Some more SVGLoader progress. Starting to be useful... https://rawgit.com/mrdoob/three.js/dev/examples/webgl_loader_svg.html …pic.twitter.com/U9YnnJeiVi
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Ah. That’s O(n^2) and won’t handle self-intersecting paths, which are extremely common in the real world :(
Not trying to troll you, BTW; it’s impressive work. Just trying to save you a year’s worth of dead-ends that I had to go through. There’s only one practical solution for tessellation of resolution independent paths that I know of, and it’s what Pathfinder uses.
You will need to rework the whole thing for SVG spec compliance when you get to implementing fill rules. The spec mandates that you handle winding vs. even-odd properly. Probably best to do it sooner rather than later, IMO.
It's much faster than O(n^2) in practice (because of hashed lookups). About 7–8x faster than libtess for us, while being more resilient. For self-intersections, while we handle that by preprocessing on the server, I'm working on a client-side "fixing" libhttps://github.com/mapbox/polysnap
Why not do trapezoidation instead? In my tests, Pathfinder’s tessellator outperformed earcut by a lot, while simultaneously needing nothing special to handle self intersections.
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