Diff
checker
Text
Text
Bilder
Dokumente
Excel
Ordner
Legal
Enterprise
Desktop-App
Preise
Einloggen
Diffchecker Desktop herunterladen
Texte vergleichen
Finde den Unterschied zwischen zwei Textdateien
Werkzeuge
Verlauf
Live-Editor
Leerzeichen ausblenden
Gleiches ausblenden
Zeilenumbruch aus
Ansicht
Zweispaltig
Einspaltig
Vergleichsgenauigkeit
Intelligent
Wort
Zeichen
Textstile
Darstellung ändern
Syntaxhervorhebung
Syntax auswählen
Ignorieren
Text umwandeln
Zur ersten Änderung
Eingabe bearbeiten
Diffchecker Desktop
Der sicherste Weg, Diffchecker zu nutzen. Hol dir die Desktop-App: Deine Diffs verlassen nie deinen Computer!
Desktop holen
Untitled diff
Erstellt
vor 8 Jahren
Diff läuft nie ab
Löschen
Exportieren
Teilen
Erklären
61 Entfernungen
Zeilen
Gesamt
Entfernt
Zeichen
Gesamt
Entfernt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
1013 Zeilen
Kopieren
98 Hinzufügungen
Zeilen
Gesamt
Hinzugefügt
Zeichen
Gesamt
Hinzugefügt
Um diese Funktion weiterhin zu nutzen, aktualisiere auf
Diff
checker
Pro
Preise anzeigen
1021 Zeilen
Kopieren
/**
/**
* @author mrdoob / http://mrdoob.com/
* @author mrdoob / http://mrdoob.com/
* @author zz85 / http://joshuakoo.com/
* @author zz85 / http://joshuakoo.com/
* @author yomboprime / https://yombo.org
* @author yomboprime / https://yombo.org
*/
*/
THREE.SVGLoader = function ( manager ) {
THREE.SVGLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
};
THREE.SVGLoader.prototype = {
THREE.SVGLoader.prototype = {
constructor: THREE.SVGLoader,
constructor: THREE.SVGLoader,
load: function ( url, onLoad, onProgress, onError ) {
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var scope = this;
var loader = new THREE.FileLoader( scope.manager );
var loader = new THREE.FileLoader( scope.manager );
loader.setPath( scope.path );
loader.setPath( scope.path );
loader.load( url, function ( text ) {
loader.load( url, function ( text ) {
onLoad( scope.parse( text ) );
onLoad( scope.parse( text ) );
}, onProgress, onError );
}, onProgress, onError );
},
},
setPath: function ( value ) {
setPath: function ( value ) {
this.path = value;
this.path = value;
return this;
return this;
},
},
parse: function ( text ) {
parse: function ( text ) {
function parseNode( node, style ) {
function parseNode( node, style ) {
if ( node.nodeType !== 1 ) return;
if ( node.nodeType !== 1 ) return;
Kopieren
Kopiert
Kopieren
Kopiert
var transform
= getNodeTransform( node );
var transform
s
= getNodeTransform( node );
var i = 0;
var path = null;
do {
var path = null;
switch ( node.nodeName ) {
case 'svg':
break;
Kopieren
Kopiert
Kopieren
Kopiert
case 'g':
switch
( node
.nodeName ) {
style = parseStyle
( node
, style );
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
path
':
case '
svg
':
style = parseStyle( node, style );
break;
if ( node.hasAttribute( 'd' ) && isVisible( style ) ) path = parsePathNode( node, style );
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
rect
':
case '
g
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parseRectNode( node, style );
break;
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
polygon
':
case '
path
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if (
isVisible( style ) ) path = parseP
olygon
Node( node, style );
if (
node.hasAttribute( 'd' ) &&
isVisible( style ) ) path = parseP
ath
Node( node, style );
break;
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
polyline
':
case '
rect
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parse
Polyline
Node( node, style );
if ( isVisible( style ) ) path = parse
Rect
Node( node, style );
break;
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
circle
':
case '
polygon
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if ( isVisible( style ) ) path =
parseCircleNode
( node, style );
if ( isVisible( style ) ) path =
parsePolygonNode
( node, style );
break;
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
ellipse
':
case '
polyline
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parse
Ellips
eNode( node, style );
if ( isVisible( style ) ) path = parse
Polylin
eNode( node, style );
break;
break;
Kopieren
Kopiert
Kopieren
Kopiert
case '
line
':
case '
circle
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parse
Lin
eNode( node, style );
if ( isVisible( style ) ) path = parse
Circl
eNode( node, style );
break;
break;
Kopieren
Kopiert
Kopieren
Kopiert
default
:
case 'ellipse'
:
console.log
( node
);
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parseEllipseNode
( node
, style
);
break;
Kopieren
Kopiert
Kopieren
Kopiert
}
case 'line':
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parseLineNode( node, style );
break;
Kopieren
Kopiert
Kopieren
Kopiert
if ( path ) {
default:
console.log( node );
Kopieren
Kopiert
Kopieren
Kopiert
transformPath( path, currentTransform );
}
Kopieren
Kopiert
Kopieren
Kopiert
paths.push
( path )
;
if
( path )
{
Kopieren
Kopiert
Kopieren
Kopiert
}
transformPath( path, currentTransform );
Kopieren
Kopiert
Kopieren
Kopiert
var nodes = node.childNodes
;
paths.push( path )
;
Kopieren
Kopiert
Kopieren
Kopiert
for ( var i = 0; i < nodes.length; i ++ ) {
}
Kopieren
Kopiert
Kopieren
Kopiert
parseNode(
nodes
[ i ], style )
;
var
nodes
= node.childNodes
;
Kopieren
Kopiert
Kopieren
Kopiert
}
for ( var i = 0; i < nodes.length; i ++ ) {
Kopieren
Kopiert
Kopieren
Kopiert
if ( transform ) {
parseNode( nodes[ i ], style );
Kopieren
Kopiert
Kopieren
Kopiert
currentTransform.copy( transformStack.pop() );
}
Kopieren
Kopiert
Kopieren
Kopiert
if ( transforms ) {
transform = transforms[i];
currentTransform.copy( transformStack.pop() );
}
i++;
}
}
Kopieren
Kopiert
Kopieren
Kopiert
while (transforms && i < transforms.length)
}
}
function parsePathNode( node, style ) {
function parsePathNode( node, style ) {
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.color.setStyle( style.fill );
path.color.setStyle( style.fill );
var point = new THREE.Vector2();
var point = new THREE.Vector2();
var control = new THREE.Vector2();
var control = new THREE.Vector2();
var firstPoint = new THREE.Vector2();
var firstPoint = new THREE.Vector2();
var isFirstPoint = true;
var isFirstPoint = true;
var doSetFirstPoint = false;
var doSetFirstPoint = false;
var d = node.getAttribute( 'd' );
var d = node.getAttribute( 'd' );
// console.log( d );
// console.log( d );
var commands = d.match( /[a-df-z][^a-df-z]*/ig );
var commands = d.match( /[a-df-z][^a-df-z]*/ig );
for ( var i = 0, l = commands.length; i < l; i ++ ) {
for ( var i = 0, l = commands.length; i < l; i ++ ) {
var command = commands[ i ];
var command = commands[ i ];
var type = command.charAt( 0 );
var type = command.charAt( 0 );
var data = command.substr( 1 ).trim();
var data = command.substr( 1 ).trim();
if ( isFirstPoint ) {
if ( isFirstPoint ) {
doSetFirstPoint = true;
doSetFirstPoint = true;
}
}
isFirstPoint = false;
isFirstPoint = false;
switch ( type ) {
switch ( type ) {
case 'M':
case 'M':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
point.x = numbers[ j + 0 ];
point.x = numbers[ j + 0 ];
point.y = numbers[ j + 1 ];
point.y = numbers[ j + 1 ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
if ( j === 0 ) {
if ( j === 0 ) {
path.moveTo( point.x, point.y );
path.moveTo( point.x, point.y );
} else {
} else {
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
}
}
break;
break;
case 'H':
case 'H':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
point.x = numbers[ j ];
point.x = numbers[ j ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
break;
break;
case 'V':
case 'V':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
point.y = numbers[ j ];
point.y = numbers[ j ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
break;
break;
case 'L':
case 'L':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
point.x = numbers[ j + 0 ];
point.x = numbers[ j + 0 ];
point.y = numbers[ j + 1 ];
point.y = numbers[ j + 1 ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
break;
break;
case 'C':
case 'C':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
path.bezierCurveTo(
path.bezierCurveTo(
numbers[ j + 0 ],
numbers[ j + 0 ],
numbers[ j + 1 ],
numbers[ j + 1 ],
numbers[ j + 2 ],
numbers[ j + 2 ],
numbers[ j + 3 ],
numbers[ j + 3 ],
numbers[ j + 4 ],
numbers[ j + 4 ],
numbers[ j + 5 ]
numbers[ j + 5 ]
);
);
control.x = numbers[ j + 2 ];
control.x = numbers[ j + 2 ];
control.y = numbers[ j + 3 ];
control.y = numbers[ j + 3 ];
point.x = numbers[ j + 4 ];
point.x = numbers[ j + 4 ];
point.y = numbers[ j + 5 ];
point.y = numbers[ j + 5 ];
}
}
break;
break;
case 'S':
case 'S':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
path.bezierCurveTo(
path.bezierCurveTo(
getReflection( point.x, control.x ),
getReflection( point.x, control.x ),
getReflection( point.y, control.y ),
getReflection( point.y, control.y ),
numbers[ j + 0 ],
numbers[ j + 0 ],
numbers[ j + 1 ],
numbers[ j + 1 ],
numbers[ j + 2 ],
numbers[ j + 2 ],
numbers[ j + 3 ]
numbers[ j + 3 ]
);
);
control.x = numbers[ j + 0 ];
control.x = numbers[ j + 0 ];
control.y = numbers[ j + 1 ];
control.y = numbers[ j + 1 ];
point.x = numbers[ j + 2 ];
point.x = numbers[ j + 2 ];
point.y = numbers[ j + 3 ];
point.y = numbers[ j + 3 ];
}
}
break;
break;
case 'Q':
case 'Q':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
path.quadraticCurveTo(
path.quadraticCurveTo(
numbers[ j + 0 ],
numbers[ j + 0 ],
numbers[ j + 1 ],
numbers[ j + 1 ],
numbers[ j + 2 ],
numbers[ j + 2 ],
numbers[ j + 3 ]
numbers[ j + 3 ]
);
);
control.x = numbers[ j + 0 ];
control.x = numbers[ j + 0 ];
control.y = numbers[ j + 1 ];
control.y = numbers[ j + 1 ];
point.x = numbers[ j + 2 ];
point.x = numbers[ j + 2 ];
point.y = numbers[ j + 3 ];
point.y = numbers[ j + 3 ];
}
}
break;
break;
case 'T':
case 'T':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
var rx = getReflection( point.x, control.x );
var rx = getReflection( point.x, control.x );
var ry = getReflection( point.y, control.y );
var ry = getReflection( point.y, control.y );
path.quadraticCurveTo(
path.quadraticCurveTo(
rx,
rx,
ry,
ry,
numbers[ j + 0 ],
numbers[ j + 0 ],
numbers[ j + 1 ]
numbers[ j + 1 ]
);
);
control.x = rx;
control.x = rx;
control.y = ry;
control.y = ry;
point.x = numbers[ j + 0 ];
point.x = numbers[ j + 0 ];
point.y = numbers[ j + 1 ];
point.y = numbers[ j + 1 ];
}
}
break;
break;
case 'A':
case 'A':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
var start = point.clone();
var start = point.clone();
point.x = numbers[ j + 5 ];
point.x = numbers[ j + 5 ];
point.y = numbers[ j + 6 ];
point.y = numbers[ j + 6 ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
parseArcCommand(
parseArcCommand(
path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
);
);
}
}
break;
break;
//
//
case 'm':
case 'm':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
point.x += numbers[ j + 0 ];
point.x += numbers[ j + 0 ];
point.y += numbers[ j + 1 ];
point.y += numbers[ j + 1 ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
if ( j === 0 ) {
if ( j === 0 ) {
path.moveTo( point.x, point.y );
path.moveTo( point.x, point.y );
} else {
} else {
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
}
}
break;
break;
case 'h':
case 'h':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
point.x += numbers[ j ];
point.x += numbers[ j ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
break;
break;
case 'v':
case 'v':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
for ( var j = 0, jl = numbers.length; j < jl; j ++ ) {
point.y += numbers[ j ];
point.y += numbers[ j ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
break;
break;
case 'l':
case 'l':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
point.x += numbers[ j + 0 ];
point.x += numbers[ j + 0 ];
point.y += numbers[ j + 1 ];
point.y += numbers[ j + 1 ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
path.lineTo( point.x, point.y );
path.lineTo( point.x, point.y );
}
}
break;
break;
case 'c':
case 'c':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) {
path.bezierCurveTo(
path.bezierCurveTo(
point.x + numbers[ j + 0 ],
point.x + numbers[ j + 0 ],
point.y + numbers[ j + 1 ],
point.y + numbers[ j + 1 ],
point.x + numbers[ j + 2 ],
point.x + numbers[ j + 2 ],
point.y + numbers[ j + 3 ],
point.y + numbers[ j + 3 ],
point.x + numbers[ j + 4 ],
point.x + numbers[ j + 4 ],
point.y + numbers[ j + 5 ]
point.y + numbers[ j + 5 ]
);
);
control.x = point.x + numbers[ j + 2 ];
control.x = point.x + numbers[ j + 2 ];
control.y = point.y + numbers[ j + 3 ];
control.y = point.y + numbers[ j + 3 ];
point.x += numbers[ j + 4 ];
point.x += numbers[ j + 4 ];
point.y += numbers[ j + 5 ];
point.y += numbers[ j + 5 ];
}
}
break;
break;
case 's':
case 's':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
path.bezierCurveTo(
path.bezierCurveTo(
getReflection( point.x, control.x ),
getReflection( point.x, control.x ),
getReflection( point.y, control.y ),
getReflection( point.y, control.y ),
point.x + numbers[ j + 0 ],
point.x + numbers[ j + 0 ],
point.y + numbers[ j + 1 ],
point.y + numbers[ j + 1 ],
point.x + numbers[ j + 2 ],
point.x + numbers[ j + 2 ],
point.y + numbers[ j + 3 ]
point.y + numbers[ j + 3 ]
);
);
control.x = point.x + numbers[ j + 0 ];
control.x = point.x + numbers[ j + 0 ];
control.y = point.y + numbers[ j + 1 ];
control.y = point.y + numbers[ j + 1 ];
point.x += numbers[ j + 2 ];
point.x += numbers[ j + 2 ];
point.y += numbers[ j + 3 ];
point.y += numbers[ j + 3 ];
}
}
break;
break;
case 'q':
case 'q':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) {
path.quadraticCurveTo(
path.quadraticCurveTo(
point.x + numbers[ j + 0 ],
point.x + numbers[ j + 0 ],
point.y + numbers[ j + 1 ],
point.y + numbers[ j + 1 ],
point.x + numbers[ j + 2 ],
point.x + numbers[ j + 2 ],
point.y + numbers[ j + 3 ]
point.y + numbers[ j + 3 ]
);
);
control.x = point.x + numbers[ j + 0 ];
control.x = point.x + numbers[ j + 0 ];
control.y = point.y + numbers[ j + 1 ];
control.y = point.y + numbers[ j + 1 ];
point.x += numbers[ j + 2 ];
point.x += numbers[ j + 2 ];
point.y += numbers[ j + 3 ];
point.y += numbers[ j + 3 ];
}
}
break;
break;
case 't':
case 't':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
var rx = getReflection( point.x, control.x );
var rx = getReflection( point.x, control.x );
var ry = getReflection( point.y, control.y );
var ry = getReflection( point.y, control.y );
path.quadraticCurveTo(
path.quadraticCurveTo(
rx,
rx,
ry,
ry,
point.x + numbers[ j + 0 ],
point.x + numbers[ j + 0 ],
point.y + numbers[ j + 1 ]
point.y + numbers[ j + 1 ]
);
);
control.x = rx;
control.x = rx;
control.y = ry;
control.y = ry;
point.x = point.x + numbers[ j + 0 ];
point.x = point.x + numbers[ j + 0 ];
point.y = point.y + numbers[ j + 1 ];
point.y = point.y + numbers[ j + 1 ];
}
}
break;
break;
case 'a':
case 'a':
var numbers = parseFloats( data );
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
var start = point.clone();
var start = point.clone();
point.x += numbers[ j + 5 ];
point.x += numbers[ j + 5 ];
point.y += numbers[ j + 6 ];
point.y += numbers[ j + 6 ];
control.x = point.x;
control.x = point.x;
control.y = point.y;
control.y = point.y;
parseArcCommand(
parseArcCommand(
path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
);
);
}
}
break;
break;
//
//
case 'Z':
case 'Z':
case 'z':
case 'z':
path.currentPath.autoClose = true;
path.currentPath.autoClose = true;
if ( path.currentPath.curves.length > 0 ) {
if ( path.currentPath.curves.length > 0 ) {
// Reset point to beginning of Path
// Reset point to beginning of Path
point.copy( firstPoint );
point.copy( firstPoint );
path.currentPath.currentPoint.copy( point );
path.currentPath.currentPoint.copy( point );
isFirstPoint = true;
isFirstPoint = true;
}
}
break;
break;
default:
default:
console.warn( command );
console.warn( command );
}
}
// console.log( type, parseFloats( data ), parseFloats( data ).length )
// console.log( type, parseFloats( data ), parseFloats( data ).length )
if ( doSetFirstPoint ) {
if ( doSetFirstPoint ) {
firstPoint.copy( point );
firstPoint.copy( point );
doSetFirstPoint = false;
doSetFirstPoint = false;
}
}
}
}
return path;
return path;
}
}
/**
/**
* https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
* 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
* https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
* From
* From
* rx ry x-axis-rotation large-arc-flag sweep-flag x y
* rx ry x-axis-rotation large-arc-flag sweep-flag x y
* To
* To
* aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
* aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
*/
*/
function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
x_axis_rotation = x_axis_rotation * Math.PI / 180;
x_axis_rotation = x_axis_rotation * Math.PI / 180;
// Ensure radii are positive
// Ensure radii are positive
rx = Math.abs( rx );
rx = Math.abs( rx );
ry = Math.abs( ry );
ry = Math.abs( ry );
// Compute (x1′, y1′)
// Compute (x1′, y1′)
var dx2 = ( start.x - end.x ) / 2.0;
var dx2 = ( start.x - end.x ) / 2.0;
var dy2 = ( start.y - end.y ) / 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 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;
var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
// Compute (cx′, cy′)
// Compute (cx′, cy′)
var rxs = rx * rx;
var rxs = rx * rx;
var rys = ry * ry;
var rys = ry * ry;
var x1ps = x1p * x1p;
var x1ps = x1p * x1p;
var y1ps = y1p * y1p;
var y1ps = y1p * y1p;
// Ensure radii are large enough
// Ensure radii are large enough
var cr = x1ps / rxs + y1ps / rys;
var cr = x1ps / rxs + y1ps / rys;
if ( cr > 1 ) {
if ( cr > 1 ) {
// scale up rx,ry equally so cr == 1
// scale up rx,ry equally so cr == 1
var s = Math.sqrt( cr );
var s = Math.sqrt( cr );
rx = s * rx;
rx = s * rx;
ry = s * ry;
ry = s * ry;
rxs = rx * rx;
rxs = rx * rx;
rys = ry * ry;
rys = ry * ry;
}
}
var dq = ( rxs * y1ps + rys * x1ps );
var dq = ( rxs * y1ps + rys * x1ps );
var pq = ( rxs * rys - dq ) / dq;
var pq = ( rxs * rys - dq ) / dq;
var q = Math.sqrt( Math.max( 0, pq ) );
var q = Math.sqrt( Math.max( 0, pq ) );
if ( large_arc_flag === sweep_flag ) q = - q;
if ( large_arc_flag === sweep_flag ) q = - q;
var cxp = q * rx * y1p / ry;
var cxp = q * rx * y1p / ry;
var cyp = - q * ry * x1p / rx;
var cyp = - q * ry * x1p / rx;
// Step 3: Compute (cx, cy) from (cx′, cy′)
// 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 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;
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
// Step 4: Compute θ1 and Δθ
var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
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 );
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 );
path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
}
}
function svgAngle( ux, uy, vx, vy ) {
function svgAngle( ux, uy, vx, vy ) {
var dot = ux * vx + uy * vy;
var dot = ux * vx + uy * vy;
var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * 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
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;
if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
return ang;
return ang;
}
}
/*
/*
* According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
* 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
* rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
*/
*/
function parseRectNode( node, style ) {
function parseRectNode( node, style ) {
var x = parseFloat( node.getAttribute( 'x' ) || 0 );
var x = parseFloat( node.getAttribute( 'x' ) || 0 );
var y = parseFloat( node.getAttribute( 'y' ) || 0 );
var y = parseFloat( node.getAttribute( 'y' ) || 0 );
var rx = parseFloat( node.getAttribute( 'rx' ) || 0 );
var rx = parseFloat( node.getAttribute( 'rx' ) || 0 );
var ry = parseFloat( node.getAttribute( 'ry' ) || 0 );
var ry = parseFloat( node.getAttribute( 'ry' ) || 0 );
var w = parseFloat( node.getAttribute( 'width' ) );
var w = parseFloat( node.getAttribute( 'width' ) );
var h = parseFloat( node.getAttribute( 'height' ) );
var h = parseFloat( node.getAttribute( 'height' ) );
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.color.setStyle( style.fill );
path.color.setStyle( style.fill );
path.moveTo( x + 2 * rx, y );
path.moveTo( x + 2 * rx, y );
path.lineTo( x + w - 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 );
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 );
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 );
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 );
path.lineTo( x + 2 * rx, y + h );
if ( rx !== 0 || ry !== 0 ) {
if ( rx !== 0 || ry !== 0 ) {
path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
path.bezierCurveTo( x, y + h, x, y + h, x, y + h - 2 * ry );
}
}
path.lineTo( x, y + 2 * ry );
path.lineTo( x, y + 2 * ry );
if ( rx !== 0 || ry !== 0 ) {
if ( rx !== 0 || ry !== 0 ) {
path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
path.bezierCurveTo( x, y, x, y, x + 2 * rx, y );
}
}
return path;
return path;
}
}
function parsePolygonNode( node, style ) {
function parsePolygonNode( node, style ) {
function iterator( match, a, b ) {
function iterator( match, a, b ) {
var x = parseFloat( a );
var x = parseFloat( a );
var y = parseFloat( b );
var y = parseFloat( b );
if ( index === 0 ) {
if ( index === 0 ) {
path.moveTo( x, y );
path.moveTo( x, y );
} else {
} else {
path.lineTo( x, y );
path.lineTo( x, y );
}
}
index ++;
index ++;
}
}
var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.color.setStyle( style.fill );
path.color.setStyle( style.fill );
var index = 0;
var index = 0;
node.getAttribute( 'points' ).replace(regex, iterator);
node.getAttribute( 'points' ).replace(regex, iterator);
path.currentPath.autoClose = true;
path.currentPath.autoClose = true;
return path;
return path;
}
}
function parsePolylineNode( node, style ) {
function parsePolylineNode( node, style ) {
function iterator( match, a, b ) {
function iterator( match, a, b ) {
var x = parseFloat( a );
var x = parseFloat( a );
var y = parseFloat( b );
var y = parseFloat( b );
if ( index === 0 ) {
if ( index === 0 ) {
path.moveTo( x, y );
path.moveTo( x, y );
} else {
} else {
path.lineTo( x, y );
path.lineTo( x, y );
}
}
index ++;
index ++;
}
}
var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
var regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.color.setStyle( style.fill );
path.color.setStyle( style.fill );
var index = 0;
var index = 0;
node.getAttribute( 'points' ).replace(regex, iterator);
node.getAttribute( 'points' ).replace(regex, iterator);
path.currentPath.autoClose = false;
path.currentPath.autoClose = false;
return path;
return path;
}
}
function parseCircleNode( node, style ) {
function parseCircleNode( node, style ) {
var x = parseFloat( node.getAttribute( 'cx' ) );
var x = parseFloat( node.getAttribute( 'cx' ) );
var y = parseFloat( node.getAttribute( 'cy' ) );
var y = parseFloat( node.getAttribute( 'cy' ) );
var r = parseFloat( node.getAttribute( 'r' ) );
var r = parseFloat( node.getAttribute( 'r' ) );
var subpath = new THREE.Path();
var subpath = new THREE.Path();
subpath.absarc( x, y, r, 0, Math.PI * 2 );
subpath.absarc( x, y, r, 0, Math.PI * 2 );
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.color.setStyle( style.fill );
path.color.setStyle( style.fill );
path.subPaths.push( subpath );
path.subPaths.push( subpath );
return path;
return path;
}
}
function parseEllipseNode( node, style ) {
function parseEllipseNode( node, style ) {
var x = parseFloat( node.getAttribute( 'cx' ) );
var x = parseFloat( node.getAttribute( 'cx' ) );
var y = parseFloat( node.getAttribute( 'cy' ) );
var y = parseFloat( node.getAttribute( 'cy' ) );
var rx = parseFloat( node.getAttribute( 'rx' ) );
var rx = parseFloat( node.getAttribute( 'rx' ) );
var ry = parseFloat( node.getAttribute( 'ry' ) );
var ry = parseFloat( node.getAttribute( 'ry' ) );
var subpath = new THREE.Path();
var subpath = new THREE.Path();
subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.color.setStyle( style.fill );
path.color.setStyle( style.fill );
path.subPaths.push( subpath );
path.subPaths.push( subpath );
return path;
return path;
}
}
function parseLineNode( node, style ) {
function parseLineNode( node, style ) {
var x1 = parseFloat( node.getAttribute( 'x1' ) );
var x1 = parseFloat( node.getAttribute( 'x1' ) );
var y1 = parseFloat( node.getAttribute( 'y1' ) );
var y1 = parseFloat( node.getAttribute( 'y1' ) );
var x2 = parseFloat( node.getAttribute( 'x2' ) );
var x2 = parseFloat( node.getAttribute( 'x2' ) );
var y2 = parseFloat( node.getAttribute( 'y2' ) );
var y2 = parseFloat( node.getAttribute( 'y2' ) );
var path = new THREE.ShapePath();
var path = new THREE.ShapePath();
path.moveTo( x1, y1 );
path.moveTo( x1, y1 );
path.lineTo( x2, y2 );
path.lineTo( x2, y2 );
path.currentPath.autoClose = false;
path.currentPath.autoClose = false;
return path;
return path;
}
}
//
//
function parseStyle( node, style ) {
function parseStyle( node, style ) {
style = Object.assign( {}, style ); // clone style
style = Object.assign( {}, style ); // clone style
if ( node.hasAttribute( 'fill' ) ) style.fill = node.getAttribute( 'fill' );
if ( node.hasAttribute( 'fill' ) ) style.fill = node.getAttribute( 'fill' );
if ( node.style.fill !== '' ) style.fill = node.style.fill;
if ( node.style.fill !== '' ) style.fill = node.style.fill;
return style;
return style;
}
}
function isVisible( style ) {
function isVisible( style ) {
return style.fill !== 'none' && style.fill !== 'transparent';
return style.fill !== 'none' && style.fill !== 'transparent';
}
}
// http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
// http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
function getReflection( a, b ) {
function getReflection( a, b ) {
return a - ( b - a );
return a - ( b - a );
}
}
function parseFloats( string ) {
function parseFloats( string ) {
var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
for ( var i = 0; i < array.length; i ++ ) {
for ( var i = 0; i < array.length; i ++ ) {
var number = array[ i ];
var number = array[ i ];
// Handle values like 48.6037.7.8
// Handle values like 48.6037.7.8
// TODO Find a regex for this
// TODO Find a regex for this
if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
if ( number.indexOf( '.' ) !== number.lastIndexOf( '.' ) ) {
var split = number.split( '.' );
var split = number.split( '.' );
for ( var s = 2; s < split.length; s ++ ) {
for ( var s = 2; s < split.length; s ++ ) {
array.splice( i + s - 1, 0, '0.' + split[ s ] );
array.splice( i + s - 1, 0, '0.' + split[ s ] );
}
}
}
}
array[ i ] = parseFloat( number );
array[ i ] = parseFloat( number );
}
}
return array;
return array;
}
}
function getNodeTransform( node ) {
function getNodeTransform( node ) {
if ( ! node.hasAttribute( 'transform' ) ) {
if ( ! node.hasAttribute( 'transform' ) ) {
return null;
return null;
}
}
Kopieren
Kopiert
Kopieren
Kopiert
var transform
= parseTransformNode( node );
var transform
s
= parseTransformNode( node );
Kopieren
Kopiert
Kopieren
Kopiert
if ( transform
) {
if ( transform
s ) {
for (i = 0; i < transforms.length; i++) {
transform = transforms[i];
if ( transformStack.length > 0 ) {
transform.premultiply( transformStack[ transformStack.length - 1 ] );
}
Kopieren
Kopiert
Kopieren
Kopiert
if
( transform
Stack.length > 0 ) {
currentTransform.copy
( transform
);
transform.premultiply( transformStack[
transform
Stack.length - 1 ]
);
transformStack.push(
transform
);
}
}
Kopieren
Kopiert
Kopieren
Kopiert
}
currentTransform.copy( transform );
transformStack.push( transform );
}
Kopieren
Kopiert
Kopieren
Kopiert
return transform
;
return transform
s
;
}
}
function parseTransformNode( node ) {
function parseTransformNode( node ) {
Kopieren
Kopiert
Kopieren
Kopiert
var transformAttr = node.getAttribute( 'transform' );
var transformAttr = node.getAttribute( 'transform' );
var
transform
=
null
;
var
SearchPos
=
0
;
var openParPos = transformAttr.indexOf( "("
);
var openParPos = transformAttr.indexOf( "("
, SearchPos
);
var closeParPos = transformAttr.indexOf( ")" );
var closeParPos = transformAttr.indexOf( ")" );
Kopieren
Kopiert
Kopieren
Kopiert
if
( openParPos > 0 && openParPos < closeParPos ) {
var transforms = [];
while
( openParPos > 0 && openParPos < closeParPos ) {
var transformType = transformAttr.substr(
0
, openParPos
);
var transform = null;
var transformType = transformAttr.substr(
SearchPos
, openParPos
-SearchPos).trim(
);
var array = parseFloats( transformAttr.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
var array = parseFloats( transformAttr.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
switch ( transformType ) {
switch ( transformType ) {
case "translate":
case "translate":
if ( array.length >= 1 ) {
if ( array.length >= 1 ) {
transform = new THREE.Matrix3();
transform = new THREE.Matrix3();
var tx = array[ 0 ];
var tx = array[ 0 ];
var ty = tx;
var ty = tx;
if ( array.length >= 2 ) {
if ( array.length >= 2 ) {
ty = array[ 1 ];
ty = array[ 1 ];
}
}
transform.translate( tx, ty );
transform.translate( tx, ty );
}
}
break;
break;
case "rotate":
case "rotate":
if ( array.length >= 1 ) {
if ( array.length >= 1 ) {
var angle = 0;
var angle = 0;
var cx = 0;
var cx = 0;
var cy = 0;
var cy = 0;
transform = new THREE.Matrix3();
transform = new THREE.Matrix3();
// Angle
// Angle
angle = - array[ 0 ] * Math.PI / 180;
angle = - array[ 0 ] * Math.PI / 180;
if ( array.length >= 3 ) {
if ( array.length >= 3 ) {
// Center x, y
// Center x, y
cx = array[ 1 ];
cx = array[ 1 ];
cy = array[ 2 ];
cy = array[ 2 ];
}
}
// Rotate around center (cx, cy)
// Rotate around center (cx, cy)
tempTransform1.identity().translate( -cx, -cy );
tempTransform1.identity().translate( -cx, -cy );
tempTransform2.identity().rotate( angle );
tempTransform2.identity().rotate( angle );
tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
tempTransform1.identity().translate( cx, cy );
tempTransform1.identity().translate( cx, cy );
transform.multiplyMatrices( tempTransform1, tempTransform3 );
transform.multiplyMatrices( tempTransform1, tempTransform3 );
}
}
break;
break;
case "scale":
case "scale":
if ( array.length >= 1 ) {
if ( array.length >= 1 ) {
transform = new THREE.Matrix3();
transform = new THREE.Matrix3();
var scaleX = array[ 0 ];
var scaleX = array[ 0 ];
var scaleY = scaleX;
var scaleY = scaleX;
if ( array.length >= 2 ) {
if ( array.length >= 2 ) {
scaleY = array[ 1 ];
scaleY = array[ 1 ];
}
}
transform.scale( scaleX, scaleY );
transform.scale( scaleX, scaleY );
}
}
break;
break;
case "skewX":
case "skewX":
if ( array.length === 1 ) {
if ( array.length === 1 ) {
transform = new THREE.Matrix3();
transform = new THREE.Matrix3();
transform.set(
transform.set(
1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
0, 1, 0,
0, 1, 0,
0, 0, 1
0, 0, 1
);
);
}
}
break;
break;
case "skewY":
case "skewY":
if ( array.length === 1 ) {
if ( array.length === 1 ) {
transform = new THREE.Matrix3();
transform = new THREE.Matrix3();
transform.set(
transform.set(
1, 0, 0,
1, 0, 0,
Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
0, 0, 1
0, 0, 1
);
);
}
}
break;
break;
case "matrix":
case "matrix":
if ( array.length === 6 ) {
if ( array.length === 6 ) {
transform = new THREE.Matrix3();
transform = new THREE.Matrix3();
transform.set(
transform.set(
array[ 0 ], array[ 2 ], array[ 4 ],
array[ 0 ], array[ 2 ], array[ 4 ],
array[ 1 ], array[ 3 ], array[ 5 ],
array[ 1 ], array[ 3 ], array[ 5 ],
0, 0, 1
0, 0, 1
);
);
}
}
break;
break;
}
}
Kopieren
Kopiert
Kopieren
Kopiert
if (transform)
transforms.push(transform);
var SearchPos = closeParPos + 1;
var openParPos = transformAttr.indexOf( "(" , SearchPos);
var closeParPos = transformAttr.indexOf( ")", SearchPos);
}
}
Kopieren
Kopiert
Kopieren
Kopiert
return transform
;
return transform
s
;
}
}
function transformPath( path, m ) {
function transformPath( path, m ) {
function transfVec2( v2 ) {
function transfVec2( v2 ) {
tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
v2.set( tempV3.x, tempV3.y );
v2.set( tempV3.x, tempV3.y );
}
}
var isRotated = isTransformRotated( m );
var isRotated = isTransformRotated( m );
var tempV2 = new THREE.Vector2();
var tempV2 = new THREE.Vector2();
var tempV3 = new THREE.Vector3();
var tempV3 = new THREE.Vector3();
var subPaths = path.subPaths;
var subPaths = path.subPaths;
for ( var i = 0, n = subPaths.length; i < n; i++ ) {
for ( var i = 0, n = subPaths.length; i < n; i++ ) {
var subPath = subPaths[ i ];
var subPath = subPaths[ i ];
var curves = subPath.curves;
var curves = subPath.curves;
for ( var j = 0; j < curves.length; j++ ) {
for ( var j = 0; j < curves.length; j++ ) {
var curve = curves[ j ];
var curve = curves[ j ];
if ( curve.isLineCurve ) {
if ( curve.isLineCurve ) {
transfVec2( curve.v1 );
transfVec2( curve.v1 );
transfVec2( curve.v2 );
transfVec2( curve.v2 );
} else if ( curve.isCubicBezierCurve ) {
} else if ( curve.isCubicBezierCurve ) {
transfVec2( curve.v0 );
transfVec2( curve.v0 );
transfVec2( curve.v1 );
transfVec2( curve.v1 );
transfVec2( curve.v2 );
transfVec2( curve.v2 );
transfVec2( curve.v3 );
transfVec2( curve.v3 );
} else if ( curve.isQuadraticBezierCurve ) {
} else if ( curve.isQuadraticBezierCurve ) {
transfVec2( curve.v0 );
transfVec2( curve.v0 );
transfVec2( curve.v1 );
transfVec2( curve.v1 );
transfVec2( curve.v2 );
transfVec2( curve.v2 );
} else if ( curve.isEllipseCurve ) {
} else if ( curve.isEllipseCurve ) {
if ( isRotated ) {
if ( isRotated ) {
console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
console.warn( "SVGLoader: Elliptic arc or ellipse rotation or skewing is not implemented." );
}
}
tempV2.set( curve.aX, curve.aY );
tempV2.set( curve.aX, curve.aY );
transfVec2( tempV2 );
transfVec2( tempV2 );
curve.aX = tempV2.x;
curve.aX = tempV2.x;
curve.aY = tempV2.y;
curve.aY = tempV2.y;
curve.xRadius *= getTransformScaleX( m );
curve.xRadius *= getTransformScaleX( m );
curve.yRadius *= getTransformScaleY( m );
curve.yRadius *= getTransformScaleY( m );
}
}
}
}
}
}
}
}
function isTransformRotated( m ) {
function isTransformRotated( m ) {
return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
return m.elements[ 1 ] !== 0 || m.elements[ 3 ] !== 0;
}
}
function getTransformScaleX( m ) {
function getTransformScaleX( m ) {
var te = m.elements;
var te = m.elements;
return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] )
return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] )
}
}
function getTransformScaleY( m ) {
function getTransformScaleY( m ) {
var te = m.elements;
var te = m.elements;
return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] )
return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] )
}
}
//
//
console.log( 'THREE.SVGLoader' );
console.log( 'THREE.SVGLoader' );
var paths = [];
var paths = [];
var transformStack = [];
var transformStack = [];
var tempTransform1 = new THREE.Matrix3();
var tempTransform1 = new THREE.Matrix3();
var tempTransform2 = new THREE.Matrix3();
var tempTransform2 = new THREE.Matrix3();
var tempTransform3 = new THREE.Matrix3();
var tempTransform3 = new THREE.Matrix3();
var currentTransform = new THREE.Matrix3();
var currentTransform = new THREE.Matrix3();
console.time( 'THREE.SVGLoader: DOMParser' );
console.time( 'THREE.SVGLoader: DOMParser' );
var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
var xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
console.timeEnd( 'THREE.SVGLoader: DOMParser' );
console.timeEnd( 'THREE.SVGLoader: DOMParser' );
console.time( 'THREE.SVGLoader: Parse' );
console.time( 'THREE.SVGLoader: Parse' );
parseNode( xml.documentElement, { fill: '#000' } );
parseNode( xml.documentElement, { fill: '#000' } );
// console.log( paths );
// console.log( paths );
console.timeEnd( 'THREE.SVGLoader: Parse' );
console.timeEnd( 'THREE.SVGLoader: Parse' );
return paths;
return paths;
}
}
};
};
Gespeicherte Diffs
Originaltext
Datei öffnen
/** * @author mrdoob / http://mrdoob.com/ * @author zz85 / http://joshuakoo.com/ * @author yomboprime / https://yombo.org */ THREE.SVGLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; }; THREE.SVGLoader.prototype = { constructor: THREE.SVGLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new THREE.FileLoader( scope.manager ); loader.setPath( scope.path ); loader.load( url, function ( text ) { onLoad( scope.parse( text ) ); }, onProgress, onError ); }, setPath: function ( value ) { this.path = value; return this; }, parse: function ( text ) { function parseNode( node, style ) { if ( node.nodeType !== 1 ) return; var transform = getNodeTransform( node ); var path = null; switch ( node.nodeName ) { case 'svg': break; case 'g': style = parseStyle( node, style ); break; case 'path': style = parseStyle( node, style ); if ( node.hasAttribute( 'd' ) && isVisible( style ) ) path = parsePathNode( node, style ); break; case 'rect': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseRectNode( node, style ); break; case 'polygon': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parsePolygonNode( node, style ); break; case 'polyline': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parsePolylineNode( node, style ); break; case 'circle': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseCircleNode( node, style ); break; case 'ellipse': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseEllipseNode( node, style ); break; case 'line': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseLineNode( node, style ); break; default: console.log( node ); } if ( path ) { transformPath( path, currentTransform ); paths.push( path ); } var nodes = node.childNodes; for ( var i = 0; i < nodes.length; i ++ ) { parseNode( nodes[ i ], style ); } if ( transform ) { currentTransform.copy( transformStack.pop() ); } } function parsePathNode( node, style ) { var path = new THREE.ShapePath(); path.color.setStyle( style.fill ); var point = new THREE.Vector2(); var control = new THREE.Vector2(); var firstPoint = new THREE.Vector2(); var isFirstPoint = true; var doSetFirstPoint = false; var d = node.getAttribute( 'd' ); // console.log( d ); var commands = d.match( /[a-df-z][^a-df-z]*/ig ); for ( var i = 0, l = commands.length; i < l; i ++ ) { var command = commands[ i ]; var type = command.charAt( 0 ); var data = command.substr( 1 ).trim(); if ( isFirstPoint ) { doSetFirstPoint = true; } isFirstPoint = false; switch ( type ) { case 'M': var numbers = parseFloats( data ); for ( var 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 ); } } break; case 'H': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'V': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'L': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'C': var numbers = parseFloats( data ); for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) { path.bezierCurveTo( numbers[ j + 0 ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], numbers[ j + 5 ] ); control.x = numbers[ j + 2 ]; control.y = numbers[ j + 3 ]; point.x = numbers[ j + 4 ]; point.y = numbers[ j + 5 ]; } break; case 'S': var numbers = parseFloats( data ); for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) { path.bezierCurveTo( getReflection( point.x, control.x ), getReflection( point.y, control.y ), 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 ]; } break; case 'Q': var numbers = parseFloats( data ); for ( var 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 ]; } 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, numbers[ j + 0 ], numbers[ j + 1 ] ); control.x = rx; control.y = ry; point.x = numbers[ j + 0 ]; point.y = numbers[ j + 1 ]; } 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 ); } break; // case 'm': var numbers = parseFloats( data ); for ( var 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 ); } } break; case 'h': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'v': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'l': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'c': var numbers = parseFloats( data ); for ( var 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 ]; } break; case 's': var numbers = parseFloats( data ); for ( var 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 ]; } break; case 'q': var numbers = parseFloats( data ); for ( var 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 ]; } 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 ]; } 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 ); } 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 ) if ( doSetFirstPoint ) { firstPoint.copy( point ); 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, style ) { 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.color.setStyle( style.fill ); 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, style ) { 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(); path.color.setStyle( style.fill ); var index = 0; node.getAttribute( 'points' ).replace(regex, iterator); path.currentPath.autoClose = true; return path; } function parsePolylineNode( node, style ) { 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(); path.color.setStyle( style.fill ); var index = 0; node.getAttribute( 'points' ).replace(regex, iterator); path.currentPath.autoClose = false; return path; } function parseCircleNode( node, style ) { 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.color.setStyle( style.fill ); path.subPaths.push( subpath ); return path; } function parseEllipseNode( node, style ) { 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.color.setStyle( style.fill ); path.subPaths.push( subpath ); return path; } function parseLineNode( node, style ) { 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 if ( node.hasAttribute( 'fill' ) ) style.fill = node.getAttribute( 'fill' ); if ( node.style.fill !== '' ) style.fill = node.style.fill; return style; } function isVisible( style ) { return style.fill !== 'none' && style.fill !== 'transparent'; } // 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 = parseTransformNode( node ); if ( transform ) { if ( transformStack.length > 0 ) { transform.premultiply( transformStack[ transformStack.length - 1 ] ); } currentTransform.copy( transform ); transformStack.push( transform ); } return transform; } function parseTransformNode( node ) { var transformAttr = node.getAttribute( 'transform' ); var transform = null; var openParPos = transformAttr.indexOf( "(" ); var closeParPos = transformAttr.indexOf( ")" ); if ( openParPos > 0 && openParPos < closeParPos ) { var transformType = transformAttr.substr( 0, openParPos ); var array = parseFloats( transformAttr.substr( openParPos + 1, closeParPos - openParPos - 1 ) ); switch ( transformType ) { case "translate": if ( array.length >= 1 ) { transform = new THREE.Matrix3(); var tx = array[ 0 ]; var ty = tx; if ( array.length >= 2 ) { ty = array[ 1 ]; } transform.translate( tx, ty ); } break; case "rotate": if ( array.length >= 1 ) { var angle = 0; var cx = 0; var cy = 0; transform = new THREE.Matrix3(); // 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 ); transform.multiplyMatrices( tempTransform1, tempTransform3 ); } break; case "scale": if ( array.length >= 1 ) { transform = new THREE.Matrix3(); var scaleX = array[ 0 ]; var scaleY = scaleX; if ( array.length >= 2 ) { scaleY = array[ 1 ]; } transform.scale( scaleX, scaleY ); } break; case "skewX": if ( array.length === 1 ) { transform = new THREE.Matrix3(); transform.set( 1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0, 0, 1, 0, 0, 0, 1 ); } break; case "skewY": if ( array.length === 1 ) { transform = new THREE.Matrix3(); transform.set( 1, 0, 0, Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0, 0, 0, 1 ); } break; case "matrix": if ( array.length === 6 ) { transform = new THREE.Matrix3(); transform.set( array[ 0 ], array[ 2 ], array[ 4 ], array[ 1 ], array[ 3 ], array[ 5 ], 0, 0, 1 ); } break; } } 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 tempV2 = new THREE.Vector2(); var tempV3 = new THREE.Vector3(); 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 tempTransform1 = new THREE.Matrix3(); var tempTransform2 = new THREE.Matrix3(); var tempTransform3 = new THREE.Matrix3(); 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' } ); // console.log( paths ); console.timeEnd( 'THREE.SVGLoader: Parse' ); return paths; } };
Bearbeitung
Datei öffnen
/** * @author mrdoob / http://mrdoob.com/ * @author zz85 / http://joshuakoo.com/ * @author yomboprime / https://yombo.org */ THREE.SVGLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; }; THREE.SVGLoader.prototype = { constructor: THREE.SVGLoader, load: function ( url, onLoad, onProgress, onError ) { var scope = this; var loader = new THREE.FileLoader( scope.manager ); loader.setPath( scope.path ); loader.load( url, function ( text ) { onLoad( scope.parse( text ) ); }, onProgress, onError ); }, setPath: function ( value ) { this.path = value; return this; }, parse: function ( text ) { function parseNode( node, style ) { if ( node.nodeType !== 1 ) return; var transforms = getNodeTransform( node ); var i = 0; do { var path = null; switch ( node.nodeName ) { case 'svg': break; case 'g': style = parseStyle( node, style ); break; case 'path': style = parseStyle( node, style ); if ( node.hasAttribute( 'd' ) && isVisible( style ) ) path = parsePathNode( node, style ); break; case 'rect': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseRectNode( node, style ); break; case 'polygon': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parsePolygonNode( node, style ); break; case 'polyline': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parsePolylineNode( node, style ); break; case 'circle': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseCircleNode( node, style ); break; case 'ellipse': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseEllipseNode( node, style ); break; case 'line': style = parseStyle( node, style ); if ( isVisible( style ) ) path = parseLineNode( node, style ); break; default: console.log( node ); } if ( path ) { transformPath( path, currentTransform ); paths.push( path ); } var nodes = node.childNodes; for ( var i = 0; i < nodes.length; i ++ ) { parseNode( nodes[ i ], style ); } if ( transforms ) { transform = transforms[i]; currentTransform.copy( transformStack.pop() ); } i++; } while (transforms && i < transforms.length) } function parsePathNode( node, style ) { var path = new THREE.ShapePath(); path.color.setStyle( style.fill ); var point = new THREE.Vector2(); var control = new THREE.Vector2(); var firstPoint = new THREE.Vector2(); var isFirstPoint = true; var doSetFirstPoint = false; var d = node.getAttribute( 'd' ); // console.log( d ); var commands = d.match( /[a-df-z][^a-df-z]*/ig ); for ( var i = 0, l = commands.length; i < l; i ++ ) { var command = commands[ i ]; var type = command.charAt( 0 ); var data = command.substr( 1 ).trim(); if ( isFirstPoint ) { doSetFirstPoint = true; } isFirstPoint = false; switch ( type ) { case 'M': var numbers = parseFloats( data ); for ( var 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 ); } } break; case 'H': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'V': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'L': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'C': var numbers = parseFloats( data ); for ( var j = 0, jl = numbers.length; j < jl; j += 6 ) { path.bezierCurveTo( numbers[ j + 0 ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], numbers[ j + 5 ] ); control.x = numbers[ j + 2 ]; control.y = numbers[ j + 3 ]; point.x = numbers[ j + 4 ]; point.y = numbers[ j + 5 ]; } break; case 'S': var numbers = parseFloats( data ); for ( var j = 0, jl = numbers.length; j < jl; j += 4 ) { path.bezierCurveTo( getReflection( point.x, control.x ), getReflection( point.y, control.y ), 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 ]; } break; case 'Q': var numbers = parseFloats( data ); for ( var 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 ]; } 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, numbers[ j + 0 ], numbers[ j + 1 ] ); control.x = rx; control.y = ry; point.x = numbers[ j + 0 ]; point.y = numbers[ j + 1 ]; } 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 ); } break; // case 'm': var numbers = parseFloats( data ); for ( var 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 ); } } break; case 'h': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'v': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'l': var numbers = parseFloats( data ); for ( var 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 ); } break; case 'c': var numbers = parseFloats( data ); for ( var 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 ]; } break; case 's': var numbers = parseFloats( data ); for ( var 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 ]; } break; case 'q': var numbers = parseFloats( data ); for ( var 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 ]; } 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 ]; } 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 ); } 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 ) if ( doSetFirstPoint ) { firstPoint.copy( point ); 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, style ) { 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.color.setStyle( style.fill ); 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, style ) { 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(); path.color.setStyle( style.fill ); var index = 0; node.getAttribute( 'points' ).replace(regex, iterator); path.currentPath.autoClose = true; return path; } function parsePolylineNode( node, style ) { 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(); path.color.setStyle( style.fill ); var index = 0; node.getAttribute( 'points' ).replace(regex, iterator); path.currentPath.autoClose = false; return path; } function parseCircleNode( node, style ) { 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.color.setStyle( style.fill ); path.subPaths.push( subpath ); return path; } function parseEllipseNode( node, style ) { 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.color.setStyle( style.fill ); path.subPaths.push( subpath ); return path; } function parseLineNode( node, style ) { 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 if ( node.hasAttribute( 'fill' ) ) style.fill = node.getAttribute( 'fill' ); if ( node.style.fill !== '' ) style.fill = node.style.fill; return style; } function isVisible( style ) { return style.fill !== 'none' && style.fill !== 'transparent'; } // 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 transforms = parseTransformNode( node ); if ( transforms ) { for (i = 0; i < transforms.length; i++) { transform = transforms[i]; if ( transformStack.length > 0 ) { transform.premultiply( transformStack[ transformStack.length - 1 ] ); } currentTransform.copy( transform ); transformStack.push( transform ); } } return transforms; } function parseTransformNode( node ) { var transformAttr = node.getAttribute( 'transform' ); var SearchPos = 0; var openParPos = transformAttr.indexOf( "(" , SearchPos); var closeParPos = transformAttr.indexOf( ")" ); var transforms = []; while ( openParPos > 0 && openParPos < closeParPos ) { var transform = null; var transformType = transformAttr.substr(SearchPos, openParPos-SearchPos).trim(); var array = parseFloats( transformAttr.substr( openParPos + 1, closeParPos - openParPos - 1 ) ); switch ( transformType ) { case "translate": if ( array.length >= 1 ) { transform = new THREE.Matrix3(); var tx = array[ 0 ]; var ty = tx; if ( array.length >= 2 ) { ty = array[ 1 ]; } transform.translate( tx, ty ); } break; case "rotate": if ( array.length >= 1 ) { var angle = 0; var cx = 0; var cy = 0; transform = new THREE.Matrix3(); // 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 ); transform.multiplyMatrices( tempTransform1, tempTransform3 ); } break; case "scale": if ( array.length >= 1 ) { transform = new THREE.Matrix3(); var scaleX = array[ 0 ]; var scaleY = scaleX; if ( array.length >= 2 ) { scaleY = array[ 1 ]; } transform.scale( scaleX, scaleY ); } break; case "skewX": if ( array.length === 1 ) { transform = new THREE.Matrix3(); transform.set( 1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0, 0, 1, 0, 0, 0, 1 ); } break; case "skewY": if ( array.length === 1 ) { transform = new THREE.Matrix3(); transform.set( 1, 0, 0, Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0, 0, 0, 1 ); } break; case "matrix": if ( array.length === 6 ) { transform = new THREE.Matrix3(); transform.set( array[ 0 ], array[ 2 ], array[ 4 ], array[ 1 ], array[ 3 ], array[ 5 ], 0, 0, 1 ); } break; } if (transform) transforms.push(transform); var SearchPos = closeParPos + 1; var openParPos = transformAttr.indexOf( "(" , SearchPos); var closeParPos = transformAttr.indexOf( ")", SearchPos); } return transforms; } 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 tempV2 = new THREE.Vector2(); var tempV3 = new THREE.Vector3(); 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 tempTransform1 = new THREE.Matrix3(); var tempTransform2 = new THREE.Matrix3(); var tempTransform3 = new THREE.Matrix3(); 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' } ); // console.log( paths ); console.timeEnd( 'THREE.SVGLoader: Parse' ); return paths; } };
Unterschied finden