var _vector = require("../../core/vector"); var v2Min = _vector.min; var v2Max = _vector.max; var v2Scale = _vector.scale; var v2Distance = _vector.distance; var v2Add = _vector.add; var v2Clone = _vector.clone; var v2Sub = _vector.sub; /** * 贝塞尔平滑曲线 * @module zrender/shape/util/smoothBezier * @author pissang (https://www.github.com/pissang) * Kener (@Kener-林峰, kener.linfeng@gmail.com) * errorrik (errorrik@gmail.com) */ /** * 贝塞尔平滑曲线 * @alias module:zrender/shape/util/smoothBezier * @param {Array} points 线段顶点数组 * @param {number} smooth 平滑等级, 0-1 * @param {boolean} isLoop * @param {Array} constraint 将计算出来的控制点约束在一个包围盒内 * 比如 [[0, 0], [100, 100]], 这个包围盒会与 * 整个折线的包围盒做一个并集用来约束控制点。 * @param {Array} 计算出来的控制点数组 */ function _default(points, smooth, isLoop, constraint) { var cps = []; var v = []; var v1 = []; var v2 = []; var prevPoint; var nextPoint; var min; var max; if (constraint) { min = [Infinity, Infinity]; max = [-Infinity, -Infinity]; for (var i = 0, len = points.length; i < len; i++) { v2Min(min, min, points[i]); v2Max(max, max, points[i]); } // 与指定的包围盒做并集 v2Min(min, min, constraint[0]); v2Max(max, max, constraint[1]); } for (var i = 0, len = points.length; i < len; i++) { var point = points[i]; if (isLoop) { prevPoint = points[i ? i - 1 : len - 1]; nextPoint = points[(i + 1) % len]; } else { if (i === 0 || i === len - 1) { cps.push(v2Clone(points[i])); continue; } else { prevPoint = points[i - 1]; nextPoint = points[i + 1]; } } v2Sub(v, nextPoint, prevPoint); // use degree to scale the handle length v2Scale(v, v, smooth); var d0 = v2Distance(point, prevPoint); var d1 = v2Distance(point, nextPoint); var sum = d0 + d1; if (sum !== 0) { d0 /= sum; d1 /= sum; } v2Scale(v1, v, -d0); v2Scale(v2, v, d1); var cp0 = v2Add([], point, v1); var cp1 = v2Add([], point, v2); if (constraint) { v2Max(cp0, cp0, min); v2Min(cp0, cp0, max); v2Max(cp1, cp1, min); v2Min(cp1, cp1, max); } cps.push(cp0); cps.push(cp1); } if (isLoop) { cps.push(cps.shift()); } return cps; } module.exports = _default;