我已将图像纹理化为 3D 球体(如下所示),并且还添加了重叠的平面几何(标签)。如何使用 three.js 库分隔标签? 2
labelBox.prototype.update = function()
{
camera.updateMatrixWorld();
this.position.project(camera);
var screenvector = new THREE.Vector3();
screenvector.copy(this.position);
oldlabelpos.push(screenvector);
//this.position.normalize();
this.posx = Math.round((this.position.x + 1)* this.domElement.offsetWidth/2 + webglviewport.left);
this.posy = Math.round((1 - this.position.y)* this.domElement.offsetHeight/2);
var boundingRect = this.box.getBoundingClientRect(); //getBoundingClientRect() method returns the
//size of element (here it is box) and its position relative to viewport
//update the box overlays position
this.box.style.left = this.posx + 'px';
this.box.style.top = this.posy + 'px';
this.occludeLabel(this.box, this.marker);
};
labelBox.prototype.LabelUpdateFn = function()
{
//var labels =
document.getElementById('MovingLabel1');//.getElementsByClassName('spritelabel'); //labels = $(root).find(".spritelabel");
for(var k=0; k<oldlabelpos.length; k++)
{
this.reposition = new THREE.Vector3();
this.reposition = convertlatlonToVec3(oldlabelpos[k].x,
oldlabelpos[k].y).multiplyScalar(radius);
this.reposition.normalize();
camera.updateMatrixWorld();
this.reposition.unproject(camera);
this.newposx = Math.round((this.reposition.x + 1)*
this.domElement.offsetWidth/2 + webglviewport.left) - this.posx;
this.newposy = Math.round((1 - this.reposition.y)*
this.domElement.offsetHeight/2) - this.posy;
var boundingRect = this.box.getBoundingClientRect();
this.box.style.left = (this.newposx + boundingRect.width) + 'px';
this.box.style.top = this.newposy + 'px';
//$(this.box).css(left) =
this.occludeLabel(this.box, this.marker);
//var updatedpos = {updateposx, updateposy};
//newlabelpos.push(updatedpos);
}
}
最佳答案
如果您在 3D 中说“避免标签重叠”,您想要检查视口(viewport)的“裁剪”。 例如:看这个 article
关于javascript - 如何避免标签在 JavaScript 中重叠?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39590214/