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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)
*/
define(
function (require) {
var vector = require('../../tool/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
*/
return function (points, smooth, isLoop, constraint) {
var cps = [];
var v = [];
var v1 = [];
var v2 = [];
var prevPoint;
var nextPoint;
var hasConstraint = !!constraint;
var min, max;
if (hasConstraint) {
min = [Infinity, Infinity];
max = [-Infinity, -Infinity];
for (var i = 0, len = points.length; i < len; i++) {
vector.min(min, min, points[i]);
vector.max(max, max, points[i]);
}
// 与指定的包围盒做并集
vector.min(min, min, constraint[0]);
vector.max(max, max, constraint[1]);
}
for (var i = 0, len = points.length; i < len; i++) {
var point = points[i];
var prevPoint;
var nextPoint;
if (isLoop) {
prevPoint = points[i ? i - 1 : len - 1];
nextPoint = points[(i + 1) % len];
}
else {
if (i === 0 || i === len - 1) {
cps.push(points[i]);
continue;
}
else {
prevPoint = points[i - 1];
nextPoint = points[i + 1];
}
}
vector.sub(v, nextPoint, prevPoint);
// use degree to scale the handle length
vector.scale(v, v, smooth);
var d0 = vector.distance(point, prevPoint);
var d1 = vector.distance(point, nextPoint);
var sum = d0 + d1;
if (sum !== 0) {
d0 /= sum;
d1 /= sum;
}
vector.scale(v1, v, -d0);
vector.scale(v2, v, d1);
var cp0 = vector.add([], point, v1);
var cp1 = vector.add([], point, v2);
if (hasConstraint) {
vector.max(cp0, cp0, min);
vector.min(cp0, cp0, max);
vector.max(cp1, cp1, min);
vector.min(cp1, cp1, max);
}
cps.push(cp0);
cps.push(cp1);
}
if (isLoop) {
cps.push(cps.shift());
}
return cps;
};
}
);