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      HTML5画布drawImage使用点?

      时间:2023-06-20
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                本文介绍了HTML5画布drawImage使用点?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!

                问题描述

                我需要使用 4 个点来绘制图像.我将这 4 个点存储在一个数组中,这些位置会发生变化.现在我需要绘制一个反映这些位置的图像.context.drawImage 只接受 1 个位置.

                I need to draw an image using 4 points. I have these 4 points stored in an array, these positions changes. Now I need to draw an image that reflects these positions. The context.drawImage only accepts 1 positon.

                应该是这样,4个位置:

                It should be like this, 4 positions:

                x,y----------x,y
                 |            |
                 |            |
                 |            |
                 |            |
                 |            |
                x,y----------x,y
                

                推荐答案

                你要找的就是用 3D 渲染语言画一个四边形.

                What you are looking for is called drawing a quad in 3D rendering language.

                您通常将形状拆分为 2 个三角形(面)并使用纹理填充分别绘制它们.

                You usually split up your shape to 2 triangles (faces) and draw them individually using a texture filling.

                这里有一个(复杂的)解决方案:https://github.com/mrdoob/three.js/blob/master/src/renderers/CanvasRenderer.js#L838 Three.js 3D引擎使用2D <canvas>code> 作为渲染引擎.

                Here is a (complex) solution for the problem: https://github.com/mrdoob/three.js/blob/master/src/renderers/CanvasRenderer.js#L838 Three.js 3D engine using 2D <canvas> as the rendering engine.

                由于事情不是那么简单,我建议您使用 Three.js 或类似的包装器,它提供了对纹理面部操作的高级抽象.查看其他 Three.js 2D <canvas> 示例,您就会了解它的工作原理:

                As the matter is not that straightforward I suggest you use Three.js or similar wrapper which provides high level abstraction over textured face operations. Check out other Three.js 2D <canvas> examples and you get the idea how it works:

                http://mrdoob.github.com/three.js/

                这篇关于HTML5画布drawImage使用点?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持跟版网!

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