@weasel-js/geom 1.13.0-rc.0 → 1.14.0

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.
Files changed (50) hide show
  1. package/README.md +6 -2
  2. package/dist/3d/index.d.ts +8 -1
  3. package/dist/3d/index.js +25 -1
  4. package/dist/3d/index.js.map +1 -1
  5. package/dist/booleans/index.d.ts +6 -5
  6. package/dist/booleans/index.js +583 -73
  7. package/dist/booleans/index.js.map +1 -1
  8. package/dist/{chunk-CE7IY7TB.js → chunk-2N6OWA7E.js} +3 -3
  9. package/dist/{chunk-CE7IY7TB.js.map → chunk-2N6OWA7E.js.map} +1 -1
  10. package/dist/{chunk-Q66NA2FU.js → chunk-3HQJGI63.js} +8 -5
  11. package/dist/chunk-3HQJGI63.js.map +1 -0
  12. package/dist/{chunk-YPWFGFQX.js → chunk-3YH5XU3H.js} +125 -8
  13. package/dist/chunk-3YH5XU3H.js.map +1 -0
  14. package/dist/{chunk-UI3FUWXM.js → chunk-42TZDN5C.js} +4 -4
  15. package/dist/{chunk-UI3FUWXM.js.map → chunk-42TZDN5C.js.map} +1 -1
  16. package/dist/{chunk-B53BERKG.js → chunk-B3D6KWW3.js} +110 -8
  17. package/dist/chunk-B3D6KWW3.js.map +1 -0
  18. package/dist/{chunk-2PKPKU4P.js → chunk-EURWZUNY.js} +25 -22
  19. package/dist/chunk-EURWZUNY.js.map +1 -0
  20. package/dist/{chunk-VHXOCDZ2.js → chunk-FROQPADA.js} +6 -6
  21. package/dist/{chunk-VHXOCDZ2.js.map → chunk-FROQPADA.js.map} +1 -1
  22. package/dist/{chunk-UGE57OTX.js → chunk-GWSJQSQE.js} +11 -8
  23. package/dist/chunk-GWSJQSQE.js.map +1 -0
  24. package/dist/chunk-XXNK4N7Z.js +683 -0
  25. package/dist/chunk-XXNK4N7Z.js.map +1 -0
  26. package/dist/chunk-ZOMUTU7J.js +249 -0
  27. package/dist/chunk-ZOMUTU7J.js.map +1 -0
  28. package/dist/{curvature-PkoLduGc.d.ts → curvature-CDOI32hv.d.ts} +46 -3
  29. package/dist/curves/index.d.ts +2 -2
  30. package/dist/curves/index.js +4 -4
  31. package/dist/index.d.ts +172 -45
  32. package/dist/index.js +244 -178
  33. package/dist/index.js.map +1 -1
  34. package/dist/nd/index.d.ts +28 -1
  35. package/dist/nd/index.js +27 -675
  36. package/dist/nd/index.js.map +1 -1
  37. package/dist/{path-BW8d_2RY.d.ts → path-t80OoJnM.d.ts} +11 -0
  38. package/dist/tessellate/index.d.ts +11 -4
  39. package/dist/tessellate/index.js +4 -4
  40. package/dist/warp/index.d.ts +1 -1
  41. package/dist/warp/index.js +238 -64
  42. package/dist/warp/index.js.map +1 -1
  43. package/package.json +1 -1
  44. package/dist/chunk-2PKPKU4P.js.map +0 -1
  45. package/dist/chunk-B53BERKG.js.map +0 -1
  46. package/dist/chunk-Q66NA2FU.js.map +0 -1
  47. package/dist/chunk-STGSBIOL.js +0 -152
  48. package/dist/chunk-STGSBIOL.js.map +0 -1
  49. package/dist/chunk-UGE57OTX.js.map +0 -1
  50. package/dist/chunk-YPWFGFQX.js.map +0 -1
@@ -1,4 +1,4 @@
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- import { cubicEvalAt, elevateQuadraticToCubic, forEachSegment, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z } from './chunk-B53BERKG.js';
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+ import { cubicEvalAt, elevateQuadraticToCubic, forEachSegment, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z } from './chunk-B3D6KWW3.js';
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  // src/nearest.ts
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  function nearestOnLine(px, py, x0, y0, x1, y1) {
@@ -100,5 +100,5 @@ function nearestOnPath(commands, coords, px, py) {
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  }
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  export { nearestOnCubic, nearestOnLine, nearestOnPath, nearestOnQuadratic };
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- //# sourceMappingURL=chunk-CE7IY7TB.js.map
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- //# sourceMappingURL=chunk-CE7IY7TB.js.map
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+ //# sourceMappingURL=chunk-2N6OWA7E.js.map
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+ //# sourceMappingURL=chunk-2N6OWA7E.js.map
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* Nearest point on a segment or a whole path to a probe point: where it is,\n * its curve parameter, and how far away it lies.\n */\nimport { cubicEvalAt, elevateQuadraticToCubic } from './curve';\nimport { forEachSegment, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z } from './commands';\n\n/** The point on one segment nearest a probe. */\nexport interface CurveNearest {\n x: number;\n y: number;\n /** Curve parameter of the point, in [0, 1]. */\n t: number;\n /** Euclidean distance from the probe. */\n dist: number;\n}\n\n/** The point on a path nearest a probe, and the command whose segment holds it. */\nexport interface PathNearest extends CurveNearest {\n /** Index of the segment's command in the command stream (`L`, `Q`, `C` or `Z`). */\n commandIndex: number;\n /** Offset of that command's first coord; for a `Z`, where its coords would begin. */\n coordIndex: number;\n}\n\n/** Nearest point on segment (x0,y0)-(x1,y1) to (px,py). */\nexport function nearestOnLine(\n px: number, py: number, x0: number, y0: number, x1: number, y1: number,\n): CurveNearest {\n const vx = x1 - x0, vy = y1 - y0;\n const vv = vx * vx + vy * vy;\n let t = vv === 0 ? 0 : ((px - x0) * vx + (py - y0) * vy) / vv;\n t = t < 0 ? 0 : t > 1 ? 1 : t;\n const x = t === 1 ? x1 : x0 + t * vx;\n const y = t === 1 ? y1 : y0 + t * vy;\n return { x, y, t, dist: Math.hypot(px - x, py - y) };\n}\n\n/** Coarse samples per cubic. Each local minimum among them is refined, so this\n * only has to separate the distance function's minima (a cubic has at most\n * three), not locate them. */\nconst CUBIC_SAMPLES = 32;\nconst REFINE_ITERS = 40;\nconst T_EPS = 1e-14;\n\n/**\n * Nearest point on the cubic (x0,y0)…(x3,y3) to (px,py). Samples the curve,\n * then refines every sampled local minimum with bracketed Newton on the\n * distance derivative, so a loop or cusp cannot capture it in the wrong basin.\n */\nexport function nearestOnCubic(\n px: number, py: number,\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number,\n): CurveNearest {\n // Power basis B(t) = a t³ + b t² + c t + p0, for the derivatives.\n const ax = -x0 + 3 * x1 - 3 * x2 + x3, ay = -y0 + 3 * y1 - 3 * y2 + y3;\n const bx = 3 * x0 - 6 * x1 + 3 * x2, by = 3 * y0 - 6 * y1 + 3 * y2;\n const cx = 3 * (x1 - x0), cy = 3 * (y1 - y0);\n\n const d2At = (t: number): number => {\n const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n return (x - px) ** 2 + (y - py) ** 2;\n };\n\n const d2s: number[] = [];\n for (let k = 0; k <= CUBIC_SAMPLES; k++) d2s.push(d2At(k / CUBIC_SAMPLES));\n\n let bestT = 0, bestD2 = d2s[0];\n for (let k = 0; k <= CUBIC_SAMPLES; k++) {\n const d = d2s[k];\n const prev = k > 0 ? d2s[k - 1] : Infinity;\n const next = k < CUBIC_SAMPLES ? d2s[k + 1] : Infinity;\n if (!(d <= prev && d <= next)) continue;\n\n let lo = Math.max(0, (k - 1) / CUBIC_SAMPLES);\n let hi = Math.min(1, (k + 1) / CUBIC_SAMPLES);\n let t = k / CUBIC_SAMPLES;\n for (let i = 0; i < REFINE_ITERS; i++) {\n const t2 = t * t;\n const ex = ax * t2 * t + bx * t2 + cx * t + x0 - px;\n const ey = ay * t2 * t + by * t2 + cy * t + y0 - py;\n const dx = 3 * ax * t2 + 2 * bx * t + cx, dy = 3 * ay * t2 + 2 * by * t + cy;\n const ddx = 6 * ax * t + 2 * bx, ddy = 6 * ay * t + 2 * by;\n // g = ½ d/dt |B - P|², zero at a critical point; its sign says which side the minimum is on.\n const g = ex * dx + ey * dy;\n const gp = dx * dx + dy * dy + ex * ddx + ey * ddy;\n if (g > 0) hi = t; else if (g < 0) lo = t; else break;\n let tn = gp > 0 ? t - g / gp : NaN;\n if (!(tn > lo && tn < hi)) tn = (lo + hi) / 2;\n const step = Math.abs(tn - t);\n t = tn;\n if (step < T_EPS || hi - lo < T_EPS) break;\n }\n const refined = d2At(t);\n const [tk, dk] = refined <= d ? [t, refined] : [k / CUBIC_SAMPLES, d];\n if (dk < bestD2) { bestD2 = dk; bestT = tk; }\n }\n\n const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, bestT);\n return { x, y, t: bestT, dist: Math.hypot(x - px, y - py) };\n}\n\n/** Nearest point on the quadratic (x0,y0)(x1,y1)(x2,y2) to (px,py). */\nexport function nearestOnQuadratic(\n px: number, py: number,\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number,\n): CurveNearest {\n // Degree elevation keeps the parameterization, so t carries over unchanged.\n const [c1x, c1y, c2x, c2y] = elevateQuadraticToCubic(x0, y0, x1, y1, x2, y2);\n return nearestOnCubic(px, py, x0, y0, c1x, c1y, c2x, c2y, x2, y2);\n}\n\n/**\n * Nearest point on a command-stream path to (px,py), over every `L`, `Q`, `C`\n * and the closing edge each `Z` draws. The earliest segment wins a tie.\n * Returns `null` when the path has no segment, and throws on a command code\n * `PATH_COMMANDS` does not declare.\n */\nexport function nearestOnPath(\n commands: ArrayLike<number>,\n coords: ArrayLike<number>,\n px: number,\n py: number,\n): PathNearest | null {\n let best: PathNearest | null = null;\n let startX = 0, startY = 0;\n forEachSegment(commands, coords, (cmd, ci, x0, y0, commandIndex) => {\n let hit: CurveNearest;\n if (cmd === PATH_M) {\n startX = coords[ci]; startY = coords[ci + 1];\n return;\n } else if (cmd === PATH_L) {\n hit = nearestOnLine(px, py, x0, y0, coords[ci], coords[ci + 1]);\n } else if (cmd === PATH_Q) {\n hit = nearestOnQuadratic(px, py, x0, y0, coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3]);\n } else if (cmd === PATH_C) {\n hit = nearestOnCubic(\n px, py, x0, y0,\n coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3], coords[ci + 4], coords[ci + 5],\n );\n } else if (cmd === PATH_Z) {\n hit = nearestOnLine(px, py, x0, y0, startX, startY);\n } else {\n throw new Error(`nearestOnPath: unknown command code ${cmd}`);\n }\n if (best === null || hit.dist < best.dist) best = { ...hit, commandIndex, coordIndex: ci };\n });\n return best;\n}\n"]}
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* Nearest point on a segment or a whole path to a probe point: where it is,\n * its curve parameter, and how far away it lies.\n */\nimport { cubicEvalAt, elevateQuadraticToCubic } from './curve';\nimport { forEachSegment, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z } from './commands';\n\n/** The point on one segment nearest a probe. */\nexport interface CurveNearest {\n x: number;\n y: number;\n /** Curve parameter of the point, in [0, 1]. */\n t: number;\n /** Euclidean distance from the probe. */\n dist: number;\n}\n\n/** The point on a path nearest a probe, and the command whose segment holds it. */\nexport interface PathNearest extends CurveNearest {\n /** Index of the segment's command in the command stream (`L`, `Q`, `C` or `Z`). */\n commandIndex: number;\n /** Offset of that command's first coord; for a `Z`, where its coords would begin. */\n coordIndex: number;\n}\n\n/** Nearest point on segment (x0,y0)-(x1,y1) to (px,py). */\nexport function nearestOnLine(\n px: number, py: number, x0: number, y0: number, x1: number, y1: number,\n): CurveNearest {\n const vx = x1 - x0, vy = y1 - y0;\n const vv = vx * vx + vy * vy;\n let t = vv === 0 ? 0 : ((px - x0) * vx + (py - y0) * vy) / vv;\n t = t < 0 ? 0 : t > 1 ? 1 : t;\n const x = t === 1 ? x1 : x0 + t * vx;\n const y = t === 1 ? y1 : y0 + t * vy;\n return { x, y, t, dist: Math.hypot(px - x, py - y) };\n}\n\n/** Coarse samples per cubic. Each local minimum among them is refined, so this\n * only has to separate the distance function's minima (a cubic has at most\n * three), not locate them. */\nconst CUBIC_SAMPLES = 32;\nconst REFINE_ITERS = 40;\nconst T_EPS = 1e-14;\n\n/**\n * Nearest point on the cubic (x0,y0)…(x3,y3) to (px,py). Samples the curve,\n * then refines every sampled local minimum with bracketed Newton on the\n * distance derivative, so a loop or cusp cannot capture it in the wrong basin.\n */\nexport function nearestOnCubic(\n px: number, py: number,\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number,\n): CurveNearest {\n // Power basis B(t) = a t³ + b t² + c t + p0, for the derivatives.\n const ax = -x0 + 3 * x1 - 3 * x2 + x3, ay = -y0 + 3 * y1 - 3 * y2 + y3;\n const bx = 3 * x0 - 6 * x1 + 3 * x2, by = 3 * y0 - 6 * y1 + 3 * y2;\n const cx = 3 * (x1 - x0), cy = 3 * (y1 - y0);\n\n const d2At = (t: number): number => {\n const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n return (x - px) ** 2 + (y - py) ** 2;\n };\n\n const d2s: number[] = [];\n for (let k = 0; k <= CUBIC_SAMPLES; k++) d2s.push(d2At(k / CUBIC_SAMPLES));\n\n let bestT = 0, bestD2 = d2s[0];\n for (let k = 0; k <= CUBIC_SAMPLES; k++) {\n const d = d2s[k];\n const prev = k > 0 ? d2s[k - 1] : Infinity;\n const next = k < CUBIC_SAMPLES ? d2s[k + 1] : Infinity;\n if (!(d <= prev && d <= next)) continue;\n\n let lo = Math.max(0, (k - 1) / CUBIC_SAMPLES);\n let hi = Math.min(1, (k + 1) / CUBIC_SAMPLES);\n let t = k / CUBIC_SAMPLES;\n for (let i = 0; i < REFINE_ITERS; i++) {\n const t2 = t * t;\n const ex = ax * t2 * t + bx * t2 + cx * t + x0 - px;\n const ey = ay * t2 * t + by * t2 + cy * t + y0 - py;\n const dx = 3 * ax * t2 + 2 * bx * t + cx, dy = 3 * ay * t2 + 2 * by * t + cy;\n const ddx = 6 * ax * t + 2 * bx, ddy = 6 * ay * t + 2 * by;\n // g = ½ d/dt |B - P|², zero at a critical point; its sign says which side the minimum is on.\n const g = ex * dx + ey * dy;\n const gp = dx * dx + dy * dy + ex * ddx + ey * ddy;\n if (g > 0) hi = t; else if (g < 0) lo = t; else break;\n let tn = gp > 0 ? t - g / gp : NaN;\n if (!(tn > lo && tn < hi)) tn = (lo + hi) / 2;\n const step = Math.abs(tn - t);\n t = tn;\n if (step < T_EPS || hi - lo < T_EPS) break;\n }\n const refined = d2At(t);\n const [tk, dk] = refined <= d ? [t, refined] : [k / CUBIC_SAMPLES, d];\n if (dk < bestD2) { bestD2 = dk; bestT = tk; }\n }\n\n const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, bestT);\n return { x, y, t: bestT, dist: Math.hypot(x - px, y - py) };\n}\n\n/** Nearest point on the quadratic (x0,y0)(x1,y1)(x2,y2) to (px,py). */\nexport function nearestOnQuadratic(\n px: number, py: number,\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number,\n): CurveNearest {\n // Degree elevation keeps the parameterization, so t carries over unchanged.\n const [c1x, c1y, c2x, c2y] = elevateQuadraticToCubic(x0, y0, x1, y1, x2, y2);\n return nearestOnCubic(px, py, x0, y0, c1x, c1y, c2x, c2y, x2, y2);\n}\n\n/**\n * Nearest point on a command-stream path to (px,py), over every `L`, `Q`, `C`\n * and the closing edge each `Z` draws. The earliest segment wins a tie.\n * Returns `null` when the path has no segment, and throws on a command code\n * `PATH_COMMANDS` does not declare.\n */\nexport function nearestOnPath(\n commands: ArrayLike<number>,\n coords: ArrayLike<number>,\n px: number,\n py: number,\n): PathNearest | null {\n let best: PathNearest | null = null;\n let startX = 0, startY = 0;\n forEachSegment(commands, coords, (cmd, ci, x0, y0, commandIndex) => {\n let hit: CurveNearest;\n if (cmd === PATH_M) {\n startX = coords[ci]; startY = coords[ci + 1];\n return;\n } else if (cmd === PATH_L) {\n hit = nearestOnLine(px, py, x0, y0, coords[ci], coords[ci + 1]);\n } else if (cmd === PATH_Q) {\n hit = nearestOnQuadratic(px, py, x0, y0, coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3]);\n } else if (cmd === PATH_C) {\n hit = nearestOnCubic(\n px, py, x0, y0,\n coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3], coords[ci + 4], coords[ci + 5],\n );\n } else if (cmd === PATH_Z) {\n hit = nearestOnLine(px, py, x0, y0, startX, startY);\n } else {\n throw new Error(`nearestOnPath: unknown command code ${cmd}`);\n }\n if (best === null || hit.dist < best.dist) best = { ...hit, commandIndex, coordIndex: ci };\n });\n return best;\n}\n"]}
@@ -1,9 +1,10 @@
1
- import { nearestOnLine, nearestOnCubic } from './chunk-CE7IY7TB.js';
2
- import { forEachSegment, PATH_Z, PATH_Q, PATH_C, PATH_L, PATH_M, cornerSpecAt, PathBuilder, compactCorners, withoutCorners } from './chunk-B53BERKG.js';
1
+ import { nearestOnLine, nearestOnCubic } from './chunk-2N6OWA7E.js';
2
+ import { worldCoords, forEachSegment, PATH_Z, PATH_Q, PATH_C, PATH_L, PATH_M, cornerSpecAt, PathBuilder, compactCorners, withoutCorners } from './chunk-B3D6KWW3.js';
3
3
 
4
4
  // src/paths/anchors.ts
5
5
  function pathToAnchors(path) {
6
- const { commands, coords } = path;
6
+ const { commands } = path;
7
+ const coords = worldCoords(path);
7
8
  const anchors = [];
8
9
  const closed = [];
9
10
  let current = null;
@@ -79,6 +80,8 @@ function foldClosingCurve(sub) {
79
80
  }
80
81
  function anchorsToPath(anchors, closed, like) {
81
82
  const b = new PathBuilder();
83
+ if (like?.origin) b.setOrigin(like.origin.x, like.origin.y);
84
+ else if (!like) b.autoOrigin();
82
85
  for (let s = 0; s < anchors.length; s++) {
83
86
  const sub = anchors[s];
84
87
  if (sub.length === 0) continue;
@@ -170,5 +173,5 @@ function nearestSegmentT(anchors, wx, wy, closed) {
170
173
  }
171
174
 
172
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  export { anchorsToPath, countPathAnchors, isAnchorSmooth, isStraightSegment, nearestSegmentT, pathToAnchors, segmentEnds };
173
- //# sourceMappingURL=chunk-Q66NA2FU.js.map
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- //# sourceMappingURL=chunk-Q66NA2FU.js.map
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+ //# sourceMappingURL=chunk-3HQJGI63.js.map
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+ //# sourceMappingURL=chunk-3HQJGI63.js.map
@@ -0,0 +1 @@
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* Counts the path anchors used by the per-anchor coloring surface. An\n * \"anchor\" is the destination point of a path command: M, L, C, Q each\n * contribute one (the (x, y) where the pen ends up); Z contributes none\n * (it closes back to the subpath's first M). RectPath has four implicit\n * anchors — the corners — matching its M/L/L/L/Z stroke tessellation.\n *\n * Consumers use this to size their per-anchor color array; the renderer\n * uses it to validate the array length in dev builds.\n */\n\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z, forEachSegment } from '../commands';\nimport { nearestOnCubic, nearestOnLine } from '../nearest';\nimport type { Path, PolygonPath } from '../path';\nimport { PathBuilder } from './builder';\nimport { worldCoords } from './pathOrigin';\nimport { compactCorners, cornerSpecAt, withoutCorners, type CornerSpec } from './cornerSpec';\n\n/** One anchor of an editable path: its on-curve point plus the two control\n * handles that shape the segments either side of it. Handles are in the same\n * space as the point, and absent when the adjoining segment is straight. */\nexport interface PenAnchor {\n x: number;\n y: number;\n inHandle?: { x: number; y: number };\n outHandle?: { x: number; y: number };\n /** The corner shape cut at this anchor (`PolygonPath.corners`). */\n corner?: CornerSpec;\n}\n\n/**\n * Derive a per-subpath anchor model from a PolygonPath. Subpaths split on\n * every `M` command; a subpath is closed iff it ends with `Z`.\n *\n * Cubic-segment control points become the outHandle of the previous anchor\n * and the inHandle of the next anchor. A closed subpath whose last curve ends\n * exactly on its first point holds that point twice; the two are one anchor,\n * and the curve's second control is that anchor's inHandle. Quadratic segments are upgraded to\n * cubics (each control reused for both adjacent handles) — this loses no\n * geometry. Linear segments produce anchors with no handles.\n */\nexport function pathToAnchors(\n path: PolygonPath,\n): { anchors: PenAnchor[][]; closed: boolean[] } {\n const { commands } = path;\n const coords = worldCoords(path);\n const anchors: PenAnchor[][] = [];\n const closed: boolean[] = [];\n let current: PenAnchor[] | null = null;\n\n forEachSegment(commands, coords, (cmd, ci) => {\n switch (cmd) {\n case PATH_M: {\n if (current) { anchors.push(current); closed.push(false); }\n current = [{ x: coords[ci], y: coords[ci + 1] }];\n break;\n }\n case PATH_L: {\n if (!current) throw new Error('pathToAnchors: L without prior M');\n current.push({ x: coords[ci], y: coords[ci + 1] });\n break;\n }\n case PATH_C: {\n if (!current) throw new Error('pathToAnchors: C without prior M');\n const prev = current[current.length - 1];\n prev.outHandle = { x: coords[ci], y: coords[ci + 1] };\n current.push({\n x: coords[ci + 4], y: coords[ci + 5],\n inHandle: { x: coords[ci + 2], y: coords[ci + 3] },\n });\n break;\n }\n case PATH_Q: {\n if (!current) throw new Error('pathToAnchors: Q without prior M');\n // Quadratic → cubic: handle is the same control point on both sides.\n const handle = { x: coords[ci], y: coords[ci + 1] };\n const prev = current[current.length - 1];\n prev.outHandle = handle;\n current.push({ x: coords[ci + 2], y: coords[ci + 3], inHandle: { ...handle } });\n break;\n }\n case PATH_Z: {\n if (current) {\n foldClosingCurve(current);\n anchors.push(current);\n closed.push(true);\n current = null;\n }\n break;\n }\n default:\n throw new Error(`pathToAnchors: unknown command ${cmd}`);\n }\n });\n if (current) { anchors.push(current); closed.push(false); }\n if (path.corners) {\n let flat = 0;\n for (const sub of anchors) {\n for (const a of sub) {\n const corner = cornerSpecAt(path, flat++);\n if (corner) a.corner = { ...corner };\n }\n }\n }\n return { anchors, closed };\n}\n\n/** Merge a closing curve's end anchor into the subpath's first anchor when\n * the two coincide. */\nfunction foldClosingCurve(sub: PenAnchor[]): void {\n if (sub.length < 2) return;\n const first = sub[0];\n const last = sub[sub.length - 1];\n if (!last.inHandle || last.x !== first.x || last.y !== first.y) return;\n sub.pop();\n first.inHandle = last.inHandle;\n}\n\n/**\n * Serialize the per-subpath anchor model back to a PolygonPath. Inverse of\n * `pathToAnchors`. Curve-vs-line decision per segment:\n * - Both adjacent handles absent → straight L segment.\n * - Either handle present → C segment, with missing handles defaulting to\n * the anchor point itself (degenerate but valid; renders as a near-line).\n * Given `like`, the path being reshaped, the result keeps its fill rules and\n * its origin; without it, the result is measured from the origin `originFor`\n * picks for its points, if any.\n */\nexport function anchorsToPath(\n anchors: PenAnchor[][],\n closed: boolean[],\n like?: PolygonPath,\n): PolygonPath {\n const b = new PathBuilder();\n if (like?.origin) b.setOrigin(like.origin.x, like.origin.y);\n else if (!like) b.autoOrigin();\n for (let s = 0; s < anchors.length; s++) {\n const sub = anchors[s];\n if (sub.length === 0) continue;\n b.moveTo(sub[0].x, sub[0].y);\n for (let i = 1; i < sub.length; i++) {\n const prev = sub[i - 1];\n const cur = sub[i];\n const hasHandle = prev.outHandle != null || cur.inHandle != null;\n if (!hasHandle) {\n b.lineTo(cur.x, cur.y);\n } else {\n const c1 = prev.outHandle ?? { x: prev.x, y: prev.y };\n const c2 = cur.inHandle ?? { x: cur.x, y: cur.y };\n b.curveTo(c1.x, c1.y, c2.x, c2.y, cur.x, cur.y);\n }\n }\n if (closed[s]) {\n // Bridge last → first if they have curve handles; either way emit Z.\n const last = sub[sub.length - 1];\n const first = sub[0];\n const hasHandle = last.outHandle != null || first.inHandle != null;\n if (hasHandle) {\n const c1 = last.outHandle ?? { x: last.x, y: last.y };\n const c2 = first.inHandle ?? { x: first.x, y: first.y };\n b.curveTo(c1.x, c1.y, c2.x, c2.y, first.x, first.y);\n }\n b.close();\n }\n }\n const built = b.build();\n const corners = compactCorners(anchors.flatMap((sub) => sub.map((a) => a.corner ?? null)));\n const base = like ? { ...withoutCorners(like), commands: built.commands, coords: built.coords } : built;\n return corners ? { ...base, corners } : base;\n}\n\nconst SMOOTH_THRESHOLD = 0.001;\n\n/**\n * Returns true if the anchor's in-handle and out-handle are collinear with\n * the anchor point, indicating \"smooth\" (mirror-drag) behavior. Detected via\n * the magnitude of the normalized cross product of the two handle vectors.\n *\n * Edge cases:\n * - Missing in or out handle → false (corner by definition).\n * - Either handle at zero distance from anchor → false.\n */\nexport function isAnchorSmooth(a: PenAnchor): boolean {\n if (!a.inHandle || !a.outHandle) return false;\n const inDX = a.inHandle.x - a.x;\n const inDY = a.inHandle.y - a.y;\n const outDX = a.outHandle.x - a.x;\n const outDY = a.outHandle.y - a.y;\n const inLen = Math.hypot(inDX, inDY);\n const outLen = Math.hypot(outDX, outDY);\n if (inLen === 0 || outLen === 0) return false;\n // For collinear handles on opposite sides of the anchor, the cross product\n // of the two handle vectors should be zero. Normalize by both magnitudes.\n const cross = (inDX * outDY - inDY * outDX) / (inLen * outLen);\n return Math.abs(cross) < SMOOTH_THRESHOLD;\n}\n\n/** How many anchors a path has. Matches the per-anchor arrays the renderer\n * expects for `vertexColors`. */\nexport function countPathAnchors(path: Path): number {\n if (path.kind === 'rect') return 4;\n const cmds = path.commands;\n let n = 0;\n for (let i = 0; i < cmds.length; i++) {\n const c = cmds[i];\n if (c === PATH_M || c === PATH_L || c === PATH_C || c === PATH_Q) n++;\n }\n return n;\n}\n\n/** The segment `(sub, segIdx)` as its two end anchors, or null when it\n * doesn't exist. `segIdx === sub.length - 1` names a closed subpath's\n * closing segment, which runs from the last anchor back to the first. */\nexport function segmentEnds(\n anchors: readonly PenAnchor[][],\n closed: readonly boolean[] | undefined,\n sub: number,\n segIdx: number,\n): { a: PenAnchor; b: PenAnchor } | null {\n const s = anchors[sub];\n if (!s || segIdx < 0) return null;\n if (segIdx + 1 < s.length) return { a: s[segIdx], b: s[segIdx + 1] };\n if (closed?.[sub] && s.length > 1 && segIdx === s.length - 1) return { a: s[segIdx], b: s[0] };\n return null;\n}\n\n/** Whether the segment from `a` to `b` is a straight line (no handles). */\nexport function isStraightSegment(a: PenAnchor, b: PenAnchor): boolean {\n return a.outHandle == null && b.inHandle == null;\n}\n\n/** Nearest parameter on one segment to `(x, y)`, with its squared distance.\n * A straight segment is parameterized by arc length (`t` is the fraction of\n * the way from `a` to `b`), matching how {@link insertAnchorOnSegment}\n * splits one. */\nfunction nearestOnSegment(a: PenAnchor, b: PenAnchor, x: number, y: number): { t: number; d2: number } {\n const p1 = a.outHandle ?? a;\n const p2 = b.inHandle ?? b;\n const hit = isStraightSegment(a, b)\n ? nearestOnLine(x, y, a.x, a.y, b.x, b.y)\n : nearestOnCubic(x, y, a.x, a.y, p1.x, p1.y, p2.x, p2.y, b.x, b.y);\n return { t: hit.t, d2: hit.dist * hit.dist };\n}\n\n/** The segment of a decoded path nearest `(wx, wy)`, and the parameter `t`\n * on it closest to that point. Pass `closed` (from `pathToAnchors`) to\n * include each closed subpath's closing segment, reported as\n * `segIdx === sub.length - 1`. `t` spans `[0, 1]`, endpoints included.\n * Returns `null` only when there are no segments. */\nexport function nearestSegmentT(\n anchors: PenAnchor[][],\n wx: number,\n wy: number,\n closed?: readonly boolean[],\n): { sub: number; segIdx: number; t: number } | null {\n let bestD2 = Infinity;\n let best: { sub: number; segIdx: number; t: number } | null = null;\n for (let s = 0; s < anchors.length; s++) {\n const segCount = anchors[s].length - (closed?.[s] ? 0 : 1);\n for (let i = 0; i < segCount; i++) {\n const ends = segmentEnds(anchors, closed, s, i);\n if (!ends) continue;\n const hit = nearestOnSegment(ends.a, ends.b, wx, wy);\n if (hit.d2 < bestD2) {\n bestD2 = hit.d2;\n best = { sub: s, segIdx: i, t: hit.t };\n }\n }\n }\n return best;\n}\n"]}
@@ -1,7 +1,7 @@
1
- import { nearestOnLine, nearestOnCubic } from './chunk-CE7IY7TB.js';
2
- import { cornerCuts, decodeContours, fillsOpenSubpaths, resolveCorners, segmentsCross, pointInPolygon } from './chunk-2PKPKU4P.js';
1
+ import { nearestOnLine, nearestOnCubic } from './chunk-2N6OWA7E.js';
2
+ import { cornerCuts, decodeContours, fillsOpenSubpaths, resolveCorners, segmentsCross, pointInPolygon } from './chunk-EURWZUNY.js';
3
3
  import { EPS } from './chunk-755Y4YZS.js';
4
- import { withoutCorners, compactCorners, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z, forEachSegment, pathCommandCoordCount, PathBuilder, splitQuadraticAt, splitCubicAt } from './chunk-B53BERKG.js';
4
+ import { withoutCorners, compactCorners, worldCoords, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z, originFor, coordsFrom, forEachSegment, pathCommandCoordCount, PathBuilder, splitQuadraticAt, splitCubicAt } from './chunk-B3D6KWW3.js';
5
5
 
6
6
  // src/paths/cornerCarry.ts
7
7
  var flatCache = /* @__PURE__ */ new WeakMap();
@@ -189,6 +189,7 @@ function foldContour(c, runs, specs, tol) {
189
189
  }
190
190
  function write(contours, result) {
191
191
  const b = new PathBuilder();
192
+ if (result.origin) b.setOrigin(result.origin.x, result.origin.y);
192
193
  const specs = [];
193
194
  for (const { nodes, segs, closed } of contours) {
194
195
  b.moveTo(nodes[0].at.x, nodes[0].at.y);
@@ -399,6 +400,115 @@ function endSide(f, fromStart) {
399
400
  return 0;
400
401
  }
401
402
 
403
+ // src/intersect/segmentIntersections.ts
404
+ var FLAT = 1e-4;
405
+ var MAX_DEPTH = 48;
406
+ var SAME_T = 1e-7;
407
+ var MAX_HITS = 16;
408
+ function boxOf(pts) {
409
+ let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;
410
+ for (const p of pts) {
411
+ if (p.x < x0) x0 = p.x;
412
+ if (p.x > x1) x1 = p.x;
413
+ if (p.y < y0) y0 = p.y;
414
+ if (p.y > y1) y1 = p.y;
415
+ }
416
+ return [x0, y0, x1, y1];
417
+ }
418
+ function flatness(pts) {
419
+ if (pts.length === 2) return 0;
420
+ const a = pts[0], b = pts[pts.length - 1];
421
+ const dx = b.x - a.x, dy = b.y - a.y;
422
+ const len = Math.hypot(dx, dy);
423
+ let worst = 0;
424
+ for (let i = 1; i < pts.length - 1; i++) {
425
+ const p = pts[i];
426
+ const d = len === 0 ? Math.hypot(p.x - a.x, p.y - a.y) : Math.abs((p.x - a.x) * dy - (p.y - a.y) * dx) / len;
427
+ if (d > worst) worst = d;
428
+ }
429
+ return worst;
430
+ }
431
+ function halve(p) {
432
+ let row = p.pts;
433
+ const left = [row[0]];
434
+ const right = [row[row.length - 1]];
435
+ while (row.length > 1) {
436
+ const next = [];
437
+ for (let i = 0; i + 1 < row.length; i++) {
438
+ next.push({ x: (row[i].x + row[i + 1].x) / 2, y: (row[i].y + row[i + 1].y) / 2 });
439
+ }
440
+ row = next;
441
+ left.push(row[0]);
442
+ right.unshift(row[row.length - 1]);
443
+ }
444
+ const tm = (p.t0 + p.t1) / 2;
445
+ return [{ pts: left, t0: p.t0, t1: tm }, { pts: right, t0: tm, t1: p.t1 }];
446
+ }
447
+ function chordCross(p0, p1, q0, q1, slack) {
448
+ const rx = p1.x - p0.x, ry = p1.y - p0.y;
449
+ const sx = q1.x - q0.x, sy = q1.y - q0.y;
450
+ const den = rx * sy - ry * sx;
451
+ if (den === 0) return null;
452
+ const qx = q0.x - p0.x, qy = q0.y - p0.y;
453
+ const u = (qx * sy - qy * sx) / den;
454
+ const v = (qx * ry - qy * rx) / den;
455
+ if (u < -slack || u > 1 + slack || v < -slack || v > 1 + slack) return null;
456
+ return [u, v];
457
+ }
458
+ function refine(a, b, ta, tb) {
459
+ for (let i = 0; i < 12; i++) {
460
+ const pa = evalSeg(a, ta), pb = evalSeg(b, tb);
461
+ const fx = pa.x - pb.x, fy = pa.y - pb.y;
462
+ if (Math.abs(fx) + Math.abs(fy) < 1e-12) break;
463
+ const da = derivSeg(a, ta), db = derivSeg(b, tb);
464
+ const det = -da.x * db.y + da.y * db.x;
465
+ if (det === 0) break;
466
+ const dta = (-fx * -db.y - -fy * -db.x) / det;
467
+ const dtb = (da.x * -fy - da.y * -fx) / det;
468
+ ta = Math.min(1, Math.max(0, ta + dta));
469
+ tb = Math.min(1, Math.max(0, tb + dtb));
470
+ }
471
+ return [ta, tb];
472
+ }
473
+ function intersectSegments(a, b) {
474
+ if (a.length === 2 && b.length === 2) {
475
+ const uv = chordCross(a[0], a[1], b[0], b[1], 1e-12);
476
+ if (!uv) return [];
477
+ const ta = Math.min(1, Math.max(0, uv[0]));
478
+ const tb = Math.min(1, Math.max(0, uv[1]));
479
+ const p = evalSeg(a, ta);
480
+ return [{ ta, tb, x: p.x, y: p.y }];
481
+ }
482
+ const out = [];
483
+ const push = (ta, tb) => {
484
+ [ta, tb] = refine(a, b, ta, tb);
485
+ const pa = evalSeg(a, ta), pb = evalSeg(b, tb);
486
+ if (Math.hypot(pa.x - pb.x, pa.y - pb.y) > 1e-6 * (1 + Math.abs(pa.x) + Math.abs(pa.y))) return;
487
+ if (out.some((h) => Math.abs(h.ta - ta) < SAME_T && Math.abs(h.tb - tb) < SAME_T)) return;
488
+ out.push({ ta, tb, x: pa.x, y: pa.y });
489
+ };
490
+ const stack = [[{ pts: a, t0: 0, t1: 1 }, { pts: b, t0: 0, t1: 1 }, 0]];
491
+ while (stack.length > 0 && out.length < MAX_HITS) {
492
+ const [p, q, depth] = stack.pop();
493
+ const bp = boxOf(p.pts), bq = boxOf(q.pts);
494
+ if (bp[0] > bq[2] + FLAT || bq[0] > bp[2] + FLAT || bp[1] > bq[3] + FLAT || bq[1] > bp[3] + FLAT) continue;
495
+ const fp = flatness(p.pts), fq = flatness(q.pts);
496
+ if (fp <= FLAT && fq <= FLAT || depth >= MAX_DEPTH) {
497
+ const uv = chordCross(p.pts[0], p.pts[p.pts.length - 1], q.pts[0], q.pts[q.pts.length - 1], 1e-6);
498
+ if (uv) push(p.t0 + uv[0] * (p.t1 - p.t0), q.t0 + uv[1] * (q.t1 - q.t0));
499
+ continue;
500
+ }
501
+ if (fp >= fq) {
502
+ const [l, r] = halve(p);
503
+ stack.push([l, q, depth + 1], [r, q, depth + 1]);
504
+ } else {
505
+ const [l, r] = halve(q);
506
+ stack.push([p, l, depth + 1], [p, r, depth + 1]);
507
+ }
508
+ }
509
+ return out.sort((h, k) => h.ta - k.ta);
510
+ }
511
+
402
512
  // src/booleans/contours.ts
403
513
  function parseContours(path) {
404
514
  const fillsOpen = path.kind === "rect" || fillsOpenSubpaths(path);
@@ -423,7 +533,7 @@ function parseSubpaths(given, implicitClose = true) {
423
533
  cur = [];
424
534
  pen = start;
425
535
  };
426
- const c = path.coords;
536
+ const c = worldCoords(path);
427
537
  let k = 0;
428
538
  for (const cmd of path.commands) {
429
539
  if (cmd === PATH_M) {
@@ -565,9 +675,16 @@ function writePath(subpaths, fillRule) {
565
675
  }
566
676
  if (closed) cmds.push(PATH_Z);
567
677
  }
568
- return { kind: "polygon", commands: new Uint8Array(cmds), coords: new Float32Array(xs), fillRule };
678
+ const origin = originFor(xs);
679
+ return {
680
+ kind: "polygon",
681
+ commands: new Uint8Array(cmds),
682
+ coords: coordsFrom(origin, xs),
683
+ fillRule,
684
+ ...origin ? { origin } : {}
685
+ };
569
686
  }
570
687
 
571
- export { CORNER_RESTORE_TOLERANCE, anchorRange, assembleRegions, carryCorners, contoursIntersect, cornerTraces, derivSeg, endSide, evalSeg, extentOf, keepCorners, negligibleArea, orientBoundaries, parseContours, parseSubpaths, regionArea, restoreCorners, reverseContour, sampleContour, sideCoeffs, signChanges, signedArea, subSeg, toPath, windingAt, writePath };
572
- //# sourceMappingURL=chunk-YPWFGFQX.js.map
573
- //# sourceMappingURL=chunk-YPWFGFQX.js.map
688
+ export { CORNER_RESTORE_TOLERANCE, anchorRange, assembleRegions, carryCorners, contoursIntersect, cornerTraces, derivSeg, endSide, evalSeg, extentOf, intersectSegments, keepCorners, negligibleArea, orientBoundaries, parseContours, parseSubpaths, regionArea, restoreCorners, reverseContour, sampleContour, sideCoeffs, signChanges, signedArea, subSeg, toPath, windingAt, writePath };
689
+ //# sourceMappingURL=chunk-3YH5XU3H.js.map
690
+ //# sourceMappingURL=chunk-3YH5XU3H.js.map
@@ -0,0 +1 @@
1
+ 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* Carrying corner specs onto a path rebuilt from another: a split, a rejoin,\n * a reversal. Specs are keyed by flat anchor index, so a rewrite that moves\n * anchors must renumber them rather than keep the old array.\n */\nimport { forEachSegment, pathCommandCoordCount, PATH_C, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport type { PolygonPath } from '../path';\nimport { compactCorners, withoutCorners, type CornerSpec } from './cornerSpec';\n\nconst flatCache = new WeakMap<PolygonPath, Int32Array>();\n\n/**\n * For each anchor command of `path` (each M, L, C, or Q, as `countPathAnchors`\n * numbers them), its flat anchor index, the numbering `PolygonPath.corners`\n * uses: a closing curve that ends on its subpath's first point folds onto\n * that anchor, as `pathToAnchors` folds it.\n */\nexport function flatAnchorIndices(path: PolygonPath): Int32Array {\n const hit = flatCache.get(path);\n if (hit) return hit;\n const { commands, coords } = path;\n const out: number[] = [];\n let flat = 0, first = 0, count = 0;\n let sx = 0, sy = 0, ex = 0, ey = 0, curve = false;\n forEachSegment(commands, coords, (cmd, ci) => {\n if (cmd === PATH_Z) {\n if (count > 1 && curve && ex === sx && ey === sy) { out[out.length - 1] = first; flat--; }\n count = 0;\n return;\n }\n const n = pathCommandCoordCount(cmd);\n ex = coords[ci + n - 2]; ey = coords[ci + n - 1];\n curve = cmd === PATH_C || cmd === PATH_Q;\n if (cmd === PATH_M || count === 0) { first = flat; sx = ex; sy = ey; count = 0; }\n count++;\n out.push(flat++);\n });\n const result = Int32Array.from(out);\n flatCache.set(path, result);\n return result;\n}\n\n/**\n * `to` with `from`'s corner specs carried across, where `sources[k]` is the\n * anchor command of `from` that anchor command `k` of `to` was drawn from, or\n * -1 for one with no source. Each spec lands once, on the first anchor drawn\n * from its own; any specs `to` already had are dropped.\n */\nexport function carryCorners(from: PolygonPath, to: PolygonPath, sources: ArrayLike<number>): PolygonPath {\n const bare = withoutCorners(to);\n const specs = from.corners;\n if (!specs) return bare;\n const fromFlat = flatAnchorIndices(from);\n const toFlat = flatAnchorIndices(to);\n const placed = new Set<number>();\n const next: (CornerSpec | null)[] = [];\n for (let k = 0; k < toFlat.length; k++) {\n const s = sources[k];\n if (s === undefined || s < 0 || s >= fromFlat.length) continue;\n const f = fromFlat[s];\n const spec = specs[f];\n if (!spec || placed.has(f)) continue;\n placed.add(f);\n while (next.length < toFlat[k]) next.push(null);\n next[toFlat[k]] = spec;\n }\n const corners = compactCorners(next);\n return corners ? { ...bare, corners } : bare;\n}\n\n/** `count` consecutive anchor command indices from `start`: the sources of a\n * contiguous slice. */\nexport function anchorRange(start: number, count: number): Int32Array {\n const out = new Int32Array(count);\n for (let i = 0; i < count; i++) out[i] = start + i;\n return out;\n}\n","/**\n * Putting corner specs back on a path an operation rebuilt from expanded\n * geometry. Booleans, trims and cuts work on what a path draws, its corners\n * cut and spanned (`resolveCorners`); wherever a corner's cut comes through\n * whole, it folds back into its anchor and spec, and only a corner the\n * operation cut into or moved stays expanded.\n */\nimport type { Path, PolygonPath } from '../path';\nimport { nearestOnCubic, nearestOnLine } from '../nearest';\nimport { PathBuilder } from './builder';\nimport { flatAnchorIndices } from './cornerCarry';\nimport { decodeContours, type Contour, type Seg } from './cornerSegments';\nimport type { Point } from './cubicMath';\nimport type { CornerPiece } from './cornerShape';\nimport { compactCorners, withoutCorners, type CornerSpec } from './cornerSpec';\nimport { cornerCuts } from './corners';\n\n/** A corner a rebuilt path may hold expanded: the anchor and spec it folds\n * back into, and the cut it is drawn as, from `start` to `end`. */\nexport interface CornerTrace {\n anchor: Point;\n spec: CornerSpec;\n start: Point;\n end: Point;\n pieces: readonly CornerPiece[];\n}\n\n/** How far a point may sit from where a corner draws it and still count as on it. */\nexport const CORNER_RESTORE_TOLERANCE = 1e-3;\n\n/** The corners `path` cuts, as {@link restoreCorners} looks for them. */\nexport function cornerTraces(path: Path): CornerTrace[] {\n if (path.kind !== 'polygon') return [];\n return cornerCuts(path).map(({ anchor, spec, start, end, pieces }) => ({ anchor, spec, start, end, pieces }));\n}\n\n/**\n * `result` with the corners of `sources` folded back in wherever it still\n * draws them whole: an operation's output, rebuilt from what the sources\n * draw. A corner the operation cut into, or whose edges it moved, stays as\n * the plain geometry it already is.\n */\nexport function keepCorners(sources: readonly Path[], result: PolygonPath, tolerance = CORNER_RESTORE_TOLERANCE): PolygonPath {\n const traces = sources.flatMap(cornerTraces);\n return traces.length === 0 ? result : restoreCorners(result, traces, tolerance);\n}\n\nconst dist = (a: Point, b: Point): number => Math.hypot(a.x - b.x, a.y - b.y);\n\nfunction onTrace(p: Point, t: CornerTrace, tol: number): boolean {\n let from = t.start;\n for (const piece of t.pieces) {\n const d = piece.kind === 'line'\n ? nearestOnLine(p.x, p.y, from.x, from.y, piece.to.x, piece.to.y).dist\n : nearestOnCubic(p.x, p.y, from.x, from.y, piece.c1.x, piece.c1.y, piece.c2.x, piece.c2.y, piece.to.x, piece.to.y).dist;\n if (d <= tol) return true;\n from = piece.to;\n }\n return false;\n}\n\n/** The blossom of cubic `s` at `(u, v, w)`. */\nfunction blossom(s: Seg, u: number, v: number, w: number): Point {\n const lerp = (a: Point, b: Point, t: number): Point => ({ x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t });\n const a = lerp(s.p0, s.c1, u), b = lerp(s.c1, s.c2, u), c = lerp(s.c2, s.p3, u);\n const d = lerp(a, b, v), e = lerp(b, c, v);\n return lerp(d, e, w);\n}\n\n/** The parameter, past `[0, 1]` on the side `from` gives, where cubic `s`\n * carried on as the same polynomial passes through `target`; null if it does not. */\nfunction extendTo(s: Seg, target: Point, from: 0 | 1, tol: number): number | null {\n const at = (u: number) => blossom(s, u, u, u);\n const d1 = (u: number): Point => {\n const a = blossom(s, u, u, 0), b = blossom(s, u, u, 1);\n return { x: 3 * (b.x - a.x), y: 3 * (b.y - a.y) };\n };\n const speed = Math.hypot(d1(from).x, d1(from).y);\n if (speed === 0) return null;\n let u = from + (from === 1 ? 1 : -1) * dist(at(from), target) / speed;\n for (let i = 0; i < 30; i++) {\n const p = at(u), d = d1(u);\n const dd = d.x * d.x + d.y * d.y;\n if (dd === 0) break;\n u -= ((p.x - target.x) * d.x + (p.y - target.y) * d.y) / dd;\n }\n return dist(at(u), target) <= tol ? u : null;\n}\n\n/** `s` with its start moved to `start` and its end to `end`, either left\n * where it was when undefined; null when a curve cannot reach them. */\nfunction reachSeg(s: Seg, start: Point | undefined, end: Point | undefined, tol: number): Seg | null {\n const p0 = start ?? s.p0, p3 = end ?? s.p3;\n if (s.line) return { line: true, p0, c1: p0, c2: p3, p3 };\n const u0 = start ? extendTo(s, start, 0, tol) : 0;\n const u1 = end ? extendTo(s, end, 1, tol) : 1;\n if (u0 === null || u1 === null) return null;\n return { line: false, p0, c1: blossom(s, u0, u0, u1), c2: blossom(s, u0, u1, u1), p3 };\n}\n\n/** A stretch of a contour's anchors, `from` to `to` going forward, that draws one corner. */\ninterface Run { from: number; to: number; trace: CornerTrace }\n\n/** Whether anchor `a`, reached or left by straight edge `edge`, ends a corner's\n * cut at `p`: it sits there, or it sits on the cut and the edge runs through\n * `p` to it, as when flattening has merged the cut's end into the edge. */\nfunction endsCut(a: Point, edge: Seg, p: Point, t: CornerTrace, tol: number): boolean {\n if (dist(a, p) <= tol) return true;\n return edge.line && onTrace(a, t, tol)\n && nearestOnLine(p.x, p.y, edge.p0.x, edge.p0.y, edge.p3.x, edge.p3.y).dist <= tol;\n}\n\nfunction findRun(c: Contour, t: CornerTrace, tol: number): Run | null {\n const n = c.anchors.length;\n for (let i = c.closed ? 0 : 1; i < n; i++) {\n for (const [first, last] of [[t.start, t.end], [t.end, t.start]] as const) {\n if (!endsCut(c.anchors[i], c.segs[(i - 1 + n) % n], first, t, tol)) continue;\n for (let j = i + 1, steps = 1; steps < c.segs.length; j++, steps++) {\n if (!c.closed && j >= n - 1) break;\n const a = c.anchors[j % n];\n const seg = c.segs[(j - 1) % n];\n if (!seg.line && !onTrace(blossom(seg, 0.5, 0.5, 0.5), t, tol)) break;\n if (endsCut(a, c.segs[j % n], last, t, tol)) return { from: i, to: j % n, trace: t };\n if (!onTrace(a, t, tol)) break;\n }\n }\n }\n return null;\n}\n\n/** The anchors a run covers, its ends included. */\nfunction covered(run: Run, n: number): number[] {\n const out: number[] = [];\n for (let k = run.from; ; k = (k + 1) % n) {\n out.push(k);\n if (k === run.to) return out;\n }\n}\n\ninterface Node { at: Point; spec: CornerSpec | null }\ninterface Rebuilt { nodes: Node[]; segs: Seg[]; closed: boolean; folded: Run[] }\n\n/** `c` with each of `runs` folded into its anchor; null when an edge next to one cannot reach it. */\nfunction foldContour(c: Contour, runs: readonly Run[], specs: readonly (CornerSpec | null)[], tol: number): Rebuilt | null {\n const n = c.anchors.length;\n const runAt = new Map<number, Run>();\n const inside = new Set<number>();\n for (const run of runs) {\n runAt.set(run.from, run);\n for (const k of covered(run, n)) inside.add(k);\n }\n let begin = 0;\n if (c.closed) {\n const free = c.anchors.findIndex((_a, k) => !inside.has(k));\n begin = free >= 0 ? free : runs[0]!.from;\n }\n const nodes: Node[] = [];\n const exits: number[] = []; // anchor each node's outgoing segment leaves from\n for (let step = 0, k = begin; step < n; ) {\n const run = runAt.get(k);\n if (run) {\n nodes.push({ at: run.trace.anchor, spec: run.trace.spec });\n exits.push(run.to);\n const span = covered(run, n).length;\n step += span;\n k = (run.to + 1) % n;\n } else {\n nodes.push({ at: c.anchors[k], spec: specs[k] ?? null });\n exits.push(k);\n step++;\n k = (k + 1) % n;\n }\n }\n const runEnds = new Set(runs.map((r) => r.to));\n const segs: Seg[] = [];\n const count = c.closed ? nodes.length : nodes.length - 1;\n for (let m = 0; m < count; m++) {\n const exit = exits[m]!;\n const moveStart = runEnds.has(exit) ? nodes[m]!.at : undefined;\n const moveEnd = runAt.has((exit + 1) % n) ? nodes[(m + 1) % nodes.length]!.at : undefined;\n const reached = reachSeg(c.segs[exit]!, moveStart, moveEnd, tol);\n if (!reached) return null;\n segs.push(reached);\n }\n return { nodes, segs, closed: c.closed, folded: [...runs] };\n}\n\nfunction write(contours: readonly Rebuilt[], result: PolygonPath): PolygonPath {\n const b = new PathBuilder();\n if (result.origin) b.setOrigin(result.origin.x, result.origin.y);\n const specs: (CornerSpec | null)[] = [];\n for (const { nodes, segs, closed } of contours) {\n b.moveTo(nodes[0]!.at.x, nodes[0]!.at.y);\n specs.push(nodes[0]!.spec);\n segs.forEach((s, m) => {\n const to = nodes[(m + 1) % nodes.length]!;\n const closing = closed && m === segs.length - 1;\n if (closing && s.line) return;\n if (s.line) b.lineTo(to.at.x, to.at.y);\n else b.curveTo(s.c1.x, s.c1.y, s.c2.x, s.c2.y, to.at.x, to.at.y);\n specs.push(to.spec);\n });\n if (closed) b.close();\n }\n const { commands, coords } = b.build();\n const built: PolygonPath = { ...withoutCorners(result), commands, coords };\n const flat = flatAnchorIndices(built);\n const corners: (CornerSpec | null)[] = [];\n specs.forEach((spec, k) => {\n if (!spec) return;\n while (corners.length < flat[k]!) corners.push(null);\n corners[flat[k]!] = spec;\n });\n const compact = compactCorners(corners);\n return compact ? { ...built, corners: compact } : built;\n}\n\n/** Whether every corner folded into `path` draws again where its trace says. */\nfunction failedTraces(path: PolygonPath, tol: number, folded: readonly Run[]): Set<CornerTrace> {\n const bad = new Set(folded.map((r) => r.trace));\n for (const cut of cornerCuts(path)) {\n for (const t of bad) {\n if (dist(cut.anchor, t.anchor) > tol) continue;\n const same = (dist(cut.start, t.start) <= tol && dist(cut.end, t.end) <= tol)\n || (dist(cut.start, t.end) <= tol && dist(cut.end, t.start) <= tol);\n if (same) bad.delete(t);\n }\n }\n return bad;\n}\n\n/**\n * `result` with each of `traces` it draws whole folded back into its anchor\n * and spec. A trace counts as drawn when a run of anchors goes from one end\n * of its cut to the other along it, the edges either side carry on to its\n * anchor, and the folded corner cuts the same again. Specs `result` already\n * holds are kept.\n */\nexport function restoreCorners(result: PolygonPath, traces: readonly CornerTrace[], tolerance = CORNER_RESTORE_TOLERANCE): PolygonPath {\n const contours = decodeContours(result);\n if (!contours || traces.length === 0) return result;\n const rejected = new Set<CornerTrace>();\n for (let attempt = 0; attempt <= traces.length; attempt++) {\n const rebuilt: Rebuilt[] = [];\n for (const c of contours) {\n const runs: Run[] = [];\n const used = new Set<number>();\n for (const t of traces) {\n if (rejected.has(t)) continue;\n const run = findRun(c, t, tolerance);\n if (!run) continue;\n const span = covered(run, c.anchors.length);\n if (span.some((k) => used.has(k))) continue;\n span.forEach((k) => used.add(k));\n runs.push(run);\n }\n const specs = c.anchors.map((_a, k) => result.corners?.[c.first + k] ?? null);\n const folded = runs.length > 0 ? foldContour(c, runs, specs, tolerance) : null;\n if (runs.length > 0 && !folded) {\n runs.forEach((r) => rejected.add(r.trace));\n rebuilt.length = 0;\n break;\n }\n rebuilt.push(folded ?? { nodes: c.anchors.map((at, k) => ({ at, spec: specs[k]! })), segs: c.segs, closed: c.closed, folded: [] });\n }\n if (rebuilt.length !== contours.length) continue;\n const folded = rebuilt.flatMap((r) => r.folded);\n if (folded.length === 0) return result;\n const out = write(rebuilt, result);\n const bad = failedTraces(out, tolerance, folded);\n if (bad.size === 0) return out;\n bad.forEach((t) => rejected.add(t));\n }\n return result;\n}\n","/** A contour as Bézier segments: evaluating and splitting one, and where one crosses a line. */\n\nimport { splitCubicAt, splitQuadraticAt } from '../curve';\nimport type { Point } from '../paths/cubicMath';\n\n/** A Bézier segment by its control points: 2 = line, 3 = quadratic, 4 = cubic. */\nexport type Seg = Point[];\nexport type Contour = Seg[];\n\n/** A point on a contour: segment index and parameter. */\nexport interface Station {\n seg: number;\n t: number;\n pt: Point;\n}\n\nexport function evalSeg(s: Seg, t: number): Point {\n const u = 1 - t;\n if (s.length === 2) return { x: u * s[0].x + t * s[1].x, y: u * s[0].y + t * s[1].y };\n if (s.length === 3) {\n const a = u * u, b = 2 * u * t, c = t * t;\n return { x: a * s[0].x + b * s[1].x + c * s[2].x, y: a * s[0].y + b * s[1].y + c * s[2].y };\n }\n const a = u * u * u, b = 3 * u * u * t, c = 3 * u * t * t, d = t * t * t;\n return {\n x: a * s[0].x + b * s[1].x + c * s[2].x + d * s[3].x,\n y: a * s[0].y + b * s[1].y + c * s[2].y + d * s[3].y,\n };\n}\n\nexport function derivSeg(s: Seg, t: number): Point {\n const n = s.length - 1;\n const d: Seg = [];\n for (let i = 0; i < n; i++) d.push({ x: n * (s[i + 1].x - s[i].x), y: n * (s[i + 1].y - s[i].y) });\n return d.length === 1 ? d[0] : evalSeg(d, t);\n}\n\nfunction splitSeg(s: Seg, t: number): [Seg, Seg] {\n const pts = (c: ArrayLike<number>): Seg => {\n const out: Seg = [];\n for (let i = 0; i < c.length; i += 2) out.push({ x: c[i], y: c[i + 1] });\n return out;\n };\n if (s.length === 2) {\n const m = evalSeg(s, t);\n return [[s[0], m], [m, s[1]]];\n }\n if (s.length === 3) {\n const [l, r] = splitQuadraticAt(s[0].x, s[0].y, s[1].x, s[1].y, s[2].x, s[2].y, t);\n return [pts(l), pts(r)];\n }\n const [l, r] = splitCubicAt(s[0].x, s[0].y, s[1].x, s[1].y, s[2].x, s[2].y, s[3].x, s[3].y, t);\n return [pts(l), pts(r)];\n}\n\n/** The part of `s` between t0 and t1, with its ends snapped to the given points. */\nexport function subSeg(s: Seg, t0: number, t1: number, p0: Point, p1: Point): Seg | null {\n if (t1 - t0 <= 0) return null;\n let out = s;\n if (t0 > 0) out = splitSeg(out, t0)[1];\n const u = (t1 - t0) / (1 - t0);\n if (u < 1) out = splitSeg(out, u)[0];\n out = out.slice();\n out[0] = p0;\n out[out.length - 1] = p1;\n return out;\n}\n\nexport const reverseContour = (c: Contour): Contour => c.map((s) => s.slice().reverse()).reverse();\n\n/** Points along a contour for area and containment estimates. */\nexport function sampleContour(c: Contour): number[] {\n const out: number[] = [];\n for (const s of c) {\n const n = s.length === 2 ? 1 : 16;\n for (let i = 0; i < n; i++) {\n const p = evalSeg(s, i / n);\n out.push(p.x, p.y);\n }\n }\n return out;\n}\n\n/** Signed area; positive when the fill lies to the left of the direction of travel. */\nexport function signedArea(c: Contour): number {\n const pts = sampleContour(c);\n let a = 0;\n for (let i = 0; i < pts.length; i += 2) {\n const j = (i + 2) % pts.length;\n a += pts[i] * pts[j + 1] - pts[j] * pts[i + 1];\n }\n return a / 2;\n}\n\n/** Bernstein coefficients of the signed distance cross(d, P − o) along `s`. */\nexport function sideCoeffs(s: Seg, o: Point, d: Point): number[] {\n return s.map((p) => d.x * (p.y - o.y) - d.y * (p.x - o.x));\n}\n\nfunction bernstein(f: number[], t: number): number {\n const u = 1 - t;\n if (f.length === 2) return u * f[0] + t * f[1];\n if (f.length === 3) return u * u * f[0] + 2 * u * t * f[1] + t * t * f[2];\n return u * u * u * f[0] + 3 * u * u * t * f[1] + 3 * u * t * t * f[2] + t * t * t * f[3];\n}\n\ninterface SignChange { t: number; before: number; after: number }\n\n/**\n * Where the polynomial changes sign on [0, 1]. The interval is cut at the\n * derivative's roots so each piece is monotonic, then each sign change is\n * bisected. Tangencies have no sign change and are skipped. With\n * `zeroIsPositive` a zero counts as positive, so a change landing exactly on\n * an end is still seen once; otherwise zeros at the ends are left to the\n * caller.\n */\nexport function signChanges(f: number[], zeroIsPositive: boolean): SignChange[] {\n const sgn = (v: number) => (v > 0 ? 1 : v < 0 ? -1 : zeroIsPositive ? 1 : 0);\n const cuts = [0, ...criticalPoints(f), 1];\n const out: SignChange[] = [];\n for (let i = 0; i + 1 < cuts.length; i++) {\n let lo = cuts[i], hi = cuts[i + 1];\n const slo = sgn(bernstein(f, lo)), shi = sgn(bernstein(f, hi));\n if (slo === 0 && i > 0) {\n const before = sgn(bernstein(f, lo - 1e-7)), after = sgn(bernstein(f, lo + 1e-7));\n if (before * after < 0) out.push({ t: lo, before, after });\n }\n if (slo * shi >= 0) continue;\n for (let it = 0; it < 64; it++) {\n const mid = (lo + hi) / 2;\n if (sgn(bernstein(f, mid)) === slo) lo = mid; else hi = mid;\n }\n out.push({ t: (lo + hi) / 2, before: slo, after: shi });\n }\n return out;\n}\n\n/** Roots in (0, 1) of the derivative of a Bernstein polynomial of degree ≤ 3. */\nfunction criticalPoints(f: number[]): number[] {\n if (f.length < 3) return [];\n const n = f.length - 1;\n const d = f.slice(1).map((v, i) => n * (v - f[i]));\n // Power basis of the derivative: A t² + B t + C.\n let A = 0, B: number, C: number;\n if (d.length === 2) { B = d[1] - d[0]; C = d[0]; }\n else { A = d[0] - 2 * d[1] + d[2]; B = 2 * (d[1] - d[0]); C = d[0]; }\n const out: number[] = [];\n const scale = Math.max(Math.abs(A), Math.abs(B), Math.abs(C)) || 1;\n if (Math.abs(A) / scale < 1e-12) {\n if (Math.abs(B) / scale > 1e-12) out.push(-C / B);\n } else {\n const disc = B * B - 4 * A * C;\n if (disc >= 0) {\n const q = -0.5 * (B + Math.sign(B || 1) * Math.sqrt(disc));\n out.push(q / A);\n if (q !== 0) out.push(C / q);\n }\n }\n return out.filter((t) => t > 0 && t < 1).sort((x, y) => x - y);\n}\n\n/** Sign of f just after t = 0 (`fromStart`) or just before t = 1, read off the control values. */\nexport function endSide(f: number[], fromStart: boolean): number {\n const n = f.length;\n for (let i = 1; i < n; i++) {\n const v = fromStart ? f[i] : f[n - 1 - i];\n if (v !== 0) return Math.sign(v);\n }\n return 0;\n}\n","/** Where two Bézier segments cross, by subdivision then Newton refinement. */\n\nimport type { Point } from '../paths/cubicMath';\nimport { evalSeg, derivSeg, type Seg } from '../booleans/contourSegments';\n\n/** One crossing of segments `a` and `b`: the parameter on each, and the point. */\nexport interface SegmentCrossing {\n ta: number;\n tb: number;\n x: number;\n y: number;\n}\n\n/** Subdivision stops once both pieces are this flat (world units). */\nconst FLAT = 1e-4;\nconst MAX_DEPTH = 48;\n/** Crossings closer than this along both parameters are one crossing. */\nconst SAME_T = 1e-7;\n/** Two overlapping curves cross everywhere; stop collecting past this. */\nconst MAX_HITS = 16;\n\ninterface Piece {\n pts: Seg;\n t0: number;\n t1: number;\n}\n\nfunction boxOf(pts: Seg): [number, number, number, number] {\n let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;\n for (const p of pts) {\n if (p.x < x0) x0 = p.x;\n if (p.x > x1) x1 = p.x;\n if (p.y < y0) y0 = p.y;\n if (p.y > y1) y1 = p.y;\n }\n return [x0, y0, x1, y1];\n}\n\n/** How far the control points stray from the chord. Zero for a line. */\nfunction flatness(pts: Seg): number {\n if (pts.length === 2) return 0;\n const a = pts[0], b = pts[pts.length - 1];\n const dx = b.x - a.x, dy = b.y - a.y;\n const len = Math.hypot(dx, dy);\n let worst = 0;\n for (let i = 1; i < pts.length - 1; i++) {\n const p = pts[i];\n const d = len === 0 ? Math.hypot(p.x - a.x, p.y - a.y) : Math.abs((p.x - a.x) * dy - (p.y - a.y) * dx) / len;\n if (d > worst) worst = d;\n }\n return worst;\n}\n\n/** De Casteljau at one half, for a segment of any degree. */\nfunction halve(p: Piece): [Piece, Piece] {\n let row = p.pts;\n const left: Point[] = [row[0]];\n const right: Point[] = [row[row.length - 1]];\n while (row.length > 1) {\n const next: Point[] = [];\n for (let i = 0; i + 1 < row.length; i++) {\n next.push({ x: (row[i].x + row[i + 1].x) / 2, y: (row[i].y + row[i + 1].y) / 2 });\n }\n row = next;\n left.push(row[0]);\n right.unshift(row[row.length - 1]);\n }\n const tm = (p.t0 + p.t1) / 2;\n return [{ pts: left, t0: p.t0, t1: tm }, { pts: right, t0: tm, t1: p.t1 }];\n}\n\n/** Where chords p0→p1 and q0→q1 cross, as parameters on each, or null when\n * they are parallel or miss. `slack` widens [0, 1] on both. */\nfunction chordCross(p0: Point, p1: Point, q0: Point, q1: Point, slack: number): [number, number] | null {\n const rx = p1.x - p0.x, ry = p1.y - p0.y;\n const sx = q1.x - q0.x, sy = q1.y - q0.y;\n const den = rx * sy - ry * sx;\n if (den === 0) return null;\n const qx = q0.x - p0.x, qy = q0.y - p0.y;\n const u = (qx * sy - qy * sx) / den;\n const v = (qx * ry - qy * rx) / den;\n if (u < -slack || u > 1 + slack || v < -slack || v > 1 + slack) return null;\n return [u, v];\n}\n\n/** Newton on A(ta) − B(tb) = 0, kept inside [0, 1]. */\nfunction refine(a: Seg, b: Seg, ta: number, tb: number): [number, number] {\n for (let i = 0; i < 12; i++) {\n const pa = evalSeg(a, ta), pb = evalSeg(b, tb);\n const fx = pa.x - pb.x, fy = pa.y - pb.y;\n if (Math.abs(fx) + Math.abs(fy) < 1e-12) break;\n const da = derivSeg(a, ta), db = derivSeg(b, tb);\n // J = [da, -db]; solve J·[δa, δb] = −f.\n const det = -da.x * db.y + da.y * db.x;\n if (det === 0) break;\n const dta = (-fx * -db.y - -fy * -db.x) / det;\n const dtb = (da.x * -fy - da.y * -fx) / det;\n ta = Math.min(1, Math.max(0, ta + dta));\n tb = Math.min(1, Math.max(0, tb + dtb));\n }\n return [ta, tb];\n}\n\n/**\n * Every point where segment `a` crosses or touches segment `b` — each a line,\n * quadratic or cubic given by its control points — with the parameter on\n * each. Two lines are solved exactly; a curve is subdivided until its pieces\n * are flat, their chords crossed, and the answer refined against the curves.\n * Segments that overlap along a stretch report at most a few points of it.\n * Sorted by `ta`.\n */\nexport function intersectSegments(a: Point[], b: Point[]): SegmentCrossing[] {\n if (a.length === 2 && b.length === 2) {\n const uv = chordCross(a[0], a[1], b[0], b[1], 1e-12);\n if (!uv) return [];\n const ta = Math.min(1, Math.max(0, uv[0]));\n const tb = Math.min(1, Math.max(0, uv[1]));\n const p = evalSeg(a, ta);\n return [{ ta, tb, x: p.x, y: p.y }];\n }\n const out: SegmentCrossing[] = [];\n const push = (ta: number, tb: number) => {\n [ta, tb] = refine(a, b, ta, tb);\n const pa = evalSeg(a, ta), pb = evalSeg(b, tb);\n if (Math.hypot(pa.x - pb.x, pa.y - pb.y) > 1e-6 * (1 + Math.abs(pa.x) + Math.abs(pa.y))) return;\n if (out.some((h) => Math.abs(h.ta - ta) < SAME_T && Math.abs(h.tb - tb) < SAME_T)) return;\n out.push({ ta, tb, x: pa.x, y: pa.y });\n };\n const stack: Array<[Piece, Piece, number]> = [[{ pts: a, t0: 0, t1: 1 }, { pts: b, t0: 0, t1: 1 }, 0]];\n while (stack.length > 0 && out.length < MAX_HITS) {\n const [p, q, depth] = stack.pop()!;\n const bp = boxOf(p.pts), bq = boxOf(q.pts);\n if (bp[0] > bq[2] + FLAT || bq[0] > bp[2] + FLAT || bp[1] > bq[3] + FLAT || bq[1] > bp[3] + FLAT) continue;\n const fp = flatness(p.pts), fq = flatness(q.pts);\n if ((fp <= FLAT && fq <= FLAT) || depth >= MAX_DEPTH) {\n const uv = chordCross(p.pts[0], p.pts[p.pts.length - 1], q.pts[0], q.pts[q.pts.length - 1], 1e-6);\n if (uv) push(p.t0 + uv[0] * (p.t1 - p.t0), q.t0 + uv[1] * (q.t1 - q.t0));\n continue;\n }\n if (fp >= fq) {\n const [l, r] = halve(p);\n stack.push([l, q, depth + 1], [r, q, depth + 1]);\n } else {\n const [l, r] = halve(q);\n stack.push([p, l, depth + 1], [p, r, depth + 1]);\n }\n }\n return out.sort((h, k) => h.ta - k.ta);\n}\n","/** Reading a path into contours, and what a set of contours encloses. */\n\nimport { segmentsCross } from '../polyline';\nimport type { Path, PathFillRule } from '../path';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport type { Point } from '../paths/cubicMath';\nimport { EPS } from '../scalar';\nimport { fillsOpenSubpaths } from '../openFill';\nimport { resolveCorners } from '../paths/corners';\nimport { worldCoords } from '../paths/pathOrigin';\nimport { type Contour, evalSeg, derivSeg, reverseContour, sideCoeffs, signChanges } from './contourSegments';\n\n/** The contours a fill of `path` covers: an open subpath closes implicitly\n * where a fill closes it, and is left out where one does not. */\nexport function parseContours(path: Path): Contour[] {\n const fillsOpen = path.kind === 'rect' || fillsOpenSubpaths(path);\n return parseSubpaths(path).filter((s) => s.closed || fillsOpen).map((s) => s.segs);\n}\n\nexport interface Subpath {\n segs: Contour;\n /** Closed by a `Z` (or a rect); the closing edge, if any, is in `segs`. */\n closed: boolean;\n}\n\n/**\n * Subpaths of `path` with their segments. With `implicitClose` (the default,\n * as a fill sees them) every subpath ends in its closing edge; without it,\n * only a subpath closed by `Z` does, as a stroke sees them.\n */\nexport function parseSubpaths(given: Path, implicitClose = true): Subpath[] {\n const path = resolveCorners(given);\n if (path.kind === 'rect') {\n const { x, y, width: w, height: h } = path;\n const p = [{ x, y }, { x: x + w, y }, { x: x + w, y: y + h }, { x, y: y + h }];\n return [{ segs: p.map((q, i) => [q, p[(i + 1) % 4]]), closed: true }];\n }\n const out: Subpath[] = [];\n let cur: Contour = [];\n let start: Point = { x: 0, y: 0 };\n let pen: Point = start;\n const finish = (closed: boolean) => {\n if (cur.length > 0 && (closed || implicitClose) && (pen.x !== start.x || pen.y !== start.y)) {\n cur.push([pen, start]);\n }\n if (cur.length > 0) out.push({ segs: cur, closed });\n cur = [];\n pen = start;\n };\n const c = worldCoords(path);\n let k = 0;\n for (const cmd of path.commands) {\n if (cmd === PATH_M) {\n finish(false);\n start = pen = { x: c[k], y: c[k + 1] };\n k += 2;\n } else if (cmd === PATH_L) {\n const e = { x: c[k], y: c[k + 1] };\n if (e.x !== pen.x || e.y !== pen.y) cur.push([pen, e]);\n pen = e;\n k += 2;\n } else if (cmd === PATH_Q) {\n const e = { x: c[k + 2], y: c[k + 3] };\n cur.push([pen, { x: c[k], y: c[k + 1] }, e]);\n pen = e;\n k += 4;\n } else if (cmd === PATH_C) {\n const e = { x: c[k + 4], y: c[k + 5] };\n cur.push([pen, { x: c[k], y: c[k + 1] }, { x: c[k + 2], y: c[k + 3] }, e]);\n pen = e;\n k += 6;\n } else if (cmd === PATH_Z) {\n finish(true);\n }\n }\n finish(false);\n return out;\n}\n\n/** Whether any contour crosses another or itself, judged on a flattening. */\nexport function contoursIntersect(contours: Contour[], tol: number): boolean {\n type Edge = { x0: number; y0: number; x1: number; y1: number; c: number; i: number; n: number };\n const edges: Edge[] = [];\n contours.forEach((contour, ci) => {\n const pts: Point[] = [];\n for (const s of contour) {\n let n = 1;\n if (s.length > 2) {\n let len = 0;\n for (let i = 0; i + 1 < s.length; i++) len += Math.hypot(s[i + 1].x - s[i].x, s[i + 1].y - s[i].y);\n n = Math.min(64, Math.max(2, Math.ceil(Math.sqrt(len / Math.max(tol, 1e-3)))));\n }\n for (let i = 0; i < n; i++) pts.push(evalSeg(s, i / n));\n }\n for (let i = 0; i < pts.length; i++) {\n const p = pts[i], q = pts[(i + 1) % pts.length];\n edges.push({ x0: p.x, y0: p.y, x1: q.x, y1: q.y, c: ci, i, n: pts.length });\n }\n });\n for (let i = 0; i < edges.length; i++) {\n const e = edges[i];\n for (let j = i + 1; j < edges.length; j++) {\n const f = edges[j];\n if (e.c === f.c && (j - i === 1 || (i === 0 && f.i === f.n - 1))) continue;\n if (Math.max(e.x0, e.x1) < Math.min(f.x0, f.x1) || Math.max(f.x0, f.x1) < Math.min(e.x0, e.x1)) continue;\n if (Math.max(e.y0, e.y1) < Math.min(f.y0, f.y1) || Math.max(f.y0, f.y1) < Math.min(e.y0, e.y1)) continue;\n if (segmentsCross(e.x0, e.y0, e.x1, e.y1, f.x0, f.y0, f.x1, f.y1)) return true;\n }\n }\n return false;\n}\n\n/** Winding number of `q`, by a ray cast in +x against the exact curves. */\nexport function windingAt(q: Point, contours: Contour[]): number {\n const dir = { x: 1, y: 0 };\n let w = 0;\n for (const contour of contours) {\n for (const s of contour) {\n for (const c of signChanges(sideCoeffs(s, q, dir), true)) {\n if (evalSeg(s, c.t).x > q.x) w += c.after > 0 ? 1 : -1;\n }\n }\n }\n return w;\n}\n\n/** The diagonal of the box around every control point of `contours`. */\nexport function extentOf(contours: Contour[]): number {\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n for (const c of contours) for (const s of c) for (const p of s) {\n minX = Math.min(minX, p.x); maxX = Math.max(maxX, p.x);\n minY = Math.min(minY, p.y); maxY = Math.max(maxY, p.y);\n }\n return Math.hypot(maxX - minX, maxY - minY);\n}\n\n/** The area below which a region cut from `contours` is rounding, not a piece. */\nexport function negligibleArea(contours: Contour[]): number {\n const extent = extentOf(contours);\n return extent * extent * EPS * EPS;\n}\n\n/**\n * The contours that bound the fill, each turned so the fill lies on its left.\n * A contour with fill on both sides or neither (a same-direction inner ring\n * under nonzero) bounds nothing and is dropped.\n */\nexport function orientBoundaries(contours: Contour[], fillRule: PathFillRule): Contour[] {\n const filled = (q: Point) => {\n const w = windingAt(q, contours);\n return fillRule === 'evenodd' ? (w & 1) !== 0 : w !== 0;\n };\n const eps = Math.max(extentOf(contours) * 1e-6, 1e-9);\n\n const out: Contour[] = [];\n for (const contour of contours) {\n let probe = contour[0];\n let best = -1;\n for (const s of contour) {\n const len = Math.hypot(s[s.length - 1].x - s[0].x, s[s.length - 1].y - s[0].y);\n if (len > best) { best = len; probe = s; }\n }\n const p = evalSeg(probe, 0.5);\n let tan = derivSeg(probe, 0.5);\n const tl = Math.hypot(tan.x, tan.y);\n if (tl === 0) continue;\n tan = { x: tan.x / tl, y: tan.y / tl };\n const left = filled({ x: p.x - tan.y * eps, y: p.y + tan.x * eps });\n const right = filled({ x: p.x + tan.y * eps, y: p.y - tan.x * eps });\n if (left && !right) out.push(contour);\n else if (right && !left) out.push(reverseContour(contour));\n }\n return out;\n}\n","/** Grouping traced loops into regions, and writing contours back out as paths. */\n\nimport { pointInPolygon } from '../polyline';\nimport type { PolygonPath, PathFillRule } from '../path';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport { type Contour, evalSeg, sampleContour, signedArea } from './contourSegments';\nimport type { Subpath } from './contours';\nimport { coordsFrom, originFor } from '../paths/pathOrigin';\n\n/** Group loops into regions: each positive loop with the holes it immediately contains. */\nexport function assembleRegions(outers: Contour[], holes: Contour[]): Contour[][] {\n const regions = outers.map((o) => ({ loops: [o], ring: sampleContour(o), area: signedArea(o) }));\n for (const h of holes) {\n const hp = evalSeg(h[0], 0.5);\n let best: (typeof regions)[number] | null = null;\n for (const r of regions) {\n if (pointInPolygon(r.ring, hp.x, hp.y) && (!best || r.area < best.area)) best = r;\n }\n best?.loops.push(h);\n }\n return regions.map((r) => r.loops);\n}\n\nexport const regionArea = (r: Contour[]): number => r.reduce((s, c) => s + signedArea(c), 0);\n\nexport const toPath = (loops: Contour[], fillRule: PathFillRule): PolygonPath =>\n writePath(loops.map((segs) => ({ segs, closed: true })), fillRule);\n\nexport function writePath(subpaths: Subpath[], fillRule: PathFillRule): PolygonPath {\n const cmds: number[] = [];\n const xs: number[] = [];\n for (const { segs, closed } of subpaths) {\n cmds.push(PATH_M);\n xs.push(segs[0][0].x, segs[0][0].y);\n for (const s of segs) {\n cmds.push(s.length === 2 ? PATH_L : s.length === 3 ? PATH_Q : PATH_C);\n for (let i = 1; i < s.length; i++) xs.push(s[i].x, s[i].y);\n }\n if (closed) cmds.push(PATH_Z);\n }\n const origin = originFor(xs);\n return {\n kind: 'polygon', commands: new Uint8Array(cmds), coords: coordsFrom(origin, xs), fillRule, ...(origin ? { origin } : {}),\n };\n}\n"]}
@@ -1,5 +1,5 @@
1
- import { segmentEnds, isStraightSegment, anchorsToPath, pathToAnchors } from './chunk-Q66NA2FU.js';
2
- import { cubicPointAt } from './chunk-B53BERKG.js';
1
+ import { segmentEnds, isStraightSegment, anchorsToPath, pathToAnchors } from './chunk-3HQJGI63.js';
2
+ import { cubicPointAt } from './chunk-B3D6KWW3.js';
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  // src/paths/curvature.ts
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  function cubicDerivativeAt(p0, p1, p2, p3, t) {
@@ -529,5 +529,5 @@ function spiroContoursFromControl(control, before, fallback = "smooth") {
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  }
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  export { SPIRO_KINDS, combTeeth, cubicCurvatureAt, cubicCurvatureSource, cubicDerivativeAt, curvatureComb, eulerAngleAt, eulerCurvatureAt, eulerCurvatureDerivativesAt, eulerPointAt, fitEulerSegment, isSpiroKind, placeEulerSegment, solveSpiro, spiroContoursFromControl, spiroContoursOf, spiroControlPath, spiroToPath };
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- //# sourceMappingURL=chunk-UI3FUWXM.js.map
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- //# sourceMappingURL=chunk-UI3FUWXM.js.map
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+ //# sourceMappingURL=chunk-42TZDN5C.js.map
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+ //# sourceMappingURL=chunk-42TZDN5C.js.map