SVGLoader.js 48 KB

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