文字' Hello three.js!'不在我的场景中渲染。当我使用BoxGeometry时它工作正常,但我似乎错过了TextBufferGeometry的东西。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); // fov, aspect, near and far
camera.position.set(-15, 0, 25);
camera.lookAt( scene.position );
var loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
var material = new THREE.MeshPhongMaterial( { color: 0x0033ff, specular: 0x555555, shininess: 30 } );
var textGeo = new THREE.TextGeometry( 'Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
material: 0,
extrudeMaterial: 1
} );
textGeo.computeBoundingBox();
textGeo.computeVertexNormals();
var mesh = new THREE.Mesh( textGeo, material );
scene.add(mesh);
} );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 ).normalize();
scene.add(light);
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.render( scene, camera );
我无法理解TextGeometry
https://threejs.org/docs/#api/geometries/TextGeometry
答案 0 :(得分:1)
我需要在字体加载器回调中移动渲染代码。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); // fov, aspect, near and far
camera.position.set(-15, 0, 25);
camera.lookAt( scene.position );
var loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
var material = new THREE.MeshPhongMaterial( { color: 0x0033ff, specular: 0x555555, shininess: 30 } );
var geometry = new THREE.TextGeometry( 'Hello three.js!', {
font: font,
size: 80,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelSegments: 5
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add(mesh);
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 1 ).normalize();
scene.add(light);
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.render( scene, camera );
} );