@weasel-js/geom 1.13.0 → 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.
- package/README.md +6 -2
- package/dist/3d/index.d.ts +8 -1
- package/dist/3d/index.js +25 -1
- package/dist/3d/index.js.map +1 -1
- package/dist/booleans/index.d.ts +6 -5
- package/dist/booleans/index.js +583 -73
- package/dist/booleans/index.js.map +1 -1
- package/dist/{chunk-CE7IY7TB.js → chunk-2N6OWA7E.js} +3 -3
- package/dist/{chunk-CE7IY7TB.js.map → chunk-2N6OWA7E.js.map} +1 -1
- package/dist/{chunk-Q66NA2FU.js → chunk-3HQJGI63.js} +8 -5
- package/dist/chunk-3HQJGI63.js.map +1 -0
- package/dist/{chunk-YPWFGFQX.js → chunk-3YH5XU3H.js} +125 -8
- package/dist/chunk-3YH5XU3H.js.map +1 -0
- package/dist/{chunk-UI3FUWXM.js → chunk-42TZDN5C.js} +4 -4
- package/dist/{chunk-UI3FUWXM.js.map → chunk-42TZDN5C.js.map} +1 -1
- package/dist/{chunk-B53BERKG.js → chunk-B3D6KWW3.js} +110 -8
- package/dist/chunk-B3D6KWW3.js.map +1 -0
- package/dist/{chunk-2PKPKU4P.js → chunk-EURWZUNY.js} +25 -22
- package/dist/chunk-EURWZUNY.js.map +1 -0
- package/dist/{chunk-VHXOCDZ2.js → chunk-FROQPADA.js} +6 -6
- package/dist/{chunk-VHXOCDZ2.js.map → chunk-FROQPADA.js.map} +1 -1
- package/dist/{chunk-UGE57OTX.js → chunk-GWSJQSQE.js} +11 -8
- package/dist/chunk-GWSJQSQE.js.map +1 -0
- package/dist/chunk-XXNK4N7Z.js +683 -0
- package/dist/chunk-XXNK4N7Z.js.map +1 -0
- package/dist/chunk-ZOMUTU7J.js +249 -0
- package/dist/chunk-ZOMUTU7J.js.map +1 -0
- package/dist/{curvature-PkoLduGc.d.ts → curvature-CDOI32hv.d.ts} +46 -3
- package/dist/curves/index.d.ts +2 -2
- package/dist/curves/index.js +4 -4
- package/dist/index.d.ts +172 -45
- package/dist/index.js +244 -178
- package/dist/index.js.map +1 -1
- package/dist/nd/index.d.ts +28 -1
- package/dist/nd/index.js +27 -675
- package/dist/nd/index.js.map +1 -1
- package/dist/{path-BW8d_2RY.d.ts → path-t80OoJnM.d.ts} +11 -0
- package/dist/tessellate/index.d.ts +11 -4
- package/dist/tessellate/index.js +4 -4
- package/dist/warp/index.d.ts +1 -1
- package/dist/warp/index.js +238 -64
- package/dist/warp/index.js.map +1 -1
- package/package.json +1 -1
- package/dist/chunk-2PKPKU4P.js.map +0 -1
- package/dist/chunk-B53BERKG.js.map +0 -1
- package/dist/chunk-Q66NA2FU.js.map +0 -1
- package/dist/chunk-STGSBIOL.js +0 -152
- package/dist/chunk-STGSBIOL.js.map +0 -1
- package/dist/chunk-UGE57OTX.js.map +0 -1
- package/dist/chunk-YPWFGFQX.js.map +0 -1
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Finding where straight segments cross, by a sweep along x. */\n\nconst LOW_WORD = new Uint8Array(new Uint16Array([1]).buffer)[0] === 1 ? 0 : 1;\n/** How far, relative to itself, writing an index into a key's low word can\n * move it. A zero key becomes a subnormal, which the sweep's 1e-300 covers. */\nconst KEY_SLACK = 2 ** -19;\n\n/**\n * Call `visit` for every pair of segments that cross inside both, with how far\n * along each the crossing lies; `visit` returns `true` to stop. `ends` holds\n * `n` segments as `x0, y0, x1, y1`. Of each pair, `e` is the one whose\n * smallest x is smaller.\n */\nexport function forEachCrossing(\n ends: Float64Array,\n n: number,\n visit: (e: number, f: number, s: number, u: number) => boolean | void,\n): void {\n const keys = sortedMinX(ends, n);\n const index = new Uint32Array(keys.buffer);\n for (let i = 0; i < n; i++) {\n const ei = index[i * 2 + LOW_WORD], e = ei * 4;\n const ex0 = ends[e], ey0 = ends[e + 1], ex1 = ends[e + 2], ey1 = ends[e + 3];\n const maxX = Math.max(ex0, ex1);\n const stop = maxX + Math.abs(maxX) * KEY_SLACK + 1e-300;\n for (let j = i + 1; j < n; j++) {\n if (keys[j] > stop) break;\n const fi = index[j * 2 + LOW_WORD], f = fi * 4;\n const fx0 = ends[f], fy0 = ends[f + 1], fx1 = ends[f + 2], fy1 = ends[f + 3];\n if (Math.max(ey0, ey1) < Math.min(fy0, fy1)) continue;\n if (Math.max(fy0, fy1) < Math.min(ey0, ey1)) continue;\n const hit = crossingParams(ex0, ey0, ex1, ey1, fx0, fy0, fx1, fy1);\n if (hit && visit(ei, fi, hit[0], hit[1])) return;\n }\n }\n}\n\n/**\n * Each segment's smallest x in ascending order, with the segment's index\n * written into the key's low 32 bits, read back through a `Uint32Array` view.\n * A native numeric sort runs about three times as fast as one through a\n * comparator; the index moves each key by under `KEY_SLACK` of itself, which\n * the sweep's stop allows for.\n */\nfunction sortedMinX(ends: Float64Array, n: number): Float64Array {\n const keys = new Float64Array(n);\n const index = new Uint32Array(keys.buffer);\n for (let e = 0; e < n; e++) {\n keys[e] = Math.min(ends[e * 4], ends[e * 4 + 2]);\n index[e * 2 + LOW_WORD] = e;\n }\n return keys.sort();\n}\n\n/** Where segment E crosses segment F inside both, as fractions along each. */\nfunction crossingParams(\n ex0: number, ey0: number, ex1: number, ey1: number,\n fx0: number, fy0: number, fx1: number, fy1: number,\n): [number, number] | null {\n const rx = ex1 - ex0, ry = ey1 - ey0;\n const qx = fx1 - fx0, qy = fy1 - fy0;\n const den = rx * qy - ry * qx;\n if (den === 0) return null;\n const dx = fx0 - ex0, dy = fy0 - ey0;\n const s = (dx * qy - dy * qx) / den;\n const u = (dx * ry - dy * rx) / den;\n const lo = 1e-9, hi = 1 - 1e-9;\n if (s <= lo || s >= hi || u <= lo || u >= hi) return null;\n return [s, u];\n}\n","/** Rebuilding outlines as the non-crossing boundary of their nonzero fill. */\n\nimport { forEachCrossing } from './sweep';\n\n/** Flattened contours with each vertex's anchor parameterization. */\nexport interface FlattenedContours {\n coords: number[];\n contourStarts: number[];\n anchorA: number[];\n anchorB: number[];\n anchorT: number[];\n}\n\ninterface Node {\n x: number;\n y: number;\n a: number;\n b: number;\n t: number;\n}\n\ninterface Edge {\n from: Node;\n to: Node;\n /** Where crossings cut this edge, by parameter along it. */\n cuts: { s: number; node: Node }[];\n}\n\ninterface Piece {\n from: Node;\n to: Node;\n}\n\nconst keyOf = (n: Node): string => `${n.x},${n.y}`;\n\n/**\n * The boundary of `flat`'s nonzero fill as loops that do not cross, each with\n * the fill on its left, or `null` when no two edges cross and `always` is\n * not set.\n */\nexport function resolveCrossings(flat: FlattenedContours, always = false): FlattenedContours | null {\n if (!always && !anyCrossing(flat)) return null;\n const edges = edgesOf(flat);\n cutAtCrossings(edges);\n const pieces = boundaryPieces(edges);\n return loopsToContours(chainLoops(pieces));\n}\n\n/** Whether any two edges of `flat` cross. Every nonzero fill asks this, and\n * most cross nowhere, so it reads the coordinates without building edges. */\nexport function anyCrossing(flat: FlattenedContours): boolean {\n const { coords, contourStarts } = flat;\n const total = coords.length / 2;\n const ends = new Float64Array(total * 4);\n let n = 0;\n contourStarts.forEach((start, c) => {\n const end = c + 1 < contourStarts.length ? contourStarts[c + 1] : total;\n for (let i = start; i < end; i++) {\n const j = i + 1 < end ? i + 1 : start;\n const x0 = coords[i * 2], y0 = coords[i * 2 + 1], x1 = coords[j * 2], y1 = coords[j * 2 + 1];\n if (x0 === x1 && y0 === y1) continue;\n ends[n * 4] = x0; ends[n * 4 + 1] = y0; ends[n * 4 + 2] = x1; ends[n * 4 + 3] = y1;\n n++;\n }\n });\n let found = false;\n forEachCrossing(ends, n, () => (found = true));\n return found;\n}\n\nfunction edgesOf(flat: FlattenedContours): Edge[] {\n const { coords, contourStarts, anchorA, anchorB, anchorT } = flat;\n const total = coords.length / 2;\n const node = (i: number): Node => ({ x: coords[i * 2], y: coords[i * 2 + 1], a: anchorA[i], b: anchorB[i], t: anchorT[i] });\n const edges: Edge[] = [];\n contourStarts.forEach((start, c) => {\n const end = c + 1 < contourStarts.length ? contourStarts[c + 1] : total;\n for (let i = start; i < end; i++) {\n const from = node(i), to = node(i + 1 < end ? i + 1 : start);\n if (from.x !== to.x || from.y !== to.y) edges.push({ from, to, cuts: [] });\n }\n });\n return edges;\n}\n\n/** Record every interior crossing on both edges it cuts. */\nfunction cutAtCrossings(edges: Edge[]): void {\n const ends = new Float64Array(edges.length * 4);\n edges.forEach(({ from, to }, i) => ends.set([from.x, from.y, to.x, to.y], i * 4));\n forEachCrossing(ends, edges.length, (ei, fi, s, u) => {\n const e = edges[ei];\n const node = {\n x: e.from.x + (e.to.x - e.from.x) * s,\n y: e.from.y + (e.to.y - e.from.y) * s,\n ...anchorsAlong(e, s),\n };\n e.cuts.push({ s, node });\n edges[fi].cuts.push({ s: u, node });\n });\n}\n\n/** Anchors for a point `s` of the way along `e`: interpolated within one\n * curve's run, else the nearer end's. */\nfunction anchorsAlong(e: Edge, s: number): { a: number; b: number; t: number } {\n const { from, to } = e;\n if (from.a === to.a && from.b === to.b) return { a: from.a, b: from.b, t: from.t + (to.t - from.t) * s };\n const near = s < 0.5 ? from : to;\n return { a: near.a, b: near.b, t: near.t };\n}\n\n/** The pieces between cuts that have fill on exactly one side, turned so it is on the left. */\nfunction boundaryPieces(edges: Edge[]): Piece[] {\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n for (const { from: p } of edges) {\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 const eps = Math.max(Math.hypot(maxX - minX, maxY - minY) * 1e-7, 1e-9);\n const filled = (x: number, y: number) => windingAt(edges, x, y) !== 0;\n\n const out: Piece[] = [];\n for (const e of edges) {\n const stops = [e.from, ...e.cuts.sort((p, q) => p.s - q.s).map((c) => c.node), e.to];\n for (let k = 0; k + 1 < stops.length; k++) {\n const p = stops[k], q = stops[k + 1];\n const dx = q.x - p.x, dy = q.y - p.y;\n const len = Math.hypot(dx, dy);\n if (len === 0) continue;\n const mx = (p.x + q.x) / 2, my = (p.y + q.y) / 2;\n const nx = (-dy / len) * eps, ny = (dx / len) * eps;\n const left = filled(mx + nx, my + ny), right = filled(mx - nx, my - ny);\n if (left && !right) out.push({ from: p, to: q });\n else if (right && !left) out.push({ from: q, to: p });\n }\n }\n return out;\n}\n\nfunction windingAt(edges: Edge[], x: number, y: number): number {\n let w = 0;\n for (const { from: p, to: q } of edges) {\n const side = (q.x - p.x) * (y - p.y) - (x - p.x) * (q.y - p.y);\n if (p.y <= y && q.y > y && side > 0) w++;\n else if (q.y <= y && p.y > y && side < 0) w--;\n }\n return w;\n}\n\n/** Join pieces end to start into closed loops. Where a node has several ways\n * on, take the sharpest left turn, which keeps to the face being traced. */\nfunction chainLoops(pieces: Piece[]): Node[][] {\n const outgoing = new Map<string, Piece[]>();\n for (const p of pieces) {\n const k = keyOf(p.from);\n const list = outgoing.get(k);\n if (list) list.push(p);\n else outgoing.set(k, [p]);\n }\n const used = new Set<Piece>();\n const loops: Node[][] = [];\n for (const first of pieces) {\n if (used.has(first)) continue;\n used.add(first);\n const loop: Node[] = [first.from];\n const startKey = keyOf(first.from);\n let cur = first;\n while (keyOf(cur.to) !== startKey) {\n const next = sharpestLeft(cur, (outgoing.get(keyOf(cur.to)) ?? []).filter((p) => !used.has(p)));\n if (!next) break;\n used.add(next);\n loop.push(next.from);\n cur = next;\n }\n if (keyOf(cur.to) === startKey && loop.length >= 3) loops.push(loop);\n }\n return loops;\n}\n\nfunction sharpestLeft(into: Piece, options: Piece[]): Piece | undefined {\n const ix = into.to.x - into.from.x, iy = into.to.y - into.from.y;\n let best: Piece | undefined;\n let bestTurn = -Infinity;\n for (const p of options) {\n const ox = p.to.x - p.from.x, oy = p.to.y - p.from.y;\n const turn = Math.atan2(ix * oy - iy * ox, ix * ox + iy * oy);\n if (turn > bestTurn) {\n bestTurn = turn;\n best = p;\n }\n }\n return best;\n}\n\nfunction loopsToContours(loops: Node[][]): FlattenedContours {\n const out: FlattenedContours = { coords: [], contourStarts: [], anchorA: [], anchorB: [], anchorT: [] };\n for (const loop of loops) {\n out.contourStarts.push(out.coords.length / 2);\n for (const n of loop) {\n out.coords.push(n.x, n.y);\n out.anchorA.push(n.a);\n out.anchorB.push(n.b);\n out.anchorT.push(n.t);\n }\n }\n return out;\n}\n","/** How the rings of a fill that does not cross itself sit inside one another. */\n\nimport { pointInPolygon } from '../polyline';\nimport type { FlattenedContours } from './crossings';\n\nexport interface Ring {\n start: number;\n end: number;\n area: number;\n /** The smallest ring this one lies inside, or -1. */\n parent: number;\n /** Nonzero winding number just inside this ring. */\n winding: number;\n}\n\n/** Each contour's ring. A zero-area ring has no parent and winding 0. */\nexport function nestRings(flat: FlattenedContours): Ring[] {\n const { coords, contourStarts } = flat;\n const total = coords.length / 2;\n const rings: Ring[] = contourStarts.map((start, c) => {\n const end = c + 1 < contourStarts.length ? contourStarts[c + 1] : total;\n return { start, end, area: signedArea(coords, start, end), parent: -1, winding: 0 };\n });\n const boxes = rings.map((r) => boxOf(coords, r.start, r.end));\n const bySize = rings.map((_, i) => i).filter((i) => rings[i].area !== 0);\n bySize.sort((i, j) => Math.abs(rings[j].area) - Math.abs(rings[i].area));\n for (let k = 0; k < bySize.length; k++) {\n const r = rings[bySize[k]];\n for (let m = k - 1; m >= 0; m--) {\n const o = bySize[m];\n if (contains(coords, rings[o], boxes[o], r)) {\n r.parent = o;\n break;\n }\n }\n r.winding = Math.sign(r.area) + (r.parent >= 0 ? rings[r.parent].winding : 0);\n }\n return rings;\n}\n\n/** Whether `r` lies inside `o`, given that neither crosses the other. Judged\n * at the first vertex of `r` not on `o`'s outline, since one on it is\n * inside or out by rounding. */\nfunction contains(coords: number[], o: Ring, box: number[], r: Ring): boolean {\n const eps = Math.max(box[2] - box[0], box[3] - box[1]) * 1e-9;\n for (let i = r.start; i < r.end; i++) {\n const x = coords[i * 2], y = coords[i * 2 + 1];\n if (x < box[0] || x > box[2] || y < box[1] || y > box[3]) return false;\n if (!onOutline(coords, o, x, y, eps)) return pointInPolygon(coords, x, y, o.start, o.end);\n }\n return false;\n}\n\nfunction onOutline(coords: number[], o: Ring, x: number, y: number, eps: number): boolean {\n for (let i = o.start; i < o.end; i++) {\n const j = i + 1 === o.end ? o.start : i + 1;\n const ax = coords[i * 2], ay = coords[i * 2 + 1];\n const dx = coords[j * 2] - ax, dy = coords[j * 2 + 1] - ay;\n const len2 = dx * dx + dy * dy;\n const s = len2 > 0 ? Math.max(0, Math.min(1, ((x - ax) * dx + (y - ay) * dy) / len2)) : 0;\n if (Math.hypot(ax + dx * s - x, ay + dy * s - y) <= eps) return true;\n }\n return false;\n}\n\nfunction boxOf(coords: number[], start: number, end: number): number[] {\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n for (let i = start; i < end; i++) {\n const x = coords[i * 2], y = coords[i * 2 + 1];\n minX = Math.min(minX, x); maxX = Math.max(maxX, x);\n minY = Math.min(minY, y); maxY = Math.max(maxY, y);\n }\n return [minX, minY, maxX, maxY];\n}\n\nfunction signedArea(coords: number[], start: number, end: number): number {\n let a = 0;\n for (let i = start; i < end; i++) {\n const j = i + 1 === end ? start : i + 1;\n a += coords[i * 2] * coords[j * 2 + 1] - coords[j * 2] * coords[i * 2 + 1];\n }\n return a * 0.5;\n}\n","import earcut from 'earcut';\nimport { forEachSegment, PATH_M, PATH_L, PATH_Z, PATH_C, PATH_Q } from '../commands';\nimport { resolveCorners } from '../paths/corners';\nimport { rectToContour } from '../box';\nimport type { Path, PolygonPath, RectPath } from '../path';\nimport { fillsOpenSubpaths } from '../openFill';\nimport {\n DEFAULT_FLATTEN_TOLERANCE,\n flattenCubicWithArcLen,\n flattenQuadraticWithArcLen,\n} from '../flatten';\nimport type { Mesh } from './mesh';\nimport { resolveCrossings, type FlattenedContours } from './crossings';\nimport { nestRings, type Ring } from './nesting';\n\n/** Options for `tessellate`. A smaller tolerance means more triangles and\n * smoother curves; it is in path-local units, so callers rendering at a\n * larger scale should tighten it. */\nexport interface TessellateOptions {\n /** Flatness tolerance for bezier subdivision in path-local units. */\n flattenTolerance?: number;\n}\n\n/** Turn a path into a triangle mesh the renderer can draw: curves flattened to\n * line segments, then the resulting polygon triangulated. */\nexport function tessellate(path: Path, opts: TessellateOptions = {}): Mesh {\n if (path.kind === 'rect') return tessellateRect(path);\n return tessellatePolygon(resolveCorners(path), opts);\n}\n\nfunction tessellateRect(p: RectPath): Mesh {\n const { x, y, width: w, height: h } = p;\n return {\n vertices: Float32Array.from(rectToContour(x, y, w, h)),\n indices: new Uint32Array([0, 1, 2, 0, 2, 3]),\n anchorA: new Uint32Array([0, 1, 2, 3]),\n anchorB: new Uint32Array([0, 1, 2, 3]),\n anchorT: new Float32Array([0, 0, 0, 0]),\n };\n}\n\n/** The contours a fill covers: all of them, or only those a `Z` closed. */\nexport function flattenPolygon(p: PolygonPath, tolerance: number): FlattenedContours {\n const closed = new Set<number>();\n const all = flattenContours(p, tolerance, closed);\n if (fillsOpenSubpaths(p)) return all;\n const kept: FlattenedContours = { coords: [], contourStarts: [], anchorA: [], anchorB: [], anchorT: [] };\n all.contourStarts.forEach((start, c) => {\n if (!closed.has(c)) return;\n const end = c + 1 < all.contourStarts.length ? all.contourStarts[c + 1] : all.coords.length / 2;\n kept.contourStarts.push(kept.coords.length / 2);\n kept.coords.push(...all.coords.slice(start * 2, end * 2));\n kept.anchorA.push(...all.anchorA.slice(start, end));\n kept.anchorB.push(...all.anchorB.slice(start, end));\n kept.anchorT.push(...all.anchorT.slice(start, end));\n });\n return kept;\n}\n\n/** Flatten every contour, noting in `closed` the index of each one a `Z` ends. */\nfunction flattenContours(p: PolygonPath, tolerance: number, closed: Set<number>): FlattenedContours {\n const { commands, coords } = p;\n const out: number[] = [];\n const anchorA: number[] = [];\n const anchorB: number[] = [];\n const anchorT: number[] = [];\n const contourStarts: number[] = [];\n let startAnchor = -1;\n let prevAnchor = -1;\n let anchorCounter = 0;\n\n // Anchor bookkeeping for the points a curve just appended: interior points\n // interpolate (prevAnchor → target); the last is pinned anchor-exact.\n const pushCurveAnchors = (anchorStart: number, arcAccum: number[], total: number, target: number): void => {\n for (let k = 0; k < arcAccum.length; k++) {\n anchorA.push(prevAnchor);\n anchorB.push(target);\n anchorT.push(total > 0 ? arcAccum[k] / total : 0);\n }\n const lastIdx = anchorStart + arcAccum.length - 1;\n anchorA[lastIdx] = target;\n anchorB[lastIdx] = target;\n anchorT[lastIdx] = 0;\n };\n\n forEachSegment(commands, coords, (cmd, coordIdx, prevX, prevY, _i, opensSubpath) => {\n if (opensSubpath) {\n const anchor = Math.max(startAnchor, 0);\n contourStarts.push(out.length / 2);\n out.push(prevX, prevY);\n anchorA.push(anchor);\n anchorB.push(anchor);\n anchorT.push(0);\n prevAnchor = anchor;\n }\n switch (cmd) {\n case PATH_M:\n case PATH_L: {\n if (cmd === PATH_M) {\n contourStarts.push(out.length / 2);\n startAnchor = anchorCounter;\n }\n out.push(coords[coordIdx], coords[coordIdx + 1]);\n anchorA.push(anchorCounter);\n anchorB.push(anchorCounter);\n anchorT.push(0);\n prevAnchor = anchorCounter;\n anchorCounter++;\n break;\n }\n case PATH_Q: {\n const target = anchorCounter;\n const arcAccum: number[] = [];\n const anchorStart = anchorA.length;\n const total = flattenQuadraticWithArcLen(\n prevX, prevY,\n coords[coordIdx], coords[coordIdx + 1],\n coords[coordIdx + 2], coords[coordIdx + 3],\n tolerance, out, arcAccum,\n );\n pushCurveAnchors(anchorStart, arcAccum, total, target);\n prevAnchor = target;\n anchorCounter++;\n break;\n }\n case PATH_C: {\n const target = anchorCounter;\n const arcAccum: number[] = [];\n const anchorStart = anchorA.length;\n const total = flattenCubicWithArcLen(\n prevX, prevY,\n coords[coordIdx], coords[coordIdx + 1],\n coords[coordIdx + 2], coords[coordIdx + 3],\n coords[coordIdx + 4], coords[coordIdx + 5],\n tolerance, out, arcAccum,\n );\n pushCurveAnchors(anchorStart, arcAccum, total, target);\n prevAnchor = target;\n anchorCounter++;\n break;\n }\n case PATH_Z:\n closed.add(contourStarts.length - 1);\n // The pen returns to the subpath start (forEachSegment does that); the\n // anchor it carries has to follow, or a curve after the Z interpolates\n // from the wrong end.\n prevAnchor = startAnchor;\n break;\n default:\n throw new Error(`tessellate: unknown command code ${cmd}`);\n }\n });\n\n return { coords: out, contourStarts, anchorA, anchorB, anchorT };\n}\n\nfunction tessellatePolygon(p: PolygonPath, opts: TessellateOptions): Mesh {\n const tolerance = opts.flattenTolerance ?? DEFAULT_FLATTEN_TOLERANCE;\n const flat = flattenPolygon(p, tolerance);\n\n if (p.fillRule === 'evenodd') {\n const { coords, contourStarts, anchorA, anchorB, anchorT } = flat;\n return tessellateEvenoddWithAnchors(coords, contourStarts, anchorA, anchorB, anchorT);\n }\n const crossed = resolveCrossings(flat);\n if (crossed) return tessellateNonzero(crossed, nestRings(crossed));\n const rings = nestRings(flat);\n if (rings.every((r) => Math.abs(r.winding) <= 1)) return tessellateNonzero(flat, rings);\n // Nested same-wound rings would cover the region they share twice.\n const rebuilt = resolveCrossings(flat, true)!;\n return tessellateNonzero(rebuilt, nestRings(rebuilt));\n}\n\n/** Triangulate rings that do not cross and wind at most once anywhere: each\n * ring with fill inside it, less the rings directly inside it, which are its\n * holes. */\nfunction tessellateNonzero(flat: FlattenedContours, rings: Ring[]): Mesh {\n const { coords, contourStarts, anchorA, anchorB, anchorT } = flat;\n const shapes: number[] = [];\n const holesByShape = new Map<number, number[]>();\n rings.forEach((r, i) => {\n if (r.area === 0) return;\n if (r.winding !== 0) shapes.push(i);\n else if (holesByShape.has(r.parent)) holesByShape.get(r.parent)!.push(i);\n else holesByShape.set(r.parent, [i]);\n });\n\n if (shapes.length <= 1 && (shapes[0] ?? 0) === 0) {\n const tri = earcut(coords, contourStarts.length > 1 ? contourStarts.slice(1) : undefined);\n return {\n vertices: new Float32Array(coords),\n indices: new Uint32Array(tri),\n anchorA: new Uint32Array(anchorA),\n anchorB: new Uint32Array(anchorB),\n anchorT: new Float32Array(anchorT),\n };\n }\n\n const finalCoords: number[] = [];\n const finalAnchorA: number[] = [];\n const finalAnchorB: number[] = [];\n const finalAnchorT: number[] = [];\n const finalIndices: number[] = [];\n for (const pos of shapes) {\n const holes = holesByShape.get(pos) ?? [];\n const offset = finalCoords.length / 2;\n const groupCoords: number[] = [];\n const groupStarts: number[] = [0];\n for (let i = rings[pos].start; i < rings[pos].end; i++) {\n groupCoords.push(coords[i * 2], coords[i * 2 + 1]);\n finalAnchorA.push(anchorA[i]);\n finalAnchorB.push(anchorB[i]);\n finalAnchorT.push(anchorT[i]);\n }\n for (const h of holes) {\n groupStarts.push(groupCoords.length / 2);\n for (let i = rings[h].start; i < rings[h].end; i++) {\n groupCoords.push(coords[i * 2], coords[i * 2 + 1]);\n finalAnchorA.push(anchorA[i]);\n finalAnchorB.push(anchorB[i]);\n finalAnchorT.push(anchorT[i]);\n }\n }\n const tri = earcut(groupCoords, groupStarts.length > 1 ? groupStarts.slice(1) : undefined);\n for (const v of groupCoords) finalCoords.push(v);\n for (const idx of tri) finalIndices.push(idx + offset);\n }\n\n return {\n vertices: new Float32Array(finalCoords),\n indices: new Uint32Array(finalIndices),\n anchorA: new Uint32Array(finalAnchorA),\n anchorB: new Uint32Array(finalAnchorB),\n anchorT: new Float32Array(finalAnchorT),\n };\n}\n\nfunction tessellateEvenoddWithAnchors(\n coords: number[],\n contourStarts: number[],\n anchorA: number[],\n anchorB: number[],\n anchorT: number[],\n): Mesh {\n const indices: number[] = [];\n const totalVerts = coords.length / 2;\n for (let c = 0; c < contourStarts.length; c++) {\n const start = contourStarts[c];\n const end = c + 1 < contourStarts.length ? contourStarts[c + 1] : totalVerts;\n for (let i = start + 1; i < end - 1; i++) {\n indices.push(start, i, i + 1);\n }\n }\n return {\n vertices: new Float32Array(coords),\n indices: new Uint32Array(indices),\n requiresStencil: true,\n anchorA: new Uint32Array(anchorA),\n anchorB: new Uint32Array(anchorB),\n anchorT: new Float32Array(anchorT),\n };\n}\n"]}
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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 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","/** 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 { 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 = path.coords;\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';\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 return { kind: 'polygon', commands: new Uint8Array(cmds), coords: new Float32Array(xs), fillRule };\n}\n"]}
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