three-base 2.0.142 → 2.0.145

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.
Files changed (227) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +511 -511
  10. package/FPScontrol.js +1799 -1799
  11. package/FPScontrol.ts +1855 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +247 -247
  33. package/Mirror.d.ts +25 -25
  34. package/Mirror.js +143 -143
  35. package/MktMesh/MktMesh.d.ts +301 -291
  36. package/MktMesh/MktMesh.js +1064 -1045
  37. package/MktMesh/MktMesh.ts +32 -11
  38. package/MktMesh/assetUrl.d.ts +59 -35
  39. package/MktMesh/assetUrl.js +154 -69
  40. package/MktMesh/assetUrl.ts +155 -69
  41. package/MktMesh/mktMappingShader.d.ts +12 -12
  42. package/MktMesh/mktMappingShader.js +138 -138
  43. package/MktMesh/mktMappingShader.ts +139 -139
  44. package/MktMesh/mktShader.d.ts +263 -263
  45. package/MktMesh/mktShader.js +1236 -1236
  46. package/MktMesh/mktShader.ts +1344 -1344
  47. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  48. package/MktMesh/panoBitmapTexture.js +52 -52
  49. package/MktMesh/panoBitmapTexture.ts +54 -54
  50. package/MktMesh/panoSlotBind.d.ts +29 -29
  51. package/MktMesh/panoSlotBind.js +106 -106
  52. package/MktMesh/panoSlotBind.ts +153 -153
  53. package/MktMesh/panoSlotRoster.d.ts +22 -22
  54. package/MktMesh/panoSlotRoster.js +169 -169
  55. package/MktMesh/panoSlotRoster.ts +168 -168
  56. package/MktMesh/panoTileStitcher.d.ts +119 -119
  57. package/MktMesh/panoTileStitcher.js +529 -529
  58. package/MktMesh/panoTileStitcher.ts +616 -616
  59. package/MktMesh/types.d.ts +75 -75
  60. package/MktMesh/types.js +1 -1
  61. package/MktMesh/wallCapTessellate.d.ts +33 -33
  62. package/MktMesh/wallCapTessellate.js +97 -97
  63. package/MktMesh/wallCapTessellate.ts +68 -68
  64. package/PipeMesh/PathGeometry.d.ts +44 -44
  65. package/PipeMesh/PathGeometry.js +307 -307
  66. package/PipeMesh/PathPoint.d.ts +17 -17
  67. package/PipeMesh/PathPoint.js +31 -31
  68. package/PipeMesh/PathPointList.d.ts +31 -31
  69. package/PipeMesh/PathPointList.js +209 -209
  70. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  71. package/PipeMesh/PathTubeGeometry.js +130 -130
  72. package/PipeMesh/PipeMesh.d.ts +25 -25
  73. package/PipeMesh/PipeMesh.js +63 -63
  74. package/PipeMesh/index.d.ts +1 -1
  75. package/PipeMesh/index.js +1 -1
  76. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  77. package/PlaneModal1/PlaneModal1.js +109 -109
  78. package/PlaneModal1/index.d.ts +1 -1
  79. package/PlaneModal1/index.js +1 -1
  80. package/PlaneText.d.ts +27 -27
  81. package/PlaneText.js +35 -35
  82. package/PlaneWithHtml.d.ts +13 -13
  83. package/PlaneWithHtml.js +64 -64
  84. package/PointLight/PointLight.d.ts +13 -13
  85. package/PointLight/PointLight.js +64 -64
  86. package/PointLight/index.d.ts +1 -1
  87. package/PointLight/index.js +1 -1
  88. package/Sky/Sky.d.ts +9 -9
  89. package/Sky/Sky.js +22 -22
  90. package/Sky/index.d.ts +1 -1
  91. package/Sky/index.js +1 -1
  92. package/SpotLight.d.ts +6 -6
  93. package/SpotLight.js +72 -72
  94. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  95. package/SpriteModal1/SpriteModal1.js +116 -116
  96. package/SpriteModal1/index.d.ts +1 -1
  97. package/SpriteModal1/index.js +1 -1
  98. package/SpriteText.d.ts +46 -46
  99. package/SpriteText.js +176 -176
  100. package/SpriteText2.d.ts +48 -48
  101. package/SpriteText2.js +223 -223
  102. package/SpriteText3.d.ts +86 -86
  103. package/SpriteText3.js +517 -517
  104. package/SpriteText3.ts +599 -599
  105. package/SpriteWithHtml.d.ts +9 -9
  106. package/SpriteWithHtml.js +44 -44
  107. package/Text3D/Text3D.d.ts +20 -20
  108. package/Text3D/Text3D.js +58 -58
  109. package/Text3D/fontController.d.ts +60 -60
  110. package/Text3D/fontController.js +166 -166
  111. package/Text3D/index.d.ts +1 -1
  112. package/Text3D/index.js +1 -1
  113. package/ThreeBase.d.ts +248 -248
  114. package/ThreeBase.js +1202 -1202
  115. package/ThreeBase.ts +1314 -1314
  116. package/ThreeMouse.d.ts +53 -54
  117. package/ThreeMouse.js +453 -453
  118. package/Transition.d.ts +45 -45
  119. package/Transition.js +209 -209
  120. package/Water/Water.d.ts +5 -5
  121. package/Water/Water.js +44 -44
  122. package/Water/index.d.ts +2 -2
  123. package/Water/index.js +2 -2
  124. package/WaterFlow/FloatingDuck.d.ts +88 -88
  125. package/WaterFlow/FloatingDuck.js +307 -307
  126. package/WaterFlow/FloatingDuck.ts +445 -445
  127. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  128. package/WaterFlow/GPUFluidSimulation.js +781 -781
  129. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  130. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  131. package/WaterFlow/ReservoirSystem.js +611 -611
  132. package/WaterFlow/ReservoirSystem.ts +754 -754
  133. package/WaterFlow/SPHField.d.ts +35 -35
  134. package/WaterFlow/SPHField.js +203 -203
  135. package/WaterFlow/SPHField.ts +228 -228
  136. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  137. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  138. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  139. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  140. package/WaterFlow/ShallowWaterSurface.js +438 -438
  141. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  142. package/WaterFlow/WaterFlow.d.ts +87 -87
  143. package/WaterFlow/WaterFlow.js +171 -171
  144. package/WaterFlow/WaterFlow.ts +219 -219
  145. package/WaterFlow/types.d.ts +161 -161
  146. package/WaterFlow/types.js +1 -1
  147. package/WaterFlow/types.ts +189 -189
  148. package/WaterFlow/waterFlowPass.d.ts +3 -3
  149. package/WaterFlow/waterFlowPass.js +20 -20
  150. package/WaterFlow/waterFlowPass.ts +40 -40
  151. package/collisionOBB.d.ts +42 -42
  152. package/collisionOBB.js +112 -112
  153. package/collisionOBB.ts +108 -108
  154. package/declare.d.ts +25 -25
  155. package/index.d.ts +1 -1
  156. package/index.js +1 -1
  157. package/instanced/InstancedBatch.d.ts +57 -57
  158. package/instanced/InstancedBatch.js +348 -348
  159. package/instanced/InstancedBatch.ts +406 -406
  160. package/instanced/InstancedChild.d.ts +174 -174
  161. package/instanced/InstancedChild.js +264 -264
  162. package/instanced/InstancedChild.ts +327 -327
  163. package/instanced/InstancedGroup.d.ts +43 -43
  164. package/instanced/InstancedGroup.js +126 -126
  165. package/instanced/InstancedGroup.ts +137 -137
  166. package/instanced/InstancedMeshBase.d.ts +38 -38
  167. package/instanced/InstancedMeshBase.js +282 -282
  168. package/instanced/InstancedTemplate.d.ts +46 -46
  169. package/instanced/InstancedTemplate.js +125 -125
  170. package/keyControls.d.ts +29 -30
  171. package/keyControls.js +101 -101
  172. package/lensflare/LensFlare.d.ts +39 -39
  173. package/lensflare/LensFlare.js +284 -284
  174. package/package.json +6 -1
  175. package/pass/bloom_pass.d.ts +2 -2
  176. package/pass/bloom_pass.js +174 -174
  177. package/pass/cover_pass.d.ts +2 -2
  178. package/pass/cover_pass.js +108 -108
  179. package/pass/debugDepthState.d.ts +20 -20
  180. package/pass/debugDepthState.js +9 -9
  181. package/pass/debugDepthState.ts +22 -22
  182. package/pass/depthTestBias.d.ts +12 -12
  183. package/pass/depthTestBias.js +12 -12
  184. package/pass/depthTestBias.ts +12 -12
  185. package/pass/effectUserData.d.ts +27 -27
  186. package/pass/effectUserData.js +1 -1
  187. package/pass/effectUserData.ts +46 -46
  188. package/pass/frosted_glass_pass.d.ts +2 -2
  189. package/pass/frosted_glass_pass.js +150 -150
  190. package/pass/fsQuad.d.ts +9 -9
  191. package/pass/fsQuad.js +28 -28
  192. package/pass/glow_pass.d.ts +2 -2
  193. package/pass/glow_pass.js +350 -350
  194. package/pass/screen_bloom_pass.d.ts +11 -11
  195. package/pass/screen_bloom_pass.js +136 -136
  196. package/pass/ssao_pass.d.ts +88 -88
  197. package/pass/ssao_pass.js +799 -799
  198. package/pass/ssao_pass.ts +918 -918
  199. package/pass/stroke_pass.d.ts +2 -2
  200. package/pass/stroke_pass.js +267 -267
  201. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  202. package/shaders/FXAAShaderMaterial.js +20 -20
  203. package/shaders/baseDepthVisShader.d.ts +11 -11
  204. package/shaders/baseDepthVisShader.js +36 -36
  205. package/shaders/baseDepthVisShader.ts +36 -36
  206. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  207. package/shaders/baseTextureToRenderShader.js +19 -19
  208. package/shaders/copyShader.d.ts +3 -3
  209. package/shaders/copyShader.js +13 -13
  210. package/shaders/debugDepthCompareShader.d.ts +14 -14
  211. package/shaders/debugDepthCompareShader.js +49 -49
  212. package/shaders/debugDepthCompareShader.ts +50 -50
  213. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  214. package/shaders/debugDepthJudgeShader.js +52 -52
  215. package/shaders/debugDepthJudgeShader.ts +54 -54
  216. package/shaders/debugExcludedShader.d.ts +13 -13
  217. package/shaders/debugExcludedShader.js +46 -46
  218. package/shaders/debugExcludedShader.ts +48 -48
  219. package/spriteTextBg.d.ts +1 -1
  220. package/spriteTextBg.js +20 -20
  221. package/spriteTextBg.ts +20 -20
  222. package/threeLoader.d.ts +35 -35
  223. package/threeLoader.js +518 -518
  224. package/threeUtils.d.ts +53 -53
  225. package/threeUtils.js +329 -329
  226. package/types.d.ts +2 -2
  227. package/types.js +6 -6
package/SpriteText2.js CHANGED
@@ -1,223 +1,223 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2023-04-24 15:31:02
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2023-04-24 16:18:47
6
- */
7
- import { LinearFilter, Sprite, Texture } from 'three';
8
- // 带箭头的精灵文字
9
- export default class SpriteText2 extends Sprite {
10
- constructor(text = '', textHeight = 10, color = 'rgba(255, 255, 255, 1)') {
11
- super();
12
- this.material.alphaTest = 0.1;
13
- this._text = `${text}`;
14
- this._textHeight = textHeight;
15
- this._color = color;
16
- this._backgroundColor = false; // no background color
17
- this._padding = 0;
18
- this._borderWidth = 0;
19
- this._borderRadius = 0;
20
- this._borderColor = 'white';
21
- this._strokeWidth = 0;
22
- this._strokeColor = 'white';
23
- this._fontFace = 'Arial';
24
- this._fontSize = 90; // defines text resolution
25
- this._fontWeight = 'normal';
26
- this._genCanvas();
27
- }
28
- _text = "";
29
- _textHeight = 0;
30
- _color = "#ffffff";
31
- _backgroundColor = false; // no background color
32
- _padding = 0;
33
- _borderWidth = 0;
34
- _borderRadius = 0;
35
- _borderColor = 'white';
36
- _strokeWidth = 0;
37
- _strokeColor = 'white';
38
- _fontFace = 'Arial';
39
- _fontSize = 90; // defines text resolution
40
- _fontWeight = 'normal';
41
- _canvas = document.createElement('canvas');
42
- get text() { return this._text; }
43
- set text(text) { this._text = text; this._genCanvas(); }
44
- get textHeight() { return this._textHeight; }
45
- set textHeight(textHeight) { this._textHeight = textHeight; this._genCanvas(); }
46
- get color() { return this._color; }
47
- set color(color) { this._color = color; this._genCanvas(); }
48
- get backgroundColor() { return this._backgroundColor; }
49
- set backgroundColor(color) { this._backgroundColor = color; this._genCanvas(); }
50
- get padding() { return this._padding; }
51
- set padding(padding) { this._padding = padding; this._genCanvas(); }
52
- get borderWidth() { return this._borderWidth; }
53
- set borderWidth(borderWidth) { this._borderWidth = borderWidth; this._genCanvas(); }
54
- get borderRadius() { return this._borderRadius; }
55
- set borderRadius(borderRadius) { this._borderRadius = borderRadius; this._genCanvas(); }
56
- get borderColor() { return this._borderColor; }
57
- set borderColor(borderColor) { this._borderColor = borderColor; this._genCanvas(); }
58
- get fontFace() { return this._fontFace; }
59
- set fontFace(fontFace) { this._fontFace = fontFace; this._genCanvas(); }
60
- get fontSize() { return this._fontSize; }
61
- set fontSize(fontSize) { this._fontSize = fontSize; this._genCanvas(); }
62
- get fontWeight() { return this._fontWeight; }
63
- set fontWeight(fontWeight) { this._fontWeight = fontWeight; this._genCanvas(); }
64
- get strokeWidth() { return this._strokeWidth; }
65
- set strokeWidth(strokeWidth) { this._strokeWidth = strokeWidth; this._genCanvas(); }
66
- get strokeColor() { return this._strokeColor; }
67
- set strokeColor(strokeColor) { this._strokeColor = strokeColor; this._genCanvas(); }
68
- _genCanvas() {
69
- const canvas = this._canvas;
70
- const ctx = canvas.getContext('2d');
71
- if (!ctx)
72
- return;
73
- const border = Array.isArray(this.borderWidth) ? this.borderWidth : [this.borderWidth, this.borderWidth]; // x,y border
74
- const relBorder = border.map(b => b * this.fontSize * 0.1); // border in canvas units
75
- const borderRadius = Array.isArray(this.borderRadius) ? this.borderRadius : [this.borderRadius, this.borderRadius, this.borderRadius, this.borderRadius]; // tl tr br bl corners
76
- const relBorderRadius = borderRadius.map(b => b * this.fontSize * 0.1); // border radius in canvas units
77
- const padding = Array.isArray(this.padding) ? this.padding : [this.padding, this.padding]; // x,y padding
78
- const relPadding = padding.map(p => p * this.fontSize * 0.1); // padding in canvas units
79
- const lines = this.text.split('\n');
80
- const font = `${this.fontWeight} ${this.fontSize}px ${this.fontFace}`;
81
- ctx.font = font; // measure canvas with appropriate font
82
- const innerWidth = Math.max(...lines.map(line => ctx.measureText(line).width));
83
- const innerHeight = this.fontSize * lines.length;
84
- // 内容框尺寸(含 border + padding)
85
- const contentW = innerWidth + relBorder[0] * 2 + relPadding[0] * 2;
86
- const contentH = innerHeight + relBorder[1] * 2 + relPadding[1] * 2;
87
- // 箭头区:底部预留 arrowZone 给向下箭头(raycast 用 uv.y 判定点击区)。
88
- // 顶部同样预留等量空间,使内容框在画布中【垂直居中】,不再因底部箭头区而整体偏上、视觉不居中。
89
- const arrowZone = 40;
90
- const boxTop = arrowZone; // 内容框顶边(顶留白 = arrowZone)
91
- const boxBottom = boxTop + contentH; // 内容框底边(箭头从此处向下延伸)
92
- canvas.width = contentW;
93
- canvas.height = boxBottom + arrowZone; // 顶 arrowZone + 内容 + 底 arrowZone
94
- // 统一平移到内容框坐标系:之后所有绘制都以 (0, boxTop) 为内容框左上角。
95
- ctx.translate(0, boxTop);
96
- // paint border
97
- if (this.borderWidth) {
98
- ctx.strokeStyle = this.borderColor;
99
- if (relBorder[0]) { // left + right borders
100
- const hb = relBorder[0] / 2;
101
- ctx.lineWidth = relBorder[0];
102
- ctx.beginPath();
103
- ctx.moveTo(hb, relBorderRadius[0]);
104
- ctx.lineTo(hb, contentH - relBorderRadius[3]);
105
- ctx.moveTo(contentW - hb, relBorderRadius[1]);
106
- ctx.lineTo(contentW - hb, contentH - relBorderRadius[2]);
107
- ctx.stroke();
108
- }
109
- if (relBorder[1]) { // top + bottom borders
110
- const hb = relBorder[1] / 2;
111
- ctx.lineWidth = relBorder[1];
112
- ctx.beginPath();
113
- ctx.moveTo(Math.max(relBorder[0], relBorderRadius[0]), hb);
114
- ctx.lineTo(contentW - Math.max(relBorder[0], relBorderRadius[1]), hb);
115
- ctx.moveTo(Math.max(relBorder[0], relBorderRadius[3]), contentH - hb);
116
- ctx.lineTo((contentW / 2 - 20), contentH - hb);
117
- ctx.lineTo((contentW / 2), contentH + 20 - hb);
118
- ctx.lineTo((contentW / 2 + 20), contentH - hb);
119
- ctx.lineTo(contentW - Math.max(relBorder[0], relBorderRadius[2]), contentH - hb);
120
- ctx.stroke();
121
- }
122
- if (this.borderRadius) { // strike rounded corners
123
- const cornerWidth = Math.max(...relBorder);
124
- const hb = cornerWidth / 2;
125
- ctx.lineWidth = cornerWidth;
126
- ctx.beginPath();
127
- [
128
- !!relBorderRadius[0] && [relBorderRadius[0], hb, hb, relBorderRadius[0]],
129
- !!relBorderRadius[1] && [contentW - relBorderRadius[1], contentW - hb, hb, relBorderRadius[1]],
130
- !!relBorderRadius[2] && [contentW - relBorderRadius[2], contentW - hb, contentH - hb, contentH - relBorderRadius[2]],
131
- !!relBorderRadius[3] && [relBorderRadius[3], hb, contentH - hb, contentH - relBorderRadius[3]]
132
- ].filter((d) => !!d).forEach(([x0, x1, y0, y1]) => {
133
- ctx.moveTo(x0, y0);
134
- ctx.quadraticCurveTo(x1, y0, x1, y1);
135
- });
136
- ctx.stroke();
137
- }
138
- }
139
- // paint background
140
- if (this.backgroundColor) {
141
- ctx.fillStyle = this.backgroundColor;
142
- if (!this.borderRadius) {
143
- ctx.fillRect(relBorder[0], relBorder[1], contentW - relBorder[0] * 2, contentH - relBorder[1] * 2);
144
- }
145
- else { // fill with rounded corners
146
- ctx.beginPath();
147
- ctx.moveTo(relBorder[0], relBorderRadius[0]);
148
- ctx.quadraticCurveTo(relBorder[0], relBorder[1], relBorderRadius[0], relBorder[1]);
149
- ctx.lineTo(contentW - relBorderRadius[1], relBorder[1]);
150
- ctx.quadraticCurveTo(contentW - relBorder[0], relBorder[1], contentW - relBorder[0], relBorderRadius[1]);
151
- ctx.lineTo(contentW - relBorder[0], contentH - relBorderRadius[2]);
152
- ctx.quadraticCurveTo(contentW - relBorder[0], contentH - relBorder[1], contentW - relBorderRadius[2], contentH - relBorder[1]);
153
- ctx.lineTo((contentW / 2 + 20), contentH - relBorder[1]);
154
- ctx.lineTo((contentW / 2), contentH + 20 - relBorder[1]);
155
- ctx.lineTo((contentW / 2 - 20), contentH - relBorder[1]);
156
- ctx.lineTo(relBorderRadius[3], contentH - relBorder[1]);
157
- ctx.quadraticCurveTo(relBorder[0], contentH - relBorder[1], relBorder[0], contentH - relBorderRadius[3]);
158
- ctx.closePath();
159
- ctx.fill();
160
- }
161
- }
162
- // 文字区:在内容框内(已平移到 boxTop)再叠加 border + padding 偏移,使文字在框内居中。
163
- ctx.translate(relBorder[0], relBorder[1]);
164
- ctx.translate(relPadding[0], relPadding[1]);
165
- // paint text
166
- ctx.font = font; // Set font again after canvas is resized, as context properties are reset
167
- ctx.fillStyle = this.color;
168
- // 精确垂直居中:用 measureText 的 actualBoundingBox 实测字形上下沿,
169
- // 不再依赖 textBaseline='middle'(middle 是 em 盒中线,与真实字形视觉中线常偏差,
170
- // 导致整行文字偏上/偏下、看着不居中)。改为 alphabetic 基线 + 实测字形高度,
171
- // 把每行字形放进其 fontSize 高的槽中心。
172
- ctx.textAlign = 'center';
173
- ctx.textBaseline = 'alphabetic';
174
- const drawTextStroke = this.strokeWidth > 0;
175
- if (drawTextStroke) {
176
- ctx.lineWidth = this.strokeWidth * this.fontSize / 10;
177
- ctx.strokeStyle = this.strokeColor;
178
- }
179
- const slotH = this.fontSize; // 每行槽高
180
- lines.forEach((line, index) => {
181
- const metrics = ctx.measureText(line);
182
- const ascent = metrics.actualBoundingBoxAscent; // 字形顶部到基线
183
- const descent = metrics.actualBoundingBoxDescent; // 基线到字形底部
184
- const glyphH = (ascent || 0) + (descent || 0);
185
- const slotTop = index * slotH; // 本行槽顶(内容框坐标系,已平移)
186
- // 让字形在槽中垂直居中:先平移到槽中线,再上移 ascent 回到基线
187
- const baselineY = slotTop + (slotH - glyphH) / 2 + (ascent || slotH / 2);
188
- const lineX = innerWidth / 2;
189
- drawTextStroke && ctx.strokeText(line, lineX, baselineY);
190
- ctx.fillText(line, lineX, baselineY);
191
- });
192
- // Inject canvas into sprite
193
- if (this.material.map)
194
- this.material.map.dispose(); // gc previous texture
195
- const texture = this.material.map = new Texture(canvas);
196
- texture.minFilter = LinearFilter;
197
- texture.needsUpdate = true;
198
- const yScale = this.textHeight * lines.length + border[1] * 2 + padding[1] * 2;
199
- this.scale.set(yScale * canvas.width / canvas.height, yScale, 0);
200
- }
201
- //鼠标拾取计算
202
- raycast(raycaster, intersects) {
203
- let intersect = [];
204
- super.raycast(raycaster, intersect);
205
- let inte = intersect[0];
206
- if (inte && (inte.uv && inte.uv.y > 0.55)) {
207
- intersects.push(inte);
208
- }
209
- }
210
- copy(source) {
211
- this.color = source.color;
212
- this.backgroundColor = source.backgroundColor;
213
- this.padding = source.padding;
214
- this.borderWidth = source.borderWidth;
215
- this.borderColor = source.borderColor;
216
- this.fontFace = source.fontFace;
217
- this.fontSize = source.fontSize;
218
- this.fontWeight = source.fontWeight;
219
- this.strokeWidth = source.strokeWidth;
220
- this.strokeColor = source.strokeColor;
221
- return this;
222
- }
223
- }
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2023-04-24 15:31:02
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2023-04-24 16:18:47
6
+ */
7
+ import { LinearFilter, Sprite, Texture } from 'three';
8
+ // 带箭头的精灵文字
9
+ export default class SpriteText2 extends Sprite {
10
+ constructor(text = '', textHeight = 10, color = 'rgba(255, 255, 255, 1)') {
11
+ super();
12
+ this.material.alphaTest = 0.1;
13
+ this._text = `${text}`;
14
+ this._textHeight = textHeight;
15
+ this._color = color;
16
+ this._backgroundColor = false; // no background color
17
+ this._padding = 0;
18
+ this._borderWidth = 0;
19
+ this._borderRadius = 0;
20
+ this._borderColor = 'white';
21
+ this._strokeWidth = 0;
22
+ this._strokeColor = 'white';
23
+ this._fontFace = 'Arial';
24
+ this._fontSize = 90; // defines text resolution
25
+ this._fontWeight = 'normal';
26
+ this._genCanvas();
27
+ }
28
+ _text = "";
29
+ _textHeight = 0;
30
+ _color = "#ffffff";
31
+ _backgroundColor = false; // no background color
32
+ _padding = 0;
33
+ _borderWidth = 0;
34
+ _borderRadius = 0;
35
+ _borderColor = 'white';
36
+ _strokeWidth = 0;
37
+ _strokeColor = 'white';
38
+ _fontFace = 'Arial';
39
+ _fontSize = 90; // defines text resolution
40
+ _fontWeight = 'normal';
41
+ _canvas = document.createElement('canvas');
42
+ get text() { return this._text; }
43
+ set text(text) { this._text = text; this._genCanvas(); }
44
+ get textHeight() { return this._textHeight; }
45
+ set textHeight(textHeight) { this._textHeight = textHeight; this._genCanvas(); }
46
+ get color() { return this._color; }
47
+ set color(color) { this._color = color; this._genCanvas(); }
48
+ get backgroundColor() { return this._backgroundColor; }
49
+ set backgroundColor(color) { this._backgroundColor = color; this._genCanvas(); }
50
+ get padding() { return this._padding; }
51
+ set padding(padding) { this._padding = padding; this._genCanvas(); }
52
+ get borderWidth() { return this._borderWidth; }
53
+ set borderWidth(borderWidth) { this._borderWidth = borderWidth; this._genCanvas(); }
54
+ get borderRadius() { return this._borderRadius; }
55
+ set borderRadius(borderRadius) { this._borderRadius = borderRadius; this._genCanvas(); }
56
+ get borderColor() { return this._borderColor; }
57
+ set borderColor(borderColor) { this._borderColor = borderColor; this._genCanvas(); }
58
+ get fontFace() { return this._fontFace; }
59
+ set fontFace(fontFace) { this._fontFace = fontFace; this._genCanvas(); }
60
+ get fontSize() { return this._fontSize; }
61
+ set fontSize(fontSize) { this._fontSize = fontSize; this._genCanvas(); }
62
+ get fontWeight() { return this._fontWeight; }
63
+ set fontWeight(fontWeight) { this._fontWeight = fontWeight; this._genCanvas(); }
64
+ get strokeWidth() { return this._strokeWidth; }
65
+ set strokeWidth(strokeWidth) { this._strokeWidth = strokeWidth; this._genCanvas(); }
66
+ get strokeColor() { return this._strokeColor; }
67
+ set strokeColor(strokeColor) { this._strokeColor = strokeColor; this._genCanvas(); }
68
+ _genCanvas() {
69
+ const canvas = this._canvas;
70
+ const ctx = canvas.getContext('2d');
71
+ if (!ctx)
72
+ return;
73
+ const border = Array.isArray(this.borderWidth) ? this.borderWidth : [this.borderWidth, this.borderWidth]; // x,y border
74
+ const relBorder = border.map(b => b * this.fontSize * 0.1); // border in canvas units
75
+ const borderRadius = Array.isArray(this.borderRadius) ? this.borderRadius : [this.borderRadius, this.borderRadius, this.borderRadius, this.borderRadius]; // tl tr br bl corners
76
+ const relBorderRadius = borderRadius.map(b => b * this.fontSize * 0.1); // border radius in canvas units
77
+ const padding = Array.isArray(this.padding) ? this.padding : [this.padding, this.padding]; // x,y padding
78
+ const relPadding = padding.map(p => p * this.fontSize * 0.1); // padding in canvas units
79
+ const lines = this.text.split('\n');
80
+ const font = `${this.fontWeight} ${this.fontSize}px ${this.fontFace}`;
81
+ ctx.font = font; // measure canvas with appropriate font
82
+ const innerWidth = Math.max(...lines.map(line => ctx.measureText(line).width));
83
+ const innerHeight = this.fontSize * lines.length;
84
+ // 内容框尺寸(含 border + padding)
85
+ const contentW = innerWidth + relBorder[0] * 2 + relPadding[0] * 2;
86
+ const contentH = innerHeight + relBorder[1] * 2 + relPadding[1] * 2;
87
+ // 箭头区:底部预留 arrowZone 给向下箭头(raycast 用 uv.y 判定点击区)。
88
+ // 顶部同样预留等量空间,使内容框在画布中【垂直居中】,不再因底部箭头区而整体偏上、视觉不居中。
89
+ const arrowZone = 40;
90
+ const boxTop = arrowZone; // 内容框顶边(顶留白 = arrowZone)
91
+ const boxBottom = boxTop + contentH; // 内容框底边(箭头从此处向下延伸)
92
+ canvas.width = contentW;
93
+ canvas.height = boxBottom + arrowZone; // 顶 arrowZone + 内容 + 底 arrowZone
94
+ // 统一平移到内容框坐标系:之后所有绘制都以 (0, boxTop) 为内容框左上角。
95
+ ctx.translate(0, boxTop);
96
+ // paint border
97
+ if (this.borderWidth) {
98
+ ctx.strokeStyle = this.borderColor;
99
+ if (relBorder[0]) { // left + right borders
100
+ const hb = relBorder[0] / 2;
101
+ ctx.lineWidth = relBorder[0];
102
+ ctx.beginPath();
103
+ ctx.moveTo(hb, relBorderRadius[0]);
104
+ ctx.lineTo(hb, contentH - relBorderRadius[3]);
105
+ ctx.moveTo(contentW - hb, relBorderRadius[1]);
106
+ ctx.lineTo(contentW - hb, contentH - relBorderRadius[2]);
107
+ ctx.stroke();
108
+ }
109
+ if (relBorder[1]) { // top + bottom borders
110
+ const hb = relBorder[1] / 2;
111
+ ctx.lineWidth = relBorder[1];
112
+ ctx.beginPath();
113
+ ctx.moveTo(Math.max(relBorder[0], relBorderRadius[0]), hb);
114
+ ctx.lineTo(contentW - Math.max(relBorder[0], relBorderRadius[1]), hb);
115
+ ctx.moveTo(Math.max(relBorder[0], relBorderRadius[3]), contentH - hb);
116
+ ctx.lineTo((contentW / 2 - 20), contentH - hb);
117
+ ctx.lineTo((contentW / 2), contentH + 20 - hb);
118
+ ctx.lineTo((contentW / 2 + 20), contentH - hb);
119
+ ctx.lineTo(contentW - Math.max(relBorder[0], relBorderRadius[2]), contentH - hb);
120
+ ctx.stroke();
121
+ }
122
+ if (this.borderRadius) { // strike rounded corners
123
+ const cornerWidth = Math.max(...relBorder);
124
+ const hb = cornerWidth / 2;
125
+ ctx.lineWidth = cornerWidth;
126
+ ctx.beginPath();
127
+ [
128
+ !!relBorderRadius[0] && [relBorderRadius[0], hb, hb, relBorderRadius[0]],
129
+ !!relBorderRadius[1] && [contentW - relBorderRadius[1], contentW - hb, hb, relBorderRadius[1]],
130
+ !!relBorderRadius[2] && [contentW - relBorderRadius[2], contentW - hb, contentH - hb, contentH - relBorderRadius[2]],
131
+ !!relBorderRadius[3] && [relBorderRadius[3], hb, contentH - hb, contentH - relBorderRadius[3]]
132
+ ].filter((d) => !!d).forEach(([x0, x1, y0, y1]) => {
133
+ ctx.moveTo(x0, y0);
134
+ ctx.quadraticCurveTo(x1, y0, x1, y1);
135
+ });
136
+ ctx.stroke();
137
+ }
138
+ }
139
+ // paint background
140
+ if (this.backgroundColor) {
141
+ ctx.fillStyle = this.backgroundColor;
142
+ if (!this.borderRadius) {
143
+ ctx.fillRect(relBorder[0], relBorder[1], contentW - relBorder[0] * 2, contentH - relBorder[1] * 2);
144
+ }
145
+ else { // fill with rounded corners
146
+ ctx.beginPath();
147
+ ctx.moveTo(relBorder[0], relBorderRadius[0]);
148
+ ctx.quadraticCurveTo(relBorder[0], relBorder[1], relBorderRadius[0], relBorder[1]);
149
+ ctx.lineTo(contentW - relBorderRadius[1], relBorder[1]);
150
+ ctx.quadraticCurveTo(contentW - relBorder[0], relBorder[1], contentW - relBorder[0], relBorderRadius[1]);
151
+ ctx.lineTo(contentW - relBorder[0], contentH - relBorderRadius[2]);
152
+ ctx.quadraticCurveTo(contentW - relBorder[0], contentH - relBorder[1], contentW - relBorderRadius[2], contentH - relBorder[1]);
153
+ ctx.lineTo((contentW / 2 + 20), contentH - relBorder[1]);
154
+ ctx.lineTo((contentW / 2), contentH + 20 - relBorder[1]);
155
+ ctx.lineTo((contentW / 2 - 20), contentH - relBorder[1]);
156
+ ctx.lineTo(relBorderRadius[3], contentH - relBorder[1]);
157
+ ctx.quadraticCurveTo(relBorder[0], contentH - relBorder[1], relBorder[0], contentH - relBorderRadius[3]);
158
+ ctx.closePath();
159
+ ctx.fill();
160
+ }
161
+ }
162
+ // 文字区:在内容框内(已平移到 boxTop)再叠加 border + padding 偏移,使文字在框内居中。
163
+ ctx.translate(relBorder[0], relBorder[1]);
164
+ ctx.translate(relPadding[0], relPadding[1]);
165
+ // paint text
166
+ ctx.font = font; // Set font again after canvas is resized, as context properties are reset
167
+ ctx.fillStyle = this.color;
168
+ // 精确垂直居中:用 measureText 的 actualBoundingBox 实测字形上下沿,
169
+ // 不再依赖 textBaseline='middle'(middle 是 em 盒中线,与真实字形视觉中线常偏差,
170
+ // 导致整行文字偏上/偏下、看着不居中)。改为 alphabetic 基线 + 实测字形高度,
171
+ // 把每行字形放进其 fontSize 高的槽中心。
172
+ ctx.textAlign = 'center';
173
+ ctx.textBaseline = 'alphabetic';
174
+ const drawTextStroke = this.strokeWidth > 0;
175
+ if (drawTextStroke) {
176
+ ctx.lineWidth = this.strokeWidth * this.fontSize / 10;
177
+ ctx.strokeStyle = this.strokeColor;
178
+ }
179
+ const slotH = this.fontSize; // 每行槽高
180
+ lines.forEach((line, index) => {
181
+ const metrics = ctx.measureText(line);
182
+ const ascent = metrics.actualBoundingBoxAscent; // 字形顶部到基线
183
+ const descent = metrics.actualBoundingBoxDescent; // 基线到字形底部
184
+ const glyphH = (ascent || 0) + (descent || 0);
185
+ const slotTop = index * slotH; // 本行槽顶(内容框坐标系,已平移)
186
+ // 让字形在槽中垂直居中:先平移到槽中线,再上移 ascent 回到基线
187
+ const baselineY = slotTop + (slotH - glyphH) / 2 + (ascent || slotH / 2);
188
+ const lineX = innerWidth / 2;
189
+ drawTextStroke && ctx.strokeText(line, lineX, baselineY);
190
+ ctx.fillText(line, lineX, baselineY);
191
+ });
192
+ // Inject canvas into sprite
193
+ if (this.material.map)
194
+ this.material.map.dispose(); // gc previous texture
195
+ const texture = this.material.map = new Texture(canvas);
196
+ texture.minFilter = LinearFilter;
197
+ texture.needsUpdate = true;
198
+ const yScale = this.textHeight * lines.length + border[1] * 2 + padding[1] * 2;
199
+ this.scale.set(yScale * canvas.width / canvas.height, yScale, 0);
200
+ }
201
+ //鼠标拾取计算
202
+ raycast(raycaster, intersects) {
203
+ let intersect = [];
204
+ super.raycast(raycaster, intersect);
205
+ let inte = intersect[0];
206
+ if (inte && (inte.uv && inte.uv.y > 0.55)) {
207
+ intersects.push(inte);
208
+ }
209
+ }
210
+ copy(source) {
211
+ this.color = source.color;
212
+ this.backgroundColor = source.backgroundColor;
213
+ this.padding = source.padding;
214
+ this.borderWidth = source.borderWidth;
215
+ this.borderColor = source.borderColor;
216
+ this.fontFace = source.fontFace;
217
+ this.fontSize = source.fontSize;
218
+ this.fontWeight = source.fontWeight;
219
+ this.strokeWidth = source.strokeWidth;
220
+ this.strokeColor = source.strokeColor;
221
+ return this;
222
+ }
223
+ }
package/SpriteText3.d.ts CHANGED
@@ -1,86 +1,86 @@
1
- import { Mesh } from "three";
2
- import type { ColorString } from "./types";
3
- /**
4
- * 箭头(2026-09-14 皇上旨"箭头看不清楚了",前一轮"接缝"已由 11-slice 连续取源修好):
5
- * 源图箭头 cell(TIP_SRC_X=441…)左右边界 x441/500 与左右带子 [8]/[10] 逐行 RGBA 完全一致(均带子蓝),
6
- * 且 cell 是整块青蓝渐变:边缘=带子蓝低透明(α≈32~43)、箭身/尖点=亮青(≈47,168,225)高透明(α≈248)。
7
- * [9] 用 **「先 clearRect 局部清空 + source-over 画原始 cell」**(等价"局部 copy"):
8
- * · 清空:先清掉 [9] 矩形内的带子 → 箭头边距不会与带子 α 相加 → 无缝;
9
- * · 绘制:source-over 画原始 cell,箭身=亮青 α≈248 → 清晰可见。
10
- * ⚠️ 三个已验证的坑(2026-09-14 各踩一次,真实 Chrome 无头实测):
11
- * · source-over:边距 α 与带子 α 相加(32+33≈60) → 又现台阶(皇上反馈的"接缝");
12
- * · source-atop:箭头 α 被压到带子的≈43 → 整块与带子同透明 → 箭头糊没(皇上反馈"看不清楚");
13
- * · **copy:canvas 的 copy 是"清空整个画布、只保留本次绘制"**(不是只替换目标矩形!)→
14
- * 前面 11-slice 画的边框全被清掉、只剩箭头(皇上反馈"其他边框全没了";实测整块只剩 2700 像素)。
15
- */
16
- export default class SpriteText3 extends Mesh {
17
- constructor(text?: string, textHeight?: number, color?: ColorString);
18
- /** 自定义着色器材质(类型收窄用) */
19
- private _shader;
20
- /** 气泡+文字纹理(_genText 重建) */
21
- private _textTexture;
22
- /** 绘制用离屏 canvas */
23
- private _textCanvas;
24
- /** 气泡背景图源图(加载完成后在 canvas 上做 11-slice) */
25
- private _bgImage;
26
- _text: string;
27
- _textHeight: number;
28
- _color: ColorString;
29
- _fontFace: string;
30
- _fontSize: number;
31
- _fontWeight: string;
32
- _padding: number;
33
- /**
34
- * 边框带边长(画布像素,4 角 + R0/R2 行高 + C0/C4 列宽 共享)
35
- * 源边框带 = 外辉光 42 + 圆角 38 = 82;默认 82 = 1:1 复刻原图(辉光完整保留)
36
- */
37
- _cornerSize: number;
38
- /**
39
- * 箭头目标凸出高度(画布像素,尖角块[9]的箭头段在画布上的最终高度)
40
- * 源图箭头 ARROW_SRC_H=41 像素,此属性控制缩放后的视觉大小(不可变形等比缩放)
41
- * 默认 41 = 1:1 最锐利(原图箭头比例);调大超过 41 才开始放大变糊
42
- */
43
- _arrowTargetH: number;
44
- /**
45
- * 箭头水平视觉微调偏移(像素,相对 canvas 中心;负值左移、正值右移)
46
- * 源图箭头中心 x=471 相对气泡中心 461 偏右约 10px;尖角块以【箭头】为中心取块,
47
- * 画布上块居中 → 该偏置被自然消除,默认 0;此属性供按视觉需求再做微调
48
- */
49
- _arrowOffsetX: number;
50
- /** 是否显示 11-slice 分割线(默认开启) */
51
- _showGrid: boolean;
52
- /** 是否显示调试描边(默认关闭,画整个 canvas 红色边框) */
53
- _showOutline: boolean;
54
- get text(): string;
55
- set text(value: string);
56
- get textHeight(): number;
57
- set textHeight(value: number);
58
- get color(): ColorString;
59
- set color(value: ColorString);
60
- get fontFace(): string;
61
- set fontFace(value: string);
62
- get fontSize(): number;
63
- set fontSize(value: number);
64
- get fontWeight(): string;
65
- set fontWeight(value: string);
66
- get padding(): number;
67
- set padding(value: number);
68
- get cornerSize(): number;
69
- set cornerSize(value: number);
70
- get arrowTargetH(): number;
71
- set arrowTargetH(value: number);
72
- get arrowOffsetX(): number;
73
- set arrowOffsetX(value: number);
74
- get showOutline(): boolean;
75
- set showOutline(value: boolean);
76
- get showGrid(): boolean;
77
- set showGrid(value: boolean);
78
- /** 异步载入背景图源图(base64 data URL),加载完成后触发 11-slice 重绘 */
79
- private _loadBg;
80
- /**
81
- * 重新生成 canvas 纹理并同步 sprite 世界尺寸。
82
- * 主体流程:计算文字/气泡尺寸 → 计算 11 切片的目标位置/大小 → 依次 drawImage 11 个部件
83
- * → 画 showGrid 分割线 → 画 showOutline 边框 → 画文字 → 更新 Texture。
84
- */
85
- private _genText;
86
- }
1
+ import { Mesh } from "three";
2
+ import type { ColorString } from "./types";
3
+ /**
4
+ * 箭头(2026-09-14 皇上旨"箭头看不清楚了",前一轮"接缝"已由 11-slice 连续取源修好):
5
+ * 源图箭头 cell(TIP_SRC_X=441…)左右边界 x441/500 与左右带子 [8]/[10] 逐行 RGBA 完全一致(均带子蓝),
6
+ * 且 cell 是整块青蓝渐变:边缘=带子蓝低透明(α≈32~43)、箭身/尖点=亮青(≈47,168,225)高透明(α≈248)。
7
+ * [9] 用 **「先 clearRect 局部清空 + source-over 画原始 cell」**(等价"局部 copy"):
8
+ * · 清空:先清掉 [9] 矩形内的带子 → 箭头边距不会与带子 α 相加 → 无缝;
9
+ * · 绘制:source-over 画原始 cell,箭身=亮青 α≈248 → 清晰可见。
10
+ * ⚠️ 三个已验证的坑(2026-09-14 各踩一次,真实 Chrome 无头实测):
11
+ * · source-over:边距 α 与带子 α 相加(32+33≈60) → 又现台阶(皇上反馈的"接缝");
12
+ * · source-atop:箭头 α 被压到带子的≈43 → 整块与带子同透明 → 箭头糊没(皇上反馈"看不清楚");
13
+ * · **copy:canvas 的 copy 是"清空整个画布、只保留本次绘制"**(不是只替换目标矩形!)→
14
+ * 前面 11-slice 画的边框全被清掉、只剩箭头(皇上反馈"其他边框全没了";实测整块只剩 2700 像素)。
15
+ */
16
+ export default class SpriteText3 extends Mesh {
17
+ constructor(text?: string, textHeight?: number, color?: ColorString);
18
+ /** 自定义着色器材质(类型收窄用) */
19
+ private _shader;
20
+ /** 气泡+文字纹理(_genText 重建) */
21
+ private _textTexture;
22
+ /** 绘制用离屏 canvas */
23
+ private _textCanvas;
24
+ /** 气泡背景图源图(加载完成后在 canvas 上做 11-slice) */
25
+ private _bgImage;
26
+ _text: string;
27
+ _textHeight: number;
28
+ _color: ColorString;
29
+ _fontFace: string;
30
+ _fontSize: number;
31
+ _fontWeight: string;
32
+ _padding: number;
33
+ /**
34
+ * 边框带边长(画布像素,4 角 + R0/R2 行高 + C0/C4 列宽 共享)
35
+ * 源边框带 = 外辉光 42 + 圆角 38 = 82;默认 82 = 1:1 复刻原图(辉光完整保留)
36
+ */
37
+ _cornerSize: number;
38
+ /**
39
+ * 箭头目标凸出高度(画布像素,尖角块[9]的箭头段在画布上的最终高度)
40
+ * 源图箭头 ARROW_SRC_H=41 像素,此属性控制缩放后的视觉大小(不可变形等比缩放)
41
+ * 默认 41 = 1:1 最锐利(原图箭头比例);调大超过 41 才开始放大变糊
42
+ */
43
+ _arrowTargetH: number;
44
+ /**
45
+ * 箭头水平视觉微调偏移(像素,相对 canvas 中心;负值左移、正值右移)
46
+ * 源图箭头中心 x=471 相对气泡中心 461 偏右约 10px;尖角块以【箭头】为中心取块,
47
+ * 画布上块居中 → 该偏置被自然消除,默认 0;此属性供按视觉需求再做微调
48
+ */
49
+ _arrowOffsetX: number;
50
+ /** 是否显示 11-slice 分割线(默认开启) */
51
+ _showGrid: boolean;
52
+ /** 是否显示调试描边(默认关闭,画整个 canvas 红色边框) */
53
+ _showOutline: boolean;
54
+ get text(): string;
55
+ set text(value: string);
56
+ get textHeight(): number;
57
+ set textHeight(value: number);
58
+ get color(): ColorString;
59
+ set color(value: ColorString);
60
+ get fontFace(): string;
61
+ set fontFace(value: string);
62
+ get fontSize(): number;
63
+ set fontSize(value: number);
64
+ get fontWeight(): string;
65
+ set fontWeight(value: string);
66
+ get padding(): number;
67
+ set padding(value: number);
68
+ get cornerSize(): number;
69
+ set cornerSize(value: number);
70
+ get arrowTargetH(): number;
71
+ set arrowTargetH(value: number);
72
+ get arrowOffsetX(): number;
73
+ set arrowOffsetX(value: number);
74
+ get showOutline(): boolean;
75
+ set showOutline(value: boolean);
76
+ get showGrid(): boolean;
77
+ set showGrid(value: boolean);
78
+ /** 异步载入背景图源图(base64 data URL),加载完成后触发 11-slice 重绘 */
79
+ private _loadBg;
80
+ /**
81
+ * 重新生成 canvas 纹理并同步 sprite 世界尺寸。
82
+ * 主体流程:计算文字/气泡尺寸 → 计算 11 切片的目标位置/大小 → 依次 drawImage 11 个部件
83
+ * → 画 showGrid 分割线 → 画 showOutline 边框 → 画文字 → 更新 Texture。
84
+ */
85
+ private _genText;
86
+ }