SVGLoader.js 46 KB

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