@adhiban/three-mesh-ui
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a library on top of three.js to help in creating 3D user interfaces, with minor changes ;)
121 lines (76 loc) • 2.7 kB
JavaScript
import { Mesh } from 'three';
import { mergeBufferGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
import MSDFGlyph from './MSDFGlyph.js';
/**
Job:
- Computing glyphs dimensions according to this component's font and content
- Create the text Mesh (call MSDFGlyph for each letter)
Knows:
- The Text component for which it creates Meshes
- The parameters of the text mesh it must return
*/
function getGlyphDimensions( options ) {
const FONT = options.font;
const FONT_SIZE = options.fontSize;
const GLYPH = options.glyph;
const SCALE_MULT = FONT_SIZE / FONT.info.size;
//
const charOBJ = FONT.chars.find( charOBJ => charOBJ.char === GLYPH );
let width = charOBJ ? charOBJ.width * SCALE_MULT : FONT_SIZE / 3;
let height = charOBJ ? charOBJ.height * SCALE_MULT : 0;
// handle exported whitespaces
if ( width === 0 ) {
// if this whitespaces in is the charset, use its xadvance value
// or fallback to fontSize
width = charOBJ ? charOBJ.xadvance * SCALE_MULT : FONT_SIZE;
}
if ( height === 0 ) height = FONT_SIZE * 0.7;
if ( GLYPH === '\n' ) width = 0;
const xadvance = charOBJ ? charOBJ.xadvance * SCALE_MULT : width;
const xoffset = charOBJ ? charOBJ.xoffset * SCALE_MULT : 0;
// world-space length between lowest point and the text cursor position
const anchor = charOBJ ? ( ( charOBJ.yoffset + charOBJ.height - FONT.common.base ) * FONT_SIZE ) / FONT.common.lineHeight : 0;
// const lineHeight = FONT.common.lineHeight * SCALE_MULT;
// console.log( lineHeight )
return {
// lineHeight,
width,
height,
anchor,
xadvance,
xoffset
};
}
/**
* Try to find the kerning amount of a
* @param font
* @param {string} glyphPair
* @returns {number}
*/
function getGlyphPairKerning( font, glyphPair ) {
const KERNINGS = font._kernings;
return KERNINGS[ glyphPair ] ? KERNINGS[ glyphPair ] : 0;
}
//
/**
* Creates a THREE.Plane geometry, with UVs carefully positioned to map a particular
* glyph on the MSDF texture. Then creates a shaderMaterial with the MSDF shaders,
* creates a THREE.Mesh, returns it.
* @private
*/
function buildText() {
const translatedGeom = [];
this.inlines.forEach( ( inline, i ) => {
translatedGeom[ i ] = new MSDFGlyph( inline, this.getFontFamily() );
translatedGeom[ i ].translate( inline.offsetX, inline.offsetY, 0 );
} );
const mergedGeom = mergeBufferGeometries( translatedGeom );
const mesh = new Mesh( mergedGeom, this.getFontMaterial() );
return mesh;
}
//
export default {
getGlyphDimensions,
getGlyphPairKerning,
buildText
};