我当时在网上寻找,但没有发现太多。我基本上是在寻找可以在按下按钮时渲染图像的相机功能。
请注意,我有2个THREE.PerspectiveCamera(主要和次要)。主摄像机是我用于OrbitControls的摄像机。第二个用于捕获图像。
这就是我声明Three.PerspectiveCamera的方式:
include
更新:
camera_RT = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, -100, -1000);
camera_RT.position.set( //Set 2nd camera's position according to its parent
camera_RT.position.x,
camera_RT.position.y,
camera_RT_Holder.position.z
);
camera_RT.updateMatrixWorld(); //Update camera's Matrix Wolrd (location in the scene)
//Add the Camera to the camera Holder (parent objects)
camera_RT_Holder.add(camera_RT);
//Create 2nd Camera Helper (View volume)
camera_RT_Helper = new THREE.CameraHelper( camera_RT ); //Create camera helper
scene_Main.add( camera_RT_Helper );//Add the camera helper to the scene
答案 0 :(得分:1)
这里是拍摄屏幕截图的示例。
要更改从哪个相机拍摄屏幕快照,只需更改发送到renderer.render()函数的相机即可。
在此示例中,我只有一台摄像机。
var camera, scene, renderer, mesh, material;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer({
antialias: true,
//preserveDrawingBuffer: true
});
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// add Screenshot listener
document.getElementById("shot").addEventListener('click', takeScreenshot);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
// Create scene.
scene = new THREE.Scene();
// Create material
material = new THREE.MeshPhongMaterial();
// Create cube and add to scene.
var geometry = new THREE.BoxGeometry(200, 200, 200);
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
// Create ambient light and add to scene.
var light = new THREE.AmbientLight(0x404040); // soft white light
scene.add(light);
// Create directional light and add to scene.
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
}
function takeScreenshot() {
// open in new window like this
//
/*
var w = window.open('', '');
w.document.title = "Screenshot";
//w.document.body.style.backgroundColor = "red";
var img = new Image();
// Without 'preserveDrawingBuffer' set to true, we must render now
renderer.render(scene, camera);
img.src = renderer.domElement.toDataURL();
w.document.body.appendChild(img);
*/
/*
// download file like this.
//
var a = document.createElement('a');
// Without 'preserveDrawingBuffer' set to true, we must render now
renderer.render(scene, camera);
a.href = renderer.domElement.toDataURL().replace("image/png", "image/octet-stream");
a.download = 'canvas.png'
a.click();
*/
// New version of file download using toBlob.
// toBlob should be faster than toDataUrl.
// But maybe not because also calling createOjectURL.
// I dunno....
//
renderer.render(scene, camera);
renderer.domElement.toBlob(function(blob){
var a = document.createElement('a');
var url = URL.createObjectURL(blob);
a.href = url;
a.download = 'canvas.png';
a.click();
}, 'image/png', 1.0);
}
function animate() {
requestAnimationFrame(animate);
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
body {
padding: 0;
margin: 0;
}
canvas {
display: block;
}
#shot {
position: absolute;
top: 0px;
right: 0px;
margin: 5px;
}
<script src="https://rawgit.com/mrdoob/three.js/r102/build/three.min.js"></script>
<button id="shot">Take Screenshot</button>
答案 1 :(得分:0)
在按钮上单击以使用toDataURL()方法从相机捕获图像。 imageData = renderer.domElement.toDataURL();
渲染器的DOM元素是画布。请参阅:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toDataURL,了解更多详细信息