import { add, sub, min as _min, max as _max, scale, distance } from './matrix'; import type { Vector2, Point } from '../types'; type A = ['a' | 'A', number, number, number, number, number, number, number]; type C = ['c' | 'C', number, number, number, number, number, number]; type O = ['o' | 'O', number, number]; type H = ['h' | 'H', number]; type L = ['l' | 'L', number, number]; type M = ['m' | 'M', number, number]; type R = ['r' | 'R', number, number, number, number]; type Q = ['q' | 'Q', number, number, number, number]; type S = ['s' | 'S', number, number, number, number, number, number, number]; type T = ['t' | 'T', number, number]; type V = ['v' | 'V', number]; type U = ['u' | 'U', number, number, number]; type Z = ['z' | 'Z']; export type PathCommand = A | C | O | H | L | M | R | Q | S | T | V | U | Z; function smoothBezier(points: Point[], smooth: number, isLoop: boolean, constraint: Point[]) { const cps: Vector2[] = []; const hasConstraint = !!constraint; let prevPoint: Point; let nextPoint: Point; let min: Vector2 = [Infinity, Infinity]; let max: Vector2 = [-Infinity, -Infinity]; let nextCp0: Vector2; let cp1: Vector2; let cp0: Vector2; if (hasConstraint) { [min, max] = constraint; for (let i = 0, l = points.length; i < l; i += 1) { const point = points[i]; min = _min(min, point); max = _max(max, point); } } for (let i = 0, len = points.length; i < len; i += 1) { const point = points[i]; if (i === 0 && !isLoop) { cp0 = point; } else if (i === len - 1 && !isLoop) { cp1 = point; cps.push(cp0!); cps.push(cp1); } else { const prevIdx = [i ? i - 1 : len - 1, i - 1][isLoop ? 0 : 1]; prevPoint = points[prevIdx]; nextPoint = points[isLoop ? (i + 1) % len : i + 1]; let v: Vector2 = [0, 0]; v = sub(nextPoint, prevPoint); v = scale(v, smooth); let d0 = distance(point, prevPoint); let d1 = distance(point, nextPoint); const sum = d0 + d1; if (sum !== 0) { d0 /= sum; d1 /= sum; } let v1 = scale(v, -d0); let v2 = scale(v, d1); cp1 = add(point, v1); nextCp0 = add(point, v2); // 下一个控制点必须在这个点和下一个点之间 nextCp0 = _min(nextCp0, _max(nextPoint, point)); nextCp0 = _max(nextCp0, _min(nextPoint, point)); // 重新计算 cp1 的值 v1 = sub(nextCp0, point); v1 = scale(v1, -d0 / d1); cp1 = add(point, v1); // 上一个控制点必须要在上一个点和这一个点之间 cp1 = _min(cp1, _max(prevPoint, point)); cp1 = _max(cp1, _min(prevPoint, point)); // 重新计算 nextCp0 的值 v2 = sub(point, cp1); v2 = scale(v2, d1 / d0); nextCp0 = add(point, v2); if (hasConstraint) { cp1 = _max(cp1, min); cp1 = _min(cp1, max); nextCp0 = _max(nextCp0, min); nextCp0 = _min(nextCp0, max); } cps.push(cp0!); cps.push(cp1); cp0 = nextCp0; } } if (isLoop) { cps.push(cps.shift()!); } return cps; } /** * create bezier spline from catmull rom spline * @param {Array} crp Catmull Rom Points * @param {boolean} z Spline is loop * @param {Array} constraint Constraint */ export function catmullRom2Bezier( crp: number[], z: boolean = false, constraint: Point[] = [ [0, 0], [1, 1], ] ): PathCommand[] { const isLoop = !!z; const pointList: Point[] = []; for (let i = 0, l = crp.length; i < l; i += 2) { pointList.push([crp[i], crp[i + 1]]); } const controlPointList = smoothBezier(pointList, 0.4, isLoop, constraint); const len = pointList.length; const d1: PathCommand[] = []; let cp1: Vector2; let cp2: Vector2; let p: Point; for (let i = 0; i < len - 1; i += 1) { cp1 = controlPointList[i * 2]; cp2 = controlPointList[i * 2 + 1]; p = pointList[i + 1]; d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]); } if (isLoop) { cp1 = controlPointList[len]; cp2 = controlPointList[len + 1]; [p] = pointList; d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]); } return d1; }