text: import {
  	Box2,
  	BufferGeometry,
  	FileLoader,
  	Float32BufferAttribute,
  	Loader,
  	Matrix3,
  	Path,
  	Shape,
  	ShapePath,
  	ShapeUtils,
  	Vector2,
  	Vector3
  } from '../../../build/three.module.js';
  
  class SVGLoader extends Loader {
  
  	constructor( manager ) {
  
  		super( manager );
  
  		// Default dots per inch
  		this.defaultDPI = 90;
  
  		// Accepted units: 'mm', 'cm', 'in', 'pt', 'pc', 'px'
  		this.defaultUnit = 'px';
  
  	}
  
  	load( url, onLoad, onProgress, onError ) {
  
  		const scope = this;
  
  		const loader = new FileLoader( scope.manager );
  		loader.setPath( scope.path );
  		loader.setRequestHeader( scope.requestHeader );
  		loader.setWithCredentials( scope.withCredentials );
  		loader.load( url, function ( text ) {
  
  			try {
  
  				onLoad( scope.parse( text ) );
  
  			} catch ( e ) {
  
  				if ( onError ) {
  
  					onError( e );
  
  				} else {
  
  					console.error( e );
  
  				}
  
  				scope.manager.itemError( url );
  
  			}
  
  		}, onProgress, onError );
  
  	}
  
  	parse( text ) {
  
  		const scope = this;
  
  		function parseNode( node, style ) {
  
  			if ( node.nodeType !== 1 ) return;
  
  			const transform = getNodeTransform( node );
  
  			let traverseChildNodes = true;
  
  			let path = null;
  
  			switch ( node.nodeName ) {
  
  				case 'svg':
  					break;
  
  				case 'style':
  					parseCSSStylesheet( node );
  					break;
  
  				case 'g':
  					style = parseStyle( node, style );
  					break;
  
  				case 'path':
  					style = parseStyle( node, style );
  					if ( node.hasAttribute( 'd' ) ) path = parsePathNode( node );
  					break;
  
  				case 'rect':
  					style = parseStyle( node, style );
  					path = parseRectNode( node );
  					break;
  
  				case 'polygon':
  					style = parseStyle( node, style );
  					path = parsePolygonNode( node );
  					break;
  
  				case 'polyline':
  					style = parseStyle( node, style );
  					path = parsePolylineNode( node );
  					break;
  
  				case 'circle':
  					style = parseStyle( node, style );
  					path = parseCircleNode( node );
  					break;
  
  				case 'ellipse':
  					style = parseStyle( node, style );
  					path = parseEllipseNode( node );
  					break;
  
  				case 'line':
  					style = parseStyle( node, style );
  					path = parseLineNode( node );
  					break;
  
  				case 'defs':
  					traverseChildNodes = false;
  					break;
  
  				case 'use':
  					style = parseStyle( node, style );
  					const usedNodeId = node.href.baseVal.substring( 1 );
  					const usedNode = node.viewportElement.getElementById( usedNodeId );
  					if ( usedNode ) {
  
  						parseNode( usedNode, style );
  
  					} else {
  
  						console.warn( 'SVGLoader: \'use node\' references non-existent node id: ' + usedNodeId );
  
  					}
  
  					break;
  
  				default:
  					// console.log( node );
  
  			}
  
  			if ( path ) {
  
  				if ( style.fill !== undefined && style.fill !== 'none' ) {
  
  					path.color.setStyle( style.fill );
  
  				}
  
  				transformPath( path, currentTransform );
  
  				paths.push( path );
  
  				path.userData = { node: node, style: style };
  
  			}
  
  			if ( traverseChildNodes ) {
  
  				const nodes = node.childNodes;
  
  				for ( let i = 0; i < nodes.length; i ++ ) {
  
  					parseNode( nodes[ i ], style );
  
  				}
  
  			}
  
  			if ( transform ) {
  
  				transformStack.pop();
  
  				if ( transformStack.length > 0 ) {
  
  					currentTransform.copy( transformStack[ transformStack.length - 1 ] );
  
  				} else {
  
  					currentTransform.identity();
  
  				}
  
  			}
  
  		}
  
  		function parsePathNode( node ) {
  
  			const path = new ShapePath();
  
  			const point = new Vector2();
  			const control = new Vector2();
  
  			const firstPoint = new Vector2();
  			let isFirstPoint = true;
  			let doSetFirstPoint = false;
  
  			const d = node.getAttribute( 'd' );
  
  			// console.log( d );
  
  			const commands = d.match( /[a-df-z][^a-df-z]*/ig );
  
  			for ( let i = 0, l = commands.length; i < l; i ++ ) {
  
  				const command = commands[ i ];
  
  				const type = command.charAt( 0 );
  				const data = command.substr( 1 ).trim();
  
  				if ( isFirstPoint === true ) {
  
  					doSetFirstPoint = true;
  					isFirstPoint = false;
  
  				}
  
  				let numbers;
  
  				switch ( type ) {
  
  					case 'M':
  						numbers = parseFloats( data );
  						for ( let 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 );
  
  							}
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'H':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'V':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'L':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'C':
  						numbers = parseFloats( data );
  
  						for ( let 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'S':
  						numbers = parseFloats( data );
  
  						for ( let 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'Q':
  						numbers = parseFloats( data );
  
  						for ( let 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'T':
  						numbers = parseFloats( data );
  
  						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
  
  							const rx = getReflection( point.x, control.x );
  							const 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'A':
  						numbers = parseFloats( data, [ 3, 4 ], 7 );
  
  						for ( let j = 0, jl = numbers.length; j < jl; j += 7 ) {
  
  							// skip command if start point == end point
  							if ( numbers[ j + 5 ] == point.x && numbers[ j + 6 ] == point.y ) continue;
  
  							const 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
  							);
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'm':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							}
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'h':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'v':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'l':
  						numbers = parseFloats( data );
  
  						for ( let 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 );
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'c':
  						numbers = parseFloats( data );
  
  						for ( let 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 's':
  						numbers = parseFloats( data );
  
  						for ( let 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'q':
  						numbers = parseFloats( data );
  
  						for ( let 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 't':
  						numbers = parseFloats( data );
  
  						for ( let j = 0, jl = numbers.length; j < jl; j += 2 ) {
  
  							const rx = getReflection( point.x, control.x );
  							const 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 ];
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( point );
  
  						}
  
  						break;
  
  					case 'a':
  						numbers = parseFloats( data, [ 3, 4 ], 7 );
  
  						for ( let j = 0, jl = numbers.length; j < jl; j += 7 ) {
  
  							// skip command if no displacement
  							if ( numbers[ j + 5 ] == 0 && numbers[ j + 6 ] == 0 ) continue;
  
  							const 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
  							);
  
  							if ( j === 0 && doSetFirstPoint === true ) firstPoint.copy( 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  )
  
  				doSetFirstPoint = false;
  
  			}
  
  			return path;
  
  		}
  
  		function parseCSSStylesheet( node ) {
  
  			if ( ! node.sheet || ! node.sheet.cssRules || ! node.sheet.cssRules.length ) return;
  
  			for ( let i = 0; i < node.sheet.cssRules.length; i ++ ) {
  
  				const stylesheet = node.sheet.cssRules[ i ];
  
  				if ( stylesheet.type !== 1 ) continue;
  
  				const selectorList = stylesheet.selectorText
  					.split( /,/gm )
  					.filter( Boolean )
  					.map( i => i.trim() );
  
  				for ( let j = 0; j < selectorList.length; j ++ ) {
  
  					stylesheets[ selectorList[ j ] ] = Object.assign(
  						stylesheets[ selectorList[ j ] ] || {},
  						stylesheet.style
  					);
  
  				}
  
  			}
  
  		}
  
  		/**
  		 * 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 ) {
  
  			if ( rx == 0 || ry == 0 ) {
  
  				// draw a line if either of the radii == 0
  				path.lineTo( end.x, end.y );
  				return;
  
  			}
  
  			x_axis_rotation = x_axis_rotation * Math.PI / 180;
  
  			// Ensure radii are positive
  			rx = Math.abs( rx );
  			ry = Math.abs( ry );
  
  			// Compute (x1', y1')
  			const dx2 = ( start.x - end.x ) / 2.0;
  			const dy2 = ( start.y - end.y ) / 2.0;
  			const x1p = Math.cos( x_axis_rotation ) * dx2 + Math.sin( x_axis_rotation ) * dy2;
  			const y1p = - Math.sin( x_axis_rotation ) * dx2 + Math.cos( x_axis_rotation ) * dy2;
  
  			// Compute (cx', cy')
  			let rxs = rx * rx;
  			let rys = ry * ry;
  			const x1ps = x1p * x1p;
  			const y1ps = y1p * y1p;
  
  			// Ensure radii are large enough
  			const cr = x1ps / rxs + y1ps / rys;
  
  			if ( cr > 1 ) {
  
  				// scale up rx,ry equally so cr == 1
  				const s = Math.sqrt( cr );
  				rx = s * rx;
  				ry = s * ry;
  				rxs = rx * rx;
  				rys = ry * ry;
  
  			}
  
  			const dq = ( rxs * y1ps + rys * x1ps );
  			const pq = ( rxs * rys - dq ) / dq;
  			let q = Math.sqrt( Math.max( 0, pq ) );
  			if ( large_arc_flag === sweep_flag ) q = - q;
  			const cxp = q * rx * y1p / ry;
  			const cyp = - q * ry * x1p / rx;
  
  			// Step 3: Compute (cx, cy) from (cx', cy')
  			const cx = Math.cos( x_axis_rotation ) * cxp - Math.sin( x_axis_rotation ) * cyp + ( start.x + end.x ) / 2;
  			const cy = Math.sin( x_axis_rotation ) * cxp + Math.cos( x_axis_rotation ) * cyp + ( start.y + end.y ) / 2;
  
  			// Step 4: Compute θ1 and Δθ
  			const theta = svgAngle( 1, 0, ( x1p - cxp ) / rx, ( y1p - cyp ) / ry );
  			const 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 ) {
  
  			const dot = ux * vx + uy * vy;
  			const len = Math.sqrt( ux * ux + uy * uy ) * Math.sqrt( vx * vx + vy * vy );
  			let 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 ) {
  
  			const x = parseFloatWithUnits( node.getAttribute( 'x' ) || 0 );
  			const y = parseFloatWithUnits( node.getAttribute( 'y' ) || 0 );
  			const rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
  			const ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
  			const w = parseFloatWithUnits( node.getAttribute( 'width' ) );
  			const h = parseFloatWithUnits( node.getAttribute( 'height' ) );
  
  			const path = new ShapePath();
  			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 ) {
  
  			function iterator( match, a, b ) {
  
  				const x = parseFloatWithUnits( a );
  				const y = parseFloatWithUnits( b );
  
  				if ( index === 0 ) {
  
  					path.moveTo( x, y );
  
  				} else {
  
  					path.lineTo( x, y );
  
  				}
  
  				index ++;
  
  			}
  
  			const regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  
  			const path = new ShapePath();
  
  			let index = 0;
  
  			node.getAttribute( 'points' ).replace( regex, iterator );
  
  			path.currentPath.autoClose = true;
  
  			return path;
  
  		}
  
  		function parsePolylineNode( node ) {
  
  			function iterator( match, a, b ) {
  
  				const x = parseFloatWithUnits( a );
  				const y = parseFloatWithUnits( b );
  
  				if ( index === 0 ) {
  
  					path.moveTo( x, y );
  
  				} else {
  
  					path.lineTo( x, y );
  
  				}
  
  				index ++;
  
  			}
  
  			const regex = /(-?[\d\.?]+)[,|\s](-?[\d\.?]+)/g;
  
  			const path = new ShapePath();
  
  			let index = 0;
  
  			node.getAttribute( 'points' ).replace( regex, iterator );
  
  			path.currentPath.autoClose = false;
  
  			return path;
  
  		}
  
  		function parseCircleNode( node ) {
  
  			const x = parseFloatWithUnits( node.getAttribute( 'cx' ) || 0 );
  			const y = parseFloatWithUnits( node.getAttribute( 'cy' ) || 0 );
  			const r = parseFloatWithUnits( node.getAttribute( 'r' ) || 0 );
  
  			const subpath = new Path();
  			subpath.absarc( x, y, r, 0, Math.PI * 2 );
  
  			const path = new ShapePath();
  			path.subPaths.push( subpath );
  
  			return path;
  
  		}
  
  		function parseEllipseNode( node ) {
  
  			const x = parseFloatWithUnits( node.getAttribute( 'cx' ) || 0 );
  			const y = parseFloatWithUnits( node.getAttribute( 'cy' ) || 0 );
  			const rx = parseFloatWithUnits( node.getAttribute( 'rx' ) || 0 );
  			const ry = parseFloatWithUnits( node.getAttribute( 'ry' ) || 0 );
  
  			const subpath = new Path();
  			subpath.absellipse( x, y, rx, ry, 0, Math.PI * 2 );
  
  			const path = new ShapePath();
  			path.subPaths.push( subpath );
  
  			return path;
  
  		}
  
  		function parseLineNode( node ) {
  
  			const x1 = parseFloatWithUnits( node.getAttribute( 'x1' ) || 0 );
  			const y1 = parseFloatWithUnits( node.getAttribute( 'y1' ) || 0 );
  			const x2 = parseFloatWithUnits( node.getAttribute( 'x2' ) || 0 );
  			const y2 = parseFloatWithUnits( node.getAttribute( 'y2' ) || 0 );
  
  			const path = new 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
  
  			let stylesheetStyles = {};
  
  			if ( node.hasAttribute( 'class' ) ) {
  
  				const classSelectors = node.getAttribute( 'class' )
  					.split( /\s/ )
  					.filter( Boolean )
  					.map( i => i.trim() );
  
  				for ( let i = 0; i < classSelectors.length; i ++ ) {
  
  					stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '.' + classSelectors[ i ] ] );
  
  				}
  
  			}
  
  			if ( node.hasAttribute( 'id' ) ) {
  
  				stylesheetStyles = Object.assign( stylesheetStyles, stylesheets[ '#' + node.getAttribute( 'id' ) ] );
  
  			}
  
  			function addStyle( svgName, jsName, adjustFunction ) {
  
  				if ( adjustFunction === undefined ) adjustFunction = function copy( v ) {
  
  					if ( v.startsWith( 'url' ) ) console.warn( 'SVGLoader: url access in attributes is not implemented.' );
  
  					return v;
  
  				};
  
  				if ( node.hasAttribute( svgName ) ) style[ jsName ] = adjustFunction( node.getAttribute( svgName ) );
  				if ( stylesheetStyles[ svgName ] ) style[ jsName ] = adjustFunction( stylesheetStyles[ svgName ] );
  				if ( node.style && node.style[ svgName ] !== '' ) style[ jsName ] = adjustFunction( node.style[ svgName ] );
  
  			}
  
  			function clamp( v ) {
  
  				return Math.max( 0, Math.min( 1, parseFloatWithUnits( v ) ) );
  
  			}
  
  			function positive( v ) {
  
  				return Math.max( 0, parseFloatWithUnits( v ) );
  
  			}
  
  			addStyle( 'fill', 'fill' );
  			addStyle( 'fill-opacity', 'fillOpacity', clamp );
  			addStyle( 'opacity', 'opacity', clamp );
  			addStyle( 'stroke', 'stroke' );
  			addStyle( 'stroke-opacity', 'strokeOpacity', clamp );
  			addStyle( 'stroke-width', 'strokeWidth', positive );
  			addStyle( 'stroke-linejoin', 'strokeLineJoin' );
  			addStyle( 'stroke-linecap', 'strokeLineCap' );
  			addStyle( 'stroke-miterlimit', 'strokeMiterLimit', positive );
  			addStyle( 'visibility', 'visibility' );
  
  			return style;
  
  		}
  
  		// http://www.w3.org/TR/SVG11/implnote.html#PathElementImplementationNotes
  
  		function getReflection( a, b ) {
  
  			return a - ( b - a );
  
  		}
  
  		// from https://github.com/ppvg/svg-numbers (MIT License)
  
  		function parseFloats( input, flags, stride ) {
  
  			if ( typeof input !== 'string' ) {
  
  				throw new TypeError( 'Invalid input: ' + typeof input );
  
  			}
  
  			// Character groups
  			const RE = {
  				SEPARATOR: /[ \t\r\n\,.\-+]/,
  				WHITESPACE: /[ \t\r\n]/,
  				DIGIT: /[\d]/,
  				SIGN: /[-+]/,
  				POINT: /\./,
  				COMMA: /,/,
  				EXP: /e/i,
  				FLAGS: /[01]/
  			};
  
  			// States
  			const SEP = 0;
  			const INT = 1;
  			const FLOAT = 2;
  			const EXP = 3;
  
  			let state = SEP;
  			let seenComma = true;
  			let number = '', exponent = '';
  			const result = [];
  
  			function throwSyntaxError( current, i, partial ) {
  
  				const error = new SyntaxError( 'Unexpected character "' + current + '" at index ' + i + '.' );
  				error.partial = partial;
  				throw error;
  
  			}
  
  			function newNumber() {
  
  				if ( number !== '' ) {
  
  					if ( exponent === '' ) result.push( Number( number ) );
  					else result.push( Number( number ) * Math.pow( 10, Number( exponent ) ) );
  
  				}
  
  				number = '';
  				exponent = '';
  
  			}
  
  			let current;
  			const length = input.length;
  
  			for ( let i = 0; i < length; i ++ ) {
  
  				current = input[ i ];
  
  				// check for flags
  				if ( Array.isArray( flags ) && flags.includes( result.length % stride ) && RE.FLAGS.test( current ) ) {
  
  					state = INT;
  					number = current;
  					newNumber();
  					continue;
  
  				}
  
  				// parse until next number
  				if ( state === SEP ) {
  
  					// eat whitespace
  					if ( RE.WHITESPACE.test( current ) ) {
  
  						continue;
  
  					}
  
  					// start new number
  					if ( RE.DIGIT.test( current ) || RE.SIGN.test( current ) ) {
  
  						state = INT;
  						number = current;
  						continue;
  
  					}
  
  					if ( RE.POINT.test( current ) ) {
  
  						state = FLOAT;
  						number = current;
  						continue;
  
  					}
  
  					// throw on double commas (e.g. "1, , 2")
  					if ( RE.COMMA.test( current ) ) {
  
  						if ( seenComma ) {
  
  							throwSyntaxError( current, i, result );
  
  						}
  
  						seenComma = true;
  
  					}
  
  				}
  
  				// parse integer part
  				if ( state === INT ) {
  
  					if ( RE.DIGIT.test( current ) ) {
  
  						number += current;
  						continue;
  
  					}
  
  					if ( RE.POINT.test( current ) ) {
  
  						number += current;
  						state = FLOAT;
  						continue;
  
  					}
  
  					if ( RE.EXP.test( current ) ) {
  
  						state = EXP;
  						continue;
  
  					}
  
  					// throw on double signs ("-+1"), but not on sign as separator ("-1-2")
  					if ( RE.SIGN.test( current )
  							&& number.length === 1
  							&& RE.SIGN.test( number[ 0 ] ) ) {
  
  						throwSyntaxError( current, i, result );
  
  					}
  
  				}
  
  				// parse decimal part
  				if ( state === FLOAT ) {
  
  					if ( RE.DIGIT.test( current ) ) {
  
  						number += current;
  						continue;
  
  					}
  
  					if ( RE.EXP.test( current ) ) {
  
  						state = EXP;
  						continue;
  
  					}
  
  					// throw on double decimal points (e.g. "1..2")
  					if ( RE.POINT.test( current ) && number[ number.length - 1 ] === '.' ) {
  
  						throwSyntaxError( current, i, result );
  
  					}
  
  				}
  
  				// parse exponent part
  				if ( state === EXP ) {
  
  					if ( RE.DIGIT.test( current ) ) {
  
  						exponent += current;
  						continue;
  
  					}
  
  					if ( RE.SIGN.test( current ) ) {
  
  						if ( exponent === '' ) {
  
  							exponent += current;
  							continue;
  
  						}
  
  						if ( exponent.length === 1 && RE.SIGN.test( exponent ) ) {
  
  							throwSyntaxError( current, i, result );
  
  						}
  
  					}
  
  				}
  
  
  				// end of number
  				if ( RE.WHITESPACE.test( current ) ) {
  
  					newNumber();
  					state = SEP;
  					seenComma = false;
  
  				} else if ( RE.COMMA.test( current ) ) {
  
  					newNumber();
  					state = SEP;
  					seenComma = true;
  
  				} else if ( RE.SIGN.test( current ) ) {
  
  					newNumber();
  					state = INT;
  					number = current;
  
  				} else if ( RE.POINT.test( current ) ) {
  
  					newNumber();
  					state = FLOAT;
  					number = current;
  
  				} else {
  
  					throwSyntaxError( current, i, result );
  
  				}
  
  			}
  
  			// add the last number found (if any)
  			newNumber();
  
  			return result;
  
  		}
  
  		// Units
  
  		const units = [ 'mm', 'cm', 'in', 'pt', 'pc', 'px' ];
  
  		// Conversion: [ fromUnit ][ toUnit ] (-1 means dpi dependent)
  		const unitConversion = {
  
  			'mm': {
  				'mm': 1,
  				'cm': 0.1,
  				'in': 1 / 25.4,
  				'pt': 72 / 25.4,
  				'pc': 6 / 25.4,
  				'px': - 1
  			},
  			'cm': {
  				'mm': 10,
  				'cm': 1,
  				'in': 1 / 2.54,
  				'pt': 72 / 2.54,
  				'pc': 6 / 2.54,
  				'px': - 1
  			},
  			'in': {
  				'mm': 25.4,
  				'cm': 2.54,
  				'in': 1,
  				'pt': 72,
  				'pc': 6,
  				'px': - 1
  			},
  			'pt': {
  				'mm': 25.4 / 72,
  				'cm': 2.54 / 72,
  				'in': 1 / 72,
  				'pt': 1,
  				'pc': 6 / 72,
  				'px': - 1
  			},
  			'pc': {
  				'mm': 25.4 / 6,
  				'cm': 2.54 / 6,
  				'in': 1 / 6,
  				'pt': 72 / 6,
  				'pc': 1,
  				'px': - 1
  			},
  			'px': {
  				'px': 1
  			}
  
  		};
  
  		function parseFloatWithUnits( string ) {
  
  			let theUnit = 'px';
  
  			if ( typeof string === 'string' || string instanceof String ) {
  
  				for ( let i = 0, n = units.length; i < n; i ++ ) {
  
  					const u = units[ i ];
  
  					if ( string.endsWith( u ) ) {
  
  						theUnit = u;
  						string = string.substring( 0, string.length - u.length );
  						break;
  
  					}
  
  				}
  
  			}
  
  			let scale = undefined;
  
  			if ( theUnit === 'px' && scope.defaultUnit !== 'px' ) {
  
  				// Conversion scale from  pixels to inches, then to default units
  
  				scale = unitConversion[ 'in' ][ scope.defaultUnit ] / scope.defaultDPI;
  
  			} else {
  
  				scale = unitConversion[ theUnit ][ scope.defaultUnit ];
  
  				if ( scale < 0 ) {
  
  					// Conversion scale to pixels
  
  					scale = unitConversion[ theUnit ][ 'in' ] * scope.defaultDPI;
  
  				}
  
  			}
  
  			return scale * parseFloat( string );
  
  		}
  
  		// Transforms
  
  		function getNodeTransform( node ) {
  
  			if ( ! ( node.hasAttribute( 'transform' ) || ( node.nodeName === 'use' && ( node.hasAttribute( 'x' ) || node.hasAttribute( 'y' ) ) ) ) ) {
  
  				return null;
  
  			}
  
  			const transform = parseNodeTransform( node );
  
  			if ( transformStack.length > 0 ) {
  
  				transform.premultiply( transformStack[ transformStack.length - 1 ] );
  
  			}
  
  			currentTransform.copy( transform );
  			transformStack.push( transform );
  
  			return transform;
  
  		}
  
  		function parseNodeTransform( node ) {
  
  			const transform = new Matrix3();
  			const currentTransform = tempTransform0;
  
  			if ( node.nodeName === 'use' && ( node.hasAttribute( 'x' ) || node.hasAttribute( 'y' ) ) ) {
  
  				const tx = parseFloatWithUnits( node.getAttribute( 'x' ) );
  				const ty = parseFloatWithUnits( node.getAttribute( 'y' ) );
  
  				transform.translate( tx, ty );
  
  			}
  
  			if ( node.hasAttribute( 'transform' ) ) {
  
  				const transformsTexts = node.getAttribute( 'transform' ).split( ')' );
  
  				for ( let tIndex = transformsTexts.length - 1; tIndex >= 0; tIndex -- ) {
  
  					const transformText = transformsTexts[ tIndex ].trim();
  
  					if ( transformText === '' ) continue;
  
  					const openParPos = transformText.indexOf( '(' );
  					const closeParPos = transformText.length;
  
  					if ( openParPos > 0 && openParPos < closeParPos ) {
  
  						const transformType = transformText.substr( 0, openParPos );
  
  						const array = parseFloats( transformText.substr( openParPos + 1, closeParPos - openParPos - 1 ) );
  
  						currentTransform.identity();
  
  						switch ( transformType ) {
  
  							case 'translate':
  
  								if ( array.length >= 1 ) {
  
  									const tx = array[ 0 ];
  									let ty = tx;
  
  									if ( array.length >= 2 ) {
  
  										ty = array[ 1 ];
  
  									}
  
  									currentTransform.translate( tx, ty );
  
  								}
  
  								break;
  
  							case 'rotate':
  
  								if ( array.length >= 1 ) {
  
  									let angle = 0;
  									let cx = 0;
  									let cy = 0;
  
  									// 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 );
  									currentTransform.multiplyMatrices( tempTransform1, tempTransform3 );
  
  								}
  
  								break;
  
  							case 'scale':
  
  								if ( array.length >= 1 ) {
  
  									const scaleX = array[ 0 ];
  									let scaleY = scaleX;
  
  									if ( array.length >= 2 ) {
  
  										scaleY = array[ 1 ];
  
  									}
  
  									currentTransform.scale( scaleX, scaleY );
  
  								}
  
  								break;
  
  							case 'skewX':
  
  								if ( array.length === 1 ) {
  
  									currentTransform.set(
  										1, Math.tan( array[ 0 ] * Math.PI / 180 ), 0,
  										0, 1, 0,
  										0, 0, 1
  									);
  
  								}
  
  								break;
  
  							case 'skewY':
  
  								if ( array.length === 1 ) {
  
  									currentTransform.set(
  										1, 0, 0,
  										Math.tan( array[ 0 ] * Math.PI / 180 ), 1, 0,
  										0, 0, 1
  									);
  
  								}
  
  								break;
  
  							case 'matrix':
  
  								if ( array.length === 6 ) {
  
  									currentTransform.set(
  										array[ 0 ], array[ 2 ], array[ 4 ],
  										array[ 1 ], array[ 3 ], array[ 5 ],
  										0, 0, 1
  									);
  
  								}
  
  								break;
  
  						}
  
  					}
  
  					transform.premultiply( currentTransform );
  
  				}
  
  			}
  
  			return transform;
  
  		}
  
  		function transformPath( path, m ) {
  
  			function transfVec2( v2 ) {
  
  				tempV3.set( v2.x, v2.y, 1 ).applyMatrix3( m );
  
  				v2.set( tempV3.x, tempV3.y );
  
  			}
  
  			const isRotated = isTransformRotated( m );
  
  			const subPaths = path.subPaths;
  
  			for ( let i = 0, n = subPaths.length; i < n; i ++ ) {
  
  				const subPath = subPaths[ i ];
  				const curves = subPath.curves;
  
  				for ( let j = 0; j < curves.length; j ++ ) {
  
  					const 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 ) {
  
  			const te = m.elements;
  			return Math.sqrt( te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] );
  
  		}
  
  		function getTransformScaleY( m ) {
  
  			const te = m.elements;
  			return Math.sqrt( te[ 3 ] * te[ 3 ] + te[ 4 ] * te[ 4 ] );
  
  		}
  
  		//
  
  		const paths = [];
  		const stylesheets = {};
  
  		const transformStack = [];
  
  		const tempTransform0 = new Matrix3();
  		const tempTransform1 = new Matrix3();
  		const tempTransform2 = new Matrix3();
  		const tempTransform3 = new Matrix3();
  		const tempV2 = new Vector2();
  		const tempV3 = new Vector3();
  
  		const currentTransform = new Matrix3();
  
  		const xml = new DOMParser().parseFromString( text, 'image/svg+xml' ); // application/xml
  
  		parseNode( xml.documentElement, {
  			fill: '#000',
  			fillOpacity: 1,
  			strokeOpacity: 1,
  			strokeWidth: 1,
  			strokeLineJoin: 'miter',
  			strokeLineCap: 'butt',
  			strokeMiterLimit: 4
  		} );
  
  		const data = { paths: paths, xml: xml.documentElement };
  
  		// console.log( paths );
  		return data;
  
  	}
  
  	static createShapes( shapePath ) {
  
  		// Param shapePath: a shapepath as returned by the parse function of this class
  		// Returns Shape object
  
  		const BIGNUMBER = 999999999;
  
  		const IntersectionLocationType = {
  			ORIGIN: 0,
  			DESTINATION: 1,
  			BETWEEN: 2,
  			LEFT: 3,
  			RIGHT: 4,
  			BEHIND: 5,
  			BEYOND: 6
  		};
  
  		const classifyResult = {
  			loc: IntersectionLocationType.ORIGIN,
  			t: 0
  		};
  
  		function findEdgeIntersection( a0, a1, b0, b1 ) {
  
  			const x1 = a0.x;
  			const x2 = a1.x;
  			const x3 = b0.x;
  			const x4 = b1.x;
  			const y1 = a0.y;
  			const y2 = a1.y;
  			const y3 = b0.y;
  			const y4 = b1.y;
  			const nom1 = ( x4 - x3 ) * ( y1 - y3 ) - ( y4 - y3 ) * ( x1 - x3 );
  			const nom2 = ( x2 - x1 ) * ( y1 - y3 ) - ( y2 - y1 ) * ( x1 - x3 );
  			const denom = ( y4 - y3 ) * ( x2 - x1 ) - ( x4 - x3 ) * ( y2 - y1 );
  			const t1 = nom1 / denom;
  			const t2 = nom2 / denom;
  
  			if ( ( ( denom === 0 ) && ( nom1 !== 0 ) ) || ( t1 <= 0 ) || ( t1 >= 1 ) || ( t2 < 0 ) || ( t2 > 1 ) ) {
  
  				//1. lines are parallel or edges don't intersect
  
  				return null;
  
  			} else if ( ( nom1 === 0 ) && ( denom === 0 ) ) {
  
  				//2. lines are colinear
  
  				//check if endpoints of edge2 (b0-b1) lies on edge1 (a0-a1)
  				for ( let i = 0; i < 2; i ++ ) {
  
  					classifyPoint( i === 0 ? b0 : b1, a0, a1 );
  					//find position of this endpoints relatively to edge1
  					if ( classifyResult.loc == IntersectionLocationType.ORIGIN ) {
  
  						const point = ( i === 0 ? b0 : b1 );
  						return { x: point.x, y: point.y, t: classifyResult.t };
  
  					} else if ( classifyResult.loc == IntersectionLocationType.BETWEEN ) {
  
  						const x = + ( ( x1 + classifyResult.t * ( x2 - x1 ) ).toPrecision( 10 ) );
  						const y = + ( ( y1 + classifyResult.t * ( y2 - y1 ) ).toPrecision( 10 ) );
  						return { x: x, y: y, t: classifyResult.t, };
  
  					}
  
  				}
  
  				return null;
  
  			} else {
  
  				//3. edges intersect
  
  				for ( let i = 0; i < 2; i ++ ) {
  
  					classifyPoint( i === 0 ? b0 : b1, a0, a1 );
  
  					if ( classifyResult.loc == IntersectionLocationType.ORIGIN ) {
  
  						const point = ( i === 0 ? b0 : b1 );
  						return { x: point.x, y: point.y, t: classifyResult.t };
  
  					}
  
  				}
  
  				const x = + ( ( x1 + t1 * ( x2 - x1 ) ).toPrecision( 10 ) );
  				const y = + ( ( y1 + t1 * ( y2 - y1 ) ).toPrecision( 10 ) );
  				return { x: x, y: y, t: t1 };
  
  			}
  
  		}
  
  		function classifyPoint( p, edgeStart, edgeEnd ) {
  
  			const ax = edgeEnd.x - edgeStart.x;
  			const ay = edgeEnd.y - edgeStart.y;
  			const bx = p.x - edgeStart.x;
  			const by = p.y - edgeStart.y;
  			const sa = ax * by - bx * ay;
  
  			if ( ( p.x === edgeStart.x ) && ( p.y === edgeStart.y ) ) {
  
  				classifyResult.loc = IntersectionLocationType.ORIGIN;
  				classifyResult.t = 0;
  				return;
  
  			}
  
  			if ( ( p.x === edgeEnd.x ) && ( p.y === edgeEnd.y ) ) {
  
  				classifyResult.loc = IntersectionLocationType.DESTINATION;
  				classifyResult.t = 1;
  				return;
  
  			}
  
  			if ( sa < - Number.EPSILON ) {
  
  				classifyResult.loc = IntersectionLocationType.LEFT;
  				return;
  
  			}
  
  			if ( sa > Number.EPSILON ) {
  
  				classifyResult.loc = IntersectionLocationType.RIGHT;
  				return;
  
  
  			}
  
  			if ( ( ( ax * bx ) < 0 ) || ( ( ay * by ) < 0 ) ) {
  
  				classifyResult.loc = IntersectionLocationType.BEHIND;
  				return;
  
  			}
  
  			if ( ( Math.sqrt( ax * ax + ay * ay ) ) < ( Math.sqrt( bx * bx + by * by ) ) ) {
  
  				classifyResult.loc = IntersectionLocationType.BEYOND;
  				return;
  
  			}
  
  			let t;
  
  			if ( ax !== 0 ) {
  
  				t = bx / ax;
  
  			} else {
  
  				t = by / ay;
  
  			}
  
  			classifyResult.loc = IntersectionLocationType.BETWEEN;
  			classifyResult.t = t;
  
  		}
  
  		function getIntersections( path1, path2 ) {
  
  			const intersectionsRaw = [];
  			const intersections = [];
  
  			for ( let index = 1; index < path1.length; index ++ ) {
  
  				const path1EdgeStart = path1[ index - 1 ];
  				const path1EdgeEnd = path1[ index ];
  
  				for ( let index2 = 1; index2 < path2.length; index2 ++ ) {
  
  					const path2EdgeStart = path2[ index2 - 1 ];
  					const path2EdgeEnd = path2[ index2 ];
  
  					const intersection = findEdgeIntersection( path1EdgeStart, path1EdgeEnd, path2EdgeStart, path2EdgeEnd );
  
  					if ( intersection !== null && intersectionsRaw.find( i => i.t <= intersection.t + Number.EPSILON && i.t >= intersection.t - Number.EPSILON ) === undefined ) {
  
  						intersectionsRaw.push( intersection );
  						intersections.push( new Vector2( intersection.x, intersection.y ) );
  
  					}
  
  				}
  
  			}
  
  			return intersections;
  
  		}
  
  		function getScanlineIntersections( scanline, boundingBox, paths ) {
  
  			const center = new Vector2();
  			boundingBox.getCenter( center );
  
  			const allIntersections = [];
  
  			paths.forEach( path => {
  
  				// check if the center of the bounding box is in the bounding box of the paths.
  				// this is a pruning method to limit the search of intersections in paths that can't envelop of the current path.
  				// if a path envelops another path. The center of that oter path, has to be inside the bounding box of the enveloping path.
  				if ( path.boundingBox.containsPoint( center ) ) {
  
  					const intersections = getIntersections( scanline, path.points );
  
  					intersections.forEach( p => {
  
  						allIntersections.push( { identifier: path.identifier, isCW: path.isCW, point: p } );
  
  					} );
  
  				}
  
  			} );
  
  			allIntersections.sort( ( i1, i2 ) => {
  
  				return i1.point.x - i2.point.x;
  
  			} );
  
  			return allIntersections;
  
  		}
  
  		function isHoleTo( simplePath, allPaths, scanlineMinX, scanlineMaxX, _fillRule ) {
  
  			if ( _fillRule === null || _fillRule === undefined || _fillRule === '' ) {
  
  				_fillRule = 'nonzero';
  
  			}
  
  			const centerBoundingBox = new Vector2();
  			simplePath.boundingBox.getCenter( centerBoundingBox );
  
  			const scanline = [ new Vector2( scanlineMinX, centerBoundingBox.y ), new Vector2( scanlineMaxX, centerBoundingBox.y ) ];
  
  			const scanlineIntersections = getScanlineIntersections( scanline, simplePath.boundingBox, allPaths );
  
  			scanlineIntersections.sort( ( i1, i2 ) => {
  
  				return i1.point.x - i2.point.x;
  
  			} );
  
  			const baseIntersections = [];
  			const otherIntersections = [];
  
  			scanlineIntersections.forEach( i => {
  
  				if ( i.identifier === simplePath.identifier ) {
  
  					baseIntersections.push( i );
  
  				} else {
  
  					otherIntersections.push( i );
  
  				}
  
  			} );
  
  			const firstXOfPath = baseIntersections[ 0 ].point.x;
  
  			// build up the path hierarchy
  			const stack = [];
  			let i = 0;
  
  			while ( i < otherIntersections.length && otherIntersections[ i ].point.x < firstXOfPath ) {
  
  				if ( stack.length > 0 && stack[ stack.length - 1 ] === otherIntersections[ i ].identifier ) {
  
  					stack.pop();
  
  				} else {
  
  					stack.push( otherIntersections[ i ].identifier );
  
  				}
  
  				i ++;
  
  			}
  
  			stack.push( simplePath.identifier );
  
  			if ( _fillRule === 'evenodd' ) {
  
  				const isHole = stack.length % 2 === 0 ? true : false;
  				const isHoleFor = stack[ stack.length - 2 ];
  
  				return { identifier: simplePath.identifier, isHole: isHole, for: isHoleFor };
  
  			} else if ( _fillRule === 'nonzero' ) {
  
  				// check if path is a hole by counting the amount of paths with alternating rotations it has to cross.
  				let isHole = true;
  				let isHoleFor = null;
  				let lastCWValue = null;
  
  				for ( let i = 0; i < stack.length; i ++ ) {
  
  					const identifier = stack[ i ];
  					if ( isHole ) {
  
  						lastCWValue = allPaths[ identifier ].isCW;
  						isHole = false;
  						isHoleFor = identifier;
  
  					} else if ( lastCWValue !== allPaths[ identifier ].isCW ) {
  
  						lastCWValue = allPaths[ identifier ].isCW;
  						isHole = true;
  
  					}
  
  				}
  
  				return { identifier: simplePath.identifier, isHole: isHole, for: isHoleFor };
  
  			} else {
  
  				console.warn( 'fill-rule: "' + _fillRule + '" is currently not implemented.' );
  
  			}
  
  		}
  
  		// check for self intersecting paths
  		// TODO
  
  		// check intersecting paths
  		// TODO
  
  		// prepare paths for hole detection
  		let identifier = 0;
  
  		let scanlineMinX = BIGNUMBER;
  		let scanlineMaxX = - BIGNUMBER;
  
  		let simplePaths = shapePath.subPaths.map( p => {
  
  			const points = p.getPoints();
  			let maxY = - BIGNUMBER;
  			let minY = BIGNUMBER;
  			let maxX = - BIGNUMBER;
  			let minX = BIGNUMBER;
  
  	      	//points.forEach(p => p.y *= -1);
  
  			for ( let i = 0; i < points.length; i ++ ) {
  
  				const p = points[ i ];
  
  				if ( p.y > maxY ) {
  
  					maxY = p.y;
  
  				}
  
  				if ( p.y < minY ) {
  
  					minY = p.y;
  
  				}
  
  				if ( p.x > maxX ) {
  
  					maxX = p.x;
  
  				}
  
  				if ( p.x < minX ) {
  
  					minX = p.x;
  
  				}
  
  			}
  
  			//
  			if ( scanlineMaxX <= maxX ) {
  
  				scanlineMaxX = maxX + 1;
  
  			}
  
  			if ( scanlineMinX >= minX ) {
  
  				scanlineMinX = minX - 1;
  
  			}
  
  			return { points: points, isCW: ShapeUtils.isClockWise( points ), identifier: identifier ++, boundingBox: new Box2( new Vector2( minX, minY ), new Vector2( maxX, maxY ) ) };
  
  		} );
  
  		simplePaths = simplePaths.filter( sp => sp.points.length > 1 );
  
  		// check if path is solid or a hole
  		const isAHole = simplePaths.map( p => isHoleTo( p, simplePaths, scanlineMinX, scanlineMaxX, shapePath.userData.style.fillRule ) );
  
  
  		const shapesToReturn = [];
  		simplePaths.forEach( p => {
  
  			const amIAHole = isAHole[ p.identifier ];
  
  			if ( ! amIAHole.isHole ) {
  
  				const shape = new Shape( p.points );
  				const holes = isAHole.filter( h => h.isHole && h.for === p.identifier );
  				holes.forEach( h => {
  
  					const path = simplePaths[ h.identifier ];
  					shape.holes.push( new Path( path.points ) );
  
  				} );
  				shapesToReturn.push( shape );
  
  			}
  
  		} );
  
  		return shapesToReturn;
  
  	}
  
  	static getStrokeStyle( width, color, lineJoin, lineCap, miterLimit ) {
  
  		// Param width: Stroke width
  		// Param color: As returned by THREE.Color.getStyle()
  		// Param lineJoin: One of "round", "bevel", "miter" or "miter-limit"
  		// Param lineCap: One of "round", "square" or "butt"
  		// Param miterLimit: Maximum join length, in multiples of the "width" parameter (join is truncated if it exceeds that distance)
  		// Returns style object
  
  		width = width !== undefined ? width : 1;
  		color = color !== undefined ? color : '#000';
  		lineJoin = lineJoin !== undefined ? lineJoin : 'miter';
  		lineCap = lineCap !== undefined ? lineCap : 'butt';
  		miterLimit = miterLimit !== undefined ? miterLimit : 4;
  
  		return {
  			strokeColor: color,
  			strokeWidth: width,
  			strokeLineJoin: lineJoin,
  			strokeLineCap: lineCap,
  			strokeMiterLimit: miterLimit
  		};
  
  	}
  
  	static pointsToStroke( points, style, arcDivisions, minDistance ) {
  
  		// Generates a stroke with some witdh around the given path.
  		// The path can be open or closed (last point equals to first point)
  		// Param points: Array of Vector2D (the path). Minimum 2 points.
  		// Param style: Object with SVG properties as returned by SVGLoader.getStrokeStyle(), or SVGLoader.parse() in the path.userData.style object
  		// Params arcDivisions: Arc divisions for round joins and endcaps. (Optional)
  		// Param minDistance: Points closer to this distance will be merged. (Optional)
  		// Returns BufferGeometry with stroke triangles (In plane z = 0). UV coordinates are generated ('u' along path. 'v' across it, from left to right)
  
  		const vertices = [];
  		const normals = [];
  		const uvs = [];
  
  		if ( SVGLoader.pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs ) === 0 ) {
  
  			return null;
  
  		}
  
  		const geometry = new BufferGeometry();
  		geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		geometry.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		geometry.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  
  		return geometry;
  
  	}
  
  	static pointsToStrokeWithBuffers( points, style, arcDivisions, minDistance, vertices, normals, uvs, vertexOffset ) {
  
  		// This function can be called to update existing arrays or buffers.
  		// Accepts same parameters as pointsToStroke, plus the buffers and optional offset.
  		// Param vertexOffset: Offset vertices to start writing in the buffers (3 elements/vertex for vertices and normals, and 2 elements/vertex for uvs)
  		// Returns number of written vertices / normals / uvs pairs
  		// if 'vertices' parameter is undefined no triangles will be generated, but the returned vertices count will still be valid (useful to preallocate the buffers)
  		// 'normals' and 'uvs' buffers are optional
  
  		const tempV2_1 = new Vector2();
  		const tempV2_2 = new Vector2();
  		const tempV2_3 = new Vector2();
  		const tempV2_4 = new Vector2();
  		const tempV2_5 = new Vector2();
  		const tempV2_6 = new Vector2();
  		const tempV2_7 = new Vector2();
  		const lastPointL = new Vector2();
  		const lastPointR = new Vector2();
  		const point0L = new Vector2();
  		const point0R = new Vector2();
  		const currentPointL = new Vector2();
  		const currentPointR = new Vector2();
  		const nextPointL = new Vector2();
  		const nextPointR = new Vector2();
  		const innerPoint = new Vector2();
  		const outerPoint = new Vector2();
  
  		arcDivisions = arcDivisions !== undefined ? arcDivisions : 12;
  		minDistance = minDistance !== undefined ? minDistance : 0.001;
  		vertexOffset = vertexOffset !== undefined ? vertexOffset : 0;
  
  		// First ensure there are no duplicated points
  		points = removeDuplicatedPoints( points );
  
  		const numPoints = points.length;
  
  		if ( numPoints < 2 ) return 0;
  
  		const isClosed = points[ 0 ].equals( points[ numPoints - 1 ] );
  
  		let currentPoint;
  		let previousPoint = points[ 0 ];
  		let nextPoint;
  
  		const strokeWidth2 = style.strokeWidth / 2;
  
  		const deltaU = 1 / ( numPoints - 1 );
  		let u0 = 0, u1;
  
  		let innerSideModified;
  		let joinIsOnLeftSide;
  		let isMiter;
  		let initialJoinIsOnLeftSide = false;
  
  		let numVertices = 0;
  		let currentCoordinate = vertexOffset * 3;
  		let currentCoordinateUV = vertexOffset * 2;
  
  		// Get initial left and right stroke points
  		getNormal( points[ 0 ], points[ 1 ], tempV2_1 ).multiplyScalar( strokeWidth2 );
  		lastPointL.copy( points[ 0 ] ).sub( tempV2_1 );
  		lastPointR.copy( points[ 0 ] ).add( tempV2_1 );
  		point0L.copy( lastPointL );
  		point0R.copy( lastPointR );
  
  		for ( let iPoint = 1; iPoint < numPoints; iPoint ++ ) {
  
  			currentPoint = points[ iPoint ];
  
  			// Get next point
  			if ( iPoint === numPoints - 1 ) {
  
  				if ( isClosed ) {
  
  					// Skip duplicated initial point
  					nextPoint = points[ 1 ];
  
  				} else nextPoint = undefined;
  
  			} else {
  
  				nextPoint = points[ iPoint + 1 ];
  
  			}
  
  			// Normal of previous segment in tempV2_1
  			const normal1 = tempV2_1;
  			getNormal( previousPoint, currentPoint, normal1 );
  
  			tempV2_3.copy( normal1 ).multiplyScalar( strokeWidth2 );
  			currentPointL.copy( currentPoint ).sub( tempV2_3 );
  			currentPointR.copy( currentPoint ).add( tempV2_3 );
  
  			u1 = u0 + deltaU;
  
  			innerSideModified = false;
  
  			if ( nextPoint !== undefined ) {
  
  				// Normal of next segment in tempV2_2
  				getNormal( currentPoint, nextPoint, tempV2_2 );
  
  				tempV2_3.copy( tempV2_2 ).multiplyScalar( strokeWidth2 );
  				nextPointL.copy( currentPoint ).sub( tempV2_3 );
  				nextPointR.copy( currentPoint ).add( tempV2_3 );
  
  				joinIsOnLeftSide = true;
  				tempV2_3.subVectors( nextPoint, previousPoint );
  				if ( normal1.dot( tempV2_3 ) < 0 ) {
  
  					joinIsOnLeftSide = false;
  
  				}
  
  				if ( iPoint === 1 ) initialJoinIsOnLeftSide = joinIsOnLeftSide;
  
  				tempV2_3.subVectors( nextPoint, currentPoint );
  				tempV2_3.normalize();
  				const dot = Math.abs( normal1.dot( tempV2_3 ) );
  
  				// If path is straight, don't create join
  				if ( dot !== 0 ) {
  
  					// Compute inner and outer segment intersections
  					const miterSide = strokeWidth2 / dot;
  					tempV2_3.multiplyScalar( - miterSide );
  					tempV2_4.subVectors( currentPoint, previousPoint );
  					tempV2_5.copy( tempV2_4 ).setLength( miterSide ).add( tempV2_3 );
  					innerPoint.copy( tempV2_5 ).negate();
  					const miterLength2 = tempV2_5.length();
  					const segmentLengthPrev = tempV2_4.length();
  					tempV2_4.divideScalar( segmentLengthPrev );
  					tempV2_6.subVectors( nextPoint, currentPoint );
  					const segmentLengthNext = tempV2_6.length();
  					tempV2_6.divideScalar( segmentLengthNext );
  					// Check that previous and next segments doesn't overlap with the innerPoint of intersection
  					if ( tempV2_4.dot( innerPoint ) < segmentLengthPrev && tempV2_6.dot( innerPoint ) < segmentLengthNext ) {
  
  						innerSideModified = true;
  
  					}
  
  					outerPoint.copy( tempV2_5 ).add( currentPoint );
  					innerPoint.add( currentPoint );
  
  					isMiter = false;
  
  					if ( innerSideModified ) {
  
  						if ( joinIsOnLeftSide ) {
  
  							nextPointR.copy( innerPoint );
  							currentPointR.copy( innerPoint );
  
  						} else {
  
  							nextPointL.copy( innerPoint );
  							currentPointL.copy( innerPoint );
  
  						}
  
  					} else {
  
  						// The segment triangles are generated here if there was overlapping
  
  						makeSegmentTriangles();
  
  					}
  
  					switch ( style.strokeLineJoin ) {
  
  						case 'bevel':
  
  							makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  
  							break;
  
  						case 'round':
  
  							// Segment triangles
  
  							createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  
  							// Join triangles
  
  							if ( joinIsOnLeftSide ) {
  
  								makeCircularSector( currentPoint, currentPointL, nextPointL, u1, 0 );
  
  							} else {
  
  								makeCircularSector( currentPoint, nextPointR, currentPointR, u1, 1 );
  
  							}
  
  							break;
  
  						case 'miter':
  						case 'miter-clip':
  						default:
  
  							const miterFraction = ( strokeWidth2 * style.strokeMiterLimit ) / miterLength2;
  
  							if ( miterFraction < 1 ) {
  
  								// The join miter length exceeds the miter limit
  
  								if ( style.strokeLineJoin !== 'miter-clip' ) {
  
  									makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u1 );
  									break;
  
  								} else {
  
  									// Segment triangles
  
  									createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified );
  
  									// Miter-clip join triangles
  
  									if ( joinIsOnLeftSide ) {
  
  										tempV2_6.subVectors( outerPoint, currentPointL ).multiplyScalar( miterFraction ).add( currentPointL );
  										tempV2_7.subVectors( outerPoint, nextPointL ).multiplyScalar( miterFraction ).add( nextPointL );
  
  										addVertex( currentPointL, u1, 0 );
  										addVertex( tempV2_6, u1, 0 );
  										addVertex( currentPoint, u1, 0.5 );
  
  										addVertex( currentPoint, u1, 0.5 );
  										addVertex( tempV2_6, u1, 0 );
  										addVertex( tempV2_7, u1, 0 );
  
  										addVertex( currentPoint, u1, 0.5 );
  										addVertex( tempV2_7, u1, 0 );
  										addVertex( nextPointL, u1, 0 );
  
  									} else {
  
  										tempV2_6.subVectors( outerPoint, currentPointR ).multiplyScalar( miterFraction ).add( currentPointR );
  										tempV2_7.subVectors( outerPoint, nextPointR ).multiplyScalar( miterFraction ).add( nextPointR );
  
  										addVertex( currentPointR, u1, 1 );
  										addVertex( tempV2_6, u1, 1 );
  										addVertex( currentPoint, u1, 0.5 );
  
  										addVertex( currentPoint, u1, 0.5 );
  										addVertex( tempV2_6, u1, 1 );
  										addVertex( tempV2_7, u1, 1 );
  
  										addVertex( currentPoint, u1, 0.5 );
  										addVertex( tempV2_7, u1, 1 );
  										addVertex( nextPointR, u1, 1 );
  
  									}
  
  								}
  
  							} else {
  
  								// Miter join segment triangles
  
  								if ( innerSideModified ) {
  
  									// Optimized segment + join triangles
  
  									if ( joinIsOnLeftSide ) {
  
  										addVertex( lastPointR, u0, 1 );
  										addVertex( lastPointL, u0, 0 );
  										addVertex( outerPoint, u1, 0 );
  
  										addVertex( lastPointR, u0, 1 );
  										addVertex( outerPoint, u1, 0 );
  										addVertex( innerPoint, u1, 1 );
  
  									} else {
  
  										addVertex( lastPointR, u0, 1 );
  										addVertex( lastPointL, u0, 0 );
  										addVertex( outerPoint, u1, 1 );
  
  										addVertex( lastPointL, u0, 0 );
  										addVertex( innerPoint, u1, 0 );
  										addVertex( outerPoint, u1, 1 );
  
  									}
  
  
  									if ( joinIsOnLeftSide ) {
  
  										nextPointL.copy( outerPoint );
  
  									} else {
  
  										nextPointR.copy( outerPoint );
  
  									}
  
  
  								} else {
  
  									// Add extra miter join triangles
  
  									if ( joinIsOnLeftSide ) {
  
  										addVertex( currentPointL, u1, 0 );
  										addVertex( outerPoint, u1, 0 );
  										addVertex( currentPoint, u1, 0.5 );
  
  										addVertex( currentPoint, u1, 0.5 );
  										addVertex( outerPoint, u1, 0 );
  										addVertex( nextPointL, u1, 0 );
  
  									} else {
  
  										addVertex( currentPointR, u1, 1 );
  										addVertex( outerPoint, u1, 1 );
  										addVertex( currentPoint, u1, 0.5 );
  
  										addVertex( currentPoint, u1, 0.5 );
  										addVertex( outerPoint, u1, 1 );
  										addVertex( nextPointR, u1, 1 );
  
  									}
  
  								}
  
  								isMiter = true;
  
  							}
  
  							break;
  
  					}
  
  				} else {
  
  					// The segment triangles are generated here when two consecutive points are collinear
  
  					makeSegmentTriangles();
  
  				}
  
  			} else {
  
  				// The segment triangles are generated here if it is the ending segment
  
  				makeSegmentTriangles();
  
  			}
  
  			if ( ! isClosed && iPoint === numPoints - 1 ) {
  
  				// Start line endcap
  				addCapGeometry( points[ 0 ], point0L, point0R, joinIsOnLeftSide, true, u0 );
  
  			}
  
  			// Increment loop variables
  
  			u0 = u1;
  
  			previousPoint = currentPoint;
  
  			lastPointL.copy( nextPointL );
  			lastPointR.copy( nextPointR );
  
  		}
  
  		if ( ! isClosed ) {
  
  			// Ending line endcap
  			addCapGeometry( currentPoint, currentPointL, currentPointR, joinIsOnLeftSide, false, u1 );
  
  		} else if ( innerSideModified && vertices ) {
  
  			// Modify path first segment vertices to adjust to the segments inner and outer intersections
  
  			let lastOuter = outerPoint;
  			let lastInner = innerPoint;
  
  			if ( initialJoinIsOnLeftSide !== joinIsOnLeftSide ) {
  
  				lastOuter = innerPoint;
  				lastInner = outerPoint;
  
  			}
  
  			if ( joinIsOnLeftSide ) {
  
  				if ( isMiter || initialJoinIsOnLeftSide ) {
  
  					lastInner.toArray( vertices, 0 * 3 );
  					lastInner.toArray( vertices, 3 * 3 );
  
  					if ( isMiter ) {
  
  						lastOuter.toArray( vertices, 1 * 3 );
  
  					}
  
  				}
  
  			} else {
  
  				if ( isMiter || ! initialJoinIsOnLeftSide ) {
  
  					lastInner.toArray( vertices, 1 * 3 );
  					lastInner.toArray( vertices, 3 * 3 );
  
  					if ( isMiter ) {
  
  						lastOuter.toArray( vertices, 0 * 3 );
  
  					}
  
  				}
  
  			}
  
  		}
  
  		return numVertices;
  
  		// -- End of algorithm
  
  		// -- Functions
  
  		function getNormal( p1, p2, result ) {
  
  			result.subVectors( p2, p1 );
  			return result.set( - result.y, result.x ).normalize();
  
  		}
  
  		function addVertex( position, u, v ) {
  
  			if ( vertices ) {
  
  				vertices[ currentCoordinate ] = position.x;
  				vertices[ currentCoordinate + 1 ] = position.y;
  				vertices[ currentCoordinate + 2 ] = 0;
  
  				if ( normals ) {
  
  					normals[ currentCoordinate ] = 0;
  					normals[ currentCoordinate + 1 ] = 0;
  					normals[ currentCoordinate + 2 ] = 1;
  
  				}
  
  				currentCoordinate += 3;
  
  				if ( uvs ) {
  
  					uvs[ currentCoordinateUV ] = u;
  					uvs[ currentCoordinateUV + 1 ] = v;
  
  					currentCoordinateUV += 2;
  
  				}
  
  			}
  
  			numVertices += 3;
  
  		}
  
  		function makeCircularSector( center, p1, p2, u, v ) {
  
  			// param p1, p2: Points in the circle arc.
  			// p1 and p2 are in clockwise direction.
  
  			tempV2_1.copy( p1 ).sub( center ).normalize();
  			tempV2_2.copy( p2 ).sub( center ).normalize();
  
  			let angle = Math.PI;
  			const dot = tempV2_1.dot( tempV2_2 );
  			if ( Math.abs( dot ) < 1 ) angle = Math.abs( Math.acos( dot ) );
  
  			angle /= arcDivisions;
  
  			tempV2_3.copy( p1 );
  
  			for ( let i = 0, il = arcDivisions - 1; i < il; i ++ ) {
  
  				tempV2_4.copy( tempV2_3 ).rotateAround( center, angle );
  
  				addVertex( tempV2_3, u, v );
  				addVertex( tempV2_4, u, v );
  				addVertex( center, u, 0.5 );
  
  				tempV2_3.copy( tempV2_4 );
  
  			}
  
  			addVertex( tempV2_4, u, v );
  			addVertex( p2, u, v );
  			addVertex( center, u, 0.5 );
  
  		}
  
  		function makeSegmentTriangles() {
  
  			addVertex( lastPointR, u0, 1 );
  			addVertex( lastPointL, u0, 0 );
  			addVertex( currentPointL, u1, 0 );
  
  			addVertex( lastPointR, u0, 1 );
  			addVertex( currentPointL, u1, 1 );
  			addVertex( currentPointR, u1, 0 );
  
  		}
  
  		function makeSegmentWithBevelJoin( joinIsOnLeftSide, innerSideModified, u ) {
  
  			if ( innerSideModified ) {
  
  				// Optimized segment + bevel triangles
  
  				if ( joinIsOnLeftSide ) {
  
  					// Path segments triangles
  
  					addVertex( lastPointR, u0, 1 );
  					addVertex( lastPointL, u0, 0 );
  					addVertex( currentPointL, u1, 0 );
  
  					addVertex( lastPointR, u0, 1 );
  					addVertex( currentPointL, u1, 0 );
  					addVertex( innerPoint, u1, 1 );
  
  					// Bevel join triangle
  
  					addVertex( currentPointL, u, 0 );
  					addVertex( nextPointL, u, 0 );
  					addVertex( innerPoint, u, 0.5 );
  
  				} else {
  
  					// Path segments triangles
  
  					addVertex( lastPointR, u0, 1 );
  					addVertex( lastPointL, u0, 0 );
  					addVertex( currentPointR, u1, 1 );
  
  					addVertex( lastPointL, u0, 0 );
  					addVertex( innerPoint, u1, 0 );
  					addVertex( currentPointR, u1, 1 );
  
  					// Bevel join triangle
  
  					addVertex( currentPointR, u, 1 );
  					addVertex( nextPointR, u, 0 );
  					addVertex( innerPoint, u, 0.5 );
  
  				}
  
  			} else {
  
  				// Bevel join triangle. The segment triangles are done in the main loop
  
  				if ( joinIsOnLeftSide ) {
  
  					addVertex( currentPointL, u, 0 );
  					addVertex( nextPointL, u, 0 );
  					addVertex( currentPoint, u, 0.5 );
  
  				} else {
  
  					addVertex( currentPointR, u, 1 );
  					addVertex( nextPointR, u, 0 );
  					addVertex( currentPoint, u, 0.5 );
  
  				}
  
  			}
  
  		}
  
  		function createSegmentTrianglesWithMiddleSection( joinIsOnLeftSide, innerSideModified ) {
  
  			if ( innerSideModified ) {
  
  				if ( joinIsOnLeftSide ) {
  
  					addVertex( lastPointR, u0, 1 );
  					addVertex( lastPointL, u0, 0 );
  					addVertex( currentPointL, u1, 0 );
  
  					addVertex( lastPointR, u0, 1 );
  					addVertex( currentPointL, u1, 0 );
  					addVertex( innerPoint, u1, 1 );
  
  					addVertex( currentPointL, u0, 0 );
  					addVertex( currentPoint, u1, 0.5 );
  					addVertex( innerPoint, u1, 1 );
  
  					addVertex( currentPoint, u1, 0.5 );
  					addVertex( nextPointL, u0, 0 );
  					addVertex( innerPoint, u1, 1 );
  
  				} else {
  
  					addVertex( lastPointR, u0, 1 );
  					addVertex( lastPointL, u0, 0 );
  					addVertex( currentPointR, u1, 1 );
  
  					addVertex( lastPointL, u0, 0 );
  					addVertex( innerPoint, u1, 0 );
  					addVertex( currentPointR, u1, 1 );
  
  					addVertex( currentPointR, u0, 1 );
  					addVertex( innerPoint, u1, 0 );
  					addVertex( currentPoint, u1, 0.5 );
  
  					addVertex( currentPoint, u1, 0.5 );
  					addVertex( innerPoint, u1, 0 );
  					addVertex( nextPointR, u0, 1 );
  
  				}
  
  			}
  
  		}
  
  		function addCapGeometry( center, p1, p2, joinIsOnLeftSide, start, u ) {
  
  			// param center: End point of the path
  			// param p1, p2: Left and right cap points
  
  			switch ( style.strokeLineCap ) {
  
  				case 'round':
  
  					if ( start ) {
  
  						makeCircularSector( center, p2, p1, u, 0.5 );
  
  					} else {
  
  						makeCircularSector( center, p1, p2, u, 0.5 );
  
  					}
  
  					break;
  
  				case 'square':
  
  					if ( start ) {
  
  						tempV2_1.subVectors( p1, center );
  						tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  
  						tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  						tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  
  						// Modify already existing vertices
  						if ( joinIsOnLeftSide ) {
  
  							tempV2_3.toArray( vertices, 1 * 3 );
  							tempV2_4.toArray( vertices, 0 * 3 );
  							tempV2_4.toArray( vertices, 3 * 3 );
  
  						} else {
  
  							tempV2_3.toArray( vertices, 1 * 3 );
  							tempV2_3.toArray( vertices, 3 * 3 );
  							tempV2_4.toArray( vertices, 0 * 3 );
  
  						}
  
  					} else {
  
  						tempV2_1.subVectors( p2, center );
  						tempV2_2.set( tempV2_1.y, - tempV2_1.x );
  
  						tempV2_3.addVectors( tempV2_1, tempV2_2 ).add( center );
  						tempV2_4.subVectors( tempV2_2, tempV2_1 ).add( center );
  
  						const vl = vertices.length;
  
  						// Modify already existing vertices
  						if ( joinIsOnLeftSide ) {
  
  							tempV2_3.toArray( vertices, vl - 1 * 3 );
  							tempV2_4.toArray( vertices, vl - 2 * 3 );
  							tempV2_4.toArray( vertices, vl - 4 * 3 );
  
  						} else {
  
  							tempV2_3.toArray( vertices, vl - 2 * 3 );
  							tempV2_4.toArray( vertices, vl - 1 * 3 );
  							tempV2_4.toArray( vertices, vl - 4 * 3 );
  
  						}
  
  					}
  
  					break;
  
  				case 'butt':
  				default:
  
  					// Nothing to do here
  					break;
  
  			}
  
  		}
  
  		function removeDuplicatedPoints( points ) {
  
  			// Creates a new array if necessary with duplicated points removed.
  			// This does not remove duplicated initial and ending points of a closed path.
  
  			let dupPoints = false;
  			for ( let i = 1, n = points.length - 1; i < n; i ++ ) {
  
  				if ( points[ i ].distanceTo( points[ i + 1 ] ) < minDistance ) {
  
  					dupPoints = true;
  					break;
  
  				}
  
  			}
  
  			if ( ! dupPoints ) return points;
  
  			const newPoints = [];
  			newPoints.push( points[ 0 ] );
  
  			for ( let i = 1, n = points.length - 1; i < n; i ++ ) {
  
  				if ( points[ i ].distanceTo( points[ i + 1 ] ) >= minDistance ) {
  
  					newPoints.push( points[ i ] );
  
  				}
  
  			}
  
  			newPoints.push( points[ points.length - 1 ] );
  
  			return newPoints;
  
  		}
  
  	}
  
  
  }
  
  export { SVGLoader };
  