SVG Graphics Geometry
Guide
css-matrix
Guide
css-matrix
  • Part 0. SVG 기초

    • SVG란 무엇인가
    • viewBox와 user space
    • transform attribute와 matrix
    • SVG 문서 구조와 기본 도형
  • Part 1. Path grammar

    • path d 명령어 — M, L, Z
    • H, V — 축 정렬 직선
    • C — cubic Bézier
    • Q — quadratic Bézier
    • S, T — smooth continuation
    • A — elliptical arc
    • path bounding box
  • Part 2. Stroke geometry

    • 점에서 stroke까지의 거리
    • join, cap, miter limit
    • stroke align과 outline 개념
    • miter length 공식
  • Part 3. Fill rules

    • nonzero vs evenodd
    • fill hit testing
  • Part 4. Path sampling

    • flatten tolerance
    • path length
    • point at length와 tangent
  • Part 5. Paint servers

    • linearGradient 좌표
    • clipPath와 mask 개념
  • Part 6. Path editor capstone

    • path handle 모델
    • handle hit testing
    • handle drag로 segment 갱신
    • mini path editor — SVG round-trip
  • Part 7. Fill & winding deep dive

    • winding vs ray casting
    • compound path — 여러 subpath
    • self-intersection
    • path boolean
    • fill vs stroke hit 우선순위
    • scanline parity
  • Part 8. Pattern & gradient

    • radialGradient
    • pattern tile
    • gradientUnits와 spreadMethod
  • Part 9. SVG filter & Figma effects

    • Figma DROP_SHADOW → SVG filter
    • filter chain 개요
    • blur · offset · merge
    • inner shadow
    • layer blur vs background blur
    • Figma effect 매핑표 전체
  • Part 10. Figma ↔ SVG bridge

    • vector network vs path d
    • fill · stroke export
    • boolean operations export
    • mask · clip export
  • Part 11. Icon design

    • pixel grid · optical alignment
    • fill vs stroke icons
    • symbol · sprite · currentColor
    • path simplification
  • Appendix A. SVG in CSS

    • currentColor · CSS theming
    • sprite data URI
    • SVG optimization pipeline
  • Appendix B. Engine extras

    • dash offset animation
    • adaptive flatten
    • arc → cubic 변환
    • multi-subpath editing
  • Part 12. Foundations primer

    • capability map
    • coordinate stack
  • Part 13. Figma ↔ SVG (deep)

    • Figma paint gap map
    • radial · angular gradient export
    • image · pattern fill
    • stroke align export
    • blend mode · layer opacity
  • Part 14. SVG spec breadth

    • markers — 화살표와 dash 끝
    • text · textPath
    • paint-order · opacity · filters
    • arc flatten 통합
  • Part 15. Curve calculus

    • de Casteljau subdivision
    • flatness와 chord error
    • 곡률 κ와 법선
    • arc center parameterization
    • G¹ smooth — S와 T
    • shoelace signed area
  • Part 16. Intersection & proximity

    • segment intersection
    • line ∩ cubic · curve ∩ curve
    • closest point on curve
  • Part 17. Offset curves

    • normal offset sampling
    • offset cusps
  • Part 18. Transform algebra

    • affine inverse & decompose
    • transform path vs group
  • Part 19. Rational curves

    • circle as cubic — κ constant
    • rational curves & exact arcs
  • Part 20. Tessellation & pixels

    • convex triangulation · ear clipping
    • evenodd parity → pixels
  • Part 21. Compositing math

    • Gaussian blur kernel
    • Porter–Duff & premultiplied α
  • Part 22. Math topic map

    • SVG 수학 주제 지도
  • Part 23. SVG animation

    • SMIL — animate 속성
    • SMIL — animateTransform
    • SMIL — animateMotion
    • stroke dash draw-on
    • CSS offset-path motion
    • path morph
    • JS motion along path
  • Part 24. Motion precision

    • uniform speed along path
    • cubic–cubic intersection
    • SVGPathElement length API
    • SMIL keyTimes & keySplines
    • degree elevation Q→C
  • Part 25. GPU mesh & WAAPI

    • triangulation with holes
    • WAAPI + SVG attributes
    • evenodd fill + triangle mesh

nonzero vs evenodd

닫힌 path의 안/밖을 정하는 규칙이 fill-rule입니다. 단순 사각형에서는 같아 보이지만, 구멍(compound)·self-intersection·8자(bow-tie) 에서 nonzero와 evenodd 결과가 갈립니다.

데모에서 볼 것

M 160 80 L 480 80 L 480 340 L 160 340 Z
M 240 140 L 400 140 L 400 280 L 240 280 Z
  • 바깥 rect + 안쪽 rect (두 M subpath)
  • toolbar fill-rule: nonzero / evenodd
  • 포인터 이동 — 초록 = inside, 빨강 = outside (pointInPath, stepsPerCurve: 16)
  • readout winding — coarse flatten(stepsPerCurve: 1)으로 빠르게 표시

구멍 중앙 (320, 210) 근처:

ruleinside
nonzeroouter CCW + inner CW → winding 합이 0이 아니면 안 (테스트: inner에서 insideNonZero: true)
evenoddcrossing 홀수 겹침 → 밖 (insideEvenOdd: false)

evenodd로 구멍을 뚫으려면 Figma Subtract export도 fill-rule="evenodd"를 씁니다 (figma-bridge).

nonzero — winding number

점 P에서 polygon edge를 따라 signed crossing을 세면 winding w가 됩니다.

import { windingNumber, pointInPolygon } from "svg-matrix-core";

const polygon = flattenPathSegments(subpath, { stepsPerCurve: 16 });
const w = windingNumber(point, polygon);

const insideNonZero = w !== 0;           // SVG nonzero
// pointInPolygon(point, polygon) 동일
w의미 (단순 CCW 외곽)
0바깥
+1한 번 감쌈 (CCW)
-1한 번 감쌈 (CW)

방향은 subpath winding에 따라 부호가 바뀝니다. 073 signedPolygonArea로 CCW/CW를 볼 수 있습니다.

evenodd — parity

오른쪽으로 수평 ray를 쏴 edge crossing 횟수가 홀수면 inside.

import { rayCrossingCount, evenoddParityFromRayCast } from "svg-matrix-core";

const crossings = rayCrossingCount(point, polygon);
const insideEvenOdd = crossings % 2 === 1;

evenoddParityFromRayCast(point, polygon);  // 동일 판정 — [084](./lesson-084.md) 픽셀

path 전체 — classifyPointInPath

import { classifyPointInPath, pointInPath, parsePathD } from "svg-matrix-core";

const segments = parsePathD(pathD);
const result = classifyPointInPath(point, segments, "evenodd", {
  stepsPerCurve: 16
});
// {
//   inside, fillRule,
//   winding, crossings,        // subpath 합산
//   insideNonZero, insideEvenOdd,
//   subpathCount
// }

pointInPath(point, segments, "nonzero");  // → result.inside 만

파이프라인:

segments → segmentsToSubpaths (M마다 분리)
         → 각 subpath flattenPathSegments → polygon
         → winding / crossings 합산 → fillRule에 따라 inside

003 compound path · 016 flatten 품질이 fill hit 정확도를 좌우합니다.

bow-tie (8자) — 규칙이 갈리는 예

M 0 0 L 40 40 L 40 0 L 0 40 Z

중앙 lobe (5, 5):

const lobe = classifyPointInPath({ x: 5, y: 5 }, parsePathD(d), "evenodd");
// crossings === 2 → inside === false
rule중앙 lobe
evenodd밖 (crossing 2 = 짝수)
nonzerowinding에 따라 안일 수 있음

028 boolean·self-intersect path에서 같은 차이가 납니다.

Canvas / SVG / 브라우저

ctx.fill(path2d, "evenodd");
<path fill-rule="evenodd" d="..." />

Path2D / SVGGeometryElement.isPointInFill() — fill-rule 인자 동일.

래스터 · boolean

주제연결
scanline fill029 — y 고정 후 parity flip
픽셀 parity084 evenoddParityFromRayCast
point booleanpointInPathBoolean — A/B 각각 nonzero 후 set op
Figma booleanSUBTRACT/EXCLUDE → evenodd
import { pointInPathBoolean } from "svg-matrix-core";

pointInPathBoolean(point, outer, inner, "subtract");  // in A && !in B

Core API

함수역할
windingNumber, pointInPolygonpolygon + nonzero
rayCrossingCount, evenoddParityFromRayCastpolygon + parity
segmentsToSubpathsM 분리
classifyPointInPath, pointInPathsegment graph + fill-rule
signedPolygonAreawinding 방향 (073)

관련

  • 015 fill hit · 027 compound · 028 boolean

오늘의 핵심

fill은 stroke와 다른 문제입니다 — flatten polygon + winding 또는 parity. 구멍·8자에서는 fill-rule 선택이 제품 동작을 바꾸므로, hit test·export·Figma boolean을 같은 rule로 맞추세요.

최근 수정: 26. 5. 17. PM 4:35
Contributors: jinho.park.s3, Cursor
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fill hit testing