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META-INF.assets.rjzjh.zrender.core.curve.js Maven / Gradle / Ivy

/**
 * 曲线辅助模块
 * @module zrender/core/curve
 * @author pissang(https://www.github.com/pissang)
 */
define(function(require) {

    'use strict';

    var vec2 = require('./vector');
    var v2Create = vec2.create;
    var v2DistSquare = vec2.distSquare;
    var mathPow = Math.pow;
    var mathSqrt = Math.sqrt;

    var EPSILON = 1e-8;
    var EPSILON_NUMERIC = 1e-4;

    var THREE_SQRT = mathSqrt(3);
    var ONE_THIRD = 1 / 3;

    // 临时变量
    var _v0 = v2Create();
    var _v1 = v2Create();
    var _v2 = v2Create();
    // var _v3 = vec2.create();

    function isAroundZero(val) {
        return val > -EPSILON && val < EPSILON;
    }
    function isNotAroundZero(val) {
        return val > EPSILON || val < -EPSILON;
    }
    /**
     * 计算三次贝塞尔值
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} p3
     * @param  {number} t
     * @return {number}
     */
    function cubicAt(p0, p1, p2, p3, t) {
        var onet = 1 - t;
        return onet * onet * (onet * p0 + 3 * t * p1)
             + t * t * (t * p3 + 3 * onet * p2);
    }

    /**
     * 计算三次贝塞尔导数值
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} p3
     * @param  {number} t
     * @return {number}
     */
    function cubicDerivativeAt(p0, p1, p2, p3, t) {
        var onet = 1 - t;
        return 3 * (
            ((p1 - p0) * onet + 2 * (p2 - p1) * t) * onet
            + (p3 - p2) * t * t
        );
    }

    /**
     * 计算三次贝塞尔方程根,使用盛金公式
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} p3
     * @param  {number} val
     * @param  {Array.} roots
     * @return {number} 有效根数目
     */
    function cubicRootAt(p0, p1, p2, p3, val, roots) {
        // Evaluate roots of cubic functions
        var a = p3 + 3 * (p1 - p2) - p0;
        var b = 3 * (p2 - p1 * 2 + p0);
        var c = 3 * (p1  - p0);
        var d = p0 - val;

        var A = b * b - 3 * a * c;
        var B = b * c - 9 * a * d;
        var C = c * c - 3 * b * d;

        var n = 0;

        if (isAroundZero(A) && isAroundZero(B)) {
            if (isAroundZero(b)) {
                roots[0] = 0;
            }
            else {
                var t1 = -c / b;  //t1, t2, t3, b is not zero
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
            }
        }
        else {
            var disc = B * B - 4 * A * C;

            if (isAroundZero(disc)) {
                var K = B / A;
                var t1 = -b / a + K;  // t1, a is not zero
                var t2 = -K / 2;  // t2, t3
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
                if (t2 >= 0 && t2 <= 1) {
                    roots[n++] = t2;
                }
            }
            else if (disc > 0) {
                var discSqrt = mathSqrt(disc);
                var Y1 = A * b + 1.5 * a * (-B + discSqrt);
                var Y2 = A * b + 1.5 * a * (-B - discSqrt);
                if (Y1 < 0) {
                    Y1 = -mathPow(-Y1, ONE_THIRD);
                }
                else {
                    Y1 = mathPow(Y1, ONE_THIRD);
                }
                if (Y2 < 0) {
                    Y2 = -mathPow(-Y2, ONE_THIRD);
                }
                else {
                    Y2 = mathPow(Y2, ONE_THIRD);
                }
                var t1 = (-b - (Y1 + Y2)) / (3 * a);
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
            }
            else {
                var T = (2 * A * b - 3 * a * B) / (2 * mathSqrt(A * A * A));
                var theta = Math.acos(T) / 3;
                var ASqrt = mathSqrt(A);
                var tmp = Math.cos(theta);

                var t1 = (-b - 2 * ASqrt * tmp) / (3 * a);
                var t2 = (-b + ASqrt * (tmp + THREE_SQRT * Math.sin(theta))) / (3 * a);
                var t3 = (-b + ASqrt * (tmp - THREE_SQRT * Math.sin(theta))) / (3 * a);
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
                if (t2 >= 0 && t2 <= 1) {
                    roots[n++] = t2;
                }
                if (t3 >= 0 && t3 <= 1) {
                    roots[n++] = t3;
                }
            }
        }
        return n;
    }

    /**
     * 计算三次贝塞尔方程极限值的位置
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} p3
     * @param  {Array.} extrema
     * @return {number} 有效数目
     */
    function cubicExtrema(p0, p1, p2, p3, extrema) {
        var b = 6 * p2 - 12 * p1 + 6 * p0;
        var a = 9 * p1 + 3 * p3 - 3 * p0 - 9 * p2;
        var c = 3 * p1 - 3 * p0;

        var n = 0;
        if (isAroundZero(a)) {
            if (isNotAroundZero(b)) {
                var t1 = -c / b;
                if (t1 >= 0 && t1 <=1) {
                    extrema[n++] = t1;
                }
            }
        }
        else {
            var disc = b * b - 4 * a * c;
            if (isAroundZero(disc)) {
                extrema[0] = -b / (2 * a);
            }
            else if (disc > 0) {
                var discSqrt = mathSqrt(disc);
                var t1 = (-b + discSqrt) / (2 * a);
                var t2 = (-b - discSqrt) / (2 * a);
                if (t1 >= 0 && t1 <= 1) {
                    extrema[n++] = t1;
                }
                if (t2 >= 0 && t2 <= 1) {
                    extrema[n++] = t2;
                }
            }
        }
        return n;
    }

    /**
     * 细分三次贝塞尔曲线
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} p3
     * @param  {number} t
     * @param  {Array.} out
     */
    function cubicSubdivide(p0, p1, p2, p3, t, out) {
        var p01 = (p1 - p0) * t + p0;
        var p12 = (p2 - p1) * t + p1;
        var p23 = (p3 - p2) * t + p2;

        var p012 = (p12 - p01) * t + p01;
        var p123 = (p23 - p12) * t + p12;

        var p0123 = (p123 - p012) * t + p012;
        // Seg0
        out[0] = p0;
        out[1] = p01;
        out[2] = p012;
        out[3] = p0123;
        // Seg1
        out[4] = p0123;
        out[5] = p123;
        out[6] = p23;
        out[7] = p3;
    }

    /**
     * 投射点到三次贝塞尔曲线上,返回投射距离。
     * 投射点有可能会有一个或者多个,这里只返回其中距离最短的一个。
     * @param {number} x0
     * @param {number} y0
     * @param {number} x1
     * @param {number} y1
     * @param {number} x2
     * @param {number} y2
     * @param {number} x3
     * @param {number} y3
     * @param {number} x
     * @param {number} y
     * @param {Array.} [out] 投射点
     * @return {number}
     */
    function cubicProjectPoint(
        x0, y0, x1, y1, x2, y2, x3, y3,
        x, y, out
    ) {
        // http://pomax.github.io/bezierinfo/#projections
        var t;
        var interval = 0.005;
        var d = Infinity;
        var prev;
        var next;
        var d1;
        var d2;

        _v0[0] = x;
        _v0[1] = y;

        // 先粗略估计一下可能的最小距离的 t 值
        // PENDING
        for (var _t = 0; _t < 1; _t += 0.05) {
            _v1[0] = cubicAt(x0, x1, x2, x3, _t);
            _v1[1] = cubicAt(y0, y1, y2, y3, _t);
            d1 = v2DistSquare(_v0, _v1);
            if (d1 < d) {
                t = _t;
                d = d1;
            }
        }
        d = Infinity;

        // At most 32 iteration
        for (var i = 0; i < 32; i++) {
            if (interval < EPSILON_NUMERIC) {
                break;
            }
            prev = t - interval;
            next = t + interval;
            // t - interval
            _v1[0] = cubicAt(x0, x1, x2, x3, prev);
            _v1[1] = cubicAt(y0, y1, y2, y3, prev);

            d1 = v2DistSquare(_v1, _v0);

            if (prev >= 0 && d1 < d) {
                t = prev;
                d = d1;
            }
            else {
                // t + interval
                _v2[0] = cubicAt(x0, x1, x2, x3, next);
                _v2[1] = cubicAt(y0, y1, y2, y3, next);
                d2 = v2DistSquare(_v2, _v0);

                if (next <= 1 && d2 < d) {
                    t = next;
                    d = d2;
                }
                else {
                    interval *= 0.5;
                }
            }
        }
        // t
        if (out) {
            out[0] = cubicAt(x0, x1, x2, x3, t);
            out[1] = cubicAt(y0, y1, y2, y3, t);
        }
        // console.log(interval, i);
        return mathSqrt(d);
    }

    /**
     * 计算二次方贝塞尔值
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} t
     * @return {number}
     */
    function quadraticAt(p0, p1, p2, t) {
        var onet = 1 - t;
        return onet * (onet * p0 + 2 * t * p1) + t * t * p2;
    }

    /**
     * 计算二次方贝塞尔导数值
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} t
     * @return {number}
     */
    function quadraticDerivativeAt(p0, p1, p2, t) {
        return 2 * ((1 - t) * (p1 - p0) + t * (p2 - p1));
    }

    /**
     * 计算二次方贝塞尔方程根
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} t
     * @param  {Array.} roots
     * @return {number} 有效根数目
     */
    function quadraticRootAt(p0, p1, p2, val, roots) {
        var a = p0 - 2 * p1 + p2;
        var b = 2 * (p1 - p0);
        var c = p0 - val;

        var n = 0;
        if (isAroundZero(a)) {
            if (isNotAroundZero(b)) {
                var t1 = -c / b;
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
            }
        }
        else {
            var disc = b * b - 4 * a * c;
            if (isAroundZero(disc)) {
                var t1 = -b / (2 * a);
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
            }
            else if (disc > 0) {
                var discSqrt = mathSqrt(disc);
                var t1 = (-b + discSqrt) / (2 * a);
                var t2 = (-b - discSqrt) / (2 * a);
                if (t1 >= 0 && t1 <= 1) {
                    roots[n++] = t1;
                }
                if (t2 >= 0 && t2 <= 1) {
                    roots[n++] = t2;
                }
            }
        }
        return n;
    }

    /**
     * 计算二次贝塞尔方程极限值
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @return {number}
     */
    function quadraticExtremum(p0, p1, p2) {
        var divider = p0 + p2 - 2 * p1;
        if (divider === 0) {
            // p1 is center of p0 and p2
            return 0.5;
        }
        else {
            return (p0 - p1) / divider;
        }
    }

    /**
     * 细分二次贝塞尔曲线
     * @memberOf module:zrender/core/curve
     * @param  {number} p0
     * @param  {number} p1
     * @param  {number} p2
     * @param  {number} t
     * @param  {Array.} out
     */
    function quadraticSubdivide(p0, p1, p2, t, out) {
        var p01 = (p1 - p0) * t + p0;
        var p12 = (p2 - p1) * t + p1;
        var p012 = (p12 - p01) * t + p01;

        // Seg0
        out[0] = p0;
        out[1] = p01;
        out[2] = p012;

        // Seg1
        out[3] = p012;
        out[4] = p12;
        out[5] = p2;
    }

    /**
     * 投射点到二次贝塞尔曲线上,返回投射距离。
     * 投射点有可能会有一个或者多个,这里只返回其中距离最短的一个。
     * @param {number} x0
     * @param {number} y0
     * @param {number} x1
     * @param {number} y1
     * @param {number} x2
     * @param {number} y2
     * @param {number} x
     * @param {number} y
     * @param {Array.} out 投射点
     * @return {number}
     */
    function quadraticProjectPoint(
        x0, y0, x1, y1, x2, y2,
        x, y, out
    ) {
        // http://pomax.github.io/bezierinfo/#projections
        var t;
        var interval = 0.005;
        var d = Infinity;

        _v0[0] = x;
        _v0[1] = y;

        // 先粗略估计一下可能的最小距离的 t 值
        // PENDING
        for (var _t = 0; _t < 1; _t += 0.05) {
            _v1[0] = quadraticAt(x0, x1, x2, _t);
            _v1[1] = quadraticAt(y0, y1, y2, _t);
            var d1 = v2DistSquare(_v0, _v1);
            if (d1 < d) {
                t = _t;
                d = d1;
            }
        }
        d = Infinity;

        // At most 32 iteration
        for (var i = 0; i < 32; i++) {
            if (interval < EPSILON_NUMERIC) {
                break;
            }
            var prev = t - interval;
            var next = t + interval;
            // t - interval
            _v1[0] = quadraticAt(x0, x1, x2, prev);
            _v1[1] = quadraticAt(y0, y1, y2, prev);

            var d1 = v2DistSquare(_v1, _v0);

            if (prev >= 0 && d1 < d) {
                t = prev;
                d = d1;
            }
            else {
                // t + interval
                _v2[0] = quadraticAt(x0, x1, x2, next);
                _v2[1] = quadraticAt(y0, y1, y2, next);
                var d2 = v2DistSquare(_v2, _v0);
                if (next <= 1 && d2 < d) {
                    t = next;
                    d = d2;
                }
                else {
                    interval *= 0.5;
                }
            }
        }
        // t
        if (out) {
            out[0] = quadraticAt(x0, x1, x2, t);
            out[1] = quadraticAt(y0, y1, y2, t);
        }
        // console.log(interval, i);
        return mathSqrt(d);
    }

    return {

        cubicAt: cubicAt,

        cubicDerivativeAt: cubicDerivativeAt,

        cubicRootAt: cubicRootAt,

        cubicExtrema: cubicExtrema,

        cubicSubdivide: cubicSubdivide,

        cubicProjectPoint: cubicProjectPoint,

        quadraticAt: quadraticAt,

        quadraticDerivativeAt: quadraticDerivativeAt,

        quadraticRootAt: quadraticRootAt,

        quadraticExtremum: quadraticExtremum,

        quadraticSubdivide: quadraticSubdivide,

        quadraticProjectPoint: quadraticProjectPoint
    };
});




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