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@@ -221,14 +221,13 @@ 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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- // TODO
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- point.x = numbers[ j + 5 ];
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- point.y = numbers[ j + 6 ];
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- control.x = point.x;
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- control.y = point.y;
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+
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+ var radius = { x: numbers[ j ], y: numbers[ j + 1 ] };
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+ var end = { x: numbers[ j + 5 ], y: numbers[ j + 6 ] };
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+ svgEllipsisToThreeEllipsis( path, control, radius, numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], end );
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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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@@ -372,6 +371,53 @@ THREE.SVGLoader.prototype = {
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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://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
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+ * From
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+ * rx ry x-axis-rotation large-arc-flag sweep-flag x y
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+ * To
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+ * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
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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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+
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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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+ //Step 3: Ensure radii are large enough looks like over engineering
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+
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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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+ 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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+
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+ // Step 2: Compute (cx′, cy′)
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+ var rxs = rX * rX;
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+ var rys = rY * rY;
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+ var x1ps = x1p * x1p;
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+ var y1ps = y1p * y1p;
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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 q = Math.sqrt( pq );
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+ if ( large_arc_flag === sweep_flag ) q = - q;
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+ var cxp = q * rX * y1p / rY;
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+ var cyp = - q * rY * x1p / rX;
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+
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+ // Step 3: Compute (cx, cy) from (cx′, cy′)
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+ var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 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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+
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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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+ if ( ! sweep_flag ) endAngle -= 2 * Math.PI;
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+
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+ path.currentPath.absellipse( cx, cy, rX, rY, startAngle, endAngle, endAngle > startAngle, x_axis_rotation );
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+
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+ }
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+
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/*
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/*
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* According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
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* According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
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* rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
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* rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
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@@ -586,4 +632,4 @@ THREE.SVGLoader.prototype = {
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}
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}
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-};
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+};
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