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troika-3d-text

Troika 3D Text

  • 0.24.1
  • Source
  • npm
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troika-3d-text

This package provides high quality text rendering in 3D scenes, using signed distance fields (SDF) and antialiasing using standard derivatives.

Rather than relying on pre-generated SDF textures, this parses font files (.ttf, .otf, .woff) directly using Typr.js, and generates the SDF atlas for glyphs on-the-fly as they are used. It also handles proper kerning and ligature glyph substitution. All font parsing, SDF generation, and glyph layout is performed in a web worker to prevent frame drops.

Once the SDFs are generated, it assembles a geometry that positions all the glyphs, and patches any Three.js Material with the proper shader code for rendering the SDFs. This means you can still benefit from all the features of Three.js's built-in materials like lighting, physically-based rendering, shadows, and fog.

Demo

Here's an online demo.

Screenshots

Text Rendering

Zoomed-in

Font with ligatures

Text with a texture

Installation

Get it from NPM:

npm install troika-3d-text

You will also need to install a compatible version of Three.js; see the notes in the Troika 3D Readme for details.

Usage

Using within the Troika 3D scene management framework

This library is built first and foremost to work within Troika 3D scenes, via the Text3DFacade class.

import {Text3DFacade} from 'troika-3d-text'

...then within your scene descriptor:

{
  key: 'my-text',
  facade: Text3DFacade,
  text: 'Hello world!',
  fontSize: 0.2,
  color: 0x9966FF,
  z: -2
  // ...etc.
}

Using standalone with Three.js

The Text3DFacade mentioned above is just a wrapper around a Three.js TextMesh object, which you can also use directly outside of the Troika framework. A special build file is provided in the distribution that includes only the necessary dependencies:

import {TextMesh} from 'troika-3d-text/dist/textmesh-standalone.esm.js'

You can then use the TextMesh class like any other Three.js mesh:

const textMesh = new TextMesh()
myScene.add(textMesh)

// set properties to configure:
textMesh.text = 'Hello world!'
textMesh.fontSize = 0.2
textMesh.position.z = -2
textMesh.color = 0x9966FF

// be sure to call sync() after all properties are set to update the rendering:
textMesh.sync()

When you're done with the TextMesh instance, be sure to call dispose on it to prevent a memory leak:

myScene.remove(textMesh)
textMesh.dispose()

Using in other frameworks

Some examples of using the standalone TextMesh within other frameworks:

Supported properties

Both Text3DFacade and TextMesh support the following properties for controlling the text rendering:

text

The string of text to be rendered. Newlines and repeating whitespace characters are honored.

Default: none

anchor

This property is deprecated as of version 0.24.0; use anchorX and anchorY instead.

anchorX

Defines the horizontal position in the text block that should line up with the local origin. Can be specified as a numeric x position in local units, a string percentage of the total text block width e.g. '25%', or one of the following keyword strings: 'left', 'center', or 'right'.

Default: 0

anchorY

Defines the vertical position in the text block that should line up with the local origin. Can be specified as a numeric y position in local units (note: down is negative y), a string percentage of the total text block height e.g. '25%', or one of the following keyword strings: 'top', 'top-baseline', 'middle', 'bottom-baseline', or 'bottom'.

Default: 0

clipRect

If specified, defines the [minX, minY, maxX, maxY] of a rectangle outside of which all pixels will be discarded. This can be used for example to clip overflowing text when whiteSpace='nowrap'.

Default: none

color

This is a shortcut for setting the color of the text's material. You can use this if you don't want to specify a whole custom material and just want to change its color.

Use the material property if you want to control aspects of the material other than its color.

Default: none - uses the color of the material

depthOffset

This is a shortcut for setting the material's polygonOffset and related properties, which can be useful in preventing z-fighting when this text is laid on top of another plane in the scene. Positive numbers are further from the camera, negatives closer.

Be aware that while this can help with z-fighting, it does not affect the rendering order; if the text renders before the content behind it, you may see antialiasing pixels that appear too dark or light. You may need to also change the text mesh's renderOrder, or set its z position a fraction closer to the camera, to ensure the text renders after background objects.

Default: 0

font

The URL of a custom font file to be used. Supported font formats are:

  • .ttf
  • .otf
  • .woff (.woff2 is not supported)

Default: The Roboto font loaded from Google Fonts CDN

fontSize

The em-height at which to render the font, in local world units.

Default: 0.1

letterSpacing

Sets a uniform adjustment to spacing between letters after kerning is applied, in local world units. Positive numbers increase spacing and negative numbers decrease it.

Default: 0

lineHeight

Sets the height of each line of text. Can either be 'normal' which chooses a reasonable height based on the chosen font's ascender/descender metrics, or a number that is interpreted as a multiple of the fontSize.

Default: 'normal'

material

Defines a Three.js Material instance to be used as a base when rendering the text. This material will be automatically replaced with a new material derived from it, that adds shader code to decrease the alpha for each fragment (pixel) outside the text glyphs, with antialiasing.

By default it will derive from a simple white `MeshBasicMaterial, but you can use any of the other mesh materials to gain other features like lighting, texture maps, etc.

Also see the color shortcut property.

Default: a MeshBasicMaterial instance

maxWidth

The maximum width of the text block, above which text may start wrapping according to the whiteSpace and overflowWrap properties.

Default: Infinity, meaning text will never wrap

overflowWrap

Defines how text wraps if the whiteSpace property is 'normal'. Can be either 'normal' to break at whitespace characters, or 'break-word' to allow breaking within words.

Default: 'normal'

textAlign

The horizontal alignment of each line of text within the overall text bounding box. Can be one of 'left', 'right', 'center', or 'justify'.

Default: 'left'

whiteSpace

Defines whether text should wrap when a line reaches the maxWidth. Can be either 'normal', to allow wrapping according to the overflowWrap property, or 'nowrap' to prevent wrapping.

Note that 'normal' in this context does honor newline characters to manually break lines, making it behave more like 'pre-wrap' does in CSS.

Default: 'normal'

Preloading

To avoid long pauses when first displaying a piece of text in your scene, you can preload fonts and optionally pre-generate the SDF textures for particular glyphs up front:

import {preloadFont} from 'troika-3d-text'

myApp.showLoadingScreen()

preloadFont(
  'path/to/myfontfile.woff', 
  'abcdefghijklmnopqrstuvwxyz',
  () => {
    myApp.showScene()
  }
)

The arguments are:

  • font - The URL of the font file to preload. If null is passed, this will preload the default font.

  • charSequences - A string or array of string character sequences for which to pre-generate glyph SDF textures. Note that this will honor ligature substitution, so you may need to specify ligature sequences in addition to their individual characters to get all possible glyphs, e.g. ["t", "h", "th"] to get the "t" and "h" glyphs plus the "th" glyph.

  • callback - A function that will be called when the preloading is complete.

FAQs

Package last updated on 04 May 2020

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