1969 lines
46 KiB
JavaScript
1969 lines
46 KiB
JavaScript
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author zz85 / http://joshuakoo.com/
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* @author yomboprime / https://yombo.org
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*/
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THREE.SVGLoader = function ( manager ) {
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THREE.Loader.call( this, manager );
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};
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THREE.SVGLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
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constructor: THREE.SVGLoader,
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load: function ( url, onLoad, onProgress, onError ) {
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var scope = this;
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var loader = new THREE.FileLoader( scope.manager );
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loader.setPath( scope.path );
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loader.load( url, function ( text ) {
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onLoad( scope.parse( text ) );
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}, onProgress, onError );
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},
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parse: function ( text ) {
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function parseNode( node, style ) {
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if ( node.nodeType !== 1 ) return;
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var transform = getNodeTransform( node );
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var path = null;
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switch ( node.nodeName ) {
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case 'svg':
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break;
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case 'g':
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style = parseStyle( node, style );
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break;
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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 );
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path = parsePolygonNode( node );
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break;
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case 'polyline':
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style = parseStyle( node, style );
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path = parsePolylineNode( node );
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break;
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case 'circle':
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style = parseStyle( node, style );
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path = parseCircleNode( node );
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break;
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case 'ellipse':
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style = parseStyle( node, style );
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path = parseEllipseNode( node );
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break;
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case 'line':
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style = parseStyle( node, style );
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path = parseLineNode( node );
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break;
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default:
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console.log( node );
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}
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if ( path ) {
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if ( style.fill !== undefined && style.fill !== 'none' ) {
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path.color.setStyle( style.fill );
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}
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transformPath( path, currentTransform );
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paths.push( path );
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path.userData = { node: node, style: style };
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}
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var nodes = node.childNodes;
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for ( var i = 0; i < nodes.length; i ++ ) {
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parseNode( nodes[ i ], style );
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}
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if ( transform ) {
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transformStack.pop();
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if ( transformStack.length > 0 ) {
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currentTransform.copy( transformStack[ transformStack.length - 1 ] );
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} else {
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currentTransform.identity();
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}
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}
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}
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function parsePathNode( node ) {
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var path = new THREE.ShapePath();
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var point = new THREE.Vector2();
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var control = new THREE.Vector2();
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var firstPoint = new THREE.Vector2();
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var isFirstPoint = true;
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var doSetFirstPoint = false;
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var d = node.getAttribute( 'd' );
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// console.log( d );
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var commands = d.match( /[a-df-z][^a-df-z]*/ig );
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for ( var i = 0, l = commands.length; i < l; i ++ ) {
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var command = commands[ i ];
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var type = command.charAt( 0 );
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var data = command.substr( 1 ).trim();
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if ( isFirstPoint === true ) {
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doSetFirstPoint = true;
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isFirstPoint = false;
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}
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switch ( type ) {
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case 'M':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
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point.x = numbers[ j + 0 ];
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point.y = numbers[ j + 1 ];
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control.x = point.x;
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control.y = point.y;
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if ( j === 0 ) {
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path.moveTo( point.x, point.y );
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} else {
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path.lineTo( point.x, point.y );
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}
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'H':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
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point.x = numbers[ j ];
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control.x = point.x;
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control.y = point.y;
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path.lineTo( point.x, point.y );
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'V':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
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point.y = numbers[ j ];
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control.x = point.x;
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control.y = point.y;
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path.lineTo( point.x, point.y );
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'L':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
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point.x = numbers[ j + 0 ];
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point.y = numbers[ j + 1 ];
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control.x = point.x;
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control.y = point.y;
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path.lineTo( point.x, point.y );
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'C':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
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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 ],
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numbers[ j + 4 ],
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numbers[ j + 5 ]
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);
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control.x = numbers[ j + 2 ];
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control.y = numbers[ j + 3 ];
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point.x = numbers[ j + 4 ];
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point.y = numbers[ j + 5 ];
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'S':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
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path.bezierCurveTo(
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getReflection( point.x, control.x ),
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getReflection( point.y, control.y ),
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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 ]
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);
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control.x = numbers[ j + 0 ];
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control.y = numbers[ j + 1 ];
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point.x = numbers[ j + 2 ];
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point.y = numbers[ j + 3 ];
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'Q':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
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path.quadraticCurveTo(
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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 ]
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);
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control.x = numbers[ j + 0 ];
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control.y = numbers[ j + 1 ];
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point.x = numbers[ j + 2 ];
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point.y = numbers[ j + 3 ];
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'T':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
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var rx = getReflection( point.x, control.x );
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var ry = getReflection( point.y, control.y );
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path.quadraticCurveTo(
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rx,
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ry,
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numbers[ j + 0 ],
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numbers[ j + 1 ]
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);
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control.x = rx;
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control.y = ry;
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point.x = numbers[ j + 0 ];
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point.y = numbers[ j + 1 ];
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'A':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
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var start = point.clone();
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point.x = numbers[ j + 5 ];
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point.y = numbers[ j + 6 ];
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control.x = point.x;
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control.y = point.y;
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parseArcCommand(
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path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
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);
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'm':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
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point.x += numbers[ j + 0 ];
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point.y += numbers[ j + 1 ];
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control.x = point.x;
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control.y = point.y;
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if ( j === 0 ) {
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path.moveTo( point.x, point.y );
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} else {
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path.lineTo( point.x, point.y );
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}
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'h':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
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point.x += numbers[ j ];
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control.x = point.x;
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control.y = point.y;
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path.lineTo( point.x, point.y );
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'v':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
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point.y += numbers[ j ];
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control.x = point.x;
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control.y = point.y;
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path.lineTo( point.x, point.y );
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'l':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
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point.x += numbers[ j + 0 ];
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point.y += numbers[ j + 1 ];
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control.x = point.x;
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control.y = point.y;
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path.lineTo( point.x, point.y );
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'c':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
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path.bezierCurveTo(
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point.x + numbers[ j + 0 ],
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point.y + numbers[ j + 1 ],
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point.x + numbers[ j + 2 ],
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point.y + numbers[ j + 3 ],
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point.x + numbers[ j + 4 ],
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point.y + numbers[ j + 5 ]
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);
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control.x = point.x + numbers[ j + 2 ];
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control.y = point.y + numbers[ j + 3 ];
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point.x += numbers[ j + 4 ];
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point.y += numbers[ j + 5 ];
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 's':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
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path.bezierCurveTo(
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getReflection( point.x, control.x ),
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getReflection( point.y, control.y ),
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point.x + numbers[ j + 0 ],
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point.y + numbers[ j + 1 ],
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point.x + numbers[ j + 2 ],
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point.y + numbers[ j + 3 ]
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);
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control.x = point.x + numbers[ j + 0 ];
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control.y = point.y + numbers[ j + 1 ];
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point.x += numbers[ j + 2 ];
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point.y += numbers[ j + 3 ];
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if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
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}
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break;
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case 'q':
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var numbers = parseFloats( data );
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for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
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path.quadraticCurveTo(
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point.x + numbers[ j + 0 ],
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point.y + numbers[ j + 1 ],
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point.x + numbers[ j + 2 ],
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point.y + numbers[ j + 3 ]
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);
|
|||
|
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':
|
|||
|
var numbers = parseFloats( data );
|
|||
|
|
|||
|
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
|
|||
|
|
|||
|
var rx = getReflection( point.x, control.x );
|
|||
|
var 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':
|
|||
|
var numbers = parseFloats( data );
|
|||
|
|
|||
|
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
|
|||
|
|
|||
|
var 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;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* 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 ) {
|
|||
|
|
|||
|
x_axis_rotation = x_axis_rotation * Math.PI / 180;
|
|||
|
|
|||
|
// Ensure radii are positive
|
|||
|
rx = Math.abs( rx );
|
|||
|
ry = Math.abs( ry );
|
|||
|
|
|||
|
// Compute (x1′, y1′)
|
|||
|
var dx2 = ( start.x - end.x ) / 2.0;
|
|||
|
var dy2 = ( start.y - end.y ) / 2.0;
|
|||
|
var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
|
|||
|
var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
|
|||
|
|
|||
|
// Compute (cx′, cy′)
|
|||
|
var rxs = rx * rx;
|
|||
|
var rys = ry * ry;
|
|||
|
var x1ps = x1p * x1p;
|
|||
|
var y1ps = y1p * y1p;
|
|||
|
|
|||
|
// Ensure radii are large enough
|
|||
|
var cr = x1ps / rxs + y1ps / rys;
|
|||
|
|
|||
|
if ( cr > 1 ) {
|
|||
|
|
|||
|
// scale up rx,ry equally so cr == 1
|
|||
|
var s = Math.sqrt( cr );
|
|||
|
rx = s * rx;
|
|||
|
ry = s * ry;
|
|||
|
rxs = rx * rx;
|
|||
|
rys = ry * ry;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
var dq = ( rxs * y1ps + rys * x1ps );
|
|||
|
var pq = ( rxs * rys - dq ) / dq;
|
|||
|
var q = Math.sqrt( Math.max( 0, pq ) );
|
|||
|
if ( large_arc_flag === sweep_flag ) q = - q;
|
|||
|
var cxp = q * rx * y1p / ry;
|
|||
|
var cyp = - q * ry * x1p / rx;
|
|||
|
|
|||
|
// Step 3: Compute (cx, cy) from (cx′, cy′)
|
|||
|
var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
|
|||
|
var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
|
|||
|
|
|||
|
// Step 4: Compute θ1 and Δθ
|
|||
|
var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
|
|||
|
var 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 ) {
|
|||
|
|
|||
|
var dot = ux * vx + uy * vy;
|
|||
|
var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
|
|||
|
var 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 ) {
|
|||
|
|
|||
|
var x = parseFloat( node.getAttribute( 'x' ) || 0 );
|
|||
|
var y = parseFloat( node.getAttribute( 'y' ) || 0 );
|
|||
|
var rx = parseFloat( node.getAttribute( 'rx' ) || 0 );
|
|||
|
var ry = parseFloat( node.getAttribute( 'ry' ) || 0 );
|
|||
|
var w = parseFloat( node.getAttribute( 'width' ) );
|
|||
|
var h = parseFloat( node.getAttribute( 'height' ) );
|
|||
|
|
|||
|
var path = new THREE.ShapePath();
|
|||
|
path.moveTo( x + 2 * rx, y );
|
|||
|
path.lineTo( x + w - 2 * rx, y );
|
|||
|
if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y, x + w, y, x + w, y + 2 * ry );
|
|||
|
path.lineTo( x + w, y + h - 2 * ry );
|
|||
|
if ( rx !== 0 || ry !== 0 ) path.bezierCurveTo( x + w, y + h, x + w, y + h, x + w - 2 * rx, y + h );
|
|||
|
path.lineTo( x + 2 * rx, y + h );
|
|||
|
|
|||
|
if ( rx !== 0 || ry !== 0 ) {
|
|||
|
|
|||
|
path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
path.lineTo( x, y + 2 * ry );
|
|||
|
|
|||
|
if ( rx !== 0 || ry !== 0 ) {
|
|||
|
|
|||
|
path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
return path;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parsePolygonNode( node ) {
|
|||
|
|
|||
|
function iterator( match, a, b ) {
|
|||
|
|
|||
|
var x = parseFloat( a );
|
|||
|
var y = parseFloat( b );
|
|||
|
|
|||
|
if ( index === 0 ) {
|
|||
|
|
|||
|
path.moveTo( x, y );
|
|||
|
|
|||
|
} else {
|
|||
|
|
|||
|
path.lineTo( x, y );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
index ++;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
|
|||
|
|
|||
|
var path = new THREE.ShapePath();
|
|||
|
|
|||
|
var index = 0;
|
|||
|
|
|||
|
node.getAttribute( 'points' ).replace( regex, iterator );
|
|||
|
|
|||
|
path.currentPath.autoClose = true;
|
|||
|
|
|||
|
return path;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parsePolylineNode( node ) {
|
|||
|
|
|||
|
function iterator( match, a, b ) {
|
|||
|
|
|||
|
var x = parseFloat( a );
|
|||
|
var y = parseFloat( b );
|
|||
|
|
|||
|
if ( index === 0 ) {
|
|||
|
|
|||
|
path.moveTo( x, y );
|
|||
|
|
|||
|
} else {
|
|||
|
|
|||
|
path.lineTo( x, y );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
index ++;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
|
|||
|
|
|||
|
var path = new THREE.ShapePath();
|
|||
|
|
|||
|
var index = 0;
|
|||
|
|
|||
|
node.getAttribute( 'points' ).replace( regex, iterator );
|
|||
|
|
|||
|
path.currentPath.autoClose = false;
|
|||
|
|
|||
|
return path;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parseCircleNode( node ) {
|
|||
|
|
|||
|
var x = parseFloat( node.getAttribute( 'cx' ) );
|
|||
|
var y = parseFloat( node.getAttribute( 'cy' ) );
|
|||
|
var r = parseFloat( node.getAttribute( 'r' ) );
|
|||
|
|
|||
|
var subpath = new THREE.Path();
|
|||
|
subpath.absarc( x, y, r, 0, Math.PI * 2 );
|
|||
|
|
|||
|
var path = new THREE.ShapePath();
|
|||
|
path.subPaths.push( subpath );
|
|||
|
|
|||
|
return path;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parseEllipseNode( node ) {
|
|||
|
|
|||
|
var x = parseFloat( node.getAttribute( 'cx' ) );
|
|||
|
var y = parseFloat( node.getAttribute( 'cy' ) );
|
|||
|
var rx = parseFloat( node.getAttribute( 'rx' ) );
|
|||
|
var ry = parseFloat( node.getAttribute( 'ry' ) );
|
|||
|
|
|||
|
var subpath = new THREE.Path();
|
|||
|
subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
|
|||
|
|
|||
|
var path = new THREE.ShapePath();
|
|||
|
path.subPaths.push( subpath );
|
|||
|
|
|||
|
return path;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parseLineNode( node ) {
|
|||
|
|
|||
|
var x1 = parseFloat( node.getAttribute( 'x1' ) );
|
|||
|
var y1 = parseFloat( node.getAttribute( 'y1' ) );
|
|||
|
var x2 = parseFloat( node.getAttribute( 'x2' ) );
|
|||
|
var y2 = parseFloat( node.getAttribute( 'y2' ) );
|
|||
|
|
|||
|
var path = new THREE.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
|
|||
|
|
|||
|
function addStyle( svgName, jsName, adjustFunction ) {
|
|||
|
|
|||
|
if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
|
|||
|
|
|||
|
return v;
|
|||
|
|
|||
|
};
|
|||
|
|
|||
|
if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
|
|||
|
if ( node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function clamp( v ) {
|
|||
|
|
|||
|
return Math.max( 0, Math.min( 1, v ) );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function positive( v ) {
|
|||
|
|
|||
|
return Math.max( 0, v );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
addStyle( 'fill', 'fill' );
|
|||
|
addStyle( 'fill-opacity', 'fillOpacity', 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 );
|
|||
|
|
|||
|
return style;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
|
|||
|
|
|||
|
function getReflection( a, b ) {
|
|||
|
|
|||
|
return a - ( b - a );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parseFloats( string ) {
|
|||
|
|
|||
|
var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
|
|||
|
|
|||
|
for ( var i = 0; i < array.length; i ++ ) {
|
|||
|
|
|||
|
var number = array[ i ];
|
|||
|
|
|||
|
// Handle values like 48.6037.7.8
|
|||
|
// TODO Find a regex for this
|
|||
|
|
|||
|
if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
|
|||
|
|
|||
|
var split = number.split( '.' );
|
|||
|
|
|||
|
for ( var s = 2; s < split.length; s ++ ) {
|
|||
|
|
|||
|
array.splice( i + s - 1, 0, '0.' + split[ s ] );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
array[ i ] = parseFloat( number );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
return array;
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function getNodeTransform( node ) {
|
|||
|
|
|||
|
if ( ! node.hasAttribute( 'transform' ) ) {
|
|||
|
|
|||
|
return null;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
var transform = parseNodeTransform( node );
|
|||
|
|
|||
|
if ( transformStack.length > 0 ) {
|
|||
|
|
|||
|
transform.premultiply( transformStack[ transformStack.length - 1 ] );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
currentTransform.copy( transform );
|
|||
|
transformStack.push( transform );
|
|||
|
|
|||
|
return transform;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function parseNodeTransform( node ) {
|
|||
|
|
|||
|
var transform = new THREE.Matrix3();
|
|||
|
var currentTransform = tempTransform0;
|
|||
|
var transformsTexts = node.getAttribute( 'transform' ).split( ')' );
|
|||
|
|
|||
|
for ( var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
|
|||
|
|
|||
|
var transformText = transformsTexts[ tIndex ].trim();
|
|||
|
|
|||
|
if ( transformText === '' ) continue;
|
|||
|
|
|||
|
var openParPos = transformText.indexOf( '(' );
|
|||
|
var closeParPos = transformText.length;
|
|||
|
|
|||
|
if ( openParPos > 0 && openParPos < closeParPos ) {
|
|||
|
|
|||
|
var transformType = transformText.substr( 0, openParPos );
|
|||
|
|
|||
|
var array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
|
|||
|
|
|||
|
currentTransform.identity();
|
|||
|
|
|||
|
switch ( transformType ) {
|
|||
|
|
|||
|
case "translate":
|
|||
|
|
|||
|
if ( array.length >= 1 ) {
|
|||
|
|
|||
|
var tx = array[ 0 ];
|
|||
|
var ty = tx;
|
|||
|
|
|||
|
if ( array.length >= 2 ) {
|
|||
|
|
|||
|
ty = array[ 1 ];
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
currentTransform.translate( tx, ty );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
break;
|
|||
|
|
|||
|
case "rotate":
|
|||
|
|
|||
|
if ( array.length >= 1 ) {
|
|||
|
|
|||
|
var angle = 0;
|
|||
|
var cx = 0;
|
|||
|
var 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.identity().translate( - cx, - cy );
|
|||
|
tempTransform2.identity().rotate( angle );
|
|||
|
tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
|
|||
|
tempTransform1.identity().translate( cx, cy );
|
|||
|
currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
break;
|
|||
|
|
|||
|
case "scale":
|
|||
|
|
|||
|
if ( array.length >= 1 ) {
|
|||
|
|
|||
|
var scaleX = array[ 0 ];
|
|||
|
var 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 );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
var isRotated = isTransformRotated( m );
|
|||
|
|
|||
|
var subPaths = path.subPaths;
|
|||
|
|
|||
|
for ( var i = 0, n = subPaths.length; i < n; i ++ ) {
|
|||
|
|
|||
|
var subPath = subPaths[ i ];
|
|||
|
var curves = subPath.curves;
|
|||
|
|
|||
|
for ( var j = 0; j < curves.length; j ++ ) {
|
|||
|
|
|||
|
var 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 ) {
|
|||
|
|
|||
|
if ( isRotated ) {
|
|||
|
|
|||
|
console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
tempV2.set( curve.aX, curve.aY );
|
|||
|
transfVec2( tempV2 );
|
|||
|
curve.aX = tempV2.x;
|
|||
|
curve.aY = tempV2.y;
|
|||
|
|
|||
|
curve.xRadius *= getTransformScaleX( m );
|
|||
|
curve.yRadius *= getTransformScaleY( m );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function isTransformRotated( m ) {
|
|||
|
|
|||
|
return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function getTransformScaleX( m ) {
|
|||
|
|
|||
|
var te = m.elements;
|
|||
|
return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
function getTransformScaleY( m ) {
|
|||
|
|
|||
|
var te = m.elements;
|
|||
|
return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
//
|
|||
|
|
|||
|
console.log( 'THREE.SVGLoader' );
|
|||
|
|
|||
|
var paths = [];
|
|||
|
|
|||
|
var transformStack = [];
|
|||
|
|
|||
|
var tempTransform0 = new THREE.Matrix3();
|
|||
|
var tempTransform1 = new THREE.Matrix3();
|
|||
|
var tempTransform2 = new THREE.Matrix3();
|
|||
|
var tempTransform3 = new THREE.Matrix3();
|
|||
|
var tempV2 = new THREE.Vector2();
|
|||
|
var tempV3 = new THREE.Vector3();
|
|||
|
|
|||
|
var currentTransform = new THREE.Matrix3();
|
|||
|
|
|||
|
console.time( 'THREE.SVGLoader: DOMParser' );
|
|||
|
|
|||
|
var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
|
|||
|
|
|||
|
console.timeEnd( 'THREE.SVGLoader: DOMParser' );
|
|||
|
|
|||
|
console.time( 'THREE.SVGLoader: Parse' );
|
|||
|
|
|||
|
parseNode( xml.documentElement, {
|
|||
|
fill: '#000',
|
|||
|
fillOpacity: 1,
|
|||
|
strokeOpacity: 1,
|
|||
|
strokeWidth: 1,
|
|||
|
strokeLineJoin: 'miter',
|
|||
|
strokeLineCap: 'butt',
|
|||
|
strokeMiterLimit: 4
|
|||
|
} );
|
|||
|
|
|||
|
var data = { paths: paths, xml: xml.documentElement };
|
|||
|
|
|||
|
// console.log( paths );
|
|||
|
|
|||
|
|
|||
|
console.timeEnd( 'THREE.SVGLoader: Parse' );
|
|||
|
|
|||
|
return data;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
} );
|
|||
|
|
|||
|
THREE.SVGLoader.getStrokeStyle = function ( 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
|
|||
|
};
|
|||
|
|
|||
|
};
|
|||
|
|
|||
|
THREE.SVGLoader.pointsToStroke = function ( points, style, arcDivisions, minDistance ) {
|
|||
|
|
|||
|
// Generates a stroke with some witdh 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)
|
|||
|
|
|||
|
var vertices = [];
|
|||
|
var normals = [];
|
|||
|
var uvs = [];
|
|||
|
|
|||
|
if ( THREE.SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
|
|||
|
|
|||
|
return null;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
var geometry = new THREE.BufferGeometry();
|
|||
|
geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
|
|||
|
geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
|
|||
|
geometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
|
|||
|
|
|||
|
return geometry;
|
|||
|
|
|||
|
};
|
|||
|
|
|||
|
THREE.SVGLoader.pointsToStrokeWithBuffers = function () {
|
|||
|
|
|||
|
var tempV2_1 = new THREE.Vector2();
|
|||
|
var tempV2_2 = new THREE.Vector2();
|
|||
|
var tempV2_3 = new THREE.Vector2();
|
|||
|
var tempV2_4 = new THREE.Vector2();
|
|||
|
var tempV2_5 = new THREE.Vector2();
|
|||
|
var tempV2_6 = new THREE.Vector2();
|
|||
|
var tempV2_7 = new THREE.Vector2();
|
|||
|
var lastPointL = new THREE.Vector2();
|
|||
|
var lastPointR = new THREE.Vector2();
|
|||
|
var point0L = new THREE.Vector2();
|
|||
|
var point0R = new THREE.Vector2();
|
|||
|
var currentPointL = new THREE.Vector2();
|
|||
|
var currentPointR = new THREE.Vector2();
|
|||
|
var nextPointL = new THREE.Vector2();
|
|||
|
var nextPointR = new THREE.Vector2();
|
|||
|
var innerPoint = new THREE.Vector2();
|
|||
|
var outerPoint = new THREE.Vector2();
|
|||
|
|
|||
|
return function ( 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
|
|||
|
|
|||
|
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 );
|
|||
|
|
|||
|
var numPoints = points.length;
|
|||
|
|
|||
|
if ( numPoints < 2 ) return 0;
|
|||
|
|
|||
|
var isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
|
|||
|
|
|||
|
var currentPoint;
|
|||
|
var previousPoint = points[ 0 ];
|
|||
|
var nextPoint;
|
|||
|
|
|||
|
var strokeWidth2 = style.strokeWidth / 2;
|
|||
|
|
|||
|
var deltaU = 1 / ( numPoints - 1 );
|
|||
|
var u0 = 0;
|
|||
|
|
|||
|
var innerSideModified;
|
|||
|
var joinIsOnLeftSide;
|
|||
|
var isMiter;
|
|||
|
var initialJoinIsOnLeftSide = false;
|
|||
|
|
|||
|
var numVertices = 0;
|
|||
|
var currentCoordinate = vertexOffset * 3;
|
|||
|
var 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 ( var 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
|
|||
|
var 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 );
|
|||
|
|
|||
|
var 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();
|
|||
|
var dot = Math.abs( normal1.dot( tempV2_3 ) );
|
|||
|
|
|||
|
// If path is straight, don't create join
|
|||
|
if ( dot !== 0 ) {
|
|||
|
|
|||
|
// Compute inner and outer segment intersections
|
|||
|
var 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();
|
|||
|
var miterLength2 = tempV2_5.length();
|
|||
|
var segmentLengthPrev = tempV2_4.length();
|
|||
|
tempV2_4.divideScalar( segmentLengthPrev );
|
|||
|
tempV2_6.subVectors( nextPoint, currentPoint );
|
|||
|
var 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:
|
|||
|
|
|||
|
var 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
|
|||
|
|
|||
|
var lastOuter = outerPoint;
|
|||
|
var lastInner = innerPoint;
|
|||
|
|
|||
|
if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
|
|||
|
|
|||
|
lastOuter = innerPoint;
|
|||
|
lastInner = outerPoint;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
if ( joinIsOnLeftSide ) {
|
|||
|
|
|||
|
lastInner.toArray( vertices, 0 * 3 );
|
|||
|
lastInner.toArray( vertices, 3 * 3 );
|
|||
|
|
|||
|
if ( isMiter ) {
|
|||
|
|
|||
|
lastOuter.toArray( vertices, 1 * 3 );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
} else {
|
|||
|
|
|||
|
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();
|
|||
|
|
|||
|
var angle = Math.PI;
|
|||
|
var dot = tempV2_1.dot( tempV2_2 );
|
|||
|
if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
|
|||
|
|
|||
|
angle /= arcDivisions;
|
|||
|
|
|||
|
tempV2_3.copy( p1 );
|
|||
|
|
|||
|
for ( var 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, 1 );
|
|||
|
addVertex( currentPointR, u1, 0 );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
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( nextPointR, u, 0 );
|
|||
|
addVertex( innerPoint, u, 0.5 );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
} 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 );
|
|||
|
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 );
|
|||
|
|
|||
|
var 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_3.toArray( vertices, vl - 2 * 3 );
|
|||
|
tempV2_4.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.
|
|||
|
|
|||
|
var dupPoints = false;
|
|||
|
for ( var i = 1, n = points.length - 1; i < n; i ++ ) {
|
|||
|
|
|||
|
if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
|
|||
|
|
|||
|
dupPoints = true;
|
|||
|
break;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
if ( ! dupPoints ) return points;
|
|||
|
|
|||
|
var newPoints = [];
|
|||
|
newPoints.push( points[ 0 ] );
|
|||
|
|
|||
|
for ( var 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;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
};
|
|||
|
|
|||
|
}();
|