THREE SVG to MeshLine - Filling shapes - svg

I'm attempting to load SVGs that are already in the DOM into a THREE.js scene
This is an example of an SVG I have
And this is how it is showing in the scene
I'm attempting to use THREE.SVGLoader and THREE.MeshLine to display the icons.
Here is the HTML for that SVG
<svg stroke="currentColor" fill="none" stroke-width="2" viewBox="0 0 24 24" stroke-linecap="round" stroke-linejoin="round" id="FiDownload" height="1em" width="1em" xmlns="http://www.w3.org/2000/svg"><path d="M21 15v4a2 2 0 0 1-2 2H5a2 2 0 0 1-2-2v-4"></path><polyline points="7 10 12 15 17 10"></polyline><line x1="12" y1="15" x2="12" y2="3"></line></svg>
And this is how I'm doing it
const loader = new THREE.SVGLoader()
const svg = loader.parse(el.outerHTML)
const material = new THREE.MeshLineMaterial({
color: new AFRAME.THREE.Color(this.data.color),
resolution: new AFRAME.THREE.Vector2 ( window.innerWidth, window.innerHeight ),
sizeAttenuation: 0,
lineWidth: 2,//this.data.lineWidth,
opacity: 1,//this.data.opacity,
transparent: true,
//near: 0.1,
//far: 1000
});
svg.paths.forEach((path, i) => {
const shapes = path.toShapes(true);
shapes.forEach((shape, j) => {
const geometry = new AFRAME.THREE.ShapeGeometry(shape);
const mesh = new AFRAME.THREE.Mesh(geometry, material);
this.el.object3D.add(mesh)
});
});
I get the error:
THREE.DirectGeometry: Faceless geometries are not supported.
Can anyone suggest a way to get the icon SVGs to render properly in THREE?

I used a LineGeometry
svg.paths.forEach((path, i) => {
const shapes = path.toShapes(true);
shapes.forEach((shape, j) => {
//#ts-ignore
const line = new AFRAME.THREE.MeshLine();
const geometry = new AFRAME.THREE.Geometry();
shape.extractPoints().shape.forEach(vec2 => {
geometry.vertices.push(new AFRAME.THREE.Vector3(vec2.x, vec2.y, 0))
})
line.setGeometry( geometry )
const mesh = new AFRAME.THREE.Mesh(line.geometry, this.material)
this._shapes.push(mesh)
this.el.object3D.add(mesh)
});
});

Related

ExtrudeGeometry issue for SVG Containing Hole

I am currently looking for extruding the SVG below:
But I get the following result:
I would extrude only the two hexagon wall space. How can I do it ?
I tried both SVGLoader.createShapes(path); and //path.toShapes(true);
Here is my code:
const loader = new SVGLoader();
// load a SVG resource
loader.load(
// resource URL
'./svg/hexagone.svg',
// called when the resource is loaded
function (data) {
const paths = data.paths;
const svgGroup = new THREE.Group();
svgGroup.name = "svgGroup"
svgGroup.scale.y *= -1;
let mesh;
for (let i = 0; i < paths.length; i++) {
const path = paths[i];
const material = new THREE.MeshNormalMaterial();
const shapes = SVGLoader.createShapes(path); //path.toShapes(true);
shapes.forEach((shape, i) => {
const geometry = new THREE.ExtrudeGeometry(shape, {
depth: 10,
bevelEnabled: false
});
geometry.computeVertexNormals();
mesh = new THREE.Mesh(geometry, material);
svgGroup.add(mesh);
});
}
// Reshape items
const box = new THREE.Box3().setFromObject(svgGroup);
const size = new THREE.Vector3();
box.getSize(size);
const zOffset = size.z / -2;
const yOffset = size.y / -2;
const xOffset = size.x / -2;
svgGroup.children.forEach(item => {
item.position.z = zOffset;
item.position.x = xOffset;
item.position.y = yOffset;
});
scene.add(new THREE.AxesHelper(5))
scene.add(svgGroup)
// Rotate
svgGroup.rotateX(90 * Math.PI / 180);
}
My add my SVG below. When I tried to debug, I get 4 meshes. 1 for each line, 1 for the outside hexagon (overlapping the inside hexagon), 1 for the inside hexagon.
<?xml version="1.0" encoding="UTF-8"?>
<svg id="Layer_1" data-name="Layer 1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 53.86 53.86">
<defs>
<style>
.cls-1 {
fill: #fff;
}
</style>
</defs>
<g>
<polygon class="cls-1" points="15.98 53.36 .5 37.88 .5 15.98 15.98 .5 37.88 .5 53.36 15.98 53.36 37.88 37.88 53.36 15.98 53.36"/>
<path d="M37.67,1l15.19,15.19v21.48l-15.19,15.19H16.19L1,37.67V16.19L16.19,1h21.48m.41-1H15.77L0,15.77v22.31l15.77,15.77h22.31l15.77-15.77V15.77L38.08,0h0Z"/>
</g>
<g>
<polygon class="cls-1" points="20.63 44.31 10.96 34.64 10.96 20.96 20.63 11.29 34.31 11.29 43.98 20.96 43.98 34.64 34.31 44.31 20.63 44.31"/>
<path d="M34.1,11.79l9.38,9.38v13.26l-9.38,9.38h-13.26l-9.38-9.38v-13.26l9.38-9.38h13.26m.41-1h-14.09l-9.96,9.96v14.09l9.96,9.96h14.09l9.96-9.96v-14.09l-9.96-9.96h0Z"/>
</g>
</svg>
With another SVG (see below) the result is the same even if in this scenario I have 2 paths in the SVG.
<?xml version="1.0" encoding="utf-8"?>
<!-- Generator: Fusion 360, Shaper Origin Export Add-In, Version 1.6.10 -->
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:shaper="http://www.shapertools.com/namespaces/shaper" shaper:fusionaddin="version:1.6.10" width="3.1176915cm" height="3.6cm" version="1.1" x="0cm" y="0cm" viewBox="0 0 3.1176915 3.6" enable-background="new 0 0 3.1176915 3.6" xml:space="preserve">
<path d="M-0,-1.8 L1.5588457,-0.9 1.5588457,0.9 -0,1.8 -1.5588457,0.9 -1.5588457,-0.9 -0,-1.8z" transform="matrix(1,0,0,-1,1.5588457,1.8)" fill="rgb(0,0,0)" stroke-linecap="round" stroke-linejoin="round" />
<path d="M-0.9588457,0.5535898 L-0.9588457,-0.5535898 -0,-1.1071797 0.9588457,-0.5535898 0.9588457,0.5535898 0,1.1071797 -0.9588457,0.5535898z" transform="matrix(1,0,0,-1,1.5588457,1.8)" fill="rgb(255,255,255)" stroke="rgb(0,0,0)" stroke-width="0.0010cm" stroke-linecap="round" stroke-linejoin="round" />
</svg>
Hexagon inside is also recovered by the biggest.
I finally chose to use lnkscape to generate my SVG. I have mush more options and I was able to generate the hole by combining all pathes in 1 path.

Render svg from svg.js inside pixi.js

Hi just testing to see if I can render an SVG created using svg.js inside a PIXI application. Codpen here
import * as PIXI from 'https://cdnjs.cloudflare.com/ajax/libs/pixi.js/6.5.4/browser/pixi.min.mjs'
const draw = SVG().addTo('body').attr({
viewBox: '0 0 100 100',
width: '100',
height: '100',
"enable-background":"new 0 0 64 64",
style: 'display: block'
})
draw.circle(100).x(50).fill('red')
console.log(draw.node)
const app = new PIXI.Application({
resolution: window.deviceAspectRatio || 1,
resizeTo: window
})
document.body.appendChild(app.view)
const {width,height} = app.renderer.view
console.log(width,height)
PIXI.Loader.shared.onProgress.add(loadProgressHandler)
PIXI.Loader.shared.add("svg",draw.node).load(setup)
function loadProgressHandler(){
console.log('loading')
}
function setup(){
console.log("setup")
const svgCanvas = new PIXI.Sprite(PIXI.Loader.shared.resources.svg.texture)
console.log(svgCanvas)
const container = new PIXI.Container()
container.addChild(svgCanvas)
app.stage.addChild(container)
}
Not getting any errors but also not rendering svg on canvas. Thanks in advance.

Pixi JS fill behaviour vs SVG fill behaviour

I'm wondering if there's a way to get the behaviour of Pixi.JS's Graphics API to fill the same way SVG paths are filled. I am guessing there may not be a quick-fix way to do this.
Basically, in SVGs when a path with a fill crosses over itself, the positive space will automatically get filled, whereas in the Pixi.JS Graphics API, if the path crosses itself it seems to try and fill the largest outside space.
This is quite difficult to explain in text so here is a codepen to show the differences between the two and how the same data will cause them to render in different ways.
And so you can see the code, here is my SVG:
<svg width="800" height="600" viewBox="0 0 800 600" xmlns="http://www.w3.org/2000/svg" style="background-color:#5BBA6F">
<path style="fill: #E74C3C; stroke:black; stroke-width:3" d="M 200 200 L 700 200 L 600 400 L 500 100 z" />
</svg>
And here is the Pixi.js implementation:
import * as PIXI from "https://cdn.skypack.dev/pixi.js";
const app = new PIXI.Application({
width: 800,
height: 600,
backgroundColor: 0x5bba6f
});
app.start();
document.getElementById("root").appendChild(app.view)
const lineData = {
color: 0xe74c3c,
start: [200, 200],
lines: [
[700, 200],
[600, 400],
[500, 100],
]
};
const { start, lines, color } = lineData;
const g = new PIXI.Graphics();
if (g) {
g.clear();
g.lineStyle({width:3})
g.beginFill(color);
g.moveTo(start[0], start[1]);
lines.map((l) => g.lineTo(l[0], l[1]));
g.closePath();
g.endFill();
app.stage.addChild(g);
}
Thanks for taking a look.
Here's our answer (it was right there in the Pixi.js issues).
To get this behaviour you need to change the "PIXI.graphicsUtils.buildPoly.triangulate" function and pull in another library called "Tess2".
import Tess2 from 'https://cdn.skypack.dev/tess2';
function triangulate(graphicsData, graphicsGeometry)
{
let points = graphicsData.points;
const holes = graphicsData.holes;
const verts = graphicsGeometry.points;
const indices = graphicsGeometry.indices;
if (points.length >= 6)
{
const holeArray = [];
// Comming soon
for (let i = 0; i < holes.length; i++)
{
const hole = holes[i];
holeArray.push(points.length / 2);
points = points.concat(hole.points);
}
console.log(points)
// Tesselate
const res = Tess2.tesselate({
contours: [points],
windingRule: Tess2.WINDING_ODD ,
elementType: Tess2.POLYGONS,
polySize: 3,
vertexSize: 2
});
if (!res.elements.length)
{
return;
}
const vrt = res.vertices;
const elm = res.elements;
const vertPos = verts.length / 2;
for (var i = 0; i < res.elements.length; i++ )
{
indices.push(res.elements[i] + vertPos);
}
for(let i = 0; i < vrt.length; i++) {
verts.push(vrt[i]);
}
}
}
Then extend the Pixi.js graphics class like this:
class TessGraphics extends PIXI.Graphics {
render(r) {
PIXI.graphicsUtils.buildPoly.triangulate = triangulate;
super.render(r);
}
}
I've updated the codepen to contain the broken version and the fixed version.
Not exactly a super easy fix. But hey I'm excited it's going!

svg blobbed image is broken after encoding it

I've tried parsing an image into blob and refer it in image tag in svg:
`<image xlink:href="${imgRef}" height="${h}" width="${w}" stroke="red" x="50%" y="50%" transform="translate(${-(w / 2)}, ${-(h / 2) - 4})"/>`
and embed it in svg:
const w = 100; // width
const h = 65; // height
const svgString = `<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" xmlns:xlink="http://www.w3.org/1999/xlink">` +
`<image xlink:href="${imgRef}" height="${h}" width="${w}" stroke="red" x="50%" y="50%" transform="translate(${-(w / 2)}, ${-(h / 2) - 4})"/>` +
`</svg>`;
Then I tried encoding it through 'data:image/svg+xml;,' + encodeURIComponent(svgString) and it shows a broken image. I tested the above svg string before encoding it via document.body.innerHTML = svgString and the svg image is well displayed. So I'm suspecting the encoding part but it doesn't seem wrong based on many references.
What am I missing? Any insight would be appreciated.
Demo link: https://codepen.io/Dongbin/pen/poRmbmg?editors=0010
External images (ie <img> or CSS background-image) must be self contained. They cannot refer to resources outside the image itself. Basically that means if you need to reference any files (bitmap images, fonts, etc) as part of the SVG image, they need to be Data URLs.
The fix is to not use canvas.toBlob(). Use canvas.toDataURL() instead.
const imgRef = canvas.toDataURL();
const svgString = `<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100" ` +
`xmlns:xlink="http://www.w3.org/1999/xlink">` +
`<image xlink:href="${imgRef}" height="125" width="200"/>` +
`</svg>`;
Update
If you URI Encode the SVG, it should work.
See: https://jsfiddle.net/dxkeqfnr/
const img = new Image();
img.src = 'https://live.staticflickr.com/7272/7633179468_3e19e45a0c_b.jpg';
img.crossOrigin="anonymous"
img.onload = () => {
const canvas = document.createElement('canvas');
canvas.width = 200;
canvas.height = 125;
canvas.getContext('2d').drawImage(img, 0, 0, 200, 125);
canvas.toBlob((blob) => {
const imgRef = URL.createObjectURL(blob);
const svgString = `<svg xmlns="http://www.w3.org/2000/svg" width="200" height="125" xmlns:xlink="http://www.w3.org/1999/xlink"><image xlink:href="${imgRef}" height="125" width="200"/></svg>`;
//div.innerHTML = svgString;
const newImg = new Image();
newImg.src = `data:image/svg+xml,${encodeURIComponent(svgString)}`;
document.body.appendChild(newImg);
});
};
It works in Firefox, but it doesn't work in Chrome. That seems to be a bug. I have reported the bug to Chrome

Use SVG icon as marker in OpenLayers

I tried to svg icon as marker in Openlayers-3. Here in my code.
var svg = '<?xml version="1.0"?>'
+ '<svg viewBox="0 0 120 120" version="1.1" xmlns="http://www.w3.org/2000/svg">'
+ '<circle cx="60" cy="60" r="60"/>'
+ '</svg>';
var style = new ol.style.Style({
image: new ol.style.Icon({
opacity: 1,
src: 'data:image/svg+xml;base64,' + btoa(svg)
})
});
But my svg image is truncated,as shown in the following picture. (
the icon should be a circle)
Here is an example that shows inline SVG in an icon symbolizer: http://jsfiddle.net/eze84su3/
Here is the relevant code:
var svg = '<svg width="120" height="120" version="1.1" xmlns="http://www.w3.org/2000/svg">'
+ '<circle cx="60" cy="60" r="60"/>'
+ '</svg>';
var style = new ol.style.Style({
image: new ol.style.Icon({
opacity: 1,
src: 'data:image/svg+xml;utf8,' + svg,
scale: 0.3
})
});
A few differences from yours:
I added width and height attributes to the <svg>. This lets the browser know how big to make the resulting image.
I added a scale property to the icon to resize the image.
I used utf8 instead of base64 encoding (not significant).
To me, the solution was:
const iconMarkerStyle = new ol.style.Icon({
src: './data/static_images/marker.svg',
//size: [100, 100],
offset: [0, 0],
opacity: 1,
scale: 0.35,
//color: [10, 98, 240, 1]
})
Then add size parameters directly in the SVG file:
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 144.81 215.81" width="14.5px" height="21.6px">
<title>Asset 190-SVG</title>
</svg>
I am using svg icon as image src in open layer styles.
var custstyle = new ol.style.Style({
image: new ol.style.Icon({
anchor: [0.5, 50],
anchorXUnits: 'fraction',
anchorYUnits: 'pixels',
src: './Icon.svg',
}),
});

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