* fix(core): keep SVG icon stroke caps and joins after saving Icons inserted from Iconify and vectors from import_svg set stroke-linecap and stroke-linejoin only on the Stroke paint. .fig stores cap and join on the node, and the reader rebuilds the paint's cap and join from it, so a saved and reopened Lucide icon came back with NONE caps and MITER joins and showed gaps where its strokes meet. Set strokeCap and strokeJoin on the node as well. * fix(core): fill open subpaths of filled SVG paths SVG fills every subpath as if it were closed, but parseSVGPath put only closed subpaths in the fill region. The renderer filled the open ones as a separate path, so a hole formed by an open subpath and a closed one under the path's fill rule was filled in, as in some Font Awesome icons. Add an includeOpenRegions option to parseSVGPath, off by default, and set it for filled paths without a stroke from Iconify icons and import_svg, and for SVG clip paths. Stroked paths keep open subpaths out of the region so their closing edges are not stroked. A filled polyline now flattens with adjacent filled shapes like a polygon does. * docs(changelog): state where open SVG subpaths are now filled The app has no icon picker. The fix reaches Design JSX <Icon> and inline <svg> through scalePathInfos, dropped and pasted SVG files and clip paths through svgToVectorPaths, and makes filled polylines render filled. Name the unstroked-path limit instead of an unqualified claim. * test(core): import SceneGraph from its owning package Scene Graph owns the graph type; the Core barrel only re-exports it for compatibility. importVectors also returns the graph, matching the same helper in #832 so the shared test files reconcile cleanly. * docs(changelog): name every path that keeps SVG stroke caps The app has no icon picker; the fix reaches Design JSX <Icon> and inline <svg> through createIconFromPaths, and dropped or pasted SVG files through the same vector placement as import_svg. * test(core): import SceneGraph from its owning package Scene Graph owns the graph type; the Core barrel only re-exports it for compatibility. * refactor(core): read the first SVG path stroke with at(0) Array destructuring types the first stroke as always present, so the type-aware no-unnecessary-condition lint rejected the guard that skips vectors without strokes and failed bun run check. --------- Co-authored-by: Jason Woltje <1139190+jetrich@users.noreply.github.com>
200 lines
5.6 KiB
TypeScript
200 lines
5.6 KiB
TypeScript
import svgpath from 'svgpath'
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import type { VectorNetwork, VectorVertex, VectorSegment, VectorRegion, WindingRule } from './index'
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interface SubPath {
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startVertexIndex: number
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segmentIndices: number[]
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closed: boolean
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}
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export type VectorPathWindingRule = WindingRule | 'NONE'
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export type SVGPathParseResult = { ok: true; network: VectorNetwork } | { ok: false; error: string }
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interface ParseOptions {
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includeOpenRegions: boolean
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strictCommands: boolean
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}
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/**
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* Parse an SVG path `d` attribute into a VectorNetwork.
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*
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* Uses `svgpath` to normalize all commands to absolute M/L/C/Z
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* (arcs → cubics via `.unarc()`, smooth curves → explicit via `.unshort()`).
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*
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* Only closed subpaths form the fill region unless `includeOpenRegions` is set. SVG fills every
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* subpath as if it were closed, so set it for a filled path to keep holes that an open subpath and
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* a closed one cut together under the path's fill rule.
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*/
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export function parseSVGPath(
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d: string,
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windingRule: WindingRule = 'NONZERO',
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options: { includeOpenRegions?: boolean } = {}
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): VectorNetwork {
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const parsed = parsePath(d, windingRule, {
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includeOpenRegions: options.includeOpenRegions ?? false,
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strictCommands: false
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})
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return parsed.ok ? parsed.network : { vertices: [], segments: [], regions: [] }
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}
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/** Parse the strict absolute command subset accepted by Figma's VectorPath API. */
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export function parsePluginVectorPath(
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d: string,
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windingRule: VectorPathWindingRule
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): SVGPathParseResult {
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return parsePath(d, windingRule, {
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includeOpenRegions: windingRule !== 'NONE',
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strictCommands: true
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})
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}
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function parsePath(
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d: string,
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windingRule: VectorPathWindingRule,
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options: ParseOptions
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): SVGPathParseResult {
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const vertices: VectorVertex[] = []
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const segments: VectorSegment[] = []
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const subPaths: SubPath[] = []
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let currentSubPath: SubPath | null = null
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let cx = 0
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let cy = 0
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const vertexMap = new Map<string, number>()
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function getOrCreateVertex(x: number, y: number): number {
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const key = `${x},${y}`
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const existing = vertexMap.get(key)
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if (existing !== undefined) return existing
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const idx = vertices.length
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vertices.push({ x, y })
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vertexMap.set(key, idx)
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return idx
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}
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function addSegment(
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x1: number,
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y1: number,
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x2: number,
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y2: number,
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tx1: number,
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ty1: number,
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tx2: number,
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ty2: number
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): void {
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const startIdx = getOrCreateVertex(x1, y1)
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const endIdx = getOrCreateVertex(x2, y2)
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const segIdx = segments.length
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segments.push({
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start: startIdx,
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end: endIdx,
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tangentStart: { x: tx1 - x1, y: ty1 - y1 },
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tangentEnd: { x: tx2 - x2, y: ty2 - y2 }
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})
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if (currentSubPath) {
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currentSubPath.segmentIndices.push(segIdx)
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}
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}
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function addLine(x1: number, y1: number, x2: number, y2: number): void {
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addSegment(x1, y1, x2, y2, x1, y1, x2, y2)
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}
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function addCubic(
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x1: number,
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y1: number,
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cp1x: number,
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cp1y: number,
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cp2x: number,
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cp2y: number,
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x2: number,
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y2: number
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): void {
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addSegment(x1, y1, x2, y2, cp1x, cp1y, cp2x, cp2y)
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}
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const parsed = svgpath(d)
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const parseError = 'err' in parsed && typeof parsed.err === 'string' ? parsed.err : null
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if (parseError) return { ok: false, error: parseError }
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if (options.strictCommands) {
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const unsupportedCommands = new Set<string>()
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parsed.iterate((segment) => {
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if (!['M', 'L', 'Q', 'C', 'Z'].includes(segment[0])) unsupportedCommands.add(segment[0])
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})
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const unsupportedCommand = unsupportedCommands.values().next().value
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if (unsupportedCommand !== undefined) {
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return { ok: false, error: `Unsupported path command ${unsupportedCommand}` }
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}
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}
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const normalized = parsed.abs().unshort().unarc()
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normalized.iterate((seg) => {
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const cmd = seg[0]
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if (cmd === 'M') {
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cx = seg[1]
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cy = seg[2]
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currentSubPath = {
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startVertexIndex: getOrCreateVertex(cx, cy),
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segmentIndices: [],
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closed: false
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}
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subPaths.push(currentSubPath)
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} else if (cmd === 'L') {
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addLine(cx, cy, seg[1], seg[2])
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cx = seg[1]
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cy = seg[2]
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} else if (cmd === 'H') {
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addLine(cx, cy, seg[1], cy)
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cx = seg[1]
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} else if (cmd === 'V') {
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addLine(cx, cy, cx, seg[1])
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cy = seg[1]
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} else if (cmd === 'C') {
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addCubic(cx, cy, seg[1], seg[2], seg[3], seg[4], seg[5], seg[6])
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cx = seg[5]
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cy = seg[6]
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} else if (cmd === 'Q') {
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const qx = seg[1]
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const qy = seg[2]
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const ex = seg[3]
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const ey = seg[4]
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const cp1x = cx + (2 / 3) * (qx - cx)
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const cp1y = cy + (2 / 3) * (qy - cy)
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const cp2x = ex + (2 / 3) * (qx - ex)
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const cp2y = ey + (2 / 3) * (qy - ey)
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addCubic(cx, cy, cp1x, cp1y, cp2x, cp2y, ex, ey)
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cx = ex
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cy = ey
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} else if (cmd === 'Z' || cmd === 'z') {
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if (currentSubPath) {
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const startVert = vertices[currentSubPath.startVertexIndex]
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if (Math.abs(cx - startVert.x) > 0.001 || Math.abs(cy - startVert.y) > 0.001) {
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addLine(cx, cy, startVert.x, startVert.y)
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}
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currentSubPath.closed = true
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cx = startVert.x
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cy = startVert.y
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}
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}
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})
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const regions: VectorRegion[] = []
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const regionPaths = subPaths.filter(
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(subPath) =>
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windingRule !== 'NONE' &&
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subPath.segmentIndices.length > 0 &&
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(subPath.closed || options.includeOpenRegions)
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)
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if (regionPaths.length > 0 && windingRule !== 'NONE') {
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regions.push({
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windingRule,
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loops: regionPaths.map((subPath) => subPath.segmentIndices)
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})
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}
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return { ok: true, network: { vertices, segments, regions } }
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}
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