本文介绍了如何限制圆区域内的运动的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!
问题描述
这可能更多是与几何相关的问题,但我试图将控制器限制在圆的区域内.我知道我必须接触 Math.sin() 和 Math.cos() 方法,但到目前为止我的尝试都没有结果.
This might be more a geometry related question, but I'm trying to constrain a controller within an area of a circle. I know I have to touch the Math.sin() and Math.cos() methods, but my attemps so far have been fruitless so far.
这里是 jsfiddle:到目前为止,我已经能够将它限制在一个看不见的正方形上.http://jsfiddle.net/maGVK/
Here is the jsfiddle: So far I've been able to constrain it to an invisible square. http://jsfiddle.net/maGVK/
推荐答案
所以在大家的帮助下,我终于能够完成这个了.
So I finally was able to complete this with a bit of everyone's help.
var pointerEl = document.getElementById("pointer");
var canvasEl = document.getElementById("canvas");
var canvas = {
width: canvasEl.offsetWidth,
height: canvasEl.offsetHeight,
top: canvasEl.offsetTop,
left: canvasEl.offsetLeft
};
canvas.center = [canvas.left + canvas.width / 2, canvas.top + canvas.height / 2];
canvas.radius = canvas.width / 2;
window.onmousemove = function(e) {
var result = limit(e.x, e.y);
pointer.style.left = result.x + "px";
pointer.style.top = result.y + "px";
}
function limit(x, y) {
var dist = distance([x, y], canvas.center);
if (dist <= canvas.radius) {
return {x: x, y: y};
}
else {
x = x - canvas.center[0];
y = y - canvas.center[1];
var radians = Math.atan2(y, x)
return {
x: Math.cos(radians) * canvas.radius + canvas.center[0],
y: Math.sin(radians) * canvas.radius + canvas.center[1]
}
}
}
function distance(dot1, dot2) {
var x1 = dot1[0],
y1 = dot1[1],
x2 = dot2[0],
y2 = dot2[1];
return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
}
你可以在这里看到结果:
You can see the result here:
http://jsfiddle.net/7Asn6/
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