Fabric.js: Find the center of an object (rect) in a group - javascript

I need to find the center point of an object that has been placed into a group. Things l have tried:
• getCenterPoint(): returns the center point as if the object were at 0,0.
• Calculating the center point using getTop() and getLeft() of both the group and the object. Unfortunately while the group values work find the object returns negative values.
• Calculated the values using heights/widths of objects. This gets close in the case listed below, but that’s only because of the very specific properties of my example, and would not generalize.
The object below is what I’m currently working with, specifically I’m looking to find the center of rect2:
// create a rectangle object
var rect = new fabric.Rect({
top: 10,
fill: 'white',
stroke: 'black',
width: 20,
height: 20
});
// create a rectangle object
var rect2 = new fabric.Rect({
top: 10,
left: 20,
fill: 'white',
stroke: 'black',
width: 20,
height: 20
});
var line = new fabric.Line([ 20, 20, 40, 20],
{
top: 0,
left: 0,
stroke: 'black'
});
var group = new fabric.Group([ rect, rect2, line ],{
top: 100,
left: 100,
hasRotatingPoint: false
});

You can still use obj.getCenterPoint() on objects that have been added to a group; however, adding an object to a group removes the getCenterPoint method from the original obj reference.
If you reassign the obj references like below, you can then use getCenterPoint on each of them.
var allObjs = group.getObjects(),
rect1 = allObjs[0],
rect2 = allObjs[1],
line = allObjs[2];
return rect2.getCenterPoint();
Here is a working example: https://jsfiddle.net/ns9zLxeu/25/

Use something like
items = group._objects;
Run a loop in items of group, find your object, and get the co-ordinates of object inside a group.
eg : items[i].oCoords.tr.x
the rest is mathematics , mid point of tr.x and br.x = center x
similarly find y.
if you want to find the center to canvas : add group.top, group.left to these values.

Here is the math that I used to get the center of a given Rect
var x1 = e.target.oCoords.oCoords.mt.x;
var y1 = e.target.oCoords.oCoords.mt.y;
var x2 = e.target.oCoords.oCoords.mb.x;
var y2 = e.target.oCoords.oCoords.mb.y;
var centerX = (x1 + x2) / 2;
var centerY = (y1 + y2) / 2;
Then in my case I used the center coor to create a Line using:
var line = makeLine([centerx, centery, 250, 175]);
canvas.add(line);

Related

Rotate a group of shapes containing text whilst keeping text centered and horizontal

This is probably just maths.
I am using Konva to dynamically generate shapes, which I'm storing as a label. So there's a label which contains a textElement and a rectangle. I want to make sure text in that rectangle is always a) Centered horizontally and vertically and b) facing the right way up.
So a rectangle could have any rotation, but I always want the text centered and facing the right way up.
The code for creation; width, height, rotation, x and y all have values pulled from a database.
var table = new Konva.Label({
x: pos_x,
y: pos_y,
width: tableWidth,
height: tableHeight,
draggable:true
});
table.add(new Konva.Rect({
width: tableWidth,
height: tableHeight,
rotation: rotation,
fill: fillColor,
stroke: strokeColor,
strokeWidth: 4
}));
table.add(new Konva.Text({
width: tableWidth,
height: tableHeight,
x: pos_x, //Defaults to zero
y: pos_y, //Default to zero
text: tableNumber,
verticalAlign: 'middle',
align: 'center',
fontSize: 30,
fontFamily: 'Calibri',
fill: 'black'
}))
tableLayer.add(table);
The problem is, if rotation is in place, text is off center, as in this image:
I do manually correct in some circumstances - for example if rotation = 45 degrees:
pos_x = -tableWidth/2;
pos_y = tableHeight/5;
but that is not a permanent solution. I want the x and y co-ordinates of the text to be at the centerpoint of the shape itself.
I've tried a few approaches (such as applying rotation to the Label itself and then negative rotation value to the text)
This code snippet illustrates a solution. It is copied & modified from my other self-answer when I was looking for a robust approach to rotation around an arbitrary point - note that I consider this a slightly different question than my original so I have not suggested this is a dup. The difference is the need to work with a more complex grouped shape and to keep some element within that group unrotated.
Not in the OP's question, but I set a background rectangle into the text by making the text a group. The purpose of this was to show that the text rectangle will extend outside the label rectangle in some points of rotation. This is not a critical issue but it is useful to see it happen.
The fundamental challenge for the coder is to understand how the shapes move when rotated since we usually want to spin them around their centre but the fundamental 2D canvas pattern that Konva (and all HTML5 canvas wrappers) follow is to rotate from the top-left corner, al least for rectangles as per shapes in the question. It 'is' possible to move the rotation point (known as the offset) but again that is a conceptual challenge for the dev and a nice trap for anyone trying to support the code later.
There's a lot of code in this answer that is here to set up something dynamic that you can use to visualise what is going on. However, the crux is in this:
// This is the important call ! Cross is the rotation point as illustrated by crosshairs.
rotateAroundPoint(shape, rotateBy, {x: cross.x(), y: cross.y()});
// The label is a special case because we need to keep the text unrotated.
if (shape.name() === 'label'){
let text = shape.find('.text')[0];
rotateAroundPoint(text, -1 * rotateBy, {x: text.getClientRect().width/2, y: text.getClientRect().height/2});
}
The rotateAroundPoint() function takes as parameters the Konva shape to rotate, the clockwise rotation angle (not radians, good ole degrees), and the x & y position of the rotation point on the canvas / parent.
I constructed a group of shapes as my label, composing it from a rectangle and a text shape. I named this 'label'. Actually I switched the text shape to be another group of rect + text to that I could show the rectangle the text sits within. You could leave out the extra group. I named this 'text'.
The first call to rotateAroundPoint() rotates the group named 'label'. So the group rotates on the canvas. Since the 'text' is a child of the 'label' group, that would leave the 'text' rotated, so the next line checks if we are working with the 'label' group, and if so we need to get hold of the 'text' shape which is what this line does:
let text = shape.find('.text')[0];
In Konva the result of a find() is a list so we take the first in the list. Now all that remains for me to do is rotate the text on the 'label' group back again by applying the negative rotation degrees to its center point. The line below achieves this.
rotateAroundPoint(text, -1 * rotateBy, {x: text.getClientRect().width/2, y: text.getClientRect().height/2});
One note worthy of mention - I used a group for my 'text' shape. A Konva group does not naturally have a width or height - it is more of a means to collect shapes together but without a 'physical' container. So to get its width and height for the centre point calculations I use the group.getClientRect() method which gives the size of the minimum bounding box that would contain all shapes in the group, and yields an object formed as {width: , height: }.
Second note - the first use of rotateAroundPoint() affects the 'label' group which has as its parent the canvas. The second use of that function affects the 'text' group which has the 'label' group as its parent. Its subtle but worth knowing.
Here is the snippet. I urge you to run it fullscreen and spin a few shapes around a few different points.
// Code to illustrate rotation of a shape around any given point. The important functions here is rotateAroundPoint() which does the rotation and movement math !
let
angle = 0, // display value of angle
startPos = {x: 80, y: 45},
shapes = [], // array of shape ghosts / tails
rotateBy = 20, // per-step angle of rotation
shapeName = $('#shapeName').val(), // what shape are we drawing
shape = null,
ghostLimit = 10,
// Set up a stage
stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
}),
// add a layer to draw on
layer = new Konva.Layer(),
// create the rotation target point cross-hair marker
lineV = new Konva.Line({points: [0, -20, 0, 20], stroke: 'lime', strokeWidth: 1}),
lineH = new Konva.Line({points: [-20, 0, 20, 0], stroke: 'lime', strokeWidth: 1}),
circle = new Konva.Circle({x: 0, y: 0, radius: 10, fill: 'transparent', stroke: 'lime', strokeWidth: 1}),
cross = new Konva.Group({draggable: true, x: startPos.x, y: startPos.y}),
labelRect, labelText;
// Add the elements to the cross-hair group
cross.add(lineV, lineH, circle);
layer.add(cross);
// Add the layer to the stage
stage.add(layer);
$('#shapeName').on('change', function(){
shapeName = $('#shapeName').val();
shape.destroy();
shape = null;
reset();
})
// Draw whatever shape the user selected
function drawShape(){
// Add a shape to rotate
if (shape !== null){
shape.destroy();
}
switch (shapeName){
case "rectangle":
shape = new Konva.Rect({x: startPos.x, y: startPos.y, width: 120, height: 80, fill: 'magenta', stroke: 'black', strokeWidth: 4});
break;
case "hexagon":
shape = new Konva.RegularPolygon({x: startPos.x, y: startPos.y, sides: 6, radius: 40, fill: 'magenta', stroke: 'black', strokeWidth: 4});
break;
case "ellipse":
shape = new Konva.Ellipse({x: startPos.x, y: startPos.y, radiusX: 40, radiusY: 20, fill: 'magenta', stroke: 'black', strokeWidth: 4});
break;
case "circle":
shape = new Konva.Ellipse({x: startPos.x, y: startPos.y, radiusX: 40, radiusY: 40, fill: 'magenta', stroke: 'black', strokeWidth: 4});
break;
case "star":
shape = new Konva.Star({x: startPos.x, y: startPos.y, numPoints: 5, innerRadius: 20, outerRadius: 40, fill: 'magenta', stroke: 'black', strokeWidth: 4});
break;
case "label":
shape = new Konva.Group({name: 'label'});
labelRect = new Konva.Rect({x: 0, y: 0, width: 120, height: 80, fill: 'magenta', stroke: 'black', strokeWidth: 4, name: 'rect'})
shape.add(labelRect);
labelText = new Konva.Group({name: 'text'});
labelText.add(new Konva.Rect({x: 0, y: 0, width: 100, height: 40, fill: 'cyan', stroke: 'black', strokeWidth: 2}))
labelText.add(new Konva.Text({x: 0, y: 0, width: 100, height: 40, text: 'Wombat',fontSize: 20, fontFamily: 'Calibri', align: 'center', padding: 10}))
shape.add(labelText)
labelText.position({x: (labelRect.width() - labelText.getClientRect().width) /2, y: (labelRect.height() - labelText.getClientRect().height) /2})
break;
};
layer.add(shape);
cross.moveToTop();
}
// Reset the shape position etc.
function reset(){
drawShape(); // draw the current shape
// Set to starting position, etc.
shape.position(startPos)
cross.position(startPos);
angle = 0;
$('#angle').html(angle);
$('#position').html('(' + shape.x() + ', ' + shape.y() + ')');
clearTails(); // clear the tail shapes
stage.draw(); // refresh / draw the stage.
}
// Click the stage to move the rotation point
stage.on('click', function (e) {
cross.position(stage.getPointerPosition());
stage.draw();
});
// Rotate a shape around any point.
// shape is a Konva shape
// angleRadians is the angle to rotate by, in radians
// point is an object {x: posX, y: posY}
function rotateAroundPoint(shape, angleDegrees, point) {
let angleRadians = angleDegrees * Math.PI / 180; // sin + cos require radians
const x =
point.x +
(shape.x() - point.x) * Math.cos(angleRadians) -
(shape.y() - point.y) * Math.sin(angleRadians);
const y =
point.y +
(shape.x() - point.x) * Math.sin(angleRadians) +
(shape.y() - point.y) * Math.cos(angleRadians);
shape.rotation(shape.rotation() + angleDegrees); // rotate the shape in place
shape.x(x); // move the rotated shape in relation to the rotation point.
shape.y(y);
shape.moveToTop(); //
}
$('#rotate').on('click', function(){
let newShape = shape.clone();
shapes.push(newShape);
layer.add(newShape);
// This ghost / tails stuff is just for fun.
if (shapes.length >= ghostLimit){
shapes[0].destroy();
shapes = shapes.slice(1);
}
for (var i = shapes.length - 1; i >= 0; i--){
shapes[i].opacity((i + 1) * (1/(shapes.length + 2)))
};
// This is the important call ! Cross is the rotation point as illustrated by crosshairs.
rotateAroundPoint(shape, rotateBy, {x: cross.x(), y: cross.y()});
// The label is a special case because we need to keep the text unrotated.
if (shape.name() === 'label'){
let text = shape.find('.text')[0];
rotateAroundPoint(text, -1 * rotateBy, {x: text.getClientRect().width/2, y: text.getClientRect().height/2});
}
cross.moveToTop();
stage.draw();
angle = angle + 10;
$('#angle').html(angle);
$('#position').html('(' + Math.round(shape.x() * 10) / 10 + ', ' + Math.round(shape.y() * 10) / 10 + ')');
})
// Function to clear the ghost / tail shapes
function clearTails(){
for (var i = shapes.length - 1; i >= 0; i--){
shapes[i].destroy();
};
shapes = [];
}
// User cicks the reset button.
$('#reset').on('click', function(){
reset();
})
// Force first draw!
reset();
body {
margin: 10;
padding: 10;
overflow: hidden;
background-color: #f0f0f0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://unpkg.com/konva#^3/konva.min.js"></script>
<p>1. Click the rotate button to see what happens when rotating around shape origin.</p>
<p>2. Reset then click stage to move rotation point and click rotate button again - rinse & repeat</p>
<p>
<button id = 'rotate'>Rotate</button>
<button id = 'reset'>Reset</button>
<select id='shapeName'>
<option value='label' selected='selected'>Label</option>
<option value='rectangle'>Rectangle</option>
<option value='hexagon'>Polygon</option>
<option value='ellipse' >Ellipse</option>
<option value='circle' >Circle</option>
<option value='star'>Star</option>
</select>
Angle : <span id='angle'>0</span>
Position : <span id='position'></span>
</p>
<div id="container"></div>

How to resize some objects in a group in fabric.js?

I have a group of two objects, what I want is that when resizing the group one of the objects does not change size but the position does.
I have searched the documentation but I can not find references to solve this problem.
var r = 15;
var rect = new fabric.Rect({
left: 50,
top: 50,
fill: 'blue',
width: 100,
height: 100
});
var linkBtn = new fabric.Circle({
left: 50 + rect.width / 2 - r,
top: 50 - r,
strokeWidth: 1,
radius: r,
fill: '#fff',
stroke: '#666'
});
var g = new fabric.Group([rect, linkBtn]);
g.hasRotatingPoint = false;
canvas.add(g);
when I stretch the width of the group, the object "linkBtn" is deformed like an oval, it happens the same with the height. I want that when changing the size, the object "linkBtn" is always the same size, and that is always half the width of the object "rect".
Add {lockUniScaling : true} as the second parameter on this line
var g = new fabric.Group([rect, linkBtn], {lockUniScaling : true});
lockUniScaling
Prevents scaling in either X or Y direction but not in both. In other words, prevents non-proportional scaling of an object.

Calculating line coordinates in Fabric.js

I am developing a self graphing program which draws a binary tree using Fabric.js. So far I have added draw node functions and now I am working on drawing links between the nodes, however the coordinates isn't getting calculated properly. Can anybody help me to point out what the error is? The function(node1,node2,angle) draws a node2 at 200pixels away from node1 at angle passed. I found the start points of line by following the same method I founded Circle center but just by adding circle's radius which is 20 in my case instead of 200 pixels. The end points were calculated by subtracting 20 from 200 and Hence using value 180.
This is the code that I wrote:
Code:
function addNode(node1,node2,angle)
{
var intialx=parseInt(node1.get('left'));
var initialy=parseInt(node1.get('top'));
if(angle<180)
{
var pointx =Math.abs(Math.cos(angle*Math.PI/180)*200+intialx);
var pointy=Math.abs(Math.sin(angle*Math.PI/180)*200-initialy);
var initiallinex=Math.abs(Math.cos(angle*Math.PI/180)*20+intialx);
var initialliney=Math.abs(Math.sin(angle*Math.PI/180)*20-initialy);
var finallinex=Math.abs(Math.cos(angle*Math.PI/180)*180+intialx);
var finalliney=Math.abs(Math.sin(angle*Math.PI/180)*180-initialy);
}
else
{
var pointx =Math.abs(Math.cos(angle*Math.PI/180)*200+intialx);
var pointy=Math.abs(Math.sin(angle*Math.PI/180)*200+initialy);
var initiallinex=Math.abs(Math.cos(angle*Math.PI/180)*20+intialx);
var initialliney=Math.abs(Math.sin(angle*Math.PI/180)*20+initialy);
var finallinex=Math.abs(Math.cos(angle*Math.PI/180)*180+intialx);
var finalliney=Math.abs(Math.sin(angle*Math.PI/180)*180+initialy);
}
var x=new fabric.Circle({ radius:20,originX: 'center', originY: 'center',fill:'red'});
var value1=String(node2);
var text= new fabric.Text(value1, {fontSize: 10, originX: 'center', originY: 'center'});
var group = new fabric.Group([ x, text ], {left:pointx, top: pointy, angle:0});
canvas.add(group);
canvas.add(new fabric.Line([initiallinex, initialliney, finallinex, finalliney], {
stroke: 'red'
}));
return group;
}
Output:
enter image description here

SVG.js line marker-mid

im trying to put the marker-mid on the line element, im using SVG.js. For example im using this code:
var draw = SVG('yourdivid');
var line = draw.line( 100, 100, 0, 0).move(20, 20);
line.stroke({ color: '#000', width: 2};
now how can i put the marker at the mid of this line using the marker-mid?
i read the doc of svg.js and also this" https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/marker-mid#Examples"
they say that you can use the marker-mid element also with the line, i know that this marker works with the path element, but i need to use it with a line, can you help me please?
thank you for your help
You could just work out the mid point of the line yourself and draw a circle at that point.
var start = [100, 100];
var end = [0, 0];
function midPoint(start, end) {
return [
(start[0] + end[0]) / 2,
(start[1] + end[1]) / 2
];
}
var lineGroup = svg.group();
lineGroup.line(start[0][0], start[0][1], end[0][0], end[0][1]);
var dot = lineGroup.circle(3);
var mid = midPoint(start, end);
dot.cx(mid[0]);
dot.cy(mid[1]);
marker-mid does not work on lines. To have start and end markers, this code would do it:
var draw = SVG('yourdivid');
draw.line( 100, 100, 0, 0)
.move(20, 20)
.stroke({ color: '#000', width: 2})
.marker('start', 10, 10, function(add){
add.circle(10).center(5,5)
})
However, to have markers at the mid of a line see p0wdr.com's answer

Drawing in particular area of HTML5 canvas

If a lot of my drawings are going to be within a particular area of my larger canvas (in this case, in the center), is there a way to just say that you're working within that particular 'sub-canvas' instead of having to add/subtract the margins every time you want to draw? It just makes my code look a lot more complicated every time I'm specifying coordinates.
You can change the coordinates' origin using translate().
First, save the original origin using save(). Then, find the origin that suits the centre of your screen's drawing area and call translate(x, y). Do your drawing, and then use restore() to get your previous origin back.
jsFiddle.
Kinetic.js, a popular library for Canvas allows you to create a Group layer. You can specify the x, y coordinates, height and width of this Group. You can also add shapes and draw other things within this group.
Here's and example:
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var shapesLayer = new Kinetic.Layer();
/*
* create a group which will be used to combine
* multiple simple shapes. Transforming the group will
* transform all of the simple shapes together as
* one unit
*/
var group = new Kinetic.Group({
x: 220,
y: 40,
rotationDeg: 20
});
var colors = ['red', 'orange', 'yellow'];
for(var n = 0; n < 3; n++) {
// anonymous function to induce scope
(function() {
var i = n;
var box = new Kinetic.Rect({
x: i * 30,
y: i * 18,
width: 100,
height: 50,
name: colors[i],
fill: colors[i],
stroke: 'black',
strokeWidth: 4
});
group.add(box);
})();
}
shapesLayer.add(group);
stage.add(shapesLayer);
Here's a tutorial on how to add Groups
You can use drawimage to draw an offscreen canvas to a certain part of another canvas.
Create a new canvas object and draw all your stuff to that. In the end draw that canvas to your onscreen canvas with drawimage at some coordinates.

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