Ah. That’s O(n^2) and won’t handle self-intersecting paths, which are extremely common in the real world :(
Pathfinder could be O(n log n) by storing the active edge list as a red-black tree as in the paper, I think, but it’s not worth it in practice because of constant factor overhead…
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Thanks for the link - I couldn't find much description on Pathfinder when I googled it just now (I did however find your blog post https://pcwalton.github.io/2017/02/14/pathfinder.html …).
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Transforming to a 3d+ function generated line allows a surface projection normal (for triangulation or procedural shading) and other qualities like material transparency or bump roughnes or color to be calculated by the function, 2d+3d curve hulls and extrusion can approach nurbs
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