Apache flex Flex:在形状之间绘制连接线
我正在使用AdobeFlex3构建一个图表工具。我即将实施连接器线路,我有一个问题 假设我在画布上的任意位置有两个正方形。我需要在它们之间画一条带箭头的连接线。我需要它倾向于目标广场的中心,但在其边界结束。 我如何找出要画线的确切点Apache flex Flex:在形状之间绘制连接线,apache-flex,actionscript-3,drawing,connector,Apache Flex,Actionscript 3,Drawing,Connector,我正在使用AdobeFlex3构建一个图表工具。我即将实施连接器线路,我有一个问题 假设我在画布上的任意位置有两个正方形。我需要在它们之间画一条带箭头的连接线。我需要它倾向于目标广场的中心,但在其边界结束。 我如何找出要画线的确切点 谢谢最简单的事情可能是使用flash.geom.Point。取两个中心c1和c2。取向量d,这是它们的区别。根据其角度(315到45、45到135、135到225、225到315),您将知道涉及哪些边(分别为:右侧和左侧、顶部和底部、左侧和右侧、底部和顶部) 然后
谢谢最简单的事情可能是使用
flash.geom.Point
。取两个中心c1
和c2
。取向量d
,这是它们的区别。根据其角度(315到45、45到135、135到225、225到315),您将知道涉及哪些边(分别为:右侧和左侧、顶部和底部、左侧和右侧、底部和顶部)
然后计算每一侧与连接中心的线之间的交点
连接中心的线可以表示为
p=t*v+c1
(以矢量表示)。将边表示为一条线,然后计算t
,使两个方程产生相同的点p
,这是您正在寻找的交点。下面是一个示例,可以执行您想要的操作
package
{
import flash.display.Shape;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.ui.Mouse;
/**
* Sample class to draw squares and arrows between them.
*/
public class SquareArrows extends Sprite
{
/**
* Initialize the scene as soon as we can.
*/
public function SquareArrows()
{
if(stage) {
init();
}
else {
addEventListener(Event.ADDED_TO_STAGE, init);
}
}
/**
* Draw two squares and an arrow between them.
*/
private function init(e : Event = null) : void
{
if(hasEventListener(Event.ADDED_TO_STAGE)) {
removeEventListener(Event.ADDED_TO_STAGE, init);
}
// Drawing random-sized squares.
var squareOne : Shape =
getSquareShape((Math.random() * 50) + 20, 0xBBBBBB);
var squareTwo : Shape =
getSquareShape((Math.random() * 50) + 20, 0xDDDDDD);
addChild(squareOne);
addChild(squareTwo);
// Draw the connector.
var connector : Shape = getConnectorShape(squareOne, squareTwo);
addChild(connector);
}
/**
* Draw a connector arrow between two square shapes.
*/
private function getConnectorShape(connectFrom : Shape, connectTo : Shape) : Shape
{
// Getting the center of the first square.
var centerFrom : Point = new Point();
centerFrom.x = connectFrom.x + (connectFrom.width / 2);
centerFrom.y = connectFrom.y + (connectFrom.height / 2);
// Getting the center of the second square.
var centerTo : Point = new Point();
centerTo.x = connectTo.x + (connectTo.width / 2);
centerTo.y = connectTo.y + (connectTo.height / 2);
// Getting the angle between those two.
var angleTo : Number =
Math.atan2(centerTo.x - centerFrom.x, centerTo.y - centerFrom.y);
var angleFrom : Number =
Math.atan2(centerFrom.x - centerTo.x, centerFrom.y - centerTo.y);
// Getting the points on both borders.
var pointFrom : Point = getSquareBorderPointAtAngle(connectFrom, angleTo);
var pointTo : Point = getSquareBorderPointAtAngle(connectTo, angleFrom);
// Calculating arrow edges.
var arrowSlope : Number = 30;
var arrowHeadLength : Number = 10;
var vector : Point =
new Point(-(pointTo.x - pointFrom.x), -(pointTo.y - pointFrom.y));
// First edge of the head...
var edgeOneMatrix : Matrix = new Matrix();
edgeOneMatrix.rotate(arrowSlope * Math.PI / 180);
var edgeOneVector : Point = edgeOneMatrix.transformPoint(vector);
edgeOneVector.normalize(arrowHeadLength);
var edgeOne : Point = new Point();
edgeOne.x = pointTo.x + edgeOneVector.x;
edgeOne.y = pointTo.y + edgeOneVector.y;
// And second edge of the head.
var edgeTwoMatrix : Matrix = new Matrix();
edgeTwoMatrix.rotate((0 - arrowSlope) * Math.PI / 180);
var edgeTwoVector : Point = edgeTwoMatrix.transformPoint(vector);
edgeTwoVector.normalize(arrowHeadLength);
var edgeTwo : Point = new Point();
edgeTwo.x = pointTo.x + edgeTwoVector.x;
edgeTwo.y = pointTo.y + edgeTwoVector.y;
// Drawing the arrow.
var arrow : Shape = new Shape();
with(arrow.graphics) {
lineStyle(2);
// Drawing the line.
moveTo(pointFrom.x, pointFrom.y);
lineTo(pointTo.x, pointTo.y);
// Drawing the arrow head.
lineTo(edgeOne.x, edgeOne.y);
moveTo(pointTo.x, pointTo.y);
lineTo(edgeTwo.x, edgeTwo.y);
}
return arrow;
}
/**
* Utility method to get a point on a square border at a certain angle.
*/
private function getSquareBorderPointAtAngle(square : Shape, angle : Number) : Point
{
// Calculating rays of inner and outer circles.
var minRay : Number = Math.SQRT2 * square.width / 2;
var maxRay : Number = square.width / 2;
// Calculating the weight of each rays depending on the angle.
var rayAtAngle : Number = ((maxRay - minRay) * Math.abs(Math.cos(angle * 2))) + minRay;
// We have our point.
var point : Point = new Point();
point.x = rayAtAngle * Math.sin(angle) + square.x + (square.width / 2);
point.y = rayAtAngle * Math.cos(angle) + square.y + (square.height / 2);
return point;
}
/**
* Utility method to draw a square of a given size in a new shape.
*/
private function getSquareShape(edgeSize : Number, fillColor : Number) : Shape
{
// Draw the square.
var square : Shape = new Shape();
with(square.graphics) {
lineStyle(1);
beginFill(fillColor);
drawRect(0, 0, edgeSize, edgeSize);
endFill();
}
// Set a random position.
square.x = Math.random() * (stage.stageWidth - square.width);
square.y = Math.random() * (stage.stageHeight - square.height);
return square;
}
}
}
这段代码没有完全优化。这个想法更多的是解释它是如何工作的。基本上,我们定义两个(随机)正方形,并在它们之间画一条线。为了追踪直线,我们计算从第一个正方形的中心到第二个正方形的中心的角度,并使用特殊方法(getSquareBorderPointAtAngle
)在正方形边框上沿正确方向提取一个点
此方法是此代码段的第一个关键点。我们使用简单的圆几何来计算,并对如何使点与边界匹配进行了一些复杂化,而不是在正方形周围或内部匹配圆
然后,我们画一个箭头。为此,我们使用FlashMatrix
类,因为这种方法比从头开始计算要容易得多
现在我们完成了。一个月前我在这里读答案,因为我需要同样的东西。同时发现了这个连接器绘图示例,并认为我应该共享该链接 该示例在uicomponents之间绘制连接线,并在拖动连接线时更新这些线。不错
(来源:)
这太棒了,伙计,谢谢你!我现在有点心烦意乱,所以我还没有试过,但我会的。多谢各位much@Glorfindel编辑一个有10年历史的ActionScript答案,这是奉献,不是真的,它只是一个机器人:)哇,我刚刚看到GitHub的Gist链接,非常有趣。干得好