import { __read } from "tslib"; import { add, sub, min as _min, max as _max, scale, distance } from './matrix'; function smoothBezier(points, smooth, isLoop, constraint) { var _a; var cps = []; var hasConstraint = !!constraint; var prevPoint; var nextPoint; var min = [Infinity, Infinity]; var max = [-Infinity, -Infinity]; var nextCp0; var cp1; var cp0; if (hasConstraint) { _a = __read(constraint, 2), min = _a[0], max = _a[1]; for (var i = 0, l = points.length; i < l; i += 1) { var point = points[i]; min = _min(min, point); max = _max(max, point); } } for (var i = 0, len = points.length; i < len; i += 1) { var point = points[i]; if (i === 0 && !isLoop) { cp0 = point; } else if (i === len - 1 && !isLoop) { cp1 = point; cps.push(cp0); cps.push(cp1); } else { var prevIdx = [i ? i - 1 : len - 1, i - 1][isLoop ? 0 : 1]; prevPoint = points[prevIdx]; nextPoint = points[isLoop ? (i + 1) % len : i + 1]; var v = [0, 0]; v = sub(nextPoint, prevPoint); v = scale(v, smooth); var d0 = distance(point, prevPoint); var d1 = distance(point, nextPoint); var sum = d0 + d1; if (sum !== 0) { d0 /= sum; d1 /= sum; } var v1 = scale(v, -d0); var v2 = scale(v, d1); cp1 = add(point, v1); nextCp0 = add(point, v2); // 下一个控制点必须在这个点和下一个点之间 nextCp0 = _min(nextCp0, _max(nextPoint, point)); nextCp0 = _max(nextCp0, _min(nextPoint, point)); // 重新计算 cp1 的值 v1 = sub(nextCp0, point); v1 = scale(v1, -d0 / d1); cp1 = add(point, v1); // 上一个控制点必须要在上一个点和这一个点之间 cp1 = _min(cp1, _max(prevPoint, point)); cp1 = _max(cp1, _min(prevPoint, point)); // 重新计算 nextCp0 的值 v2 = sub(point, cp1); v2 = scale(v2, d1 / d0); nextCp0 = add(point, v2); if (hasConstraint) { cp1 = _max(cp1, min); cp1 = _min(cp1, max); nextCp0 = _max(nextCp0, min); nextCp0 = _min(nextCp0, max); } cps.push(cp0); cps.push(cp1); cp0 = nextCp0; } } if (isLoop) { cps.push(cps.shift()); } return cps; } /** * create bezier spline from catmull rom spline * @param {Array} crp Catmull Rom Points * @param {boolean} z Spline is loop * @param {Array} constraint Constraint */ export function catmullRom2Bezier(crp, z, constraint) { var _a; if (z === void 0) { z = false; } if (constraint === void 0) { constraint = [ [0, 0], [1, 1], ]; } var isLoop = !!z; var pointList = []; for (var i = 0, l = crp.length; i < l; i += 2) { pointList.push([crp[i], crp[i + 1]]); } var controlPointList = smoothBezier(pointList, 0.4, isLoop, constraint); var len = pointList.length; var d1 = []; var cp1; var cp2; var p; for (var i = 0; i < len - 1; i += 1) { 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[0], p[1]]); } if (isLoop) { cp1 = controlPointList[len]; cp2 = controlPointList[len + 1]; _a = __read(pointList, 1), p = _a[0]; d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]); } return d1; } //# sourceMappingURL=path.js.map