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Merge pull request #7370 from felixpalmer/earcut-text-geometry

Earcut text geometry
Mr.doob 9 years ago
parent
commit
407a57e40b
3 changed files with 1363 additions and 0 deletions
  1. 1 0
      examples/index.html
  2. 674 0
      examples/js/libs/earcut.js
  3. 688 0
      examples/webgl_geometry_text_earcut.html

+ 1 - 0
examples/index.html

@@ -226,6 +226,7 @@
 				"webgl_geometry_terrain_raycast",
 				"webgl_geometry_text",
 				"webgl_geometry_text2",
+				"webgl_geometry_text_earcut",
 				"webgl_gpgpu_birds",
 				"webgl_gpu_particle_system",
 				"webgl_hdr",

+ 674 - 0
examples/js/libs/earcut.js

@@ -0,0 +1,674 @@
+/**
+ *
+ * Earcut https://github.com/mapbox/earcut
+ *
+ * Copyright (c) 2015, Mapbox
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any purpose
+ * with or without fee is hereby granted, provided that the above copyright notice
+ * and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+ * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+ * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
+ * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
+ * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
+ * THIS SOFTWARE.
+ */
+'use strict';
+
+//module.exports = earcut;
+
+function earcut(data, holeIndices, dim) {
+
+    dim = dim || 2;
+
+    var hasHoles = holeIndices && holeIndices.length,
+        outerLen = hasHoles ? holeIndices[0] * dim : data.length,
+        outerNode = filterPoints(data, linkedList(data, 0, outerLen, dim, true)),
+        triangles = [];
+
+    if (!outerNode) return triangles;
+
+    var minX, minY, maxX, maxY, x, y, size;
+
+    if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
+
+    // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
+    if (data.length > 80 * dim) {
+        minX = maxX = data[0];
+        minY = maxY = data[1];
+
+        for (var i = dim; i < outerLen; i += dim) {
+            x = data[i];
+            y = data[i + 1];
+            if (x < minX) minX = x;
+            if (y < minY) minY = y;
+            if (x > maxX) maxX = x;
+            if (y > maxY) maxY = y;
+        }
+
+        // minX, minY and size are later used to transform coords into integers for z-order calculation
+        size = Math.max(maxX - minX, maxY - minY);
+    }
+
+    earcutLinked(data, outerNode, triangles, dim, minX, minY, size);
+
+    return triangles;
+}
+
+// create a circular doubly linked list from polygon points in the specified winding order
+function linkedList(data, start, end, dim, clockwise) {
+    var sum = 0,
+        i, j, last;
+
+    // calculate original winding order of a polygon ring
+    for (i = start, j = end - dim; i < end; i += dim) {
+        sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+        j = i;
+    }
+
+    // link points into circular doubly-linked list in the specified winding order
+    if (clockwise === (sum > 0)) {
+        for (i = start; i < end; i += dim) last = insertNode(i, last);
+    } else {
+        for (i = end - dim; i >= start; i -= dim) last = insertNode(i, last);
+    }
+
+    return last;
+}
+
+// eliminate colinear or duplicate points
+function filterPoints(data, start, end) {
+    if (!start) return start;
+    if (!end) end = start;
+
+    var node = start,
+        again;
+    do {
+        again = false;
+
+        if (!node.steiner && (equals(data, node.i, node.next.i) || orient(data, node.prev.i, node.i, node.next.i) === 0)) {
+            removeNode(node);
+            node = end = node.prev;
+            if (node === node.next) return null;
+            again = true;
+
+        } else {
+            node = node.next;
+        }
+    } while (again || node !== end);
+
+    return end;
+}
+
+// main ear slicing loop which triangulates a polygon (given as a linked list)
+function earcutLinked(data, ear, triangles, dim, minX, minY, size, pass) {
+    if (!ear) return;
+
+    // interlink polygon nodes in z-order
+    if (!pass && minX !== undefined) indexCurve(data, ear, minX, minY, size);
+
+    var stop = ear,
+        prev, next;
+
+    // iterate through ears, slicing them one by one
+    while (ear.prev !== ear.next) {
+        prev = ear.prev;
+        next = ear.next;
+
+        if (isEar(data, ear, minX, minY, size)) {
+            // cut off the triangle
+            triangles.push(prev.i / dim);
+            triangles.push(ear.i / dim);
+            triangles.push(next.i / dim);
+
+            removeNode(ear);
+
+            // skipping the next vertice leads to less sliver triangles
+            ear = next.next;
+            stop = next.next;
+
+            continue;
+        }
+
+        ear = next;
+
+        // if we looped through the whole remaining polygon and can't find any more ears
+        if (ear === stop) {
+            // try filtering points and slicing again
+            if (!pass) {
+                earcutLinked(data, filterPoints(data, ear), triangles, dim, minX, minY, size, 1);
+
+            // if this didn't work, try curing all small self-intersections locally
+            } else if (pass === 1) {
+                ear = cureLocalIntersections(data, ear, triangles, dim);
+                earcutLinked(data, ear, triangles, dim, minX, minY, size, 2);
+
+            // as a last resort, try splitting the remaining polygon into two
+            } else if (pass === 2) {
+                splitEarcut(data, ear, triangles, dim, minX, minY, size);
+            }
+
+            break;
+        }
+    }
+}
+
+// check whether a polygon node forms a valid ear with adjacent nodes
+function isEar(data, ear, minX, minY, size) {
+
+    var a = ear.prev.i,
+        b = ear.i,
+        c = ear.next.i,
+
+        ax = data[a], ay = data[a + 1],
+        bx = data[b], by = data[b + 1],
+        cx = data[c], cy = data[c + 1],
+
+        abd = ax * by - ay * bx,
+        acd = ax * cy - ay * cx,
+        cbd = cx * by - cy * bx,
+        A = abd - acd - cbd;
+
+    if (A <= 0) return false; // reflex, can't be an ear
+
+    // now make sure we don't have other points inside the potential ear;
+    // the code below is a bit verbose and repetitive but this is done for performance
+
+    var cay = cy - ay,
+        acx = ax - cx,
+        aby = ay - by,
+        bax = bx - ax,
+        i, px, py, s, t, k, node;
+
+    // if we use z-order curve hashing, iterate through the curve
+    if (minX !== undefined) {
+
+        // triangle bbox; min & max are calculated like this for speed
+        var minTX = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
+            minTY = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
+            maxTX = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
+            maxTY = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy),
+
+            // z-order range for the current triangle bbox;
+            minZ = zOrder(minTX, minTY, minX, minY, size),
+            maxZ = zOrder(maxTX, maxTY, minX, minY, size);
+
+        // first look for points inside the triangle in increasing z-order
+        node = ear.nextZ;
+
+        while (node && node.z <= maxZ) {
+            i = node.i;
+            node = node.nextZ;
+            if (i === a || i === c) continue;
+
+            px = data[i];
+            py = data[i + 1];
+
+            s = cay * px + acx * py - acd;
+            if (s >= 0) {
+                t = aby * px + bax * py + abd;
+                if (t >= 0) {
+                    k = A - s - t;
+                    if ((k >= 0) && ((s && t) || (s && k) || (t && k))) return false;
+                }
+            }
+        }
+
+        // then look for points in decreasing z-order
+        node = ear.prevZ;
+
+        while (node && node.z >= minZ) {
+            i = node.i;
+            node = node.prevZ;
+            if (i === a || i === c) continue;
+
+            px = data[i];
+            py = data[i + 1];
+
+            s = cay * px + acx * py - acd;
+            if (s >= 0) {
+                t = aby * px + bax * py + abd;
+                if (t >= 0) {
+                    k = A - s - t;
+                    if ((k >= 0) && ((s && t) || (s && k) || (t && k))) return false;
+                }
+            }
+        }
+
+    // if we don't use z-order curve hash, simply iterate through all other points
+    } else {
+        node = ear.next.next;
+
+        while (node !== ear.prev) {
+            i = node.i;
+            node = node.next;
+
+            px = data[i];
+            py = data[i + 1];
+
+            s = cay * px + acx * py - acd;
+            if (s >= 0) {
+                t = aby * px + bax * py + abd;
+                if (t >= 0) {
+                    k = A - s - t;
+                    if ((k >= 0) && ((s && t) || (s && k) || (t && k))) return false;
+                }
+            }
+        }
+    }
+
+    return true;
+}
+
+// go through all polygon nodes and cure small local self-intersections
+function cureLocalIntersections(data, start, triangles, dim) {
+    var node = start;
+    do {
+        var a = node.prev,
+            b = node.next.next;
+
+        // a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
+        if (a.i !== b.i && intersects(data, a.i, node.i, node.next.i, b.i) &&
+                locallyInside(data, a, b) && locallyInside(data, b, a) &&
+                orient(data, a.i, node.i, b.i) && orient(data, a.i, node.next.i, b.i)) {
+
+            triangles.push(a.i / dim);
+            triangles.push(node.i / dim);
+            triangles.push(b.i / dim);
+
+            // remove two nodes involved
+            removeNode(node);
+            removeNode(node.next);
+
+            node = start = b;
+        }
+        node = node.next;
+    } while (node !== start);
+
+    return node;
+}
+
+// try splitting polygon into two and triangulate them independently
+function splitEarcut(data, start, triangles, dim, minX, minY, size) {
+    // look for a valid diagonal that divides the polygon into two
+    var a = start;
+    do {
+        var b = a.next.next;
+        while (b !== a.prev) {
+            if (a.i !== b.i && isValidDiagonal(data, a, b)) {
+                // split the polygon in two by the diagonal
+                var c = splitPolygon(a, b);
+
+                // filter colinear points around the cuts
+                a = filterPoints(data, a, a.next);
+                c = filterPoints(data, c, c.next);
+
+                // run earcut on each half
+                earcutLinked(data, a, triangles, dim, minX, minY, size);
+                earcutLinked(data, c, triangles, dim, minX, minY, size);
+                return;
+            }
+            b = b.next;
+        }
+        a = a.next;
+    } while (a !== start);
+}
+
+// link every hole into the outer loop, producing a single-ring polygon without holes
+function eliminateHoles(data, holeIndices, outerNode, dim) {
+    var queue = [],
+        i, len, start, end, list;
+
+    for (i = 0, len = holeIndices.length; i < len; i++) {
+        start = holeIndices[i] * dim;
+        end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+        list = linkedList(data, start, end, dim, false);
+        if (list === list.next) list.steiner = true;
+        list = filterPoints(data, list);
+        if (list) queue.push(getLeftmost(data, list));
+    }
+
+    queue.sort(function (a, b) {
+        return data[a.i] - data[b.i];
+    });
+
+    // process holes from left to right
+    for (i = 0; i < queue.length; i++) {
+        eliminateHole(data, queue[i], outerNode);
+        outerNode = filterPoints(data, outerNode, outerNode.next);
+    }
+
+    return outerNode;
+}
+
+// find a bridge between vertices that connects hole with an outer ring and and link it
+function eliminateHole(data, holeNode, outerNode) {
+    outerNode = findHoleBridge(data, holeNode, outerNode);
+    if (outerNode) {
+        var b = splitPolygon(outerNode, holeNode);
+        filterPoints(data, b, b.next);
+    }
+}
+
+// David Eberly's algorithm for finding a bridge between hole and outer polygon
+function findHoleBridge(data, holeNode, outerNode) {
+    var node = outerNode,
+        i = holeNode.i,
+        px = data[i],
+        py = data[i + 1],
+        qMax = -Infinity,
+        mNode, a, b;
+
+    // find a segment intersected by a ray from the hole's leftmost point to the left;
+    // segment's endpoint with lesser x will be potential connection point
+    do {
+        a = node.i;
+        b = node.next.i;
+
+        if (py <= data[a + 1] && py >= data[b + 1]) {
+            var qx = data[a] + (py - data[a + 1]) * (data[b] - data[a]) / (data[b + 1] - data[a + 1]);
+            if (qx <= px && qx > qMax) {
+                qMax = qx;
+                mNode = data[a] < data[b] ? node : node.next;
+            }
+        }
+        node = node.next;
+    } while (node !== outerNode);
+
+    if (!mNode) return null;
+
+    // look for points strictly inside the triangle of hole point, segment intersection and endpoint;
+    // if there are no points found, we have a valid connection;
+    // otherwise choose the point of the minimum angle with the ray as connection point
+
+    var bx = data[mNode.i],
+        by = data[mNode.i + 1],
+        pbd = px * by - py * bx,
+        pcd = px * py - py * qMax,
+        cpy = py - py,
+        pcx = px - qMax,
+        pby = py - by,
+        bpx = bx - px,
+        A = pbd - pcd - (qMax * by - py * bx),
+        sign = A <= 0 ? -1 : 1,
+        stop = mNode,
+        tanMin = Infinity,
+        mx, my, amx, s, t, tan;
+
+    node = mNode.next;
+
+    while (node !== stop) {
+
+        mx = data[node.i];
+        my = data[node.i + 1];
+        amx = px - mx;
+
+        if (amx >= 0 && mx >= bx) {
+            s = (cpy * mx + pcx * my - pcd) * sign;
+            if (s >= 0) {
+                t = (pby * mx + bpx * my + pbd) * sign;
+
+                if (t >= 0 && A * sign - s - t >= 0) {
+                    tan = Math.abs(py - my) / amx; // tangential
+                    if ((tan < tanMin || (tan === tanMin && mx > bx)) &&
+                            locallyInside(data, node, holeNode)) {
+                        mNode = node;
+                        tanMin = tan;
+                    }
+                }
+            }
+        }
+
+        node = node.next;
+    }
+
+    return mNode;
+}
+
+// interlink polygon nodes in z-order
+function indexCurve(data, start, minX, minY, size) {
+    var node = start;
+
+    do {
+        if (node.z === null) node.z = zOrder(data[node.i], data[node.i + 1], minX, minY, size);
+        node.prevZ = node.prev;
+        node.nextZ = node.next;
+        node = node.next;
+    } while (node !== start);
+
+    node.prevZ.nextZ = null;
+    node.prevZ = null;
+
+    sortLinked(node);
+}
+
+// Simon Tatham's linked list merge sort algorithm
+// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
+function sortLinked(list) {
+    var i, p, q, e, tail, numMerges, pSize, qSize,
+        inSize = 1;
+
+    do {
+        p = list;
+        list = null;
+        tail = null;
+        numMerges = 0;
+
+        while (p) {
+            numMerges++;
+            q = p;
+            pSize = 0;
+            for (i = 0; i < inSize; i++) {
+                pSize++;
+                q = q.nextZ;
+                if (!q) break;
+            }
+
+            qSize = inSize;
+
+            while (pSize > 0 || (qSize > 0 && q)) {
+
+                if (pSize === 0) {
+                    e = q;
+                    q = q.nextZ;
+                    qSize--;
+                } else if (qSize === 0 || !q) {
+                    e = p;
+                    p = p.nextZ;
+                    pSize--;
+                } else if (p.z <= q.z) {
+                    e = p;
+                    p = p.nextZ;
+                    pSize--;
+                } else {
+                    e = q;
+                    q = q.nextZ;
+                    qSize--;
+                }
+
+                if (tail) tail.nextZ = e;
+                else list = e;
+
+                e.prevZ = tail;
+                tail = e;
+            }
+
+            p = q;
+        }
+
+        tail.nextZ = null;
+        inSize *= 2;
+
+    } while (numMerges > 1);
+
+    return list;
+}
+
+// z-order of a point given coords and size of the data bounding box
+function zOrder(x, y, minX, minY, size) {
+    // coords are transformed into non-negative 15-bit integer range
+    x = 32767 * (x - minX) / size;
+    y = 32767 * (y - minY) / size;
+
+    x = (x | (x << 8)) & 0x00FF00FF;
+    x = (x | (x << 4)) & 0x0F0F0F0F;
+    x = (x | (x << 2)) & 0x33333333;
+    x = (x | (x << 1)) & 0x55555555;
+
+    y = (y | (y << 8)) & 0x00FF00FF;
+    y = (y | (y << 4)) & 0x0F0F0F0F;
+    y = (y | (y << 2)) & 0x33333333;
+    y = (y | (y << 1)) & 0x55555555;
+
+    return x | (y << 1);
+}
+
+// find the leftmost node of a polygon ring
+function getLeftmost(data, start) {
+    var node = start,
+        leftmost = start;
+    do {
+        if (data[node.i] < data[leftmost.i]) leftmost = node;
+        node = node.next;
+    } while (node !== start);
+
+    return leftmost;
+}
+
+// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
+function isValidDiagonal(data, a, b) {
+    return a.next.i !== b.i && a.prev.i !== b.i &&
+           !intersectsPolygon(data, a, a.i, b.i) &&
+           locallyInside(data, a, b) && locallyInside(data, b, a) &&
+           middleInside(data, a, a.i, b.i);
+}
+
+// winding order of triangle formed by 3 given points
+function orient(data, p, q, r) {
+    var o = (data[q + 1] - data[p + 1]) * (data[r] - data[q]) - (data[q] - data[p]) * (data[r + 1] - data[q + 1]);
+    return o > 0 ? 1 :
+           o < 0 ? -1 : 0;
+}
+
+// check if two points are equal
+function equals(data, p1, p2) {
+    return data[p1] === data[p2] && data[p1 + 1] === data[p2 + 1];
+}
+
+// check if two segments intersect
+function intersects(data, p1, q1, p2, q2) {
+    return orient(data, p1, q1, p2) !== orient(data, p1, q1, q2) &&
+           orient(data, p2, q2, p1) !== orient(data, p2, q2, q1);
+}
+
+// check if a polygon diagonal intersects any polygon segments
+function intersectsPolygon(data, start, a, b) {
+    var node = start;
+    do {
+        var p1 = node.i,
+            p2 = node.next.i;
+
+        if (p1 !== a && p2 !== a && p1 !== b && p2 !== b && intersects(data, p1, p2, a, b)) return true;
+
+        node = node.next;
+    } while (node !== start);
+
+    return false;
+}
+
+// check if a polygon diagonal is locally inside the polygon
+function locallyInside(data, a, b) {
+    return orient(data, a.prev.i, a.i, a.next.i) === -1 ?
+        orient(data, a.i, b.i, a.next.i) !== -1 && orient(data, a.i, a.prev.i, b.i) !== -1 :
+        orient(data, a.i, b.i, a.prev.i) === -1 || orient(data, a.i, a.next.i, b.i) === -1;
+}
+
+// check if the middle point of a polygon diagonal is inside the polygon
+function middleInside(data, start, a, b) {
+    var node = start,
+        inside = false,
+        px = (data[a] + data[b]) / 2,
+        py = (data[a + 1] + data[b + 1]) / 2;
+    do {
+        var p1 = node.i,
+            p2 = node.next.i;
+
+        if (((data[p1 + 1] > py) !== (data[p2 + 1] > py)) &&
+                (px < (data[p2] - data[p1]) * (py - data[p1 + 1]) / (data[p2 + 1] - data[p1 + 1]) + data[p1]))
+            inside = !inside;
+
+        node = node.next;
+    } while (node !== start);
+
+    return inside;
+}
+
+// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
+// if one belongs to the outer ring and another to a hole, it merges it into a single ring
+function splitPolygon(a, b) {
+    var a2 = new Node(a.i),
+        b2 = new Node(b.i),
+        an = a.next,
+        bp = b.prev;
+
+    a.next = b;
+    b.prev = a;
+
+    a2.next = an;
+    an.prev = a2;
+
+    b2.next = a2;
+    a2.prev = b2;
+
+    bp.next = b2;
+    b2.prev = bp;
+
+    return b2;
+}
+
+// create a node and optionally link it with previous one (in a circular doubly linked list)
+function insertNode(i, last) {
+    var node = new Node(i);
+
+    if (!last) {
+        node.prev = node;
+        node.next = node;
+
+    } else {
+        node.next = last.next;
+        node.prev = last;
+        last.next.prev = node;
+        last.next = node;
+    }
+    return node;
+}
+
+function removeNode(node) {
+    node.next.prev = node.prev;
+    node.prev.next = node.next;
+
+    if (node.prevZ) node.prevZ.nextZ = node.nextZ;
+    if (node.nextZ) node.nextZ.prevZ = node.prevZ;
+}
+
+function Node(i) {
+    // vertex coordinates
+    this.i = i;
+
+    // previous and next vertice nodes in a polygon ring
+    this.prev = null;
+    this.next = null;
+
+    // z-order curve value
+    this.z = null;
+
+    // previous and next nodes in z-order
+    this.prevZ = null;
+    this.nextZ = null;
+
+    // indicates whether this is a steiner point
+    this.steiner = false;
+}

+ 688 - 0
examples/webgl_geometry_text_earcut.html

@@ -0,0 +1,688 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - geometry - text</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #000;
+				color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
+			#info {
+				position: absolute;
+				top: 10px;
+				width: 100%;
+				text-align: center;
+				z-index: 100;
+				display:block;
+			}
+			#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
+		</style>
+	</head>
+	<body>
+
+		<div id="info">
+		<a href="http://threejs.org" target="_blank">three.js</a> - procedural 3D text by <a href="http://www.lab4games.net/zz85/blog" target="_blank">zz85</a> &amp; alteredq
+		<br/>built-in shape triangulation has been replaced with <a href="https://github.com/mapbox/earcut">Earcut</a> by <a href="https://github.com/mourner" target="_blank">mourner</a>
+		<br/>type to enter new text, drag to spin the text
+		<br/><span class="button" id="color">change color</span>,
+			<span class="button" id="font">change font</span>,
+			<span class="button" id="weight">change weight</span>,
+			<span class="button" id="bevel">change bevel</span>,
+			<span class="button" id="postprocessing">change postprocessing</span>,
+			<a id="permalink" href="#">permalink</a>
+		</div>
+
+
+		<script src="../build/three.min.js"></script>
+		<script src="js/utils/GeometryUtils.js"></script>
+
+		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
+		<script src="js/shaders/FilmShader.js"></script>
+		<script src="js/shaders/FXAAShader.js"></script>
+
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+		<script src="js/postprocessing/MaskPass.js"></script>
+		<script src="js/postprocessing/BloomPass.js"></script>
+		<script src="js/postprocessing/FilmPass.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script src="js/geometries/TextGeometry.js"></script>
+		<script src="js/utils/FontUtils.js"></script>
+
+		<script src="fonts/gentilis_bold.typeface.js"></script>
+		<script src="fonts/gentilis_regular.typeface.js"></script>
+		<script src="fonts/optimer_bold.typeface.js"></script>
+		<script src="fonts/optimer_regular.typeface.js"></script>
+		<script src="fonts/helvetiker_bold.typeface.js"></script>
+		<script src="fonts/helvetiker_regular.typeface.js"></script>
+		<script src="fonts/droid/droid_sans_regular.typeface.js"></script>
+		<script src="fonts/droid/droid_sans_bold.typeface.js"></script>
+		<script src="fonts/droid/droid_serif_regular.typeface.js"></script>
+		<script src="fonts/droid/droid_serif_bold.typeface.js"></script>
+
+		<!-- replace built-in triangulation with Earcut -->
+		<script src="js/libs/earcut.js"></script>
+		<script>
+			function addContour( vertices, contour ) {
+			    for ( var i = 0; i < contour.length; i++ ) {
+			        vertices.push( contour[i].x );
+			        vertices.push( contour[i].y );
+			    }
+			}
+
+			THREE.Shape.Utils.triangulateShape = function ( contour, holes ) {
+			    var vertices = [];
+
+			    addContour( vertices, contour );
+
+			    var holeIndices = [];
+			    var holeIndex = contour.length;
+
+			    for ( i = 0; i < holes.length; i++ ) {
+			        holeIndices.push( holeIndex );
+			        holeIndex += holes[i].length;
+			        addContour( vertices, holes[i] );
+			    }
+
+			    var result = earcut( vertices, holeIndices, 2 );
+
+			    var grouped = [];
+			    for ( var i = 0; i < result.length; i += 3 ) {
+			        grouped.push( result.slice( i, i + 3 ) );
+			    }
+			    return grouped;
+			};	
+		</script>
+
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var container, stats, permalink, hex, color;
+
+			var camera, cameraTarget, scene, renderer;
+
+			var composer;
+			var effectFXAA;
+
+			var group, textMesh1, textMesh2, textGeo, material;
+
+			var firstLetter = true;
+
+			var text = "Earcut",
+
+				height = 20,
+				size = 70,
+				hover = 30,
+
+				curveSegments = 4,
+
+				bevelThickness = 2,
+				bevelSize = 1.5,
+				bevelSegments = 3,
+				bevelEnabled = true,
+
+				font = "optimer", // helvetiker, optimer, gentilis, droid sans, droid serif
+				weight = "bold", // normal bold
+				style = "normal"; // normal italic
+
+			var mirror = true;
+
+			var fontMap = {
+
+				"helvetiker": 0,
+				"optimer": 1,
+				"gentilis": 2,
+				"droid sans": 3,
+				"droid serif": 4
+
+			};
+
+			var weightMap = {
+
+				"normal": 0,
+				"bold": 1
+
+			};
+
+			var reverseFontMap = {};
+			var reverseWeightMap = {};
+
+			for ( var i in fontMap ) reverseFontMap[ fontMap[i] ] = i;
+			for ( var i in weightMap ) reverseWeightMap[ weightMap[i] ] = i;
+
+			var targetRotation = 0;
+			var targetRotationOnMouseDown = 0;
+
+			var mouseX = 0;
+			var mouseXOnMouseDown = 0;
+
+			var windowHalfX = window.innerWidth / 2;
+			var windowHalfY = window.innerHeight / 2;
+
+			var postprocessing = { enabled : false };
+			var glow = 0.9;
+
+			init();
+			animate();
+
+			function capitalize( txt ) {
+
+				return txt.substring( 0, 1 ).toUpperCase() + txt.substring( 1 );
+
+			}
+
+			function decimalToHex( d ) {
+
+				var hex = Number( d ).toString( 16 );
+				hex = "000000".substr( 0, 6 - hex.length ) + hex;
+				return hex.toUpperCase();
+
+			}
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				permalink = document.getElementById( "permalink" );
+
+				// CAMERA
+
+				camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 1500 );
+				camera.position.set( 0, 400, 700 );
+
+				cameraTarget = new THREE.Vector3( 0, 150, 0 );
+
+				// SCENE
+
+				scene = new THREE.Scene();
+				scene.fog = new THREE.Fog( 0x000000, 250, 1400 );
+
+				// LIGHTS
+
+				var dirLight = new THREE.DirectionalLight( 0xffffff, 0.125 );
+				dirLight.position.set( 0, 0, 1 ).normalize();
+				scene.add( dirLight );
+
+				var pointLight = new THREE.PointLight( 0xffffff, 1.5 );
+				pointLight.position.set( 0, 100, 90 );
+				scene.add( pointLight );
+
+				//text = capitalize( font ) + " " + capitalize( weight );
+				//text = "abcdefghijklmnopqrstuvwxyz0123456789";
+				//text = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
+
+				// Get text from hash
+
+				var hash = document.location.hash.substr( 1 );
+
+				if ( hash.length !== 0 ) {
+
+					var colorhash  = hash.substring( 0, 6 );
+					var fonthash   = hash.substring( 6, 7 );
+					var weighthash = hash.substring( 7, 8 );
+					var pphash 	   = hash.substring( 8, 9 );
+					var bevelhash  = hash.substring( 9, 10 );
+					var texthash   = hash.substring( 10 );
+
+					hex = colorhash;
+					pointLight.color.setHex( parseInt( colorhash, 16 ) );
+
+					font = reverseFontMap[ parseInt( fonthash ) ];
+					weight = reverseWeightMap[ parseInt( weighthash ) ];
+
+					postprocessing.enabled = parseInt( pphash );
+					bevelEnabled = parseInt( bevelhash );
+
+					text = decodeURI( texthash );
+
+					updatePermalink();
+
+				} else {
+
+					pointLight.color.setHSL( Math.random(), 1, 0.5 );
+					hex = decimalToHex( pointLight.color.getHex() );
+
+				}
+
+				material = new THREE.MeshFaceMaterial( [
+					new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } ), // front
+					new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.SmoothShading } ) // side
+				] );
+
+				group = new THREE.Group();
+				group.position.y = 100;
+
+				scene.add( group );
+
+				createText();
+
+				var plane = new THREE.Mesh(
+					new THREE.PlaneBufferGeometry( 10000, 10000 ),
+					new THREE.MeshBasicMaterial( { color: 0xffffff, opacity: 0.5, transparent: true } )
+				);
+				plane.position.y = 100;
+				plane.rotation.x = - Math.PI / 2;
+				scene.add( plane );
+
+				// RENDERER
+
+				renderer = new THREE.WebGLRenderer( { antialias: true } );
+				renderer.setClearColor( scene.fog.color );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				// STATS
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				//container.appendChild( stats.domElement );
+
+				// EVENTS
+
+				document.addEventListener( 'mousedown', onDocumentMouseDown, false );
+				document.addEventListener( 'touchstart', onDocumentTouchStart, false );
+				document.addEventListener( 'touchmove', onDocumentTouchMove, false );
+				document.addEventListener( 'keypress', onDocumentKeyPress, false );
+				document.addEventListener( 'keydown', onDocumentKeyDown, false );
+
+				document.getElementById( "color" ).addEventListener( 'click', function() {
+
+					pointLight.color.setHSL( Math.random(), 1, 0.5 );
+					hex = decimalToHex( pointLight.color.getHex() );
+
+					updatePermalink();
+
+				}, false );
+
+				document.getElementById( "font" ).addEventListener( 'click', function() {
+
+					if ( font == "helvetiker" ) {
+
+						font = "optimer";
+
+					} else if ( font == "optimer" ) {
+
+						font = "gentilis";
+
+					} else if ( font == "gentilis" ) {
+
+						font = "droid sans";
+
+					} else if ( font == "droid sans" ) {
+
+						font = "droid serif";
+
+					} else {
+
+						font = "helvetiker";
+
+					}
+
+					refreshText();
+
+				}, false );
+
+				document.getElementById( "weight" ).addEventListener( 'click', function() {
+
+					if ( weight == "bold" ) {
+
+						weight = "normal";
+
+					} else {
+
+						weight = "bold";
+
+					}
+
+					refreshText();
+
+				}, false );
+
+				document.getElementById( "bevel" ).addEventListener( 'click', function() {
+
+					bevelEnabled = !bevelEnabled;
+
+					refreshText();
+
+				}, false );
+
+				document.getElementById( "postprocessing" ).addEventListener( 'click', function() {
+
+					postprocessing.enabled = !postprocessing.enabled;
+					updatePermalink();
+
+				}, false );
+
+
+				// POSTPROCESSING
+
+				renderer.autoClear = false;
+
+				var renderModel = new THREE.RenderPass( scene, camera );
+				var effectBloom = new THREE.BloomPass( 0.25 );
+				var effectFilm = new THREE.FilmPass( 0.5, 0.125, 2048, false );
+
+				effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
+
+				var width = window.innerWidth || 2;
+				var height = window.innerHeight || 2;
+
+				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
+
+				effectFilm.renderToScreen = true;
+
+				composer = new THREE.EffectComposer( renderer );
+
+				composer.addPass( renderModel );
+				composer.addPass( effectFXAA );
+				composer.addPass( effectBloom );
+				composer.addPass( effectFilm );
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				windowHalfX = window.innerWidth / 2;
+				windowHalfY = window.innerHeight / 2;
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+				composer.reset();
+
+				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
+
+			}
+
+			//
+
+			function boolToNum( b ) {
+
+				return b ? 1 : 0;
+
+			}
+
+			function updatePermalink() {
+
+				var link = hex + fontMap[ font ] + weightMap[ weight ] + boolToNum( postprocessing.enabled ) + boolToNum( bevelEnabled ) + "#" + encodeURI( text );
+
+				permalink.href = "#" + link;
+				window.location.hash = link;
+
+			}
+
+			function onDocumentKeyDown( event ) {
+
+				if ( firstLetter ) {
+
+					firstLetter = false;
+					text = "";
+
+				}
+
+				var keyCode = event.keyCode;
+
+				// backspace
+
+				if ( keyCode == 8 ) {
+
+					event.preventDefault();
+
+					text = text.substring( 0, text.length - 1 );
+					refreshText();
+
+					return false;
+
+				}
+
+			}
+
+			function onDocumentKeyPress( event ) {
+
+				var keyCode = event.which;
+
+				// backspace
+
+				if ( keyCode == 8 ) {
+
+					event.preventDefault();
+
+				} else {
+
+					var ch = String.fromCharCode( keyCode );
+					text += ch;
+
+					refreshText();
+
+				}
+
+			}
+
+			function createText() {
+
+				textGeo = new THREE.TextGeometry( text, {
+
+					size: size,
+					height: height,
+					curveSegments: curveSegments,
+
+					font: font,
+					weight: weight,
+					style: style,
+
+					bevelThickness: bevelThickness,
+					bevelSize: bevelSize,
+					bevelEnabled: bevelEnabled,
+
+					material: 0,
+					extrudeMaterial: 1
+
+				});
+
+				textGeo.computeBoundingBox();
+				textGeo.computeVertexNormals();
+
+				// "fix" side normals by removing z-component of normals for side faces
+				// (this doesn't work well for beveled geometry as then we lose nice curvature around z-axis)
+
+				if ( ! bevelEnabled ) {
+
+					var triangleAreaHeuristics = 0.1 * ( height * size );
+
+					for ( var i = 0; i < textGeo.faces.length; i ++ ) {
+
+						var face = textGeo.faces[ i ];
+
+						if ( face.materialIndex == 1 ) {
+
+							for ( var j = 0; j < face.vertexNormals.length; j ++ ) {
+
+								face.vertexNormals[ j ].z = 0;
+								face.vertexNormals[ j ].normalize();
+
+							}
+
+							var va = textGeo.vertices[ face.a ];
+							var vb = textGeo.vertices[ face.b ];
+							var vc = textGeo.vertices[ face.c ];
+
+							var s = THREE.GeometryUtils.triangleArea( va, vb, vc );
+
+							if ( s > triangleAreaHeuristics ) {
+
+								for ( var j = 0; j < face.vertexNormals.length; j ++ ) {
+
+									face.vertexNormals[ j ].copy( face.normal );
+
+								}
+
+							}
+
+						}
+
+					}
+
+				}
+
+				var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
+
+				textMesh1 = new THREE.Mesh( textGeo, material );
+
+				textMesh1.position.x = centerOffset;
+				textMesh1.position.y = hover;
+				textMesh1.position.z = 0;
+
+				textMesh1.rotation.x = 0;
+				textMesh1.rotation.y = Math.PI * 2;
+
+				group.add( textMesh1 );
+
+				if ( mirror ) {
+
+					textMesh2 = new THREE.Mesh( textGeo, material );
+
+					textMesh2.position.x = centerOffset;
+					textMesh2.position.y = -hover;
+					textMesh2.position.z = height;
+
+					textMesh2.rotation.x = Math.PI;
+					textMesh2.rotation.y = Math.PI * 2;
+
+					group.add( textMesh2 );
+
+				}
+
+			}
+
+			function refreshText() {
+
+				updatePermalink();
+
+				group.remove( textMesh1 );
+				if ( mirror ) group.remove( textMesh2 );
+
+				if ( !text ) return;
+
+				createText();
+
+			}
+
+			function onDocumentMouseDown( event ) {
+
+				event.preventDefault();
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.addEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.addEventListener( 'mouseout', onDocumentMouseOut, false );
+
+				mouseXOnMouseDown = event.clientX - windowHalfX;
+				targetRotationOnMouseDown = targetRotation;
+
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				mouseX = event.clientX - windowHalfX;
+
+				targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
+
+			}
+
+			function onDocumentMouseUp( event ) {
+
+				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
+
+			}
+
+			function onDocumentMouseOut( event ) {
+
+				document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
+				document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
+				document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
+
+			}
+
+			function onDocumentTouchStart( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
+					targetRotationOnMouseDown = targetRotation;
+
+				}
+
+			}
+
+			function onDocumentTouchMove( event ) {
+
+				if ( event.touches.length == 1 ) {
+
+					event.preventDefault();
+
+					mouseX = event.touches[ 0 ].pageX - windowHalfX;
+					targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
+
+				}
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
+
+				camera.lookAt( cameraTarget );
+
+				renderer.clear();
+
+				if ( postprocessing.enabled ) {
+
+					composer.render( 0.05 );
+
+				} else {
+
+					renderer.render( scene, camera );
+
+				}
+
+			}
+
+		</script>
+
+	</body>
+</html>