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node_modules/zrender/src/graphic/helper/smoothSpline.ts 1.56 KB
bd028579   易尊强   2/28
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  /**
   * Catmull-Rom spline 插值折线
   */
  
  import {distance as v2Distance, VectorArray} from '../../core/vector';
  
  function interpolate(
      p0: number, p1: number, p2: number, p3: number, t: number, t2: number, t3: number
  ) {
      const v0 = (p2 - p0) * 0.5;
      const v1 = (p3 - p1) * 0.5;
      return (2 * (p1 - p2) + v0 + v1) * t3
              + (-3 * (p1 - p2) - 2 * v0 - v1) * t2
              + v0 * t + p1;
  }
  
  export default function smoothSpline(points: VectorArray[], isLoop?: boolean): VectorArray[] {
      const len = points.length;
      const ret = [];
  
      let distance = 0;
      for (let i = 1; i < len; i++) {
          distance += v2Distance(points[i - 1], points[i]);
      }
  
      let segs = distance / 2;
      segs = segs < len ? len : segs;
      for (let i = 0; i < segs; i++) {
          const pos = i / (segs - 1) * (isLoop ? len : len - 1);
          const idx = Math.floor(pos);
  
          const w = pos - idx;
  
          let p0;
          let p1 = points[idx % len];
          let p2;
          let p3;
          if (!isLoop) {
              p0 = points[idx === 0 ? idx : idx - 1];
              p2 = points[idx > len - 2 ? len - 1 : idx + 1];
              p3 = points[idx > len - 3 ? len - 1 : idx + 2];
          }
          else {
              p0 = points[(idx - 1 + len) % len];
              p2 = points[(idx + 1) % len];
              p3 = points[(idx + 2) % len];
          }
  
          const w2 = w * w;
          const w3 = w * w2;
  
          ret.push([
              interpolate(p0[0], p1[0], p2[0], p3[0], w, w2, w3),
              interpolate(p0[1], p1[1], p2[1], p3[1], w, w2, w3)
          ]);
      }
      return ret;
  }