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sunzi-fabric

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made by fabric@3.2.0

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(function() { function getCoords(coords) { return [ new fabric.Point(coords.tl.x, coords.tl.y), new fabric.Point(coords.tr.x, coords.tr.y), new fabric.Point(coords.br.x, coords.br.y), new fabric.Point(coords.bl.x, coords.bl.y) ]; } var degreesToRadians = fabric.util.degreesToRadians, multiplyMatrices = fabric.util.multiplyTransformMatrices, transformPoint = fabric.util.transformPoint; fabric.util.object.extend(fabric.Object.prototype, /** @lends fabric.Object.prototype */ { /** * Describe object's corner position in canvas element coordinates. * properties are tl,mt,tr,ml,mr,bl,mb,br,mtr for the main controls. * each property is an object with x, y and corner. * The `corner` property contains in a similar manner the 4 points of the * interactive area of the corner. * The coordinates depends from this properties: width, height, scaleX, scaleY * skewX, skewY, angle, strokeWidth, viewportTransform, top, left, padding. * The coordinates get updated with @method setCoords. * You can calculate them without updating with @method calcCoords; * @memberOf fabric.Object.prototype */ oCoords: null, /** * Describe object's corner position in canvas object absolute coordinates * properties are tl,tr,bl,br and describe the four main corner. * each property is an object with x, y, instance of Fabric.Point. * The coordinates depends from this properties: width, height, scaleX, scaleY * skewX, skewY, angle, strokeWidth, top, left. * Those coordinates are useful to understand where an object is. They get updated * with oCoords but they do not need to be updated when zoom or panning change. * The coordinates get updated with @method setCoords. * You can calculate them without updating with @method calcCoords(true); * @memberOf fabric.Object.prototype */ aCoords: null, /** * storage for object transform matrix */ ownMatrixCache: null, /** * storage for object full transform matrix */ matrixCache: null, /** * return correct set of coordinates for intersection */ getCoords: function(absolute, calculate) { if (!this.oCoords) { this.setCoords(); } var coords = absolute ? this.aCoords : this.oCoords; return getCoords(calculate ? this.calcCoords(absolute) : coords); }, /** * Checks if object intersects with an area formed by 2 points * @param {Object} pointTL top-left point of area * @param {Object} pointBR bottom-right point of area * @param {Boolean} [absolute] use coordinates without viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords * @return {Boolean} true if object intersects with an area formed by 2 points */ intersectsWithRect: function(pointTL, pointBR, absolute, calculate) { var coords = this.getCoords(absolute, calculate), intersection = fabric.Intersection.intersectPolygonRectangle( coords, pointTL, pointBR ); return intersection.status === 'Intersection'; }, /** * Checks if object intersects with another object * @param {Object} other Object to test * @param {Boolean} [absolute] use coordinates without viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords * @return {Boolean} true if object intersects with another object */ intersectsWithObject: function(other, absolute, calculate) { var intersection = fabric.Intersection.intersectPolygonPolygon( this.getCoords(absolute, calculate), other.getCoords(absolute, calculate) ); return intersection.status === 'Intersection' || other.isContainedWithinObject(this, absolute, calculate) || this.isContainedWithinObject(other, absolute, calculate); }, /** * Checks if object is fully contained within area of another object * @param {Object} other Object to test * @param {Boolean} [absolute] use coordinates without viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords * @return {Boolean} true if object is fully contained within area of another object */ isContainedWithinObject: function(other, absolute, calculate) { var points = this.getCoords(absolute, calculate), i = 0, lines = other._getImageLines( calculate ? other.calcCoords(absolute) : absolute ? other.aCoords : other.oCoords ); for (; i < 4; i++) { if (!other.containsPoint(points[i], lines)) { return false; } } return true; }, /** * Checks if object is fully contained within area formed by 2 points * @param {Object} pointTL top-left point of area * @param {Object} pointBR bottom-right point of area * @param {Boolean} [absolute] use coordinates without viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords * @return {Boolean} true if object is fully contained within area formed by 2 points */ isContainedWithinRect: function(pointTL, pointBR, absolute, calculate) { var boundingRect = this.getBoundingRect(absolute, calculate); return ( boundingRect.left >= pointTL.x && boundingRect.left + boundingRect.width <= pointBR.x && boundingRect.top >= pointTL.y && boundingRect.top + boundingRect.height <= pointBR.y ); }, /** * Checks if point is inside the object * @param {fabric.Point} point Point to check against * @param {Object} [lines] object returned from @method _getImageLines * @param {Boolean} [absolute] use coordinates without viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords * @return {Boolean} true if point is inside the object */ containsPoint: function(point, lines, absolute, calculate) { var lines = lines || this._getImageLines( calculate ? this.calcCoords(absolute) : absolute ? this.aCoords : this.oCoords ), xPoints = this._findCrossPoints(point, lines); // if xPoints is odd then point is inside the object return (xPoints !== 0 && xPoints % 2 === 1); }, /** * Checks if object is contained within the canvas with current viewportTransform * the check is done stopping at first point that appears on screen * @param {Boolean} [calculate] use coordinates of current position instead of .aCoords * @return {Boolean} true if object is fully or partially contained within canvas */ isOnScreen: function(calculate) { if (!this.canvas) { return false; } var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br; var points = this.getCoords(true, calculate), point; for (var i = 0; i < 4; i++) { point = points[i]; if (point.x <= pointBR.x && point.x >= pointTL.x && point.y <= pointBR.y && point.y >= pointTL.y) { return true; } } // no points on screen, check intersection with absolute coordinates if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) { return true; } return this._containsCenterOfCanvas(pointTL, pointBR, calculate); }, /** * Checks if the object contains the midpoint between canvas extremities * Does not make sense outside the context of isOnScreen and isPartiallyOnScreen * @private * @param {Fabric.Point} pointTL Top Left point * @param {Fabric.Point} pointBR Top Right point * @param {Boolean} calculate use coordinates of current position instead of .oCoords * @return {Boolean} true if the object contains the point */ _containsCenterOfCanvas: function(pointTL, pointBR, calculate) { // worst case scenario the object is so big that contains the screen var centerPoint = { x: (pointTL.x + pointBR.x) / 2, y: (pointTL.y + pointBR.y) / 2 }; if (this.containsPoint(centerPoint, null, true, calculate)) { return true; } return false; }, /** * Checks if object is partially contained within the canvas with current viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords * @return {Boolean} true if object is partially contained within canvas */ isPartiallyOnScreen: function(calculate) { if (!this.canvas) { return false; } var pointTL = this.canvas.vptCoords.tl, pointBR = this.canvas.vptCoords.br; if (this.intersectsWithRect(pointTL, pointBR, true, calculate)) { return true; } return this._containsCenterOfCanvas(pointTL, pointBR, calculate); }, /** * Method that returns an object with the object edges in it, given the coordinates of the corners * @private * @param {Object} oCoords Coordinates of the object corners */ _getImageLines: function(oCoords) { return { topline: { o: oCoords.tl, d: oCoords.tr }, rightline: { o: oCoords.tr, d: oCoords.br }, bottomline: { o: oCoords.br, d: oCoords.bl }, leftline: { o: oCoords.bl, d: oCoords.tl } }; }, /** * Helper method to determine how many cross points are between the 4 object edges * and the horizontal line determined by a point on canvas * @private * @param {fabric.Point} point Point to check * @param {Object} lines Coordinates of the object being evaluated */ // remove yi, not used but left code here just in case. _findCrossPoints: function(point, lines) { var b1, b2, a1, a2, xi, // yi, xcount = 0, iLine; for (var lineKey in lines) { iLine = lines[lineKey]; // optimisation 1: line below point. no cross if ((iLine.o.y < point.y) && (iLine.d.y < point.y)) { continue; } // optimisation 2: line above point. no cross if ((iLine.o.y >= point.y) && (iLine.d.y >= point.y)) { continue; } // optimisation 3: vertical line case if ((iLine.o.x === iLine.d.x) && (iLine.o.x >= point.x)) { xi = iLine.o.x; // yi = point.y; } // calculate the intersection point else { b1 = 0; b2 = (iLine.d.y - iLine.o.y) / (iLine.d.x - iLine.o.x); a1 = point.y - b1 * point.x; a2 = iLine.o.y - b2 * iLine.o.x; xi = -(a1 - a2) / (b1 - b2); // yi = a1 + b1 * xi; } // dont count xi < point.x cases if (xi >= point.x) { xcount += 1; } // optimisation 4: specific for square images if (xcount === 2) { break; } } return xcount; }, /** * Returns coordinates of object's bounding rectangle (left, top, width, height) * the box is intended as aligned to axis of canvas. * @param {Boolean} [absolute] use coordinates without viewportTransform * @param {Boolean} [calculate] use coordinates of current position instead of .oCoords / .aCoords * @return {Object} Object with left, top, width, height properties */ getBoundingRect: function(absolute, calculate) { var coords = this.getCoords(absolute, calculate); return fabric.util.makeBoundingBoxFromPoints(coords); }, /** * Returns width of an object's bounding box counting transformations * before 2.0 it was named getWidth(); * @return {Number} width value */ getScaledWidth: function() { return this._getTransformedDimensions().x; }, /** * Returns height of an object bounding box counting transformations * before 2.0 it was named getHeight(); * @return {Number} height value */ getScaledHeight: function() { return this._getTransformedDimensions().y; }, /** * Makes sure the scale is valid and modifies it if necessary * @private * @param {Number} value * @return {Number} */ _constrainScale: function(value) { if (Math.abs(value) < this.minScaleLimit) { if (value < 0) { return -this.minScaleLimit; } else { return this.minScaleLimit; } } else if (value === 0) { return 0.0001; } return value; }, /** * Scales an object (equally by x and y) * @param {Number} value Scale factor * @return {fabric.Object} thisArg * @chainable */ scale: function(value) { this._set('scaleX', value); this._set('scaleY', value); return 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 * @param {Boolean} absolute ignore viewport * @return {fabric.Object} thisArg * @chainable */ scaleToWidth: function(value, absolute) { // adjust to bounding rect factor so that rotated shapes would fit as well var boundingRectFactor = this.getBoundingRect(absolute).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 * @param {Boolean} absolute ignore viewport * @return {fabric.Object} thisArg * @chainable */ scaleToHeight: function(value, absolute) { // adjust to bounding rect factor so that rotated shapes would fit as well var boundingRectFactor = this.getBoundingRect(absolute).height / this.getScaledHeight(); return this.scale(value / this.height / boundingRectFactor); }, /** * Calculates and returns the .coords of an object. * @return {Object} Object with tl, tr, br, bl .... * @chainable */ calcCoords: function(absolute) { var rotateMatrix = this._calcRotateMatrix(), translateMatrix = this._calcTranslateMatrix(), startMatrix = multiplyMatrices(translateMatrix, rotateMatrix), vpt = this.getViewportTransform(), finalMatrix = absolute ? startMatrix : multiplyMatrices(vpt, startMatrix), dim = this._getTransformedDimensions(), w = dim.x / 2, h = dim.y / 2, 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); if (!absolute) { var padding = this.padding, angle = degreesToRadians(this.angle), cos = fabric.util.cos(angle), sin = fabric.util.sin(angle), cosP = cos * padding, sinP = sin * padding, cosPSinP = cosP + sinP, cosPMinusSinP = cosP - sinP; if (padding) { tl.x -= cosPMinusSinP; tl.y -= cosPSinP; tr.x += cosPSinP; tr.y -= cosPMinusSinP; bl.x -= cosPSinP; bl.y += cosPMinusSinP; br.x += cosPMinusSinP; br.y += cosPSinP; } var ml = new fabric.Point((tl.x + bl.x) / 2, (tl.y + bl.y) / 2), mt = new fabric.Point((tr.x + tl.x) / 2, (tr.y + tl.y) / 2), mr = new fabric.Point((br.x + tr.x) / 2, (br.y + tr.y) / 2), mb = new fabric.Point((br.x + bl.x) / 2, (br.y + bl.y) / 2), mtr = new fabric.Point(mt.x + sin * this.rotatingPointOffset, mt.y - cos * this.rotatingPointOffset); } // if (!absolute) { // var canvas = this.canvas; // setTimeout(function() { // canvas.contextTop.clearRect(0, 0, 700, 700); // canvas.contextTop.fillStyle = 'green'; // canvas.contextTop.fillRect(mb.x, mb.y, 3, 3); // canvas.contextTop.fillRect(bl.x, bl.y, 3, 3); // canvas.contextTop.fillRect(br.x, br.y, 3, 3); // canvas.contextTop.fillRect(tl.x, tl.y, 3, 3); // canvas.contextTop.fillRect(tr.x, tr.y, 3, 3); // canvas.contextTop.fillRect(ml.x, ml.y, 3, 3); // canvas.contextTop.fillRect(mr.x, mr.y, 3, 3); // canvas.contextTop.fillRect(mt.x, mt.y, 3, 3); // canvas.contextTop.fillRect(mtr.x, mtr.y, 3, 3); // }, 50); // } var coords = { // corners tl: tl, tr: tr, br: br, bl: bl, }; if (!absolute) { // middle coords.ml = ml; coords.mt = mt; coords.mr = mr; coords.mb = mb; // rotating point coords.mtr = mtr; } return coords; }, /** * Sets corner position coordinates based on current angle, width and height. * See {@link https://github.com/kangax/fabric.js/wiki/When-to-call-setCoords|When-to-call-setCoords} * @param {Boolean} [ignoreZoom] set oCoords with or without the viewport transform. * @param {Boolean} [skipAbsolute] skip calculation of aCoords, useful in setViewportTransform * @return {fabric.Object} thisArg * @chainable */ setCoords: function(ignoreZoom, skipAbsolute) { this.oCoords = this.calcCoords(ignoreZoom); if (!skipAbsolute) { this.aCoords = this.calcCoords(true); } // set coordinates of the draggable boxes in the corners used to scale/rotate the image ignoreZoom || (this._setCornerCoords && this._setCornerCoords()); return this; }, /** * calculate rotation matrix of an object * @return {Array} rotation matrix for the object */ _calcRotateMatrix: function() { if (this.angle) { var theta = degreesToRadians(this.angle), cos = fabric.util.cos(theta), sin = fabric.util.sin(theta); return [cos, sin, -sin, cos, 0, 0]; } return fabric.iMatrix.concat(); }, /** * calculate the translation matrix for an object transform * @return {Array} rotation matrix for the object */ _calcTranslateMatrix: function() { var center = this.getCenterPoint(); return [1, 0, 0, 1, center.x, center.y]; }, transformMatrixKey: function(skipGroup) { var sep = '_', prefix = ''; if (!skipGroup && this.group) { prefix = this.group.transformMatrixKey(skipGroup) + sep; }; return prefix + this.top + sep + this.left + sep + this.scaleX + sep + this.scaleY + sep + this.skewX + sep + this.skewY + sep + this.angle + sep + this.originX + sep + this.originY + sep + this.width + sep + this.height + sep + this.strokeWidth + this.flipX + this.flipY; }, /** * 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 * @return {Array} transform matrix for the object */ calcTransformMatrix: function(skipGroup) { if (skipGroup) { return this.calcOwnMatrix(); } var key = this.transformMatrixKey(), cache = this.matrixCache || (this.matrixCache = {}); if (cache.key === key) { return cache.value; } var matrix = this.calcOwnMatrix(); if (this.group) { matrix = multiplyMatrices(this.group.calcTransformMatrix(), matrix); } cache.key = key; cache.value = matrix; return matrix; }, calcOwnMatrix: function() { var key = this.transformMatrixKey(true), cache = this.ownMatrixCache || (this.ownMatrixCache = {}); if (cache.key === key) { return cache.value; } var matrix = this._calcTranslateMatrix(), rotateMatrix, dimensionMatrix = this._calcDimensionsTransformMatrix(this.skewX, this.skewY, true); if (this.angle) { rotateMatrix = this._calcRotateMatrix(); matrix = multiplyMatrices(matrix, rotateMatrix); } matrix = multiplyMatrices(matrix, dimensionMatrix); cache.key = key; cache.value = matrix; return matrix; }, _calcDimensionsTransformMatrix: function(skewX, skewY, flipping) { var skewMatrix, scaleX = this.scaleX * (flipping && this.flipX ? -1 : 1), scaleY = this.scaleY * (flipping && this.flipY ? -1 : 1), scaleMatrix = [scaleX, 0, 0, scaleY, 0, 0]; if (skewX) { skewMatrix = [1, 0, Math.tan(degreesToRadians(skewX)), 1]; scaleMatrix = multiplyMatrices(scaleMatrix, skewMatrix, true); } if (skewY) { skewMatrix = [1, Math.tan(degreesToRadians(skewY)), 0, 1]; scaleMatrix = multiplyMatrices(scaleMatrix, skewMatrix, true); } return scaleMatrix; }, /* * Calculate object dimensions from its properties * @private * @return {Object} .x width dimension * @return {Object} .y height dimension */ _getNonTransformedDimensions: function() { var strokeWidth = this.strokeWidth, w = this.width + strokeWidth, h = this.height + strokeWidth; return { x: w, y: h }; }, /* * Calculate object bounding box dimensions from its properties scale, skew. * @param {Number} skewX, a value to override current skewX * @param {Number} skewY, a value to override current skewY * @private * @return {Object} .x width dimension * @return {Object} .y height dimension */ _getTransformedDimensions: function(skewX, skewY) { if (typeof skewX === 'undefined') { skewX = this.skewX; } if (typeof skewY === 'undefined') { skewY = this.skewY; } var dimensions = this._getNonTransformedDimensions(), dimX, dimY, noSkew = skewX === 0 && skewY === 0; if (this.strokeUniform) { dimX = this.width; dimY = this.height; } else { dimX = dimensions.x; dimY = dimensions.y; } if (noSkew) { return this._finalizeDimensions(dimX * this.scaleX, dimY * this.scaleY); } else { dimX /= 2; dimY /= 2; } var points = [ { x: -dimX, y: -dimY }, { x: dimX, y: -dimY }, { x: -dimX, y: dimY }, { x: dimX, y: dimY }], i, transformMatrix = this._calcDimensionsTransformMatrix(skewX, skewY, false), bbox; for (i = 0; i < points.length; i++) { points[i] = fabric.util.transformPoint(points[i], transformMatrix); } bbox = fabric.util.makeBoundingBoxFromPoints(points); return this._finalizeDimensions(bbox.width, bbox.height); }, /* * Calculate object bounding box dimensions from its properties scale, skew. * @param Number width width of the bbox * @param Number height height of the bbox * @private * @return {Object} .x finalized width dimension * @return {Object} .y finalized height dimension */ _finalizeDimensions: function(width, height) { return this.strokeUniform ? { x: width + this.strokeWidth, y: height + this.strokeWidth } : { x: width, y: height }; }, /* * Calculate object dimensions for controls, including padding and canvas zoom. * private */ _calculateCurrentDimensions: function() { var vpt = this.getViewportTransform(), dim = this._getTransformedDimensions(), p = fabric.util.transformPoint(dim, vpt, true); return p.scalarAdd(2 * this.padding); }, }); })();