I want to add a label that doesn't always face the camera. Instead, I want it to follow a defined path. Similar to how street names follow the direction of their streets in google maps (they aren't always horizontal).
I can think of 2 possible implementations for rotating text but haven't had any luck.
That Label() or label : have a rotation property I haven't found. IE something like this:
viewer.entities.add({
position : Cesium.Cartesian3.fromDegrees(-75.1641667, 39.9522222),
label : {
text : 'Philadelphia'
//rotation : Cesium.Math.toRadians(-45)
}
});
or this
var labels = scene.primitives.add(new Cesium.LabelCollection());
var l = labels.add({
position : Cesium.Cartesian3.fromRadians(longitude, latitude, height),
text : 'Hello World',
font : '24px Helvetica'
//rotation: Cesium.Math.toRadians(-45)
});
Create Pictures of each label in photoshop and import them as an image, then rotate the image (or use it as a material and rotate the entity). Very labor intensive if you have a lot of labels (like street names).
Or perhaps there is a way for cesiumjs to recognize text as a fixed position 2D object and skew it appropriately as the view angle changes.
Any ideas?
If your text doesn't change, You can use an image, and load it by Cesium.SingleTileImageryProvider .
If your text does change, you can use a billboard.image, set an HTML canvas to it, and rotate the canvas like so:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "20px Georgia";
ctx.fillText("Hello World!", 10, 50);
ctx.font = "30px Verdana";
// Create gradient
var gradient = ctx.createLinearGradient(0, 0, c.width, 0);
gradient.addColorStop("0", "magenta");
gradient.addColorStop("0.5", "blue");
gradient.addColorStop("1.0", "red");
// Fill with gradient
ctx.rotate(20*Math.PI/180);
ctx.fillStyle = gradient;
ctx.fillText("Big smile!", 10, 90);
billboard.image = ctx;
The only way I know how to rotate a label is like #Henri Aloni said with canvas.
Cesium has already a function called: writeTextToCanvas.
example in typescript :
viewer.entities.add({
position: Cartesain3.fromDegrees(34, 32, 0),
billboard: {
image: writeTextToCanvas('baruch', {
font: '30px sans-serif'
}),
rotation: 45
}
});
Related
Of course I have read similar questions before asking. The most answers are about how to read SVG, turn it into pixel image and then add it to canvas.
My question is:
how can we create an object and put it into a canvas so it stays a vector object, not turning into pixels?
For example we can easily create a line using fabricjs and add it to canvas:
var blackLine = new fabric.Line([10, 10, 100, 100], {
stroke: 'black'
});
function createCanvas(id){
canvas = new fabric.Canvas(id);
canvas.add(blackLine);
return canvas;
}
It there a way to do something like (let's imagine):
var line = newSVG.Line([x1, y1, x2, y2])
canvas.add(line);
In fabric.js, how do you adjust stroke thickness for the object selection box and control handles?
There's a bunch of customization options available, however it isn't clear on how you can customized stroke thickness. Is it possible, perhaps through an indirect way?
Note: The properties selectionColor, selectionBorderColor, selectionLineWidth are misleading... they have to do with the temporary selection box that appears when attempting to do a fresh drag-select across the canvas. Once your selection is made, it disappears and then you see the persistent object selection box with control handles (the thing I'm trying to customize).
See links:
http://fabricjs.com/customization
http://fabricjs.com/controls-customization
Ok here's a 2-part solution:
https://codepen.io/MarsAndBack/pen/bGExXzd
For the selection box stroke thickness:
Use fabric.Object.prototype.set to customize any object selection globally. Also, borderScaleFactor is documented, but not included in the fabric.js customization demos:
fabric.Object.prototype.set({
borderScaleFactor: 6
})
For the control handle stroke thickness:
Here we override differently, and actually draw new elements using standard HTML5 canvas properties. Through this method you could also target specific control handles and even use image icons.
fabric.Object.prototype._drawControl = controlHandles
fabric.Object.prototype.cornerSize = 20
function controlHandles (control, ctx, methodName, left, top) {
if (!this.isControlVisible(control)) {
return
}
var size = this.cornerSize
// Note 1: These are standard HTML5 canvas properties, not fabric.js.
// Note 2: Order matters, for instance putting stroke() before strokeStyle may result in undesired effects.
ctx.beginPath()
ctx.arc(left + size / 2, top + size / 2, size / 2, 0, 2 * Math.PI, false);
ctx.fillStyle = "pink"
ctx.fill()
ctx.lineWidth = 4 // This is the stroke thickness
ctx.strokeStyle = "red"
ctx.stroke()
}
SO code snippet:
const canvas = new fabric.Canvas("myCanvas")
canvas.backgroundColor="#222222"
this.box = new fabric.Rect ({
width: 240,
height: 100,
fill: '#fff28a',
myType: "box"
})
canvas.add(this.box)
this.box.center()
// Selection box border properties
// ----------------------------------------
fabric.Object.prototype.set({
borderColor: "white",
borderScaleFactor: 6
})
// Control handle properties
// ----------------------------------------
fabric.Object.prototype._drawControl = controlHandles
fabric.Object.prototype.cornerSize = 20
function controlHandles (control, ctx, methodName, left, top) {
if (!this.isControlVisible(control)) {
return
}
var size = this.cornerSize
// Note 1: These are standard HTML5 canvas properties, not fabric.js.
// Note 2: Order matters, for instance putting stroke() before strokeStyle may result in undesired effects.
ctx.beginPath()
ctx.arc(left + size/2, top + size/2, size/2, 0, 2 * Math.PI, false);
ctx.fillStyle = "pink"
ctx.fill()
ctx.lineWidth = 4
ctx.strokeStyle = "red"
ctx.stroke()
}
<script src="https://pagecdn.io/lib/fabric/3.6.3/fabric.min.js"></script>
<canvas id="myCanvas" width="700" height="400"></canvas>
I'm developing NativeScript JavaScript code to create dynamic text marker for maps. I have the code working that creates a marker for a specific string. My next step is to take any given string, determine its height and width in bits, and create the marker sized to contain the text.
My problem is finding the size of the text, given the text string itself, the font size, and the font family.
It looks like getMeasuredWidth could work, except that the string must already be loaded on a page before that function will return a value. In my case, I simply need to compute the size; the text won't otherwise appear as such on a page (the text in the marker becomes an image).
Is there a way to do this?
var bmp = BitmapFactory.create(200);
bmp.dispose(function (b) {
try {
b.drawRect(
"100,34", // size
'0,0', // upper-left coordinate
KnownColors.Black, // border color
KnownColors.Cornsilk // fill color
);
b.writeText(
"Parking",
"2,25",
{ color: KnownColors.Black, size: 8, name: 'fontawesome-webfont', });
...
In the code above, the width of "100" of the bounding rectangle actually represents the bit width of "Parking" with a small amount of padding. What I want to does calculate the rectangle's height and width and not hard-code it.
Try this, finding label size without adding it to Page upon button click
export function onFindButtonTap(args: EventData) {
const button = <any>args.object;
const label = new Label();
label.text = "Hello, found my size?"
label.fontSize = 20;
(<any>label)._setupAsRootView(button._context);
label.onLoaded();
label.measure(0, 0);
console.log(`Width : ${label.getMeasuredWidth()} x Height : ${label.getMeasuredHeight()}`);
}
Playground Sample
Note: I didn't get a chance to test it with iOS yet, let me know if you hit any issues.
So to explain the weird title first, I am trying to make a 3D avatar for a little project I am working on, however when I try to change the color of the arm on the avatar, it doesn't actually change the color with the texture on it, it changes the color of the white part (not transparent) of the texture, but where it is transparent on the texture it shows white with, as it seems, no lighting.
Before coloring:
After coloring:
The actual texture I am using can be found here: http://imgur.com/SlnOxEw
This is how I am rendering the texture:
var AvatarTexture = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('./images/Shirt/vest.png'), shininess: 80, shading: THREE.SmoothShading, alphaMap: 0x000000} );
and the coloring:
object.children[0].material.color.setHex(0xffcc66);
object.children[2].material.color.setHex(0xffcc66);
object.children[4].material.color.setHex(0xffcc66);
the object itself is a UV mapped .obj exported from blender. This happens even if the texture does not have transparency.
First, in three.js, the final color is the product of material.color and material.map, component-wise.
So if you change material.color, the final texture color will be tinted.
Second, if two meshes share the same material, and you change the material color, then both meshes will change color.
To prevent that, you need to have a separate material instance for each mesh.
material2 = material1.clone();
three.js r.77
If you want to change color of part, it is not important an object, but a material var reference.
//your solution as i understand question
var material1 = new THREE.MeshPhongMaterial( .. );
var mesh1.material = material1;
var mesh2.material = material1;
material1.color= red; // both meshes change color.
//solution:
var mesh1.material = new THREE.MeshPhongMaterial( .. );
var mesh2.material = new THREE.MeshPhongMaterial( .. );
//or
var material1 = new THREE.MeshPhongMaterial( .. );
var material2 = new THREE.MeshPhongMaterial( .. );
var mesh1.material = material1;
var mesh2.material = material2;
I need to 'scale' text to fill an antire HTML5 canvas. It appears that the scale() method does not affect text. I've seen approximation methods with iterative loops on the measureText() method but this doesn't get me exactly what I need. Ideally I'd like to fill both horizontally and vertically without conserving the aspect ratio. Would SVG possibly be able to help with this?
My bad - Scale DOES apply to text. I've come up with a solution:
context.font = "20px 'Segoe UI'";
var metrics = context.measureText("Testing!");
var textWidth = metrics.width;
var scalex = (canvas.width / textWidth);
var scaley = (canvas.height / 23);
var ypos = (canvas.height / (scaley * 1.25));
context.scale(scalex, scaley);
context.fillText("Testing!", 0, ypos);
Scale does affect text. Try this:
var can = document.getElementById('test');
var ctx = can.getContext('2d');
ctx.fillText("test", 10, 10); // not scaled text
ctx.scale(3,3);
ctx.fillText("test", 10, 10); // scaled text
See it in action here:
http://jsfiddle.net/3zeBk/8/