{
  "version": 3,
  "sources": ["../../../../src/lib/primitives/geometry/CubicBezier2d.ts"],
  "sourcesContent": ["import { Vec, VecLike } from '../Vec'\nimport { Geometry2dFilters, Geometry2dOptions } from './Geometry2d'\nimport { Polyline2d } from './Polyline2d'\n\n/** @public */\nexport class CubicBezier2d extends Polyline2d {\n\tprivate _a: Vec\n\tprivate _b: Vec\n\tprivate _c: Vec\n\tprivate _d: Vec\n\tprivate _resolution: number\n\n\tconstructor(\n\t\tconfig: Omit<Geometry2dOptions, 'isFilled' | 'isClosed'> & {\n\t\t\tstart: Vec\n\t\t\tcp1: Vec\n\t\t\tcp2: Vec\n\t\t\tend: Vec\n\t\t\tresolution?: number\n\t\t}\n\t) {\n\t\tconst { start: a, cp1: b, cp2: c, end: d } = config\n\t\tsuper({ ...config, points: [a, d] })\n\n\t\tthis._a = a\n\t\tthis._b = b\n\t\tthis._c = c\n\t\tthis._d = d\n\t\tthis._resolution = config.resolution ?? 10\n\t}\n\n\toverride getVertices() {\n\t\tconst vertices = [] as Vec[]\n\t\tconst { _a: a, _b: b, _c: c, _d: d } = this\n\t\t// we'll always use ten vertices for each bezier curve\n\t\tfor (let i = 0, n = this._resolution; i <= n; i++) {\n\t\t\tconst t = i / n\n\t\t\tvertices.push(\n\t\t\t\tnew Vec(\n\t\t\t\t\t(1 - t) * (1 - t) * (1 - t) * a.x +\n\t\t\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.x +\n\t\t\t\t\t\t3 * (1 - t) * (t * t) * c.x +\n\t\t\t\t\t\tt * t * t * d.x,\n\t\t\t\t\t(1 - t) * (1 - t) * (1 - t) * a.y +\n\t\t\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.y +\n\t\t\t\t\t\t3 * (1 - t) * (t * t) * c.y +\n\t\t\t\t\t\tt * t * t * d.y\n\t\t\t\t)\n\t\t\t)\n\t\t}\n\t\treturn vertices\n\t}\n\n\tnearestPoint(A: VecLike): Vec {\n\t\tlet nearest: Vec | undefined\n\t\tlet dist = Infinity\n\t\tlet d: number\n\t\tlet p: Vec\n\t\tfor (const edge of this.segments) {\n\t\t\tp = edge.nearestPoint(A)\n\t\t\td = Vec.Dist2(p, A)\n\t\t\tif (d < dist) {\n\t\t\t\tnearest = p\n\t\t\t\tdist = d\n\t\t\t}\n\t\t}\n\n\t\tif (!nearest) throw Error('nearest point not found')\n\t\treturn nearest\n\t}\n\n\tgetSvgPathData(first = true) {\n\t\tconst { _a: a, _b: b, _c: c, _d: d } = this\n\t\treturn `${first ? `M ${a.toFixed()} ` : ``} C${b.toFixed()} ${c.toFixed()} ${d.toFixed()}`\n\t}\n\n\tstatic GetAtT(segment: CubicBezier2d, t: number) {\n\t\tconst { _a: a, _b: b, _c: c, _d: d } = segment\n\t\treturn new Vec(\n\t\t\t(1 - t) * (1 - t) * (1 - t) * a.x +\n\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.x +\n\t\t\t\t3 * (1 - t) * (t * t) * c.x +\n\t\t\t\tt * t * t * d.x,\n\t\t\t(1 - t) * (1 - t) * (1 - t) * a.y +\n\t\t\t\t3 * ((1 - t) * (1 - t)) * t * b.y +\n\t\t\t\t3 * (1 - t) * (t * t) * c.y +\n\t\t\t\tt * t * t * d.y\n\t\t)\n\t}\n\n\toverride getLength(_filters?: Geometry2dFilters, precision = 32) {\n\t\tlet n1: Vec,\n\t\t\tp1 = this._a,\n\t\t\tlength = 0\n\t\tfor (let i = 1; i <= precision; i++) {\n\t\t\tn1 = CubicBezier2d.GetAtT(this, i / precision)\n\t\t\tlength += Vec.Dist(p1, n1)\n\t\t\tp1 = n1\n\t\t}\n\t\treturn length\n\t}\n}\n"],
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