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👨⚕️ 收录于专栏:threejs gis工程师
文章目录
- 一、🍀前言
- 二、🍀绘制任意字体模型
- 1. ☘️实现思路
- 2. ☘️代码样例
一、🍀前言
本文详细介绍基于threejs如何绘制任意文字模型,亲测可用。希望能帮助到您。一起学习,加油!加油!
二、🍀绘制任意字体模型
1. ☘️实现思路
- 1、初始化renderer渲染器
- 2、初始化Scene三维场景
- 3、初始化camera相机,定义相机位置 camera.position.set
- 4、初始化light灯光,定义灯光位置,Scene场景加入灯光
- 5、加载字体模型:加载字体库,在回调函数中创建TextBufferGeometry字体模型,设置字体模型位置和贴图,Scene场景加入字体模型
- 6、加入controls控制,加入stats监控器,监控帧数信息
2. ☘️代码样例
<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><title>learn8(绘制字体模型)</title><script src="lib/threejs/127/three.js-master/build/three.js"></script><script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script><script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script>
</head>
<style>body {margin: 0;}canvas {width: 100%;height: 100%;display: block;}
</style>
<body onload="draw()"></body>
<script>var renderervar initRenderer = () => {renderer = new THREE.WebGLRenderer({antialias: true})renderer.setSize(window.innerWidth, window.innerHeight)document.body.appendChild(renderer.domElement)}var camera// 初始化相机var initCamera = () => {camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 10000)camera.position.set(0, 0, 400)}var scene// 初始化场景var initScene = () => {scene = new THREE.Scene()}// 初始化灯光var lightvar initLight = () => {scene.add(new THREE.AmbientLight(0x404040))light = new THREE.DirectionalLight(0xffffff)light.position.set(1, 1, 1)scene.add(light)}var fontModelvar initModel = () => {var fontvar loader = new THREE.FontLoader()// 加载字体库,中文字体库参照:https://www.cnblogs.com/leisir/articles/5905700.htmlloader.load('lib/threejs/127/three.js-master/examples/fonts/gentilis_regular.typeface.json', res => {font = new THREE.TextBufferGeometry('gis sharer, thanks!', {font: res,size: 100,height: 60})// 运行以后设置font的boundingBox属性对象,如果不运行无法获得。font.computeBoundingBox()var map = new THREE.TextureLoader().load('data/img/UV_Grid_Sm.jpg')var material = new THREE.MeshLambertMaterial({map: map, side:THREE.DoubleSide})fontModel = new THREE.Mesh(font, material)//设置位置fontModel.position.x = - (font.boundingBox.max.x - font.boundingBox.min.x)/2; //计算出整个模型的宽度的一半, 保证字体居中fontModel.position.y = - 50fontModel.position.z = - 30scene.add(fontModel)})}var statsvar initStats = () => {stats = new Stats()document.body.appendChild(stats.dom)}var controlsvar initControls = () => {controls = new THREE.OrbitControls(camera, renderer.domElement)// 如果使用animate方法时,将此函数删除//controls.addEventListener( 'change', render )// 使动画循环使用时阻尼或自转 意思是否有惯性controls.enableDamping = true//动态阻尼系数 就是鼠标拖拽旋转灵敏度//controls.dampingFactor = 0.25//是否可以缩放controls.enableZoom = true//是否自动旋转controls.autoRotate = false//设置相机距离原点的最远距离controls.minDistance = 200//设置相机距离原点的最远距离controls.maxDistance = 600//是否开启右键拖拽controls.enablePan = true}// 渲染var render = () => {renderer.render(scene, camera)}var onWindowResize = () => {camera.aspect = window.innerWidth/window.innerHeightcamera.updateProjectionMatrix()render()renderer.setSize(window.innerWidth, window.innerHeight)}var animate = () => {controls.update()render()stats.update()requestAnimationFrame(animate)}var draw = () => {initRenderer()initScene()initCamera()initLight()initModel()initControls()initStats()animate()window.onresize = onWindowResize}
</script>
</html>
效果如下: