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@tldraw/tlschema

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tldraw infinite canvas SDK (schema).

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{ "version": 3, "sources": ["../../src/misc/b64Vecs.ts"], "sourcesContent": ["import { VecModel } from './geometry-types'\n\n// Each point = 3 Float16s = 6 bytes = 8 base64 chars (legacy format)\nconst _POINT_B64_LENGTH = 8\n\n// First point in delta encoding = 3 Float32s = 12 bytes = 16 base64 chars\nconst FIRST_POINT_B64_LENGTH = 16\n\n// First point in 2D delta encoding = 2 Float32s = 8 bytes = 12 base64 chars (incl. padding)\nconst FIRST_POINT_2D_B64_LENGTH = 12\n\n// Pressure value supplied when decoding non-pressure (2D) paths\nconst DEFAULT_PRESSURE = 0.5\n\n/** Draw segment path encoded with 2 dimensions, XY \u2014 the constant pressure Z is dropped. @public */\nexport const DIM_2D = 2\n/** Draw segment path encoded with 3 dimensions, XYZ. @public */\nexport const DIM_3D = 3\n\n// O(1) lookup table for base64 decoding (maps char code -> 6-bit value)\nconst BASE64_CHARS = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'\nconst B64_LOOKUP = new Uint8Array(128)\nfor (let i = 0; i < 64; i++) {\n\tB64_LOOKUP[BASE64_CHARS.charCodeAt(i)] = i\n}\n\n// Mask for one base64 sextet: the low 6 bits select an index into BASE64_CHARS (0\u201363).\nconst SIX_BIT_MASK = 0x3f\n// '=' padding character, appended on encode so the output length is a multiple of 4.\nconst PADDING_CHAR_CODE = '='.charCodeAt(0)\n\n// Precomputed powers of 2 for Float16 exponents (exp - 15, so indices 0-30 map to 2^-15 to 2^15)\nconst POW2 = new Float64Array(31)\nfor (let i = 0; i < 31; i++) {\n\tPOW2[i] = Math.pow(2, i - 15)\n}\nconst POW2_SUBNORMAL = Math.pow(2, -14) / 1024 // For subnormal numbers\n\n// Precomputed mantissa values: 1 + frac/1024 for all 1024 possible frac values\n// Avoids division in hot path\nconst MANTISSA = new Float64Array(1024)\nfor (let i = 0; i < 1024; i++) {\n\tMANTISSA[i] = 1 + i / 1024\n}\n\ndeclare global {\n\tinterface Uint8Array {\n\t\ttoBase64?(): string\n\t}\n\tinterface Uint8ArrayConstructor {\n\t\tfromBase64?(base64: string): Uint8Array\n\t}\n}\n\nfunction nativeGetFloat16(dataView: DataView, offset: number): number {\n\treturn (dataView as any).getFloat16(offset, true)\n}\nfunction fallbackGetFloat16(dataView: DataView, offset: number): number {\n\treturn float16BitsToNumber(dataView.getUint16(offset, true))\n}\n\nconst getFloat16 =\n\ttypeof (DataView.prototype as any).getFloat16 === 'function'\n\t\t? nativeGetFloat16\n\t\t: fallbackGetFloat16\n\nfunction nativeSetFloat16(dataView: DataView, offset: number, value: number): void {\n\t;(dataView as any).setFloat16(offset, value, true)\n}\nfunction fallbackSetFloat16(dataView: DataView, offset: number, value: number): void {\n\tdataView.setUint16(offset, numberToFloat16Bits(value), true)\n}\n\nconst setFloat16 =\n\ttypeof (DataView.prototype as any).setFloat16 === 'function'\n\t\t? nativeSetFloat16\n\t\t: fallbackSetFloat16\n\nfunction nativeBase64ToUint8Array(base64: string): Uint8Array {\n\treturn Uint8Array.fromBase64!(base64)\n}\n\n/** @internal */\nexport function fallbackBase64ToUint8Array(base64: string): Uint8Array {\n\t// Strip up to 2 '=' padding characters to determine the real byte count.\n\t// The 2D point layout (8 + 4(n-1) bytes) is not a multiple of 3, so encoded\n\t// paths can carry padding the original multiple-of-3-only decoder couldn't read.\n\tconst paddedLength = base64.length\n\tlet padding = 0\n\tif (paddedLength > 0 && base64.charCodeAt(paddedLength - 1) === PADDING_CHAR_CODE) {\n\t\tpadding++\n\t\tif (paddedLength > 1 && base64.charCodeAt(paddedLength - 2) === PADDING_CHAR_CODE) {\n\t\t\tpadding++\n\t\t}\n\t}\n\tconst numBytes = Math.floor((paddedLength * 3) / 4) - padding\n\tconst bytes = new Uint8Array(numBytes)\n\tlet byteIndex = 0\n\n\t// The reverse of encoding: each 4 chars are 4 six-bit values that pack back into\n\t// one 24-bit number, which we then read out as 3 bytes (& 255 keeps one byte).\n\tconst fullGroups = Math.floor((paddedLength - padding) / 4) * 4\n\tfor (let i = 0; i < fullGroups; i += 4) {\n\t\tconst c0 = B64_LOOKUP[base64.charCodeAt(i)]\n\t\tconst c1 = B64_LOOKUP[base64.charCodeAt(i + 1)]\n\t\tconst c2 = B64_LOOKUP[base64.charCodeAt(i + 2)]\n\t\tconst c3 = B64_LOOKUP[base64.charCodeAt(i + 3)]\n\n\t\tconst bitmap = (c0 << 18) | (c1 << 12) | (c2 << 6) | c3\n\n\t\tbytes[byteIndex++] = (bitmap >> 16) & 255 // top byte (bits 23\u201316)\n\t\tbytes[byteIndex++] = (bitmap >> 8) & 255 // middle byte (bits 15\u20138)\n\t\tbytes[byteIndex++] = bitmap & 255 // bottom byte (bits 7\u20130)\n\t}\n\n\t// Final group when padded: 3 valid chars -> 2 bytes, 2 valid chars -> 1 byte.\n\tif (padding === 1) {\n\t\tconst c0 = B64_LOOKUP[base64.charCodeAt(fullGroups)]\n\t\tconst c1 = B64_LOOKUP[base64.charCodeAt(fullGroups + 1)]\n\t\tconst c2 = B64_LOOKUP[base64.charCodeAt(fullGroups + 2)]\n\t\tconst bitmap = (c0 << 18) | (c1 << 12) | (c2 << 6)\n\t\tbytes[byteIndex++] = (bitmap >> 16) & 255\n\t\tbytes[byteIndex++] = (bitmap >> 8) & 255\n\t} else if (padding === 2) {\n\t\tconst c0 = B64_LOOKUP[base64.charCodeAt(fullGroups)]\n\t\tconst c1 = B64_LOOKUP[base64.charCodeAt(fullGroups + 1)]\n\t\tconst bitmap = (c0 << 18) | (c1 << 12)\n\t\tbytes[byteIndex++] = (bitmap >> 16) & 255\n\t}\n\n\treturn bytes\n}\n\nfunction nativeUint8ArrayToBase64(uint8Array: Uint8Array): string {\n\treturn uint8Array.toBase64!()\n}\n\n/** @internal */\nexport function fallbackUint8ArrayToBase64(uint8Array: Uint8Array): string {\n\tconst len = uint8Array.length\n\tconst fullGroups = Math.floor(len / 3) * 3\n\tlet result = ''\n\n\t// base64 represents 3 bytes (24 bits) as 4 characters of 6 bits each. For each\n\t// group of 3 bytes we pack them into one 24-bit number, then read it back out as\n\t// four 6-bit slices and use each slice (a value 0\u201363) to index into the 64-char\n\t// alphabet. `>> n` shifts the wanted slice down to the bottom; SIX_BIT_MASK then\n\t// discards everything above those 6 bits.\n\tfor (let i = 0; i < fullGroups; i += 3) {\n\t\tconst byte1 = uint8Array[i]\n\t\tconst byte2 = uint8Array[i + 1]\n\t\tconst byte3 = uint8Array[i + 2]\n\n\t\tconst bitmap = (byte1 << 16) | (byte2 << 8) | byte3\n\t\tresult +=\n\t\t\tBASE64_CHARS[(bitmap >> 18) & SIX_BIT_MASK] + // bits 23\u201318 (top sextet)\n\t\t\tBASE64_CHARS[(bitmap >> 12) & SIX_BIT_MASK] + // bits 17\u201312\n\t\t\tBASE64_CHARS[(bitmap >> 6) & SIX_BIT_MASK] + // bits 11\u20136\n\t\t\tBASE64_CHARS[bitmap & SIX_BIT_MASK] // bits 5\u20130 (bottom sextet)\n\t}\n\n\t// A trailing 1 or 2 bytes can't fill a whole 4-char group, so we emit only the\n\t// chars their bits cover and pad the rest with '=' to keep the length a multiple\n\t// of 4. Standard base64 \u2014 matches the native API and Node's Buffer, so a path\n\t// encoded by the fallback round-trips on a runtime that decodes with the native one.\n\tconst remaining = len - fullGroups\n\tif (remaining === 1) {\n\t\t// 8 bits \u2192 2 sextets (the 2nd only partly filled), then \"==\"\n\t\tconst bitmap = uint8Array[fullGroups] << 16\n\t\tresult +=\n\t\t\tBASE64_CHARS[(bitmap >> 18) & SIX_BIT_MASK] +\n\t\t\tBASE64_CHARS[(bitmap >> 12) & SIX_BIT_MASK] +\n\t\t\t'=='\n\t} else if (remaining === 2) {\n\t\t// 16 bits \u2192 3 sextets (the 3rd only partly filled), then \"=\"\n\t\tconst bitmap = (uint8Array[fullGroups] << 16) | (uint8Array[fullGroups + 1] << 8)\n\t\tresult +=\n\t\t\tBASE64_CHARS[(bitmap >> 18) & SIX_BIT_MASK] +\n\t\t\tBASE64_CHARS[(bitmap >> 12) & SIX_BIT_MASK] +\n\t\t\tBASE64_CHARS[(bitmap >> 6) & SIX_BIT_MASK] +\n\t\t\t'='\n\t}\n\n\treturn result\n}\n\n/**\n * Convert a Uint8Array to base64.\n * Processes bytes in groups of 3 to produce 4 base64 characters.\n *\n * @internal\n */\nconst uint8ArrayToBase64 =\n\ttypeof Uint8Array.prototype.toBase64 === 'function'\n\t\t? nativeUint8ArrayToBase64\n\t\t: fallbackUint8ArrayToBase64\n\n/**\n * Convert a base64 string to Uint8Array.\n *\n * @internal\n */\nconst base64ToUint8Array =\n\ttypeof Uint8Array.fromBase64 === 'function'\n\t\t? nativeBase64ToUint8Array\n\t\t: fallbackBase64ToUint8Array\n\n/**\n * Convert Float16 bits to a number using optimized lookup tables.\n * Handles normal numbers, subnormal numbers, zero, infinity, and NaN.\n *\n * @param bits - The 16-bit Float16 value to decode\n * @returns The decoded number value\n * @internal\n */\nexport function float16BitsToNumber(bits: number): number {\n\tconst sign = bits >> 15\n\tconst exp = (bits >> 10) & 0x1f\n\tconst frac = bits & 0x3ff\n\n\tif (exp === 0) {\n\t\t// Subnormal or zero - rare case\n\t\treturn sign ? -frac * POW2_SUBNORMAL : frac * POW2_SUBNORMAL\n\t}\n\tif (exp === 31) {\n\t\t// Infinity or NaN - very rare\n\t\treturn frac ? NaN : sign ? -Infinity : Infinity\n\t}\n\t// Normal case - two table lookups, one multiply, no division\n\tconst magnitude = POW2[exp] * MANTISSA[frac]\n\treturn sign ? -magnitude : magnitude\n}\n\n/**\n * Convert a number to Float16 bits.\n * Handles normal numbers, subnormal numbers, zero, infinity, and NaN.\n *\n * @param value - The number to encode as Float16\n * @returns The 16-bit Float16 representation of the number\n * @internal\n */\nexport function numberToFloat16Bits(value: number): number {\n\tif (value === 0) return Object.is(value, -0) ? 0x8000 : 0\n\tif (!Number.isFinite(value)) {\n\t\tif (Number.isNaN(value)) return 0x7e00\n\t\treturn value > 0 ? 0x7c00 : 0xfc00\n\t}\n\n\tconst sign = value < 0 ? 1 : 0\n\tvalue = Math.abs(value)\n\n\t// Find exponent and mantissa\n\tconst exp = Math.floor(Math.log2(value))\n\tlet expBiased = exp + 15\n\n\tif (expBiased >= 31) {\n\t\t// Overflow to infinity\n\t\treturn (sign << 15) | 0x7c00\n\t}\n\tif (expBiased <= 0) {\n\t\t// Subnormal or underflow\n\t\tconst frac = Math.round(value * Math.pow(2, 14) * 1024)\n\t\treturn (sign << 15) | (frac & 0x3ff)\n\t}\n\n\t// Normal number\n\tconst mantissa = value / Math.pow(2, exp) - 1\n\tlet frac = Math.round(mantissa * 1024)\n\n\t// Handle rounding overflow: if frac rounds to 1024, increment exponent\n\tif (frac >= 1024) {\n\t\tfrac = 0\n\t\texpBiased++\n\t\tif (expBiased >= 31) {\n\t\t\t// Overflow to infinity\n\t\t\treturn (sign << 15) | 0x7c00\n\t\t}\n\t}\n\n\treturn (sign << 15) | (expBiased << 10) | frac\n}\n\n/**\n * Utilities for encoding and decoding points using base64 and Float16 encoding.\n * Provides functions for converting between VecModel arrays and compact base64 strings,\n * as well as individual point encoding/decoding operations.\n *\n * @public\n */\nexport class b64Vecs {\n\t/**\n\t * Encode a single point (x, y, z) to 8 base64 characters using legacy Float16 encoding.\n\t * Each coordinate is encoded as a Float16 value, resulting in 6 bytes total.\n\t *\n\t * @param x - The x coordinate\n\t * @param y - The y coordinate\n\t * @param z - The z coordinate\n\t * @returns An 8-character base64 string representing the point\n\t * @internal\n\t */\n\tstatic _legacyEncodePoint(x: number, y: number, z: number): string {\n\t\tconst buffer = new Uint8Array(6)\n\t\tconst dataView = new DataView(buffer.buffer)\n\n\t\tsetFloat16(dataView, 0, x)\n\t\tsetFloat16(dataView, 2, y)\n\t\tsetFloat16(dataView, 4, z)\n\n\t\treturn uint8ArrayToBase64(buffer)\n\t}\n\n\t/**\n\t * Convert an array of VecModels to a base64 string using legacy Float16 encoding.\n\t * Uses Float16 encoding for each coordinate (x, y, z). If a point's z value is\n\t * undefined, it defaults to 0.5.\n\t *\n\t * @param points - An array of VecModel objects to encode\n\t * @returns A base64-encoded string containing all points\n\t * @internal Used only for migrations from legacy format\n\t */\n\tstatic _legacyEncodePoints(points: VecModel[]): string {\n\t\tif (points.length === 0) return ''\n\n\t\t// 3 Float16s per point = 6 bytes per point\n\t\tconst buffer = new Uint8Array(points.length * 6)\n\t\tconst dataView = new DataView(buffer.buffer)\n\n\t\tfor (let i = 0; i < points.length; i++) {\n\t\t\tconst p = points[i]\n\t\t\tconst offset = i * 6\n\t\t\tsetFloat16(dataView, offset, p.x)\n\t\t\tsetFloat16(dataView, offset + 2, p.y)\n\t\t\tsetFloat16(dataView, offset + 4, p.z ?? 0.5)\n\t\t}\n\n\t\treturn uint8ArrayToBase64(buffer)\n\t}\n\n\t/**\n\t * Convert a legacy base64 string back to an array of VecModels.\n\t * Decodes Float16-encoded coordinates (x, y, z) from the base64 string.\n\t *\n\t * @param base64 - The base64-encoded string containing point data\n\t * @returns An array of VecModel objects decoded from the string\n\t * @internal Used only for migrations from legacy format\n\t */\n\tstatic _legacyDecodePoints(base64: string): VecModel[] {\n\t\tconst bytes = base64ToUint8Array(base64)\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\t\tconst result: VecModel[] = []\n\t\tfor (let offset = 0; offset < bytes.length; offset += 6) {\n\t\t\tresult.push({\n\t\t\t\tx: getFloat16(dataView, offset),\n\t\t\t\ty: getFloat16(dataView, offset + 2),\n\t\t\t\tz: getFloat16(dataView, offset + 4),\n\t\t\t})\n\t\t}\n\t\treturn result\n\t}\n\n\t/**\n\t * Encode an array of VecModels using delta encoding for improved precision.\n\t * The first point is stored as Float32 (high precision for absolute position),\n\t * subsequent points are stored as Float16 deltas from the previous point.\n\t * This provides full precision for the starting position and excellent precision\n\t * for deltas between consecutive points (which are typically small values).\n\t *\n\t * Format:\n\t * - First point: 3 Float32 values = 12 bytes = 16 base64 chars\n\t * - Delta points: 3 Float16 values each = 6 bytes = 8 base64 chars each\n\t *\n\t * @param points - An array of VecModel objects to encode\n\t * @param dim - Encoding dimension; `2` routes through the 2D variant (drops z), `3` (default) keeps x, y, z\n\t * @returns A base64-encoded string containing delta-encoded points\n\t * @public\n\t */\n\tstatic encodePoints(points: VecModel[], dim?: 2 | 3): string {\n\t\tif (dim === DIM_2D) return b64Vecs.encodePoints2D(points)\n\t\tif (points.length === 0) return ''\n\n\t\t// First point: 3 Float32s = 12 bytes\n\t\t// Remaining points: 3 Float16s each = 6 bytes each\n\t\tconst firstPointBytes = 12\n\t\tconst deltaBytes = (points.length - 1) * 6\n\t\tconst totalBytes = firstPointBytes + deltaBytes\n\n\t\tconst buffer = new Uint8Array(totalBytes)\n\t\tconst dataView = new DataView(buffer.buffer)\n\n\t\t// First point is stored as Float32 for full precision\n\t\tconst first = points[0]\n\t\tdataView.setFloat32(0, first.x, true) // little-endian\n\t\tdataView.setFloat32(4, first.y, true)\n\t\tdataView.setFloat32(8, first.z ?? 0.5, true)\n\n\t\t// Subsequent points are Float16 deltas from the previous point\n\t\tlet prevX = first.x\n\t\tlet prevY = first.y\n\t\tlet prevZ = first.z ?? 0.5\n\n\t\tfor (let i = 1; i < points.length; i++) {\n\t\t\tconst p = points[i]\n\t\t\tconst z = p.z ?? 0.5\n\n\t\t\tconst offset = firstPointBytes + (i - 1) * 6\n\t\t\tsetFloat16(dataView, offset, p.x - prevX)\n\t\t\tsetFloat16(dataView, offset + 2, p.y - prevY)\n\t\t\tsetFloat16(dataView, offset + 4, z - prevZ)\n\n\t\t\tprevX = p.x\n\t\t\tprevY = p.y\n\t\t\tprevZ = z\n\t\t}\n\n\t\treturn uint8ArrayToBase64(buffer)\n\t}\n\n\t/**\n\t * Decode a delta-encoded base64 string back to an array of absolute VecModels.\n\t * The first point is stored as Float32 (high precision), subsequent points are\n\t * Float16 deltas that are accumulated to reconstruct absolute positions.\n\t *\n\t * @param base64 - The base64-encoded string containing delta-encoded point data\n\t * @param dim - Encoding dimension; `2` expects x/y only (z supplied as 0.5), `3` (default) expects x/y/z\n\t * @returns An array of VecModel objects with absolute coordinates\n\t * @public\n\t */\n\tstatic decodePoints(base64: string, dim?: 2 | 3): VecModel[] {\n\t\tif (dim === DIM_2D) return b64Vecs.decodePoints2D(base64)\n\t\tif (base64.length === 0) return []\n\n\t\tconst bytes = base64ToUint8Array(base64)\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\t\tconst result: VecModel[] = []\n\n\t\t// First point is Float32 (12 bytes)\n\t\tlet x = dataView.getFloat32(0, true)\n\t\tlet y = dataView.getFloat32(4, true)\n\t\tlet z = dataView.getFloat32(8, true)\n\t\tresult.push({ x, y, z })\n\n\t\t// Subsequent points are Float16 deltas - accumulate to get absolute positions\n\t\tconst firstPointBytes = 12\n\t\tfor (let offset = firstPointBytes; offset < bytes.length; offset += 6) {\n\t\t\tx += getFloat16(dataView, offset)\n\t\t\ty += getFloat16(dataView, offset + 2)\n\t\t\tz += getFloat16(dataView, offset + 4)\n\t\t\tresult.push({ x, y, z })\n\t\t}\n\n\t\treturn result\n\t}\n\n\t/**\n\t * Get the first point from a delta-encoded base64 string.\n\t * The first point is stored as Float32 for full precision.\n\t *\n\t * @param b64Points - The delta-encoded base64 string\n\t * @param dim - Encoding dimension; `2` expects x/y only (z supplied as 0.5), `3` (default) expects x/y/z\n\t * @returns The first point as a VecModel, or null if the string is too short\n\t * @public\n\t */\n\tstatic decodeFirstPoint(b64Points: string, dim?: 2 | 3): VecModel | null {\n\t\tif (dim === DIM_2D) return b64Vecs.decodeFirstPoint2D(b64Points)\n\t\t// First point needs 16 base64 chars (12 bytes as Float32)\n\t\tif (b64Points.length < FIRST_POINT_B64_LENGTH) return null\n\n\t\tconst bytes = base64ToUint8Array(b64Points.slice(0, FIRST_POINT_B64_LENGTH))\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\n\t\treturn {\n\t\t\tx: dataView.getFloat32(0, true),\n\t\t\ty: dataView.getFloat32(4, true),\n\t\t\tz: dataView.getFloat32(8, true),\n\t\t}\n\t}\n\n\t/**\n\t * Get the last point from a delta-encoded base64 string.\n\t * Requires decoding all points to accumulate deltas.\n\t *\n\t * @param b64Points - The delta-encoded base64 string\n\t * @param dim - Encoding dimension; `2` expects x/y only (z supplied as 0.5), `3` (default) expects x/y/z\n\t * @returns The last point as a VecModel, or null if the string is too short\n\t * @public\n\t */\n\tstatic decodeLastPoint(b64Points: string, dim?: 2 | 3): VecModel | null {\n\t\tif (dim === DIM_2D) return b64Vecs.decodeLastPoint2D(b64Points)\n\t\tif (b64Points.length < FIRST_POINT_B64_LENGTH) return null\n\n\t\tconst bytes = base64ToUint8Array(b64Points)\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\n\t\t// Start with first point (Float32)\n\t\tlet x = dataView.getFloat32(0, true)\n\t\tlet y = dataView.getFloat32(4, true)\n\t\tlet z = dataView.getFloat32(8, true)\n\n\t\t// Accumulate all Float16 deltas to get the last point\n\t\tconst firstPointBytes = 12\n\t\tfor (let offset = firstPointBytes; offset < bytes.length; offset += 6) {\n\t\t\tx += getFloat16(dataView, offset)\n\t\t\ty += getFloat16(dataView, offset + 2)\n\t\t\tz += getFloat16(dataView, offset + 4)\n\t\t}\n\n\t\treturn { x, y, z }\n\t}\n\n\t/**\n\t * Encode an array of VecModels as 2D delta-encoded points, dropping z entirely.\n\t * Use for draw shapes from devices that don't report pressure, where z is a\n\t * constant 0.5 and storing it wastes ~33% of per-point bytes.\n\t *\n\t * Format:\n\t * - First point: 2 Float32 values (x, y) = 8 bytes\n\t * - Delta points: 2 Float16 values (dx, dy) = 4 bytes each\n\t *\n\t * @param points - An array of VecModel objects to encode (z is discarded)\n\t * @returns A base64-encoded string containing 2D delta-encoded points\n\t * @public\n\t */\n\tstatic encodePoints2D(points: VecModel[]): string {\n\t\tif (points.length === 0) return ''\n\n\t\tconst firstPointBytes = 8\n\t\tconst deltaBytes = (points.length - 1) * 4\n\t\tconst buffer = new Uint8Array(firstPointBytes + deltaBytes)\n\t\tconst dataView = new DataView(buffer.buffer)\n\n\t\tconst first = points[0]\n\t\tdataView.setFloat32(0, first.x, true)\n\t\tdataView.setFloat32(4, first.y, true)\n\n\t\tlet prevX = first.x\n\t\tlet prevY = first.y\n\n\t\tfor (let i = 1; i < points.length; i++) {\n\t\t\tconst p = points[i]\n\t\t\tconst offset = firstPointBytes + (i - 1) * 4\n\t\t\tsetFloat16(dataView, offset, p.x - prevX)\n\t\t\tsetFloat16(dataView, offset + 2, p.y - prevY)\n\t\t\tprevX = p.x\n\t\t\tprevY = p.y\n\t\t}\n\n\t\treturn uint8ArrayToBase64(buffer)\n\t}\n\n\t/**\n\t * Decode a 2D delta-encoded base64 string back to an array of absolute VecModels.\n\t * The z coordinate is always set to 0.5 (the default pressure value) so downstream\n\t * consumers don't need a separate code path.\n\t *\n\t * @param base64 - The base64-encoded string containing 2D delta-encoded point data\n\t * @returns An array of VecModel objects with absolute (x, y) and z = 0.5\n\t * @public\n\t */\n\tstatic decodePoints2D(base64: string): VecModel[] {\n\t\tif (base64.length === 0) return []\n\n\t\tconst bytes = base64ToUint8Array(base64)\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\t\tconst result: VecModel[] = []\n\n\t\tlet x = dataView.getFloat32(0, true)\n\t\tlet y = dataView.getFloat32(4, true)\n\t\tresult.push({ x, y, z: DEFAULT_PRESSURE })\n\n\t\tconst firstPointBytes = 8\n\t\tfor (let offset = firstPointBytes; offset < bytes.length; offset += 4) {\n\t\t\tx += getFloat16(dataView, offset)\n\t\t\ty += getFloat16(dataView, offset + 2)\n\t\t\tresult.push({ x, y, z: DEFAULT_PRESSURE })\n\t\t}\n\n\t\treturn result\n\t}\n\n\t/**\n\t * Get the first point from a 2D delta-encoded base64 string.\n\t *\n\t * @param b64Points - The 2D delta-encoded base64 string\n\t * @returns The first point with z = 0.5, or null if the string is too short\n\t * @public\n\t */\n\tstatic decodeFirstPoint2D(b64Points: string): VecModel | null {\n\t\tif (b64Points.length < FIRST_POINT_2D_B64_LENGTH) return null\n\n\t\tconst bytes = base64ToUint8Array(b64Points.slice(0, FIRST_POINT_2D_B64_LENGTH))\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\n\t\treturn {\n\t\t\tx: dataView.getFloat32(0, true),\n\t\t\ty: dataView.getFloat32(4, true),\n\t\t\tz: DEFAULT_PRESSURE,\n\t\t}\n\t}\n\n\t/**\n\t * Get the last point from a 2D delta-encoded base64 string.\n\t * Requires decoding all points to accumulate deltas.\n\t *\n\t * @param b64Points - The 2D delta-encoded base64 string\n\t * @returns The last point with z = 0.5, or null if the string is too short\n\t * @public\n\t */\n\tstatic decodeLastPoint2D(b64Points: string): VecModel | null {\n\t\tif (b64Points.length < FIRST_POINT_2D_B64_LENGTH) return null\n\n\t\tconst bytes = base64ToUint8Array(b64Points)\n\t\tconst dataView = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength)\n\n\t\tlet x = dataView.getFloat32(0, true)\n\t\tlet y = dataView.getFloat32(4, true)\n\n\t\tconst firstPointBytes = 8\n\t\tfor (let offset = firstPointBytes; offset < bytes.length; offset += 4) {\n\t\t\tx += getFloat16(dataView, offset)\n\t\t\ty += getFloat16(dataView, offset + 2)\n\t\t}\n\n\t\treturn { x, y, z: DEFAULT_PRESSURE }\n\t}\n\n\t/**\n\t * Whether an encoded path contains only a single point (a \"dot\"), inferred from\n\t * the encoded length without decoding \u2014 cheap enough for the render path.\n\t *\n\t * The single-point length depends on the encoding dimension, so this takes the\n\t * segment's `dim`: a one-point path is `FIRST_POINT_B64_LENGTH` chars (3D) or\n\t * `FIRST_POINT_2D_B64_LENGTH` chars (2D). Keeping this beside the layout constants\n\t * is deliberate \u2014 it is the single source of truth for \"how long is one point\", so\n\t * callers never hard-code a length threshold (which silently breaks when a new\n\t * encoding is added).\n\t *\n\t * @param b64Points - The encoded path string\n\t * @param dim - Encoding dimension; `2` for (x, y), `3` (default) for (x, y, z)\n\t * @returns true if the path encodes exactly one point\n\t * @public\n\t */\n\tstatic isSinglePoint(b64Points: string, dim?: 2 | 3): boolean {\n\t\treturn b64Points.length <= (dim === DIM_2D ? 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