// /** // * adapted from http://stemkoski.github.io/Three.js/Sprite-Text-Labels.html // */ import * as THREE from "../../../libs/three.js/build/three.module.js"; import Sprite from './Sprite.js' import Common from '../utils/Common.js'; //可能还是要用html写,因为要加按钮和图片 export class TextSprite extends THREE.Object3D{ //注:为了分两层控制scale,不直接extend Sprite constructor( options={}){ super() let map = new THREE.Texture(); map.minFilter = THREE.LinearFilter; map.magFilter = THREE.LinearFilter; this.sprite = new Sprite( Object.assign({ root:this } ,options, { map, }) ) this.add(this.sprite) this.fontWeight = options.fontWeight == void 0 ? 'Bold' : options.fontWeight this.rectBorderThick = options.rectBorderThick || 0 this.textBorderThick = options.textBorderThick || 0 this.fontface = 'Arial'; this.fontsize = options.fontsize || 16; this.textBorderColor = options.textBorderColor ? Common.CloneObject(options.textBorderColor):{ r: 0, g: 0, b: 0, a: 0.0 }; this.backgroundColor = options.backgroundColor ? Common.CloneObject(options.backgroundColor):{ r: 255, g: 255, b: 255, a: 1.0 }; this.textColor = options.textColor ? Common.CloneObject(options.textColor):{r: 0, g: 0, b: 0, a: 1.0}; this.borderColor = options.borderColor ? Common.CloneObject(options.borderColor):{ r: 0, g: 0, b: 0, a: 0.0 }; this.borderRadius = options.borderRadius || 6; this.margin = options.margin this.setText(options.text) this.name = options.name //this.setText(text); } setText(text){ if(text == void 0)text = '' if (this.text !== text) { if (!(text instanceof Array)) { this.text = [text + ''] } else this.text = text this.updateTexture() this.sprite.waitUpdate() //重新计算各个viewport的matrix } } setTextColor(color){ this.textColor = Common.CloneObject(color); this.updateTexture(); } setBorderColor(color){ this.borderColor = Common.CloneObject(color); this.updateTexture(); } setBackgroundColor(color){ this.backgroundColor = Common.CloneObject(color); this.updateTexture(); } setPos(pos){ this.position.copy(pos) this.sprite.waitUpdate() } update(){ this.sprite.waitUpdate() } /* setVisible(v){ Potree.Utils.updateVisible(this, 'setVisible', v) } */ setUniforms(name,value){ this.sprite.setUniforms(name,value) } updateTexture1(){ let canvas = document.createElement('canvas'); let context = canvas.getContext('2d'); const r = window.devicePixelRatio context.font = this.fontWeight + ' ' + this.fontsize * r + 'px ' + this.fontface; //context["font-weight"] = 100; //语法与 CSS font 属性相同。 //this.text = '啊啊啊啊啊啊fag' let metrics = context.measureText(this.text ); let textWidth = metrics.width; let margin = (this.margin ? new THREE.Vector2().copy(this.margin) : new THREE.Vector2(this.fontsize, Math.max( this.fontsize*0.4, 10) )).clone().multiplyScalar(r); let spriteWidth = 2 * margin.x + textWidth + 2 * this.rectBorderThick * r ; let spriteHeight = 2 * margin.y + this.fontsize * r + 2 * this.rectBorderThick * r; context.canvas.width = spriteWidth; context.canvas.height = spriteHeight; context.font = this.fontWeight + ' ' + this.fontsize * r + 'px ' + this.fontface; /* let diff = 2//针对英文大部分在baseLine之上所以降低一点(metrics.fontBoundingBoxAscent - metrics.fontBoundingBoxDescent) / 2 context.textBaseline = "middle" */ let expand = Math.max(1, Math.pow(this.fontsize / 16, 1.3)) * r // 针对英文大部分在baseLine之上所以降低一点,或者可以识别当不包含jgqp时才加这个值 //canvas原点在左上角 context.textBaseline = 'alphabetic' // "middle" //设置文字基线。当起点y设置为0时,只有该线以下的部分被绘制出来。middle时文字显示一半(但是对该字体所有字的一半,有的字是不一定显示一半的,尤其汉字),alphabetic时是英文字母的那条基线。 //let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent; // 当前文本字符串在这个字体下用的实际高度 //文字y向距离从textBaseline向上算 let actualBoundingBoxAscent = metrics.actualBoundingBoxAscent == void 0 ? this.fontsize * r * 0.8 : metrics.actualBoundingBoxAscent //有的流览器没有。只能大概给一个 let y = actualBoundingBoxAscent + margin.y + expand //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand ) // border color context.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' + this.borderColor.b + ',' + this.borderColor.a + ')'; let rectBorderThick = this.rectBorderThick * r; context.lineWidth = rectBorderThick // background color context.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' + this.backgroundColor.b + ',' + this.backgroundColor.a + ')'; this.roundRect(context, rectBorderThick / 2 , rectBorderThick / 2, spriteWidth - rectBorderThick, spriteHeight - rectBorderThick, this.borderRadius * r); // text color if(this.textBorderThick){ context.strokeStyle = 'rgba(' + this.textBorderColor.r + ',' + this.textBorderColor.g + ',' + this.textBorderColor.b + ',' + this.textBorderColor.a + ')'; context.lineWidth = this.textBorderThick * r; context.strokeText(this.text , rectBorderThick + margin.x, y /* spriteHeight/2 + diff */ ); } context.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' + this.textColor.b + ',' + this.textColor.a + ')'; context.fillText(this.text , rectBorderThick + margin.x, y/* spriteHeight/2 + diff */ );//x,y let texture = new THREE.Texture(canvas); texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.needsUpdate = true; //this.material.needsUpdate = true; if(this.sprite.material.map){ this.sprite.material.map.dispose() } this.sprite.material.map = texture; this.sprite.scale.set(spriteWidth * 0.01 / r, spriteHeight * 0.01 / r, 1.0); } updateTexture(){ let canvas = document.createElement('canvas'); let context = canvas.getContext('2d'); const r = window.devicePixelRatio context.font = this.fontWeight + ' ' + this.fontsize * r + 'px ' + this.fontface; //context["font-weight"] = 100; //语法与 CSS font 属性相同。 //this.text = '啊啊啊啊啊啊fag' let textMaxWidth = 0, infos = [] for (let text of this.text) { let metrics = context.measureText(text) let textWidth = metrics.width infos.push(metrics) textMaxWidth = Math.max(textMaxWidth, textWidth) } let margin = (this.margin ? new THREE.Vector2().copy(this.margin) : new THREE.Vector2(this.fontsize, Math.max( this.fontsize*0.4, 10) )).clone().multiplyScalar(r); const lineSpace = (this.fontsize + margin.y) * 0.5 let spriteWidth = 2 * margin.x + textMaxWidth + 2 * (this.rectBorderThick + this.textBorderThick)* r; //还要考虑this.textshadowColor,太麻烦了不写了 let spriteHeight = 2 * margin.y + (this.fontsize + this.textBorderThick*2)* r * this.text.length + 2 * this.rectBorderThick * r + lineSpace * (this.text.length - 1); context.canvas.width = spriteWidth; context.canvas.height = spriteHeight; context.font = this.fontWeight + ' ' + this.fontsize * r + 'px ' + this.fontface; if(spriteWidth>1000){ console.error('spriteWidth',spriteWidth,'spriteHeight',spriteHeight,this.fontsize,r,this.text,margin) } /* let diff = 2//针对英文大部分在baseLine之上所以降低一点(metrics.fontBoundingBoxAscent - metrics.fontBoundingBoxDescent) / 2 context.textBaseline = "middle" */ let expand = Math.max(1, Math.pow(this.fontsize / 16, 1.3)) * r // 针对英文大部分在baseLine之上所以降低一点,或者可以识别当不包含jgqp时才加这个值 //canvas原点在左上角 context.textBaseline = 'alphabetic' // "middle" //设置文字基线。当起点y设置为0时,只有该线以下的部分被绘制出来。middle时文字显示一半(但是对该字体所有字的一半,有的字是不一定显示一半的,尤其汉字),alphabetic时是英文字母的那条基线。 // border color context.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' + this.borderColor.b + ',' + this.borderColor.a + ')'; let rectBorderThick = this.rectBorderThick * r; context.lineWidth = rectBorderThick // background color context.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' + this.backgroundColor.b + ',' + this.backgroundColor.a + ')'; this.roundRect(context, rectBorderThick / 2 , rectBorderThick / 2, spriteWidth - rectBorderThick, spriteHeight - rectBorderThick, this.borderRadius * r); context.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' + this.textColor.b + ',' + this.textColor.a + ')' let y = margin.y for (let i = 0; i < this.text.length; i++) { //let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent // 当前文本字符串在这个字体下用的实际高度 //文字y向距离从textBaseline向上算 let actualBoundingBoxAscent = infos[i].actualBoundingBoxAscent == void 0 ? this.fontsize * r * 0.8 : infos[i].actualBoundingBoxAscent //有的流览器没有。只能大概给一个 y += actualBoundingBoxAscent + expand + this.textBorderThick //console.log(actualBoundingBoxAscent) //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand ) let textLeftSpace = (textMaxWidth - infos[i].width) / 2 let x = this.rectBorderThick + margin.x + textLeftSpace // text color if (this.textBorderThick) { context.strokeStyle = 'rgba(' + this.textBorderColor.r + ',' + this.textBorderColor.g + ',' + this.textBorderColor.b + ',' + this.textBorderColor.a + ')' context.lineWidth = this.textBorderThick * r context.strokeText(this.text[i], x, y) } if (this.textshadowColor) { context.shadowOffsetX = 0 context.shadowOffsetY = 0 context.shadowColor = this.textshadowColor context.shadowBlur = 12 * r } context.fillText(this.text[i], x, y) y += lineSpace } let texture = new THREE.Texture(canvas); texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.needsUpdate = true; //this.material.needsUpdate = true; if(this.sprite.material.map){ this.sprite.material.map.dispose() } this.sprite.material.map = texture; this.sprite.scale.set(spriteWidth * 0.01 / r, spriteHeight * 0.01 / r, 1.0); } roundRect(ctx, x, y, w, h, r){ ctx.beginPath(); ctx.moveTo(x + r, y); ctx.lineTo(x + w - r, y); ctx.arcTo(x + w, y, x + w, y + r, r );//圆弧。前四个参数同quadraticCurveTo //ctx.quadraticCurveTo(x + w, y, x + w, y + r); //二次贝塞尔曲线需要两个点。第一个点是用于二次贝塞尔计算中的控制点,第二个点是曲线的结束点。 ctx.lineTo(x + w, y + h - r); ctx.arcTo(x + w, y + h, x + w - r, y + h, r ); ctx.lineTo(x + r, y + h); ctx.arcTo(x, y + h, x, y + h - r, r ); ctx.lineTo(x, y + r); ctx.arcTo(x, y, x + r, y, r ); ctx.closePath(); ctx.fill(); ctx.stroke(); } dispose(){ this.sprite.material.uniforms.map.value.dispose() this.parent && this.parent.remove(this) this.sprite.dispose() this.removeAllListeners() this.dispatchEvent('dispose') } }