@weasel-js/geom 1.15.0 → 1.15.2
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/dist/3d/index.d.ts +3 -1
- package/dist/3d/index.js +7 -10
- package/dist/3d/index.js.map +1 -1
- package/dist/booleans/index.js +4 -5
- package/dist/booleans/index.js.map +1 -1
- package/dist/{chunk-B3D6KWW3.js → chunk-346XYYMX.js} +154 -3
- package/dist/chunk-346XYYMX.js.map +1 -0
- package/dist/chunk-DNX24KBT.js +82 -0
- package/dist/chunk-DNX24KBT.js.map +1 -0
- package/dist/{chunk-EURWZUNY.js → chunk-GA5R5KWD.js} +59 -65
- package/dist/chunk-GA5R5KWD.js.map +1 -0
- package/dist/{chunk-3HQJGI63.js → chunk-HTT5AQIU.js} +3 -4
- package/dist/chunk-HTT5AQIU.js.map +1 -0
- package/dist/{chunk-FROQPADA.js → chunk-IDSKOHA4.js} +4 -4
- package/dist/{chunk-FROQPADA.js.map → chunk-IDSKOHA4.js.map} +1 -1
- package/dist/{chunk-HMGGJZTM.js → chunk-MIKP4V2C.js} +7 -21
- package/dist/chunk-MIKP4V2C.js.map +1 -0
- package/dist/{chunk-HNLJO3E7.js → chunk-MOCSUHEI.js} +22 -8
- package/dist/chunk-MOCSUHEI.js.map +1 -0
- package/dist/{chunk-3YH5XU3H.js → chunk-OQP5M5VD.js} +14 -23
- package/dist/chunk-OQP5M5VD.js.map +1 -0
- package/dist/{chunk-ZOMUTU7J.js → chunk-STYO7J4Y.js} +5 -11
- package/dist/chunk-STYO7J4Y.js.map +1 -0
- package/dist/{curvature-CDOI32hv.d.ts → curvature-DKPO4Qeh.d.ts} +0 -27
- package/dist/curves/index.d.ts +1 -1
- package/dist/curves/index.js +4 -4
- package/dist/index.d.ts +108 -3
- package/dist/index.js +159 -162
- package/dist/index.js.map +1 -1
- package/dist/nd/index.d.ts +28 -1
- package/dist/nd/index.js +2 -5
- package/dist/nd/index.js.map +1 -1
- package/dist/tessellate/index.js +5 -5
- package/dist/warp/index.js +8 -15
- package/dist/warp/index.js.map +1 -1
- package/package.json +3 -3
- package/dist/chunk-2N6OWA7E.js +0 -104
- package/dist/chunk-2N6OWA7E.js.map +0 -1
- package/dist/chunk-3HQJGI63.js.map +0 -1
- package/dist/chunk-3YH5XU3H.js.map +0 -1
- package/dist/chunk-755Y4YZS.js +0 -32
- package/dist/chunk-755Y4YZS.js.map +0 -1
- package/dist/chunk-B3D6KWW3.js.map +0 -1
- package/dist/chunk-EURWZUNY.js.map +0 -1
- package/dist/chunk-HMGGJZTM.js.map +0 -1
- package/dist/chunk-HNLJO3E7.js.map +0 -1
- package/dist/chunk-ZOMUTU7J.js.map +0 -1
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@weasel-js/geom",
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"version": "1.15.
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"version": "1.15.2",
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"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.",
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"license": "MIT",
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"type": "module",
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"./package.json": "./package.json"
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},
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"peerDependencies": {
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"earcut": "3.2.
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"earcut": "3.2.4",
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"polygon-clipping": "^0.15.7"
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},
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"peerDependenciesMeta": {
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}
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},
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"devDependencies": {
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"earcut": "3.2.
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"earcut": "3.2.4",
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"polygon-clipping": "^0.15.7"
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},
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"scripts": {
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package/dist/chunk-2N6OWA7E.js
DELETED
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import { cubicEvalAt, elevateQuadraticToCubic, forEachSegment, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z } from './chunk-B3D6KWW3.js';
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// src/nearest.ts
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function nearestOnLine(px, py, x0, y0, x1, y1) {
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const vx = x1 - x0, vy = y1 - y0;
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const vv = vx * vx + vy * vy;
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let t = vv === 0 ? 0 : ((px - x0) * vx + (py - y0) * vy) / vv;
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t = t < 0 ? 0 : t > 1 ? 1 : t;
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const x = t === 1 ? x1 : x0 + t * vx;
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const y = t === 1 ? y1 : y0 + t * vy;
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return { x, y, t, dist: Math.hypot(px - x, py - y) };
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}
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var CUBIC_SAMPLES = 32;
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var REFINE_ITERS = 40;
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var T_EPS = 1e-14;
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function nearestOnCubic(px, py, x0, y0, x1, y1, x2, y2, x3, y3) {
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const ax = -x0 + 3 * x1 - 3 * x2 + x3, ay = -y0 + 3 * y1 - 3 * y2 + y3;
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const bx = 3 * x0 - 6 * x1 + 3 * x2, by = 3 * y0 - 6 * y1 + 3 * y2;
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const cx = 3 * (x1 - x0), cy = 3 * (y1 - y0);
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const d2At = (t) => {
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const [x4, y4] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);
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return (x4 - px) ** 2 + (y4 - py) ** 2;
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};
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const d2s = [];
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for (let k = 0; k <= CUBIC_SAMPLES; k++) d2s.push(d2At(k / CUBIC_SAMPLES));
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let bestT = 0, bestD2 = d2s[0];
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for (let k = 0; k <= CUBIC_SAMPLES; k++) {
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const d = d2s[k];
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const prev = k > 0 ? d2s[k - 1] : Infinity;
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const next = k < CUBIC_SAMPLES ? d2s[k + 1] : Infinity;
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if (!(d <= prev && d <= next)) continue;
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let lo = Math.max(0, (k - 1) / CUBIC_SAMPLES);
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let hi = Math.min(1, (k + 1) / CUBIC_SAMPLES);
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let t = k / CUBIC_SAMPLES;
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for (let i = 0; i < REFINE_ITERS; i++) {
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const t2 = t * t;
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const ex = ax * t2 * t + bx * t2 + cx * t + x0 - px;
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const ey = ay * t2 * t + by * t2 + cy * t + y0 - py;
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const dx = 3 * ax * t2 + 2 * bx * t + cx, dy = 3 * ay * t2 + 2 * by * t + cy;
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const ddx = 6 * ax * t + 2 * bx, ddy = 6 * ay * t + 2 * by;
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const g = ex * dx + ey * dy;
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const gp = dx * dx + dy * dy + ex * ddx + ey * ddy;
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if (g > 0) hi = t;
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else if (g < 0) lo = t;
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else break;
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let tn = gp > 0 ? t - g / gp : NaN;
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if (!(tn > lo && tn < hi)) tn = (lo + hi) / 2;
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const step = Math.abs(tn - t);
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t = tn;
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if (step < T_EPS || hi - lo < T_EPS) break;
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}
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const refined = d2At(t);
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const [tk, dk] = refined <= d ? [t, refined] : [k / CUBIC_SAMPLES, d];
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if (dk < bestD2) {
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bestD2 = dk;
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bestT = tk;
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}
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}
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const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, bestT);
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return { x, y, t: bestT, dist: Math.hypot(x - px, y - py) };
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}
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function nearestOnQuadratic(px, py, x0, y0, x1, y1, x2, y2) {
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const [c1x, c1y, c2x, c2y] = elevateQuadraticToCubic(x0, y0, x1, y1, x2, y2);
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return nearestOnCubic(px, py, x0, y0, c1x, c1y, c2x, c2y, x2, y2);
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}
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function nearestOnPath(commands, coords, px, py) {
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let best = null;
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let startX = 0, startY = 0;
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forEachSegment(commands, coords, (cmd, ci, x0, y0, commandIndex) => {
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let hit;
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if (cmd === PATH_M) {
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startX = coords[ci];
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startY = coords[ci + 1];
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return;
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} else if (cmd === PATH_L) {
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hit = nearestOnLine(px, py, x0, y0, coords[ci], coords[ci + 1]);
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} else if (cmd === PATH_Q) {
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hit = nearestOnQuadratic(px, py, x0, y0, coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3]);
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} else if (cmd === PATH_C) {
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hit = nearestOnCubic(
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px,
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py,
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x0,
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y0,
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coords[ci],
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coords[ci + 1],
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coords[ci + 2],
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coords[ci + 3],
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coords[ci + 4],
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coords[ci + 5]
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);
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} else if (cmd === PATH_Z) {
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hit = nearestOnLine(px, py, x0, y0, startX, startY);
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} else {
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throw new Error(`nearestOnPath: unknown command code ${cmd}`);
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}
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if (best === null || hit.dist < best.dist) best = { ...hit, commandIndex, coordIndex: ci };
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});
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return best;
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}
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export { nearestOnCubic, nearestOnLine, nearestOnPath, nearestOnQuadratic };
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//# sourceMappingURL=chunk-2N6OWA7E.js.map
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//# sourceMappingURL=chunk-2N6OWA7E.js.map
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* Nearest point on a segment or a whole path to a probe point: where it is,\n * its curve parameter, and how far away it lies.\n */\nimport { cubicEvalAt, elevateQuadraticToCubic } from './curve';\nimport { forEachSegment, PATH_M, PATH_L, PATH_Q, PATH_C, PATH_Z } from './commands';\n\n/** The point on one segment nearest a probe. */\nexport interface CurveNearest {\n x: number;\n y: number;\n /** Curve parameter of the point, in [0, 1]. */\n t: number;\n /** Euclidean distance from the probe. */\n dist: number;\n}\n\n/** The point on a path nearest a probe, and the command whose segment holds it. */\nexport interface PathNearest extends CurveNearest {\n /** Index of the segment's command in the command stream (`L`, `Q`, `C` or `Z`). */\n commandIndex: number;\n /** Offset of that command's first coord; for a `Z`, where its coords would begin. */\n coordIndex: number;\n}\n\n/** Nearest point on segment (x0,y0)-(x1,y1) to (px,py). */\nexport function nearestOnLine(\n px: number, py: number, x0: number, y0: number, x1: number, y1: number,\n): CurveNearest {\n const vx = x1 - x0, vy = y1 - y0;\n const vv = vx * vx + vy * vy;\n let t = vv === 0 ? 0 : ((px - x0) * vx + (py - y0) * vy) / vv;\n t = t < 0 ? 0 : t > 1 ? 1 : t;\n const x = t === 1 ? x1 : x0 + t * vx;\n const y = t === 1 ? y1 : y0 + t * vy;\n return { x, y, t, dist: Math.hypot(px - x, py - y) };\n}\n\n/** Coarse samples per cubic. Each local minimum among them is refined, so this\n * only has to separate the distance function's minima (a cubic has at most\n * three), not locate them. */\nconst CUBIC_SAMPLES = 32;\nconst REFINE_ITERS = 40;\nconst T_EPS = 1e-14;\n\n/**\n * Nearest point on the cubic (x0,y0)…(x3,y3) to (px,py). Samples the curve,\n * then refines every sampled local minimum with bracketed Newton on the\n * distance derivative, so a loop or cusp cannot capture it in the wrong basin.\n */\nexport function nearestOnCubic(\n px: number, py: number,\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number,\n): CurveNearest {\n // Power basis B(t) = a t³ + b t² + c t + p0, for the derivatives.\n const ax = -x0 + 3 * x1 - 3 * x2 + x3, ay = -y0 + 3 * y1 - 3 * y2 + y3;\n const bx = 3 * x0 - 6 * x1 + 3 * x2, by = 3 * y0 - 6 * y1 + 3 * y2;\n const cx = 3 * (x1 - x0), cy = 3 * (y1 - y0);\n\n const d2At = (t: number): number => {\n const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n return (x - px) ** 2 + (y - py) ** 2;\n };\n\n const d2s: number[] = [];\n for (let k = 0; k <= CUBIC_SAMPLES; k++) d2s.push(d2At(k / CUBIC_SAMPLES));\n\n let bestT = 0, bestD2 = d2s[0];\n for (let k = 0; k <= CUBIC_SAMPLES; k++) {\n const d = d2s[k];\n const prev = k > 0 ? d2s[k - 1] : Infinity;\n const next = k < CUBIC_SAMPLES ? d2s[k + 1] : Infinity;\n if (!(d <= prev && d <= next)) continue;\n\n let lo = Math.max(0, (k - 1) / CUBIC_SAMPLES);\n let hi = Math.min(1, (k + 1) / CUBIC_SAMPLES);\n let t = k / CUBIC_SAMPLES;\n for (let i = 0; i < REFINE_ITERS; i++) {\n const t2 = t * t;\n const ex = ax * t2 * t + bx * t2 + cx * t + x0 - px;\n const ey = ay * t2 * t + by * t2 + cy * t + y0 - py;\n const dx = 3 * ax * t2 + 2 * bx * t + cx, dy = 3 * ay * t2 + 2 * by * t + cy;\n const ddx = 6 * ax * t + 2 * bx, ddy = 6 * ay * t + 2 * by;\n // g = ½ d/dt |B - P|², zero at a critical point; its sign says which side the minimum is on.\n const g = ex * dx + ey * dy;\n const gp = dx * dx + dy * dy + ex * ddx + ey * ddy;\n if (g > 0) hi = t; else if (g < 0) lo = t; else break;\n let tn = gp > 0 ? t - g / gp : NaN;\n if (!(tn > lo && tn < hi)) tn = (lo + hi) / 2;\n const step = Math.abs(tn - t);\n t = tn;\n if (step < T_EPS || hi - lo < T_EPS) break;\n }\n const refined = d2At(t);\n const [tk, dk] = refined <= d ? [t, refined] : [k / CUBIC_SAMPLES, d];\n if (dk < bestD2) { bestD2 = dk; bestT = tk; }\n }\n\n const [x, y] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, bestT);\n return { x, y, t: bestT, dist: Math.hypot(x - px, y - py) };\n}\n\n/** Nearest point on the quadratic (x0,y0)(x1,y1)(x2,y2) to (px,py). */\nexport function nearestOnQuadratic(\n px: number, py: number,\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number,\n): CurveNearest {\n // Degree elevation keeps the parameterization, so t carries over unchanged.\n const [c1x, c1y, c2x, c2y] = elevateQuadraticToCubic(x0, y0, x1, y1, x2, y2);\n return nearestOnCubic(px, py, x0, y0, c1x, c1y, c2x, c2y, x2, y2);\n}\n\n/**\n * Nearest point on a command-stream path to (px,py), over every `L`, `Q`, `C`\n * and the closing edge each `Z` draws. The earliest segment wins a tie.\n * Returns `null` when the path has no segment, and throws on a command code\n * `PATH_COMMANDS` does not declare.\n */\nexport function nearestOnPath(\n commands: ArrayLike<number>,\n coords: ArrayLike<number>,\n px: number,\n py: number,\n): PathNearest | null {\n let best: PathNearest | null = null;\n let startX = 0, startY = 0;\n forEachSegment(commands, coords, (cmd, ci, x0, y0, commandIndex) => {\n let hit: CurveNearest;\n if (cmd === PATH_M) {\n startX = coords[ci]; startY = coords[ci + 1];\n return;\n } else if (cmd === PATH_L) {\n hit = nearestOnLine(px, py, x0, y0, coords[ci], coords[ci + 1]);\n } else if (cmd === PATH_Q) {\n hit = nearestOnQuadratic(px, py, x0, y0, coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3]);\n } else if (cmd === PATH_C) {\n hit = nearestOnCubic(\n px, py, x0, y0,\n coords[ci], coords[ci + 1], coords[ci + 2], coords[ci + 3], coords[ci + 4], coords[ci + 5],\n );\n } else if (cmd === PATH_Z) {\n hit = nearestOnLine(px, py, x0, y0, startX, startY);\n } else {\n throw new Error(`nearestOnPath: unknown command code ${cmd}`);\n }\n if (best === null || hit.dist < best.dist) best = { ...hit, commandIndex, coordIndex: ci };\n });\n return best;\n}\n"]}
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* Counts the path anchors used by the per-anchor coloring surface. An\n * \"anchor\" is the destination point of a path command: M, L, C, Q each\n * contribute one (the (x, y) where the pen ends up); Z contributes none\n * (it closes back to the subpath's first M). RectPath has four implicit\n * anchors — the corners — matching its M/L/L/L/Z stroke tessellation.\n *\n * Consumers use this to size their per-anchor color array; the renderer\n * uses it to validate the array length in dev builds.\n */\n\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z, forEachSegment } from '../commands';\nimport { nearestOnCubic, nearestOnLine } from '../nearest';\nimport type { Path, PolygonPath } from '../path';\nimport { PathBuilder } from './builder';\nimport { worldCoords } from './pathOrigin';\nimport { compactCorners, cornerSpecAt, withoutCorners, type CornerSpec } from './cornerSpec';\n\n/** One anchor of an editable path: its on-curve point plus the two control\n * handles that shape the segments either side of it. Handles are in the same\n * space as the point, and absent when the adjoining segment is straight. */\nexport interface PenAnchor {\n x: number;\n y: number;\n inHandle?: { x: number; y: number };\n outHandle?: { x: number; y: number };\n /** The corner shape cut at this anchor (`PolygonPath.corners`). */\n corner?: CornerSpec;\n}\n\n/**\n * Derive a per-subpath anchor model from a PolygonPath. Subpaths split on\n * every `M` command; a subpath is closed iff it ends with `Z`.\n *\n * Cubic-segment control points become the outHandle of the previous anchor\n * and the inHandle of the next anchor. A closed subpath whose last curve ends\n * exactly on its first point holds that point twice; the two are one anchor,\n * and the curve's second control is that anchor's inHandle. Quadratic segments are upgraded to\n * cubics (each control reused for both adjacent handles) — this loses no\n * geometry. Linear segments produce anchors with no handles.\n */\nexport function pathToAnchors(\n path: PolygonPath,\n): { anchors: PenAnchor[][]; closed: boolean[] } {\n const { commands } = path;\n const coords = worldCoords(path);\n const anchors: PenAnchor[][] = [];\n const closed: boolean[] = [];\n let current: PenAnchor[] | null = null;\n\n forEachSegment(commands, coords, (cmd, ci) => {\n switch (cmd) {\n case PATH_M: {\n if (current) { anchors.push(current); closed.push(false); }\n current = [{ x: coords[ci], y: coords[ci + 1] }];\n break;\n }\n case PATH_L: {\n if (!current) throw new Error('pathToAnchors: L without prior M');\n current.push({ x: coords[ci], y: coords[ci + 1] });\n break;\n }\n case PATH_C: {\n if (!current) throw new Error('pathToAnchors: C without prior M');\n const prev = current[current.length - 1];\n prev.outHandle = { x: coords[ci], y: coords[ci + 1] };\n current.push({\n x: coords[ci + 4], y: coords[ci + 5],\n inHandle: { x: coords[ci + 2], y: coords[ci + 3] },\n });\n break;\n }\n case PATH_Q: {\n if (!current) throw new Error('pathToAnchors: Q without prior M');\n // Quadratic → cubic: handle is the same control point on both sides.\n const handle = { x: coords[ci], y: coords[ci + 1] };\n const prev = current[current.length - 1];\n prev.outHandle = handle;\n current.push({ x: coords[ci + 2], y: coords[ci + 3], inHandle: { ...handle } });\n break;\n }\n case PATH_Z: {\n if (current) {\n foldClosingCurve(current);\n anchors.push(current);\n closed.push(true);\n current = null;\n }\n break;\n }\n default:\n throw new Error(`pathToAnchors: unknown command ${cmd}`);\n }\n });\n if (current) { anchors.push(current); closed.push(false); }\n if (path.corners) {\n let flat = 0;\n for (const sub of anchors) {\n for (const a of sub) {\n const corner = cornerSpecAt(path, flat++);\n if (corner) a.corner = { ...corner };\n }\n }\n }\n return { anchors, closed };\n}\n\n/** Merge a closing curve's end anchor into the subpath's first anchor when\n * the two coincide. */\nfunction foldClosingCurve(sub: PenAnchor[]): void {\n if (sub.length < 2) return;\n const first = sub[0];\n const last = sub[sub.length - 1];\n if (!last.inHandle || last.x !== first.x || last.y !== first.y) return;\n sub.pop();\n first.inHandle = last.inHandle;\n}\n\n/**\n * Serialize the per-subpath anchor model back to a PolygonPath. Inverse of\n * `pathToAnchors`. Curve-vs-line decision per segment:\n * - Both adjacent handles absent → straight L segment.\n * - Either handle present → C segment, with missing handles defaulting to\n * the anchor point itself (degenerate but valid; renders as a near-line).\n * Given `like`, the path being reshaped, the result keeps its fill rules and\n * its origin; without it, the result is measured from the origin `originFor`\n * picks for its points, if any.\n */\nexport function anchorsToPath(\n anchors: PenAnchor[][],\n closed: boolean[],\n like?: PolygonPath,\n): PolygonPath {\n const b = new PathBuilder();\n if (like?.origin) b.setOrigin(like.origin.x, like.origin.y);\n else if (!like) b.autoOrigin();\n for (let s = 0; s < anchors.length; s++) {\n const sub = anchors[s];\n if (sub.length === 0) continue;\n b.moveTo(sub[0].x, sub[0].y);\n for (let i = 1; i < sub.length; i++) {\n const prev = sub[i - 1];\n const cur = sub[i];\n const hasHandle = prev.outHandle != null || cur.inHandle != null;\n if (!hasHandle) {\n b.lineTo(cur.x, cur.y);\n } else {\n const c1 = prev.outHandle ?? { x: prev.x, y: prev.y };\n const c2 = cur.inHandle ?? { x: cur.x, y: cur.y };\n b.curveTo(c1.x, c1.y, c2.x, c2.y, cur.x, cur.y);\n }\n }\n if (closed[s]) {\n // Bridge last → first if they have curve handles; either way emit Z.\n const last = sub[sub.length - 1];\n const first = sub[0];\n const hasHandle = last.outHandle != null || first.inHandle != null;\n if (hasHandle) {\n const c1 = last.outHandle ?? { x: last.x, y: last.y };\n const c2 = first.inHandle ?? { x: first.x, y: first.y };\n b.curveTo(c1.x, c1.y, c2.x, c2.y, first.x, first.y);\n }\n b.close();\n }\n }\n const built = b.build();\n const corners = compactCorners(anchors.flatMap((sub) => sub.map((a) => a.corner ?? null)));\n const base = like ? { ...withoutCorners(like), commands: built.commands, coords: built.coords } : built;\n return corners ? { ...base, corners } : base;\n}\n\nconst SMOOTH_THRESHOLD = 0.001;\n\n/**\n * Returns true if the anchor's in-handle and out-handle are collinear with\n * the anchor point, indicating \"smooth\" (mirror-drag) behavior. Detected via\n * the magnitude of the normalized cross product of the two handle vectors.\n *\n * Edge cases:\n * - Missing in or out handle → false (corner by definition).\n * - Either handle at zero distance from anchor → false.\n */\nexport function isAnchorSmooth(a: PenAnchor): boolean {\n if (!a.inHandle || !a.outHandle) return false;\n const inDX = a.inHandle.x - a.x;\n const inDY = a.inHandle.y - a.y;\n const outDX = a.outHandle.x - a.x;\n const outDY = a.outHandle.y - a.y;\n const inLen = Math.hypot(inDX, inDY);\n const outLen = Math.hypot(outDX, outDY);\n if (inLen === 0 || outLen === 0) return false;\n // For collinear handles on opposite sides of the anchor, the cross product\n // of the two handle vectors should be zero. Normalize by both magnitudes.\n const cross = (inDX * outDY - inDY * outDX) / (inLen * outLen);\n return Math.abs(cross) < SMOOTH_THRESHOLD;\n}\n\n/** How many anchors a path has. Matches the per-anchor arrays the renderer\n * expects for `vertexColors`. */\nexport function countPathAnchors(path: Path): number {\n if (path.kind === 'rect') return 4;\n const cmds = path.commands;\n let n = 0;\n for (let i = 0; i < cmds.length; i++) {\n const c = cmds[i];\n if (c === PATH_M || c === PATH_L || c === PATH_C || c === PATH_Q) n++;\n }\n return n;\n}\n\n/** The segment `(sub, segIdx)` as its two end anchors, or null when it\n * doesn't exist. `segIdx === sub.length - 1` names a closed subpath's\n * closing segment, which runs from the last anchor back to the first. */\nexport function segmentEnds(\n anchors: readonly PenAnchor[][],\n closed: readonly boolean[] | undefined,\n sub: number,\n segIdx: number,\n): { a: PenAnchor; b: PenAnchor } | null {\n const s = anchors[sub];\n if (!s || segIdx < 0) return null;\n if (segIdx + 1 < s.length) return { a: s[segIdx], b: s[segIdx + 1] };\n if (closed?.[sub] && s.length > 1 && segIdx === s.length - 1) return { a: s[segIdx], b: s[0] };\n return null;\n}\n\n/** Whether the segment from `a` to `b` is a straight line (no handles). */\nexport function isStraightSegment(a: PenAnchor, b: PenAnchor): boolean {\n return a.outHandle == null && b.inHandle == null;\n}\n\n/** Nearest parameter on one segment to `(x, y)`, with its squared distance.\n * A straight segment is parameterized by arc length (`t` is the fraction of\n * the way from `a` to `b`), matching how {@link insertAnchorOnSegment}\n * splits one. */\nfunction nearestOnSegment(a: PenAnchor, b: PenAnchor, x: number, y: number): { t: number; d2: number } {\n const p1 = a.outHandle ?? a;\n const p2 = b.inHandle ?? b;\n const hit = isStraightSegment(a, b)\n ? nearestOnLine(x, y, a.x, a.y, b.x, b.y)\n : nearestOnCubic(x, y, a.x, a.y, p1.x, p1.y, p2.x, p2.y, b.x, b.y);\n return { t: hit.t, d2: hit.dist * hit.dist };\n}\n\n/** The segment of a decoded path nearest `(wx, wy)`, and the parameter `t`\n * on it closest to that point. Pass `closed` (from `pathToAnchors`) to\n * include each closed subpath's closing segment, reported as\n * `segIdx === sub.length - 1`. `t` spans `[0, 1]`, endpoints included.\n * Returns `null` only when there are no segments. */\nexport function nearestSegmentT(\n anchors: PenAnchor[][],\n wx: number,\n wy: number,\n closed?: readonly boolean[],\n): { sub: number; segIdx: number; t: number } | null {\n let bestD2 = Infinity;\n let best: { sub: number; segIdx: number; t: number } | null = null;\n for (let s = 0; s < anchors.length; s++) {\n const segCount = anchors[s].length - (closed?.[s] ? 0 : 1);\n for (let i = 0; i < segCount; i++) {\n const ends = segmentEnds(anchors, closed, s, i);\n if (!ends) continue;\n const hit = nearestOnSegment(ends.a, ends.b, wx, wy);\n if (hit.d2 < bestD2) {\n bestD2 = hit.d2;\n best = { sub: s, segIdx: i, t: hit.t };\n }\n }\n }\n return best;\n}\n"]}
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* Carrying corner specs onto a path rebuilt from another: a split, a rejoin,\n * a reversal. Specs are keyed by flat anchor index, so a rewrite that moves\n * anchors must renumber them rather than keep the old array.\n */\nimport { forEachSegment, pathCommandCoordCount, PATH_C, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport type { PolygonPath } from '../path';\nimport { compactCorners, withoutCorners, type CornerSpec } from './cornerSpec';\n\nconst flatCache = new WeakMap<PolygonPath, Int32Array>();\n\n/**\n * For each anchor command of `path` (each M, L, C, or Q, as `countPathAnchors`\n * numbers them), its flat anchor index, the numbering `PolygonPath.corners`\n * uses: a closing curve that ends on its subpath's first point folds onto\n * that anchor, as `pathToAnchors` folds it.\n */\nexport function flatAnchorIndices(path: PolygonPath): Int32Array {\n const hit = flatCache.get(path);\n if (hit) return hit;\n const { commands, coords } = path;\n const out: number[] = [];\n let flat = 0, first = 0, count = 0;\n let sx = 0, sy = 0, ex = 0, ey = 0, curve = false;\n forEachSegment(commands, coords, (cmd, ci) => {\n if (cmd === PATH_Z) {\n if (count > 1 && curve && ex === sx && ey === sy) { out[out.length - 1] = first; flat--; }\n count = 0;\n return;\n }\n const n = pathCommandCoordCount(cmd);\n ex = coords[ci + n - 2]; ey = coords[ci + n - 1];\n curve = cmd === PATH_C || cmd === PATH_Q;\n if (cmd === PATH_M || count === 0) { first = flat; sx = ex; sy = ey; count = 0; }\n count++;\n out.push(flat++);\n });\n const result = Int32Array.from(out);\n flatCache.set(path, result);\n return result;\n}\n\n/**\n * `to` with `from`'s corner specs carried across, where `sources[k]` is the\n * anchor command of `from` that anchor command `k` of `to` was drawn from, or\n * -1 for one with no source. Each spec lands once, on the first anchor drawn\n * from its own; any specs `to` already had are dropped.\n */\nexport function carryCorners(from: PolygonPath, to: PolygonPath, sources: ArrayLike<number>): PolygonPath {\n const bare = withoutCorners(to);\n const specs = from.corners;\n if (!specs) return bare;\n const fromFlat = flatAnchorIndices(from);\n const toFlat = flatAnchorIndices(to);\n const placed = new Set<number>();\n const next: (CornerSpec | null)[] = [];\n for (let k = 0; k < toFlat.length; k++) {\n const s = sources[k];\n if (s === undefined || s < 0 || s >= fromFlat.length) continue;\n const f = fromFlat[s];\n const spec = specs[f];\n if (!spec || placed.has(f)) continue;\n placed.add(f);\n while (next.length < toFlat[k]) next.push(null);\n next[toFlat[k]] = spec;\n }\n const corners = compactCorners(next);\n return corners ? { ...bare, corners } : bare;\n}\n\n/** `count` consecutive anchor command indices from `start`: the sources of a\n * contiguous slice. */\nexport function anchorRange(start: number, count: number): Int32Array {\n const out = new Int32Array(count);\n for (let i = 0; i < count; i++) out[i] = start + i;\n return out;\n}\n","/**\n * Putting corner specs back on a path an operation rebuilt from expanded\n * geometry. Booleans, trims and cuts work on what a path draws, its corners\n * cut and spanned (`resolveCorners`); wherever a corner's cut comes through\n * whole, it folds back into its anchor and spec, and only a corner the\n * operation cut into or moved stays expanded.\n */\nimport type { Path, PolygonPath } from '../path';\nimport { nearestOnCubic, nearestOnLine } from '../nearest';\nimport { PathBuilder } from './builder';\nimport { flatAnchorIndices } from './cornerCarry';\nimport { decodeContours, type Contour, type Seg } from './cornerSegments';\nimport type { Point } from './cubicMath';\nimport type { CornerPiece } from './cornerShape';\nimport { compactCorners, withoutCorners, type CornerSpec } from './cornerSpec';\nimport { cornerCuts } from './corners';\n\n/** A corner a rebuilt path may hold expanded: the anchor and spec it folds\n * back into, and the cut it is drawn as, from `start` to `end`. */\nexport interface CornerTrace {\n anchor: Point;\n spec: CornerSpec;\n start: Point;\n end: Point;\n pieces: readonly CornerPiece[];\n}\n\n/** How far a point may sit from where a corner draws it and still count as on it. */\nexport const CORNER_RESTORE_TOLERANCE = 1e-3;\n\n/** The corners `path` cuts, as {@link restoreCorners} looks for them. */\nexport function cornerTraces(path: Path): CornerTrace[] {\n if (path.kind !== 'polygon') return [];\n return cornerCuts(path).map(({ anchor, spec, start, end, pieces }) => ({ anchor, spec, start, end, pieces }));\n}\n\n/**\n * `result` with the corners of `sources` folded back in wherever it still\n * draws them whole: an operation's output, rebuilt from what the sources\n * draw. A corner the operation cut into, or whose edges it moved, stays as\n * the plain geometry it already is.\n */\nexport function keepCorners(sources: readonly Path[], result: PolygonPath, tolerance = CORNER_RESTORE_TOLERANCE): PolygonPath {\n const traces = sources.flatMap(cornerTraces);\n return traces.length === 0 ? result : restoreCorners(result, traces, tolerance);\n}\n\nconst dist = (a: Point, b: Point): number => Math.hypot(a.x - b.x, a.y - b.y);\n\nfunction onTrace(p: Point, t: CornerTrace, tol: number): boolean {\n let from = t.start;\n for (const piece of t.pieces) {\n const d = piece.kind === 'line'\n ? nearestOnLine(p.x, p.y, from.x, from.y, piece.to.x, piece.to.y).dist\n : nearestOnCubic(p.x, p.y, from.x, from.y, piece.c1.x, piece.c1.y, piece.c2.x, piece.c2.y, piece.to.x, piece.to.y).dist;\n if (d <= tol) return true;\n from = piece.to;\n }\n return false;\n}\n\n/** The blossom of cubic `s` at `(u, v, w)`. */\nfunction blossom(s: Seg, u: number, v: number, w: number): Point {\n const lerp = (a: Point, b: Point, t: number): Point => ({ x: a.x + (b.x - a.x) * t, y: a.y + (b.y - a.y) * t });\n const a = lerp(s.p0, s.c1, u), b = lerp(s.c1, s.c2, u), c = lerp(s.c2, s.p3, u);\n const d = lerp(a, b, v), e = lerp(b, c, v);\n return lerp(d, e, w);\n}\n\n/** The parameter, past `[0, 1]` on the side `from` gives, where cubic `s`\n * carried on as the same polynomial passes through `target`; null if it does not. */\nfunction extendTo(s: Seg, target: Point, from: 0 | 1, tol: number): number | null {\n const at = (u: number) => blossom(s, u, u, u);\n const d1 = (u: number): Point => {\n const a = blossom(s, u, u, 0), b = blossom(s, u, u, 1);\n return { x: 3 * (b.x - a.x), y: 3 * (b.y - a.y) };\n };\n const speed = Math.hypot(d1(from).x, d1(from).y);\n if (speed === 0) return null;\n let u = from + (from === 1 ? 1 : -1) * dist(at(from), target) / speed;\n for (let i = 0; i < 30; i++) {\n const p = at(u), d = d1(u);\n const dd = d.x * d.x + d.y * d.y;\n if (dd === 0) break;\n u -= ((p.x - target.x) * d.x + (p.y - target.y) * d.y) / dd;\n }\n return dist(at(u), target) <= tol ? u : null;\n}\n\n/** `s` with its start moved to `start` and its end to `end`, either left\n * where it was when undefined; null when a curve cannot reach them. */\nfunction reachSeg(s: Seg, start: Point | undefined, end: Point | undefined, tol: number): Seg | null {\n const p0 = start ?? s.p0, p3 = end ?? s.p3;\n if (s.line) return { line: true, p0, c1: p0, c2: p3, p3 };\n const u0 = start ? extendTo(s, start, 0, tol) : 0;\n const u1 = end ? extendTo(s, end, 1, tol) : 1;\n if (u0 === null || u1 === null) return null;\n return { line: false, p0, c1: blossom(s, u0, u0, u1), c2: blossom(s, u0, u1, u1), p3 };\n}\n\n/** A stretch of a contour's anchors, `from` to `to` going forward, that draws one corner. */\ninterface Run { from: number; to: number; trace: CornerTrace }\n\n/** Whether anchor `a`, reached or left by straight edge `edge`, ends a corner's\n * cut at `p`: it sits there, or it sits on the cut and the edge runs through\n * `p` to it, as when flattening has merged the cut's end into the edge. */\nfunction endsCut(a: Point, edge: Seg, p: Point, t: CornerTrace, tol: number): boolean {\n if (dist(a, p) <= tol) return true;\n return edge.line && onTrace(a, t, tol)\n && nearestOnLine(p.x, p.y, edge.p0.x, edge.p0.y, edge.p3.x, edge.p3.y).dist <= tol;\n}\n\nfunction findRun(c: Contour, t: CornerTrace, tol: number): Run | null {\n const n = c.anchors.length;\n for (let i = c.closed ? 0 : 1; i < n; i++) {\n for (const [first, last] of [[t.start, t.end], [t.end, t.start]] as const) {\n if (!endsCut(c.anchors[i], c.segs[(i - 1 + n) % n], first, t, tol)) continue;\n for (let j = i + 1, steps = 1; steps < c.segs.length; j++, steps++) {\n if (!c.closed && j >= n - 1) break;\n const a = c.anchors[j % n];\n const seg = c.segs[(j - 1) % n];\n if (!seg.line && !onTrace(blossom(seg, 0.5, 0.5, 0.5), t, tol)) break;\n if (endsCut(a, c.segs[j % n], last, t, tol)) return { from: i, to: j % n, trace: t };\n if (!onTrace(a, t, tol)) break;\n }\n }\n }\n return null;\n}\n\n/** The anchors a run covers, its ends included. */\nfunction covered(run: Run, n: number): number[] {\n const out: number[] = [];\n for (let k = run.from; ; k = (k + 1) % n) {\n out.push(k);\n if (k === run.to) return out;\n }\n}\n\ninterface Node { at: Point; spec: CornerSpec | null }\ninterface Rebuilt { nodes: Node[]; segs: Seg[]; closed: boolean; folded: Run[] }\n\n/** `c` with each of `runs` folded into its anchor; null when an edge next to one cannot reach it. */\nfunction foldContour(c: Contour, runs: readonly Run[], specs: readonly (CornerSpec | null)[], tol: number): Rebuilt | null {\n const n = c.anchors.length;\n const runAt = new Map<number, Run>();\n const inside = new Set<number>();\n for (const run of runs) {\n runAt.set(run.from, run);\n for (const k of covered(run, n)) inside.add(k);\n }\n let begin = 0;\n if (c.closed) {\n const free = c.anchors.findIndex((_a, k) => !inside.has(k));\n begin = free >= 0 ? free : runs[0]!.from;\n }\n const nodes: Node[] = [];\n const exits: number[] = []; // anchor each node's outgoing segment leaves from\n for (let step = 0, k = begin; step < n; ) {\n const run = runAt.get(k);\n if (run) {\n nodes.push({ at: run.trace.anchor, spec: run.trace.spec });\n exits.push(run.to);\n const span = covered(run, n).length;\n step += span;\n k = (run.to + 1) % n;\n } else {\n nodes.push({ at: c.anchors[k], spec: specs[k] ?? null });\n exits.push(k);\n step++;\n k = (k + 1) % n;\n }\n }\n const runEnds = new Set(runs.map((r) => r.to));\n const segs: Seg[] = [];\n const count = c.closed ? nodes.length : nodes.length - 1;\n for (let m = 0; m < count; m++) {\n const exit = exits[m]!;\n const moveStart = runEnds.has(exit) ? nodes[m]!.at : undefined;\n const moveEnd = runAt.has((exit + 1) % n) ? nodes[(m + 1) % nodes.length]!.at : undefined;\n const reached = reachSeg(c.segs[exit]!, moveStart, moveEnd, tol);\n if (!reached) return null;\n segs.push(reached);\n }\n return { nodes, segs, closed: c.closed, folded: [...runs] };\n}\n\nfunction write(contours: readonly Rebuilt[], result: PolygonPath): PolygonPath {\n const b = new PathBuilder();\n if (result.origin) b.setOrigin(result.origin.x, result.origin.y);\n const specs: (CornerSpec | null)[] = [];\n for (const { nodes, segs, closed } of contours) {\n b.moveTo(nodes[0]!.at.x, nodes[0]!.at.y);\n specs.push(nodes[0]!.spec);\n segs.forEach((s, m) => {\n const to = nodes[(m + 1) % nodes.length]!;\n const closing = closed && m === segs.length - 1;\n if (closing && s.line) return;\n if (s.line) b.lineTo(to.at.x, to.at.y);\n else b.curveTo(s.c1.x, s.c1.y, s.c2.x, s.c2.y, to.at.x, to.at.y);\n specs.push(to.spec);\n });\n if (closed) b.close();\n }\n const { commands, coords } = b.build();\n const built: PolygonPath = { ...withoutCorners(result), commands, coords };\n const flat = flatAnchorIndices(built);\n const corners: (CornerSpec | null)[] = [];\n specs.forEach((spec, k) => {\n if (!spec) return;\n while (corners.length < flat[k]!) corners.push(null);\n corners[flat[k]!] = spec;\n });\n const compact = compactCorners(corners);\n return compact ? { ...built, corners: compact } : built;\n}\n\n/** Whether every corner folded into `path` draws again where its trace says. */\nfunction failedTraces(path: PolygonPath, tol: number, folded: readonly Run[]): Set<CornerTrace> {\n const bad = new Set(folded.map((r) => r.trace));\n for (const cut of cornerCuts(path)) {\n for (const t of bad) {\n if (dist(cut.anchor, t.anchor) > tol) continue;\n const same = (dist(cut.start, t.start) <= tol && dist(cut.end, t.end) <= tol)\n || (dist(cut.start, t.end) <= tol && dist(cut.end, t.start) <= tol);\n if (same) bad.delete(t);\n }\n }\n return bad;\n}\n\n/**\n * `result` with each of `traces` it draws whole folded back into its anchor\n * and spec. A trace counts as drawn when a run of anchors goes from one end\n * of its cut to the other along it, the edges either side carry on to its\n * anchor, and the folded corner cuts the same again. Specs `result` already\n * holds are kept.\n */\nexport function restoreCorners(result: PolygonPath, traces: readonly CornerTrace[], tolerance = CORNER_RESTORE_TOLERANCE): PolygonPath {\n const contours = decodeContours(result);\n if (!contours || traces.length === 0) return result;\n const rejected = new Set<CornerTrace>();\n for (let attempt = 0; attempt <= traces.length; attempt++) {\n const rebuilt: Rebuilt[] = [];\n for (const c of contours) {\n const runs: Run[] = [];\n const used = new Set<number>();\n for (const t of traces) {\n if (rejected.has(t)) continue;\n const run = findRun(c, t, tolerance);\n if (!run) continue;\n const span = covered(run, c.anchors.length);\n if (span.some((k) => used.has(k))) continue;\n span.forEach((k) => used.add(k));\n runs.push(run);\n }\n const specs = c.anchors.map((_a, k) => result.corners?.[c.first + k] ?? null);\n const folded = runs.length > 0 ? foldContour(c, runs, specs, tolerance) : null;\n if (runs.length > 0 && !folded) {\n runs.forEach((r) => rejected.add(r.trace));\n rebuilt.length = 0;\n break;\n }\n rebuilt.push(folded ?? { nodes: c.anchors.map((at, k) => ({ at, spec: specs[k]! })), segs: c.segs, closed: c.closed, folded: [] });\n }\n if (rebuilt.length !== contours.length) continue;\n const folded = rebuilt.flatMap((r) => r.folded);\n if (folded.length === 0) return result;\n const out = write(rebuilt, result);\n const bad = failedTraces(out, tolerance, folded);\n if (bad.size === 0) return out;\n bad.forEach((t) => rejected.add(t));\n }\n return result;\n}\n","/** A contour as Bézier segments: evaluating and splitting one, and where one crosses a line. */\n\nimport { splitCubicAt, splitQuadraticAt } from '../curve';\nimport type { Point } from '../paths/cubicMath';\n\n/** A Bézier segment by its control points: 2 = line, 3 = quadratic, 4 = cubic. */\nexport type Seg = Point[];\nexport type Contour = Seg[];\n\n/** A point on a contour: segment index and parameter. */\nexport interface Station {\n seg: number;\n t: number;\n pt: Point;\n}\n\nexport function evalSeg(s: Seg, t: number): Point {\n const u = 1 - t;\n if (s.length === 2) return { x: u * s[0].x + t * s[1].x, y: u * s[0].y + t * s[1].y };\n if (s.length === 3) {\n const a = u * u, b = 2 * u * t, c = t * t;\n return { x: a * s[0].x + b * s[1].x + c * s[2].x, y: a * s[0].y + b * s[1].y + c * s[2].y };\n }\n const a = u * u * u, b = 3 * u * u * t, c = 3 * u * t * t, d = t * t * t;\n return {\n x: a * s[0].x + b * s[1].x + c * s[2].x + d * s[3].x,\n y: a * s[0].y + b * s[1].y + c * s[2].y + d * s[3].y,\n };\n}\n\nexport function derivSeg(s: Seg, t: number): Point {\n const n = s.length - 1;\n const d: Seg = [];\n for (let i = 0; i < n; i++) d.push({ x: n * (s[i + 1].x - s[i].x), y: n * (s[i + 1].y - s[i].y) });\n return d.length === 1 ? d[0] : evalSeg(d, t);\n}\n\nfunction splitSeg(s: Seg, t: number): [Seg, Seg] {\n const pts = (c: ArrayLike<number>): Seg => {\n const out: Seg = [];\n for (let i = 0; i < c.length; i += 2) out.push({ x: c[i], y: c[i + 1] });\n return out;\n };\n if (s.length === 2) {\n const m = evalSeg(s, t);\n return [[s[0], m], [m, s[1]]];\n }\n if (s.length === 3) {\n const [l, r] = splitQuadraticAt(s[0].x, s[0].y, s[1].x, s[1].y, s[2].x, s[2].y, t);\n return [pts(l), pts(r)];\n }\n const [l, r] = splitCubicAt(s[0].x, s[0].y, s[1].x, s[1].y, s[2].x, s[2].y, s[3].x, s[3].y, t);\n return [pts(l), pts(r)];\n}\n\n/** The part of `s` between t0 and t1, with its ends snapped to the given points. */\nexport function subSeg(s: Seg, t0: number, t1: number, p0: Point, p1: Point): Seg | null {\n if (t1 - t0 <= 0) return null;\n let out = s;\n if (t0 > 0) out = splitSeg(out, t0)[1];\n const u = (t1 - t0) / (1 - t0);\n if (u < 1) out = splitSeg(out, u)[0];\n out = out.slice();\n out[0] = p0;\n out[out.length - 1] = p1;\n return out;\n}\n\nexport const reverseContour = (c: Contour): Contour => c.map((s) => s.slice().reverse()).reverse();\n\n/** Points along a contour for area and containment estimates. */\nexport function sampleContour(c: Contour): number[] {\n const out: number[] = [];\n for (const s of c) {\n const n = s.length === 2 ? 1 : 16;\n for (let i = 0; i < n; i++) {\n const p = evalSeg(s, i / n);\n out.push(p.x, p.y);\n }\n }\n return out;\n}\n\n/** Signed area; positive when the fill lies to the left of the direction of travel. */\nexport function signedArea(c: Contour): number {\n const pts = sampleContour(c);\n let a = 0;\n for (let i = 0; i < pts.length; i += 2) {\n const j = (i + 2) % pts.length;\n a += pts[i] * pts[j + 1] - pts[j] * pts[i + 1];\n }\n return a / 2;\n}\n\n/** Bernstein coefficients of the signed distance cross(d, P − o) along `s`. */\nexport function sideCoeffs(s: Seg, o: Point, d: Point): number[] {\n return s.map((p) => d.x * (p.y - o.y) - d.y * (p.x - o.x));\n}\n\nfunction bernstein(f: number[], t: number): number {\n const u = 1 - t;\n if (f.length === 2) return u * f[0] + t * f[1];\n if (f.length === 3) return u * u * f[0] + 2 * u * t * f[1] + t * t * f[2];\n return u * u * u * f[0] + 3 * u * u * t * f[1] + 3 * u * t * t * f[2] + t * t * t * f[3];\n}\n\ninterface SignChange { t: number; before: number; after: number }\n\n/**\n * Where the polynomial changes sign on [0, 1]. The interval is cut at the\n * derivative's roots so each piece is monotonic, then each sign change is\n * bisected. Tangencies have no sign change and are skipped. With\n * `zeroIsPositive` a zero counts as positive, so a change landing exactly on\n * an end is still seen once; otherwise zeros at the ends are left to the\n * caller.\n */\nexport function signChanges(f: number[], zeroIsPositive: boolean): SignChange[] {\n const sgn = (v: number) => (v > 0 ? 1 : v < 0 ? -1 : zeroIsPositive ? 1 : 0);\n const cuts = [0, ...criticalPoints(f), 1];\n const out: SignChange[] = [];\n for (let i = 0; i + 1 < cuts.length; i++) {\n let lo = cuts[i], hi = cuts[i + 1];\n const slo = sgn(bernstein(f, lo)), shi = sgn(bernstein(f, hi));\n if (slo === 0 && i > 0) {\n const before = sgn(bernstein(f, lo - 1e-7)), after = sgn(bernstein(f, lo + 1e-7));\n if (before * after < 0) out.push({ t: lo, before, after });\n }\n if (slo * shi >= 0) continue;\n for (let it = 0; it < 64; it++) {\n const mid = (lo + hi) / 2;\n if (sgn(bernstein(f, mid)) === slo) lo = mid; else hi = mid;\n }\n out.push({ t: (lo + hi) / 2, before: slo, after: shi });\n }\n return out;\n}\n\n/** Roots in (0, 1) of the derivative of a Bernstein polynomial of degree ≤ 3. */\nfunction criticalPoints(f: number[]): number[] {\n if (f.length < 3) return [];\n const n = f.length - 1;\n const d = f.slice(1).map((v, i) => n * (v - f[i]));\n // Power basis of the derivative: A t² + B t + C.\n let A = 0, B: number, C: number;\n if (d.length === 2) { B = d[1] - d[0]; C = d[0]; }\n else { A = d[0] - 2 * d[1] + d[2]; B = 2 * (d[1] - d[0]); C = d[0]; }\n const out: number[] = [];\n const scale = Math.max(Math.abs(A), Math.abs(B), Math.abs(C)) || 1;\n if (Math.abs(A) / scale < 1e-12) {\n if (Math.abs(B) / scale > 1e-12) out.push(-C / B);\n } else {\n const disc = B * B - 4 * A * C;\n if (disc >= 0) {\n const q = -0.5 * (B + Math.sign(B || 1) * Math.sqrt(disc));\n out.push(q / A);\n if (q !== 0) out.push(C / q);\n }\n }\n return out.filter((t) => t > 0 && t < 1).sort((x, y) => x - y);\n}\n\n/** Sign of f just after t = 0 (`fromStart`) or just before t = 1, read off the control values. */\nexport function endSide(f: number[], fromStart: boolean): number {\n const n = f.length;\n for (let i = 1; i < n; i++) {\n const v = fromStart ? f[i] : f[n - 1 - i];\n if (v !== 0) return Math.sign(v);\n }\n return 0;\n}\n","/** Where two Bézier segments cross, by subdivision then Newton refinement. */\n\nimport type { Point } from '../paths/cubicMath';\nimport { evalSeg, derivSeg, type Seg } from '../booleans/contourSegments';\n\n/** One crossing of segments `a` and `b`: the parameter on each, and the point. */\nexport interface SegmentCrossing {\n ta: number;\n tb: number;\n x: number;\n y: number;\n}\n\n/** Subdivision stops once both pieces are this flat (world units). */\nconst FLAT = 1e-4;\nconst MAX_DEPTH = 48;\n/** Crossings closer than this along both parameters are one crossing. */\nconst SAME_T = 1e-7;\n/** Two overlapping curves cross everywhere; stop collecting past this. */\nconst MAX_HITS = 16;\n\ninterface Piece {\n pts: Seg;\n t0: number;\n t1: number;\n}\n\nfunction boxOf(pts: Seg): [number, number, number, number] {\n let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;\n for (const p of pts) {\n if (p.x < x0) x0 = p.x;\n if (p.x > x1) x1 = p.x;\n if (p.y < y0) y0 = p.y;\n if (p.y > y1) y1 = p.y;\n }\n return [x0, y0, x1, y1];\n}\n\n/** How far the control points stray from the chord. Zero for a line. */\nfunction flatness(pts: Seg): number {\n if (pts.length === 2) return 0;\n const a = pts[0], b = pts[pts.length - 1];\n const dx = b.x - a.x, dy = b.y - a.y;\n const len = Math.hypot(dx, dy);\n let worst = 0;\n for (let i = 1; i < pts.length - 1; i++) {\n const p = pts[i];\n const d = len === 0 ? Math.hypot(p.x - a.x, p.y - a.y) : Math.abs((p.x - a.x) * dy - (p.y - a.y) * dx) / len;\n if (d > worst) worst = d;\n }\n return worst;\n}\n\n/** De Casteljau at one half, for a segment of any degree. */\nfunction halve(p: Piece): [Piece, Piece] {\n let row = p.pts;\n const left: Point[] = [row[0]];\n const right: Point[] = [row[row.length - 1]];\n while (row.length > 1) {\n const next: Point[] = [];\n for (let i = 0; i + 1 < row.length; i++) {\n next.push({ x: (row[i].x + row[i + 1].x) / 2, y: (row[i].y + row[i + 1].y) / 2 });\n }\n row = next;\n left.push(row[0]);\n right.unshift(row[row.length - 1]);\n }\n const tm = (p.t0 + p.t1) / 2;\n return [{ pts: left, t0: p.t0, t1: tm }, { pts: right, t0: tm, t1: p.t1 }];\n}\n\n/** Where chords p0→p1 and q0→q1 cross, as parameters on each, or null when\n * they are parallel or miss. `slack` widens [0, 1] on both. */\nfunction chordCross(p0: Point, p1: Point, q0: Point, q1: Point, slack: number): [number, number] | null {\n const rx = p1.x - p0.x, ry = p1.y - p0.y;\n const sx = q1.x - q0.x, sy = q1.y - q0.y;\n const den = rx * sy - ry * sx;\n if (den === 0) return null;\n const qx = q0.x - p0.x, qy = q0.y - p0.y;\n const u = (qx * sy - qy * sx) / den;\n const v = (qx * ry - qy * rx) / den;\n if (u < -slack || u > 1 + slack || v < -slack || v > 1 + slack) return null;\n return [u, v];\n}\n\n/** Newton on A(ta) − B(tb) = 0, kept inside [0, 1]. */\nfunction refine(a: Seg, b: Seg, ta: number, tb: number): [number, number] {\n for (let i = 0; i < 12; i++) {\n const pa = evalSeg(a, ta), pb = evalSeg(b, tb);\n const fx = pa.x - pb.x, fy = pa.y - pb.y;\n if (Math.abs(fx) + Math.abs(fy) < 1e-12) break;\n const da = derivSeg(a, ta), db = derivSeg(b, tb);\n // J = [da, -db]; solve J·[δa, δb] = −f.\n const det = -da.x * db.y + da.y * db.x;\n if (det === 0) break;\n const dta = (-fx * -db.y - -fy * -db.x) / det;\n const dtb = (da.x * -fy - da.y * -fx) / det;\n ta = Math.min(1, Math.max(0, ta + dta));\n tb = Math.min(1, Math.max(0, tb + dtb));\n }\n return [ta, tb];\n}\n\n/**\n * Every point where segment `a` crosses or touches segment `b` — each a line,\n * quadratic or cubic given by its control points — with the parameter on\n * each. Two lines are solved exactly; a curve is subdivided until its pieces\n * are flat, their chords crossed, and the answer refined against the curves.\n * Segments that overlap along a stretch report at most a few points of it.\n * Sorted by `ta`.\n */\nexport function intersectSegments(a: Point[], b: Point[]): SegmentCrossing[] {\n if (a.length === 2 && b.length === 2) {\n const uv = chordCross(a[0], a[1], b[0], b[1], 1e-12);\n if (!uv) return [];\n const ta = Math.min(1, Math.max(0, uv[0]));\n const tb = Math.min(1, Math.max(0, uv[1]));\n const p = evalSeg(a, ta);\n return [{ ta, tb, x: p.x, y: p.y }];\n }\n const out: SegmentCrossing[] = [];\n const push = (ta: number, tb: number) => {\n [ta, tb] = refine(a, b, ta, tb);\n const pa = evalSeg(a, ta), pb = evalSeg(b, tb);\n if (Math.hypot(pa.x - pb.x, pa.y - pb.y) > 1e-6 * (1 + Math.abs(pa.x) + Math.abs(pa.y))) return;\n if (out.some((h) => Math.abs(h.ta - ta) < SAME_T && Math.abs(h.tb - tb) < SAME_T)) return;\n out.push({ ta, tb, x: pa.x, y: pa.y });\n };\n const stack: Array<[Piece, Piece, number]> = [[{ pts: a, t0: 0, t1: 1 }, { pts: b, t0: 0, t1: 1 }, 0]];\n while (stack.length > 0 && out.length < MAX_HITS) {\n const [p, q, depth] = stack.pop()!;\n const bp = boxOf(p.pts), bq = boxOf(q.pts);\n if (bp[0] > bq[2] + FLAT || bq[0] > bp[2] + FLAT || bp[1] > bq[3] + FLAT || bq[1] > bp[3] + FLAT) continue;\n const fp = flatness(p.pts), fq = flatness(q.pts);\n if ((fp <= FLAT && fq <= FLAT) || depth >= MAX_DEPTH) {\n const uv = chordCross(p.pts[0], p.pts[p.pts.length - 1], q.pts[0], q.pts[q.pts.length - 1], 1e-6);\n if (uv) push(p.t0 + uv[0] * (p.t1 - p.t0), q.t0 + uv[1] * (q.t1 - q.t0));\n continue;\n }\n if (fp >= fq) {\n const [l, r] = halve(p);\n stack.push([l, q, depth + 1], [r, q, depth + 1]);\n } else {\n const [l, r] = halve(q);\n stack.push([p, l, depth + 1], [p, r, depth + 1]);\n }\n }\n return out.sort((h, k) => h.ta - k.ta);\n}\n","/** Reading a path into contours, and what a set of contours encloses. */\n\nimport { segmentsCross } from '../polyline';\nimport type { Path, PathFillRule } from '../path';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport type { Point } from '../paths/cubicMath';\nimport { EPS } from '../scalar';\nimport { fillsOpenSubpaths } from '../openFill';\nimport { resolveCorners } from '../paths/corners';\nimport { worldCoords } from '../paths/pathOrigin';\nimport { type Contour, evalSeg, derivSeg, reverseContour, sideCoeffs, signChanges } from './contourSegments';\n\n/** The contours a fill of `path` covers: an open subpath closes implicitly\n * where a fill closes it, and is left out where one does not. */\nexport function parseContours(path: Path): Contour[] {\n const fillsOpen = path.kind === 'rect' || fillsOpenSubpaths(path);\n return parseSubpaths(path).filter((s) => s.closed || fillsOpen).map((s) => s.segs);\n}\n\nexport interface Subpath {\n segs: Contour;\n /** Closed by a `Z` (or a rect); the closing edge, if any, is in `segs`. */\n closed: boolean;\n}\n\n/**\n * Subpaths of `path` with their segments. With `implicitClose` (the default,\n * as a fill sees them) every subpath ends in its closing edge; without it,\n * only a subpath closed by `Z` does, as a stroke sees them.\n */\nexport function parseSubpaths(given: Path, implicitClose = true): Subpath[] {\n const path = resolveCorners(given);\n if (path.kind === 'rect') {\n const { x, y, width: w, height: h } = path;\n const p = [{ x, y }, { x: x + w, y }, { x: x + w, y: y + h }, { x, y: y + h }];\n return [{ segs: p.map((q, i) => [q, p[(i + 1) % 4]]), closed: true }];\n }\n const out: Subpath[] = [];\n let cur: Contour = [];\n let start: Point = { x: 0, y: 0 };\n let pen: Point = start;\n const finish = (closed: boolean) => {\n if (cur.length > 0 && (closed || implicitClose) && (pen.x !== start.x || pen.y !== start.y)) {\n cur.push([pen, start]);\n }\n if (cur.length > 0) out.push({ segs: cur, closed });\n cur = [];\n pen = start;\n };\n const c = worldCoords(path);\n let k = 0;\n for (const cmd of path.commands) {\n if (cmd === PATH_M) {\n finish(false);\n start = pen = { x: c[k], y: c[k + 1] };\n k += 2;\n } else if (cmd === PATH_L) {\n const e = { x: c[k], y: c[k + 1] };\n if (e.x !== pen.x || e.y !== pen.y) cur.push([pen, e]);\n pen = e;\n k += 2;\n } else if (cmd === PATH_Q) {\n const e = { x: c[k + 2], y: c[k + 3] };\n cur.push([pen, { x: c[k], y: c[k + 1] }, e]);\n pen = e;\n k += 4;\n } else if (cmd === PATH_C) {\n const e = { x: c[k + 4], y: c[k + 5] };\n cur.push([pen, { x: c[k], y: c[k + 1] }, { x: c[k + 2], y: c[k + 3] }, e]);\n pen = e;\n k += 6;\n } else if (cmd === PATH_Z) {\n finish(true);\n }\n }\n finish(false);\n return out;\n}\n\n/** Whether any contour crosses another or itself, judged on a flattening. */\nexport function contoursIntersect(contours: Contour[], tol: number): boolean {\n type Edge = { x0: number; y0: number; x1: number; y1: number; c: number; i: number; n: number };\n const edges: Edge[] = [];\n contours.forEach((contour, ci) => {\n const pts: Point[] = [];\n for (const s of contour) {\n let n = 1;\n if (s.length > 2) {\n let len = 0;\n for (let i = 0; i + 1 < s.length; i++) len += Math.hypot(s[i + 1].x - s[i].x, s[i + 1].y - s[i].y);\n n = Math.min(64, Math.max(2, Math.ceil(Math.sqrt(len / Math.max(tol, 1e-3)))));\n }\n for (let i = 0; i < n; i++) pts.push(evalSeg(s, i / n));\n }\n for (let i = 0; i < pts.length; i++) {\n const p = pts[i], q = pts[(i + 1) % pts.length];\n edges.push({ x0: p.x, y0: p.y, x1: q.x, y1: q.y, c: ci, i, n: pts.length });\n }\n });\n for (let i = 0; i < edges.length; i++) {\n const e = edges[i];\n for (let j = i + 1; j < edges.length; j++) {\n const f = edges[j];\n if (e.c === f.c && (j - i === 1 || (i === 0 && f.i === f.n - 1))) continue;\n if (Math.max(e.x0, e.x1) < Math.min(f.x0, f.x1) || Math.max(f.x0, f.x1) < Math.min(e.x0, e.x1)) continue;\n if (Math.max(e.y0, e.y1) < Math.min(f.y0, f.y1) || Math.max(f.y0, f.y1) < Math.min(e.y0, e.y1)) continue;\n if (segmentsCross(e.x0, e.y0, e.x1, e.y1, f.x0, f.y0, f.x1, f.y1)) return true;\n }\n }\n return false;\n}\n\n/** Winding number of `q`, by a ray cast in +x against the exact curves. */\nexport function windingAt(q: Point, contours: Contour[]): number {\n const dir = { x: 1, y: 0 };\n let w = 0;\n for (const contour of contours) {\n for (const s of contour) {\n for (const c of signChanges(sideCoeffs(s, q, dir), true)) {\n if (evalSeg(s, c.t).x > q.x) w += c.after > 0 ? 1 : -1;\n }\n }\n }\n return w;\n}\n\n/** The diagonal of the box around every control point of `contours`. */\nexport function extentOf(contours: Contour[]): number {\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n for (const c of contours) for (const s of c) for (const p of s) {\n minX = Math.min(minX, p.x); maxX = Math.max(maxX, p.x);\n minY = Math.min(minY, p.y); maxY = Math.max(maxY, p.y);\n }\n return Math.hypot(maxX - minX, maxY - minY);\n}\n\n/** The area below which a region cut from `contours` is rounding, not a piece. */\nexport function negligibleArea(contours: Contour[]): number {\n const extent = extentOf(contours);\n return extent * extent * EPS * EPS;\n}\n\n/**\n * The contours that bound the fill, each turned so the fill lies on its left.\n * A contour with fill on both sides or neither (a same-direction inner ring\n * under nonzero) bounds nothing and is dropped.\n */\nexport function orientBoundaries(contours: Contour[], fillRule: PathFillRule): Contour[] {\n const filled = (q: Point) => {\n const w = windingAt(q, contours);\n return fillRule === 'evenodd' ? (w & 1) !== 0 : w !== 0;\n };\n const eps = Math.max(extentOf(contours) * 1e-6, 1e-9);\n\n const out: Contour[] = [];\n for (const contour of contours) {\n let probe = contour[0];\n let best = -1;\n for (const s of contour) {\n const len = Math.hypot(s[s.length - 1].x - s[0].x, s[s.length - 1].y - s[0].y);\n if (len > best) { best = len; probe = s; }\n }\n const p = evalSeg(probe, 0.5);\n let tan = derivSeg(probe, 0.5);\n const tl = Math.hypot(tan.x, tan.y);\n if (tl === 0) continue;\n tan = { x: tan.x / tl, y: tan.y / tl };\n const left = filled({ x: p.x - tan.y * eps, y: p.y + tan.x * eps });\n const right = filled({ x: p.x + tan.y * eps, y: p.y - tan.x * eps });\n if (left && !right) out.push(contour);\n else if (right && !left) out.push(reverseContour(contour));\n }\n return out;\n}\n","/** Grouping traced loops into regions, and writing contours back out as paths. */\n\nimport { pointInPolygon } from '../polyline';\nimport type { PolygonPath, PathFillRule } from '../path';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport { type Contour, evalSeg, sampleContour, signedArea } from './contourSegments';\nimport type { Subpath } from './contours';\nimport { coordsFrom, originFor } from '../paths/pathOrigin';\n\n/** Group loops into regions: each positive loop with the holes it immediately contains. */\nexport function assembleRegions(outers: Contour[], holes: Contour[]): Contour[][] {\n const regions = outers.map((o) => ({ loops: [o], ring: sampleContour(o), area: signedArea(o) }));\n for (const h of holes) {\n const hp = evalSeg(h[0], 0.5);\n let best: (typeof regions)[number] | null = null;\n for (const r of regions) {\n if (pointInPolygon(r.ring, hp.x, hp.y) && (!best || r.area < best.area)) best = r;\n }\n best?.loops.push(h);\n }\n return regions.map((r) => r.loops);\n}\n\nexport const regionArea = (r: Contour[]): number => r.reduce((s, c) => s + signedArea(c), 0);\n\nexport const toPath = (loops: Contour[], fillRule: PathFillRule): PolygonPath =>\n writePath(loops.map((segs) => ({ segs, closed: true })), fillRule);\n\nexport function writePath(subpaths: Subpath[], fillRule: PathFillRule): PolygonPath {\n const cmds: number[] = [];\n const xs: number[] = [];\n for (const { segs, closed } of subpaths) {\n cmds.push(PATH_M);\n xs.push(segs[0][0].x, segs[0][0].y);\n for (const s of segs) {\n cmds.push(s.length === 2 ? PATH_L : s.length === 3 ? PATH_Q : PATH_C);\n for (let i = 1; i < s.length; i++) xs.push(s[i].x, s[i].y);\n }\n if (closed) cmds.push(PATH_Z);\n }\n const origin = originFor(xs);\n return {\n kind: 'polygon', commands: new Uint8Array(cmds), coords: coordsFrom(origin, xs), fillRule, ...(origin ? { origin } : {}),\n };\n}\n"]}
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Axis-aligned box as [minX, minY, maxX, maxY]. */\nexport type Box = readonly [number, number, number, number];\n\n/** An axis-aligned rectangle in object form. `Box` is the tuple form; this is\n * the one that survives being read by a human. */\nexport interface Rect { x: number; y: number; width: number; height: number }\n\n/** Tight bounds of an interleaved coord stream, or null if empty. */\nexport function boundsOfCoords(coords: ArrayLike<number>): Box | null {\n if (coords.length < 2) return null;\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n for (let i = 0; i + 1 < coords.length; i += 2) {\n const x = coords[i], y = coords[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n return [minX, minY, maxX, maxY];\n}\n\n/** Smallest box containing both inputs. */\nexport function unionBox(a: Box, b: Box): Box {\n return [\n Math.min(a[0], b[0]),\n Math.min(a[1], b[1]),\n Math.max(a[2], b[2]),\n Math.max(a[3], b[3]),\n ];\n}\n\n/** Inclusive point-in-box test. */\nexport function boxContainsPoint(b: Box, x: number, y: number): boolean {\n return x >= b[0] && x <= b[2] && y >= b[1] && y <= b[3];\n}\n\n/** Whether `outer` wholly holds `inner`, edges inclusive. Two boxes that merely\n * overlap answer false. */\nexport function boxContainsBox(outer: Box, inner: Box): boolean {\n return inner[0] >= outer[0] && inner[1] >= outer[1] && inner[2] <= outer[2] && inner[3] <= outer[3];\n}\n\n/** Interleaved corner ring for a rect at (x,y,w,h), wound clockwise from the\n * origin corner. The closing edge is implicit — the same unclosed shape\n * `pointInPolygon` takes, and what a repeated first vertex would leave as a\n * zero-length segment for anything that strokes it. */\nexport function rectToContour(x: number, y: number, w: number, h: number): Float64Array {\n return Float64Array.of(x, y, x + w, y, x + w, y + h, x, y + h);\n}\n","/**\n * SVG-style command-stream encoding — the kit's single declaration of the path\n * opcodes.\n *\n * The codes index a `Uint8Array` command stream whose coords live in a\n * parallel float array, so a code declared anywhere but `PATH_COMMANDS` makes\n * every walker that doesn't know it misread the coord stream from that command\n * on — silently, for every path.\n */\n\n/** Opcode table: command code and the float coords it consumes. */\nexport const PATH_COMMANDS = {\n /** moveTo — opens a new subpath. */\n M: { code: 0, coords: 2 },\n /** Straight segment from the pen to the next coord pair. */\n L: { code: 1, coords: 2 },\n /** Cubic bezier: two control points then the endpoint. */\n C: { code: 2, coords: 6 },\n /** Quadratic bezier: one control point then the endpoint. */\n Q: { code: 3, coords: 4 },\n /** Close the current subpath back to its start. Consumes no coords and\n * leaves the pen where it is. */\n Z: { code: 4, coords: 0 },\n} as const;\n\n/** Mnemonic of a declared command (`'M' | 'L' | …`). */\nexport type PathCommandName = keyof typeof PATH_COMMANDS;\n/** Numeric code of a declared command. */\nexport type PathCommandCode = (typeof PATH_COMMANDS)[PathCommandName]['code'];\n\n/** Command code of `M` (moveTo). */\nexport const PATH_M = PATH_COMMANDS.M.code;\n/** Command code of `L` (lineTo). */\nexport const PATH_L = PATH_COMMANDS.L.code;\n/** Command code of `C` (cubic bezier). */\nexport const PATH_C = PATH_COMMANDS.C.code;\n/** Command code of `Q` (quadratic bezier). */\nexport const PATH_Q = PATH_COMMANDS.Q.code;\n/** Command code of `Z` (close subpath). */\nexport const PATH_Z = PATH_COMMANDS.Z.code;\n\n/** Float coords consumed by each command, indexed by command code. */\nexport const PATH_CMD_LENGTHS: readonly number[] = buildCmdLengths();\n\nfunction buildCmdLengths(): number[] {\n const lengths: number[] = [];\n for (const { code, coords } of Object.values(PATH_COMMANDS)) lengths[code] = coords;\n return lengths;\n}\n\n/** Float coords consumed by the command with this code. */\nexport function pathCommandCoordCount(cmd: number): number {\n return PATH_CMD_LENGTHS[cmd];\n}\n\n/**\n * Visit each command with its coord offset and the pen position BEFORE the\n * command consumes its coords (the segment start). The callback stops the\n * walk by returning `false`. `Z` returns the pen to the subpath's opening `M`.\n *\n * A command following a `Z` without an intervening `M` opens a new subpath at\n * the pen, as does a drawing command no `M` precedes at all. The visitor is\n * told with `opensSubpath`, and has to start its contour at `(penX, penY)`\n * then: there is no `M` to do it.\n *\n * A code `PATH_COMMANDS` does not declare throws once the visitor has seen it.\n */\nexport function forEachSegment(\n commands: ArrayLike<number>,\n coords: ArrayLike<number>,\n visit: (\n cmd: number,\n coordIndex: number,\n penX: number,\n penY: number,\n commandIndex: number,\n opensSubpath: boolean,\n ) => void | boolean,\n): void {\n let ci = 0;\n let px = 0, py = 0;\n let startX = 0, startY = 0;\n let open = false;\n for (let i = 0; i < commands.length; i++) {\n const cmd = commands[i];\n const opens = !open && cmd !== PATH_M && cmd !== PATH_Z;\n if (opens) { startX = px; startY = py; }\n open = cmd !== PATH_Z;\n if (visit(cmd, ci, px, py, i, opens) === false) return;\n const len = pathCommandCoordCount(cmd);\n if (len === undefined) throw new Error(`forEachSegment: unknown command code ${cmd}`);\n if (len > 0) {\n px = coords[ci + len - 2];\n py = coords[ci + len - 1];\n ci += len;\n if (cmd === PATH_M) { startX = px; startY = py; }\n } else if (cmd === PATH_Z) {\n px = startX; py = startY;\n }\n }\n}\n","import type { Box } from './box';\n\n/** Cubic Bezier point at parameter t (de Casteljau / Bernstein form). */\nexport function cubicEvalAt(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number, t: number,\n): [number, number] {\n const u = 1 - t;\n const a = u * u * u, b = 3 * u * u * t, c = 3 * u * t * t, d = t * t * t;\n return [\n a * x0 + b * x1 + c * x2 + d * x3,\n a * y0 + b * y1 + c * y2 + d * y3,\n ];\n}\n\n/**\n * Degree-elevate a quadratic (q0, ctrl, q1) to a cubic. Returns the two\n * cubic control points [c1x, c1y, c2x, c2y]; the cubic endpoints equal the\n * quadratic endpoints. c1 = q0 + 2/3(ctrl-q0), c2 = q1 + 2/3(ctrl-q1).\n */\nexport function elevateQuadraticToCubic(\n q0x: number, q0y: number, cx: number, cy: number, q1x: number, q1y: number,\n): [number, number, number, number] {\n return [\n q0x + (2 / 3) * (cx - q0x),\n q0y + (2 / 3) * (cy - q0y),\n q1x + (2 / 3) * (cx - q1x),\n q1y + (2 / 3) * (cy - q1y),\n ];\n}\n\n/** The parameters in (0, 1) where one coordinate of a cubic, with control\n * values `p0..p3`, turns: the roots of its derivative. */\nexport function cubicAxisExtremaTs(p0: number, p1: number, p2: number, p3: number): number[] {\n // B'(t)=0 → quadratic a t² + b t + c = 0 with:\n const a = -p0 + 3 * p1 - 3 * p2 + p3;\n const b = 2 * (p0 - 2 * p1 + p2);\n const c = -p0 + p1;\n const ts: number[] = [];\n const push = (t: number) => { if (t > 0 && t < 1) ts.push(t); };\n if (Math.abs(a) < 1e-12) {\n if (Math.abs(b) > 1e-12) push(-c / b);\n } else {\n const disc = b * b - 4 * a * c;\n if (disc >= 0) {\n const sq = Math.sqrt(disc);\n push((-b + sq) / (2 * a));\n push((-b - sq) / (2 * a));\n }\n }\n return ts;\n}\n\n/** Tight AABB of a cubic, evaluating only extrema that lie on the curve. */\nexport function cubicBounds(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number,\n): Box {\n let minX = Math.min(x0, x3), maxX = Math.max(x0, x3);\n let minY = Math.min(y0, y3), maxY = Math.max(y0, y3);\n for (const t of cubicAxisExtremaTs(x0, x1, x2, x3)) {\n const [ex] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n if (ex < minX) minX = ex;\n if (ex > maxX) maxX = ex;\n }\n for (const t of cubicAxisExtremaTs(y0, y1, y2, y3)) {\n const [, ey] = cubicEvalAt(x0, y0, x1, y1, x2, y2, x3, y3, t);\n if (ey < minY) minY = ey;\n if (ey > maxY) maxY = ey;\n }\n return [minX, minY, maxX, maxY];\n}\n\n/** Quadratic Bezier point at parameter t (Bernstein form). */\nexport function quadraticEvalAt(\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, t: number,\n): [number, number] {\n const u = 1 - t;\n const a = u * u, b = 2 * u * t, c = t * t;\n return [a * x0 + b * x1 + c * x2, a * y0 + b * y1 + c * y2];\n}\n\n/** A line segment's coords: start, end. */\nexport type LineCoords = [number, number, number, number];\n/** A quadratic Bezier's coords: start, control, end. */\nexport type QuadraticCoords = [number, number, number, number, number, number];\n/** A cubic Bezier's coords: start, two controls, end. */\nexport type CubicCoords = [number, number, number, number, number, number, number, number];\n\n/**\n * Split a cubic at parameter t (de Casteljau). The two halves share the point\n * at t and together trace the original exactly. A t outside [0, 1] splits the\n * curve's polynomial extension.\n */\nexport function splitCubicAt(\n x0: number, y0: number, x1: number, y1: number,\n x2: number, y2: number, x3: number, y3: number, t: number,\n): [CubicCoords, CubicCoords] {\n const ax = x0 + (x1 - x0) * t, ay = y0 + (y1 - y0) * t;\n const bx = x1 + (x2 - x1) * t, by = y1 + (y2 - y1) * t;\n const cx = x2 + (x3 - x2) * t, cy = y2 + (y3 - y2) * t;\n const dx = ax + (bx - ax) * t, dy = ay + (by - ay) * t;\n const ex = bx + (cx - bx) * t, ey = by + (cy - by) * t;\n const mx = dx + (ex - dx) * t, my = dy + (ey - dy) * t;\n return [[x0, y0, ax, ay, dx, dy, mx, my], [mx, my, ex, ey, cx, cy, x3, y3]];\n}\n\n/** Split a quadratic at parameter t (de Casteljau). See {@link splitCubicAt}. */\nexport function splitQuadraticAt(\n x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, t: number,\n): [QuadraticCoords, QuadraticCoords] {\n const ax = x0 + (x1 - x0) * t, ay = y0 + (y1 - y0) * t;\n const bx = x1 + (x2 - x1) * t, by = y1 + (y2 - y1) * t;\n const mx = ax + (bx - ax) * t, my = ay + (by - ay) * t;\n return [[x0, y0, ax, ay, mx, my], [mx, my, bx, by, x2, y2]];\n}\n\n/** Split a line segment at parameter t. See {@link splitCubicAt}. */\nexport function splitLineAt(\n x0: number, y0: number, x1: number, y1: number, t: number,\n): [LineCoords, LineCoords] {\n const mx = x0 + (x1 - x0) * t, my = y0 + (y1 - y0) * t;\n return [[x0, y0, mx, my], [mx, my, x1, y1]];\n}\n","/**\n * A polygon path's coords read in the path's own space: each pair plus\n * `PolygonPath.origin`, added in doubles. Every reader that answers in that\n * space (hit tests, anchors, booleans, SVG data) reads through here.\n */\nimport type { PolygonPath } from '../path';\nimport type { Point } from './cubicMath';\n\nconst ZERO: { readonly x: number; readonly y: number } = Object.freeze({ x: 0, y: 0 });\n\n/** The point `path`'s coords are measured from: `(0, 0)` when it has none. */\nexport function originOf(path: PolygonPath): { readonly x: number; readonly y: number } {\n return path.origin ?? ZERO;\n}\n\n/** Coordinate pair `i` of `path` (coords `2i`, `2i + 1`) in the path's own space. */\nexport function pathPoint(path: PolygonPath, i: number): Point {\n const o = originOf(path);\n return { x: o.x + path.coords[2 * i], y: o.y + path.coords[2 * i + 1] };\n}\n\n/**\n * `path.coords` in the path's own space, in doubles: the coords themselves\n * when the path has no origin, else a `Float64Array` of each pair plus it.\n */\nexport function worldCoords(path: PolygonPath): Float32Array | Float64Array {\n return path.origin ? addOrigin(path, Float64Array.from(path.coords)) : path.coords;\n}\n\n/** `xy`, interleaved pairs measured from `path`'s origin, moved into the\n * path's own space in place: for a reader that derived offsets from the coords. */\nexport function addOrigin<T extends { [i: number]: number; readonly length: number }>(path: PolygonPath, xy: T): T {\n const o = path.origin;\n if (o === undefined) return xy;\n for (let i = 0; i + 1 < xy.length; i += 2) {\n xy[i] += o.x;\n xy[i + 1] += o.y;\n }\n return xy;\n}\n\n/** `world`, interleaved pairs in a path's own space, as the float32 coords\n * of a path measured from `origin`: the inverse of {@link worldCoords}. */\nexport function coordsFrom(origin: { readonly x: number; readonly y: number } | undefined, world: ArrayLike<number>): Float32Array {\n const ox = origin?.x ?? 0, oy = origin?.y ?? 0;\n const out = new Float32Array(world.length);\n for (let i = 0; i + 1 < world.length; i += 2) {\n out[i] = world[i] - ox;\n out[i + 1] = world[i + 1] - oy;\n }\n return out;\n}\n\n/**\n * How far from 0 a coordinate may sit before a producer that picks its own\n * origin (`PathBuilder.autoOrigin`, `transformPath`'s `autoOrigin`) gives the\n * path one: 2^14. Past it a float32 coordinate's step is 1/512 world unit or\n * coarser, so its rounding reaches 1/16 px at 64x zoom; inside it, paths in a\n * document near 0 stay as they always were.\n */\nexport const ORIGIN_THRESHOLD = 16_384;\n\n/** The origin a path through the interleaved pairs `xy` is measured from: none\n * while every coordinate is within {@link ORIGIN_THRESHOLD} of 0, else the\n * center of their bounds, rounded to whole units. */\nexport function originFor(xy: ArrayLike<number>): { x: number; y: number } | undefined {\n let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n for (let i = 0; i + 1 < xy.length; i += 2) {\n const x = xy[i], y = xy[i + 1];\n if (x < minX) minX = x;\n if (x > maxX) maxX = x;\n if (y < minY) minY = y;\n if (y > maxY) maxY = y;\n }\n const reach = Math.max(Math.abs(minX), Math.abs(maxX), Math.abs(minY), Math.abs(maxY));\n if (!(reach >= ORIGIN_THRESHOLD) || !Number.isFinite(reach)) return undefined;\n return { x: Math.round((minX + maxX) / 2), y: Math.round((minY + maxY) / 2) };\n}\n\n/** `parts` as one `'nonzero'` compound path, measured from the first part's\n * origin: a part measured from another is re-measured from it in doubles. */\nexport function joinPaths(parts: readonly PolygonPath[]): PolygonPath {\n let nc = 0, nk = 0;\n for (const p of parts) { nc += p.commands.length; nk += p.coords.length; }\n const origin = parts[0]?.origin;\n const commands = new Uint8Array(nc);\n const coords = new Float32Array(nk);\n let ci = 0, ki = 0;\n for (const p of parts) {\n commands.set(p.commands, ci); ci += p.commands.length;\n coords.set(p.origin === origin ? p.coords : coordsFrom(origin, worldCoords(p)), ki); ki += p.coords.length;\n }\n return { kind: 'polygon', commands, coords, fillRule: 'nonzero', ...(origin ? { origin } : {}) };\n}\n","/**\n * Fluent builder for `PolygonPath`. Hides the `Uint8Array` / `Float32Array`\n * encoding behind move/line/curve/close calls and a final `build()`. Use\n * this to construct paths in tests and demos; production callers that need\n * to mutate large paths in place should reach for the raw arrays directly.\n *\n * Numeric capacity grows by doubling — typical for amortized O(1) push.\n *\n * Also exposes `rectPath` / `polygonFromPoints` shortcuts for the common\n * cases. `rectPath` returns the lighter `RectPath` subtype, not a polygon.\n */\n\nimport { rectToContour } from '../box';\nimport { PATH_C, PATH_L, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport type { Path, PathFillRule, PolygonPath, RectPath } from '../path';\nimport { originFor } from './pathOrigin';\n\n/** Fluent builder for `PolygonPath`; hides the `Uint8Array`/`Float32Array` encoding behind move/line/curve/close calls. */\nexport class PathBuilder {\n private cmds: number[] = [];\n private xs: number[] = [];\n private fillRule: PathFillRule = 'nonzero';\n private origin: { x: number; y: number } | undefined;\n private auto = false;\n\n /** Seed a builder with an existing `PolygonPath`. Useful for extending\n * an in-flight path with another segment (e.g. appending a cubic to\n * the end of a curve in response to a user action) without hand-\n * reaching into the `commands` / `coords` typed arrays.\n *\n * ```ts\n * const next = PathBuilder.fromPath(current).curveTo(...).build();\n * ```\n */\n static fromPath(path: PolygonPath): PathBuilder {\n const b = new PathBuilder();\n b.cmds = Array.from(path.commands);\n b.xs = Array.from(path.coords);\n b.fillRule = path.fillRule;\n if (path.origin) b.origin = { x: path.origin.x, y: path.origin.y };\n return b;\n }\n\n /**\n * Measure the coords from `(x, y)`, which the built path carries as its\n * `origin`: every point given before or after this call is still in the\n * path's own space, and is stored as its offset from the origin, taken in\n * doubles. Far from 0, an origin beside the shape is what keeps its\n * coordinates' fractions.\n */\n setOrigin(x: number, y: number): this {\n const ox = this.origin?.x ?? 0;\n const oy = this.origin?.y ?? 0;\n // Stored coords are float32 once built, but not before: shift them exactly.\n for (let i = 0; i < this.xs.length; i += 2) {\n this.xs[i] += ox - x;\n this.xs[i + 1] += oy - y;\n }\n this.origin = x === 0 && y === 0 ? undefined : { x, y };\n return this;\n }\n\n /**\n * At `build`, if no origin was set, measure the coords from the one\n * `originFor` picks for them: none while they stay within\n * `ORIGIN_THRESHOLD` of 0. For a producer whose points may land far out.\n */\n autoOrigin(): this {\n this.auto = true;\n return this;\n }\n\n private push(...pts: number[]): void {\n const ox = this.origin?.x ?? 0;\n const oy = this.origin?.y ?? 0;\n for (let i = 0; i < pts.length; i += 2) this.xs.push(pts[i] - ox, pts[i + 1] - oy);\n }\n\n setFillRule(rule: PathFillRule): this {\n this.fillRule = rule;\n return this;\n }\n\n moveTo(x: number, y: number): this {\n this.cmds.push(PATH_M);\n this.push(x, y);\n return this;\n }\n\n lineTo(x: number, y: number): this {\n this.cmds.push(PATH_L);\n this.push(x, y);\n return this;\n }\n\n /** Cubic bezier to (x, y) with control points (x1, y1) and (x2, y2). */\n curveTo(x1: number, y1: number, x2: number, y2: number, x: number, y: number): this {\n this.cmds.push(PATH_C);\n this.push(x1, y1, x2, y2, x, y);\n return this;\n }\n\n /** Quadratic bezier to (x, y) with control point (x1, y1). */\n quadTo(x1: number, y1: number, x: number, y: number): this {\n this.cmds.push(PATH_Q);\n this.push(x1, y1, x, y);\n return this;\n }\n\n close(): this {\n this.cmds.push(PATH_Z);\n return this;\n }\n\n build(): PolygonPath {\n if (this.auto && !this.origin) {\n const o = originFor(this.xs);\n if (o) this.setOrigin(o.x, o.y);\n }\n return {\n kind: 'polygon',\n commands: new Uint8Array(this.cmds),\n coords: new Float32Array(this.xs),\n fillRule: this.fillRule,\n ...(this.origin ? { origin: { ...this.origin } } : {}),\n };\n }\n}\n\n/** Construct a `RectPath` (the fast-path subtype). */\nexport function rectPath(x: number, y: number, width: number, height: number): RectPath {\n return { kind: 'rect', x, y, width, height };\n}\n\n/** `path` as a command stream drawing the same outline. A rect becomes its four\n * corners clockwise from `(x, y)`, the order `countPathAnchors` numbers them in. */\nexport function asPolygonPath(path: Path): PolygonPath {\n if (path.kind === 'polygon') return path;\n return {\n kind: 'polygon',\n commands: new Uint8Array([PATH_M, PATH_L, PATH_L, PATH_L, PATH_Z]),\n coords: Float32Array.from(rectToContour(path.x, path.y, path.width, path.height)),\n fillRule: 'nonzero',\n };\n}\n\n/** Build an open polyline from a flat list of points — the same geometry as\n * {@link polygonFromPoints} without the closing edge. A freehand stroke and a\n * measurement line want this; a region wants the closed one. */\nexport function polylineFromPoints(\n points: readonly { x: number; y: number }[],\n): PolygonPath | RectPath {\n const b = new PathBuilder();\n const first = points[0];\n if (!first) return rectPath(0, 0, 0, 0);\n b.moveTo(first.x, first.y);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n if (p) b.lineTo(p.x, p.y);\n }\n return b.build();\n}\n\n/** Build a closed polygon from a flat list of points. */\nexport function polygonFromPoints(\n points: readonly { x: number; y: number }[],\n opts: { fillRule?: PathFillRule } = {},\n): PolygonPath {\n if (points.length === 0) {\n return {\n kind: 'polygon',\n commands: new Uint8Array(),\n coords: new Float32Array(),\n fillRule: opts.fillRule ?? 'nonzero',\n };\n }\n const b = new PathBuilder();\n if (opts.fillRule) b.setFillRule(opts.fillRule);\n b.moveTo(points[0].x, points[0].y);\n for (let i = 1; i < points.length; i++) b.lineTo(points[i].x, points[i].y);\n b.close();\n return b.build();\n}\n\n/** Cubic-Bezier kappa for circular-quadrant approximation (<1% max error). */\nconst ELLIPSE_KAPPA = 0.5522847498307936;\n\n/** Closed ellipse inscribed in `bounds`, as a 4-cubic-Bezier `PolygonPath`.\n * Matches the geometry `useEllipseTool`'s overlay paints. */\nexport function ellipsePath(\n bounds: { x: number; y: number; width: number; height: number },\n): PolygonPath {\n const cx = bounds.x + bounds.width / 2;\n const cy = bounds.y + bounds.height / 2;\n const rx = bounds.width / 2;\n const ry = bounds.height / 2;\n const ox = rx * ELLIPSE_KAPPA;\n const oy = ry * ELLIPSE_KAPPA;\n const b = new PathBuilder();\n b.moveTo(cx + rx, cy);\n b.curveTo(cx + rx, cy + oy, cx + ox, cy + ry, cx, cy + ry);\n b.curveTo(cx - ox, cy + ry, cx - rx, cy + oy, cx - rx, cy);\n b.curveTo(cx - rx, cy - oy, cx - ox, cy - ry, cx, cy - ry);\n b.curveTo(cx + ox, cy - ry, cx + rx, cy - oy, cx + rx, cy);\n b.close();\n return b.build();\n}\n\n/** Closed regular n-gon centered at `center`, circumscribed by `radius`.\n * `rotation` is in radians; default 0 puts the first vertex on the +x axis. */\nexport function regularPolygonPath(\n center: { x: number; y: number },\n radius: number,\n sides: number,\n rotation = 0,\n): PolygonPath {\n const b = new PathBuilder();\n for (let i = 0; i < sides; i++) {\n const a = rotation + (i / sides) * Math.PI * 2;\n const x = center.x + radius * Math.cos(a);\n const y = center.y + radius * Math.sin(a);\n if (i === 0) b.moveTo(x, y); else b.lineTo(x, y);\n }\n b.close();\n return b.build();\n}\n\n/** Closed n-pointed star centered at `center`, alternating `outerRadius` and\n * `innerRadius` (default `outerRadius / 2`). `rotation` is in radians. */\nexport function starPath(\n center: { x: number; y: number },\n outerRadius: number,\n points = 5,\n innerRadius: number = outerRadius / 2,\n rotation = 0,\n): PolygonPath {\n const b = new PathBuilder();\n const n = points * 2;\n for (let i = 0; i < n; i++) {\n const a = rotation + (i / n) * Math.PI * 2;\n const r = i % 2 === 0 ? outerRadius : innerRadius;\n const x = center.x + r * Math.cos(a);\n const y = center.y + r * Math.sin(a);\n if (i === 0) b.moveTo(x, y); else b.lineTo(x, y);\n }\n b.close();\n return b.build();\n}\n\n/** Open 2-vertex polyline from `a` to `b` — strokeable, not fillable. */\nexport function linePath(\n a: { x: number; y: number },\n b: { x: number; y: number },\n): PolygonPath {\n const pb = new PathBuilder();\n pb.moveTo(a.x, a.y);\n pb.lineTo(b.x, b.y);\n return pb.build();\n}\n","/**\n * Per-anchor corner specs: the stored half of corner shapes. A path carries\n * them in `PolygonPath.corners`, indexed by flat anchor index, and every\n * reader of its geometry sees them expanded (`resolveCorners`).\n */\nimport type { PolygonPath } from '../path';\nimport type { CornerShape } from './cornerShape';\n\n/** The corner at one anchor: its shape, and its setback, how far along each\n * edge from the anchor the cut starts. A `round` corner between edges at a\n * right angle is a circle of that radius. */\nexport interface CornerSpec {\n shape: CornerShape;\n radius: number;\n}\n\n/** The corner cut at flat anchor `index`, or null. A zero radius cuts nothing. */\nexport function cornerAt(path: PolygonPath, index: number): CornerSpec | null {\n const spec = path.corners?.[index];\n return spec && spec.radius > 0 ? spec : null;\n}\n\n/** The spec stored at flat anchor `index`, radius zero included: a shape\n * picked before any radius is dragged out. */\nexport function cornerSpecAt(path: PolygonPath, index: number): CornerSpec | null {\n return path.corners?.[index] ?? null;\n}\n\n/** Whether any anchor of `path` carries a corner with a radius. */\nexport function hasCorners(path: { kind: string; corners?: PolygonPath['corners'] }): boolean {\n const corners = path.corners;\n if (!corners) return false;\n for (const c of corners) if (c && c.radius > 0) return true;\n return false;\n}\n\n/** `corners` without trailing empty slots, or undefined when none is left. */\nexport function compactCorners(\n corners: readonly (CornerSpec | null | undefined)[],\n): (CornerSpec | null)[] | undefined {\n let end = corners.length;\n while (end > 0 && !corners[end - 1]) end--;\n if (end === 0) return undefined;\n const out: (CornerSpec | null)[] = new Array(end);\n for (let i = 0; i < end; i++) out[i] = corners[i] ?? null;\n return out;\n}\n\n/** `path` without its corner specs: the bare anchors the specs decorate. */\nexport function withoutCorners(path: PolygonPath): PolygonPath {\n if (path.corners === undefined) return path;\n const { corners: _dropped, ...rest } = path;\n return rest;\n}\n\n/** `path` with the corner at flat anchor `index` set to `spec`, or cleared\n * when `spec` is null. A zero radius keeps the shape and cuts nothing.\n * Never mutates `path`. */\nexport function withCorner(path: PolygonPath, index: number, spec: CornerSpec | null): PolygonPath {\n const next: (CornerSpec | null)[] = path.corners ? [...path.corners] : [];\n while (next.length <= index) next.push(null);\n next[index] = spec ? { shape: spec.shape, radius: Math.max(0, spec.radius) } : null;\n const corners = compactCorners(next);\n const bare = withoutCorners(path);\n return corners ? { ...bare, corners } : bare;\n}\n\n/** `path` with every corner radius multiplied by `factor`, as a uniform\n * scale of its geometry would carry them. */\nexport function scaleCorners(path: PolygonPath, factor: number): PolygonPath {\n if (!path.corners || factor === 1) return path;\n return {\n ...path,\n corners: path.corners.map((c) => (c ? { shape: c.shape, radius: c.radius * factor } : null)),\n };\n}\n\n/**\n * The corners of a path `t` of the way from `a` to `b`, which share their\n * anchors. A corner whose shape both ends agree on, or that one end leaves\n * sharp, grows its radius between them; one whose shape changes takes the\n * nearer end's.\n */\nexport function lerpCorners(\n a: PolygonPath['corners'],\n b: PolygonPath['corners'],\n t: number,\n): (CornerSpec | null)[] | undefined {\n if (!a && !b) return undefined;\n const n = Math.max(a?.length ?? 0, b?.length ?? 0);\n const out: (CornerSpec | null)[] = new Array(n);\n for (let i = 0; i < n; i++) {\n const ca = a?.[i] ?? null, cb = b?.[i] ?? null;\n const either = ca ?? cb;\n if (!either) out[i] = null;\n else if (ca && cb && ca.shape !== cb.shape) out[i] = t < 0.5 ? ca : cb;\n else out[i] = { shape: either.shape, radius: (ca?.radius ?? 0) + ((cb?.radius ?? 0) - (ca?.radius ?? 0)) * t };\n }\n return compactCorners(out);\n}\n","import { cubicEvalAt, splitCubicAt, type CubicCoords } from '../curve';\n\n/** A 2D point, the shape the point-taking path helpers read and return. */\nexport interface Point { x: number; y: number; }\n\n/** Point on the cubic Bezier (p0, p1, p2, p3) at parameter t. The point-shaped\n * face of geom's `cubicEvalAt`. */\nexport function cubicPointAt(p0: Point, p1: Point, p2: Point, p3: Point, t: number): Point {\n const [x, y] = cubicEvalAt(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, t);\n return { x, y };\n}\n\n/** De Casteljau subdivision of a cubic at parameter t. The point-shaped face\n * of geom's `splitCubicAt`; `left[3]` and `right[0]` are the point at t. */\nexport function splitCubicAtT(\n p0: Point, p1: Point, p2: Point, p3: Point,\n t: number,\n): { left: [Point, Point, Point, Point]; right: [Point, Point, Point, Point] } {\n const [l, r] = splitCubicAt(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, t);\n const quad = (c: CubicCoords): [Point, Point, Point, Point] =>\n [{ x: c[0], y: c[1] }, { x: c[2], y: c[3] }, { x: c[4], y: c[5] }, { x: c[6], y: c[7] }];\n return { left: quad(l), right: quad(r) };\n}\n"]}
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