使用 React-Three-Renderer 的 Sprite 标签(包括 MVCE)
Sprite Labels with React-Three-Renderer (MVCE included)
我正在使用 react-three-renderer (npm, github) for building a scene with three.js.
我正在尝试使用 <sprite>
and <spriteMaterial>
to make a label that always faces the camera, much like in stemkoski's example。
但是,我无法显示标签并正确设置其坐标。我在 Sprite-Label-Test 有一个最低限度可验证的完整示例。下载,运行npm install
,打开_dev/public/home.html.
我的目标是让文本显示在我期望的位置,但如您所见,它只是黑色。为了证明精灵在相机的视野中,我在相同的位置放了一个盒子。要查看从渲染方法中取消注释并重新 gulp.
这是我的文件。它有两个主要组件,componentDidMount
方法(为精灵创建文本)和 render
方法。
var React = require('react');
var React3 = require('react-three-renderer');
var THREE = require('three');
var ReactDOM = require('react-dom');
class Simple extends React.Component {
constructor(props, context) {
super(props, context);
// construct the position vector here, because if we use 'new' within render,
// React will think that things have changed when they have not.
this.cameraPosition = new THREE.Vector3(0, 0, 100);
}
componentDidMount() {
var text = "Hello world";
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var metrics = context.measureText( text );
var textWidth = metrics.width;
context.font = "180px arial Bold";
context.fillStyle = "rgba(255,0,0,1)";
context.strokeStyle = "rgba(255,0,0,1)";
context.lineWidth = 4;
context.fillText( text, 0, 0);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
this.spriteMaterial.map = texture;
this.spriteMaterial.useScreenCoordinates = false;
}
render() {
const width = window.innerWidth; // canvas width
const height = window.innerHeight; // canvas height
var position = new THREE.Vector3(0, 0, 10);
var scale = new THREE.Vector3(1,1,1);
return (<React3
mainCamera="camera" // this points to the perspectiveCamera which has the name set to "camera" below
width={width}
height={height}
>
<scene>
<perspectiveCamera
name="camera"
fov={75}
aspect={width / height}
near={0.1}
far={1000}
position={this.cameraPosition}
/>
<sprite position={position} scale={scale} ref={(sprite) => this.sprite = sprite}>
<spriteMaterial ref={(spriteMaterial) => this.spriteMaterial = spriteMaterial}></spriteMaterial>
</sprite>
{/*<mesh position={position}>
<boxGeometry
width={10}
height={10}
depth={10}
/>
<meshBasicMaterial
color={0x00ff00}
/>
</mesh>*/}
</scene>
</React3>);
}
}
ReactDOM.render(<Simple/>, document.querySelector('.root-anchor'));
我做错了什么?如何在 var position = new THREE.Vector3(0, 0, 10);
行建立的位置显示 sprite 文本标签?提前致谢。
你只犯了一个小错误:
在 <canvas>
上绘制的文本锚定在左下角。因此在 (0,0) 处绘制的文本甚至都不会显示。它将完全在 canvas 之外(下面以白色显示):
- context.fillText( text, 0, 0);
+ context.fillText( text, 0, 18);
这就是为什么@df 在 line 147 上设置绘图位置时使用 fontsize
的原因。
另外,你的相机没有在看任何东西。 React-Three 可以将此作为 <perspectiveCamera/>
.
的属性
+ lookAt={this.cameraLook}
我针对您的 MVCE 存储库打开了一个 pull request。
我正在使用 react-three-renderer (npm, github) for building a scene with three.js.
我正在尝试使用 <sprite>
and <spriteMaterial>
to make a label that always faces the camera, much like in stemkoski's example。
但是,我无法显示标签并正确设置其坐标。我在 Sprite-Label-Test 有一个最低限度可验证的完整示例。下载,运行npm install
,打开_dev/public/home.html.
我的目标是让文本显示在我期望的位置,但如您所见,它只是黑色。为了证明精灵在相机的视野中,我在相同的位置放了一个盒子。要查看从渲染方法中取消注释并重新 gulp.
这是我的文件。它有两个主要组件,componentDidMount
方法(为精灵创建文本)和 render
方法。
var React = require('react');
var React3 = require('react-three-renderer');
var THREE = require('three');
var ReactDOM = require('react-dom');
class Simple extends React.Component {
constructor(props, context) {
super(props, context);
// construct the position vector here, because if we use 'new' within render,
// React will think that things have changed when they have not.
this.cameraPosition = new THREE.Vector3(0, 0, 100);
}
componentDidMount() {
var text = "Hello world";
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var metrics = context.measureText( text );
var textWidth = metrics.width;
context.font = "180px arial Bold";
context.fillStyle = "rgba(255,0,0,1)";
context.strokeStyle = "rgba(255,0,0,1)";
context.lineWidth = 4;
context.fillText( text, 0, 0);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
this.spriteMaterial.map = texture;
this.spriteMaterial.useScreenCoordinates = false;
}
render() {
const width = window.innerWidth; // canvas width
const height = window.innerHeight; // canvas height
var position = new THREE.Vector3(0, 0, 10);
var scale = new THREE.Vector3(1,1,1);
return (<React3
mainCamera="camera" // this points to the perspectiveCamera which has the name set to "camera" below
width={width}
height={height}
>
<scene>
<perspectiveCamera
name="camera"
fov={75}
aspect={width / height}
near={0.1}
far={1000}
position={this.cameraPosition}
/>
<sprite position={position} scale={scale} ref={(sprite) => this.sprite = sprite}>
<spriteMaterial ref={(spriteMaterial) => this.spriteMaterial = spriteMaterial}></spriteMaterial>
</sprite>
{/*<mesh position={position}>
<boxGeometry
width={10}
height={10}
depth={10}
/>
<meshBasicMaterial
color={0x00ff00}
/>
</mesh>*/}
</scene>
</React3>);
}
}
ReactDOM.render(<Simple/>, document.querySelector('.root-anchor'));
我做错了什么?如何在 var position = new THREE.Vector3(0, 0, 10);
行建立的位置显示 sprite 文本标签?提前致谢。
你只犯了一个小错误:
在 <canvas>
上绘制的文本锚定在左下角。因此在 (0,0) 处绘制的文本甚至都不会显示。它将完全在 canvas 之外(下面以白色显示):
- context.fillText( text, 0, 0);
+ context.fillText( text, 0, 18);
这就是为什么@df 在 line 147 上设置绘图位置时使用 fontsize
的原因。
另外,你的相机没有在看任何东西。 React-Three 可以将此作为 <perspectiveCamera/>
.
+ lookAt={this.cameraLook}
我针对您的 MVCE 存储库打开了一个 pull request。