3174 lines
		
	
	
		
			68 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			3174 lines
		
	
	
		
			68 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
 | |
| 	Box2,
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| 	BufferGeometry,
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| 	FileLoader,
 | |
| 	Float32BufferAttribute,
 | |
| 	Loader,
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| 	Matrix3,
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| 	Path,
 | |
| 	Shape,
 | |
| 	ShapePath,
 | |
| 	ShapeUtils,
 | |
| 	SRGBColorSpace,
 | |
| 	Vector2,
 | |
| 	Vector3
 | |
| } from '../../three.module.min.js';
 | |
| 
 | |
| const COLOR_SPACE_SVG = SRGBColorSpace;
 | |
| 
 | |
| class SVGLoader extends Loader {
 | |
| 
 | |
| 	constructor( manager ) {
 | |
| 
 | |
| 		super( manager );
 | |
| 
 | |
| 		// Default dots per inch
 | |
| 		this.defaultDPI = 90;
 | |
| 
 | |
| 		// Accepted units: 'mm', 'cm', 'in', 'pt', 'pc', 'px'
 | |
| 		this.defaultUnit = 'px';
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	load( url, onLoad, onProgress, onError ) {
 | |
| 
 | |
| 		const scope = this;
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| 
 | |
| 		const loader = new FileLoader( scope.manager );
 | |
| 		loader.setPath( scope.path );
 | |
| 		loader.setRequestHeader( scope.requestHeader );
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| 		loader.setWithCredentials( scope.withCredentials );
 | |
| 		loader.load( url, function ( text ) {
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| 
 | |
| 			try {
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| 
 | |
| 				onLoad( scope.parse( text ) );
 | |
| 
 | |
| 			} catch ( e ) {
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| 
 | |
| 				if ( onError ) {
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| 
 | |
| 					onError( e );
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| 
 | |
| 				} else {
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| 
 | |
| 					console.error( e );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				scope.manager.itemError( url );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}, onProgress, onError );
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	parse( text ) {
 | |
| 
 | |
| 		const scope = this;
 | |
| 
 | |
| 		function parseNode( node, style ) {
 | |
| 
 | |
| 			if ( node.nodeType !== 1 ) return;
 | |
| 
 | |
| 			const transform = getNodeTransform( node );
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| 
 | |
| 			let isDefsNode = false;
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| 
 | |
| 			let path = null;
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| 
 | |
| 			switch ( node.nodeName ) {
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| 
 | |
| 				case 'svg':
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| 					style = parseStyle( node, style );
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| 					break;
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| 
 | |
| 				case 'style':
 | |
| 					parseCSSStylesheet( node );
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| 					break;
 | |
| 
 | |
| 				case 'g':
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| 					style = parseStyle( node, style );
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| 					break;
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| 
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| 				case 'path':
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| 					style = parseStyle( node, style );
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| 					if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node );
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| 					break;
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| 
 | |
| 				case 'rect':
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| 					style = parseStyle( node, style );
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| 					path = parseRectNode( node );
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| 					break;
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| 
 | |
| 				case 'polygon':
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| 					style = parseStyle( node, style );
 | |
| 					path = parsePolygonNode( node );
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| 					break;
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| 
 | |
| 				case 'polyline':
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| 					style = parseStyle( node, style );
 | |
| 					path = parsePolylineNode( node );
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| 					break;
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| 
 | |
| 				case 'circle':
 | |
| 					style = parseStyle( node, style );
 | |
| 					path = parseCircleNode( node );
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| 					break;
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| 
 | |
| 				case 'ellipse':
 | |
| 					style = parseStyle( node, style );
 | |
| 					path = parseEllipseNode( node );
 | |
| 					break;
 | |
| 
 | |
| 				case 'line':
 | |
| 					style = parseStyle( node, style );
 | |
| 					path = parseLineNode( node );
 | |
| 					break;
 | |
| 
 | |
| 				case 'defs':
 | |
| 					isDefsNode = true;
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| 					break;
 | |
| 
 | |
| 				case 'use':
 | |
| 					style = parseStyle( node, style );
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| 
 | |
| 					const href = node.getAttributeNS( 'http://www.w3.org/1999/xlink', 'href' ) || '';
 | |
| 					const usedNodeId = href.substring( 1 );
 | |
| 					const usedNode = node.viewportElement.getElementById( usedNodeId );
 | |
| 					if ( usedNode ) {
 | |
| 
 | |
| 						parseNode( usedNode, style );
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						console.warn( 'SVGLoader: \'use node\' references non-existent node id: ' + usedNodeId );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					break;
 | |
| 
 | |
| 				default:
 | |
| 					// console.log( node );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( path ) {
 | |
| 
 | |
| 				if ( style.fill !== undefined && style.fill !== 'none' ) {
 | |
| 
 | |
| 					path.color.setStyle( style.fill, COLOR_SPACE_SVG );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				transformPath( path, currentTransform );
 | |
| 
 | |
| 				paths.push( path );
 | |
| 
 | |
| 				path.userData = { node: node, style: style };
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const childNodes = node.childNodes;
 | |
| 
 | |
| 			for ( let i = 0; i < childNodes.length; i ++ ) {
 | |
| 
 | |
| 				const node = childNodes[ i ];
 | |
| 
 | |
| 				if ( isDefsNode && node.nodeName !== 'style' && node.nodeName !== 'defs' ) {
 | |
| 
 | |
| 					// Ignore everything in defs except CSS style definitions
 | |
| 					// and nested defs, because it is OK by the standard to have
 | |
| 					// <style/> there.
 | |
| 					continue;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				parseNode( node, style );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 
 | |
| 			if ( transform ) {
 | |
| 
 | |
| 				transformStack.pop();
 | |
| 
 | |
| 				if ( transformStack.length > 0 ) {
 | |
| 
 | |
| 					currentTransform.copy( transformStack[ transformStack.length - 1 ] );
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| 
 | |
| 				} else {
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| 
 | |
| 					currentTransform.identity();
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parsePathNode( node ) {
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| 
 | |
| 			const path = new ShapePath();
 | |
| 
 | |
| 			const point = new Vector2();
 | |
| 			const control = new Vector2();
 | |
| 
 | |
| 			const firstPoint = new Vector2();
 | |
| 			let isFirstPoint = true;
 | |
| 			let doSetFirstPoint = false;
 | |
| 
 | |
| 			const d = node.getAttribute( 'd' );
 | |
| 
 | |
| 			if ( d === '' || d === 'none' ) return null;
 | |
| 
 | |
| 			// console.log( d );
 | |
| 
 | |
| 			const commands = d.match( /[a-df-z][^a-df-z]*/ig );
 | |
| 
 | |
| 			for ( let i = 0, l = commands.length; i < l; i ++ ) {
 | |
| 
 | |
| 				const command = commands[ i ];
 | |
| 
 | |
| 				const type = command.charAt( 0 );
 | |
| 				const data = command.slice( 1 ).trim();
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| 
 | |
| 				if ( isFirstPoint === true ) {
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| 
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| 					doSetFirstPoint = true;
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| 					isFirstPoint = false;
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| 
 | |
| 				}
 | |
| 
 | |
| 				let numbers;
 | |
| 
 | |
| 				switch ( type ) {
 | |
| 
 | |
| 					case 'M':
 | |
| 						numbers = parseFloats( data );
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
 | |
| 
 | |
| 							point.x = numbers[ j + 0 ];
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| 							point.y = numbers[ j + 1 ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 
 | |
| 							if ( j === 0 ) {
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| 
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| 								path.moveTo( point.x, point.y );
 | |
| 
 | |
| 							} else {
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| 
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| 								path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							}
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| 
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| 							if ( j === 0 ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'H':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
 | |
| 
 | |
| 							point.x = numbers[ j ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'V':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
 | |
| 
 | |
| 							point.y = numbers[ j ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'L':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
 | |
| 
 | |
| 							point.x = numbers[ j + 0 ];
 | |
| 							point.y = numbers[ j + 1 ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'C':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 6 ) {
 | |
| 
 | |
| 							path.bezierCurveTo(
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| 								numbers[ j + 0 ],
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| 								numbers[ j + 1 ],
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| 								numbers[ j + 2 ],
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| 								numbers[ j + 3 ],
 | |
| 								numbers[ j + 4 ],
 | |
| 								numbers[ j + 5 ]
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| 							);
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| 							control.x = numbers[ j + 2 ];
 | |
| 							control.y = numbers[ j + 3 ];
 | |
| 							point.x = numbers[ j + 4 ];
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| 							point.y = numbers[ j + 5 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'S':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
 | |
| 
 | |
| 							path.bezierCurveTo(
 | |
| 								getReflection( point.x, control.x ),
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| 								getReflection( point.y, control.y ),
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| 								numbers[ j + 0 ],
 | |
| 								numbers[ j + 1 ],
 | |
| 								numbers[ j + 2 ],
 | |
| 								numbers[ j + 3 ]
 | |
| 							);
 | |
| 							control.x = numbers[ j + 0 ];
 | |
| 							control.y = numbers[ j + 1 ];
 | |
| 							point.x = numbers[ j + 2 ];
 | |
| 							point.y = numbers[ j + 3 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'Q':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
 | |
| 
 | |
| 							path.quadraticCurveTo(
 | |
| 								numbers[ j + 0 ],
 | |
| 								numbers[ j + 1 ],
 | |
| 								numbers[ j + 2 ],
 | |
| 								numbers[ j + 3 ]
 | |
| 							);
 | |
| 							control.x = numbers[ j + 0 ];
 | |
| 							control.y = numbers[ j + 1 ];
 | |
| 							point.x = numbers[ j + 2 ];
 | |
| 							point.y = numbers[ j + 3 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'T':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
 | |
| 
 | |
| 							const rx = getReflection( point.x, control.x );
 | |
| 							const ry = getReflection( point.y, control.y );
 | |
| 							path.quadraticCurveTo(
 | |
| 								rx,
 | |
| 								ry,
 | |
| 								numbers[ j + 0 ],
 | |
| 								numbers[ j + 1 ]
 | |
| 							);
 | |
| 							control.x = rx;
 | |
| 							control.y = ry;
 | |
| 							point.x = numbers[ j + 0 ];
 | |
| 							point.y = numbers[ j + 1 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'A':
 | |
| 						numbers = parseFloats( data, [ 3, 4 ], 7 );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 7 ) {
 | |
| 
 | |
| 							// skip command if start point == end point
 | |
| 							if ( numbers[ j + 5 ] == point.x && numbers[ j + 6 ] == point.y ) continue;
 | |
| 
 | |
| 							const start = point.clone();
 | |
| 							point.x = numbers[ j + 5 ];
 | |
| 							point.y = numbers[ j + 6 ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							parseArcCommand(
 | |
| 								path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
 | |
| 							);
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'm':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
 | |
| 
 | |
| 							point.x += numbers[ j + 0 ];
 | |
| 							point.y += numbers[ j + 1 ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 
 | |
| 							if ( j === 0 ) {
 | |
| 
 | |
| 								path.moveTo( point.x, point.y );
 | |
| 
 | |
| 							} else {
 | |
| 
 | |
| 								path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							}
 | |
| 
 | |
| 							if ( j === 0 ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'h':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
 | |
| 
 | |
| 							point.x += numbers[ j ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'v':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j ++ ) {
 | |
| 
 | |
| 							point.y += numbers[ j ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'l':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
 | |
| 
 | |
| 							point.x += numbers[ j + 0 ];
 | |
| 							point.y += numbers[ j + 1 ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							path.lineTo( point.x, point.y );
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'c':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 6 ) {
 | |
| 
 | |
| 							path.bezierCurveTo(
 | |
| 								point.x + numbers[ j + 0 ],
 | |
| 								point.y + numbers[ j + 1 ],
 | |
| 								point.x + numbers[ j + 2 ],
 | |
| 								point.y + numbers[ j + 3 ],
 | |
| 								point.x + numbers[ j + 4 ],
 | |
| 								point.y + numbers[ j + 5 ]
 | |
| 							);
 | |
| 							control.x = point.x + numbers[ j + 2 ];
 | |
| 							control.y = point.y + numbers[ j + 3 ];
 | |
| 							point.x += numbers[ j + 4 ];
 | |
| 							point.y += numbers[ j + 5 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 's':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
 | |
| 
 | |
| 							path.bezierCurveTo(
 | |
| 								getReflection( point.x, control.x ),
 | |
| 								getReflection( point.y, control.y ),
 | |
| 								point.x + numbers[ j + 0 ],
 | |
| 								point.y + numbers[ j + 1 ],
 | |
| 								point.x + numbers[ j + 2 ],
 | |
| 								point.y + numbers[ j + 3 ]
 | |
| 							);
 | |
| 							control.x = point.x + numbers[ j + 0 ];
 | |
| 							control.y = point.y + numbers[ j + 1 ];
 | |
| 							point.x += numbers[ j + 2 ];
 | |
| 							point.y += numbers[ j + 3 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'q':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 4 ) {
 | |
| 
 | |
| 							path.quadraticCurveTo(
 | |
| 								point.x + numbers[ j + 0 ],
 | |
| 								point.y + numbers[ j + 1 ],
 | |
| 								point.x + numbers[ j + 2 ],
 | |
| 								point.y + numbers[ j + 3 ]
 | |
| 							);
 | |
| 							control.x = point.x + numbers[ j + 0 ];
 | |
| 							control.y = point.y + numbers[ j + 1 ];
 | |
| 							point.x += numbers[ j + 2 ];
 | |
| 							point.y += numbers[ j + 3 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 't':
 | |
| 						numbers = parseFloats( data );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
 | |
| 
 | |
| 							const rx = getReflection( point.x, control.x );
 | |
| 							const ry = getReflection( point.y, control.y );
 | |
| 							path.quadraticCurveTo(
 | |
| 								rx,
 | |
| 								ry,
 | |
| 								point.x + numbers[ j + 0 ],
 | |
| 								point.y + numbers[ j + 1 ]
 | |
| 							);
 | |
| 							control.x = rx;
 | |
| 							control.y = ry;
 | |
| 							point.x = point.x + numbers[ j + 0 ];
 | |
| 							point.y = point.y + numbers[ j + 1 ];
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'a':
 | |
| 						numbers = parseFloats( data, [ 3, 4 ], 7 );
 | |
| 
 | |
| 						for ( let j = 0, jl = numbers.length; j < jl; j += 7 ) {
 | |
| 
 | |
| 							// skip command if no displacement
 | |
| 							if ( numbers[ j + 5 ] == 0 && numbers[ j + 6 ] == 0 ) continue;
 | |
| 
 | |
| 							const start = point.clone();
 | |
| 							point.x += numbers[ j + 5 ];
 | |
| 							point.y += numbers[ j + 6 ];
 | |
| 							control.x = point.x;
 | |
| 							control.y = point.y;
 | |
| 							parseArcCommand(
 | |
| 								path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
 | |
| 							);
 | |
| 
 | |
| 							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					case 'Z':
 | |
| 					case 'z':
 | |
| 						path.currentPath.autoClose = true;
 | |
| 
 | |
| 						if ( path.currentPath.curves.length > 0 ) {
 | |
| 
 | |
| 							// Reset point to beginning of Path
 | |
| 							point.copy( firstPoint );
 | |
| 							path.currentPath.currentPoint.copy( point );
 | |
| 							isFirstPoint = true;
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						break;
 | |
| 
 | |
| 					default:
 | |
| 						console.warn( command );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				// console.log( type, parseFloats( data ), parseFloats( data ).length  )
 | |
| 
 | |
| 				doSetFirstPoint = false;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parseCSSStylesheet( node ) {
 | |
| 
 | |
| 			if ( ! node.sheet || ! node.sheet.cssRules || ! node.sheet.cssRules.length ) return;
 | |
| 
 | |
| 			for ( let i = 0; i < node.sheet.cssRules.length; i ++ ) {
 | |
| 
 | |
| 				const stylesheet = node.sheet.cssRules[ i ];
 | |
| 
 | |
| 				if ( stylesheet.type !== 1 ) continue;
 | |
| 
 | |
| 				const selectorList = stylesheet.selectorText
 | |
| 					.split( /,/gm )
 | |
| 					.filter( Boolean )
 | |
| 					.map( i => i.trim() );
 | |
| 
 | |
| 				for ( let j = 0; j < selectorList.length; j ++ ) {
 | |
| 
 | |
| 					// Remove empty rules
 | |
| 					const definitions = Object.fromEntries(
 | |
| 						Object.entries( stylesheet.style ).filter( ( [ , v ] ) => v !== '' )
 | |
| 					);
 | |
| 
 | |
| 					stylesheets[ selectorList[ j ] ] = Object.assign(
 | |
| 						stylesheets[ selectorList[ j ] ] || {},
 | |
| 						definitions
 | |
| 					);
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		/**
 | |
| 		 * https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
 | |
| 		 * https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
 | |
| 		 * From
 | |
| 		 * rx ry x-axis-rotation large-arc-flag sweep-flag x y
 | |
| 		 * To
 | |
| 		 * aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
 | |
| 		 */
 | |
| 
 | |
| 		function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
 | |
| 
 | |
| 			if ( rx == 0 || ry == 0 ) {
 | |
| 
 | |
| 				// draw a line if either of the radii == 0
 | |
| 				path.lineTo( end.x, end.y );
 | |
| 				return;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			x_axis_rotation = x_axis_rotation * Math.PI / 180;
 | |
| 
 | |
| 			// Ensure radii are positive
 | |
| 			rx = Math.abs( rx );
 | |
| 			ry = Math.abs( ry );
 | |
| 
 | |
| 			// Compute (x1', y1')
 | |
| 			const dx2 = ( start.x - end.x ) / 2.0;
 | |
| 			const dy2 = ( start.y - end.y ) / 2.0;
 | |
| 			const x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
 | |
| 			const y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
 | |
| 
 | |
| 			// Compute (cx', cy')
 | |
| 			let rxs = rx * rx;
 | |
| 			let rys = ry * ry;
 | |
| 			const x1ps = x1p * x1p;
 | |
| 			const y1ps = y1p * y1p;
 | |
| 
 | |
| 			// Ensure radii are large enough
 | |
| 			const cr = x1ps / rxs + y1ps / rys;
 | |
| 
 | |
| 			if ( cr > 1 ) {
 | |
| 
 | |
| 				// scale up rx,ry equally so cr == 1
 | |
| 				const s = Math.sqrt( cr );
 | |
| 				rx = s * rx;
 | |
| 				ry = s * ry;
 | |
| 				rxs = rx * rx;
 | |
| 				rys = ry * ry;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const dq = ( rxs * y1ps + rys * x1ps );
 | |
| 			const pq = ( rxs * rys - dq ) / dq;
 | |
| 			let q = Math.sqrt( Math.max( 0, pq ) );
 | |
| 			if ( large_arc_flag === sweep_flag ) q = - q;
 | |
| 			const cxp = q * rx * y1p / ry;
 | |
| 			const cyp = - q * ry * x1p / rx;
 | |
| 
 | |
| 			// Step 3: Compute (cx, cy) from (cx', cy')
 | |
| 			const cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
 | |
| 			const cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
 | |
| 
 | |
| 			// Step 4: Compute θ1 and Δθ
 | |
| 			const theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
 | |
| 			const delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry ) % ( Math.PI * 2 );
 | |
| 
 | |
| 			path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function svgAngle( ux, uy, vx, vy ) {
 | |
| 
 | |
| 			const dot = ux * vx + uy * vy;
 | |
| 			const len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
 | |
| 			let ang = Math.acos( Math.max( - 1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
 | |
| 			if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
 | |
| 			return ang;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		/*
 | |
| 		* According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
 | |
| 		* rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
 | |
| 		*/
 | |
| 		function parseRectNode( node ) {
 | |
| 
 | |
| 			const x = parseFloatWithUnits( node.getAttribute( 'x' ) || 0 );
 | |
| 			const y = parseFloatWithUnits( node.getAttribute( 'y' ) || 0 );
 | |
| 			const rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || node.getAttribute( 'ry' ) || 0 );
 | |
| 			const ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || node.getAttribute( 'rx' ) || 0 );
 | |
| 			const w = parseFloatWithUnits( node.getAttribute( 'width' ) );
 | |
| 			const h = parseFloatWithUnits( node.getAttribute( 'height' ) );
 | |
| 
 | |
| 			// Ellipse arc to Bezier approximation Coefficient (Inversed). See:
 | |
| 			// https://spencermortensen.com/articles/bezier-circle/
 | |
| 			const bci = 1 - 0.551915024494;
 | |
| 
 | |
| 			const path = new ShapePath();
 | |
| 
 | |
| 			// top left
 | |
| 			path.moveTo( x + rx, y );
 | |
| 
 | |
| 			// top right
 | |
| 			path.lineTo( x + w - rx, y );
 | |
| 			if ( rx !== 0 || ry !== 0 ) {
 | |
| 
 | |
| 				path.bezierCurveTo(
 | |
| 					x + w - rx * bci,
 | |
| 					y,
 | |
| 					x + w,
 | |
| 					y + ry * bci,
 | |
| 					x + w,
 | |
| 					y + ry
 | |
| 				);
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// bottom right
 | |
| 			path.lineTo( x + w, y + h - ry );
 | |
| 			if ( rx !== 0 || ry !== 0 ) {
 | |
| 
 | |
| 				path.bezierCurveTo(
 | |
| 					x + w,
 | |
| 					y + h - ry * bci,
 | |
| 					x + w - rx * bci,
 | |
| 					y + h,
 | |
| 					x + w - rx,
 | |
| 					y + h
 | |
| 				);
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// bottom left
 | |
| 			path.lineTo( x + rx, y + h );
 | |
| 			if ( rx !== 0 || ry !== 0 ) {
 | |
| 
 | |
| 				path.bezierCurveTo(
 | |
| 					x + rx * bci,
 | |
| 					y + h,
 | |
| 					x,
 | |
| 					y + h - ry * bci,
 | |
| 					x,
 | |
| 					y + h - ry
 | |
| 				);
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// back to top left
 | |
| 			path.lineTo( x, y + ry );
 | |
| 			if ( rx !== 0 || ry !== 0 ) {
 | |
| 
 | |
| 				path.bezierCurveTo( x, y + ry * bci, x + rx * bci, y, x + rx, y );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parsePolygonNode( node ) {
 | |
| 
 | |
| 			function iterator( match, a, b ) {
 | |
| 
 | |
| 				const x = parseFloatWithUnits( a );
 | |
| 				const y = parseFloatWithUnits( b );
 | |
| 
 | |
| 				if ( index === 0 ) {
 | |
| 
 | |
| 					path.moveTo( x, y );
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					path.lineTo( x, y );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				index ++;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const regex = /([+-]?\d*\.?\d+(?:e[+-]?\d+)?)(?:,|\s)([+-]?\d*\.?\d+(?:e[+-]?\d+)?)/g;
 | |
| 
 | |
| 			const path = new ShapePath();
 | |
| 
 | |
| 			let index = 0;
 | |
| 
 | |
| 			node.getAttribute( 'points' ).replace( regex, iterator );
 | |
| 
 | |
| 			path.currentPath.autoClose = true;
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parsePolylineNode( node ) {
 | |
| 
 | |
| 			function iterator( match, a, b ) {
 | |
| 
 | |
| 				const x = parseFloatWithUnits( a );
 | |
| 				const y = parseFloatWithUnits( b );
 | |
| 
 | |
| 				if ( index === 0 ) {
 | |
| 
 | |
| 					path.moveTo( x, y );
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					path.lineTo( x, y );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				index ++;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const regex = /([+-]?\d*\.?\d+(?:e[+-]?\d+)?)(?:,|\s)([+-]?\d*\.?\d+(?:e[+-]?\d+)?)/g;
 | |
| 
 | |
| 			const path = new ShapePath();
 | |
| 
 | |
| 			let index = 0;
 | |
| 
 | |
| 			node.getAttribute( 'points' ).replace( regex, iterator );
 | |
| 
 | |
| 			path.currentPath.autoClose = false;
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parseCircleNode( node ) {
 | |
| 
 | |
| 			const x = parseFloatWithUnits( node.getAttribute( 'cx' ) || 0 );
 | |
| 			const y = parseFloatWithUnits( node.getAttribute( 'cy' ) || 0 );
 | |
| 			const r = parseFloatWithUnits( node.getAttribute( 'r' ) || 0 );
 | |
| 
 | |
| 			const subpath = new Path();
 | |
| 			subpath.absarc( x, y, r, 0, Math.PI * 2 );
 | |
| 
 | |
| 			const path = new ShapePath();
 | |
| 			path.subPaths.push( subpath );
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parseEllipseNode( node ) {
 | |
| 
 | |
| 			const x = parseFloatWithUnits( node.getAttribute( 'cx' ) || 0 );
 | |
| 			const y = parseFloatWithUnits( node.getAttribute( 'cy' ) || 0 );
 | |
| 			const rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
 | |
| 			const ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
 | |
| 
 | |
| 			const subpath = new Path();
 | |
| 			subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
 | |
| 
 | |
| 			const path = new ShapePath();
 | |
| 			path.subPaths.push( subpath );
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parseLineNode( node ) {
 | |
| 
 | |
| 			const x1 = parseFloatWithUnits( node.getAttribute( 'x1' ) || 0 );
 | |
| 			const y1 = parseFloatWithUnits( node.getAttribute( 'y1' ) || 0 );
 | |
| 			const x2 = parseFloatWithUnits( node.getAttribute( 'x2' ) || 0 );
 | |
| 			const y2 = parseFloatWithUnits( node.getAttribute( 'y2' ) || 0 );
 | |
| 
 | |
| 			const path = new ShapePath();
 | |
| 			path.moveTo( x1, y1 );
 | |
| 			path.lineTo( x2, y2 );
 | |
| 			path.currentPath.autoClose = false;
 | |
| 
 | |
| 			return path;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		//
 | |
| 
 | |
| 		function parseStyle( node, style ) {
 | |
| 
 | |
| 			style = Object.assign( {}, style ); // clone style
 | |
| 
 | |
| 			let stylesheetStyles = {};
 | |
| 
 | |
| 			if ( node.hasAttribute( 'class' ) ) {
 | |
| 
 | |
| 				const classSelectors = node.getAttribute( 'class' )
 | |
| 					.split( /\s/ )
 | |
| 					.filter( Boolean )
 | |
| 					.map( i => i.trim() );
 | |
| 
 | |
| 				for ( let i = 0; i < classSelectors.length; i ++ ) {
 | |
| 
 | |
| 					stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '.' + classSelectors[ i ] ] );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( node.hasAttribute( 'id' ) ) {
 | |
| 
 | |
| 				stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '#' + node.getAttribute( 'id' ) ] );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			function addStyle( svgName, jsName, adjustFunction ) {
 | |
| 
 | |
| 				if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
 | |
| 
 | |
| 					if ( v.startsWith( 'url' ) ) console.warn( 'SVGLoader: url access in attributes is not implemented.' );
 | |
| 
 | |
| 					return v;
 | |
| 
 | |
| 				};
 | |
| 
 | |
| 				if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
 | |
| 				if ( stylesheetStyles[ svgName ] ) style[ jsName ] = adjustFunction( stylesheetStyles[ svgName ] );
 | |
| 				if ( node.style && node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			function clamp( v ) {
 | |
| 
 | |
| 				return Math.max( 0, Math.min( 1, parseFloatWithUnits( v ) ) );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			function positive( v ) {
 | |
| 
 | |
| 				return Math.max( 0, parseFloatWithUnits( v ) );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			addStyle( 'fill', 'fill' );
 | |
| 			addStyle( 'fill-opacity', 'fillOpacity', clamp );
 | |
| 			addStyle( 'fill-rule', 'fillRule' );
 | |
| 			addStyle( 'opacity', 'opacity', clamp );
 | |
| 			addStyle( 'stroke', 'stroke' );
 | |
| 			addStyle( 'stroke-opacity', 'strokeOpacity', clamp );
 | |
| 			addStyle( 'stroke-width', 'strokeWidth', positive );
 | |
| 			addStyle( 'stroke-linejoin', 'strokeLineJoin' );
 | |
| 			addStyle( 'stroke-linecap', 'strokeLineCap' );
 | |
| 			addStyle( 'stroke-miterlimit', 'strokeMiterLimit', positive );
 | |
| 			addStyle( 'visibility', 'visibility' );
 | |
| 
 | |
| 			return style;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
 | |
| 
 | |
| 		function getReflection( a, b ) {
 | |
| 
 | |
| 			return a - ( b - a );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// from https://github.com/ppvg/svg-numbers (MIT License)
 | |
| 
 | |
| 		function parseFloats( input, flags, stride ) {
 | |
| 
 | |
| 			if ( typeof input !== 'string' ) {
 | |
| 
 | |
| 				throw new TypeError( 'Invalid input: ' + typeof input );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// Character groups
 | |
| 			const RE = {
 | |
| 				SEPARATOR: /[ \t\r\n\,.\-+]/,
 | |
| 				WHITESPACE: /[ \t\r\n]/,
 | |
| 				DIGIT: /[\d]/,
 | |
| 				SIGN: /[-+]/,
 | |
| 				POINT: /\./,
 | |
| 				COMMA: /,/,
 | |
| 				EXP: /e/i,
 | |
| 				FLAGS: /[01]/
 | |
| 			};
 | |
| 
 | |
| 			// States
 | |
| 			const SEP = 0;
 | |
| 			const INT = 1;
 | |
| 			const FLOAT = 2;
 | |
| 			const EXP = 3;
 | |
| 
 | |
| 			let state = SEP;
 | |
| 			let seenComma = true;
 | |
| 			let number = '', exponent = '';
 | |
| 			const result = [];
 | |
| 
 | |
| 			function throwSyntaxError( current, i, partial ) {
 | |
| 
 | |
| 				const error = new SyntaxError( 'Unexpected character "' + current + '" at index ' + i + '.' );
 | |
| 				error.partial = partial;
 | |
| 				throw error;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			function newNumber() {
 | |
| 
 | |
| 				if ( number !== '' ) {
 | |
| 
 | |
| 					if ( exponent === '' ) result.push( Number( number ) );
 | |
| 					else result.push( Number( number ) * Math.pow( 10, Number( exponent ) ) );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				number = '';
 | |
| 				exponent = '';
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			let current;
 | |
| 			const length = input.length;
 | |
| 
 | |
| 			for ( let i = 0; i < length; i ++ ) {
 | |
| 
 | |
| 				current = input[ i ];
 | |
| 
 | |
| 				// check for flags
 | |
| 				if ( Array.isArray( flags ) && flags.includes( result.length % stride ) && RE.FLAGS.test( current ) ) {
 | |
| 
 | |
| 					state = INT;
 | |
| 					number = current;
 | |
| 					newNumber();
 | |
| 					continue;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				// parse until next number
 | |
| 				if ( state === SEP ) {
 | |
| 
 | |
| 					// eat whitespace
 | |
| 					if ( RE.WHITESPACE.test( current ) ) {
 | |
| 
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					// start new number
 | |
| 					if ( RE.DIGIT.test( current ) || RE.SIGN.test( current ) ) {
 | |
| 
 | |
| 						state = INT;
 | |
| 						number = current;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					if ( RE.POINT.test( current ) ) {
 | |
| 
 | |
| 						state = FLOAT;
 | |
| 						number = current;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					// throw on double commas (e.g. "1, , 2")
 | |
| 					if ( RE.COMMA.test( current ) ) {
 | |
| 
 | |
| 						if ( seenComma ) {
 | |
| 
 | |
| 							throwSyntaxError( current, i, result );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						seenComma = true;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				// parse integer part
 | |
| 				if ( state === INT ) {
 | |
| 
 | |
| 					if ( RE.DIGIT.test( current ) ) {
 | |
| 
 | |
| 						number += current;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					if ( RE.POINT.test( current ) ) {
 | |
| 
 | |
| 						number += current;
 | |
| 						state = FLOAT;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					if ( RE.EXP.test( current ) ) {
 | |
| 
 | |
| 						state = EXP;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					// throw on double signs ("-+1"), but not on sign as separator ("-1-2")
 | |
| 					if ( RE.SIGN.test( current )
 | |
| 							&& number.length === 1
 | |
| 							&& RE.SIGN.test( number[ 0 ] ) ) {
 | |
| 
 | |
| 						throwSyntaxError( current, i, result );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				// parse decimal part
 | |
| 				if ( state === FLOAT ) {
 | |
| 
 | |
| 					if ( RE.DIGIT.test( current ) ) {
 | |
| 
 | |
| 						number += current;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					if ( RE.EXP.test( current ) ) {
 | |
| 
 | |
| 						state = EXP;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					// throw on double decimal points (e.g. "1..2")
 | |
| 					if ( RE.POINT.test( current ) && number[ number.length - 1 ] === '.' ) {
 | |
| 
 | |
| 						throwSyntaxError( current, i, result );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				// parse exponent part
 | |
| 				if ( state === EXP ) {
 | |
| 
 | |
| 					if ( RE.DIGIT.test( current ) ) {
 | |
| 
 | |
| 						exponent += current;
 | |
| 						continue;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					if ( RE.SIGN.test( current ) ) {
 | |
| 
 | |
| 						if ( exponent === '' ) {
 | |
| 
 | |
| 							exponent += current;
 | |
| 							continue;
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 						if ( exponent.length === 1 && RE.SIGN.test( exponent ) ) {
 | |
| 
 | |
| 							throwSyntaxError( current, i, result );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 
 | |
| 				// end of number
 | |
| 				if ( RE.WHITESPACE.test( current ) ) {
 | |
| 
 | |
| 					newNumber();
 | |
| 					state = SEP;
 | |
| 					seenComma = false;
 | |
| 
 | |
| 				} else if ( RE.COMMA.test( current ) ) {
 | |
| 
 | |
| 					newNumber();
 | |
| 					state = SEP;
 | |
| 					seenComma = true;
 | |
| 
 | |
| 				} else if ( RE.SIGN.test( current ) ) {
 | |
| 
 | |
| 					newNumber();
 | |
| 					state = INT;
 | |
| 					number = current;
 | |
| 
 | |
| 				} else if ( RE.POINT.test( current ) ) {
 | |
| 
 | |
| 					newNumber();
 | |
| 					state = FLOAT;
 | |
| 					number = current;
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					throwSyntaxError( current, i, result );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// add the last number found (if any)
 | |
| 			newNumber();
 | |
| 
 | |
| 			return result;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// Units
 | |
| 
 | |
| 		const units = [ 'mm', 'cm', 'in', 'pt', 'pc', 'px' ];
 | |
| 
 | |
| 		// Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent)
 | |
| 		const unitConversion = {
 | |
| 
 | |
| 			'mm': {
 | |
| 				'mm': 1,
 | |
| 				'cm': 0.1,
 | |
| 				'in': 1 / 25.4,
 | |
| 				'pt': 72 / 25.4,
 | |
| 				'pc': 6 / 25.4,
 | |
| 				'px': - 1
 | |
| 			},
 | |
| 			'cm': {
 | |
| 				'mm': 10,
 | |
| 				'cm': 1,
 | |
| 				'in': 1 / 2.54,
 | |
| 				'pt': 72 / 2.54,
 | |
| 				'pc': 6 / 2.54,
 | |
| 				'px': - 1
 | |
| 			},
 | |
| 			'in': {
 | |
| 				'mm': 25.4,
 | |
| 				'cm': 2.54,
 | |
| 				'in': 1,
 | |
| 				'pt': 72,
 | |
| 				'pc': 6,
 | |
| 				'px': - 1
 | |
| 			},
 | |
| 			'pt': {
 | |
| 				'mm': 25.4 / 72,
 | |
| 				'cm': 2.54 / 72,
 | |
| 				'in': 1 / 72,
 | |
| 				'pt': 1,
 | |
| 				'pc': 6 / 72,
 | |
| 				'px': - 1
 | |
| 			},
 | |
| 			'pc': {
 | |
| 				'mm': 25.4 / 6,
 | |
| 				'cm': 2.54 / 6,
 | |
| 				'in': 1 / 6,
 | |
| 				'pt': 72 / 6,
 | |
| 				'pc': 1,
 | |
| 				'px': - 1
 | |
| 			},
 | |
| 			'px': {
 | |
| 				'px': 1
 | |
| 			}
 | |
| 
 | |
| 		};
 | |
| 
 | |
| 		function parseFloatWithUnits( string ) {
 | |
| 
 | |
| 			let theUnit = 'px';
 | |
| 
 | |
| 			if ( typeof string === 'string' || string instanceof String ) {
 | |
| 
 | |
| 				for ( let i = 0, n = units.length; i < n; i ++ ) {
 | |
| 
 | |
| 					const u = units[ i ];
 | |
| 
 | |
| 					if ( string.endsWith( u ) ) {
 | |
| 
 | |
| 						theUnit = u;
 | |
| 						string = string.substring( 0, string.length - u.length );
 | |
| 						break;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			let scale = undefined;
 | |
| 
 | |
| 			if ( theUnit === 'px' && scope.defaultUnit !== 'px' ) {
 | |
| 
 | |
| 				// Conversion scale from  pixels to inches, then to default units
 | |
| 
 | |
| 				scale = unitConversion[ 'in' ][ scope.defaultUnit ] / scope.defaultDPI;
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				scale = unitConversion[ theUnit ][ scope.defaultUnit ];
 | |
| 
 | |
| 				if ( scale < 0 ) {
 | |
| 
 | |
| 					// Conversion scale to pixels
 | |
| 
 | |
| 					scale = unitConversion[ theUnit ][ 'in' ] * scope.defaultDPI;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return scale * parseFloat( string );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// Transforms
 | |
| 
 | |
| 		function getNodeTransform( node ) {
 | |
| 
 | |
| 			if ( ! ( node.hasAttribute( 'transform' ) || ( node.nodeName === 'use' && ( node.hasAttribute( 'x' ) || node.hasAttribute( 'y' ) ) ) ) ) {
 | |
| 
 | |
| 				return null;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const transform = parseNodeTransform( node );
 | |
| 
 | |
| 			if ( transformStack.length > 0 ) {
 | |
| 
 | |
| 				transform.premultiply( transformStack[ transformStack.length - 1 ] );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			currentTransform.copy( transform );
 | |
| 			transformStack.push( transform );
 | |
| 
 | |
| 			return transform;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function parseNodeTransform( node ) {
 | |
| 
 | |
| 			const transform = new Matrix3();
 | |
| 			const currentTransform = tempTransform0;
 | |
| 
 | |
| 			if ( node.nodeName === 'use' && ( node.hasAttribute( 'x' ) || node.hasAttribute( 'y' ) ) ) {
 | |
| 
 | |
| 				const tx = parseFloatWithUnits( node.getAttribute( 'x' ) );
 | |
| 				const ty = parseFloatWithUnits( node.getAttribute( 'y' ) );
 | |
| 
 | |
| 				transform.translate( tx, ty );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( node.hasAttribute( 'transform' ) ) {
 | |
| 
 | |
| 				const transformsTexts = node.getAttribute( 'transform' ).split( ')' );
 | |
| 
 | |
| 				for ( let tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
 | |
| 
 | |
| 					const transformText = transformsTexts[ tIndex ].trim();
 | |
| 
 | |
| 					if ( transformText === '' ) continue;
 | |
| 
 | |
| 					const openParPos = transformText.indexOf( '(' );
 | |
| 					const closeParPos = transformText.length;
 | |
| 
 | |
| 					if ( openParPos > 0 && openParPos < closeParPos ) {
 | |
| 
 | |
| 						const transformType = transformText.slice( 0, openParPos );
 | |
| 
 | |
| 						const array = parseFloats( transformText.slice( openParPos + 1 ) );
 | |
| 
 | |
| 						currentTransform.identity();
 | |
| 
 | |
| 						switch ( transformType ) {
 | |
| 
 | |
| 							case 'translate':
 | |
| 
 | |
| 								if ( array.length >= 1 ) {
 | |
| 
 | |
| 									const tx = array[ 0 ];
 | |
| 									let ty = 0;
 | |
| 
 | |
| 									if ( array.length >= 2 ) {
 | |
| 
 | |
| 										ty = array[ 1 ];
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 									currentTransform.translate( tx, ty );
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								break;
 | |
| 
 | |
| 							case 'rotate':
 | |
| 
 | |
| 								if ( array.length >= 1 ) {
 | |
| 
 | |
| 									let angle = 0;
 | |
| 									let cx = 0;
 | |
| 									let cy = 0;
 | |
| 
 | |
| 									// Angle
 | |
| 									angle = array[ 0 ] * Math.PI / 180;
 | |
| 
 | |
| 									if ( array.length >= 3 ) {
 | |
| 
 | |
| 										// Center x, y
 | |
| 										cx = array[ 1 ];
 | |
| 										cy = array[ 2 ];
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 									// Rotate around center (cx, cy)
 | |
| 									tempTransform1.makeTranslation( - cx, - cy );
 | |
| 									tempTransform2.makeRotation( angle );
 | |
| 									tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
 | |
| 									tempTransform1.makeTranslation( cx, cy );
 | |
| 									currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								break;
 | |
| 
 | |
| 							case 'scale':
 | |
| 
 | |
| 								if ( array.length >= 1 ) {
 | |
| 
 | |
| 									const scaleX = array[ 0 ];
 | |
| 									let scaleY = scaleX;
 | |
| 
 | |
| 									if ( array.length >= 2 ) {
 | |
| 
 | |
| 										scaleY = array[ 1 ];
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 									currentTransform.scale( scaleX, scaleY );
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								break;
 | |
| 
 | |
| 							case 'skewX':
 | |
| 
 | |
| 								if ( array.length === 1 ) {
 | |
| 
 | |
| 									currentTransform.set(
 | |
| 										1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
 | |
| 										0, 1, 0,
 | |
| 										0, 0, 1
 | |
| 									);
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								break;
 | |
| 
 | |
| 							case 'skewY':
 | |
| 
 | |
| 								if ( array.length === 1 ) {
 | |
| 
 | |
| 									currentTransform.set(
 | |
| 										1, 0, 0,
 | |
| 										Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
 | |
| 										0, 0, 1
 | |
| 									);
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								break;
 | |
| 
 | |
| 							case 'matrix':
 | |
| 
 | |
| 								if ( array.length === 6 ) {
 | |
| 
 | |
| 									currentTransform.set(
 | |
| 										array[ 0 ], array[ 2 ], array[ 4 ],
 | |
| 										array[ 1 ], array[ 3 ], array[ 5 ],
 | |
| 										0, 0, 1
 | |
| 									);
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								break;
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					transform.premultiply( currentTransform );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return transform;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function transformPath( path, m ) {
 | |
| 
 | |
| 			function transfVec2( v2 ) {
 | |
| 
 | |
| 				tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
 | |
| 
 | |
| 				v2.set( tempV3.x, tempV3.y );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			function transfEllipseGeneric( curve ) {
 | |
| 
 | |
| 				// For math description see:
 | |
| 				// https://math.stackexchange.com/questions/4544164
 | |
| 
 | |
| 				const a = curve.xRadius;
 | |
| 				const b = curve.yRadius;
 | |
| 
 | |
| 				const cosTheta = Math.cos( curve.aRotation );
 | |
| 				const sinTheta = Math.sin( curve.aRotation );
 | |
| 
 | |
| 				const v1 = new Vector3( a * cosTheta, a * sinTheta, 0 );
 | |
| 				const v2 = new Vector3( - b * sinTheta, b * cosTheta, 0 );
 | |
| 
 | |
| 				const f1 = v1.applyMatrix3( m );
 | |
| 				const f2 = v2.applyMatrix3( m );
 | |
| 
 | |
| 				const mF = tempTransform0.set(
 | |
| 					f1.x, f2.x, 0,
 | |
| 					f1.y, f2.y, 0,
 | |
| 					0, 0, 1,
 | |
| 				);
 | |
| 
 | |
| 				const mFInv = tempTransform1.copy( mF ).invert();
 | |
| 				const mFInvT = tempTransform2.copy( mFInv ).transpose();
 | |
| 				const mQ = mFInvT.multiply( mFInv );
 | |
| 				const mQe = mQ.elements;
 | |
| 
 | |
| 				const ed = eigenDecomposition( mQe[ 0 ], mQe[ 1 ], mQe[ 4 ] );
 | |
| 				const rt1sqrt = Math.sqrt( ed.rt1 );
 | |
| 				const rt2sqrt = Math.sqrt( ed.rt2 );
 | |
| 
 | |
| 				curve.xRadius = 1 / rt1sqrt;
 | |
| 				curve.yRadius = 1 / rt2sqrt;
 | |
| 				curve.aRotation = Math.atan2( ed.sn, ed.cs );
 | |
| 
 | |
| 				const isFullEllipse =
 | |
| 					( curve.aEndAngle - curve.aStartAngle ) % ( 2 * Math.PI ) < Number.EPSILON;
 | |
| 
 | |
| 				// Do not touch angles of a full ellipse because after transformation they
 | |
| 				// would converge to a sinle value effectively removing the whole curve
 | |
| 
 | |
| 				if ( ! isFullEllipse ) {
 | |
| 
 | |
| 					const mDsqrt = tempTransform1.set(
 | |
| 						rt1sqrt, 0, 0,
 | |
| 						0, rt2sqrt, 0,
 | |
| 						0, 0, 1,
 | |
| 					);
 | |
| 
 | |
| 					const mRT = tempTransform2.set(
 | |
| 						ed.cs, ed.sn, 0,
 | |
| 						- ed.sn, ed.cs, 0,
 | |
| 						0, 0, 1,
 | |
| 					);
 | |
| 
 | |
| 					const mDRF = mDsqrt.multiply( mRT ).multiply( mF );
 | |
| 
 | |
| 					const transformAngle = phi => {
 | |
| 
 | |
| 						const { x: cosR, y: sinR } =
 | |
| 							new Vector3( Math.cos( phi ), Math.sin( phi ), 0 ).applyMatrix3( mDRF );
 | |
| 
 | |
| 						return Math.atan2( sinR, cosR );
 | |
| 
 | |
| 					};
 | |
| 
 | |
| 					curve.aStartAngle = transformAngle( curve.aStartAngle );
 | |
| 					curve.aEndAngle = transformAngle( curve.aEndAngle );
 | |
| 
 | |
| 					if ( isTransformFlipped( m ) ) {
 | |
| 
 | |
| 						curve.aClockwise = ! curve.aClockwise;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			function transfEllipseNoSkew( curve ) {
 | |
| 
 | |
| 				// Faster shortcut if no skew is applied
 | |
| 				// (e.g, a euclidean transform of a group containing the ellipse)
 | |
| 
 | |
| 				const sx = getTransformScaleX( m );
 | |
| 				const sy = getTransformScaleY( m );
 | |
| 
 | |
| 				curve.xRadius *= sx;
 | |
| 				curve.yRadius *= sy;
 | |
| 
 | |
| 				// Extract rotation angle from the matrix of form:
 | |
| 				//
 | |
| 				//  | cosθ sx   -sinθ sy |
 | |
| 				//  | sinθ sx    cosθ sy |
 | |
| 				//
 | |
| 				// Remembering that tanθ = sinθ / cosθ; and that
 | |
| 				// `sx`, `sy`, or both might be zero.
 | |
| 				const theta =
 | |
| 					sx > Number.EPSILON
 | |
| 						? Math.atan2( m.elements[ 1 ], m.elements[ 0 ] )
 | |
| 						: Math.atan2( - m.elements[ 3 ], m.elements[ 4 ] );
 | |
| 
 | |
| 				curve.aRotation += theta;
 | |
| 
 | |
| 				if ( isTransformFlipped( m ) ) {
 | |
| 
 | |
| 					curve.aStartAngle *= - 1;
 | |
| 					curve.aEndAngle *= - 1;
 | |
| 					curve.aClockwise = ! curve.aClockwise;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const subPaths = path.subPaths;
 | |
| 
 | |
| 			for ( let i = 0, n = subPaths.length; i < n; i ++ ) {
 | |
| 
 | |
| 				const subPath = subPaths[ i ];
 | |
| 				const curves = subPath.curves;
 | |
| 
 | |
| 				for ( let j = 0; j < curves.length; j ++ ) {
 | |
| 
 | |
| 					const curve = curves[ j ];
 | |
| 
 | |
| 					if ( curve.isLineCurve ) {
 | |
| 
 | |
| 						transfVec2( curve.v1 );
 | |
| 						transfVec2( curve.v2 );
 | |
| 
 | |
| 					} else if ( curve.isCubicBezierCurve ) {
 | |
| 
 | |
| 						transfVec2( curve.v0 );
 | |
| 						transfVec2( curve.v1 );
 | |
| 						transfVec2( curve.v2 );
 | |
| 						transfVec2( curve.v3 );
 | |
| 
 | |
| 					} else if ( curve.isQuadraticBezierCurve ) {
 | |
| 
 | |
| 						transfVec2( curve.v0 );
 | |
| 						transfVec2( curve.v1 );
 | |
| 						transfVec2( curve.v2 );
 | |
| 
 | |
| 					} else if ( curve.isEllipseCurve ) {
 | |
| 
 | |
| 						// Transform ellipse center point
 | |
| 
 | |
| 						tempV2.set( curve.aX, curve.aY );
 | |
| 						transfVec2( tempV2 );
 | |
| 						curve.aX = tempV2.x;
 | |
| 						curve.aY = tempV2.y;
 | |
| 
 | |
| 						// Transform ellipse shape parameters
 | |
| 
 | |
| 						if ( isTransformSkewed( m ) ) {
 | |
| 
 | |
| 							transfEllipseGeneric( curve );
 | |
| 
 | |
| 						} else {
 | |
| 
 | |
| 							transfEllipseNoSkew( curve );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function isTransformFlipped( m ) {
 | |
| 
 | |
| 			const te = m.elements;
 | |
| 			return te[ 0 ] * te[ 4 ] - te[ 1 ] * te[ 3 ] < 0;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function isTransformSkewed( m ) {
 | |
| 
 | |
| 			const te = m.elements;
 | |
| 			const basisDot = te[ 0 ] * te[ 3 ] + te[ 1 ] * te[ 4 ];
 | |
| 
 | |
| 			// Shortcut for trivial rotations and transformations
 | |
| 			if ( basisDot === 0 ) return false;
 | |
| 
 | |
| 			const sx = getTransformScaleX( m );
 | |
| 			const sy = getTransformScaleY( m );
 | |
| 
 | |
| 			return Math.abs( basisDot / ( sx * sy ) ) > Number.EPSILON;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function getTransformScaleX( m ) {
 | |
| 
 | |
| 			const te = m.elements;
 | |
| 			return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function getTransformScaleY( m ) {
 | |
| 
 | |
| 			const te = m.elements;
 | |
| 			return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// Calculates the eigensystem of a real symmetric 2x2 matrix
 | |
| 		//    [ A  B ]
 | |
| 		//    [ B  C ]
 | |
| 		// in the form
 | |
| 		//    [ A  B ]  =  [ cs  -sn ] [ rt1   0  ] [  cs  sn ]
 | |
| 		//    [ B  C ]     [ sn   cs ] [  0   rt2 ] [ -sn  cs ]
 | |
| 		// where rt1 >= rt2.
 | |
| 		//
 | |
| 		// Adapted from: https://www.mpi-hd.mpg.de/personalhomes/globes/3x3/index.html
 | |
| 		// -> Algorithms for real symmetric matrices -> Analytical (2x2 symmetric)
 | |
| 		function eigenDecomposition( A, B, C ) {
 | |
| 
 | |
| 			let rt1, rt2, cs, sn, t;
 | |
| 			const sm = A + C;
 | |
| 			const df = A - C;
 | |
| 			const rt = Math.sqrt( df * df + 4 * B * B );
 | |
| 
 | |
| 			if ( sm > 0 ) {
 | |
| 
 | |
| 				rt1 = 0.5 * ( sm + rt );
 | |
| 				t = 1 / rt1;
 | |
| 				rt2 = A * t * C - B * t * B;
 | |
| 
 | |
| 			} else if ( sm < 0 ) {
 | |
| 
 | |
| 				rt2 = 0.5 * ( sm - rt );
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				// This case needs to be treated separately to avoid div by 0
 | |
| 
 | |
| 				rt1 = 0.5 * rt;
 | |
| 				rt2 = - 0.5 * rt;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// Calculate eigenvectors
 | |
| 
 | |
| 			if ( df > 0 ) {
 | |
| 
 | |
| 				cs = df + rt;
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				cs = df - rt;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( Math.abs( cs ) > 2 * Math.abs( B ) ) {
 | |
| 
 | |
| 				t = - 2 * B / cs;
 | |
| 				sn = 1 / Math.sqrt( 1 + t * t );
 | |
| 				cs = t * sn;
 | |
| 
 | |
| 			} else if ( Math.abs( B ) === 0 ) {
 | |
| 
 | |
| 				cs = 1;
 | |
| 				sn = 0;
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				t = - 0.5 * cs / B;
 | |
| 				cs = 1 / Math.sqrt( 1 + t * t );
 | |
| 				sn = t * cs;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( df > 0 ) {
 | |
| 
 | |
| 				t = cs;
 | |
| 				cs = - sn;
 | |
| 				sn = t;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return { rt1, rt2, cs, sn };
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		//
 | |
| 
 | |
| 		const paths = [];
 | |
| 		const stylesheets = {};
 | |
| 
 | |
| 		const transformStack = [];
 | |
| 
 | |
| 		const tempTransform0 = new Matrix3();
 | |
| 		const tempTransform1 = new Matrix3();
 | |
| 		const tempTransform2 = new Matrix3();
 | |
| 		const tempTransform3 = new Matrix3();
 | |
| 		const tempV2 = new Vector2();
 | |
| 		const tempV3 = new Vector3();
 | |
| 
 | |
| 		const currentTransform = new Matrix3();
 | |
| 
 | |
| 		const xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
 | |
| 
 | |
| 		parseNode( xml.documentElement, {
 | |
| 			fill: '#000',
 | |
| 			fillOpacity: 1,
 | |
| 			strokeOpacity: 1,
 | |
| 			strokeWidth: 1,
 | |
| 			strokeLineJoin: 'miter',
 | |
| 			strokeLineCap: 'butt',
 | |
| 			strokeMiterLimit: 4
 | |
| 		} );
 | |
| 
 | |
| 		const data = { paths: paths, xml: xml.documentElement };
 | |
| 
 | |
| 		// console.log( paths );
 | |
| 		return data;
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	static createShapes( shapePath ) {
 | |
| 
 | |
| 		// Param shapePath: a shapepath as returned by the parse function of this class
 | |
| 		// Returns Shape object
 | |
| 
 | |
| 		const BIGNUMBER = 999999999;
 | |
| 
 | |
| 		const IntersectionLocationType = {
 | |
| 			ORIGIN: 0,
 | |
| 			DESTINATION: 1,
 | |
| 			BETWEEN: 2,
 | |
| 			LEFT: 3,
 | |
| 			RIGHT: 4,
 | |
| 			BEHIND: 5,
 | |
| 			BEYOND: 6
 | |
| 		};
 | |
| 
 | |
| 		const classifyResult = {
 | |
| 			loc: IntersectionLocationType.ORIGIN,
 | |
| 			t: 0
 | |
| 		};
 | |
| 
 | |
| 		function findEdgeIntersection( a0, a1, b0, b1 ) {
 | |
| 
 | |
| 			const x1 = a0.x;
 | |
| 			const x2 = a1.x;
 | |
| 			const x3 = b0.x;
 | |
| 			const x4 = b1.x;
 | |
| 			const y1 = a0.y;
 | |
| 			const y2 = a1.y;
 | |
| 			const y3 = b0.y;
 | |
| 			const y4 = b1.y;
 | |
| 			const nom1 = ( x4 - x3 ) * ( y1 - y3 ) - ( y4 - y3 ) * ( x1 - x3 );
 | |
| 			const nom2 = ( x2 - x1 ) * ( y1 - y3 ) - ( y2 - y1 ) * ( x1 - x3 );
 | |
| 			const denom = ( y4 - y3 ) * ( x2 - x1 ) - ( x4 - x3 ) * ( y2 - y1 );
 | |
| 			const t1 = nom1 / denom;
 | |
| 			const t2 = nom2 / denom;
 | |
| 
 | |
| 			if ( ( ( denom === 0 ) && ( nom1 !== 0 ) ) || ( t1 <= 0 ) || ( t1 >= 1 ) || ( t2 < 0 ) || ( t2 > 1 ) ) {
 | |
| 
 | |
| 				//1. lines are parallel or edges don't intersect
 | |
| 
 | |
| 				return null;
 | |
| 
 | |
| 			} else if ( ( nom1 === 0 ) && ( denom === 0 ) ) {
 | |
| 
 | |
| 				//2. lines are colinear
 | |
| 
 | |
| 				//check if endpoints of edge2 (b0-b1) lies on edge1 (a0-a1)
 | |
| 				for ( let i = 0; i < 2; i ++ ) {
 | |
| 
 | |
| 					classifyPoint( i === 0 ? b0 : b1, a0, a1 );
 | |
| 					//find position of this endpoints relatively to edge1
 | |
| 					if ( classifyResult.loc == IntersectionLocationType.ORIGIN ) {
 | |
| 
 | |
| 						const point = ( i === 0 ? b0 : b1 );
 | |
| 						return { x: point.x, y: point.y, t: classifyResult.t };
 | |
| 
 | |
| 					} else if ( classifyResult.loc == IntersectionLocationType.BETWEEN ) {
 | |
| 
 | |
| 						const x = + ( ( x1 + classifyResult.t * ( x2 - x1 ) ).toPrecision( 10 ) );
 | |
| 						const y = + ( ( y1 + classifyResult.t * ( y2 - y1 ) ).toPrecision( 10 ) );
 | |
| 						return { x: x, y: y, t: classifyResult.t, };
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				return null;
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				//3. edges intersect
 | |
| 
 | |
| 				for ( let i = 0; i < 2; i ++ ) {
 | |
| 
 | |
| 					classifyPoint( i === 0 ? b0 : b1, a0, a1 );
 | |
| 
 | |
| 					if ( classifyResult.loc == IntersectionLocationType.ORIGIN ) {
 | |
| 
 | |
| 						const point = ( i === 0 ? b0 : b1 );
 | |
| 						return { x: point.x, y: point.y, t: classifyResult.t };
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				const x = + ( ( x1 + t1 * ( x2 - x1 ) ).toPrecision( 10 ) );
 | |
| 				const y = + ( ( y1 + t1 * ( y2 - y1 ) ).toPrecision( 10 ) );
 | |
| 				return { x: x, y: y, t: t1 };
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function classifyPoint( p, edgeStart, edgeEnd ) {
 | |
| 
 | |
| 			const ax = edgeEnd.x - edgeStart.x;
 | |
| 			const ay = edgeEnd.y - edgeStart.y;
 | |
| 			const bx = p.x - edgeStart.x;
 | |
| 			const by = p.y - edgeStart.y;
 | |
| 			const sa = ax * by - bx * ay;
 | |
| 
 | |
| 			if ( ( p.x === edgeStart.x ) && ( p.y === edgeStart.y ) ) {
 | |
| 
 | |
| 				classifyResult.loc = IntersectionLocationType.ORIGIN;
 | |
| 				classifyResult.t = 0;
 | |
| 				return;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( ( p.x === edgeEnd.x ) && ( p.y === edgeEnd.y ) ) {
 | |
| 
 | |
| 				classifyResult.loc = IntersectionLocationType.DESTINATION;
 | |
| 				classifyResult.t = 1;
 | |
| 				return;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( sa < - Number.EPSILON ) {
 | |
| 
 | |
| 				classifyResult.loc = IntersectionLocationType.LEFT;
 | |
| 				return;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( sa > Number.EPSILON ) {
 | |
| 
 | |
| 				classifyResult.loc = IntersectionLocationType.RIGHT;
 | |
| 				return;
 | |
| 
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( ( ( ax * bx ) < 0 ) || ( ( ay * by ) < 0 ) ) {
 | |
| 
 | |
| 				classifyResult.loc = IntersectionLocationType.BEHIND;
 | |
| 				return;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( ( Math.sqrt( ax * ax + ay * ay ) ) < ( Math.sqrt( bx * bx + by * by ) ) ) {
 | |
| 
 | |
| 				classifyResult.loc = IntersectionLocationType.BEYOND;
 | |
| 				return;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			let t;
 | |
| 
 | |
| 			if ( ax !== 0 ) {
 | |
| 
 | |
| 				t = bx / ax;
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				t = by / ay;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			classifyResult.loc = IntersectionLocationType.BETWEEN;
 | |
| 			classifyResult.t = t;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function getIntersections( path1, path2 ) {
 | |
| 
 | |
| 			const intersectionsRaw = [];
 | |
| 			const intersections = [];
 | |
| 
 | |
| 			for ( let index = 1; index < path1.length; index ++ ) {
 | |
| 
 | |
| 				const path1EdgeStart = path1[ index - 1 ];
 | |
| 				const path1EdgeEnd = path1[ index ];
 | |
| 
 | |
| 				for ( let index2 = 1; index2 < path2.length; index2 ++ ) {
 | |
| 
 | |
| 					const path2EdgeStart = path2[ index2 - 1 ];
 | |
| 					const path2EdgeEnd = path2[ index2 ];
 | |
| 
 | |
| 					const intersection = findEdgeIntersection( path1EdgeStart, path1EdgeEnd, path2EdgeStart, path2EdgeEnd );
 | |
| 
 | |
| 					if ( intersection !== null && intersectionsRaw.find( i => i.t <= intersection.t + Number.EPSILON && i.t >= intersection.t - Number.EPSILON ) === undefined ) {
 | |
| 
 | |
| 						intersectionsRaw.push( intersection );
 | |
| 						intersections.push( new Vector2( intersection.x, intersection.y ) );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return intersections;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function getScanlineIntersections( scanline, boundingBox, paths ) {
 | |
| 
 | |
| 			const center = new Vector2();
 | |
| 			boundingBox.getCenter( center );
 | |
| 
 | |
| 			const allIntersections = [];
 | |
| 
 | |
| 			paths.forEach( path => {
 | |
| 
 | |
| 				// check if the center of the bounding box is in the bounding box of the paths.
 | |
| 				// this is a pruning method to limit the search of intersections in paths that can't envelop of the current path.
 | |
| 				// if a path envelops another path. The center of that oter path, has to be inside the bounding box of the enveloping path.
 | |
| 				if ( path.boundingBox.containsPoint( center ) ) {
 | |
| 
 | |
| 					const intersections = getIntersections( scanline, path.points );
 | |
| 
 | |
| 					intersections.forEach( p => {
 | |
| 
 | |
| 						allIntersections.push( { identifier: path.identifier, isCW: path.isCW, point: p } );
 | |
| 
 | |
| 					} );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			} );
 | |
| 
 | |
| 			allIntersections.sort( ( i1, i2 ) => {
 | |
| 
 | |
| 				return i1.point.x - i2.point.x;
 | |
| 
 | |
| 			} );
 | |
| 
 | |
| 			return allIntersections;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function isHoleTo( simplePath, allPaths, scanlineMinX, scanlineMaxX, _fillRule ) {
 | |
| 
 | |
| 			if ( _fillRule === null || _fillRule === undefined || _fillRule === '' ) {
 | |
| 
 | |
| 				_fillRule = 'nonzero';
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			const centerBoundingBox = new Vector2();
 | |
| 			simplePath.boundingBox.getCenter( centerBoundingBox );
 | |
| 
 | |
| 			const scanline = [ new Vector2( scanlineMinX, centerBoundingBox.y ), new Vector2( scanlineMaxX, centerBoundingBox.y ) ];
 | |
| 
 | |
| 			const scanlineIntersections = getScanlineIntersections( scanline, simplePath.boundingBox, allPaths );
 | |
| 
 | |
| 			scanlineIntersections.sort( ( i1, i2 ) => {
 | |
| 
 | |
| 				return i1.point.x - i2.point.x;
 | |
| 
 | |
| 			} );
 | |
| 
 | |
| 			const baseIntersections = [];
 | |
| 			const otherIntersections = [];
 | |
| 
 | |
| 			scanlineIntersections.forEach( i => {
 | |
| 
 | |
| 				if ( i.identifier === simplePath.identifier ) {
 | |
| 
 | |
| 					baseIntersections.push( i );
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					otherIntersections.push( i );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			} );
 | |
| 
 | |
| 			const firstXOfPath = baseIntersections[ 0 ].point.x;
 | |
| 
 | |
| 			// build up the path hierarchy
 | |
| 			const stack = [];
 | |
| 			let i = 0;
 | |
| 
 | |
| 			while ( i < otherIntersections.length && otherIntersections[ i ].point.x < firstXOfPath ) {
 | |
| 
 | |
| 				if ( stack.length > 0 && stack[ stack.length - 1 ] === otherIntersections[ i ].identifier ) {
 | |
| 
 | |
| 					stack.pop();
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					stack.push( otherIntersections[ i ].identifier );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				i ++;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			stack.push( simplePath.identifier );
 | |
| 
 | |
| 			if ( _fillRule === 'evenodd' ) {
 | |
| 
 | |
| 				const isHole = stack.length % 2 === 0 ? true : false;
 | |
| 				const isHoleFor = stack[ stack.length - 2 ];
 | |
| 
 | |
| 				return { identifier: simplePath.identifier, isHole: isHole, for: isHoleFor };
 | |
| 
 | |
| 			} else if ( _fillRule === 'nonzero' ) {
 | |
| 
 | |
| 				// check if path is a hole by counting the amount of paths with alternating rotations it has to cross.
 | |
| 				let isHole = true;
 | |
| 				let isHoleFor = null;
 | |
| 				let lastCWValue = null;
 | |
| 
 | |
| 				for ( let i = 0; i < stack.length; i ++ ) {
 | |
| 
 | |
| 					const identifier = stack[ i ];
 | |
| 					if ( isHole ) {
 | |
| 
 | |
| 						lastCWValue = allPaths[ identifier ].isCW;
 | |
| 						isHole = false;
 | |
| 						isHoleFor = identifier;
 | |
| 
 | |
| 					} else if ( lastCWValue !== allPaths[ identifier ].isCW ) {
 | |
| 
 | |
| 						lastCWValue = allPaths[ identifier ].isCW;
 | |
| 						isHole = true;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				return { identifier: simplePath.identifier, isHole: isHole, for: isHoleFor };
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				console.warn( 'fill-rule: "' + _fillRule + '" is currently not implemented.' );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// check for self intersecting paths
 | |
| 		// TODO
 | |
| 
 | |
| 		// check intersecting paths
 | |
| 		// TODO
 | |
| 
 | |
| 		// prepare paths for hole detection
 | |
| 		let scanlineMinX = BIGNUMBER;
 | |
| 		let scanlineMaxX = - BIGNUMBER;
 | |
| 
 | |
| 		let simplePaths = shapePath.subPaths.map( p => {
 | |
| 
 | |
| 			const points = p.getPoints();
 | |
| 			let maxY = - BIGNUMBER;
 | |
| 			let minY = BIGNUMBER;
 | |
| 			let maxX = - BIGNUMBER;
 | |
| 			let minX = BIGNUMBER;
 | |
| 
 | |
| 	      	//points.forEach(p => p.y *= -1);
 | |
| 
 | |
| 			for ( let i = 0; i < points.length; i ++ ) {
 | |
| 
 | |
| 				const p = points[ i ];
 | |
| 
 | |
| 				if ( p.y > maxY ) {
 | |
| 
 | |
| 					maxY = p.y;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				if ( p.y < minY ) {
 | |
| 
 | |
| 					minY = p.y;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				if ( p.x > maxX ) {
 | |
| 
 | |
| 					maxX = p.x;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				if ( p.x < minX ) {
 | |
| 
 | |
| 					minX = p.x;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			//
 | |
| 			if ( scanlineMaxX <= maxX ) {
 | |
| 
 | |
| 				scanlineMaxX = maxX + 1;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( scanlineMinX >= minX ) {
 | |
| 
 | |
| 				scanlineMinX = minX - 1;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			return { curves: p.curves, points: points, isCW: ShapeUtils.isClockWise( points ), identifier: - 1, boundingBox: new Box2( new Vector2( minX, minY ), new Vector2( maxX, maxY ) ) };
 | |
| 
 | |
| 		} );
 | |
| 
 | |
| 		simplePaths = simplePaths.filter( sp => sp.points.length > 1 );
 | |
| 
 | |
| 		for ( let identifier = 0; identifier < simplePaths.length; identifier ++ ) {
 | |
| 
 | |
| 			simplePaths[ identifier ].identifier = identifier;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// check if path is solid or a hole
 | |
| 		const isAHole = simplePaths.map( p => isHoleTo( p, simplePaths, scanlineMinX, scanlineMaxX, ( shapePath.userData ? shapePath.userData.style.fillRule : undefined ) ) );
 | |
| 
 | |
| 
 | |
| 		const shapesToReturn = [];
 | |
| 		simplePaths.forEach( p => {
 | |
| 
 | |
| 			const amIAHole = isAHole[ p.identifier ];
 | |
| 
 | |
| 			if ( ! amIAHole.isHole ) {
 | |
| 
 | |
| 				const shape = new Shape();
 | |
| 				shape.curves = p.curves;
 | |
| 				const holes = isAHole.filter( h => h.isHole && h.for === p.identifier );
 | |
| 				holes.forEach( h => {
 | |
| 
 | |
| 					const hole = simplePaths[ h.identifier ];
 | |
| 					const path = new Path();
 | |
| 					path.curves = hole.curves;
 | |
| 					shape.holes.push( path );
 | |
| 
 | |
| 				} );
 | |
| 				shapesToReturn.push( shape );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		} );
 | |
| 
 | |
| 		return shapesToReturn;
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	static getStrokeStyle( width, color, lineJoin, lineCap, miterLimit ) {
 | |
| 
 | |
| 		// Param width: Stroke width
 | |
| 		// Param color: As returned by THREE.Color.getStyle()
 | |
| 		// Param lineJoin: One of "round", "bevel", "miter" or "miter-limit"
 | |
| 		// Param lineCap: One of "round", "square" or "butt"
 | |
| 		// Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance)
 | |
| 		// Returns style object
 | |
| 
 | |
| 		width = width !== undefined ? width : 1;
 | |
| 		color = color !== undefined ? color : '#000';
 | |
| 		lineJoin = lineJoin !== undefined ? lineJoin : 'miter';
 | |
| 		lineCap = lineCap !== undefined ? lineCap : 'butt';
 | |
| 		miterLimit = miterLimit !== undefined ? miterLimit : 4;
 | |
| 
 | |
| 		return {
 | |
| 			strokeColor: color,
 | |
| 			strokeWidth: width,
 | |
| 			strokeLineJoin: lineJoin,
 | |
| 			strokeLineCap: lineCap,
 | |
| 			strokeMiterLimit: miterLimit
 | |
| 		};
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	static pointsToStroke( points, style, arcDivisions, minDistance ) {
 | |
| 
 | |
| 		// Generates a stroke with some width around the given path.
 | |
| 		// The path can be open or closed (last point equals to first point)
 | |
| 		// Param points: Array of Vector2D (the path). Minimum 2 points.
 | |
| 		// Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object
 | |
| 		// Params arcDivisions: Arc divisions for round joins and endcaps. (Optional)
 | |
| 		// Param minDistance: Points closer to this distance will be merged. (Optional)
 | |
| 		// Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right)
 | |
| 
 | |
| 		const vertices = [];
 | |
| 		const normals = [];
 | |
| 		const uvs = [];
 | |
| 
 | |
| 		if ( SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
 | |
| 
 | |
| 			return null;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		const geometry = new BufferGeometry();
 | |
| 		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
 | |
| 		geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
 | |
| 		geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
 | |
| 
 | |
| 		return geometry;
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	static pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
 | |
| 
 | |
| 		// This function can be called to update existing arrays or buffers.
 | |
| 		// Accepts same parameters as pointsToStroke, plus the buffers and optional offset.
 | |
| 		// Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs)
 | |
| 		// Returns number of written vertices / normals / uvs pairs
 | |
| 		// if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers)
 | |
| 		// 'normals' and 'uvs' buffers are optional
 | |
| 
 | |
| 		const tempV2_1 = new Vector2();
 | |
| 		const tempV2_2 = new Vector2();
 | |
| 		const tempV2_3 = new Vector2();
 | |
| 		const tempV2_4 = new Vector2();
 | |
| 		const tempV2_5 = new Vector2();
 | |
| 		const tempV2_6 = new Vector2();
 | |
| 		const tempV2_7 = new Vector2();
 | |
| 		const lastPointL = new Vector2();
 | |
| 		const lastPointR = new Vector2();
 | |
| 		const point0L = new Vector2();
 | |
| 		const point0R = new Vector2();
 | |
| 		const currentPointL = new Vector2();
 | |
| 		const currentPointR = new Vector2();
 | |
| 		const nextPointL = new Vector2();
 | |
| 		const nextPointR = new Vector2();
 | |
| 		const innerPoint = new Vector2();
 | |
| 		const outerPoint = new Vector2();
 | |
| 
 | |
| 		arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
 | |
| 		minDistance = minDistance !== undefined ? minDistance : 0.001;
 | |
| 		vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
 | |
| 
 | |
| 		// First ensure there are no duplicated points
 | |
| 		points = removeDuplicatedPoints( points );
 | |
| 
 | |
| 		const numPoints = points.length;
 | |
| 
 | |
| 		if ( numPoints < 2 ) return 0;
 | |
| 
 | |
| 		const isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
 | |
| 
 | |
| 		let currentPoint;
 | |
| 		let previousPoint = points[ 0 ];
 | |
| 		let nextPoint;
 | |
| 
 | |
| 		const strokeWidth2 = style.strokeWidth / 2;
 | |
| 
 | |
| 		const deltaU = 1 / ( numPoints - 1 );
 | |
| 		let u0 = 0, u1;
 | |
| 
 | |
| 		let innerSideModified;
 | |
| 		let joinIsOnLeftSide;
 | |
| 		let isMiter;
 | |
| 		let initialJoinIsOnLeftSide = false;
 | |
| 
 | |
| 		let numVertices = 0;
 | |
| 		let currentCoordinate = vertexOffset * 3;
 | |
| 		let currentCoordinateUV = vertexOffset * 2;
 | |
| 
 | |
| 		// Get initial left and right stroke points
 | |
| 		getNormal( points[ 0 ], points[ 1 ], tempV2_1 ).multiplyScalar( strokeWidth2 );
 | |
| 		lastPointL.copy( points[ 0 ] ).sub( tempV2_1 );
 | |
| 		lastPointR.copy( points[ 0 ] ).add( tempV2_1 );
 | |
| 		point0L.copy( lastPointL );
 | |
| 		point0R.copy( lastPointR );
 | |
| 
 | |
| 		for ( let iPoint = 1; iPoint < numPoints; iPoint ++ ) {
 | |
| 
 | |
| 			currentPoint = points[ iPoint ];
 | |
| 
 | |
| 			// Get next point
 | |
| 			if ( iPoint === numPoints - 1 ) {
 | |
| 
 | |
| 				if ( isClosed ) {
 | |
| 
 | |
| 					// Skip duplicated initial point
 | |
| 					nextPoint = points[ 1 ];
 | |
| 
 | |
| 				} else nextPoint = undefined;
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				nextPoint = points[ iPoint + 1 ];
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// Normal of previous segment in tempV2_1
 | |
| 			const normal1 = tempV2_1;
 | |
| 			getNormal( previousPoint, currentPoint, normal1 );
 | |
| 
 | |
| 			tempV2_3.copy( normal1 ).multiplyScalar( strokeWidth2 );
 | |
| 			currentPointL.copy( currentPoint ).sub( tempV2_3 );
 | |
| 			currentPointR.copy( currentPoint ).add( tempV2_3 );
 | |
| 
 | |
| 			u1 = u0 + deltaU;
 | |
| 
 | |
| 			innerSideModified = false;
 | |
| 
 | |
| 			if ( nextPoint !== undefined ) {
 | |
| 
 | |
| 				// Normal of next segment in tempV2_2
 | |
| 				getNormal( currentPoint, nextPoint, tempV2_2 );
 | |
| 
 | |
| 				tempV2_3.copy( tempV2_2 ).multiplyScalar( strokeWidth2 );
 | |
| 				nextPointL.copy( currentPoint ).sub( tempV2_3 );
 | |
| 				nextPointR.copy( currentPoint ).add( tempV2_3 );
 | |
| 
 | |
| 				joinIsOnLeftSide = true;
 | |
| 				tempV2_3.subVectors( nextPoint, previousPoint );
 | |
| 				if ( normal1.dot( tempV2_3 ) < 0 ) {
 | |
| 
 | |
| 					joinIsOnLeftSide = false;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
 | |
| 
 | |
| 				tempV2_3.subVectors( nextPoint, currentPoint );
 | |
| 				tempV2_3.normalize();
 | |
| 				const dot = Math.abs( normal1.dot( tempV2_3 ) );
 | |
| 
 | |
| 				// If path is straight, don't create join
 | |
| 				if ( dot > Number.EPSILON ) {
 | |
| 
 | |
| 					// Compute inner and outer segment intersections
 | |
| 					const miterSide = strokeWidth2 / dot;
 | |
| 					tempV2_3.multiplyScalar( - miterSide );
 | |
| 					tempV2_4.subVectors( currentPoint, previousPoint );
 | |
| 					tempV2_5.copy( tempV2_4 ).setLength( miterSide ).add( tempV2_3 );
 | |
| 					innerPoint.copy( tempV2_5 ).negate();
 | |
| 					const miterLength2 = tempV2_5.length();
 | |
| 					const segmentLengthPrev = tempV2_4.length();
 | |
| 					tempV2_4.divideScalar( segmentLengthPrev );
 | |
| 					tempV2_6.subVectors( nextPoint, currentPoint );
 | |
| 					const segmentLengthNext = tempV2_6.length();
 | |
| 					tempV2_6.divideScalar( segmentLengthNext );
 | |
| 					// Check that previous and next segments doesn't overlap with the innerPoint of intersection
 | |
| 					if ( tempV2_4.dot( innerPoint ) < segmentLengthPrev && tempV2_6.dot( innerPoint ) < segmentLengthNext ) {
 | |
| 
 | |
| 						innerSideModified = true;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					outerPoint.copy( tempV2_5 ).add( currentPoint );
 | |
| 					innerPoint.add( currentPoint );
 | |
| 
 | |
| 					isMiter = false;
 | |
| 
 | |
| 					if ( innerSideModified ) {
 | |
| 
 | |
| 						if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 							nextPointR.copy( innerPoint );
 | |
| 							currentPointR.copy( innerPoint );
 | |
| 
 | |
| 						} else {
 | |
| 
 | |
| 							nextPointL.copy( innerPoint );
 | |
| 							currentPointL.copy( innerPoint );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						// The segment triangles are generated here if there was overlapping
 | |
| 
 | |
| 						makeSegmentTriangles();
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					switch ( style.strokeLineJoin ) {
 | |
| 
 | |
| 						case 'bevel':
 | |
| 
 | |
| 							makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
 | |
| 
 | |
| 							break;
 | |
| 
 | |
| 						case 'round':
 | |
| 
 | |
| 							// Segment triangles
 | |
| 
 | |
| 							createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
 | |
| 
 | |
| 							// Join triangles
 | |
| 
 | |
| 							if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 								makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
 | |
| 
 | |
| 							} else {
 | |
| 
 | |
| 								makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
 | |
| 
 | |
| 							}
 | |
| 
 | |
| 							break;
 | |
| 
 | |
| 						case 'miter':
 | |
| 						case 'miter-clip':
 | |
| 						default:
 | |
| 
 | |
| 							const miterFraction = ( strokeWidth2 * style.strokeMiterLimit ) / miterLength2;
 | |
| 
 | |
| 							if ( miterFraction < 1 ) {
 | |
| 
 | |
| 								// The join miter length exceeds the miter limit
 | |
| 
 | |
| 								if ( style.strokeLineJoin !== 'miter-clip' ) {
 | |
| 
 | |
| 									makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
 | |
| 									break;
 | |
| 
 | |
| 								} else {
 | |
| 
 | |
| 									// Segment triangles
 | |
| 
 | |
| 									createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
 | |
| 
 | |
| 									// Miter-clip join triangles
 | |
| 
 | |
| 									if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 										tempV2_6.subVectors( outerPoint, currentPointL ).multiplyScalar( miterFraction ).add( currentPointL );
 | |
| 										tempV2_7.subVectors( outerPoint, nextPointL ).multiplyScalar( miterFraction ).add( nextPointL );
 | |
| 
 | |
| 										addVertex( currentPointL, u1, 0 );
 | |
| 										addVertex( tempV2_6, u1, 0 );
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 										addVertex( tempV2_6, u1, 0 );
 | |
| 										addVertex( tempV2_7, u1, 0 );
 | |
| 
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 										addVertex( tempV2_7, u1, 0 );
 | |
| 										addVertex( nextPointL, u1, 0 );
 | |
| 
 | |
| 									} else {
 | |
| 
 | |
| 										tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
 | |
| 										tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
 | |
| 
 | |
| 										addVertex( currentPointR, u1, 1 );
 | |
| 										addVertex( tempV2_6, u1, 1 );
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 										addVertex( tempV2_6, u1, 1 );
 | |
| 										addVertex( tempV2_7, u1, 1 );
 | |
| 
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 										addVertex( tempV2_7, u1, 1 );
 | |
| 										addVertex( nextPointR, u1, 1 );
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 							} else {
 | |
| 
 | |
| 								// Miter join segment triangles
 | |
| 
 | |
| 								if ( innerSideModified ) {
 | |
| 
 | |
| 									// Optimized segment + join triangles
 | |
| 
 | |
| 									if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 										addVertex( lastPointR, u0, 1 );
 | |
| 										addVertex( lastPointL, u0, 0 );
 | |
| 										addVertex( outerPoint, u1, 0 );
 | |
| 
 | |
| 										addVertex( lastPointR, u0, 1 );
 | |
| 										addVertex( outerPoint, u1, 0 );
 | |
| 										addVertex( innerPoint, u1, 1 );
 | |
| 
 | |
| 									} else {
 | |
| 
 | |
| 										addVertex( lastPointR, u0, 1 );
 | |
| 										addVertex( lastPointL, u0, 0 );
 | |
| 										addVertex( outerPoint, u1, 1 );
 | |
| 
 | |
| 										addVertex( lastPointL, u0, 0 );
 | |
| 										addVertex( innerPoint, u1, 0 );
 | |
| 										addVertex( outerPoint, u1, 1 );
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 
 | |
| 									if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 										nextPointL.copy( outerPoint );
 | |
| 
 | |
| 									} else {
 | |
| 
 | |
| 										nextPointR.copy( outerPoint );
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 
 | |
| 								} else {
 | |
| 
 | |
| 									// Add extra miter join triangles
 | |
| 
 | |
| 									if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 										addVertex( currentPointL, u1, 0 );
 | |
| 										addVertex( outerPoint, u1, 0 );
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 										addVertex( outerPoint, u1, 0 );
 | |
| 										addVertex( nextPointL, u1, 0 );
 | |
| 
 | |
| 									} else {
 | |
| 
 | |
| 										addVertex( currentPointR, u1, 1 );
 | |
| 										addVertex( outerPoint, u1, 1 );
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 
 | |
| 										addVertex( currentPoint, u1, 0.5 );
 | |
| 										addVertex( outerPoint, u1, 1 );
 | |
| 										addVertex( nextPointR, u1, 1 );
 | |
| 
 | |
| 									}
 | |
| 
 | |
| 								}
 | |
| 
 | |
| 								isMiter = true;
 | |
| 
 | |
| 							}
 | |
| 
 | |
| 							break;
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					// The segment triangles are generated here when two consecutive points are collinear
 | |
| 
 | |
| 					makeSegmentTriangles();
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				// The segment triangles are generated here if it is the ending segment
 | |
| 
 | |
| 				makeSegmentTriangles();
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( ! isClosed && iPoint === numPoints - 1 ) {
 | |
| 
 | |
| 				// Start line endcap
 | |
| 				addCapGeometry( points[ 0 ], point0L, point0R, joinIsOnLeftSide, true, u0 );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			// Increment loop variables
 | |
| 
 | |
| 			u0 = u1;
 | |
| 
 | |
| 			previousPoint = currentPoint;
 | |
| 
 | |
| 			lastPointL.copy( nextPointL );
 | |
| 			lastPointR.copy( nextPointR );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		if ( ! isClosed ) {
 | |
| 
 | |
| 			// Ending line endcap
 | |
| 			addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
 | |
| 
 | |
| 		} else if ( innerSideModified && vertices ) {
 | |
| 
 | |
| 			// Modify path first segment vertices to adjust to the segments inner and outer intersections
 | |
| 
 | |
| 			let lastOuter = outerPoint;
 | |
| 			let lastInner = innerPoint;
 | |
| 
 | |
| 			if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
 | |
| 
 | |
| 				lastOuter = innerPoint;
 | |
| 				lastInner = outerPoint;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 				if ( isMiter || initialJoinIsOnLeftSide ) {
 | |
| 
 | |
| 					lastInner.toArray( vertices, 0 * 3 );
 | |
| 					lastInner.toArray( vertices, 3 * 3 );
 | |
| 
 | |
| 					if ( isMiter ) {
 | |
| 
 | |
| 						lastOuter.toArray( vertices, 1 * 3 );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				if ( isMiter || ! initialJoinIsOnLeftSide ) {
 | |
| 
 | |
| 					lastInner.toArray( vertices, 1 * 3 );
 | |
| 					lastInner.toArray( vertices, 3 * 3 );
 | |
| 
 | |
| 					if ( isMiter ) {
 | |
| 
 | |
| 						lastOuter.toArray( vertices, 0 * 3 );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		return numVertices;
 | |
| 
 | |
| 		// -- End of algorithm
 | |
| 
 | |
| 		// -- Functions
 | |
| 
 | |
| 		function getNormal( p1, p2, result ) {
 | |
| 
 | |
| 			result.subVectors( p2, p1 );
 | |
| 			return result.set( - result.y, result.x ).normalize();
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function addVertex( position, u, v ) {
 | |
| 
 | |
| 			if ( vertices ) {
 | |
| 
 | |
| 				vertices[ currentCoordinate ] = position.x;
 | |
| 				vertices[ currentCoordinate + 1 ] = position.y;
 | |
| 				vertices[ currentCoordinate + 2 ] = 0;
 | |
| 
 | |
| 				if ( normals ) {
 | |
| 
 | |
| 					normals[ currentCoordinate ] = 0;
 | |
| 					normals[ currentCoordinate + 1 ] = 0;
 | |
| 					normals[ currentCoordinate + 2 ] = 1;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 				currentCoordinate += 3;
 | |
| 
 | |
| 				if ( uvs ) {
 | |
| 
 | |
| 					uvs[ currentCoordinateUV ] = u;
 | |
| 					uvs[ currentCoordinateUV + 1 ] = v;
 | |
| 
 | |
| 					currentCoordinateUV += 2;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			numVertices += 3;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function makeCircularSector( center, p1, p2, u, v ) {
 | |
| 
 | |
| 			// param p1, p2: Points in the circle arc.
 | |
| 			// p1 and p2 are in clockwise direction.
 | |
| 
 | |
| 			tempV2_1.copy( p1 ).sub( center ).normalize();
 | |
| 			tempV2_2.copy( p2 ).sub( center ).normalize();
 | |
| 
 | |
| 			let angle = Math.PI;
 | |
| 			const dot = tempV2_1.dot( tempV2_2 );
 | |
| 			if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
 | |
| 
 | |
| 			angle /= arcDivisions;
 | |
| 
 | |
| 			tempV2_3.copy( p1 );
 | |
| 
 | |
| 			for ( let i = 0, il = arcDivisions - 1; i < il; i ++ ) {
 | |
| 
 | |
| 				tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
 | |
| 
 | |
| 				addVertex( tempV2_3, u, v );
 | |
| 				addVertex( tempV2_4, u, v );
 | |
| 				addVertex( center, u, 0.5 );
 | |
| 
 | |
| 				tempV2_3.copy( tempV2_4 );
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			addVertex( tempV2_4, u, v );
 | |
| 			addVertex( p2, u, v );
 | |
| 			addVertex( center, u, 0.5 );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function makeSegmentTriangles() {
 | |
| 
 | |
| 			addVertex( lastPointR, u0, 1 );
 | |
| 			addVertex( lastPointL, u0, 0 );
 | |
| 			addVertex( currentPointL, u1, 0 );
 | |
| 
 | |
| 			addVertex( lastPointR, u0, 1 );
 | |
| 			addVertex( currentPointL, u1, 0 );
 | |
| 			addVertex( currentPointR, u1, 1 );
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u ) {
 | |
| 
 | |
| 			if ( innerSideModified ) {
 | |
| 
 | |
| 				// Optimized segment + bevel triangles
 | |
| 
 | |
| 				if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 					// Path segments triangles
 | |
| 
 | |
| 					addVertex( lastPointR, u0, 1 );
 | |
| 					addVertex( lastPointL, u0, 0 );
 | |
| 					addVertex( currentPointL, u1, 0 );
 | |
| 
 | |
| 					addVertex( lastPointR, u0, 1 );
 | |
| 					addVertex( currentPointL, u1, 0 );
 | |
| 					addVertex( innerPoint, u1, 1 );
 | |
| 
 | |
| 					// Bevel join triangle
 | |
| 
 | |
| 					addVertex( currentPointL, u, 0 );
 | |
| 					addVertex( nextPointL, u, 0 );
 | |
| 					addVertex( innerPoint, u, 0.5 );
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					// Path segments triangles
 | |
| 
 | |
| 					addVertex( lastPointR, u0, 1 );
 | |
| 					addVertex( lastPointL, u0, 0 );
 | |
| 					addVertex( currentPointR, u1, 1 );
 | |
| 
 | |
| 					addVertex( lastPointL, u0, 0 );
 | |
| 					addVertex( innerPoint, u1, 0 );
 | |
| 					addVertex( currentPointR, u1, 1 );
 | |
| 
 | |
| 					// Bevel join triangle
 | |
| 
 | |
| 					addVertex( currentPointR, u, 1 );
 | |
| 					addVertex( innerPoint, u, 0 );
 | |
| 					addVertex( nextPointR, u, 1 );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				// Bevel join triangle. The segment triangles are done in the main loop
 | |
| 
 | |
| 				if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 					addVertex( currentPointL, u, 0 );
 | |
| 					addVertex( nextPointL, u, 0 );
 | |
| 					addVertex( currentPoint, u, 0.5 );
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					addVertex( currentPointR, u, 1 );
 | |
| 					addVertex( nextPointR, u, 0 );
 | |
| 					addVertex( currentPoint, u, 0.5 );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified ) {
 | |
| 
 | |
| 			if ( innerSideModified ) {
 | |
| 
 | |
| 				if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 					addVertex( lastPointR, u0, 1 );
 | |
| 					addVertex( lastPointL, u0, 0 );
 | |
| 					addVertex( currentPointL, u1, 0 );
 | |
| 
 | |
| 					addVertex( lastPointR, u0, 1 );
 | |
| 					addVertex( currentPointL, u1, 0 );
 | |
| 					addVertex( innerPoint, u1, 1 );
 | |
| 
 | |
| 					addVertex( currentPointL, u0, 0 );
 | |
| 					addVertex( currentPoint, u1, 0.5 );
 | |
| 					addVertex( innerPoint, u1, 1 );
 | |
| 
 | |
| 					addVertex( currentPoint, u1, 0.5 );
 | |
| 					addVertex( nextPointL, u0, 0 );
 | |
| 					addVertex( innerPoint, u1, 1 );
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					addVertex( lastPointR, u0, 1 );
 | |
| 					addVertex( lastPointL, u0, 0 );
 | |
| 					addVertex( currentPointR, u1, 1 );
 | |
| 
 | |
| 					addVertex( lastPointL, u0, 0 );
 | |
| 					addVertex( innerPoint, u1, 0 );
 | |
| 					addVertex( currentPointR, u1, 1 );
 | |
| 
 | |
| 					addVertex( currentPointR, u0, 1 );
 | |
| 					addVertex( innerPoint, u1, 0 );
 | |
| 					addVertex( currentPoint, u1, 0.5 );
 | |
| 
 | |
| 					addVertex( currentPoint, u1, 0.5 );
 | |
| 					addVertex( innerPoint, u1, 0 );
 | |
| 					addVertex( nextPointR, u0, 1 );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function addCapGeometry( center, p1, p2, joinIsOnLeftSide, start, u ) {
 | |
| 
 | |
| 			// param center: End point of the path
 | |
| 			// param p1, p2: Left and right cap points
 | |
| 
 | |
| 			switch ( style.strokeLineCap ) {
 | |
| 
 | |
| 				case 'round':
 | |
| 
 | |
| 					if ( start ) {
 | |
| 
 | |
| 						makeCircularSector( center, p2, p1, u, 0.5 );
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						makeCircularSector( center, p1, p2, u, 0.5 );
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					break;
 | |
| 
 | |
| 				case 'square':
 | |
| 
 | |
| 					if ( start ) {
 | |
| 
 | |
| 						tempV2_1.subVectors( p1, center );
 | |
| 						tempV2_2.set( tempV2_1.y, - tempV2_1.x );
 | |
| 
 | |
| 						tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
 | |
| 						tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
 | |
| 
 | |
| 						// Modify already existing vertices
 | |
| 						if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 							tempV2_3.toArray( vertices, 1 * 3 );
 | |
| 							tempV2_4.toArray( vertices, 0 * 3 );
 | |
| 							tempV2_4.toArray( vertices, 3 * 3 );
 | |
| 
 | |
| 						} else {
 | |
| 
 | |
| 							tempV2_3.toArray( vertices, 1 * 3 );
 | |
| 							// using tempV2_4 to update 3rd vertex if the uv.y of 3rd vertex is 1
 | |
| 							uvs[ 3 * 2 + 1 ] === 1 ? tempV2_4.toArray( vertices, 3 * 3 ) : tempV2_3.toArray( vertices, 3 * 3 );
 | |
| 							tempV2_4.toArray( vertices, 0 * 3 );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						tempV2_1.subVectors( p2, center );
 | |
| 						tempV2_2.set( tempV2_1.y, - tempV2_1.x );
 | |
| 
 | |
| 						tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
 | |
| 						tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
 | |
| 
 | |
| 						const vl = vertices.length;
 | |
| 
 | |
| 						// Modify already existing vertices
 | |
| 						if ( joinIsOnLeftSide ) {
 | |
| 
 | |
| 							tempV2_3.toArray( vertices, vl - 1 * 3 );
 | |
| 							tempV2_4.toArray( vertices, vl - 2 * 3 );
 | |
| 							tempV2_4.toArray( vertices, vl - 4 * 3 );
 | |
| 
 | |
| 						} else {
 | |
| 
 | |
| 							tempV2_4.toArray( vertices, vl - 2 * 3 );
 | |
| 							tempV2_3.toArray( vertices, vl - 1 * 3 );
 | |
| 							tempV2_4.toArray( vertices, vl - 4 * 3 );
 | |
| 
 | |
| 						}
 | |
| 
 | |
| 					}
 | |
| 
 | |
| 					break;
 | |
| 
 | |
| 				case 'butt':
 | |
| 				default:
 | |
| 
 | |
| 					// Nothing to do here
 | |
| 					break;
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		function removeDuplicatedPoints( points ) {
 | |
| 
 | |
| 			// Creates a new array if necessary with duplicated points removed.
 | |
| 			// This does not remove duplicated initial and ending points of a closed path.
 | |
| 
 | |
| 			let dupPoints = false;
 | |
| 			for ( let i = 1, n = points.length - 1; i < n; i ++ ) {
 | |
| 
 | |
| 				if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
 | |
| 
 | |
| 					dupPoints = true;
 | |
| 					break;
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			if ( ! dupPoints ) return points;
 | |
| 
 | |
| 			const newPoints = [];
 | |
| 			newPoints.push( points[ 0 ] );
 | |
| 
 | |
| 			for ( let i = 1, n = points.length - 1; i < n; i ++ ) {
 | |
| 
 | |
| 				if ( points[ i ].distanceTo( points[ i + 1 ] ) >= minDistance ) {
 | |
| 
 | |
| 					newPoints.push( points[ i ] );
 | |
| 
 | |
| 				}
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			newPoints.push( points[ points.length - 1 ] );
 | |
| 
 | |
| 			return newPoints;
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 
 | |
| }
 | |
| 
 | |
| export { SVGLoader };
 |