I'm using a component react-stl-obj-viewer to render a 3d stl image. I can render the 3d stl image correctly. Once the image is rendered, I'm trying to move it around and have a button to take a screenshot of it.
<div>
<STLViewer
onSceneRendered={(element) => {
console.log(element);
}}
sceneClassName="test-scene"
file={this.state.selectedFile}
modelColor="#073FE9"
/>
</div>
<div style={{ display: "inline-block" }}>
<Button
id="thumbnail"
style={{ zIndex: "-1", margin: "20px 0px 20px 0px" }}
onClick={(e) => {
this.save3dRender(e, webGlContextExists);
}}
>
Save Frame as Thumbnail
</Button>
{!this.state.showThumbnail ? (
<Container>
<h2>Did you get this image</h2>
<Image src={this.state.thumbnailFile} />
</Container>
) : null}
</div>
In order to take a screenshot of the image, I was trying to use.toDataURL("image/png"). My button does this when pressed.
save3dRender = (e, geeL) => {
e.preventDefault();
var testThumbnail = geeL.canvas.toDataURL("image/png");
this.state.thumbnailFile = testThumbnail;
this.state.thumbnailFileRender = true;
this.state.showThumbnail = false;
};
I am somewhat new at this but thought I was on the right track. Since the STLViewer component is creating the canvas, I was trying to access it this way with.canvas. Not sure if that is correct but I do get a data:image/png;base64 address. However it is a blank image.
Am I accessing the correct canvas? Is there something I need to do to the image after getting it as data:/image/png;base64.
Fixed the issue. It was an array that I needed to reference.
var testThumbnail = geeL[0].toDataURL("image/png");
instead of var testThumbnail = geeL.canvas.toDataURL("image/png");
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