关于three.js中添加文字的方式

时间:2021-10-16 05:20:33

网上资料大部分是通过引入外部font库进行文字效果的载入,但是在实际运行的时候发现非常占用资源。于是不得不想另一种方法。

于是想到了three.js中的粒子系统。这当中有个很gay的骚操作是下面这个函数。

var particleMaterial = new THREE.SpriteCanvasMaterial( {

color: 0x000000,
program: function ( context ) {

context.beginPath();
context.font="bold 20px Arial";
context.fillStyle="#058";
context.transform(-1,0,0,1,0,0);
context.rotate(Math.PI);
context.fillText( wordFont , 0, 0 );

}

上面的函数当中,可以传入一个canvas对象。恩,对。如果你想载入文字,写到canvas里就够啦,你还可以画小h图哦。


附上源代码:

ps:代码中最后的注释部分是外部加载字体的方式。有知道的大神请告诉我这么loader为啥贼卡。还有为什么context中文字fillText初始是镜像倒转的?又费了一点劲给它倒腾回来。可能涉及到坐标的原因,同样希望大神告知。

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js measute_length</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Arial;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>

<script src="js/three.js"></script>

<script src="js/Projector.js"></script>
<script src="js/CanvasRenderer.js"></script>

<script src="js/OrbitControls.js"></script>

<script src="js/stats.min.js"></script>

<script>

var container, stats;
var camera, scene, renderer;
var particleMaterial;

var raycaster;
var mouse;

var objects = [];
var points = [];

init();
animate();

function init() {

container = document.createElement( 'div' );
document.body.appendChild( container );

camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 400, 700 );

scene = new THREE.Scene();

var geometry = new THREE.BoxGeometry( 100, 100, 100 );

for ( var i = 0; i < 10; i ++ ) {

var object = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;

object.scale.x = Math.random() * 2 + 1;
object.scale.y = Math.random() * 2 + 1;
object.scale.z = Math.random() * 2 + 1;

object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;

scene.add( object );

objects.push( object );

}

var PI2 = Math.PI * 2;
particleMaterial = new THREE.SpriteCanvasMaterial( {

color: 0x000000,
program: function ( context ) {

context.beginPath();
context.arc( 0, 0, 0.5, 0, PI2, true );
context.fill();

}

} );

raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();

renderer = new THREE.CanvasRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

stats = new Stats();
container.appendChild( stats.dom );

document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );

window.addEventListener( 'resize', onWindowResize, false );
var controls = new THREE.OrbitControls(camera); //camera control
controls.addEventListener('change', render);

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function onDocumentTouchStart( event ) {

event.preventDefault();

event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
onDocumentMouseDown( event );

}

function onDocumentMouseDown( event ) {

event.preventDefault();

mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;

raycaster.setFromCamera( mouse, camera );

//射线原理拾取目标
var intersects = raycaster.intersectObjects( objects );

if ( intersects.length > 0 ) {

//创建粒子,便于标识点击位置
var particle = new THREE.Sprite( particleMaterial );
particle.position.copy( intersects[ 0 ].point );
particle.scale.x = particle.scale.y = 1;
scene.add( particle );

//保存选中点
points.push( intersects[ 0 ].point );

if( points.length >1 ) {

var p2 = points[points.length-1];
var p1 = points[points.length-2];

//动画的形式画线
drawLine( p1, p2);
}

}

}

function animate() {

requestAnimationFrame( animate );

render();
stats.update();

}

function render() {

renderer.render( scene, camera );

}

function drawLine( p1, p2) {

var directionVector = new THREE.Vector3();
var p3 = new THREE.Vector3();
directionVector.x = p2.x - p1.x;
directionVector.y = p2.y - p1.y;
directionVector.z = p2.z - p1.z;

var length = Math.sqrt( directionVector.x * directionVector.x
+ directionVector.y * directionVector.y
+ directionVector.z * directionVector.z);

var text = Math.round( length ) + "m";


var flag = 1;
var id = setInterval(function () {
if (flag == 11) {
clearInterval(id);
flag = 1;
} else {

var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial( { opacity:1,color:0x000000 } );

geometry.vertices.push(p1);

p3.x = p1.x + (directionVector.x/10) * flag;
p3.y = p1.y + (directionVector.y/10) * flag;
p3.z = p1.z + (directionVector.z/10) * flag;

geometry.vertices.push(p1);
geometry.vertices.push(p3);

var geo = new THREE.Line(geometry, material);

scene.add(geo);

flag++;
}

}, 10);

initText( text, p2 );

}

// var font;
// var loader = new THREE.FontLoader();
// loader.load('js/optimer_bold.typeface.json',function(response) {
// font = response;

// });
function initText( wordFont, p1){

var particleMaterial = new THREE.SpriteCanvasMaterial( {

color: 0x000000,
program: function ( context ) {

context.beginPath();
context.font="bold 20px Arial";
context.fillStyle="#058";
context.transform(-1,0,0,1,0,0);
context.rotate(Math.PI);
context.fillText( wordFont , 0, 0 );

}

} );

var particle = new THREE.Sprite( particleMaterial );
particle.position.copy( p1 );
particle.rotation.x = Math.PI/2;
// particle.lookAt( camera );
scene.add( particle );

// var textGeometry = new THREE.TextGeometry(wordFont,{
// "font": font,
// "size" : 10,
// "height" : 0,
// "color" : 0x000000
// })
//
// var text = new THREE.Mesh( textGeometry, new THREE.MeshBasicMaterial( { color: 0x000000 } ) );
//
//
// text.position.x = p1.x + 2;
// text.position.y = p1.y + 2;
// text.position.z = p1.z + 2;
// text.lookAt(camera.position);
// scene.add(text);

}

</script>

</body>
</html>


效果如下

关于three.js中添加文字的方式

关于three.js中添加文字的方式

博客才开始写没多久,风格还没统一。先凑合着看呗