fabric
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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
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text/typescript
import type {
TBBox,
TCornerPoint,
TDegree,
TMat2D,
TOriginX,
TOriginY,
} from '../../typedefs';
import { SCALE_X, SCALE_Y, iMatrix } from '../../constants';
import { Intersection } from '../../Intersection';
import { Point } from '../../Point';
import { makeBoundingBoxFromPoints } from '../../util/misc/boundingBoxFromPoints';
import {
createRotateMatrix,
createTranslateMatrix,
composeMatrix,
invertTransform,
multiplyTransformMatrices,
transformPoint,
calcPlaneRotation,
} from '../../util/misc/matrix';
import { radiansToDegrees } from '../../util/misc/radiansDegreesConversion';
import type { Canvas } from '../../canvas/Canvas';
import type { StaticCanvas } from '../../canvas/StaticCanvas';
import { ObjectOrigin } from './ObjectOrigin';
import type { ObjectEvents } from '../../EventTypeDefs';
import type { ControlProps } from './types/ControlProps';
import { resolveOrigin } from '../../util/misc/resolveOrigin';
type TMatrixCache = {
key: number[];
value: TMat2D;
};
type TACoords = TCornerPoint;
export class ObjectGeometry<EventSpec extends ObjectEvents = ObjectEvents>
extends ObjectOrigin<EventSpec>
implements Pick<ControlProps, 'padding'>
{
declare padding: number;
/**
* Describe object's corner position in scene coordinates.
* The coordinates are derived from the following:
* left, top, width, height, scaleX, scaleY, skewX, skewY, angle, strokeWidth.
* The coordinates do not depend on viewport changes.
* The coordinates get updated with {@link setCoords}.
* You can calculate them without updating with {@link calcACoords()}
*/
declare aCoords: TACoords;
/**
* storage cache for object transform matrix
*/
declare ownMatrixCache?: TMatrixCache;
/**
* storage cache for object full transform matrix
*/
declare matrixCache?: TMatrixCache;
/**
* A Reference of the Canvas where the object is actually added
* @type StaticCanvas | Canvas;
* @default undefined
* @private
*/
declare canvas?: StaticCanvas | Canvas;
/**
* @returns {number} x position according to object's {@link originX} property in canvas coordinate plane
*/
getX(): number {
return this.getXY().x;
}
/**
* @param {number} value x position according to object's {@link originX} property in canvas coordinate plane
*/
setX(value: number) {
this.setXY(this.getXY().setX(value));
}
/**
* @returns {number} y position according to object's {@link originY} property in canvas coordinate plane
*/
getY(): number {
return this.getXY().y;
}
/**
* @param {number} value y position according to object's {@link originY} property in canvas coordinate plane
*/
setY(value: number) {
this.setXY(this.getXY().setY(value));
}
/**
* @returns {number} x position according to object's {@link originX} property in parent's coordinate plane\
* if parent is canvas then this property is identical to {@link getX}
*/
getRelativeX(): number {
return this.left;
}
/**
* @param {number} value x position according to object's {@link originX} property in parent's coordinate plane\
* if parent is canvas then this method is identical to {@link setX}
*/
setRelativeX(value: number) {
this.left = value;
}
/**
* @returns {number} y position according to object's {@link originY} property in parent's coordinate plane\
* if parent is canvas then this property is identical to {@link getY}
*/
getRelativeY(): number {
return this.top;
}
/**
* @param {number} value y position according to object's {@link originY} property in parent's coordinate plane\
* if parent is canvas then this property is identical to {@link setY}
*/
setRelativeY(value: number) {
this.top = value;
}
/**
* @returns {Point} x position according to object's {@link originX} {@link originY} properties in canvas coordinate plane
*/
getXY(): Point {
const relativePosition = this.getRelativeXY();
return this.group
? transformPoint(relativePosition, this.group.calcTransformMatrix())
: relativePosition;
}
/**
* Set an object position to a particular point, the point is intended in absolute ( canvas ) coordinate.
* You can specify {@link originX} and {@link originY} values,
* that otherwise are the object's current values.
* @example <caption>Set object's bottom left corner to point (5,5) on canvas</caption>
* object.setXY(new Point(5, 5), 'left', 'bottom').
* @param {Point} point position in canvas coordinate plane
* @param {TOriginX} [originX] Horizontal origin: 'left', 'center' or 'right'
* @param {TOriginY} [originY] Vertical origin: 'top', 'center' or 'bottom'
*/
setXY(point: Point, originX?: TOriginX, originY?: TOriginY) {
if (this.group) {
point = transformPoint(
point,
invertTransform(this.group.calcTransformMatrix())
);
}
this.setRelativeXY(point, originX, originY);
}
/**
* @returns {Point} x,y position according to object's {@link originX} {@link originY} properties in parent's coordinate plane
*/
getRelativeXY(): Point {
return new Point(this.left, this.top);
}
/**
* As {@link setXY}, but in current parent's coordinate plane (the current group if any or the canvas)
* @param {Point} point position according to object's {@link originX} {@link originY} properties in parent's coordinate plane
* @param {TOriginX} [originX] Horizontal origin: 'left', 'center' or 'right'
* @param {TOriginY} [originY] Vertical origin: 'top', 'center' or 'bottom'
*/
setRelativeXY(
point: Point,
originX: TOriginX = this.originX,
originY: TOriginY = this.originY
) {
this.setPositionByOrigin(point, originX, originY);
}
/**
* @deprecated intermidiate method to be removed, do not use
*/
protected isStrokeAccountedForInDimensions() {
return false;
}
/**
* @return {Point[]} [tl, tr, br, bl] in the scene plane
*/
getCoords(): Point[] {
const { tl, tr, br, bl } =
this.aCoords || (this.aCoords = this.calcACoords());
const coords = [tl, tr, br, bl];
if (this.group) {
const t = this.group.calcTransformMatrix();
return coords.map((p) => transformPoint(p, t));
}
return coords;
}
/**
* Checks if object intersects with the scene rect formed by {@link tl} and {@link br}
*/
intersectsWithRect(tl: Point, br: Point): boolean {
const intersection = Intersection.intersectPolygonRectangle(
this.getCoords(),
tl,
br
);
return intersection.status === 'Intersection';
}
/**
* Checks if object intersects with another object
* @param {Object} other Object to test
* @return {Boolean} true if object intersects with another object
*/
intersectsWithObject(other: ObjectGeometry): boolean {
const intersection = Intersection.intersectPolygonPolygon(
this.getCoords(),
other.getCoords()
);
return (
intersection.status === 'Intersection' ||
intersection.status === 'Coincident' ||
other.isContainedWithinObject(this) ||
this.isContainedWithinObject(other)
);
}
/**
* Checks if object is fully contained within area of another object
* @param {Object} other Object to test
* @return {Boolean} true if object is fully contained within area of another object
*/
isContainedWithinObject(other: ObjectGeometry): boolean {
const points = this.getCoords();
return points.every((point) => other.containsPoint(point));
}
/**
* Checks if object is fully contained within the scene rect formed by {@link tl} and {@link br}
*/
isContainedWithinRect(tl: Point, br: Point): boolean {
const { left, top, width, height } = this.getBoundingRect();
return (
left >= tl.x &&
left + width <= br.x &&
top >= tl.y &&
top + height <= br.y
);
}
isOverlapping<T extends ObjectGeometry>(other: T): boolean {
return (
this.intersectsWithObject(other) ||
this.isContainedWithinObject(other) ||
other.isContainedWithinObject(this)
);
}
/**
* Checks if point is inside the object
* @param {Point} point Point to check against
* @return {Boolean} true if point is inside the object
*/
containsPoint(point: Point): boolean {
return Intersection.isPointInPolygon(point, this.getCoords());
}
/**
* Checks if object is contained within the canvas with current viewportTransform
* the check is done stopping at first point that appears on screen
* @return {Boolean} true if object is fully or partially contained within canvas
*/
isOnScreen(): boolean {
if (!this.canvas) {
return false;
}
const { tl, br } = this.canvas.vptCoords;
const points = this.getCoords();
// if some point is on screen, the object is on screen.
if (
points.some(
(point) =>
point.x <= br.x &&
point.x >= tl.x &&
point.y <= br.y &&
point.y >= tl.y
)
) {
return true;
}
// no points on screen, check intersection with absolute coordinates
if (this.intersectsWithRect(tl, br)) {
return true;
}
// check if the object is so big that it contains the entire viewport
return this.containsPoint(tl.midPointFrom(br));
}
/**
* Checks if object is partially contained within the canvas with current viewportTransform
* @return {Boolean} true if object is partially contained within canvas
*/
isPartiallyOnScreen(): boolean {
if (!this.canvas) {
return false;
}
const { tl, br } = this.canvas.vptCoords;
if (this.intersectsWithRect(tl, br)) {
return true;
}
const allPointsAreOutside = this.getCoords().every(
(point) =>
(point.x >= br.x || point.x <= tl.x) &&
(point.y >= br.y || point.y <= tl.y)
);
// check if the object is so big that it contains the entire viewport
return allPointsAreOutside && this.containsPoint(tl.midPointFrom(br));
}
/**
* Returns coordinates of object's bounding rectangle (left, top, width, height)
* the box is intended as aligned to axis of canvas.
* @return {Object} Object with left, top, width, height properties
*/
getBoundingRect(): TBBox {
return makeBoundingBoxFromPoints(this.getCoords());
}
/**
* Returns width of an object's bounding box counting transformations
* @todo shouldn't this account for group transform and return the actual size in canvas coordinate plane?
* @return {Number} width value
*/
getScaledWidth(): number {
return this._getTransformedDimensions().x;
}
/**
* Returns height of an object bounding box counting transformations
* @todo shouldn't this account for group transform and return the actual size in canvas coordinate plane?
* @return {Number} height value
*/
getScaledHeight(): number {
return this._getTransformedDimensions().y;
}
/**
* Scales an object (equally by x and y)
* @param {Number} value Scale factor
* @return {void}
*/
scale(value: number): void {
this._set(SCALE_X, value);
this._set(SCALE_Y, value);
this.setCoords();
}
/**
* Scales an object to a given width, with respect to bounding box (scaling by x/y equally)
* @param {Number} value New width value
* @return {void}
*/
scaleToWidth(value: number) {
// adjust to bounding rect factor so that rotated shapes would fit as well
const boundingRectFactor =
this.getBoundingRect().width / this.getScaledWidth();
return this.scale(value / this.width / boundingRectFactor);
}
/**
* Scales an object to a given height, with respect to bounding box (scaling by x/y equally)
* @param {Number} value New height value
* @return {void}
*/
scaleToHeight(value: number) {
// adjust to bounding rect factor so that rotated shapes would fit as well
const boundingRectFactor =
this.getBoundingRect().height / this.getScaledHeight();
return this.scale(value / this.height / boundingRectFactor);
}
getCanvasRetinaScaling() {
return this.canvas?.getRetinaScaling() || 1;
}
/**
* Returns the object angle relative to canvas counting also the group property
* @returns {TDegree}
*/
getTotalAngle(): TDegree {
return this.group
? radiansToDegrees(calcPlaneRotation(this.calcTransformMatrix()))
: this.angle;
}
/**
* Retrieves viewportTransform from Object's canvas if available
* @return {TMat2D}
*/
getViewportTransform(): TMat2D {
return this.canvas?.viewportTransform || (iMatrix.concat() as TMat2D);
}
/**
* Calculates the coordinates of the 4 corner of the bbox, in absolute coordinates.
* those never change with zoom or viewport changes.
* @return {TCornerPoint}
*/
calcACoords(): TCornerPoint {
const rotateMatrix = createRotateMatrix({ angle: this.angle }),
{ x, y } = this.getRelativeCenterPoint(),
tMatrix = createTranslateMatrix(x, y),
finalMatrix = multiplyTransformMatrices(tMatrix, rotateMatrix),
dim = this._getTransformedDimensions(),
w = dim.x / 2,
h = dim.y / 2;
return {
// corners
tl: transformPoint({ x: -w, y: -h }, finalMatrix),
tr: transformPoint({ x: w, y: -h }, finalMatrix),
bl: transformPoint({ x: -w, y: h }, finalMatrix),
br: transformPoint({ x: w, y: h }, finalMatrix),
};
}
/**
* Sets corner and controls position coordinates based on current angle, width and height, left and top.
* aCoords are used to quickly find an object on the canvas.
* See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}
*/
setCoords(): void {
this.aCoords = this.calcACoords();
}
transformMatrixKey(skipGroup = false): number[] {
let prefix: number[] = [];
if (!skipGroup && this.group) {
prefix = this.group.transformMatrixKey(skipGroup);
}
prefix.push(
this.top,
this.left,
this.width,
this.height,
this.scaleX,
this.scaleY,
this.angle,
this.strokeWidth,
this.skewX,
this.skewY,
+this.flipX,
+this.flipY,
resolveOrigin(this.originX),
resolveOrigin(this.originY)
);
return prefix;
}
/**
* calculate transform matrix that represents the current transformations from the
* object's properties.
* @param {Boolean} [skipGroup] return transform matrix for object not counting parent transformations
* There are some situation in which this is useful to avoid the fake rotation.
* @return {TMat2D} transform matrix for the object
*/
calcTransformMatrix(skipGroup = false): TMat2D {
let matrix = this.calcOwnMatrix();
if (skipGroup || !this.group) {
return matrix;
}
const key = this.transformMatrixKey(skipGroup),
cache = this.matrixCache;
if (cache && cache.key.every((x, i) => x === key[i])) {
return cache.value;
}
if (this.group) {
matrix = multiplyTransformMatrices(
this.group.calcTransformMatrix(false),
matrix
);
}
this.matrixCache = {
key,
value: matrix,
};
return matrix;
}
/**
* calculate transform matrix that represents the current transformations from the
* object's properties, this matrix does not include the group transformation
* @return {TMat2D} transform matrix for the object
*/
calcOwnMatrix(): TMat2D {
const key = this.transformMatrixKey(true),
cache = this.ownMatrixCache;
if (cache && cache.key === key) {
return cache.value;
}
const center = this.getRelativeCenterPoint(),
options = {
angle: this.angle,
translateX: center.x,
translateY: center.y,
scaleX: this.scaleX,
scaleY: this.scaleY,
skewX: this.skewX,
skewY: this.skewY,
flipX: this.flipX,
flipY: this.flipY,
},
value = composeMatrix(options);
this.ownMatrixCache = {
key,
value,
};
return value;
}
/**
* Calculate object dimensions from its properties
* @private
* @returns {Point} dimensions
*/
_getNonTransformedDimensions(): Point {
return new Point(this.width, this.height).scalarAdd(this.strokeWidth);
}
/**
* Calculate object dimensions for controls box, including padding and canvas zoom.
* and active selection
* @private
* @param {object} [options] transform options
* @returns {Point} dimensions
*/
_calculateCurrentDimensions(options?: any): Point {
return this._getTransformedDimensions(options)
.transform(this.getViewportTransform(), true)
.scalarAdd(2 * this.padding);
}
}