I\'m working on a solar system in three.js and am curious if there is an easy way to make the labels for the planets I have below all show up the same size regardless of how
Finally I found the answer to your question:
First, create a DOM Element:
Not Earth
Then set CSS styles for it:
.element {position: absolute; top:0; left:0; color: white}
// |-------------------------------| |-----------|
// make the element on top of canvas is
// the canvas black, so text
// must be white
After that, create moveDom() function and run it every time you render the scene requestAnimationFrame()
geometry is the geometry of the meshcube is the mesh you want to create label
var moveDom = function(){
vector = geometry.vertices[0].clone();
vector.applyMatrix4(cube.matrix);
vector.project(camera);
vector.x = (vector.x * innerWidth/2) + innerWidth/2;
vector.y = -(vector.y * innerHeight/2) + innerHeight/2;
//Get the DOM element and apply transforms on it
document.querySelectorAll(".element")[0].style.webkitTransform = "translate("+vector.x+"px,"+vector.y+"px)";
document.querySelectorAll(".element")[0].style.transform = "translate("+vector.x+"px,"+vector.y+"px)";
};
You can create a for loop to set label for all the mesh in your scene.
Because this trick only set 2D position of DOM Element, the size of label is the same even if you zoom (the label is not part of three.js scene).
Full test case: https://jsfiddle.net/0L1rpayz/1/
var renderer, scene, camera, cube, vector, geometry;
var ww = window.innerWidth,
wh = window.innerHeight;
function init(){
renderer = new THREE.WebGLRenderer({canvas : document.getElementById('scene')});
renderer.setSize(ww,wh);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50,ww/wh, 0.1, 10000 );
camera.position.set(0,0,500);
scene.add(camera);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set( 0, 0, 500 );
scene.add(light);
//Vector use to get position of vertice
vector = new THREE.Vector3();
//Generate Not Earth
geometry = new THREE.BoxGeometry(50,50,50);
var material = new THREE.MeshLambertMaterial({color: 0x00ff00});
cube = new THREE.Mesh(geometry, material);
scene.add(cube);
//Render my scene
render();
}
var moveDom = function(){
vector = geometry.vertices[0].clone();
vector.applyMatrix4(cube.matrix);
vector.project(camera);
vector.x = (vector.x * ww/2) + ww/2;
vector.y = -(vector.y * wh/2) + wh/2;
//Get the DOM element and apply transforms on it
document.querySelectorAll(".element")[0].style.webkitTransform = "translate("+vector.x+"px,"+vector.y+"px)";
document.querySelectorAll(".element")[0].style.transform = "translate("+vector.x+"px,"+vector.y+"px)";
};
var counter = 0;
var render = function (a) {
requestAnimationFrame(render);
counter++;
//Move my cubes
cube.position.x = Math.cos((counter+1*150)/200)*(ww/6+1*80);
cube.position.y = Math.sin((counter+1*150)/200)*(70+1*80);
cube.rotation.x += .001*1+.002;
cube.rotation.y += .001*1+.02;
//Move my dom elements
moveDom();
renderer.render(scene, camera);
};
init();
body,html, canvas{width:100%;height:100%;padding:0;margin:0;overflow: hidden;}
.element{color:white;position:absolute;top:0;left:0}
Not Earth
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