本章开始补充一些基础的图形绘制,比如绘制:直线、曲线、圆/椭形、矩形。这一章主要分享一下本示例是如何开始绘制一个图形的,并以绘制圆/椭形为实现目标。
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github源码
gitee源码
示例地址
接下来主要说说:
- UI
- Graph(图形)
- canvas2svg 打补丁
- 拐点旋转修复
UI - 图形绘制类型切换
先找几个图标,增加按钮,分别代表绘制图形:直线、曲线、圆/椭形、矩形:
选中图形类型后,即可通过拖动绘制图形(绘制完成后,清空选择):
定义图形类型:
// src/Render/types.ts /*** 图形类型*/
export enum GraphType {Line = 'Line', // 直线Curve = 'Curve', // 曲线Rect = 'Rect', // 矩形Circle = 'Circle' // 圆/椭圆形
}
在 Render 中记录当前图形类型,并提供修改方法与事件:
// src/Render/index.ts // 略// 画图类型graphType: Types.GraphType | undefined = undefined// 略// 改变画图类型changeGraphType(type?: Types.GraphType) {this.graphType = typethis.emit('graph-type-change', this.graphType)}
工具栏按钮通讯:
// src/components/main-header/index.vue // 略const emit = defineEmits([/* 略 */, 'update:graphType'])const props = withDefaults(defineProps<{// 略graphType?: Types.GraphType
}>(), {// 略
});// 略watch(() => props.render, () => {if (props.render) {// 略props.render?.on('graph-type-change', (value) => {emit('update:graphType', value)})}}, {immediate: true
})// 略function onGraph(type: Types.GraphType) {emit('update:graphType', props.graphType === type ? undefined : type)
以上就是绘制图形的工具栏入口。
Graph - 图形定义及其相关实现
相关代码文件:
1、src/Render/graphs/BaseGraph.ts - 抽象类:定义通用属性、逻辑、外部接口定义。
2、src/Render/graphs/Circle.ts 继承 BaseGraph - 构造 圆/椭形 ;处理创建部分交互信息;关键逻辑的实现。
3、src/Render/handlers/GraphHandlers.ts - 收集图形创建所需交互信息,接着交给 Circle 静态处理方法处理。
4、src/Render/draws/GraphDraw.ts - 绘制图形、调整点 - 绘制 调整点 的锚点;收集并处理交互信息,接着并交给 Circle 静态处理方法处理。
BaseGraph 抽象类
// src/Render/graphs/BaseGraph.ts// 略/*** 图形类* 实例主要用于新建图形时,含新建同时的大小拖动。* 静态方法主要用于新建之后,通过 调整点 调整的逻辑定义*/
export abstract class BaseGraph {/*** 更新 图形 的 调整点 的 锚点位置* @param width 图形 的 宽度* @param height 图形 的 高度* @param rotate 图形 的 旋转角度* @param anchorShadows 图形 的 调整点 的 锚点*/static updateAnchorShadows(width: number,height: number,rotate: number,anchorShadows: Konva.Circle[]) {console.log('请实现 updateAnchorShadows', width, height, anchorShadows)}/*** 更新 图形 的 连接点 的 锚点位置* @param width 图形 的 宽度* @param height 图形 的 高度* @param rotate 图形 的 旋转角度* @param anchors 图形 的 调整点 的 锚点*/static updateLinkAnchorShadows(width: number,height: number,rotate: number,linkAnchorShadows: Konva.Circle[]) {console.log('请实现 updateLinkAnchorShadows', width, height, linkAnchorShadows)}/*** 生成 调整点* @param render 渲染实例* @param graph 图形* @param anchor 调整点 定义* @param anchorShadow 调整点 锚点* @param adjustingId 正在操作的 调整点 id* @returns*/static createAnchorShape(render: Render,graph: Konva.Group,anchor: Types.GraphAnchor,anchorShadow: Konva.Circle,adjustType: string,adjustGroupId: string): Konva.Shape {console.log('请实现 createAnchorShape', render, graph, anchor, anchorShadow, adjustingId, adjustGroupId)return new Konva.Shape()}/*** 调整 图形* @param render 渲染实例* @param graph 图形* @param graphSnap 图形 的 备份* @param rect 当前 调整点* @param rects 所有 调整点* @param startPoint 鼠标按下位置* @param endPoint 鼠标拖动位置*/static adjust(render: Render,graph: Konva.Group,graphSnap: Konva.Group,rect: Types.GraphAnchorShape,rects: Types.GraphAnchorShape[],startPoint: Konva.Vector2d,endPoint: Konva.Vector2d) {console.log('请实现 updateAnchorShadows', render, graph, rect, startPoint, endPoint)}//protected render: Rendergroup: Konva.Groupid: string // 就是 group 的id/*** 鼠标按下位置*/protected dropPoint: Konva.Vector2d = { x: 0, y: 0 }/*** 调整点 定义*/protected anchors: Types.GraphAnchor[] = []/*** 调整点 的 锚点*/protected anchorShadows: Konva.Circle[] = []/*** 调整点 定义*/protected linkAnchors: Types.LinkDrawPoint[] = []/*** 连接点 的 锚点*/protected linkAnchorShadows: Konva.Circle[] = []constructor(render: Render,dropPoint: Konva.Vector2d,config: {anchors: Types.GraphAnchor[]linkAnchors: Types.AssetInfoPoint[]}) {this.render = renderthis.dropPoint = dropPointthis.id = nanoid()this.group = new Konva.Group({id: this.id,name: 'asset',assetType: Types.AssetType.Graph})// 调整点 定义this.anchors = config.anchors.map((o) => ({...o,// 补充信息name: 'anchor',groupId: this.group.id()}))// 记录在 group 中this.group.setAttr('anchors', this.anchors)// 新建 调整点 的 锚点for (const anchor of this.anchors) {const circle = new Konva.Circle({adjustType: anchor.adjustType,name: anchor.name,radius: 0// radius: this.render.toStageValue(1),// fill: 'red'})this.anchorShadows.push(circle)this.group.add(circle)}// 连接点 定义this.linkAnchors = config.linkAnchors.map((o) =>({...o,id: nanoid(),groupId: this.group.id(),visible: false,pairs: [],direction: o.direction,alias: o.alias}) as Types.LinkDrawPoint)// 连接点信息this.group.setAttrs({points: this.linkAnchors})// 新建 连接点 的 锚点for (const point of this.linkAnchors) {const circle = new Konva.Circle({name: 'link-anchor',id: point.id,x: point.x,y: point.y,radius: this.render.toStageValue(1),stroke: 'rgba(0,0,255,1)',strokeWidth: this.render.toStageValue(2),visible: false,direction: point.direction,alias: point.alias})this.linkAnchorShadows.push(circle)this.group.add(circle)}this.group.on('mouseenter', () => {// 显示 连接点this.render.linkTool.pointsVisible(true, this.group)})this.group.on('mouseleave', () => {// 隐藏 连接点this.render.linkTool.pointsVisible(false, this.group)// 隐藏 hover 框this.group.findOne('#hoverRect')?.visible(false)})this.render.layer.add(this.group)this.render.redraw()}/*** 调整进行时* @param point 鼠标位置 相对位置*/abstract drawMove(point: Konva.Vector2d): void/*** 调整结束*/abstract drawEnd(): void
}
这里的:
- 静态方法,相当定义了绘制图形必要的工具方法,具体实现交给具体的图形类定义;
- 接着是绘制图形必要的属性及其初始化;
- 最后,抽象方法约束了图形实例必要的方法。
绘制 圆/椭形
图形是可以调整的,这里 圆/椭形 拥有 8 个 调整点:
还要考虑图形被旋转后,依然能合理调整:
调整本身也是支持磁贴的:
图形也支持 连接点:
图形类 - Circle
// src/Render/graphs/Circle.ts// 略/*** 图形 圆/椭圆*/
export class Circle extends BaseGraph {// 实现:更新 图形 的 调整点 的 锚点位置static override updateAnchorShadows(width: number,height: number,rotate: number,anchorShadows: Konva.Circle[]): void {for (const shadow of anchorShadows) {switch (shadow.attrs.id) {case 'top':shadow.position({x: width / 2,y: 0})breakcase 'bottom':shadow.position({x: width / 2,y: height})breakcase 'left':shadow.position({x: 0,y: height / 2})breakcase 'right':shadow.position({x: width,y: height / 2})breakcase 'top-left':shadow.position({x: 0,y: 0})breakcase 'top-right':shadow.position({x: width,y: 0})breakcase 'bottom-left':shadow.position({x: 0,y: height})breakcase 'bottom-right':shadow.position({x: width,y: height})break}}}// 实现:更新 图形 的 连接点 的 锚点位置static override updateLinkAnchorShadows(width: number,height: number,rotate: number,linkAnchorShadows: Konva.Circle[]): void {for (const shadow of linkAnchorShadows) {switch (shadow.attrs.alias) {case 'top':shadow.position({x: width / 2,y: 0})breakcase 'bottom':shadow.position({x: width / 2,y: height})breakcase 'left':shadow.position({x: 0,y: height / 2})breakcase 'right':shadow.position({x: width,y: height / 2})breakcase 'center':shadow.position({x: width / 2,y: height / 2})break}}}// 实现:生成 调整点static createAnchorShape(render: Types.Render,graph: Konva.Group,anchor: Types.GraphAnchor,anchorShadow: Konva.Circle,adjustType: string,adjustGroupId: string): Konva.Shape {// stage 状态const stageState = render.getStageState()const x = render.toStageValue(anchorShadow.getAbsolutePosition().x - stageState.x),y = render.toStageValue(anchorShadow.getAbsolutePosition().y - stageState.y)const offset = render.pointSize + 5const shape = new Konva.Line({name: 'anchor',anchor: anchor,//// stroke: colorMap[anchor.id] ?? 'rgba(0,0,255,0.2)',stroke:adjustType === anchor.adjustType && graph.id() === adjustGroupId? 'rgba(0,0,255,0.8)': 'rgba(0,0,255,0.2)',strokeWidth: render.toStageValue(2),// 位置x,y,// 路径points:{'top-left': _.flatten([[-offset, offset / 2],[-offset, -offset],[offset / 2, -offset]]),top: _.flatten([[-offset, -offset],[offset, -offset]]),'top-right': _.flatten([[-offset / 2, -offset],[offset, -offset],[offset, offset / 2]]),right: _.flatten([[offset, -offset],[offset, offset]]),'bottom-right': _.flatten([[-offset / 2, offset],[offset, offset],[offset, -offset / 2]]),bottom: _.flatten([[-offset, offset],[offset, offset]]),'bottom-left': _.flatten([[-offset, -offset / 2],[-offset, offset],[offset / 2, offset]]),left: _.flatten([[-offset, -offset],[-offset, offset]])}[anchor.id] ?? [],// 旋转角度rotation: graph.getAbsoluteRotation()})shape.on('mouseenter', () => {shape.stroke('rgba(0,0,255,0.8)')document.body.style.cursor = 'move'})shape.on('mouseleave', () => {shape.stroke(shape.attrs.adjusting ? 'rgba(0,0,255,0.8)' : 'rgba(0,0,255,0.2)')document.body.style.cursor = shape.attrs.adjusting ? 'move' : 'default'})return shape}// 实现:调整 图形static override adjust(render: Types.Render,graph: Konva.Group,graphSnap: Konva.Group,shapeRecord: Types.GraphAnchorShape,shapeRecords: Types.GraphAnchorShape[],startPoint: Konva.Vector2d,endPoint: Konva.Vector2d) {// 目标 圆/椭圆const circle = graph.findOne('.graph') as Konva.Ellipse// 镜像const circleSnap = graphSnap.findOne('.graph') as Konva.Ellipse// 调整点 锚点const anchors = (graph.find('.anchor') ?? []) as Konva.Circle[]// 连接点 锚点const linkAnchors = (graph.find('.link-anchor') ?? []) as Konva.Circle[]const { shape: adjustShape } = shapeRecordif (circle && circleSnap) {let [graphWidth, graphHeight] = [graph.width(), graph.height()]const [graphRotation, anchorId, ex, ey] = [Math.round(graph.rotation()),adjustShape.attrs.anchor?.id,endPoint.x,endPoint.y]let anchorShadow: Konva.Circle | undefined, anchorShadowAcross: Konva.Circle | undefinedswitch (anchorId) {case 'top':{anchorShadow = graphSnap.findOne(`#top`)anchorShadowAcross = graphSnap.findOne(`#bottom`)}breakcase 'bottom':{anchorShadow = graphSnap.findOne(`#bottom`)anchorShadowAcross = graphSnap.findOne(`#top`)}breakcase 'left':{anchorShadow = graphSnap.findOne(`#left`)anchorShadowAcross = graphSnap.findOne(`#right`)}breakcase 'right':{anchorShadow = graphSnap.findOne(`#right`)anchorShadowAcross = graphSnap.findOne(`#left`)}breakcase 'top-left':{anchorShadow = graphSnap.findOne(`#top-left`)anchorShadowAcross = graphSnap.findOne(`#bottom-right`)}breakcase 'top-right':{anchorShadow = graphSnap.findOne(`#top-right`)anchorShadowAcross = graphSnap.findOne(`#bottom-left`)}breakcase 'bottom-left':{anchorShadow = graphSnap.findOne(`#bottom-left`)anchorShadowAcross = graphSnap.findOne(`#top-right`)}breakcase 'bottom-right':{anchorShadow = graphSnap.findOne(`#bottom-right`)anchorShadowAcross = graphSnap.findOne(`#top-left`)}break}if (anchorShadow && anchorShadowAcross) {const { x: sx, y: sy } = anchorShadow.getAbsolutePosition()const { x: ax, y: ay } = anchorShadowAcross.getAbsolutePosition()// anchorShadow:它是当前操作的 调整点 锚点// anchorShadowAcross:它是当前操作的 调整点 反方向对面的 锚点// 调整大小{// 略// 计算比较复杂,不一定是最优方案,详情请看工程代码。// 基本逻辑:// 1、通过鼠标移动,计算当前鼠标位置、当前操作的 调整点 锚点 位置(原位置) 分别与 anchorShadowAcross(原位置)的距离;// 2、 保持 anchorShadowAcross 位置固定,通过上面两距离的变化比例,计算最新的宽高大小;// 3、期间要约束不同角度不同方向的宽高处理,有的只改变宽、有的只改变高、有的同时改变宽和高。}// 调整位置{// 略// 计算比较复杂,不一定是最优方案,详情请看工程代码。// 基本逻辑:// 利用三角函数,通过最新的宽高,调整图形的坐标。}}// 更新 圆/椭圆 大小circle.x(graphWidth / 2)circle.radiusX(graphWidth / 2)circle.y(graphHeight / 2)circle.radiusY(graphHeight / 2)// 更新 调整点 的 锚点 位置Circle.updateAnchorShadows(graphWidth, graphHeight, graphRotation, anchors)// 更新 图形 的 连接点 的 锚点位置Circle.updateLinkAnchorShadows(graphWidth, graphHeight, graphRotation, linkAnchors)// stage 状态const stageState = render.getStageState()// 更新 调整点 位置for (const anchor of anchors) {for (const { shape } of shapeRecords) {if (shape.attrs.anchor?.adjustType === anchor.attrs.adjustType) {const anchorShadow = graph.findOne(`#${anchor.attrs.id}`)if (anchorShadow) {shape.position({x: render.toStageValue(anchorShadow.getAbsolutePosition().x - stageState.x),y: render.toStageValue(anchorShadow.getAbsolutePosition().y - stageState.y)})shape.rotation(graph.getAbsoluteRotation())}}}}}}/*** 默认图形大小*/static size = 100/*** 圆/椭圆 对应的 Konva 实例*/private circle: Konva.Ellipseconstructor(render: Types.Render, dropPoint: Konva.Vector2d) {super(render, dropPoint, {// 定义了 8 个 调整点anchors: [{ adjustType: 'top' },{ adjustType: 'bottom' },{ adjustType: 'left' },{ adjustType: 'right' },{ adjustType: 'top-left' },{ adjustType: 'top-right' },{ adjustType: 'bottom-left' },{ adjustType: 'bottom-right' }].map((o) => ({adjustType: o.adjustType, // 调整点 类型定义type: Types.GraphType.Circle // 记录所属 图形})),linkAnchors: [{ x: 0, y: 0, alias: 'top', direction: 'top' },{ x: 0, y: 0, alias: 'bottom', direction: 'bottom' },{ x: 0, y: 0, alias: 'left', direction: 'left' },{ x: 0, y: 0, alias: 'right', direction: 'right' },{ x: 0, y: 0, alias: 'center' }] as Types.AssetInfoPoint[]})// 新建 圆/椭圆this.circle = new Konva.Ellipse({name: 'graph',x: 0,y: 0,radiusX: 0,radiusY: 0,stroke: 'black',strokeWidth: 1})// 加入this.group.add(this.circle)// 鼠标按下位置 作为起点this.group.position(this.dropPoint)}// 实现:拖动进行时override drawMove(point: Konva.Vector2d): void {// 鼠标拖动偏移量let offsetX = point.x - this.dropPoint.x,offsetY = point.y - this.dropPoint.y// 确保不翻转if (offsetX < 1) {offsetX = 1}if (offsetY < 1) {offsetY = 1}// 半径const radiusX = offsetX / 2,radiusY = offsetY / 2// 圆/椭圆 位置大小this.circle.x(radiusX)this.circle.y(radiusY)this.circle.radiusX(radiusX)this.circle.radiusY(radiusY)// group 大小this.group.size({width: offsetX,height: offsetY})// 更新 图形 的 调整点 的 锚点位置Circle.updateAnchorShadows(offsetX, offsetY, 1, this.anchorShadows)// 更新 图形 的 连接点 的 锚点位置Circle.updateLinkAnchorShadows(offsetX, offsetY, 1, this.linkAnchorShadows)// 重绘this.render.redraw([Draws.GraphDraw.name, Draws.LinkDraw.name])}// 实现:拖动结束override drawEnd(): void {if (this.circle.radiusX() <= 1 && this.circle.radiusY() <= 1) {// 加入只点击,无拖动// 默认大小const width = Circle.size,height = widthconst radiusX = Circle.size / 2,radiusY = radiusX// 圆/椭圆 位置大小this.circle.x(radiusX)this.circle.y(radiusY)this.circle.radiusX(radiusX - this.circle.strokeWidth())this.circle.radiusY(radiusY - this.circle.strokeWidth())// group 大小this.group.size({width,height})// 更新 图形 的 调整点 的 锚点位置Circle.updateAnchorShadows(width, height, 1, this.anchorShadows)// 更新 图形 的 连接点 的 锚点位置Circle.updateLinkAnchorShadows(width, height, 1, this.linkAnchorShadows)// 对齐线清除this.render.attractTool.alignLinesClear()// 重绘this.render.redraw([Draws.GraphDraw.name, Draws.LinkDraw.name])}}
}
GraphHandlers
// src/Render/handlers/GraphHandlers.ts // 略export class GraphHandlers implements Types.Handler {// 略/*** 新建图形中*/graphing = false/*** 当前新建图形类型*/currentGraph: Graphs.BaseGraph | undefined/*** 获取鼠标位置,并处理为 相对大小* @param attract 含磁贴计算* @returns*/getStagePoint(attract = false) {const pos = this.render.stage.getPointerPosition()if (pos) {const stageState = this.render.getStageState()if (attract) {// 磁贴const { pos: transformerPos } = this.render.attractTool.attractPoint(pos)return {x: this.render.toStageValue(transformerPos.x - stageState.x),y: this.render.toStageValue(transformerPos.y - stageState.y)}} else {return {x: this.render.toStageValue(pos.x - stageState.x),y: this.render.toStageValue(pos.y - stageState.y)}}}return null}handlers = {stage: {mousedown: (e: Konva.KonvaEventObject<GlobalEventHandlersEventMap['mousedown']>) => {if (this.render.graphType) {// 选中图形类型,开始if (e.target === this.render.stage) {this.graphing = truethis.render.selectionTool.selectingClear()const point = this.getStagePoint()if (point) {if (this.render.graphType === Types.GraphType.Circle) {// 新建 圆/椭圆 实例this.currentGraph = new Graphs.Circle(this.render, point)}}}}},mousemove: () => {if (this.graphing) {if (this.currentGraph) {const pos = this.getStagePoint(true)if (pos) {// 新建并马上调整图形this.currentGraph.drawMove(pos)}}}},mouseup: () => {if (this.graphing) {if (this.currentGraph) {// 调整结束this.currentGraph.drawEnd()}// 调整结束this.graphing = false// 清空图形类型选择this.render.changeGraphType()// 对齐线清除this.render.attractTool.alignLinesClear()// 重绘this.render.redraw([Draws.GraphDraw.name, Draws.LinkDraw.name])}}}}
}
GraphDraw
// src/Render/draws/GraphDraw.ts // 略export interface GraphDrawState {/*** 调整中*/adjusting: boolean/*** 调整中 id*/adjustType: string
}// 略export class GraphDraw extends Types.BaseDraw implements Types.Draw {// 略state: GraphDrawState = {adjusting: false,adjustType: ''}/*** 鼠标按下 调整点 位置*/startPoint: Konva.Vector2d = { x: 0, y: 0 }/*** 图形 group 镜像*/graphSnap: Konva.Group | undefinedconstructor(render: Types.Render, layer: Konva.Layer, option: GraphDrawOption) {super(render, layer)this.option = optionthis.group.name(this.constructor.name)}/*** 获取鼠标位置,并处理为 相对大小* @param attract 含磁贴计算* @returns*/getStagePoint(attract = false) {const pos = this.render.stage.getPointerPosition()if (pos) {const stageState = this.render.getStageState()if (attract) {// 磁贴const { pos: transformerPos } = this.render.attractTool.attractPoint(pos)return {x: this.render.toStageValue(transformerPos.x - stageState.x),y: this.render.toStageValue(transformerPos.y - stageState.y)}} else {return {x: this.render.toStageValue(pos.x - stageState.x),y: this.render.toStageValue(pos.y - stageState.y)}}}return null}// 调整 预处理、定位静态方法adjusts(shapeDetailList: {graph: Konva.GroupshapeRecords: { shape: Konva.Shape; anchorShadow: Konva.Circle }[]}[]) {for (const { shapeRecords, graph } of shapeDetailList) {for (const { shape } of shapeRecords) {shape.setAttr('adjusting', false)}for (const shapeRecord of shapeRecords) {const { shape } = shapeRecord// 鼠标按下shape.on('mousedown', () => {this.state.adjusting = truethis.state.adjustType = shape.attrs.anchor?.adjustTypethis.state.adjustGroupId = graph.id()shape.setAttr('adjusting', true)const pos = this.getStagePoint()if (pos) {this.startPoint = pos// 图形 group 镜像,用于计算位置、大小的偏移this.graphSnap = graph.clone()}})// 调整中this.render.stage.on('mousemove', () => {if (this.state.adjusting && this.graphSnap) {if (shape.attrs.anchor?.type === Types.GraphType.Circle) {// 调整 圆/椭圆 图形if (shape.attrs.adjusting) {const pos = this.getStagePoint(true)if (pos) {// 使用 圆/椭圆 静态处理方法Graphs.Circle.adjust(this.render,graph,this.graphSnap,shapeRecord,shapeRecords,this.startPoint,pos)// 重绘this.render.redraw([Draws.GraphDraw.name, Draws.LinkDraw.name])}}}}})// 调整结束this.render.stage.on('mouseup', () => {this.state.adjusting = falsethis.state.adjustType = ''this.state.adjustGroupId = ''// 恢复显示所有 调整点for (const { shape } of shapeRecords) {shape.opacity(1)shape.setAttr('adjusting', false)shape.stroke('rgba(0,0,255,0.2)')document.body.style.cursor = 'default'}// 销毁 镜像this.graphSnap?.destroy()// 对齐线清除this.render.attractTool.alignLinesClear()})this.group.add(shape)}}}override draw() {this.clear()// 所有图形const graphs = this.render.layer.find('.asset').filter((o) => o.attrs.assetType === Types.AssetType.Graph) as Konva.Group[]const shapeDetailList: {graph: Konva.GroupshapeRecords: { shape: Konva.Shape; anchorShadow: Konva.Circle }[]}[] = []for (const graph of graphs) {// 非选中状态才显示 调整点if (!graph.attrs.selected) {const anchors = (graph.attrs.anchors ?? []) as Types.GraphAnchor[]const shapeRecords: { shape: Konva.Shape; anchorShadow: Konva.Circle }[] = []// 根据 调整点 信息,创建for (const anchor of anchors) {// 调整点 的显示 依赖其隐藏的 锚点 位置、大小等信息const anchorShadow = graph.findOne(`#${anchor.id}`) as Konva.Circleif (anchorShadow) {const shape = Graphs.Circle.createAnchorShape(this.render,graph,anchor,anchorShadow,this.state.adjustingId,this.state.adjustGroupId)shapeRecords.push({ shape, anchorShadow })}}shapeDetailList.push({graph,shapeRecords})}}this.adjusts(shapeDetailList)}
}
稍显臃肿,后面慢慢优化吧 -_-
canvas2svg 打补丁
上面已经实现了绘制图形(圆/椭形),但是导出 svg 的时候报错了。经过错误定位以及源码阅读,发现:
1、当 Konva.Group 包含 Konva.Ellipse 的时候,无法导出 svg 文件
2、对 Konva.Ellipse 调整如 radiusX、radiusY 属性时,无法正确输出 path 路径
1、canvas2svg 尝试给 g 节点赋予 path 属性,导致异常报错。
现通过 hack __applyCurrentDefaultPath 方法,增加处理 nodeName === ‘g’ 的场景
2、查看 Konva.Ellipse.prototype._sceneFunc 方法源码,Konva 绘制 Ellipse 是通过 canvas 的 arc + scale 实现的,对应代码注释 A。
实际效果,无法仿照 canvas 的平均 scale,会出现 stroke 粗细不一。
因此,尝试通过识别 scale 修改 path 特征,修复此问题。
// src/Render/tools/ImportExportTool.ts C2S.prototype.__applyCurrentDefaultPath = function () {// 补丁:修复以下问题:// 1、当 Konva.Group 包含 Konva.Ellipse 的时候,无法导出 svg 文件// 2、对 Konva.Ellipse 调整如 radiusX、radiusY 属性时,无法正确输出 path 路径//// PS:// 1、canvas2svg 尝试给 g 节点赋予 path 属性,导致异常报错。// 现通过 hack __applyCurrentDefaultPath 方法,增加处理 nodeName === 'g' 的场景//// 2、查看 Konva.Ellipse.prototype._sceneFunc 方法源码,// Konva 绘制 Ellipse 是通过 canvas 的 arc + scale 实现的,对应代码注释 A,// 实际效果,无法仿照 canvas 的平均 scale,会出现 stroke 粗细不一。// 因此,尝试通过识别 scale 修改 path 特征,修复此问题。//// (以上 hack 仅针对示例绘制 图形 时的特征进行处理,并未深入研究 canvas2svg 为何会进入错误的逻辑)if (this.__currentElement.nodeName === 'g') {const g = this.__currentElement.querySelector('g')if (g) {// 注释 A// const d = this.__currentDefaultPath// const path = document.createElementNS('http://www.w3.org/2000/svg', 'path') as SVGElement// path.setAttribute('d', d)// path.setAttribute('fill', 'none')// g.append(path)const scale = g.getAttribute('transform')if (scale) {const match = scale.match(/scale\(([^),]+),([^)]+)\)/)if (match) {const [sx, sy] = [parseFloat(match[1]), parseFloat(match[2])]let d = this.__currentDefaultPathconst reg = /A ([^ ]+) ([^ ]+) /const match2 = d.match(reg)if (match2) {const [rx, ry] = [parseFloat(match2[1]), parseFloat(match2[2])]d = d.replace(reg, `A ${rx * sx} ${ry * sy} `)const path = document.createElementNS('http://www.w3.org/2000/svg','path') as SVGElementpath.setAttribute('d', d)path.setAttribute('fill', 'none')this.__currentElement.append(path)}}} else {const d = this.__currentDefaultPathconst path = document.createElementNS('http://www.w3.org/2000/svg', 'path') as SVGElementpath.setAttribute('d', d)path.setAttribute('fill', 'none')this.__currentElement.append(path)}}console.warn('[Hacked] Attempted to apply path command to node ' + this.__currentElement.nodeName)return}// 原逻辑if (this.__currentElement.nodeName === 'path') {const d = this.__currentDefaultPaththis.__currentElement.setAttribute('d', d)} else {throw new Error('Attempted to apply path command to node ' + this.__currentElement.nodeName)}
}
以上 hack 仅针对示例绘制 图形 时的特征进行处理,并未深入研究 canvas2svg 为何会进入错误的逻辑
拐点旋转修复
测试发现,连接线 的 拐点 并没有能跟随旋转角度调整坐标,因此补充一个修复:
// src/Render/handlers/SelectionHandlers.ts // 略/*** 矩阵变换:坐标系中的一个点,围绕着另外一个点进行旋转* - - - - - - - -* |x`| |cos -sin| |x-a| |a|* | | = | | | | +* |y`| |sin cos| |y-b| |b|* - - - - - - - -* @param x 目标节点坐标 x* @param y 目标节点坐标 y* @param centerX 围绕的点坐标 x* @param centerY 围绕的点坐标 y* @param angle 旋转角度* @returns*/rotatePoint(x: number, y: number, centerX: number, centerY: number, angle: number) {// 将角度转换为弧度const radians = (angle * Math.PI) / 180// 计算旋转后的坐标const newX = Math.cos(radians) * (x - centerX) - Math.sin(radians) * (y - centerY) + centerXconst newY = Math.sin(radians) * (x - centerX) + Math.cos(radians) * (y - centerY) + centerYreturn { x: newX, y: newY }}lastRotation = 0// 略handlers = {
// 略transformer: {transform: () => {// 旋转时,拐点也要跟着动const back = this.render.transformer.findOne('.back')if (back) {// stage 状态const stageState = this.render.getStageState()const { x, y, width, height } = back.getClientRect()const rotation = back.getAbsoluteRotation() - this.lastRotationconst centerX = x + width / 2const centerY = y + height / 2const groups = this.render.transformer.nodes()const points = groups.reduce((ps, group) => {return ps.concat(Array.isArray(group.getAttr('points')) ? group.getAttr('points') : [])}, [] as Types.LinkDrawPoint[])const pairs = points.reduce((ps, point) => {return ps.concat(point.pairs ? point.pairs.filter((o) => !o.disabled) : [])}, [] as Types.LinkDrawPair[])for (const pair of pairs) {const fromGroup = groups.find((o) => o.id() === pair.from.groupId)const toGroup = groups.find((o) => o.id() === pair.to.groupId)// 必须成对移动才记录if (fromGroup && toGroup) {// 移动if (fromGroup.attrs.manualPointsMap && fromGroup.attrs.manualPointsMapBefore) {let manualPoints = fromGroup.attrs.manualPointsMap[pair.id]const manualPointsBefore = fromGroup.attrs.manualPointsMapBefore[pair.id]if (Array.isArray(manualPoints) && Array.isArray(manualPointsBefore)) {manualPoints = manualPointsBefore.map((o: Types.ManualPoint) => {const { x, y } = this.rotatePoint(this.render.toBoardValue(o.x) + stageState.x,this.render.toBoardValue(o.y) + stageState.y,centerX,centerY,rotation)return {x: this.render.toStageValue(x - stageState.x),y: this.render.toStageValue(y - stageState.y)}})fromGroup.setAttr('manualPointsMap', {...fromGroup.attrs.manualPointsMap,[pair.id]: manualPoints})}}}}}// 重绘this.render.redraw([Draws.GraphDraw.name, Draws.LinkDraw.name, Draws.PreviewDraw.name])}}
// 略}
Thanks watching~
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源码
gitee源码
示例地址