var initOverlay = function(THREE){ var _planeGeometry = new THREE.PlaneGeometry(settings.overlay.width, settings.overlay.height,1,1) var _boxGeometry = new THREE.BoxBufferGeometry(settings.overlay.width, settings.overlay.height, settings.overlay.depth ) //ie的mesh 加了polygonOffset也是会重叠。所以去掉前面的face: (但是突然ie又播放不了videoTexture) var newIndex = [..._boxGeometry.index.array] newIndex.splice(4*6,6) _boxGeometry.setIndex(new THREE.BufferAttribute(new Uint16Array(newIndex), 1)) var _boxMat = new THREE.MeshBasicMaterial({//MeshStandardMaterial color:"#eeeeee", transparent: !0 , opacity:0.8 }) var overlayGroup = new THREE.Object3D; player.model.add(overlayGroup); overlayGroup.name = "overlayGroup" player.overlayGroup = overlayGroup; var Overlay = function(info){ THREE.Object3D.call(this); this.sid = info.sid; if(info.media)this.preDeal(info) this.build(info); this.name = "overlay_"+this.sid; } Overlay.prototype = Object.create(THREE.Object3D.prototype); Overlay.prototype.build = function(info){ if( info.media.includes('text') && !info.words)return; var plane = new THREE.Mesh(_planeGeometry, new THREE.MeshBasicMaterial({//MeshStandardMaterial color:"#00c8af", opacity:0.4, transparent: !0, polygonOffset : true,//是否开启多边形偏移 //ie不开启时blank也不会闪烁 polygonOffsetFactor : -0.9,//多边形偏移因子 polygonOffsetUnits : -4.0,//多边形偏移单位 }) ) plane.renderOrder = 3 this.add(plane); this.plane = plane; if(info.hasBox){ this.addBox(true) } overlayGroup.add(this); if(info.media){ if(info.media.includes('video')){ var video = $('')[0] video.setAttribute("crossOrigin", 'Anonymous')//要在src设置好前解决跨域 $(video).on('contextmenu', function () { return false; });//禁止右键点击出 video.src = manage.dealURL(info.file) ; info.media = video; info.type = "video" video.addEventListener('loadeddata', ()=>{ console.log(this.sid + " loaded!!!") }) video.volume = 0 video.muted = true }else if(info.media.includes('photo')){ /* var img = new Image(); img.src = manage.dealURL(info.file) //"https://4dkk.4dage.com/images/images"+Config.projectNum+"/overlay"+this.sid+".jpg?m="+new Date().getTime() info.media = img */ info.type = "photo" }else if(info.media.includes('text')){ info.type = "text"; var fontSize = 40; var lineHeight = fontSize * 2.1;//fontSize + 行间距 var texWidthRitio = 0.86 var canvas = document.createElement('canvas'); var context = canvas.getContext('2d'); canvas.width = 1024; context.font = `${fontSize}px 微软雅黑`; var result = [] info.words.forEach((words)=>{ if(!words){result.push("");return;} result = result.concat ( breakLinesForCanvas( words, //'使用很寻常的二分查找,如果某一个位置之前的文字宽度小于等于设定的宽度,并且它之后一个字之前的文字宽度大于设定的宽度,那么这个位置就是文本的换行点。上面只是找到一个换行点,对于输入的一段文本,需要循环查找,直到不存在这样的换行点为止, 完整的代码如下', context, canvas.width * texWidthRitio ) ) }) canvas.height = (result.length + 1 ) * lineHeight var context = canvas.getContext('2d');//不知为什么要再获取一次context才行 context.font = `${fontSize}px 微软雅黑`; /* context.fillStyle = '#fff'; context.fillRect(0,0,canvas.width,canvas.height); */ context.fillStyle = '#f5c772'; result.forEach(function(line, index) { context.fillText(line, canvas.width * (1-texWidthRitio)/ 2, lineHeight * (index + 1)); }); var url = canvas.toDataURL() var img = new Image(); img.src = url; info.media = img; info.lineCount = result.length } plane.material.opacity = 1; plane.material.color = new THREE.Color(1,1,1) } if(info.width == void 0) info.width = settings.overlay.width; if(info.height == void 0) info.height = settings.overlay.height; this.setFromInfo(info) } Overlay.prototype.computeMapRepeat = function(info){//使得文字不变形 clearInterval(this.mapInterval); var map = this.plane.material.map; var tw = map.image.width, th = map.image.height, w = this.width, h = this.height; var ratio = (h / w) / (th / tw); //显示的部分占据整个图高度的比例 map.repeat.y = ratio if(th / tw > h / w){ //如果贴图设置成不repeat(缺点是会有一段白屏期) /* map.offset.y = 1 - ratio;//向下移动 1-ratio个高度, 使图片的顶部显示在plane的最上方;之后滚动时正常repeat在 1-ratio到0之间变化 , 为了连续变化,改成 1 到 -ratio this.mapInterval = setInterval(()=>{ map.offset.y -= 0.003; if(map.offset.y < -ratio )map.offset.y = 1 },20) */ //如果贴图设置成 repeat(缺点是 可能衔接时的缝隙比较窄) map.wrapS = map.wrapT = THREE.RepeatWrapping; map.offset.y = 1 - ratio;//向下移动 1-ratio个高度, 使图片的顶部显示在plane的最上方;之后滚动时正常repeat在 1-ratio到0之间变化 , 为了连续变化,改成 1 到 -ratio this.mapInterval = setInterval(()=>{ map.offset.y -= 0.013 / info.lineCount ; //if(map.offset.y < -ratio )map.offset.y = 1 },20) }else{//如果图可以完全展示 map.offset.y = (1 - ratio) / 2;//居中 map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping; } map.needsUpdate = true; } Overlay.prototype.setFromInfo = function(info){//1 恢复到编辑之前 2 初始加载 var plane = this.plane; info.width && (this.scale.setX(info.width/settings.overlay.width),this.width = info.width) info.height && (this.scale.setY(info.height/settings.overlay.height),this.height = info.height) info.depth && this.scale.setZ(info.depth/settings.overlay.depth) info.pos && this.position.copy(info.pos); info.qua && this.quaternion.copy(info.qua); if(info.type){ if(!plane.material.map){ if(info.type == "video"){ plane.material.map = new THREE.VideoTexture( info.media ); }else if(info.type == "photo"){ plane.material.map = Texture.load(info.file,()=>{ if(this._loadDone)this._loadDone() }) }else{ plane.material.map = new THREE.Texture; plane.material.map.image = info.media; info.media.onload = ()=>{ plane.material.map.needsUpdate = true this.computeMapRepeat(info) } } plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping; plane.material.map.minFilter = THREE.LinearFilter; plane.material.map.magFilter = THREE.LinearFilter; plane.material.map.generateMipmaps = true; }else plane.material.map.image = info.media; this.file = info.file; } this.overlayType = info.type; if(!!this.hasBox != !!info.hasBox){ this.addBox(!this.hasBox); } } Overlay.prototype.addBox = function(state){ if(state == !!this.hasBox){ return; } if(state){ var box = new THREE.Mesh(_boxGeometry , _boxMat) box.position.set(0,0,settings.overlay.depth/2); box.renderOrder = 3 this.plane.position.set(0,0,settings.overlay.depth ); this.add(box); this.box = box; }else{ this.plane.position.set(0,0,0); this.remove(this.box); this.box = null; } this.hasBox = state } Overlay.prototype.preDeal = function(info){ info.pos = new THREE.Vector3().fromArray(info.pos) info.qua = new THREE.Quaternion().fromArray(info.qua) info.width = parseFloat(info.width) info.height = parseFloat(info.height) info.depth = parseFloat(info.depth) info.hasBox = parseInt(info.hasBox) info.pos.x = parseFloat(info.pos.x) info.pos.y = parseFloat(info.pos.y) info.pos.z = parseFloat(info.pos.z) info.qua.x = parseFloat(info.qua.x) info.qua.y = parseFloat(info.qua.y) info.qua.z = parseFloat(info.qua.z) info.qua.w = parseFloat(info.qua.w) if(info.media.includes("text")){ /* 只有http能加载 */ $.ajax({ url: "/api/web/list", type: 'POST', dataType: "json", cache: false, contentType: 'application/json;charset=UTF-8', data : JSON.stringify({"pageNum":1,"pageSize":1000} ), success: (data)=>{ console.log(data) var words = []; data.data.list.forEach((item,index)=>{ /* words += item.nickName; words += " " words += item.createTime; words += "\n\n" words += item.msg; words += "\n" words += "————————\n\n" */ words.push(item.nickName + " " + item.createTime); //words.push(""); words.push(item.msg); words.push("————————————————"); words.push(""); }) console.log(words) info.words = words this.build(info) }, error: function (msg) { console.log(msg) } }); } } function findBreakPoint(text, width, context) { var min = 0; var max = text.length - 1; while (min <= max) { var middle = Math.floor((min + max) / 2); var middleWidth = context.measureText(text.substr(0, middle)).width; var oneCharWiderThanMiddleWidth = context.measureText(text.substr(0, middle + 1)).width; if (middleWidth <= width && oneCharWiderThanMiddleWidth > width) { return middle; } if (middleWidth < width) { min = middle + 1; } else { max = middle - 1; } } return -1; } function breakLinesForCanvas(text, context, width, font) { var result = []; var breakPoint = 0; if (font) { context.font = font; } while ((breakPoint = findBreakPoint(text, width, context)) !== -1) { result.push(text.substr(0, breakPoint)); text = text.substr(breakPoint); } if (text) { result.push(text); } return result; } window.Overlay = Overlay; }