@weasel-js/geom 1.14.2 → 1.15.1

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.
@@ -27,8 +27,9 @@ declare function intersectFlats(a: Flat, b: Flat, eps?: number): Flat | null;
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  /** A `fallback` candidate holds only the axes no `target` claims. */
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  type SnapTier = 'target' | 'fallback';
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- /** What a probe stands for on the subject; sources match probes by role. */
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- type ProbeRole = 'origin' | 'box' | 'geometry' | 'pointer';
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+ /** What a probe stands for on the subject; sources match probes by role.
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+ * `'anchor'` is a point a node declares in its own box frame. */
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+ type ProbeRole = 'origin' | 'box' | 'geometry' | 'pointer' | 'anchor';
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  /** A point on the subject that should land on a locus. `role` says which
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  * sources may match it. */
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  interface SnapProbe {
@@ -1 +1 @@
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- 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Affine subspaces (\"flats\") over plain number arrays, in any dimension:\n * the points, lines and planes a snap resolves against. */\n\nexport type Vec = readonly number[];\n\n/** The affine subspace `at + span(dirs)`. `dirs` need not be orthonormal or\n * independent; a zero or repeated direction adds nothing. */\nexport interface Flat {\n at: Vec;\n dirs: readonly Vec[];\n}\n\n/** A direction left with less than this fraction of its length after the\n * ones before it are taken out counts as dependent on them. The solve's\n * pivots are those leftover lengths squared, so it shares this one value.\n * Squaring loses angles below about 1e-8 rad to rounding; at 1e-8 the two\n * verdicts part, so this sits two decades clear. */\nconst RANK_TOL = 1e-6;\n\nfunction dotv(a: Vec, b: Vec): number {\n let s = 0;\n for (let i = 0; i < a.length; i++) s += a[i] * b[i];\n return s;\n}\n\nfunction normv(a: Vec): number {\n return Math.sqrt(dotv(a, a));\n}\n\nfunction isFiniteVec(a: Vec): boolean {\n return a.every(Number.isFinite);\n}\n\n/** An orthonormal basis of `span(vecs)`, built by Gram-Schmidt with a second\n * pass for stability. Non-finite and dependent vectors are dropped. */\nexport function orthonormalize(vecs: readonly Vec[], start: readonly Vec[] = []): number[][] {\n const basis: number[][] = start.map((q) => q.slice());\n const out: number[][] = [];\n for (const d of vecs) {\n const n0 = normv(d);\n if (!(n0 > 0) || !isFiniteVec(d)) continue;\n const v = d.slice();\n for (let pass = 0; pass < 2; pass++) {\n for (const q of basis) {\n const k = dotv(v, q);\n for (let i = 0; i < v.length; i++) v[i] -= k * q[i];\n }\n }\n const n = normv(v);\n if (n <= RANK_TOL * n0) continue;\n for (let i = 0; i < v.length; i++) v[i] /= n;\n basis.push(v);\n out.push(v);\n }\n return out;\n}\n\n/** An orthonormal basis of the orthogonal complement of the orthonormal `basis` in R^n. */\nfunction complement(basis: readonly Vec[], n: number): number[][] {\n const axes: number[][] = [];\n for (let i = 0; i < n; i++) axes.push(Array.from({ length: n }, (_, j) => (i === j ? 1 : 0)));\n return orthonormalize(axes, basis);\n}\n\n/** The flat's dimension: the rank of its directions. */\nexport function flatDim(f: Flat): number {\n return orthonormalize(f.dirs).length;\n}\n\n/** The point of `f` nearest `p`. */\nexport function closestOnFlat(f: Flat, p: Vec): Vec {\n const out = f.at.slice();\n for (const q of orthonormalize(f.dirs)) {\n let k = 0;\n for (let i = 0; i < q.length; i++) k += q[i] * (p[i] - f.at[i]);\n for (let i = 0; i < out.length; i++) out[i] += k * q[i];\n }\n return out;\n}\n\n/**\n * The `x` minimizing `|Σ x_j cols_j − rhs|`, through the normal equations.\n * A column within `RANK_TOL` of the span of the kept ones before it is\n * dropped, the same verdict `orthonormalize` reaches, and its unknown is zero.\n */\nexport function solveLeastSquares(cols: readonly Vec[], rhs: Vec): number[] {\n const k = cols.length;\n const m = cols.map((a) => [...cols.map((b) => dotv(a, b)), dotv(a, rhs)]);\n const len2 = m.map((r, i) => r[i]);\n const kept: number[] = [];\n for (let col = 0; col < k; col++) {\n if (!(m[col][col] > RANK_TOL * RANK_TOL * len2[col])) continue;\n for (let r = col + 1; r < k; r++) {\n const f = m[r][col] / m[col][col];\n for (let c = col; c <= k; c++) m[r][c] -= f * m[col][c];\n }\n kept.push(col);\n }\n const x = new Array<number>(k).fill(0);\n for (let p = kept.length - 1; p >= 0; p--) {\n const col = kept[p];\n let s = m[col][k];\n for (let c = col + 1; c < k; c++) s -= m[col][c] * x[c];\n x[col] = s / m[col][col];\n }\n return x;\n}\n\n/** The nearest pair of points, one on each flat. 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A solution\n * outside it fails the candidate. */\n span?: readonly (readonly [number, number])[];\n source: string;\n /** Stable tiebreak: lower wins when everything else is equal. */\n order: number;\n tier: SnapTier;\n reachPx: number;\n /** When any required candidate exists, the result includes one of them,\n * whatever its reach. */\n required?: boolean;\n mark?: M;\n}\n\n/** One frame's snap: the probes, the input subspace, the raw move, and the candidates. */\nexport interface SnapProblem<M> {\n probes: readonly SnapProbe[];\n /** `H`, the subspace of δ-space the result stays inside. */\n input: Flat;\n /** The unsnapped move. */\n delta0: Vec;\n candidates: readonly SnapCandidate<M>[];\n /** World to screen pixels. A non-finite result puts that position out of reach. */\n toScreen(world: Vec): Vec;\n /** Candidates kept per probe, nearest first, besides the required ones,\n * which are all kept. Default 24. */\n poolSize?: number;\n /** World-space tolerance for \"on the locus\". Default 1e-6. */\n eps?: number;\n}\n\n/** The move `resolveSnap` chose and the candidates it meets. */\nexport interface SnapResolution<M> {\n /** `closestOnFlat(input, delta0)` when nothing snaps. */\n delta: Vec;\n members: readonly SnapCandidate<M>[];\n /** Every in-reach candidate the result meets: the ones whose marks show. */\n satisfied: readonly SnapCandidate<M>[];\n /** How many dimensions of `H` the result pins. */\n codim: number;\n}\n\n/** A candidate that can be met on its own: its probe, and `H ∩ C` in δ-space. */\ninterface Live<M> {\n c: SnapCandidate<M>;\n probe: Vec;\n within: Flat;\n px: number;\n}\n\ninterface Combo<M> {\n members: Live<M>[];\n flat: Flat;\n dim: number;\n targetFlat: Flat;\n delta: Vec;\n codim: number;\n targetCodim: number;\n px: number;\n}\n\nconst DEFAULT_POOL = 24;\nconst DEFAULT_EPS = 1e-6;\n/** Screen displacements closer than this rank as equal, so order decides. */\nconst SAME_PX = 1e-9;\n\nconst plus = (a: Vec, b: Vec): Vec => a.map((v, i) => v + b[i]);\nconst minus = (a: Vec, b: Vec): Vec => a.map((v, i) => v - b[i]);\nconst isFiniteVec = (a: Vec): boolean => a.every(Number.isFinite);\n\nfunction distance(a: Vec, b: Vec): number {\n let s = 0;\n for (let i = 0; i < a.length; i++) s += (a[i] - b[i]) ** 2;\n return Math.sqrt(s);\n}\n\n/** What the resolver needs to measure a candidate against a trial δ. */\ninterface Measure {\n /** Screen pixels the probe moves going from δ0 (projected into `H`) to\n * `delta`; NaN when either end has no finite screen position. */\n move(probeId: string, probe: Vec, delta: Vec): number;\n eps: number;\n}\n\nfunction makeMeasure<M>(problem: SnapProblem<M>, base: Vec, eps: number): Measure {\n const home = new Map<string, Vec>();\n return {\n eps,\n move(probeId, probe, delta) {\n let h = home.get(probeId);\n if (!h) home.set(probeId, (h = problem.toScreen(plus(probe, base))));\n const d = distance(problem.toScreen(plus(probe, delta)), h);\n return Number.isFinite(d) ? d : NaN;\n },\n };\n}\n\nfunction spanHolds<M>(c: SnapCandidate<M>, world: Vec, eps: number): boolean {\n if (!c.span) return true;\n const u = solveLeastSquares(c.locus.dirs, minus(world, c.locus.at));\n return c.span.every(([lo, hi], i) => u[i] >= lo - eps && u[i] <= hi + eps);\n}\n\n/** The probe's screen move under `delta`, or null when it is out of reach or off the span. */\nfunction meets<M>(m: Measure, c: SnapCandidate<M>, probe: Vec, delta: Vec): number | null {\n const measured = m.move(c.probe, probe, delta);\n if (!c.required && (Number.isNaN(measured) || !(measured <= c.reachPx))) return null;\n const px = Number.isNaN(measured) ? Infinity : measured;\n return spanHolds(c, plus(probe, delta), m.eps) ? px : null;\n}\n\nfunction liveCandidates<M>(problem: SnapProblem<M>, m: Measure): Live<M>[] {\n const probes = new Map(problem.probes.map((p) => [p.id, p.at]));\n const live: Live<M>[] = [];\n for (const c of problem.candidates) {\n const probe = probes.get(c.probe);\n if (!probe || !isFiniteVec(probe) || !isFiniteVec(c.locus.at) || !c.locus.dirs.every(isFiniteVec)) continue;\n const within = intersectFlats(problem.input, { at: minus(c.locus.at, probe), dirs: c.locus.dirs }, m.eps);\n if (!within) continue;\n const px = meets(m, c, probe, closestOnFlat(within, problem.delta0));\n if (px !== null) live.push({ c, probe, within, px });\n }\n return live;\n}\n\nfunction pool<M>(live: Live<M>[], size: number): Live<M>[] {\n const byProbe = new Map<string, Live<M>[]>();\n for (const l of live) {\n const list = byProbe.get(l.c.probe) ?? [];\n list.push(l);\n byProbe.set(l.c.probe, list);\n }\n const out: Live<M>[] = [];\n for (const list of byProbe.values()) {\n list.sort((a, b) => (Math.abs(a.px - b.px) > SAME_PX ? a.px - b.px : a.c.order - b.c.order));\n out.push(...list.filter((l, i) => i < size || l.c.required));\n }\n return out;\n}\n\nfunction compareOrders<M>(a: Live<M>[], b: Live<M>[]): number {\n const oa = a.map((l) => l.c.order).sort((x, y) => x - y);\n const ob = b.map((l) => l.c.order).sort((x, y) => x - y);\n for (let i = 0; i < Math.min(oa.length, ob.length); i++) if (oa[i] !== ob[i]) return oa[i] - ob[i];\n return oa.length - ob.length;\n}\n\n/** Negative when `a` ranks ahead of `b`. */\nfunction compareCombos<M>(a: Combo<M>, b: Combo<M>): number {\n if (a.codim !== b.codim) return b.codim - a.codim;\n if (a.targetCodim !== b.targetCodim) return b.targetCodim - a.targetCodim;\n if (Math.abs(a.px - b.px) > SAME_PX) return a.px - b.px;\n return compareOrders(a.members, b.members);\n}\n\n/** `parent` plus `l`, or null when `l` adds no constraint or breaks a member's reach or span. */\nfunction extend<M>(parent: Combo<M>, l: Live<M>, input: Flat, delta0: Vec, m: Measure): Combo<M> | null {\n const hDim = flatDim(input);\n const flat = intersectFlats(parent.flat, l.within, m.eps);\n if (!flat) return null;\n const dim = flatDim(flat);\n if (dim >= parent.dim) return null;\n const delta = closestOnFlat(flat, delta0);\n if (!isFiniteVec(delta)) return null;\n const members = [...parent.members, l];\n for (const mem of members) if (meets(m, mem.c, mem.probe, delta) === null) return null;\n const targetFlat = l.c.tier === 'target'\n ? intersectFlats(parent.targetFlat, l.within, m.eps) ?? flat\n : parent.targetFlat;\n const kept = prune(members, input, dim, flatDim(targetFlat), m.eps);\n let px = 0;\n for (const mem of kept) {\n const p = meets(m, mem.c, mem.probe, delta);\n if (p === null) return null;\n px = Math.max(px, p);\n }\n return {\n members: kept, flat, dim, targetFlat, delta, px,\n codim: hDim - dim,\n targetCodim: hDim - flatDim(targetFlat),\n };\n}\n\n/** The flat `members` pin inside `input`, and the one their target-tier members pin. */\nfunction flatsOf<M>(members: readonly Live<M>[], input: Flat, eps: number): { dim: number; targetDim: number } | null {\n let flat: Flat | null = input;\n let target: Flat = input;\n for (const mem of members) {\n flat = intersectFlats(flat, mem.within, eps);\n if (!flat) return null;\n if (mem.c.tier === 'target') target = intersectFlats(target, mem.within, eps) ?? flat;\n }\n return { dim: flatDim(flat), targetDim: flatDim(target) };\n}\n\n/** `members` less every one the rest already imply, oldest first, so a\n * redundant member neither shows in `members` nor decides a tie on order. */\nfunction prune<M>(members: Live<M>[], input: Flat, dim: number, targetDim: number, eps: number): Live<M>[] {\n let kept = members;\n for (let i = 0; i < kept.length && kept.length > 1;) {\n const rest = kept.filter((_, j) => j !== i);\n const f = flatsOf(rest, input, eps);\n if (f && f.dim === dim && f.targetDim === targetDim) kept = rest;\n else i++;\n }\n return kept;\n}\n\n/** The best combination; when any can include a required candidate, the best of those. */\nfunction search<M>(candidates: Live<M>[], root: Combo<M>, delta0: Vec, m: Measure): Combo<M> {\n const best: { any: Combo<M>; required: Combo<M> | null } = { any: root, required: null };\n const consider = (c: Combo<M>) => {\n if (compareCombos(c, best.any) < 0) best.any = c;\n if (c.members.some((l) => l.c.required) && (!best.required || compareCombos(c, best.required) < 0)) {\n best.required = c;\n }\n };\n const visit = (start: number, parent: Combo<M>) => {\n for (let i = start; i < candidates.length; i++) {\n const next = extend(parent, candidates[i], root.flat, delta0, m);\n if (!next) continue;\n consider(next);\n if (next.dim > 0) visit(i + 1, next);\n }\n };\n visit(0, root);\n return best.required ?? best.any;\n}\n\nfunction satisfiedBy<M>(problem: SnapProblem<M>, delta: Vec, m: Measure): SnapCandidate<M>[] {\n const probes = new Map(problem.probes.map((p) => [p.id, p.at]));\n return problem.candidates.filter((c) => {\n const probe = probes.get(c.probe);\n if (!probe) return false;\n const world = plus(probe, delta);\n if (!(distance(closestOnFlat(c.locus, world), world) <= m.eps)) return false;\n return meets(m, c, probe, delta) !== null;\n });\n}\n\n/** The move nearest `delta0` within `H` that meets the best-ranked set of\n * candidates in reach, or `delta0` projected into `H` when none is. */\nexport function resolveSnap<M>(problem: SnapProblem<M>): SnapResolution<M> {\n const { input, delta0 } = problem;\n let base = closestOnFlat(input, delta0);\n if (!isFiniteVec(base)) base = isFiniteVec(input.at) ? input.at : input.at.map(() => 0);\n const m = makeMeasure(problem, base, problem.eps ?? DEFAULT_EPS);\n const hDim = flatDim(input);\n const root: Combo<M> = {\n members: [], flat: input, dim: hDim, targetFlat: input, delta: base, codim: 0, targetCodim: 0, px: 0,\n };\n const live = pool(liveCandidates(problem, m), problem.poolSize ?? DEFAULT_POOL);\n const win = search(live, root, delta0, m);\n return {\n delta: win.delta,\n members: win.members.map((l) => l.c),\n satisfied: satisfiedBy(problem, win.delta, m),\n codim: win.codim,\n };\n}\n","import type { Flat, Vec } from './flat';\n\n/**\n * The line through `about` whose direction, measured in the plane `basis`\n * spans (as an angle from `basis[0]` toward `basis[1]`), is the multiple of\n * `step` nearest the direction from `about` to `toward`: a constrained\n * gesture's input subspace, in any dimension. `basis` is orthonormal.\n */\nexport function stepLine(about: Vec, toward: Vec, basis: readonly [Vec, Vec], step: number): Flat {\n const [u, v] = basis;\n let a = 0;\n let b = 0;\n for (let i = 0; i < about.length; i++) {\n const d = toward[i] - about[i];\n a += d * u[i];\n b += d * v[i];\n }\n const theta = a === 0 && b === 0 ? 0 : Math.round(Math.atan2(b, a) / step) * step;\n const c = Math.cos(theta);\n const s = Math.sin(theta);\n return { at: about, dirs: [u.map((x, i) => x * c + v[i] * s)] };\n}\n","/**\n * A value built from a source only once the source has held still. Each read\n * passes the source's key, a tuple of whatever its value is a function of\n * (versions, generations, the identity of an input). A read at a key that\n * differs from the last one records it and answers null, so the caller works\n * without the value; the `reads`-th read in a row at one key builds it, and\n * later reads at that key return the same value. A source whose key changes\n * before every read never pays for a build.\n *\n * Keys match element by element under `Object.is`.\n */\nexport interface SettledCache<T> {\n /** The value for `key`, built by `build` on the read that settles it; null before that. */\n read(key: readonly unknown[], build: () => T): T | null;\n /** Forget the recorded key and any value, as if never read. */\n clear(): void;\n}\n\n/** Options for {@link createSettledCache}. */\nexport interface SettledCacheOptions {\n /** Which read in a row at one key builds the value. Default 2: a source must\n * be read once unchanged before it is worth building over. 1 builds on the\n * first read, which makes the cache a plain memo keyed the same way. */\n reads?: number;\n}\n\nfunction sameKey(a: readonly unknown[], b: readonly unknown[]): boolean {\n if (a.length !== b.length) return false;\n for (let i = 0; i < a.length; i++) if (!Object.is(a[i], b[i])) return false;\n return true;\n}\n\n/** A {@link SettledCache} that builds on the `reads`-th read in a row at one key. */\nexport function createSettledCache<T>({ reads = 2 }: SettledCacheOptions = {}): SettledCache<T> {\n if (!(reads >= 1) || !Number.isInteger(reads)) throw new RangeError(`createSettledCache: reads must be a positive integer, got ${reads}`);\n let seen: readonly unknown[] | undefined;\n let count = 0;\n let built: { value: T } | null = null;\n return {\n read(key, build) {\n if (seen === undefined || !sameKey(seen, key)) {\n seen = key.slice();\n count = 0;\n built = null;\n }\n if (built !== null) return built.value;\n if (++count < reads) return null;\n built = { value: build() };\n return built.value;\n },\n clear() {\n seen = undefined;\n count = 0;\n built = null;\n },\n };\n}\n"]}
1
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Affine subspaces (\"flats\") over plain number arrays, in any dimension:\n * the points, lines and planes a snap resolves against. */\n\nexport type Vec = readonly number[];\n\n/** The affine subspace `at + span(dirs)`. `dirs` need not be orthonormal or\n * independent; a zero or repeated direction adds nothing. */\nexport interface Flat {\n at: Vec;\n dirs: readonly Vec[];\n}\n\n/** A direction left with less than this fraction of its length after the\n * ones before it are taken out counts as dependent on them. The solve's\n * pivots are those leftover lengths squared, so it shares this one value.\n * Squaring loses angles below about 1e-8 rad to rounding; at 1e-8 the two\n * verdicts part, so this sits two decades clear. */\nconst RANK_TOL = 1e-6;\n\nfunction dotv(a: Vec, b: Vec): number {\n let s = 0;\n for (let i = 0; i < a.length; i++) s += a[i] * b[i];\n return s;\n}\n\nfunction normv(a: Vec): number {\n return Math.sqrt(dotv(a, a));\n}\n\nfunction isFiniteVec(a: Vec): boolean {\n return a.every(Number.isFinite);\n}\n\n/** An orthonormal basis of `span(vecs)`, built by Gram-Schmidt with a second\n * pass for stability. Non-finite and dependent vectors are dropped. */\nexport function orthonormalize(vecs: readonly Vec[], start: readonly Vec[] = []): number[][] {\n const basis: number[][] = start.map((q) => q.slice());\n const out: number[][] = [];\n for (const d of vecs) {\n const n0 = normv(d);\n if (!(n0 > 0) || !isFiniteVec(d)) continue;\n const v = d.slice();\n for (let pass = 0; pass < 2; pass++) {\n for (const q of basis) {\n const k = dotv(v, q);\n for (let i = 0; i < v.length; i++) v[i] -= k * q[i];\n }\n }\n const n = normv(v);\n if (n <= RANK_TOL * n0) continue;\n for (let i = 0; i < v.length; i++) v[i] /= n;\n basis.push(v);\n out.push(v);\n }\n return out;\n}\n\n/** An orthonormal basis of the orthogonal complement of the orthonormal `basis` in R^n. */\nfunction complement(basis: readonly Vec[], n: number): number[][] {\n const axes: number[][] = [];\n for (let i = 0; i < n; i++) axes.push(Array.from({ length: n }, (_, j) => (i === j ? 1 : 0)));\n return orthonormalize(axes, basis);\n}\n\n/** The flat's dimension: the rank of its directions. */\nexport function flatDim(f: Flat): number {\n return orthonormalize(f.dirs).length;\n}\n\n/** The point of `f` nearest `p`. */\nexport function closestOnFlat(f: Flat, p: Vec): Vec {\n const out = f.at.slice();\n for (const q of orthonormalize(f.dirs)) {\n let k = 0;\n for (let i = 0; i < q.length; i++) k += q[i] * (p[i] - f.at[i]);\n for (let i = 0; i < out.length; i++) out[i] += k * q[i];\n }\n return out;\n}\n\n/**\n * The `x` minimizing `|Σ x_j cols_j − rhs|`, through the normal equations.\n * A column within `RANK_TOL` of the span of the kept ones before it is\n * dropped, the same verdict `orthonormalize` reaches, and its unknown is zero.\n */\nexport function solveLeastSquares(cols: readonly Vec[], rhs: Vec): number[] {\n const k = cols.length;\n const m = cols.map((a) => [...cols.map((b) => dotv(a, b)), dotv(a, rhs)]);\n const len2 = m.map((r, i) => r[i]);\n const kept: number[] = [];\n for (let col = 0; col < k; col++) {\n if (!(m[col][col] > RANK_TOL * RANK_TOL * len2[col])) continue;\n for (let r = col + 1; r < k; r++) {\n const f = m[r][col] / m[col][col];\n for (let c = col; c <= k; c++) m[r][c] -= f * m[col][c];\n }\n kept.push(col);\n }\n const x = new Array<number>(k).fill(0);\n for (let p = kept.length - 1; p >= 0; p--) {\n const col = kept[p];\n let s = m[col][k];\n for (let c = col + 1; c < k; c++) s -= m[col][c] * x[c];\n x[col] = s / m[col][col];\n }\n return x;\n}\n\n/** The nearest pair of points, one on each flat. 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A solution\n * outside it fails the candidate. */\n span?: readonly (readonly [number, number])[];\n source: string;\n /** Stable tiebreak: lower wins when everything else is equal. */\n order: number;\n tier: SnapTier;\n reachPx: number;\n /** When any required candidate exists, the result includes one of them,\n * whatever its reach. */\n required?: boolean;\n mark?: M;\n}\n\n/** One frame's snap: the probes, the input subspace, the raw move, and the candidates. */\nexport interface SnapProblem<M> {\n probes: readonly SnapProbe[];\n /** `H`, the subspace of δ-space the result stays inside. */\n input: Flat;\n /** The unsnapped move. */\n delta0: Vec;\n candidates: readonly SnapCandidate<M>[];\n /** World to screen pixels. A non-finite result puts that position out of reach. */\n toScreen(world: Vec): Vec;\n /** Candidates kept per probe, nearest first, besides the required ones,\n * which are all kept. Default 24. */\n poolSize?: number;\n /** World-space tolerance for \"on the locus\". Default 1e-6. */\n eps?: number;\n}\n\n/** The move `resolveSnap` chose and the candidates it meets. */\nexport interface SnapResolution<M> {\n /** `closestOnFlat(input, delta0)` when nothing snaps. */\n delta: Vec;\n members: readonly SnapCandidate<M>[];\n /** Every in-reach candidate the result meets: the ones whose marks show. */\n satisfied: readonly SnapCandidate<M>[];\n /** How many dimensions of `H` the result pins. */\n codim: number;\n}\n\n/** A candidate that can be met on its own: its probe, and `H ∩ C` in δ-space. */\ninterface Live<M> {\n c: SnapCandidate<M>;\n probe: Vec;\n within: Flat;\n px: number;\n}\n\ninterface Combo<M> {\n members: Live<M>[];\n flat: Flat;\n dim: number;\n targetFlat: Flat;\n delta: Vec;\n codim: number;\n targetCodim: number;\n px: number;\n}\n\nconst DEFAULT_POOL = 24;\nconst DEFAULT_EPS = 1e-6;\n/** Screen displacements closer than this rank as equal, so order decides. */\nconst SAME_PX = 1e-9;\n\nconst plus = (a: Vec, b: Vec): Vec => a.map((v, i) => v + b[i]);\nconst minus = (a: Vec, b: Vec): Vec => a.map((v, i) => v - b[i]);\nconst isFiniteVec = (a: Vec): boolean => a.every(Number.isFinite);\n\nfunction distance(a: Vec, b: Vec): number {\n let s = 0;\n for (let i = 0; i < a.length; i++) s += (a[i] - b[i]) ** 2;\n return Math.sqrt(s);\n}\n\n/** What the resolver needs to measure a candidate against a trial δ. */\ninterface Measure {\n /** Screen pixels the probe moves going from δ0 (projected into `H`) to\n * `delta`; NaN when either end has no finite screen position. */\n move(probeId: string, probe: Vec, delta: Vec): number;\n eps: number;\n}\n\nfunction makeMeasure<M>(problem: SnapProblem<M>, base: Vec, eps: number): Measure {\n const home = new Map<string, Vec>();\n return {\n eps,\n move(probeId, probe, delta) {\n let h = home.get(probeId);\n if (!h) home.set(probeId, (h = problem.toScreen(plus(probe, base))));\n const d = distance(problem.toScreen(plus(probe, delta)), h);\n return Number.isFinite(d) ? d : NaN;\n },\n };\n}\n\nfunction spanHolds<M>(c: SnapCandidate<M>, world: Vec, eps: number): boolean {\n if (!c.span) return true;\n const u = solveLeastSquares(c.locus.dirs, minus(world, c.locus.at));\n return c.span.every(([lo, hi], i) => u[i] >= lo - eps && u[i] <= hi + eps);\n}\n\n/** The probe's screen move under `delta`, or null when it is out of reach or off the span. */\nfunction meets<M>(m: Measure, c: SnapCandidate<M>, probe: Vec, delta: Vec): number | null {\n const measured = m.move(c.probe, probe, delta);\n if (!c.required && (Number.isNaN(measured) || !(measured <= c.reachPx))) return null;\n const px = Number.isNaN(measured) ? Infinity : measured;\n return spanHolds(c, plus(probe, delta), m.eps) ? px : null;\n}\n\nfunction liveCandidates<M>(problem: SnapProblem<M>, m: Measure): Live<M>[] {\n const probes = new Map(problem.probes.map((p) => [p.id, p.at]));\n const live: Live<M>[] = [];\n for (const c of problem.candidates) {\n const probe = probes.get(c.probe);\n if (!probe || !isFiniteVec(probe) || !isFiniteVec(c.locus.at) || !c.locus.dirs.every(isFiniteVec)) continue;\n const within = intersectFlats(problem.input, { at: minus(c.locus.at, probe), dirs: c.locus.dirs }, m.eps);\n if (!within) continue;\n const px = meets(m, c, probe, closestOnFlat(within, problem.delta0));\n if (px !== null) live.push({ c, probe, within, px });\n }\n return live;\n}\n\nfunction pool<M>(live: Live<M>[], size: number): Live<M>[] {\n const byProbe = new Map<string, Live<M>[]>();\n for (const l of live) {\n const list = byProbe.get(l.c.probe) ?? [];\n list.push(l);\n byProbe.set(l.c.probe, list);\n }\n const out: Live<M>[] = [];\n for (const list of byProbe.values()) {\n list.sort((a, b) => (Math.abs(a.px - b.px) > SAME_PX ? a.px - b.px : a.c.order - b.c.order));\n out.push(...list.filter((l, i) => i < size || l.c.required));\n }\n return out;\n}\n\nfunction compareOrders<M>(a: Live<M>[], b: Live<M>[]): number {\n const oa = a.map((l) => l.c.order).sort((x, y) => x - y);\n const ob = b.map((l) => l.c.order).sort((x, y) => x - y);\n for (let i = 0; i < Math.min(oa.length, ob.length); i++) if (oa[i] !== ob[i]) return oa[i] - ob[i];\n return oa.length - ob.length;\n}\n\n/** Negative when `a` ranks ahead of `b`. */\nfunction compareCombos<M>(a: Combo<M>, b: Combo<M>): number {\n if (a.codim !== b.codim) return b.codim - a.codim;\n if (a.targetCodim !== b.targetCodim) return b.targetCodim - a.targetCodim;\n if (Math.abs(a.px - b.px) > SAME_PX) return a.px - b.px;\n return compareOrders(a.members, b.members);\n}\n\n/** `parent` plus `l`, or null when `l` adds no constraint or breaks a member's reach or span. */\nfunction extend<M>(parent: Combo<M>, l: Live<M>, input: Flat, delta0: Vec, m: Measure): Combo<M> | null {\n const hDim = flatDim(input);\n const flat = intersectFlats(parent.flat, l.within, m.eps);\n if (!flat) return null;\n const dim = flatDim(flat);\n if (dim >= parent.dim) return null;\n const delta = closestOnFlat(flat, delta0);\n if (!isFiniteVec(delta)) return null;\n const members = [...parent.members, l];\n for (const mem of members) if (meets(m, mem.c, mem.probe, delta) === null) return null;\n const targetFlat = l.c.tier === 'target'\n ? intersectFlats(parent.targetFlat, l.within, m.eps) ?? flat\n : parent.targetFlat;\n const kept = prune(members, input, dim, flatDim(targetFlat), m.eps);\n let px = 0;\n for (const mem of kept) {\n const p = meets(m, mem.c, mem.probe, delta);\n if (p === null) return null;\n px = Math.max(px, p);\n }\n return {\n members: kept, flat, dim, targetFlat, delta, px,\n codim: hDim - dim,\n targetCodim: hDim - flatDim(targetFlat),\n };\n}\n\n/** The flat `members` pin inside `input`, and the one their target-tier members pin. */\nfunction flatsOf<M>(members: readonly Live<M>[], input: Flat, eps: number): { dim: number; targetDim: number } | null {\n let flat: Flat | null = input;\n let target: Flat = input;\n for (const mem of members) {\n flat = intersectFlats(flat, mem.within, eps);\n if (!flat) return null;\n if (mem.c.tier === 'target') target = intersectFlats(target, mem.within, eps) ?? flat;\n }\n return { dim: flatDim(flat), targetDim: flatDim(target) };\n}\n\n/** `members` less every one the rest already imply, oldest first, so a\n * redundant member neither shows in `members` nor decides a tie on order. */\nfunction prune<M>(members: Live<M>[], input: Flat, dim: number, targetDim: number, eps: number): Live<M>[] {\n let kept = members;\n for (let i = 0; i < kept.length && kept.length > 1;) {\n const rest = kept.filter((_, j) => j !== i);\n const f = flatsOf(rest, input, eps);\n if (f && f.dim === dim && f.targetDim === targetDim) kept = rest;\n else i++;\n }\n return kept;\n}\n\n/** The best combination; when any can include a required candidate, the best of those. */\nfunction search<M>(candidates: Live<M>[], root: Combo<M>, delta0: Vec, m: Measure): Combo<M> {\n const best: { any: Combo<M>; required: Combo<M> | null } = { any: root, required: null };\n const consider = (c: Combo<M>) => {\n if (compareCombos(c, best.any) < 0) best.any = c;\n if (c.members.some((l) => l.c.required) && (!best.required || compareCombos(c, best.required) < 0)) {\n best.required = c;\n }\n };\n const visit = (start: number, parent: Combo<M>) => {\n for (let i = start; i < candidates.length; i++) {\n const next = extend(parent, candidates[i], root.flat, delta0, m);\n if (!next) continue;\n consider(next);\n if (next.dim > 0) visit(i + 1, next);\n }\n };\n visit(0, root);\n return best.required ?? best.any;\n}\n\nfunction satisfiedBy<M>(problem: SnapProblem<M>, delta: Vec, m: Measure): SnapCandidate<M>[] {\n const probes = new Map(problem.probes.map((p) => [p.id, p.at]));\n return problem.candidates.filter((c) => {\n const probe = probes.get(c.probe);\n if (!probe) return false;\n const world = plus(probe, delta);\n if (!(distance(closestOnFlat(c.locus, world), world) <= m.eps)) return false;\n return meets(m, c, probe, delta) !== null;\n });\n}\n\n/** The move nearest `delta0` within `H` that meets the best-ranked set of\n * candidates in reach, or `delta0` projected into `H` when none is. */\nexport function resolveSnap<M>(problem: SnapProblem<M>): SnapResolution<M> {\n const { input, delta0 } = problem;\n let base = closestOnFlat(input, delta0);\n if (!isFiniteVec(base)) base = isFiniteVec(input.at) ? input.at : input.at.map(() => 0);\n const m = makeMeasure(problem, base, problem.eps ?? DEFAULT_EPS);\n const hDim = flatDim(input);\n const root: Combo<M> = {\n members: [], flat: input, dim: hDim, targetFlat: input, delta: base, codim: 0, targetCodim: 0, px: 0,\n };\n const live = pool(liveCandidates(problem, m), problem.poolSize ?? DEFAULT_POOL);\n const win = search(live, root, delta0, m);\n return {\n delta: win.delta,\n members: win.members.map((l) => l.c),\n satisfied: satisfiedBy(problem, win.delta, m),\n codim: win.codim,\n };\n}\n","import type { Flat, Vec } from './flat';\n\n/**\n * The line through `about` whose direction, measured in the plane `basis`\n * spans (as an angle from `basis[0]` toward `basis[1]`), is the multiple of\n * `step` nearest the direction from `about` to `toward`: a constrained\n * gesture's input subspace, in any dimension. `basis` is orthonormal.\n */\nexport function stepLine(about: Vec, toward: Vec, basis: readonly [Vec, Vec], step: number): Flat {\n const [u, v] = basis;\n let a = 0;\n let b = 0;\n for (let i = 0; i < about.length; i++) {\n const d = toward[i] - about[i];\n a += d * u[i];\n b += d * v[i];\n }\n const theta = a === 0 && b === 0 ? 0 : Math.round(Math.atan2(b, a) / step) * step;\n const c = Math.cos(theta);\n const s = Math.sin(theta);\n return { at: about, dirs: [u.map((x, i) => x * c + v[i] * s)] };\n}\n","/**\n * A value built from a source only once the source has held still. Each read\n * passes the source's key, a tuple of whatever its value is a function of\n * (versions, generations, the identity of an input). A read at a key that\n * differs from the last one records it and answers null, so the caller works\n * without the value; the `reads`-th read in a row at one key builds it, and\n * later reads at that key return the same value. A source whose key changes\n * before every read never pays for a build.\n *\n * Keys match element by element under `Object.is`.\n */\nexport interface SettledCache<T> {\n /** The value for `key`, built by `build` on the read that settles it; null before that. */\n read(key: readonly unknown[], build: () => T): T | null;\n /** Forget the recorded key and any value, as if never read. */\n clear(): void;\n}\n\n/** Options for {@link createSettledCache}. */\nexport interface SettledCacheOptions {\n /** Which read in a row at one key builds the value. Default 2: a source must\n * be read once unchanged before it is worth building over. 1 builds on the\n * first read, which makes the cache a plain memo keyed the same way. */\n reads?: number;\n}\n\nfunction sameKey(a: readonly unknown[], b: readonly unknown[]): boolean {\n if (a.length !== b.length) return false;\n for (let i = 0; i < a.length; i++) if (!Object.is(a[i], b[i])) return false;\n return true;\n}\n\n/** A {@link SettledCache} that builds on the `reads`-th read in a row at one key. */\nexport function createSettledCache<T>({ reads = 2 }: SettledCacheOptions = {}): SettledCache<T> {\n if (!(reads >= 1) || !Number.isInteger(reads)) throw new RangeError(`createSettledCache: reads must be a positive integer, got ${reads}`);\n let seen: readonly unknown[] | undefined;\n let count = 0;\n let built: { value: T } | null = null;\n return {\n read(key, build) {\n if (seen === undefined || !sameKey(seen, key)) {\n seen = key.slice();\n count = 0;\n built = null;\n }\n if (built !== null) return built.value;\n if (++count < reads) return null;\n built = { value: build() };\n return built.value;\n },\n clear() {\n seen = undefined;\n count = 0;\n built = null;\n },\n };\n}\n"]}
@@ -5,10 +5,10 @@ import { a as Path } from '../path-t80OoJnM.js';
5
5
  *
6
6
  * - `vertices` is interleaved x,y in path-local coordinates.
7
7
  * - `indices` are triangle indices into `vertices`.
8
- * - `requiresStencil` is set for paths whose fillRule is `'evenodd'`, whose
8
+ * - `requiresStencil` is set for `'evenodd'` paths whose crossings would
9
+ * take longer to resolve than `MAX_EVENODD_RESOLVE_WORK` allows. Their
9
10
  * triangulation is a *naive* per-contour fan rather than a clean
10
- * inside/outside triangulation. The renderer must use a stencil
11
- * two-pass when this flag is true.
11
+ * inside/outside one, and the renderer must use a stencil two-pass for it.
12
12
  * - `anchorA` / `anchorB` / `anchorT` parameterize each mesh vertex by
13
13
  * the two consecutive path anchors it lies between and the arc-length
14
14
  * fraction along that segment (0 = at A, 1 = at B). Vertices that fall
@@ -31,6 +31,14 @@ interface Mesh {
31
31
  };
32
32
  }
33
33
 
34
+ /**
35
+ * How much work resolving an even-odd fill may take, as boundary pieces times
36
+ * edges: each piece is judged by a winding count over every edge. 2^20 of it
37
+ * took 10 ms on an Apple M-series core (1024 edges, 2026-10-31), and parity is
38
+ * what the stencil computes for free, so a fill past it keeps the stencil.
39
+ */
40
+ declare const MAX_EVENODD_RESOLVE_WORK: number;
41
+
34
42
  /** Options for `tessellate`. A smaller tolerance means more triangles and
35
43
  * smoother curves; it is in path-local units, so callers rendering at a
36
44
  * larger scale should tighten it. */
@@ -101,4 +109,4 @@ declare function trimPolyline(pl: Polyline, startInset: number, endInset: number
101
109
  */
102
110
  declare function anchorParamsBetween(a0: number, b0: number, t0: number, a1: number, b1: number, t1: number, frac: number): [number, number, number];
103
111
 
104
- export { type ExtractOptions, type Mesh, type Polyline, type TessellateOptions, anchorParamsBetween, extractPolylines, tessellate, trimPolyline };
112
+ export { type ExtractOptions, MAX_EVENODD_RESOLVE_WORK, type Mesh, type Polyline, type TessellateOptions, anchorParamsBetween, extractPolylines, tessellate, trimPolyline };
@@ -1,5 +1,5 @@
1
1
  export { extractPolylines } from '../chunk-FROQPADA.js';
2
- export { tessellate } from '../chunk-GWSJQSQE.js';
2
+ export { MAX_EVENODD_RESOLVE_WORK, tessellate } from '../chunk-HMGGJZTM.js';
3
3
  import '../chunk-EURWZUNY.js';
4
4
  import '../chunk-755Y4YZS.js';
5
5
  import '../chunk-B3D6KWW3.js';
@@ -1,7 +1,7 @@
1
1
  import { boundsOfPath, keepCorner, fitPointRun } from '../chunk-ZOMUTU7J.js';
2
2
  import { pathToAnchors, anchorsToPath } from '../chunk-3HQJGI63.js';
3
3
  import { nearestOnLine } from '../chunk-2N6OWA7E.js';
4
- import { nestRings, flattenPolygon, resolveCrossings } from '../chunk-GWSJQSQE.js';
4
+ import { nestRings, flattenPolygon, resolveCrossings } from '../chunk-HMGGJZTM.js';
5
5
  import { pointInPolygon } from '../chunk-EURWZUNY.js';
6
6
  import '../chunk-755Y4YZS.js';
7
7
  import { cubicPointAt, addOrigin } from '../chunk-B3D6KWW3.js';
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@weasel-js/geom",
3
- "version": "1.14.2",
3
+ "version": "1.15.1",
4
4
  "description": "Pure geometry kernel for @weasel-js/core: affine, box, curve, polyline, the Path command stream and its math, and easing curves in 2D. Dependency-free core; curve representations in ./curves, tessellation in ./tessellate (earcut), polygon booleans and path splitting in ./booleans (polygon-clipping), vectors, quaternions, 4x4 matrices and ray intersection in ./3d, and dimension-generic snapping and a BVH (bounding volume hierarchy) for box, point, ray and half-space queries in ./nd.",
5
5
  "license": "MIT",
6
6
  "type": "module",
@@ -40,7 +40,7 @@
40
40
  "./package.json": "./package.json"
41
41
  },
42
42
  "peerDependencies": {
43
- "earcut": "3.2.3",
43
+ "earcut": "3.2.4",
44
44
  "polygon-clipping": "^0.15.7"
45
45
  },
46
46
  "peerDependenciesMeta": {
@@ -52,7 +52,7 @@
52
52
  }
53
53
  },
54
54
  "devDependencies": {
55
- "earcut": "3.2.3",
55
+ "earcut": "3.2.4",
56
56
  "polygon-clipping": "^0.15.7"
57
57
  },
58
58
  "scripts": {
@@ -1 +0,0 @@
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 { coordsFrom, originFor } from '../paths/pathOrigin';\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 const mesh = tessellatePolygon(resolveCorners(path), opts);\n return path.origin ? { ...mesh, origin: path.origin } : mesh;\n}\n\nfunction tessellateRect(p: RectPath): Mesh {\n const corners = rectToContour(p.x, p.y, p.width, p.height);\n const origin = originFor(corners);\n return {\n vertices: coordsFrom(origin, corners),\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 ...(origin ? { origin } : {}),\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"]}