SVGLoader.js 48 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. import {
  7. BufferGeometry,
  8. FileLoader,
  9. Float32BufferAttribute,
  10. Loader,
  11. Matrix3,
  12. Path,
  13. ShapePath,
  14. Vector2,
  15. Vector3
  16. } from "../../../build/three.module.js";
  17. var SVGLoader = function ( manager ) {
  18. Loader.call( this, manager );
  19. // Default dots per inch
  20. this.defaultDPI = 90;
  21. // Accepted units: 'mm', 'cm', 'in', 'pt', 'pc', 'px'
  22. this.defaultUnit = "px";
  23. };
  24. SVGLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25. constructor: SVGLoader,
  26. load: function ( url, onLoad, onProgress, onError ) {
  27. var scope = this;
  28. var loader = new FileLoader( scope.manager );
  29. loader.setPath( scope.path );
  30. loader.setRequestHeader( scope.requestHeader );
  31. loader.load( url, function ( text ) {
  32. try {
  33. onLoad( scope.parse( text ) );
  34. } catch ( e ) {
  35. if ( onError ) {
  36. onError( e );
  37. } else {
  38. console.error( e );
  39. }
  40. scope.manager.itemError( url );
  41. }
  42. }, onProgress, onError );
  43. },
  44. parse: function ( text ) {
  45. var scope = this;
  46. function parseNode( node, style ) {
  47. if ( node.nodeType !== 1 ) return;
  48. var transform = getNodeTransform( node );
  49. var path = null;
  50. switch ( node.nodeName ) {
  51. case 'svg':
  52. break;
  53. case 'style':
  54. parseCSSStylesheet( node );
  55. break;
  56. case 'g':
  57. style = parseStyle( node, style );
  58. break;
  59. case 'path':
  60. style = parseStyle( node, style );
  61. if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node );
  62. break;
  63. case 'rect':
  64. style = parseStyle( node, style );
  65. path = parseRectNode( node );
  66. break;
  67. case 'polygon':
  68. style = parseStyle( node, style );
  69. path = parsePolygonNode( node );
  70. break;
  71. case 'polyline':
  72. style = parseStyle( node, style );
  73. path = parsePolylineNode( node );
  74. break;
  75. case 'circle':
  76. style = parseStyle( node, style );
  77. path = parseCircleNode( node );
  78. break;
  79. case 'ellipse':
  80. style = parseStyle( node, style );
  81. path = parseEllipseNode( node );
  82. break;
  83. case 'line':
  84. style = parseStyle( node, style );
  85. path = parseLineNode( node );
  86. break;
  87. default:
  88. // console.log( node );
  89. }
  90. if ( path ) {
  91. if ( style.fill !== undefined && style.fill !== 'none' ) {
  92. path.color.setStyle( style.fill );
  93. }
  94. transformPath( path, currentTransform );
  95. paths.push( path );
  96. path.userData = { node: node, style: style };
  97. }
  98. var nodes = node.childNodes;
  99. for ( var i = 0; i < nodes.length; i ++ ) {
  100. parseNode( nodes[ i ], style );
  101. }
  102. if ( transform ) {
  103. transformStack.pop();
  104. if ( transformStack.length > 0 ) {
  105. currentTransform.copy( transformStack[ transformStack.length - 1 ] );
  106. } else {
  107. currentTransform.identity();
  108. }
  109. }
  110. }
  111. function parsePathNode( node ) {
  112. var path = new ShapePath();
  113. var point = new Vector2();
  114. var control = new Vector2();
  115. var firstPoint = new Vector2();
  116. var isFirstPoint = true;
  117. var doSetFirstPoint = false;
  118. var d = node.getAttribute( 'd' );
  119. // console.log( d );
  120. var commands = d.match( /[a-df-z][^a-df-z]*/ig );
  121. for ( var i = 0, l = commands.length; i < l; i ++ ) {
  122. var command = commands[ i ];
  123. var type = command.charAt( 0 );
  124. var data = command.substr( 1 ).trim();
  125. if ( isFirstPoint === true ) {
  126. doSetFirstPoint = true;
  127. isFirstPoint = false;
  128. }
  129. switch ( type ) {
  130. case 'M':
  131. var numbers = parseFloats( data );
  132. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  133. point.x = numbers[ j + 0 ];
  134. point.y = numbers[ j + 1 ];
  135. control.x = point.x;
  136. control.y = point.y;
  137. if ( j === 0 ) {
  138. path.moveTo( point.x, point.y );
  139. } else {
  140. path.lineTo( point.x, point.y );
  141. }
  142. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  143. }
  144. break;
  145. case 'H':
  146. var numbers = parseFloats( data );
  147. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  148. point.x = 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 'V':
  156. var numbers = parseFloats( data );
  157. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  158. point.y = numbers[ j ];
  159. control.x = point.x;
  160. control.y = point.y;
  161. path.lineTo( point.x, point.y );
  162. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  163. }
  164. break;
  165. case 'L':
  166. var numbers = parseFloats( data );
  167. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  168. point.x = numbers[ j + 0 ];
  169. point.y = numbers[ j + 1 ];
  170. control.x = point.x;
  171. control.y = point.y;
  172. path.lineTo( point.x, point.y );
  173. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  174. }
  175. break;
  176. case 'C':
  177. var numbers = parseFloats( data );
  178. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  179. path.bezierCurveTo(
  180. numbers[ j + 0 ],
  181. numbers[ j + 1 ],
  182. numbers[ j + 2 ],
  183. numbers[ j + 3 ],
  184. numbers[ j + 4 ],
  185. numbers[ j + 5 ]
  186. );
  187. control.x = numbers[ j + 2 ];
  188. control.y = numbers[ j + 3 ];
  189. point.x = numbers[ j + 4 ];
  190. point.y = numbers[ j + 5 ];
  191. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  192. }
  193. break;
  194. case 'S':
  195. var numbers = parseFloats( data );
  196. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  197. path.bezierCurveTo(
  198. getReflection( point.x, control.x ),
  199. getReflection( point.y, control.y ),
  200. numbers[ j + 0 ],
  201. numbers[ j + 1 ],
  202. numbers[ j + 2 ],
  203. numbers[ j + 3 ]
  204. );
  205. control.x = numbers[ j + 0 ];
  206. control.y = numbers[ j + 1 ];
  207. point.x = numbers[ j + 2 ];
  208. point.y = numbers[ j + 3 ];
  209. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  210. }
  211. break;
  212. case 'Q':
  213. var numbers = parseFloats( data );
  214. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  215. path.quadraticCurveTo(
  216. numbers[ j + 0 ],
  217. numbers[ j + 1 ],
  218. numbers[ j + 2 ],
  219. numbers[ j + 3 ]
  220. );
  221. control.x = numbers[ j + 0 ];
  222. control.y = numbers[ j + 1 ];
  223. point.x = numbers[ j + 2 ];
  224. point.y = numbers[ j + 3 ];
  225. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  226. }
  227. break;
  228. case 'T':
  229. var numbers = parseFloats( data );
  230. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  231. var rx = getReflection( point.x, control.x );
  232. var ry = getReflection( point.y, control.y );
  233. path.quadraticCurveTo(
  234. rx,
  235. ry,
  236. numbers[ j + 0 ],
  237. numbers[ j + 1 ]
  238. );
  239. control.x = rx;
  240. control.y = ry;
  241. point.x = numbers[ j + 0 ];
  242. point.y = numbers[ j + 1 ];
  243. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  244. }
  245. break;
  246. case 'A':
  247. var numbers = parseFloats( data );
  248. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  249. var start = point.clone();
  250. point.x = numbers[ j + 5 ];
  251. point.y = numbers[ j + 6 ];
  252. control.x = point.x;
  253. control.y = point.y;
  254. parseArcCommand(
  255. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  256. );
  257. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  258. }
  259. break;
  260. case 'm':
  261. var numbers = parseFloats( data );
  262. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  263. point.x += numbers[ j + 0 ];
  264. point.y += numbers[ j + 1 ];
  265. control.x = point.x;
  266. control.y = point.y;
  267. if ( j === 0 ) {
  268. path.moveTo( point.x, point.y );
  269. } else {
  270. path.lineTo( point.x, point.y );
  271. }
  272. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  273. }
  274. break;
  275. case 'h':
  276. var numbers = parseFloats( data );
  277. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  278. point.x += 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 'v':
  286. var numbers = parseFloats( data );
  287. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  288. point.y += numbers[ j ];
  289. control.x = point.x;
  290. control.y = point.y;
  291. path.lineTo( point.x, point.y );
  292. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  293. }
  294. break;
  295. case 'l':
  296. var numbers = parseFloats( data );
  297. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  298. point.x += numbers[ j + 0 ];
  299. point.y += numbers[ j + 1 ];
  300. control.x = point.x;
  301. control.y = point.y;
  302. path.lineTo( point.x, point.y );
  303. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  304. }
  305. break;
  306. case 'c':
  307. var numbers = parseFloats( data );
  308. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  309. path.bezierCurveTo(
  310. point.x + numbers[ j + 0 ],
  311. point.y + numbers[ j + 1 ],
  312. point.x + numbers[ j + 2 ],
  313. point.y + numbers[ j + 3 ],
  314. point.x + numbers[ j + 4 ],
  315. point.y + numbers[ j + 5 ]
  316. );
  317. control.x = point.x + numbers[ j + 2 ];
  318. control.y = point.y + numbers[ j + 3 ];
  319. point.x += numbers[ j + 4 ];
  320. point.y += numbers[ j + 5 ];
  321. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  322. }
  323. break;
  324. case 's':
  325. var numbers = parseFloats( data );
  326. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  327. path.bezierCurveTo(
  328. getReflection( point.x, control.x ),
  329. getReflection( point.y, control.y ),
  330. point.x + numbers[ j + 0 ],
  331. point.y + numbers[ j + 1 ],
  332. point.x + numbers[ j + 2 ],
  333. point.y + numbers[ j + 3 ]
  334. );
  335. control.x = point.x + numbers[ j + 0 ];
  336. control.y = point.y + numbers[ j + 1 ];
  337. point.x += numbers[ j + 2 ];
  338. point.y += numbers[ j + 3 ];
  339. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  340. }
  341. break;
  342. case 'q':
  343. var numbers = parseFloats( data );
  344. for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
  345. path.quadraticCurveTo(
  346. point.x + numbers[ j + 0 ],
  347. point.y + numbers[ j + 1 ],
  348. point.x + numbers[ j + 2 ],
  349. point.y + numbers[ j + 3 ]
  350. );
  351. control.x = point.x + numbers[ j + 0 ];
  352. control.y = point.y + numbers[ j + 1 ];
  353. point.x += numbers[ j + 2 ];
  354. point.y += numbers[ j + 3 ];
  355. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  356. }
  357. break;
  358. case 't':
  359. var numbers = parseFloats( data );
  360. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  361. var rx = getReflection( point.x, control.x );
  362. var ry = getReflection( point.y, control.y );
  363. path.quadraticCurveTo(
  364. rx,
  365. ry,
  366. point.x + numbers[ j + 0 ],
  367. point.y + numbers[ j + 1 ]
  368. );
  369. control.x = rx;
  370. control.y = ry;
  371. point.x = point.x + numbers[ j + 0 ];
  372. point.y = point.y + numbers[ j + 1 ];
  373. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  374. }
  375. break;
  376. case 'a':
  377. var numbers = parseFloats( data );
  378. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  379. var start = point.clone();
  380. point.x += numbers[ j + 5 ];
  381. point.y += numbers[ j + 6 ];
  382. control.x = point.x;
  383. control.y = point.y;
  384. parseArcCommand(
  385. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  386. );
  387. if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  388. }
  389. break;
  390. case 'Z':
  391. case 'z':
  392. path.currentPath.autoClose = true;
  393. if ( path.currentPath.curves.length > 0 ) {
  394. // Reset point to beginning of Path
  395. point.copy( firstPoint );
  396. path.currentPath.currentPoint.copy( point );
  397. isFirstPoint = true;
  398. }
  399. break;
  400. default:
  401. console.warn( command );
  402. }
  403. // console.log( type, parseFloats( data ), parseFloats( data ).length )
  404. doSetFirstPoint = false;
  405. }
  406. return path;
  407. }
  408. function parseCSSStylesheet( node ) {
  409. if ( ! node.sheet || ! node.sheet.cssRules || ! node.sheet.cssRules.length ) return;
  410. for ( var i = 0; i < node.sheet.cssRules.length; i ++ ) {
  411. var stylesheet = node.sheet.cssRules[ i ];
  412. if ( stylesheet.type !== 1 ) continue;
  413. var selectorList = stylesheet.selectorText
  414. .split( /,/gm )
  415. .filter( Boolean )
  416. .map( i => i.trim() );
  417. for ( var j = 0; j < selectorList.length; j ++ ) {
  418. stylesheets[ selectorList[ j ] ] = Object.assign(
  419. stylesheets[ selectorList[ j ] ] || {},
  420. stylesheet.style
  421. );
  422. }
  423. }
  424. }
  425. /**
  426. * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
  427. * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
  428. * From
  429. * rx ry x-axis-rotation large-arc-flag sweep-flag x y
  430. * To
  431. * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
  432. */
  433. function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
  434. x_axis_rotation = x_axis_rotation * Math.PI / 180;
  435. // Ensure radii are positive
  436. rx = Math.abs( rx );
  437. ry = Math.abs( ry );
  438. // Compute (x1′, y1′)
  439. var dx2 = ( start.x - end.x ) / 2.0;
  440. var dy2 = ( start.y - end.y ) / 2.0;
  441. var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
  442. var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
  443. // Compute (cx′, cy′)
  444. var rxs = rx * rx;
  445. var rys = ry * ry;
  446. var x1ps = x1p * x1p;
  447. var y1ps = y1p * y1p;
  448. // Ensure radii are large enough
  449. var cr = x1ps / rxs + y1ps / rys;
  450. if ( cr > 1 ) {
  451. // scale up rx,ry equally so cr == 1
  452. var s = Math.sqrt( cr );
  453. rx = s * rx;
  454. ry = s * ry;
  455. rxs = rx * rx;
  456. rys = ry * ry;
  457. }
  458. var dq = ( rxs * y1ps + rys * x1ps );
  459. var pq = ( rxs * rys - dq ) / dq;
  460. var q = Math.sqrt( Math.max( 0, pq ) );
  461. if ( large_arc_flag === sweep_flag ) q = - q;
  462. var cxp = q * rx * y1p / ry;
  463. var cyp = - q * ry * x1p / rx;
  464. // Step 3: Compute (cx, cy) from (cx′, cy′)
  465. var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
  466. var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
  467. // Step 4: Compute θ1 and Δθ
  468. var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
  469. var delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry ) % ( Math.PI * 2 );
  470. path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
  471. }
  472. function svgAngle( ux, uy, vx, vy ) {
  473. var dot = ux * vx + uy * vy;
  474. var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
  475. var ang = Math.acos( Math.max( - 1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
  476. if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
  477. return ang;
  478. }
  479. /*
  480. * According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
  481. * rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
  482. */
  483. function parseRectNode( node ) {
  484. var x = parseFloatWithUnits( node.getAttribute( 'x' ) || 0 );
  485. var y = parseFloatWithUnits( node.getAttribute( 'y' ) || 0 );
  486. var rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
  487. var ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
  488. var w = parseFloatWithUnits( node.getAttribute( 'width' ) );
  489. var h = parseFloatWithUnits( node.getAttribute( 'height' ) );
  490. var path = new ShapePath();
  491. path.moveTo( x + 2 * rx, y );
  492. path.lineTo( x + w - 2 * rx, y );
  493. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y, x + w, y, x + w, y + 2 * ry );
  494. path.lineTo( x + w, y + h - 2 * ry );
  495. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h );
  496. path.lineTo( x + 2 * rx, y + h );
  497. if ( rx !== 0 || ry !== 0 ) {
  498. path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
  499. }
  500. path.lineTo( x, y + 2 * ry );
  501. if ( rx !== 0 || ry !== 0 ) {
  502. path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
  503. }
  504. return path;
  505. }
  506. function parsePolygonNode( node ) {
  507. function iterator( match, a, b ) {
  508. var x = parseFloatWithUnits( a );
  509. var y = parseFloatWithUnits( b );
  510. if ( index === 0 ) {
  511. path.moveTo( x, y );
  512. } else {
  513. path.lineTo( x, y );
  514. }
  515. index ++;
  516. }
  517. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  518. var path = new ShapePath();
  519. var index = 0;
  520. node.getAttribute( 'points' ).replace( regex, iterator );
  521. path.currentPath.autoClose = true;
  522. return path;
  523. }
  524. function parsePolylineNode( node ) {
  525. function iterator( match, a, b ) {
  526. var x = parseFloatWithUnits( a );
  527. var y = parseFloatWithUnits( b );
  528. if ( index === 0 ) {
  529. path.moveTo( x, y );
  530. } else {
  531. path.lineTo( x, y );
  532. }
  533. index ++;
  534. }
  535. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  536. var path = new ShapePath();
  537. var index = 0;
  538. node.getAttribute( 'points' ).replace( regex, iterator );
  539. path.currentPath.autoClose = false;
  540. return path;
  541. }
  542. function parseCircleNode( node ) {
  543. var x = parseFloatWithUnits( node.getAttribute( 'cx' ) );
  544. var y = parseFloatWithUnits( node.getAttribute( 'cy' ) );
  545. var r = parseFloatWithUnits( node.getAttribute( 'r' ) );
  546. var subpath = new Path();
  547. subpath.absarc( x, y, r, 0, Math.PI * 2 );
  548. var path = new ShapePath();
  549. path.subPaths.push( subpath );
  550. return path;
  551. }
  552. function parseEllipseNode( node ) {
  553. var x = parseFloatWithUnits( node.getAttribute( 'cx' ) );
  554. var y = parseFloatWithUnits( node.getAttribute( 'cy' ) );
  555. var rx = parseFloatWithUnits( node.getAttribute( 'rx' ) );
  556. var ry = parseFloatWithUnits( node.getAttribute( 'ry' ) );
  557. var subpath = new Path();
  558. subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
  559. var path = new ShapePath();
  560. path.subPaths.push( subpath );
  561. return path;
  562. }
  563. function parseLineNode( node ) {
  564. var x1 = parseFloatWithUnits( node.getAttribute( 'x1' ) );
  565. var y1 = parseFloatWithUnits( node.getAttribute( 'y1' ) );
  566. var x2 = parseFloatWithUnits( node.getAttribute( 'x2' ) );
  567. var y2 = parseFloatWithUnits( node.getAttribute( 'y2' ) );
  568. var path = new ShapePath();
  569. path.moveTo( x1, y1 );
  570. path.lineTo( x2, y2 );
  571. path.currentPath.autoClose = false;
  572. return path;
  573. }
  574. //
  575. function parseStyle( node, style ) {
  576. style = Object.assign( {}, style ); // clone style
  577. var stylesheetStyles = {};
  578. if ( node.hasAttribute( 'class' ) ) {
  579. var classSelectors = node.getAttribute( 'class' )
  580. .split( /\s/ )
  581. .filter( Boolean )
  582. .map( i => i.trim() );
  583. for ( var i = 0; i < classSelectors.length; i ++ ) {
  584. stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '.' + classSelectors[ i ] ] );
  585. }
  586. }
  587. if ( node.hasAttribute( 'id' ) ) {
  588. stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '#' + node.getAttribute( 'id' ) ] );
  589. }
  590. function addStyle( svgName, jsName, adjustFunction ) {
  591. if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
  592. return v;
  593. };
  594. if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
  595. if ( stylesheetStyles[ svgName ] ) style[ jsName ] = adjustFunction( stylesheetStyles[ svgName ] );
  596. if ( node.style && node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
  597. }
  598. function clamp( v ) {
  599. return Math.max( 0, Math.min( 1, parseFloatWithUnits( v ) ) );
  600. }
  601. function positive( v ) {
  602. return Math.max( 0, parseFloatWithUnits( v ) );
  603. }
  604. addStyle( 'fill', 'fill' );
  605. addStyle( 'fill-opacity', 'fillOpacity', clamp );
  606. addStyle( 'opacity', 'opacity', clamp );
  607. addStyle( 'stroke', 'stroke' );
  608. addStyle( 'stroke-opacity', 'strokeOpacity', clamp );
  609. addStyle( 'stroke-width', 'strokeWidth', positive );
  610. addStyle( 'stroke-linejoin', 'strokeLineJoin' );
  611. addStyle( 'stroke-linecap', 'strokeLineCap' );
  612. addStyle( 'stroke-miterlimit', 'strokeMiterLimit', positive );
  613. addStyle( 'visibility', 'visibility' );
  614. return style;
  615. }
  616. // http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
  617. function getReflection( a, b ) {
  618. return a - ( b - a );
  619. }
  620. function parseFloats( string ) {
  621. var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
  622. for ( var i = 0; i < array.length; i ++ ) {
  623. var number = array[ i ];
  624. // Handle values like 48.6037.7.8
  625. // TODO Find a regex for this
  626. if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
  627. var split = number.split( '.' );
  628. for ( var s = 2; s < split.length; s ++ ) {
  629. array.splice( i + s - 1, 0, '0.' + split[ s ] );
  630. }
  631. }
  632. array[ i ] = parseFloatWithUnits( number );
  633. }
  634. return array;
  635. }
  636. // Units
  637. var units = [ 'mm', 'cm', 'in', 'pt', 'pc', 'px' ];
  638. // Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent)
  639. var unitConversion = {
  640. "mm": {
  641. "mm": 1,
  642. "cm": 0.1,
  643. "in": 1 / 25.4,
  644. "pt": 72 / 25.4,
  645. "pc": 6 / 25.4,
  646. "px": - 1
  647. },
  648. "cm": {
  649. "mm": 10,
  650. "cm": 1,
  651. "in": 1 / 2.54,
  652. "pt": 72 / 2.54,
  653. "pc": 6 / 2.54,
  654. "px": - 1
  655. },
  656. "in": {
  657. "mm": 25.4,
  658. "cm": 2.54,
  659. "in": 1,
  660. "pt": 72,
  661. "pc": 6,
  662. "px": - 1
  663. },
  664. "pt": {
  665. "mm": 25.4 / 72,
  666. "cm": 2.54 / 72,
  667. "in": 1 / 72,
  668. "pt": 1,
  669. "pc": 6 / 72,
  670. "px": - 1
  671. },
  672. "pc": {
  673. "mm": 25.4 / 6,
  674. "cm": 2.54 / 6,
  675. "in": 1 / 6,
  676. "pt": 72 / 6,
  677. "pc": 1,
  678. "px": - 1
  679. },
  680. "px": {
  681. "px": 1
  682. }
  683. };
  684. function parseFloatWithUnits( string ) {
  685. var theUnit = "px";
  686. if ( typeof string === 'string' || string instanceof String ) {
  687. for ( var i = 0, n = units.length; i < n; i ++ ) {
  688. var u = units[ i ];
  689. if ( string.endsWith( u ) ) {
  690. theUnit = u;
  691. string = string.substring( 0, string.length - u.length );
  692. break;
  693. }
  694. }
  695. }
  696. var scale = undefined;
  697. if ( theUnit === "px" && scope.defaultUnit !== "px" ) {
  698. // Conversion scale from pixels to inches, then to default units
  699. scale = unitConversion[ "in" ][ scope.defaultUnit ] / scope.defaultDPI;
  700. } else {
  701. scale = unitConversion[ theUnit ][ scope.defaultUnit ];
  702. if ( scale < 0 ) {
  703. // Conversion scale to pixels
  704. scale = unitConversion[ theUnit ][ "in" ] * scope.defaultDPI;
  705. }
  706. }
  707. return scale * parseFloat( string );
  708. }
  709. // Transforms
  710. function getNodeTransform( node ) {
  711. if ( ! node.hasAttribute( 'transform' ) ) {
  712. return null;
  713. }
  714. var transform = parseNodeTransform( node );
  715. if ( transformStack.length > 0 ) {
  716. transform.premultiply( transformStack[ transformStack.length - 1 ] );
  717. }
  718. currentTransform.copy( transform );
  719. transformStack.push( transform );
  720. return transform;
  721. }
  722. function parseNodeTransform( node ) {
  723. var transform = new Matrix3();
  724. var currentTransform = tempTransform0;
  725. var transformsTexts = node.getAttribute( 'transform' ).split( ')' );
  726. for ( var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
  727. var transformText = transformsTexts[ tIndex ].trim();
  728. if ( transformText === '' ) continue;
  729. var openParPos = transformText.indexOf( '(' );
  730. var closeParPos = transformText.length;
  731. if ( openParPos > 0 && openParPos < closeParPos ) {
  732. var transformType = transformText.substr( 0, openParPos );
  733. var array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
  734. currentTransform.identity();
  735. switch ( transformType ) {
  736. case "translate":
  737. if ( array.length >= 1 ) {
  738. var tx = array[ 0 ];
  739. var ty = tx;
  740. if ( array.length >= 2 ) {
  741. ty = array[ 1 ];
  742. }
  743. currentTransform.translate( tx, ty );
  744. }
  745. break;
  746. case "rotate":
  747. if ( array.length >= 1 ) {
  748. var angle = 0;
  749. var cx = 0;
  750. var cy = 0;
  751. // Angle
  752. angle = - array[ 0 ] * Math.PI / 180;
  753. if ( array.length >= 3 ) {
  754. // Center x, y
  755. cx = array[ 1 ];
  756. cy = array[ 2 ];
  757. }
  758. // Rotate around center (cx, cy)
  759. tempTransform1.identity().translate( - cx, - cy );
  760. tempTransform2.identity().rotate( angle );
  761. tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
  762. tempTransform1.identity().translate( cx, cy );
  763. currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
  764. }
  765. break;
  766. case "scale":
  767. if ( array.length >= 1 ) {
  768. var scaleX = array[ 0 ];
  769. var scaleY = scaleX;
  770. if ( array.length >= 2 ) {
  771. scaleY = array[ 1 ];
  772. }
  773. currentTransform.scale( scaleX, scaleY );
  774. }
  775. break;
  776. case "skewX":
  777. if ( array.length === 1 ) {
  778. currentTransform.set(
  779. 1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
  780. 0, 1, 0,
  781. 0, 0, 1
  782. );
  783. }
  784. break;
  785. case "skewY":
  786. if ( array.length === 1 ) {
  787. currentTransform.set(
  788. 1, 0, 0,
  789. Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
  790. 0, 0, 1
  791. );
  792. }
  793. break;
  794. case "matrix":
  795. if ( array.length === 6 ) {
  796. currentTransform.set(
  797. array[ 0 ], array[ 2 ], array[ 4 ],
  798. array[ 1 ], array[ 3 ], array[ 5 ],
  799. 0, 0, 1
  800. );
  801. }
  802. break;
  803. }
  804. }
  805. transform.premultiply( currentTransform );
  806. }
  807. return transform;
  808. }
  809. function transformPath( path, m ) {
  810. function transfVec2( v2 ) {
  811. tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
  812. v2.set( tempV3.x, tempV3.y );
  813. }
  814. var isRotated = isTransformRotated( m );
  815. var subPaths = path.subPaths;
  816. for ( var i = 0, n = subPaths.length; i < n; i ++ ) {
  817. var subPath = subPaths[ i ];
  818. var curves = subPath.curves;
  819. for ( var j = 0; j < curves.length; j ++ ) {
  820. var curve = curves[ j ];
  821. if ( curve.isLineCurve ) {
  822. transfVec2( curve.v1 );
  823. transfVec2( curve.v2 );
  824. } else if ( curve.isCubicBezierCurve ) {
  825. transfVec2( curve.v0 );
  826. transfVec2( curve.v1 );
  827. transfVec2( curve.v2 );
  828. transfVec2( curve.v3 );
  829. } else if ( curve.isQuadraticBezierCurve ) {
  830. transfVec2( curve.v0 );
  831. transfVec2( curve.v1 );
  832. transfVec2( curve.v2 );
  833. } else if ( curve.isEllipseCurve ) {
  834. if ( isRotated ) {
  835. console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
  836. }
  837. tempV2.set( curve.aX, curve.aY );
  838. transfVec2( tempV2 );
  839. curve.aX = tempV2.x;
  840. curve.aY = tempV2.y;
  841. curve.xRadius *= getTransformScaleX( m );
  842. curve.yRadius *= getTransformScaleY( m );
  843. }
  844. }
  845. }
  846. }
  847. function isTransformRotated( m ) {
  848. return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
  849. }
  850. function getTransformScaleX( m ) {
  851. var te = m.elements;
  852. return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
  853. }
  854. function getTransformScaleY( m ) {
  855. var te = m.elements;
  856. return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
  857. }
  858. //
  859. var paths = [];
  860. var stylesheets = {};
  861. var transformStack = [];
  862. var tempTransform0 = new Matrix3();
  863. var tempTransform1 = new Matrix3();
  864. var tempTransform2 = new Matrix3();
  865. var tempTransform3 = new Matrix3();
  866. var tempV2 = new Vector2();
  867. var tempV3 = new Vector3();
  868. var currentTransform = new Matrix3();
  869. var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
  870. parseNode( xml.documentElement, {
  871. fill: '#000',
  872. fillOpacity: 1,
  873. strokeOpacity: 1,
  874. strokeWidth: 1,
  875. strokeLineJoin: 'miter',
  876. strokeLineCap: 'butt',
  877. strokeMiterLimit: 4
  878. } );
  879. var data = { paths: paths, xml: xml.documentElement };
  880. // console.log( paths );
  881. return data;
  882. }
  883. } );
  884. SVGLoader.getStrokeStyle = function ( width, color, lineJoin, lineCap, miterLimit ) {
  885. // Param width: Stroke width
  886. // Param color: As returned by THREE.Color.getStyle()
  887. // Param lineJoin: One of "round", "bevel", "miter" or "miter-limit"
  888. // Param lineCap: One of "round", "square" or "butt"
  889. // Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance)
  890. // Returns style object
  891. width = width !== undefined ? width : 1;
  892. color = color !== undefined ? color : '#000';
  893. lineJoin = lineJoin !== undefined ? lineJoin : 'miter';
  894. lineCap = lineCap !== undefined ? lineCap : 'butt';
  895. miterLimit = miterLimit !== undefined ? miterLimit : 4;
  896. return {
  897. strokeColor: color,
  898. strokeWidth: width,
  899. strokeLineJoin: lineJoin,
  900. strokeLineCap: lineCap,
  901. strokeMiterLimit: miterLimit
  902. };
  903. };
  904. SVGLoader.pointsToStroke = function ( points, style, arcDivisions, minDistance ) {
  905. // Generates a stroke with some witdh around the given path.
  906. // The path can be open or closed (last point equals to first point)
  907. // Param points: Array of Vector2D (the path). Minimum 2 points.
  908. // Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object
  909. // Params arcDivisions: Arc divisions for round joins and endcaps. (Optional)
  910. // Param minDistance: Points closer to this distance will be merged. (Optional)
  911. // Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right)
  912. var vertices = [];
  913. var normals = [];
  914. var uvs = [];
  915. if ( SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
  916. return null;
  917. }
  918. var geometry = new BufferGeometry();
  919. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  920. geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  921. geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  922. return geometry;
  923. };
  924. SVGLoader.pointsToStrokeWithBuffers = function () {
  925. var tempV2_1 = new Vector2();
  926. var tempV2_2 = new Vector2();
  927. var tempV2_3 = new Vector2();
  928. var tempV2_4 = new Vector2();
  929. var tempV2_5 = new Vector2();
  930. var tempV2_6 = new Vector2();
  931. var tempV2_7 = new Vector2();
  932. var lastPointL = new Vector2();
  933. var lastPointR = new Vector2();
  934. var point0L = new Vector2();
  935. var point0R = new Vector2();
  936. var currentPointL = new Vector2();
  937. var currentPointR = new Vector2();
  938. var nextPointL = new Vector2();
  939. var nextPointR = new Vector2();
  940. var innerPoint = new Vector2();
  941. var outerPoint = new Vector2();
  942. return function ( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
  943. // This function can be called to update existing arrays or buffers.
  944. // Accepts same parameters as pointsToStroke, plus the buffers and optional offset.
  945. // Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs)
  946. // Returns number of written vertices / normals / uvs pairs
  947. // if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers)
  948. // 'normals' and 'uvs' buffers are optional
  949. arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
  950. minDistance = minDistance !== undefined ? minDistance : 0.001;
  951. vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
  952. // First ensure there are no duplicated points
  953. points = removeDuplicatedPoints( points );
  954. var numPoints = points.length;
  955. if ( numPoints < 2 ) return 0;
  956. var isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
  957. var currentPoint;
  958. var previousPoint = points[ 0 ];
  959. var nextPoint;
  960. var strokeWidth2 = style.strokeWidth / 2;
  961. var deltaU = 1 / ( numPoints - 1 );
  962. var u0 = 0;
  963. var innerSideModified;
  964. var joinIsOnLeftSide;
  965. var isMiter;
  966. var initialJoinIsOnLeftSide = false;
  967. var numVertices = 0;
  968. var currentCoordinate = vertexOffset * 3;
  969. var currentCoordinateUV = vertexOffset * 2;
  970. // Get initial left and right stroke points
  971. getNormal( points[ 0 ], points[ 1 ], tempV2_1 ).multiplyScalar( strokeWidth2 );
  972. lastPointL.copy( points[ 0 ] ).sub( tempV2_1 );
  973. lastPointR.copy( points[ 0 ] ).add( tempV2_1 );
  974. point0L.copy( lastPointL );
  975. point0R.copy( lastPointR );
  976. for ( var iPoint = 1; iPoint < numPoints; iPoint ++ ) {
  977. currentPoint = points[ iPoint ];
  978. // Get next point
  979. if ( iPoint === numPoints - 1 ) {
  980. if ( isClosed ) {
  981. // Skip duplicated initial point
  982. nextPoint = points[ 1 ];
  983. } else nextPoint = undefined;
  984. } else {
  985. nextPoint = points[ iPoint + 1 ];
  986. }
  987. // Normal of previous segment in tempV2_1
  988. var normal1 = tempV2_1;
  989. getNormal( previousPoint, currentPoint, normal1 );
  990. tempV2_3.copy( normal1 ).multiplyScalar( strokeWidth2 );
  991. currentPointL.copy( currentPoint ).sub( tempV2_3 );
  992. currentPointR.copy( currentPoint ).add( tempV2_3 );
  993. var u1 = u0 + deltaU;
  994. innerSideModified = false;
  995. if ( nextPoint !== undefined ) {
  996. // Normal of next segment in tempV2_2
  997. getNormal( currentPoint, nextPoint, tempV2_2 );
  998. tempV2_3.copy( tempV2_2 ).multiplyScalar( strokeWidth2 );
  999. nextPointL.copy( currentPoint ).sub( tempV2_3 );
  1000. nextPointR.copy( currentPoint ).add( tempV2_3 );
  1001. joinIsOnLeftSide = true;
  1002. tempV2_3.subVectors( nextPoint, previousPoint );
  1003. if ( normal1.dot( tempV2_3 ) < 0 ) {
  1004. joinIsOnLeftSide = false;
  1005. }
  1006. if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
  1007. tempV2_3.subVectors( nextPoint, currentPoint );
  1008. tempV2_3.normalize();
  1009. var dot = Math.abs( normal1.dot( tempV2_3 ) );
  1010. // If path is straight, don't create join
  1011. if ( dot !== 0 ) {
  1012. // Compute inner and outer segment intersections
  1013. var miterSide = strokeWidth2 / dot;
  1014. tempV2_3.multiplyScalar( - miterSide );
  1015. tempV2_4.subVectors( currentPoint, previousPoint );
  1016. tempV2_5.copy( tempV2_4 ).setLength( miterSide ).add( tempV2_3 );
  1017. innerPoint.copy( tempV2_5 ).negate();
  1018. var miterLength2 = tempV2_5.length();
  1019. var segmentLengthPrev = tempV2_4.length();
  1020. tempV2_4.divideScalar( segmentLengthPrev );
  1021. tempV2_6.subVectors( nextPoint, currentPoint );
  1022. var segmentLengthNext = tempV2_6.length();
  1023. tempV2_6.divideScalar( segmentLengthNext );
  1024. // Check that previous and next segments doesn't overlap with the innerPoint of intersection
  1025. if ( tempV2_4.dot( innerPoint ) < segmentLengthPrev && tempV2_6.dot( innerPoint ) < segmentLengthNext ) {
  1026. innerSideModified = true;
  1027. }
  1028. outerPoint.copy( tempV2_5 ).add( currentPoint );
  1029. innerPoint.add( currentPoint );
  1030. isMiter = false;
  1031. if ( innerSideModified ) {
  1032. if ( joinIsOnLeftSide ) {
  1033. nextPointR.copy( innerPoint );
  1034. currentPointR.copy( innerPoint );
  1035. } else {
  1036. nextPointL.copy( innerPoint );
  1037. currentPointL.copy( innerPoint );
  1038. }
  1039. } else {
  1040. // The segment triangles are generated here if there was overlapping
  1041. makeSegmentTriangles();
  1042. }
  1043. switch ( style.strokeLineJoin ) {
  1044. case 'bevel':
  1045. makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  1046. break;
  1047. case 'round':
  1048. // Segment triangles
  1049. createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  1050. // Join triangles
  1051. if ( joinIsOnLeftSide ) {
  1052. makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
  1053. } else {
  1054. makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
  1055. }
  1056. break;
  1057. case 'miter':
  1058. case 'miter-clip':
  1059. default:
  1060. var miterFraction = ( strokeWidth2 * style.strokeMiterLimit ) / miterLength2;
  1061. if ( miterFraction < 1 ) {
  1062. // The join miter length exceeds the miter limit
  1063. if ( style.strokeLineJoin !== 'miter-clip' ) {
  1064. makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  1065. break;
  1066. } else {
  1067. // Segment triangles
  1068. createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  1069. // Miter-clip join triangles
  1070. if ( joinIsOnLeftSide ) {
  1071. tempV2_6.subVectors( outerPoint, currentPointL ).multiplyScalar( miterFraction ).add( currentPointL );
  1072. tempV2_7.subVectors( outerPoint, nextPointL ).multiplyScalar( miterFraction ).add( nextPointL );
  1073. addVertex( currentPointL, u1, 0 );
  1074. addVertex( tempV2_6, u1, 0 );
  1075. addVertex( currentPoint, u1, 0.5 );
  1076. addVertex( currentPoint, u1, 0.5 );
  1077. addVertex( tempV2_6, u1, 0 );
  1078. addVertex( tempV2_7, u1, 0 );
  1079. addVertex( currentPoint, u1, 0.5 );
  1080. addVertex( tempV2_7, u1, 0 );
  1081. addVertex( nextPointL, u1, 0 );
  1082. } else {
  1083. tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
  1084. tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
  1085. addVertex( currentPointR, u1, 1 );
  1086. addVertex( tempV2_6, u1, 1 );
  1087. addVertex( currentPoint, u1, 0.5 );
  1088. addVertex( currentPoint, u1, 0.5 );
  1089. addVertex( tempV2_6, u1, 1 );
  1090. addVertex( tempV2_7, u1, 1 );
  1091. addVertex( currentPoint, u1, 0.5 );
  1092. addVertex( tempV2_7, u1, 1 );
  1093. addVertex( nextPointR, u1, 1 );
  1094. }
  1095. }
  1096. } else {
  1097. // Miter join segment triangles
  1098. if ( innerSideModified ) {
  1099. // Optimized segment + join triangles
  1100. if ( joinIsOnLeftSide ) {
  1101. addVertex( lastPointR, u0, 1 );
  1102. addVertex( lastPointL, u0, 0 );
  1103. addVertex( outerPoint, u1, 0 );
  1104. addVertex( lastPointR, u0, 1 );
  1105. addVertex( outerPoint, u1, 0 );
  1106. addVertex( innerPoint, u1, 1 );
  1107. } else {
  1108. addVertex( lastPointR, u0, 1 );
  1109. addVertex( lastPointL, u0, 0 );
  1110. addVertex( outerPoint, u1, 1 );
  1111. addVertex( lastPointL, u0, 0 );
  1112. addVertex( innerPoint, u1, 0 );
  1113. addVertex( outerPoint, u1, 1 );
  1114. }
  1115. if ( joinIsOnLeftSide ) {
  1116. nextPointL.copy( outerPoint );
  1117. } else {
  1118. nextPointR.copy( outerPoint );
  1119. }
  1120. } else {
  1121. // Add extra miter join triangles
  1122. if ( joinIsOnLeftSide ) {
  1123. addVertex( currentPointL, u1, 0 );
  1124. addVertex( outerPoint, u1, 0 );
  1125. addVertex( currentPoint, u1, 0.5 );
  1126. addVertex( currentPoint, u1, 0.5 );
  1127. addVertex( outerPoint, u1, 0 );
  1128. addVertex( nextPointL, u1, 0 );
  1129. } else {
  1130. addVertex( currentPointR, u1, 1 );
  1131. addVertex( outerPoint, u1, 1 );
  1132. addVertex( currentPoint, u1, 0.5 );
  1133. addVertex( currentPoint, u1, 0.5 );
  1134. addVertex( outerPoint, u1, 1 );
  1135. addVertex( nextPointR, u1, 1 );
  1136. }
  1137. }
  1138. isMiter = true;
  1139. }
  1140. break;
  1141. }
  1142. } else {
  1143. // The segment triangles are generated here when two consecutive points are collinear
  1144. makeSegmentTriangles();
  1145. }
  1146. } else {
  1147. // The segment triangles are generated here if it is the ending segment
  1148. makeSegmentTriangles();
  1149. }
  1150. if ( ! isClosed && iPoint === numPoints - 1 ) {
  1151. // Start line endcap
  1152. addCapGeometry( points[ 0 ], point0L, point0R, joinIsOnLeftSide, true, u0 );
  1153. }
  1154. // Increment loop variables
  1155. u0 = u1;
  1156. previousPoint = currentPoint;
  1157. lastPointL.copy( nextPointL );
  1158. lastPointR.copy( nextPointR );
  1159. }
  1160. if ( ! isClosed ) {
  1161. // Ending line endcap
  1162. addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
  1163. } else if ( innerSideModified && vertices ) {
  1164. // Modify path first segment vertices to adjust to the segments inner and outer intersections
  1165. var lastOuter = outerPoint;
  1166. var lastInner = innerPoint;
  1167. if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
  1168. lastOuter = innerPoint;
  1169. lastInner = outerPoint;
  1170. }
  1171. if ( joinIsOnLeftSide ) {
  1172. if ( isMiter || initialJoinIsOnLeftSide ) {
  1173. lastInner.toArray( vertices, 0 * 3 );
  1174. lastInner.toArray( vertices, 3 * 3 );
  1175. if ( isMiter ) {
  1176. lastOuter.toArray( vertices, 1 * 3 );
  1177. }
  1178. }
  1179. } else {
  1180. if ( isMiter || ! initialJoinIsOnLeftSide ) {
  1181. lastInner.toArray( vertices, 1 * 3 );
  1182. lastInner.toArray( vertices, 3 * 3 );
  1183. if ( isMiter ) {
  1184. lastOuter.toArray( vertices, 0 * 3 );
  1185. }
  1186. }
  1187. }
  1188. }
  1189. return numVertices;
  1190. // -- End of algorithm
  1191. // -- Functions
  1192. function getNormal( p1, p2, result ) {
  1193. result.subVectors( p2, p1 );
  1194. return result.set( - result.y, result.x ).normalize();
  1195. }
  1196. function addVertex( position, u, v ) {
  1197. if ( vertices ) {
  1198. vertices[ currentCoordinate ] = position.x;
  1199. vertices[ currentCoordinate + 1 ] = position.y;
  1200. vertices[ currentCoordinate + 2 ] = 0;
  1201. if ( normals ) {
  1202. normals[ currentCoordinate ] = 0;
  1203. normals[ currentCoordinate + 1 ] = 0;
  1204. normals[ currentCoordinate + 2 ] = 1;
  1205. }
  1206. currentCoordinate += 3;
  1207. if ( uvs ) {
  1208. uvs[ currentCoordinateUV ] = u;
  1209. uvs[ currentCoordinateUV + 1 ] = v;
  1210. currentCoordinateUV += 2;
  1211. }
  1212. }
  1213. numVertices += 3;
  1214. }
  1215. function makeCircularSector( center, p1, p2, u, v ) {
  1216. // param p1, p2: Points in the circle arc.
  1217. // p1 and p2 are in clockwise direction.
  1218. tempV2_1.copy( p1 ).sub( center ).normalize();
  1219. tempV2_2.copy( p2 ).sub( center ).normalize();
  1220. var angle = Math.PI;
  1221. var dot = tempV2_1.dot( tempV2_2 );
  1222. if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
  1223. angle /= arcDivisions;
  1224. tempV2_3.copy( p1 );
  1225. for ( var i = 0, il = arcDivisions - 1; i < il; i ++ ) {
  1226. tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
  1227. addVertex( tempV2_3, u, v );
  1228. addVertex( tempV2_4, u, v );
  1229. addVertex( center, u, 0.5 );
  1230. tempV2_3.copy( tempV2_4 );
  1231. }
  1232. addVertex( tempV2_4, u, v );
  1233. addVertex( p2, u, v );
  1234. addVertex( center, u, 0.5 );
  1235. }
  1236. function makeSegmentTriangles() {
  1237. addVertex( lastPointR, u0, 1 );
  1238. addVertex( lastPointL, u0, 0 );
  1239. addVertex( currentPointL, u1, 0 );
  1240. addVertex( lastPointR, u0, 1 );
  1241. addVertex( currentPointL, u1, 1 );
  1242. addVertex( currentPointR, u1, 0 );
  1243. }
  1244. function makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u ) {
  1245. if ( innerSideModified ) {
  1246. // Optimized segment + bevel triangles
  1247. if ( joinIsOnLeftSide ) {
  1248. // Path segments triangles
  1249. addVertex( lastPointR, u0, 1 );
  1250. addVertex( lastPointL, u0, 0 );
  1251. addVertex( currentPointL, u1, 0 );
  1252. addVertex( lastPointR, u0, 1 );
  1253. addVertex( currentPointL, u1, 0 );
  1254. addVertex( innerPoint, u1, 1 );
  1255. // Bevel join triangle
  1256. addVertex( currentPointL, u, 0 );
  1257. addVertex( nextPointL, u, 0 );
  1258. addVertex( innerPoint, u, 0.5 );
  1259. } else {
  1260. // Path segments triangles
  1261. addVertex( lastPointR, u0, 1 );
  1262. addVertex( lastPointL, u0, 0 );
  1263. addVertex( currentPointR, u1, 1 );
  1264. addVertex( lastPointL, u0, 0 );
  1265. addVertex( innerPoint, u1, 0 );
  1266. addVertex( currentPointR, u1, 1 );
  1267. // Bevel join triangle
  1268. addVertex( currentPointR, u, 1 );
  1269. addVertex( nextPointR, u, 0 );
  1270. addVertex( innerPoint, u, 0.5 );
  1271. }
  1272. } else {
  1273. // Bevel join triangle. The segment triangles are done in the main loop
  1274. if ( joinIsOnLeftSide ) {
  1275. addVertex( currentPointL, u, 0 );
  1276. addVertex( nextPointL, u, 0 );
  1277. addVertex( currentPoint, u, 0.5 );
  1278. } else {
  1279. addVertex( currentPointR, u, 1 );
  1280. addVertex( nextPointR, u, 0 );
  1281. addVertex( currentPoint, u, 0.5 );
  1282. }
  1283. }
  1284. }
  1285. function createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified ) {
  1286. if ( innerSideModified ) {
  1287. if ( joinIsOnLeftSide ) {
  1288. addVertex( lastPointR, u0, 1 );
  1289. addVertex( lastPointL, u0, 0 );
  1290. addVertex( currentPointL, u1, 0 );
  1291. addVertex( lastPointR, u0, 1 );
  1292. addVertex( currentPointL, u1, 0 );
  1293. addVertex( innerPoint, u1, 1 );
  1294. addVertex( currentPointL, u0, 0 );
  1295. addVertex( currentPoint, u1, 0.5 );
  1296. addVertex( innerPoint, u1, 1 );
  1297. addVertex( currentPoint, u1, 0.5 );
  1298. addVertex( nextPointL, u0, 0 );
  1299. addVertex( innerPoint, u1, 1 );
  1300. } else {
  1301. addVertex( lastPointR, u0, 1 );
  1302. addVertex( lastPointL, u0, 0 );
  1303. addVertex( currentPointR, u1, 1 );
  1304. addVertex( lastPointL, u0, 0 );
  1305. addVertex( innerPoint, u1, 0 );
  1306. addVertex( currentPointR, u1, 1 );
  1307. addVertex( currentPointR, u0, 1 );
  1308. addVertex( innerPoint, u1, 0 );
  1309. addVertex( currentPoint, u1, 0.5 );
  1310. addVertex( currentPoint, u1, 0.5 );
  1311. addVertex( innerPoint, u1, 0 );
  1312. addVertex( nextPointR, u0, 1 );
  1313. }
  1314. }
  1315. }
  1316. function addCapGeometry( center, p1, p2, joinIsOnLeftSide, start, u ) {
  1317. // param center: End point of the path
  1318. // param p1, p2: Left and right cap points
  1319. switch ( style.strokeLineCap ) {
  1320. case 'round':
  1321. if ( start ) {
  1322. makeCircularSector( center, p2, p1, u, 0.5 );
  1323. } else {
  1324. makeCircularSector( center, p1, p2, u, 0.5 );
  1325. }
  1326. break;
  1327. case 'square':
  1328. if ( start ) {
  1329. tempV2_1.subVectors( p1, center );
  1330. tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  1331. tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  1332. tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  1333. // Modify already existing vertices
  1334. if ( joinIsOnLeftSide ) {
  1335. tempV2_3.toArray( vertices, 1 * 3 );
  1336. tempV2_4.toArray( vertices, 0 * 3 );
  1337. tempV2_4.toArray( vertices, 3 * 3 );
  1338. } else {
  1339. tempV2_3.toArray( vertices, 1 * 3 );
  1340. tempV2_3.toArray( vertices, 3 * 3 );
  1341. tempV2_4.toArray( vertices, 0 * 3 );
  1342. }
  1343. } else {
  1344. tempV2_1.subVectors( p2, center );
  1345. tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  1346. tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  1347. tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  1348. var vl = vertices.length;
  1349. // Modify already existing vertices
  1350. if ( joinIsOnLeftSide ) {
  1351. tempV2_3.toArray( vertices, vl - 1 * 3 );
  1352. tempV2_4.toArray( vertices, vl - 2 * 3 );
  1353. tempV2_4.toArray( vertices, vl - 4 * 3 );
  1354. } else {
  1355. tempV2_3.toArray( vertices, vl - 2 * 3 );
  1356. tempV2_4.toArray( vertices, vl - 1 * 3 );
  1357. tempV2_4.toArray( vertices, vl - 4 * 3 );
  1358. }
  1359. }
  1360. break;
  1361. case 'butt':
  1362. default:
  1363. // Nothing to do here
  1364. break;
  1365. }
  1366. }
  1367. function removeDuplicatedPoints( points ) {
  1368. // Creates a new array if necessary with duplicated points removed.
  1369. // This does not remove duplicated initial and ending points of a closed path.
  1370. var dupPoints = false;
  1371. for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
  1372. if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
  1373. dupPoints = true;
  1374. break;
  1375. }
  1376. }
  1377. if ( ! dupPoints ) return points;
  1378. var newPoints = [];
  1379. newPoints.push( points[ 0 ] );
  1380. for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
  1381. if ( points[ i ].distanceTo( points[ i + 1 ] ) >= minDistance ) {
  1382. newPoints.push( points[ i ] );
  1383. }
  1384. }
  1385. newPoints.push( points[ points.length - 1 ] );
  1386. return newPoints;
  1387. }
  1388. };
  1389. }();
  1390. export { SVGLoader };