What could be the reason behind three.js SVGLoader flipping SVGs upside down during rendering?

My solution for rendering svgs in three.js involves using the group.scale.y = -1; trick, but it has created an issue with the y coordinate system. When I apply this trick to correct the upside-down svg rendering, the positive y coordinates no longer push the drawing upwards as expected.

This problem raises questions about why the svgs are initially rendered upside down and how to ensure that my y coordinates behave as intended even after applying the scale flip trick.

Answer №1

Did you know that SVGs are rendered upside down in Three.js because of where they are being rendered from?

The X axis in SVGs has positive values drawing further to the right, while the Y axis with positive values draws further down. This calculation is based on the top left point of the image.

In Three.js, it's possible to move left of center (X:0, Y:0) and below center using negative values. In this case, positive Y values move up and negative Y values move down in Three.js canvas.

When the Renderer draws paths/shapes, it uses the original Y value from the SVG which is usually a positive number, causing the drawing coordinate to move up instead of down as in an SVG, resulting in your SVG being rendered upside down.

Answer №2

In the example of utilizing an SVG loader, check out this link for more information: https://github.com/mrdoob/three.js/blob/master/examples/webgl_loader_svg.html

Consider flipping the actual geometry instead of altering the group scale. This approach helps to maintain consistent scale information for the object and/or group.

for ( var j = 0; j < shapes.length; j ++ ) {
    var shape = shapes[ j ];
    var geometry = new THREE.ShapeBufferGeometry( shape );
    geometry.applyMatrix4(new THREE.Matrix4().makeScale ( 1, -1, 1 )) // <-- modified here
    var mesh = new THREE.Mesh( geometry, material );
    group.add( mesh );
}

Answer №3

One possible remedy involves adjusting the camera perspective to maintain the original geometry and positioning.

camera.up = new THREE.Vector3( 0, 0, -1 );

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