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    Interface TextQuad

    One glyph's rectangle: where it goes, and what it samples.

    Positions are world units in the layout's own frame (baseline-left origin, §7a Y-up); texture coordinates are the atlas cell, normalized 0…1. Corners are given as a minimum/maximum pair rather than as four vertices because every consumer — a quad builder, a sprite, an SVG rect — wants the rectangle, and expanding it to vertices is one line at the point of use.

    interface TextQuad {
        cluster?: number;
        u0: number;
        u1: number;
        v0: number;
        v1: number;
        x0: number;
        x1: number;
        y0: number;
        y1: number;
    }
    Index
    cluster?: number

    UTF-16 source index, present only when shaping was requested.

    u0: number

    Left edge of the atlas cell, 0…1.

    u1: number

    Right edge of the atlas cell, 0…1.

    v0: number

    Bottom edge of the atlas cell, 0…1.

    v1: number

    Top edge of the atlas cell, 0…1.

    x0: number

    Left edge in world units.

    x1: number

    Right edge in world units.

    y0: number

    Bottom edge in world units; below the baseline for a descender.

    y1: number

    Top edge in world units.