@kwiz/fluentui
Version:
KWIZ common controls for FluentUI
65 lines • 2.63 kB
JavaScript
import { Point } from './point';
export class Bezier {
static fromPoints(points, widths) {
const c2 = this.calculateControlPoints(points[0], points[1], points[2]).c2;
const c3 = this.calculateControlPoints(points[1], points[2], points[3]).c1;
return new Bezier(points[1], c2, c3, points[2], widths.start, widths.end);
}
static calculateControlPoints(s1, s2, s3) {
const dx1 = s1.x - s2.x;
const dy1 = s1.y - s2.y;
const dx2 = s2.x - s3.x;
const dy2 = s2.y - s3.y;
const m1 = { x: (s1.x + s2.x) / 2.0, y: (s1.y + s2.y) / 2.0 };
const m2 = { x: (s2.x + s3.x) / 2.0, y: (s2.y + s3.y) / 2.0 };
const l1 = Math.sqrt(dx1 * dx1 + dy1 * dy1);
const l2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
const dxm = m1.x - m2.x;
const dym = m1.y - m2.y;
const k = (l1 + l2) === 0 ? l2 : l2 / (l1 + l2);
const cm = { x: m2.x + dxm * k, y: m2.y + dym * k };
const tx = s2.x - cm.x;
const ty = s2.y - cm.y;
return {
c1: new Point(m1.x + tx, m1.y + ty),
c2: new Point(m2.x + tx, m2.y + ty),
};
}
constructor(startPoint, control2, control1, endPoint, startWidth, endWidth) {
this.startPoint = startPoint;
this.control2 = control2;
this.control1 = control1;
this.endPoint = endPoint;
this.startWidth = startWidth;
this.endWidth = endWidth;
}
// Returns approximated length. Code taken from https://www.lemoda.net/maths/bezier-length/index.html.
length() {
const steps = 10;
let length = 0;
let px;
let py;
for (let i = 0; i <= steps; i += 1) {
const t = i / steps;
const cx = this.point(t, this.startPoint.x, this.control1.x, this.control2.x, this.endPoint.x);
const cy = this.point(t, this.startPoint.y, this.control1.y, this.control2.y, this.endPoint.y);
if (i > 0) {
const xdiff = cx - px;
const ydiff = cy - py;
length += Math.sqrt(xdiff * xdiff + ydiff * ydiff);
}
px = cx;
py = cy;
}
return length;
}
// Calculate parametric value of x or y given t and the four point coordinates of a cubic bezier curve.
point(t, start, c1, c2, end) {
// prettier-ignore
return (start * (1.0 - t) * (1.0 - t) * (1.0 - t))
+ (3.0 * c1 * (1.0 - t) * (1.0 - t) * t)
+ (3.0 * c2 * (1.0 - t) * t * t)
+ (end * t * t * t);
}
}
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