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