| 1234567891011121314151617181920212223242526272829303132333435363738394041424344 | import { distance as v2Distance } from '../../core/vector.js';function interpolate(p0, p1, p2, p3, t, t2, t3) {    var v0 = (p2 - p0) * 0.5;    var v1 = (p3 - p1) * 0.5;    return (2 * (p1 - p2) + v0 + v1) * t3        + (-3 * (p1 - p2) - 2 * v0 - v1) * t2        + v0 * t + p1;}export default function smoothSpline(points, isLoop) {    var len = points.length;    var ret = [];    var distance = 0;    for (var i = 1; i < len; i++) {        distance += v2Distance(points[i - 1], points[i]);    }    var segs = distance / 2;    segs = segs < len ? len : segs;    for (var i = 0; i < segs; i++) {        var pos = i / (segs - 1) * (isLoop ? len : len - 1);        var idx = Math.floor(pos);        var w = pos - idx;        var p0 = void 0;        var p1 = points[idx % len];        var p2 = void 0;        var p3 = void 0;        if (!isLoop) {            p0 = points[idx === 0 ? idx : idx - 1];            p2 = points[idx > len - 2 ? len - 1 : idx + 1];            p3 = points[idx > len - 3 ? len - 1 : idx + 2];        }        else {            p0 = points[(idx - 1 + len) % len];            p2 = points[(idx + 1) % len];            p3 = points[(idx + 2) % len];        }        var w2 = w * w;        var w3 = w * w2;        ret.push([            interpolate(p0[0], p1[0], p2[0], p3[0], w, w2, w3),            interpolate(p0[1], p1[1], p2[1], p3[1], w, w2, w3)        ]);    }    return ret;}
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