I am using KonvaJS to drag and drop rectangles into predefined slots. Some of the slots need to be rotated 90 degrees. I have a hit box around the slots that are rotated vertically, so when the user drags the rectangle into the area it will rotate 90 degrees automatically (to match the orientation). When it rotates, it moves out from under the mouse. This can be solved with offset, but then the rectangle doesn't visually line up with the boxes after snapping. This can (probably) be solved with additional code.
I have tried to rotate the rectangle, and then move it under the mouse. Since the user is still dragging it, this doesn't seem to work as I planned.
Is it possible to force the rectangle to rotate under the mouse without using offset?
Here is a fiddle showing the issue - The offset problems can be demonstrated by setting the first variable to true. https://jsfiddle.net/ChaseRains/1k0aqs2j/78/
var width = window.innerWidth;
var height = window.innerHeight;
var rectangleLayer = new Konva.Layer();
var holdingSlotsLayer = new Konva.Layer();
var controlLayer = new Konva.Layer();
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
draggable: true
});
//vertical holding spot
holdingSlotsLayer.add(new Konva.Rect({
x: 300,
y: 25,
width: 130,
height: 25,
fill: '#fff',
draggable: false,
rotation: 90,
stroke: '#000'
}));
//horizontal holding spot
holdingSlotsLayer.add(new Konva.Rect({
x: 25,
y: 75,
width: 130,
height: 25,
fill: '#fff',
draggable: false,
rotation: 0,
stroke: '#000'
}));
//mask to set boundaries around where we wannt to flip the rectangle
controlLayer.add(new Konva.Rect({
x: 215,
y: 15,
width: 150,
height: 150,
fill: '#fff',
draggable: false,
name: 'A',
opacity: 0.5
}));
stage.add(holdingSlotsLayer, controlLayer);
//function for finding intersections
function haveIntersection(placeHolder, rectangle, zone) {
if (rectangle.rotation == 0 || zone == true) {
return !(
rectangle.x > placeHolder.x + placeHolder.width ||
rectangle.x + rectangle.width < placeHolder.x ||
rectangle.y > placeHolder.y + placeHolder.height ||
rectangle.y + rectangle.height < placeHolder.y
);
} else {
return !(
rectangle.x > placeHolder.x + 25 ||
rectangle.x + rectangle.width < placeHolder.x ||
rectangle.y > placeHolder.y + placeHolder.height + 90 ||
rectangle.y + rectangle.height < placeHolder.y
);
}
}
//function to create rectangle group (so we can place text on the rectangle)
function spawnRectangle(angle) {
var rectangleGroup = new Konva.Group({
x: 95,
y: 95,
width: 130,
height: 25,
rotation: angle,
draggable: true,
});
rectangleGroup.add(new Konva.Rect({
width: 130,
height: 25,
fill: 'lightblue'
}));
rectangleGroup.add(new Konva.Text({
text: '123',
fontSize: 18,
fontFamily: 'Calibri',
fill: '#000',
width: 130,
padding: 5,
align: 'center'
}));
//function tied to an on drag move event
rectangleGroup.on('dragmove', (e) => {
//shrink rectangle hitbox for use in placeholder intersection
var dimensions = {
"height": 3,
"width": 5,
"x": e.target.attrs.x,
"y": e.target.attrs.y,
'rotation': e.target.attrs.rotation
};
//loop over holding slots to see if there is an intersection.
for (var i = 0; holdingSlotsLayer.children.length > i; i++) {
//if true, change the look of the slot we are hovering
if (haveIntersection(holdingSlotsLayer.children[i].attrs, dimensions, false)) {
holdingSlotsLayer.children[i].attrs.fill = '#C41230';
holdingSlotsLayer.children[i].attrs.dash = [10, 3];
holdingSlotsLayer.children[i].attrs.stroke = '#000';
//set attributes back to normal otherwise
} else {
holdingSlotsLayer.children[i].attrs.fill = '#fff';
holdingSlotsLayer.children[i].attrs.dash = null;
holdingSlotsLayer.children[i].attrs.stroke = null;
}
}
//check to see if we are in a zone that requires the rectangle to be flipped 90 degrees
if (haveIntersection(controlLayer.children[0].attrs, dimensions, true)) {
if (rectangleGroup.attrs.rotation != 90) {
rectangleGroup.attrs.rotation = 90;
}
} else {
rectangleGroup.attrs.rotation = 0;
}
stage.batchDraw();
});
rectangleGroup.on('dragend', (e) => {
for (var i = 0; holdingSlotsLayer.children.length > i; i++) {
//If the parking layer has an element that is lit up, then snap to position..
if (holdingSlotsLayer.children[i].attrs.fill == '#C41230') {
rectangleGroup.position({
x: holdingSlotsLayer.children[i].attrs.x,
y: holdingSlotsLayer.children[i].attrs.y
});
holdingSlotsLayer.children[i].attrs.fill = '#fff';
holdingSlotsLayer.children[i].attrs.dash = null;
holdingSlotsLayer.children[i].attrs.stroke = null;
}
}
stage.batchDraw();
});
rectangleLayer.add(rectangleGroup);
stage.add(rectangleLayer);
}
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #D3D3D3;
background-size: cover;
}
#desc {
position: absolute;
top: 5px;
left: 5px;
}
<script src="https://unpkg.com/[email protected]/konva.min.js"></script>
<body>
<div id="container"></div>
<div id="desc">
<button onclick="spawnRectangle(0)">spawn rectangle</button>
</div>
</body>
Here is a simple function to rotate the rectangle under the mouse, without using konva offset(). I used a tween to apply the movement but if you prefer to use it without the tween just apply the rect.rotate() then apply the newPos x & y as the position.
EDIT: The OP pointed out that if you clicked, held the mouse down whilst the rectangle completed its animation, then dragged, then the rectangle would jump away. What gives ? Well, when the mousedown event runs Konva takes note of the shape's initial position in its internal drag function. Then when we start to actually drag the mouse, Konva dutifully redraws the shape in the position it calculates. Now, 'we' know that we moved the shape in out code, but we didn't let Konva in on our trick.
The fix is to call
rect.stopDrag();
rect.startDrag();
immediately after the new position has been set. Because I am using a tween I do this in the onFinish() callback function of one of the tweens - you would want to ensure its the final tween if you apply more than one. I got away with it because my tweens run over the same period. If you aren't using tweens, just call the above immediately you apply your last rotate() or position() call on the shape.
function rotateUnderMouse(){
// Get the stage position of the mouse
var mousePos = stage.getPointerPosition();
// get the stage position of the mouse
var shapePos = rect.position();
// compute the vector for the difference
var rel = {x: mousePos.x - shapePos.x, y: mousePos.y - shapePos.y}
// Now apply the rotation
angle = angle + 90;
// and reposition the shape to keep the same point in the shape under the mouse
var newPos = ({x: mousePos.x + rel.y , y: mousePos.y - rel.x})
// Just for fun, a tween to apply the move: See https://konvajs.org/docs/tweens/Linear_Easing.html
var tween1 = new Konva.Tween({
node: rect,
duration: 0.25,
x: newPos.x,
y: newPos.y,
easing: Konva.Easings.Linear,
onFinish: function() { rect.stopDrag(); rect.startDrag();}
});
// and a tween to apply the rotation
tween2 = new Konva.Tween({
node: rect,
duration: 0.25,
rotation: angle,
easing: Konva.Easings.Linear
});
tween2.play();
tween1.play();
}
function setup() {
// Set up a stage and a shape
stage = new Konva.Stage({
container: 'canvas-container',
width: 650,
height: 300
});
layer = new Konva.Layer();
stage.add(layer);
newPos = {x: 80, y: 40};
rect = new Konva.Rect({
width: 140, height: 50, x: newPos.x, y: newPos.y, draggable: true, stroke: 'cyan', fill: 'cyan'
})
layer.add(rect);
stage.draw()
rect.on('mousedown', function(){
rotateUnderMouse()
})
}
var stage, layer, rect, angle = 0;
setup()
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/4.0.13/konva.js"></script>
<p>Click the rectangle - it will rotate under the mouse.</p>
<div id="canvas-container"></div>