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  1. /**
  2. * Catmull-Rom spline 插值折线
  3. */
  4. import {distance as v2Distance, VectorArray} from '../../core/vector';
  5. function interpolate(
  6. p0: number, p1: number, p2: number, p3: number, t: number, t2: number, t3: number
  7. ) {
  8. const v0 = (p2 - p0) * 0.5;
  9. const v1 = (p3 - p1) * 0.5;
  10. return (2 * (p1 - p2) + v0 + v1) * t3
  11. + (-3 * (p1 - p2) - 2 * v0 - v1) * t2
  12. + v0 * t + p1;
  13. }
  14. export default function smoothSpline(points: VectorArray[], isLoop?: boolean): VectorArray[] {
  15. const len = points.length;
  16. const ret = [];
  17. let distance = 0;
  18. for (let i = 1; i < len; i++) {
  19. distance += v2Distance(points[i - 1], points[i]);
  20. }
  21. let segs = distance / 2;
  22. segs = segs < len ? len : segs;
  23. for (let i = 0; i < segs; i++) {
  24. const pos = i / (segs - 1) * (isLoop ? len : len - 1);
  25. const idx = Math.floor(pos);
  26. const w = pos - idx;
  27. let p0;
  28. let p1 = points[idx % len];
  29. let p2;
  30. let p3;
  31. if (!isLoop) {
  32. p0 = points[idx === 0 ? idx : idx - 1];
  33. p2 = points[idx > len - 2 ? len - 1 : idx + 1];
  34. p3 = points[idx > len - 3 ? len - 1 : idx + 2];
  35. }
  36. else {
  37. p0 = points[(idx - 1 + len) % len];
  38. p2 = points[(idx + 1) % len];
  39. p3 = points[(idx + 2) % len];
  40. }
  41. const w2 = w * w;
  42. const w3 = w * w2;
  43. ret.push([
  44. interpolate(p0[0], p1[0], p2[0], p3[0], w, w2, w3),
  45. interpolate(p0[1], p1[1], p2[1], p3[1], w, w2, w3)
  46. ]);
  47. }
  48. return ret;
  49. }