2019-03-16 19:11:15 +08:00

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JavaScript
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/**
* @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 === true ) {
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 );
}
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 );
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 );
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 );
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
break;
case 'T':
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
var rx = getReflection( point.x, control.x );
var ry = getReflection( point.y, control.y );
path.quadraticCurveTo(
rx,
ry,
numbers[ j + 0 ],
numbers[ j + 1 ]
);
control.x = rx;
control.y = ry;
point.x = numbers[ j + 0 ];
point.y = numbers[ j + 1 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
break;
case 'A':
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
var start = point.clone();
point.x = numbers[ j + 5 ];
point.y = numbers[ j + 6 ];
control.x = point.x;
control.y = point.y;
parseArcCommand(
path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
);
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
break;
//
case '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 );
}
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 );
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 );
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 );
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
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 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
break;
case 't':
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 2 ) {
var rx = getReflection( point.x, control.x );
var ry = getReflection( point.y, control.y );
path.quadraticCurveTo(
rx,
ry,
point.x + numbers[ j + 0 ],
point.y + numbers[ j + 1 ]
);
control.x = rx;
control.y = ry;
point.x = point.x + numbers[ j + 0 ];
point.y = point.y + numbers[ j + 1 ];
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
break;
case 'a':
var numbers = parseFloats( data );
for ( var j = 0, jl = numbers.length; j < jl; j += 7 ) {
var start = point.clone();
point.x += numbers[ j + 5 ];
point.y += numbers[ j + 6 ];
control.x = point.x;
control.y = point.y;
parseArcCommand(
path, numbers[ j ], numbers[ j + 1 ], numbers[ j + 2 ], numbers[ j + 3 ], numbers[ j + 4 ], start, point
);
if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
}
break;
//
case 'Z':
case 'z':
path.currentPath.autoClose = true;
if ( path.currentPath.curves.length > 0 ) {
// Reset point to beginning of Path
point.copy( firstPoint );
path.currentPath.currentPoint.copy( point );
isFirstPoint = true;
}
break;
default:
console.warn( command );
}
// console.log( type, parseFloats( data ), parseFloats( data ).length )
doSetFirstPoint = false;
}
return path;
}
/**
* https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
* https://mortoray.com/2017/02/16/rendering-an-svg-elliptical-arc-as-bezier-curves/ Appendix: Endpoint to center arc conversion
* From
* rx ry x-axis-rotation large-arc-flag sweep-flag x y
* To
* aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation
*/
function parseArcCommand( path, rx, ry, x_axis_rotation, large_arc_flag, sweep_flag, start, end ) {
x_axis_rotation = x_axis_rotation * Math.PI / 180;
// Ensure radii are positive
rx = Math.abs( rx );
ry = Math.abs( ry );
// Compute (x1, y1)
var dx2 = ( start.x - end.x ) / 2.0;
var dy2 = ( start.y - end.y ) / 2.0;
var x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
var y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
// Compute (cx, cy)
var rxs = rx * rx;
var rys = ry * ry;
var x1ps = x1p * x1p;
var y1ps = y1p * y1p;
// Ensure radii are large enough
var cr = x1ps / rxs + y1ps / rys;
if ( cr > 1 ) {
// scale up rx,ry equally so cr == 1
var s = Math.sqrt( cr );
rx = s * rx;
ry = s * ry;
rxs = rx * rx;
rys = ry * ry;
}
var dq = ( rxs * y1ps + rys * x1ps );
var pq = ( rxs * rys - dq ) / dq;
var q = Math.sqrt( Math.max( 0, pq ) );
if ( large_arc_flag === sweep_flag ) q = - q;
var cxp = q * rx * y1p / ry;
var cyp = - q * ry * x1p / rx;
// Step 3: Compute (cx, cy) from (cx, cy)
var cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
var cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
// Step 4: Compute θ1 and Δθ
var theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
var delta = svgAngle( ( x1p - cxp ) / rx, ( y1p - cyp ) / ry, ( - x1p - cxp ) / rx, ( - y1p - cyp ) / ry ) % ( Math.PI * 2 );
path.currentPath.absellipse( cx, cy, rx, ry, theta, theta + delta, sweep_flag === 0, x_axis_rotation );
}
function svgAngle( ux, uy, vx, vy ) {
var dot = ux * vx + uy * vy;
var len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
var ang = Math.acos( Math.max( -1, Math.min( 1, dot / len ) ) ); // floating point precision, slightly over values appear
if ( ( ux * vy - uy * vx ) < 0 ) ang = - ang;
return ang;
}
/*
* According to https://www.w3.org/TR/SVG/shapes.html#RectElementRXAttribute
* rounded corner should be rendered to elliptical arc, but bezier curve does the job well enough
*/
function parseRectNode( node, 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 transform = new THREE.Matrix3();
var currentTransform = tempTransform0;
var transformsTexts = node.getAttribute( 'transform' ).split( ' ' );
for ( var tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex-- ) {
var transformText = transformsTexts[ tIndex ];
var openParPos = transformText.indexOf( "(" );
var closeParPos = transformText.indexOf( ")" );
if ( openParPos > 0 && openParPos < closeParPos ) {
var transformType = transformText.substr( 0, openParPos );
var array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
currentTransform.identity();
switch ( transformType ) {
case "translate":
if ( array.length >= 1 ) {
var tx = array[ 0 ];
var ty = tx;
if ( array.length >= 2 ) {
ty = array[ 1 ];
}
currentTransform.translate( tx, ty );
}
break;
case "rotate":
if ( array.length >= 1 ) {
var angle = 0;
var cx = 0;
var cy = 0;
// Angle
angle = - array[ 0 ] * Math.PI / 180;
if ( array.length >= 3 ) {
// Center x, y
cx = array[ 1 ];
cy = array[ 2 ];
}
// Rotate around center (cx, cy)
tempTransform1.identity().translate( -cx, -cy );
tempTransform2.identity().rotate( angle );
tempTransform3.multiplyMatrices( tempTransform2, tempTransform1 );
tempTransform1.identity().translate( cx, cy );
currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
}
break;
case "scale":
if ( array.length >= 1 ) {
var scaleX = array[ 0 ];
var scaleY = scaleX;
if ( array.length >= 2 ) {
scaleY = array[ 1 ];
}
currentTransform.scale( scaleX, scaleY );
}
break;
case "skewX":
if ( array.length === 1 ) {
currentTransform.set(
1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
0, 1, 0,
0, 0, 1
);
}
break;
case "skewY":
if ( array.length === 1 ) {
currentTransform.set(
1, 0, 0,
Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
0, 0, 1
);
}
break;
case "matrix":
if ( array.length === 6 ) {
currentTransform.set(
array[ 0 ], array[ 2 ], array[ 4 ],
array[ 1 ], array[ 3 ], array[ 5 ],
0, 0, 1
);
}
break;
}
}
transform.premultiply( currentTransform );
}
return transform;
}
function transformPath( path, m ) {
function transfVec2( v2 ) {
tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
v2.set( tempV3.x, tempV3.y );
}
var isRotated = isTransformRotated( m );
var 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 tempTransform0 = new THREE.Matrix3();
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;
}
};