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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;
- }
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