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

flatten tolerance

브라우저·편집기는 곡선 d를 그릴 때 내부적으로 polyline으로 근사합니다. stepsPerCurve는 “곡선 하나당 몇 개의 t 샘플을 찍을지”를 정하는 고정 step flatten입니다.

데모 path

M 80 320 Q 200 40 360 320 T 560 120
  • 회색 stroke — 원본 path (Q + smooth T)
  • 파란 점 — flattenPathSegments 결과
  • toolbar stepsPerCurve 2–48 (기본 12)

step을 줄이면 점 개수↓·빠름·stroke/fill/hit 오차↑. step을 늘리면 반대.

uniform flatten API

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

const segments = parsePathD(pathD);
const polyline = flattenPathSegments(segments, {
  stepsPerCurve: 12,
  stepsPerArc: 24      // A segment → arcSegmentToCubics 후 샘플
});

segment별 동작

typeflatten
M시작점 push
Lto push
Ct = 1/n…1에 cubicBezierPoint
QquadraticBezierPoint
AarcSegmentToCubics → C 샘플 (053)
t = 0, 1/n, 2/n, …, 1  (끝점 중복 — polyline edge)

무엇이 flatten에 의존하나

기능flatten 사용
fill hit (근사)polygon (015)
stroke hit (데모 일부)polyline — 정확은 004 cubic
pathLength / pointAtPathLength017, 018
bbox mode: sample012
GPU mesh 전처리polygon → ear clip

adaptive — 다른 멈춤 조건

같은 목표(폴리라인)에 점 개수를 줄이는 방법:

강의멈춤
016 (여기)고정 stepsPerCurve
069chord error ≤ tolerance
052flattenPathSegmentsAdaptive
import { flattenPathSegmentsAdaptive } from "svg-matrix-core";

flattenPathSegmentsAdaptive(segments, { tolerance: 0.5 });

급격히 휘는 구간만 촘촘히 — 068 subdivide와 짝.

언제 무엇을 쓰나

상황권장
편집 중 live previewcoarse step (빠름)
export / hit / lengthadaptive (052) 또는 해석 bbox (008, 009)
motion 균일 속도flatten 후 length + 095 LUT

Core API

  • flattenPathSegments — index.js
  • flattenPathSegmentsAdaptive, flattenCubicAdaptive — engine.js
  • cubicFlatnessError, subdivideCubicBezier — geometry.js

관련

  • 017 length · 018 point at length

오늘의 핵심

고정 step vs adaptive의 차이는 “몇 점”이 아니라 언제 멈추느냐입니다. 016 데모 슬라이더로 오차–성능 trade-off를 눈으로 확인하세요.

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