@antv/g2plot
Version:
An interactive and responsive charting library
141 lines • 4.16 kB
JavaScript
import { vec2 } from '@antv/matrix-util';
export function points2Path(points, isInCircle) {
var path = [];
if (points.length) {
path.push(['M', points[0].x, points[0].y]);
for (var i = 1, length_1 = points.length; i < length_1; i += 1) {
var 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 var smoothBezier = function (points, smooth, isLoop, constraint) {
var cps = [];
var prevPoint;
var nextPoint;
var hasConstraint = !!constraint;
var min;
var max;
if (hasConstraint) {
min = [Infinity, Infinity];
max = [-Infinity, -Infinity];
for (var i = 0, l = points.length; i < l; i++) {
var point = points[i];
min = vec2.min([0, 0], min, point);
max = vec2.max([0, 0], max, point);
}
min = vec2.min([0, 0], min, constraint[0]);
max = vec2.max([0, 0], 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(point);
continue;
}
else {
prevPoint = points[i - 1];
nextPoint = points[i + 1];
}
}
var v = [0, 0];
v = vec2.sub(v, nextPoint, prevPoint);
v = vec2.scale(v, v, smooth);
var d0 = vec2.distance(point, prevPoint);
var d1 = vec2.distance(point, nextPoint);
var sum = d0 + d1;
if (sum !== 0) {
d0 /= sum;
d1 /= sum;
}
var v1 = vec2.scale([0, 0], v, -d0);
var v2 = vec2.scale([0, 0], v, d1);
var cp0 = vec2.add([0, 0], point, v1);
var 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, z, constraint) {
var isLoop = !!z;
var pointList = [];
for (var i = 0, l = crp.length; i < l; i += 2) {
pointList.push([crp[i], crp[i + 1]]);
}
var controlPointList = smoothBezier(pointList, 0.4, isLoop, constraint);
var len = pointList.length;
var d1 = [];
var cp1;
var cp2;
var p;
for (var 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, isInCircle, constaint) {
var data = [];
var first = points[0];
var prePoint = null;
if (points.length <= 2) {
// 两点以内直接绘制成路径
return points2Path(points, isInCircle);
}
for (var i = 0, len = points.length; i < len; i++) {
var point = points[i];
if (!prePoint || !(prePoint.x === point.x && prePoint.y === point.y)) {
data.push(point.x);
data.push(point.y);
prePoint = point;
}
}
var constraint = constaint || [
// 范围
[0, 0],
[1, 1],
];
var splinePath = catmullRom2bezier(data, isInCircle, constraint);
splinePath.unshift(['M', first.x, first.y]);
return splinePath;
}
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