@weasel-js/geom 1.10.1 → 1.11.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -1
- package/dist/3d/index.d.ts +29 -2
- package/dist/3d/index.js +49 -1
- package/dist/3d/index.js.map +1 -1
- package/dist/booleans/index.d.ts +15 -10
- package/dist/booleans/index.js +306 -353
- package/dist/booleans/index.js.map +1 -1
- package/dist/{chunk-7WFFCHRL.js → chunk-6XSJY3TC.js} +6 -37
- package/dist/chunk-6XSJY3TC.js.map +1 -0
- package/dist/chunk-7KLJZFBY.js +573 -0
- package/dist/chunk-7KLJZFBY.js.map +1 -0
- package/dist/chunk-B53BERKG.js +386 -0
- package/dist/chunk-B53BERKG.js.map +1 -0
- package/dist/chunk-CE7IY7TB.js +104 -0
- package/dist/chunk-CE7IY7TB.js.map +1 -0
- package/dist/chunk-HGF5OVEN.js +129 -0
- package/dist/chunk-HGF5OVEN.js.map +1 -0
- package/dist/chunk-J2O2B54M.js +800 -0
- package/dist/chunk-J2O2B54M.js.map +1 -0
- package/dist/chunk-Q66NA2FU.js +174 -0
- package/dist/chunk-Q66NA2FU.js.map +1 -0
- package/dist/chunk-SASMXDBE.js +443 -0
- package/dist/chunk-SASMXDBE.js.map +1 -0
- package/dist/chunk-UI3FUWXM.js +533 -0
- package/dist/chunk-UI3FUWXM.js.map +1 -0
- package/dist/curvature-PkoLduGc.d.ts +454 -0
- package/dist/curves/index.d.ts +14 -5
- package/dist/curves/index.js +33 -111
- package/dist/curves/index.js.map +1 -1
- package/dist/index.d.ts +1468 -284
- package/dist/index.js +5450 -2672
- package/dist/index.js.map +1 -1
- package/dist/nd/index.d.ts +91 -27
- package/dist/nd/index.js +282 -0
- package/dist/nd/index.js.map +1 -1
- package/dist/path-BW8d_2RY.d.ts +157 -0
- package/dist/portCurve-C5HDWuuV.d.ts +30 -0
- package/dist/tessellate/index.d.ts +15 -4
- package/dist/tessellate/index.js +21 -277
- package/dist/tessellate/index.js.map +1 -1
- package/dist/warp/index.d.ts +252 -0
- package/dist/warp/index.js +1316 -0
- package/dist/warp/index.js.map +1 -0
- package/package.json +5 -1
- package/dist/chunk-7WFFCHRL.js.map +0 -1
- package/dist/chunk-IDXY2NCA.js +0 -177
- package/dist/chunk-IDXY2NCA.js.map +0 -1
- package/dist/chunk-NJ3IGAKR.js +0 -16
- package/dist/chunk-NJ3IGAKR.js.map +0 -1
- package/dist/chunk-OXH3NOXC.js +0 -62
- package/dist/chunk-OXH3NOXC.js.map +0 -1
- package/dist/chunk-URQMDR6Q.js +0 -80
- package/dist/chunk-URQMDR6Q.js.map +0 -1
- package/dist/cubicMath-BW-HJrCE.d.ts +0 -16
- package/dist/path-ljHxobyu.d.ts +0 -44
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* Bezier flattening — subdivide cubic and quadratic segments into polyline\n * approximations within a flatness tolerance.\n *\n * The flatness metric is the maximum distance from any control point to the\n * chord between endpoints.\n *\n * Tolerance is in world units. 0.5 is a sensible default for screen-rate\n * rendering at 1× zoom; consumers that zoom in heavily should pass a\n * tighter tolerance.\n */\n\nexport const DEFAULT_FLATTEN_TOLERANCE = 0.5;\n\n/** Floor for a non-positive or NaN tolerance. Without it the flatness test can\n * never be satisfied and the subdivision recurses until the stack blows. */\nconst MIN_FLATTEN_TOLERANCE = 1e-6;\n\n/** Subdivision ceiling. The tolerance floor bounds the common runaway; this\n * bounds the other one, coordinates large enough that reaching 1e-6 takes\n * hundreds of levels. Error falls roughly 4x per level, so 16 is far beyond\n * any tolerance a caller can mean. */\nconst MAX_FLATTEN_DEPTH = 16;\n\nfunction usableTolerance(tolerance: number): number {\n return tolerance > 0 ? tolerance : MIN_FLATTEN_TOLERANCE;\n}\n\nfunction finite6(a: number, b: number, c: number, d: number, e: number, f: number): boolean {\n return Number.isFinite(a) && Number.isFinite(b) && Number.isFinite(c)\n && Number.isFinite(d) && Number.isFinite(e) && Number.isFinite(f);\n}\n\nfunction finite8(\n a: number, b: number, c: number, d: number,\n e: number, f: number, g: number, h: number,\n): boolean {\n return finite6(a, b, c, d, e, f) && Number.isFinite(g) && Number.isFinite(h);\n}\n\n/**\n * Distance from point P to segment AB. To the segment, not the line through\n * it: a control point on that line but past an end still pulls the curve out\n * beyond the chord, and measures zero against the line.\n */\nfunction distPointToSegment(px: number, py: number, ax: number, ay: number, bx: number, by: number): number {\n const dx = bx - ax;\n const dy = by - ay;\n const len2 = dx * dx + dy * dy;\n const along = len2 === 0 ? 0 : ((px - ax) * dx + (py - ay) * dy) / len2;\n if (along <= 0) return Math.hypot(px - ax, py - ay);\n if (along >= 1) return Math.hypot(px - bx, py - by);\n return Math.abs((px - ax) * dy - (py - ay) * dx) / Math.sqrt(len2);\n}\n\n/** Total turn of a control polygon, in radians, skipping zero-length legs. It\n * bounds the turn of the curve it controls, so it bounds the corner a chord\n * standing in for that curve can leave. */\nfunction controlTurn(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number,\n): number {\n return legTurn(x1 - x0, y1 - y0, x2 - x1, y2 - y1)\n + legTurn(x2 - x1, y2 - y1, x3 - x2, y3 - y2)\n + (x2 === x1 && y2 === y1 ? legTurn(x1 - x0, y1 - y0, x3 - x2, y3 - y2) : 0);\n}\n\n/** Angle between two legs; zero when either has no length. */\nfunction legTurn(ax: number, ay: number, bx: number, by: number): number {\n const la = Math.hypot(ax, ay), lb = Math.hypot(bx, by);\n if (la === 0 || lb === 0) return 0;\n return Math.acos(Math.max(-1, Math.min(1, (ax * bx + ay * by) / (la * lb))));\n}\n\n/**\n * Recursively subdivide a cubic bezier (P0..P3) and append `lineTo`-style\n * vertices to `out` (interleaved x,y). The starting endpoint is *not*\n * appended — callers usually emitted it as the segment's previous vertex.\n */\nexport function flattenCubic(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n out: number[],\n): void {\n if (!finite8(x0, y0, x1, y1, x2, y2, x3, y3)) {\n out.push(x3, y3);\n return;\n }\n flattenCubicRec(x0, y0, x1, y1, x2, y2, x3, y3, usableTolerance(tolerance), out, 0);\n}\n\nfunction flattenCubicRec(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n out: number[],\n depth: number,\n): void {\n const d1 = distPointToSegment(x1, y1, x0, y0, x3, y3);\n const d2 = distPointToSegment(x2, y2, x0, y0, x3, y3);\n if (Math.max(d1, d2) <= tolerance || depth >= MAX_FLATTEN_DEPTH) {\n out.push(x3, y3);\n return;\n }\n // De Casteljau split at t=0.5\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x23 = (x2 + x3) * 0.5, y23 = (y2 + y3) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n const x123 = (x12 + x23) * 0.5, y123 = (y12 + y23) * 0.5;\n const x0123 = (x012 + x123) * 0.5, y0123 = (y012 + y123) * 0.5;\n flattenCubicRec(x0, y0, x01, y01, x012, y012, x0123, y0123, tolerance, out, depth + 1);\n flattenCubicRec(x0123, y0123, x123, y123, x23, y23, x3, y3, tolerance, out, depth + 1);\n}\n\n/** Recursively subdivide a quadratic bezier (P0, P1, P2). */\nexport function flattenQuadratic(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n out: number[],\n): void {\n if (!finite6(x0, y0, x1, y1, x2, y2)) {\n out.push(x2, y2);\n return;\n }\n flattenQuadraticRec(x0, y0, x1, y1, x2, y2, usableTolerance(tolerance), out, 0);\n}\n\nfunction flattenQuadraticRec(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n out: number[],\n depth: number,\n): void {\n const d = distPointToSegment(x1, y1, x0, y0, x2, y2);\n if (d <= tolerance || depth >= MAX_FLATTEN_DEPTH) {\n out.push(x2, y2);\n return;\n }\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n flattenQuadraticRec(x0, y0, x01, y01, x012, y012, tolerance, out, depth + 1);\n flattenQuadraticRec(x012, y012, x12, y12, x2, y2, tolerance, out, depth + 1);\n}\n\n/**\n * Like `flattenCubic` but also appends to `arcOut`, for each new flattened\n * point, its *cumulative distance from the segment start* — not a normalized\n * fraction. The caller divides each by the segment's total flattened arc\n * length to yield t ∈ (0, 1]. `maxTurn`, in radians, also bounds how far each\n * piece's control polygon may turn.\n */\nexport function flattenCubicWithArcLen(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n out: number[],\n arcOut: number[],\n maxTurn = Infinity,\n): number {\n if (!finite8(x0, y0, x1, y1, x2, y2, x3, y3)) {\n out.push(x3, y3);\n arcOut.push(0);\n return 0;\n }\n return flattenCubicArcRec(x0, y0, x1, y1, x2, y2, x3, y3, usableTolerance(tolerance), maxTurn, out, arcOut, 0, 0);\n}\n\nfunction flattenCubicArcRec(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n x3: number, y3: number,\n tolerance: number,\n maxTurn: number,\n out: number[],\n arcOut: number[],\n accum: number,\n depth: number,\n): number {\n const d1 = distPointToSegment(x1, y1, x0, y0, x3, y3);\n const d2 = distPointToSegment(x2, y2, x0, y0, x3, y3);\n const flat = Math.max(d1, d2) <= tolerance\n && (maxTurn === Infinity || controlTurn(x0, y0, x1, y1, x2, y2, x3, y3) <= maxTurn);\n if (flat || depth >= MAX_FLATTEN_DEPTH) {\n const lastX = out.length >= 2 ? out[out.length - 2] : x0;\n const lastY = out.length >= 2 ? out[out.length - 1] : y0;\n const seg = Math.hypot(x3 - lastX, y3 - lastY);\n accum += seg;\n out.push(x3, y3);\n arcOut.push(accum);\n return accum;\n }\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x23 = (x2 + x3) * 0.5, y23 = (y2 + y3) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n const x123 = (x12 + x23) * 0.5, y123 = (y12 + y23) * 0.5;\n const x0123 = (x012 + x123) * 0.5, y0123 = (y012 + y123) * 0.5;\n accum = flattenCubicArcRec(x0, y0, x01, y01, x012, y012, x0123, y0123, tolerance, maxTurn, out, arcOut, accum, depth + 1);\n accum = flattenCubicArcRec(x0123, y0123, x123, y123, x23, y23, x3, y3, tolerance, maxTurn, out, arcOut, accum, depth + 1);\n return accum;\n}\n\n/** Flatten a quadratic bezier into line segments within `tolerance`, appending\n * points to `out` and their cumulative arc lengths to `arcOut`. The arc\n * lengths are what lets per-anchor color and dash phase be interpolated\n * evenly along the curve rather than per segment. */\nexport function flattenQuadraticWithArcLen(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n out: number[],\n arcOut: number[],\n maxTurn = Infinity,\n): number {\n if (!finite6(x0, y0, x1, y1, x2, y2)) {\n out.push(x2, y2);\n arcOut.push(0);\n return 0;\n }\n return flattenQuadraticArcRec(x0, y0, x1, y1, x2, y2, usableTolerance(tolerance), maxTurn, out, arcOut, 0, 0);\n}\n\nfunction flattenQuadraticArcRec(\n x0: number, y0: number,\n x1: number, y1: number,\n x2: number, y2: number,\n tolerance: number,\n maxTurn: number,\n out: number[],\n arcOut: number[],\n accum: number,\n depth: number,\n): number {\n const d = distPointToSegment(x1, y1, x0, y0, x2, y2);\n const flat = d <= tolerance\n && (maxTurn === Infinity || controlTurn(x0, y0, x1, y1, x2, y2, x2, y2) <= maxTurn);\n if (flat || depth >= MAX_FLATTEN_DEPTH) {\n const lastX = out.length >= 2 ? out[out.length - 2] : x0;\n const lastY = out.length >= 2 ? out[out.length - 1] : y0;\n const seg = Math.hypot(x2 - lastX, y2 - lastY);\n accum += seg;\n out.push(x2, y2);\n arcOut.push(accum);\n return accum;\n }\n const x01 = (x0 + x1) * 0.5, y01 = (y0 + y1) * 0.5;\n const x12 = (x1 + x2) * 0.5, y12 = (y1 + y2) * 0.5;\n const x012 = (x01 + x12) * 0.5, y012 = (y01 + y12) * 0.5;\n accum = flattenQuadraticArcRec(x0, y0, x01, y01, x012, y012, tolerance, maxTurn, out, arcOut, accum, depth + 1);\n accum = flattenQuadraticArcRec(x012, y012, x12, y12, x2, y2, tolerance, maxTurn, out, arcOut, accum, depth + 1);\n return accum;\n}\n\n","import { sign, dot, len2 } from './scalar';\n\n/**\n * Even-odd ray-cast point-in-polygon over an interleaved, unclosed contour\n * [x0,y0,x1,y1,…]. The closing edge (last→first) is implicit.\n *\n * `start`/`end` are vertex indices, not float offsets, and bound one contour\n * inside a buffer holding several.\n */\nexport function pointInPolygon(\n coords: ArrayLike<number>,\n px: number,\n py: number,\n start = 0,\n end = coords.length >> 1,\n): boolean {\n if (end - start < 3) return false;\n let inside = false;\n for (let i = start, j = end - 1; i < end; j = i++) {\n const xi = coords[i * 2], yi = coords[i * 2 + 1];\n const xj = coords[j * 2], yj = coords[j * 2 + 1];\n const crosses =\n (yi > py) !== (yj > py) &&\n px < ((xj - xi) * (py - yi)) / (yj - yi) + xi;\n if (crosses) inside = !inside;\n }\n return inside;\n}\n\n/**\n * True if segments (ax,ay)-(bx,by) and (cx,cy)-(dx,dy) intersect at a single\n * point. An endpoint landing on the other segment counts (a T-junction and a\n * shared endpoint both answer true) — hit-testing wants a grazing edge to\n * register. Collinear overlap answers false: there is no single crossing\n * point, so the sign test both segments rely on is zero on all four sides.\n */\nexport function segmentsCross(\n ax: number, ay: number, bx: number, by: number,\n cx: number, cy: number, dx: number, dy: number,\n): boolean {\n const d1 = sign((dx - cx) * (ay - cy) - (dy - cy) * (ax - cx));\n const d2 = sign((dx - cx) * (by - cy) - (dy - cy) * (bx - cx));\n const d3 = sign((bx - ax) * (cy - ay) - (by - ay) * (cx - ax));\n const d4 = sign((bx - ax) * (dy - ay) - (by - ay) * (dx - ax));\n return d1 !== d2 && d3 !== d4;\n}\n\n/** Squared distance from (px,py) to segment (ax,ay)-(bx,by), endpoint-clamped. */\nexport function pointSegmentDist2(\n px: number, py: number, ax: number, ay: number, bx: number, by: number,\n): number {\n const vx = bx - ax, vy = by - ay;\n const wx = px - ax, wy = py - ay;\n const vv = len2(vx, vy);\n let t = vv === 0 ? 0 : dot(wx, wy, vx, vy) / vv;\n t = t < 0 ? 0 : t > 1 ? 1 : t;\n const dx = px - (ax + t * vx), dy = py - (ay + t * vy);\n return len2(dx, dy);\n}\n","import type { PathOpenFill, PolygonPath } from './path';\n\nlet fallback: PathOpenFill = 'close';\n\n/** Set whether a fill closes an open subpath, for every path that names no\n * `openFill` of its own. Starts at `'close'`. */\nexport function setDefaultOpenFill(rule: PathOpenFill): void {\n fallback = rule;\n}\n\n/** The rule a path with no `openFill` of its own follows. */\nexport function defaultOpenFill(): PathOpenFill {\n return fallback;\n}\n\n/** Whether `path`'s open subpaths fill, each closed by a straight edge back to\n * its start. What painting, area, and the filled-region hit tests all ask. */\nexport function fillsOpenSubpaths(path: PolygonPath): boolean {\n return (path.openFill ?? fallback) === 'close';\n}\n"]}
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const quad = (c) => [{ x: c[0], y: c[1] }, { x: c[2], y: c[3] }, { x: c[4], y: c[5] }, { x: c[6], y: c[7] }];
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{"version":3,"sources":["../src/paths/cubicMath.ts"],"names":[],"mappings":";;;AAOO,SAAS,YAAA,CAAa,EAAA,EAAW,EAAA,EAAW,EAAA,EAAW,IAAW,CAAA,EAAkB;AACzF,EAAA,MAAM,CAAC,GAAG,CAAC,CAAA,GAAI,YAAY,EAAA,CAAG,CAAA,EAAG,GAAG,CAAA,EAAG,EAAA,CAAG,GAAG,EAAA,CAAG,CAAA,EAAG,GAAG,CAAA,EAAG,EAAA,CAAG,GAAG,EAAA,CAAG,CAAA,EAAG,EAAA,CAAG,CAAA,EAAG,CAAC,CAAA;AAC5E,EAAA,OAAO,EAAE,GAAG,CAAA,EAAE;AAChB;AAIO,SAAS,aAAA,CACd,EAAA,EAAW,EAAA,EAAW,EAAA,EAAW,IACjC,CAAA,EAC6E;AAC7E,EAAA,MAAM,CAAC,GAAG,CAAC,CAAA,GAAI,aAAa,EAAA,CAAG,CAAA,EAAG,GAAG,CAAA,EAAG,EAAA,CAAG,GAAG,EAAA,CAAG,CAAA,EAAG,GAAG,CAAA,EAAG,EAAA,CAAG,GAAG,EAAA,CAAG,CAAA,EAAG,EAAA,CAAG,CAAA,EAAG,CAAC,CAAA;AAC7E,EAAA,MAAM,OAAO,CAAC,CAAA,KACZ,CAAC,EAAE,CAAA,EAAG,EAAE,CAAC,CAAA,EAAG,GAAG,CAAA,CAAE,CAAC,GAAE,EAAG,EAAE,GAAG,CAAA,CAAE,CAAC,GAAG,CAAA,EAAG,CAAA,CAAE,CAAC,CAAA,EAAE,EAAG,EAAE,CAAA,EAAG,CAAA,CAAE,CAAC,CAAA,EAAG,CAAA,EAAG,EAAE,CAAC,CAAA,IAAK,EAAE,CAAA,EAAG,EAAE,CAAC,CAAA,EAAG,GAAG,CAAA,CAAE,CAAC,GAAG,CAAA;AACzF,EAAA,OAAO,EAAE,MAAM,IAAA,CAAK,CAAC,GAAG,KAAA,EAAO,IAAA,CAAK,CAAC,CAAA,EAAE;AACzC","file":"chunk-NJ3IGAKR.js","sourcesContent":["import { cubicEvalAt, splitCubicAt, type CubicCoords } from '../curve';\n\n/** A 2D point, the shape the point-taking path helpers read and return. */\nexport interface Point { x: number; y: number; }\n\n/** Point on the cubic Bezier (p0, p1, p2, p3) at parameter t. The point-shaped\n * face of geom's `cubicEvalAt`. */\nexport function cubicPointAt(p0: Point, p1: Point, p2: Point, p3: Point, t: number): Point {\n const [x, y] = cubicEvalAt(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, t);\n return { x, y };\n}\n\n/** De Casteljau subdivision of a cubic at parameter t. The point-shaped face\n * of geom's `splitCubicAt`; `left[3]` and `right[0]` are the point at t. */\nexport function splitCubicAtT(\n p0: Point, p1: Point, p2: Point, p3: Point,\n t: number,\n): { left: [Point, Point, Point, Point]; right: [Point, Point, Point, Point] } {\n const [l, r] = splitCubicAt(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, t);\n const quad = (c: CubicCoords): [Point, Point, Point, Point] =>\n [{ x: c[0], y: c[1] }, { x: c[2], y: c[3] }, { x: c[4], y: c[5] }, { x: c[6], y: c[7] }];\n return { left: quad(l), right: quad(r) };\n}\n"]}
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} else if (cmd === PATH_Z) {
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px = startX;
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export { PATH_C, PATH_CMD_LENGTHS, PATH_COMMANDS, PATH_L, PATH_M, PATH_Q, PATH_Z, forEachSegment, pathCommandCoordCount };
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{"version":3,"sources":["../src/commands.ts"],"names":[],"mappings":";AAWO,IAAM,aAAA,GAAgB;AAAA;AAAA,EAE3B,CAAA,EAAG,EAAE,IAAA,EAAM,CAAA,EAAG,QAAQ,CAAA,EAAE;AAAA;AAAA,EAExB,CAAA,EAAG,EAAE,IAAA,EAAM,CAAA,EAAG,QAAQ,CAAA,EAAE;AAAA;AAAA,EAExB,CAAA,EAAG,EAAE,IAAA,EAAM,CAAA,EAAG,QAAQ,CAAA,EAAE;AAAA;AAAA,EAExB,CAAA,EAAG,EAAE,IAAA,EAAM,CAAA,EAAG,QAAQ,CAAA,EAAE;AAAA;AAAA;AAAA,EAGxB,CAAA,EAAG,EAAE,IAAA,EAAM,CAAA,EAAG,QAAQ,CAAA;AACxB;AAQO,IAAM,MAAA,GAAS,cAAc,CAAA,CAAE;AAE/B,IAAM,MAAA,GAAS,cAAc,CAAA,CAAE;AAE/B,IAAM,MAAA,GAAS,cAAc,CAAA,CAAE;AAE/B,IAAM,MAAA,GAAS,cAAc,CAAA,CAAE;AAE/B,IAAM,MAAA,GAAS,cAAc,CAAA,CAAE;AAG/B,IAAM,mBAAsC,eAAA;AAEnD,SAAS,eAAA,GAA4B;AACnC,EAAA,MAAM,UAAoB,EAAC;AAC3B,EAAA,KAAA,MAAW,EAAE,IAAA,EAAM,MAAA,EAAO,IAAK,MAAA,CAAO,OAAO,aAAa,CAAA,EAAG,OAAA,CAAQ,IAAI,CAAA,GAAI,MAAA;AAC7E,EAAA,OAAO,OAAA;AACT;AAGO,SAAS,sBAAsB,GAAA,EAAqB;AACzD,EAAA,OAAO,iBAAiB,GAAG,CAAA;AAC7B;AAcO,SAAS,cAAA,CACd,QAAA,EACA,MAAA,EACA,KAAA,EAQM;AACN,EAAA,IAAI,EAAA,GAAK,CAAA;AACT,EAAA,IAAI,EAAA,GAAK,GAAG,EAAA,GAAK,CAAA;AACjB,EAAA,IAAI,MAAA,GAAS,GAAG,MAAA,GAAS,CAAA;AACzB,EAAA,IAAI,IAAA,GAAO,KAAA;AACX,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,QAAA,CAAS,QAAQ,CAAA,EAAA,EAAK;AACxC,IAAA,MAAM,GAAA,GAAM,SAAS,CAAC,CAAA;AACtB,IAAA,MAAM,KAAA,GAAQ,CAAC,IAAA,IAAQ,GAAA,KAAQ,UAAU,GAAA,KAAQ,MAAA;AACjD,IAAA,IAAI,KAAA,EAAO;AAAE,MAAA,MAAA,GAAS,EAAA;AAAI,MAAA,MAAA,GAAS,EAAA;AAAA,IAAI;AACvC,IAAA,IAAA,GAAO,GAAA,KAAQ,MAAA;AACf,IAAA,IAAI,KAAA,CAAM,KAAK,EAAA,EAAI,EAAA,EAAI,IAAI,CAAA,EAAG,KAAK,MAAM,KAAA,EAAO;AAChD,IAAA,MAAM,GAAA,GAAM,sBAAsB,GAAG,CAAA;AACrC,IAAA,IAAI,QAAQ,MAAA,EAAW,MAAM,IAAI,KAAA,CAAM,CAAA,qCAAA,EAAwC,GAAG,CAAA,CAAE,CAAA;AACpF,IAAA,IAAI,MAAM,CAAA,EAAG;AACX,MAAA,EAAA,GAAK,MAAA,CAAO,EAAA,GAAK,GAAA,GAAM,CAAC,CAAA;AACxB,MAAA,EAAA,GAAK,MAAA,CAAO,EAAA,GAAK,GAAA,GAAM,CAAC,CAAA;AACxB,MAAA,EAAA,IAAM,GAAA;AACN,MAAA,IAAI,QAAQ,MAAA,EAAQ;AAAE,QAAA,MAAA,GAAS,EAAA;AAAI,QAAA,MAAA,GAAS,EAAA;AAAA,MAAI;AAAA,IAClD,CAAA,MAAA,IAAW,QAAQ,MAAA,EAAQ;AACzB,MAAA,EAAA,GAAK,MAAA;AAAQ,MAAA,EAAA,GAAK,MAAA;AAAA,IACpB;AAAA,EACF;AACF","file":"chunk-OXH3NOXC.js","sourcesContent":["/**\n * SVG-style command-stream encoding — the kit's single declaration of the path\n * opcodes.\n *\n * The codes index a `Uint8Array` command stream whose coords live in a\n * parallel float array, so a code declared anywhere but `PATH_COMMANDS` makes\n * every walker that doesn't know it misread the coord stream from that command\n * on — silently, for every path.\n */\n\n/** Opcode table: command code and the float coords it consumes. */\nexport const PATH_COMMANDS = {\n /** moveTo — opens a new subpath. */\n M: { code: 0, coords: 2 },\n /** Straight segment from the pen to the next coord pair. */\n L: { code: 1, coords: 2 },\n /** Cubic bezier: two control points then the endpoint. */\n C: { code: 2, coords: 6 },\n /** Quadratic bezier: one control point then the endpoint. */\n Q: { code: 3, coords: 4 },\n /** Close the current subpath back to its start. Consumes no coords and\n * leaves the pen where it is. */\n Z: { code: 4, coords: 0 },\n} as const;\n\n/** Mnemonic of a declared command (`'M' | 'L' | …`). */\nexport type PathCommandName = keyof typeof PATH_COMMANDS;\n/** Numeric code of a declared command. */\nexport type PathCommandCode = (typeof PATH_COMMANDS)[PathCommandName]['code'];\n\n/** Command code of `M` (moveTo). */\nexport const PATH_M = PATH_COMMANDS.M.code;\n/** Command code of `L` (lineTo). */\nexport const PATH_L = PATH_COMMANDS.L.code;\n/** Command code of `C` (cubic bezier). */\nexport const PATH_C = PATH_COMMANDS.C.code;\n/** Command code of `Q` (quadratic bezier). */\nexport const PATH_Q = PATH_COMMANDS.Q.code;\n/** Command code of `Z` (close subpath). */\nexport const PATH_Z = PATH_COMMANDS.Z.code;\n\n/** Float coords consumed by each command, indexed by command code. */\nexport const PATH_CMD_LENGTHS: readonly number[] = buildCmdLengths();\n\nfunction buildCmdLengths(): number[] {\n const lengths: number[] = [];\n for (const { code, coords } of Object.values(PATH_COMMANDS)) lengths[code] = coords;\n return lengths;\n}\n\n/** Float coords consumed by the command with this code. */\nexport function pathCommandCoordCount(cmd: number): number {\n return PATH_CMD_LENGTHS[cmd];\n}\n\n/**\n * Visit each command with its coord offset and the pen position BEFORE the\n * command consumes its coords (the segment start). The callback stops the\n * walk by returning `false`. `Z` returns the pen to the subpath's opening `M`.\n *\n * A command following a `Z` without an intervening `M` opens a new subpath at\n * the pen, as does a drawing command no `M` precedes at all. The visitor is\n * told with `opensSubpath`, and has to start its contour at `(penX, penY)`\n * then: there is no `M` to do it.\n *\n * A code `PATH_COMMANDS` does not declare throws once the visitor has seen it.\n */\nexport function forEachSegment(\n commands: ArrayLike<number>,\n coords: ArrayLike<number>,\n visit: (\n cmd: number,\n coordIndex: number,\n penX: number,\n penY: number,\n commandIndex: number,\n opensSubpath: boolean,\n ) => void | boolean,\n): void {\n let ci = 0;\n let px = 0, py = 0;\n let startX = 0, startY = 0;\n let open = false;\n for (let i = 0; i < commands.length; i++) {\n const cmd = commands[i];\n const opens = !open && cmd !== PATH_M && cmd !== PATH_Z;\n if (opens) { startX = px; startY = py; }\n open = cmd !== PATH_Z;\n if (visit(cmd, ci, px, py, i, opens) === false) return;\n const len = pathCommandCoordCount(cmd);\n if (len === undefined) throw new Error(`forEachSegment: unknown command code ${cmd}`);\n if (len > 0) {\n px = coords[ci + len - 2];\n py = coords[ci + len - 1];\n ci += len;\n if (cmd === PATH_M) { startX = px; startY = py; }\n } else if (cmd === PATH_Z) {\n px = startX; py = startY;\n }\n }\n}\n"]}
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// src/curve.ts
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function cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t) {
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const u = 1 - t;
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const a = u * u * u, b = 3 * u * u * t, c = 3 * u * t * t, d = t * t * t;
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return [
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a * x0 + b * x1 + c * x2 + d * x3,
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return [
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q0x + 2 / 3 * (cx - q0x),
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function cubicBounds(x0, y0, x1, y1, x2, y2, x3, y3) {
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let minX = Math.min(x0, x3), maxX = Math.max(x0, x3);
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function quadraticEvalAt(x0, y0, x1, y1, x2, y2, t) {
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function splitCubicAt(x0, y0, x1, y1, x2, y2, x3, y3, t) {
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function splitQuadraticAt(x0, y0, x1, y1, x2, y2, t) {
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const ax = x0 + (x1 - x0) * t, ay = y0 + (y1 - y0) * t;
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}
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function splitLineAt(x0, y0, x1, y1, t) {
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const mx = x0 + (x1 - x0) * t, my = y0 + (y1 - y0) * t;
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}
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export { cubicBounds, cubicEvalAt, elevateQuadraticToCubic, quadraticEvalAt, splitCubicAt, splitLineAt, splitQuadraticAt };
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type { Box } from './box';\n\n/** Cubic Bezier point at parameter t (de Casteljau / Bernstein form). */\nexport function cubicEvalAt(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number, t: number,\n): [number, number] {\n const u = 1 - t;\n const a = u * u * u, b = 3 * u * u * t, c = 3 * u * t * t, d = t * t * t;\n return [\n a * x0 + b * x1 + c * x2 + d * x3,\n a * y0 + b * y1 + c * y2 + d * y3,\n ];\n}\n\n/**\n * Degree-elevate a quadratic (q0, ctrl, q1) to a cubic. Returns the two\n * cubic control points [c1x, c1y, c2x, c2y]; the cubic endpoints equal the\n * quadratic endpoints. c1 = q0 + 2/3(ctrl-q0), c2 = q1 + 2/3(ctrl-q1).\n */\nexport function elevateQuadraticToCubic(\n q0x: number, q0y: number, cx: number, cy: number, q1x: number, q1y: number,\n): [number, number, number, number] {\n return [\n q0x + (2 / 3) * (cx - q0x),\n q0y + (2 / 3) * (cy - q0y),\n q1x + (2 / 3) * (cx - q1x),\n q1y + (2 / 3) * (cy - q1y),\n ];\n}\n\n/** Axis-aligned extrema parameters of one cubic component (the 0,1 ends plus\n * any derivative roots in (0,1)). Used by cubicBounds. */\nfunction componentExtremaTs(p0: number, p1: number, p2: number, p3: number): number[] {\n // B'(t)=0 → quadratic a t² + b t + c = 0 with:\n const a = -p0 + 3 * p1 - 3 * p2 + p3;\n const b = 2 * (p0 - 2 * p1 + p2);\n const c = -p0 + p1;\n const ts: number[] = [];\n const push = (t: number) => { if (t > 0 && t < 1) ts.push(t); };\n if (Math.abs(a) < 1e-12) {\n if (Math.abs(b) > 1e-12) push(-c / b);\n } else {\n const disc = b * b - 4 * a * c;\n if (disc >= 0) {\n const sq = Math.sqrt(disc);\n push((-b + sq) / (2 * a));\n push((-b - sq) / (2 * a));\n }\n }\n return ts;\n}\n\n/** Tight AABB of a cubic, evaluating only extrema that lie on the curve. */\nexport function cubicBounds(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number,\n): Box {\n let minX = Math.min(x0, x3), maxX = Math.max(x0, x3);\n let minY = Math.min(y0, y3), maxY = Math.max(y0, y3);\n for (const t of componentExtremaTs(x0, x1, x2, x3)) {\n const [ex] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n if (ex < minX) minX = ex;\n if (ex > maxX) maxX = ex;\n }\n for (const t of componentExtremaTs(y0, y1, y2, y3)) {\n const [, ey] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n if (ey < minY) minY = ey;\n if (ey > maxY) maxY = ey;\n }\n return [minX, minY, maxX, maxY];\n}\n\n/** Quadratic Bezier point at parameter t (Bernstein form). */\nexport function quadraticEvalAt(\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, t: number,\n): [number, number] {\n const u = 1 - t;\n const a = u * u, b = 2 * u * t, c = t * t;\n return [a * x0 + b * x1 + c * x2, a * y0 + b * y1 + c * y2];\n}\n\n/** A line segment's coords: start, end. */\nexport type LineCoords = [number, number, number, number];\n/** A quadratic Bezier's coords: start, control, end. */\nexport type QuadraticCoords = [number, number, number, number, number, number];\n/** A cubic Bezier's coords: start, two controls, end. */\nexport type CubicCoords = [number, number, number, number, number, number, number, number];\n\n/**\n * Split a cubic at parameter t (de Casteljau). The two halves share the point\n * at t and together trace the original exactly. A t outside [0, 1] splits the\n * curve's polynomial extension.\n */\nexport function splitCubicAt(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number, t: number,\n): [CubicCoords, CubicCoords] {\n const ax = x0 + (x1 - x0) * t, ay = y0 + (y1 - y0) * t;\n const bx = x1 + (x2 - x1) * t, by = y1 + (y2 - y1) * t;\n const cx = x2 + (x3 - x2) * t, cy = y2 + (y3 - y2) * t;\n const dx = ax + (bx - ax) * t, dy = ay + (by - ay) * t;\n const ex = bx + (cx - bx) * t, ey = by + (cy - by) * t;\n const mx = dx + (ex - dx) * t, my = dy + (ey - dy) * t;\n return [[x0, y0, ax, ay, dx, dy, mx, my], [mx, my, ex, ey, cx, cy, x3, y3]];\n}\n\n/** Split a quadratic at parameter t (de Casteljau). See {@link splitCubicAt}. */\nexport function splitQuadraticAt(\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, t: number,\n): [QuadraticCoords, QuadraticCoords] {\n const ax = x0 + (x1 - x0) * t, ay = y0 + (y1 - y0) * t;\n const bx = x1 + (x2 - x1) * t, by = y1 + (y2 - y1) * t;\n const mx = ax + (bx - ax) * t, my = ay + (by - ay) * t;\n return [[x0, y0, ax, ay, mx, my], [mx, my, bx, by, x2, y2]];\n}\n\n/** Split a line segment at parameter t. See {@link splitCubicAt}. */\nexport function splitLineAt(\n x0: number, y0: number, x1: number, y1: number, t: number,\n): [LineCoords, LineCoords] {\n const mx = x0 + (x1 - x0) * t, my = y0 + (y1 - y0) * t;\n return [[x0, y0, mx, my], [mx, my, x1, y1]];\n}\n"]}
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/** A 2D point, the shape the point-taking path helpers read and return. */
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interface Point {
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}
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/** Point on the cubic Bezier (p0, p1, p2, p3) at parameter t. The point-shaped
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* face of geom's `cubicEvalAt`. */
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declare function cubicPointAt(p0: Point, p1: Point, p2: Point, p3: Point, t: number): Point;
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/** De Casteljau subdivision of a cubic at parameter t. The point-shaped face
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* of geom's `splitCubicAt`; `left[3]` and `right[0]` are the point at t. */
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declare function splitCubicAtT(p0: Point, p1: Point, p2: Point, p3: Point, t: number): {
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left: [Point, Point, Point, Point];
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};
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export { type Point as P, cubicPointAt as c, splitCubicAtT as s };
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/**
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* Path data model: the vector-graphics primitive every weasel package uses as
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* its canonical shape. An SVG-style command stream covers lines, polygons,
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* beziers and multi-contour shapes (the inner hole of an "O") under one type.
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*
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* Storage: command codes in a `Uint8Array`, parameters in a `Float32Array`.
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* Each command consumes a fixed number of coords (`PATH_CMD_LENGTHS`); walkers
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/** Fill rule used by polygon path hit-testing and `ctx.fill()`. */
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/** Whether a fill closes an open subpath with a straight edge back to its
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* start, as SVG and canvas do (`'close'`), or leaves it unfilled (`'none'`). */
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type PathOpenFill = 'close' | 'none';
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/**
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* Polygon path with arbitrary contours and optional bezier segments.
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* Multi-contour: each `M` opens a new subpath; `Z` closes the current one.
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* fills.
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}
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/**
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* Axis-aligned rectangle. Fast path for the (very common) case where the
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}
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/** Canonical path shape — either an axis-aligned rect (fast path) or a polygon command stream. */
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export type { Path as P, RectPath as R, PolygonPath as a, PathOpenFill as b, PathFillRule as c };
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