/* eslint-disable */ export interface Point { x: number y: number } // movement: percent is 0-1 export function getMovementXYatPercent(p: Point[], percent: number): Point { const len = p.length if (len == 0) { console.error('getMovementXYatPercent: no points specified'); return { x:0, y:0 } } if (len == 1) return p[0] if (len == 2) return getLineXYatPercent(p[0], p[1], percent) if (len == 3) return getQuadraticBezierXYatPercent(p[0], p[1], p[2], percent) if (len == 4) return getCubicBezierXYatPercent(p[0], p[1], p[2], p[3], percent) // TODO: Support more than 4 points if (len-1 % 3 == 0) return getCubicBezierXYatPercent(p[0], p[(len-1)/3], p[((len-1)/3)*2], p[len-1], percent) else if (len-1 % 2 == 0) return getQuadraticBezierXYatPercent(p[0], p[(len-1)/2], p[len-1], percent) else return getLineXYatPercent(p[0], p[len-1], percent) } // line: percent is 0-1 export function getLineXYatPercent(startPt: Point, endPt: Point, percent: number) : Point { return { x: startPt.x + (endPt.x - startPt.x) * percent, y: startPt.y + (endPt.y - startPt.y) * percent, }; } // quadratic bezier: percent is 0-1 export function getQuadraticBezierXYatPercent(startPt: Point, controlPt: Point, endPt: Point, percent: number): Point { return { x: Math.pow(1 - percent, 2) * startPt.x + 2 * (1 - percent) * percent * controlPt.x + Math.pow(percent, 2) * endPt.x, y: Math.pow(1 - percent, 2) * startPt.y + 2 * (1 - percent) * percent * controlPt.y + Math.pow(percent, 2) * endPt.y, } } // cubic bezier percent is 0-1 export function getCubicBezierXYatPercent(startPt: Point, controlPt1: Point, controlPt2: Point, endPt: Point, percent: number): Point { return { x: cubicN(percent, startPt.x, controlPt1.x, controlPt2.x, endPt.x), y: cubicN(percent, startPt.y, controlPt1.y, controlPt2.y, endPt.y), } } // cubic helper formula at percent distance function cubicN(pct: number, a: number, b: number, c: number, d: number): number { var t2 = pct * pct; var t3 = t2 * pct; return a + (-a * 3 + pct * (3 * a - a * pct)) * pct + (3 * b + pct * (-6 * b + b * 3 * pct)) * pct + (c * 3 - c * 3 * pct) * t2 + d * t3; }