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- import {
- Box2,
- BufferGeometry,
- FileLoader,
- Float32BufferAttribute,
- Loader,
- Matrix3,
- Path,
- Shape,
- ShapePath,
- ShapeUtils,
- SRGBColorSpace,
- Vector2,
- Vector3
- } from 'three';
- const COLOR_SPACE_SVG = SRGBColorSpace;
- /**
- * A loader for the SVG format.
- *
- * Scalable Vector Graphics is an XML-based vector image format for two-dimensional graphics
- * with support for interactivity and animation.
- *
- * ```js
- * const loader = new SVGLoader();
- * const data = await loader.loadAsync( 'data/svgSample.svg' );
- *
- * const paths = data.paths;
- * const group = new THREE.Group();
- *
- * for ( let i = 0; i < paths.length; i ++ ) {
- *
- * const path = paths[ i ];
- * const material = new THREE.MeshBasicMaterial( {
- * color: path.color,
- * side: THREE.DoubleSide,
- * depthWrite: false
- * } );
- *
- * const shapes = SVGLoader.createShapes( path );
- *
- * for ( let j = 0; j < shapes.length; j ++ ) {
- *
- * const shape = shapes[ j ];
- * const geometry = new THREE.ShapeGeometry( shape );
- * const mesh = new THREE.Mesh( geometry, material );
- * group.add( mesh );
- *
- * }
- *
- * }
- *
- * scene.add( group );
- * ```
- *
- * @augments Loader
- * @three_import import { SVGLoader } from 'three/addons/loaders/SVGLoader.js';
- */
- class SVGLoader extends Loader {
- /**
- * Constructs a new SVG loader.
- *
- * @param {LoadingManager} [manager] - The loading manager.
- */
- constructor( manager ) {
- super( manager );
- /**
- * Default dots per inch.
- *
- * @type {number}
- * @default 90
- */
- this.defaultDPI = 90;
- /**
- * Default unit.
- *
- * @type {('mm'|'cm'|'in'|'pt'|'pc'|'px')}
- * @default 'px'
- */
- this.defaultUnit = 'px';
- }
- /**
- * Starts loading from the given URL and passes the loaded SVG asset
- * to the `onLoad()` callback.
- *
- * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
- * @param {function({paths:Array<ShapePath>,xml:string})} onLoad - Executed when the loading process has been finished.
- * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
- * @param {onErrorCallback} onError - Executed when errors occur.
- */
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const loader = new FileLoader( scope.manager );
- loader.setPath( scope.path );
- loader.setRequestHeader( scope.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( text ) {
- try {
- onLoad( scope.parse( text ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- /**
- * Parses the given SVG data and returns the resulting data.
- *
- * @param {string} text - The raw SVG data as a string.
- * @return {{paths:Array<ShapePath>,xml:string}} An object holding an array of shape paths and the
- * SVG XML document.
- */
- parse( text ) {
- const scope = this;
- function parseNode( node, style ) {
- if ( node.nodeType !== 1 ) return;
- const transform = getNodeTransform( node );
- let isDefsNode = false;
- let path = null;
- switch ( node.nodeName ) {
- case 'svg':
- style = parseStyle( node, style );
- break;
- case 'style':
- parseCSSStylesheet( node );
- break;
- case 'g':
- style = parseStyle( node, style );
- break;
- case 'path':
- style = parseStyle( node, style );
- if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node );
- break;
- case 'rect':
- style = parseStyle( node, style );
- path = parseRectNode( node );
- break;
- case 'polygon':
- style = parseStyle( node, style );
- path = parsePolygonNode( node );
- break;
- case 'polyline':
- style = parseStyle( node, style );
- path = parsePolylineNode( node );
- break;
- case 'circle':
- style = parseStyle( node, style );
- path = parseCircleNode( node );
- break;
- case 'ellipse':
- style = parseStyle( node, style );
- path = parseEllipseNode( node );
- break;
- case 'line':
- style = parseStyle( node, style );
- path = parseLineNode( node );
- break;
- case 'defs':
- isDefsNode = true;
- break;
- case 'use':
- style = parseStyle( node, style );
- const href = node.getAttributeNS( 'http://www.w3.org/1999/xlink', 'href' ) || '';
- const usedNodeId = href.substring( 1 );
- const usedNode = node.viewportElement.getElementById( usedNodeId );
- if ( usedNode ) {
- parseNode( usedNode, style );
- } else {
- console.warn( 'SVGLoader: \'use node\' references non-existent node id: ' + usedNodeId );
- }
- break;
- default:
- // console.log( node );
- }
- if ( path ) {
- if ( style.fill !== undefined && style.fill !== 'none' ) {
- path.color.setStyle( style.fill, COLOR_SPACE_SVG );
- }
- transformPath( path, currentTransform );
- paths.push( path );
- path.userData = { node: node, style: style };
- }
- const childNodes = node.childNodes;
- for ( let i = 0; i < childNodes.length; i ++ ) {
- const node = childNodes[ i ];
- if ( isDefsNode && node.nodeName !== 'style' && node.nodeName !== 'defs' ) {
- // Ignore everything in defs except CSS style definitions
- // and nested defs, because it is OK by the standard to have
- // <style/> there.
- continue;
- }
- parseNode( node, style );
- }
- if ( transform ) {
- transformStack.pop();
- if ( transformStack.length > 0 ) {
- currentTransform.copy( transformStack[ transformStack.length - 1 ] );
- } else {
- currentTransform.identity();
- }
- }
- }
- function parsePathNode( node ) {
- const path = new ShapePath();
- const point = new Vector2();
- const control = new Vector2();
- const firstPoint = new Vector2();
- let isFirstPoint = true;
- let doSetFirstPoint = false;
- const d = node.getAttribute( 'd' );
- if ( d === '' || d === 'none' ) return null;
- // console.log( d );
- const commands = d.match( /[a-df-z][^a-df-z]*/ig );
- for ( let i = 0, l = commands.length; i < l; i ++ ) {
- const command = commands[ i ];
- const type = command.charAt( 0 );
- const data = command.slice( 1 ).trim();
- if ( isFirstPoint === true ) {
- doSetFirstPoint = true;
- isFirstPoint = false;
- }
- let numbers;
- switch ( type ) {
- case 'M':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
- point.x = numbers[ j + 0 ];
- point.y = numbers[ j + 1 ];
- control.x = point.x;
- control.y = point.y;
- if ( j === 0 ) {
- path.moveTo( point.x, point.y );
- } else {
- path.lineTo( point.x, point.y );
- }
- if ( j === 0 ) firstPoint.copy( point );
- }
- break;
- case 'H':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
- point.x = numbers[ j ];
- control.x = point.x;
- control.y = point.y;
- path.lineTo( point.x, point.y );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'V':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
- point.y = numbers[ j ];
- control.x = point.x;
- control.y = point.y;
- path.lineTo( point.x, point.y );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'L':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
- point.x = numbers[ j + 0 ];
- point.y = numbers[ j + 1 ];
- control.x = point.x;
- control.y = point.y;
- path.lineTo( point.x, point.y );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'C':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 6 ) {
- path.bezierCurveTo(
- numbers[ j + 0 ],
- numbers[ j + 1 ],
- numbers[ j + 2 ],
- numbers[ j + 3 ],
- numbers[ j + 4 ],
- numbers[ j + 5 ]
- );
- control.x = numbers[ j + 2 ];
- control.y = numbers[ j + 3 ];
- point.x = numbers[ j + 4 ];
- point.y = numbers[ j + 5 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'S':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
- path.bezierCurveTo(
- getReflection( point.x, control.x ),
- getReflection( point.y, control.y ),
- numbers[ j + 0 ],
- numbers[ j + 1 ],
- numbers[ j + 2 ],
- numbers[ j + 3 ]
- );
- control.x = numbers[ j + 0 ];
- control.y = numbers[ j + 1 ];
- point.x = numbers[ j + 2 ];
- point.y = numbers[ j + 3 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'Q':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
- path.quadraticCurveTo(
- numbers[ j + 0 ],
- numbers[ j + 1 ],
- numbers[ j + 2 ],
- numbers[ j + 3 ]
- );
- control.x = numbers[ j + 0 ];
- control.y = numbers[ j + 1 ];
- point.x = numbers[ j + 2 ];
- point.y = numbers[ j + 3 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'T':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
- const rx = getReflection( point.x, control.x );
- const ry = getReflection( point.y, control.y );
- path.quadraticCurveTo(
- rx,
- ry,
- numbers[ j + 0 ],
- numbers[ j + 1 ]
- );
- control.x = rx;
- control.y = ry;
- point.x = numbers[ j + 0 ];
- point.y = numbers[ j + 1 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'A':
- numbers = parseFloats( data, [ 3, 4 ], 7 );
- for ( let j = 0, jl = numbers.length; j < jl; j += 7 ) {
- // skip command if start point == end point
- if ( numbers[ j + 5 ] == point.x && numbers[ j + 6 ] == point.y ) continue;
- const start = point.clone();
- point.x = numbers[ j + 5 ];
- point.y = numbers[ j + 6 ];
- control.x = point.x;
- control.y = point.y;
- parseArcCommand(
- path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
- );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'm':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
- point.x += numbers[ j + 0 ];
- point.y += numbers[ j + 1 ];
- control.x = point.x;
- control.y = point.y;
- if ( j === 0 ) {
- path.moveTo( point.x, point.y );
- } else {
- path.lineTo( point.x, point.y );
- }
- if ( j === 0 ) firstPoint.copy( point );
- }
- break;
- case 'h':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
- point.x += numbers[ j ];
- control.x = point.x;
- control.y = point.y;
- path.lineTo( point.x, point.y );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'v':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
- point.y += numbers[ j ];
- control.x = point.x;
- control.y = point.y;
- path.lineTo( point.x, point.y );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'l':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
- point.x += numbers[ j + 0 ];
- point.y += numbers[ j + 1 ];
- control.x = point.x;
- control.y = point.y;
- path.lineTo( point.x, point.y );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'c':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 6 ) {
- path.bezierCurveTo(
- point.x + numbers[ j + 0 ],
- point.y + numbers[ j + 1 ],
- point.x + numbers[ j + 2 ],
- point.y + numbers[ j + 3 ],
- point.x + numbers[ j + 4 ],
- point.y + numbers[ j + 5 ]
- );
- control.x = point.x + numbers[ j + 2 ];
- control.y = point.y + numbers[ j + 3 ];
- point.x += numbers[ j + 4 ];
- point.y += numbers[ j + 5 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 's':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
- path.bezierCurveTo(
- getReflection( point.x, control.x ),
- getReflection( point.y, control.y ),
- point.x + numbers[ j + 0 ],
- point.y + numbers[ j + 1 ],
- point.x + numbers[ j + 2 ],
- point.y + numbers[ j + 3 ]
- );
- control.x = point.x + numbers[ j + 0 ];
- control.y = point.y + numbers[ j + 1 ];
- point.x += numbers[ j + 2 ];
- point.y += numbers[ j + 3 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'q':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
- path.quadraticCurveTo(
- point.x + numbers[ j + 0 ],
- point.y + numbers[ j + 1 ],
- point.x + numbers[ j + 2 ],
- point.y + numbers[ j + 3 ]
- );
- control.x = point.x + numbers[ j + 0 ];
- control.y = point.y + numbers[ j + 1 ];
- point.x += numbers[ j + 2 ];
- point.y += numbers[ j + 3 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 't':
- numbers = parseFloats( data );
- for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
- const rx = getReflection( point.x, control.x );
- const ry = getReflection( point.y, control.y );
- path.quadraticCurveTo(
- rx,
- ry,
- point.x + numbers[ j + 0 ],
- point.y + numbers[ j + 1 ]
- );
- control.x = rx;
- control.y = ry;
- point.x = point.x + numbers[ j + 0 ];
- point.y = point.y + numbers[ j + 1 ];
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'a':
- numbers = parseFloats( data, [ 3, 4 ], 7 );
- for ( let j = 0, jl = numbers.length; j < jl; j += 7 ) {
- // skip command if no displacement
- if ( numbers[ j + 5 ] == 0 && numbers[ j + 6 ] == 0 ) continue;
- const start = point.clone();
- point.x += numbers[ j + 5 ];
- point.y += numbers[ j + 6 ];
- control.x = point.x;
- control.y = point.y;
- parseArcCommand(
- path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
- );
- if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
- }
- break;
- case 'Z':
- case 'z':
- path.currentPath.autoClose = true;
- if ( path.currentPath.curves.length > 0 ) {
- // Reset point to beginning of Path
- point.copy( firstPoint );
- path.currentPath.currentPoint.copy( point );
- isFirstPoint = true;
- }
- break;
- default:
- console.warn( command );
- }
- // console.log( type, parseFloats( data ), parseFloats( data ).length )
- doSetFirstPoint = false;
- }
- return path;
- }
- function parseCSSStylesheet( node ) {
- if ( ! node.sheet || ! node.sheet.cssRules || ! node.sheet.cssRules.length ) return;
- for ( let i = 0; i < node.sheet.cssRules.length; i ++ ) {
- const stylesheet = node.sheet.cssRules[ i ];
- if ( stylesheet.type !== 1 ) continue;
- const selectorList = stylesheet.selectorText
- .split( /,/gm )
- .filter( Boolean )
- .map( i => i.trim() );
- for ( let j = 0; j < selectorList.length; j ++ ) {
- // Remove empty rules
- const definitions = Object.fromEntries(
- Object.entries( stylesheet.style ).filter( ( [ , v ] ) => v !== '' )
- );
- stylesheets[ selectorList[ j ] ] = Object.assign(
- stylesheets[ selectorList[ j ] ] || {},
- definitions
- );
- }
- }
- }
- /**
- * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
- * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
- * From
- * rx ry x-axis-rotation large-arc-flag sweep-flag x y
- * To
- * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
- */
- function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
- if ( rx == 0 || ry == 0 ) {
- // draw a line if either of the radii == 0
- path.lineTo( end.x, end.y );
- return;
- }
- x_axis_rotation = x_axis_rotation * Math.PI / 180;
- // Ensure radii are positive
- rx = Math.abs( rx );
- ry = Math.abs( ry );
- // Compute (x1', y1')
- const dx2 = ( start.x - end.x ) / 2.0;
- const dy2 = ( start.y - end.y ) / 2.0;
- const x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
- const y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
- // Compute (cx', cy')
- let rxs = rx * rx;
- let rys = ry * ry;
- const x1ps = x1p * x1p;
- const y1ps = y1p * y1p;
- // Ensure radii are large enough
- const cr = x1ps / rxs + y1ps / rys;
- if ( cr > 1 ) {
- // scale up rx,ry equally so cr == 1
- const s = Math.sqrt( cr );
- rx = s * rx;
- ry = s * ry;
- rxs = rx * rx;
- rys = ry * ry;
- }
- const dq = ( rxs * y1ps + rys * x1ps );
- const pq = ( rxs * rys - dq ) / dq;
- let q = Math.sqrt( Math.max( 0, pq ) );
- if ( large_arc_flag === sweep_flag ) q = - q;
- const cxp = q * rx * y1p / ry;
- const cyp = - q * ry * x1p / rx;
- // Step 3: Compute (cx, cy) from (cx', cy')
- const cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
- const cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
- // Step 4: Compute θ1 and Δθ
- const theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
- const delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry ) % ( Math.PI * 2 );
- path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
- }
- function svgAngle( ux, uy, vx, vy ) {
- const dot = ux * vx + uy * vy;
- const len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
- let ang = Math.acos( Math.max( - 1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
- if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
- return ang;
- }
- /*
- * According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
- * rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
- */
- function parseRectNode( node ) {
- const x = parseFloatWithUnits( node.getAttribute( 'x' ) || 0 );
- const y = parseFloatWithUnits( node.getAttribute( 'y' ) || 0 );
- const rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || node.getAttribute( 'ry' ) || 0 );
- const ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || node.getAttribute( 'rx' ) || 0 );
- const w = parseFloatWithUnits( node.getAttribute( 'width' ) );
- const h = parseFloatWithUnits( node.getAttribute( 'height' ) );
- // Ellipse arc to Bezier approximation Coefficient (Inversed). See:
- // https://spencermortensen.com/articles/bezier-circle/
- const bci = 1 - 0.551915024494;
- const path = new ShapePath();
- // top left
- path.moveTo( x + rx, y );
- // top right
- path.lineTo( x + w - rx, y );
- if ( rx !== 0 || ry !== 0 ) {
- path.bezierCurveTo(
- x + w - rx * bci,
- y,
- x + w,
- y + ry * bci,
- x + w,
- y + ry
- );
- }
- // bottom right
- path.lineTo( x + w, y + h - ry );
- if ( rx !== 0 || ry !== 0 ) {
- path.bezierCurveTo(
- x + w,
- y + h - ry * bci,
- x + w - rx * bci,
- y + h,
- x + w - rx,
- y + h
- );
- }
- // bottom left
- path.lineTo( x + rx, y + h );
- if ( rx !== 0 || ry !== 0 ) {
- path.bezierCurveTo(
- x + rx * bci,
- y + h,
- x,
- y + h - ry * bci,
- x,
- y + h - ry
- );
- }
- // back to top left
- path.lineTo( x, y + ry );
- if ( rx !== 0 || ry !== 0 ) {
- path.bezierCurveTo( x, y + ry * bci, x + rx * bci, y, x + rx, y );
- }
- return path;
- }
- function parsePolygonNode( node ) {
- function iterator( match, a, b ) {
- const x = parseFloatWithUnits( a );
- const y = parseFloatWithUnits( b );
- if ( index === 0 ) {
- path.moveTo( x, y );
- } else {
- path.lineTo( x, y );
- }
- index ++;
- }
- const regex = /([+-]?\d*\.?\d+(?:e[+-]?\d+)?)(?:,|\s)([+-]?\d*\.?\d+(?:e[+-]?\d+)?)/g;
- const path = new ShapePath();
- let index = 0;
- node.getAttribute( 'points' ).replace( regex, iterator );
- path.currentPath.autoClose = true;
- return path;
- }
- function parsePolylineNode( node ) {
- function iterator( match, a, b ) {
- const x = parseFloatWithUnits( a );
- const y = parseFloatWithUnits( b );
- if ( index === 0 ) {
- path.moveTo( x, y );
- } else {
- path.lineTo( x, y );
- }
- index ++;
- }
- const regex = /([+-]?\d*\.?\d+(?:e[+-]?\d+)?)(?:,|\s)([+-]?\d*\.?\d+(?:e[+-]?\d+)?)/g;
- const path = new ShapePath();
- let index = 0;
- node.getAttribute( 'points' ).replace( regex, iterator );
- path.currentPath.autoClose = false;
- return path;
- }
- function parseCircleNode( node ) {
- const x = parseFloatWithUnits( node.getAttribute( 'cx' ) || 0 );
- const y = parseFloatWithUnits( node.getAttribute( 'cy' ) || 0 );
- const r = parseFloatWithUnits( node.getAttribute( 'r' ) || 0 );
- const subpath = new Path();
- subpath.absarc( x, y, r, 0, Math.PI * 2 );
- const path = new ShapePath();
- path.subPaths.push( subpath );
- return path;
- }
- function parseEllipseNode( node ) {
- const x = parseFloatWithUnits( node.getAttribute( 'cx' ) || 0 );
- const y = parseFloatWithUnits( node.getAttribute( 'cy' ) || 0 );
- const rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
- const ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
- const subpath = new Path();
- subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
- const path = new ShapePath();
- path.subPaths.push( subpath );
- return path;
- }
- function parseLineNode( node ) {
- const x1 = parseFloatWithUnits( node.getAttribute( 'x1' ) || 0 );
- const y1 = parseFloatWithUnits( node.getAttribute( 'y1' ) || 0 );
- const x2 = parseFloatWithUnits( node.getAttribute( 'x2' ) || 0 );
- const y2 = parseFloatWithUnits( node.getAttribute( 'y2' ) || 0 );
- const path = new ShapePath();
- path.moveTo( x1, y1 );
- path.lineTo( x2, y2 );
- path.currentPath.autoClose = false;
- return path;
- }
- //
- function parseStyle( node, style ) {
- style = Object.assign( {}, style ); // clone style
- let stylesheetStyles = {};
- if ( node.hasAttribute( 'class' ) ) {
- const classSelectors = node.getAttribute( 'class' )
- .split( /\s/ )
- .filter( Boolean )
- .map( i => i.trim() );
- for ( let i = 0; i < classSelectors.length; i ++ ) {
- stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '.' + classSelectors[ i ] ] );
- }
- }
- if ( node.hasAttribute( 'id' ) ) {
- stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '#' + node.getAttribute( 'id' ) ] );
- }
- function addStyle( svgName, jsName, adjustFunction ) {
- if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
- if ( v.startsWith( 'url' ) ) console.warn( 'SVGLoader: url access in attributes is not implemented.' );
- return v;
- };
- if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
- if ( stylesheetStyles[ svgName ] ) style[ jsName ] = adjustFunction( stylesheetStyles[ svgName ] );
- if ( node.style && node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
- }
- function clamp( v ) {
- return Math.max( 0, Math.min( 1, parseFloatWithUnits( v ) ) );
- }
- function positive( v ) {
- return Math.max( 0, parseFloatWithUnits( v ) );
- }
- addStyle( 'fill', 'fill' );
- addStyle( 'fill-opacity', 'fillOpacity', clamp );
- addStyle( 'fill-rule', 'fillRule' );
- addStyle( 'opacity', 'opacity', clamp );
- addStyle( 'stroke', 'stroke' );
- addStyle( 'stroke-opacity', 'strokeOpacity', clamp );
- addStyle( 'stroke-width', 'strokeWidth', positive );
- addStyle( 'stroke-linejoin', 'strokeLineJoin' );
- addStyle( 'stroke-linecap', 'strokeLineCap' );
- addStyle( 'stroke-miterlimit', 'strokeMiterLimit', positive );
- addStyle( 'visibility', 'visibility' );
- return style;
- }
- // http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
- function getReflection( a, b ) {
- return a - ( b - a );
- }
- // from https://github.com/ppvg/svg-numbers (MIT License)
- function parseFloats( input, flags, stride ) {
- if ( typeof input !== 'string' ) {
- throw new TypeError( 'Invalid input: ' + typeof input );
- }
- // Character groups
- const RE = {
- SEPARATOR: /[ \t\r\n\,.\-+]/,
- WHITESPACE: /[ \t\r\n]/,
- DIGIT: /[\d]/,
- SIGN: /[-+]/,
- POINT: /\./,
- COMMA: /,/,
- EXP: /e/i,
- FLAGS: /[01]/
- };
- // States
- const SEP = 0;
- const INT = 1;
- const FLOAT = 2;
- const EXP = 3;
- let state = SEP;
- let seenComma = true;
- let number = '', exponent = '';
- const result = [];
- function throwSyntaxError( current, i, partial ) {
- const error = new SyntaxError( 'Unexpected character "' + current + '" at index ' + i + '.' );
- error.partial = partial;
- throw error;
- }
- function newNumber() {
- if ( number !== '' ) {
- if ( exponent === '' ) result.push( Number( number ) );
- else result.push( Number( number ) * Math.pow( 10, Number( exponent ) ) );
- }
- number = '';
- exponent = '';
- }
- let current;
- const length = input.length;
- for ( let i = 0; i < length; i ++ ) {
- current = input[ i ];
- // check for flags
- if ( Array.isArray( flags ) && flags.includes( result.length % stride ) && RE.FLAGS.test( current ) ) {
- state = INT;
- number = current;
- newNumber();
- continue;
- }
- // parse until next number
- if ( state === SEP ) {
- // eat whitespace
- if ( RE.WHITESPACE.test( current ) ) {
- continue;
- }
- // start new number
- if ( RE.DIGIT.test( current ) || RE.SIGN.test( current ) ) {
- state = INT;
- number = current;
- continue;
- }
- if ( RE.POINT.test( current ) ) {
- state = FLOAT;
- number = current;
- continue;
- }
- // throw on double commas (e.g. "1, , 2")
- if ( RE.COMMA.test( current ) ) {
- if ( seenComma ) {
- throwSyntaxError( current, i, result );
- }
- seenComma = true;
- }
- }
- // parse integer part
- if ( state === INT ) {
- if ( RE.DIGIT.test( current ) ) {
- number += current;
- continue;
- }
- if ( RE.POINT.test( current ) ) {
- number += current;
- state = FLOAT;
- continue;
- }
- if ( RE.EXP.test( current ) ) {
- state = EXP;
- continue;
- }
- // throw on double signs ("-+1"), but not on sign as separator ("-1-2")
- if ( RE.SIGN.test( current )
- && number.length === 1
- && RE.SIGN.test( number[ 0 ] ) ) {
- throwSyntaxError( current, i, result );
- }
- }
- // parse decimal part
- if ( state === FLOAT ) {
- if ( RE.DIGIT.test( current ) ) {
- number += current;
- continue;
- }
- if ( RE.EXP.test( current ) ) {
- state = EXP;
- continue;
- }
- // throw on double decimal points (e.g. "1..2")
- if ( RE.POINT.test( current ) && number[ number.length - 1 ] === '.' ) {
- throwSyntaxError( current, i, result );
- }
- }
- // parse exponent part
- if ( state === EXP ) {
- if ( RE.DIGIT.test( current ) ) {
- exponent += current;
- continue;
- }
- if ( RE.SIGN.test( current ) ) {
- if ( exponent === '' ) {
- exponent += current;
- continue;
- }
- if ( exponent.length === 1 && RE.SIGN.test( exponent ) ) {
- throwSyntaxError( current, i, result );
- }
- }
- }
- // end of number
- if ( RE.WHITESPACE.test( current ) ) {
- newNumber();
- state = SEP;
- seenComma = false;
- } else if ( RE.COMMA.test( current ) ) {
- newNumber();
- state = SEP;
- seenComma = true;
- } else if ( RE.SIGN.test( current ) ) {
- newNumber();
- state = INT;
- number = current;
- } else if ( RE.POINT.test( current ) ) {
- newNumber();
- state = FLOAT;
- number = current;
- } else {
- throwSyntaxError( current, i, result );
- }
- }
- // add the last number found (if any)
- newNumber();
- return result;
- }
- // Units
- const units = [ 'mm', 'cm', 'in', 'pt', 'pc', 'px' ];
- // Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent)
- const unitConversion = {
- 'mm': {
- 'mm': 1,
- 'cm': 0.1,
- 'in': 1 / 25.4,
- 'pt': 72 / 25.4,
- 'pc': 6 / 25.4,
- 'px': - 1
- },
- 'cm': {
- 'mm': 10,
- 'cm': 1,
- 'in': 1 / 2.54,
- 'pt': 72 / 2.54,
- 'pc': 6 / 2.54,
- 'px': - 1
- },
- 'in': {
- 'mm': 25.4,
- 'cm': 2.54,
- 'in': 1,
- 'pt': 72,
- 'pc': 6,
- 'px': - 1
- },
- 'pt': {
- 'mm': 25.4 / 72,
- 'cm': 2.54 / 72,
- 'in': 1 / 72,
- 'pt': 1,
- 'pc': 6 / 72,
- 'px': - 1
- },
- 'pc': {
- 'mm': 25.4 / 6,
- 'cm': 2.54 / 6,
- 'in': 1 / 6,
- 'pt': 72 / 6,
- 'pc': 1,
- 'px': - 1
- },
- 'px': {
- 'px': 1
- }
- };
- function parseFloatWithUnits( string ) {
- let theUnit = 'px';
- if ( typeof string === 'string' || string instanceof String ) {
- for ( let i = 0, n = units.length; i < n; i ++ ) {
- const u = units[ i ];
- if ( string.endsWith( u ) ) {
- theUnit = u;
- string = string.substring( 0, string.length - u.length );
- break;
- }
- }
- }
- let scale = undefined;
- if ( theUnit === 'px' && scope.defaultUnit !== 'px' ) {
- // Conversion scale from pixels to inches, then to default units
- scale = unitConversion[ 'in' ][ scope.defaultUnit ] / scope.defaultDPI;
- } else {
- scale = unitConversion[ theUnit ][ scope.defaultUnit ];
- if ( scale < 0 ) {
- // Conversion scale to pixels
- scale = unitConversion[ theUnit ][ 'in' ] * scope.defaultDPI;
- }
- }
- return scale * parseFloat( string );
- }
- // Transforms
- function getNodeTransform( node ) {
- if ( ! ( node.hasAttribute( 'transform' ) || ( node.nodeName === 'use' && ( node.hasAttribute( 'x' ) || node.hasAttribute( 'y' ) ) ) ) ) {
- return null;
- }
- const transform = parseNodeTransform( node );
- if ( transformStack.length > 0 ) {
- transform.premultiply( transformStack[ transformStack.length - 1 ] );
- }
- currentTransform.copy( transform );
- transformStack.push( transform );
- return transform;
- }
- function parseNodeTransform( node ) {
- const transform = new Matrix3();
- const currentTransform = tempTransform0;
- if ( node.nodeName === 'use' && ( node.hasAttribute( 'x' ) || node.hasAttribute( 'y' ) ) ) {
- const tx = parseFloatWithUnits( node.getAttribute( 'x' ) );
- const ty = parseFloatWithUnits( node.getAttribute( 'y' ) );
- transform.translate( tx, ty );
- }
- if ( node.hasAttribute( 'transform' ) ) {
- const transformsTexts = node.getAttribute( 'transform' ).split( ')' );
- for ( let tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
- const transformText = transformsTexts[ tIndex ].trim();
- if ( transformText === '' ) continue;
- const openParPos = transformText.indexOf( '(' );
- const closeParPos = transformText.length;
- if ( openParPos > 0 && openParPos < closeParPos ) {
- const transformType = transformText.slice( 0, openParPos );
- const array = parseFloats( transformText.slice( openParPos + 1 ) );
- currentTransform.identity();
- switch ( transformType ) {
- case 'translate':
- if ( array.length >= 1 ) {
- const tx = array[ 0 ];
- let ty = 0;
- if ( array.length >= 2 ) {
- ty = array[ 1 ];
- }
- currentTransform.translate( tx, ty );
- }
- break;
- case 'rotate':
- if ( array.length >= 1 ) {
- let angle = 0;
- let cx = 0;
- let cy = 0;
- // Angle
- angle = array[ 0 ] * Math.PI / 180;
- if ( array.length >= 3 ) {
- // Center x, y
- cx = array[ 1 ];
- cy = array[ 2 ];
- }
- // Rotate around center (cx, cy)
- tempTransform1.makeTranslation( - cx, - cy );
- tempTransform2.makeRotation( angle );
- tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
- tempTransform1.makeTranslation( cx, cy );
- currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
- }
- break;
- case 'scale':
- if ( array.length >= 1 ) {
- const scaleX = array[ 0 ];
- let scaleY = scaleX;
- if ( array.length >= 2 ) {
- scaleY = array[ 1 ];
- }
- currentTransform.scale( scaleX, scaleY );
- }
- break;
- case 'skewX':
- if ( array.length === 1 ) {
- currentTransform.set(
- 1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
- 0, 1, 0,
- 0, 0, 1
- );
- }
- break;
- case 'skewY':
- if ( array.length === 1 ) {
- currentTransform.set(
- 1, 0, 0,
- Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
- 0, 0, 1
- );
- }
- break;
- case 'matrix':
- if ( array.length === 6 ) {
- currentTransform.set(
- array[ 0 ], array[ 2 ], array[ 4 ],
- array[ 1 ], array[ 3 ], array[ 5 ],
- 0, 0, 1
- );
- }
- break;
- }
- }
- transform.premultiply( currentTransform );
- }
- }
- return transform;
- }
- function transformPath( path, m ) {
- function transfVec2( v2 ) {
- tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
- v2.set( tempV3.x, tempV3.y );
- }
- function transfEllipseGeneric( curve ) {
- // For math description see:
- // https://math.stackexchange.com/questions/4544164
- const a = curve.xRadius;
- const b = curve.yRadius;
- const cosTheta = Math.cos( curve.aRotation );
- const sinTheta = Math.sin( curve.aRotation );
- const v1 = new Vector3( a * cosTheta, a * sinTheta, 0 );
- const v2 = new Vector3( - b * sinTheta, b * cosTheta, 0 );
- const f1 = v1.applyMatrix3( m );
- const f2 = v2.applyMatrix3( m );
- const mF = tempTransform0.set(
- f1.x, f2.x, 0,
- f1.y, f2.y, 0,
- 0, 0, 1,
- );
- const mFInv = tempTransform1.copy( mF ).invert();
- const mFInvT = tempTransform2.copy( mFInv ).transpose();
- const mQ = mFInvT.multiply( mFInv );
- const mQe = mQ.elements;
- const ed = eigenDecomposition( mQe[ 0 ], mQe[ 1 ], mQe[ 4 ] );
- const rt1sqrt = Math.sqrt( ed.rt1 );
- const rt2sqrt = Math.sqrt( ed.rt2 );
- curve.xRadius = 1 / rt1sqrt;
- curve.yRadius = 1 / rt2sqrt;
- curve.aRotation = Math.atan2( ed.sn, ed.cs );
- const isFullEllipse =
- ( curve.aEndAngle - curve.aStartAngle ) % ( 2 * Math.PI ) < Number.EPSILON;
- // Do not touch angles of a full ellipse because after transformation they
- // would converge to a single value effectively removing the whole curve
- if ( ! isFullEllipse ) {
- const mDsqrt = tempTransform1.set(
- rt1sqrt, 0, 0,
- 0, rt2sqrt, 0,
- 0, 0, 1,
- );
- const mRT = tempTransform2.set(
- ed.cs, ed.sn, 0,
- - ed.sn, ed.cs, 0,
- 0, 0, 1,
- );
- const mDRF = mDsqrt.multiply( mRT ).multiply( mF );
- const transformAngle = phi => {
- const { x: cosR, y: sinR } =
- new Vector3( Math.cos( phi ), Math.sin( phi ), 0 ).applyMatrix3( mDRF );
- return Math.atan2( sinR, cosR );
- };
- curve.aStartAngle = transformAngle( curve.aStartAngle );
- curve.aEndAngle = transformAngle( curve.aEndAngle );
- if ( isTransformFlipped( m ) ) {
- curve.aClockwise = ! curve.aClockwise;
- }
- }
- }
- function transfEllipseNoSkew( curve ) {
- // Faster shortcut if no skew is applied
- // (e.g, a euclidean transform of a group containing the ellipse)
- const sx = getTransformScaleX( m );
- const sy = getTransformScaleY( m );
- curve.xRadius *= sx;
- curve.yRadius *= sy;
- // Extract rotation angle from the matrix of form:
- //
- // | cosθ sx -sinθ sy |
- // | sinθ sx cosθ sy |
- //
- // Remembering that tanθ = sinθ / cosθ; and that
- // `sx`, `sy`, or both might be zero.
- const theta =
- sx > Number.EPSILON
- ? Math.atan2( m.elements[ 1 ], m.elements[ 0 ] )
- : Math.atan2( - m.elements[ 3 ], m.elements[ 4 ] );
- curve.aRotation += theta;
- if ( isTransformFlipped( m ) ) {
- curve.aStartAngle *= - 1;
- curve.aEndAngle *= - 1;
- curve.aClockwise = ! curve.aClockwise;
- }
- }
- const subPaths = path.subPaths;
- for ( let i = 0, n = subPaths.length; i < n; i ++ ) {
- const subPath = subPaths[ i ];
- const curves = subPath.curves;
- for ( let j = 0; j < curves.length; j ++ ) {
- const curve = curves[ j ];
- if ( curve.isLineCurve ) {
- transfVec2( curve.v1 );
- transfVec2( curve.v2 );
- } else if ( curve.isCubicBezierCurve ) {
- transfVec2( curve.v0 );
- transfVec2( curve.v1 );
- transfVec2( curve.v2 );
- transfVec2( curve.v3 );
- } else if ( curve.isQuadraticBezierCurve ) {
- transfVec2( curve.v0 );
- transfVec2( curve.v1 );
- transfVec2( curve.v2 );
- } else if ( curve.isEllipseCurve ) {
- // Transform ellipse center point
- tempV2.set( curve.aX, curve.aY );
- transfVec2( tempV2 );
- curve.aX = tempV2.x;
- curve.aY = tempV2.y;
- // Transform ellipse shape parameters
- if ( isTransformSkewed( m ) ) {
- transfEllipseGeneric( curve );
- } else {
- transfEllipseNoSkew( curve );
- }
- }
- }
- }
- }
- function isTransformFlipped( m ) {
- const te = m.elements;
- return te[ 0 ] * te[ 4 ] - te[ 1 ] * te[ 3 ] < 0;
- }
- function isTransformSkewed( m ) {
- const te = m.elements;
- const basisDot = te[ 0 ] * te[ 3 ] + te[ 1 ] * te[ 4 ];
- // Shortcut for trivial rotations and transformations
- if ( basisDot === 0 ) return false;
- const sx = getTransformScaleX( m );
- const sy = getTransformScaleY( m );
- return Math.abs( basisDot / ( sx * sy ) ) > Number.EPSILON;
- }
- function getTransformScaleX( m ) {
- const te = m.elements;
- return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
- }
- function getTransformScaleY( m ) {
- const te = m.elements;
- return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
- }
- // Calculates the eigensystem of a real symmetric 2x2 matrix
- // [ A B ]
- // [ B C ]
- // in the form
- // [ A B ] = [ cs -sn ] [ rt1 0 ] [ cs sn ]
- // [ B C ] [ sn cs ] [ 0 rt2 ] [ -sn cs ]
- // where rt1 >= rt2.
- //
- // Adapted from: https://www.mpi-hd.mpg.de/personalhomes/globes/3x3/index.html
- // -> Algorithms for real symmetric matrices -> Analytical (2x2 symmetric)
- function eigenDecomposition( A, B, C ) {
- let rt1, rt2, cs, sn, t;
- const sm = A + C;
- const df = A - C;
- const rt = Math.sqrt( df * df + 4 * B * B );
- if ( sm > 0 ) {
- rt1 = 0.5 * ( sm + rt );
- t = 1 / rt1;
- rt2 = A * t * C - B * t * B;
- } else if ( sm < 0 ) {
- rt2 = 0.5 * ( sm - rt );
- } else {
- // This case needs to be treated separately to avoid div by 0
- rt1 = 0.5 * rt;
- rt2 = - 0.5 * rt;
- }
- // Calculate eigenvectors
- if ( df > 0 ) {
- cs = df + rt;
- } else {
- cs = df - rt;
- }
- if ( Math.abs( cs ) > 2 * Math.abs( B ) ) {
- t = - 2 * B / cs;
- sn = 1 / Math.sqrt( 1 + t * t );
- cs = t * sn;
- } else if ( Math.abs( B ) === 0 ) {
- cs = 1;
- sn = 0;
- } else {
- t = - 0.5 * cs / B;
- cs = 1 / Math.sqrt( 1 + t * t );
- sn = t * cs;
- }
- if ( df > 0 ) {
- t = cs;
- cs = - sn;
- sn = t;
- }
- return { rt1, rt2, cs, sn };
- }
- //
- const paths = [];
- const stylesheets = {};
- const transformStack = [];
- const tempTransform0 = new Matrix3();
- const tempTransform1 = new Matrix3();
- const tempTransform2 = new Matrix3();
- const tempTransform3 = new Matrix3();
- const tempV2 = new Vector2();
- const tempV3 = new Vector3();
- const currentTransform = new Matrix3();
- const xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
- parseNode( xml.documentElement, {
- fill: '#000',
- fillOpacity: 1,
- strokeOpacity: 1,
- strokeWidth: 1,
- strokeLineJoin: 'miter',
- strokeLineCap: 'butt',
- strokeMiterLimit: 4
- } );
- const data = { paths: paths, xml: xml.documentElement };
- // console.log( paths );
- return data;
- }
- /**
- * Creates from the given shape path and array of shapes.
- *
- * @param {ShapePath} shapePath - The shape path.
- * @return {Array<Shape>} An array of shapes.
- */
- static createShapes( shapePath ) {
- const BIGNUMBER = 999999999;
- const IntersectionLocationType = {
- ORIGIN: 0,
- DESTINATION: 1,
- BETWEEN: 2,
- LEFT: 3,
- RIGHT: 4,
- BEHIND: 5,
- BEYOND: 6
- };
- const classifyResult = {
- loc: IntersectionLocationType.ORIGIN,
- t: 0
- };
- function findEdgeIntersection( a0, a1, b0, b1 ) {
- const x1 = a0.x;
- const x2 = a1.x;
- const x3 = b0.x;
- const x4 = b1.x;
- const y1 = a0.y;
- const y2 = a1.y;
- const y3 = b0.y;
- const y4 = b1.y;
- const nom1 = ( x4 - x3 ) * ( y1 - y3 ) - ( y4 - y3 ) * ( x1 - x3 );
- const nom2 = ( x2 - x1 ) * ( y1 - y3 ) - ( y2 - y1 ) * ( x1 - x3 );
- const denom = ( y4 - y3 ) * ( x2 - x1 ) - ( x4 - x3 ) * ( y2 - y1 );
- const t1 = nom1 / denom;
- const t2 = nom2 / denom;
- if ( ( ( denom === 0 ) && ( nom1 !== 0 ) ) || ( t1 <= 0 ) || ( t1 >= 1 ) || ( t2 < 0 ) || ( t2 > 1 ) ) {
- //1. lines are parallel or edges don't intersect
- return null;
- } else if ( ( nom1 === 0 ) && ( denom === 0 ) ) {
- //2. lines are colinear
- //check if endpoints of edge2 (b0-b1) lies on edge1 (a0-a1)
- for ( let i = 0; i < 2; i ++ ) {
- classifyPoint( i === 0 ? b0 : b1, a0, a1 );
- //find position of this endpoints relatively to edge1
- if ( classifyResult.loc == IntersectionLocationType.ORIGIN ) {
- const point = ( i === 0 ? b0 : b1 );
- return { x: point.x, y: point.y, t: classifyResult.t };
- } else if ( classifyResult.loc == IntersectionLocationType.BETWEEN ) {
- const x = + ( ( x1 + classifyResult.t * ( x2 - x1 ) ).toPrecision( 10 ) );
- const y = + ( ( y1 + classifyResult.t * ( y2 - y1 ) ).toPrecision( 10 ) );
- return { x: x, y: y, t: classifyResult.t, };
- }
- }
- return null;
- } else {
- //3. edges intersect
- for ( let i = 0; i < 2; i ++ ) {
- classifyPoint( i === 0 ? b0 : b1, a0, a1 );
- if ( classifyResult.loc == IntersectionLocationType.ORIGIN ) {
- const point = ( i === 0 ? b0 : b1 );
- return { x: point.x, y: point.y, t: classifyResult.t };
- }
- }
- const x = + ( ( x1 + t1 * ( x2 - x1 ) ).toPrecision( 10 ) );
- const y = + ( ( y1 + t1 * ( y2 - y1 ) ).toPrecision( 10 ) );
- return { x: x, y: y, t: t1 };
- }
- }
- function classifyPoint( p, edgeStart, edgeEnd ) {
- const ax = edgeEnd.x - edgeStart.x;
- const ay = edgeEnd.y - edgeStart.y;
- const bx = p.x - edgeStart.x;
- const by = p.y - edgeStart.y;
- const sa = ax * by - bx * ay;
- if ( ( p.x === edgeStart.x ) && ( p.y === edgeStart.y ) ) {
- classifyResult.loc = IntersectionLocationType.ORIGIN;
- classifyResult.t = 0;
- return;
- }
- if ( ( p.x === edgeEnd.x ) && ( p.y === edgeEnd.y ) ) {
- classifyResult.loc = IntersectionLocationType.DESTINATION;
- classifyResult.t = 1;
- return;
- }
- if ( sa < - Number.EPSILON ) {
- classifyResult.loc = IntersectionLocationType.LEFT;
- return;
- }
- if ( sa > Number.EPSILON ) {
- classifyResult.loc = IntersectionLocationType.RIGHT;
- return;
- }
- if ( ( ( ax * bx ) < 0 ) || ( ( ay * by ) < 0 ) ) {
- classifyResult.loc = IntersectionLocationType.BEHIND;
- return;
- }
- if ( ( Math.sqrt( ax * ax + ay * ay ) ) < ( Math.sqrt( bx * bx + by * by ) ) ) {
- classifyResult.loc = IntersectionLocationType.BEYOND;
- return;
- }
- let t;
- if ( ax !== 0 ) {
- t = bx / ax;
- } else {
- t = by / ay;
- }
- classifyResult.loc = IntersectionLocationType.BETWEEN;
- classifyResult.t = t;
- }
- function getIntersections( path1, path2 ) {
- const intersectionsRaw = [];
- const intersections = [];
- for ( let index = 1; index < path1.length; index ++ ) {
- const path1EdgeStart = path1[ index - 1 ];
- const path1EdgeEnd = path1[ index ];
- for ( let index2 = 1; index2 < path2.length; index2 ++ ) {
- const path2EdgeStart = path2[ index2 - 1 ];
- const path2EdgeEnd = path2[ index2 ];
- const intersection = findEdgeIntersection( path1EdgeStart, path1EdgeEnd, path2EdgeStart, path2EdgeEnd );
- if ( intersection !== null && intersectionsRaw.find( i => i.t <= intersection.t + Number.EPSILON && i.t >= intersection.t - Number.EPSILON ) === undefined ) {
- intersectionsRaw.push( intersection );
- intersections.push( new Vector2( intersection.x, intersection.y ) );
- }
- }
- }
- return intersections;
- }
- function getScanlineIntersections( scanline, boundingBox, paths ) {
- const center = new Vector2();
- boundingBox.getCenter( center );
- const allIntersections = [];
- paths.forEach( path => {
- // check if the center of the bounding box is in the bounding box of the paths.
- // this is a pruning method to limit the search of intersections in paths that can't envelop of the current path.
- // if a path envelops another path. The center of that other path, has to be inside the bounding box of the enveloping path.
- if ( path.boundingBox.containsPoint( center ) ) {
- const intersections = getIntersections( scanline, path.points );
- intersections.forEach( p => {
- allIntersections.push( { identifier: path.identifier, isCW: path.isCW, point: p } );
- } );
- }
- } );
- allIntersections.sort( ( i1, i2 ) => {
- return i1.point.x - i2.point.x;
- } );
- return allIntersections;
- }
- function isHoleTo( simplePath, allPaths, scanlineMinX, scanlineMaxX, _fillRule ) {
- if ( _fillRule === null || _fillRule === undefined || _fillRule === '' ) {
- _fillRule = 'nonzero';
- }
- const centerBoundingBox = new Vector2();
- simplePath.boundingBox.getCenter( centerBoundingBox );
- const scanline = [ new Vector2( scanlineMinX, centerBoundingBox.y ), new Vector2( scanlineMaxX, centerBoundingBox.y ) ];
- const scanlineIntersections = getScanlineIntersections( scanline, simplePath.boundingBox, allPaths );
- scanlineIntersections.sort( ( i1, i2 ) => {
- return i1.point.x - i2.point.x;
- } );
- const baseIntersections = [];
- const otherIntersections = [];
- scanlineIntersections.forEach( i => {
- if ( i.identifier === simplePath.identifier ) {
- baseIntersections.push( i );
- } else {
- otherIntersections.push( i );
- }
- } );
- const firstXOfPath = baseIntersections[ 0 ].point.x;
- // build up the path hierarchy
- const stack = [];
- let i = 0;
- while ( i < otherIntersections.length && otherIntersections[ i ].point.x < firstXOfPath ) {
- if ( stack.length > 0 && stack[ stack.length - 1 ] === otherIntersections[ i ].identifier ) {
- stack.pop();
- } else {
- stack.push( otherIntersections[ i ].identifier );
- }
- i ++;
- }
- stack.push( simplePath.identifier );
- if ( _fillRule === 'evenodd' ) {
- const isHole = stack.length % 2 === 0 ? true : false;
- const isHoleFor = stack[ stack.length - 2 ];
- return { identifier: simplePath.identifier, isHole: isHole, for: isHoleFor };
- } else if ( _fillRule === 'nonzero' ) {
- // check if path is a hole by counting the amount of paths with alternating rotations it has to cross.
- let isHole = true;
- let isHoleFor = null;
- let lastCWValue = null;
- for ( let i = 0; i < stack.length; i ++ ) {
- const identifier = stack[ i ];
- if ( isHole ) {
- lastCWValue = allPaths[ identifier ].isCW;
- isHole = false;
- isHoleFor = identifier;
- } else if ( lastCWValue !== allPaths[ identifier ].isCW ) {
- lastCWValue = allPaths[ identifier ].isCW;
- isHole = true;
- }
- }
- return { identifier: simplePath.identifier, isHole: isHole, for: isHoleFor };
- } else {
- console.warn( 'fill-rule: "' + _fillRule + '" is currently not implemented.' );
- }
- }
- // check for self intersecting paths
- // TODO
- // check intersecting paths
- // TODO
- // prepare paths for hole detection
- let scanlineMinX = BIGNUMBER;
- let scanlineMaxX = - BIGNUMBER;
- let simplePaths = shapePath.subPaths.map( p => {
- const points = p.getPoints();
- let maxY = - BIGNUMBER;
- let minY = BIGNUMBER;
- let maxX = - BIGNUMBER;
- let minX = BIGNUMBER;
- //points.forEach(p => p.y *= -1);
- for ( let i = 0; i < points.length; i ++ ) {
- const p = points[ i ];
- if ( p.y > maxY ) {
- maxY = p.y;
- }
- if ( p.y < minY ) {
- minY = p.y;
- }
- if ( p.x > maxX ) {
- maxX = p.x;
- }
- if ( p.x < minX ) {
- minX = p.x;
- }
- }
- //
- if ( scanlineMaxX <= maxX ) {
- scanlineMaxX = maxX + 1;
- }
- if ( scanlineMinX >= minX ) {
- scanlineMinX = minX - 1;
- }
- return { curves: p.curves, points: points, isCW: ShapeUtils.isClockWise( points ), identifier: - 1, boundingBox: new Box2( new Vector2( minX, minY ), new Vector2( maxX, maxY ) ) };
- } );
- simplePaths = simplePaths.filter( sp => sp.points.length > 1 );
- for ( let identifier = 0; identifier < simplePaths.length; identifier ++ ) {
- simplePaths[ identifier ].identifier = identifier;
- }
- // check if path is solid or a hole
- const isAHole = simplePaths.map( p => isHoleTo( p, simplePaths, scanlineMinX, scanlineMaxX, ( shapePath.userData ? shapePath.userData.style.fillRule : undefined ) ) );
- const shapesToReturn = [];
- simplePaths.forEach( p => {
- const amIAHole = isAHole[ p.identifier ];
- if ( ! amIAHole.isHole ) {
- const shape = new Shape();
- shape.curves = p.curves;
- const holes = isAHole.filter( h => h.isHole && h.for === p.identifier );
- holes.forEach( h => {
- const hole = simplePaths[ h.identifier ];
- const path = new Path();
- path.curves = hole.curves;
- shape.holes.push( path );
- } );
- shapesToReturn.push( shape );
- }
- } );
- return shapesToReturn;
- }
- /**
- * Returns a stroke style object from the given parameters.
- *
- * @param {number} [width=1] - The stroke width.
- * @param {string} [color='#000'] - The stroke color, as returned by {@link Color#getStyle}.
- * @param {'round'|'bevel'|'miter'|'miter-limit'} [lineJoin='miter'] - The line join style.
- * @param {'round'|'square'|'butt'} [lineCap='butt'] - The line cap style.
- * @param {number} [miterLimit=4] - Maximum join length, in multiples of the `width` parameter (join is truncated if it exceeds that distance).
- * @return {Object} The style object.
- */
- static getStrokeStyle( width, color, lineJoin, lineCap, miterLimit ) {
- width = width !== undefined ? width : 1;
- color = color !== undefined ? color : '#000';
- lineJoin = lineJoin !== undefined ? lineJoin : 'miter';
- lineCap = lineCap !== undefined ? lineCap : 'butt';
- miterLimit = miterLimit !== undefined ? miterLimit : 4;
- return {
- strokeColor: color,
- strokeWidth: width,
- strokeLineJoin: lineJoin,
- strokeLineCap: lineCap,
- strokeMiterLimit: miterLimit
- };
- }
- /**
- * Creates a stroke from an array of points.
- *
- * @param {Array<Vector2>} points - The points in 2D space. Minimum 2 points. The path can be open or closed (last point equals to first point).
- * @param {Object} style - Object with SVG properties as returned by `SVGLoader.getStrokeStyle()`, or `SVGLoader.parse()` in the `path.userData.style` object.
- * @param {number} [arcDivisions=12] - Arc divisions for round joins and endcaps.
- * @param {number} [minDistance=0.001] - Points closer to this distance will be merged.
- * @return {?BufferGeometry} The stroke geometry. UV coordinates are generated ('u' along path. 'v' across it, from left to right).
- * Returns `null` if not geometry was generated.
- */
- static pointsToStroke( points, style, arcDivisions, minDistance ) {
- const vertices = [];
- const normals = [];
- const uvs = [];
- if ( SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
- return null;
- }
- const geometry = new BufferGeometry();
- geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- return geometry;
- }
- /**
- * Creates a stroke from an array of points.
- *
- * @param {Array<Vector2>} points - The points in 2D space. Minimum 2 points.
- * @param {Object} style - Object with SVG properties as returned by `SVGLoader.getStrokeStyle()`, or `SVGLoader.parse()` in the `path.userData.style` object.
- * @param {number} [arcDivisions=12] - Arc divisions for round joins and endcaps.
- * @param {number} [minDistance=0.001] - Points closer to this distance will be merged.
- * @param {Array<number>} vertices - An array holding vertices.
- * @param {Array<number>} normals - An array holding normals.
- * @param {Array<number>} uvs - An array holding uvs.
- * @param {number} [vertexOffset=0] - The vertex offset.
- * @return {number} The number of vertices.
- */
- static pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
- // This function can be called to update existing arrays or buffers.
- // Accepts same parameters as pointsToStroke, plus the buffers and optional offset.
- // Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs)
- // Returns number of written vertices / normals / uvs pairs
- // if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers)
- // 'normals' and 'uvs' buffers are optional
- const tempV2_1 = new Vector2();
- const tempV2_2 = new Vector2();
- const tempV2_3 = new Vector2();
- const tempV2_4 = new Vector2();
- const tempV2_5 = new Vector2();
- const tempV2_6 = new Vector2();
- const tempV2_7 = new Vector2();
- const lastPointL = new Vector2();
- const lastPointR = new Vector2();
- const point0L = new Vector2();
- const point0R = new Vector2();
- const currentPointL = new Vector2();
- const currentPointR = new Vector2();
- const nextPointL = new Vector2();
- const nextPointR = new Vector2();
- const innerPoint = new Vector2();
- const outerPoint = new Vector2();
- arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
- minDistance = minDistance !== undefined ? minDistance : 0.001;
- vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
- // First ensure there are no duplicated points
- points = removeDuplicatedPoints( points );
- const numPoints = points.length;
- if ( numPoints < 2 ) return 0;
- const isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
- let currentPoint;
- let previousPoint = points[ 0 ];
- let nextPoint;
- const strokeWidth2 = style.strokeWidth / 2;
- const deltaU = 1 / ( numPoints - 1 );
- let u0 = 0, u1;
- let innerSideModified;
- let joinIsOnLeftSide;
- let isMiter;
- let initialJoinIsOnLeftSide = false;
- let numVertices = 0;
- let currentCoordinate = vertexOffset * 3;
- let currentCoordinateUV = vertexOffset * 2;
- // Get initial left and right stroke points
- getNormal( points[ 0 ], points[ 1 ], tempV2_1 ).multiplyScalar( strokeWidth2 );
- lastPointL.copy( points[ 0 ] ).sub( tempV2_1 );
- lastPointR.copy( points[ 0 ] ).add( tempV2_1 );
- point0L.copy( lastPointL );
- point0R.copy( lastPointR );
- for ( let iPoint = 1; iPoint < numPoints; iPoint ++ ) {
- currentPoint = points[ iPoint ];
- // Get next point
- if ( iPoint === numPoints - 1 ) {
- if ( isClosed ) {
- // Skip duplicated initial point
- nextPoint = points[ 1 ];
- } else nextPoint = undefined;
- } else {
- nextPoint = points[ iPoint + 1 ];
- }
- // Normal of previous segment in tempV2_1
- const normal1 = tempV2_1;
- getNormal( previousPoint, currentPoint, normal1 );
- tempV2_3.copy( normal1 ).multiplyScalar( strokeWidth2 );
- currentPointL.copy( currentPoint ).sub( tempV2_3 );
- currentPointR.copy( currentPoint ).add( tempV2_3 );
- u1 = u0 + deltaU;
- innerSideModified = false;
- if ( nextPoint !== undefined ) {
- // Normal of next segment in tempV2_2
- getNormal( currentPoint, nextPoint, tempV2_2 );
- tempV2_3.copy( tempV2_2 ).multiplyScalar( strokeWidth2 );
- nextPointL.copy( currentPoint ).sub( tempV2_3 );
- nextPointR.copy( currentPoint ).add( tempV2_3 );
- joinIsOnLeftSide = true;
- tempV2_3.subVectors( nextPoint, previousPoint );
- if ( normal1.dot( tempV2_3 ) < 0 ) {
- joinIsOnLeftSide = false;
- }
- if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
- tempV2_3.subVectors( nextPoint, currentPoint );
- tempV2_3.normalize();
- const dot = Math.abs( normal1.dot( tempV2_3 ) );
- // If path is straight, don't create join
- if ( dot > Number.EPSILON ) {
- // Compute inner and outer segment intersections
- const miterSide = strokeWidth2 / dot;
- tempV2_3.multiplyScalar( - miterSide );
- tempV2_4.subVectors( currentPoint, previousPoint );
- tempV2_5.copy( tempV2_4 ).setLength( miterSide ).add( tempV2_3 );
- innerPoint.copy( tempV2_5 ).negate();
- const miterLength2 = tempV2_5.length();
- const segmentLengthPrev = tempV2_4.length();
- tempV2_4.divideScalar( segmentLengthPrev );
- tempV2_6.subVectors( nextPoint, currentPoint );
- const segmentLengthNext = tempV2_6.length();
- tempV2_6.divideScalar( segmentLengthNext );
- // Check that previous and next segments doesn't overlap with the innerPoint of intersection
- if ( tempV2_4.dot( innerPoint ) < segmentLengthPrev && tempV2_6.dot( innerPoint ) < segmentLengthNext ) {
- innerSideModified = true;
- }
- outerPoint.copy( tempV2_5 ).add( currentPoint );
- innerPoint.add( currentPoint );
- isMiter = false;
- if ( innerSideModified ) {
- if ( joinIsOnLeftSide ) {
- nextPointR.copy( innerPoint );
- currentPointR.copy( innerPoint );
- } else {
- nextPointL.copy( innerPoint );
- currentPointL.copy( innerPoint );
- }
- } else {
- // The segment triangles are generated here if there was overlapping
- makeSegmentTriangles();
- }
- switch ( style.strokeLineJoin ) {
- case 'bevel':
- makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
- break;
- case 'round':
- // Segment triangles
- createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
- // Join triangles
- if ( joinIsOnLeftSide ) {
- makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
- } else {
- makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
- }
- break;
- case 'miter':
- case 'miter-clip':
- default:
- const miterFraction = ( strokeWidth2 * style.strokeMiterLimit ) / miterLength2;
- if ( miterFraction < 1 ) {
- // The join miter length exceeds the miter limit
- if ( style.strokeLineJoin !== 'miter-clip' ) {
- makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
- break;
- } else {
- // Segment triangles
- createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
- // Miter-clip join triangles
- if ( joinIsOnLeftSide ) {
- tempV2_6.subVectors( outerPoint, currentPointL ).multiplyScalar( miterFraction ).add( currentPointL );
- tempV2_7.subVectors( outerPoint, nextPointL ).multiplyScalar( miterFraction ).add( nextPointL );
- addVertex( currentPointL, u1, 0 );
- addVertex( tempV2_6, u1, 0 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( tempV2_6, u1, 0 );
- addVertex( tempV2_7, u1, 0 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( tempV2_7, u1, 0 );
- addVertex( nextPointL, u1, 0 );
- } else {
- tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
- tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
- addVertex( currentPointR, u1, 1 );
- addVertex( tempV2_6, u1, 1 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( tempV2_6, u1, 1 );
- addVertex( tempV2_7, u1, 1 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( tempV2_7, u1, 1 );
- addVertex( nextPointR, u1, 1 );
- }
- }
- } else {
- // Miter join segment triangles
- if ( innerSideModified ) {
- // Optimized segment + join triangles
- if ( joinIsOnLeftSide ) {
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( outerPoint, u1, 0 );
- addVertex( lastPointR, u0, 1 );
- addVertex( outerPoint, u1, 0 );
- addVertex( innerPoint, u1, 1 );
- } else {
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( outerPoint, u1, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( innerPoint, u1, 0 );
- addVertex( outerPoint, u1, 1 );
- }
- if ( joinIsOnLeftSide ) {
- nextPointL.copy( outerPoint );
- } else {
- nextPointR.copy( outerPoint );
- }
- } else {
- // Add extra miter join triangles
- if ( joinIsOnLeftSide ) {
- addVertex( currentPointL, u1, 0 );
- addVertex( outerPoint, u1, 0 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( outerPoint, u1, 0 );
- addVertex( nextPointL, u1, 0 );
- } else {
- addVertex( currentPointR, u1, 1 );
- addVertex( outerPoint, u1, 1 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( outerPoint, u1, 1 );
- addVertex( nextPointR, u1, 1 );
- }
- }
- isMiter = true;
- }
- break;
- }
- } else {
- // The segment triangles are generated here when two consecutive points are collinear
- makeSegmentTriangles();
- }
- } else {
- // The segment triangles are generated here if it is the ending segment
- makeSegmentTriangles();
- }
- if ( ! isClosed && iPoint === numPoints - 1 ) {
- // Start line endcap
- addCapGeometry( points[ 0 ], point0L, point0R, joinIsOnLeftSide, true, u0 );
- }
- // Increment loop variables
- u0 = u1;
- previousPoint = currentPoint;
- lastPointL.copy( nextPointL );
- lastPointR.copy( nextPointR );
- }
- if ( ! isClosed ) {
- // Ending line endcap
- addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
- } else if ( innerSideModified && vertices ) {
- // Modify path first segment vertices to adjust to the segments inner and outer intersections
- let lastOuter = outerPoint;
- let lastInner = innerPoint;
- if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
- lastOuter = innerPoint;
- lastInner = outerPoint;
- }
- if ( joinIsOnLeftSide ) {
- if ( isMiter || initialJoinIsOnLeftSide ) {
- lastInner.toArray( vertices, 0 * 3 );
- lastInner.toArray( vertices, 3 * 3 );
- if ( isMiter ) {
- lastOuter.toArray( vertices, 1 * 3 );
- }
- }
- } else {
- if ( isMiter || ! initialJoinIsOnLeftSide ) {
- lastInner.toArray( vertices, 1 * 3 );
- lastInner.toArray( vertices, 3 * 3 );
- if ( isMiter ) {
- lastOuter.toArray( vertices, 0 * 3 );
- }
- }
- }
- }
- return numVertices;
- // -- End of algorithm
- // -- Functions
- function getNormal( p1, p2, result ) {
- result.subVectors( p2, p1 );
- return result.set( - result.y, result.x ).normalize();
- }
- function addVertex( position, u, v ) {
- if ( vertices ) {
- vertices[ currentCoordinate ] = position.x;
- vertices[ currentCoordinate + 1 ] = position.y;
- vertices[ currentCoordinate + 2 ] = 0;
- if ( normals ) {
- normals[ currentCoordinate ] = 0;
- normals[ currentCoordinate + 1 ] = 0;
- normals[ currentCoordinate + 2 ] = 1;
- }
- currentCoordinate += 3;
- if ( uvs ) {
- uvs[ currentCoordinateUV ] = u;
- uvs[ currentCoordinateUV + 1 ] = v;
- currentCoordinateUV += 2;
- }
- }
- numVertices += 3;
- }
- function makeCircularSector( center, p1, p2, u, v ) {
- // param p1, p2: Points in the circle arc.
- // p1 and p2 are in clockwise direction.
- tempV2_1.copy( p1 ).sub( center ).normalize();
- tempV2_2.copy( p2 ).sub( center ).normalize();
- let angle = Math.PI;
- const dot = tempV2_1.dot( tempV2_2 );
- if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
- angle /= arcDivisions;
- tempV2_3.copy( p1 );
- for ( let i = 0, il = arcDivisions - 1; i < il; i ++ ) {
- tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
- addVertex( tempV2_3, u, v );
- addVertex( tempV2_4, u, v );
- addVertex( center, u, 0.5 );
- tempV2_3.copy( tempV2_4 );
- }
- addVertex( tempV2_4, u, v );
- addVertex( p2, u, v );
- addVertex( center, u, 0.5 );
- }
- function makeSegmentTriangles() {
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( currentPointL, u1, 0 );
- addVertex( lastPointR, u0, 1 );
- addVertex( currentPointL, u1, 0 );
- addVertex( currentPointR, u1, 1 );
- }
- function makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u ) {
- if ( innerSideModified ) {
- // Optimized segment + bevel triangles
- if ( joinIsOnLeftSide ) {
- // Path segments triangles
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( currentPointL, u1, 0 );
- addVertex( lastPointR, u0, 1 );
- addVertex( currentPointL, u1, 0 );
- addVertex( innerPoint, u1, 1 );
- // Bevel join triangle
- addVertex( currentPointL, u, 0 );
- addVertex( nextPointL, u, 0 );
- addVertex( innerPoint, u, 0.5 );
- } else {
- // Path segments triangles
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( currentPointR, u1, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( innerPoint, u1, 0 );
- addVertex( currentPointR, u1, 1 );
- // Bevel join triangle
- addVertex( currentPointR, u, 1 );
- addVertex( innerPoint, u, 0 );
- addVertex( nextPointR, u, 1 );
- }
- } else {
- // Bevel join triangle. The segment triangles are done in the main loop
- if ( joinIsOnLeftSide ) {
- addVertex( currentPointL, u, 0 );
- addVertex( nextPointL, u, 0 );
- addVertex( currentPoint, u, 0.5 );
- } else {
- addVertex( currentPointR, u, 1 );
- addVertex( nextPointR, u, 0 );
- addVertex( currentPoint, u, 0.5 );
- }
- }
- }
- function createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified ) {
- if ( innerSideModified ) {
- if ( joinIsOnLeftSide ) {
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( currentPointL, u1, 0 );
- addVertex( lastPointR, u0, 1 );
- addVertex( currentPointL, u1, 0 );
- addVertex( innerPoint, u1, 1 );
- addVertex( currentPointL, u0, 0 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( innerPoint, u1, 1 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( nextPointL, u0, 0 );
- addVertex( innerPoint, u1, 1 );
- } else {
- addVertex( lastPointR, u0, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( currentPointR, u1, 1 );
- addVertex( lastPointL, u0, 0 );
- addVertex( innerPoint, u1, 0 );
- addVertex( currentPointR, u1, 1 );
- addVertex( currentPointR, u0, 1 );
- addVertex( innerPoint, u1, 0 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( currentPoint, u1, 0.5 );
- addVertex( innerPoint, u1, 0 );
- addVertex( nextPointR, u0, 1 );
- }
- }
- }
- function addCapGeometry( center, p1, p2, joinIsOnLeftSide, start, u ) {
- // param center: End point of the path
- // param p1, p2: Left and right cap points
- switch ( style.strokeLineCap ) {
- case 'round':
- if ( start ) {
- makeCircularSector( center, p2, p1, u, 0.5 );
- } else {
- makeCircularSector( center, p1, p2, u, 0.5 );
- }
- break;
- case 'square':
- if ( start ) {
- tempV2_1.subVectors( p1, center );
- tempV2_2.set( tempV2_1.y, - tempV2_1.x );
- tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
- tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
- // Modify already existing vertices
- if ( joinIsOnLeftSide ) {
- tempV2_3.toArray( vertices, 1 * 3 );
- tempV2_4.toArray( vertices, 0 * 3 );
- tempV2_4.toArray( vertices, 3 * 3 );
- } else {
- tempV2_3.toArray( vertices, 1 * 3 );
- // using tempV2_4 to update 3rd vertex if the uv.y of 3rd vertex is 1
- uvs[ 3 * 2 + 1 ] === 1 ? tempV2_4.toArray( vertices, 3 * 3 ) : tempV2_3.toArray( vertices, 3 * 3 );
- tempV2_4.toArray( vertices, 0 * 3 );
- }
- } else {
- tempV2_1.subVectors( p2, center );
- tempV2_2.set( tempV2_1.y, - tempV2_1.x );
- tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
- tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
- const vl = vertices.length;
- // Modify already existing vertices
- if ( joinIsOnLeftSide ) {
- tempV2_3.toArray( vertices, vl - 1 * 3 );
- tempV2_4.toArray( vertices, vl - 2 * 3 );
- tempV2_4.toArray( vertices, vl - 4 * 3 );
- } else {
- tempV2_4.toArray( vertices, vl - 2 * 3 );
- tempV2_3.toArray( vertices, vl - 1 * 3 );
- tempV2_4.toArray( vertices, vl - 4 * 3 );
- }
- }
- break;
- case 'butt':
- default:
- // Nothing to do here
- break;
- }
- }
- function removeDuplicatedPoints( points ) {
- // Creates a new array if necessary with duplicated points removed.
- // This does not remove duplicated initial and ending points of a closed path.
- let dupPoints = false;
- for ( let i = 1, n = points.length - 1; i < n; i ++ ) {
- if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
- dupPoints = true;
- break;
- }
- }
- if ( ! dupPoints ) return points;
- const newPoints = [];
- newPoints.push( points[ 0 ] );
- for ( let i = 1, n = points.length - 1; i < n; i ++ ) {
- if ( points[ i ].distanceTo( points[ i + 1 ] ) >= minDistance ) {
- newPoints.push( points[ i ] );
- }
- }
- newPoints.push( points[ points.length - 1 ] );
- return newPoints;
- }
- }
- }
- export { SVGLoader };
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