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- "use strict";
- Object.defineProperty(exports, "__esModule", { value: true });
- var gl_matrix_1 = require("gl-matrix");
- function smoothBezier(points, smooth, isLoop, constraint) {
- var cps = [];
- var hasConstraint = !!constraint;
- var prevPoint;
- var nextPoint;
- var min;
- var max;
- var nextCp0;
- var cp1;
- var cp0;
- if (hasConstraint) {
- min = constraint[0], max = constraint[1];
- for (var i = 0, l = points.length; i < l; i += 1) {
- var point = points[i];
- min = gl_matrix_1.vec2.min([0, 0], min, point);
- max = gl_matrix_1.vec2.max([0, 0], 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 = gl_matrix_1.vec2.sub(v, nextPoint, prevPoint);
- v = gl_matrix_1.vec2.scale(v, v, smooth);
- var d0 = gl_matrix_1.vec2.distance(point, prevPoint);
- var d1 = gl_matrix_1.vec2.distance(point, nextPoint);
- var sum = d0 + d1;
- if (sum !== 0) {
- d0 /= sum;
- d1 /= sum;
- }
- var v1 = gl_matrix_1.vec2.scale([0, 0], v, -d0);
- var v2 = gl_matrix_1.vec2.scale([0, 0], v, d1);
- cp1 = gl_matrix_1.vec2.add([0, 0], point, v1);
- nextCp0 = gl_matrix_1.vec2.add([0, 0], point, v2);
- // 下一个控制点必须在这个点和下一个点之间
- nextCp0 = gl_matrix_1.vec2.min([0, 0], nextCp0, gl_matrix_1.vec2.max([0, 0], nextPoint, point));
- nextCp0 = gl_matrix_1.vec2.max([0, 0], nextCp0, gl_matrix_1.vec2.min([0, 0], nextPoint, point));
- // 重新计算 cp1 的值
- v1 = gl_matrix_1.vec2.sub([0, 0], nextCp0, point);
- v1 = gl_matrix_1.vec2.scale([0, 0], v1, -d0 / d1);
- cp1 = gl_matrix_1.vec2.add([0, 0], point, v1);
- // 上一个控制点必须要在上一个点和这一个点之间
- cp1 = gl_matrix_1.vec2.min([0, 0], cp1, gl_matrix_1.vec2.max([0, 0], prevPoint, point));
- cp1 = gl_matrix_1.vec2.max([0, 0], cp1, gl_matrix_1.vec2.min([0, 0], prevPoint, point));
- // 重新计算 nextCp0 的值
- v2 = gl_matrix_1.vec2.sub([0, 0], point, cp1);
- v2 = gl_matrix_1.vec2.scale([0, 0], v2, d1 / d0);
- nextCp0 = gl_matrix_1.vec2.add([0, 0], point, v2);
- if (hasConstraint) {
- cp1 = gl_matrix_1.vec2.max([0, 0], cp1, min);
- cp1 = gl_matrix_1.vec2.min([0, 0], cp1, max);
- nextCp0 = gl_matrix_1.vec2.max([0, 0], nextCp0, min);
- nextCp0 = gl_matrix_1.vec2.min([0, 0], 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
- */
- function catmullRom2Bezier(crp, z, constraint) {
- 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];
- p = pointList[0];
- d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]);
- }
- return d1;
- }
- exports.default = catmullRom2Bezier;
- //# sourceMappingURL=catmull-rom-2-bezier.js.map
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