import { Vec } from '../Vec' import { CubicBezier2d } from './CubicBezier2d' import { Geometry2d, Geometry2dOptions } from './Geometry2d' /** @public */ export class CubicSpline2d extends Geometry2d { points: Vec[] constructor(config: Omit & { points: Vec[] }) { super({ ...config, isClosed: false, isFilled: false }) const { points } = config this.points = points } _segments?: CubicBezier2d[] // eslint-disable-next-line no-restricted-syntax get segments() { if (!this._segments) { this._segments = [] const { points } = this const len = points.length const last = len - 2 const k = 1.25 for (let i = 0; i < len - 1; i++) { const p0 = i === 0 ? points[0] : points[i - 1] const p1 = points[i] const p2 = points[i + 1] const p3 = i === last ? p2 : points[i + 2] const start = p1, cp1 = i === 0 ? p0 : new Vec(p1.x + ((p2.x - p0.x) / 6) * k, p1.y + ((p2.y - p0.y) / 6) * k), cp2 = i === last ? p2 : new Vec(p2.x - ((p3.x - p1.x) / 6) * k, p2.y - ((p3.y - p1.y) / 6) * k), end = p2 this._segments.push(new CubicBezier2d({ start, cp1, cp2, end })) } } return this._segments } _length?: number // eslint-disable-next-line no-restricted-syntax get length() { if (!this._length) { this._length = this.segments.reduce((acc, segment) => acc + segment.length, 0) } return this._length } getVertices() { const vertices = this.segments.reduce((acc, segment) => { return acc.concat(segment.vertices) }, [] as Vec[]) vertices.push(this.points[this.points.length - 1]) return vertices } nearestPoint(A: Vec): Vec { let nearest: Vec | undefined let dist = Infinity let d: number let p: Vec for (const segment of this.segments) { p = segment.nearestPoint(A) d = Vec.Dist2(p, A) if (d < dist) { nearest = p dist = d } } if (!nearest) throw Error('nearest point not found') return nearest } hitTestLineSegment(A: Vec, B: Vec): boolean { return this.segments.some((segment) => segment.hitTestLineSegment(A, B)) } }