如何限制圈内的运动 [英] How to constrain movement within the area of a circle
问题描述
这可能更像是一个与几何有关的问题,但我试图将一个控制器限制在一个区域内。我知道我必须触碰Math.sin()和Math.cos()方法,但迄今为止我的尝试迄今为止都没有结果。
这里是jsfiddle:
到目前为止,我已经能够将它限制在一个看不见的方形。 http://jsfiddle.net/maGVK/
> var pointerEl = document.getElementById(pointer);
var canvasEl = document.getElementById(canvas);
var canvas = {
width:canvasEl.offsetWidth,
height:canvasEl.offsetHeight,
top:canvasEl.offsetTop,
left:canvasEl.offsetLeft
};
canvas.center = [canvas.left + canvas.width / 2,canvas.top + canvas.height / 2];
canvas.radius = canvas.width / 2;
window.onmousemove = function(e){
var result = limit(e.x,e.y);
pointer.style.left = result.x +px;
pointer.style.top = result.y +px;
函数limit(x,y){
var dist = distance([x,y],canvas.center);
if(dist <= canvas.radius){
return {x:x,y:y};
}
else {
x = x - canvas.center [0];
y = y - canvas.center [1];
var radians = Math.atan2(y,x)
return {
x:Math.cos(弧度)* canvas.radius + canvas.center [0],
y:Math .sin(弧度)* canvas.radius + canvas.center [1]
}
}
}
函数距离(dot1,dot2){
var x1 = dot1 [0],
y1 = dot1 [1],
x2 = dot2 [0],
y2 = dot2 [1];
return Math.sqrt(Math.pow(x1 - x2,2)+ Math.pow(y1 - y2,2));
$ / code>
您可以在这里看到结果:
This might be more a geometry related question, but I'm trying to constrain a controller within an area of a circle. I know I have to touch the Math.sin() and Math.cos() methods, but my attemps so far have been fruitless so far.
Here is the jsfiddle: So far I've been able to constrain it to an invisible square. http://jsfiddle.net/maGVK/
So I finally was able to complete this with a bit of everyone's help.
var pointerEl = document.getElementById("pointer");
var canvasEl = document.getElementById("canvas");
var canvas = {
width: canvasEl.offsetWidth,
height: canvasEl.offsetHeight,
top: canvasEl.offsetTop,
left: canvasEl.offsetLeft
};
canvas.center = [canvas.left + canvas.width / 2, canvas.top + canvas.height / 2];
canvas.radius = canvas.width / 2;
window.onmousemove = function(e) {
var result = limit(e.x, e.y);
pointer.style.left = result.x + "px";
pointer.style.top = result.y + "px";
}
function limit(x, y) {
var dist = distance([x, y], canvas.center);
if (dist <= canvas.radius) {
return {x: x, y: y};
}
else {
x = x - canvas.center[0];
y = y - canvas.center[1];
var radians = Math.atan2(y, x)
return {
x: Math.cos(radians) * canvas.radius + canvas.center[0],
y: Math.sin(radians) * canvas.radius + canvas.center[1]
}
}
}
function distance(dot1, dot2) {
var x1 = dot1[0],
y1 = dot1[1],
x2 = dot2[0],
y2 = dot2[1];
return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
}
You can see the result here:
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