我尝试将在服务器上渲染的图片与在 Web 客户端渲染的边界框连接起来。我在 web 客户端上使用极坐标系统,所以当 angel phi 超过 90 时,camera.Up 从 (0,1,0) 变为 (0,-1,0),但是当我将这些选项设置为 Vtk 相机时它工作正常,直到向量 Up 变为 (0,-1,0) 之后,如果 camera.Up 向量没有变化,服务器上的摄像头开始工作,就像 web 客户端一样。
这里有一些代码示例:
JS:
renderer.domElement.addEventListener('mousemove', function(e) {
e.preventDefault();
if ( paused ) {
return;
}
if ( !moving ) {
lastLeft = e.clientX;
lastTop = e.clientY;
moving = true;
}
// horizontal
theta = - ( ( event.clientX - lastLeft ) * 360 /window.innerWidth ) + onMouseDownTheta;
phi = ( ( event.clientY - lastTop ) * 360 /window.innerHeight ) + onMouseDownPhi;
//phi = Math.min( 90, Math.max( -90, phi ) );
var cosPhi = Math.cos( phi * Math.PI / 180 );
var sinPhi = Math.sin( phi * Math.PI / 180 );
var sinTheta = Math.sin( theta * Math.PI / 180 );
var cosTheta = Math.cos( theta * Math.PI / 180 );
//trace('data_move');trace(radious);trace(theta);trace(phi);trace(camera.up);
camera.position.x = radious * cosTheta * cosPhi;
camera.position.y = radious * sinPhi;
camera.position.z = radious * sinTheta * cosPhi;
if (phi<0) phi=2*180+phi;
if (phi>2*180) phi=phi-2*180;
if (theta>2*180) theta=theta-2*180;
if (theta<-2*180) theta=theta+2*180;
if ((phi>180/2)&&(phi<3*180/2))
camera.up.y=-1;
else
camera.up.y=1;
camera.lookAt(new THREE.Vector3(0,0,0));
//trace('data_move');trace(FocalPoint);trace(camera.up);
trace('data_move');trace(camera.position);trace(camera.up);
camera.updateMatrix();
$('#info').html('<div>Up.X:'+camera.up.x+' Up.Y:'+camera.up.y+' Up.Z:'+camera.up.z+'</div><div>X:'+camera.position.x+' Y:'+camera.position.y+' Z:'+camera.position.z+'</div><div>Phi:'+phi+' Theta:'+theta+' Radious:'+radious+'</div><div>'+FocalPoint+'</div>')
});
renderer.domElement.addEventListener('mousedown', function(e) {
paused = false;
lastLeft = e.clientX;
lastTop = e.clientY;
onMouseDownTheta = theta;
onMouseDownPhi = phi;
//$('#vtkPic').show();
});
renderer.domElement.addEventListener('mouseup', function(e) {
moving = paused = true;
counter = 0
trace('data_move');trace(camera.position);trace(camera.up);
//$('#vtkPic').hide();
if(camera.up.y == 1)
comm.makeRequest("vtk", {
mode: curVtkConf.mode,
command: "set_camera",
up: {'x': camera.up.x,'y': camera.up.y,'z': camera.up.z},
position: {'x': camera.position.x,'y': camera.position.y,'z': camera.position.z},
});
});
飞腾:
def set_camera(self, position, up):
'''
Поворот в жестко заданную позицию.
'''
self.move_to_origin()
bounds = self.src_actor.GetBounds()
camera = self.renderer.GetActiveCamera()
x, y, z = camera.GetPosition()
edge = None
camera.SetPosition(position['x'], position['y'], position['z'])
camera.SetViewUp(up['x'], up['y'], up['z'])
self.world_coords_to_pixel_ratio = self._get_world_coords_to_pixel_ratio()
camera.OrthogonalizeViewUp()
self.renderer.ResetCameraClippingRange()
self.renderer.ResetCamera()