Set object drag limit in Fabric.js - fabricjs

i am new in fabric js want to set the drag limit
i have also try with https://github.com/kangax/fabric.js/wiki/Working-with-events
not able to get the solution.
please check the attached image, object can move anyware but it should be display in red area only.i want this. help me...thanks in advance !!

While Orangepill's answer is correct, it produces a "stuttering" when your object hits the object bounds. If you have a rectangular bounding box (and not a complex bounding object) an alternative is to allow the object to be dragged along the bounds and "slide" along the bounding box. You do this by capping the coordinates values and letting the other dimension move as usual. An example snippet would look like so:
var canvas = new fabric.Canvas("bounded");
var boundingBox = new fabric.Rect({
fill: "none",
width: 600,
height: 400,
hasBorders: false,
hasControls: false,
lockMovementX: true,
lockMovementY: true,
evented: false,
stroke: "red"
});
var movingBox = new fabric.Rect({
width: 100,
height: 100,
hasBorders: false,
hasControls: false
});
canvas.on("object:moving", function() {
var top = movingBox.top;
var bottom = top + movingBox.height;
var left = movingBox.left;
var right = left + movingBox.width;
var topBound = boundingBox.top;
var bottomBound = topBound + boundingBox.height;
var leftBound = boundingBox.left;
var rightBound = leftBound + boundingBox.width;
// capping logic here
movingBox.setLeft(Math.min(Math.max(left, leftBound), rightBound - movingBox.width));
movingBox.setTop(Math.min(Math.max(top, topBound), bottomBound - movingBox.height));
});
canvas.add(boundingBox);
canvas.add(movingBox);
See this example in JSFiddle here

Felix Fung's answer was a starting point, but there are many things to consider. Here is a version that accounts for some of them.
It handles the canvas having a viewport transform (ie, zoomed/panned) and objects that are center-origined instead of left/top-origined. It also constrains objects wider/taller than the viewport to the top/left instead of the bottom/right.
canvas.on("object:moving", function(e) {
var obj = e.target;
var canvas = obj.canvas;
var top = obj.top;
var left = obj.left;
var zoom = canvas.getZoom();
var pan_x = canvas.viewportTransform[4];
var pan_y = canvas.viewportTransform[5];
// width & height we are constraining to must be calculated by applying the inverse of the current viewportTransform
var c_width = canvas.width / zoom;
var c_height = canvas.height / zoom;
var w = obj.width * obj.scaleX
var left_adjust, right_adjust
if(obj.originX == "center") {
left_adjust = right_adjust = w / 2;
} else {
left_adjust = 0;
right_adjust = w;
}
var h = obj.height * obj.scaleY;
var top_adjust, bottom_adjust;
if(obj.originY == "center") {
top_adjust = bottom_adjust = h / 2;
} else {
top_adjust = 0;
bottom_adjust = h;
}
// if you need margins set them here
var top_margin = 0;
var bottom_margin = 0;
var left_margin = 0;
var right_margin = 0;
var top_bound = top_margin + top_adjust - pan_y;
var bottom_bound = c_height - bottom_adjust - bottom_margin - pan_y;
var left_bound = left_margin + left_adjust - pan_x;
var right_bound = c_width - right_adjust - right_margin - pan_x;
if( w > c_width ) {
obj.setLeft(left_bound);
} else {
obj.setLeft(Math.min(Math.max(left, left_bound), right_bound));
}
if( h > c_height ) {
obj.setTop(top_bound);
} else {
obj.setTop(Math.min(Math.max(top, top_bound), bottom_bound));
}
});

What had worked for me is to create an event listener for the object:moving event. When the move is happening you update the goodtop and goodleft variables and once you are out of bounds to reposition the object to the last good points.
var goodtop, goodleft, boundingObject;
canvas.on("object:moving", function(){
var obj = this.relatedTarget;
var bounds = boundingObject;
obj.setCoords();
if(!obj.isContainedWithinObject(bounds)){
obj.setTop(goodtop);
obj.setLeft(goodleft);
canvas.refresh();
} else {
goodtop = obj.top;
goodleft = obj.left;
}
});

I used Michael Johnston's snipped as a starting point to add bounding control for rotated elements. This snipped only covers the cases when either (obj.centerX && obj.centerY == "center") || (obj.centerX && obj.centerY != "center")
canvasRef.current.on("object:moving", function (e) {
var obj = e.target;
var canvas = obj.canvas;
var zoom = canvas.getZoom();
var pan_x = canvas.viewportTransform[4];
var pan_y = canvas.viewportTransform[5];
// get left, top, width, and height of object
var left = obj.left;
var top = obj.top;
var width = obj.width * obj.scaleX;
var height = obj.height * obj.scaleY;
// width & height we are constraining to must be calculated by applying the inverse of the current viewportTransform
var c_width = canvas.width / zoom;
var c_height = canvas.height / zoom;
// calculate values that define the origin of the object, when it is centered in the center or not
var left_adjust, right_adjust;
if (obj.originX == "center") {
left_adjust = right_adjust = width / 2;
} else {
left_adjust = 0;
right_adjust = width;
}
var top_adjust, bottom_adjust;
if (obj.originY == "center") {
top_adjust = bottom_adjust = height / 2;
} else {
top_adjust = 0;
bottom_adjust = height;
}
// support for rotated objects
if (obj.angle) {
var angle = obj.angle;
if (angle > 270) {
angle -= 270;
} else if (angle > 180) {
angle -= 180;
} else if (angle > 90) {
angle -= 90;
}
const radians = angle * (Math.PI / 180);
const w_opposite = width * Math.sin(radians);
const w_adjacent = width * Math.cos(radians);
const h_opposite = height * Math.sin(radians);
const h_adjacent = height * Math.cos(radians);
if (obj.originX != "center" && obj.originY != "center") {
if (obj.angle <= 90) {
left_adjust = h_opposite;
top_adjust = 0;
right_adjust = w_adjacent;
bottom_adjust = h_adjacent + w_opposite;
} else if (obj.angle > 90 && obj.angle <= 180) {
left_adjust = h_adjacent + w_opposite;
top_adjust = h_opposite;
right_adjust = 0;
bottom_adjust = w_adjacent;
} else if (obj.angle > 180 && obj.angle <= 270) {
left_adjust = w_adjacent;
top_adjust = w_opposite + h_adjacent;
right_adjust = h_opposite;
bottom_adjust = 0;
} else {
left_adjust = 0;
top_adjust = w_adjacent;
right_adjust = w_opposite + h_adjacent;
bottom_adjust = h_opposite;
}
}
if (obj.originX == "center" && obj.originY == "center") {
if (obj.angle <= 90 || (obj.angle > 180 && obj.angle <= 270)) {
left_adjust = (w_adjacent + h_opposite) / 2;
right_adjust = (w_adjacent + h_opposite) / 2;
top_adjust = (h_adjacent + w_opposite) / 2;
bottom_adjust = (h_adjacent + w_opposite) / 2;
} else {
left_adjust = (h_adjacent + w_opposite) / 2;
right_adjust = (h_adjacent + w_opposite) / 2;
top_adjust = (w_adjacent + h_opposite) / 2;
bottom_adjust = (w_adjacent + h_opposite) / 2;
}
}
}
// if you need margins set them here
var top_margin = 0;
var bottom_margin = 0;
var left_margin = 0;
var right_margin = 0;
var top_bound = top_margin + top_adjust - pan_y;
var bottom_bound = c_height - bottom_adjust - bottom_margin - pan_y;
var left_bound = left_margin + left_adjust - pan_x;
var right_bound = c_width - right_adjust - right_margin - pan_x;
if (width > c_width) {
obj.set("left", left_bound);
} else {
obj.set("left", Math.min(Math.max(left, left_bound), right_bound));
}
if (height > c_height) {
obj.set("top", top_bound);
} else {
obj.set("top", Math.min(Math.max(top, top_bound), bottom_bound));
}
});

SEE THE WORKING EXAMPLE
It's as simple as a water try this
just use this js
<script type="text/javascript">
//use global variable for canvas object
var canvas;
var ctx;
function onLoad() {
//get fabric canvas with id mycanvas
canvas = new fabric.Canvas('mycanvas');
canvas.on("mouse : down",function{
//get canvas 2d context
ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.rect(115,60,221,390);//specify bounded rectangle
ctx.closePath();
ctx.clip();
ctx.save();
});
//now restore the context on mouse up
canvas.on("mouse : up",function(){
ctx.restore();//restore the context
});
}
</script>
Hope this will help you.
Njoy coding :)
now u can have the same clipping region for every object supported by Fabric.js for transformation and moving.
try it :).

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I want to display an hexagonal grid where each cell displays its coordinate in the system (thus the top leftmost cell will have a1 written in it, the one immediately right to it will have b1 written in it, etc).
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<html>
<head>
<meta charset="utf-8">
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<script type="text/javascript">
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var w = r*2*(Math.sqrt(3)/2);
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var mainHeight = 600;
var dim = 11;
var i,x,y, txt;
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Also I've changed the font to a smaller size, and I'm aligning it around the center:
ctx.font = 'italic 16px Calibri';
ctx.textAlign = "center";
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I hope this is what you need.
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{
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}
function drawHexagon(c, x, y, r)
{
c.beginPath();
c.moveTo(x, y-r);
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for(x=0; x<dim; x++)
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ctx.fillStyle = "rgb(" + (x+241) + "," + (y+220) + ",178)";
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var canvas = document.getElementById("output");
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When an object has more than 2 center of geometries, for example in the case of an object with different morph targets, why is there only one bounding box, is there an easy way to find the center of geometry for the bounding box at each morph target instead of just an average center of geometry?
Not sure what you're going for, but is it something like this:
https://jsfiddle.net/72p3z0Lh/27/
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Current results:
JavaScript code:
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here is my solution
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