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

winding vs ray casting

014에서 nonzero와 evenodd 규칙을 봤다면, 여기서는 두 규칙이 어떻게 계산되는지 — winding number vs ray crossing — 를 한 화면에서 비교합니다.

데모에서 볼 것

bow-tie path (014 테스트와 동일):

M 0 0 L 40 40 L 40 0 L 0 40 Z
  • toolbar fill-rule — nonzero / evenodd (활성 fill 색)
  • 포인터 이동 — 초록 inside / 빨강 outside
  • readout 네 값 동시 표시:
winding=…  crossings=…
nonzero inside=…  evenodd inside=…
active rule (…) inside=…

중앙 lobe (20, 20) 근처: insideNonZero와 insideEvenOdd가 다를 수 있음 — 027과 같은 기하.

classifyPointInPath 한 번에

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

const segments = parsePathD("M 0 0 L 40 40 L 40 0 L 0 40 Z");
const c = classifyPointInPath({ x: 20, y: 20 }, segments, "nonzero", {
  stepsPerCurve: 8
});

c.winding;         // subpath 합산 — nonzero용
c.crossings;       // ray crossing 합 — evenodd용
c.insideNonZero;   // winding !== 0
c.insideEvenOdd;   // crossings % 2 === 1
c.inside;          // 선택한 fillRule 결과
규칙inside 조건데모 필드
nonzerowinding !== 0insideNonZero
evenoddcrossings % 2 === 1insideEvenOdd

규칙은 다르고, winding/ray는 측정 방식이 다릅니다. classifyPointInPath가 둘 다 계산합니다.

winding number

polygon edge를 지날 때 ±1 누적 (방향 있음).

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

const poly = flattenPathSegments(subpath, { stepsPerCurve: 16 });
const w = windingNumber(point, poly);
pointInPolygon(point, poly);  // w !== 0

CCW outer → 보통 |w| ≥ 1. compound에서 inner가 반대 방향이면 상쇄 (026).

ray casting (crossing parity)

오른쪽으로 수평 ray — edge와 교차할 때마다 count.

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

const n = rayCrossingCount(point, poly);
const inside = n % 2 === 1;
evenoddParityFromRayCast(point, poly);  // 동일

030 scanline은 고정 y에서 이 crossing을 훑는 시각화입니다.

언제 값이 갈라지나

shapenonzero vs evenodd
단순 convex보통 동일
compound hole026 — winding 방향 vs parity
bow-tie / star027 — 중앙 lobe
curve pathflatten step에 따라 근사 (015)

Core API

함수역할
classifyPointInPathwinding + crossings + both inside
windingNumber, pointInPolygonpolygon + nonzero
rayCrossingCount, evenoddParityFromRayCastpolygon + parity
flattenPathSegmentscurve → polygon

관련

  • 014 · 026 · 027 · 030 · 084

오늘의 핵심

nonzero/evenodd는 규칙, winding/ray는 알고리즘입니다. 편집기·hit test는 classifyPointInPath로 네 값을 함께 보고, export fill-rule과 맞는 inside*를 선택하세요.

최근 수정: 26. 5. 17. PM 4:35
Contributors: jinho.park.s3, Cursor
Next
compound path — 여러 subpath