-
Notifications
You must be signed in to change notification settings - Fork 125
/
TextMesh.js
528 lines (461 loc) · 17.2 KB
/
TextMesh.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
import {
DoubleSide,
Matrix4,
Mesh,
MeshBasicMaterial,
PlaneBufferGeometry,
Vector3
} from 'three'
import { GlyphsGeometry } from './GlyphsGeometry.js'
import { createTextDerivedMaterial } from './TextDerivedMaterial.js'
import { getTextRenderInfo } from '../TextBuilder.js'
const defaultMaterial = new MeshBasicMaterial({
color: 0xffffff,
side: DoubleSide,
transparent: true
})
const tempMat4 = new Matrix4()
const tempVec3a = new Vector3()
const tempVec3b = new Vector3()
const tempArray = []
const origin = new Vector3()
const defaultOrient = '+x+y'
const raycastMesh = new Mesh(
new PlaneBufferGeometry(1, 1).translate(0.5, 0.5, 0),
defaultMaterial
)
const syncStartEvent = {type: 'syncstart'}
const syncCompleteEvent = {type: 'synccomplete'}
const SYNCABLE_PROPS = [
'font',
'fontSize',
'letterSpacing',
'lineHeight',
'maxWidth',
'overflowWrap',
'text',
'textAlign',
'whiteSpace',
'anchorX',
'anchorY',
'colorRanges',
'sdfGlyphSize'
]
const COPYABLE_PROPS = SYNCABLE_PROPS.concat(
'material',
'color',
'depthOffset',
'clipRect',
'orientation',
'glyphGeometryDetail'
)
/**
* @class TextMesh
*
* A ThreeJS Mesh that renders a string of text on a plane in 3D space using signed distance
* fields (SDF).
*/
class TextMesh extends Mesh {
constructor() {
const geometry = new GlyphsGeometry()
super(geometry, null)
// === Text layout properties: === //
/**
* @member {string} text
* The string of text to be rendered.
*/
this.text = ''
/**
* @deprecated Use `anchorX` and `anchorY` instead
* @member {Array<number>} anchor
* Defines where in the text block should correspond to the mesh's local position, as a set
* of horizontal and vertical percentages from 0 to 1. A value of `[0, 0]` (the default)
* anchors at the top-left, `[1, 1]` at the bottom-right, and `[0.5, 0.5]` centers the
* block at the mesh's position.
*/
//this.anchor = null
/**
* @member {number|string} anchorX
* Defines the horizontal position in the text block that should line up with the local origin.
* Can be specified as a numeric x position in local units, a string percentage of the total
* text block width e.g. `'25%'`, or one of the following keyword strings: 'left', 'center',
* or 'right'.
*/
this.anchorX = 0
/**
* @member {number|string} anchorX
* Defines the vertical position in the text block that should line up with the local origin.
* Can be specified as a numeric y position in local units (note: down is negative y), a string
* percentage of the total text block height e.g. `'25%'`, or one of the following keyword strings:
* 'top', 'top-baseline', 'middle', 'bottom-baseline', or 'bottom'.
*/
this.anchorY = 0
/**
* @member {string} font
* URL of a custom font to be used. Font files can be any of the formats supported by
* OpenType (see https://github.com/opentypejs/opentype.js).
* Defaults to the Roboto font loaded from Google Fonts.
*/
this.font = null //will use default from TextBuilder
/**
* @member {number} fontSize
* The size at which to render the font in local units; corresponds to the em-box height
* of the chosen `font`.
*/
this.fontSize = 0.1
/**
* @member {number} letterSpacing
* Sets a uniform adjustment to spacing between letters after kerning is applied. Positive
* numbers increase spacing and negative numbers decrease it.
*/
this.letterSpacing = 0
/**
* @member {number|string} lineHeight
* Sets the height of each line of text, as a multiple of the `fontSize`. Defaults to 'normal'
* which chooses a reasonable height based on the chosen font's ascender/descender metrics.
*/
this.lineHeight = 'normal'
/**
* @member {number} maxWidth
* The maximum width of the text block, above which text may start wrapping according to the
* `whiteSpace` and `overflowWrap` properties.
*/
this.maxWidth = Infinity
/**
* @member {string} overflowWrap
* Defines how text wraps if the `whiteSpace` property is `normal`. Can be either `'normal'`
* to break at whitespace characters, or `'break-word'` to allow breaking within words.
* Defaults to `'normal'`.
*/
this.overflowWrap = 'normal'
/**
* @member {string} textAlign
* The horizontal alignment of each line of text within the overall text bounding box.
*/
this.textAlign = 'left'
/**
* @member {string} whiteSpace
* Defines whether text should wrap when a line reaches the `maxWidth`. Can
* be either `'normal'` (the default), to allow wrapping according to the `overflowWrap` property,
* or `'nowrap'` to prevent wrapping. Note that `'normal'` here honors newline characters to
* manually break lines, making it behave more like `'pre-wrap'` does in CSS.
*/
this.whiteSpace = 'normal'
// === Presentation properties: === //
/**
* @member {THREE.Material} material
* Defines a _base_ material to be used when rendering the text. This material will be
* automatically replaced with a material derived from it, that adds shader code to
* decrease the alpha for each fragment (pixel) outside the text glyphs, with antialiasing.
* By default it will derive from a simple white MeshBasicMaterial, but you can use any
* of the other mesh materials to gain other features like lighting, texture maps, etc.
*
* Also see the `color` shortcut property.
*/
this.material = null
/**
* @member {string|number|THREE.Color} color
* This is a shortcut for setting the `color` of the text's material. You can use this
* if you don't want to specify a whole custom `material`.
*/
this.color = null
/**
* @member {object|null} colorRanges
* WARNING: This API is experimental and may change.
* This allows more fine-grained control of colors for individual or ranges of characters,
* taking precedence over the material's `color`. Its format is an Object whose keys each
* define a starting character index for a range, and whose values are the color for each
* range. The color value can be a numeric hex color value, a `THREE.Color` object, or
* any of the strings accepted by `THREE.Color`.
*/
this.colorRanges = null
/**
* @member {number} depthOffset
* This is a shortcut for setting the material's `polygonOffset` and related properties,
* which can be useful in preventing z-fighting when this text is laid on top of another
* plane in the scene. Positive numbers are further from the camera, negatives closer.
*/
this.depthOffset = 0
/**
* @member {Array<number>} clipRect
* If specified, defines a `[minX, minY, maxX, maxY]` of a rectangle outside of which all
* pixels will be discarded. This can be used for example to clip overflowing text when
* `whiteSpace='nowrap'`.
*/
this.clipRect = null
/**
* @member {string} orientation
* Defines the axis plane on which the text should be laid out when the mesh has no extra
* rotation transform. It is specified as a string with two axes: the horizontal axis with
* positive pointing right, and the vertical axis with positive pointing up. By default this
* is '+x+y', meaning the text sits on the xy plane with the text's top toward positive y
* and facing positive z. A value of '+x-z' would place it on the xz plane with the text's
* top toward negative z and facing positive y.
*/
this.orientation = defaultOrient
/**
* @member {number} glyphGeometryDetail
* Controls number of vertical/horizontal segments that make up each glyph's rectangular
* plane. Defaults to 1. This can be increased to provide more geometrical detail for custom
* vertex shader effects, for example.
*/
this.glyphGeometryDetail = 1
/**
* @member {number|null} sdfGlyphSize
* The size of each glyph's SDF (signed distance field) used for rendering. This must be a
* power-of-two number. Defaults to 64 which is generally a good balance of size and quality
* for most fonts. Larger sizes can improve the quality of glyph rendering by increasing
* the sharpness of corners and preventing loss of very thin lines, at the expense of
* increased memory footprint and longer SDF generation time.
*/
this.sdfGlyphSize = null
this.debugSDF = false
}
/**
* Updates the text rendering according to the current text-related configuration properties.
* This is an async process, so you can pass in a callback function to be executed when it
* finishes.
* @param {function} [callback]
*/
sync(callback) {
if (this._needsSync) {
this._needsSync = false
// If there's another sync still in progress, queue
if (this._isSyncing) {
(this._queuedSyncs || (this._queuedSyncs = [])).push(callback)
} else {
this._isSyncing = true
this.dispatchEvent(syncStartEvent)
getTextRenderInfo({
text: this.text,
font: this.font,
fontSize: this.fontSize || 0.1,
letterSpacing: this.letterSpacing || 0,
lineHeight: this.lineHeight || 'normal',
maxWidth: this.maxWidth,
textAlign: this.textAlign,
whiteSpace: this.whiteSpace,
overflowWrap: this.overflowWrap,
anchorX: this.anchorX,
anchorY: this.anchorY,
colorRanges: this.colorRanges,
includeCaretPositions: true, //TODO parameterize
sdfGlyphSize: this.sdfGlyphSize
}, textRenderInfo => {
this._isSyncing = false
// Save result for later use in onBeforeRender
this._textRenderInfo = textRenderInfo
// Update the geometry attributes
this.geometry.updateGlyphs(
textRenderInfo.glyphBounds,
textRenderInfo.glyphAtlasIndices,
textRenderInfo.totalBounds,
textRenderInfo.chunkedBounds,
textRenderInfo.glyphColors
)
// If we had extra sync requests queued up, kick it off
const queued = this._queuedSyncs
if (queued) {
this._queuedSyncs = null
this._needsSync = true
this.sync(() => {
queued.forEach(fn => fn && fn())
})
}
this.dispatchEvent(syncCompleteEvent)
if (callback) {
callback()
}
})
}
}
}
/**
* Initiate a sync if needed - note it won't complete until next frame at the
* earliest so if possible it's a good idea to call sync() manually as soon as
* all the properties have been set.
* @override
*/
onBeforeRender() {
this.sync()
this._prepareForRender()
}
/**
* Shortcut to dispose the geometry specific to this instance.
* Note: we don't also dispose the derived material here because if anything else is
* sharing the same base material it will result in a pause next frame as the program
* is recompiled. Instead users can dispose the base material manually, like normal,
* and we'll also dispose the derived material at that time.
*/
dispose() {
this.geometry.dispose()
}
/**
* @property {TroikaTextRenderInfo|null} textRenderInfo
* @readonly
* The current processed rendering data for this TextMesh, returned by the TextBuilder after
* a `sync()` call. This will be `null` initially, and may be stale for a short period until
* the asynchrous `sync()` process completes.
*/
get textRenderInfo() {
return this._textRenderInfo || null
}
// Handler for automatically wrapping the base material with our upgrades. We do the wrapping
// lazily on _read_ rather than write to avoid unnecessary wrapping on transient values.
get material() {
let derivedMaterial = this._derivedMaterial
const baseMaterial = this._baseMaterial || defaultMaterial
if (!derivedMaterial || derivedMaterial.baseMaterial !== baseMaterial) {
derivedMaterial = this._derivedMaterial = createTextDerivedMaterial(baseMaterial)
// dispose the derived material when its base material is disposed:
baseMaterial.addEventListener('dispose', function onDispose() {
baseMaterial.removeEventListener('dispose', onDispose)
derivedMaterial.dispose()
})
}
return derivedMaterial
}
set material(baseMaterial) {
if (baseMaterial && baseMaterial.isTroikaTextMaterial) { //prevent double-derivation
this._derivedMaterial = baseMaterial
this._baseMaterial = baseMaterial.baseMaterial
} else {
this._baseMaterial = baseMaterial
}
}
get glyphGeometryDetail() {
return this.geometry.detail
}
set glyphGeometryDetail(detail) {
this.geometry.detail = detail
}
// Create and update material for shadows upon request:
get customDepthMaterial() {
return this.material.getDepthMaterial()
}
get customDistanceMaterial() {
return this.material.getDistanceMaterial()
}
_prepareForRender() {
const material = this._derivedMaterial
const uniforms = material.uniforms
const textInfo = this.textRenderInfo
if (textInfo) {
const {sdfTexture, totalBounds} = textInfo
uniforms.uTroikaSDFTexture.value = sdfTexture
uniforms.uTroikaSDFTextureSize.value.set(sdfTexture.image.width, sdfTexture.image.height)
uniforms.uTroikaSDFGlyphSize.value = textInfo.sdfGlyphSize
uniforms.uTroikaSDFMinDistancePct.value = textInfo.sdfMinDistancePercent
uniforms.uTroikaTotalBounds.value.fromArray(totalBounds)
uniforms.uTroikaUseGlyphColors.value = !!textInfo.glyphColors
let clipRect = this.clipRect
if (!(clipRect && Array.isArray(clipRect) && clipRect.length === 4)) {
uniforms.uTroikaClipRect.value.fromArray(totalBounds)
} else {
uniforms.uTroikaClipRect.value.set(
Math.max(totalBounds[0], clipRect[0]),
Math.max(totalBounds[1], clipRect[1]),
Math.min(totalBounds[2], clipRect[2]),
Math.min(totalBounds[3], clipRect[3])
)
}
this.geometry.applyClipRect(uniforms.uTroikaClipRect.value)
}
uniforms.uTroikaSDFDebug.value = !!this.debugSDF
material.polygonOffset = !!this.depthOffset
material.polygonOffsetFactor = material.polygonOffsetUnits = this.depthOffset || 0
// shortcut for setting material color via `color` prop on the mesh:
const color = this.color
if (color != null && material.color && material.color.isColor && color !== material._troikaColor) {
material.color.set(material._troikaColor = color)
}
// base orientation
let orient = this.orientation || defaultOrient
if (orient !== material._orientation) {
let rotMat = uniforms.uTroikaOrient.value
orient = orient.replace(/[^-+xyz]/g, '')
let match = orient !== defaultOrient && orient.match(/^([-+])([xyz])([-+])([xyz])$/)
if (match) {
let [, hSign, hAxis, vSign, vAxis] = match
tempVec3a.set(0, 0, 0)[hAxis] = hSign === '-' ? 1 : -1
tempVec3b.set(0, 0, 0)[vAxis] = vSign === '-' ? -1 : 1
tempMat4.lookAt(origin, tempVec3a.cross(tempVec3b), tempVec3b)
rotMat.setFromMatrix4(tempMat4)
} else {
rotMat.identity()
}
material._orientation = orient
}
}
/**
* @override Custom raycasting to test against the whole text block's max rectangular bounds
* TODO is there any reason to make this more granular, like within individual line or glyph rects?
*/
raycast(raycaster, intersects) {
const textInfo = this.textRenderInfo
if (textInfo) {
const bounds = textInfo.totalBounds
raycastMesh.matrixWorld.multiplyMatrices(
this.matrixWorld,
tempMat4.set(
bounds[2] - bounds[0], 0, 0, bounds[0],
0, bounds[3] - bounds[1], 0, bounds[1],
0, 0, 1, 0,
0, 0, 0, 1
)
)
tempArray.length = 0
raycastMesh.raycast(raycaster, tempArray)
for (let i = 0; i < tempArray.length; i++) {
tempArray[i].object = this
intersects.push(tempArray[i])
}
}
}
copy(source) {
super.copy(source)
COPYABLE_PROPS.forEach(prop => {
this[prop] = source[prop]
})
return this
}
clone() {
return new this.constructor().copy(this)
}
}
// Create setters for properties that affect text layout:
SYNCABLE_PROPS.forEach(prop => {
const privateKey = '_private_' + prop
Object.defineProperty(TextMesh.prototype, prop, {
get() {
return this[privateKey]
},
set(value) {
if (value !== this[privateKey]) {
this[privateKey] = value
this._needsSync = true
}
}
})
})
// Deprecation handler for `anchor` array:
let deprMsgShown = false
Object.defineProperty(TextMesh.prototype, 'anchor', {
get() {
return this._deprecated_anchor
},
set(val) {
this._deprecated_anchor = val
if (!deprMsgShown) {
console.warn('TextMesh: `anchor` has been deprecated; use `anchorX` and `anchorY` instead.')
deprMsgShown = true
}
if (Array.isArray(val)) {
this.anchorX = `${(+val[0] || 0) * 100}%`
this.anchorY = `${(+val[1] || 0) * 100}%`
} else {
this.anchorX = this.anchorY = 0
}
}
})
export {TextMesh}