SVGLoader.js 48 KB

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