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- import line from './line';
- import { distance, isNumberEqual, getBBoxByArray, piMod } from './util';
- import { nearestPoint } from './bezier';
- // 差值公式
- function quadraticAt(p0, p1, p2, t) {
- var onet = 1 - t;
- return onet * onet * p0 + 2 * t * onet * p1 + t * t * p2;
- }
- // 求极值
- function extrema(p0, p1, p2) {
- var a = p0 + p2 - 2 * p1;
- if (isNumberEqual(a, 0)) {
- return [0.5];
- }
- var rst = (p0 - p1) / a;
- if (rst <= 1 && rst >= 0) {
- return [rst];
- }
- return [];
- }
- function derivativeAt(p0, p1, p2, t) {
- return 2 * (1 - t) * (p1 - p0) + 2 * t * (p2 - p1);
- }
- // 分割贝塞尔曲线
- function divideQuadratic(x1, y1, x2, y2, x3, y3, t) {
- // 划分点
- var xt = quadraticAt(x1, x2, x3, t);
- var yt = quadraticAt(y1, y2, y3, t);
- // 分割的第一条曲线的控制点
- var controlPoint1 = line.pointAt(x1, y1, x2, y2, t);
- // 分割的第二条曲线的控制点
- var controlPoint2 = line.pointAt(x2, y2, x3, y3, t);
- return [
- [x1, y1, controlPoint1.x, controlPoint1.y, xt, yt],
- [xt, yt, controlPoint2.x, controlPoint2.y, x3, y3],
- ];
- }
- // 使用迭代法取贝塞尔曲线的长度
- function quadraticLength(x1, y1, x2, y2, x3, y3, iterationCount) {
- if (iterationCount === 0) {
- return (distance(x1, y1, x2, y2) + distance(x2, y2, x3, y3) + distance(x1, y1, x3, y3)) / 2;
- }
- var quadratics = divideQuadratic(x1, y1, x2, y2, x3, y3, 0.5);
- var left = quadratics[0];
- var right = quadratics[1];
- left.push(iterationCount - 1);
- right.push(iterationCount - 1);
- return quadraticLength.apply(null, left) + quadraticLength.apply(null, right);
- }
- export default {
- box: function (x1, y1, x2, y2, x3, y3) {
- var xExtrema = extrema(x1, x2, x3)[0];
- var yExtrema = extrema(y1, y2, y3)[0];
- // 控制点不加入 box 的计算
- var xArr = [x1, x3];
- var yArr = [y1, y3];
- if (xExtrema !== undefined) {
- xArr.push(quadraticAt(x1, x2, x3, xExtrema));
- }
- if (yExtrema !== undefined) {
- yArr.push(quadraticAt(y1, y2, y3, yExtrema));
- }
- return getBBoxByArray(xArr, yArr);
- },
- length: function (x1, y1, x2, y2, x3, y3) {
- return quadraticLength(x1, y1, x2, y2, x3, y3, 3);
- },
- nearestPoint: function (x1, y1, x2, y2, x3, y3, x0, y0) {
- return nearestPoint([x1, x2, x3], [y1, y2, y3], x0, y0, quadraticAt);
- },
- pointDistance: function (x1, y1, x2, y2, x3, y3, x0, y0) {
- var point = this.nearestPoint(x1, y1, x2, y2, x3, y3, x0, y0);
- return distance(point.x, point.y, x0, y0);
- },
- interpolationAt: quadraticAt,
- pointAt: function (x1, y1, x2, y2, x3, y3, t) {
- return {
- x: quadraticAt(x1, x2, x3, t),
- y: quadraticAt(y1, y2, y3, t),
- };
- },
- divide: function (x1, y1, x2, y2, x3, y3, t) {
- return divideQuadratic(x1, y1, x2, y2, x3, y3, t);
- },
- tangentAngle: function (x1, y1, x2, y2, x3, y3, t) {
- var dx = derivativeAt(x1, x2, x3, t);
- var dy = derivativeAt(y1, y2, y3, t);
- var angle = Math.atan2(dy, dx);
- return piMod(angle);
- },
- };
- //# sourceMappingURL=quadratic.js.map
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