Draggable group, doesn't change nodes positions which are in group - javascript

var stage = new Kinetic.Stage({
container: 'container',
width: 500,
height: 500,
});
var layer = new Kinetic.Layer();
var selectedGroup = new Kinetic.Group({
draggable: true,
});
var circle = new Kinetic.Circle({
x: 10,
y: 10,
fill: 'red',
radius: 10,
});
circle.on('dblclick', function () {
console.log('x: ' + circle.getX() + ' y: ' + circle.getY());
});
selectedGroup.add(circle);
layer.add(selectedGroup);
stage.add(layer);
layer.draw();
http://jsfiddle.net/cekB3/3/
When I double click on the circle, its position is [10,10]
When I move that circle and I double click on it, its position is [10,10]
Why isn't the position changing? Am i doing something wrong? or is it a bug?
I've noticed that when I change circle to draggable, then its coordinates change, but then I have an issue with 2 circles in one group and I want to be able to move them all at the same time and have their x and y changing.

To add to #thescottknight's good answer:
You can move an object between containers using myObject.moveTo(newContainer)
So you can move circle2 from selectedGroup to the same coordinate position on layer like this:
circle2.on('dblclick', function () {
circle2.setX(selectedGroup.getX()+circle2.getX());
circle2.setY(selectedGroup.getY()+circle2.getY());
circle2.moveTo(layer);
layer.draw();
});

The reason that the circle's position isn't changing is that getX and getY are relative to the parent element. The parent element is the selectedGroup draggable. There are 2 ways to get the changing position of the circle.
Use the getAbsolutePosition function on the circle to get its position:
pos = circle.getAbsolutePosition();
console.log('position=(' + pos.x + ', ' + pos.y + ')');
Use the position of the draggable and the offset of the circle:
console.log('x: ' + (selectedGroup.getX() + circle.getX()) + ' y: ' + (selectedGroup.getY() + circle.getY()));

Related

How to flip a rotated image in konvajs

I am trying to flip a group (horizontally) using Konvajs.Following the advice of this post, I am using the scaleX property. This works---mostly. However, it doesn't flip around the center.
function reverse(shape){
var layer = shape.getLayer();
var oldScaleX = shape.attrs.scaleX;
var width = shape.getClientRect().width;
var adjuster = oldScaleX * width;
var startX = shape.attrs.x + adjuster;
var startY = shape.attrs.y;
shape.scaleX(-oldScaleX);
shape.position({x: startX, y: startY});
layer.draw();
};
I tried using the offsetX and offsetY properties like in this post, but it doesn't seem to do anything.
shape.offsetX(shape.width()/2);
shape.offsetY(shape.height()/2);
shape.x(shape.x() - shape.attrs.offsetX);
shape.y(shape.y() - shape.attrs.offsetY);
The shapes will flip initially, but if they are rotated first, they tend to jump around.
Codepen
Based on my function posted in this other question, here is a snippet to rotate a shape around its centre. In this case the shape is a group composed of 2 rects but any shape will work.
// Set up the canvas / stage
var stage = new Konva.Stage({container: 'container', width: 600, height: 200});
var layer = new Konva.Layer({draggable: false});
stage.add(layer);
var shape = new Konva.Group({x: 80, y: 40, width: 60, height: 60 });
var r1 = new Konva.Rect({ x:10, y:10, width: 70, height: 40, fill: 'cyan'})
var r2 = new Konva.Rect({ x:50, y:10, width: 40, height: 100, fill: 'cyan'})
shape.add(r1)
shape.add(r2)
layer.add(shape)
// set the group rotate point. Note - x,y is relative to top-left of stage !
var pos = shape.getClientRect();
RotatePoint(shape, {x: pos.x + pos.width/2, y: pos.y + pos.height/2});
stage.draw();
// This is where the flip happens
var scaleX = 1, inc = -0.2; // set inc = 1 for full flip in one call
function flipShape(){
scaleX = scaleX + inc;
shape.scaleX(scaleX); // and that's it
// fun with colors on front and back of shape
r1.fill(scaleX < 0 ? 'magenta' : 'cyan');
r2.fill(scaleX < 0 ? 'magenta' : 'cyan');
$('#info').html('Set ScaleX(' + scaleX.toFixed(2) + ')'); // What's happening?
layer.draw(); // show the change
inc = (scaleX % 1 === 0 ? -1 * inc : inc); // decide next increment, reversed at 1 & -1
}
$('#flip').on('click', function(e){
flipShape(); // click button - flip shape a bit
})
/*
Set the offset for rotation to the given location and re-position the shape
*/
function RotatePoint(shape, pos){ // where pos = {x: xpos, y: yPos}
var initialPos = shape.getAbsolutePosition();
var moveBy = {x: pos.x - initialPos.x, y: pos.y - initialPos.y};
// offset is relative to initial x,y of shape, so deduct x,y.
shape.offsetX(moveBy.x);
shape.offsetY(moveBy.y);
// reposition x,y because changing offset moves it.
shape.x(initialPos.x + moveBy.x);
shape.y(initialPos.y + moveBy.y);
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/2.5.1/konva.js"></script>
<p>Clck the button to progressively flip a shape using scaleX <button id='flip'>Flip a bit</button> <span id='info'></span></p>
<div id='container' style="position: absolute; top: 0; z-index: -1; display: inline-block; width: 600px, height: 200px; background-color: silver; "></div>

Is there a way to resize a circle by dragging the circumference outward / inward using Konva js?

Using Konva js, Is there a way to drag a circle's circumference without showing the resizers elements, in order to resize the circle ( make the radius grow)?
Using a Transformer - displays the resizers, and stretches rectangles by changing the scale. I want to actually resize the circle (larger radius) without showing the resizers.
All help will be appreciated. Thx
You may need to use two circles for that. One circle is your main shape, another circle for detecting events on stroke (the second circle can be transparent if you don't want to see it on the screen).
const stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
});
const layer = new Konva.Layer();
stage.add(layer);
const circle = new Konva.Circle({
x: stage.width() / 2,
y: stage.height() / 2,
radius: 50,
fill: 'green'
});
layer.add(circle);
const border = new Konva.Circle({
x: stage.width() / 2,
y: stage.height() / 2,
radius: 50,
stroke: 'black',
strokeWidth: 6,
fillEnabled: false
});
layer.add(border);
function distance(p1, p2) {
return Math.sqrt(Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2));
}
border.on('mouseenter', () => {
border.stroke('red');
layer.batchDraw();
})
border.on('mouseleave', () => {
border.stroke('black');
layer.batchDraw();
})
border.on('mousedown', () => {
// attach move event
stage.on('mousemove.resizer', () => {
const center = border.position();
const pointer = stage.getPointerPosition();
const radius = distance(center, pointer);
border.radius(radius);
circle.radius(radius)
layer.batchDraw();
});
// remove all events at end
stage.on('mouseup.resizer', () => {
stage.off('.resizer')
});
})
layer.draw();
<script src="https://unpkg.com/konva#^2/konva.min.js"></script>
<div id="container"></div>

Creating multiple repeating shapes

I have the following code which creates me rectangle that contains some text. I need to create multiple addressable instances of this rectangle so that I can individually animate them. Each rectangle needs to contain a different text label.
var s = Snap(800, 600);
var block = s.rect(50, 50, 100, 100, 5, 5);
block.attr({
fill: "rgb(236, 240, 241)",
stroke: "#1f2c39",
strokeWidth: 3
});
var text = s.text(70, 105, "Hello World");
text.attr({
'font-size':20
});
block.attr({
width: (text.node.clientWidth + 50)
});
Rather than repeating my code I would like to create a function that accepts the text and the coordinates for placing the rectangle. What is the best way to achieve this ? Is this capability already included within snap.svg ?
UPDATE
I created another plugin, this time to import and scale SVG images. Is this the best approach to take for this ? Is the only way to scale the image using the `transform attribute ?
Import SVG plugin example.
Snap.plugin( function( Snap, Element, Paper, global ) {
Paper.prototype.importImage = function( x, y, scale ) {
var ig1 = s.group();
var image = Snap.load("../package.svg", function ( loadedFragment ) {
ig1.attr({transform: 'translate(' + x + ',' + y + ') scale('+ scale +')'});
ig1.append( loadedFragment);
} );
return ig1;
}
});
You could create a plugin to give you a new element option that does it for you, for example...
Snap.plugin( function( Snap, Element, Paper, global ) {
Paper.prototype.textRect = function( text, x, y ) {
var block = s.rect(x, y, 100, 100, 5, 5)
.attr({
fill: "rgb(236, 240, 241)",
stroke: "#1f2c39",
strokeWidth: 3,
});
var text = s.text(x + 20, y + 50, text).attr({ 'font-size': 20 });
block.attr({ width: (text.node.clientWidth + 50) });
}
});
var s = Snap(800,800)
s.textRect('Hi', 100, 100 );
s.textRect('There', 100, 200 );
example fiddle
You may want to put them both in a 'g' group element if you will move them around or drag them or something, so you can perform operations on the group.

kineticjs rotate with mouse angle

I am trying to make an image object rotate in accordance to the mouse being clicked down on that image and the angle of the mouse to the center of the object.
Think of a unit circle and having the image being rotated about the circle based on where the mouse is on that circle.
I currently have
var stage = new Kinetic.Stage({
container: "container",
width: 800,
height: 500,
id: "myCanvas",
name: "myCanvas"
});
var layer = new Kinetic.Layer();
//gets the canvas context
var canvas = stage.getContainer();
var mousePosX;
var mousePosY;
var mouseStartAngle;
var selectedImage;
var mouseAngle;
var mouseStartAngle;
console.log(canvas)
var shiftPressed
window.addEventListener('keydown', function (e) {
if (e.keyCode == "16") {
shiftPressed = true;
}
console.log(shiftPressed)
}, true);
window.addEventListener('keyup', function (e) {
if (e.keyCode == "16") {
shiftPressed = false;
}
console.log(shiftPressed)
}, true);
function drawImage(imageObj) {
var dynamicImg = new Kinetic.Image({
image: imageObj,
x: stage.getWidth() / 2 - 200 / 2,
y: stage.getHeight() / 2 - 137 / 2,
width: 100, //imageObj.width,
height: 100, // imageObj.height,
draggable: true,
offset: [50,50] //[(imageObj.width/2), (imageObj.height/2)]
});
dynamicImg.on('mousedown', function () {
selectedImage = this;
console.log("x: " + this.getX())
console.log("y: " + this.getY())
var mouseStartXFromCenter = mousePosX - (this.getX() + (this.getWidth() / 2));
var mouseStartYFromCenter = mousePosY - (this.getY() + (this.getHeight() / 2));
mouseStartAngle = Math.atan2(mouseStartYFromCenter, mouseStartXFromCenter);
if (shiftPressed) {
//console.log("trying to switch draggable to false");
//console.log(this)
this.setDraggable(false);
}
});
dynamicImg.on('mouseup mouseout', function () {
//console.log('mouseup mouseout')
this.setDraggable(true);
});
dynamicImg.on('mouseover', function () {
document.body.style.cursor = 'pointer';
});
dynamicImg.on('mouseout', function () {
document.body.style.cursor = 'default';
});
imageArray.push(dynamicImg);
layer.add(dynamicImg);
stage.add(layer);
}
var imageObj = new Image();
imageObj.onload = function () {
drawImage(this);
};
imageObj.src = 'http://localhost:60145/Images/orderedList8.png';
function getMousePos(evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
canvas.addEventListener('mouseup', function () {
selectedImage = undefined;
});
canvas.addEventListener('mousemove', function (evt) {
mousePos = getMousePos(evt);
//console.log('Mouse position: ' + mousePos.x + ',' + mousePos.y)
mousePosX = mousePos.x;
mousePosY = mousePos.y;
if (selectedImage != undefined) {
mouseXFromCenter = mousePosX - selectedImage.getX();
mouseYFromCenter = mousePosY - selectedImage.getY();
mouseAngle = Math.atan2(mouseYFromCenter, mouseXFromCenter);
var rotateAngle = mouseAngle - mouseStartAngle;
selectedImage.setRotation(rotateAngle);
}
}, false);
the code has a couple things to it.
-It should only allow a rotate if 'shift' is pressed and mousedown event happens on an image.
-it needs to maintain the dynamic image drawing as they will be populating the canvas dynamically over the life of the page.
here is a good example of something similar i want to happen, but just simply cannot get it to work in canvas/kineticjs.
http://jsfiddle.net/22Feh/5/
I would go simpler way using dragBoundFunc. http://jsfiddle.net/bighostkim/vqGmL/
dragBoundFunc: function (pos, evt) {
if (evt.shiftKey) {
var x = this.getX() - pos.x;
var y = this.getY() - pos.y;
var radian = Math.PI + Math.atan(y/x);
this.setRotation(radian);
return {
x: this.getX(),
y: this.getY()
}
} else {
return pos;
}
}
My mistake, I misread your question. You were essentially missing one line:
layer.draw();
Hold shift and move the mouse, you'll see it rotates nicely.
http://jsfiddle.net/WXHe6/2/
canvas.addEventListener('mousemove', function (evt) {
mousePos = getMousePos(evt);
//console.log('Mouse position: ' + mousePos.x + ',' + mousePos.y)
mousePosX = mousePos.x;
mousePosY = mousePos.y;
if (selectedImage != undefined) {
mouseXFromCenter = mousePosX - selectedImage.getX();
mouseYFromCenter = mousePosY - selectedImage.getY();
mouseAngle = Math.atan2(mouseYFromCenter, mouseXFromCenter);
var rotateAngle = mouseAngle - mouseStartAngle;
selectedImage.setRotation(rotateAngle);
layer.draw(); // <--------------- right here
}
}, false);
You should be more clear what your .on() events do. In your code, the mousedown on the shape doesn't do anything other than calculate an mouseStartAngle, but doesn't do anything. And your mouseUp on the shape event doesn't do much either. It's your browser/client mousedown/mouseup that do all the work, and that's why it rotates properly on some clicks and not others.
For setting the rotation you have many options, here are two:
Option one: set the radians manually on mousedown
dynamicImg.on('mousedown', function () {
dynamicImg.setRotation(mouseStartAngle); //set the rotation degree
layer.draw(); // redraw the layer
}
Option two: let kineticJS animate the rotation for you
dynamicImg.on('mousedown', function () {
dynamicImg.transitionTo({
duration: 1, // length of animation in seconds
rotation: mouseStartAngle // your angle, in radians
});
}
your updated jsfiddle: http://jsfiddle.net/WXHe6/1/
Here are some additional notes:
The reason you are having trouble is because your code is structured is a bit of a messy manner, sorry to say. You are mixing browser events with and adding listeners to the canvas rather than using built-in kineticJS functionality, for example, you could use stage.getUserPosition() to get the mouse coordinates. Unless you have some dire need to structure your project this way, try to avoid it.
What I do like is that you have created functions to break up your code, but on the down-side you have multiple functions doing the same thing, like calculating and updating the rotation angle. Why not just make one function to get the angle?
Some Tips:
Try using mainly KineticJS for functionality (I know you'll need event listeners for buttons like SHIFT). What I mean is, use things like stage.getUserPosition(); to get the mouse/touch coordinates, rather than evt.clientX, it's cleaner, and the work has been done for you already, no need to re-invent the wheel.
Make one function for setting/getting the rotation for a shape. Then you can call it whenever you want. (use less repetitive code)
If you don't want the shape to be draggable when shift is clicked, you should set that before an item is clicked. You have button listeners so you can either disable rotation for all shapes when shift is pressed down, or just for a shape on that is under the cursor.
imageArray.push(dynamicImg); not sure if you really need this, if you need to access all the elements as an array, you could alway do layer.getChildren(); to get all the images in the layer, or access them numerically like layer.getChildren()[0]; (in creation order)

Kineticjs Dragend - How to Store results of getPosition()

I am new to Kineticjs and not a great javascript coder so I am hoping to get some help with this example.
http://jsfiddle.net/pwM8M/
I am trying to store the x axis on doors so when a redraw unrelated to the doors is done they don't go back to the default position. (multiple types of doors and windows too)
Each form element can have multiple quantities (more than one door) so I need a way to store/retrieve the data currently contained in the alert on jsfiddle.
I did some research but have come up empty. Can anyone help with what I have provided?
function OH(x,y,w,h) {
var oh = new Kinetic.Text({
x:x,
y: y,
width: w*scale,
height: h*scale,
stroke: wtc,
strokeWidth: 1,
fill: 'brown',
fontSize: 6,
fontFamily: 'Calibri',
padding:4,
text: w+' x '+h+' OH\n\n<- DRAG ->',
align: 'center',
textFill: 'white',
draggable: true,
dragConstraint:'horizontal',
dragBounds: {
left:xoffset, right: xoffset+width+length-(w*scale)
}
});
oh.on('dragend', function(e) {
alert(oh.getPosition().x);
});
window.south.add(oh);
}
Thanks,
I have fixed sized 40x40 rectangle here in which i am using dragging function. try this
var box = new Kinetic.Rect({
x: parseFloat(area.size.x),
y: parseFloat(area.size.y),
width: 40, //parseFloat(area.size.width)
height: 40,
fill: area.color,
stroke: 'black',
strokeWidth: 1,
opacity: 0.6,
id : area.id + id,
draggable: true,
dragBoundFunc: function(pos) {
// x
var newX = pos.x < 0 ? 40 : pos.x;
var newX = newX > _self.canvasWidth - area.size.width ? _self.canvasWidth - area.size.width : newX;
// y
var newY = pos.y < 0 ? 40 : pos.y;
var newY = newY > _self.canvasHeight - area.size.height ? _self.canvasHeight - area.size.height : newY;
return {
x: newX,
y: newY
};
Use this function
box.on('dragend', function() {
_self.draw = false;
_self.dragArea(area, box);
});
and try this to play with x y coordinates
dragArea: function(area, box){
if(box){
$$('#' + this.formId + ' [name="areas[' + area.id + '][size][x]"]').first().value = parseInt(box.attrs.x);
$$('#' + this.formId + ' [name="areas[' + area.id + '][size][y]"]').first().value = parseInt(box.attrs.y);
area.size.x = parseInt(box.attrs.x);
area.size.y = parseInt(box.attrs.y);
}
},
Create a new array before the function, like so:
var xArray = new Array();
then inside your function
oh.on('dragend', function(e) {
alert(oh.getPosition().x);
// ADD NEW ITEM TO ARRAY, STORE X POSITION
xArray.push(oh.getPosition().x);
});
and so all the x values get stored in the array.
If you need to clear the array, you can simply create a new one again with the same name.
And you can iterate through it with a loop if needed.
updated:
http://jsfiddle.net/pwM8M/2/

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