修改带锚点的曲线

如何使用锚点修改线条的点?

说明:使用鼠标或手指拖动锚点,以修改二次曲线和贝塞尔曲线的曲率。

Konva 修改带锚点的曲线演示view raw
<!DOCTYPE html>
<html>
<head>
<script src="https://unpkg.com/konva@9.3.18/konva.min.js"></script>
<meta charset="utf-8" />
<title>Konva Modify Curves with Anchor Points Demo</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #f0f0f0;
}
</style>
</head>
<body>
<div id="container"></div>
<script>
var width = window.innerWidth;
var height = window.innerHeight;

// function to build anchor point
function buildAnchor(x, y) {
var anchor = new Konva.Circle({
x: x,
y: y,
radius: 20,
stroke: '#666',
fill: '#ddd',
strokeWidth: 2,
draggable: true,
});
layer.add(anchor);

// add hover styling
anchor.on('mouseover', function () {
document.body.style.cursor = 'pointer';
this.strokeWidth(4);
});
anchor.on('mouseout', function () {
document.body.style.cursor = 'default';
this.strokeWidth(2);
});

anchor.on('dragmove', function () {
updateDottedLines();
});

return anchor;
}

var stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
});

var layer = new Konva.Layer();
stage.add(layer);

// function to update line points from anchors
function updateDottedLines() {
var q = quad;
var b = bezier;

var quadLinePath = layer.findOne('#quadLinePath');
var bezierLinePath = layer.findOne('#bezierLinePath');

quadLinePath.points([
q.start.x(),
q.start.y(),
q.control.x(),
q.control.y(),
q.end.x(),
q.end.y(),
]);

bezierLinePath.points([
b.start.x(),
b.start.y(),
b.control1.x(),
b.control1.y(),
b.control2.x(),
b.control2.y(),
b.end.x(),
b.end.y(),
]);
}

// we will use custom shape for curve
var quadraticLine = new Konva.Shape({
stroke: 'red',
strokeWidth: 4,
sceneFunc: (ctx, shape) => {
ctx.beginPath();
ctx.moveTo(quad.start.x(), quad.start.y());
ctx.quadraticCurveTo(
quad.control.x(),
quad.control.y(),
quad.end.x(),
quad.end.y()
);
ctx.fillStrokeShape(shape);
},
});
layer.add(quadraticLine);

// we will use custom shape for curve
var bezierLine = new Konva.Shape({
stroke: 'blue',
strokeWidth: 5,
sceneFunc: (ctx, shape) => {
ctx.beginPath();
ctx.moveTo(bezier.start.x(), bezier.start.y());
ctx.bezierCurveTo(
bezier.control1.x(),
bezier.control1.y(),
bezier.control2.x(),
bezier.control2.y(),
bezier.end.x(),
bezier.end.y()
);
ctx.fillStrokeShape(shape);
},
});
layer.add(bezierLine);

var quadLinePath = new Konva.Line({
dash: [10, 10, 0, 10],
strokeWidth: 3,
stroke: 'black',
lineCap: 'round',
id: 'quadLinePath',
opacity: 0.3,
points: [0, 0],
});
layer.add(quadLinePath);

var bezierLinePath = new Konva.Line({
dash: [10, 10, 0, 10],
strokeWidth: 3,
stroke: 'black',
lineCap: 'round',
id: 'bezierLinePath',
opacity: 0.3,
points: [0, 0],
});
layer.add(bezierLinePath);

// special objects to save references to anchors
var quad = {
start: buildAnchor(60, 30),
control: buildAnchor(240, 110),
end: buildAnchor(80, 160),
};

var bezier = {
start: buildAnchor(280, 20),
control1: buildAnchor(530, 40),
control2: buildAnchor(480, 150),
end: buildAnchor(300, 150),
};

updateDottedLines();
</script>
</body>
</html>