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