A frame's collision outline can be generated from its pixels (#161)
Drawing an outline by hand for every frame of a sheet is slow, and the outline mostly follows the opaque part of the image anyway. The texture tab now traces it: one click, a corner budget, and every Frame collision collider and tile using that frame blocks with the result. - "Generate collision..." sits in the texture tab header and is off while the texture has no frames. - The dialog has Max points (default 8, 3 to 64), Solid from ... % alpha (default 50) and All frames of the texture. A live line says what Generate will write, and Generate stays off when nothing is solid enough. - traceCollision walks each island of solid pixels along the pixel edges, then drops the least important corners until at most N are left and no stair step remains. A slope becomes one straight edge. - An outline never crosses itself. Where the image would force that, the island's convex hull is taken instead. - Crumbs under 1 % of the frame area are dropped unless they are the only island. Holes are not reproduced. - Existing outlines are replaced. One frame or all frames is a single undo step. - TextureLibrary hands out the sheet's RGBA data, and a pure function cuts a frame's region from it. Findings: - The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one pixel wide in the image, and that real edge stays while corners are still free. Tests: - ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931). - 10 new unit tests in tests/core/trace-collision.test.ts, including 150 random shapes that must all be valid and within the budget. - GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16). - Three counter-probes bite: no hull fallback, no stair threshold, dialog ignoring the alpha threshold. - Check sum 1202 in README is computed (1198 + 4), CI measures it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -67,7 +67,7 @@ export function cleanOutline(points: readonly Vec2[]): Vec2[] {
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}
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/** Whether the open segments ab and cd cross or touch. */
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function segmentsMeet(a: Vec2, b: Vec2, c: Vec2, d: Vec2): boolean {
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export function segmentsMeet(a: Vec2, b: Vec2, c: Vec2, d: Vec2): boolean {
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const d1 = cross(c, d, a);
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const d2 = cross(c, d, b);
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const d3 = cross(a, b, c);
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@@ -0,0 +1,204 @@
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/**
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* A frame's collision outlines read off its picture (#161): the pixels at least as opaque as the
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* threshold are solid, every island of them is walked round along the pixel edges, and the walk is
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* cut down to a few corners. Holes are not traced – an outline blocks with all it encloses.
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*/
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import { polygonProblem, segmentsMeet } from './polygon';
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import type { Vec2 } from './Properties';
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export interface TraceOptions {
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/** The most corners one outline keeps. */
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maxPoints: number;
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/** Opacity from which a pixel is solid, 0 … 1. */
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threshold: number;
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}
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export const DEFAULT_TRACE: TraceOptions = { maxPoints: 8, threshold: 0.5 };
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export const MIN_TRACE_POINTS = 3;
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export const MAX_TRACE_POINTS = 64;
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/** An island below this share of the frame is a crumb and gets no outline – unless it is the largest. */
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const CRUMB_SHARE = 0.01;
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/** A corner making a triangle this small (px²) with its neighbours is a step of the pixel grid. */
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const STEP_AREA = 1;
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/**
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* The outlines of the solid islands, in the frame's own pixels. `alpha` holds one opacity 0 … 255
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* per pixel, row by row. Islands are 4-connected: pixels meeting at a corner only are two islands.
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*/
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export function traceOutlines(
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alpha: ArrayLike<number>,
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width: number,
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height: number,
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options: TraceOptions,
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): Vec2[][] {
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const w = Math.floor(width);
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const h = Math.floor(height);
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if (w <= 0 || h <= 0 || alpha.length < w * h) return [];
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const threshold = Math.min(1, Math.max(0, Number.isFinite(options.threshold) ? options.threshold : 0.5));
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const cut = Math.max(1, Math.ceil(threshold * 255 - 1e-9));
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const solid = new Uint8Array(w * h);
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for (let i = 0; i < w * h; i++) solid[i] = alpha[i]! >= cut ? 1 : 0;
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const islands = islandsOf(solid, w, h);
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if (islands.length === 0) return [];
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const largest = Math.max(...islands.map((island) => island.area));
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const maxPoints = clampPoints(options.maxPoints);
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return islands
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.filter((island) => island.area === largest || island.area >= CRUMB_SHARE * w * h)
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.map((island) => {
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const walk = walkRound(solid, w, h, island.start % w, Math.floor(island.start / w));
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const outline = simplify(walk, maxPoints);
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const kept = outline.length <= maxPoints && !polygonProblem(outline);
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return kept ? outline : simplify(convexHull(walk), maxPoints);
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});
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}
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/** The opacities of `rect` out of RGBA bytes of a picture `sheetWidth` wide; outside it is clear. */
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export function alphaOfRect(
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rgba: ArrayLike<number>,
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sheetWidth: number,
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sheetHeight: number,
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rect: { x: number; y: number; w: number; h: number },
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): Uint8Array {
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const alpha = new Uint8Array(rect.w * rect.h);
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for (let y = 0; y < rect.h; y++)
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for (let x = 0; x < rect.w; x++) {
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const sx = rect.x + x;
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const sy = rect.y + y;
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if (sx >= 0 && sy >= 0 && sx < sheetWidth && sy < sheetHeight)
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alpha[y * rect.w + x] = rgba[(sy * sheetWidth + sx) * 4 + 3]!;
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}
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return alpha;
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}
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export function clampPoints(value: number): number {
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const n = Math.round(Number.isFinite(value) ? value : DEFAULT_TRACE.maxPoints);
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return Math.min(MAX_TRACE_POINTS, Math.max(MIN_TRACE_POINTS, n));
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}
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interface Island {
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/** Index of its first pixel in reading order – the top-left corner of that pixel is on its rim. */
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start: number;
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area: number;
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}
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function islandsOf(solid: Uint8Array, w: number, h: number): Island[] {
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const seen = new Uint8Array(w * h);
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const islands: Island[] = [];
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const stack: number[] = [];
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for (let start = 0; start < w * h; start++) {
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if (!solid[start] || seen[start]) continue;
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seen[start] = 1;
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stack.push(start);
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let area = 0;
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while (stack.length > 0) {
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const i = stack.pop()!;
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area++;
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const x = i % w;
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for (const j of [x > 0 ? i - 1 : -1, x < w - 1 ? i + 1 : -1, i - w, i + w])
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if (j >= 0 && j < w * h && solid[j] && !seen[j]) {
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seen[j] = 1;
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stack.push(j);
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}
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}
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islands.push({ start, area });
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}
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return islands;
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}
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/**
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* The rim of the island whose first pixel is (sx, sy), as the corners where it turns, walked with
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* the island on the right – clockwise on screen. Where two pixels meet at a corner only, the walk
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* turns away from the diagonal one: it belongs to another island.
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*/
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function walkRound(solid: Uint8Array, w: number, h: number, sx: number, sy: number): Vec2[] {
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const inside = (x: number, y: number) => x >= 0 && y >= 0 && x < w && y < h && solid[y * w + x] === 1;
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const corners: Vec2[] = [];
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let [x, y, dx, dy] = [sx, sy, 1, 0];
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for (let guard = 4 * (w + 1) * (h + 1); guard > 0; guard--) {
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x += dx;
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y += dy;
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const [rx, ry] = [-dy, dx];
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const right = inside(Math.floor(x + (dx + rx) / 2), Math.floor(y + (dy + ry) / 2));
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const left = inside(Math.floor(x + (dx - rx) / 2), Math.floor(y + (dy - ry) / 2));
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if (right && left) [dx, dy] = [dy, -dx];
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else if (!right) [dx, dy] = [-dy, dx];
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if (!right || left) corners.push({ x, y });
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if (x === sx && y === sy && dx === 1 && dy === 0) break;
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}
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return corners;
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}
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function triangleArea(a: Vec2, b: Vec2, c: Vec2): number {
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return Math.abs((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) / 2;
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}
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/**
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* Takes away the corner that changes the outline least (Visvalingam–Whyatt) until at most
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* `maxPoints` are left and none is a mere step of the pixel grid. A corner whose removal would
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* make the outline cross itself stays.
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*/
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function simplify(ring: readonly Vec2[], maxPoints: number): Vec2[] {
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const points = [...ring];
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const areaAt = (i: number) =>
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triangleArea(
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points[(i + points.length - 1) % points.length]!,
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points[i]!,
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points[(i + 1) % points.length]!,
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);
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const areas = points.map((_, i) => areaAt(i));
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while (points.length > MIN_TRACE_POINTS) {
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const refused = new Set<number>();
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let removed = false;
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for (;;) {
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let best = -1;
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for (let i = 0; i < points.length; i++)
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if (!refused.has(i) && (best < 0 || areas[i]! < areas[best]!)) best = i;
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if (best < 0 || (points.length <= maxPoints && areas[best]! >= STEP_AREA)) break;
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if (!removable(points, best)) {
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refused.add(best);
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continue;
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}
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points.splice(best, 1);
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areas.splice(best, 1);
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const before = (best + points.length - 1) % points.length;
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areas[before] = areaAt(before);
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areas[best % points.length] = areaAt(best % points.length);
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removed = true;
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break;
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}
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if (!removed) break;
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}
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return points;
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}
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/** Whether the edge that replaces corner `i` stays clear of every edge it does not share a corner with. */
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function removable(points: readonly Vec2[], i: number): boolean {
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const n = points.length;
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const a = (i + n - 1) % n;
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const c = (i + 1) % n;
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const from = points[a]!;
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const to = points[c]!;
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for (let j = 0; j < n; j++) {
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if (j === (a + n - 1) % n || j === a || j === i || j === c) continue;
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if (segmentsMeet(from, to, points[j]!, points[(j + 1) % n]!)) return false;
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}
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return true;
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}
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/** The hull of the points – the outline of last resort for a pinched island. */
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function convexHull(points: readonly Vec2[]): Vec2[] {
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const sorted = [...points].sort((a, b) => a.x - b.x || a.y - b.y);
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const turn = (o: Vec2, a: Vec2, b: Vec2) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
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const half = (list: Vec2[]) => {
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const out: Vec2[] = [];
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for (const p of list) {
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while (out.length >= 2 && turn(out[out.length - 2]!, out[out.length - 1]!, p) <= 0) out.pop();
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out.push(p);
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}
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out.pop();
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return out;
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};
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return [...half(sorted), ...half([...sorted].reverse())];
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}
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