import { min as v2Min, max as v2Max, scale as v2Scale, distance as v2Distance, add as v2Add, clone as v2Clone, sub as v2Sub } from '../../core/vector.js'; export default function smoothBezier(points, smooth, isLoop, constraint) { var cps = []; var v = []; var v1 = []; var v2 = []; var prevPoint; var nextPoint; var min; var max; if (constraint) { min = [Infinity, Infinity]; max = [-Infinity, -Infinity]; for (var i = 0, len = points.length; i < len; i++) { v2Min(min, min, points[i]); v2Max(max, max, points[i]); } v2Min(min, min, constraint[0]); v2Max(max, 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(v2Clone(points[i])); continue; } else { prevPoint = points[i - 1]; nextPoint = points[i + 1]; } } v2Sub(v, nextPoint, prevPoint); v2Scale(v, v, smooth); var d0 = v2Distance(point, prevPoint); var d1 = v2Distance(point, nextPoint); var sum = d0 + d1; if (sum !== 0) { d0 /= sum; d1 /= sum; } v2Scale(v1, v, -d0); v2Scale(v2, v, d1); var cp0 = v2Add([], point, v1); var cp1 = v2Add([], point, v2); if (constraint) { v2Max(cp0, cp0, min); v2Min(cp0, cp0, max); v2Max(cp1, cp1, min); v2Min(cp1, cp1, max); } cps.push(cp0); cps.push(cp1); } if (isLoop) { cps.push(cps.shift()); } return cps; }