這是我對這個問題的實現。未來可能會幫助別人。
fabric.Path.prototype.selectable = false;
fabric.Triangle.prototype.selectable = false;
fabric.Text.prototype.selectable = false;
/* ------------------------ Player Path Brush --------------------- */
var vLinePatternBrush = new fabric.PencilBrush(canvas);
vLinePatternBrush.color = '#fff';
if($("#line_type").val() == 'choose_type' || $("#line_type").val() == 'player_path')
{
vLinePatternBrush.strokeDashArray = [5, 15];
}
else
{
vLinePatternBrush.strokeDashArray = [0,0];
}
vLinePatternBrush.hasControls = false;
canvas.freeDrawingBrush = vLinePatternBrush;
//canvas.freeDrawingBrush.color = '#fff';
canvas.freeDrawingBrush.width = 4;
//Choosing the Right Brush as per Users Requirement
$("#line_type").change(function(e){
if($("#line_type").val() == 'choose_type' || $("#line_type").val() == 'player_path')
{
canvas.freeDrawingBrush = vLinePatternBrush;
canvas.freeDrawingBrush.color = '#fff';
canvas.freeDrawingBrush.width = 4;
vLinePatternBrush.strokeDashArray = [5, 15];
}
else
{
var normalLine = new fabric['PencilBrush'](canvas);
normalLine.strokeDashArray = [0,0];
canvas.freeDrawingBrush = normalLine;
canvas.freeDrawingBrush.color = '#fff';
canvas.freeDrawingBrush.width = 4;
console.log('here');
}
});
// This is required to make sure that the objects can be selected if wrapped inside a path line.
canvas.on('object:added', function(e) {
console.log(e);
if(e.target.type == 'path' || e.target.type == 'text' || e.target.type == 'triangle')
{
console.log('Sending Object to Background');
canvas.sendToBack(e.target);
}
});
//處理X和箭頭部位一旦路徑被繪製
canvas.on('path:created', function(path) {
console.log(path);
if($("#line_type").val() == 'choose_type' || $("#line_type").val() == 'player_path')
{
console.log(path.path.path[(path.path.path.length -1)]);
var x1 = path.path.path[0][1];
var y1 = path.path.path[0][2];
var x2 = path.path.path[(path.path.path.length -1)][1];
var y2 = path.path.path[(path.path.path.length -1)][2];
var angle = calcArrowAngle(x1,y1,x2,y2);
angle = angle - 90;
var text = new fabric.Text('+', {
left: path.path.path[(path.path.path.length -1)][1],
top: path.path.path[(path.path.path.length -1)][2],
fill: 'white',
originX: 'center',
originY: 'center',
flipx: true,
selectable: false,
flipy: true,
fontSize: 80,
fontFamily: 'ABeeZee',
fill: 'white',
angle: angle,
hasControls: false
});
canvas.add(text);
}
if($("#line_type").val() == 'ball_path')
{
console.log(path.path.path[(path.path.path.length -1)]);
var x1 = path.path.path[0][1];
var y1 = path.path.path[0][2];
var x2 = path.path.path[(path.path.path.length -1)][1];
var y2 = path.path.path[(path.path.path.length -1)][2];
var angle = calcArrowAngle(x2,y2,x1,y1);
angle = angle - 90;
arrow = new fabric.Triangle({
left: (path.path.path[(path.path.path.length -1)][1] + 2),
top: (path.path.path[(path.path.path.length -1)][2] + 2),
originX: 'center',
originY: 'center',
hasBorders: false,
hasControls: false,
lockScalingX: true,
lockScalingY: true,
lockRotation: true,
pointType: 'arrow_start',
angle: angle,
width: 15,
height: 15,
fill: 'white',
hasControls: false
});
canvas.add(arrow);
}
// This is specific to my implementation for undo and redo. Once can ignore
updateModifications(true);
});
在我剛剛創建兩個簡單的pencilBrush一個與DottedLines和一個正常的行代碼的第一部
在第二部分中,我得到了路徑結束的確切點(可能不是最好的方法,但它對我有用)。一旦我得到了這個觀點,我就會在那個位置放下所需的形狀。
CalcArrowAngle:積分計算器
function calcArrowAngle(x1, y1, x2, y2) {
var angle = 0,
x, y;
x = (x2 - x1);
y = (y2 - y1);
if (x === 0) {
angle = (y === 0) ? 0 : (y > 0) ? Math.PI/2 : Math.PI * 3/2;
} else if (y === 0) {
angle = (x > 0) ? 0 : Math.PI;
} else {
angle = (x < 0) ? Math.atan(y/x) + Math.PI : (y < 0) ? Math.atan(y/x) + (2 * Math.PI) : Math.atan(y/x);
}
return (angle * 180/Math.PI);
}
我不是說這是做到這一點的最好辦法。但它解決了這個問題。
輸出PNG:
**建議:**創建包含折線一個'group'和它的結束標誌(即 「X」 或箭頭)。標記可以是圖像或另一種織物折線,無論如何)。也許設置折線'strokeDashArray'到你想要的破折號。這會自動讓你成爲虛線。然後在'mouse:up'(拖動結束,不管)取回折線的'points'。在端點處應用「X」或箭頭。對於箭頭,可以通過在折線中最後2個點的矢量上使用'Math.atan2'來計算箭頭旋轉。 – markE
是的,我採取了類似的方法。我有困難得到正確的箭頭角度。 –