export class TextSprite extends THREE.Object3D { constructor(options = {}) { super() let map = new THREE.Texture() map.minFilter = THREE.LinearFilter map.magFilter = THREE.LinearFilter this.sprite = new THREE.Sprite( new THREE.SpriteMaterial({ map, color: 0xffffff, transparent: true, depthTest: false, depthWrite: false, }) ) this.add(this.sprite) this.sprite.renderOrder = options.renderOrder != void 0 ? options.renderOrder : 2 this.rectBorderThick = options.rectBorderThick || 0 this.textBorderThick = options.textBorderThick || 0 this.fontface = 'Arial' this.fontsize = options.fontsize || 16 this.textBorderColor = options.textBorderColor || { r: 0, g: 0, b: 0, a: 0.0 } this.backgroundColor = options.backgroundColor || { r: 255, g: 255, b: 255, a: 1.0 } this.textColor = options.textColor || { r: 0, g: 0, b: 0, a: 1.0 } this.borderColor = options.borderColor || { r: 0, g: 0, b: 0, a: 0.0 } this.borderRadius = options.borderRadius || 6 if (options.text != void 0) this.setText(options.text) this.name = options.name //this.setText(text); this.addEventListener('dispose', this.dispose.bind(this)) } setText(text) { if (this.text !== text) { this.text = text + '' this.updateTexture() } } setTextColor(color) { this.textColor = color this.updateTexture() } setBorderColor(color) { this.borderColor = color this.updateTexture() } setBackgroundColor(color) { this.backgroundColor = color this.updateTexture() } setPos(pos) { this.position.copy(pos) this.sprite.update() } update() { this.sprite.update() } setVisible(v) { this.visible = v } setUniforms(name, value) { this.sprite.setUniforms(name, value) } updateTexture() { let canvas = document.createElement('canvas') let context = canvas.getContext('2d') context.font = 'Bold ' + this.fontsize + 'px ' + this.fontface context['font-weight'] = 100 //语法与 CSS font 属性相同。 // get size data (height depends only on font size) //this.text = '啊啊啊啊啊啊fag' let metrics = context.measureText(this.text) let textWidth = metrics.width let margin = new THREE.Vector2(this.fontsize, this.fontsize * 0.4) let spriteWidth = 2 * margin.x + textWidth + 2 * this.rectBorderThick let spriteHeight = 2 * margin.y + this.fontsize + 2 * this.rectBorderThick context.canvas.width = spriteWidth context.canvas.height = spriteHeight context.font = 'Bold ' + this.fontsize + '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' // border color context.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' + this.borderColor.b + ',' + this.borderColor.a + ')' context.lineWidth = this.rectBorderThick // background color context.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' + this.backgroundColor.b + ',' + this.backgroundColor.a + ')' this.roundRect(context, this.rectBorderThick / 2, this.rectBorderThick / 2, spriteWidth - this.rectBorderThick, spriteHeight - this.rectBorderThick, this.borderRadius) // text color if (this.textBorderThick) { context.strokeStyle = 'rgba(' + this.textBorderColor.r + ',' + this.textBorderColor.g + ',' + this.textBorderColor.b + ',' + this.textBorderColor.a + ')' context.lineWidth = this.textBorderThick context.strokeText(this.text, this.rectBorderThick + margin.x, spriteHeight / 2 + diff) } context.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' + this.textColor.b + ',' + this.textColor.a + ')' context.fillText(this.text, this.rectBorderThick + margin.x, 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, spriteHeight * 0.01, 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.dispatchEvent({ type: 'dispose' }) this.removeAllListeners() } }