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apt-nl-map/static/Magic4/js/three.js-dev/docs/manual/en/introduction/Creating-text.html
2024-12-04 10:21:04 +08:00

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