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camera.html 1.3KB

    <p>Quickstart: After you allow camera access there will be an image in the <code>img</code> variable. <code>getImage();</code> takes a new images, stores it there and returns it.</p> <p><code>img</code> is of the type <a href="https://developer.mozilla.org/en/docs/Web/API/ImageData">ImageData</a> and <code>img.data</code> contains the (flattened, rgba) pixel values.</p> <p>Now go and do something with it! Have fun!</p> <script> navigator.getUserMedia = navigator.getUserMedia || navigator.mozGetUserMedia || navigator.webkitGetUserMedia; window.video = document.createElement("video"); window.canvas = document.createElement("canvas"); window.ctx = canvas.getContext("2d"); navigator.getUserMedia( {video: true}, function(lms) { window.lms = lms; video.src = URL.createObjectURL(lms); video.onplaying = function() { console.log("recording ..."); // this is a hack, there's probably an event that we could use instead setTimeout(getImage, 1000); }; video.play(); }, function(err) { console.error(err); } ); function getImage() { console.log("taking image"); ctx.drawImage(video, 0, 0); window.img = ctx.getImageData(0, 0, canvas.width, canvas.height); return img; } </script>