@weasel-js/geom 1.15.2 → 1.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/3d/index.d.ts +13 -1
- package/dist/3d/index.js +11 -1
- package/dist/3d/index.js.map +1 -1
- package/dist/booleans/index.js +3 -2
- package/dist/booleans/index.js.map +1 -1
- package/dist/{chunk-IDSKOHA4.js → chunk-5W425HJA.js} +81 -15
- package/dist/chunk-5W425HJA.js.map +1 -0
- package/dist/chunk-FOXMA54X.js +266 -0
- package/dist/chunk-FOXMA54X.js.map +1 -0
- package/dist/chunk-IOD2NFHQ.js +212 -0
- package/dist/chunk-IOD2NFHQ.js.map +1 -0
- package/dist/{chunk-OQP5M5VD.js → chunk-OBPXEPUH.js} +3 -3
- package/dist/{chunk-OQP5M5VD.js.map → chunk-OBPXEPUH.js.map} +1 -1
- package/dist/chunk-QSVZO7QZ.js +40 -0
- package/dist/chunk-QSVZO7QZ.js.map +1 -0
- package/dist/{chunk-GA5R5KWD.js → chunk-TBS4NHGQ.js} +13 -30
- package/dist/chunk-TBS4NHGQ.js.map +1 -0
- package/dist/{chunk-MIKP4V2C.js → chunk-VJG5ZWCR.js} +3 -3
- package/dist/{chunk-MIKP4V2C.js.map → chunk-VJG5ZWCR.js.map} +1 -1
- package/dist/{chunk-STYO7J4Y.js → chunk-ZV24QZ6X.js} +3 -3
- package/dist/{chunk-STYO7J4Y.js.map → chunk-ZV24QZ6X.js.map} +1 -1
- package/dist/index.d.ts +86 -11
- package/dist/index.js +267 -128
- package/dist/index.js.map +1 -1
- package/dist/lengthTable-Cv3W6lsH.d.ts +64 -0
- package/dist/tessellate/index.d.ts +23 -1
- package/dist/tessellate/index.js +29 -15
- package/dist/tessellate/index.js.map +1 -1
- package/dist/warp/index.js +4 -3
- package/dist/warp/index.js.map +1 -1
- package/package.json +2 -2
- package/dist/chunk-GA5R5KWD.js.map +0 -1
- package/dist/chunk-IDSKOHA4.js.map +0 -1
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* Carrying corner specs onto a path rebuilt from another: a split, a rejoin,\n * a reversal. Specs are keyed by flat anchor index, so a rewrite that moves\n * anchors must renumber them rather than keep the old array.\n */\nimport { forEachSegment, pathCommandCoordCount, PATH_C, PATH_M, PATH_Q, PATH_Z } from '../commands';\nimport type { PolygonPath } from '../path';\nimport { compactCorners, withoutCorners, type CornerSpec } from './cornerSpec';\n\nconst flatCache = new WeakMap<PolygonPath, Int32Array>();\n\n/**\n * For each anchor command of `path` (each M, L, C, or Q, as `countPathAnchors`\n * numbers them), its flat anchor index, the numbering `PolygonPath.corners`\n * uses: a closing curve that ends on its subpath's first point folds onto\n * that anchor, as `pathToAnchors` folds it.\n */\nexport function flatAnchorIndices(path: PolygonPath): Int32Array {\n const hit = flatCache.get(path);\n if (hit) return hit;\n const { commands, coords } = path;\n const out: number[] = [];\n let flat = 0, first = 0, count = 0;\n let sx = 0, sy = 0, ex = 0, ey = 0, curve = false;\n forEachSegment(commands, coords, (cmd, ci) => {\n if (cmd === PATH_Z) {\n if (count > 1 && curve && ex === sx && ey === sy) { out[out.length - 1] = first; flat--; }\n count = 0;\n return;\n }\n const n = pathCommandCoordCount(cmd);\n ex = coords[ci + n - 2]; ey = coords[ci + n - 1];\n curve = cmd === PATH_C || cmd === PATH_Q;\n if (cmd === PATH_M || count === 0) { first = flat; sx = ex; sy = ey; count = 0; }\n count++;\n out.push(flat++);\n });\n const result = Int32Array.from(out);\n flatCache.set(path, result);\n return result;\n}\n\n/**\n * `to` with `from`'s corner specs carried across, where `sources[k]` is the\n * anchor command of `from` that anchor command `k` of `to` was drawn from, or\n * -1 for one with no source. Each spec lands once, on the first anchor drawn\n * from its own; any specs `to` already had are dropped.\n */\nexport function carryCorners(from: PolygonPath, to: PolygonPath, sources: ArrayLike<number>): PolygonPath {\n const bare = withoutCorners(to);\n const specs = from.corners;\n if (!specs) return bare;\n const fromFlat = flatAnchorIndices(from);\n const toFlat = flatAnchorIndices(to);\n const placed = new Set<number>();\n const next: (CornerSpec | null)[] = [];\n for (let k = 0; k < toFlat.length; k++) {\n const s = sources[k];\n if (s === undefined || s < 0 || s >= fromFlat.length) continue;\n const f = fromFlat[s];\n const spec = specs[f];\n if (!spec || placed.has(f)) continue;\n placed.add(f);\n while (next.length < toFlat[k]) next.push(null);\n next[toFlat[k]] = spec;\n }\n const corners = compactCorners(next);\n return corners ? { ...bare, corners } : bare;\n}\n\n/** `count` consecutive anchor command indices from `start`: the sources of a\n * contiguous slice. */\nexport function anchorRange(start: number, count: number): Int32Array {\n const out = new Int32Array(count);\n for (let i = 0; i < count; i++) out[i] = start + i;\n return out;\n}\n","/**\n * Putting corner specs back on a path an operation rebuilt from expanded\n * geometry. Booleans, trims and cuts work on what a path draws, its corners\n * cut and spanned (`resolveCorners`); wherever a corner's cut comes through\n * whole, it folds back into its anchor and spec, and only a corner the\n * operation cut into or moved stays expanded.\n */\nimport type { Path, PolygonPath } from '../path';\nimport { nearestOnCubic, nearestOnLine } from '../nearest';\nimport { PathBuilder } from './builder';\nimport { flatAnchorIndices } from './cornerCarry';\nimport { decodeContours, type Contour, type Seg } from './cornerSegments';\nimport type { Point } from './cubicMath';\nimport type { CornerPiece } from './cornerShape';\nimport { compactCorners, withoutCorners, type CornerSpec } from './cornerSpec';\nimport { cornerCuts } from './corners';\nimport { distance, lerpPoint } from '../points2';\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\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 a = lerpPoint(s.p0, s.c1, u), b = lerpPoint(s.c1, s.c2, u), c = lerpPoint(s.c2, s.p3, u);\n const d = lerpPoint(a, b, v), e = lerpPoint(b, c, v);\n return lerpPoint(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) * distance(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 distance(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 (distance(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 (distance(cut.anchor, t.anchor) > tol) continue;\n const same = (distance(cut.start, t.start) <= tol && distance(cut.end, t.end) <= tol)\n || (distance(cut.start, t.end) <= tol && distance(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 { ringSignedArea } from '../polyline';\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 return ringSignedArea(sampleContour(c));\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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+
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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';\nimport { distance, lerpPoint } from '../points2';\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\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 a = lerpPoint(s.p0, s.c1, u), b = lerpPoint(s.c1, s.c2, u), c = lerpPoint(s.c2, s.p3, u);\n const d = lerpPoint(a, b, v), e = lerpPoint(b, c, v);\n return lerpPoint(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) * distance(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 distance(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 (distance(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 (distance(cut.anchor, t.anchor) > tol) continue;\n const same = (distance(cut.start, t.start) <= tol && distance(cut.end, t.end) <= tol)\n || (distance(cut.start, t.end) <= tol && distance(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 { ringSignedArea } from '../polyline';\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 return ringSignedArea(sampleContour(c));\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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const w = n === 1 ? [u, t] : n === 2 ? [u * u, 2 * u * t, t * t] : [u * u * u, 3 * u * u * t, 3 * u * t * t, t * t * t];
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const w = n === 1 ? [1] : n === 2 ? [u, t] : [u * u, 2 * u * t, t * t];
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{"version":3,"sources":["../src/along/bezier.ts"],"names":[],"mappings":";AAGO,SAAS,WAAA,CAAY,CAAA,EAAsB,GAAA,EAAa,CAAA,EAAqC;AAClG,EAAA,MAAM,CAAA,GAAI,CAAA,CAAE,MAAA,GAAS,GAAA,GAAM,CAAA;AAC3B,EAAA,MAAM,IAAI,CAAA,GAAI,CAAA;AACd,EAAA,MAAM,CAAA,GAAI,CAAA,KAAM,CAAA,GAAI,CAAC,GAAG,CAAC,CAAA,GAAI,CAAA,KAAM,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,IAAI,CAAA,EAAG,CAAA,GAAI,CAAC,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,GAAI,CAAA,EAAG,IAAI,CAAA,GAAI,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,GAAI,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,IAAI,CAAC,CAAA;AACtH,EAAA,MAAM,GAAA,GAAgC,CAAC,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAC9C,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,GAAA,EAAK,CAAA,EAAA,EAAK;AAC5B,IAAA,IAAI,CAAA,GAAI,CAAA;AACR,IAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,IAAK,CAAA,EAAG,CAAA,EAAA,EAAK,CAAA,IAAK,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAA,GAAI,GAAA,GAAM,CAAC,CAAA;AACtD,IAAA,GAAA,CAAI,CAAC,CAAA,GAAI,CAAA;AAAA,EACX;AACA,EAAA,OAAO,GAAA;AACT;AAGO,SAAS,eAAA,CAAgB,CAAA,EAAsB,GAAA,EAAa,CAAA,EAA4C;AAC7G,EAAA,MAAM,CAAA,GAAI,CAAA,CAAE,MAAA,GAAS,GAAA,GAAM,CAAA;AAC3B,EAAA,MAAM,IAAI,CAAA,GAAI,CAAA;AAEd,EAAA,MAAM,IAAI,CAAA,KAAM,CAAA,GAAI,CAAC,CAAC,CAAA,GAAI,MAAM,CAAA,GAAI,CAAC,GAAG,CAAC,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,EAAG,IAAI,CAAA,GAAI,CAAA,EAAG,IAAI,CAAC,CAAA;AACrE,EAAA,MAAM,CAAA,GAA8B,CAAC,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAC5C,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,GAAA,EAAK,CAAA,EAAA,EAAK;AAC5B,IAAA,IAAI,CAAA,GAAI,CAAA;AACR,IAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,GAAG,CAAA,EAAA,EAAK,CAAA,IAAK,EAAE,CAAC,CAAA,IAAK,CAAA,CAAA,CAAG,CAAA,GAAI,KAAK,GAAA,GAAM,CAAC,IAAI,CAAA,CAAE,CAAA,GAAI,MAAM,CAAC,CAAA,CAAA;AAC7E,IAAA,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA;AAAA,EACT;AACA,EAAA,MAAM,CAAA,GAAI,IAAA,CAAK,KAAA,CAAM,CAAA,CAAE,CAAC,CAAA,EAAG,CAAA,CAAE,CAAC,CAAA,EAAG,CAAA,CAAE,CAAC,CAAC,CAAA;AACrC,EAAA,OAAO,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,EAAG,CAAA,CAAE,CAAC,IAAI,CAAA,EAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAC,CAAA,GAAI,IAAA;AAClD;AAGO,SAAS,aAAA,CACd,MAAA,EAA2B,QAAA,EAAgD,GAAA,EAAa,CAAA,EAC9E;AACV,EAAA,MAAM,CAAA,GAAI,IAAA,CAAK,KAAA,CAAM,MAAA,CAAO,SAAS,GAAG,CAAA;AACxC,EAAA,MAAM,IAAI,CAAA,GAAI,GAAA;AACd,EAAA,MAAM,CAAA,GAAA,CAAM,CAAA,GAAI,CAAA,IAAK,CAAA,GAAK,GAAA;AAC1B,EAAA,MAAM,MAAgB,EAAC;AACvB,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,GAAA,EAAK,CAAA,EAAA,MAAS,IAAA,CAAK,MAAA,CAAO,CAAA,GAAI,CAAC,CAAC,CAAA;AACpD,EAAA,IAAI,QAAA,EAAU,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,QAAA,CAAS,MAAA,EAAQ,CAAA,EAAA,EAAK,GAAA,CAAI,IAAA,CAAK,QAAA,CAAS,CAAC,CAAC,CAAA;AAC5E,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,GAAA,EAAK,CAAA,EAAA,MAAS,IAAA,CAAK,MAAA,CAAO,CAAA,GAAI,CAAC,CAAC,CAAA;AACpD,EAAA,OAAO,GAAA;AACT","file":"chunk-QSVZO7QZ.js","sourcesContent":["/** One segment of a run, given as flat control points, `dim` components each: two for a line, three for a quadratic, four for a cubic. */\n\n/** The point at parameter `t`, three components, those past `dim` 0. */\nexport function bezierPoint(c: ArrayLike<number>, dim: number, t: number): [number, number, number] {\n const n = c.length / dim - 1;\n const u = 1 - t;\n const w = n === 1 ? [u, t] : n === 2 ? [u * u, 2 * u * t, t * t] : [u * u * u, 3 * u * u * t, 3 * u * t * t, t * t * t];\n const out: [number, number, number] = [0, 0, 0];\n for (let k = 0; k < dim; k++) {\n let v = 0;\n for (let i = 0; i <= n; i++) v += w[i] * c[i * dim + k];\n out[k] = v;\n }\n return out;\n}\n\n/** The unit direction of travel at parameter `t`, or null where the derivative vanishes. */\nexport function bezierDirection(c: ArrayLike<number>, dim: number, t: number): [number, number, number] | null {\n const n = c.length / dim - 1;\n const u = 1 - t;\n // The derivative is the degree-lower curve through the control points' differences.\n const w = n === 1 ? [1] : n === 2 ? [u, t] : [u * u, 2 * u * t, t * t];\n const d: [number, number, number] = [0, 0, 0];\n for (let k = 0; k < dim; k++) {\n let v = 0;\n for (let i = 0; i < n; i++) v += w[i] * (c[(i + 1) * dim + k] - c[i * dim + k]);\n d[k] = v;\n }\n const l = Math.hypot(d[0], d[1], d[2]);\n return l > 0 ? [d[0] / l, d[1] / l, d[2] / l] : null;\n}\n\n/** Segment `i` of a run, from point `i` to the next (a closed run's closing edge wrapping to its first), its controls between. */\nexport function segmentCoords(\n points: ArrayLike<number>, controls: ArrayLike<number> | null | undefined, dim: number, i: number,\n): number[] {\n const n = Math.floor(points.length / dim);\n const a = i * dim;\n const b = ((i + 1) % n) * dim;\n const out: number[] = [];\n for (let k = 0; k < dim; k++) out.push(points[a + k]);\n if (controls) for (let k = 0; k < controls.length; k++) out.push(controls[k]);\n for (let k = 0; k < dim; k++) out.push(points[b + k]);\n return out;\n}\n"]}
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import { segmentLength, segmentTAtLength } from './chunk-IOD2NFHQ.js';
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import { PathBuilder, cubicPointAt, distance, worldCoords, forEachSegment, PATH_Z, PATH_Q, PATH_C, PATH_L, PATH_M, hasCorners, withoutCorners, pointSegmentDist, cornerAt, cubicEvalAt, splitCubicAt, nearestOnCubic } from './chunk-346XYYMX.js';
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function segLength(seg) {
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var flatSeg = ({ p0, c1, c2, p3 }) => [p0.x, p0.y, c1.x, c1.y, c2.x, c2.y, p3.x, p3.y];
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export { CORNER_FIT_TOLERANCE, CORNER_KEYWORDS, DEFAULT_FLATTEN_TOLERANCE, cornerCenter, cornerCuts, cornerFrameAt, cornerFrames, cornerKeywordOf, cornerShapeK, cornerShapePieces, cornerShapePoint, decodeContours, defaultOpenFill, fillsOpenSubpaths, fitCubicWithTangents, flattenCubic, flattenCubicWithArcLen, flattenQuadratic, flattenQuadraticWithArcLen, isCornerShape, nextCornerShape, pointInPolygon, remapPerAnchor, resolveCorners, resolveCornersWithSources, ringSignedArea, schneiderFit, segmentsCross, setDefaultOpenFill, tangentAt };
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//# sourceMappingURL=chunk-TBS4NHGQ.js.map
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