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javascript - Snap edges of objects to each other and prevent overlap

My goal is to prevent overlapping of two or more rectangles inside my FabricJS canvas.

Imagine two rectangles having info on position and size and you can drag and drop any rectangle inside the canvas.

If rectangle A gets close enough to rectangle B, the position of rectangle A should snap to the edge of rectangle B. This should work for any edge of rectangle B. The vertices do not have to match, cause the sizes of the rectangles are variable.

I have a working example for this snapping on one dimension (x-axes).

My best jsfiddle attempt

See jsfiddle.

But I need it to work around the rectangle on both dimensions. I am quite sure, that my code is not well enough to manage this.

Code-snippets which might help:

object.oCoords.tl.x //top-left corner x position. similar goes for top-right (tr), bottom-left (bl), bottom-right (br) and .y for y-position
mouse_pos = canvas.getPointer(e.e);
mouse_pos.x //pointer x.position
mouse_pos.y //pointer y.position
object.intersectsWithObject(targ) // object = dragged rectangle, targ = targeted rectangle

The snapping should work for an unlimited amount of objects (not only for two rectangles).

See Question&Answers more detail:os

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I solved the problem on my own. See jsfiddle: http://jsfiddle.net/gcollect/FD53A/

This is the code:

this.canvas.on('object:moving', function (e) {
var obj = e.target;
obj.setCoords(); //Sets corner position coordinates based on current angle, width and height
canvas.forEachObject(function (targ) {
    var objects = this.canvas.getObjects(),
        i = objects.length;
    activeObject = canvas.getActiveObject();

    if (targ === activeObject) return;


    if (Math.abs(activeObject.oCoords.tr.x - targ.oCoords.tl.x) < edgedetection) {
        activeObject.left = targ.left - activeObject.currentWidth;
    }
    if (Math.abs(activeObject.oCoords.tl.x - targ.oCoords.tr.x) < edgedetection) {
        activeObject.left = targ.left + targ.currentWidth;
    }
    if (Math.abs(activeObject.oCoords.br.y - targ.oCoords.tr.y) < edgedetection) {
        activeObject.top = targ.top - activeObject.currentHeight;
    }
    if (Math.abs(targ.oCoords.br.y - activeObject.oCoords.tr.y) < edgedetection) {
        activeObject.top = targ.top + targ.currentHeight;
    }
    if (activeObject.intersectsWithObject(targ) && targ.intersectsWithObject(activeObject)) {
        targ.strokeWidth = 10;
        targ.stroke = 'red';
    } else {
        targ.strokeWidth = 0;
        targ.stroke = false;
    }
    if (!activeObject.intersectsWithObject(targ)) {
        activeObject.strokeWidth = 0;
        activeObject.stroke = false;
    }
});

Works pretty legit! Cheers!


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