我有一个指向鼠标的矩形。我想要的是:当我抬起鼠标并单击并拖动时,矩形会进一步旋转。
或者我可以单击任意角以旋转矩形。就像用手指和一张纸一样。
let angle = 0;
function setup() {
createCanvas(400, 400);
}
function draw() {
background(220);
push();
translate(150, 150);
rotate(angle);
stroke(0);
strokeWeight(2);
rect(-100, -75, 200, 150);
stroke(255, 0, 0);
strokeWeight(5);
line(-100, -75, 100, -75);
stroke(0, 255, 0);
point(0, 0);
pop();
}
function mouseDragged() {
m_angle = atan2(mouseY - 150, mouseX - 150);
angle = /* MAGIC FORMULA HERE */ m_angle;
}
问题:
代码的问题是,您需要存储从最初的鼠标单击到新的拖动点的偏移量。
解决方案:
[为了解决抖动现象,我们只需要存储以前的鼠标角度和盒子角度,并将差异与拖动的鼠标角度进行比较即可。
代码:
let angle = 0;
function setup() {
angleMode(DEGREES);
createCanvas(400, 400);
}
function draw() {
background(220);
push();
translate(150, 150);
rotate(angle);
stroke(0);
strokeWeight(2);
rect(-100, -75, 200, 150);
stroke(255, 0, 0);
strokeWeight(5);
line(-100, -75, 100, -75);
stroke(0, 255, 0);
point(0, 0);
pop();
}
let c_angle = 0;
let q_angle = 0;
function mousePressed() {
c_angle = atan2(mouseY - 150, mouseX - 150); //The initial mouse rotation
q_angle = angle; //Initial box rotation
}
function mouseDragged() {
m_angle = atan2(mouseY - 150, mouseX - 150);
let dangle = m_angle - c_angle; //How much the box needs to be rotated
if (dangle>=360) dangle-=360; //clamping
if (dangle<0) dangle+=360; //clamping
angle = q_angle + dangle; //Apply the rotation
if (angle>=360) angle -= 360; //clamping
}