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这是一个2D的render,可以在页面中渲染出一个div标签。下图中的城市名称就是渲染出来的,所以地图旋转的时候文字依然能够保持直立和水平。很实用的一个功能。
let laberDiv = document.createElement('div');//创建div容器 laberDiv.className = 'label'; laberDiv.textContent = cityname; laberDiv.style.marginTop = '-1em'; let pointLabel = new CSS2DObject(laberDiv); pointLabel.position.set(x, y,z); scene.add(pointLabel); labelRenderer = new CSS2DRenderer(); //新建CSS2DRenderer labelRenderer.setSize(divWidth, divHeight); labelRenderer.domElement.style.position = 'absolute'; labelRenderer.domElement.style.top = 0; document.getElementById(webglDivId).appendChild(labelRenderer.domElement); controls = new OrbitControls(camera); //加renderer.domElement,会不灵光 renderer.render(scene, camera); labelRenderer.render( scene, camera );//渲染
源码,简单的修改了一下使能够import { CSS2DRenderer, CSS2DObject } from "CSS2DRenderer"
,用在webpack开发的项目中。主要把类似 THREE.CSS2DObject的改成 var CSS2DObject等修改。在调用的时候前面也不需要加THREE。
和控制器一起使用的时候有个问题。页面中共有Renderer,labelRenderer 两个randerer。一个渲染出canvas,一个是div。大小相同,位置重叠,div会在canvas上面显示。所以在(camera,renderer.domElement)中,renderer.domElement会在labelRenderer.domElement下面而导致 controls无法触发。所以要把这个地方换成labelRenderer.domElement或者不写。不写默认是document,会在整个页面触发控制事件,单页满屏的时候没关系,在窗口模式的时候就出现了不理想的情况。
使用了CSS2DRenderer之后,在重置窗口的时候也需要重置一下。
源码研究一下:
/** * @author mrdoob / http://mrdoob.com/ */ import * as THREE from "three" let CSS2DObject = function ( element ) { THREE.Object3D.call( this ); this.element = element; this.element.style.position = 'absolute'; this.addEventListener( 'removed', function ( event ) { if ( this.element.parentNode !== null ) { this.element.parentNode.removeChild( this.element ); } } ); }; CSS2DObject.prototype = Object.create( THREE.Object3D.prototype ); CSS2DObject.prototype.constructor = CSS2DObject; let CSS2DRenderer = function () { console.log( 'CSS2DRenderer', THREE.REVISION ); var _width, _height; var _widthHalf, _heightHalf; var vector = new THREE.Vector3(); var viewMatrix = new THREE.Matrix4(); var viewProjectionMatrix = new THREE.Matrix4(); var cache = { objects: new WeakMap() }; var domElement = document.createElement( 'div' ); domElement.style.overflow = 'hidden'; this.domElement = domElement; this.getSize = function () { return { width: _width, height: _height }; }; this.setSize = function ( width, height ) { _width = width; _height = height; _widthHalf = _width / 2; _heightHalf = _height / 2; domElement.style.width = width + 'px'; domElement.style.height = height + 'px'; }; var renderObject = function ( object, camera ) { if ( object instanceof CSS2DObject ) { vector.setFromMatrixPosition( object.matrixWorld ); vector.applyMatrix4( viewProjectionMatrix ); var element = object.element; var style = 'translate(-50%,-50%) translate(' + ( vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - vector.y * _heightHalf + _heightHalf ) + 'px)'; element.style.WebkitTransform = style; element.style.MozTransform = style; element.style.oTransform = style; element.style.transform = style; var objectData = { distanceToCameraSquared: getDistanceToSquared( camera, object ) }; cache.objects.set( object, objectData ); if ( element.parentNode !== domElement ) { domElement.appendChild( element ); } } for ( var i = 0, l = object.children.length; i < l; i ++ ) { renderObject( object.children[ i ], camera ); } }; var getDistanceToSquared = function () { var a = new THREE.Vector3(); var b = new THREE.Vector3(); return function ( object1, object2 ) { a.setFromMatrixPosition( object1.matrixWorld ); b.setFromMatrixPosition( object2.matrixWorld ); return a.distanceToSquared( b ); }; }(); var filterAndFlatten = function ( scene ) { var result = []; scene.traverse( function ( object ) { if ( object instanceof CSS2DObject ) result.push( object ); } ); return result; }; var zOrder = function ( scene ) { var sorted = filterAndFlatten( scene ).sort( function ( a, b ) { var distanceA = cache.objects.get( a ).distanceToCameraSquared; var distanceB = cache.objects.get( b ).distanceToCameraSquared; return distanceA - distanceB; } ); var zMax = sorted.length; for ( var i = 0, l = sorted.length; i < l; i ++ ) { sorted[ i ].element.style.zIndex = zMax - i; } }; this.render = function ( scene, camera ) { scene.updateMatrixWorld(); if ( camera.parent === null ) camera.updateMatrixWorld(); viewMatrix.copy( camera.matrixWorldInverse ); viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, viewMatrix ); renderObject( scene, camera ); zOrder( scene ); }; }; export {CSS2DRenderer,CSS2DObject}
嗯 很简单(怎么可能)……
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