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JSM: Added module and TS file for SVGLoader.

Mugen87 6 年之前
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3a8246dea3

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -110,6 +110,7 @@
 						<li>PCDLoader</li>
 						<li>PLYLoader</li>
 						<li>STLLoader</li>
+						<li>SVGLoader</li>
 						<li>TGALoader</li>
 						<li>VRMLLoader</li>
 					</ul>

+ 169 - 82
examples/js/loaders/SVGLoader.js

@@ -136,7 +136,7 @@ THREE.SVGLoader.prototype = {
 
 		}
 
-		function parsePathNode( node, style ) {
+		function parsePathNode( node ) {
 
 			var path = new THREE.ShapePath();
 
@@ -161,8 +161,10 @@ THREE.SVGLoader.prototype = {
 				var data = command.substr( 1 ).trim();
 
 				if ( isFirstPoint === true ) {
+
 					doSetFirstPoint = true;
 					isFirstPoint = false;
+
 				}
 
 				switch ( type ) {
@@ -170,56 +172,78 @@ THREE.SVGLoader.prototype = {
 					case 'M':
 						var numbers = parseFloats( data );
 						for ( var 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 && doSetFirstPoint === true ) firstPoint.copy( point );
+
 						}
 						break;
 
 					case 'H':
 						var numbers = parseFloats( data );
+
 						for ( var 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':
 						var numbers = parseFloats( data );
+
 						for ( var 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':
 						var numbers = parseFloats( data );
+
 						for ( var 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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
+
 							path.bezierCurveTo(
 								numbers[ j + 0 ],
 								numbers[ j + 1 ],
@@ -232,13 +256,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
+
 							path.bezierCurveTo(
 								getReflection( point.x, control.x ),
 								getReflection( point.y, control.y ),
@@ -251,13 +279,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
+
 							path.quadraticCurveTo(
 								numbers[ j + 0 ],
 								numbers[ j + 1 ],
@@ -268,13 +300,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
+
 							var rx = getReflection( point.x, control.x );
 							var ry = getReflection( point.y, control.y );
 							path.quadraticCurveTo(
@@ -287,13 +323,17 @@ THREE.SVGLoader.prototype = {
 							control.y = ry;
 							point.x = numbers[ j + 0 ];
 							point.y = numbers[ j + 1 ];
+
 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
+
 						}
 						break;
 
 					case 'A':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
+
 							var start = point.clone();
 							point.x = numbers[ j + 5 ];
 							point.y = numbers[ j + 6 ];
@@ -302,65 +342,88 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var 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 && doSetFirstPoint === true ) firstPoint.copy( point );
+
 						}
 						break;
 
 					case 'h':
 						var numbers = parseFloats( data );
+
 						for ( var 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':
 						var numbers = parseFloats( data );
+
 						for ( var 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':
 						var numbers = parseFloats( data );
+
 						for ( var 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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
+
 							path.bezierCurveTo(
 								point.x + numbers[ j + 0 ],
 								point.y + numbers[ j + 1 ],
@@ -373,13 +436,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
+
 							path.bezierCurveTo(
 								getReflection( point.x, control.x ),
 								getReflection( point.y, control.y ),
@@ -392,13 +459,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
+
 							path.quadraticCurveTo(
 								point.x + numbers[ j + 0 ],
 								point.y + numbers[ j + 1 ],
@@ -409,13 +480,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
+
 							var rx = getReflection( point.x, control.x );
 							var ry = getReflection( point.y, control.y );
 							path.quadraticCurveTo(
@@ -428,13 +503,17 @@ THREE.SVGLoader.prototype = {
 							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':
 						var numbers = parseFloats( data );
+
 						for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
+
 							var start = point.clone();
 							point.x += numbers[ j + 5 ];
 							point.y += numbers[ j + 6 ];
@@ -443,20 +522,23 @@ THREE.SVGLoader.prototype = {
 							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;
 
@@ -540,8 +622,8 @@ THREE.SVGLoader.prototype = {
 		function svgAngle( ux, uy, vx, vy ) {
 
 			var dot = ux * vx + uy * vy;
-			var len = Math.sqrt( ux * ux + uy * uy ) *  Math.sqrt( vx * vx + vy * vy );
-			var ang = Math.acos( Math.max( -1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
+			var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
+			var 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;
 
@@ -551,7 +633,7 @@ THREE.SVGLoader.prototype = {
 		* 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, style ) {
+		function parseRectNode( node ) {
 
 			var x = parseFloat( node.getAttribute( 'x' ) || 0 );
 			var y = parseFloat( node.getAttribute( 'y' ) || 0 );
@@ -586,7 +668,7 @@ THREE.SVGLoader.prototype = {
 
 		}
 
-		function parsePolygonNode( node, style ) {
+		function parsePolygonNode( node ) {
 
 			function iterator( match, a, b ) {
 
@@ -594,9 +676,13 @@ THREE.SVGLoader.prototype = {
 				var y = parseFloat( b );
 
 				if ( index === 0 ) {
+
 					path.moveTo( x, y );
+
 				} else {
+
 					path.lineTo( x, y );
+
 				}
 
 				index ++;
@@ -609,7 +695,7 @@ THREE.SVGLoader.prototype = {
 
 			var index = 0;
 
-			node.getAttribute( 'points' ).replace(regex, iterator);
+			node.getAttribute( 'points' ).replace( regex, iterator );
 
 			path.currentPath.autoClose = true;
 
@@ -617,7 +703,7 @@ THREE.SVGLoader.prototype = {
 
 		}
 
-		function parsePolylineNode( node, style ) {
+		function parsePolylineNode( node ) {
 
 			function iterator( match, a, b ) {
 
@@ -625,9 +711,13 @@ THREE.SVGLoader.prototype = {
 				var y = parseFloat( b );
 
 				if ( index === 0 ) {
+
 					path.moveTo( x, y );
+
 				} else {
+
 					path.lineTo( x, y );
+
 				}
 
 				index ++;
@@ -640,7 +730,7 @@ THREE.SVGLoader.prototype = {
 
 			var index = 0;
 
-			node.getAttribute( 'points' ).replace(regex, iterator);
+			node.getAttribute( 'points' ).replace( regex, iterator );
 
 			path.currentPath.autoClose = false;
 
@@ -648,7 +738,7 @@ THREE.SVGLoader.prototype = {
 
 		}
 
-		function parseCircleNode( node, style ) {
+		function parseCircleNode( node ) {
 
 			var x = parseFloat( node.getAttribute( 'cx' ) );
 			var y = parseFloat( node.getAttribute( 'cy' ) );
@@ -664,7 +754,7 @@ THREE.SVGLoader.prototype = {
 
 		}
 
-		function parseEllipseNode( node, style ) {
+		function parseEllipseNode( node ) {
 
 			var x = parseFloat( node.getAttribute( 'cx' ) );
 			var y = parseFloat( node.getAttribute( 'cy' ) );
@@ -681,7 +771,7 @@ THREE.SVGLoader.prototype = {
 
 		}
 
-		function parseLineNode( node, style ) {
+		function parseLineNode( node ) {
 
 			var x1 = parseFloat( node.getAttribute( 'x1' ) );
 			var y1 = parseFloat( node.getAttribute( 'y1' ) );
@@ -705,7 +795,11 @@ THREE.SVGLoader.prototype = {
 
 			function addStyle( svgName, jsName, adjustFunction ) {
 
-				if ( adjustFunction === undefined ) adjustFunction = function copy( v ) { return v; };
+				if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
+
+					return v;
+
+				};
 
 				if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
 				if ( node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
@@ -780,7 +874,9 @@ THREE.SVGLoader.prototype = {
 		function getNodeTransform( node ) {
 
 			if ( ! node.hasAttribute( 'transform' ) ) {
+
 				return null;
+
 			}
 
 			var transform = parseNodeTransform( node );
@@ -788,7 +884,9 @@ THREE.SVGLoader.prototype = {
 			if ( transform ) {
 
 				if ( transformStack.length > 0 ) {
+
 					transform.premultiply( transformStack[ transformStack.length - 1 ] );
+
 				}
 
 				currentTransform.copy( transform );
@@ -864,7 +962,7 @@ THREE.SVGLoader.prototype = {
 								}
 
 								// Rotate around center (cx, cy)
-								tempTransform1.identity().translate( -cx, -cy );
+								tempTransform1.identity().translate( - cx, - cy );
 								tempTransform2.identity().rotate( angle );
 								tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
 								tempTransform1.identity().translate( cx, cy );
@@ -882,7 +980,9 @@ THREE.SVGLoader.prototype = {
 								var scaleY = scaleX;
 
 								if ( array.length >= 2 ) {
+
 									scaleY = array[ 1 ];
+
 								}
 
 								currentTransform.scale( scaleX, scaleY );
@@ -932,6 +1032,7 @@ THREE.SVGLoader.prototype = {
 							}
 
 							break;
+
 					}
 
 				}
@@ -958,12 +1059,12 @@ THREE.SVGLoader.prototype = {
 
 			var subPaths = path.subPaths;
 
-			for ( var i = 0, n = subPaths.length; i < n; i++ ) {
+			for ( var i = 0, n = subPaths.length; i < n; i ++ ) {
 
 				var subPath = subPaths[ i ];
 				var curves = subPath.curves;
 
-				for ( var j = 0; j < curves.length; j++ ) {
+				for ( var j = 0; j < curves.length; j ++ ) {
 
 					var curve = curves[ j ];
 
@@ -988,7 +1089,9 @@ THREE.SVGLoader.prototype = {
 					} else if ( curve.isEllipseCurve ) {
 
 						if ( isRotated ) {
+
 							console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
+
 						}
 
 						tempV2.set( curve.aX, curve.aY );
@@ -1008,17 +1111,23 @@ THREE.SVGLoader.prototype = {
 		}
 
 		function isTransformRotated( m ) {
+
 			return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
+
 		}
 
 		function getTransformScaleX( m ) {
+
 			var te = m.elements;
-			return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] )
+			return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
+
 		}
 
 		function getTransformScaleY( m ) {
+
 			var te = m.elements;
-			return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] )
+			return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
+
 		}
 
 		//
@@ -1038,8 +1147,6 @@ THREE.SVGLoader.prototype = {
 
 		var currentTransform = new THREE.Matrix3();
 
-		var scope = this;
-
 		console.time( 'THREE.SVGLoader: DOMParser' );
 
 		var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
@@ -1071,7 +1178,7 @@ THREE.SVGLoader.prototype = {
 
 };
 
-THREE.SVGLoader.getStrokeStyle = function ( width, color, opacity, lineJoin, lineCap,  miterLimit ) {
+THREE.SVGLoader.getStrokeStyle = function ( width, color, opacity, lineJoin, lineCap, miterLimit ) {
 
 	// Param width: Stroke width
 	// Param color: As returned by THREE.Color.getStyle()
@@ -1136,7 +1243,6 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 	var tempV2_5 = new THREE.Vector2();
 	var tempV2_6 = new THREE.Vector2();
 	var tempV2_7 = new THREE.Vector2();
-	var tempV3_1 = new THREE.Vector3();
 	var lastPointL = new THREE.Vector2();
 	var lastPointR = new THREE.Vector2();
 	var point0L = new THREE.Vector2();
@@ -1147,9 +1253,6 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 	var nextPointR = new THREE.Vector2();
 	var innerPoint = new THREE.Vector2();
 	var outerPoint = new THREE.Vector2();
-	var tempTransform0 = new THREE.Matrix3();
-	var tempTransform1 = new THREE.Matrix3();
-	var tempTransform2 = new THREE.Matrix3();
 
 	return function ( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
 
@@ -1160,7 +1263,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 		// 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
 
-		arcLengthDivisions = arcDivisions !== undefined ? arcDivisions : 12;
+		arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
 		minDistance = minDistance !== undefined ? minDistance : 0.001;
 		vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
 
@@ -1210,11 +1313,9 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 					// Skip duplicated initial point
 					nextPoint = points[ 1 ];
 
-				}
-				else nextPoint = undefined;
+				} else nextPoint = undefined;
 
-			}
-			else {
+			} else {
 
 				nextPoint = points[ iPoint + 1 ];
 
@@ -1250,8 +1351,8 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 				}
 				if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
 
-				tempV2_3.subVectors( nextPoint, currentPoint )
-				var maxInnerDistance = tempV2_3.normalize();
+				tempV2_3.subVectors( nextPoint, currentPoint );
+				tempV2_3.normalize();
 				var dot = Math.abs( normal1.dot( tempV2_3 ) );
 
 				// If path is straight, don't create join
@@ -1287,16 +1388,14 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 							nextPointR.copy( innerPoint );
 							currentPointR.copy( innerPoint );
 
-						}
-						else {
+						} else {
 
 							nextPointL.copy( innerPoint );
 							currentPointL.copy( innerPoint );
 
 						}
 
-					}
-					else {
+					} else {
 
 						// The segment triangles are generated here if there was overlapping
 
@@ -1324,8 +1423,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 								makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
 
-							}
-							else {
+							} else {
 
 								makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
 
@@ -1348,8 +1446,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 									makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
 									break;
 
-								}
-								else {
+								} else {
 
 									// Segment triangles
 
@@ -1374,8 +1471,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 										addVertex( tempV2_7, u1, 0 );
 										addVertex( nextPointL, u1, 0 );
 
-									}
-									else {
+									} else {
 
 										tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
 										tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
@@ -1396,8 +1492,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 								}
 
-							}
-							else {
+							} else {
 
 								// Miter join segment triangles
 
@@ -1415,8 +1510,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 										addVertex( outerPoint, u1, 0 );
 										addVertex( innerPoint, u1, 1 );
 
-									}
-									else {
+									} else {
 
 										addVertex( lastPointR, u0, 1 );
 										addVertex( lastPointL, u0, 0 );
@@ -1433,16 +1527,14 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 										nextPointL.copy( outerPoint );
 
-									}
-									else {
+									} else {
 
 										nextPointR.copy( outerPoint );
 
 									}
 
 
-								}
-								else {
+								} else {
 
 									// Add extra miter join triangles
 
@@ -1456,8 +1548,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 										addVertex( outerPoint, u1, 0 );
 										addVertex( nextPointL, u1, 0 );
 
-									}
-									else {
+									} else {
 
 										addVertex( currentPointR, u1, 1 );
 										addVertex( outerPoint, u1, 1 );
@@ -1479,8 +1570,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 					}
 
-				}
-				else {
+				} else {
 
 					// The segment triangles are generated here when two consecutive points are collinear
 
@@ -1488,8 +1578,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 				}
 
-			}
-			else {
+			} else {
 
 				// The segment triangles are generated here if it is the ending segment
 
@@ -1520,16 +1609,18 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 			// Ending line endcap
 			addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
 
-		}
-		else if ( innerSideModified && vertices ) {
+		} else if ( innerSideModified && vertices ) {
 
 			// Modify path first segment vertices to adjust to the segments inner and outer intersections
 
 			var lastOuter = outerPoint;
 			var lastInner = innerPoint;
-			if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide) {
+
+			if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
+
 				lastOuter = innerPoint;
 				lastInner = outerPoint;
+
 			}
 
 			if ( joinIsOnLeftSide ) {
@@ -1540,10 +1631,10 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 				if ( isMiter ) {
 
 					lastOuter.toArray( vertices, 1 * 3 );
+
 				}
 
-			}
-			else {
+			} else {
 
 				lastInner.toArray( vertices, 1 * 3 );
 				lastInner.toArray( vertices, 3 * 3 );
@@ -1551,6 +1642,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 				if ( isMiter ) {
 
 					lastOuter.toArray( vertices, 0 * 3 );
+
 				}
 
 			}
@@ -1615,11 +1707,11 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 			var dot = tempV2_1.dot( tempV2_2 );
 			if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
 
-			angle /= arcLengthDivisions;
+			angle /= arcDivisions;
 
 			tempV2_3.copy( p1 );
 
-			for ( var i = 0, il = arcLengthDivisions - 1; i < il; i++ ) {
+			for ( var i = 0, il = arcDivisions - 1; i < il; i ++ ) {
 
 				tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
 
@@ -1628,6 +1720,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 				addVertex( center, u, 0.5 );
 
 				tempV2_3.copy( tempV2_4 );
+
 			}
 
 			addVertex( tempV2_4, u, v );
@@ -1672,8 +1765,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 					addVertex( nextPointL, u, 0 );
 					addVertex( innerPoint, u, 0.5 );
 
-				}
-				else {
+				} else {
 
 					// Path segments triangles
 
@@ -1693,8 +1785,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 				}
 
-			}
-			else {
+			} else {
 
 				// Bevel join triangle. The segment triangles are done in the main loop
 
@@ -1704,8 +1795,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 					addVertex( nextPointL, u, 0 );
 					addVertex( currentPoint, u, 0.5 );
 
-				}
-				else {
+				} else {
 
 					addVertex( currentPointR, u, 1 );
 					addVertex( nextPointR, u, 0 );
@@ -1739,8 +1829,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 					addVertex( nextPointL, u0, 0 );
 					addVertex( innerPoint, u1, 1 );
 
-				}
-				else {
+				} else {
 
 					addVertex( lastPointR, u0, 1 );
 					addVertex( lastPointL, u0, 0 );
@@ -1777,8 +1866,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 						makeCircularSector( center, p2, p1, u, 0.5 );
 
-					}
-					else {
+					} else {
 
 						makeCircularSector( center, p1, p2, u, 0.5 );
 
@@ -1803,8 +1891,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 							tempV2_4.toArray( vertices, 0 * 3 );
 							tempV2_4.toArray( vertices, 3 * 3 );
 
-						}
-						else {
+						} else {
 
 							tempV2_3.toArray( vertices, 1 * 3 );
 							tempV2_3.toArray( vertices, 3 * 3 );
@@ -1812,8 +1899,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 
 						}
 
-					}
-					else {
+					} else {
 
 						tempV2_1.subVectors( p2, center );
 						tempV2_2.set( tempV2_1.y, - tempV2_1.x );
@@ -1830,8 +1916,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 							tempV2_4.toArray( vertices, vl - 2 * 3 );
 							tempV2_4.toArray( vertices, vl - 4 * 3 );
 
-						}
-						else {
+						} else {
 
 							tempV2_3.toArray( vertices, vl - 2 * 3 );
 							tempV2_4.toArray( vertices, vl - 1 * 3 );
@@ -1882,6 +1967,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 					newPoints.push( points[ i ] );
 
 				}
+
 			}
 
 			newPoints.push( points[ points.length - 1 ] );
@@ -1889,6 +1975,7 @@ THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
 			return newPoints;
 
 		}
+
 	};
 
 }();

+ 34 - 0
examples/jsm/loaders/SVGLoader.d.ts

@@ -0,0 +1,34 @@
+import {
+  LoadingManager,
+  ShapePath,
+  BufferGeometry,
+  Vector3
+} from '../../../src/Three';
+
+export interface SVGResult {
+  paths: ShapePath[];
+  xml: XMLDocument;
+}
+
+export interface StrokeStyle {
+  strokeColor: string;
+  strokeWidth: number;
+  strokeLineJoin: string;
+  strokeLineCap: string;
+  strokeMiterLimit: number;
+}
+
+export class SVGLoader {
+  constructor(manager?: LoadingManager);
+  manager: LoadingManager;
+  path: string;
+
+  load(url: string, onLoad: (data: SVGResult) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void) : void;
+  setPath(path: string) : this;
+
+  parse(text: string) : SVGResult;
+
+  static getStrokeStyle(width: number, color: string, opacity: number, lineJoin: string, lineCap: string, miterLimit: number): StrokeStyle;
+  static pointsToStroke(points: Vector3[], style: StrokeStyle, arcDivisions: number, minDistance: number ): BufferGeometry;
+  static pointsToStrokeWithBuffers(points: Vector3[], style: StrokeStyle, arcDivisions: number, minDistance: number, vertices: number[], normals: number[], uvs: number[], vertexOffset: number): number;
+}

+ 1996 - 0
examples/jsm/loaders/SVGLoader.js

@@ -0,0 +1,1996 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author zz85 / http://joshuakoo.com/
+ * @author yomboprime / https://yombo.org
+ */
+
+import {
+	BufferGeometry,
+	Color,
+	DefaultLoadingManager,
+	FileLoader,
+	Float32BufferAttribute,
+	Matrix3,
+	Path,
+	ShapePath,
+	Vector2,
+	Vector3
+} from "../../../build/three.module.js";
+
+var SVGLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+};
+
+SVGLoader.prototype = {
+
+	constructor: SVGLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var loader = new FileLoader( scope.manager );
+		loader.setPath( scope.path );
+		loader.load( url, function ( text ) {
+
+			onLoad( scope.parse( text ) );
+
+		}, onProgress, onError );
+
+	},
+
+	setPath: function ( value ) {
+
+		this.path = value;
+		return this;
+
+	},
+
+	parse: function ( text ) {
+
+		function parseNode( node, style ) {
+
+			if ( node.nodeType !== 1 ) return;
+
+			var transform = getNodeTransform( node );
+
+			var path = null;
+
+			switch ( node.nodeName ) {
+
+				case 'svg':
+					break;
+
+				case 'g':
+					style = parseStyle( node, style );
+					break;
+
+				case 'path':
+					style = parseStyle( node, style );
+					if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node, style );
+					break;
+
+				case 'rect':
+					style = parseStyle( node, style );
+					path = parseRectNode( node, style );
+					break;
+
+				case 'polygon':
+					style = parseStyle( node, style );
+					path = parsePolygonNode( node, style );
+					break;
+
+				case 'polyline':
+					style = parseStyle( node, style );
+					path = parsePolylineNode( node, style );
+					break;
+
+				case 'circle':
+					style = parseStyle( node, style );
+					path = parseCircleNode( node, style );
+					break;
+
+				case 'ellipse':
+					style = parseStyle( node, style );
+					path = parseEllipseNode( node, style );
+					break;
+
+				case 'line':
+					style = parseStyle( node, style );
+					path = parseLineNode( node, style );
+					break;
+
+				default:
+					console.log( node );
+
+			}
+
+			if ( path ) {
+
+				if ( style.fill !== undefined && style.fill !== 'none' ) {
+
+					path.color.setStyle( style.fill );
+
+				}
+
+				transformPath( path, currentTransform );
+
+				paths.push( path );
+
+				path.userData = { node: node, style: style };
+
+			}
+
+			var nodes = node.childNodes;
+
+			for ( var i = 0; i < nodes.length; i ++ ) {
+
+				parseNode( nodes[ i ], style );
+
+			}
+
+			if ( transform ) {
+
+				transformStack.pop();
+
+				if ( transformStack.length > 0 ) {
+
+					currentTransform.copy( transformStack[ transformStack.length - 1 ] );
+
+				} else {
+
+					currentTransform.identity();
+
+				}
+
+			}
+
+		}
+
+		function parsePathNode( node ) {
+
+			var path = new ShapePath();
+
+			var point = new Vector2();
+			var control = new Vector2();
+
+			var firstPoint = new Vector2();
+			var isFirstPoint = true;
+			var doSetFirstPoint = false;
+
+			var d = node.getAttribute( 'd' );
+
+			// console.log( d );
+
+			var commands = d.match( /[a-df-z][^a-df-z]*/ig );
+
+			for ( var i = 0, l = commands.length; i < l; i ++ ) {
+
+				var command = commands[ i ];
+
+				var type = command.charAt( 0 );
+				var data = command.substr( 1 ).trim();
+
+				if ( isFirstPoint === true ) {
+
+					doSetFirstPoint = true;
+					isFirstPoint = false;
+
+				}
+
+				switch ( type ) {
+
+					case 'M':
+						var numbers = parseFloats( data );
+						for ( var 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 && doSetFirstPoint === true ) firstPoint.copy( point );
+
+						}
+						break;
+
+					case 'H':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
+
+							var rx = getReflection( point.x, control.x );
+							var 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':
+						var numbers = parseFloats( data );
+
+						for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
+
+							var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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 && doSetFirstPoint === true ) firstPoint.copy( point );
+
+						}
+						break;
+
+					case 'h':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var 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':
+						var numbers = parseFloats( data );
+
+						for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
+
+							var rx = getReflection( point.x, control.x );
+							var 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':
+						var numbers = parseFloats( data );
+
+						for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
+
+							var 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;
+
+		}
+
+		/**
+		 * 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 ) {
+
+			x_axis_rotation = x_axis_rotation * Math.PI / 180;
+
+			// Ensure radii are positive
+			rx = Math.abs( rx );
+			ry = Math.abs( ry );
+
+			// Compute (x1′, y1′)
+			var dx2 = ( start.x - end.x ) / 2.0;
+			var dy2 = ( start.y - end.y ) / 2.0;
+			var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
+			var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
+
+			// Compute (cx′, cy′)
+			var rxs = rx * rx;
+			var rys = ry * ry;
+			var x1ps = x1p * x1p;
+			var y1ps = y1p * y1p;
+
+			// Ensure radii are large enough
+			var cr = x1ps / rxs + y1ps / rys;
+
+			if ( cr > 1 ) {
+
+				// scale up rx,ry equally so cr == 1
+				var s = Math.sqrt( cr );
+				rx = s * rx;
+				ry = s * ry;
+				rxs = rx * rx;
+				rys = ry * ry;
+
+			}
+
+			var dq = ( rxs * y1ps + rys * x1ps );
+			var pq = ( rxs * rys - dq ) / dq;
+			var q = Math.sqrt( Math.max( 0, pq ) );
+			if ( large_arc_flag === sweep_flag ) q = - q;
+			var cxp = q * rx * y1p / ry;
+			var cyp = - q * ry * x1p / rx;
+
+			// Step 3: Compute (cx, cy) from (cx′, cy′)
+			var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
+			var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
+
+			// Step 4: Compute θ1 and Δθ
+			var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
+			var 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 ) {
+
+			var dot = ux * vx + uy * vy;
+			var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
+			var 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 ) {
+
+			var x = parseFloat( node.getAttribute( 'x' ) || 0 );
+			var y = parseFloat( node.getAttribute( 'y' ) || 0 );
+			var rx = parseFloat( node.getAttribute( 'rx' ) || 0 );
+			var ry = parseFloat( node.getAttribute( 'ry' ) || 0 );
+			var w = parseFloat( node.getAttribute( 'width' ) );
+			var h = parseFloat( node.getAttribute( 'height' ) );
+
+			var path = new ShapePath();
+			path.moveTo( x + 2 * rx, y );
+			path.lineTo( x + w - 2 * rx, y );
+			if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y, x + w, y, x + w, y + 2 * ry );
+			path.lineTo( x + w, y + h - 2 * ry );
+			if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h );
+			path.lineTo( x + 2 * rx, y + h );
+
+			if ( rx !== 0 || ry !== 0 ) {
+
+				path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
+
+			}
+
+			path.lineTo( x, y + 2 * ry );
+
+			if ( rx !== 0 || ry !== 0 ) {
+
+				path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
+
+			}
+
+			return path;
+
+		}
+
+		function parsePolygonNode( node ) {
+
+			function iterator( match, a, b ) {
+
+				var x = parseFloat( a );
+				var y = parseFloat( b );
+
+				if ( index === 0 ) {
+
+					path.moveTo( x, y );
+
+				} else {
+
+					path.lineTo( x, y );
+
+				}
+
+				index ++;
+
+			}
+
+			var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
+
+			var path = new ShapePath();
+
+			var index = 0;
+
+			node.getAttribute( 'points' ).replace( regex, iterator );
+
+			path.currentPath.autoClose = true;
+
+			return path;
+
+		}
+
+		function parsePolylineNode( node ) {
+
+			function iterator( match, a, b ) {
+
+				var x = parseFloat( a );
+				var y = parseFloat( b );
+
+				if ( index === 0 ) {
+
+					path.moveTo( x, y );
+
+				} else {
+
+					path.lineTo( x, y );
+
+				}
+
+				index ++;
+
+			}
+
+			var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
+
+			var path = new ShapePath();
+
+			var index = 0;
+
+			node.getAttribute( 'points' ).replace( regex, iterator );
+
+			path.currentPath.autoClose = false;
+
+			return path;
+
+		}
+
+		function parseCircleNode( node ) {
+
+			var x = parseFloat( node.getAttribute( 'cx' ) );
+			var y = parseFloat( node.getAttribute( 'cy' ) );
+			var r = parseFloat( node.getAttribute( 'r' ) );
+
+			var subpath = new Path();
+			subpath.absarc( x, y, r, 0, Math.PI * 2 );
+
+			var path = new ShapePath();
+			path.subPaths.push( subpath );
+
+			return path;
+
+		}
+
+		function parseEllipseNode( node ) {
+
+			var x = parseFloat( node.getAttribute( 'cx' ) );
+			var y = parseFloat( node.getAttribute( 'cy' ) );
+			var rx = parseFloat( node.getAttribute( 'rx' ) );
+			var ry = parseFloat( node.getAttribute( 'ry' ) );
+
+			var subpath = new Path();
+			subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
+
+			var path = new ShapePath();
+			path.subPaths.push( subpath );
+
+			return path;
+
+		}
+
+		function parseLineNode( node ) {
+
+			var x1 = parseFloat( node.getAttribute( 'x1' ) );
+			var y1 = parseFloat( node.getAttribute( 'y1' ) );
+			var x2 = parseFloat( node.getAttribute( 'x2' ) );
+			var y2 = parseFloat( node.getAttribute( 'y2' ) );
+
+			var 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
+
+			function addStyle( svgName, jsName, adjustFunction ) {
+
+				if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
+
+					return v;
+
+				};
+
+				if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
+				if ( node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
+
+			}
+
+			function clamp( v ) {
+
+				return Math.max( 0, Math.min( 1, v ) );
+
+			}
+
+			function positive( v ) {
+
+				return Math.max( 0, v );
+
+			}
+
+			addStyle( 'fill', 'fill' );
+			addStyle( 'fill-opacity', 'fillOpacity', 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 );
+
+			return style;
+
+		}
+
+		// http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
+
+		function getReflection( a, b ) {
+
+			return a - ( b - a );
+
+		}
+
+		function parseFloats( string ) {
+
+			var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
+
+			for ( var i = 0; i < array.length; i ++ ) {
+
+				var number = array[ i ];
+
+				// Handle values like 48.6037.7.8
+				// TODO Find a regex for this
+
+				if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
+
+					var split = number.split( '.' );
+
+					for ( var s = 2; s < split.length; s ++ ) {
+
+						array.splice( i + s - 1, 0, '0.' + split[ s ] );
+
+					}
+
+				}
+
+				array[ i ] = parseFloat( number );
+
+			}
+
+			return array;
+
+
+		}
+
+		function getNodeTransform( node ) {
+
+			if ( ! node.hasAttribute( 'transform' ) ) {
+
+				return null;
+
+			}
+
+			var transform = parseNodeTransform( node );
+
+			if ( transform ) {
+
+				if ( transformStack.length > 0 ) {
+
+					transform.premultiply( transformStack[ transformStack.length - 1 ] );
+
+				}
+
+				currentTransform.copy( transform );
+				transformStack.push( transform );
+
+			}
+
+			return transform;
+
+		}
+
+		function parseNodeTransform( node ) {
+
+			var transform = new Matrix3();
+			var currentTransform = tempTransform0;
+			var transformsTexts = node.getAttribute( 'transform' ).split( ')' );
+
+			for ( var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
+
+				var transformText = transformsTexts[ tIndex ].trim();
+
+				if ( transformText === '' ) continue;
+
+				var openParPos = transformText.indexOf( '(' );
+				var closeParPos = transformText.length;
+
+				if ( openParPos > 0 && openParPos < closeParPos ) {
+
+					var transformType = transformText.substr( 0, openParPos );
+
+					var array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
+
+					currentTransform.identity();
+
+					switch ( transformType ) {
+
+						case "translate":
+
+							if ( array.length >= 1 ) {
+
+								var tx = array[ 0 ];
+								var ty = tx;
+
+								if ( array.length >= 2 ) {
+
+									ty = array[ 1 ];
+
+								}
+
+								currentTransform.translate( tx, ty );
+
+							}
+
+							break;
+
+						case "rotate":
+
+							if ( array.length >= 1 ) {
+
+								var angle = 0;
+								var cx = 0;
+								var 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.identity().translate( - cx, - cy );
+								tempTransform2.identity().rotate( angle );
+								tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
+								tempTransform1.identity().translate( cx, cy );
+								currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
+
+							}
+
+							break;
+
+						case "scale":
+
+							if ( array.length >= 1 ) {
+
+								var scaleX = array[ 0 ];
+								var 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 );
+
+			}
+
+			var isRotated = isTransformRotated( m );
+
+			var subPaths = path.subPaths;
+
+			for ( var i = 0, n = subPaths.length; i < n; i ++ ) {
+
+				var subPath = subPaths[ i ];
+				var curves = subPath.curves;
+
+				for ( var j = 0; j < curves.length; j ++ ) {
+
+					var 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 ) {
+
+						if ( isRotated ) {
+
+							console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
+
+						}
+
+						tempV2.set( curve.aX, curve.aY );
+						transfVec2( tempV2 );
+						curve.aX = tempV2.x;
+						curve.aY = tempV2.y;
+
+						curve.xRadius *= getTransformScaleX( m );
+						curve.yRadius *= getTransformScaleY( m );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		function isTransformRotated( m ) {
+
+			return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
+
+		}
+
+		function getTransformScaleX( m ) {
+
+			var te = m.elements;
+			return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
+
+		}
+
+		function getTransformScaleY( m ) {
+
+			var te = m.elements;
+			return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
+
+		}
+
+		//
+
+		console.log( 'THREE.SVGLoader' );
+
+		var paths = [];
+
+		var transformStack = [];
+
+		var tempTransform0 = new Matrix3();
+		var tempTransform1 = new Matrix3();
+		var tempTransform2 = new Matrix3();
+		var tempTransform3 = new Matrix3();
+		var tempV2 = new Vector2();
+		var tempV3 = new Vector3();
+
+		var currentTransform = new Matrix3();
+
+		console.time( 'THREE.SVGLoader: DOMParser' );
+
+		var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
+
+		console.timeEnd( 'THREE.SVGLoader: DOMParser' );
+
+		console.time( 'THREE.SVGLoader: Parse' );
+
+		parseNode( xml.documentElement, {
+			fill: '#000',
+			fillOpacity: 1,
+			strokeOpacity: 1,
+			strokeWidth: 1,
+			strokeLineJoin: 'miter',
+			strokeLineCap: 'butt',
+			strokeMiterLimit: 4
+		} );
+
+		var data = { paths: paths, xml: xml.documentElement };
+
+		// console.log( paths );
+
+
+		console.timeEnd( 'THREE.SVGLoader: Parse' );
+
+		return data;
+
+	}
+
+};
+
+SVGLoader.getStrokeStyle = function ( width, color, opacity, lineJoin, lineCap, miterLimit ) {
+
+	// Param width: Stroke width
+	// Param color: As returned by Color.getStyle()
+	// Param opacity: 0 (transparent) to 1 (opaque)
+	// Param lineJoin: One of "round", "bevel", "miter" or "miter-limit"
+	// Param lineCap: One of "round", "square" or "butt"
+	// Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance)
+	// Returns style object
+
+	width = width !== undefined ? width : 1;
+	color = color !== undefined ? color : '#000';
+	opacity = opacity !== undefined ? opacity : 1;
+	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
+	};
+
+};
+
+SVGLoader.pointsToStroke = function ( points, style, arcDivisions, minDistance ) {
+
+	// Generates a stroke with some witdh around the given path.
+	// The path can be open or closed (last point equals to first point)
+	// Param points: Array of Vector2D (the path). Minimum 2 points.
+	// Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object
+	// Params arcDivisions: Arc divisions for round joins and endcaps. (Optional)
+	// Param minDistance: Points closer to this distance will be merged. (Optional)
+	// Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right)
+
+	var vertices = [];
+	var normals = [];
+	var uvs = [];
+
+	if ( SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
+
+		return null;
+
+	}
+
+	var geometry = new BufferGeometry();
+	geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+	geometry.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+	geometry.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	return geometry;
+
+};
+
+SVGLoader.pointsToStrokeWithBuffers = function () {
+
+	var tempV2_1 = new Vector2();
+	var tempV2_2 = new Vector2();
+	var tempV2_3 = new Vector2();
+	var tempV2_4 = new Vector2();
+	var tempV2_5 = new Vector2();
+	var tempV2_6 = new Vector2();
+	var tempV2_7 = new Vector2();
+	var lastPointL = new Vector2();
+	var lastPointR = new Vector2();
+	var point0L = new Vector2();
+	var point0R = new Vector2();
+	var currentPointL = new Vector2();
+	var currentPointR = new Vector2();
+	var nextPointL = new Vector2();
+	var nextPointR = new Vector2();
+	var innerPoint = new Vector2();
+	var outerPoint = new Vector2();
+
+	return function ( 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
+
+		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 );
+
+		var numPoints = points.length;
+
+		if ( numPoints < 2 ) return 0;
+
+		var isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
+
+		var currentPoint;
+		var previousPoint = points[ 0 ];
+		var nextPoint;
+
+		var strokeWidth2 = style.strokeWidth / 2;
+
+		var deltaU = 1 / ( numPoints - 1 );
+		var u0 = 0;
+
+		var innerSideModified;
+		var joinIsOnLeftSide;
+		var isMiter;
+		var initialJoinIsOnLeftSide = false;
+
+		var numVertices = 0;
+		var currentCoordinate = vertexOffset * 3;
+		var 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 ( var 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
+			var 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 );
+
+			var 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();
+				var dot = Math.abs( normal1.dot( tempV2_3 ) );
+
+				// If path is straight, don't create join
+				if ( dot !== 0 ) {
+
+					// Compute inner and outer segment intersections
+					var 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();
+					var miterLength2 = tempV2_5.length();
+					var segmentLengthPrev = tempV2_4.length();
+					tempV2_4.divideScalar( segmentLengthPrev );
+					tempV2_6.subVectors( nextPoint, currentPoint );
+					var 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:
+
+							var 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
+
+			var lastOuter = outerPoint;
+			var lastInner = innerPoint;
+
+			if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
+
+				lastOuter = innerPoint;
+				lastInner = outerPoint;
+
+			}
+
+			if ( joinIsOnLeftSide ) {
+
+				lastInner.toArray( vertices, 0 * 3 );
+				lastInner.toArray( vertices, 3 * 3 );
+
+				if ( isMiter ) {
+
+					lastOuter.toArray( vertices, 1 * 3 );
+
+				}
+
+			} else {
+
+				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();
+
+			var angle = Math.PI;
+			var dot = tempV2_1.dot( tempV2_2 );
+			if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
+
+			angle /= arcDivisions;
+
+			tempV2_3.copy( p1 );
+
+			for ( var 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, 1 );
+			addVertex( currentPointR, u1, 0 );
+
+		}
+
+		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( nextPointR, u, 0 );
+					addVertex( innerPoint, u, 0.5 );
+
+				}
+
+			} 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 );
+							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 );
+
+						var 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_3.toArray( vertices, vl - 2 * 3 );
+							tempV2_4.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.
+
+			var dupPoints = false;
+			for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
+
+				if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
+
+					dupPoints = true;
+					break;
+
+				}
+
+			}
+
+			if ( ! dupPoints ) return points;
+
+			var newPoints = [];
+			newPoints.push( points[ 0 ] );
+
+			for ( var 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 };

+ 3 - 3
examples/webgl_loader_svg.html

@@ -87,7 +87,7 @@
 					drawStrokes: true,
 					fillShapesWireframe: false,
 					strokesWireframe: false
-				}
+				};
 
 				loadSVG( guiData.currentURL );
 
@@ -166,7 +166,7 @@
 						var path = paths[ i ];
 
 						var fillColor = path.userData.style.fill;
-						if ( guiData.drawFillShapes && fillColor !== undefined && fillColor !== 'none') {
+						if ( guiData.drawFillShapes && fillColor !== undefined && fillColor !== 'none' ) {
 
 							var material = new THREE.MeshBasicMaterial( {
 								color: new THREE.Color().setStyle( fillColor ),
@@ -207,7 +207,7 @@
 
 							for ( var j = 0, jl = path.subPaths.length; j < jl; j ++ ) {
 
-								subPath = path.subPaths[ j ];
+								var subPath = path.subPaths[ j ];
 
 								var geometry = THREE.SVGLoader.pointsToStroke( subPath.getPoints(), path.userData.style );
 

+ 1 - 0
utils/modularize.js

@@ -34,6 +34,7 @@ var files = [
 	{ path: 'loaders/MTLLoader.js', ignoreList: [] },
 	{ path: 'loaders/PLYLoader.js', ignoreList: [ 'Mesh' ] },
 	{ path: 'loaders/STLLoader.js', ignoreList: [ 'Mesh', 'MeshPhongMaterial', 'VertexColors' ] },
+	{ path: 'loaders/SVGLoader.js', ignoreList: [] },
 	{ path: 'loaders/TGALoader.js', ignoreList: [] },
 	{ path: 'loaders/VRMLLoader.js', ignoreList: [] },