html5原生canvas内image旋转
目前理解下来就是旋转的不是image本身,而是要drawImage的那个canvas的2d context,context本身的绘制就是把图片本来的样子draw出来,至于旋转,透明度之类的效果都是对context在操作。
至于做到让image绕自身中心店改变角度的做法,就是让context坐标转换,并且让context改变角度,context.rotate()方法接受根据角度转换之后的弧度。
设置一个坐标,让image坐上角定位在此坐标并以此坐标为锚点选转
context.translate(buildingImgX,buildingImgY); context.rotate(50 * Math.PI / 180); context.translate(-buildingImgX,-buildingImgY); context.drawImage(buildingImg,buildingImgX ,buildingImgY );
设置一个坐标,让image中心店点定位在此坐标并以此坐标为锚点选转
buildingImgX = canvasWidth - buildingImg.width/2 - 100; buildingImgY = canvasHeight / 2; context.translate(buildingImgX,buildingImgY); context.rotate(10 * Math.PI / 180); context.translate(-buildingImgX,-buildingImgY); context.drawImage(buildingImg,buildingImgX - buildingImg.width/2,buildingImgY - buildingImg.height/2);
转帖别人代码:
var canvas = document.getElementById('c1'); var ctx1 = canvas.getContext('2d'); var image1 = new Image(); image1.onload = function() { // regular rotation about center var xpos = canvas.width/2; var ypos = canvas.height/2; ctx1.drawImage(image1, xpos - image1.width / 2, ypos - image1.height / 2); ctx1.save(); ctx1.translate(xpos, ypos); ctx1.rotate(47 * Math.PI / 180);//旋转47度 ctx1.translate(-xpos, -ypos); ctx1.drawImage(image1, xpos - image1.width / 2, ypos - image1.height / 2); ctx1.restore(); } image1.src = 'image.png';