ngx-open-map-wrapper/node_modules/@mapbox/unitbezier/index.js

79 lines
1.9 KiB
JavaScript

'use strict';
module.exports = UnitBezier;
function UnitBezier(p1x, p1y, p2x, p2y) {
// Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1).
this.cx = 3.0 * p1x;
this.bx = 3.0 * (p2x - p1x) - this.cx;
this.ax = 1.0 - this.cx - this.bx;
this.cy = 3.0 * p1y;
this.by = 3.0 * (p2y - p1y) - this.cy;
this.ay = 1.0 - this.cy - this.by;
this.p1x = p1x;
this.p1y = p1y;
this.p2x = p2x;
this.p2y = p2y;
}
UnitBezier.prototype = {
sampleCurveX: function (t) {
// `ax t^3 + bx t^2 + cx t' expanded using Horner's rule.
return ((this.ax * t + this.bx) * t + this.cx) * t;
},
sampleCurveY: function (t) {
return ((this.ay * t + this.by) * t + this.cy) * t;
},
sampleCurveDerivativeX: function (t) {
return (3.0 * this.ax * t + 2.0 * this.bx) * t + this.cx;
},
solveCurveX: function (x, epsilon) {
if (epsilon === undefined) epsilon = 1e-6;
if (x < 0.0) return 0.0;
if (x > 1.0) return 1.0;
var t = x;
// First try a few iterations of Newton's method - normally very fast.
for (var i = 0; i < 8; i++) {
var x2 = this.sampleCurveX(t) - x;
if (Math.abs(x2) < epsilon) return t;
var d2 = this.sampleCurveDerivativeX(t);
if (Math.abs(d2) < 1e-6) break;
t = t - x2 / d2;
}
// Fall back to the bisection method for reliability.
var t0 = 0.0;
var t1 = 1.0;
t = x;
for (i = 0; i < 20; i++) {
x2 = this.sampleCurveX(t);
if (Math.abs(x2 - x) < epsilon) break;
if (x > x2) {
t0 = t;
} else {
t1 = t;
}
t = (t1 - t0) * 0.5 + t0;
}
return t;
},
solve: function (x, epsilon) {
return this.sampleCurveY(this.solveCurveX(x, epsilon));
}
};