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					376 lines
				
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					376 lines
				
				18 KiB
			| 
								 
											3 years ago
										 
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								<!DOCTYPE html><html lang="zh"><head>
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								    <meta charset="utf-8">
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								    <title>Canvas 纹理</title>
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								    <meta name="twitter:title" content="Three.js – Canvas Textures">
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								    <link rel="shortcut icon" href="/files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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								    <link rel="stylesheet" href="/manual/resources/lesson.css">
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								    <link rel="stylesheet" href="/manual/resources/lang.css">
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								<!-- Import maps polyfill -->
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								<!-- Remove this when import maps will be widely supported -->
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								<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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								<script type="importmap">
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								{
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								  "imports": {
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								    "three": "../../build/three.module.js"
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								  }
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								}
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								</script>
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								    <link rel="stylesheet" href="/manual/zh/lang.css">
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								  </head>
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								  <body>
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								    <div class="container">
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								      <div class="lesson-title">
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								        <h1>Canvas 纹理</h1>
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								      </div>
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								      <div class="lesson">
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								        <div class="lesson-main">
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								          <p>这篇文章是此篇 <a href="textures.html">关于纹理</a> 文章的延续,如果你还没有读过,你或许应当从那篇开始。</p>
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								          <p>在<a href="textures.html">上一篇讲解纹理的文章中</a>,我们主要使用图像文件来生成动态纹理,有时候我们想在运行时生成一个纹理。一种可行的方式是使用 <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a>。</p>
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								          <p>Canvas纹理 使用一个<code class="notranslate" translate="no"><canvas></code> 作为它的输入, 如果你还不知道如何使用2D Canvas API来在画布上绘制内容,<a href="https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial">MDN上有一篇很好的文章</a>。</p>
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								          <p>我们来写一段简单的Canvas代码,这是一个在随机位置上绘制随机颜色的点的程序。</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const ctx = document.createElement('canvas').getContext('2d');
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								document.body.appendChild(ctx.canvas);
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								ctx.canvas.width = 256;
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								ctx.canvas.height = 256;
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								ctx.fillStyle = '#FFF';
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								ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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								function randInt(min, max) {
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								  if (max === undefined) {
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								    max = min;
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								    min = 0;
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								  }
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								  return Math.random() * (max - min) + min | 0;
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								}
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								function drawRandomDot() {
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								  ctx.fillStyle = `#${randInt(0x1000000).toString(16).padStart(6, '0')}`;
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								  ctx.beginPath();
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								  const x = randInt(256);
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								  const y = randInt(256);
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								  const radius = randInt(10, 64);
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								  ctx.arc(x, y, radius, 0, Math.PI * 2);
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								  ctx.fill();
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								}
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								function render() {
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								  drawRandomDot();
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								  requestAnimationFrame(render);
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								}
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								requestAnimationFrame(render);</pre>
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								          <p>这实在太简单了。</p>
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								          <p></p><div translate="no" class="threejs_example_container notranslate">
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								            <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-random-dots.html"></iframe></div>
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								            <a class="threejs_center" href="/manual/examples/canvas-random-dots.html" target="_blank">点击在新窗口打开</a>
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								          </div>
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								          <p></p>
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								          <p>现在让我们用它来绘制纹理。我们会用从 <a href="textures.html">上一篇文章</a> 中绘制立方体纹理的例子开始。
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								             我们将删除加载图像的代码,取而代之的是使用我们的Canvas,通过创建一个<a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a>,然后把我们创建好的Canvas对象传入。</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cubes = [];  // 我们使用这个数组来旋转这些立方体
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								-const loader = new THREE.TextureLoader();
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								-
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								+const ctx = document.createElement('canvas').getContext('2d');
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								+ctx.canvas.width = 256;
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								+ctx.canvas.height = 256;
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								+ctx.fillStyle = '#FFF';
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								+ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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								+const texture = new THREE.CanvasTexture(ctx.canvas);
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								const material = new THREE.MeshBasicMaterial({
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								-  map: loader.load('resources/images/wall.jpg'),
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								+  map: texture,
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								});
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								const cube = new THREE.Mesh(geometry, material);
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								scene.add(cube);
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								cubes.push(cube);  // 添加到cube list中方便旋转</pre>
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								          <p>然后调用代码,在我们的渲染循环中绘制一个随机点。</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
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								  time *= 0.001;
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								  if (resizeRendererToDisplaySize(renderer)) {
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								    const canvas = renderer.domElement;
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								    camera.aspect = canvas.clientWidth / canvas.clientHeight;
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								    camera.updateProjectionMatrix();
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								  }
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								+  drawRandomDot();
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								+  texture.needsUpdate = true;
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								  cubes.forEach((cube, ndx) => {
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								    const speed = .2 + ndx * .1;
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								    const rot = time * speed;
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								    cube.rotation.x = rot;
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								    cube.rotation.y = rot;
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								  });
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								  renderer.render(scene, camera);
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								  requestAnimationFrame(render);
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								}</pre>
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								          <p>我们只需要做额外的一件事,设置了 <a href="/docs/#api/en/textures/CanvasTexture"><code class="notranslate" translate="no">CanvasTexture</code></a> 的 <code class="notranslate" translate="no">needsUpdate</code>属性来告诉THREE.js来更新纹理画布的最新内容。</p>
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								          <p>这样,我们就有了一个用Canvas绘制纹理的立方体。</p>
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								          <p></p><div translate="no" class="threejs_example_container notranslate">
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								            <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-cube.html"></iframe></div>
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								            <a class="threejs_center" href="/manual/examples/canvas-textured-cube.html" target="_blank">点击在新窗口打开</a>
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								          </div>
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								          <p></p>
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								          <p>请注意,如果你想使用THREE.js绘制到Canvas中,你最好用 <code class="notranslate" translate="no">RenderTarget</code>,在 <a href="rendertargets.html">这篇文章</a> 中有提到。</p>
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								          <p>纹理画布的一个常见用法是在场景中绘制文本。例如,你想把一个人的名字放在他们角色上面作为一个徽标(Badge),你也许需要使用Canvas来绘制徽标纹理。</p>
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								          <p>让我们创建一个有3个人的场景,并给每个人绘制一个徽标或者标签(Label)。</p>
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								          <p>让我们用上面的例子,移除所有相关的立方体。然后设置背景为白色,然后添加两个<a href="lights.html">灯光</a>。</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
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								+scene.background = new THREE.Color('white');
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								+
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								+function addLight(position) {
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								+  const color = 0xFFFFFF;
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								+  const intensity = 1;
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								+  const light = new THREE.DirectionalLight(color, intensity);
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								+  light.position.set(...position);
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								+  scene.add(light);
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								+  scene.add(light.target);
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								+}
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								+addLight([-3, 1, 1]);
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								+addLight([ 2, 1, .5]);</pre>
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								          <p>让我们写一些代码以使用2D Canvas绘制标签</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function makeLabelCanvas(size, name) {
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								+  const borderSize = 2;
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								+  const ctx = document.createElement('canvas').getContext('2d');
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								+  const font =  `${size}px bold sans-serif`;
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								+  ctx.font = font;
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								+  // 测量一下name有多长
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								+  const doubleBorderSize = borderSize * 2;
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								+  const width = ctx.measureText(name).width + doubleBorderSize;
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								+  const height = size + doubleBorderSize;
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								+  ctx.canvas.width = width;
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								+  ctx.canvas.height = height;
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								+
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								+  // 注意,调整画布后需要重新修改字体
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								+  ctx.font = font;
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								+  ctx.textBaseline = 'top';
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								+
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								+  ctx.fillStyle = 'blue';
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								+  ctx.fillRect(0, 0, width, height);
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								+  ctx.fillStyle = 'white';
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								+  ctx.fillText(name, borderSize, borderSize);
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								+
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								+  return ctx.canvas;
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								+}</pre>
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								          <p>然后我们将用一个圆柱体作为身体,一个球体作为头部,一个平面作为标签来制作一个简单的人。</p>
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								          <p>首先我们开始制作共享几何体。</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const bodyRadiusTop = .4;
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								+const bodyRadiusBottom = .2;
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								+const bodyHeight = 2;
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								+const bodyRadialSegments = 6;
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								+const bodyGeometry = new THREE.CylinderGeometry(
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								+    bodyRadiusTop, bodyRadiusBottom, bodyHeight, bodyRadialSegments);
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								+
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								+const headRadius = bodyRadiusTop * 0.8;
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								+const headLonSegments = 12;
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								+const headLatSegments = 5;
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								+const headGeometry = new THREE.SphereGeometry(
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								+    headRadius, headLonSegments, headLatSegments);
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								+
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								+const labelGeometry = new THREE.PlaneGeometry(1, 1);</pre>
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								          <p>然后我们写一个函数把这些部分组合成一个人。</p>
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								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function makePerson(x, size, name, color) {
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								+  const canvas = makeLabelCanvas(size, name);
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								+  const texture = new THREE.CanvasTexture(canvas);
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								+  // 因为我们的Canvas长宽都不太可能是2的倍数,所以将filtering设置合理一些
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								+  texture.minFilter = THREE.LinearFilter;
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								+  texture.wrapS = THREE.ClampToEdgeWrapping;
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								+  texture.wrapT = THREE.ClampToEdgeWrapping;
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								+
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								+  const labelMaterial = new THREE.MeshBasicMaterial({
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								+    map: texture,
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								+    side: THREE.DoubleSide,
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								+    transparent: true,
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								+  });
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								+  const bodyMaterial = new THREE.MeshPhongMaterial({
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								+    color,
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								+    flatShading: true,
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								+  });
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								+
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								+  const root = new THREE.Object3D();
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								+  root.position.x = x;
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								+
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								+  const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
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								+  root.add(body);
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								+  body.position.y = bodyHeight / 2;
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								+
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								+  const head = new THREE.Mesh(headGeometry, bodyMaterial);
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| 
								 | 
							
								+  root.add(head);
							 | 
						||
| 
								 | 
							
								+  head.position.y = bodyHeight + headRadius * 1.1;
							 | 
						||
| 
								 | 
							
								+
							 | 
						||
| 
								 | 
							
								+  const label = new THREE.Mesh(labelGeometry, labelMaterial);
							 | 
						||
| 
								 | 
							
								+  root.add(label);
							 | 
						||
| 
								 | 
							
								+  label.position.y = bodyHeight * 4 / 5;
							 | 
						||
| 
								 | 
							
								+  label.position.z = bodyRadiusTop * 1.01;
							 | 
						||
| 
								 | 
							
								+
							 | 
						||
| 
								 | 
							
								+  // 如果单位是米, 那这里0.01就是将标签的尺寸转化为厘米
							 | 
						||
| 
								 | 
							
								+  const labelBaseScale = 0.01;
							 | 
						||
| 
								 | 
							
								+  label.scale.x = canvas.width  * labelBaseScale;
							 | 
						||
| 
								 | 
							
								+  label.scale.y = canvas.height * labelBaseScale;
							 | 
						||
| 
								 | 
							
								+
							 | 
						||
| 
								 | 
							
								+  scene.add(root);
							 | 
						||
| 
								 | 
							
								+  return root;
							 | 
						||
| 
								 | 
							
								+}</pre>
							 | 
						||
| 
								 | 
							
								          <p>在上面你可以看到,我们把身体、头部、标签放在了一个根<a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> 上并且调整了他们的位置。这样如果我们想移动人的话直接移动根对象就可以了。身体是2个单位的高度,如果1个单位等于1米,那么上面的代码会尝试用厘米为单位制作标签,它们使用厘米作为宽高,以更好的适合文本。</p>
							 | 
						||
| 
								 | 
							
								          <p>然后我们可以制作带标签的人</p>
							 | 
						||
| 
								 | 
							
								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+makePerson(-3, 32, 'Purple People Eater', 'purple');
							 | 
						||
| 
								 | 
							
								+makePerson(-0, 32, 'Green Machine', 'green');
							 | 
						||
| 
								 | 
							
								+makePerson(+3, 32, 'Red Menace', 'red');</pre>
							 | 
						||
| 
								 | 
							
								          <p>剩下的就是添加 <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> 这样我们就可以移动相机了。</p>
							 | 
						||
| 
								 | 
							
								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from 'three';
							 | 
						||
| 
								 | 
							
								+import {OrbitControls} from 'three/addons/controls/OrbitControls.js';</pre>
							 | 
						||
| 
								 | 
							
								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
							 | 
						||
| 
								 | 
							
								const aspect = 2;  // Canvas默认值
							 | 
						||
| 
								 | 
							
								const near = 0.1;
							 | 
						||
| 
								 | 
							
								-const far = 5;
							 | 
						||
| 
								 | 
							
								+const far = 50;
							 | 
						||
| 
								 | 
							
								const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
							 | 
						||
| 
								 | 
							
								-camera.position.z = 2;
							 | 
						||
| 
								 | 
							
								+camera.position.set(0, 2, 5);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								+const controls = new OrbitControls(camera, canvas);
							 | 
						||
| 
								 | 
							
								+controls.target.set(0, 2, 0);
							 | 
						||
| 
								 | 
							
								+controls.update();</pre>
							 | 
						||
| 
								 | 
							
								          <p>然后我们得到了一些简单的标签。</p>
							 | 
						||
| 
								 | 
							
								          <p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						||
| 
								 | 
							
								            <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels.html"></iframe></div>
							 | 
						||
| 
								 | 
							
								            <a class="threejs_center" href="/manual/examples/canvas-textured-labels.html" target="_blank">点击在新窗口打开</a>
							 | 
						||
| 
								 | 
							
								          </div>
							 | 
						||
| 
								 | 
							
								          <p></p>
							 | 
						||
| 
								 | 
							
								          <p>注意事项:</p>
							 | 
						||
| 
								 | 
							
								          <ul>
							 | 
						||
| 
								 | 
							
								            <li>如果你过度放大,标签的分辨率会降低。</li>
							 | 
						||
| 
								 | 
							
								          </ul>
							 | 
						||
| 
								 | 
							
								          <p>没有简单的解决方案,还有更复杂的字体渲染技术,据我所知没有插件可以解决这个问题。另外,还需要用户下载字体数据文件,这会变得很慢。</p>
							 | 
						||
| 
								 | 
							
								          <p>一种方案是增加标签的分辨率,尝试让尺寸变成现在的2倍,然后设置 <code class="notranslate" translate="no">labelBaseScale</code> 是现在的一半。</p>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          <ul>
							 | 
						||
| 
								 | 
							
								            <li>名字越长,标签越长。</li>
							 | 
						||
| 
								 | 
							
								          </ul>
							 | 
						||
| 
								 | 
							
								          <p>如果你想解决这个问题,你需要指定标签的固定大小,然后挤压文本。</p>
							 | 
						||
| 
								 | 
							
								          <p>这很容易做到。传入一个基本宽度并缩放文本以适应。</p>
							 | 
						||
| 
								 | 
							
								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makeLabelCanvas(size, name) {
							 | 
						||
| 
								 | 
							
								+function makeLabelCanvas(baseWidth, size, name) {
							 | 
						||
| 
								 | 
							
								  const borderSize = 2;
							 | 
						||
| 
								 | 
							
								  const ctx = document.createElement('canvas').getContext('2d');
							 | 
						||
| 
								 | 
							
								  const font =  `${size}px bold sans-serif`;
							 | 
						||
| 
								 | 
							
								  ctx.font = font;
							 | 
						||
| 
								 | 
							
								  // 测量一下name有多长
							 | 
						||
| 
								 | 
							
								+  const textWidth = ctx.measureText(name).width;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const doubleBorderSize = borderSize * 2;
							 | 
						||
| 
								 | 
							
								-  const width = ctx.measureText(name).width + doubleBorderSize;
							 | 
						||
| 
								 | 
							
								+  const width = baseWidth + doubleBorderSize;
							 | 
						||
| 
								 | 
							
								  const height = size + doubleBorderSize;
							 | 
						||
| 
								 | 
							
								  ctx.canvas.width = width;
							 | 
						||
| 
								 | 
							
								  ctx.canvas.height = height;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // 注意,调整画布后需要重新修改字体
							 | 
						||
| 
								 | 
							
								  ctx.font = font;
							 | 
						||
| 
								 | 
							
								-  ctx.textBaseline = 'top';
							 | 
						||
| 
								 | 
							
								+  ctx.textBaseline = 'middle';
							 | 
						||
| 
								 | 
							
								+  ctx.textAlign = 'center';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  ctx.fillStyle = 'blue';
							 | 
						||
| 
								 | 
							
								  ctx.fillRect(0, 0, width, height);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								+  // 缩放以适应,但是不要拉伸
							 | 
						||
| 
								 | 
							
								+  const scaleFactor = Math.min(1, baseWidth / textWidth);
							 | 
						||
| 
								 | 
							
								+  ctx.translate(width / 2, height / 2);
							 | 
						||
| 
								 | 
							
								+  ctx.scale(scaleFactor, 1);
							 | 
						||
| 
								 | 
							
								  ctx.fillStyle = 'white';
							 | 
						||
| 
								 | 
							
								  ctx.fillText(name, borderSize, borderSize);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  return ctx.canvas;
							 | 
						||
| 
								 | 
							
								}</pre>
							 | 
						||
| 
								 | 
							
								          <p>然后我们可以传入预期标签的长度</p>
							 | 
						||
| 
								 | 
							
								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makePerson(x, size, name, color) {
							 | 
						||
| 
								 | 
							
								-  const canvas = makeLabelCanvas(size, name);
							 | 
						||
| 
								 | 
							
								+function makePerson(x, labelWidth, size, name, color) {
							 | 
						||
| 
								 | 
							
								+  const canvas = makeLabelCanvas(labelWidth, size, name);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								...
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								-makePerson(-3, 32, 'Purple People Eater', 'purple');
							 | 
						||
| 
								 | 
							
								-makePerson(-0, 32, 'Green Machine', 'green');
							 | 
						||
| 
								 | 
							
								-makePerson(+3, 32, 'Red Menace', 'red');
							 | 
						||
| 
								 | 
							
								+makePerson(-3, 150, 32, 'Purple People Eater', 'purple');
							 | 
						||
| 
								 | 
							
								+makePerson(-0, 150, 32, 'Green Machine', 'green');
							 | 
						||
| 
								 | 
							
								+makePerson(+3, 150, 32, 'Red Menace', 'red');</pre>
							 | 
						||
| 
								 | 
							
								          <p>我们将文本居中并缩放以适应标签的尺寸。</p>
							 | 
						||
| 
								 | 
							
								          <p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						||
| 
								 | 
							
								            <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels-scale-to-fit.html"></iframe></div>
							 | 
						||
| 
								 | 
							
								            <a class="threejs_center" href="/manual/examples/canvas-textured-labels-scale-to-fit.html" target="_blank">点击在新窗口打开</a>
							 | 
						||
| 
								 | 
							
								          </div>
							 | 
						||
| 
								 | 
							
								          <p></p>
							 | 
						||
| 
								 | 
							
								          <p>上面我们为每一个纹理使用了单独的Canvas,是否为每个纹理使用单独的Canvas取决于你。如果你需要经常单独更新它们,每个纹理一个Canvas是一个比较好的选择。如果它们很少或者从不更新,那么你可以用一个Canvas,通过THREE.js来生成多个纹理。让我们更改上面的代码来完成这一点。</p>
							 | 
						||
| 
								 | 
							
								          <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+const ctx = document.createElement('canvas').getContext('2d');
							 | 
						||
| 
								 | 
							
								function makeLabelCanvas(baseWidth, size, name) {
							 | 
						||
| 
								 | 
							
								  const borderSize = 2;
							 | 
						||
| 
								 | 
							
								-  const ctx = document.createElement('canvas').getContext('2d');
							 | 
						||
| 
								 | 
							
								  const font =  `${size}px bold sans-serif`;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  ...
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								+const forceTextureInitialization = function() {
							 | 
						||
| 
								 | 
							
								+  const material = new THREE.MeshBasicMaterial();
							 | 
						||
| 
								 | 
							
								+  const geometry = new THREE.PlaneGeometry();
							 | 
						||
| 
								 | 
							
								+  const scene = new THREE.Scene();
							 | 
						||
| 
								 | 
							
								+  scene.add(new THREE.Mesh(geometry, material));
							 | 
						||
| 
								 | 
							
								+  const camera = new THREE.Camera();
							 | 
						||
| 
								 | 
							
								+
							 | 
						||
| 
								 | 
							
								+  return function forceTextureInitialization(texture) {
							 | 
						||
| 
								 | 
							
								+    material.map = texture;
							 | 
						||
| 
								 | 
							
								+    renderer.render(scene, camera);
							 | 
						||
| 
								 | 
							
								+  };
							 | 
						||
| 
								 | 
							
								+}();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function makePerson(x, labelWidth, size, name, color) {
							 | 
						||
| 
								 | 
							
								  const canvas = makeLabelCanvas(labelWidth, size, name);
							 | 
						||
| 
								 | 
							
								  const texture = new THREE.CanvasTexture(canvas);
							 | 
						||
| 
								 | 
							
								  // 因为我们的Canvas长宽都不太可能是2的倍数,所以将filtering设置合理一些
							 | 
						||
| 
								 | 
							
								  texture.minFilter = THREE.LinearFilter;
							 | 
						||
| 
								 | 
							
								  texture.wrapS = THREE.ClampToEdgeWrapping;
							 | 
						||
| 
								 | 
							
								  texture.wrapT = THREE.ClampToEdgeWrapping;
							 | 
						||
| 
								 | 
							
								+  forceTextureInitialization(texture);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  ...</pre>
							 | 
						||
| 
								 | 
							
								          <p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						||
| 
								 | 
							
								            <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/canvas-textured-labels-one-canvas.html"></iframe></div>
							 | 
						||
| 
								 | 
							
								            <a class="threejs_center" href="/manual/examples/canvas-textured-labels-one-canvas.html" target="_blank">点击在新窗口打开</a>
							 | 
						||
| 
								 | 
							
								          </div>
							 | 
						||
| 
								 | 
							
								          <p></p>
							 | 
						||
| 
								 | 
							
								          <p>另一个问题是标签并不总是面向相机,如果你使用标签作为徽标,这可能是一件好事。
							 | 
						||
| 
								 | 
							
								            如果你使用标签来放置3D游戏中玩家的名字,也许你希望标签总是面对相机。
							 | 
						||
| 
								 | 
							
								            具体内容在 <a href="billboards.html">广告牌(Billboards)文章</a> 有覆盖到。</p>
							 | 
						||
| 
								 | 
							
								          <p>特别是对于标签,<a href="align-html-elements-to-3d.html">另一种解决方案是使用HTML</a>,
							 | 
						||
| 
								 | 
							
								            本文中的标签是 <em>位于3D场景中</em> ,如果你想要他们被其他对象遮挡是很好的,因为 <a href="align-html-elements-to-3d.html">HTML 标签</a> 总是在最上层。
							 | 
						||
| 
								 | 
							
								          </p>  
							 | 
						||
| 
								 | 
							
								        </div>
							 | 
						||
| 
								 | 
							
								      </div>
							 | 
						||
| 
								 | 
							
								    </div>
							 | 
						||
| 
								 | 
							
								  
							 | 
						||
| 
								 | 
							
								  <script src="/manual/resources/prettify.js"></script>
							 | 
						||
| 
								 | 
							
								  <script src="/manual/resources/lesson.js"></script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								</body></html>
							 |