{"version":3,"sources":["../../index.ts","../../lib/spline.ts"],"sourcesContent":["import { Feature, LineString, GeoJsonProperties } from \"geojson\";\nimport { lineString } from \"@turf/helpers\";\nimport { getGeom } from \"@turf/invariant\";\nimport { Spline } from \"./lib/spline.js\";\n\n/**\n * Takes a {@link LineString|line} and returns a curved version\n * by applying a [Bezier spline](http://en.wikipedia.org/wiki/B%C3%A9zier_spline)\n * algorithm.\n *\n * The bezier spline implementation is by [Leszek Rybicki](http://leszek.rybicki.cc/).\n *\n * @function\n * @param {Feature} line input LineString\n * @param {Object} [options={}] Optional parameters\n * @param {Object} [options.properties={}] Translate properties to output\n * @param {number} [options.resolution=10000] time in milliseconds between points\n * @param {number} [options.sharpness=0.85] a measure of how curvy the path should be between splines\n * @returns {Feature} curved line\n * @example\n * var line = turf.lineString([\n * [-76.091308, 18.427501],\n * [-76.695556, 18.729501],\n * [-76.552734, 19.40443],\n * [-74.61914, 19.134789],\n * [-73.652343, 20.07657],\n * [-73.157958, 20.210656]\n * ]);\n *\n * var curved = turf.bezierSpline(line);\n *\n * //addToMap\n * var addToMap = [line, curved]\n * curved.properties = { stroke: '#0F0' };\n */\nfunction bezierSpline

(\n line: Feature | LineString,\n options: {\n properties?: P;\n resolution?: number;\n sharpness?: number;\n } = {}\n): Feature {\n // Optional params\n const resolution = options.resolution || 10000;\n const sharpness = options.sharpness || 0.85;\n\n const coords: [number, number][] = [];\n const points = getGeom(line).coordinates.map((pt) => {\n return { x: pt[0], y: pt[1] };\n });\n const spline = new Spline({\n duration: resolution,\n points,\n sharpness,\n });\n\n const pushCoord = (time: number) => {\n var pos = spline.pos(time);\n if (Math.floor(time / 100) % 2 === 0) {\n coords.push([pos.x, pos.y]);\n }\n };\n\n for (var i = 0; i < spline.duration; i += 10) {\n pushCoord(i);\n }\n pushCoord(spline.duration);\n\n return lineString(coords, options.properties);\n}\n\nexport { bezierSpline };\nexport default bezierSpline;\n","interface Point {\n x: number;\n y: number;\n z: number;\n}\n\n/**\n * BezierSpline\n * https://github.com/leszekr/bezier-spline-js\n *\n * @private\n * @copyright\n * Copyright (c) 2013 Leszek Rybicki\n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in all\n * copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n * SOFTWARE.\n */\nclass Spline {\n public duration: number;\n public points: Point[];\n public sharpness: number;\n public centers: Point[];\n public controls: Array<[Point, Point]>;\n public stepLength: number;\n public length: number;\n public delay: number;\n public steps: number[];\n\n constructor(options?: any) {\n this.points = options.points || [];\n this.duration = options.duration || 10000;\n this.sharpness = options.sharpness || 0.85;\n this.centers = [];\n this.controls = [];\n this.stepLength = options.stepLength || 60;\n this.length = this.points.length;\n this.delay = 0;\n\n // this is to ensure compatibility with the 2d version\n for (let i = 0; i < this.length; i++) {\n this.points[i].z = this.points[i].z || 0;\n }\n for (let i = 0; i < this.length - 1; i++) {\n const p1 = this.points[i];\n const p2 = this.points[i + 1];\n this.centers.push({\n x: (p1.x + p2.x) / 2,\n y: (p1.y + p2.y) / 2,\n z: (p1.z + p2.z) / 2,\n });\n }\n this.controls.push([this.points[0], this.points[0]]);\n for (let i = 0; i < this.centers.length - 1; i++) {\n const dx =\n this.points[i + 1].x - (this.centers[i].x + this.centers[i + 1].x) / 2;\n const dy =\n this.points[i + 1].y - (this.centers[i].y + this.centers[i + 1].y) / 2;\n const dz =\n this.points[i + 1].z - (this.centers[i].y + this.centers[i + 1].z) / 2;\n this.controls.push([\n {\n x:\n (1.0 - this.sharpness) * this.points[i + 1].x +\n this.sharpness * (this.centers[i].x + dx),\n y:\n (1.0 - this.sharpness) * this.points[i + 1].y +\n this.sharpness * (this.centers[i].y + dy),\n z:\n (1.0 - this.sharpness) * this.points[i + 1].z +\n this.sharpness * (this.centers[i].z + dz),\n },\n {\n x:\n (1.0 - this.sharpness) * this.points[i + 1].x +\n this.sharpness * (this.centers[i + 1].x + dx),\n y:\n (1.0 - this.sharpness) * this.points[i + 1].y +\n this.sharpness * (this.centers[i + 1].y + dy),\n z:\n (1.0 - this.sharpness) * this.points[i + 1].z +\n this.sharpness * (this.centers[i + 1].z + dz),\n },\n ]);\n }\n this.controls.push([\n this.points[this.length - 1],\n this.points[this.length - 1],\n ]);\n this.steps = this.cacheSteps(this.stepLength);\n return this;\n }\n /**\n * Caches an array of equidistant (more or less) points on the curve.\n */\n public cacheSteps(mindist: number) {\n const steps = [];\n let laststep = this.pos(0);\n steps.push(0);\n for (let t = 0; t < this.duration; t += 10) {\n const step = this.pos(t);\n const dist = Math.sqrt(\n (step.x - laststep.x) * (step.x - laststep.x) +\n (step.y - laststep.y) * (step.y - laststep.y) +\n (step.z - laststep.z) * (step.z - laststep.z)\n );\n if (dist > mindist) {\n steps.push(t);\n laststep = step;\n }\n }\n return steps;\n }\n\n /**\n * returns angle and speed in the given point in the curve\n */\n public vector(t: number) {\n const p1 = this.pos(t + 10);\n const p2 = this.pos(t - 10);\n return {\n angle: (180 * Math.atan2(p1.y - p2.y, p1.x - p2.x)) / 3.14,\n speed: Math.sqrt(\n (p2.x - p1.x) * (p2.x - p1.x) +\n (p2.y - p1.y) * (p2.y - p1.y) +\n (p2.z - p1.z) * (p2.z - p1.z)\n ),\n };\n }\n\n /**\n * Gets the position of the point, given time.\n *\n * WARNING: The speed is not constant. The time it takes between control points is constant.\n *\n * For constant speed, use Spline.steps[i];\n */\n public pos(time: number) {\n let t = time - this.delay;\n if (t < 0) {\n t = 0;\n }\n if (t > this.duration) {\n t = this.duration - 1;\n }\n // t = t-this.delay;\n const t2 = t / this.duration;\n if (t2 >= 1) {\n return this.points[this.length - 1];\n }\n\n const n = Math.floor((this.points.length - 1) * t2);\n const t1 = (this.length - 1) * t2 - n;\n return bezier(\n t1,\n this.points[n],\n this.controls[n][1],\n this.controls[n + 1][0],\n this.points[n + 1]\n );\n }\n}\n\nfunction bezier(t: number, p1: Point, c1: Point, c2: Point, p2: Point) {\n const b = B(t);\n const pos = {\n x: p2.x * b[0] + c2.x * b[1] + c1.x * b[2] + p1.x * b[3],\n y: p2.y * b[0] + c2.y * b[1] + c1.y * b[2] + p1.y * b[3],\n z: p2.z * b[0] + c2.z * b[1] + c1.z * b[2] + p1.z * b[3],\n };\n return pos;\n}\nfunction B(t: number) {\n const t2 = t * t;\n const t3 = t2 * t;\n return [\n t3,\n 3 * t2 * (1 - t),\n 3 * t * (1 - 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