如何在拖动时使形状位置对齐使用 Konva?

如何使可拖动的形状相互对齐?

此演示将演示如何实现对象在舞台的所有边缘与其他对象的所有边缘对齐的功能。

我还在互联网上找到另外一些可能有用的相关演示:

  1. 帖子: https://medium.com/@pierrebleroux/snap-to-grid-with-konvajs-c41eae97c13f
  2. 演示: https://codepen.io/pierrebleroux/pen/gGpvxJ

说明: 尝试拖动一个对象。看看它是如何对齐到其他对象的。

Konva 自定义字体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 Snapping of shapes 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;
var GUIDELINE_OFFSET = 5;

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

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

// first generate random rectangles
for (var i = 0; i < 5; i++) {
layer.add(
new Konva.Rect({
x: Math.random() * stage.width(),
y: Math.random() * stage.height(),
width: 50 + Math.random() * 50,
height: 50 + Math.random() * 50,
fill: Konva.Util.getRandomColor(),
rotation: Math.random() * 360,
draggable: true,
name: 'object',
})
);
}

// were can we snap our objects?
function getLineGuideStops(skipShape) {
// we can snap to stage borders and the center of the stage
var vertical = [0, stage.width() / 2, stage.width()];
var horizontal = [0, stage.height() / 2, stage.height()];

// and we snap over edges and center of each object on the canvas
stage.find('.object').forEach((guideItem) => {
if (guideItem === skipShape) {
return;
}
var box = guideItem.getClientRect();
// and we can snap to all edges of shapes
vertical.push([box.x, box.x + box.width, box.x + box.width / 2]);
horizontal.push([box.y, box.y + box.height, box.y + box.height / 2]);
});
return {
vertical: vertical.flat(),
horizontal: horizontal.flat(),
};
}

// what points of the object will trigger to snapping?
// it can be just center of the object
// but we will enable all edges and center
function getObjectSnappingEdges(node) {
var box = node.getClientRect();
var absPos = node.absolutePosition();

return {
vertical: [
{
guide: Math.round(box.x),
offset: Math.round(absPos.x - box.x),
snap: 'start',
},
{
guide: Math.round(box.x + box.width / 2),
offset: Math.round(absPos.x - box.x - box.width / 2),
snap: 'center',
},
{
guide: Math.round(box.x + box.width),
offset: Math.round(absPos.x - box.x - box.width),
snap: 'end',
},
],
horizontal: [
{
guide: Math.round(box.y),
offset: Math.round(absPos.y - box.y),
snap: 'start',
},
{
guide: Math.round(box.y + box.height / 2),
offset: Math.round(absPos.y - box.y - box.height / 2),
snap: 'center',
},
{
guide: Math.round(box.y + box.height),
offset: Math.round(absPos.y - box.y - box.height),
snap: 'end',
},
],
};
}

// find all snapping possibilities
function getGuides(lineGuideStops, itemBounds) {
var resultV = [];
var resultH = [];

lineGuideStops.vertical.forEach((lineGuide) => {
itemBounds.vertical.forEach((itemBound) => {
var diff = Math.abs(lineGuide - itemBound.guide);
// if the distance between guild line and object snap point is close we can consider this for snapping
if (diff < GUIDELINE_OFFSET) {
resultV.push({
lineGuide: lineGuide,
diff: diff,
snap: itemBound.snap,
offset: itemBound.offset,
});
}
});
});

lineGuideStops.horizontal.forEach((lineGuide) => {
itemBounds.horizontal.forEach((itemBound) => {
var diff = Math.abs(lineGuide - itemBound.guide);
if (diff < GUIDELINE_OFFSET) {
resultH.push({
lineGuide: lineGuide,
diff: diff,
snap: itemBound.snap,
offset: itemBound.offset,
});
}
});
});

var guides = [];

// find closest snap
var minV = resultV.sort((a, b) => a.diff - b.diff)[0];
var minH = resultH.sort((a, b) => a.diff - b.diff)[0];
if (minV) {
guides.push({
lineGuide: minV.lineGuide,
offset: minV.offset,
orientation: 'V',
snap: minV.snap,
});
}
if (minH) {
guides.push({
lineGuide: minH.lineGuide,
offset: minH.offset,
orientation: 'H',
snap: minH.snap,
});
}
return guides;
}

function drawGuides(guides) {
guides.forEach((lg) => {
if (lg.orientation === 'H') {
var line = new Konva.Line({
points: [-6000, 0, 6000, 0],
stroke: 'rgb(0, 161, 255)',
strokeWidth: 1,
name: 'guid-line',
dash: [4, 6],
});
layer.add(line);
line.absolutePosition({
x: 0,
y: lg.lineGuide,
});
} else if (lg.orientation === 'V') {
var line = new Konva.Line({
points: [0, -6000, 0, 6000],
stroke: 'rgb(0, 161, 255)',
strokeWidth: 1,
name: 'guid-line',
dash: [4, 6],
});
layer.add(line);
line.absolutePosition({
x: lg.lineGuide,
y: 0,
});
}
});
}

layer.on('dragmove', function (e) {
// clear all previous lines on the screen
layer.find('.guid-line').forEach((l) => l.destroy());

// find possible snapping lines
var lineGuideStops = getLineGuideStops(e.target);
// find snapping points of current object
var itemBounds = getObjectSnappingEdges(e.target);

// now find where can we snap current object
var guides = getGuides(lineGuideStops, itemBounds);

// do nothing of no snapping
if (!guides.length) {
return;
}

drawGuides(guides);

var absPos = e.target.absolutePosition();
// now force object position
guides.forEach((lg) => {
switch (lg.orientation) {
case 'V': {
absPos.x = lg.lineGuide + lg.offset;
break;
}
case 'H': {
absPos.y = lg.lineGuide + lg.offset;
break;
}
}
});
e.target.absolutePosition(absPos);
});

layer.on('dragend', function (e) {
// clear all previous lines on the screen
layer.find('.guid-line').forEach((l) => l.destroy());
});
</script>
</body>
</html>