SVGLoader.js 48 KB

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  1. console.warn( "THREE.SVGLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author zz85 / http://joshuakoo.com/
  5. * @author yomboprime / https://yombo.org
  6. */
  7. THREE.SVGLoader = function ( manager ) {
  8. THREE.Loader.call( this, manager );
  9. // Default dots per inch
  10. this.defaultDPI = 90;
  11. // Accepted units: 'mm', 'cm', 'in', 'pt', 'pc', 'px'
  12. this.defaultUnit = "px";
  13. };
  14. THREE.SVGLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
  15. constructor: THREE.SVGLoader,
  16. load: function ( url, onLoad, onProgress, onError ) {
  17. var scope = this;
  18. var loader = new THREE.FileLoader( scope.manager );
  19. loader.setPath( scope.path );
  20. loader.setRequestHeader( scope.requestHeader );
  21. loader.load( url, function ( text ) {
  22. try {
  23. onLoad( scope.parse( text ) );
  24. } catch ( e ) {
  25. if ( onError ) {
  26. onError( e );
  27. } else {
  28. console.error( e );
  29. }
  30. scope.manager.itemError( url );
  31. }
  32. }, onProgress, onError );
  33. },
  34. parse: function ( text ) {
  35. var scope = this;
  36. function parseNode( node, style ) {
  37. if ( node.nodeType !== 1 ) return;
  38. var transform = getNodeTransform( node );
  39. var path = null;
  40. switch ( node.nodeName ) {
  41. case 'svg':
  42. break;
  43. case 'style':
  44. parseCSSStylesheet( node );
  45. break;
  46. case 'g':
  47. style = parseStyle( node, style );
  48. break;
  49. case 'path':
  50. style = parseStyle( node, style );
  51. if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node );
  52. break;
  53. case 'rect':
  54. style = parseStyle( node, style );
  55. path = parseRectNode( node );
  56. break;
  57. case 'polygon':
  58. style = parseStyle( node, style );
  59. path = parsePolygonNode( node );
  60. break;
  61. case 'polyline':
  62. style = parseStyle( node, style );
  63. path = parsePolylineNode( node );
  64. break;
  65. case 'circle':
  66. style = parseStyle( node, style );
  67. path = parseCircleNode( node );
  68. break;
  69. case 'ellipse':
  70. style = parseStyle( node, style );
  71. path = parseEllipseNode( node );
  72. break;
  73. case 'line':
  74. style = parseStyle( node, style );
  75. path = parseLineNode( node );
  76. break;
  77. default:
  78. // console.log( node );
  79. }
  80. if ( path ) {
  81. if ( style.fill !== undefined && style.fill !== 'none' ) {
  82. path.color.setStyle( style.fill );
  83. }
  84. transformPath( path, currentTransform );
  85. paths.push( path );
  86. path.userData = { node: node, style: style };
  87. }
  88. var nodes = node.childNodes;
  89. for ( var i = 0; i < nodes.length; i ++ ) {
  90. parseNode( nodes[ i ], style );
  91. }
  92. if ( transform ) {
  93. transformStack.pop();
  94. if ( transformStack.length > 0 ) {
  95. currentTransform.copy( transformStack[ transformStack.length - 1 ] );
  96. } else {
  97. currentTransform.identity();
  98. }
  99. }
  100. }
  101. function parsePathNode( node ) {
  102. var path = new THREE.ShapePath();
  103. var point = new THREE.Vector2();
  104. var control = new THREE.Vector2();
  105. var firstPoint = new THREE.Vector2();
  106. var isFirstPoint = true;
  107. var doSetFirstPoint = false;
  108. var d = node.getAttribute( 'd' );
  109. // console.log( d );
  110. var commands = d.match( /[a-df-z][^a-df-z]*/ig );
  111. for ( var i = 0, l = commands.length; i < l; i ++ ) {
  112. var command = commands[ i ];
  113. var type = command.charAt( 0 );
  114. var data = command.substr( 1 ).trim();
  115. if ( isFirstPoint === true ) {
  116. doSetFirstPoint = true;
  117. isFirstPoint = false;
  118. }
  119. switch ( type ) {
  120. case 'M':
  121. var numbers = parseFloats( data );
  122. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  123. point.x = numbers[ j + 0 ];
  124. point.y = numbers[ j + 1 ];
  125. control.x = point.x;
  126. control.y = point.y;
  127. if ( j === 0 ) {
  128. path.moveTo( point.x, point.y );
  129. } else {
  130. path.lineTo( point.x, point.y );
  131. }
  132. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  133. }
  134. break;
  135. case 'H':
  136. var numbers = parseFloats( data );
  137. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  138. point.x = numbers[ j ];
  139. control.x = point.x;
  140. control.y = point.y;
  141. path.lineTo( point.x, point.y );
  142. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  143. }
  144. break;
  145. case 'V':
  146. var numbers = parseFloats( data );
  147. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  148. point.y = numbers[ j ];
  149. control.x = point.x;
  150. control.y = point.y;
  151. path.lineTo( point.x, point.y );
  152. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  153. }
  154. break;
  155. case 'L':
  156. var numbers = parseFloats( data );
  157. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  158. point.x = numbers[ j + 0 ];
  159. point.y = numbers[ j + 1 ];
  160. control.x = point.x;
  161. control.y = point.y;
  162. path.lineTo( point.x, point.y );
  163. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  164. }
  165. break;
  166. case 'C':
  167. var numbers = parseFloats( data );
  168. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  169. path.bezierCurveTo(
  170. numbers[ j + 0 ],
  171. numbers[ j + 1 ],
  172. numbers[ j + 2 ],
  173. numbers[ j + 3 ],
  174. numbers[ j + 4 ],
  175. numbers[ j + 5 ]
  176. );
  177. control.x = numbers[ j + 2 ];
  178. control.y = numbers[ j + 3 ];
  179. point.x = numbers[ j + 4 ];
  180. point.y = numbers[ j + 5 ];
  181. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  182. }
  183. break;
  184. case 'S':
  185. var numbers = parseFloats( data );
  186. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  187. path.bezierCurveTo(
  188. getReflection( point.x, control.x ),
  189. getReflection( point.y, control.y ),
  190. numbers[ j + 0 ],
  191. numbers[ j + 1 ],
  192. numbers[ j + 2 ],
  193. numbers[ j + 3 ]
  194. );
  195. control.x = numbers[ j + 0 ];
  196. control.y = numbers[ j + 1 ];
  197. point.x = numbers[ j + 2 ];
  198. point.y = numbers[ j + 3 ];
  199. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  200. }
  201. break;
  202. case 'Q':
  203. var numbers = parseFloats( data );
  204. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  205. path.quadraticCurveTo(
  206. numbers[ j + 0 ],
  207. numbers[ j + 1 ],
  208. numbers[ j + 2 ],
  209. numbers[ j + 3 ]
  210. );
  211. control.x = numbers[ j + 0 ];
  212. control.y = numbers[ j + 1 ];
  213. point.x = numbers[ j + 2 ];
  214. point.y = numbers[ j + 3 ];
  215. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  216. }
  217. break;
  218. case 'T':
  219. var numbers = parseFloats( data );
  220. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  221. var rx = getReflection( point.x, control.x );
  222. var ry = getReflection( point.y, control.y );
  223. path.quadraticCurveTo(
  224. rx,
  225. ry,
  226. numbers[ j + 0 ],
  227. numbers[ j + 1 ]
  228. );
  229. control.x = rx;
  230. control.y = ry;
  231. point.x = numbers[ j + 0 ];
  232. point.y = numbers[ j + 1 ];
  233. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  234. }
  235. break;
  236. case 'A':
  237. var numbers = parseFloats( data );
  238. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  239. var start = point.clone();
  240. point.x = numbers[ j + 5 ];
  241. point.y = numbers[ j + 6 ];
  242. control.x = point.x;
  243. control.y = point.y;
  244. parseArcCommand(
  245. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  246. );
  247. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  248. }
  249. break;
  250. case 'm':
  251. var numbers = parseFloats( data );
  252. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  253. point.x += numbers[ j + 0 ];
  254. point.y += numbers[ j + 1 ];
  255. control.x = point.x;
  256. control.y = point.y;
  257. if ( j === 0 ) {
  258. path.moveTo( point.x, point.y );
  259. } else {
  260. path.lineTo( point.x, point.y );
  261. }
  262. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  263. }
  264. break;
  265. case 'h':
  266. var numbers = parseFloats( data );
  267. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  268. point.x += numbers[ j ];
  269. control.x = point.x;
  270. control.y = point.y;
  271. path.lineTo( point.x, point.y );
  272. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  273. }
  274. break;
  275. case 'v':
  276. var numbers = parseFloats( data );
  277. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  278. point.y += numbers[ j ];
  279. control.x = point.x;
  280. control.y = point.y;
  281. path.lineTo( point.x, point.y );
  282. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  283. }
  284. break;
  285. case 'l':
  286. var numbers = parseFloats( data );
  287. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  288. point.x += numbers[ j + 0 ];
  289. point.y += numbers[ j + 1 ];
  290. control.x = point.x;
  291. control.y = point.y;
  292. path.lineTo( point.x, point.y );
  293. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  294. }
  295. break;
  296. case 'c':
  297. var numbers = parseFloats( data );
  298. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  299. path.bezierCurveTo(
  300. point.x + numbers[ j + 0 ],
  301. point.y + numbers[ j + 1 ],
  302. point.x + numbers[ j + 2 ],
  303. point.y + numbers[ j + 3 ],
  304. point.x + numbers[ j + 4 ],
  305. point.y + numbers[ j + 5 ]
  306. );
  307. control.x = point.x + numbers[ j + 2 ];
  308. control.y = point.y + numbers[ j + 3 ];
  309. point.x += numbers[ j + 4 ];
  310. point.y += numbers[ j + 5 ];
  311. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  312. }
  313. break;
  314. case 's':
  315. var numbers = parseFloats( data );
  316. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  317. path.bezierCurveTo(
  318. getReflection( point.x, control.x ),
  319. getReflection( point.y, control.y ),
  320. point.x + numbers[ j + 0 ],
  321. point.y + numbers[ j + 1 ],
  322. point.x + numbers[ j + 2 ],
  323. point.y + numbers[ j + 3 ]
  324. );
  325. control.x = point.x + numbers[ j + 0 ];
  326. control.y = point.y + numbers[ j + 1 ];
  327. point.x += numbers[ j + 2 ];
  328. point.y += numbers[ j + 3 ];
  329. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  330. }
  331. break;
  332. case 'q':
  333. var numbers = parseFloats( data );
  334. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  335. path.quadraticCurveTo(
  336. point.x + numbers[ j + 0 ],
  337. point.y + numbers[ j + 1 ],
  338. point.x + numbers[ j + 2 ],
  339. point.y + numbers[ j + 3 ]
  340. );
  341. control.x = point.x + numbers[ j + 0 ];
  342. control.y = point.y + numbers[ j + 1 ];
  343. point.x += numbers[ j + 2 ];
  344. point.y += numbers[ j + 3 ];
  345. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  346. }
  347. break;
  348. case 't':
  349. var numbers = parseFloats( data );
  350. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  351. var rx = getReflection( point.x, control.x );
  352. var ry = getReflection( point.y, control.y );
  353. path.quadraticCurveTo(
  354. rx,
  355. ry,
  356. point.x + numbers[ j + 0 ],
  357. point.y + numbers[ j + 1 ]
  358. );
  359. control.x = rx;
  360. control.y = ry;
  361. point.x = point.x + numbers[ j + 0 ];
  362. point.y = point.y + numbers[ j + 1 ];
  363. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  364. }
  365. break;
  366. case 'a':
  367. var numbers = parseFloats( data );
  368. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  369. var start = point.clone();
  370. point.x += numbers[ j + 5 ];
  371. point.y += numbers[ j + 6 ];
  372. control.x = point.x;
  373. control.y = point.y;
  374. parseArcCommand(
  375. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  376. );
  377. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  378. }
  379. break;
  380. case 'Z':
  381. case 'z':
  382. path.currentPath.autoClose = true;
  383. if ( path.currentPath.curves.length > 0 ) {
  384. // Reset point to beginning of Path
  385. point.copy( firstPoint );
  386. path.currentPath.currentPoint.copy( point );
  387. isFirstPoint = true;
  388. }
  389. break;
  390. default:
  391. console.warn( command );
  392. }
  393. // console.log( type, parseFloats( data ), parseFloats( data ).length )
  394. doSetFirstPoint = false;
  395. }
  396. return path;
  397. }
  398. function parseCSSStylesheet( node ) {
  399. if ( ! node.sheet || ! node.sheet.cssRules || ! node.sheet.cssRules.length ) return;
  400. for ( var i = 0; i < node.sheet.cssRules.length; i ++ ) {
  401. var stylesheet = node.sheet.cssRules[ i ];
  402. if ( stylesheet.type !== 1 ) continue;
  403. var selectorList = stylesheet.selectorText
  404. .split( /,/gm )
  405. .filter( Boolean )
  406. .map( i => i.trim() );
  407. for ( var j = 0; j < selectorList.length; j ++ ) {
  408. stylesheets[ selectorList[ j ] ] = Object.assign(
  409. stylesheets[ selectorList[ j ] ] || {},
  410. stylesheet.style
  411. );
  412. }
  413. }
  414. }
  415. /**
  416. * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
  417. * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
  418. * From
  419. * rx ry x-axis-rotation large-arc-flag sweep-flag x y
  420. * To
  421. * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
  422. */
  423. function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
  424. x_axis_rotation = x_axis_rotation * Math.PI / 180;
  425. // Ensure radii are positive
  426. rx = Math.abs( rx );
  427. ry = Math.abs( ry );
  428. // Compute (x1′, y1′)
  429. var dx2 = ( start.x - end.x ) / 2.0;
  430. var dy2 = ( start.y - end.y ) / 2.0;
  431. var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
  432. var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
  433. // Compute (cx′, cy′)
  434. var rxs = rx * rx;
  435. var rys = ry * ry;
  436. var x1ps = x1p * x1p;
  437. var y1ps = y1p * y1p;
  438. // Ensure radii are large enough
  439. var cr = x1ps / rxs + y1ps / rys;
  440. if ( cr > 1 ) {
  441. // scale up rx,ry equally so cr == 1
  442. var s = Math.sqrt( cr );
  443. rx = s * rx;
  444. ry = s * ry;
  445. rxs = rx * rx;
  446. rys = ry * ry;
  447. }
  448. var dq = ( rxs * y1ps + rys * x1ps );
  449. var pq = ( rxs * rys - dq ) / dq;
  450. var q = Math.sqrt( Math.max( 0, pq ) );
  451. if ( large_arc_flag === sweep_flag ) q = - q;
  452. var cxp = q * rx * y1p / ry;
  453. var cyp = - q * ry * x1p / rx;
  454. // Step 3: Compute (cx, cy) from (cx′, cy′)
  455. var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
  456. var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
  457. // Step 4: Compute θ1 and Δθ
  458. var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
  459. var delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry ) % ( Math.PI * 2 );
  460. path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
  461. }
  462. function svgAngle( ux, uy, vx, vy ) {
  463. var dot = ux * vx + uy * vy;
  464. var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
  465. var ang = Math.acos( Math.max( - 1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
  466. if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
  467. return ang;
  468. }
  469. /*
  470. * According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
  471. * rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
  472. */
  473. function parseRectNode( node ) {
  474. var x = parseFloatWithUnits( node.getAttribute( 'x' ) || 0 );
  475. var y = parseFloatWithUnits( node.getAttribute( 'y' ) || 0 );
  476. var rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
  477. var ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
  478. var w = parseFloatWithUnits( node.getAttribute( 'width' ) );
  479. var h = parseFloatWithUnits( node.getAttribute( 'height' ) );
  480. var path = new THREE.ShapePath();
  481. path.moveTo( x + 2 * rx, y );
  482. path.lineTo( x + w - 2 * rx, y );
  483. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y, x + w, y, x + w, y + 2 * ry );
  484. path.lineTo( x + w, y + h - 2 * ry );
  485. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h );
  486. path.lineTo( x + 2 * rx, y + h );
  487. if ( rx !== 0 || ry !== 0 ) {
  488. path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
  489. }
  490. path.lineTo( x, y + 2 * ry );
  491. if ( rx !== 0 || ry !== 0 ) {
  492. path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
  493. }
  494. return path;
  495. }
  496. function parsePolygonNode( node ) {
  497. function iterator( match, a, b ) {
  498. var x = parseFloatWithUnits( a );
  499. var y = parseFloatWithUnits( b );
  500. if ( index === 0 ) {
  501. path.moveTo( x, y );
  502. } else {
  503. path.lineTo( x, y );
  504. }
  505. index ++;
  506. }
  507. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  508. var path = new THREE.ShapePath();
  509. var index = 0;
  510. node.getAttribute( 'points' ).replace( regex, iterator );
  511. path.currentPath.autoClose = true;
  512. return path;
  513. }
  514. function parsePolylineNode( node ) {
  515. function iterator( match, a, b ) {
  516. var x = parseFloatWithUnits( a );
  517. var y = parseFloatWithUnits( b );
  518. if ( index === 0 ) {
  519. path.moveTo( x, y );
  520. } else {
  521. path.lineTo( x, y );
  522. }
  523. index ++;
  524. }
  525. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  526. var path = new THREE.ShapePath();
  527. var index = 0;
  528. node.getAttribute( 'points' ).replace( regex, iterator );
  529. path.currentPath.autoClose = false;
  530. return path;
  531. }
  532. function parseCircleNode( node ) {
  533. var x = parseFloatWithUnits( node.getAttribute( 'cx' ) );
  534. var y = parseFloatWithUnits( node.getAttribute( 'cy' ) );
  535. var r = parseFloatWithUnits( node.getAttribute( 'r' ) );
  536. var subpath = new THREE.Path();
  537. subpath.absarc( x, y, r, 0, Math.PI * 2 );
  538. var path = new THREE.ShapePath();
  539. path.subPaths.push( subpath );
  540. return path;
  541. }
  542. function parseEllipseNode( node ) {
  543. var x = parseFloatWithUnits( node.getAttribute( 'cx' ) );
  544. var y = parseFloatWithUnits( node.getAttribute( 'cy' ) );
  545. var rx = parseFloatWithUnits( node.getAttribute( 'rx' ) );
  546. var ry = parseFloatWithUnits( node.getAttribute( 'ry' ) );
  547. var subpath = new THREE.Path();
  548. subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
  549. var path = new THREE.ShapePath();
  550. path.subPaths.push( subpath );
  551. return path;
  552. }
  553. function parseLineNode( node ) {
  554. var x1 = parseFloatWithUnits( node.getAttribute( 'x1' ) );
  555. var y1 = parseFloatWithUnits( node.getAttribute( 'y1' ) );
  556. var x2 = parseFloatWithUnits( node.getAttribute( 'x2' ) );
  557. var y2 = parseFloatWithUnits( node.getAttribute( 'y2' ) );
  558. var path = new THREE.ShapePath();
  559. path.moveTo( x1, y1 );
  560. path.lineTo( x2, y2 );
  561. path.currentPath.autoClose = false;
  562. return path;
  563. }
  564. //
  565. function parseStyle( node, style ) {
  566. style = Object.assign( {}, style ); // clone style
  567. var stylesheetStyles = {};
  568. if ( node.hasAttribute( 'class' ) ) {
  569. var classSelectors = node.getAttribute( 'class' )
  570. .split( /\s/ )
  571. .filter( Boolean )
  572. .map( i => i.trim() );
  573. for ( var i = 0; i < classSelectors.length; i ++ ) {
  574. stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '.' + classSelectors[ i ] ] );
  575. }
  576. }
  577. if ( node.hasAttribute( 'id' ) ) {
  578. stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '#' + node.getAttribute( 'id' ) ] );
  579. }
  580. function addStyle( svgName, jsName, adjustFunction ) {
  581. if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
  582. return v;
  583. };
  584. if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
  585. if ( stylesheetStyles[ svgName ] ) style[ jsName ] = adjustFunction( stylesheetStyles[ svgName ] );
  586. if ( node.style && node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
  587. }
  588. function clamp( v ) {
  589. return Math.max( 0, Math.min( 1, parseFloatWithUnits( v ) ) );
  590. }
  591. function positive( v ) {
  592. return Math.max( 0, parseFloatWithUnits( v ) );
  593. }
  594. addStyle( 'fill', 'fill' );
  595. addStyle( 'fill-opacity', 'fillOpacity', clamp );
  596. addStyle( 'opacity', 'opacity', clamp );
  597. addStyle( 'stroke', 'stroke' );
  598. addStyle( 'stroke-opacity', 'strokeOpacity', clamp );
  599. addStyle( 'stroke-width', 'strokeWidth', positive );
  600. addStyle( 'stroke-linejoin', 'strokeLineJoin' );
  601. addStyle( 'stroke-linecap', 'strokeLineCap' );
  602. addStyle( 'stroke-miterlimit', 'strokeMiterLimit', positive );
  603. addStyle( 'visibility', 'visibility' );
  604. return style;
  605. }
  606. // http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
  607. function getReflection( a, b ) {
  608. return a - ( b - a );
  609. }
  610. function parseFloats( string ) {
  611. var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
  612. for ( var i = 0; i < array.length; i ++ ) {
  613. var number = array[ i ];
  614. // Handle values like 48.6037.7.8
  615. // TODO Find a regex for this
  616. if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
  617. var split = number.split( '.' );
  618. for ( var s = 2; s < split.length; s ++ ) {
  619. array.splice( i + s - 1, 0, '0.' + split[ s ] );
  620. }
  621. }
  622. array[ i ] = parseFloatWithUnits( number );
  623. }
  624. return array;
  625. }
  626. // Units
  627. var units = [ 'mm', 'cm', 'in', 'pt', 'pc', 'px' ];
  628. // Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent)
  629. var unitConversion = {
  630. "mm": {
  631. "mm": 1,
  632. "cm": 0.1,
  633. "in": 1 / 25.4,
  634. "pt": 72 / 25.4,
  635. "pc": 6 / 25.4,
  636. "px": - 1
  637. },
  638. "cm": {
  639. "mm": 10,
  640. "cm": 1,
  641. "in": 1 / 2.54,
  642. "pt": 72 / 2.54,
  643. "pc": 6 / 2.54,
  644. "px": - 1
  645. },
  646. "in": {
  647. "mm": 25.4,
  648. "cm": 2.54,
  649. "in": 1,
  650. "pt": 72,
  651. "pc": 6,
  652. "px": - 1
  653. },
  654. "pt": {
  655. "mm": 25.4 / 72,
  656. "cm": 2.54 / 72,
  657. "in": 1 / 72,
  658. "pt": 1,
  659. "pc": 6 / 72,
  660. "px": - 1
  661. },
  662. "pc": {
  663. "mm": 25.4 / 6,
  664. "cm": 2.54 / 6,
  665. "in": 1 / 6,
  666. "pt": 72 / 6,
  667. "pc": 1,
  668. "px": - 1
  669. },
  670. "px": {
  671. "px": 1
  672. }
  673. };
  674. function parseFloatWithUnits( string ) {
  675. var theUnit = "px";
  676. if ( typeof string === 'string' || string instanceof String ) {
  677. for ( var i = 0, n = units.length; i < n; i ++ ) {
  678. var u = units[ i ];
  679. if ( string.endsWith( u ) ) {
  680. theUnit = u;
  681. string = string.substring( 0, string.length - u.length );
  682. break;
  683. }
  684. }
  685. }
  686. var scale = undefined;
  687. if ( theUnit === "px" && scope.defaultUnit !== "px" ) {
  688. // Conversion scale from pixels to inches, then to default units
  689. scale = unitConversion[ "in" ][ scope.defaultUnit ] / scope.defaultDPI;
  690. } else {
  691. scale = unitConversion[ theUnit ][ scope.defaultUnit ];
  692. if ( scale < 0 ) {
  693. // Conversion scale to pixels
  694. scale = unitConversion[ theUnit ][ "in" ] * scope.defaultDPI;
  695. }
  696. }
  697. return scale * parseFloat( string );
  698. }
  699. // Transforms
  700. function getNodeTransform( node ) {
  701. if ( ! node.hasAttribute( 'transform' ) ) {
  702. return null;
  703. }
  704. var transform = parseNodeTransform( node );
  705. if ( transformStack.length > 0 ) {
  706. transform.premultiply( transformStack[ transformStack.length - 1 ] );
  707. }
  708. currentTransform.copy( transform );
  709. transformStack.push( transform );
  710. return transform;
  711. }
  712. function parseNodeTransform( node ) {
  713. var transform = new THREE.Matrix3();
  714. var currentTransform = tempTransform0;
  715. var transformsTexts = node.getAttribute( 'transform' ).split( ')' );
  716. for ( var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
  717. var transformText = transformsTexts[ tIndex ].trim();
  718. if ( transformText === '' ) continue;
  719. var openParPos = transformText.indexOf( '(' );
  720. var closeParPos = transformText.length;
  721. if ( openParPos > 0 && openParPos < closeParPos ) {
  722. var transformType = transformText.substr( 0, openParPos );
  723. var array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
  724. currentTransform.identity();
  725. switch ( transformType ) {
  726. case "translate":
  727. if ( array.length >= 1 ) {
  728. var tx = array[ 0 ];
  729. var ty = tx;
  730. if ( array.length >= 2 ) {
  731. ty = array[ 1 ];
  732. }
  733. currentTransform.translate( tx, ty );
  734. }
  735. break;
  736. case "rotate":
  737. if ( array.length >= 1 ) {
  738. var angle = 0;
  739. var cx = 0;
  740. var cy = 0;
  741. // Angle
  742. angle = - array[ 0 ] * Math.PI / 180;
  743. if ( array.length >= 3 ) {
  744. // Center x, y
  745. cx = array[ 1 ];
  746. cy = array[ 2 ];
  747. }
  748. // Rotate around center (cx, cy)
  749. tempTransform1.identity().translate( - cx, - cy );
  750. tempTransform2.identity().rotate( angle );
  751. tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
  752. tempTransform1.identity().translate( cx, cy );
  753. currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
  754. }
  755. break;
  756. case "scale":
  757. if ( array.length >= 1 ) {
  758. var scaleX = array[ 0 ];
  759. var scaleY = scaleX;
  760. if ( array.length >= 2 ) {
  761. scaleY = array[ 1 ];
  762. }
  763. currentTransform.scale( scaleX, scaleY );
  764. }
  765. break;
  766. case "skewX":
  767. if ( array.length === 1 ) {
  768. currentTransform.set(
  769. 1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
  770. 0, 1, 0,
  771. 0, 0, 1
  772. );
  773. }
  774. break;
  775. case "skewY":
  776. if ( array.length === 1 ) {
  777. currentTransform.set(
  778. 1, 0, 0,
  779. Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
  780. 0, 0, 1
  781. );
  782. }
  783. break;
  784. case "matrix":
  785. if ( array.length === 6 ) {
  786. currentTransform.set(
  787. array[ 0 ], array[ 2 ], array[ 4 ],
  788. array[ 1 ], array[ 3 ], array[ 5 ],
  789. 0, 0, 1
  790. );
  791. }
  792. break;
  793. }
  794. }
  795. transform.premultiply( currentTransform );
  796. }
  797. return transform;
  798. }
  799. function transformPath( path, m ) {
  800. function transfVec2( v2 ) {
  801. tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
  802. v2.set( tempV3.x, tempV3.y );
  803. }
  804. var isRotated = isTransformRotated( m );
  805. var subPaths = path.subPaths;
  806. for ( var i = 0, n = subPaths.length; i < n; i ++ ) {
  807. var subPath = subPaths[ i ];
  808. var curves = subPath.curves;
  809. for ( var j = 0; j < curves.length; j ++ ) {
  810. var curve = curves[ j ];
  811. if ( curve.isLineCurve ) {
  812. transfVec2( curve.v1 );
  813. transfVec2( curve.v2 );
  814. } else if ( curve.isCubicBezierCurve ) {
  815. transfVec2( curve.v0 );
  816. transfVec2( curve.v1 );
  817. transfVec2( curve.v2 );
  818. transfVec2( curve.v3 );
  819. } else if ( curve.isQuadraticBezierCurve ) {
  820. transfVec2( curve.v0 );
  821. transfVec2( curve.v1 );
  822. transfVec2( curve.v2 );
  823. } else if ( curve.isEllipseCurve ) {
  824. if ( isRotated ) {
  825. console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
  826. }
  827. tempV2.set( curve.aX, curve.aY );
  828. transfVec2( tempV2 );
  829. curve.aX = tempV2.x;
  830. curve.aY = tempV2.y;
  831. curve.xRadius *= getTransformScaleX( m );
  832. curve.yRadius *= getTransformScaleY( m );
  833. }
  834. }
  835. }
  836. }
  837. function isTransformRotated( m ) {
  838. return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
  839. }
  840. function getTransformScaleX( m ) {
  841. var te = m.elements;
  842. return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
  843. }
  844. function getTransformScaleY( m ) {
  845. var te = m.elements;
  846. return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
  847. }
  848. //
  849. var paths = [];
  850. var stylesheets = {};
  851. var transformStack = [];
  852. var tempTransform0 = new THREE.Matrix3();
  853. var tempTransform1 = new THREE.Matrix3();
  854. var tempTransform2 = new THREE.Matrix3();
  855. var tempTransform3 = new THREE.Matrix3();
  856. var tempV2 = new THREE.Vector2();
  857. var tempV3 = new THREE.Vector3();
  858. var currentTransform = new THREE.Matrix3();
  859. var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
  860. parseNode( xml.documentElement, {
  861. fill: '#000',
  862. fillOpacity: 1,
  863. strokeOpacity: 1,
  864. strokeWidth: 1,
  865. strokeLineJoin: 'miter',
  866. strokeLineCap: 'butt',
  867. strokeMiterLimit: 4
  868. } );
  869. var data = { paths: paths, xml: xml.documentElement };
  870. // console.log( paths );
  871. return data;
  872. }
  873. } );
  874. THREE.SVGLoader.getStrokeStyle = function ( width, color, lineJoin, lineCap, miterLimit ) {
  875. // Param width: Stroke width
  876. // Param color: As returned by THREE.Color.getStyle()
  877. // Param lineJoin: One of "round", "bevel", "miter" or "miter-limit"
  878. // Param lineCap: One of "round", "square" or "butt"
  879. // Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance)
  880. // Returns style object
  881. width = width !== undefined ? width : 1;
  882. color = color !== undefined ? color : '#000';
  883. lineJoin = lineJoin !== undefined ? lineJoin : 'miter';
  884. lineCap = lineCap !== undefined ? lineCap : 'butt';
  885. miterLimit = miterLimit !== undefined ? miterLimit : 4;
  886. return {
  887. strokeColor: color,
  888. strokeWidth: width,
  889. strokeLineJoin: lineJoin,
  890. strokeLineCap: lineCap,
  891. strokeMiterLimit: miterLimit
  892. };
  893. };
  894. THREE.SVGLoader.pointsToStroke = function ( points, style, arcDivisions, minDistance ) {
  895. // Generates a stroke with some witdh around the given path.
  896. // The path can be open or closed (last point equals to first point)
  897. // Param points: Array of Vector2D (the path). Minimum 2 points.
  898. // Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object
  899. // Params arcDivisions: Arc divisions for round joins and endcaps. (Optional)
  900. // Param minDistance: Points closer to this distance will be merged. (Optional)
  901. // Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right)
  902. var vertices = [];
  903. var normals = [];
  904. var uvs = [];
  905. if ( THREE.SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
  906. return null;
  907. }
  908. var geometry = new THREE.BufferGeometry();
  909. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  910. geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
  911. geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
  912. return geometry;
  913. };
  914. THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
  915. var tempV2_1 = new THREE.Vector2();
  916. var tempV2_2 = new THREE.Vector2();
  917. var tempV2_3 = new THREE.Vector2();
  918. var tempV2_4 = new THREE.Vector2();
  919. var tempV2_5 = new THREE.Vector2();
  920. var tempV2_6 = new THREE.Vector2();
  921. var tempV2_7 = new THREE.Vector2();
  922. var lastPointL = new THREE.Vector2();
  923. var lastPointR = new THREE.Vector2();
  924. var point0L = new THREE.Vector2();
  925. var point0R = new THREE.Vector2();
  926. var currentPointL = new THREE.Vector2();
  927. var currentPointR = new THREE.Vector2();
  928. var nextPointL = new THREE.Vector2();
  929. var nextPointR = new THREE.Vector2();
  930. var innerPoint = new THREE.Vector2();
  931. var outerPoint = new THREE.Vector2();
  932. return function ( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
  933. // This function can be called to update existing arrays or buffers.
  934. // Accepts same parameters as pointsToStroke, plus the buffers and optional offset.
  935. // Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs)
  936. // Returns number of written vertices / normals / uvs pairs
  937. // if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers)
  938. // 'normals' and 'uvs' buffers are optional
  939. arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
  940. minDistance = minDistance !== undefined ? minDistance : 0.001;
  941. vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
  942. // First ensure there are no duplicated points
  943. points = removeDuplicatedPoints( points );
  944. var numPoints = points.length;
  945. if ( numPoints < 2 ) return 0;
  946. var isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
  947. var currentPoint;
  948. var previousPoint = points[ 0 ];
  949. var nextPoint;
  950. var strokeWidth2 = style.strokeWidth / 2;
  951. var deltaU = 1 / ( numPoints - 1 );
  952. var u0 = 0;
  953. var innerSideModified;
  954. var joinIsOnLeftSide;
  955. var isMiter;
  956. var initialJoinIsOnLeftSide = false;
  957. var numVertices = 0;
  958. var currentCoordinate = vertexOffset * 3;
  959. var currentCoordinateUV = vertexOffset * 2;
  960. // Get initial left and right stroke points
  961. getNormal( points[ 0 ], points[ 1 ], tempV2_1 ).multiplyScalar( strokeWidth2 );
  962. lastPointL.copy( points[ 0 ] ).sub( tempV2_1 );
  963. lastPointR.copy( points[ 0 ] ).add( tempV2_1 );
  964. point0L.copy( lastPointL );
  965. point0R.copy( lastPointR );
  966. for ( var iPoint = 1; iPoint < numPoints; iPoint ++ ) {
  967. currentPoint = points[ iPoint ];
  968. // Get next point
  969. if ( iPoint === numPoints - 1 ) {
  970. if ( isClosed ) {
  971. // Skip duplicated initial point
  972. nextPoint = points[ 1 ];
  973. } else nextPoint = undefined;
  974. } else {
  975. nextPoint = points[ iPoint + 1 ];
  976. }
  977. // Normal of previous segment in tempV2_1
  978. var normal1 = tempV2_1;
  979. getNormal( previousPoint, currentPoint, normal1 );
  980. tempV2_3.copy( normal1 ).multiplyScalar( strokeWidth2 );
  981. currentPointL.copy( currentPoint ).sub( tempV2_3 );
  982. currentPointR.copy( currentPoint ).add( tempV2_3 );
  983. var u1 = u0 + deltaU;
  984. innerSideModified = false;
  985. if ( nextPoint !== undefined ) {
  986. // Normal of next segment in tempV2_2
  987. getNormal( currentPoint, nextPoint, tempV2_2 );
  988. tempV2_3.copy( tempV2_2 ).multiplyScalar( strokeWidth2 );
  989. nextPointL.copy( currentPoint ).sub( tempV2_3 );
  990. nextPointR.copy( currentPoint ).add( tempV2_3 );
  991. joinIsOnLeftSide = true;
  992. tempV2_3.subVectors( nextPoint, previousPoint );
  993. if ( normal1.dot( tempV2_3 ) < 0 ) {
  994. joinIsOnLeftSide = false;
  995. }
  996. if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
  997. tempV2_3.subVectors( nextPoint, currentPoint );
  998. tempV2_3.normalize();
  999. var dot = Math.abs( normal1.dot( tempV2_3 ) );
  1000. // If path is straight, don't create join
  1001. if ( dot !== 0 ) {
  1002. // Compute inner and outer segment intersections
  1003. var miterSide = strokeWidth2 / dot;
  1004. tempV2_3.multiplyScalar( - miterSide );
  1005. tempV2_4.subVectors( currentPoint, previousPoint );
  1006. tempV2_5.copy( tempV2_4 ).setLength( miterSide ).add( tempV2_3 );
  1007. innerPoint.copy( tempV2_5 ).negate();
  1008. var miterLength2 = tempV2_5.length();
  1009. var segmentLengthPrev = tempV2_4.length();
  1010. tempV2_4.divideScalar( segmentLengthPrev );
  1011. tempV2_6.subVectors( nextPoint, currentPoint );
  1012. var segmentLengthNext = tempV2_6.length();
  1013. tempV2_6.divideScalar( segmentLengthNext );
  1014. // Check that previous and next segments doesn't overlap with the innerPoint of intersection
  1015. if ( tempV2_4.dot( innerPoint ) < segmentLengthPrev && tempV2_6.dot( innerPoint ) < segmentLengthNext ) {
  1016. innerSideModified = true;
  1017. }
  1018. outerPoint.copy( tempV2_5 ).add( currentPoint );
  1019. innerPoint.add( currentPoint );
  1020. isMiter = false;
  1021. if ( innerSideModified ) {
  1022. if ( joinIsOnLeftSide ) {
  1023. nextPointR.copy( innerPoint );
  1024. currentPointR.copy( innerPoint );
  1025. } else {
  1026. nextPointL.copy( innerPoint );
  1027. currentPointL.copy( innerPoint );
  1028. }
  1029. } else {
  1030. // The segment triangles are generated here if there was overlapping
  1031. makeSegmentTriangles();
  1032. }
  1033. switch ( style.strokeLineJoin ) {
  1034. case 'bevel':
  1035. makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  1036. break;
  1037. case 'round':
  1038. // Segment triangles
  1039. createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  1040. // Join triangles
  1041. if ( joinIsOnLeftSide ) {
  1042. makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
  1043. } else {
  1044. makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
  1045. }
  1046. break;
  1047. case 'miter':
  1048. case 'miter-clip':
  1049. default:
  1050. var miterFraction = ( strokeWidth2 * style.strokeMiterLimit ) / miterLength2;
  1051. if ( miterFraction < 1 ) {
  1052. // The join miter length exceeds the miter limit
  1053. if ( style.strokeLineJoin !== 'miter-clip' ) {
  1054. makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  1055. break;
  1056. } else {
  1057. // Segment triangles
  1058. createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  1059. // Miter-clip join triangles
  1060. if ( joinIsOnLeftSide ) {
  1061. tempV2_6.subVectors( outerPoint, currentPointL ).multiplyScalar( miterFraction ).add( currentPointL );
  1062. tempV2_7.subVectors( outerPoint, nextPointL ).multiplyScalar( miterFraction ).add( nextPointL );
  1063. addVertex( currentPointL, u1, 0 );
  1064. addVertex( tempV2_6, u1, 0 );
  1065. addVertex( currentPoint, u1, 0.5 );
  1066. addVertex( currentPoint, u1, 0.5 );
  1067. addVertex( tempV2_6, u1, 0 );
  1068. addVertex( tempV2_7, u1, 0 );
  1069. addVertex( currentPoint, u1, 0.5 );
  1070. addVertex( tempV2_7, u1, 0 );
  1071. addVertex( nextPointL, u1, 0 );
  1072. } else {
  1073. tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
  1074. tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
  1075. addVertex( currentPointR, u1, 1 );
  1076. addVertex( tempV2_6, u1, 1 );
  1077. addVertex( currentPoint, u1, 0.5 );
  1078. addVertex( currentPoint, u1, 0.5 );
  1079. addVertex( tempV2_6, u1, 1 );
  1080. addVertex( tempV2_7, u1, 1 );
  1081. addVertex( currentPoint, u1, 0.5 );
  1082. addVertex( tempV2_7, u1, 1 );
  1083. addVertex( nextPointR, u1, 1 );
  1084. }
  1085. }
  1086. } else {
  1087. // Miter join segment triangles
  1088. if ( innerSideModified ) {
  1089. // Optimized segment + join triangles
  1090. if ( joinIsOnLeftSide ) {
  1091. addVertex( lastPointR, u0, 1 );
  1092. addVertex( lastPointL, u0, 0 );
  1093. addVertex( outerPoint, u1, 0 );
  1094. addVertex( lastPointR, u0, 1 );
  1095. addVertex( outerPoint, u1, 0 );
  1096. addVertex( innerPoint, u1, 1 );
  1097. } else {
  1098. addVertex( lastPointR, u0, 1 );
  1099. addVertex( lastPointL, u0, 0 );
  1100. addVertex( outerPoint, u1, 1 );
  1101. addVertex( lastPointL, u0, 0 );
  1102. addVertex( innerPoint, u1, 0 );
  1103. addVertex( outerPoint, u1, 1 );
  1104. }
  1105. if ( joinIsOnLeftSide ) {
  1106. nextPointL.copy( outerPoint );
  1107. } else {
  1108. nextPointR.copy( outerPoint );
  1109. }
  1110. } else {
  1111. // Add extra miter join triangles
  1112. if ( joinIsOnLeftSide ) {
  1113. addVertex( currentPointL, u1, 0 );
  1114. addVertex( outerPoint, u1, 0 );
  1115. addVertex( currentPoint, u1, 0.5 );
  1116. addVertex( currentPoint, u1, 0.5 );
  1117. addVertex( outerPoint, u1, 0 );
  1118. addVertex( nextPointL, u1, 0 );
  1119. } else {
  1120. addVertex( currentPointR, u1, 1 );
  1121. addVertex( outerPoint, u1, 1 );
  1122. addVertex( currentPoint, u1, 0.5 );
  1123. addVertex( currentPoint, u1, 0.5 );
  1124. addVertex( outerPoint, u1, 1 );
  1125. addVertex( nextPointR, u1, 1 );
  1126. }
  1127. }
  1128. isMiter = true;
  1129. }
  1130. break;
  1131. }
  1132. } else {
  1133. // The segment triangles are generated here when two consecutive points are collinear
  1134. makeSegmentTriangles();
  1135. }
  1136. } else {
  1137. // The segment triangles are generated here if it is the ending segment
  1138. makeSegmentTriangles();
  1139. }
  1140. if ( ! isClosed && iPoint === numPoints - 1 ) {
  1141. // Start line endcap
  1142. addCapGeometry( points[ 0 ], point0L, point0R, joinIsOnLeftSide, true, u0 );
  1143. }
  1144. // Increment loop variables
  1145. u0 = u1;
  1146. previousPoint = currentPoint;
  1147. lastPointL.copy( nextPointL );
  1148. lastPointR.copy( nextPointR );
  1149. }
  1150. if ( ! isClosed ) {
  1151. // Ending line endcap
  1152. addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
  1153. } else if ( innerSideModified && vertices ) {
  1154. // Modify path first segment vertices to adjust to the segments inner and outer intersections
  1155. var lastOuter = outerPoint;
  1156. var lastInner = innerPoint;
  1157. if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
  1158. lastOuter = innerPoint;
  1159. lastInner = outerPoint;
  1160. }
  1161. if ( joinIsOnLeftSide ) {
  1162. if ( isMiter || initialJoinIsOnLeftSide ) {
  1163. lastInner.toArray( vertices, 0 * 3 );
  1164. lastInner.toArray( vertices, 3 * 3 );
  1165. if ( isMiter ) {
  1166. lastOuter.toArray( vertices, 1 * 3 );
  1167. }
  1168. }
  1169. } else {
  1170. if ( isMiter || ! initialJoinIsOnLeftSide ) {
  1171. lastInner.toArray( vertices, 1 * 3 );
  1172. lastInner.toArray( vertices, 3 * 3 );
  1173. if ( isMiter ) {
  1174. lastOuter.toArray( vertices, 0 * 3 );
  1175. }
  1176. }
  1177. }
  1178. }
  1179. return numVertices;
  1180. // -- End of algorithm
  1181. // -- Functions
  1182. function getNormal( p1, p2, result ) {
  1183. result.subVectors( p2, p1 );
  1184. return result.set( - result.y, result.x ).normalize();
  1185. }
  1186. function addVertex( position, u, v ) {
  1187. if ( vertices ) {
  1188. vertices[ currentCoordinate ] = position.x;
  1189. vertices[ currentCoordinate + 1 ] = position.y;
  1190. vertices[ currentCoordinate + 2 ] = 0;
  1191. if ( normals ) {
  1192. normals[ currentCoordinate ] = 0;
  1193. normals[ currentCoordinate + 1 ] = 0;
  1194. normals[ currentCoordinate + 2 ] = 1;
  1195. }
  1196. currentCoordinate += 3;
  1197. if ( uvs ) {
  1198. uvs[ currentCoordinateUV ] = u;
  1199. uvs[ currentCoordinateUV + 1 ] = v;
  1200. currentCoordinateUV += 2;
  1201. }
  1202. }
  1203. numVertices += 3;
  1204. }
  1205. function makeCircularSector( center, p1, p2, u, v ) {
  1206. // param p1, p2: Points in the circle arc.
  1207. // p1 and p2 are in clockwise direction.
  1208. tempV2_1.copy( p1 ).sub( center ).normalize();
  1209. tempV2_2.copy( p2 ).sub( center ).normalize();
  1210. var angle = Math.PI;
  1211. var dot = tempV2_1.dot( tempV2_2 );
  1212. if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
  1213. angle /= arcDivisions;
  1214. tempV2_3.copy( p1 );
  1215. for ( var i = 0, il = arcDivisions - 1; i < il; i ++ ) {
  1216. tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
  1217. addVertex( tempV2_3, u, v );
  1218. addVertex( tempV2_4, u, v );
  1219. addVertex( center, u, 0.5 );
  1220. tempV2_3.copy( tempV2_4 );
  1221. }
  1222. addVertex( tempV2_4, u, v );
  1223. addVertex( p2, u, v );
  1224. addVertex( center, u, 0.5 );
  1225. }
  1226. function makeSegmentTriangles() {
  1227. addVertex( lastPointR, u0, 1 );
  1228. addVertex( lastPointL, u0, 0 );
  1229. addVertex( currentPointL, u1, 0 );
  1230. addVertex( lastPointR, u0, 1 );
  1231. addVertex( currentPointL, u1, 1 );
  1232. addVertex( currentPointR, u1, 0 );
  1233. }
  1234. function makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u ) {
  1235. if ( innerSideModified ) {
  1236. // Optimized segment + bevel triangles
  1237. if ( joinIsOnLeftSide ) {
  1238. // Path segments triangles
  1239. addVertex( lastPointR, u0, 1 );
  1240. addVertex( lastPointL, u0, 0 );
  1241. addVertex( currentPointL, u1, 0 );
  1242. addVertex( lastPointR, u0, 1 );
  1243. addVertex( currentPointL, u1, 0 );
  1244. addVertex( innerPoint, u1, 1 );
  1245. // Bevel join triangle
  1246. addVertex( currentPointL, u, 0 );
  1247. addVertex( nextPointL, u, 0 );
  1248. addVertex( innerPoint, u, 0.5 );
  1249. } else {
  1250. // Path segments triangles
  1251. addVertex( lastPointR, u0, 1 );
  1252. addVertex( lastPointL, u0, 0 );
  1253. addVertex( currentPointR, u1, 1 );
  1254. addVertex( lastPointL, u0, 0 );
  1255. addVertex( innerPoint, u1, 0 );
  1256. addVertex( currentPointR, u1, 1 );
  1257. // Bevel join triangle
  1258. addVertex( currentPointR, u, 1 );
  1259. addVertex( nextPointR, u, 0 );
  1260. addVertex( innerPoint, u, 0.5 );
  1261. }
  1262. } else {
  1263. // Bevel join triangle. The segment triangles are done in the main loop
  1264. if ( joinIsOnLeftSide ) {
  1265. addVertex( currentPointL, u, 0 );
  1266. addVertex( nextPointL, u, 0 );
  1267. addVertex( currentPoint, u, 0.5 );
  1268. } else {
  1269. addVertex( currentPointR, u, 1 );
  1270. addVertex( nextPointR, u, 0 );
  1271. addVertex( currentPoint, u, 0.5 );
  1272. }
  1273. }
  1274. }
  1275. function createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified ) {
  1276. if ( innerSideModified ) {
  1277. if ( joinIsOnLeftSide ) {
  1278. addVertex( lastPointR, u0, 1 );
  1279. addVertex( lastPointL, u0, 0 );
  1280. addVertex( currentPointL, u1, 0 );
  1281. addVertex( lastPointR, u0, 1 );
  1282. addVertex( currentPointL, u1, 0 );
  1283. addVertex( innerPoint, u1, 1 );
  1284. addVertex( currentPointL, u0, 0 );
  1285. addVertex( currentPoint, u1, 0.5 );
  1286. addVertex( innerPoint, u1, 1 );
  1287. addVertex( currentPoint, u1, 0.5 );
  1288. addVertex( nextPointL, u0, 0 );
  1289. addVertex( innerPoint, u1, 1 );
  1290. } else {
  1291. addVertex( lastPointR, u0, 1 );
  1292. addVertex( lastPointL, u0, 0 );
  1293. addVertex( currentPointR, u1, 1 );
  1294. addVertex( lastPointL, u0, 0 );
  1295. addVertex( innerPoint, u1, 0 );
  1296. addVertex( currentPointR, u1, 1 );
  1297. addVertex( currentPointR, u0, 1 );
  1298. addVertex( innerPoint, u1, 0 );
  1299. addVertex( currentPoint, u1, 0.5 );
  1300. addVertex( currentPoint, u1, 0.5 );
  1301. addVertex( innerPoint, u1, 0 );
  1302. addVertex( nextPointR, u0, 1 );
  1303. }
  1304. }
  1305. }
  1306. function addCapGeometry( center, p1, p2, joinIsOnLeftSide, start, u ) {
  1307. // param center: End point of the path
  1308. // param p1, p2: Left and right cap points
  1309. switch ( style.strokeLineCap ) {
  1310. case 'round':
  1311. if ( start ) {
  1312. makeCircularSector( center, p2, p1, u, 0.5 );
  1313. } else {
  1314. makeCircularSector( center, p1, p2, u, 0.5 );
  1315. }
  1316. break;
  1317. case 'square':
  1318. if ( start ) {
  1319. tempV2_1.subVectors( p1, center );
  1320. tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  1321. tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  1322. tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  1323. // Modify already existing vertices
  1324. if ( joinIsOnLeftSide ) {
  1325. tempV2_3.toArray( vertices, 1 * 3 );
  1326. tempV2_4.toArray( vertices, 0 * 3 );
  1327. tempV2_4.toArray( vertices, 3 * 3 );
  1328. } else {
  1329. tempV2_3.toArray( vertices, 1 * 3 );
  1330. tempV2_3.toArray( vertices, 3 * 3 );
  1331. tempV2_4.toArray( vertices, 0 * 3 );
  1332. }
  1333. } else {
  1334. tempV2_1.subVectors( p2, center );
  1335. tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  1336. tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  1337. tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  1338. var vl = vertices.length;
  1339. // Modify already existing vertices
  1340. if ( joinIsOnLeftSide ) {
  1341. tempV2_3.toArray( vertices, vl - 1 * 3 );
  1342. tempV2_4.toArray( vertices, vl - 2 * 3 );
  1343. tempV2_4.toArray( vertices, vl - 4 * 3 );
  1344. } else {
  1345. tempV2_3.toArray( vertices, vl - 2 * 3 );
  1346. tempV2_4.toArray( vertices, vl - 1 * 3 );
  1347. tempV2_4.toArray( vertices, vl - 4 * 3 );
  1348. }
  1349. }
  1350. break;
  1351. case 'butt':
  1352. default:
  1353. // Nothing to do here
  1354. break;
  1355. }
  1356. }
  1357. function removeDuplicatedPoints( points ) {
  1358. // Creates a new array if necessary with duplicated points removed.
  1359. // This does not remove duplicated initial and ending points of a closed path.
  1360. var dupPoints = false;
  1361. for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
  1362. if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
  1363. dupPoints = true;
  1364. break;
  1365. }
  1366. }
  1367. if ( ! dupPoints ) return points;
  1368. var newPoints = [];
  1369. newPoints.push( points[ 0 ] );
  1370. for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
  1371. if ( points[ i ].distanceTo( points[ i + 1 ] ) >= minDistance ) {
  1372. newPoints.push( points[ i ] );
  1373. }
  1374. }
  1375. newPoints.push( points[ points.length - 1 ] );
  1376. return newPoints;
  1377. }
  1378. };
  1379. }();