@expofp/geometry
v3.25.1
Published
ExpoFP SDK internal: shared geometry primitives
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@expofp/geometry
Zero-dependency 2.5D geometry primitives for the ExpoFP SDK: Point, Line, Box, Rect,
Polygon, Mesh, plus the free functions that operate on them. No runtime dependencies (not even
three).
"2.5D" means: a 3D Point vector, but the shapes are 2D geometry positioned in 3D by an
elevation — a flat shape at a given height. All spatial math (distance, angle, area, containment,
intersection) is computed in the xy plane; elevation positions the shape and gates intersections
(see Coordinate convention). The one genuinely-3D shape is Mesh (a triangle mesh whose vertices carry
real z), for renderer geometry that isn't flat.
Primitives
| Type | What it is |
| --------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Point | A mutable 3D vector (x, y, z). width/height alias x/y so a point can double as a size. The low-level building block the shapes write into. |
| Line | A segment between two 2D points (p0, p1) at a single elevation (default 0). |
| Box | An axis-aligned rectangle (min/max corners, cached center/size). 2D, infinite in z (no elevation) — for bounding boxes and screen sizes. A Box structurally satisfies RectLike, so anything taking a RectLike accepts a Box (an unrotated, elevation-less rect that intersects at any height). |
| Rect | A rectangle that may be rotated: center + size + rotation + elevation (both default 0). For oriented rectangular shapes at a given height. |
| Polygon | A planar triangulated polygon: 2D vertices + triangle indices + an elevation, with a cached bounding Box. Has containsPoint/area (well-defined because it's flat). Build a convex one from an ordered ring with Polygon.fromConvexRing. |
| Mesh | A 3D triangle mesh: 3D vertices + indices, with a cached (xy) bounding Box. Transforms only — no containsPoint/area (undefined for a non-planar mesh). For renderer geometry that isn't flat. |
Shape = Box | Rect | Polygon | Mesh, discriminated by is* brand fields and narrowed with the exported
guards isBox / isRect / isPolygon / isMesh.
Coordinate convention: x increases left→right, y increases top→bottom (screen, y-down). Rotation
is in radians, positive = clockwise, uniform across every primitive and helper (Rect, Polygon,
Mesh, and the point*/line* angle functions). elevation (and Point.z) is the out-of-plane height;
positive is toward the viewer. Spatial operations are computed in the xy plane — distances, angles,
areas, and containsPoint ignore z/elevation. Intersection tests (lineIntersection,
intersectLineRect) compare elevation only when both operands define it (an undefined elevation —
a Box, or a bare LineLike — means "any height" and always intersects); when both are defined they
intersect only within an elevationTolerance (default 1e-3), and the result point's z is the shared
elevation.
Design decisions
2.5D: 2D shapes + elevation, one 3D Mesh
Point is the only inherently-3D type (a vector). Every shape is 2D positioned by elevation (Box
has none — it is infinite in z). Polygon is planar, so its containsPoint/area are exact; genuinely
3D geometry uses Mesh, which deliberately omits those operations (a "contains point" on a non-planar
mesh would only be an xy-silhouette test).
Immutable by default, with set mutators
Shapes are immutable value objects: getters return readonly views and every transform returns a new
instance, so shared geometry (e.g. a booth's rect) can't be mutated out from under another reader. Each
primitive (Point, Line, Box, Rect, Polygon, Mesh) exposes a single public, docs-flagged
set(...) mutator — the escape hatch the transforms write through, and the way to update fields like
elevation in place.
Opt-in mutation via a target parameter
Because immutable transforms allocate, every transform also accepts an optional target to write the
result into instead of allocating — the same idiom three.js uses, but inverted so the default is pure:
const moved = box.translate(offset); // new Box (immutable default)
box.translate(offset, box); // writes into box itself (opt-in mutation)
box.translate(offset, scratch); // reuse a scratch Box in a hot loopFree functions read all inputs before writing the target, so passing the input as the target
(f(x, …, x)) is safe. Use target only where profiling shows allocation matters.
Classes + free functions (the duality)
Every operation is a pure free function over structural *Like inputs, and each class exposes a
thin method that forwards to it:
lineLength(line); // free function, accepts any { p0, p1 }
line.length(); // method → lineLength(this)
boxTranslate(box, offset); // free function
box.translate(offset); // method → boxTranslate(this, offset)Free functions accept structural shapes (Point2Like, LineLike, RectLike, MeshLike, …), so callers
don't need class instances and there is no class-identity coupling. Methods give discoverability and
chaining.
Transform/merge logic defined once (Polygon reuses Mesh)
Polygon structurally satisfies MeshLike (its 2D vertices satisfy PointLike), so the transform and
merge logic lives once on the mesh free functions — meshTranslate / meshScale / meshRotate /
meshMerge (plus meshBounds). Both Mesh's and Polygon's methods forward to them via the optional
target: a Polygon target keeps the result a Polygon (elevation preserved), a Mesh target keeps it
a Mesh.
Structural input types
Inputs are the loose *Like types (Point2Like = { x, y }, RectLike = { center, size, rotation?,
elevation? }, MeshLike, PolygonLike, …); outputs are concrete class instances. Ops like translate /
expand / scale take number | Point2Like (planar shapes such as Box) or number | PointLike (the
3D Point ops) — a scalar broadcasts to both axes, a point gives per-axis values.
Brands instead of instanceof
Each primitive carries a readonly is<Name> = true field (three.js style) so type discrimination
survives duplicate module copies and serialization. The Shape guards check the brand rather than
instanceof, and accept only a Shape (a stray { isBox: true } object cannot masquerade as a box).
Geographic (geo)
The geo module provides pure geodetic math on a WGS-84 sphere. It is a separate
coordinate space from the planar primitives above — do not mix them without an
explicit bridge.
| Symbol | Description |
| ----------------------------------------------- | --------------------------------------------------------------------------------------- |
| LatLng | { lat: number; lng: number } — decimal degrees; lat north-positive, lng east-positive |
| GeoAnchor | { local: Point2Like; geo: LatLng } — a correspondence used by the projection bridge |
| haversineDistance(a, b) | Great-circle distance in metres |
| bearing(from, to) | Initial compass bearing in degrees [0, 360) |
| destinationPoint(from, distanceM, bearingDeg) | Destination LatLng given origin, distance, and bearing |
| projectLocalToGps(point, a, b) | Maps a local Point2Like to LatLng via two anchors |
| projectGpsToLocal(geo, a, b) | Maps a LatLng to a local Point2Like via two anchors — inverse of above |
Convention (different from the planar primitives):
- Coordinates are in degrees (not radians).
- Bearings are compass: 0 = North, 90 = East, 180 = South, 270 = West, increasing clockwise.
- Earth radius constant: 6 371 000 m (WGS-84 mean radius).
This is deliberately firewalled from the planar convention (angles in radians,
positive-clockwise starting from the +x axis, y-down screen coordinates,
Euclidean distance). The only bridge is projectLocalToGps / projectGpsToLocal,
which takes validated GeoAnchor inputs — no floorplan-domain logic enters geo.
