SVGLoader.js 16 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author zz85 / http://joshuakoo.com/
  4. */
  5. THREE.SVGLoader = function ( manager ) {
  6. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7. };
  8. THREE.SVGLoader.prototype = {
  9. constructor: THREE.SVGLoader,
  10. load: function ( url, onLoad, onProgress, onError ) {
  11. var scope = this;
  12. var loader = new THREE.FileLoader( scope.manager );
  13. loader.load( url, function ( text ) {
  14. onLoad( scope.parse( text ) );
  15. }, onProgress, onError );
  16. },
  17. parse: function ( text ) {
  18. function parseNode( node, style ) {
  19. if ( node.nodeType !== 1 ) return;
  20. switch ( node.nodeName ) {
  21. case 'svg':
  22. break;
  23. case 'g':
  24. style = parseStyle( node, style );
  25. break;
  26. case 'path':
  27. style = parseStyle( node, style );
  28. if ( node.hasAttribute( 'd' ) && isVisible( style ) ) paths.push( parsePathNode( node, style ) );
  29. break;
  30. case 'rect':
  31. style = parseStyle( node, style );
  32. if ( isVisible( style ) ) paths.push( parseRectNode( node, style ) );
  33. break;
  34. case 'polygon':
  35. style = parseStyle( node, style );
  36. if ( isVisible( style ) ) paths.push( parsePolygonNode( node, style ) );
  37. break;
  38. case 'polyline':
  39. style = parseStyle( node, style );
  40. if ( isVisible( style ) ) paths.push( parsePolylineNode( node, style ) );
  41. break;
  42. case 'circle':
  43. style = parseStyle( node, style );
  44. if ( isVisible( style ) ) paths.push( parseCircleNode( node, style ) );
  45. break;
  46. case 'ellipse':
  47. style = parseStyle( node, style );
  48. if ( isVisible( style ) ) paths.push( parseEllipseNode( node, style ) );
  49. break;
  50. case 'line':
  51. style = parseStyle( node, style );
  52. if ( isVisible( style ) ) paths.push( parseLineNode( node, style ) );
  53. break;
  54. default:
  55. console.log( node );
  56. }
  57. var nodes = node.childNodes;
  58. for ( var i = 0; i < nodes.length; i ++ ) {
  59. parseNode( nodes[ i ], style );
  60. }
  61. }
  62. function parsePathNode( node, style ) {
  63. var path = new THREE.ShapePath();
  64. path.color.setStyle( style.fill );
  65. var point = new THREE.Vector2();
  66. var control = new THREE.Vector2();
  67. var d = node.getAttribute( 'd' );
  68. // console.log( d );
  69. var commands = d.match( /[a-df-z][^a-df-z]*/ig );
  70. for ( var i = 0, l = commands.length; i < l; i ++ ) {
  71. var command = commands[ i ];
  72. var type = command.charAt( 0 );
  73. var data = command.substr( 1 ).trim();
  74. switch ( type ) {
  75. case 'M':
  76. var numbers = parseFloats( data );
  77. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  78. point.x = numbers[ j + 0 ];
  79. point.y = numbers[ j + 1 ];
  80. control.x = point.x;
  81. control.y = point.y;
  82. path.moveTo( point.x, point.y );
  83. }
  84. break;
  85. case 'H':
  86. var numbers = parseFloats( data );
  87. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  88. point.x = numbers[ j ];
  89. control.x = point.x;
  90. control.y = point.y;
  91. path.lineTo( point.x, point.y );
  92. }
  93. break;
  94. case 'V':
  95. var numbers = parseFloats( data );
  96. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  97. point.y = numbers[ j ];
  98. control.x = point.x;
  99. control.y = point.y;
  100. path.lineTo( point.x, point.y );
  101. }
  102. break;
  103. case 'L':
  104. var numbers = parseFloats( data );
  105. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  106. point.x = numbers[ j + 0 ];
  107. point.y = numbers[ j + 1 ];
  108. control.x = point.x;
  109. control.y = point.y;
  110. path.lineTo( point.x, point.y );
  111. }
  112. break;
  113. case 'C':
  114. var numbers = parseFloats( data );
  115. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  116. path.bezierCurveTo(
  117. numbers[ j + 0 ],
  118. numbers[ j + 1 ],
  119. numbers[ j + 2 ],
  120. numbers[ j + 3 ],
  121. numbers[ j + 4 ],
  122. numbers[ j + 5 ]
  123. );
  124. control.x = numbers[ j + 2 ];
  125. control.y = numbers[ j + 3 ];
  126. point.x = numbers[ j + 4 ];
  127. point.y = numbers[ j + 5 ];
  128. }
  129. break;
  130. case 'S':
  131. var numbers = parseFloats( data );
  132. path.bezierCurveTo(
  133. getReflection( point.x, control.x ),
  134. getReflection( point.y, control.y ),
  135. numbers[ 0 ],
  136. numbers[ 1 ],
  137. numbers[ 2 ],
  138. numbers[ 3 ]
  139. );
  140. control.x = numbers[ 0 ];
  141. control.y = numbers[ 1 ];
  142. point.x = numbers[ 2 ];
  143. point.y = numbers[ 3 ];
  144. break;
  145. case 'Q':
  146. var numbers = parseFloats( data );
  147. path.quadraticCurveTo(
  148. numbers[ 0 ],
  149. numbers[ 1 ],
  150. numbers[ 2 ],
  151. numbers[ 3 ]
  152. );
  153. control.x = numbers[ 0 ];
  154. control.y = numbers[ 1 ];
  155. point.x = numbers[ 2 ];
  156. point.y = numbers[ 3 ];
  157. break;
  158. case 'T':
  159. var numbers = parseFloats( data );
  160. var rx = getReflection( point.x, control.x );
  161. var ry = getReflection( point.y, control.y );
  162. path.quadraticCurveTo(
  163. rx,
  164. ry,
  165. numbers[ 0 ],
  166. numbers[ 1 ]
  167. );
  168. control.x = rx;
  169. control.y = ry;
  170. point.x = numbers[ 0 ];
  171. point.y = numbers[ 1 ];
  172. break;
  173. case 'A':
  174. console.warn( command );
  175. var numbers = parseFloats( data );
  176. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  177. var start = point.clone();
  178. point.x = numbers[ j + 5 ];
  179. point.y = numbers[ j + 6 ];
  180. control.x = point.x;
  181. control.y = point.y;
  182. parseArcCommand(
  183. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  184. );
  185. }
  186. break;
  187. //
  188. case 'm':
  189. var numbers = parseFloats( data );
  190. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  191. point.x += numbers[ j + 0 ];
  192. point.y += numbers[ j + 1 ];
  193. control.x = point.x;
  194. control.y = point.y;
  195. path.moveTo( point.x, point.y );
  196. }
  197. break;
  198. case 'h':
  199. var numbers = parseFloats( data );
  200. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  201. point.x += numbers[ j ];
  202. control.x = point.x;
  203. control.y = point.y;
  204. path.lineTo( point.x, point.y );
  205. }
  206. break;
  207. case 'v':
  208. var numbers = parseFloats( data );
  209. for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
  210. point.y += numbers[ j ];
  211. control.x = point.x;
  212. control.y = point.y;
  213. path.lineTo( point.x, point.y );
  214. }
  215. break;
  216. case 'l':
  217. var numbers = parseFloats( data );
  218. for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
  219. point.x += numbers[ j + 0 ];
  220. point.y += numbers[ j + 1 ];
  221. control.x = point.x;
  222. control.y = point.y;
  223. path.lineTo( point.x, point.y );
  224. }
  225. break;
  226. case 'c':
  227. var numbers = parseFloats( data );
  228. for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
  229. path.bezierCurveTo(
  230. point.x + numbers[ j + 0 ],
  231. point.y + numbers[ j + 1 ],
  232. point.x + numbers[ j + 2 ],
  233. point.y + numbers[ j + 3 ],
  234. point.x + numbers[ j + 4 ],
  235. point.y + numbers[ j + 5 ]
  236. );
  237. point.x += numbers[ j + 4 ];
  238. point.y += numbers[ j + 5 ];
  239. }
  240. break;
  241. case 's':
  242. var numbers = parseFloats( data );
  243. path.bezierCurveTo(
  244. // TODO: Not sure if point needs
  245. // to be added to reflection...
  246. getReflection( point.x, control.x ),
  247. getReflection( point.y, control.y ),
  248. point.x + numbers[ 0 ],
  249. point.y + numbers[ 1 ],
  250. point.x + numbers[ 2 ],
  251. point.y + numbers[ 3 ]
  252. );
  253. control.x = point.x + numbers[ 0 ];
  254. control.y = point.y + numbers[ 1 ];
  255. point.x += numbers[ 2 ];
  256. point.y += numbers[ 3 ];
  257. break;
  258. case 'q':
  259. var numbers = parseFloats( data );
  260. path.quadraticCurveTo(
  261. point.x + numbers[ 0 ],
  262. point.y + numbers[ 1 ],
  263. point.x + numbers[ 2 ],
  264. point.y + numbers[ 3 ]
  265. );
  266. control.x = point.x + numbers[ 0 ];
  267. control.y = point.y + numbers[ 1 ];
  268. point.x += numbers[ 2 ];
  269. point.y += numbers[ 3 ];
  270. break;
  271. case 't':
  272. var numbers = parseFloats( data );
  273. var rx = getReflection( point.x, control.x );
  274. var ry = getReflection( point.y, control.y );
  275. path.quadraticCurveTo(
  276. rx,
  277. ry,
  278. point.x + numbers[ 0 ],
  279. point.y + numbers[ 1 ]
  280. );
  281. control.x = rx;
  282. control.y = ry;
  283. point.x = point.x + numbers[ 0 ];
  284. point.y = point.y + numbers[ 1 ];
  285. break;
  286. case 'a':
  287. console.warn( command );
  288. var numbers = parseFloats( data );
  289. for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
  290. var start = point.clone();
  291. point.x += numbers[ j + 5 ];
  292. point.y += numbers[ j + 6 ];
  293. control.x = point.x;
  294. control.y = point.y;
  295. parseArcCommand(
  296. path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
  297. );
  298. }
  299. break;
  300. //
  301. case 'Z':
  302. case 'z':
  303. path.currentPath.autoClose = true;
  304. break;
  305. default:
  306. console.warn( command );
  307. }
  308. // console.log( type, parseFloats( data ), parseFloats( data ).length )
  309. }
  310. return path;
  311. }
  312. /**
  313. * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
  314. * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
  315. * From
  316. * rx ry x-axis-rotation large-arc-flag sweep-flag x y
  317. * To
  318. * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
  319. */
  320. function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
  321. x_axis_rotation = x_axis_rotation * Math.PI / 180;
  322. // Ensure radii are positive
  323. rx = Math.abs( rx );
  324. ry = Math.abs( ry );
  325. // Compute (x1′, y1′)
  326. var dx2 = ( start.x - end.x ) / 2.0;
  327. var dy2 = ( start.y - end.y ) / 2.0;
  328. var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
  329. var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
  330. // Compute (cx′, cy′)
  331. var rxs = rx * rx;
  332. var rys = ry * ry;
  333. var x1ps = x1p * x1p;
  334. var y1ps = y1p * y1p;
  335. // Ensure radii are large enough
  336. var cr = x1ps / rxs + y1ps / rys;
  337. if ( cr > 1 ) {
  338. // scale up rx,ry equally so cr == 1
  339. var s = Math.sqrt( cr );
  340. rx = s * rx;
  341. ry = s * ry;
  342. rxs = rx * rx;
  343. rys = ry * ry;
  344. }
  345. var dq = ( rxs * y1ps + rys * x1ps );
  346. var pq = ( rxs * rys - dq ) / dq;
  347. var q = Math.sqrt( Math.max( 0, pq ) );
  348. if ( large_arc_flag === sweep_flag ) q = - q;
  349. var cxp = q * rx * y1p / ry;
  350. var cyp = - q * ry * x1p / rx;
  351. // Step 3: Compute (cx, cy) from (cx′, cy′)
  352. var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
  353. var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
  354. // Step 4: Compute θ1 and Δθ
  355. var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
  356. var delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry );
  357. delta = delta % ( Math.PI * 2 );
  358. if ( ! sweep_flag ) delta -= 2 * Math.PI;
  359. path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, theta + delta < theta, x_axis_rotation );
  360. }
  361. function svgAngle( ux, uy, vx, vy ) {
  362. var dot = ux * vx + uy * vy;
  363. var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
  364. var ang = Math.acos( Math.max( -1, Math.min( 1, dot / len ) ) ); //floating point precision, slightly over values appear
  365. if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
  366. return ang;
  367. }
  368. /*
  369. * According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
  370. * rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
  371. */
  372. function parseRectNode( node, style ) {
  373. var x = parseFloat( node.getAttribute( 'x' ) || 0 );
  374. var y = parseFloat( node.getAttribute( 'y' ) || 0 );
  375. var rx = parseFloat( node.getAttribute( 'rx' ) || 0 );
  376. var ry = parseFloat( node.getAttribute( 'ry' ) || 0 );
  377. var w = parseFloat( node.getAttribute( 'width' ) );
  378. var h = parseFloat( node.getAttribute( 'height' ) );
  379. var path = new THREE.ShapePath();
  380. path.color.setStyle( style.fill );
  381. path.moveTo( x + 2 * rx, y );
  382. path.lineTo( x + w - 2 * rx, y );
  383. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y, x + w, y, x + w, y + 2 * ry );
  384. path.lineTo( x + w, y + h - 2 * ry );
  385. if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h );
  386. path.lineTo( x + 2 * rx, y + h );
  387. if ( rx !== 0 || ry !== 0 ) {
  388. path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
  389. path.lineTo( x, y + 2 * ry );
  390. path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
  391. }
  392. return path;
  393. }
  394. function parsePolygonNode( node, style ) {
  395. function iterator( match, a, b ) {
  396. var x = parseFloat( a );
  397. var y = parseFloat( b );
  398. if ( index === 0 ) {
  399. path.moveTo( x, y );
  400. } else {
  401. path.lineTo( x, y );
  402. }
  403. index ++;
  404. }
  405. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  406. var path = new THREE.ShapePath();
  407. path.color.setStyle( style.fill );
  408. var index = 0;
  409. node.getAttribute( 'points' ).replace(regex, iterator);
  410. path.currentPath.autoClose = true;
  411. return path;
  412. }
  413. function parsePolylineNode( node, style ) {
  414. function iterator( match, a, b ) {
  415. var x = parseFloat( a );
  416. var y = parseFloat( b );
  417. if ( index === 0 ) {
  418. path.moveTo( x, y );
  419. } else {
  420. path.lineTo( x, y );
  421. }
  422. index ++;
  423. }
  424. var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  425. var path = new THREE.ShapePath();
  426. path.color.setStyle( style.fill );
  427. var index = 0;
  428. node.getAttribute( 'points' ).replace(regex, iterator);
  429. path.currentPath.autoClose = false;
  430. return path;
  431. }
  432. function parseCircleNode( node, style ) {
  433. var x = parseFloat( node.getAttribute( 'cx' ) );
  434. var y = parseFloat( node.getAttribute( 'cy' ) );
  435. var r = parseFloat( node.getAttribute( 'r' ) );
  436. var subpath = new THREE.Path();
  437. subpath.absarc( x, y, r, 0, Math.PI * 2 );
  438. var path = new THREE.ShapePath();
  439. path.color.setStyle( style.fill );
  440. path.subPaths.push( subpath );
  441. return path;
  442. }
  443. function parseEllipseNode( node, style ) {
  444. var x = parseFloat( node.getAttribute( 'cx' ) );
  445. var y = parseFloat( node.getAttribute( 'cy' ) );
  446. var rx = parseFloat( node.getAttribute( 'rx' ) );
  447. var ry = parseFloat( node.getAttribute( 'ry' ) );
  448. var subpath = new THREE.Path();
  449. subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
  450. var path = new THREE.ShapePath();
  451. path.color.setStyle( style.fill );
  452. path.subPaths.push( subpath );
  453. return path;
  454. }
  455. function parseLineNode( node, style ) {
  456. var x1 = parseFloat( node.getAttribute( 'x1' ) );
  457. var y1 = parseFloat( node.getAttribute( 'y1' ) );
  458. var x2 = parseFloat( node.getAttribute( 'x2' ) );
  459. var y2 = parseFloat( node.getAttribute( 'y2' ) );
  460. var path = new THREE.ShapePath();
  461. path.moveTo( x1, y1 );
  462. path.lineTo( x2, y2 );
  463. path.currentPath.autoClose = false;
  464. return path;
  465. }
  466. //
  467. function parseStyle( node, style ) {
  468. style = Object.assign( {}, style ); // clone style
  469. if ( node.hasAttribute( 'fill' ) ) style.fill = node.getAttribute( 'fill' );
  470. if ( node.style.fill !== '' ) style.fill = node.style.fill;
  471. return style;
  472. }
  473. function isVisible( style ) {
  474. return style.fill !== 'none' && style.fill !== 'transparent';
  475. }
  476. // http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
  477. function getReflection( a, b ) {
  478. return 2 * a - ( b - a );
  479. }
  480. function parseFloats( string ) {
  481. var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
  482. for ( var i = 0; i < array.length; i ++ ) {
  483. array[ i ] = parseFloat( array[ i ] );
  484. }
  485. return array;
  486. }
  487. //
  488. console.log( 'THREE.SVGLoader' );
  489. var paths = [];
  490. console.time( 'THREE.SVGLoader: DOMParser' );
  491. var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
  492. console.timeEnd( 'THREE.SVGLoader: DOMParser' );
  493. console.time( 'THREE.SVGLoader: Parse' );
  494. parseNode( xml.documentElement, { fill: '#000' } );
  495. // console.log( paths );
  496. console.timeEnd( 'THREE.SVGLoader: Parse' );
  497. return paths;
  498. }
  499. };