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  1. POHow can I make my text labels face the camera at all times? Perhaps using sprites?
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    <p>I'm looking at two examples, one is canvas interactive objects and the other is mouse tooltip. I tried combining the two to generate text labels on each individual cube and here's what I have so far. </p> <p>However, the text moves with the rotating cubes and the text appears backwards or sideways at times. </p> <p>How can I make the text fixed in a sprite like in the mouse tooltip (<a href="http://stemkoski.github.io/Three.js/Mouse-Tooltip.html" rel="nofollow">http://stemkoski.github.io/Three.js/Mouse-Tooltip.html</a>) example? I tried to incorporate the sprite but I kept getting errors. I'm not sure how to do it. Could you explain how I can go by it?</p> <p>Thanks. </p> <p>Here's my code so far: </p> <pre><code>&lt;!DOCTYPE html&gt; &lt;html lang="en"&gt; &lt;head&gt; &lt;title&gt;three.js canvas - interactive - cubes&lt;/title&gt; &lt;meta charset="utf-8"&gt; &lt;meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"&gt; &lt;style&gt; body { font-family: Monospace; background-color: #f0f0f0; margin: 0px; overflow: hidden; } &lt;/style&gt; &lt;/head&gt; &lt;body&gt; &lt;script src="js/three.min.js"&gt;&lt;/script&gt; &lt;script src="js/stats.min.js"&gt;&lt;/script&gt; &lt;script&gt; var container, stats; var camera, scene, projector, renderer; var projector, mouse = { x: 0, y: 0 }, INTERSECTED; var particleMaterial; var currentLabel = null; var objects = []; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); var info = document.createElement( 'div' ); info.style.position = 'absolute'; info.style.top = '10px'; info.style.width = '100%'; info.style.textAlign = 'center'; info.innerHTML = '&lt;a href="http://threejs.org" target="_blank"&gt;three.js&lt;/a&gt; - clickable objects'; container.appendChild( info ); camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.set( 0, 300, 500 ); scene = new THREE.Scene(); var geometry = new THREE.CubeGeometry( 100, 100, 100 ); for ( var i = 0; i &lt; 10; i ++ ) { var object = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) ); object.position.x = Math.random() * 800 - 400; object.position.y = Math.random() * 800 - 400; object.position.z = Math.random() * 800 - 400; object.scale.x = Math.random() * 2 + 1; object.scale.y = Math.random() * 2 + 1; object.scale.z = Math.random() * 2 + 1; object.rotation.x = Math.random() * 2 * Math.PI; object.rotation.y = Math.random() * 2 * Math.PI; object.rotation.z = Math.random() * 2 * Math.PI; object.label = "Object " + i; scene.add( object ); objects.push( object ); } var PI2 = Math.PI * 2; particleMaterial = new THREE.ParticleCanvasMaterial( { color: 0x000000, program: function ( context ) { context.beginPath(); context.arc( 0, 0, 1, 0, PI2, true ); context.closePath(); context.fill(); } } ); projector = new THREE.Projector(); renderer = new THREE.CanvasRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); document.addEventListener( 'mousedown', onDocumentMouseDown, false ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseDown( event ) { event.preventDefault(); var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 ); projector.unprojectVector( vector, camera ); var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() ); var intersects = raycaster.intersectObjects( objects ); if ( intersects.length &gt; 0 ) { if ( intersects[ 0 ].object != INTERSECTED ) { // restore previous intersection object (if it exists) to its original color if ( INTERSECTED ) { INTERSECTED.material.color.setHex( INTERSECTED.currentHex ); } // store reference to closest object as current intersection object INTERSECTED = intersects[ 0 ].object; // store color of closest object (for later restoration) INTERSECTED.currentHex = INTERSECTED.material.color.getHex(); // set a new color for closest object INTERSECTED.material.color.setHex( 0xffff00 ); var canvas1 = document.createElement('canvas'); var context1 = canvas1.getContext('2d'); context1.font = "Bold 40px Arial"; context1.fillStyle = "rgba(255,0,0,0.95)"; context1.fillText(INTERSECTED.label, 0, 50); // canvas contents will be used for a texture var texture1 = new THREE.Texture(canvas1) texture1.needsUpdate = true; var material1 = new THREE.MeshBasicMaterial( {map: texture1, side:THREE.DoubleSide } ); material1.transparent = true; var mesh1 = new THREE.Mesh( new THREE.PlaneGeometry(canvas1.width, canvas1.height), material1 ); mesh1.position = intersects[0].point; if (currentLabel) scene.remove(currentLabel); scene.add( mesh1 ); currentLabel = mesh1; } else // there are no intersections { // restore previous intersection object (if it exists) to its original color if ( INTERSECTED ) { console.log("hello"); INTERSECTED.material.color.setHex( INTERSECTED.currentHex ); } // remove previous intersection object reference // by setting current intersection object to "nothing" INTERSECTED = null; mesh1 = null; mesh1.position = intersects[0].point; scene.add( mesh1 ); } //var particle = new THREE.Particle( particleMaterial ); //particle.position = intersects[ 0 ].point; //particle.scale.x = particle.scale.y = 8; //scene.add( particle ); } /* // Parse all the faces for ( var i in intersects ) { intersects[ i ].face.material[ 0 ].color.setHex( Math.random() * 0xffffff | 0x80000000 ); } */ } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } var radius = 600; var theta = 0; function render() { theta += 0.1; camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) ); camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) ); camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) ); camera.lookAt( scene.position ); renderer.render( scene, camera ); } &lt;/script&gt; &lt;/body&gt; </code></pre> <p></p>
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