I have been working with KonvaJS for self testing the new tool, i was loading a SVG path and trying to animate another object around its path, however the getPointAtLength gives me incorrect position on the canvas, I have made a sample to demonstrate this.
Attached is a simple SVG closed path and here i have loop through its points to put a red dot. We can clearly see it going in wrong direction.
`// Get the total length of the path
//var totalLength = svgPath.getTotalLength();
var totalLength = konvaPath.getLength();
// Draw a circle at each 1 unit length along the path
for (var length = 0; length <= totalLength; length++) {
var point = konvaPath.getPointAtLength(length);
var marker = new Konva.Circle({
x: point.x,
y: point.y,
radius: 2,
fill: 'red'
});
layer.add(marker);
}
`
A very simple piece of code, i wonder if anyone never tried this or reported this issue here as i was unable to find an existing issue logged. Kindly see if this is something already in the roadmap to be fixed, I don't think it should be a big issue that could not be resolved.
DOM SVG already provides same method getPointAtLength on SVG element it works perfectly.
I have been working with KonvaJS for self testing the new tool, i was loading a SVG path and trying to animate another object around its path, however the getPointAtLength gives me incorrect position on the canvas, I have made a sample to demonstrate this.
Attached is a simple SVG closed path and here i have loop through its points to put a red dot. We can clearly see it going in wrong direction.
`// Get the total length of the path //var totalLength = svgPath.getTotalLength(); var totalLength = konvaPath.getLength();
` A very simple piece of code, i wonder if anyone never tried this or reported this issue here as i was unable to find an existing issue logged. Kindly see if this is something already in the roadmap to be fixed, I don't think it should be a big issue that could not be resolved.
DOM SVG already provides same method getPointAtLength on SVG element it works perfectly.