The origin (0,0) of an HTML canvas is the upper left (see image below), where positive x coordinates go to the right, and positive y coordinates go down.
However, the origin in mathematics is the "center," and positive y goes up via the Cartesian coordinate system (see below).
I played with offset and scale of the stage in KonvaJS to reflect a Cartesian system with X-max of 10, Y-max of 10, X-min of -10 and Y-min of -10. However, my current solution has the quadrants flipped upside down (See below). Any suggestions?
Current JavaScript approach: JSFiddle
var Width = 500;
var Height = 500;
var minX = -12; var maxX = 12;
var minY = -12; var maxY = 12;
var rangeX = maxX - minX;
var rangeY = maxY - minY;
var scaleX = Width / rangeX;
var scaleY = Height / rangeY;
var stage = new Konva.Stage({
container: 'container',
width: Width,
height: Height,
scaleX: scaleX,
scaleY: scaleY,
offset: {
x: -12,
y: -12
}
});
var layer = new Konva.Layer();
stage.add(layer);
var rect = new Konva.Rect({
x: -12,
y: -12,
width: 24,
height: 24,
stroke: 'black',
strokeWidth: 0.1
});
layer.add(rect);
var position = new Konva.Text(
{
fontSize: 0.7,
x: -11,
y: -11
});
layer.add(position);
var t0 = new Konva.Text(
{
fontSize: 1,
x: 0,
y: 0,
text: 'Center'
});
var t1 = new Konva.Text(
{
fontSize: 0.7,
x: 5,
y: 5,
text: 'Top\nRight',
fill: 'blue'
});
var t2 = new Konva.Text(
{
fontSize: 0.7,
x: -5,
y: 5,
text: 'Top\nLeft',
fill: 'blue'
});
var t3 = new Konva.Text(
{
fontSize: 0.7,
x: 5,
y: -5,
text: 'Bottom\nRight',
fill: 'blue'
});
var t4 = new Konva.Text(
{
fontSize: 0.7,
x: -5,
y: -5,
text: 'Bottom\nLeft',
fill: 'blue'
});
layer.add(t0);
layer.add(t1);
layer.add(t2);
layer.add(t3);
layer.add(t4);
var yaxis = new Konva.Arrow({
points: [0, 11, 0, -11],
pointerLength: 0.3,
pointerWidth: 0.2,
pointerAtBeginning: true,
fill: 'green',
stroke: 'green',
strokeWidth: 0.1
});
layer.add(yaxis);
var xaxis = new Konva.Arrow({
points: [11, 0, -11,0],
pointerLength: 0.3,
pointerWidth: 0.2,
pointerAtBeginning: true,
fill: 'green',
stroke: 'green',
strokeWidth: 0.1
});
layer.add(xaxis);
var circle = new Konva.Circle({
x: 0,
y: 5,
radius: 0.5,
fill: 'purple',
stroke: 'purple',
strokeWidth: 0,
draggable: true
});
layer.add(circle);
layer.draw();
function updateText(e) {
position.text('(' + Math.round(e.target.x()) + ', ' + Math.round(e.target.y()) + ')');
layer.batchDraw();
}
circle.on('dragmove', updateText);
<script src="https://unpkg.com/[email protected]/konva.min.js"></script>
<body>
<div id="container"></div>
</body>
As suggested by Andrew Morton, setting:
scaleY = -Height / rangeY;
Has the right idea, but it required a change in the stage offset to:
offset: { x: -12, y: 12 }
Which resulted in having the correct quadrants but all text has been inverted (See below). Any other suggestions?
As y is upside down, you need
var scaleY = -Height / rangeY
But apparently that results in the text being inverted too. You can correct for that in the Text constructor with the properties
scaleY: -1,
verticalAlign: 'top'
Ref: Konva.Text