I have created a bufferGeometry , which consist of 5 planes (100x25)
with two triangles each.
function createGeometry() {
var geometry = new THREE.PlaneGeometry(100, 25, 1);
return geometry;
}
function createScene() {
var bufferGeometry = new THREE.BufferGeometry();
var radius = 125;
var count = 5;
var positions = [];
var normals = [];
var colors = [];
var vector = new THREE.Vector3();
var color = new THREE.Color( 0xffffff );
var heartGeometry = createGeometry();
var geometry = new THREE.Geometry();
var step = 0;
for ( var i = 1, l = count; i <= l; i ++ ) {
geometry.copy( heartGeometry );
const y = i * 30
geometry.translate(-100, y, 0);
// color.setHSL( ( i / l ), 1.0, 0.7 );
geometry.faces.forEach( function ( face ) {
positions.push( geometry.vertices[ face.a ].x );
positions.push( geometry.vertices[ face.a ].y );
positions.push( geometry.vertices[ face.a ].z );
positions.push( geometry.vertices[ face.b ].x );
positions.push( geometry.vertices[ face.b ].y );
positions.push( geometry.vertices[ face.b ].z );
positions.push( geometry.vertices[ face.c ].x );
positions.push( geometry.vertices[ face.c ].y );
positions.push( geometry.vertices[ face.c ].z );
normals.push( face.normal.x );
normals.push( face.normal.y );
normals.push( face.normal.z );
normals.push( face.normal.x );
normals.push( face.normal.y );
normals.push( face.normal.z );
normals.push( face.normal.x );
normals.push( face.normal.y );
normals.push( face.normal.z );
colors.push( color.r );
colors.push( color.g );
colors.push( color.b );
colors.push( color.r );
colors.push( color.g );
colors.push( color.b );
colors.push( color.r );
colors.push( color.g );
colors.push( color.b );
});
}
bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
var material = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
side: THREE.FrontSide
});
var mesh = new THREE.Mesh( bufferGeometry, material );
scene.add( mesh );
}
Now instead of coloring each plane how can i add a text to each plane. Say i just want to display 1,2,3,4,5 at the center of each plane.
What I know is the following has to be done to add the texture.
map:texture
uv
s to bufferGeometry.But what is the relation between uv
s and texture.
I have the texture creating function
//not sure for each character or one texture as a single texture
function createTexture(ch){
var fontSize = 20;
var c = document.createElement('canvas');
c.width = 100;
c.height = 25;
var ctx = c.getContext('2d');
ctx.font = fontSize+'px Monospace';
ctx.fillText(ch, c.width/2, c.height/2);
var texture = new THREE.Texture(c);
texture.flipY = false;
texture.needsUpdate = true;
return texture;
}
Full DEMO Code
EDIT
I am considering performance as high priority for this experiment. We can add each mesh for each text, but that will increase the number of mesh in screen and reduce performance. I am looking for any idea with a single mesh as in my example.
The closest I found is this, but i didn't understood the exact technique they are using.
A representation of mesh, line, or point geometry. Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
You've to copy the first uv channel of the .faceVertexUvs
property form the THREE.Geometry
, similar as you do it with the vertex coordinates and normal vectors:
for ( var i = 1, l = count; i <= l; i ++ ) {
geometry.copy( heartGeometry );
const y = i * 30
geometry.translate(-100, y, 0);
geometry.faces.forEach( function ( face ) {
let f = [face.a, face.b, face.c];
for (let i=0; i < 3; ++i) {
positions.push( ...geometry.vertices[f[i]].toArray() );
normals.push( ...face.normal.toArray() );
colors.push( ...color.toArray() );
}
} );
geometry.faceVertexUvs[0].forEach( function ( faceUvs ) {
for (let i=0; i < 3; ++i) {
uv.push( ...faceUvs[i].toArray() );
}
} );
}
If you want to define multiple textures for one geometry, then you've to use multiple THREE.Material
s for one THREE.Mesh
.
Define groups (see .addGroup
) for the THREE.BufferGeometry
. Each group associates a range of vertices to a material.
var bufferGeometry = new THREE.BufferGeometry();
bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
bufferGeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uv, 2 ) );
let materials = []
let v_per_group= positions.length / 3 / count;
for ( var i = 0; i < count; i ++ ) {
bufferGeometry.addGroup(i * v_per_group, v_per_group, i);
let material = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
side: THREE.FrontSide,
map : createTexture("button" + (i+1))
});
materials.push(material);
}
var mesh = new THREE.Mesh( bufferGeometry, materials );
scene.add( mesh );
var camera, scene, renderer, controls, stats;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45.0, window.innerWidth / window.innerHeight, 100, 1500.0 );
camera.position.z = 480.0;
scene.add( camera );
controls = new THREE.TrackballControls( camera, renderer.domElement );
controls.minDistance = 100.0;
controls.maxDistance = 800.0;
controls.dynamicDampingFactor = 0.1;
scene.add( new THREE.AmbientLight( 0xffffff, 1 ) );
createScene();
//stats = new Stats();
//document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
}
function createGeometry() {
var geometry = new THREE.PlaneGeometry(100, 25, 1);
return geometry;
}
function createTexture(ch){
var fontSize = 20;
var c = document.createElement('canvas');
c.width = 128;
c.height = 32;
var ctx = c.getContext('2d');
ctx.beginPath();
ctx.rect(0, 0, 128, 32);
ctx.fillStyle = "white";
ctx.fill();
ctx.fillStyle = "black";
ctx.font = fontSize+'px Monospace';
ctx.fillText(ch, 20, 24);
var texture = new THREE.Texture(c);
texture.flipY = true;
texture.needsUpdate = true;
return texture;
}
function createScene() {
var radius = 125;
var count = 5;
var vector = new THREE.Vector3();
var color = new THREE.Color( 0xffffff );
var heartGeometry = createGeometry();
var geometry = new THREE.Geometry();
var positions = [];
var normals = [];
var colors = [];
var uv = [];
for ( var i = 1, l = count; i <= l; i ++ ) {
geometry.copy( heartGeometry );
const y = i * 30
geometry.translate(-100, y, 0);
geometry.faces.forEach( function ( face ) {
let f = [face.a, face.b, face.c];
for (let i=0; i < 3; ++i) {
positions.push( ...geometry.vertices[f[i]].toArray() );
normals.push( ...face.normal.toArray() );
colors.push( ...color.toArray() );
}
} );
geometry.faceVertexUvs[0].forEach( function ( faceUvs ) {
for (let i=0; i < 3; ++i) {
uv.push( ...faceUvs[i].toArray() );
}
} );
}
var bufferGeometry = new THREE.BufferGeometry();
bufferGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
bufferGeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
bufferGeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
bufferGeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uv, 2 ) );
let materials = []
let v_per_group = positions.length / 3 / count;
for ( var i = 0; i < count; i ++ ) {
bufferGeometry.addGroup(i * v_per_group, v_per_group, i);
let material = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
side: THREE.FrontSide,
map : createTexture("button" + (i+1))
});
materials.push(material);
}
var mesh = new THREE.Mesh( bufferGeometry, materials );
scene.add( mesh );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
//stats.update();
renderer.render( scene, camera );
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/102/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
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