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src/components/NoisyText.js
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87
src/components/NoisyText.js
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import { FontLoader, MeshStandardMaterial, TextBufferGeometry } from 'three';
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import { watch } from 'vue';
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import Mesh from '../meshes/Mesh.js';
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import TextProps from '../meshes/TextProps.js';
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import snoise2 from '../glsl/snoise2.glsl.js';
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export default {
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extends: Mesh,
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props: {
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...TextProps,
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color: {
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type: [String, Number],
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default: 0xffffff,
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},
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},
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created() {
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// add watchers
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const watchProps = [
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'text', 'size', 'height', 'curveSegments',
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'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',
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'align',
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];
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watchProps.forEach(p => {
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watch(() => this[p], () => {
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if (this.font) this.refreshGeometry();
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});
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});
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// uniform
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this.time = { value: 0 };
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const loader = new FontLoader();
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loader.load(this.fontSrc, (font) => {
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this.font = font;
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this.createGeometry();
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this.createMaterial();
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this.initMesh();
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const startTime = Date.now();
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this.three.onBeforeRender(() => {
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this.time.value = (Date.now() - startTime) / 1000;
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});
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});
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},
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methods: {
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createMaterial() {
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this.material = new MeshStandardMaterial({ color: this.color });
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this.material.onBeforeCompile = (shader) => {
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shader.uniforms.time = this.time;
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shader.vertexShader = `
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uniform float time;
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${snoise2}
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` + shader.vertexShader;
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shader.vertexShader = shader.vertexShader.replace(
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'#include <begin_vertex>',
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`
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vec3 p = vec3(position * 0.01);
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p.x += time;
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float noise = snoise(p.xy);
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vec3 transformed = vec3(position);
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transformed.z += noise * 10.0;
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`
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);
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this.materialShader = shader;
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};
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},
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createGeometry() {
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this.geometry = new TextBufferGeometry(this.text, {
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font: this.font,
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size: this.size,
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height: this.height,
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depth: this.depth,
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curveSegments: this.curveSegments,
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bevelEnabled: this.bevelEnabled,
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bevelThickness: this.bevelThickness,
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bevelSize: this.bevelSize,
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bevelOffset: this.bevelOffset,
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bevelSegments: this.bevelSegments,
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});
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if (this.align === 'center') {
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this.geometry.center();
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}
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},
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},
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};
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@ -1 +1,5 @@
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export { default as NoisyText } from './NoisyText.js';
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export { default as Slider1 } from './sliders/Slider1.vue';
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export { default as GLTFViewer } from './viewers/GLTFViewer.vue';
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@ -11,7 +11,7 @@ import { Object3D } from 'three';
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import { gsap, Power4 } from 'gsap';
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import { lerp, limit } from '../../tools.js';
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import AnimatedPlane from './AnimatedPlane.js';
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import useTextures from './useTextures';
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import useTextures from '../../use/useTextures';
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export default {
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props: {
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67
src/glsl/snoise2.glsl.js
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src/glsl/snoise2.glsl.js
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export default `
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//
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// Description : Array and textureless GLSL 2D simplex noise function.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float snoise(vec2 v)
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{
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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`;
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type: Boolean,
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default: false,
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},
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// mass: Number,
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},
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mounted() {
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if (this.geometry) this.initMesh();
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if (this.geometry && !this.mesh) this.initMesh();
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},
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unmounted() {
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if (this.geometry) this.geometry.dispose();
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@ -47,6 +48,12 @@ export default {
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});
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this.scene.add(this.mesh);
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// if (this.three.cannon) {
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// this.mesh.mass = this.mass;
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// this.three.cannon.addMesh(this.mesh);
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// }
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this.$emit('ready');
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},
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refreshGeometry() {
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import { FontLoader, TextBufferGeometry } from 'three';
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import Mesh from './Mesh.js';
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import { watch } from 'vue';
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import Mesh from './Mesh.js';
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import TextProps from './TextProps.js';
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export default {
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extends: Mesh,
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props: {
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text: String,
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fontSrc: String,
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size: { type: Number, default: 80 },
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height: { type: Number, default: 5 },
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depth: { type: Number, default: 1 },
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curveSegments: { type: Number, default: 12 },
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bevelEnabled: { type: Boolean, default: false },
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bevelThickness: { type: Number, default: 10 },
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bevelSize: { type: Number, default: 8 },
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bevelOffset: { type: Number, default: 0 },
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bevelSegments: { type: Number, default: 5 },
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align: { type: [Boolean, String], default: false },
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...TextProps,
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},
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created() {
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// add watchers
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14
src/meshes/TextProps.js
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14
src/meshes/TextProps.js
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export default {
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text: String,
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fontSrc: String,
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size: { type: Number, default: 80 },
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height: { type: Number, default: 5 },
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depth: { type: Number, default: 1 },
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curveSegments: { type: Number, default: 12 },
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bevelEnabled: { type: Boolean, default: false },
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bevelThickness: { type: Number, default: 10 },
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bevelSize: { type: Number, default: 8 },
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bevelOffset: { type: Number, default: 0 },
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bevelSegments: { type: Number, default: 5 },
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align: { type: [Boolean, String], default: false },
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};
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