This loads and saves the data of the face and return the data. When you add the font Data as javascriptfile, then this automatically get called. So there is no need to do this yourself.
</div>
<h3>.getFace() [page:Object]</h3>
<h3>[method:Object getFace]()</h3>
<div>
Returns the used font its data based on its style and weight.
mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br/>Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
focalLength -- The focal length of a lens is defined as the distance from the optical center of a lens (or, the secondary principal point for a complex lens like a camera lens) to the focal point (sensor) when the lens is focused on an object at infinity. <br/>
frameHeight -- the size of the frame in mm. (default is *35*)
<div>Get sequence of equi-spaced points using getPointAt( u )</div>
<h3>.getLength ()</h3>
<h3>[method:todo getLength]()</h3>
<div>Get total curve arc length</div>
<h3>.getLengths ( divisions )</h3>
<h3>[method:todo getLengths]( divisions )</h3>
<div>Get list of cumulative segment lengths</div>
<h3>.updateArcLengths ()</h3>
<h3>[method:todo updateArcLengths]()</h3>
<div>Update the cumlative segment distance cache</div>
<h3>.getUtoTmapping ( u, distance )</h3>
<h3>[method:todo getUtoTmapping]( u, distance )</h3>
<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant</div>
<h3>.getTangent ( t )</h3>
<h3>[method:todo getTangent]( t )</h3>
<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
<h3>.getTangentAt ( u )</h3>
<h3>[method:todo getTangentAt]( u )</h3>
<div>Returns tangent at equidistant point u on the curve</div>
Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
</div>
<h3>.moveTo ( x, y ) </h3>
<h3>[method:todo moveTo]( x, y )</h3>
<div>This moves the offset to x and y</div>
<h3>.lineTo ( x, y ) </h3>
<h3>[method:todo lineTo]( x, y )</h3>
<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>
<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
<h3>[method:todo quadraticCurveTo]( aCPx, aCPy, aX, aY )</h3>
<div>This creates a quadratic curve from the offset to aX and aY with aCPx and aCPy as control point and updates the offset to aX and aY.</div>
<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
<h3>[method:todo bezierCurveTo]( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY )</h3>
<div>This creates a bezier curve from the offset to aX and aY with aCP1x, aCP1y and aCP1x, aCP1y as control points and updates the offset to aX and aY.</div>
Generates a shallow copy of this material. Note that the vertexShader and fragmentShader are copied <emph>by reference</emph>, as are the definitions of the *attributes*; this means that clones of the material will share the same compiled [page:WebGLProgram]. However, the *uniforms* are copied <emph>by value</emph>, which allows you to have different sets of uniforms for different copies of the material.
Linear interpolation of this colors rgb values and the rgb values of the first argument. The alpha argument can be thought of as the percent between the two colors, where 0 is this color and 1 is the first argument.
Resets the euler angle with a new order by creating a quaternion from this euler angle and then setting this euler angle with the quaternion and the new order. <br/>
Tests whether a line segment intersects with the plane. (Do not mistake this for a collinear check.)
</div>
<h3>.intersectLine([page:Line3 line], [page:Vector3 optionalTarget]) [page:Vector3] or [page:undefined]</h3>
<h3>[method:Vector3 intersectLine]([page:Line3 line], [page:Vector3 optionalTarget]) or [page:undefined]</h3>
<div>
line -- [page:Line3] <br/>
optionalTarget -- [page:Vector3]
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@@ -93,7 +93,7 @@
Returns the intersection point of the passed line and the plane. Returns undefined if the line does not intersect. Returns the line's starting point if the line is coplanar with the plane.
Projects a point onto the plane. The projected point is the closest point on the plane to the passed point, so a line drawn from the projected point and the passed point would be orthogonal to the plane.
Translates the plane the distance defined by the vector. Note that this only affects the constant (distance from origin) and will not affect the normal vector.
origin -- [page:Vector3] The origin of the [page:Ray].<br/>
direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
points -- [page:Array] of [page:Vector3] positions.<br/>
optionalCenter -- Optional [page:Vector3] position for the sphere's center.<br/>
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@@ -90,7 +90,7 @@
Computes the minimum bounding sphere for *points*. If *optionalCenter* is given, it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing *points* is calculated.
a — array of triplets containing x, y, z coordinates<br/>
</div>
<div>Initialises using the data in the array as a series of points. Each value in *a* must be another array with three values, where a[n] is v, the value for the *nth* point, and v[0], v[1] and v[2] are the x, y and z coordinates of that point n, respectively.
min -- [page:Vector2] containing the min x and y values in the desired range <br/>
max -- [page:Vector2] containing the max x and y values in the desired range
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@@ -143,7 +143,7 @@
If this vector's x or y value is greater than the max vector's x or y value, it is replaced by the corresponding value. <br/> If this vector's x or y value is less than the min vector's x or y value, it is replace by the corresponding value.
min -- [page:Float] the minimum value the components will be clamped to <br/>
max -- [page:Float] the maximum value the components will be clamped to
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@@ -152,27 +152,27 @@
If this vector's x or y values are greater than the max value, they are replaced by the max value. <br/> If this vector's x or y values are less than the min value, they are replace by the min value.
</div>
<h3>.floor() [page:Vector2]</h3>
<h3>[method:Vector2 floor]()</h3>
<div>
The components of the vector are rounded downwards (towards negative infinity) to an integer value.
</div>
<h3>.ceil() [page:Vector2]</h3>
<h3>[method:Vector2 ceil]()</h3>
<div>
The components of the vector are rounded upwards (towards positive infinity) to an integer value.
</div>
<h3>.round() [page:Vector2]</h3>
<h3>[method:Vector2 round]()</h3>
<div>
The components of the vector are rounded towards the nearest integer value.
</div>
<h3>.roundToZero() [page:Vector2]</h3>
<h3>[method:Vector2 roundToZero]()</h3>
<div>
The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
min -- [page:Float] the minimum value the components will be clamped to <br/>
max -- [page:Float] the maximum value the components will be clamped to
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@@ -199,27 +199,27 @@
If this vector's x, y or z values are greater than the max value, they are replaced by the max value. <br/> If this vector's x, y or z values are less than the min value, they are replace by the min value.
</div>
<h3>.floor() [page:Vector3]</h3>
<h3>[method:Vector3 floor]()</h3>
<div>
The components of the vector are rounded downwards (towards negative infinity) to an integer value.
</div>
<h3>.ceil() [page:Vector3]</h3>
<h3>[method:Vector3 ceil]()</h3>
<div>
The components of the vector are rounded upwards (towards positive infinity) to an integer value.
</div>
<h3>.round() [page:Vector3]</h3>
<h3>[method:Vector3 round]()</h3>
<div>
The components of the vector are rounded towards the nearest integer value.
</div>
<h3>.roundToZero() [page:Vector3]</h3>
<h3>[method:Vector3 roundToZero]()</h3>
<div>
The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
<div>Enable the scissor test. When this is enabled, only the pixels within the defined scissor area will be affected by further renderer actions.</div>
<div>The render is done to the renderTarget (if specified) or to the canvas as usual.</div>
<div>If forceClear is true, the depth, stencil and color buffers will be cleared before rendering even if the renderer's autoClear property is false.</div>
<div>Even with forceClear set to true you can prevent certain buffers being cleared by setting either the .autoClearColor, .autoClearStencil or .autoClearDepth properties to false.</div>
blending -- A number indicating the blending mode. Possible value are THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending or THREE.CustomBlending <br/>
blendEquation -- When blending is THREE.CustomBlending, then you can set the blendEquation. Possible values are THREE.AddEquation, THREE.SubtractEquation or THREE.ReverseSubtractEquation.<br/>