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/**
/**
* @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;
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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;
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case 'g':
switch
( node
.nodeName ) {
style = parseStyle
( node
, style );
break;
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case '
path
':
case '
svg
':
style = parseStyle( node, style );
break;
if ( node.hasAttribute( 'd' ) && isVisible( style ) ) path = parsePathNode( node, style );
break;
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case '
rect
':
case '
g
':
style = parseStyle( node, style );
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parseRectNode( node, style );
break;
break;
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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;
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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;
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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;
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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;
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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;
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default
:
case 'ellipse'
:
console.log
( node
);
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parseEllipseNode
( node
, style
);
break;
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}
case 'line':
style = parseStyle( node, style );
if ( isVisible( style ) ) path = parseLineNode( node, style );
break;
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if ( path ) {
default:
console.log( node );
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transformPath( path, currentTransform );
}
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paths.push
( path )
;
if
( path )
{
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}
transformPath( path, currentTransform );
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var nodes = node.childNodes
;
paths.push( path )
;
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for ( var i = 0; i < nodes.length; i ++ ) {
}
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parseNode(
nodes
[ i ], style )
;
var
nodes
= node.childNodes
;
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}
for ( var i = 0; i < nodes.length; i ++ ) {
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if ( transform ) {
parseNode( nodes[ i ], style );
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currentTransform.copy( transformStack.pop() );
}
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if ( transforms ) {
transform = transforms[i];
currentTransform.copy( transformStack.pop() );
}
i++;
}
}
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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;
}
}
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var transform
= parseTransformNode( node );
var transform
s
= parseTransformNode( node );
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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 ] );
}
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if
( transform
Stack.length > 0 ) {
currentTransform.copy
( transform
);
transform.premultiply( transformStack[
transform
Stack.length - 1 ]
);
transformStack.push(
transform
);
}
}
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}
currentTransform.copy( transform );
transformStack.push( transform );
}
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return transform
;
return transform
s
;
}
}
function parseTransformNode( node ) {
function parseTransformNode( node ) {
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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( ")" );
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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;
}
}
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複製
已複製
if (transform)
transforms.push(transform);
var SearchPos = closeParPos + 1;
var openParPos = transformAttr.indexOf( "(" , SearchPos);
var closeParPos = transformAttr.indexOf( ")", SearchPos);
}
}
複製
已複製
複製
已複製
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;
}
}
};
};
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原始文本
開啟檔案
/** * @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; } };
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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 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; } };
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