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uix-kit

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A free web kits for fast web design and development, compatible with Bootstrap v5.

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/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this file, * You can obtain one at http://mozilla.org/MPL/2.0/. */ function d3threeD(exports) { var DEGS_TO_RADS = Math.PI / 180; var DIGIT_0 = 48, DIGIT_9 = 57, COMMA = 44, SPACE = 32, PERIOD = 46, MINUS = 45; exports.transformSVGPath = function transformSVGPath(pathStr) { var path = new THREE.ShapePath(); var idx = 1, len = pathStr.length, activeCmd, x = 0, y = 0, nx = 0, ny = 0, firstX = null, firstY = null, x1 = 0, x2 = 0, y1 = 0, y2 = 0, rx = 0, ry = 0, xar = 0, laf = 0, sf = 0, cx, cy; function eatNum() { var sidx, c, isFloat = false, s; // eat delims while (idx < len) { c = pathStr.charCodeAt(idx); if (c !== COMMA && c !== SPACE) break; idx++; } if (c === MINUS) { sidx = idx++; } else { sidx = idx; } // eat number while (idx < len) { c = pathStr.charCodeAt(idx); if (DIGIT_0 <= c && c <= DIGIT_9) { idx++; continue; } else if (c === PERIOD) { idx++; isFloat = true; continue; } s = pathStr.substring(sidx, idx); return isFloat ? parseFloat(s) : parseInt(s); } s = pathStr.substring(sidx); return isFloat ? parseFloat(s) : parseInt(s); } function nextIsNum() { var c; // do permanently eat any delims... while (idx < len) { c = pathStr.charCodeAt(idx); if (c !== COMMA && c !== SPACE) break; idx++; } c = pathStr.charCodeAt(idx); return (c === MINUS || (DIGIT_0 <= c && c <= DIGIT_9)); } var canRepeat; activeCmd = pathStr[0]; while (idx <= len) { canRepeat = true; switch (activeCmd) { // moveto commands, become lineto's if repeated case 'M': x = eatNum(); y = eatNum(); path.moveTo(x, y); activeCmd = 'L'; firstX = x; firstY = y; break; case 'm': x += eatNum(); y += eatNum(); path.moveTo(x, y); activeCmd = 'l'; firstX = x; firstY = y; break; case 'Z': case 'z': canRepeat = false; if (x !== firstX || y !== firstY) path.lineTo(firstX, firstY); break; // - lines! case 'L': case 'H': case 'V': nx = (activeCmd === 'V') ? x: eatNum(); ny = (activeCmd === 'H') ? y: eatNum(); path.lineTo(nx, ny); x = nx; y = ny; break; case 'l': case 'h': case 'v': nx = (activeCmd === 'v') ? x: (x + eatNum()); ny = (activeCmd === 'h') ? y: (y + eatNum()); path.lineTo(nx, ny); x = nx; y = ny; break; // - cubic bezier case 'C': x1 = eatNum(); y1 = eatNum(); case 'S': if (activeCmd === 'S') { x1 = 2 * x - x2; y1 = 2 * y - y2; } x2 = eatNum(); y2 = eatNum(); nx = eatNum(); ny = eatNum(); path.bezierCurveTo(x1, y1, x2, y2, nx, ny); x = nx; y = ny; break; case 'c': x1 = x + eatNum(); y1 = y + eatNum(); case 's': if (activeCmd === 's') { x1 = 2 * x - x2; y1 = 2 * y - y2; } x2 = x + eatNum(); y2 = y + eatNum(); nx = x + eatNum(); ny = y + eatNum(); path.bezierCurveTo(x1, y1, x2, y2, nx, ny); x = nx; y = ny; break; // - quadratic bezier case 'Q': x1 = eatNum(); y1 = eatNum(); case 'T': if (activeCmd === 'T') { x1 = 2 * x - x1; y1 = 2 * y - y1; } nx = eatNum(); ny = eatNum(); path.quadraticCurveTo(x1, y1, nx, ny); x = nx; y = ny; break; case 'q': x1 = x + eatNum(); y1 = y + eatNum(); case 't': if (activeCmd === 't') { x1 = 2 * x - x1; y1 = 2 * y - y1; } nx = x + eatNum(); ny = y + eatNum(); path.quadraticCurveTo(x1, y1, nx, ny); x = nx; y = ny; break; // - elliptical arc case 'A': rx = eatNum(); ry = eatNum(); xar = eatNum() * DEGS_TO_RADS; laf = eatNum(); sf = eatNum(); nx = eatNum(); ny = eatNum(); if (rx !== ry) console.warn('Forcing elliptical arc to be a circular one:', rx, ry); // SVG implementation notes does all the math for us! woo! // http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes // step1, using x1 as x1' x1 = Math.cos(xar) * (x - nx) / 2 + Math.sin(xar) * (y - ny) / 2; y1 = -Math.sin(xar) * (x - nx) / 2 + Math.cos(xar) * (y - ny) / 2; // step 2, using x2 as cx' var norm = Math.sqrt((rx * rx * ry * ry - rx * rx * y1 * y1 - ry * ry * x1 * x1) / (rx * rx * y1 * y1 + ry * ry * x1 * x1)); if (laf === sf) norm = -norm; x2 = norm * rx * y1 / ry; y2 = norm * -ry * x1 / rx; // step 3 cx = Math.cos(xar) * x2 - Math.sin(xar) * y2 + (x + nx) / 2; cy = Math.sin(xar) * x2 + Math.cos(xar) * y2 + (y + ny) / 2; var u = new THREE.Vector2(1, 0); var v = new THREE.Vector2((x1 - x2) / rx, (y1 - y2) / ry); var startAng = Math.acos(u.dot(v) / u.length() / v.length()); if (((u.x * v.y) - (u.y * v.x)) < 0) startAng = -startAng; // we can reuse 'v' from start angle as our 'u' for delta angle u.x = ( - x1 - x2) / rx; u.y = ( - y1 - y2) / ry; var deltaAng = Math.acos(v.dot(u) / v.length() / u.length()); // This normalization ends up making our curves fail to triangulate... if (((v.x * u.y) - (v.y * u.x)) < 0) deltaAng = -deltaAng; if (!sf && deltaAng > 0) deltaAng -= Math.PI * 2; if (sf && deltaAng < 0) deltaAng += Math.PI * 2; path.absarc(cx, cy, rx, startAng, startAng + deltaAng, sf); x = nx; y = ny; break; default: throw new Error('Wrong path command: ' + activeCmd); } // just reissue the command if (canRepeat && nextIsNum()) continue; activeCmd = pathStr[idx++]; } return path; }; } var $d3g = {}; d3threeD($d3g);