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@@ -19,7 +19,8 @@
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* bevelThickness: <float>, // how deep into text bevel goes
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* bevelThickness: <float>, // how deep into text bevel goes
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* bevelSize: <float>, // how far from text outline is bevel
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* bevelSize: <float>, // how far from text outline is bevel
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*
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*
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- * bend: <bool> // bend according to hardcoded curve (for the moment)
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+ * bend: <bool> // bend according to hardcoded curve (generates bendPath)
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+ * bendPath: <curve> // wraps text according to bend Path
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* }
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* }
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*
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*
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* It uses techniques used in:
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* It uses techniques used in:
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@@ -83,11 +84,14 @@ THREE.TextGeometry = function ( text, parameters ) {
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// parameters.bendPath = path;
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// parameters.bendPath = path;
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// var path = new THREE.CurvePath();
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// var path = new THREE.CurvePath();
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- // path.add(new THREE.LineCurve( 0, 0, 250, 0));
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- // path.add(new THREE.LineCurve( 250, 0, 300, 200));
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- //
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+ // path.add(new THREE.LineCurve( 0, 50, 250, 150));
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+ // path.add(new THREE.LineCurve( 250, 150, 400, 50));
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+ // path.add(new THREE.LineCurve( 400, 50, 0, 50));
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// parameters.bendPath = path;
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// parameters.bendPath = path;
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-
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+
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+ // var path = new THREE.ArcCurve(0, 0, 200, Math.PI * 0, Math.PI * 2, true);
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+ // parameters.bendPath = path;
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+
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// var path = new THREE.SplineCurve([
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// var path = new THREE.SplineCurve([
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// new THREE.Vector2(0, 0),
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// new THREE.Vector2(0, 0),
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// new THREE.Vector2(100, 40),
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// new THREE.Vector2(100, 40),
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@@ -177,363 +181,6 @@ THREE.FontUtils = {
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},
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},
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-/* LEGACY CODE
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-
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- extractPoints : function( allPoints, charactersPoints ) {
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-
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- // Quick exit
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-
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- if ( allPoints.length < 3 ) {
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-
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- //throw "not valid polygon";
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-
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- console.log( "not valid polygon" );
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-
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- return {
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-
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- points: allPoints,
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- faces: []
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-
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- };
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-
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- }
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-
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- // Try to split shapes and holes.
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-
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- var p, point, shape,
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- all,
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- ch, singleCharPoints,
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- isolatedShapes = [];
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-
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- // Use a quick hashmap for locating duplicates
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-
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- for ( var c = 0; c < charactersPoints.length; c ++ ) {
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-
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- singleCharPoints = charactersPoints[ c ];
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-
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- all = [];
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-
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- // Use a quick hashmap for locating duplicates
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-
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- for ( var p = 0; p < singleCharPoints.length; p ++ ) {
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-
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- point = singleCharPoints[ p ];
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- all.push( point.x + "," + point.y );
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-
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- }
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-
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- var firstIndex, firstPt, endPt, holes;
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-
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- // We check the first loop whether its CW or CCW direction to determine
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- // whether its shapes or holes first
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-
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- endPt = all.slice( 1 ).indexOf( all[ 0 ] );
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- var shapesFirst = this.Triangulate.area( singleCharPoints.slice( 0, endPt + 1 ) ) < 0;
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-
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- //console.log( singleCharPoints.length, "shapesFirst", shapesFirst );
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-
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- holes = [];
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- endPt = -1;
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-
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- while ( endPt < all.length ) {
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-
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- firstIndex = endPt + 1;
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- firstPt = all[ firstIndex ];
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- endPt = all.slice( firstIndex + 1 ).indexOf( firstPt ) + firstIndex;
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-
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- if ( endPt <= firstIndex ) break;
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-
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- var contours = singleCharPoints.slice( firstIndex, endPt + 1 );
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-
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- if ( shapesFirst ) {
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-
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- if ( this.Triangulate.area( contours ) < 0 ) {
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-
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- // we got new isolated shape
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-
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- if ( firstIndex > 0 ) {
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-
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- isolatedShapes.push( { shape: shape, holes: holes } );
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-
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- }
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-
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- // Save the old shapes, then work on new additional separated shape
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-
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- shape = contours;
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- holes = [];
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-
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- } else {
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-
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- holes.push( contours );
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-
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- }
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-
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- } else {
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-
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- if ( this.Triangulate.area( contours ) < 0 ) {
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-
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- isolatedShapes.push( { shape: contours, holes: holes } );
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- holes = [];
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-
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- } else {
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-
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- holes.push( contours );
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-
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- }
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-
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- }
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-
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- endPt++;
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-
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- }
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-
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- if ( shapesFirst ) {
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-
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- isolatedShapes.push( { shape: shape, holes: holes } );
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-
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- }
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-
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- }
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-
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- //console.log("isolatedShapes", isolatedShapes);
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-
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- // For each isolated shape, find the closest points and break to the hole to allow triangulation
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-
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- // Find closest points between holes
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-
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- // we could optimize with
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- // http://en.wikipedia.org/wiki/Proximity_problems
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- // http://en.wikipedia.org/wiki/Closest_pair_of_points
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- // http://stackoverflow.com/questions/1602164/shortest-distance-between-points-algorithm
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-
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- var prevShapeVert, nextShapeVert,
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- prevHoleVert, nextHoleVert,
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- holeIndex, shapeIndex,
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- shapeId, shapeGroup,
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- h, h2,
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- hole, shortest, d,
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- p, pts1, pts2,
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- tmpShape1, tmpShape2,
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- tmpHole1, tmpHole2,
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- verts = [];
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-
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- for ( shapeId = 0; shapeId < isolatedShapes.length; shapeId ++ ) {
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-
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- shapeGroup = isolatedShapes[ shapeId ];
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-
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- shape = shapeGroup.shape;
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- holes = shapeGroup.holes;
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-
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- for ( h = 0; h < holes.length; h++ ) {
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-
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- // we slice to each hole when neccessary
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-
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- hole = holes[ h ];
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- shortest = Number.POSITIVE_INFINITY;
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-
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- for ( h2 = 0; h2 < hole.length; h2++ ) {
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-
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- pts1 = hole[ h2 ];
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-
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- for ( p = 0; p < shape.length; p++ ) {
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-
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- pts2 = shape[ p ];
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- d = pts1.distanceTo( pts2 );
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-
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- if ( d < shortest ) {
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-
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- shortest = d;
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- holeIndex = h2;
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- shapeIndex = p;
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-
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- }
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-
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- }
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-
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- }
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-
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- prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
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- nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
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-
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- prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
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- nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
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-
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- var areaapts = [];
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- areaapts.push( hole[ holeIndex ] );
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- areaapts.push( shape[ shapeIndex ] );
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- areaapts.push( shape[ prevShapeVert ] );
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-
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- var areaa = this.Triangulate.area( areaapts );
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-
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- var areabpts = [];
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- areabpts.push( hole[ holeIndex ] );
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- areabpts.push( hole[ prevHoleVert ] );
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- areabpts.push( shape[ shapeIndex ] );
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-
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- var areab = this.Triangulate.area( areabpts );
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-
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- var shapeOffset =1;
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- var holeOffset = -1;
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-
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- var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
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- shapeIndex += shapeOffset;
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- holeIndex += holeOffset;
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-
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- if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
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- shapeIndex %= shape.length;
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-
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- if ( holeIndex < 0 ) { holeIndex += hole.length; }
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- holeIndex %= shape.length;
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-
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- prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
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- nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
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-
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- prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
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- nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
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-
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-
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- areaapts = [];
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- areaapts.push( hole[ holeIndex ] );
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- areaapts.push( shape[ shapeIndex ] );
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- areaapts.push( shape[ prevShapeVert ] );
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-
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- var areaa2 = this.Triangulate.area( areaapts );
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-
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- areabpts = [];
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- areabpts.push( hole[ holeIndex ] );
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- areabpts.push( hole[ prevHoleVert ] );
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- areabpts.push( shape[ shapeIndex ] );
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-
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- var areab2 = this.Triangulate.area( areabpts );
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-
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- if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
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-
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- shapeIndex = oldShapeIndex;
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- holeIndex = oldHoleIndex ;
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-
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- if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
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- shapeIndex %= shape.length;
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-
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- if ( holeIndex < 0 ) { holeIndex += hole.length; }
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- holeIndex %= shape.length;
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-
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-
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- prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
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- nextShapeVert = ( shapeIndex + 1 ) < shape.length ? shapeIndex + 1 : 0;
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-
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- prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
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- nextHoleVert = ( holeIndex + 1 ) < hole.length ? holeIndex + 1 : 0 ;
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-
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- }
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-
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- tmpShape1 = shape.slice( 0, shapeIndex );
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- tmpShape2 = shape.slice( shapeIndex );
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- tmpHole1 = hole.slice( holeIndex );
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- tmpHole2 = hole.slice( 0, holeIndex );
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-
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- verts.push( hole[ holeIndex ] );
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- verts.push( shape[ shapeIndex ] );
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- verts.push( shape[ prevShapeVert ] );
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-
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- verts.push( hole[ holeIndex ] );
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- verts.push( hole[ prevHoleVert ] );
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- verts.push( shape[ shapeIndex ] );
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-
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- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
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-
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- }
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-
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- shapeGroup.shape = shape;
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-
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- }
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-
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- var triangulatedPoints = [];
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- var triangulatedFaces = [];
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- var lastTriangles = 0;
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-
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- for ( shapeId = 0; shapeId < isolatedShapes.length; shapeId ++ ) {
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-
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- shapeGroup = isolatedShapes[ shapeId ];
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-
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- shape = shapeGroup.shape;
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- triangulatedPoints = triangulatedPoints.concat( shape );
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-
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- var triangles = THREE.FontUtils.Triangulate( shape, true );
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-
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- // We need to offset vertex indices for faces
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-
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- for ( var v = 0; v < triangles.length; v++ ) {
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-
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- var face = triangles[ v ];
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-
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- face[ 0 ] += lastTriangles;
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- face[ 1 ] += lastTriangles;
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- face[ 2 ] += lastTriangles;
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-
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- }
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-
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- triangulatedFaces = triangulatedFaces.concat( triangles );
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- lastTriangles += shape.length;
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-
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- }
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-
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-
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- // Now we push the "cut" vertices back to the triangulated indices.
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-
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- //console.log("we have verts.length",verts.length,verts);
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-
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- var v, j, k, l, found, face;
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-
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- for ( v = 0; v < verts.length / 3; v++ ) {
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-
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- face = [];
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-
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- for ( k = 0; k < 3; k++ ) {
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-
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- found = false;
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-
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- for ( j = 0; j < triangulatedPoints.length && !found; j++ ) {
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-
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- l = v * 3 + k;
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-
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- if ( triangulatedPoints[ j ].equals( verts[ l ] ) ) {
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-
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- face.push( j );
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- found = true;
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-
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- }
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-
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- }
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-
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- // you would not wish to reach this point of code, something went wrong
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-
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- if ( !found ) {
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-
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- triangulatedPoints.push( verts[ l ] );
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- face.push( triangulatedPoints.length - 1 );
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-
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- console.log( "not found" )
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-
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- }
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-
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- }
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-
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- triangulatedFaces.push( face );
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-
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- }
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-
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-
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- //console.log( "triangles", triangulatedFaces.length, "points", triangulatedPoints );
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-
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- return {
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-
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|
- points: triangulatedPoints,
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|
- faces: triangulatedFaces
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|
|
-
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- };
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-
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- },*/
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-
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drawText : function( text ) {
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drawText : function( text ) {
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var characterPts = [], allPts = [];
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|
var characterPts = [], allPts = [];
|