- 三.js教程
- Three.js - 主页
- Three.js - 简介
- Three.js - 安装
- Three.js - Hello Cube 应用程序
- Three.js - 渲染器和响应能力
- Three.js - 响应式设计
- Three.js - 调试和统计
- Three.js - 相机
- Three.js - 控件
- Three.js - 光与影
- Three.js - 几何
- Three.js - 材料
- Three.js - 纹理
- Three.js - 画线
- Three.js - 动画
- Three.js - 创建文本
- Three.js - 加载 3D 模型
- Three.js - 库和插件
- Three.js 有用资源
- Three.js - 快速指南
- Three.js - 有用的资源
- Three.js - 讨论
Three.js - 创建文本
通常您需要向场景添加文本。在本章中,我们将了解如何将 2D 和 3D 文本添加到场景中。
将文本绘制到画布并用作纹理
这是向场景添加 2D 文本的最简单方法。您可以使用 JavaScript 创建画布并将其添加到 dom。
const canvas = document.createElement('canvas') const context = canvas.getContext('2d')
上面的代码创建了一个画布元素,并将上下文设置为 2d。canvas.getContext() 方法返回一个对象,该对象提供在画布上绘图的方法和属性,可用于绘制文本、线条、方框、圆形等。
context.fillStyle = 'green' context.font = '60px sans-serif context.fillText('Hello World!', 0, 60)
fillText() 是 2D 绘图上下文的方法。fillText() 方法允许您使用从您提供的 fillStyle 派生的填充(颜色)在坐标处绘制文本字符串。您可以使用 font 属性设置文本的字体。
上面的代码将字体设置为 60 像素高的无衬线字体,并将填充样式设置为绿色。文本“你好,世界!” 从坐标 (0, 60) 开始绘制。
// canvas contents are used for a texture const texture = new THREE.Texture(canvas) texture.needsUpdate = true
要从画布元素创建纹理,我们需要创建 THREE.Texture 的新实例并传入我们创建的画布元素。上面的代码使用画布(在本例中是我们的文本)创建纹理。纹理的needsUpdate参数设置为true。它通知 Three.js 我们的画布纹理已更改,需要在下次渲染场景时更新。
现在,创建一个平面几何体并将其作为纹理添加到材质中。
var material = new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide, }) material.transparent = true var mesh = new THREE.Mesh(new THREE.PlaneGeometry(50, 10), material)
使用文本几何形状
THREE.TextGeometry 是另一种类型的几何图形,它将文本生成为单个几何图形。它需要两个参数,文本 - 要呈现的文本,以及其他参数。
参数
font - 这是字体的名称。
size - 文本的大小。默认值为 100。
height - height 属性定义文本的深度;换句话说,文本拉伸多远才能使其成为 3D。默认为 50。
curveSegments - 曲线上的点数。默认值为 12。
bevelEnabled - 斜角提供从文本正面到侧面的平滑过渡。如果将此值设置为 true,则会向渲染的文本添加斜角。默认情况下,它是错误的。
bevelThickness - 如果您将 bevelEnabled 设置为 true,则它定义斜角的深度。默认值为 10。
bevelSize - 它决定斜角有多高。默认等于 8。
bevelOffset - 距文本轮廓斜角开始的距离。默认值为 0。
bevelSegments - 斜角段的数量。默认值为 3。
您需要使用 THREE.FontLoader 从 typeface.json 文件加载字体。
const loader = new THREE.FontLoader() loader.load('fonts/helvetiker_regular.typeface.json', function (font) { const geometry = new THREE.TextGeometry('Hello Three.js!', { font: font, size: 3, height: 0.2, curveSegments: 12, bevelEnabled: false, bevelThickness: 0.5, bevelSize: 0.3, bevelOffset: 0, bevelSegments: 5, }) })
现在,您应该向其添加一些材质并创建一个网格。
const material = new THREE.MeshFaceMaterial([ new THREE.MeshPhongMaterial({ color: 0xff22cc, flatShading: true, }), // front new THREE.MeshPhongMaterial({ color: 0xffcc22 }), // side ]) const mesh = new THREE.Mesh(geometry, material) mesh.name = 'text' scene.add(mesh)
注意- 使用 THREE.TextGeometry 和材质时需要考虑一件事。它可以将两种材质作为一个数组:一种用于渲染文本的正面,另一种用于文本的侧面。如果您只传递一种材料,它将同时应用于正面和侧面。
例子
现在,您可以看到渲染到场景的文本。查看以下示例。
二维文本.html
<!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="ie=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Three.js - 2d text</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; } html, body { height: 100vh; width: 100vw; } #threejs-container { position: block; width: 100%; height: 100%; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script> </head> <body> <div id="threejs-container"></div> <script type="module"> // Adding 2d text to Three.js scene // Writing on canvas and then adding the canvas as a texture to material // GUI const gui = new dat.GUI() // sizes let width = window.innerWidth let height = window.innerHeight const size = 256 const container = document.querySelector('#threejs-container') const canvas = document.createElement('canvas'), ctx = canvas.getContext('2d') function changeCanvas() { ctx.font = '20pt Arial' ctx.fillStyle = 'white' ctx.fillRect(0, 0, canvas.width, canvas.height) ctx.fillStyle = 'black' ctx.textAlign = 'center' ctx.textBaseline = 'middle' ctx.fillText('Tutorialspoint!', canvas.width / 2, canvas.height / 2) } // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // lights const ambientLight = new THREE.AmbientLight(0xffffff, 1) scene.add(ambientLight) const pointLight = new THREE.PointLight(0xffffff, 0.5) pointLight.position.x = 20 pointLight.position.y = 30 pointLight.position.z = 40 scene.add(pointLight) // camera const camera = new THREE.PerspectiveCamera(70, width / height, 1, 1000) camera.position.z = 500 scene.add(camera) // renderer const renderer = new THREE.WebGL1Renderer({ antialias: true }) renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) container.append(renderer.domElement) renderer.render(scene, camera) // cube const texture = new THREE.Texture(canvas) const material = new THREE.MeshStandardMaterial({ map: texture }) const geometry = new THREE.BoxGeometry(200, 200, 200) const mesh = new THREE.Mesh(geometry, material) scene.add(mesh) canvas.width = canvas.height = size // responsiveness window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHeight camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // animation function animate() { requestAnimationFrame(animate) changeCanvas() texture.needsUpdate = true mesh.rotation.y += 0.01 renderer.render(scene, camera) } animate() </script> </body> </html>
输出
例子
现在让我们再举一个例子来看看如何在场景中添加 3D 文本。
3d-文本.html
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="ie=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Three.js - 3d text</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; } html, body { height: 100vh; width: 100vw; } #threejs-container { position: block; width: 100%; height: 100%; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script> <head> <body> <div id="threejs-container"></div> <script type="module"> // Creating 3d text using Text Geometry in Three.js // GUI const gui = new dat.GUI() // sizes let width = window.innerWidth let height = window.innerHeight // scene const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // lights const ambientLight = new THREE.AmbientLight(0xffffff, 1) scene.add(ambientLight) const pointLight = new THREE.PointLight(0xffffff, 0.5) pointLight.position.x = 20 pointLight.position.y = 30 pointLight.position.z = 40 scene.add(pointLight) // camera const camera = new THREE.PerspectiveCamera(30, width / height, 0.1, 1000) camera.position.set(0, 0, 50) const camFolder = gui.addFolder('Camera') camFolder.add(camera.position, 'z').min(10).max(500).step(10) camFolder.open() function createMaterial() {} const loader = new THREE.FontLoader() // promisify font loading function loadFont(url) { return new Promise((resolve, reject) => { loader.load(url, resolve, undefined, reject) }) } async function doit() { const font = await loadFont('https://threejs.org/examples/fonts/helvetiker_regular.typeface.json') let text = 'Hello World !' const geometry = new THREE.TextGeometry(text, { font: font, size: 3, height: 0.2, curveSegments: 12, bevelEnabled: true, bevelOffset: 0, bevelThickness: 0.5, bevelSize: 0.3, bevelSegments: 5 }) const material = [ new THREE.MeshPhongMaterial({ color: 0xff22cc, flatShading: true }), // front new THREE.MeshPhongMaterial({ color: 0xffcc22 }) // side ] const mesh = new THREE.Mesh(geometry, material) geometry.computeBoundingBox() geometry.computeVertexNormals() geometry.boundingBox.getCenter(mesh.position).multiplyScalar(-1) mesh.position.x = -geometry.boundingBox.max.x / 2 const parent = new THREE.Object3D() parent.add(mesh) scene.add(parent) const opts = geometry.parameters.options console.log(opts) const geoProps = { font: opts.font, size: opts.size, height: opts.height, curveSegments: opts.curveSegments, bevelEnabled: opts.bevelEnabled, bevelOffset: opts.bevelOffset, bevelThickness: opts.bevelThickness, bevelSize: opts.bevelSize, bevelSegments: opts.bevelSegments } console.log(geoProps) // GUI for exporimenting cube properties const props = gui.addFolder('Properties') props .add(geoProps, 'size', 1, 30) .step(1) .onChange(redraw) .onFinishChange(() => console.dir(mesh.geometry)) props.add(geoProps, 'height', 0, 30).step(0.1).onChange(redraw) props.add(geoProps, 'curveSegments', 1, 30).step(1).onChange(redraw) props.add(geoProps, 'bevelEnabled').onChange(redraw) props.add(geoProps, 'bevelOffset', 0, 1).onChange(redraw) props.add(geoProps, 'bevelThickness', 0, 3).onChange(redraw) props.add(geoProps, 'bevelSize', 0, 3).onChange(redraw) props.add(geoProps, 'bevelSegments', 1, 8).step(1).onChange(redraw) props.open() function redraw() { camera.position.set(0, 0, 80) let newGeometry = new THREE.TextGeometry(text, { font: geoProps.font, size: geoProps.size, height: geoProps.height, curveSegments: geoProps.curveSegments, bevelEnabled: geoProps.bevelEnabled, bevelOffset: geoProps.bevelOffset, bevelThickness: geoProps.bevelThickness, bevelSize: geoProps.bevelSize, bevelSegments: geoProps.bevelSegments }) mesh.geometry.dispose() mesh.geometry = newGeometry mesh.geometry.parameters.options.depth = 0.2 console.log(mesh.geometry.parameters.options) } } doit() // responsiveness window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHeight camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // renderer const renderer = new THREE.WebGL1Renderer({ antialias: true }) renderer.setSize(width, height) renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // animation function animate() { requestAnimationFrame(animate) renderer.render(scene, camera) } // rendering the scene const container = document.querySelector('#threejs-container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>