I'm using react-three-renderer (npm, github) for building a scene with three.js.
I'm attempting to use <sprite>
and <spriteMaterial>
to make a label that always faces the camera, much like in stemkoski's example.
However, I'm having trouble getting the label to display and appropriately setting its coordinates. I have a minimally verifiable complete example at Sprite-Label-Test. Download it, run npm install
, and open _dev/public/home.html.
My goal is to see text displayed where I expect it, but as you'll see, it's just blackness. To prove that the sprite is in the view of the camera, I put a box at the same position. To see that uncomment it from the render method and re-gulp.
Here's my file. It has two main components, the componentDidMount
method, where the text is created for the sprite, and the render
method.
var React = require('react');
var React3 = require('react-three-renderer');
var THREE = require('three');
var ReactDOM = require('react-dom');
class Simple extends React.Component {
constructor(props, context) {
super(props, context);
// construct the position vector here, because if we use 'new' within render,
// React will think that things have changed when they have not.
this.cameraPosition = new THREE.Vector3(0, 0, 100);
}
componentDidMount() {
var text = "Hello world";
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var metrics = context.measureText( text );
var textWidth = metrics.width;
context.font = "180px arial Bold";
context.fillStyle = "rgba(255,0,0,1)";
context.strokeStyle = "rgba(255,0,0,1)";
context.lineWidth = 4;
context.fillText( text, 0, 0);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
this.spriteMaterial.map = texture;
this.spriteMaterial.useScreenCoordinates = false;
}
render() {
const width = window.innerWidth; // canvas width
const height = window.innerHeight; // canvas height
var position = new THREE.Vector3(0, 0, 10);
var scale = new THREE.Vector3(1,1,1);
return (<React3
mainCamera="camera" // this points to the perspectiveCamera which has the name set to "camera" below
width={width}
height={height}
>
<scene>
<perspectiveCamera
name="camera"
fov={75}
aspect={width / height}
near={0.1}
far={1000}
position={this.cameraPosition}
/>
<sprite position={position} scale={scale} ref={(sprite) => this.sprite = sprite}>
<spriteMaterial ref={(spriteMaterial) => this.spriteMaterial = spriteMaterial}></spriteMaterial>
</sprite>
{/*<mesh position={position}>
<boxGeometry
width={10}
height={10}
depth={10}
/>
<meshBasicMaterial
color={0x00ff00}
/>
</mesh>*/}
</scene>
</React3>);
}
}
ReactDOM.render(<Simple/>, document.querySelector('.root-anchor'));
What am I doing wrong? How can I display a sprite text label in the position established with the line var position = new THREE.Vector3(0, 0, 10);
? Thanks in advance.
Text drawn on <canvas>
is anchored at the bottom-left corner. So drawing text at (0,0) won't even be visible. It'll be entirely outside the canvas (shown in white below):
- context.fillText( text, 0, 0);
+ context.fillText( text, 0, 18);
This is why @df uses fontsize
when setting the drawing location on line 147.
Also, you're camera wasn't looking at anything. React-Three lets do this as an attribute to your <perspectiveCamera/>
.
+ lookAt={this.cameraLook}
I opened a pull request against your MVCE repository.
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