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; }