--- id: wiki-2026-0508-computational-geometry title: Computational Geometry (Frontend) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [2D Geometry, Geometric Algorithms] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [geometry, algorithms, canvas, frontend, math] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript framework: Canvas / SVG / WebGL --- # Computational Geometry (Frontend) ## 매 한 줄 > **"매 pixel 의 math 가 geometry 다"**. Hit-testing, polygon clipping, convex hull, spatial index — 매 canvas/SVG/Figma-style editor 의 core, 매 numerical robustness + spatial accel structure 가 핵심. ## 매 핵심 ### 매 fundamental ops - Point-in-polygon (ray casting / winding number). - Line-line / segment-segment intersection. - Polygon-polygon clipping (Sutherland-Hodgman, Weiler-Atherton). - Convex hull (Graham scan, Andrew's monotone chain). - Bounding box / sphere. - Distance: point-segment, point-polygon. ### 매 spatial accel - Quadtree — 2D static/dynamic. - R-tree — bbox-based, dynamic insert/delete (rbush lib). - Spatial hash — uniform grid. - BVH — for raycasting in 2D/3D. ### 매 numerical pitfalls - Floating-point cross product near zero → epsilon checks. - Robust orientation predicates (Shewchuk). - 매 SVG path parsing → degenerate cubic 처리. ### 매 응용 1. Figma-style hit-testing. 2. Map polygon labeling / clipping. 3. Drag-select rectangle vs many shapes. 4. Snap-to-grid / snap-to-edge. 5. Boolean ops on shapes (union/intersect/difference). ## 💻 패턴 ### Point-in-polygon (ray casting) ```ts type Pt = { x: number; y: number }; export function pointInPolygon(p: Pt, poly: Pt[]): boolean { let inside = false; for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) { const a = poly[i], b = poly[j]; const intersect = (a.y > p.y) !== (b.y > p.y) && p.x < ((b.x - a.x) * (p.y - a.y)) / (b.y - a.y) + a.x; if (intersect) inside = !inside; } return inside; } ``` ### Segment-segment intersection ```ts export function segIntersect(p1: Pt, p2: Pt, p3: Pt, p4: Pt): Pt | null { const d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x); if (Math.abs(d) < 1e-10) return null; // parallel const t = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d; const u = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d; if (t < 0 || t > 1 || u < 0 || u > 1) return null; return { x: p1.x + t * (p2.x - p1.x), y: p1.y + t * (p2.y - p1.y) }; } ``` ### Convex hull (Andrew's monotone chain) ```ts export function convexHull(pts: Pt[]): Pt[] { const p = [...pts].sort((a, b) => a.x - b.x || a.y - b.y); const cross = (o: Pt, a: Pt, b: Pt) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x); const lower: Pt[] = []; for (const pt of p) { while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], pt) <= 0) lower.pop(); lower.push(pt); } const upper: Pt[] = []; for (let i = p.length - 1; i >= 0; i--) { const pt = p[i]; while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], pt) <= 0) upper.pop(); upper.push(pt); } upper.pop(); lower.pop(); return lower.concat(upper); } ``` ### Bounding box ```ts export function bbox(pts: Pt[]): { min: Pt; max: Pt } { let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity; for (const { x, y } of pts) { if (x < minX) minX = x; if (y < minY) minY = y; if (x > maxX) maxX = x; if (y > maxY) maxY = y; } return { min: { x: minX, y: minY }, max: { x: maxX, y: maxY } }; } ``` ### R-tree spatial index (rbush) ```ts import RBush from 'rbush'; type Item = { minX: number; minY: number; maxX: number; maxY: number; id: string }; const tree = new RBush(); tree.load(items); const hits = tree.search({ minX: 0, minY: 0, maxX: 100, maxY: 100 }); ``` ### Point-segment distance ```ts export function distPtSeg(p: Pt, a: Pt, b: Pt): number { const dx = b.x - a.x, dy = b.y - a.y; const lenSq = dx * dx + dy * dy; if (lenSq === 0) return Math.hypot(p.x - a.x, p.y - a.y); let t = ((p.x - a.x) * dx + (p.y - a.y) * dy) / lenSq; t = Math.max(0, Math.min(1, t)); return Math.hypot(p.x - (a.x + t * dx), p.y - (a.y + t * dy)); } ``` ### Polygon clipping (using martinez-polygon-clipping) ```ts import * as martinez from 'martinez-polygon-clipping'; const subject = [[[0, 0], [10, 0], [10, 10], [0, 10], [0, 0]]]; const clip = [[[5, 5], [15, 5], [15, 15], [5, 15], [5, 5]]]; const intersection = martinez.intersection(subject, clip); ``` ### Snap-to-grid ```ts export const snap = (v: number, grid: number) => Math.round(v / grid) * grid; export const snapPt = (p: Pt, g: number): Pt => ({ x: snap(p.x, g), y: snap(p.y, g) }); ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 1k+ shape hit-test | R-tree (rbush) | | Static map polygons | Quadtree pre-built | | Boolean ops on polygons | martinez-polygon-clipping | | Hull / triangulation | d3-delaunay, earcut | | Robust numerics | Shewchuk predicates | **기본값**: bbox pre-filter → exact test. Spatial index 매 N>500. ## 🔗 Graph - 변형: [[Computer-Graphics]] · [[GIS]] - 응용: [[SVG]] · [[WebGL]] - Adjacent: [[Collision-Detection]] ## 🤖 LLM 활용 **언제**: canvas editor, map UI, drag-select, snapping, boolean ops on shapes. **언제 X**: 매 trivial fixed UI — 매 CSS layout 으로 충분. ## ❌ 안티패턴 - **Naive O(N) hit-test on 10k shapes**: 매 lag — spatial index 필수. - **No epsilon in cross product**: 매 collinear 매 wrong branch. - **Re-building spatial tree per frame**: 매 only on data change, drag 매 incremental update. ## 🧪 검증 / 중복 - Verified (CGAL docs / "Computational Geometry: Algorithms and Applications" — de Berg et al.). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — 2D geometry algorithms + spatial index patterns |