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 { Point } from '../../Point';
import { CENTER } from '../../constants';
import type { FabricObject } from '../../shapes/Object/Object';
import type { TMat2D } from '../../typedefs';
import { makeBoundingBoxFromPoints } from './boundingBoxFromPoints';
import {
invertTransform,
multiplyTransformMatrices,
qrDecompose,
} from './matrix';
/**
* given an object and a transform, apply the inverse transform to the object,
* this is equivalent to remove from that object that transformation, so that
* added in a space with the removed transform, the object will be the same as before.
* Removing from an object a transform that scale by 2 is like scaling it by 1/2.
* Removing from an object a transform that rotate by 30deg is like rotating by 30deg
* in the opposite direction.
* This util is used to add objects inside transformed groups or nested groups.
* @param {FabricObject} object the object you want to transform
* @param {TMat2D} transform the destination transform
*/
export const removeTransformFromObject = (
object: FabricObject,
transform: TMat2D,
) => {
const inverted = invertTransform(transform),
finalTransform = multiplyTransformMatrices(
inverted,
object.calcOwnMatrix(),
);
applyTransformToObject(object, finalTransform);
};
/**
* given an object and a transform, apply the transform to the object.
* this is equivalent to change the space where the object is drawn.
* Adding to an object a transform that scale by 2 is like scaling it by 2.
* This is used when removing an object from an active selection for example.
* @param {FabricObject} object the object you want to transform
* @param {Array} transform the destination transform
*/
export const addTransformToObject = (object: FabricObject, transform: TMat2D) =>
applyTransformToObject(
object,
multiplyTransformMatrices(transform, object.calcOwnMatrix()),
);
/**
* discard an object transform state and apply the one from the matrix.
* @param {FabricObject} object the object you want to transform
* @param {Array} transform the destination transform
*/
export const applyTransformToObject = (
object: FabricObject,
transform: TMat2D,
) => {
const { translateX, translateY, scaleX, scaleY, ...otherOptions } =
qrDecompose(transform),
center = new Point(translateX, translateY);
object.flipX = false;
object.flipY = false;
Object.assign(object, otherOptions);
object.set({ scaleX, scaleY });
object.setPositionByOrigin(center, CENTER, CENTER);
};
/**
* reset an object transform state to neutral. Top and left are not accounted for
* @param {FabricObject} target object to transform
*/
export const resetObjectTransform = (target: FabricObject) => {
target.scaleX = 1;
target.scaleY = 1;
target.skewX = 0;
target.skewY = 0;
target.flipX = false;
target.flipY = false;
target.rotate(0);
};
/**
* Extract Object transform values
* @param {FabricObject} target object to read from
* @return {Object} Components of transform
*/
export const saveObjectTransform = (target: FabricObject) => ({
scaleX: target.scaleX,
scaleY: target.scaleY,
skewX: target.skewX,
skewY: target.skewY,
angle: target.angle,
left: target.left,
flipX: target.flipX,
flipY: target.flipY,
top: target.top,
});
/**
* given a width and height, return the size of the bounding box
* that can contains the box with width/height with applied transform.
* Use to calculate the boxes around objects for controls.
* @param {Number} width
* @param {Number} height
* @param {TMat2D} t
* @returns {Point} size
*/
export const sizeAfterTransform = (
width: number,
height: number,
t: TMat2D,
) => {
const dimX = width / 2,
dimY = height / 2,
points = [
new Point(-dimX, -dimY),
new Point(dimX, -dimY),
new Point(-dimX, dimY),
new Point(dimX, dimY),
].map((p) => p.transform(t)),
bbox = makeBoundingBoxFromPoints(points);
return new Point(bbox.width, bbox.height);
};