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node_modules/zrender/src/graphic/helper/smoothBezier.js 2.67 KB
aaac7fed   liuqimichale   add
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  /**
   * 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)
   */
  
  import {
      min as v2Min,
      max as v2Max,
      scale as v2Scale,
      distance as v2Distance,
      add as v2Add,
      clone as v2Clone,
      sub as v2Sub
  } from '../../core/vector';
  
  /**
   * 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
   */
  export default function (points, smooth, isLoop, constraint) {
      var cps = [];
  
      var v = [];
      var v1 = [];
      var v2 = [];
      var prevPoint;
      var nextPoint;
  
      var min, 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;
  }