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

handle hit testing

path 위를 클릭했을 때 어떤 anchor/control handle을 잡았는지 고릅니다. stroke/fill hit보다 단순합니다: 반경 안에서 가장 가까운 handle 하나를 선택합니다.

데모에서 볼 것

  • createPathEditor — SAMPLE_PATH_D cubic path, 드래그 비활성 (allowDrag: false)
  • pointermove — 커서 근처 handle hit (radius 12 user units)
  • readout: pointer=(x,y) → HIT a:2 [anchor] 또는 no handle
// 데모와 동일: handles 배열에 대해 hit
const hit = hitTestPathHandles(point, handles, 12);

handle 목록

import { listPathHandles, pathFromD } from "svg-matrix-core";

const { segments } = pathFromD(d);
const handles = listPathHandles(segments);
// [
//   { id: "a:0", kind: "anchor", segmentIndex: 0, point: {x,y} },
//   { id: "c1:2", kind: "control", role: "cp1", segmentIndex: 2, point: {x,y} },
//   ...
// ]

cubic segment마다 anchor 1개 + control 2개가 붙습니다.

hit test

import { listPathHandles, hitTestPathHandles, pathFromD } from "svg-matrix-core";

const { segments } = pathFromD(d);
const handles = listPathHandles(segments);
const hit = hitTestPathHandles(pointer, handles, radius);
// null | { id, kind, segmentIndex, point, ... }

radius는 user space 단위(보통 6–10px). 화면 픽셀 반경을 쓰려면 001처럼 zoom으로 나눠 user space radius로 바꿉니다.

화면 좌표 → SVG 좌표

path-editor.js의 clientToSvg:

function clientToSvg(svg, clientX, clientY) {
  const rect = svg.getBoundingClientRect();
  const vb = svg.viewBox.baseVal;
  return {
    x: vb.x + ((clientX - rect.left) / rect.width) * vb.width,
    y: vb.y + ((clientY - rect.top) / rect.height) * vb.height
  };
}

Canvas 편집기도 inverse view transform 후 동일한 hitTestPathHandles를 호출합니다.

우선순위 (실무)

  1. handle hit (가장 작은 반경, 최우선)
  2. stroke hit
  3. fill hit
  4. 아무것도 아니면 선택 해제 / box select

029에서 2·3을 다룹니다.

Core API

  • listPathHandles, hitTestPathHandles
  • listSubpathHandles, hitTestSubpathHandles — compound path
  • UI: packages/lesson_runtime/path-editor.js → createPathEditor

다음

  • 023 — handle drag로 segment 갱신

오늘의 핵심

handle hit은 거리장이 아니라 유한 개의 점에 대한 nearest-neighbor입니다. 편집기는 d 문자열이 아니라 segment graph + handle id로 상태를 유지합니다.

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