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@@ -221,17 +221,17 @@ THREE.SVGLoader.prototype = {
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break;
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break;
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case 'A':
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case 'A':
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+ console.warn( command );
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var numbers = parseFloats( data );
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
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for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
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-
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+ var start = point.clone();
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point.x = numbers[ j + 5 ];
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point.x = numbers[ j + 5 ];
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point.y = numbers[ j + 6 ];
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point.y = numbers[ j + 6 ];
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- var radius = { x: numbers[ j ], y: numbers[ j + 1 ] };
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- var x_axis_rotation = numbers[ j + 2 ] * Math.PI / 180;
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- svgEllipsisToThreeEllipsis( path, control, radius, x_axis_rotation, numbers[ j + 3 ], numbers[ j + 4 ], point );
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control.x = point.x;
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control.x = point.x;
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control.y = point.y;
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control.y = point.y;
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-
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+ parseArcCommand(
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+ path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
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+ );
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}
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}
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break;
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break;
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@@ -347,11 +347,14 @@ THREE.SVGLoader.prototype = {
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console.warn( command );
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console.warn( command );
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var numbers = parseFloats( data );
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
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for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
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- // TODO
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+ var start = point.clone();
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point.x += numbers[ j + 5 ];
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point.x += numbers[ j + 5 ];
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point.y += numbers[ j + 6 ];
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point.y += numbers[ j + 6 ];
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control.x = point.x;
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control.x = point.x;
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control.y = point.y;
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control.y = point.y;
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+ parseArcCommand(
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+ path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
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+ );
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}
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}
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break;
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break;
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@@ -375,7 +378,6 @@ THREE.SVGLoader.prototype = {
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}
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}
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-
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/**
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/**
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* https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
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* https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
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* https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
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* https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
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@@ -384,35 +386,39 @@ THREE.SVGLoader.prototype = {
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* To
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* To
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* aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
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* aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
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*/
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*/
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- function svgEllipsisToThreeEllipsis( path, start, radius, x_axis_rotation, large_arc_flag, sweep_flag, end ) {
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- //F.6.6 Correction of out-of-range radii
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- //Step 2: Ensure radii are positive
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- var rX = Math.abs( radius.x );
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- var rY = Math.abs( radius.y );
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+ var vector = new THREE.Vector2();
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- // Step 1: Compute (x1′, y1′)
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- var midDist = new THREE.Vector2().subVectors( start, end ).multiplyScalar( 0.5 );
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+ function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
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+
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+ x_axis_rotation = x_axis_rotation * Math.PI / 180;
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+
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+ // Ensure radii are positive
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+ var rX = Math.abs( rx );
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+ var rY = Math.abs( ry );
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+
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+ // Compute (x1′, y1′)
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+ var midDist = vector.subVectors( start, end ).multiplyScalar( 0.5 );
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var x1p = Math.cos( x_axis_rotation ) * midDist.x + Math.sin( x_axis_rotation ) * midDist.y;
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var x1p = Math.cos( x_axis_rotation ) * midDist.x + Math.sin( x_axis_rotation ) * midDist.y;
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var y1p = - Math.sin( x_axis_rotation ) * midDist.x + Math.cos( x_axis_rotation ) * midDist.y;
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var y1p = - Math.sin( x_axis_rotation ) * midDist.x + Math.cos( x_axis_rotation ) * midDist.y;
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- // Step 2: Compute (cx′, cy′)
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+ // Compute (cx′, cy′)
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var rxs = rX * rX;
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var rxs = rX * rX;
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var rys = rY * rY;
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var rys = rY * rY;
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var x1ps = x1p * x1p;
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var x1ps = x1p * x1p;
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var y1ps = y1p * y1p;
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var y1ps = y1p * y1p;
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- //Step 3: Ensure radii are large enough
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+ // Ensure radii are large enough
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var cr = x1ps / rxs + y1ps / rys;
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var cr = x1ps / rxs + y1ps / rys;
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- if (cr > 1) {
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- //scale up rX,rY equally so cr == 1
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- var s = Math.sqrt(cr);
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+ if ( cr > 1 ) {
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+ // scale up rX,rY equally so cr == 1
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+ var s = Math.sqrt( cr );
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rX = s * rX;
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rX = s * rX;
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rY = s * rY;
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rY = s * rY;
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rxs = rX * rX;
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rxs = rX * rX;
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rys = rY * rY;
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rys = rY * rY;
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}
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}
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-
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+
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var dq = ( rxs * y1ps + rys * x1ps );
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var dq = ( rxs * y1ps + rys * x1ps );
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var pq = ( rxs * rys - dq ) / dq;
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var pq = ( rxs * rys - dq ) / dq;
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var q = Math.sqrt( pq );
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var q = Math.sqrt( pq );
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@@ -425,8 +431,8 @@ THREE.SVGLoader.prototype = {
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var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
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var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
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// Step 4: Compute θ1 and Δθ
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// Step 4: Compute θ1 and Δθ
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- var startAngle = new THREE.Vector2( ( x1p - cxp ) / rX, ( y1p - cyp ) / rY ).angle();
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- var endAngle = new THREE.Vector2( ( - x1p - cxp ) / rX, ( - y1p - cyp ) / rY ).angle();
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+ var startAngle = vector.set( ( x1p - cxp ) / rX, ( y1p - cyp ) / rY ).angle();
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+ var endAngle = vector.set( ( - x1p - cxp ) / rX, ( - y1p - cyp ) / rY ).angle();
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if ( ! sweep_flag ) endAngle -= 2 * Math.PI;
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if ( ! sweep_flag ) endAngle -= 2 * Math.PI;
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path.currentPath.absellipse( cx, cy, rX, rY, startAngle, endAngle, endAngle > startAngle, x_axis_rotation );
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path.currentPath.absellipse( cx, cy, rX, rY, startAngle, endAngle, endAngle > startAngle, x_axis_rotation );
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@@ -647,4 +653,4 @@ THREE.SVGLoader.prototype = {
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}
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}
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-};
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+};
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