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- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For Text operations in three.js (See TextGeometry)
- *
- * It uses techniques used in:
- *
- * typeface.js and canvastext
- * For converting fonts and rendering with javascript
- * http://typeface.neocracy.org
- *
- * Triangulation ported from AS3
- * Simple Polygon Triangulation
- * http://actionsnippet.com/?p=1462
- *
- * A Method to triangulate shapes with holes
- * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
- *
- */
- THREE.FontUtils = {
- faces: {},
- // Just for now. face[weight][style]
- face: 'helvetiker',
- weight: 'normal',
- style: 'normal',
- size: 150,
- divisions: 10,
- getFace: function () {
- try {
- return this.faces[ this.face ][ this.weight ][ this.style ];
- } catch (e) {
- throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
- };
- },
- loadFace: function ( data ) {
- var family = data.familyName.toLowerCase();
- var ThreeFont = this;
- ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
- ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
- ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
- ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
- return data;
- },
- drawText: function ( text ) {
- // RenderText
- var i,
- face = this.getFace(),
- scale = this.size / face.resolution,
- offset = 0,
- chars = String( text ).split( '' ),
- length = chars.length;
- var fontPaths = [];
- for ( i = 0; i < length; i ++ ) {
- var path = new THREE.Path();
- var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
- offset += ret.offset;
- fontPaths.push( ret.path );
- }
- // get the width
- var width = offset / 2;
- //
- // for ( p = 0; p < allPts.length; p++ ) {
- //
- // allPts[ p ].x -= width;
- //
- // }
- //var extract = this.extractPoints( allPts, characterPts );
- //extract.contour = allPts;
- //extract.paths = fontPaths;
- //extract.offset = width;
- return { paths: fontPaths, offset: width };
- },
- extractGlyphPoints: function ( c, face, scale, offset, path ) {
- var pts = [];
- var i, i2, divisions,
- outline, action, length,
- scaleX, scaleY,
- x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
- laste,
- glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
- if ( ! glyph ) return;
- if ( glyph.o ) {
- outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
- length = outline.length;
- scaleX = scale;
- scaleY = scale;
- for ( i = 0; i < length; ) {
- action = outline[ i ++ ];
- //THREE.log( action );
- switch ( action ) {
- case 'm':
- // Move To
- x = outline[ i ++ ] * scaleX + offset;
- y = outline[ i ++ ] * scaleY;
- path.moveTo( x, y );
- break;
- case 'l':
- // Line To
- x = outline[ i ++ ] * scaleX + offset;
- y = outline[ i ++ ] * scaleY;
- path.lineTo( x, y );
- break;
- case 'q':
- // QuadraticCurveTo
- cpx = outline[ i ++ ] * scaleX + offset;
- cpy = outline[ i ++ ] * scaleY;
- cpx1 = outline[ i ++ ] * scaleX + offset;
- cpy1 = outline[ i ++ ] * scaleY;
- path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
- laste = pts[ pts.length - 1 ];
- if ( laste ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
- for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
- var t = i2 / divisions;
- THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- }
- }
- break;
- case 'b':
- // Cubic Bezier Curve
- cpx = outline[ i ++ ] * scaleX + offset;
- cpy = outline[ i ++ ] * scaleY;
- cpx1 = outline[ i ++ ] * scaleX + offset;
- cpy1 = outline[ i ++ ] * scaleY;
- cpx2 = outline[ i ++ ] * scaleX + offset;
- cpy2 = outline[ i ++ ] * scaleY;
- path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
- laste = pts[ pts.length - 1 ];
- if ( laste ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
- for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
- var t = i2 / divisions;
- THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
- }
- }
- break;
- }
- }
- }
- return { offset: glyph.ha * scale, path:path };
- }
- };
- THREE.FontUtils.generateShapes = function ( text, parameters ) {
- // Parameters
- parameters = parameters || {};
- var size = parameters.size !== undefined ? parameters.size : 100;
- var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
- var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
- var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
- var style = parameters.style !== undefined ? parameters.style : 'normal';
- THREE.FontUtils.size = size;
- THREE.FontUtils.divisions = curveSegments;
- THREE.FontUtils.face = font;
- THREE.FontUtils.weight = weight;
- THREE.FontUtils.style = style;
- // Get a Font data json object
- var data = THREE.FontUtils.drawText( text );
- var paths = data.paths;
- var shapes = [];
- for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
- Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
- }
- return shapes;
- };
- /**
- * This code is a quick port of code written in C++ which was submitted to
- * flipcode.com by John W. Ratcliff // July 22, 2000
- * See original code and more information here:
- * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- *
- * ported to actionscript by Zevan Rosser
- * www.actionsnippet.com
- *
- * ported to javascript by Joshua Koo
- * http://www.lab4games.net/zz85/blog
- *
- */
- ( function ( namespace ) {
- var EPSILON = 0.0000000001;
- // takes in an contour array and returns
- var process = function ( contour, indices ) {
- var n = contour.length;
- if ( n < 3 ) return null;
- var result = [],
- verts = [],
- vertIndices = [];
- /* we want a counter-clockwise polygon in verts */
- var u, v, w;
- if ( area( contour ) > 0.0 ) {
- for ( v = 0; v < n; v ++ ) verts[ v ] = v;
- } else {
- for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
- }
- var nv = n;
- /* remove nv - 2 vertices, creating 1 triangle every time */
- var count = 2 * nv; /* error detection */
- for ( v = nv - 1; nv > 2; ) {
- /* if we loop, it is probably a non-simple polygon */
- if ( ( count -- ) <= 0 ) {
- //** Triangulate: ERROR - probable bad polygon!
- //throw ( "Warning, unable to triangulate polygon!" );
- //return null;
- // Sometimes warning is fine, especially polygons are triangulated in reverse.
- THREE.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' );
- if ( indices ) return vertIndices;
- return result;
- }
- /* three consecutive vertices in current polygon, <u,v,w> */
- u = v; if ( nv <= u ) u = 0; /* previous */
- v = u + 1; if ( nv <= v ) v = 0; /* new v */
- w = v + 1; if ( nv <= w ) w = 0; /* next */
- if ( snip( contour, u, v, w, nv, verts ) ) {
- var a, b, c, s, t;
- /* true names of the vertices */
- a = verts[ u ];
- b = verts[ v ];
- c = verts[ w ];
- /* output Triangle */
- result.push( [ contour[ a ],
- contour[ b ],
- contour[ c ] ] );
- vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
- /* remove v from the remaining polygon */
- for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
- verts[ s ] = verts[ t ];
- }
- nv --;
- /* reset error detection counter */
- count = 2 * nv;
- }
- }
- if ( indices ) return vertIndices;
- return result;
- };
- // calculate area of the contour polygon
- var area = function ( contour ) {
- var n = contour.length;
- var a = 0.0;
- for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
- a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
- }
- return a * 0.5;
- };
- var snip = function ( contour, u, v, w, n, verts ) {
- var p;
- var ax, ay, bx, by;
- var cx, cy, px, py;
- ax = contour[ verts[ u ] ].x;
- ay = contour[ verts[ u ] ].y;
- bx = contour[ verts[ v ] ].x;
- by = contour[ verts[ v ] ].y;
- cx = contour[ verts[ w ] ].x;
- cy = contour[ verts[ w ] ].y;
- if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
- var aX, aY, bX, bY, cX, cY;
- var apx, apy, bpx, bpy, cpx, cpy;
- var cCROSSap, bCROSScp, aCROSSbp;
- aX = cx - bx; aY = cy - by;
- bX = ax - cx; bY = ay - cy;
- cX = bx - ax; cY = by - ay;
- for ( p = 0; p < n; p ++ ) {
- px = contour[ verts[ p ] ].x
- py = contour[ verts[ p ] ].y
- if ( ( ( px === ax ) && ( py === ay ) ) ||
- ( ( px === bx ) && ( py === by ) ) ||
- ( ( px === cx ) && ( py === cy ) ) ) continue;
- apx = px - ax; apy = py - ay;
- bpx = px - bx; bpy = py - by;
- cpx = px - cx; cpy = py - cy;
- // see if p is inside triangle abc
- aCROSSbp = aX * bpy - aY * bpx;
- cCROSSap = cX * apy - cY * apx;
- bCROSScp = bX * cpy - bY * cpx;
- if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
- }
- return true;
- };
- namespace.Triangulate = process;
- namespace.Triangulate.area = area;
- return namespace;
- } )( THREE.FontUtils );
- // To use the typeface.js face files, hook up the API
- self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
- THREE.typeface_js = self._typeface_js;
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