy;
return [[ // return array holding the resulting points
x * xAx - y * xAy + ox, // Get the top left rotated position
x * xAy + y * xAx + oy, // and move it back to the origin
], [
(x + w) * xAx - y * xAy + ox, // Get the top right rotated position
(x + w) * xAy + y * xAx + oy,
], [
(x + w) * xAx - (y + h) * xAy + ox, // Get the bottom right rotated position
(x + w) * xAy + (y + h) * xAx + oy,
], [
x * xAx - (y + h) * xAy + ox, // Get the bottom left rotated position
x * xAy + (y + h) * xAx + oy,
]
];
}
寻找偏移量
使用函数
var angle = 1; // amount to rotate in radians
var ox = 0; // origin top left of rectangle
var oy = 0;
const rotatedRect = rotateRect(angle,ox,oy,0,0,50,50);
const r = rotatedRect; // alias to make following code more readable
var leftOfOrigin = Math.min(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var rightOfOrigin = Math.max(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var aboveOrigin = Math.min(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
var belowOrigin = Math.max(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
我将距离计算保留在函数之外,因为这会更有用一些,因为您可能需要有关旋转点的更多信息。
演示
举个例子
const ctx = canvas.getContext("2d");
canvas.width = 512;
canvas.height = 512;
// angle is the amount of rotation in radians
// ox,oy is the origin (center of rotation)
// x,y is the top left of the rectangle
// w,h is the width and height of the rectangle
// returns an array of points as arrays [[x,y],[x1,y1],...]
// Order of returned points topLeft, topRight, bottomRight, bottomLeft
function rotateRect(angle,ox,oy,x,y,w,h){
const xAx = Math.cos(angle); // x axis x
const xAy = Math.sin(angle); // x axis y
x -= ox; // move rectangle onto origin
y -= oy;
return [[ // return array holding the resulting points
x * xAx - y * xAy + ox, // Get the top left rotated position
x * xAy + y * xAx + oy, // and move it back to the origin
], [
(x + w) * xAx - y * xAy + ox, // Get the top right rotated position
(x + w) * xAy + y * xAx + oy,
], [
(x + w) * xAx - (y + h) * xAy + ox, // Get the bottom right rotated position
(x + w) * xAy + (y + h) * xAx + oy,
], [
x * xAx - (y + h) * xAy + ox, // Get the bottom left rotated position
x * xAy + (y + h) * xAx + oy,
]
];
}
function drawRectangle(angle, ox, oy, rect){
ctx.strokeStyle = "red";
ctx.lineWidth = 2;
ctx.setTransform(1,0,0,1,ox,oy);
ctx.rotate(angle);
ctx.strokeRect(rect.x - ox, rect.y - oy, rect.w, rect.h);
ctx.setTransform(1,0,0,1,0,0); // restore transform to default
}
function drawBounds(rotatedRect){
const r = rotatedRect; // alias to make following code more readable
const left = Math.min(r[0][0], r[1][0], r[2][0], r[3][0]);
const right = Math.max(r[0][0], r[1][0], r[2][0], r[3][0]);
const top = Math.min(r[0][1], r[1][1], r[2][1], r[3][1]);
const bottom = Math.max(r[0][1], r[1][1], r[2][1], r[3][1]);
ctx.strokeStyle = "#999";
ctx.lineWidth = 2;
ctx.strokeRect(left, top, right - left, bottom - top);
}
function drawDistance(text,x,y,dist,direction,textOverflowDir){
if(dist.toFixed(2) == 0) { return }
function drawArrows(){
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.lineTo(8,-12);
ctx.lineTo(0,-7);
ctx.lineTo(8,-2);
ctx.moveTo(dist - 8, -12);
ctx.lineTo(dist, -7);
ctx.lineTo(dist - 8, -2);
ctx.stroke();
}
ctx.setTransform(1,0,0,1,x,y);
ctx.rotate(direction);
const width = ctx.measureText(text).width;
ctx.fillStyle = "blue";
ctx.fillRect(-1, - 16, 2, 14);
ctx.fillRect(dist -1, - 16, 2, 14);
if(width + 8 > dist){
ctx.fillRect(1, -8, dist - 2, 2);
drawArrows();
ctx.fillStyle = "black";
if(textOverflowDir < 0){
ctx.fillText(text, - width / 2 - 4, - 9);
}else{
ctx.fillText(text,dist + width / 2 + 6, - 9);
}
}else{
ctx.fillRect(-1, - 8, (dist - width) / 2 - 4, 2);
ctx.fillRect(dist - 1 - ((dist - width) / 2 - 4), - 8, (dist - width) / 2 - 4, 2);
drawArrows();
ctx.fillStyle = "black";
ctx.fillText(text, dist / 2, - 9);
}
ctx.setTransform(1,0,0,1,0,0); //restore default transform
}
// set up the font
ctx.font = "16px arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
var angle = 3.2; // amount to rotate in radians
var ox = 256; // origin top left of rectangle
var oy = 256;
const rect = {
x : 256,
y : 256,
w : 164,
h : 164,
}
function mainLoop(){
ctx.clearRect(0,0,512,512);
angle += 0.01; // slowly rotate
// draw origin
ctx.fillStyle = "#FA2";
ctx.fillRect(ox-1,0,2,512);
ctx.fillRect(0,oy-1,512,2);
const rotatedRect = rotateRect(angle, ox, oy, rect.x, rect.y, rect.w, rect.h);
drawBounds(rotatedRect);
drawRectangle(angle, ox, oy, rect);
const r = rotatedRect; // alias to make following code more readable
var leftOfOrigin = Math.min(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var rightOfOrigin = Math.max(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var aboveOrigin = Math.min(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
var belowOrigin = Math.max(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
// draw distances
drawDistance(leftOfOrigin.toFixed(2), ox + leftOfOrigin, oy +aboveOrigin, - leftOfOrigin, 0, -1);
drawDistance(rightOfOrigin.toFixed(2), ox, oy + aboveOrigin, rightOfOrigin, 0, 1);
drawDistance(belowOrigin.toFixed(2), ox + leftOfOrigin, oy + belowOrigin, belowOrigin, - Math.PI / 2, -1);
drawDistance(aboveOrigin.toFixed(2), ox + leftOfOrigin, oy, - aboveOrigin, - Math.PI / 2, 1);
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
canvas { border : 2px solid black; }
<canvas id="canvas"></canvas>
当我旋转一个正方形时,我想计算旋转点的 4 个偏移量。
旋转轴最初是在正方形的左上角。当我执行旋转时,我想知道形状将在所有 4 个方向(minX、minY、maxX、maxy)上传播多远。
我目前有一般数学:
const rotation = .35 // radians = 20 degrees
const size = 50 // size of original square
const o1 = Math.round(size * Math.sin(rotation))
const o2 = Math.round(size * Math.cos(rotation))
使用这些数字,我了解如何使用它们创建偏移量数组
const offsets = [o1, 0, o2, o1 + o2]
当我将正方形旋转 20、110、200 和 290 度时,它会围绕图像上黑点标记的轴旋转。
对于 4 个旋转中的每一个,我都有 offests 数组以及我想要的实际数字。正如您所看到的那样,数字有点在那里,但是......我最初认为数组移位是我所需要的,但它不止于此。
// 20 degrees
console.log(offsets) // [17, 0, 47, 64]
// The dimensions I actually need
// minX: -17,
// minY: 0
// maxX: 47
// maxY: -64
// 110 degrees
console.log(offsets) // [47, 0, -17, 30]
// The dimensions I actually need
// minX: -64,
// minY: -17,
// maxX: 0,
// maxY: 47
// 200 degrees
console.log(offsets) // [-17, 0, -47, -64]
// The dimensions I actually need
// minX: -47,
// minY: -64,
// maxX: 17,
// maxY: 0
// 290 degrees
console.log(offsets) // [-47, 0, 17, -30]
// The dimensions I actually need
// minX: 0,
// minY: -47,
// maxX: 64,
// maxY: 17
我当然可以根据需要移动数组(比如每 90 度),但我怎样才能得到正确的数字?我正在寻找任何角度的神奇公式。
我试了一下,并没有声称它是有效的或最好的方法,但我无法达到您的预期值。是我做错了什么还是你的第一组期望值不正确?
'use strict';
const degToRad = deg => (deg * Math.PI) / 180;
const rotatePoint = (pivot, point, radians) => {
const cosA = Math.cos(radians);
const sinA = Math.sin(radians);
const [x, y] = pivot;
const difX = point[0] - x;
const difY = point[1] - y;
return [
Math.round(((cosA * difX) - (sinA * difY)) + x),
Math.round((sinA * difX) + (cosA * difY) + y),
];
};
const rotateSquare = (square, pivot, angle) => {
const radians = degToRad(angle);
return square.map(point => rotatePoint(pivot, point, radians));
};
const extents = (points, pivot) => points.reduce((acc, point) => {
const [difX, difY] = point.map((value, index) => value - pivot[index]);
return [
Math.min(acc[0], difX),
Math.min(acc[1], difY),
Math.max(acc[2], difX),
Math.max(acc[3], difY),
];
}, [0, 0, 0, 0]);
const createSquare = (x, y, size) => [
[x, y],
[x + size, y],
[x + size, y + size],
[x, y + size],
];
const pivot = [0, 0];
const square = createSquare(...pivot, 50);
const angles = [20, 110, 200, 290];
const rotations = angles.map(angle => rotateSquare(square, pivot, angle));
const offsets = rotations.map(rotation => extents(rotation, pivot));
const expecteds = [
[-17, 0, 47, -64],
[-64, -17, 0, 47],
[-47, -64, 17, 0],
[0, -47, 64, 17],
];
offsets.forEach((offset, index) => {
const actual = JSON.stringify(offset);
const expected = JSON.stringify(expecteds[index]);
console.log(
`Actual:${actual}`,
`Expected:${expected}`,
`Same:${actual === expected}`
);
});
转化点数
最简单的方法是创建一个简单的旋转矩阵。这只是作为向量的 x 轴和 y 轴的方向,每个向量的长度为像素大小(或任何可能的单位)和原点位置。
旋转一个点
首先定义点
var x = ?; // the point to rotate
var y = ?;
然后原点和旋转
const ox = ?; // location of origin
const oy = ?;
const rotation = ?; // in radians
从我们计算的旋转到x轴方向的矢量
var xAxisX = Math.cos(rotation);
var xAxisY = Math.sin(rotation);
你也可以有一个秤
const scale = ?;
这会改变 x 轴和 y 轴的长度,因此 x 轴计算结果为
var xAxisX = Math.cos(rotation) * scale;
var xAxisY = Math.sin(rotation) * scale;
不,我们可以对点应用旋转。先相对原点移动点。
x -= ox;
y -= oy;
然后将点沿x轴移动x距离
var rx = x * xAxisX;
var ry = x * xAxisY;
然后沿y轴移动y距离。 y 轴与 x 顺时针方向成 90 度。要将任何向量旋转 90 度,您可以交换 x 和 y 并取反新的 x。于是沿y轴移动如下
rx -= y * xAxisY; // use x axis y for y axis x and negate
ry += y * xAxisX; // use x axis x for y axis y
现在点已经旋转但仍然相对于原点,我们需要将它移回世界space。为此,只需添加原点
rx += ox;
ry += oy;
而 rx,ry 是围绕原点旋转的点,如果你这样做的话会缩放。
在 2D 上下文中匹配旋转
您可以让 2D 上下文为您做同样的事情
ctx.setTransform(xAxisX, xAxisY, -xAxisY, xAxisX, ox, oy);
ctx.fillRect(x,y,1,1); // draw the rotated pixel
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default transform
或者您可以通过函数调用添加旋转
ctx.setTransform(1, 0, 0, 1, ox, oy);
ctx.rotate(rotation);
// and if scale then
// ctx.scale(scale,scale)
ctx.fillRect(x,y,1,1); // draw the rotated pixel
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default transform
上面的各个步骤可以压缩,下一部分答案用上面的方法旋转一个矩形。
旋转矩形
以下函数将 return 4 个旋转角。
// angle is the amount of rotation in radians
// ox,oy is the origin (center of rotation)
// x,y is the top left of the rectangle
// w,h is the width and height of the rectangle
// returns an array of points as arrays [[x,y],[x1,y1],...]
// Order of returned points topLeft, topRight, bottomRight, bottomLeft
function rotateRect(angle,ox,oy,x,y,w,h){
const xAx = Math.cos(angle); // x axis x
const xAy = Math.sin(angle); // x axis y
x -= ox; // move rectangle onto origin
y -= oy;
return [[ // return array holding the resulting points
x * xAx - y * xAy + ox, // Get the top left rotated position
x * xAy + y * xAx + oy, // and move it back to the origin
], [
(x + w) * xAx - y * xAy + ox, // Get the top right rotated position
(x + w) * xAy + y * xAx + oy,
], [
(x + w) * xAx - (y + h) * xAy + ox, // Get the bottom right rotated position
(x + w) * xAy + (y + h) * xAx + oy,
], [
x * xAx - (y + h) * xAy + ox, // Get the bottom left rotated position
x * xAy + (y + h) * xAx + oy,
]
];
}
寻找偏移量
使用函数
var angle = 1; // amount to rotate in radians
var ox = 0; // origin top left of rectangle
var oy = 0;
const rotatedRect = rotateRect(angle,ox,oy,0,0,50,50);
const r = rotatedRect; // alias to make following code more readable
var leftOfOrigin = Math.min(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var rightOfOrigin = Math.max(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var aboveOrigin = Math.min(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
var belowOrigin = Math.max(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
我将距离计算保留在函数之外,因为这会更有用一些,因为您可能需要有关旋转点的更多信息。
演示
举个例子
const ctx = canvas.getContext("2d");
canvas.width = 512;
canvas.height = 512;
// angle is the amount of rotation in radians
// ox,oy is the origin (center of rotation)
// x,y is the top left of the rectangle
// w,h is the width and height of the rectangle
// returns an array of points as arrays [[x,y],[x1,y1],...]
// Order of returned points topLeft, topRight, bottomRight, bottomLeft
function rotateRect(angle,ox,oy,x,y,w,h){
const xAx = Math.cos(angle); // x axis x
const xAy = Math.sin(angle); // x axis y
x -= ox; // move rectangle onto origin
y -= oy;
return [[ // return array holding the resulting points
x * xAx - y * xAy + ox, // Get the top left rotated position
x * xAy + y * xAx + oy, // and move it back to the origin
], [
(x + w) * xAx - y * xAy + ox, // Get the top right rotated position
(x + w) * xAy + y * xAx + oy,
], [
(x + w) * xAx - (y + h) * xAy + ox, // Get the bottom right rotated position
(x + w) * xAy + (y + h) * xAx + oy,
], [
x * xAx - (y + h) * xAy + ox, // Get the bottom left rotated position
x * xAy + (y + h) * xAx + oy,
]
];
}
function drawRectangle(angle, ox, oy, rect){
ctx.strokeStyle = "red";
ctx.lineWidth = 2;
ctx.setTransform(1,0,0,1,ox,oy);
ctx.rotate(angle);
ctx.strokeRect(rect.x - ox, rect.y - oy, rect.w, rect.h);
ctx.setTransform(1,0,0,1,0,0); // restore transform to default
}
function drawBounds(rotatedRect){
const r = rotatedRect; // alias to make following code more readable
const left = Math.min(r[0][0], r[1][0], r[2][0], r[3][0]);
const right = Math.max(r[0][0], r[1][0], r[2][0], r[3][0]);
const top = Math.min(r[0][1], r[1][1], r[2][1], r[3][1]);
const bottom = Math.max(r[0][1], r[1][1], r[2][1], r[3][1]);
ctx.strokeStyle = "#999";
ctx.lineWidth = 2;
ctx.strokeRect(left, top, right - left, bottom - top);
}
function drawDistance(text,x,y,dist,direction,textOverflowDir){
if(dist.toFixed(2) == 0) { return }
function drawArrows(){
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.lineTo(8,-12);
ctx.lineTo(0,-7);
ctx.lineTo(8,-2);
ctx.moveTo(dist - 8, -12);
ctx.lineTo(dist, -7);
ctx.lineTo(dist - 8, -2);
ctx.stroke();
}
ctx.setTransform(1,0,0,1,x,y);
ctx.rotate(direction);
const width = ctx.measureText(text).width;
ctx.fillStyle = "blue";
ctx.fillRect(-1, - 16, 2, 14);
ctx.fillRect(dist -1, - 16, 2, 14);
if(width + 8 > dist){
ctx.fillRect(1, -8, dist - 2, 2);
drawArrows();
ctx.fillStyle = "black";
if(textOverflowDir < 0){
ctx.fillText(text, - width / 2 - 4, - 9);
}else{
ctx.fillText(text,dist + width / 2 + 6, - 9);
}
}else{
ctx.fillRect(-1, - 8, (dist - width) / 2 - 4, 2);
ctx.fillRect(dist - 1 - ((dist - width) / 2 - 4), - 8, (dist - width) / 2 - 4, 2);
drawArrows();
ctx.fillStyle = "black";
ctx.fillText(text, dist / 2, - 9);
}
ctx.setTransform(1,0,0,1,0,0); //restore default transform
}
// set up the font
ctx.font = "16px arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
var angle = 3.2; // amount to rotate in radians
var ox = 256; // origin top left of rectangle
var oy = 256;
const rect = {
x : 256,
y : 256,
w : 164,
h : 164,
}
function mainLoop(){
ctx.clearRect(0,0,512,512);
angle += 0.01; // slowly rotate
// draw origin
ctx.fillStyle = "#FA2";
ctx.fillRect(ox-1,0,2,512);
ctx.fillRect(0,oy-1,512,2);
const rotatedRect = rotateRect(angle, ox, oy, rect.x, rect.y, rect.w, rect.h);
drawBounds(rotatedRect);
drawRectangle(angle, ox, oy, rect);
const r = rotatedRect; // alias to make following code more readable
var leftOfOrigin = Math.min(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var rightOfOrigin = Math.max(r[0][0],r[1][0],r[2][0],r[3][0]) - ox;
var aboveOrigin = Math.min(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
var belowOrigin = Math.max(r[0][1],r[1][1],r[2][1],r[3][1]) - oy;
// draw distances
drawDistance(leftOfOrigin.toFixed(2), ox + leftOfOrigin, oy +aboveOrigin, - leftOfOrigin, 0, -1);
drawDistance(rightOfOrigin.toFixed(2), ox, oy + aboveOrigin, rightOfOrigin, 0, 1);
drawDistance(belowOrigin.toFixed(2), ox + leftOfOrigin, oy + belowOrigin, belowOrigin, - Math.PI / 2, -1);
drawDistance(aboveOrigin.toFixed(2), ox + leftOfOrigin, oy, - aboveOrigin, - Math.PI / 2, 1);
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
canvas { border : 2px solid black; }
<canvas id="canvas"></canvas>