/** * @fileOverview convert the line to curve * @author dxq613@gmail.com */ import { vec2 } from 'gl-matrix'; function getPoint(v) { return [v.x, v.y]; } function smoothBezier(points, smooth, isLoop, constraint) { const cps = []; let prevPoint; let nextPoint; const hasConstraint = !!constraint; let min; let max; let point; let len; let l; let i; if (hasConstraint) { min = [Infinity, Infinity]; max = [-Infinity, -Infinity]; for (i = 0, l = points.length; i < l; i++) { point = getPoint(points[i]); vec2.min(min, min, point); vec2.max(max, max, point); } vec2.min(min, min, constraint[0]); vec2.max(max, max, constraint[1]); } for (i = 0, len = points.length; i < len; i++) { point = getPoint(points[i]); if (isLoop) { prevPoint = getPoint(points[i ? i - 1 : len - 1]); nextPoint = getPoint(points[(i + 1) % len]); } else { if (i === 0 || i === len - 1) { cps.push([point[0], point[1]]); continue; } else { prevPoint = getPoint(points[i - 1]); nextPoint = getPoint(points[i + 1]); } } const v = vec2.sub(([] as unknown) as vec2, nextPoint, prevPoint); vec2.scale(v, v, smooth); let d0 = vec2.distance(point, prevPoint); let d1 = vec2.distance(point, nextPoint); const sum = d0 + d1; if (sum !== 0) { d0 /= sum; d1 /= sum; } const v1 = vec2.scale(([] as unknown) as vec2, v, -d0); const v2 = vec2.scale(([] as unknown) as vec2, v, d1); const cp0 = vec2.add(([] as unknown) as vec2, point, v1); const cp1 = vec2.add(([] as unknown) as vec2, point, v2); if (hasConstraint) { vec2.max(cp0, cp0, min); vec2.min(cp0, cp0, max); vec2.max(cp1, cp1, min); vec2.min(cp1, cp1, max); } cps.push([cp0[0], cp0[1]]); cps.push([cp1[0], cp1[1]]); } if (isLoop) { cps.push(cps.shift()); } return cps; } function catmullRom2bezier(pointList, z, constraint) { const isLoop = !!z; const controlPointList = smoothBezier(pointList, 0.4, isLoop, constraint); const len = pointList.length; const d1 = []; let cp1; let cp2; let p; for (let i = 0; i < len - 1; i++) { cp1 = controlPointList[i * 2]; cp2 = controlPointList[i * 2 + 1]; p = pointList[i + 1]; d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p.x, p.y]); } if (isLoop) { cp1 = controlPointList[len]; cp2 = controlPointList[len + 1]; p = pointList[0]; d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p.x, p.y]); } return d1; } export { catmullRom2bezier as smooth };