1234567891011121314151617181920212223242526272829303132333435363738394041424344 |
- import { distance as v2Distance } from '../../core/vector.js';
- function interpolate(p0, p1, p2, p3, t, t2, t3) {
- var v0 = (p2 - p0) * 0.5;
- var 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, isLoop) {
- var len = points.length;
- var ret = [];
- var distance = 0;
- for (var i = 1; i < len; i++) {
- distance += v2Distance(points[i - 1], points[i]);
- }
- var segs = distance / 2;
- segs = segs < len ? len : segs;
- for (var i = 0; i < segs; i++) {
- var pos = i / (segs - 1) * (isLoop ? len : len - 1);
- var idx = Math.floor(pos);
- var w = pos - idx;
- var p0 = void 0;
- var p1 = points[idx % len];
- var p2 = void 0;
- var p3 = void 0;
- 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];
- }
- var w2 = w * w;
- var 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;
- }
|