three.js r153 3d粒子动态生成文字
时间: 2023-08-12 20:03:28 浏览: 43
在 Three.js r153 中,创建 TextGeometry 对象的方式稍有不同,需要使用 FontLoader 加载字体文件。步骤如下:
1. 创建 FontLoader 对象并使用它加载字体文件:
```javascript
const loader = new THREE.FontLoader();
loader.load('fonts/helvetiker_regular.typeface.json', function (font) {
// 在回调函数中创建 TextGeometry 对象
const textGeometry = new THREE.TextGeometry('Hello, World!', {
font: font,
size: 50,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelOffset: 0,
bevelSegments: 5
});
// ...
});
```
2. 将 TextGeometry 对象转换为 BufferGeometry 对象:
```javascript
const bufferGeometry = new THREE.BufferGeometry().fromGeometry(textGeometry);
```
3. 创建 PointsMaterial 对象:
```javascript
const pointsMaterial = new THREE.PointsMaterial({
size: 2,
color: 0xffffff,
map: particleTexture,
transparent: true,
blending: THREE.AdditiveBlending
});
```
4. 创建 Points 对象并设置其属性:
```javascript
const points = new THREE.Points(bufferGeometry, pointsMaterial);
points.position.set(-200, 0, 0);
```
完整的示例代码如下:
```javascript
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const particleTexture = new THREE.TextureLoader().load('textures/particle.png');
const loader = new THREE.FontLoader();
loader.load('fonts/helvetiker_regular.typeface.json', function (font) {
const textGeometry = new THREE.TextGeometry('Hello, World!', {
font: font,
size: 50,
height: 5,
curveSegments: 12,
bevelEnabled: true,
bevelThickness: 10,
bevelSize: 8,
bevelOffset: 0,
bevelSegments: 5
});
const bufferGeometry = new THREE.BufferGeometry().fromGeometry(textGeometry);
const pointsMaterial = new THREE.PointsMaterial({
size: 2,
color: 0xffffff,
map: particleTexture,
transparent: true,
blending: THREE.AdditiveBlending
});
const points = new THREE.Points(bufferGeometry, pointsMaterial);
points.position.set(-200, 0, 0);
scene.add(points);
});
function updateParticles() {
const positions = bufferGeometry.attributes.position.array;
for (let i = 0; i < positions.length; i += 3) {
positions[i] += Math.random() * 2 - 1;
positions[i + 1] += Math.random() * 2 - 1;
positions[i + 2] += Math.random() * 2 - 1;
}
bufferGeometry.attributes.position.needsUpdate = true;
}
function render() {
updateParticles();
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
```