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SVG path import for custom shapes and text #16
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Add a 👍 reaction to this issue if you would like to see this feature added. Do not add +1 comments — They will be deleted. Thanks for this feature request. Yeah, currently you have to hard code all your path commands. Adding SVG path importing would open up Zdog to a lot more custom designs, including proper typography. |
I have a rudimentary workflow for this using Greensock's MorphSVGPlugin method I'm also animating and sequencing using Greensock. Here's a few examples: |
Cooool stuff!! |
@eeropic Nice demo! It seems we're both having to use large libraries for just one conversion operation which is quite wasteful and bloated. I would love to see Zdog have this built in. Here's another demo - this one is pure SVG (with transparency)! |
Agree. But there’s just a lot of stuff to cover if you want to support using defs, embedded css classes for object styles etc. Maybe the SVG parsing part could be forked. |
@chrisgannon should we make a PoC with DOMParser? :) |
@chrisgannon or @eeropic can either one of you please detail the workflow you've used to create and import these shapes? A short bullet point summary with code samples would be much appreciated. Trying to wrap my head around this 😅. |
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@chrisgannon Thx, was able to adapt that technique to vectors created with https://vectr.com. |
If you don't have a Greensock license, https://path2bezier.netlify.com/ is an (untested) alternative to using MorphSVGPlugin to convert path data. I have tried it a few times and it seems to work fine so far. |
@chrisgannon I chose vectr because its one of the few free online vector tools. I usually work in Inkscape locally. I tested your tool with a few shapes copied from vectr and it seems to work :) |
@chrisgannon I have used your makeZDogBezier() function, after getting an array from https://path2bezier.netlify.com/. It does a great job, however 3 of my paths close, when they shouldn't. The result of which, generates diagonal lines from certain points along the bezier. You can see from the screenshot that the white outline is the result of using your function. The red shape is the pure SVG! |
Do you have |
Hi Chris
Well, I have tried it with:
closed: true
And
closed: false
And, it makes no difference.
I have analysed the path carefully and have taken out the 'Z', one by one, but again this does not resolve the problem.
The path is made up of 4 Bezier. I think this signifies:
3 Bezier for each cut out [head, 2 legs]
1 Bezier for the path outline [I reckon this is the big path at the start]
Anyway, for what it's worth, here is my path:
M 92.62,58.18 C 91.16,57.82 89.69,58.72 89.34,60.17 89.32,60.26 87.06,69.28 81.00,68.00 75.75,66.89 75.42,61.32 75.54,55.22 75.55,54.69 75.56,54.20 75.56,53.76 75.56,48.51 72.24,34.09 61.58,34.09 58.20,34.09 55.64,34.85 53.71,35.88 53.71,35.88 53.71,34.40 53.71,34.40 59.07,32.97 63.07,27.41 63.07,20.79 63.07,13.09 57.66,6.82 51.00,6.82 44.34,6.82 38.92,13.08 38.92,20.79 38.92,27.42 42.93,32.97 48.29,34.40 48.29,34.40 48.29,35.88 48.29,35.88 46.36,34.85 43.80,34.09 40.42,34.09 29.75,34.09 26.44,48.51 26.44,53.76 26.44,54.20 26.45,54.69 26.46,55.22 26.58,61.32 26.25,66.89 21.00,68.00 15.02,69.25 12.76,60.58 12.66,60.17 12.30,58.71 10.84,57.82 9.38,58.18 7.93,58.53 7.03,60.00 7.39,61.46 8.48,65.92 12.38,73.56 19.72,73.56 20.48,73.56 21.28,73.48 22.12,73.31 32.20,71.18 31.99,60.33 31.89,55.12 31.88,54.62 31.87,54.17 31.87,53.76 31.87,49.71 34.41,39.51 40.42,39.51 45.64,39.51 47.70,41.98 48.29,42.90 48.29,42.90 48.29,80.22 48.29,80.22 48.29,80.69 47.90,81.66 46.97,82.94 39.88,78.51 33.09,74.62 25.86,75.07 16.51,75.66 12.21,81.83 12.18,87.30 12.15,92.76 16.27,98.61 24.20,99.20 33.44,99.90 42.69,94.68 47.89,89.93 48.32,90.20 48.75,90.47 49.19,90.73 47.89,92.94 47.14,95.09 47.07,96.99 46.81,103.94 47.06,109.16 47.07,109.38 47.14,110.83 48.34,111.96 49.78,111.96 49.82,111.96 49.86,111.96 49.91,111.96 51.41,111.89 52.56,110.62 52.49,109.12 52.49,109.07 52.24,103.89 52.49,97.18 52.53,96.18 52.99,94.88 53.83,93.45 60.31,97.03 67.42,99.84 75.35,99.26 86.88,98.43 90.76,92.65 90.56,87.52 90.32,81.72 84.32,75.52 75.12,75.60 66.04,75.69 57.65,80.66 52.45,86.37 52.16,86.19 51.86,86.01 51.57,85.83 52.77,84.11 53.71,82.15 53.71,80.22 53.71,80.22 53.71,42.89 53.71,42.89 54.30,41.97 56.36,39.51 61.58,39.51 67.59,39.51 70.13,49.70 70.13,53.76 70.13,54.17 70.12,54.62 70.11,55.12 70.01,60.33 69.80,71.18 79.88,73.31 80.72,73.48 81.51,73.56 82.28,73.56 89.62,73.56 93.52,65.92 94.61,61.46 94.97,60.00 94.07,58.53 92.62,58.18 Z M 24.61,93.79 C 19.75,93.43 17.59,90.28 17.60,87.33 17.62,84.42 19.88,80.88 26.21,80.48 26.47,80.46 26.74,80.46 27.00,80.46 32.05,80.46 37.43,83.42 43.09,86.92 38.30,90.84 31.12,94.29 24.61,93.79 Z M 75.18,81.03 C 75.22,81.03 75.27,81.03 75.31,81.03 81.03,81.03 85.00,84.48 85.13,87.74 85.27,91.04 81.37,93.38 74.95,93.84 68.66,94.30 62.82,92.14 57.22,89.12 61.31,84.97 67.73,81.10 75.18,81.03 Z M 44.35,20.79 C 44.35,16.08 47.33,12.24 51.00,12.24 54.67,12.24 57.65,16.08 57.65,20.79 57.65,25.50 54.67,29.34 51.00,29.34 47.33,29.34 44.35,25.50 44.35,20.79 Z
Thanks
Charlie
Charles Robertson
Establish Mindfulness, Technical Director
E: cdesign@btinternet.com
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B: www.establishmindfulness.com
T: admin@establishmindfulness.com
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On 4 Jun 2019, at 07:18, Chris Gannon ***@***.***> wrote:
Do you have closed:true on your constructor?
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Ok your issue is that you are using a compound path (several paths squished together into one path). This is @greensock's MorphSVGPlugin And this is the output from https://path2bezier.netlify.com/: Greensock deals with it a bit better but I would recommend avoiding compound paths. These converters tend to prefer just one path. In this particular instance, because of the shape of your vector, I would recommend drawing it with stroked paths instead - that way you will get decent 3D depth in Zdog. |
Wow. Thanks for this analysis. Very interesting stuff.
I used to work with a program called POV-Ray [www.povray.org][yes, very old skool, I know!] This program had the ability to carry out path operations, like 'divide' & 'merge' etc.
Anyway, I am getting side tracked.
So, you reckon that I should try and create this shape from scratch, using Ellipse etc? I did notice that there wasn't much depth to my shape, once rendered. Although, stroking it heavily did help, but then I started to lose the shape definition.
I guess, if I create it from scratch, I can control all these factors better?
I will give it a go.
Cheers
Charlie
Charles Robertson
Establish Mindfulness, Technical Director
E: cdesign@btinternet.com
U: app.establishmindfulness.com
B: www.establishmindfulness.com
T: admin@establishmindfulness.com
…Sent from my iPhone
On 4 Jun 2019, at 10:15, Chris Gannon ***@***.***> wrote:
Ok your issue is that you are using a compound path (several paths squished together into one path).
This is @greensock's MorphSVGPlugin pathDataToBezier output of your vector:
And this is the output from https://path2bezier.netlify.com/:
Greensock deals with it a bit better but I would recommend avoiding compound paths. These converters tend to prefer just one path.
In this particular instance, because of the shape of your vector, I would recommend drawing it with stroked paths instead - that way you will get decent 3D depth in Zdog.
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Yes - currently you're having to |
Chris
One last thing.
When I am working in Adobe Illustrator, I usually create a horizontal line with 2 points.
Then I add a single Bezier point in the middle of the line. Then I pull out the left & right control handles, perfectly horizontal. Then I move the Bezier point, itself, downwards to create a curve in the line.
Is there any way to emulate this, in zDog?
Thanks
Charlie
Charles Robertson
Establish Mindfulness, Technical Director
E: cdesign@btinternet.com
U: app.establishmindfulness.com
B: www.establishmindfulness.com
T: admin@establishmindfulness.com
…Sent from my iPhone
On 4 Jun 2019, at 10:15, Chris Gannon ***@***.***> wrote:
Ok your issue is that you are using a compound path (several paths squished together into one path).
This is @greensock's MorphSVGPlugin pathDataToBezier output of your vector:
And this is the output from https://path2bezier.netlify.com/:
Greensock deals with it a bit better but I would recommend avoiding compound paths. These converters tend to prefer just one path.
In this particular instance, because of the shape of your vector, I would recommend drawing it with stroked paths instead - that way you will get decent 3D depth in Zdog.
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Do you mean like this @charlesr1971 ? https://codepen.io/chrisgannon/pen/ca10b0aec2f6ea775cedb16b9accee6e |
Anyway. No worries. I exported that segment of the stick person path out of Illustrator/GIMP as an SVG, and then used the Bezier conversion tool from Netlify.
And then used your function to get the perfect Bezier.
Now, I have what I need.
But thanks for your help! I am a beginner with zDog and just finding my feet, at the moment.
It is certainly a very cool library!
Cheers
Charlie
Charles Robertson
Establish Mindfulness, Technical Director
E: cdesign@btinternet.com
U: app.establishmindfulness.com
B: www.establishmindfulness.com
T: admin@establishmindfulness.com
…Sent from my iPhone
On 4 Jun 2019, at 11:50, Chris Gannon ***@***.***> wrote:
Do you mean like this @charlesr1971 ?
https://codepen.io/chrisgannon/pen/ca10b0aec2f6ea775cedb16b9accee6e
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Can anyone tell me how I access the color of a child shape, if I create a new shape, using copyGraph() on a parent shape that has two children? |
@charlesr1971 Related: #6
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@turbo Thanks for this information. It kind of makes this API difficult to use. It's one of the most basic requirements. For instance, if I want to create a sphere, I have to add one hemisphere to another. I'm also wondering, at this point, why there isn't a sphere primitive, but that's for another day. But, if I want to change the color of the child hemisphere, dynamically, there is no way to achieve this. If you have an API that allows child objects, there should be some way of accessing them. |
@charlesr1971 @turbo I think you access the parent's children fairly easily when rendering to SVG.
Demo (animated using @greensock) : |
@turbo You are a life saver. Thank you sir! |
Wrong person @charlesr1971 |
@chrisgannon Sorry. I said thank you to the wrong person. Thanks Chris. I couldn't believe there was no way to access children! |
@charlesr1971 Also not sure what you mean by sphere primitive. A hemisphere is a compound shape, whereas the sphere is the default shape: new Zdog.Shape({
addTo: illo,
stroke: 80, // diameter
color: '#636',
}); |
OK. I need to make an apology to the zDog team. In fact, you can call the 'children' property on any shape, not just anchors. I managed to access this property on my child hemisphere. Problem solved. It's just me being a stupid newbie! |
@chrisgannon OK. So, in POV-Ray, we had spheres, boxes, triangles etc. But not hemispheres, so I assumed that a sphere is a primitive shape? |
@chrisgannon OK. So, shape = sphere by default? Why not call it a 'sphere'? |
Right. I was a little confused when I couldn't see sphere anywhere? Maybe I missed the default shape example in the docs. I will have another read through... |
@charlesr1971 Because there is no such thing as a sphere. zDog is not a 3D engine, but a 2.5D engine. A sphere is the same thing as a point, which are both rendered using ellipses/circles on 2D canvas and SVG targets. Since there is neither perspective nor shading, it is inconsequential that "spheres" don't have depth. Again, no spheres here, just shapes. The Box is also not an actual shape, but a compound group of Rectangles. You can skim the source code for the built-in compound groups to get an idea of how this works. TL;DR 2.5D engines "trick" you into seeing 3D, but they are just rendering flat shapes. This very different from 3D canvas/SVG engines such as phoria.js or the (now removed) THREE.js canvas renderer. |
@turbo Thanks for the explanation. 2.5D. Never heard of this, but I have to say I have never seen anything like zDog before. This is partly what makes it so cool. I like the fact that there is no shading. It works well for the whole flat design genre. |
I like the way, that you can't always tell what the shape is until, it is dragged or animated. It messes with your head, which makes it, so interesting. |
Coming from a 3D background, I need to get use to the new lingo & it's paradigm. |
@charlesr1971 I think this is a good way to visualize the difference between 2.5 and 3D: http://www.kevs3d.co.uk/dev/phoria/test3.html The point light (upper left corner) source is a "sphere" in the zDog sense. It doesn't have any depth, and is not affected by perspective (only in size (stroke in zDog)). The sphere in the centre is a conventional 3D object (which is what you're used to). 3D engines can be used in flat-shading mode to emulate zDog demo, but they will always have a viewport with perspective projection, something that doesn't exist in 2.5D (aka pseudo-3d) engines. Compare the milk demo with zDog's "Box"es - the milk carton has a vanishing point.
That's the point of 2.5D :). The idea originates from early sprite-layering games: https://images.app.goo.gl/RizABiiiGwFaa2Cz8 |
Nice stuff. I'm just off to destroy those 2 hemispheres & create a nice single default sphere like shape!😉 |
One last thing. How many units in a full rotation [not using TAU]. Do you use 360 or 1? I am doing a rotation animation and I want to detect, when the Anchor has done a half rotation? |
@charlesr1971 Zdog (and JS) natively use radians but I work in degrees so I have to pass all my radians values to a conversion function (below) so my brain can understand it!
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@chrisgannon Awesome stuff. This is perfect! |
OK. So, inside my animation function, I have got: foo.rotate.z += 0.03; I was expecting your function to spit out something between 1 - 360 I need to detect when my object has rotated more than 180 degrees. But at the moment the incremental rotation value never resets itself to zero, when it has carried out a full rotation. It just increments to infinity. |
@charlesr1971 I love your interest and enthusiam for Zdog and this challenge. But I would appreciate that you use this issue thread to discuss general issues. This issue is currently the #1 requested issue, so back-and-forth conversation adds noise. |
Hi! Fell in love with Zdog and wanted this feature too. I made my own rudimentary svg shape importer. Wanted to share this even if it's just a funky prototype. https://codepen.io/sakamies/pen/KKKaKmJ
Quite a few caveats of course.
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When I add some simple text outlines I get an error
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@chrisgannon That error most probably is just my mistake and nothing to do with Zdog. l added my script as its own github project, so we can discuss this there as an issue. https://github.com/sakamies/zdog-svg-importer Can't promise any maintenance for this little importer, but discussion, forks or pull requests are welcome. |
The ability to draw a bezier path (in a vector program) and convert that path data into usable Zdog code would be very useful.
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