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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
190 lines
6.0 KiB
Markdown
190 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-computational-geometry
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title: Computational Geometry (Frontend)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [2D Geometry, Geometric Algorithms]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [geometry, algorithms, canvas, frontend, math]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript
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framework: Canvas / SVG / WebGL
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---
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# Computational Geometry (Frontend)
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 fundamental ops
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- Point-in-polygon (ray casting / winding number).
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- Line-line / segment-segment intersection.
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- Polygon-polygon clipping (Sutherland-Hodgman, Weiler-Atherton).
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- Convex hull (Graham scan, Andrew's monotone chain).
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- Bounding box / sphere.
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- Distance: point-segment, point-polygon.
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### 매 spatial accel
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- Quadtree — 2D static/dynamic.
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- R-tree — bbox-based, dynamic insert/delete (rbush lib).
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- Spatial hash — uniform grid.
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- BVH — for raycasting in 2D/3D.
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### 매 numerical pitfalls
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- Floating-point cross product near zero → epsilon checks.
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- Robust orientation predicates (Shewchuk).
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- 매 SVG path parsing → degenerate cubic 처리.
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### 매 응용
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1. Figma-style hit-testing.
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2. Map polygon labeling / clipping.
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3. Drag-select rectangle vs many shapes.
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4. Snap-to-grid / snap-to-edge.
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5. Boolean ops on shapes (union/intersect/difference).
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## 💻 패턴
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### Point-in-polygon (ray casting)
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```ts
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type Pt = { x: number; y: number };
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export function pointInPolygon(p: Pt, poly: Pt[]): boolean {
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let inside = false;
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for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) {
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const a = poly[i], b = poly[j];
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const intersect =
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(a.y > p.y) !== (b.y > p.y) &&
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p.x < ((b.x - a.x) * (p.y - a.y)) / (b.y - a.y) + a.x;
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if (intersect) inside = !inside;
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}
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return inside;
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}
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```
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### Segment-segment intersection
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```ts
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export function segIntersect(p1: Pt, p2: Pt, p3: Pt, p4: Pt): Pt | null {
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const d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x);
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if (Math.abs(d) < 1e-10) return null; // parallel
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const t = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d;
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const u = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d;
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if (t < 0 || t > 1 || u < 0 || u > 1) return null;
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return { x: p1.x + t * (p2.x - p1.x), y: p1.y + t * (p2.y - p1.y) };
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}
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```
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### Convex hull (Andrew's monotone chain)
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```ts
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export function convexHull(pts: Pt[]): Pt[] {
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const p = [...pts].sort((a, b) => a.x - b.x || a.y - b.y);
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const cross = (o: Pt, a: Pt, b: Pt) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
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const lower: Pt[] = [];
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for (const pt of p) {
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while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], pt) <= 0) lower.pop();
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lower.push(pt);
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}
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const upper: Pt[] = [];
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for (let i = p.length - 1; i >= 0; i--) {
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const pt = p[i];
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while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], pt) <= 0) upper.pop();
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upper.push(pt);
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}
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upper.pop(); lower.pop();
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return lower.concat(upper);
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}
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```
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### Bounding box
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```ts
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export function bbox(pts: Pt[]): { min: Pt; max: Pt } {
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let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
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for (const { x, y } of pts) {
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if (x < minX) minX = x; if (y < minY) minY = y;
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if (x > maxX) maxX = x; if (y > maxY) maxY = y;
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}
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return { min: { x: minX, y: minY }, max: { x: maxX, y: maxY } };
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}
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```
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### R-tree spatial index (rbush)
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```ts
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import RBush from 'rbush';
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type Item = { minX: number; minY: number; maxX: number; maxY: number; id: string };
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const tree = new RBush<Item>();
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tree.load(items);
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const hits = tree.search({ minX: 0, minY: 0, maxX: 100, maxY: 100 });
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```
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### Point-segment distance
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```ts
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export function distPtSeg(p: Pt, a: Pt, b: Pt): number {
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const dx = b.x - a.x, dy = b.y - a.y;
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const lenSq = dx * dx + dy * dy;
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if (lenSq === 0) return Math.hypot(p.x - a.x, p.y - a.y);
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let t = ((p.x - a.x) * dx + (p.y - a.y) * dy) / lenSq;
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t = Math.max(0, Math.min(1, t));
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return Math.hypot(p.x - (a.x + t * dx), p.y - (a.y + t * dy));
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}
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```
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### Polygon clipping (using martinez-polygon-clipping)
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```ts
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import * as martinez from 'martinez-polygon-clipping';
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const subject = [[[0, 0], [10, 0], [10, 10], [0, 10], [0, 0]]];
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const clip = [[[5, 5], [15, 5], [15, 15], [5, 15], [5, 5]]];
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const intersection = martinez.intersection(subject, clip);
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```
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### Snap-to-grid
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```ts
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export const snap = (v: number, grid: number) => Math.round(v / grid) * grid;
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export const snapPt = (p: Pt, g: number): Pt => ({ x: snap(p.x, g), y: snap(p.y, g) });
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```
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## 매 결정 기준
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| 상황 | Approach |
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| 1k+ shape hit-test | R-tree (rbush) |
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| Static map polygons | Quadtree pre-built |
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| Boolean ops on polygons | martinez-polygon-clipping |
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| Hull / triangulation | d3-delaunay, earcut |
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| Robust numerics | Shewchuk predicates |
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**기본값**: bbox pre-filter → exact test. Spatial index 매 N>500.
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## 🔗 Graph
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- 변형: [[Computer-Graphics]] · [[GIS]]
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- 응용: [[SVG]] · [[WebGL]]
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- Adjacent: [[Collision-Detection]]
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## 🤖 LLM 활용
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**언제**: canvas editor, map UI, drag-select, snapping, boolean ops on shapes.
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**언제 X**: 매 trivial fixed UI — 매 CSS layout 으로 충분.
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## ❌ 안티패턴
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- **Naive O(N) hit-test on 10k shapes**: 매 lag — spatial index 필수.
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- **No epsilon in cross product**: 매 collinear 매 wrong branch.
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- **Re-building spatial tree per frame**: 매 only on data change, drag 매 incremental update.
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## 🧪 검증 / 중복
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- Verified (CGAL docs / "Computational Geometry: Algorithms and Applications" — de Berg et al.).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — 2D geometry algorithms + spatial index patterns |
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