人们使用这种2D画布纹理方法在THREE.js场景中生成文本广告牌,精灵,叠加作为从导入的图像文件制作纹理的替代方法似乎很常见。 Lee Stemkoski's example
但是,当我为长度超过几个字符的文本字符串尝试此类方法时,已完成的图形对象中的文本将被截断。
这是JSFiddle
以下是相关代码
function F_Text_Plane_Make_wo_box(text)
{
var canvas1 = document.createElement('canvas');
var context1 = canvas1.getContext('2d');
context1.font = "Bold 40px Arial";
context1.fillStyle = "rgba(155,0,200,0.95)";
context1.fillText(text, 0, 50);
var texture1 = new THREE.Texture(canvas1);
texture1.needsUpdate = true;
var material1 = new THREE.MeshBasicMaterial
( { map: texture1, side:THREE.DoubleSide } );
material1.transparent = true;
var mesh1 = new THREE.Mesh(
new THREE.PlaneGeometry(canvas1.width, canvas1.height),
material1
);
return mesh1;
}
它出现在Windows7笔记本电脑上的Chrome,Opera和Firefox中。
更新
感谢West Langley澄清事宜。我们似乎无法轻松自动地构建一个包含所提供的文本字符串且没有尾随空格的平面。可以使用透明度或固定宽度的目标容器来解决此限制。
这是JSFiddle
这是相关代码
//=============================================================================
function F_Text_onto_Plane(text, Tbox_width, Tbox_depth)
{
var canvas1 = document.createElement('canvas');
var context1 = canvas1.getContext('2d');
canvas1.width = Tbox_width; canvas1.height = Tbox_depth;
context1.font = "Bold 40px Arial"; //... font as big and simple as possible so graphics look smooth
var metric = context1.measureText(text);
var text_len_pixels = metric.width;
//------------ Backing Rectangle ------------
context1.fillStyle = "rgba(255,255,255,0.95)"; //... White
//..x1,y1, x2,y2 origin in top left corner x increasing rightwards, y increasing downwards.
context1.fillRect(0,0, Tbox_width, Tbox_depth); //... rectangle matches the Tbox_width and Tbox_depth
context1.fillStyle = "rgba(255,255,0,0.95)"; //... Yellow, probably change to white in practice.
context1.fillRect(0,0,5+text_len_pixels+5,Tbox_depth); //... very good fit to the particular text
//------------- Paint the Text onto canvas ----------------
context1.fillStyle = "rgba(0,0,0,1)";//... Black.
context1.fillText(text , 0+5, Tbox_depth-5);//... text string, start_x, start_y (start point is bottom left of first character).
//------------------------------------------------
//... canvas contents will be used for a texture
//... note this takes the everything within the canvas area, including the canvas background.
var texture1 = new THREE.Texture(canvas1);
texture1.needsUpdate = true;
var material1 = new THREE.MeshLambertMaterial( { map: texture1, side:THREE.DoubleSide } );
material1.transparent = true;
var mesh1 = new THREE.Mesh(
new THREE.PlaneGeometry(Tbox_width, Tbox_depth),
material1 );
//... can scale the plane e.g. mesh1.scale.set(100,50,1.0);
//... alert ("Checkout: http://stackoverflow.com/questions/4532166/how-to-capture-a-section-of-a-canvas-to-a-bitmap?lq=1");
//... can use .lookat to make plane face a single camera in the scene.
//... can use THREE.js Sprite to make plane look at all cameras in the scene.
return mesh1;
}
答案 0 :(得分:2)
您需要设置画布宽度:
var canvas1 = document.createElement( 'canvas' );
canvas1.width = 512;
canvas1.height = 64;
var texture1 = new THREE.Texture( canvas1 );
texture1.needsUpdate = true;
var material1 = new THREE.MeshLambertMaterial( { map: texture1, side:THREE.DoubleSide, transparent = true } );
现在,在创建网格几何体时,您可以用 world 单位指定其大小,而不是以像素为单位:
var mesh1 = new THREE.Mesh( new THREE.PlaneGeometry( 1024, 128 ), material1 );
three.js r.70