/**
* @author mrdoob / http://mrdoob.com/
* @author zz85 / http://joshuakoo.com/
*/
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.load( url, function ( text ) {
onLoad( scope.parse( text ) );
}, onProgress, onError );
},
parse: function ( text ) {
function parseNode( node, style ) {
if ( node.nodeType !== 1 ) return;
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 ) ) paths.push( parsePathNode( node, style ) );
break;
case 'rect':
style = parseStyle( node, style );
if ( isVisible( style ) ) paths.push( parseRectNode( node, style ) );
break;
case 'polygon':
style = parseStyle( node, style );
if ( isVisible( style ) ) paths.push( parsePolygonNode( node, style ) );
break;
case 'polyline':
style = parseStyle( node, style );
if ( isVisible( style ) ) paths.push( parsePolylineNode( node, style ) );
break;
case 'circle':
style = parseStyle( node, style );
if ( isVisible( style ) ) paths.push( parseCircleNode( node, style ) );
break;
case 'ellipse':
style = parseStyle( node, style );
if ( isVisible( style ) ) paths.push( parseEllipseNode( node, style ) );
break;
case 'line':
style = parseStyle( node, style );
if ( isVisible( style ) ) paths.push( parseLineNode( node, style ) );
break;
default:
console.log( node );
}
var nodes = node.childNodes;
for ( var i = 0; i < nodes.length; i ++ ) {
parseNode( nodes[ i ], style );
}
}
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 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();
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;
path.moveTo( 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 );
path.bezierCurveTo(
getReflection( point.x, control.x ),
getReflection( point.y, control.y ),
numbers[ 0 ],
numbers[ 1 ],
numbers[ 2 ],
numbers[ 3 ]
);
control.x = numbers[ 0 ];
control.y = numbers[ 1 ];
point.x = numbers[ 2 ];
point.y = numbers[ 3 ];
break;
case 'Q':
var numbers = parseFloats( data );
path.quadraticCurveTo(
numbers[ 0 ],
numbers[ 1 ],
numbers[ 2 ],
numbers[ 3 ]
);
control.x = numbers[ 0 ];
control.y = numbers[ 1 ];
point.x = numbers[ 2 ];
point.y = numbers[ 3 ];
break;
case 'T':
var numbers = parseFloats( data );
var rx = getReflection( point.x, control.x );
var ry = getReflection( point.y, control.y );
path.quadraticCurveTo(
rx,
ry,
numbers[ 0 ],
numbers[ 1 ]
);
control.x = rx;
control.y = ry;
point.x = numbers[ 0 ];
point.y = numbers[ 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;
path.moveTo( 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 ]
);
point.x += numbers[ j + 4 ];
point.y += numbers[ j + 5 ];
}
break;
case 's':
var numbers = parseFloats( data );
path.bezierCurveTo(
// TODO: Not sure if point needs
// to be added to reflection...
getReflection( point.x, control.x ),
getReflection( point.y, control.y ),
point.x + numbers[ 0 ],
point.y + numbers[ 1 ],
point.x + numbers[ 2 ],
point.y + numbers[ 3 ]
);
control.x = point.x + numbers[ 0 ];
control.y = point.y + numbers[ 1 ];
point.x += numbers[ 2 ];
point.y += numbers[ 3 ];
break;
case 'q':
var numbers = parseFloats( data );
path.quadraticCurveTo(
point.x + numbers[ 0 ],
point.y + numbers[ 1 ],
point.x + numbers[ 2 ],
point.y + numbers[ 3 ]
);
control.x = point.x + numbers[ 0 ];
control.y = point.y + numbers[ 1 ];
point.x += numbers[ 2 ];
point.y += numbers[ 3 ];
break;
case 't':
var numbers = parseFloats( data );
var rx = getReflection( point.x, control.x );
var ry = getReflection( point.y, control.y );
path.quadraticCurveTo(
rx,
ry,
point.x + numbers[ 0 ],
point.y + numbers[ 1 ]
);
control.x = rx;
control.y = ry;
point.x = point.x + numbers[ 0 ];
point.y = point.y + numbers[ 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;
break;
default:
console.warn( command );
}
// console.log( type, parseFloats( data ), parseFloats( data ).length )
}
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 );
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 2 * a - ( b - a );
}
function parseFloats( string ) {
var array = string.split( /[\s,]+|(?=\s?[+\-])/ );
for ( var i = 0; i < array.length; i ++ ) {
array[ i ] = parseFloat( array[ i ] );
}
return array;
}
//
console.log( 'THREE.SVGLoader' );
var paths = [];
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;
}
};