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							142 lines
						
					
					
						
							4.6 KiB
						
					
					
				
								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<meta charset="utf-8">
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										<h1>[name]</h1>
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										<div>
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											<p>
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												There are often times when you might need to use text in your three.js application - here are
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												a couple of ways that you can do so.
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											</p>
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										</div>
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										<h2>1. DOM + CSS</h2>
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										<div>
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											<p>
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												Using HTML is generally the easiest and fastest manner to add text. This is the method
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												used for descriptive overlays in most three.js examples.
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											</p>
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											<p>You can add content to a</p>
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											<code><div id="info">Description</div></code>
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											<p>
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												and use CSS markup to position absolutely at a position above all others with a
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												z-index especially if you are running three.js full screen.
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											</p>
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											<code>
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								#info {
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									position: absolute;
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									top: 10px;
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									width: 100%;
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									text-align: center;
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									z-index: 100;
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									display:block;
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								}
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											</code>
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										</div>
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										<h2>2. Use [page:CSS2DRenderer] or [page:CSS3DRenderer]</h2>
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										<div>
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											<p>
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												Use these renderers to draw high-quality text contained in DOM elements to your three.js scene.
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												This is similar to 1. except that with these renderers elements can be integrated more tightly and dynamically into the scene.
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											</p>
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										</div>
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										<h2>3. Draw text to canvas and use as a [page:Texture]</h2>
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										<div>
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											<p>Use this method if you wish to draw text easily on a plane in your three.js scene.</p>
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										</div>
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										<h2>4. Create a model in your favourite 3D application and export to three.js</h2>
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										<div>
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											<p>Use this method if you prefer working with your 3d applications and importing the models to three.js.</p>
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										</div>
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										<h2>5. Procedural Text Geometry</h2>
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										<div>
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											<p>
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												If you prefer to work purely in THREE.js or to create procedural and dynamic 3D
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												text geometries, you can create a mesh whose geometry is an instance of THREE.TextGeometry:
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											</p>
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											<p>
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												<code>new THREE.TextGeometry( text, parameters );</code>
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											</p>
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											<p>
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												In order for this to work, however, your TextGeometry will need an instance of THREE.Font
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												to be set on its "font" parameter.
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												See the [page:TextGeometry] page for more info on how this can be done, descriptions of each
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												accepted parameter, and a list of the JSON fonts that come with the THREE.js distribution itself.
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											</p>
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											<h3>Examples</h3>
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											<p>
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												[example:webgl_geometry_text WebGL / geometry / text]<br />
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												[example:webgl_shadowmap WebGL / shadowmap]
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											</p>
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											<p>
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												If Typeface is down, or you want to use a font that is not there, there's a tutorial
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												with a python script for blender that allows you to export text to Three.js's JSON format:
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												[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
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											</p>
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										</div>
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										<h2>6. Bitmap Fonts</h2>
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										<div>
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											<p>
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												BMFonts (bitmap fonts) allow batching glyphs into a single BufferGeometry. BMFont rendering
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												supports word-wrapping, letter spacing, kerning, signed distance fields with standard
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												derivatives, multi-channel signed distance fields, multi-texture fonts, and more.
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												See [link:https://github.com/felixmariotto/three-mesh-ui three-mesh-ui] or [link:https://github.com/Jam3/three-bmfont-text three-bmfont-text].
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											</p>
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											<p>
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												Stock fonts are available in projects like
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												[link:https://github.com/etiennepinchon/aframe-fonts A-Frame Fonts], or you can create your own
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												from any .TTF font, optimizing to include only characters required for a project.
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											</p>
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											<p>
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												Some helpful tools:
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											</p>
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											<ul>
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												<li>[link:http://msdf-bmfont.donmccurdy.com/ msdf-bmfont-web] <i>(web-based)</i></li>
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												<li>[link:https://github.com/soimy/msdf-bmfont-xml msdf-bmfont-xml] <i>(commandline)</i></li>
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												<li>[link:https://github.com/libgdx/libgdx/wiki/Hiero hiero] <i>(desktop app)</i></li>
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											</ul>
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										</div>
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										<h2>7. Troika Text</h2>
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										<div>
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											<p>
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												The [link:https://www.npmjs.com/package/troika-three-text troika-three-text] package renders 
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												quality antialiased text using a similar technique as BMFonts, but works directly with any .TTF 
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												or .WOFF font file so you don't have to pregenerate a glyph texture offline. It also adds 
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												capabilities including:
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											</p>
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											<ul>
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												<li>Effects like strokes, drop shadows, and curvature</li>
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												<li>The ability to apply any three.js Material, even a custom ShaderMaterial</li>
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												<li>Support for font ligatures, scripts with joined letters, and right-to-left/bidirectional layout</li>
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												<li>Optimization for large amounts of dynamic text, performing most work off the main thread in a web worker</li>
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											</ul>
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										</div>
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									</body>
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								</html>
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