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获取 贝塞尔曲线均分点的坐标 #25

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@Riunshow

需要获取 贝塞尔曲线均分点的坐标

/**
 * @desc 贝塞尔曲线算法,包含了3阶贝塞尔
 */
class Bezier {
  /**
   * @desc 获取点,这里可以设置点的个数
   * @param {number} num 点个数
   * @param {Array} p1 点坐标
   * @param {Array} p2 点坐标
   * @param {Array} p3 点坐标
   * @param {Array} p4 点坐标
   * 如果参数是 num, p1, p2 为一阶贝塞尔
   * 如果参数是 num, p1, c1, p2 为二阶贝塞尔
   * 如果参数是 num, p1, c1, c2, p2 为三阶贝塞尔
   */
  getBezierPoints(num = 10, p1, p2, p3, p4) {
    let func = null;
    const points = [];
    if (!p3 && !p4) {
      func = this.oneBezier
    } else if (p3 && !p4) {
      func = this.twoBezier
    } else if (p3 && p4) {
      func = this.threeBezier
    }

    for (let i = 0; i < num; i += 1) {
      points.push(func(i / num, p1, p2, p3, p4))
    }
    if (p4) {
      points.push([...p4])
    } else if (p3) {
      points.push([...p3])
    }
    return points
  }

  /**
   * @desc 一阶贝塞尔
   * @param {number} t 当前百分比
   * @param {Array} p1 起点坐标
   * @param {Array} p2 终点坐标
   */
  // eslint-disable-next-line class-methods-use-this
  oneBezier(t, p1, p2) {
    const [x1, y1] = p1;
    const [x2, y2] = p2;
    const x = x1 + (x2 - x1) * t;
    const y = y1 + (y2 - y1) * t;
    return [x, y];
  }

  /**
   * @desc 二阶贝塞尔
   * @param {number} t 当前百分比
   * @param {Array} p1 起点坐标
   * @param {Array} p2 终点坐标
   * @param {Array} cp 控制点
   */
  // eslint-disable-next-line class-methods-use-this
  twoBezier(t, p1, cp, p2) {
    const [x1, y1] = p1;
    const [cx, cy] = cp;
    const [x2, y2] = p2;
    const x = (1 - t) * (1 - t) * x1 + 2 * t * (1 - t) * cx + t * t * x2;
    const y = (1 - t) * (1 - t) * y1 + 2 * t * (1 - t) * cy + t * t * y2;
    return [parseInt(x, 10), parseInt(y, 10)];
  }

  /**
   * @desc 三阶贝塞尔
   * @param {number} t 当前百分比
   * @param {Array} p1 起点坐标
   * @param {Array} p2 终点坐标
   * @param {Array} cp1 控制点1
   * @param {Array} cp2 控制点2
   */
  // eslint-disable-next-line class-methods-use-this
  threeBezier(t, p1, cp1, cp2, p2) {
    const [x1, y1] = p1;
    const [x2, y2] = p2;
    const [cx1, cy1] = cp1;
    const [cx2, cy2] = cp2;
    const x = x1 * (1 - t) * (1 - t) * (1 - t)
      + 3 * cx1 * t * (1 - t) * (1 - t)
      + 3 * cx2 * t * t * (1 - t)
      + x2 * t * t * t;
    const y = y1 * (1 - t) * (1 - t) * (1 - t)
      + 3 * cy1 * t * (1 - t) * (1 - t)
      + 3 * cy2 * t * t * (1 - t)
      + y2 * t * t * t
    return [x, y]
  }
}

export default new Bezier()

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