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1import { distance as v2Distance } from '../../core/vector.js';
2function 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}
9export 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}