chore: import upstream snapshot with attribution
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# Text
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*in [Lib.render.basic](README.md)*
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Creates flat 2D Text as an Object in 3D Space from bitmap fonts.
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For each character a quad mesh is generated. [TextSprites] can be used to manipulate these generated objects.
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Any String Operator like [AString], [RandomString], etc. can be used as string input.
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The fonts used consist of a BmFont font definition file and the matching MSDF (multichannel distance field) texture
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## Input Parameters
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| Name (Relevancy & Type) | Description |
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|---|---|
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| **InputText** (String) | String / Input for the text to be drawn |
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| **Color** (Vector4) | Defines which color the surfaces of the letters have |
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| **Shadow** (Vector4) | Defines the color / opacity of the shadow that appears as an outline<br/>Colors brighter than 1 create a glow effect |
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| **Position** (Vector2) | Offsets the position of the Text element |
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| **FontPath** (String) | Defines which font is used |
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| **Size** (Single) | Uniformly scales the Text |
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| **Spacing** (Single) | Defines how wide the gaps between the letters and words are |
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| **LineHeight** (Single) | Defines the space between the lines, if there are more than 1 |
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| **VerticalAlign** (Int32) | Defines how high the letters are in relation to the pivot.<br/><br/>Top: The pivot point is on the row line<br/>Middle: The letters are centered above the pivot<br/>Bottom: The pivot is at the bottom of the letters such as 'y', 'g', etc. |
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| **HorizontalAlign** (Int32) | Defines where the pivot is located in the horizontal position |
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| **CullMode** (CullMode) | Defines whether / which surface is rendered invisible |
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| **EnableZTest** (Boolean) | Activates / deactivates whether the text covers / is covered by other elements. |
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| **Sharpness** (Single) | — |
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| **BillboardMode** (Boolean) | — |
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## Outputs
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| Name | Type |
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|---|---|
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| **Output** | T3.Core.DataTypes.Command |
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