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
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
}
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)
textMesh.text = 'Hello world!'
textMesh.fontSize = 0.2
textMesh.position.z = -2
textMesh.color = 0x9966FF
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.
Carets and Selection Ranges
In addition to rendering text, it is possible to access positioning information for caret placement and selection ranges. To access that info, use the getCaretAtPoint
and getSelectionRects
utility functions. Both of these functions take a textRenderInfo
object as input, which you can get from the TextMesh
object either in the sync()
callback or from its textRenderInfo
property after sync has completed.
getCaretAtPoint(textRenderInfo, x, y)
This returns the caret position nearest to a given x/y position in the local text plane. This is useful for placing an editing caret based on a click or ther raycasted event. The return value is an object with the following properties:
x
- x position of the carety
- y position of the caret's bottomheight
- height of the caret, based on the current fontSize and lineHeightcharIndex
- the index in the original input string of this caret's target character. The caret will be for the position before that character. For the final caret position, this will be equal to the string length. For ligature glyphs, this will be for the first character in the ligature sequence.
getSelectionRects(textRenderInfo, start, end)
This returns a list of rectangles covering all the characters within a given character range. This is useful for highlighting a selection range. The return value is an array of objects, each with {left, top, right, bottom}
properties in the local text plane.