I came across this thread, and ended up implementing something really rough to get the basic job done:
const webIconId = 'web_icon_path'
const webIconSvgString = `
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
width="92px" height="92px" viewBox="0 0 92 92" enable-background="new 0 0 92 92" xml:space="preserve">
<path id="web_icon_path" d="M46,0C20.6,0,0,20.6,0,46s20.6,46,46,46s46-20.6,46-46S71.4,0,46,0z M49.7,83.8c-0.2,0-0.4,0-0.7,0.1V62.2
c5.2-0.1,9.9-0.2,14.2-0.5C59.4,73.4,52.3,81.2,49.7,83.8z M42.3,83.8c-2.7-2.7-9.7-10.5-13.5-22.1c4.2,0.3,9,0.5,14.2,0.5v21.7
C42.8,83.9,42.6,83.8,42.3,83.8z M8,46c0-2.5,0.3-5,0.7-7.4c2.2-0.4,6.4-1,12.3-1.6c-0.5,2.9-0.8,5.9-0.8,9.1c0,3.2,0.3,6.2,0.7,9
c-5.8-0.6-10.1-1.2-12.3-1.6C8.3,51,8,48.5,8,46z M26.3,46c0-3.4,0.4-6.6,1-9.6c4.6-0.3,9.8-0.6,15.7-0.6v20.4
c-5.8-0.1-11.1-0.3-15.8-0.7C26.7,52.6,26.3,49.4,26.3,46z M49.6,8.2c2.7,2.7,9.6,10.7,13.5,22.1c-4.2-0.3-8.9-0.5-14.1-0.5V8.1
C49.2,8.1,49.4,8.2,49.6,8.2z M43,8.1v21.7c-5.2,0.1-9.9,0.2-14.1,0.5c3.8-11.4,10.8-19.4,13.4-22.1C42.6,8.2,42.8,8.1,43,8.1z
M49,56.2V35.8c5.8,0.1,11.1,0.3,15.7,0.6c0.6,3,1,6.2,1,9.6c0,3.4-0.3,6.6-0.9,9.6C60.2,55.9,54.9,56.1,49,56.2z M70.9,37
c5.9,0.6,10.1,1.2,12.3,1.6C83.7,41,84,43.5,84,46c0,2.5-0.3,5-0.7,7.4c-2.2,0.4-6.4,1-12.3,1.6c0.5-2.9,0.7-5.9,0.7-9.1
C71.7,42.9,71.4,39.8,70.9,37z M81.4,32.2c-2.8-0.4-6.8-0.9-11.9-1.4c-2.4-8.6-6.6-15.5-10.1-20.4C69.5,14.2,77.5,22.2,81.4,32.2z
M32.6,10.4c-3.6,4.8-7.7,11.7-10.1,20.3c-5,0.4-9,1-11.9,1.4C14.5,22.2,22.6,14.2,32.6,10.4z M10.6,59.8c2.8,0.4,6.8,0.9,11.8,1.4
c2.4,8.6,6.4,15.5,10,20.3C22.4,77.6,14.5,69.7,10.6,59.8z M59.6,81.5c3.6-4.8,7.6-11.6,10-20.2c5-0.4,9-1,11.8-1.4
C77.5,69.7,69.6,77.6,59.6,81.5z"/>
</svg>
`
const points = generatePolygonCoordinates(webIconSvgString, webIconId)
/* look at the dimensions of the svg, we need to subtract 92 * 0.5 (half width and half height) from both the x & z coordinate values to get the resulting polygon points centered on the origin (0,0). */
const svgCx = 92 * 0.5
const svgCz = 92 * 0.5
const linePoints = points.map(([x, z]) => {
return new BABYLON.Vector3(x - (svgCx), 0, z - (svgCz))
})
const line = line2D('line', { path: linePoints, width: 7, closed: true }, scene)
function line2D (name, options, scene) {
//Arrays for vertex positions and indices
var positions = [];
var indices = [];
var normals = [];
var width = options.width / 2 || 0.5;
var path = options.path;
var closed = options.closed || false;
if(options.standardUV === undefined) {
standardUV = true;
}
else {
standardUV = options.standardUV;
}
var interiorIndex;
//Arrays to hold wall corner data
var innerBaseCorners = [];
var outerBaseCorners = [];
var outerData = [];
var innerData = [];
var angle = 0;
var nbPoints = path.length;
var line = BABYLON.Vector3.Zero();
var nextLine = BABYLON.Vector3.Zero();
path[1].subtractToRef(path[0], line);
if(nbPoints > 2 && closed) {
path[2].subtractToRef(path[1], nextLine);
for(var p = 0; p < nbPoints; p++) {
angle = Math.PI - Math.acos(BABYLON.Vector3.Dot(line, nextLine)/(line.length() * nextLine.length()));
direction = BABYLON.Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new BABYLON.Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width/Math.tan(angle/2)));
outerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].add(lineNormal.scale(width)).add(line.scale(direction * width/Math.tan(angle/2)));
line = nextLine.clone();
path[(p + 3) % nbPoints].subtractToRef(path[(p + 2) % nbPoints], nextLine);
}
}
else {
lineNormal = new BABYLON.Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[0] = path[0].subtract(lineNormal.scale(width));
outerData[0] = path[0].add(lineNormal.scale(width));
for(var p = 0; p < nbPoints - 2; p++) {
path[p + 2].subtractToRef(path[p + 1], nextLine);
angle = Math.PI - Math.acos(BABYLON.Vector3.Dot(line, nextLine)/(line.length() * nextLine.length()));
direction = BABYLON.Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new BABYLON.Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[p + 1] = path[p + 1].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width/Math.tan(angle/2)));
outerData[p + 1] = path[p + 1].add(lineNormal.scale(width)).add(line.scale(direction * width/Math.tan(angle/2)));
line = nextLine.clone();
}
if(nbPoints > 2) {
path[nbPoints - 1].subtractToRef(path[nbPoints - 2], line);
lineNormal = new BABYLON.Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[nbPoints - 1] = path[nbPoints - 1].subtract(lineNormal.scale(width));
outerData[nbPoints - 1] = path[nbPoints - 1].add(lineNormal.scale(width));
}
else{
innerData[1] = path[1].subtract(lineNormal.scale(width));
outerData[1] = path[1].add(lineNormal.scale(width));
}
}
var maxX = Number.MIN_VALUE;
var minX = Number.MAX_VALUE;
var maxY = Number.MIN_VALUE;
var minY = Number.MAX_VALUE;
for(var p = 0; p < nbPoints; p++) {
positions.push(innerData[p].x, innerData[p].y, innerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxY = Math.max(innerData[p].y, maxY);
minY = Math.min(innerData[p].y, minY);
}
for(var p = 0; p < nbPoints; p++) {
positions.push(outerData[p].x, outerData[p].y, outerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxY = Math.max(innerData[p].y, maxY);
minY = Math.min(innerData[p].y, minY);
}
for(var i = 0; i < nbPoints - 1; i++) {
indices.push(i, i + 1, nbPoints + i + 1);
indices.push(i, nbPoints + i + 1, nbPoints + i)
}
if(nbPoints > 2 && closed) {
indices.push(nbPoints - 1, 0, nbPoints);
indices.push(nbPoints - 1, nbPoints, 2 * nbPoints - 1)
}
var normals = [];
var uvs =[];
if(standardUV) {
for(var p = 0; p < positions.length; p += 3) {
uvs.push((positions[p] - minX)/(maxX - minX), (positions[p + 1] - minY)/(maxY - minY))
}
}
else {
var flip = 0;
var p1 = 0;
var p2 = 0;
var p3 = 0;
var v0 = innerData[0];
var v1 = innerData[1].subtract(v0);
var v2 = outerData[0].subtract(v0);
var v3 = outerData[1].subtract(v0);
var axis = v1.clone();
axis.normalize();
p1 = BABYLON.Vector3.Dot(axis,v1);
p2 = BABYLON.Vector3.Dot(axis,v2);
p3 = BABYLON.Vector3.Dot(axis,v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[0]] = -minX/(maxX - minX);
uvs[2 * indices[0] + 1] = 1;
uvs[2 * indices[5]] = (p2 - minX)/(maxX - minX);
uvs[2 * indices[5] + 1] = 0;
uvs[2 * indices[1]] = (p1 - minX)/(maxX - minX);
uvs[2 * indices[1] + 1] = 1;
uvs[2 * indices[4]] = (p3 - minX)/(maxX - minX);
uvs[2 * indices[4] + 1] = 0;
for(var i = 6; i < indices.length; i +=6) {
flip = (flip + 1) % 2;
v0 = innerData[0];
v1 = innerData[1].subtract(v0);
v2 = outerData[0].subtract(v0);
v3 = outerData[1].subtract(v0);
axis = v1.clone();
axis.normalize();
p1 = BABYLON.Vector3.Dot(axis,v1);
p2 = BABYLON.Vector3.Dot(axis,v2);
p3 = BABYLON.Vector3.Dot(axis,v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[i + 1]] = flip + Math.cos(flip * Math.PI) * (p1 - minX)/(maxX - minX);
uvs[2 * indices[i + 1] + 1] = 1;
uvs[2 * indices[i + 4]] = flip + Math.cos(flip * Math.PI) * (p3 - minX)/(maxX - minX);
uvs[2 * indices[i + 4] + 1] = 0;
}
}
BABYLON.VertexData.ComputeNormals(positions, indices, normals);
BABYLON.VertexData._ComputeSides(BABYLON.Mesh.DOUBLESIDE, positions, indices, normals, uvs);
console.log(uvs)
//Create a custom mesh
var customMesh = new BABYLON.Mesh("custom", scene);
//Create a vertexData object
var vertexData = new BABYLON.VertexData();
//Assign positions and indices to vertexData
vertexData.positions = positions;
vertexData.indices = indices;
vertexData.normals = normals;
vertexData.uvs = uvs;
//Apply vertexData to custom mesh
vertexData.applyToMesh(customMesh);
return customMesh;
}
/* SVG HELPER METHODS */
function createElementFromHTML(htmlString) {
var div = document.createElement('div');
div.innerHTML = htmlString.trim();
document.body.appendChild(div)
// Change this to div.childNodes to support multiple top-level nodes.
return div.firstChild;
}
function readPolygonCoordinates (svgPathId) {
const path = document.getElementById(svgPathId)
const len = path.getTotalLength()
const points = []
for (var i=0; i < len ; i++) {
var pt = path.getPointAtLength(i * len / (len-1))
points.push([pt.x, pt.y]);
}
// console.log("points = ", points)
return points
}
/* Get SVG path coordinates */
function generatePolygonCoordinates (svgString, svgPathId) {
const _svg = createElementFromHTML(svgString)
// console.log(_svg)
const points = readPolygonCoordinates(svgPathId)
return points
}
This is a standalone vanialla javascript-script, so you don’t need to install another library.