HTML5画布中旋转矩形内的鼠标位置

Mouse position within rotated rectangle in HTML5 Canvas

本文关键字:鼠标 位置 布中 旋转 HTML5      更新时间:2023-09-26

html5画布中矩形的旋转以弧度存储。为了确定后续的鼠标点击是否在任何给定的矩形内,我将鼠标x和y平移到矩形的旋转原点,将旋转的相反方向应用于鼠标坐标,然后将鼠标坐标平移回。

这根本不起作用——鼠标坐标没有按预期进行转换(也就是说,在旋转矩形的可见边界内单击时,鼠标坐标不在原始矩形的边界内),针对矩形边界的测试也失败了。鼠标点击检测仅在矩形的最中心区域内有效。请看下面的代码片段,如果你能看到这里的错误,请告诉我。

 // Our origin of rotation is the center of the rectangle
 // Our rectangle has its upper-left corner defined by x,y, its width
 // defined in w, height in h, and rotation(in radians) in r.  
var originX = this.x + this.w/2, originY = this.y + this.h/2, r = -this.r;
 // Perform origin translation
mouseX -= originX, mouseY -= originY;
// Rotate mouse coordinates by opposite of rectangle rotation
mouseX = mouseX * Math.cos(r) - mouseY * Math.sin(r);
mouseY = mouseY * Math.cos(r) + mouseX * Math.sin(r);
// Reverse translation
mouseX += originX, mouseY += originY;
// Bounds Check
if ((this.x <= mouseX) && (this.x + this.w >= mouseX) && (this.y <= mouseY) && (this.y + this.h >= mouseY)){
    return true;
}

经过进一步的工作,我得出了以下解决方案,我想我会在这里转录出来,供将来可能需要它的人使用:

// translate mouse point values to origin
    var dx = mouseX - originX, dy = mouseY - originY;
    // distance between the point and the center of the rectangle
    var h1 = Math.sqrt(dx*dx + dy*dy);
    var currA = Math.atan2(dy,dx);
    // Angle of point rotated around origin of rectangle in opposition
    var newA = currA - this.r;
    // New position of mouse point when rotated
    var x2 = Math.cos(newA) * h1;
    var y2 = Math.sin(newA) * h1;
    // Check relative to center of rectangle
    if (x2 > -0.5 * this.w && x2 < 0.5 * this.w && y2 > -0.5 * this.h && y2 < 0.5 * this.h){
        return true;
    }