React Three Fiber 相当于 scene.add() - 带有 React Three Fiber 的 2D Text Sprites
React Three Fiber equivalent of scene.add() - 2D Text Sprites with React Three Fiber
接着是:three.js 2D Text sprite labels
我在 three.js 上找到了如何制作 2d 文本精灵,我现在需要它来反应三纤维。
我有这个 index.js:
<Canvas
gl={{}}
orthographic camera={{zoom: 20, position: [28, 22, 26]}}
color={'#FF3333'}
>
<ambientLight />
<pointLight position={[0, 10, 30]} />
<Box className="boxMesh" color={'#FF3333'} active={active} setActive={setActive} position={[-1, 0, 10]} />
<Text position={[-4, -4, 10]} />
<Controls />
</Canvas>
盒子工作正常,文本我不知道如何在反应三纤维中转换该代码,Text.js
function Text(props) {
// This reference will give us direct access to the mesh
const mesh = useRef()
function makeTextSprite( message, parameters )
{
if ( parameters === undefined ) parameters = {};
var fontface = parameters.hasOwnProperty("fontface") ? parameters["fontface"] : "Arial";
var fontsize = parameters.hasOwnProperty("fontsize") ? parameters["fontsize"] : 18;
var borderThickness = parameters.hasOwnProperty("borderThickness") ? parameters["borderThickness"] : 4;
var borderColor = parameters.hasOwnProperty("borderColor") ?parameters["borderColor"] : { r:0, g:0, b:0, a:1.0 };
var backgroundColor = parameters.hasOwnProperty("backgroundColor") ?parameters["backgroundColor"] : { r:255, g:255, b:255, a:1.0 };
var textColor = parameters.hasOwnProperty("textColor") ?parameters["textColor"] : { r:0, g:0, b:0, a:1.0 };
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = "Bold " + fontsize + "px " + fontface;
var metrics = context.measureText( message );
var textWidth = metrics.width;
context.fillStyle = "rgba(" + backgroundColor.r + "," + backgroundColor.g + "," + backgroundColor.b + "," + backgroundColor.a + ")";
context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + "," + borderColor.b + "," + borderColor.a + ")";
context.lineWidth = borderThickness;
roundRect(context, borderThickness/2, borderThickness/2, (textWidth + borderThickness) * 1.1, fontsize * 1.4 + borderThickness, 8);
context.fillStyle = "rgba("+textColor.r+", "+textColor.g+", "+textColor.b+", 1.0)";
context.fillText( message, borderThickness, fontsize + borderThickness);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
var spriteMaterial = new THREE.SpriteMaterial( { map: texture, useScreenCoordinates: false } );
var sprite = new THREE.Sprite( spriteMaterial );
}
function roundRect(ctx, x, y, w, h, r) { ctx.beginPath(); ctx.moveTo(x + r, y); ctx.lineTo(x + w - r, y); ctx.quadraticCurveTo(x + w, y, x + w, y + r); ctx.lineTo(x + w, y + h - r); ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h); ctx.lineTo(x + r, y + h); ctx.quadraticCurveTo(x, y + h, x, y + h - r); ctx.lineTo(x, y + r); ctx.quadraticCurveTo(x, y, x + r, y); ctx.closePath(); ctx.fill(); ctx.stroke(); }
return (
<>
<mesh
sprite={makeTextSprite('text')}
{...props}
ref={mesh}
className="text"
>
</mesh>
</>
)
}
export default Text
如果我可以在我的 canvas 上使用 scene.add 我会使用函数 makeTextSprite 并轻松添加它,但我需要添加为文本组件,我该怎么做?
找到了一个临时解决方案,还不错,但是文字有点粗糙...(下面的版本 2 看起来更好,但使用了另一个库)
版本 1
function Text({ children, position, opacity, color = 'black', fontSize = 35 }) {
const canvas = useMemo(() => {
var fontface = "Arial";
var fontsize = fontSize;
var borderThickness = 4;
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.textBaseline = 'middle'
context.font = `bold ${fontSize}px -apple-system, BlinkMacSystemFont, avenir next, avenir, helvetica neue, helvetica, ubuntu, roboto, noto, segoe ui, arial, sans-serif`
var metrics = context.measureText( children );
var textWidth = metrics.width;
context.lineWidth = borderThickness;
context.fillStyle = color
context.fillText( children, textWidth - (textWidth*0.8), fontsize);
return canvas
}, [children])
return (
<sprite
scale={[5, 3, 3]} position={position}>
<spriteMaterial attach="material" transparent alphaTest={0.5} >
<canvasTexture attach="map" image={canvas} />
</spriteMaterial>
</sprite>
)
}
export default Text
<Text opacity={1} position={[8, 2.5, 10]}>Text Content</Text>
版本 2
文本看起来更好,保持较小的比例值并通过更改字体大小来更改尺寸
import React, { useMemo } from 'react'
import { SpriteText2D, textAlign } from 'three-text2d'
function Text({ children, position, scale, color = 'white', fontSize = 50 }) {
const sprite = useMemo(() => new SpriteText2D(children,
{ align: textAlign.center, font: `bold ${fontSize}px Arial`, fillStyle: '#ffffff' , antialias: false }))
return (
<primitive scale={[0.02,0.02,0.02]} object={sprite} position={position} />
)
}
export default Text
<Text scale={scale} opacity={1} position={position}>{children}</Text>
接着是:three.js 2D Text sprite labels
我在 three.js 上找到了如何制作 2d 文本精灵,我现在需要它来反应三纤维。
我有这个 index.js:
<Canvas
gl={{}}
orthographic camera={{zoom: 20, position: [28, 22, 26]}}
color={'#FF3333'}
>
<ambientLight />
<pointLight position={[0, 10, 30]} />
<Box className="boxMesh" color={'#FF3333'} active={active} setActive={setActive} position={[-1, 0, 10]} />
<Text position={[-4, -4, 10]} />
<Controls />
</Canvas>
盒子工作正常,文本我不知道如何在反应三纤维中转换该代码,Text.js
function Text(props) {
// This reference will give us direct access to the mesh
const mesh = useRef()
function makeTextSprite( message, parameters )
{
if ( parameters === undefined ) parameters = {};
var fontface = parameters.hasOwnProperty("fontface") ? parameters["fontface"] : "Arial";
var fontsize = parameters.hasOwnProperty("fontsize") ? parameters["fontsize"] : 18;
var borderThickness = parameters.hasOwnProperty("borderThickness") ? parameters["borderThickness"] : 4;
var borderColor = parameters.hasOwnProperty("borderColor") ?parameters["borderColor"] : { r:0, g:0, b:0, a:1.0 };
var backgroundColor = parameters.hasOwnProperty("backgroundColor") ?parameters["backgroundColor"] : { r:255, g:255, b:255, a:1.0 };
var textColor = parameters.hasOwnProperty("textColor") ?parameters["textColor"] : { r:0, g:0, b:0, a:1.0 };
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = "Bold " + fontsize + "px " + fontface;
var metrics = context.measureText( message );
var textWidth = metrics.width;
context.fillStyle = "rgba(" + backgroundColor.r + "," + backgroundColor.g + "," + backgroundColor.b + "," + backgroundColor.a + ")";
context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + "," + borderColor.b + "," + borderColor.a + ")";
context.lineWidth = borderThickness;
roundRect(context, borderThickness/2, borderThickness/2, (textWidth + borderThickness) * 1.1, fontsize * 1.4 + borderThickness, 8);
context.fillStyle = "rgba("+textColor.r+", "+textColor.g+", "+textColor.b+", 1.0)";
context.fillText( message, borderThickness, fontsize + borderThickness);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
var spriteMaterial = new THREE.SpriteMaterial( { map: texture, useScreenCoordinates: false } );
var sprite = new THREE.Sprite( spriteMaterial );
}
function roundRect(ctx, x, y, w, h, r) { ctx.beginPath(); ctx.moveTo(x + r, y); ctx.lineTo(x + w - r, y); ctx.quadraticCurveTo(x + w, y, x + w, y + r); ctx.lineTo(x + w, y + h - r); ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h); ctx.lineTo(x + r, y + h); ctx.quadraticCurveTo(x, y + h, x, y + h - r); ctx.lineTo(x, y + r); ctx.quadraticCurveTo(x, y, x + r, y); ctx.closePath(); ctx.fill(); ctx.stroke(); }
return (
<>
<mesh
sprite={makeTextSprite('text')}
{...props}
ref={mesh}
className="text"
>
</mesh>
</>
)
}
export default Text
如果我可以在我的 canvas 上使用 scene.add 我会使用函数 makeTextSprite 并轻松添加它,但我需要添加为文本组件,我该怎么做?
找到了一个临时解决方案,还不错,但是文字有点粗糙...(下面的版本 2 看起来更好,但使用了另一个库)
版本 1
function Text({ children, position, opacity, color = 'black', fontSize = 35 }) {
const canvas = useMemo(() => {
var fontface = "Arial";
var fontsize = fontSize;
var borderThickness = 4;
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.textBaseline = 'middle'
context.font = `bold ${fontSize}px -apple-system, BlinkMacSystemFont, avenir next, avenir, helvetica neue, helvetica, ubuntu, roboto, noto, segoe ui, arial, sans-serif`
var metrics = context.measureText( children );
var textWidth = metrics.width;
context.lineWidth = borderThickness;
context.fillStyle = color
context.fillText( children, textWidth - (textWidth*0.8), fontsize);
return canvas
}, [children])
return (
<sprite
scale={[5, 3, 3]} position={position}>
<spriteMaterial attach="material" transparent alphaTest={0.5} >
<canvasTexture attach="map" image={canvas} />
</spriteMaterial>
</sprite>
)
}
export default Text
<Text opacity={1} position={[8, 2.5, 10]}>Text Content</Text>
版本 2
文本看起来更好,保持较小的比例值并通过更改字体大小来更改尺寸
import React, { useMemo } from 'react'
import { SpriteText2D, textAlign } from 'three-text2d'
function Text({ children, position, scale, color = 'white', fontSize = 50 }) {
const sprite = useMemo(() => new SpriteText2D(children,
{ align: textAlign.center, font: `bold ${fontSize}px Arial`, fillStyle: '#ffffff' , antialias: false }))
return (
<primitive scale={[0.02,0.02,0.02]} object={sprite} position={position} />
)
}
export default Text
<Text scale={scale} opacity={1} position={position}>{children}</Text>