import { vec2 } from '@antv/matrix-util'; import { Point, Position } from '../types/common'; export function points2Path(points: Point[], isInCircle: boolean) { const path = []; if (points.length) { path.push(['M', points[0].x, points[0].y]); for (let i = 1, length = points.length; i < length; i += 1) { const item = points[i]; path.push(['L', item.x, item.y]); } if (isInCircle) { path.push(['Z']); } } return path; } /** * @ignore * 计算光滑的贝塞尔曲线 */ export const smoothBezier = ( points: Position[], smooth: number, isLoop: boolean, constraint: Position[] ): Position[] => { const cps = []; let prevPoint: Position; let nextPoint: Position; const hasConstraint = !!constraint; let min: Position; let max: Position; if (hasConstraint) { min = [Infinity, Infinity]; max = [-Infinity, -Infinity]; for (let i = 0, l = points.length; i < l; i++) { const point = points[i]; min = vec2.min([0, 0], min, point) as [number, number]; max = vec2.max([0, 0], max, point) as [number, number]; } min = vec2.min([0, 0], min, constraint[0]) as [number, number]; max = vec2.max([0, 0], max, constraint[1]) as [number, number]; } for (let i = 0, len = points.length; i < len; i++) { const 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(point); continue; } else { prevPoint = points[i - 1]; nextPoint = points[i + 1]; } } let v: [number, number] = [0, 0]; v = vec2.sub(v, nextPoint, prevPoint) as [number, number]; v = vec2.scale(v, v, smooth) as [number, number]; let d0 = vec2.distance(point, prevPoint); let d1 = vec2.distance(point, nextPoint); const sum = d0 + d1; if (sum !== 0) { d0 /= sum; d1 /= sum; } const v1 = vec2.scale([0, 0], v, -d0); const v2 = vec2.scale([0, 0], v, d1); let cp0 = vec2.add([0, 0], point, v1); let cp1 = vec2.add([0, 0], point, v2); if (hasConstraint) { cp0 = vec2.max([0, 0], cp0, min); cp0 = vec2.min([0, 0], cp0, max); cp1 = vec2.max([0, 0], cp1, min); cp1 = vec2.min([0, 0], cp1, max); } cps.push(cp0); cps.push(cp1); } if (isLoop) { cps.push(cps.shift()); } return cps; }; /** * @ignore * 贝塞尔曲线 */ export function catmullRom2bezier(crp: number[], z: boolean, constraint: Position[]) { const isLoop = !!z; const pointList = []; 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 = []; let cp1: Position; let cp2: Position; let p: Position; for (let i = 0; i < len - 1; i++) { 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[0]; d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]); } return d1; } /** * @ignore * 根据关键点获取限定了范围的平滑线 */ export function getSplinePath(points: Point[], isInCircle?: boolean, constaint?: Position[]) { const data = []; const first = points[0]; let prePoint = null; if (points.length <= 2) { // 两点以内直接绘制成路径 return points2Path(points, isInCircle); } for (let i = 0, len = points.length; i < len; i++) { const point = points[i]; if (!prePoint || !(prePoint.x === point.x && prePoint.y === point.y)) { data.push(point.x); data.push(point.y); prePoint = point; } } const constraint = constaint || [ // 范围 [0, 0], [1, 1], ]; const splinePath = catmullRom2bezier(data, isInCircle, constraint); splinePath.unshift(['M', first.x, first.y]); return splinePath; }