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Follow-up to #8210. Adds inline comments throughout the geometry primitives explaining what the expanded/inlined scalar math was originally doing in terms of the higher-level Vec API calls it replaced. This makes it more maintainable going forward. Made-with: Cursor you're fast to the draw(heh) Steve, made this PR - didn't have time to comment on it ### Change type - [ ] `bugfix` - [ ] `improvement` - [ ] `feature` - [ ] `api` - [x] `other` <!-- CURSOR_SUMMARY --> --- > [!NOTE] > **Medium Risk** > Mostly adds explanatory comments around previously inlined scalar geometry math, but also makes small behavioral tweaks in `Arc2d.nearestPoint` and `pointInPolygon` that could affect rare edge/endpoint hit-testing cases. > > **Overview** > Adds inline documentation across geometry hot paths (`Vec`, `Circle2d`, `Arc2d`, `Edge2d`, `Polyline2d`, `intersect`) to explain what the expanded scalar math corresponds to in terms of higher-level `Vec` operations, and why allocations/sqrt calls are being avoided. > > Also makes a couple of small logic adjustments while annotating: `Arc2d.nearestPoint` no longer re-checks distances to endpoints when `t` is already in-range, and `pointInPolygon` drops the expensive exact-on-edge distance-equality check in favor of the winding-number test plus exact vertex match. > > <sup>Written by [Cursor Bugbot](https://cursor.com/dashboard?tab=bugbot) for commit 47346ea. This will update automatically on new commits. Configure [here](https://cursor.com/dashboard?tab=bugbot).</sup> <!-- /CURSOR_SUMMARY -->
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