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

triangulation with holes

브라우저 SVG는 fill-rule로 hole을 그려 주지만, WebGL·Canvas mesh·물리 엔진은 보통 삼각형 리스트가 필요합니다. donut(outer + hole)은 083 ear clipping을 bridge로 확장합니다.

문제 정의

outer: CCW 사각형 (바깥)
hole:  CW 또는 CCW (안쪽 구멍)
목표: GPU에 넘길 Triangle[]  — 각 항목 [p0, p1, p2]

SVG M … Z M … Z compound(026)와 같지만, GPU는 한 번에 삼각형으로 쪼갭니다.

API

import { triangulatePolygonWithHoles } from "svg-matrix-core";

const outer = [
  { x: 120, y: 40 },
  { x: 520, y: 40 },
  { x: 520, y: 360 },
  { x: 120, y: 360 }
];
const hole = [
  { x: 220, y: 140 },
  { x: 420, y: 140 },
  { x: 420, y: 260 },
  { x: 220, y: 260 }
];

const { triangles, mergedRing } = triangulatePolygonWithHoles(outer, [hole]);
// triangles: Array<[ {x,y}, {x,y}, {x,y} ]>
// mergedRing: bridge 후 단일 ring (디버그용)

여러 hole:

triangulatePolygonWithHoles(outer, [hole1, hole2]);

알고리즘 (core)

1. outer shoelace 부호 확인
2. 각 hole — outer와 같은 부호면 reverse (반대 winding 강제)
3. findHoleBridge — outer·hole 꼭짓점 쌍 중 최단 거리
4. mergeHoleIntoRing — bridge edge로 hole을 ring에 “봉합”
5. earClipTriangulate(mergedRing) — [083](./lesson-083.md)

bridge 직관:

outer ──►──┐
           │ bridge (같은 점 두 번 방문)
           hole loop
           └──►── outer 계속

winding

ring관례
outerCCW (양수 shoelace)
hole반대 (CW)

규칙이 어긋나면 ear clip이 잘못된 삼각형을 냅니다. Figma export도 hole subpath 방향을 맞춥니다 (026).

GPU로 넘기기

// WebGL 예 (개념)
const positions = [];
for (const [a, b, c] of triangles) {
  positions.push(a.x, a.y, b.x, b.y, c.x, c.y);
}
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
// gl.drawArrays(gl.TRIANGLES, 0, positions.length / 2)

path d → flatten segments → outer/hole polygon 추출 → triangulatePolygonWithHoles — 편집기 export 파이프의 마지막 단계.

vs evenodd raster

evenodd fill (014, 102)mesh (여기)
표현픽셀 parity명시적 triangle
holecrossing paritybridge + ear
self-intersectevenodd 직관적별도 처리 필요

실무: 복잡 path는 libtess.js / earcut — 같은 bridge·ear 아이디어, 더 robust.

데모에서 볼 것

  • 파란 fill 삼각형들 — mesh 조각
  • 파란 실선 — outer, 주황 점선 — hole
  • readout: N triangles, mergedRing vertices: …

Core API

  • triangulatePolygonWithHoles, earClipTriangulate, fanTriangulateConvex
  • shoelaceArea, findHoleBridge (내부) — geometry.js

관련

  • 083 ear · 084 evenodd · 102 mesh + parity

오늘의 핵심

GPU fill = 삼각형 리스트. hole은 winding 반대 + bridge로 하나의 ring 만든 뒤 ear clip합니다.

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