SVGLoader.js 46 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author zz85 / http://joshuakoo.com/
  4. * @author yomboprime / https://yombo.org
  5. */
  6. THREE.SVGLoader = function ( manager ) {
  7. THREE.Loader.call( this, manager );
  8. // Default dots per inch
  9. this.defaultDPI = 90;
  10. // Accepted units: 'mm', 'cm', 'in', 'pt', 'pc', 'px'
  11. this.defaultUnit = "px";
  12. };
  13. THREE.SVGLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  14. constructor: THREE.SVGLoader,
  15. load: function ( url, onLoad, onProgress, onError ) {
  16. var scope = this;
  17. var loader = new THREE.FileLoader( scope.manager );
  18. loader.setPath( scope.path );
  19. loader.load( url, function ( text ) {
  20. onLoad( scope.parse( text ) );
  21. }, onProgress, onError );
  22. },
  23. parse: function ( text ) {
  24. var scope = this;
  25. function parseNode( node, style ) {
  26. if ( node.nodeType !== 1 ) return;
  27. var transform = getNodeTransform( node );
  28. var path = null;
  29. switch ( node.nodeName ) {
  30. case 'svg':
  31. break;
  32. case 'g':
  33. style = parseStyle( node, style );
  34. break;
  35. case 'path':
  36. style = parseStyle( node, style );
  37. if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node );
  38. break;
  39. case 'rect':
  40. style = parseStyle( node, style );
  41. path = parseRectNode( node );
  42. break;
  43. case 'polygon':
  44. style = parseStyle( node, style );
  45. path = parsePolygonNode( node );
  46. break;
  47. case 'polyline':
  48. style = parseStyle( node, style );
  49. path = parsePolylineNode( node );
  50. break;
  51. case 'circle':
  52. style = parseStyle( node, style );
  53. path = parseCircleNode( node );
  54. break;
  55. case 'ellipse':
  56. style = parseStyle( node, style );
  57. path = parseEllipseNode( node );
  58. break;
  59. case 'line':
  60. style = parseStyle( node, style );
  61. path = parseLineNode( node );
  62. break;
  63. default:
  64. console.log( node );
  65. }
  66. if ( path ) {
  67. if ( style.fill !== undefined && style.fill !== 'none' ) {
  68. path.color.setStyle( style.fill );
  69. }
  70. transformPath( path, currentTransform );
  71. paths.push( path );
  72. path.userData = { node: node, style: style };
  73. }
  74. var nodes = node.childNodes;
  75. for ( var i = 0; i < nodes.length; i ++ ) {
  76. parseNode( nodes[ i ], style );
  77. }
  78. if ( transform ) {
  79. transformStack.pop();
  80. if ( transformStack.length > 0 ) {
  81. currentTransform.copy( transformStack[ transformStack.length - 1 ] );
  82. } else {
  83. currentTransform.identity();
  84. }
  85. }
  86. }
  87. function parsePathNode( node ) {
  88. var path = new THREE.ShapePath();
  89. var point = new THREE.Vector2();
  90. var control = new THREE.Vector2();
  91. var firstPoint = new THREE.Vector2();
  92. var isFirstPoint = true;
  93. var doSetFirstPoint = false;
  94. var d = node.getAttribute( 'd' );
  95. // console.log( d );
  96. var commands = d.match( /[a-df-z][^a-df-z]*/ig );
  97. for ( var i = 0, l = commands.length; i < l; i ++ ) {
  98. var command = commands[ i ];
  99. var type = command.charAt( 0 );
  100. var data = command.substr( 1 ).trim();
  101. if ( isFirstPoint === true ) {
  102. doSetFirstPoint = true;
  103. isFirstPoint = false;
  104. }
  105. switch ( type ) {
  106. case 'M':
  107. var numbers = parseFloats( data );
  108. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  109. point.x = numbers[ j + 0 ];
  110. point.y = numbers[ j + 1 ];
  111. control.x = point.x;
  112. control.y = point.y;
  113. if ( j === 0 ) {
  114. path.moveTo( point.x, point.y );
  115. } else {
  116. path.lineTo( point.x, point.y );
  117. }
  118. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  119. }
  120. break;
  121. case 'H':
  122. var numbers = parseFloats( data );
  123. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  124. point.x = numbers[ j ];
  125. control.x = point.x;
  126. control.y = point.y;
  127. path.lineTo( point.x, point.y );
  128. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  129. }
  130. break;
  131. case 'V':
  132. var numbers = parseFloats( data );
  133. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  134. point.y = numbers[ j ];
  135. control.x = point.x;
  136. control.y = point.y;
  137. path.lineTo( point.x, point.y );
  138. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  139. }
  140. break;
  141. case 'L':
  142. var numbers = parseFloats( data );
  143. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  144. point.x = numbers[ j + 0 ];
  145. point.y = numbers[ j + 1 ];
  146. control.x = point.x;
  147. control.y = point.y;
  148. path.lineTo( point.x, point.y );
  149. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  150. }
  151. break;
  152. case 'C':
  153. var numbers = parseFloats( data );
  154. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  155. path.bezierCurveTo(
  156. numbers[ j + 0 ],
  157. numbers[ j + 1 ],
  158. numbers[ j + 2 ],
  159. numbers[ j + 3 ],
  160. numbers[ j + 4 ],
  161. numbers[ j + 5 ]
  162. );
  163. control.x = numbers[ j + 2 ];
  164. control.y = numbers[ j + 3 ];
  165. point.x = numbers[ j + 4 ];
  166. point.y = numbers[ j + 5 ];
  167. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  168. }
  169. break;
  170. case 'S':
  171. var numbers = parseFloats( data );
  172. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  173. path.bezierCurveTo(
  174. getReflection( point.x, control.x ),
  175. getReflection( point.y, control.y ),
  176. numbers[ j + 0 ],
  177. numbers[ j + 1 ],
  178. numbers[ j + 2 ],
  179. numbers[ j + 3 ]
  180. );
  181. control.x = numbers[ j + 0 ];
  182. control.y = numbers[ j + 1 ];
  183. point.x = numbers[ j + 2 ];
  184. point.y = numbers[ j + 3 ];
  185. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  186. }
  187. break;
  188. case 'Q':
  189. var numbers = parseFloats( data );
  190. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  191. path.quadraticCurveTo(
  192. numbers[ j + 0 ],
  193. numbers[ j + 1 ],
  194. numbers[ j + 2 ],
  195. numbers[ j + 3 ]
  196. );
  197. control.x = numbers[ j + 0 ];
  198. control.y = numbers[ j + 1 ];
  199. point.x = numbers[ j + 2 ];
  200. point.y = numbers[ j + 3 ];
  201. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  202. }
  203. break;
  204. case 'T':
  205. var numbers = parseFloats( data );
  206. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  207. var rx = getReflection( point.x, control.x );
  208. var ry = getReflection( point.y, control.y );
  209. path.quadraticCurveTo(
  210. rx,
  211. ry,
  212. numbers[ j + 0 ],
  213. numbers[ j + 1 ]
  214. );
  215. control.x = rx;
  216. control.y = ry;
  217. point.x = numbers[ j + 0 ];
  218. point.y = numbers[ j + 1 ];
  219. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  220. }
  221. break;
  222. case 'A':
  223. var numbers = parseFloats( data );
  224. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  225. var start = point.clone();
  226. point.x = numbers[ j + 5 ];
  227. point.y = numbers[ j + 6 ];
  228. control.x = point.x;
  229. control.y = point.y;
  230. parseArcCommand(
  231. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  232. );
  233. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  234. }
  235. break;
  236. case 'm':
  237. var numbers = parseFloats( data );
  238. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  239. point.x += numbers[ j + 0 ];
  240. point.y += numbers[ j + 1 ];
  241. control.x = point.x;
  242. control.y = point.y;
  243. if ( j === 0 ) {
  244. path.moveTo( point.x, point.y );
  245. } else {
  246. path.lineTo( point.x, point.y );
  247. }
  248. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  249. }
  250. break;
  251. case 'h':
  252. var numbers = parseFloats( data );
  253. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  254. point.x += numbers[ j ];
  255. control.x = point.x;
  256. control.y = point.y;
  257. path.lineTo( point.x, point.y );
  258. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  259. }
  260. break;
  261. case 'v':
  262. var numbers = parseFloats( data );
  263. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  264. point.y += numbers[ j ];
  265. control.x = point.x;
  266. control.y = point.y;
  267. path.lineTo( point.x, point.y );
  268. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  269. }
  270. break;
  271. case 'l':
  272. var numbers = parseFloats( data );
  273. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  274. point.x += numbers[ j + 0 ];
  275. point.y += numbers[ j + 1 ];
  276. control.x = point.x;
  277. control.y = point.y;
  278. path.lineTo( point.x, point.y );
  279. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  280. }
  281. break;
  282. case 'c':
  283. var numbers = parseFloats( data );
  284. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  285. path.bezierCurveTo(
  286. point.x + numbers[ j + 0 ],
  287. point.y + numbers[ j + 1 ],
  288. point.x + numbers[ j + 2 ],
  289. point.y + numbers[ j + 3 ],
  290. point.x + numbers[ j + 4 ],
  291. point.y + numbers[ j + 5 ]
  292. );
  293. control.x = point.x + numbers[ j + 2 ];
  294. control.y = point.y + numbers[ j + 3 ];
  295. point.x += numbers[ j + 4 ];
  296. point.y += numbers[ j + 5 ];
  297. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  298. }
  299. break;
  300. case 's':
  301. var numbers = parseFloats( data );
  302. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  303. path.bezierCurveTo(
  304. getReflection( point.x, control.x ),
  305. getReflection( point.y, control.y ),
  306. point.x + numbers[ j + 0 ],
  307. point.y + numbers[ j + 1 ],
  308. point.x + numbers[ j + 2 ],
  309. point.y + numbers[ j + 3 ]
  310. );
  311. control.x = point.x + numbers[ j + 0 ];
  312. control.y = point.y + numbers[ j + 1 ];
  313. point.x += numbers[ j + 2 ];
  314. point.y += numbers[ j + 3 ];
  315. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  316. }
  317. break;
  318. case 'q':
  319. var numbers = parseFloats( data );
  320. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  321. path.quadraticCurveTo(
  322. point.x + numbers[ j + 0 ],
  323. point.y + numbers[ j + 1 ],
  324. point.x + numbers[ j + 2 ],
  325. point.y + numbers[ j + 3 ]
  326. );
  327. control.x = point.x + numbers[ j + 0 ];
  328. control.y = point.y + numbers[ j + 1 ];
  329. point.x += numbers[ j + 2 ];
  330. point.y += numbers[ j + 3 ];
  331. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  332. }
  333. break;
  334. case 't':
  335. var numbers = parseFloats( data );
  336. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  337. var rx = getReflection( point.x, control.x );
  338. var ry = getReflection( point.y, control.y );
  339. path.quadraticCurveTo(
  340. rx,
  341. ry,
  342. point.x + numbers[ j + 0 ],
  343. point.y + numbers[ j + 1 ]
  344. );
  345. control.x = rx;
  346. control.y = ry;
  347. point.x = point.x + numbers[ j + 0 ];
  348. point.y = point.y + numbers[ j + 1 ];
  349. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  350. }
  351. break;
  352. case 'a':
  353. var numbers = parseFloats( data );
  354. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  355. var start = point.clone();
  356. point.x += numbers[ j + 5 ];
  357. point.y += numbers[ j + 6 ];
  358. control.x = point.x;
  359. control.y = point.y;
  360. parseArcCommand(
  361. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  362. );
  363. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  364. }
  365. break;
  366. case 'Z':
  367. case 'z':
  368. path.currentPath.autoClose = true;
  369. if ( path.currentPath.curves.length > 0 ) {
  370. // Reset point to beginning of Path
  371. point.copy( firstPoint );
  372. path.currentPath.currentPoint.copy( point );
  373. isFirstPoint = true;
  374. }
  375. break;
  376. default:
  377. console.warn( command );
  378. }
  379. // console.log( type, parseFloats( data ), parseFloats( data ).length )
  380. doSetFirstPoint = false;
  381. }
  382. return path;
  383. }
  384. /**
  385. * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
  386. * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
  387. * From
  388. * rx ry x-axis-rotation large-arc-flag sweep-flag x y
  389. * To
  390. * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
  391. */
  392. function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
  393. x_axis_rotation = x_axis_rotation * Math.PI / 180;
  394. // Ensure radii are positive
  395. rx = Math.abs( rx );
  396. ry = Math.abs( ry );
  397. // Compute (x1′, y1′)
  398. var dx2 = ( start.x - end.x ) / 2.0;
  399. var dy2 = ( start.y - end.y ) / 2.0;
  400. var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
  401. var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
  402. // Compute (cx′, cy′)
  403. var rxs = rx * rx;
  404. var rys = ry * ry;
  405. var x1ps = x1p * x1p;
  406. var y1ps = y1p * y1p;
  407. // Ensure radii are large enough
  408. var cr = x1ps / rxs + y1ps / rys;
  409. if ( cr > 1 ) {
  410. // scale up rx,ry equally so cr == 1
  411. var s = Math.sqrt( cr );
  412. rx = s * rx;
  413. ry = s * ry;
  414. rxs = rx * rx;
  415. rys = ry * ry;
  416. }
  417. var dq = ( rxs * y1ps + rys * x1ps );
  418. var pq = ( rxs * rys - dq ) / dq;
  419. var q = Math.sqrt( Math.max( 0, pq ) );
  420. if ( large_arc_flag === sweep_flag ) q = - q;
  421. var cxp = q * rx * y1p / ry;
  422. var cyp = - q * ry * x1p / rx;
  423. // Step 3: Compute (cx, cy) from (cx′, cy′)
  424. var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
  425. var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
  426. // Step 4: Compute θ1 and Δθ
  427. var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
  428. var delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry ) % ( Math.PI * 2 );
  429. path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
  430. }
  431. function svgAngle( ux, uy, vx, vy ) {
  432. var dot = ux * vx + uy * vy;
  433. var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
  434. var ang = Math.acos( Math.max( - 1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
  435. if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
  436. return ang;
  437. }
  438. /*
  439. * According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
  440. * rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
  441. */
  442. function parseRectNode( node ) {
  443. var x = parseFloatWithUnits( node.getAttribute( 'x' ) || 0 );
  444. var y = parseFloatWithUnits( node.getAttribute( 'y' ) || 0 );
  445. var rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
  446. var ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
  447. var w = parseFloatWithUnits( node.getAttribute( 'width' ) );
  448. var h = parseFloatWithUnits( node.getAttribute( 'height' ) );
  449. var path = new THREE.ShapePath();
  450. path.moveTo( x + 2 * rx, y );
  451. path.lineTo( x + w - 2 * rx, y );
  452. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y, x + w, y, x + w, y + 2 * ry );
  453. path.lineTo( x + w, y + h - 2 * ry );
  454. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h );
  455. path.lineTo( x + 2 * rx, y + h );
  456. if ( rx !== 0 || ry !== 0 ) {
  457. path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
  458. }
  459. path.lineTo( x, y + 2 * ry );
  460. if ( rx !== 0 || ry !== 0 ) {
  461. path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
  462. }
  463. return path;
  464. }
  465. function parsePolygonNode( node ) {
  466. function iterator( match, a, b ) {
  467. var x = parseFloatWithUnits( a );
  468. var y = parseFloatWithUnits( b );
  469. if ( index === 0 ) {
  470. path.moveTo( x, y );
  471. } else {
  472. path.lineTo( x, y );
  473. }
  474. index ++;
  475. }
  476. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  477. var path = new THREE.ShapePath();
  478. var index = 0;
  479. node.getAttribute( 'points' ).replace( regex, iterator );
  480. path.currentPath.autoClose = true;
  481. return path;
  482. }
  483. function parsePolylineNode( node ) {
  484. function iterator( match, a, b ) {
  485. var x = parseFloatWithUnits( a );
  486. var y = parseFloatWithUnits( b );
  487. if ( index === 0 ) {
  488. path.moveTo( x, y );
  489. } else {
  490. path.lineTo( x, y );
  491. }
  492. index ++;
  493. }
  494. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  495. var path = new THREE.ShapePath();
  496. var index = 0;
  497. node.getAttribute( 'points' ).replace( regex, iterator );
  498. path.currentPath.autoClose = false;
  499. return path;
  500. }
  501. function parseCircleNode( node ) {
  502. var x = parseFloatWithUnits( node.getAttribute( 'cx' ) );
  503. var y = parseFloatWithUnits( node.getAttribute( 'cy' ) );
  504. var r = parseFloatWithUnits( node.getAttribute( 'r' ) );
  505. var subpath = new THREE.Path();
  506. subpath.absarc( x, y, r, 0, Math.PI * 2 );
  507. var path = new THREE.ShapePath();
  508. path.subPaths.push( subpath );
  509. return path;
  510. }
  511. function parseEllipseNode( node ) {
  512. var x = parseFloatWithUnits( node.getAttribute( 'cx' ) );
  513. var y = parseFloatWithUnits( node.getAttribute( 'cy' ) );
  514. var rx = parseFloatWithUnits( node.getAttribute( 'rx' ) );
  515. var ry = parseFloatWithUnits( node.getAttribute( 'ry' ) );
  516. var subpath = new THREE.Path();
  517. subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
  518. var path = new THREE.ShapePath();
  519. path.subPaths.push( subpath );
  520. return path;
  521. }
  522. function parseLineNode( node ) {
  523. var x1 = parseFloatWithUnits( node.getAttribute( 'x1' ) );
  524. var y1 = parseFloatWithUnits( node.getAttribute( 'y1' ) );
  525. var x2 = parseFloatWithUnits( node.getAttribute( 'x2' ) );
  526. var y2 = parseFloatWithUnits( node.getAttribute( 'y2' ) );
  527. var path = new THREE.ShapePath();
  528. path.moveTo( x1, y1 );
  529. path.lineTo( x2, y2 );
  530. path.currentPath.autoClose = false;
  531. return path;
  532. }
  533. //
  534. function parseStyle( node, style ) {
  535. style = Object.assign( {}, style ); // clone style
  536. function addStyle( svgName, jsName, adjustFunction ) {
  537. if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
  538. return v;
  539. };
  540. if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
  541. if ( node.style && node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
  542. }
  543. function clamp( v ) {
  544. return Math.max( 0, Math.min( 1, parseFloatWithUnits( v ) ) );
  545. }
  546. function positive( v ) {
  547. return Math.max( 0, parseFloatWithUnits( v ) );
  548. }
  549. addStyle( 'fill', 'fill' );
  550. addStyle( 'fill-opacity', 'fillOpacity', clamp );
  551. addStyle( 'stroke', 'stroke' );
  552. addStyle( 'stroke-opacity', 'strokeOpacity', clamp );
  553. addStyle( 'stroke-width', 'strokeWidth', positive );
  554. addStyle( 'stroke-linejoin', 'strokeLineJoin' );
  555. addStyle( 'stroke-linecap', 'strokeLineCap' );
  556. addStyle( 'stroke-miterlimit', 'strokeMiterLimit', positive );
  557. return style;
  558. }
  559. // http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
  560. function getReflection( a, b ) {
  561. return a - ( b - a );
  562. }
  563. function parseFloats( string ) {
  564. var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
  565. for ( var i = 0; i < array.length; i ++ ) {
  566. var number = array[ i ];
  567. // Handle values like 48.6037.7.8
  568. // TODO Find a regex for this
  569. if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
  570. var split = number.split( '.' );
  571. for ( var s = 2; s < split.length; s ++ ) {
  572. array.splice( i + s - 1, 0, '0.' + split[ s ] );
  573. }
  574. }
  575. array[ i ] = parseFloatWithUnits( number );
  576. }
  577. return array;
  578. }
  579. // Units
  580. var units = [ 'mm', 'cm', 'in', 'pt', 'pc', 'px' ];
  581. // Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent)
  582. var unitConversion = {
  583. "mm" : {
  584. "mm": 1,
  585. "cm": 0.1,
  586. "in": 1 / 25.4,
  587. "pt": 72 / 25.4,
  588. "pc": 6 / 25.4,
  589. "px": - 1
  590. },
  591. "cm" : {
  592. "mm": 10,
  593. "cm": 1,
  594. "in": 1 / 2.54,
  595. "pt": 72 / 2.54,
  596. "pc": 6 / 2.54,
  597. "px": - 1
  598. },
  599. "in" : {
  600. "mm": 25.4,
  601. "cm": 2.54,
  602. "in": 1,
  603. "pt": 72,
  604. "pc": 6,
  605. "px": - 1
  606. },
  607. "pt" : {
  608. "mm": 25.4 / 72,
  609. "cm": 2.54 / 72,
  610. "in": 1 / 72,
  611. "pt": 1,
  612. "pc": 6 / 72,
  613. "px": - 1
  614. },
  615. "pc" : {
  616. "mm": 25.4 / 6,
  617. "cm": 2.54 / 6,
  618. "in": 1 / 6,
  619. "pt": 72 / 6,
  620. "pc": 1,
  621. "px": - 1
  622. },
  623. "px" : {
  624. "px": 1
  625. }
  626. };
  627. function parseFloatWithUnits( string ) {
  628. var theUnit = "px";
  629. if ( typeof string === 'string' || string instanceof String ) {
  630. for ( var i = 0, n = units.length; i < n; i ++ ) {
  631. var u = units[ i ];
  632. if ( string.endsWith( u ) ) {
  633. theUnit = u;
  634. string = string.substring( 0, string.length - u.length );
  635. break;
  636. }
  637. }
  638. }
  639. var scale = undefined;
  640. if ( theUnit === "px" && scope.defaultUnit !== "px" ) {
  641. // Conversion scale from pixels to inches, then to default units
  642. scale = unitConversion[ "in" ][ scope.defaultUnit ] / scope.defaultDPI;
  643. }
  644. else {
  645. scale = unitConversion[ theUnit ][ scope.defaultUnit ];
  646. if ( scale < 0 ) {
  647. // Conversion scale to pixels
  648. scale = unitConversion[ theUnit ][ "in" ] * scope.defaultDPI;
  649. }
  650. }
  651. return scale * parseFloat( string );
  652. }
  653. // Transforms
  654. function getNodeTransform( node ) {
  655. if ( ! node.hasAttribute( 'transform' ) ) {
  656. return null;
  657. }
  658. var transform = parseNodeTransform( node );
  659. if ( transformStack.length > 0 ) {
  660. transform.premultiply( transformStack[ transformStack.length - 1 ] );
  661. }
  662. currentTransform.copy( transform );
  663. transformStack.push( transform );
  664. return transform;
  665. }
  666. function parseNodeTransform( node ) {
  667. var transform = new THREE.Matrix3();
  668. var currentTransform = tempTransform0;
  669. var transformsTexts = node.getAttribute( 'transform' ).split( ')' );
  670. for ( var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
  671. var transformText = transformsTexts[ tIndex ].trim();
  672. if ( transformText === '' ) continue;
  673. var openParPos = transformText.indexOf( '(' );
  674. var closeParPos = transformText.length;
  675. if ( openParPos > 0 && openParPos < closeParPos ) {
  676. var transformType = transformText.substr( 0, openParPos );
  677. var array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
  678. currentTransform.identity();
  679. switch ( transformType ) {
  680. case "translate":
  681. if ( array.length >= 1 ) {
  682. var tx = array[ 0 ];
  683. var ty = tx;
  684. if ( array.length >= 2 ) {
  685. ty = array[ 1 ];
  686. }
  687. currentTransform.translate( tx, ty );
  688. }
  689. break;
  690. case "rotate":
  691. if ( array.length >= 1 ) {
  692. var angle = 0;
  693. var cx = 0;
  694. var cy = 0;
  695. // Angle
  696. angle = - array[ 0 ] * Math.PI / 180;
  697. if ( array.length >= 3 ) {
  698. // Center x, y
  699. cx = array[ 1 ];
  700. cy = array[ 2 ];
  701. }
  702. // Rotate around center (cx, cy)
  703. tempTransform1.identity().translate( - cx, - cy );
  704. tempTransform2.identity().rotate( angle );
  705. tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
  706. tempTransform1.identity().translate( cx, cy );
  707. currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
  708. }
  709. break;
  710. case "scale":
  711. if ( array.length >= 1 ) {
  712. var scaleX = array[ 0 ];
  713. var scaleY = scaleX;
  714. if ( array.length >= 2 ) {
  715. scaleY = array[ 1 ];
  716. }
  717. currentTransform.scale( scaleX, scaleY );
  718. }
  719. break;
  720. case "skewX":
  721. if ( array.length === 1 ) {
  722. currentTransform.set(
  723. 1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
  724. 0, 1, 0,
  725. 0, 0, 1
  726. );
  727. }
  728. break;
  729. case "skewY":
  730. if ( array.length === 1 ) {
  731. currentTransform.set(
  732. 1, 0, 0,
  733. Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
  734. 0, 0, 1
  735. );
  736. }
  737. break;
  738. case "matrix":
  739. if ( array.length === 6 ) {
  740. currentTransform.set(
  741. array[ 0 ], array[ 2 ], array[ 4 ],
  742. array[ 1 ], array[ 3 ], array[ 5 ],
  743. 0, 0, 1
  744. );
  745. }
  746. break;
  747. }
  748. }
  749. transform.premultiply( currentTransform );
  750. }
  751. return transform;
  752. }
  753. function transformPath( path, m ) {
  754. function transfVec2( v2 ) {
  755. tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
  756. v2.set( tempV3.x, tempV3.y );
  757. }
  758. var isRotated = isTransformRotated( m );
  759. var subPaths = path.subPaths;
  760. for ( var i = 0, n = subPaths.length; i < n; i ++ ) {
  761. var subPath = subPaths[ i ];
  762. var curves = subPath.curves;
  763. for ( var j = 0; j < curves.length; j ++ ) {
  764. var curve = curves[ j ];
  765. if ( curve.isLineCurve ) {
  766. transfVec2( curve.v1 );
  767. transfVec2( curve.v2 );
  768. } else if ( curve.isCubicBezierCurve ) {
  769. transfVec2( curve.v0 );
  770. transfVec2( curve.v1 );
  771. transfVec2( curve.v2 );
  772. transfVec2( curve.v3 );
  773. } else if ( curve.isQuadraticBezierCurve ) {
  774. transfVec2( curve.v0 );
  775. transfVec2( curve.v1 );
  776. transfVec2( curve.v2 );
  777. } else if ( curve.isEllipseCurve ) {
  778. if ( isRotated ) {
  779. console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
  780. }
  781. tempV2.set( curve.aX, curve.aY );
  782. transfVec2( tempV2 );
  783. curve.aX = tempV2.x;
  784. curve.aY = tempV2.y;
  785. curve.xRadius *= getTransformScaleX( m );
  786. curve.yRadius *= getTransformScaleY( m );
  787. }
  788. }
  789. }
  790. }
  791. function isTransformRotated( m ) {
  792. return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
  793. }
  794. function getTransformScaleX( m ) {
  795. var te = m.elements;
  796. return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
  797. }
  798. function getTransformScaleY( m ) {
  799. var te = m.elements;
  800. return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
  801. }
  802. //
  803. var paths = [];
  804. var transformStack = [];
  805. var tempTransform0 = new THREE.Matrix3();
  806. var tempTransform1 = new THREE.Matrix3();
  807. var tempTransform2 = new THREE.Matrix3();
  808. var tempTransform3 = new THREE.Matrix3();
  809. var tempV2 = new THREE.Vector2();
  810. var tempV3 = new THREE.Vector3();
  811. var currentTransform = new THREE.Matrix3();
  812. var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
  813. parseNode( xml.documentElement, {
  814. fill: '#000',
  815. fillOpacity: 1,
  816. strokeOpacity: 1,
  817. strokeWidth: 1,
  818. strokeLineJoin: 'miter',
  819. strokeLineCap: 'butt',
  820. strokeMiterLimit: 4
  821. } );
  822. var data = { paths: paths, xml: xml.documentElement };
  823. // console.log( paths );
  824. return data;
  825. }
  826. } );
  827. THREE.SVGLoader.getStrokeStyle = function ( width, color, lineJoin, lineCap, miterLimit ) {
  828. // Param width: Stroke width
  829. // Param color: As returned by THREE.Color.getStyle()
  830. // Param lineJoin: One of "round", "bevel", "miter" or "miter-limit"
  831. // Param lineCap: One of "round", "square" or "butt"
  832. // Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance)
  833. // Returns style object
  834. width = width !== undefined ? width : 1;
  835. color = color !== undefined ? color : '#000';
  836. lineJoin = lineJoin !== undefined ? lineJoin : 'miter';
  837. lineCap = lineCap !== undefined ? lineCap : 'butt';
  838. miterLimit = miterLimit !== undefined ? miterLimit : 4;
  839. return {
  840. strokeColor: color,
  841. strokeWidth: width,
  842. strokeLineJoin: lineJoin,
  843. strokeLineCap: lineCap,
  844. strokeMiterLimit: miterLimit
  845. };
  846. };
  847. THREE.SVGLoader.pointsToStroke = function ( points, style, arcDivisions, minDistance ) {
  848. // Generates a stroke with some witdh around the given path.
  849. // The path can be open or closed (last point equals to first point)
  850. // Param points: Array of Vector2D (the path). Minimum 2 points.
  851. // Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object
  852. // Params arcDivisions: Arc divisions for round joins and endcaps. (Optional)
  853. // Param minDistance: Points closer to this distance will be merged. (Optional)
  854. // Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right)
  855. var vertices = [];
  856. var normals = [];
  857. var uvs = [];
  858. if ( THREE.SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
  859. return null;
  860. }
  861. var geometry = new THREE.BufferGeometry();
  862. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  863. geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  864. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  865. return geometry;
  866. };
  867. THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
  868. var tempV2_1 = new THREE.Vector2();
  869. var tempV2_2 = new THREE.Vector2();
  870. var tempV2_3 = new THREE.Vector2();
  871. var tempV2_4 = new THREE.Vector2();
  872. var tempV2_5 = new THREE.Vector2();
  873. var tempV2_6 = new THREE.Vector2();
  874. var tempV2_7 = new THREE.Vector2();
  875. var lastPointL = new THREE.Vector2();
  876. var lastPointR = new THREE.Vector2();
  877. var point0L = new THREE.Vector2();
  878. var point0R = new THREE.Vector2();
  879. var currentPointL = new THREE.Vector2();
  880. var currentPointR = new THREE.Vector2();
  881. var nextPointL = new THREE.Vector2();
  882. var nextPointR = new THREE.Vector2();
  883. var innerPoint = new THREE.Vector2();
  884. var outerPoint = new THREE.Vector2();
  885. return function ( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
  886. // This function can be called to update existing arrays or buffers.
  887. // Accepts same parameters as pointsToStroke, plus the buffers and optional offset.
  888. // Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs)
  889. // Returns number of written vertices / normals / uvs pairs
  890. // if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers)
  891. // 'normals' and 'uvs' buffers are optional
  892. arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
  893. minDistance = minDistance !== undefined ? minDistance : 0.001;
  894. vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
  895. // First ensure there are no duplicated points
  896. points = removeDuplicatedPoints( points );
  897. var numPoints = points.length;
  898. if ( numPoints < 2 ) return 0;
  899. var isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
  900. var currentPoint;
  901. var previousPoint = points[ 0 ];
  902. var nextPoint;
  903. var strokeWidth2 = style.strokeWidth / 2;
  904. var deltaU = 1 / ( numPoints - 1 );
  905. var u0 = 0;
  906. var innerSideModified;
  907. var joinIsOnLeftSide;
  908. var isMiter;
  909. var initialJoinIsOnLeftSide = false;
  910. var numVertices = 0;
  911. var currentCoordinate = vertexOffset * 3;
  912. var currentCoordinateUV = vertexOffset * 2;
  913. // Get initial left and right stroke points
  914. getNormal( points[ 0 ], points[ 1 ], tempV2_1 ).multiplyScalar( strokeWidth2 );
  915. lastPointL.copy( points[ 0 ] ).sub( tempV2_1 );
  916. lastPointR.copy( points[ 0 ] ).add( tempV2_1 );
  917. point0L.copy( lastPointL );
  918. point0R.copy( lastPointR );
  919. for ( var iPoint = 1; iPoint < numPoints; iPoint ++ ) {
  920. currentPoint = points[ iPoint ];
  921. // Get next point
  922. if ( iPoint === numPoints - 1 ) {
  923. if ( isClosed ) {
  924. // Skip duplicated initial point
  925. nextPoint = points[ 1 ];
  926. } else nextPoint = undefined;
  927. } else {
  928. nextPoint = points[ iPoint + 1 ];
  929. }
  930. // Normal of previous segment in tempV2_1
  931. var normal1 = tempV2_1;
  932. getNormal( previousPoint, currentPoint, normal1 );
  933. tempV2_3.copy( normal1 ).multiplyScalar( strokeWidth2 );
  934. currentPointL.copy( currentPoint ).sub( tempV2_3 );
  935. currentPointR.copy( currentPoint ).add( tempV2_3 );
  936. var u1 = u0 + deltaU;
  937. innerSideModified = false;
  938. if ( nextPoint !== undefined ) {
  939. // Normal of next segment in tempV2_2
  940. getNormal( currentPoint, nextPoint, tempV2_2 );
  941. tempV2_3.copy( tempV2_2 ).multiplyScalar( strokeWidth2 );
  942. nextPointL.copy( currentPoint ).sub( tempV2_3 );
  943. nextPointR.copy( currentPoint ).add( tempV2_3 );
  944. joinIsOnLeftSide = true;
  945. tempV2_3.subVectors( nextPoint, previousPoint );
  946. if ( normal1.dot( tempV2_3 ) < 0 ) {
  947. joinIsOnLeftSide = false;
  948. }
  949. if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
  950. tempV2_3.subVectors( nextPoint, currentPoint );
  951. tempV2_3.normalize();
  952. var dot = Math.abs( normal1.dot( tempV2_3 ) );
  953. // If path is straight, don't create join
  954. if ( dot !== 0 ) {
  955. // Compute inner and outer segment intersections
  956. var miterSide = strokeWidth2 / dot;
  957. tempV2_3.multiplyScalar( - miterSide );
  958. tempV2_4.subVectors( currentPoint, previousPoint );
  959. tempV2_5.copy( tempV2_4 ).setLength( miterSide ).add( tempV2_3 );
  960. innerPoint.copy( tempV2_5 ).negate();
  961. var miterLength2 = tempV2_5.length();
  962. var segmentLengthPrev = tempV2_4.length();
  963. tempV2_4.divideScalar( segmentLengthPrev );
  964. tempV2_6.subVectors( nextPoint, currentPoint );
  965. var segmentLengthNext = tempV2_6.length();
  966. tempV2_6.divideScalar( segmentLengthNext );
  967. // Check that previous and next segments doesn't overlap with the innerPoint of intersection
  968. if ( tempV2_4.dot( innerPoint ) < segmentLengthPrev && tempV2_6.dot( innerPoint ) < segmentLengthNext ) {
  969. innerSideModified = true;
  970. }
  971. outerPoint.copy( tempV2_5 ).add( currentPoint );
  972. innerPoint.add( currentPoint );
  973. isMiter = false;
  974. if ( innerSideModified ) {
  975. if ( joinIsOnLeftSide ) {
  976. nextPointR.copy( innerPoint );
  977. currentPointR.copy( innerPoint );
  978. } else {
  979. nextPointL.copy( innerPoint );
  980. currentPointL.copy( innerPoint );
  981. }
  982. } else {
  983. // The segment triangles are generated here if there was overlapping
  984. makeSegmentTriangles();
  985. }
  986. switch ( style.strokeLineJoin ) {
  987. case 'bevel':
  988. makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  989. break;
  990. case 'round':
  991. // Segment triangles
  992. createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  993. // Join triangles
  994. if ( joinIsOnLeftSide ) {
  995. makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
  996. } else {
  997. makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
  998. }
  999. break;
  1000. case 'miter':
  1001. case 'miter-clip':
  1002. default:
  1003. var miterFraction = ( strokeWidth2 * style.strokeMiterLimit ) / miterLength2;
  1004. if ( miterFraction < 1 ) {
  1005. // The join miter length exceeds the miter limit
  1006. if ( style.strokeLineJoin !== 'miter-clip' ) {
  1007. makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  1008. break;
  1009. } else {
  1010. // Segment triangles
  1011. createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  1012. // Miter-clip join triangles
  1013. if ( joinIsOnLeftSide ) {
  1014. tempV2_6.subVectors( outerPoint, currentPointL ).multiplyScalar( miterFraction ).add( currentPointL );
  1015. tempV2_7.subVectors( outerPoint, nextPointL ).multiplyScalar( miterFraction ).add( nextPointL );
  1016. addVertex( currentPointL, u1, 0 );
  1017. addVertex( tempV2_6, u1, 0 );
  1018. addVertex( currentPoint, u1, 0.5 );
  1019. addVertex( currentPoint, u1, 0.5 );
  1020. addVertex( tempV2_6, u1, 0 );
  1021. addVertex( tempV2_7, u1, 0 );
  1022. addVertex( currentPoint, u1, 0.5 );
  1023. addVertex( tempV2_7, u1, 0 );
  1024. addVertex( nextPointL, u1, 0 );
  1025. } else {
  1026. tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
  1027. tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
  1028. addVertex( currentPointR, u1, 1 );
  1029. addVertex( tempV2_6, u1, 1 );
  1030. addVertex( currentPoint, u1, 0.5 );
  1031. addVertex( currentPoint, u1, 0.5 );
  1032. addVertex( tempV2_6, u1, 1 );
  1033. addVertex( tempV2_7, u1, 1 );
  1034. addVertex( currentPoint, u1, 0.5 );
  1035. addVertex( tempV2_7, u1, 1 );
  1036. addVertex( nextPointR, u1, 1 );
  1037. }
  1038. }
  1039. } else {
  1040. // Miter join segment triangles
  1041. if ( innerSideModified ) {
  1042. // Optimized segment + join triangles
  1043. if ( joinIsOnLeftSide ) {
  1044. addVertex( lastPointR, u0, 1 );
  1045. addVertex( lastPointL, u0, 0 );
  1046. addVertex( outerPoint, u1, 0 );
  1047. addVertex( lastPointR, u0, 1 );
  1048. addVertex( outerPoint, u1, 0 );
  1049. addVertex( innerPoint, u1, 1 );
  1050. } else {
  1051. addVertex( lastPointR, u0, 1 );
  1052. addVertex( lastPointL, u0, 0 );
  1053. addVertex( outerPoint, u1, 1 );
  1054. addVertex( lastPointL, u0, 0 );
  1055. addVertex( innerPoint, u1, 0 );
  1056. addVertex( outerPoint, u1, 1 );
  1057. }
  1058. if ( joinIsOnLeftSide ) {
  1059. nextPointL.copy( outerPoint );
  1060. } else {
  1061. nextPointR.copy( outerPoint );
  1062. }
  1063. } else {
  1064. // Add extra miter join triangles
  1065. if ( joinIsOnLeftSide ) {
  1066. addVertex( currentPointL, u1, 0 );
  1067. addVertex( outerPoint, u1, 0 );
  1068. addVertex( currentPoint, u1, 0.5 );
  1069. addVertex( currentPoint, u1, 0.5 );
  1070. addVertex( outerPoint, u1, 0 );
  1071. addVertex( nextPointL, u1, 0 );
  1072. } else {
  1073. addVertex( currentPointR, u1, 1 );
  1074. addVertex( outerPoint, u1, 1 );
  1075. addVertex( currentPoint, u1, 0.5 );
  1076. addVertex( currentPoint, u1, 0.5 );
  1077. addVertex( outerPoint, u1, 1 );
  1078. addVertex( nextPointR, u1, 1 );
  1079. }
  1080. }
  1081. isMiter = true;
  1082. }
  1083. break;
  1084. }
  1085. } else {
  1086. // The segment triangles are generated here when two consecutive points are collinear
  1087. makeSegmentTriangles();
  1088. }
  1089. } else {
  1090. // The segment triangles are generated here if it is the ending segment
  1091. makeSegmentTriangles();
  1092. }
  1093. if ( ! isClosed && iPoint === numPoints - 1 ) {
  1094. // Start line endcap
  1095. addCapGeometry( points[ 0 ], point0L, point0R, joinIsOnLeftSide, true, u0 );
  1096. }
  1097. // Increment loop variables
  1098. u0 = u1;
  1099. previousPoint = currentPoint;
  1100. lastPointL.copy( nextPointL );
  1101. lastPointR.copy( nextPointR );
  1102. }
  1103. if ( ! isClosed ) {
  1104. // Ending line endcap
  1105. addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
  1106. } else if ( innerSideModified && vertices ) {
  1107. // Modify path first segment vertices to adjust to the segments inner and outer intersections
  1108. var lastOuter = outerPoint;
  1109. var lastInner = innerPoint;
  1110. if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
  1111. lastOuter = innerPoint;
  1112. lastInner = outerPoint;
  1113. }
  1114. if ( joinIsOnLeftSide ) {
  1115. if ( isMiter || initialJoinIsOnLeftSide ) {
  1116. lastInner.toArray( vertices, 0 * 3 );
  1117. lastInner.toArray( vertices, 3 * 3 );
  1118. if ( isMiter ) {
  1119. lastOuter.toArray( vertices, 1 * 3 );
  1120. }
  1121. }
  1122. } else {
  1123. if ( isMiter || ! initialJoinIsOnLeftSide ) {
  1124. lastInner.toArray( vertices, 1 * 3 );
  1125. lastInner.toArray( vertices, 3 * 3 );
  1126. if ( isMiter ) {
  1127. lastOuter.toArray( vertices, 0 * 3 );
  1128. }
  1129. }
  1130. }
  1131. }
  1132. return numVertices;
  1133. // -- End of algorithm
  1134. // -- Functions
  1135. function getNormal( p1, p2, result ) {
  1136. result.subVectors( p2, p1 );
  1137. return result.set( - result.y, result.x ).normalize();
  1138. }
  1139. function addVertex( position, u, v ) {
  1140. if ( vertices ) {
  1141. vertices[ currentCoordinate ] = position.x;
  1142. vertices[ currentCoordinate + 1 ] = position.y;
  1143. vertices[ currentCoordinate + 2 ] = 0;
  1144. if ( normals ) {
  1145. normals[ currentCoordinate ] = 0;
  1146. normals[ currentCoordinate + 1 ] = 0;
  1147. normals[ currentCoordinate + 2 ] = 1;
  1148. }
  1149. currentCoordinate += 3;
  1150. if ( uvs ) {
  1151. uvs[ currentCoordinateUV ] = u;
  1152. uvs[ currentCoordinateUV + 1 ] = v;
  1153. currentCoordinateUV += 2;
  1154. }
  1155. }
  1156. numVertices += 3;
  1157. }
  1158. function makeCircularSector( center, p1, p2, u, v ) {
  1159. // param p1, p2: Points in the circle arc.
  1160. // p1 and p2 are in clockwise direction.
  1161. tempV2_1.copy( p1 ).sub( center ).normalize();
  1162. tempV2_2.copy( p2 ).sub( center ).normalize();
  1163. var angle = Math.PI;
  1164. var dot = tempV2_1.dot( tempV2_2 );
  1165. if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
  1166. angle /= arcDivisions;
  1167. tempV2_3.copy( p1 );
  1168. for ( var i = 0, il = arcDivisions - 1; i < il; i ++ ) {
  1169. tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
  1170. addVertex( tempV2_3, u, v );
  1171. addVertex( tempV2_4, u, v );
  1172. addVertex( center, u, 0.5 );
  1173. tempV2_3.copy( tempV2_4 );
  1174. }
  1175. addVertex( tempV2_4, u, v );
  1176. addVertex( p2, u, v );
  1177. addVertex( center, u, 0.5 );
  1178. }
  1179. function makeSegmentTriangles() {
  1180. addVertex( lastPointR, u0, 1 );
  1181. addVertex( lastPointL, u0, 0 );
  1182. addVertex( currentPointL, u1, 0 );
  1183. addVertex( lastPointR, u0, 1 );
  1184. addVertex( currentPointL, u1, 1 );
  1185. addVertex( currentPointR, u1, 0 );
  1186. }
  1187. function makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u ) {
  1188. if ( innerSideModified ) {
  1189. // Optimized segment + bevel triangles
  1190. if ( joinIsOnLeftSide ) {
  1191. // Path segments triangles
  1192. addVertex( lastPointR, u0, 1 );
  1193. addVertex( lastPointL, u0, 0 );
  1194. addVertex( currentPointL, u1, 0 );
  1195. addVertex( lastPointR, u0, 1 );
  1196. addVertex( currentPointL, u1, 0 );
  1197. addVertex( innerPoint, u1, 1 );
  1198. // Bevel join triangle
  1199. addVertex( currentPointL, u, 0 );
  1200. addVertex( nextPointL, u, 0 );
  1201. addVertex( innerPoint, u, 0.5 );
  1202. } else {
  1203. // Path segments triangles
  1204. addVertex( lastPointR, u0, 1 );
  1205. addVertex( lastPointL, u0, 0 );
  1206. addVertex( currentPointR, u1, 1 );
  1207. addVertex( lastPointL, u0, 0 );
  1208. addVertex( innerPoint, u1, 0 );
  1209. addVertex( currentPointR, u1, 1 );
  1210. // Bevel join triangle
  1211. addVertex( currentPointR, u, 1 );
  1212. addVertex( nextPointR, u, 0 );
  1213. addVertex( innerPoint, u, 0.5 );
  1214. }
  1215. } else {
  1216. // Bevel join triangle. The segment triangles are done in the main loop
  1217. if ( joinIsOnLeftSide ) {
  1218. addVertex( currentPointL, u, 0 );
  1219. addVertex( nextPointL, u, 0 );
  1220. addVertex( currentPoint, u, 0.5 );
  1221. } else {
  1222. addVertex( currentPointR, u, 1 );
  1223. addVertex( nextPointR, u, 0 );
  1224. addVertex( currentPoint, u, 0.5 );
  1225. }
  1226. }
  1227. }
  1228. function createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified ) {
  1229. if ( innerSideModified ) {
  1230. if ( joinIsOnLeftSide ) {
  1231. addVertex( lastPointR, u0, 1 );
  1232. addVertex( lastPointL, u0, 0 );
  1233. addVertex( currentPointL, u1, 0 );
  1234. addVertex( lastPointR, u0, 1 );
  1235. addVertex( currentPointL, u1, 0 );
  1236. addVertex( innerPoint, u1, 1 );
  1237. addVertex( currentPointL, u0, 0 );
  1238. addVertex( currentPoint, u1, 0.5 );
  1239. addVertex( innerPoint, u1, 1 );
  1240. addVertex( currentPoint, u1, 0.5 );
  1241. addVertex( nextPointL, u0, 0 );
  1242. addVertex( innerPoint, u1, 1 );
  1243. } else {
  1244. addVertex( lastPointR, u0, 1 );
  1245. addVertex( lastPointL, u0, 0 );
  1246. addVertex( currentPointR, u1, 1 );
  1247. addVertex( lastPointL, u0, 0 );
  1248. addVertex( innerPoint, u1, 0 );
  1249. addVertex( currentPointR, u1, 1 );
  1250. addVertex( currentPointR, u0, 1 );
  1251. addVertex( innerPoint, u1, 0 );
  1252. addVertex( currentPoint, u1, 0.5 );
  1253. addVertex( currentPoint, u1, 0.5 );
  1254. addVertex( innerPoint, u1, 0 );
  1255. addVertex( nextPointR, u0, 1 );
  1256. }
  1257. }
  1258. }
  1259. function addCapGeometry( center, p1, p2, joinIsOnLeftSide, start, u ) {
  1260. // param center: End point of the path
  1261. // param p1, p2: Left and right cap points
  1262. switch ( style.strokeLineCap ) {
  1263. case 'round':
  1264. if ( start ) {
  1265. makeCircularSector( center, p2, p1, u, 0.5 );
  1266. } else {
  1267. makeCircularSector( center, p1, p2, u, 0.5 );
  1268. }
  1269. break;
  1270. case 'square':
  1271. if ( start ) {
  1272. tempV2_1.subVectors( p1, center );
  1273. tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  1274. tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  1275. tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  1276. // Modify already existing vertices
  1277. if ( joinIsOnLeftSide ) {
  1278. tempV2_3.toArray( vertices, 1 * 3 );
  1279. tempV2_4.toArray( vertices, 0 * 3 );
  1280. tempV2_4.toArray( vertices, 3 * 3 );
  1281. } else {
  1282. tempV2_3.toArray( vertices, 1 * 3 );
  1283. tempV2_3.toArray( vertices, 3 * 3 );
  1284. tempV2_4.toArray( vertices, 0 * 3 );
  1285. }
  1286. } else {
  1287. tempV2_1.subVectors( p2, center );
  1288. tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  1289. tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  1290. tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  1291. var vl = vertices.length;
  1292. // Modify already existing vertices
  1293. if ( joinIsOnLeftSide ) {
  1294. tempV2_3.toArray( vertices, vl - 1 * 3 );
  1295. tempV2_4.toArray( vertices, vl - 2 * 3 );
  1296. tempV2_4.toArray( vertices, vl - 4 * 3 );
  1297. } else {
  1298. tempV2_3.toArray( vertices, vl - 2 * 3 );
  1299. tempV2_4.toArray( vertices, vl - 1 * 3 );
  1300. tempV2_4.toArray( vertices, vl - 4 * 3 );
  1301. }
  1302. }
  1303. break;
  1304. case 'butt':
  1305. default:
  1306. // Nothing to do here
  1307. break;
  1308. }
  1309. }
  1310. function removeDuplicatedPoints( points ) {
  1311. // Creates a new array if necessary with duplicated points removed.
  1312. // This does not remove duplicated initial and ending points of a closed path.
  1313. var dupPoints = false;
  1314. for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
  1315. if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
  1316. dupPoints = true;
  1317. break;
  1318. }
  1319. }
  1320. if ( ! dupPoints ) return points;
  1321. var newPoints = [];
  1322. newPoints.push( points[ 0 ] );
  1323. for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
  1324. if ( points[ i ].distanceTo( points[ i + 1 ] ) >= minDistance ) {
  1325. newPoints.push( points[ i ] );
  1326. }
  1327. }
  1328. newPoints.push( points[ points.length - 1 ] );
  1329. return newPoints;
  1330. }
  1331. };
  1332. }();