如何沿给定路径拖动形状 [英] How to drag a shape along a given path
问题描述
我有这个简单的虚拟文件,我正用它来做一些测试。预期的结果是沿路径拖动红色圆圈。
<!DOCTYPE html>这是我无法弄清楚如何关联这两种形状。
< html lang =en>
< head>
< meta charset =utf-8/>
< script src =raphael-min.js>< / script>
< / head>
< body>
< script type =text / javascript>
//在10,50
创建画布320×200 var r = Raphael(10,50,320,200);
var p = r.path(M100,100c0,50 100-50 100,0c0,50 -100-50 -100,0z)。attr({stroke:#ddd} ),
e = r.ellipse(104,100,4,4).attr({stroke:none,fill:#f00}),
/ * var c = r.circle(100,100,50).attr({
fill:hsb(.8,1,1),
stroke:none,
不透明度:.5
)); * /
var start = function(){
//存储原始坐标
this.ox = this.attr( CX);
this.oy = this.attr(cy);
this.attr({opacity:1});
},
move = function(dx,dy){
//移动将被调用dx和dy
this.attr({cx:this.ox + dx, cy:this.oy + dy});
},
up = function(){
//恢复状态
this.attr({opacity:1});
};
e.drag(move,start,up);
< / script>
< / body>
< / html>
您没有具体指定您想要的交互方式工作,所以我用我感觉最自然的。
我们可以假设点必须留在路径上,所以它的位置必须由
p.getPointAtLength(l);
代表 l
。要找到 l
,我们可以搜索曲线和光标位置之间距离的最小值 local 。我们用 l0
来初始化搜索,其中 l0
是 l $ c $的值当前定义点的位置
请参阅JSfiddle以获得一个工作示例:
http://jsfiddle.net/fuzic/kKLtH/
以下是代码:
var searchDl = 1;
var l = 0;
//在10,50
创建画布320×200 var r = Raphael(10,50,320,200);
var p = r.path(M100,100c0,50 100-50 100,0c0,50 -100-50 -100,0z)。attr({stroke:#ddd} ),
pt = p.getPointAtLength(l);
e = r.ellipse(pt.x,pt.y,4,4).attr({stroke:none,fill:#f00}),
totLen = p.getTotalLength ),
start = function(){
//存储原始坐标
this.ox = this.attr(cx);
this.oy = this.attr(cy);
this.attr({opacity:1});
},
move = function(dx,dy){
var tmpPt = {
x:this.ox + dx,
y:this.oy + dy
};
l = gradSearch(l,tmpPt);
pt = p.getPointAtLength(l);
this.attr({cx:pt.x,cy:pt.y});
},
up = function(){
this.attr({opacity:1});
},
gradSearch = function(l0,pt){
l0 = l0 + totLen;
var l1 = l0,
dist0 = dist(p.getPointAtLength(l0%totLen),pt),
dist1,
searchDir; (p.getPointAtLength((10-searchD1)%totLen),pt)>
dist(p.getPointAtLength((10+ searchD1)%totLen),pt) ){
searchDir = searchDl;
} else {
searchDir = -searchDl;
}
l1 + = searchDir;
dist1 = dist(p.getPointAtLength(l1%totLen),pt);
while(dist1 dist0 = dist1;
l1 + = searchDir;
dist1 = dist(p.getPointAtLength(l1%totLen),pt);
}
l1 - = searchDir;
return(l1%totLen);
},
dist =函数(pt1,pt2){
var dx = pt1.x - pt2.x;
var dy = pt1.y - pt2.y;
返回Math.sqrt(dx * dx + dy * dy);
};
e.drag(move,start,up);
I've this simple dummy file that I'm using to do some testing. The intended result is to drag the red circle along the path. The thing is that I can't figure out how to associate both shapes.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<script src="raphael-min.js"></script>
</head>
<body>
<script type="text/javascript">
// Creates canvas 320 × 200 at 10, 50
var r = Raphael(10, 50, 320, 200);
var p = r.path("M100,100c0,50 100-50 100,0c0,50 -100-50 -100,0z").attr({stroke: "#ddd"}),
e = r.ellipse(104, 100, 4, 4).attr({stroke: "none", fill: "#f00"}),
/*var c = r.circle(100, 100, 50).attr({
fill: "hsb(.8, 1, 1)",
stroke: "none",
opacity: .5
});*/
var start = function () {
// storing original coordinates
this.ox = this.attr("cx");
this.oy = this.attr("cy");
this.attr({opacity: 1});
},
move = function (dx, dy) {
// move will be called with dx and dy
this.attr({cx: this.ox + dx, cy: this.oy + dy});
},
up = function () {
// restoring state
this.attr({opacity: 1});
};
e.drag(move, start, up);
</script>
</body>
</html>
You didn't specify exactly how you want the interaction to work, so I used what feels most natural to me.
We can assume the dot must remain on the path, so its position must be given by
p.getPointAtLength(l);
for some l
. To find l
we can search for the local minimum of the distance between the curve and the cursor position. We initialize the search with l0
where l0
is the value of l
currently defining the location of the dot.
See the JSfiddle here for a working example:
http://jsfiddle.net/fuzic/kKLtH/
Here is the code:
var searchDl = 1;
var l = 0;
// Creates canvas 320 × 200 at 10, 50
var r = Raphael(10, 50, 320, 200);
var p = r.path("M100,100c0,50 100-50 100,0c0,50 -100-50 -100,0z").attr({stroke: "#ddd"}),
pt = p.getPointAtLength(l);
e = r.ellipse(pt.x, pt.y, 4, 4).attr({stroke: "none", fill: "#f00"}),
totLen = p.getTotalLength(),
start = function () {
// storing original coordinates
this.ox = this.attr("cx");
this.oy = this.attr("cy");
this.attr({opacity: 1});
},
move = function (dx, dy) {
var tmpPt = {
x : this.ox + dx,
y : this.oy + dy
};
l = gradSearch(l, tmpPt);
pt = p.getPointAtLength(l);
this.attr({cx: pt.x, cy: pt.y});
},
up = function () {
this.attr({opacity: 1});
},
gradSearch = function (l0, pt) {
l0 = l0 + totLen;
var l1 = l0,
dist0 = dist(p.getPointAtLength(l0 % totLen), pt),
dist1,
searchDir;
if (dist(p.getPointAtLength((l0 - searchDl) % totLen), pt) >
dist(p.getPointAtLength((l0 + searchDl) % totLen), pt)) {
searchDir = searchDl;
} else {
searchDir = -searchDl;
}
l1 += searchDir;
dist1 = dist(p.getPointAtLength(l1 % totLen), pt);
while (dist1 < dist0) {
dist0 = dist1;
l1 += searchDir;
dist1 = dist(p.getPointAtLength(l1 % totLen), pt);
}
l1 -= searchDir;
return (l1 % totLen);
},
dist = function (pt1, pt2) {
var dx = pt1.x - pt2.x;
var dy = pt1.y - pt2.y;
return Math.sqrt(dx * dx + dy * dy);
};
e.drag(move, start, up);
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