three-base 1.0.82 → 1.0.84
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/index.js +1 -1
- package/index.ts +1 -1
- package/lib/ApngTexture.js +40 -107
- package/lib/ApngTextureManage.js +51 -100
- package/lib/EventMesh.js +22 -42
- package/lib/ExtrudeMesh.js +147 -178
- package/lib/FPScontrol.js +116 -133
- package/lib/InstancedGroupMesh.js +25 -45
- package/lib/KeyFrameAnimation.js +37 -54
- package/lib/PlaneText.d.ts +2 -2
- package/lib/PlaneText.js +16 -36
- package/lib/PlaneText.ts +2 -3
- package/lib/PlaneWithHtml.js +48 -126
- package/lib/PointLight/PointLight.d.ts +2 -2
- package/lib/PointLight/PointLight.js +47 -67
- package/lib/PointLight/PointLight.ts +3 -3
- package/lib/Sky/Sky.js +11 -30
- package/lib/SpriteText.d.ts +45 -0
- package/lib/SpriteText.js +162 -0
- package/lib/SpriteText.ts +189 -0
- package/lib/SpriteText2.d.ts +4 -4
- package/lib/SpriteText2.js +90 -166
- package/lib/Text3D/Text3D.js +40 -61
- package/lib/Text3D/fontController.js +149 -284
- package/lib/ThreeBase.js +204 -341
- package/lib/ThreeMouse.js +244 -203
- package/lib/Transition.js +95 -161
- package/lib/keyContorls.js +74 -102
- package/lib/planeModal1/PlaneModal1.js +90 -162
- package/lib/shaders.js +178 -36
- package/lib/spriteModal1/SpriteModal1.js +93 -165
- package/lib/threeLoader.js +66 -89
- package/lib/threeUtils.js +61 -85
- package/lib/threeUtils.ts +2 -1
- package/package.json +3 -5
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-03-09 19:15:35
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*/
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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}
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};
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import { MeshBasicMaterial, Mesh, DoubleSide, CanvasTexture, Vector2, PlaneGeometry } from "three";
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import planeModalPNG from "./planeModal.png";
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// 平面模型弹窗
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_this.material = new MeshBasicMaterial({
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side: DoubleSide,
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transparent: true,
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alphaTest: 0.01
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});
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_this.canvas = (function () {
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var canvas = document.createElement("canvas");
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canvas.width = 660;
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canvas.height = 481;
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return canvas;
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})();
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_this.context = _this.canvas.getContext("2d");
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_this.texture = new CanvasTexture(_this.canvas);
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// 配置
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_this._config = {
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size: 10,
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title: "PlaneModal1",
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titleColor: "#ffffff",
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texts: []
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// [
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// {
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// text: "1",
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// color: "#ffff00",
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// size: 40
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// },
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// {
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// text: "2",
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// color: "#ff00ff",
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// size: 40
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// },
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// ]
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};
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_this.updata(config);
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_this.material.map = _this.texture;
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_this.scale.set(10, 10, 10);
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return _this;
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export default class PlaneModal1 extends Mesh {
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constructor(config = {}) {
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super();
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this.updata(config);
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this.material.map = this.texture;
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this.scale.set(10, 10, 10);
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}
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case 0:
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Object.assign(this._config, config);
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//绘制背景
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this.context.clearRect(0, 0, 660, 481);
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_a.label = 1;
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case 1:
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if (!!PlaneModal1.img.complete) return [3 /*break*/, 3];
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return [4 /*yield*/, new Promise(function (resolve) { return setTimeout(resolve, 100); })];
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case 2:
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_a.sent();
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return [3 /*break*/, 1];
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case 3:
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// 设置大小
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this.scale.set(this._config.size, this._config.size, this._config.size);
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// this.context.fillStyle = "#00000088";
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// this.context.fillRect(0, 0, 660, 481);
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//绘制背景
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this.context.drawImage(PlaneModal1.img, 0, 0);
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// 绘制标题
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this.context.fillStyle = this._config.titleColor;
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this.context.font = '40px serif'; // 设置字体大小
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this.context.textAlign = "left";
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this.context.textBaseline = "top";
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this.context.fillText(this._config.title, 60, 72);
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textPos = new Vector2(60, 150);
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maxWidth = 530;
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// 绘制内容
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this._config.texts.map(function (_a) {
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var _b = _a.text, text = _b === void 0 ? "text" : _b, _c = _a.color, color = _c === void 0 ? "#ffffff" : _c, _d = _a.size, size = _d === void 0 ? 40 : _d;
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_this.context.fillStyle = color;
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_this.context.font = "".concat(size, "px serif"); // 设置字体大小
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_this.context.textAlign = "left";
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_this.context.textBaseline = "top";
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// 字符分隔为数组
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var arrText = text.split('');
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var line = '';
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for (var n = 0; n < arrText.length; n++) {
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var metrics = _this.context.measureText(line + arrText[n]);
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var testWidth = metrics.width;
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if ((testWidth > maxWidth && n > 0) || arrText[n] === "\n") {
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_this.context.fillText(line, textPos.x, textPos.y);
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line = "";
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textPos.y += size;
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}
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else {
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line += arrText[n];
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}
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}
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_this.context.fillText(line, textPos.x, textPos.y);
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textPos.y += size;
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});
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this.texture.needsUpdate = true;
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this.dispatchEvent({ type: "loaded" });
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return [2 /*return*/];
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}
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});
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});
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};
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geometry = new PlaneGeometry(1 * 0.65, 0.728 * 0.65, 1, 1);
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material = new MeshBasicMaterial({
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side: DoubleSide,
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transparent: true,
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alphaTest: 0.01
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});
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// 背景图
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static img = (() => {
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const img = new Image();
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img.src = planeModalPNG;
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return img;
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})();
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canvas = (() => {
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const canvas = document.createElement("canvas");
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canvas.width = 660;
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canvas.height = 481;
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return canvas;
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})();
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context = this.canvas.getContext("2d");
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texture = new CanvasTexture(this.canvas);
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// 配置
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_config = {
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size: 10,
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title: "PlaneModal1",
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titleColor: "#ffffff",
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texts: []
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// [
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// {
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// text: "1",
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// color: "#ffff00",
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// size: 40
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// },
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// {
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// text: "2",
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// color: "#ff00ff",
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// size: 40
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// },
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// ]
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};
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async updata(config) {
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Object.assign(this._config, config);
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//绘制背景
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this.context.clearRect(0, 0, 660, 481);
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while (!PlaneModal1.img.complete) {
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await new Promise(resolve => setTimeout(resolve, 100));
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}
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// 设置大小
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this.scale.set(this._config.size, this._config.size, this._config.size);
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// this.context.fillStyle = "#00000088";
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// this.context.fillRect(0, 0, 660, 481);
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//绘制背景
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this.context.drawImage(PlaneModal1.img, 0, 0);
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// 绘制标题
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this.context.fillStyle = this._config.titleColor;
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this.context.font = '40px serif'; // 设置字体大小
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this.context.textAlign = "left";
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this.context.textBaseline = "top";
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this.context.fillText(this._config.title, 60, 72);
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let textPos = new Vector2(60, 150);
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let maxWidth = 530;
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// 绘制内容
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this._config.texts.map(({ text = "text", color = "#ffffff", size = 40 }) => {
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this.context.fillStyle = color;
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this.context.font = `${size}px serif`; // 设置字体大小
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this.context.textAlign = "left";
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this.context.textBaseline = "top";
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// 字符分隔为数组
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var arrText = text.split('');
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var line = '';
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for (var n = 0; n < arrText.length; n++) {
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var metrics = this.context.measureText(line + arrText[n]);
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var testWidth = metrics.width;
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if ((testWidth > maxWidth && n > 0) || arrText[n] === "\n") {
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this.context.fillText(line, textPos.x, textPos.y);
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line = "";
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textPos.y += size;
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}
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else {
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line += arrText[n];
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}
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}
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this.context.fillText(line, textPos.x, textPos.y);
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textPos.y += size;
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});
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this.texture.needsUpdate = true;
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this.dispatchEvent({ type: "loaded" });
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}
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}
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package/lib/shaders.js
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import { BufferGeometry, Color, Float32BufferAttribute, Mesh, NoBlending, OrthographicCamera, ShaderChunk, ShaderMaterial, Vector2 } from "three";
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// https://github.com/mrdoob/three.js/pull/21358
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const _geometry = new BufferGeometry();
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_geometry.setAttribute("position", new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
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_geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
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class FullScreenQuad {
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constructor() {
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this._mesh = new Mesh(_geometry);
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}
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16
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-
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16
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+
_mesh;
|
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17
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+
dispose() {
|
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17
18
|
this._mesh.geometry.dispose();
|
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18
|
-
}
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19
|
-
|
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19
|
+
}
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20
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+
render(renderer) {
|
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20
21
|
renderer.render(this._mesh, orthographicCamera);
|
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21
|
-
}
|
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22
|
-
|
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23
|
-
|
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24
|
-
|
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25
|
-
|
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26
|
-
|
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27
|
-
|
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28
|
-
|
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29
|
-
enumerable: false,
|
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30
|
-
configurable: true
|
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31
|
-
});
|
|
32
|
-
return FullScreenQuad;
|
|
33
|
-
}());
|
|
22
|
+
}
|
|
23
|
+
get material() {
|
|
24
|
+
return this._mesh.material;
|
|
25
|
+
}
|
|
26
|
+
set material(value) {
|
|
27
|
+
this._mesh.material = value;
|
|
28
|
+
}
|
|
29
|
+
}
|
|
34
30
|
// 常用着色器及工具
|
|
35
31
|
// 全屏渲染模型
|
|
36
|
-
export
|
|
37
|
-
export
|
|
32
|
+
export const fullScreenMesh = new FullScreenQuad();
|
|
33
|
+
export const orthographicCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
|
|
38
34
|
// 清理着色器
|
|
39
|
-
export
|
|
40
|
-
vertexShader:
|
|
41
|
-
|
|
35
|
+
export const clearShader = new ShaderMaterial({
|
|
36
|
+
vertexShader: `
|
|
37
|
+
varying vec2 vUv;
|
|
38
|
+
void main() {
|
|
39
|
+
vUv = uv;
|
|
40
|
+
gl_Position = vec4(position, 1.0);
|
|
41
|
+
}
|
|
42
|
+
`,
|
|
43
|
+
fragmentShader: `
|
|
44
|
+
void main() {
|
|
45
|
+
gl_FragColor = vec4(0.0);
|
|
46
|
+
}
|
|
47
|
+
`,
|
|
42
48
|
blending: NoBlending,
|
|
43
49
|
depthTest: false,
|
|
44
50
|
depthWrite: false,
|
|
45
51
|
transparent: true
|
|
46
52
|
});
|
|
47
53
|
// 交集着色器提取相同的像素点
|
|
48
|
-
export
|
|
54
|
+
export const intersectionShader = new ShaderMaterial({
|
|
49
55
|
uniforms: {
|
|
50
56
|
map1: { value: null },
|
|
51
57
|
map2: { value: null }, // 贴图纹理2
|
|
52
58
|
},
|
|
53
|
-
vertexShader:
|
|
54
|
-
|
|
59
|
+
vertexShader: `
|
|
60
|
+
${ShaderChunk.common}
|
|
61
|
+
${ShaderChunk.logdepthbuf_pars_vertex}
|
|
62
|
+
varying vec2 vUv;
|
|
63
|
+
void main() {
|
|
64
|
+
vUv = uv;
|
|
65
|
+
gl_Position = vec4(position, 1.0);
|
|
66
|
+
${ShaderChunk.logdepthbuf_vertex}
|
|
67
|
+
}
|
|
68
|
+
`,
|
|
69
|
+
fragmentShader: `
|
|
70
|
+
${ShaderChunk.logdepthbuf_pars_fragment}
|
|
71
|
+
uniform sampler2D map1;
|
|
72
|
+
uniform sampler2D map2;
|
|
73
|
+
varying vec2 vUv;
|
|
74
|
+
void main() {
|
|
75
|
+
if(texture2D(map1, vUv) == texture2D(map2, vUv)){
|
|
76
|
+
gl_FragColor = texture2D(map1, vUv);
|
|
77
|
+
}else{
|
|
78
|
+
discard;
|
|
79
|
+
}
|
|
80
|
+
${ShaderChunk.logdepthbuf_fragment}
|
|
81
|
+
}
|
|
82
|
+
`,
|
|
55
83
|
blending: NoBlending,
|
|
56
84
|
depthTest: true,
|
|
57
85
|
depthWrite: true,
|
|
58
86
|
transparent: true
|
|
59
87
|
});
|
|
60
88
|
// 拷贝着色器
|
|
61
|
-
export
|
|
89
|
+
export const coptyShader = new ShaderMaterial({
|
|
62
90
|
uniforms: {
|
|
63
91
|
map: { value: null },
|
|
64
92
|
opacity: { value: 1.0 } // 透明度
|
|
65
93
|
},
|
|
66
|
-
vertexShader:
|
|
67
|
-
|
|
94
|
+
vertexShader: `
|
|
95
|
+
varying vec2 vUv;
|
|
96
|
+
void main() {
|
|
97
|
+
vUv = uv;
|
|
98
|
+
gl_Position = vec4(position, 1.0);
|
|
99
|
+
}
|
|
100
|
+
`,
|
|
101
|
+
fragmentShader: `
|
|
102
|
+
uniform sampler2D map;
|
|
103
|
+
uniform float opacity;
|
|
104
|
+
varying vec2 vUv;
|
|
105
|
+
void main() {
|
|
106
|
+
|
|
107
|
+
gl_FragColor = texture2D(map, vUv) * opacity;
|
|
108
|
+
|
|
109
|
+
}
|
|
110
|
+
`,
|
|
68
111
|
// blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
69
112
|
depthTest: true,
|
|
70
113
|
depthWrite: true,
|
|
71
114
|
transparent: true,
|
|
72
115
|
});
|
|
73
116
|
// 描边着色器
|
|
74
|
-
export
|
|
117
|
+
export const strokeShader = new ShaderMaterial({
|
|
75
118
|
uniforms: {
|
|
76
119
|
map: { value: null },
|
|
77
120
|
resolution: { value: new Vector2(512, 512) },
|
|
@@ -79,23 +122,122 @@ export var strokeShader = new ShaderMaterial({
|
|
|
79
122
|
strokeColor: { value: new Color("#B2F2FF") },
|
|
80
123
|
opacity: { value: 1.0 } // 透明度
|
|
81
124
|
},
|
|
82
|
-
vertexShader:
|
|
83
|
-
|
|
125
|
+
vertexShader: `
|
|
126
|
+
varying vec2 vUv;
|
|
127
|
+
void main() {
|
|
128
|
+
vUv = uv;
|
|
129
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
130
|
+
}
|
|
131
|
+
`,
|
|
132
|
+
fragmentShader: `
|
|
133
|
+
uniform sampler2D map;
|
|
134
|
+
uniform vec2 resolution;
|
|
135
|
+
uniform vec3 strokeColor; // 描边颜色
|
|
136
|
+
uniform float strokeWidth; // 描边厚度
|
|
137
|
+
uniform float opacity; // 透明度
|
|
138
|
+
|
|
139
|
+
varying vec2 vUv;
|
|
140
|
+
|
|
141
|
+
// 获取当前叠加vu坐标偏移量的颜色值
|
|
142
|
+
vec4 offsetColor(vec2 vu){
|
|
143
|
+
return texture2D(map, vUv + (vu * (strokeWidth / resolution) ) );
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
vec4 fragColor(){
|
|
147
|
+
|
|
148
|
+
vec4 currentColor = offsetColor(vec2(0.0, 0.0));
|
|
149
|
+
|
|
150
|
+
if(
|
|
151
|
+
currentColor.a < min(0.2, opacity) && (
|
|
152
|
+
offsetColor(vec2(0.0, 1.0)).a > 0.0 ||
|
|
153
|
+
offsetColor(vec2(0.0, -1.0)).a > 0.0 ||
|
|
154
|
+
offsetColor(vec2(1.0, 0.0)).a > 0.0 ||
|
|
155
|
+
offsetColor(vec2(-1.0, 0.0)).a > 0.0 ||
|
|
156
|
+
|
|
157
|
+
offsetColor(vec2(1.0) * 0.7).a > 0.0 ||
|
|
158
|
+
offsetColor(vec2(-1.0) * 0.7).a > 0.0 ||
|
|
159
|
+
offsetColor(vec2(-1.0, 1.0) * 0.7).a > 0.0 ||
|
|
160
|
+
offsetColor(vec2(1.0, -1.0) * 0.7).a > 0.0
|
|
161
|
+
)
|
|
162
|
+
){
|
|
163
|
+
return vec4( strokeColor, opacity);
|
|
164
|
+
}else{
|
|
165
|
+
// discard;
|
|
166
|
+
return offsetColor(vec2(0.0, 0.0));
|
|
167
|
+
}
|
|
168
|
+
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
void main() {
|
|
172
|
+
gl_FragColor = fragColor();
|
|
173
|
+
}
|
|
174
|
+
`,
|
|
84
175
|
blending: NoBlending,
|
|
85
176
|
depthTest: true,
|
|
86
177
|
depthWrite: true,
|
|
87
178
|
transparent: true
|
|
88
179
|
});
|
|
89
180
|
// 高斯模糊着色器 让颜色过渡更自然
|
|
90
|
-
export
|
|
181
|
+
export const gaussBlurShader = new ShaderMaterial({
|
|
91
182
|
uniforms: {
|
|
92
183
|
map: { value: null },
|
|
93
184
|
opacity: { value: 1.0 },
|
|
94
185
|
radius: { value: 3.0 },
|
|
95
186
|
resolution: { value: new Vector2(512, 512) }, // 渲染器的分辨率
|
|
96
187
|
},
|
|
97
|
-
vertexShader:
|
|
98
|
-
|
|
188
|
+
vertexShader: `
|
|
189
|
+
varying vec2 vUv;
|
|
190
|
+
void main() {
|
|
191
|
+
vUv = uv;
|
|
192
|
+
gl_Position = vec4(position, 1.0);
|
|
193
|
+
}
|
|
194
|
+
`,
|
|
195
|
+
fragmentShader: `
|
|
196
|
+
uniform sampler2D map;
|
|
197
|
+
uniform float opacity;
|
|
198
|
+
uniform vec2 resolution;
|
|
199
|
+
uniform float radius;
|
|
200
|
+
varying vec2 vUv;
|
|
201
|
+
|
|
202
|
+
vec4 offsetColor( vec2 uv){
|
|
203
|
+
return texture2D(map, vUv + (uv / resolution * radius) );
|
|
204
|
+
}
|
|
205
|
+
|
|
206
|
+
vec4 blurColor(){
|
|
207
|
+
|
|
208
|
+
vec4 leftColor = offsetColor( vec2(-1.0, 0.0) );
|
|
209
|
+
|
|
210
|
+
vec4 rightColor = offsetColor( vec2(1.0, 0.0) );
|
|
211
|
+
|
|
212
|
+
// 左右颜色混合
|
|
213
|
+
vec4 leftRightColor = vec4(
|
|
214
|
+
mix( leftColor.rgb ,rightColor.rgb, rightColor.a / (leftColor.a + rightColor.a)),
|
|
215
|
+
(leftColor.a + rightColor.a) / 2.0
|
|
216
|
+
);
|
|
217
|
+
|
|
218
|
+
vec4 downColor = offsetColor( vec2(0.0, -1.0));
|
|
219
|
+
|
|
220
|
+
vec4 upColor = offsetColor( vec2(0.0, 1.0));
|
|
221
|
+
|
|
222
|
+
// 上下颜色混合
|
|
223
|
+
vec4 upDownColor = vec4(
|
|
224
|
+
mix( downColor.rgb, upColor.rgb, upColor.a / (downColor.a + upColor.a) ),
|
|
225
|
+
(downColor.a + upColor.a) / 2.0
|
|
226
|
+
);
|
|
227
|
+
|
|
228
|
+
vec4 color = vec4(
|
|
229
|
+
mix( leftRightColor.rgb, upDownColor.rgb, upDownColor.a / (leftRightColor.a + upDownColor.a) ),
|
|
230
|
+
(leftRightColor.a + upDownColor.a) / 2.0
|
|
231
|
+
);
|
|
232
|
+
|
|
233
|
+
return color;
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
void main() {
|
|
237
|
+
gl_FragColor = blurColor();
|
|
238
|
+
gl_FragColor.a *= opacity;
|
|
239
|
+
}
|
|
240
|
+
`,
|
|
99
241
|
blending: NoBlending,
|
|
100
242
|
depthTest: false,
|
|
101
243
|
depthWrite: false,
|