webgl_geometry_text_stroke.html 3.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - simple text from json</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #f0f0f0;
  11. color: #444;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - simple text from json fonts
  21. </div>
  22. <script type="importmap">
  23. {
  24. "imports": {
  25. "three": "../build/three.module.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three';
  32. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  33. import { SVGLoader } from 'three/addons/loaders/SVGLoader.js';
  34. import { FontLoader } from 'three/addons/loaders/FontLoader.js';
  35. let camera, scene, renderer;
  36. init();
  37. function init( ) {
  38. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  39. camera.position.set( 0, - 400, 600 );
  40. scene = new THREE.Scene();
  41. scene.background = new THREE.Color( 0xf0f0f0 );
  42. const loader = new FontLoader();
  43. loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
  44. const color = new THREE.Color( 0x006699 );
  45. const matDark = new THREE.MeshBasicMaterial( {
  46. color: color,
  47. side: THREE.DoubleSide
  48. } );
  49. const matLite = new THREE.MeshBasicMaterial( {
  50. color: color,
  51. transparent: true,
  52. opacity: 0.4,
  53. side: THREE.DoubleSide
  54. } );
  55. const message = ' Three.js\nStroke text.';
  56. const shapes = font.generateShapes( message, 100 );
  57. const geometry = new THREE.ShapeGeometry( shapes );
  58. geometry.computeBoundingBox();
  59. const xMid = - 0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x );
  60. geometry.translate( xMid, 0, 0 );
  61. // make shape ( N.B. edge view not visible )
  62. const text = new THREE.Mesh( geometry, matLite );
  63. text.position.z = - 150;
  64. scene.add( text );
  65. // make line shape ( N.B. edge view remains visible )
  66. const holeShapes = [];
  67. for ( let i = 0; i < shapes.length; i ++ ) {
  68. const shape = shapes[ i ];
  69. if ( shape.holes && shape.holes.length > 0 ) {
  70. for ( let j = 0; j < shape.holes.length; j ++ ) {
  71. const hole = shape.holes[ j ];
  72. holeShapes.push( hole );
  73. }
  74. }
  75. }
  76. shapes.push.apply( shapes, holeShapes );
  77. const style = SVGLoader.getStrokeStyle( 5, color.getStyle() );
  78. const strokeText = new THREE.Group();
  79. for ( let i = 0; i < shapes.length; i ++ ) {
  80. const shape = shapes[ i ];
  81. const points = shape.getPoints();
  82. const geometry = SVGLoader.pointsToStroke( points, style );
  83. geometry.translate( xMid, 0, 0 );
  84. const strokeMesh = new THREE.Mesh( geometry, matDark );
  85. strokeText.add( strokeMesh );
  86. }
  87. scene.add( strokeText );
  88. render();
  89. } ); //end load function
  90. renderer = new THREE.WebGLRenderer( { antialias: true } );
  91. renderer.setPixelRatio( window.devicePixelRatio );
  92. renderer.setSize( window.innerWidth, window.innerHeight );
  93. document.body.appendChild( renderer.domElement );
  94. const controls = new OrbitControls( camera, renderer.domElement );
  95. controls.target.set( 0, 0, 0 );
  96. controls.update();
  97. controls.addEventListener( 'change', render );
  98. window.addEventListener( 'resize', onWindowResize );
  99. } // end init
  100. function onWindowResize() {
  101. camera.aspect = window.innerWidth / window.innerHeight;
  102. camera.updateProjectionMatrix();
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. render();
  105. }
  106. function render() {
  107. renderer.render( scene, camera );
  108. }
  109. </script>
  110. </body>
  111. </html>