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SVG to Shape (EaselJS)

In EaselJS only shapes can became a masks, so I was wondering if I can convert somehow SVG made in Inkscape into EaselJS, I found this great tool - http://www.professorcloud.com/svg-to-canvas/ that allows me to convert SVG to Context, but is there a way/tool to easily convert SVG to EaselJS Shape (this is almost the same object as Shape in Flash/AS3)? I need only a basic shape like this:

<svg
   xmlns:dc="http://purl.org/dc/elements/1.1/"
   xmlns:cc="http://creativecommons.org/ns#"
   xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
   xmlns:svg="http://www.w3.org/2000/svg"
   xmlns="http://www.w3.org/2000/svg"
   version="1.1"
   width="776.4032"
   height="405.87927"
   id="svg1383">
  <defs
     id="defs1385" />
  <metadata
     id="metadata1388">
    <rdf:RDF>
      <cc:Work
         rdf:about="">
        <dc:format>image/svg+xml</dc:format>
        <dc:type
           rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
        <dc:title></dc:title>
      </cc:Work>
    </rdf:RDF>
  </metadata>
  <g
     transform="translate(15.455332,-13.016229)"
     id="layer1">
    <path
       d="m 1193.5963,82.437378 a 369.81683,206.47517 0 1 1 -739.63371,0 A 369.81683,206.47517 0 1 1 1193.5963,82.437378 Z"
       transform="matrix(1.0497132,0,0,0.98287671,-491.98585,134.93009)"
       id="mask"
       style="fill:#008000;fill-opacity:1;stroke:none;display:inline" />
  </g>
  <g
     transform="translate(15.455332,-13.016229)"
     id="layer2" />
</svg>

After you generate your js code on webpage you gave, you can override function in shape called draw . Just paste generated code in your function and you should be able to see your image.

Example code:

  var s = new createjs.Shape();
  // this is important because if we dont change graphics our overriden
  // function wont be called.
  s.graphics.beginFill("#FF0000").rect(0, 0, 75, 100);

  //save old draw function
  var oldDraw = s.draw;
  // here we switch draw funciton to the one generated from svg file
  s.draw = this.draw;
  // draw our model on cache
  s.cache(0, 0, 66, 113, 2);
  // and now we can back to old drawing function
  s.draw = oldDraw;

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