@itwin/core-geometry 3.0.0-dev.138 → 3.0.0-dev.143
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/bspline/BSplineCurveOps.d.ts +7 -0
- package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.js +21 -6
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.js +12 -5
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +2 -3
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.js +2 -0
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.js +2 -2
- package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.js +12 -0
- package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.d.ts +5 -0
- package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Transform.js +7 -0
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.d.ts +7 -0
- package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js +34 -0
- package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
- package/lib/esm/bspline/BSplineCurveOps.d.ts +7 -0
- package/lib/esm/bspline/BSplineCurveOps.d.ts.map +1 -1
- package/lib/esm/bspline/BSplineCurveOps.js +21 -6
- package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/esm/bspline/BezierCurve3dH.js +1 -1
- package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/esm/bspline/InterpolationCurve3d.d.ts.map +1 -1
- package/lib/esm/bspline/InterpolationCurve3d.js +12 -5
- package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js +2 -3
- package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/esm/curve/CurvePrimitive.js +2 -0
- package/lib/esm/curve/CurvePrimitive.js.map +1 -1
- package/lib/esm/curve/spiral/DirectSpiral3d.js +2 -2
- package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
- package/lib/esm/geometry3d/FrameBuilder.js +12 -0
- package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/esm/geometry3d/Transform.d.ts +5 -0
- package/lib/esm/geometry3d/Transform.d.ts.map +1 -1
- package/lib/esm/geometry3d/Transform.js +7 -0
- package/lib/esm/geometry3d/Transform.js.map +1 -1
- package/lib/esm/serialization/GeometrySamples.d.ts +7 -0
- package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/esm/serialization/GeometrySamples.js +34 -0
- package/lib/esm/serialization/GeometrySamples.js.map +1 -1
- package/package.json +4 -4
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * After each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * to build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** clear all accumulated point and vector data */\r\n public clear() { this._origin = undefined; this._vector0 = undefined; this._vector1 = undefined; this._vector2 = undefined; }\r\n constructor() { this.clear(); }\r\n /** Try to assemble the data into a non-singular transform.\r\n *\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n if (!allowLeftHanded) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean { return this._origin !== undefined; }\r\n /** Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /** announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.*/\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n\r\n if (!this._vector0) { this._vector0 = vector.clone(this._vector0); return 1; }\r\n\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /** Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes\r\n * sufficient for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1) return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const ray = data.fractionToPointAndDerivative(0.0);\r\n this.announcePoint(ray.origin);\r\n this.announceVector(ray.direction);\r\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n }\r\n // TODO: unknown curve type. Stroke? FrenetFrame?\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n }\r\n }\r\n /** create a localToWorld frame for the given data.\r\n *\r\n * * origin is at first point\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n const result = builder.getValidatedFrame(false);\r\n if (result !== undefined) {\r\n if (defaultUpVector) {\r\n if (result.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n result.matrix.scaleColumnsInPlace(1, -1, -1);\r\n }\r\n return result;\r\n }\r\n }\r\n // try direct evaluation of curve primitives?\r\n for (const data of params) {\r\n if (data instanceof CurveCollection) {\r\n const children = data.children;\r\n if (children) {\r\n for (const curve of children) {\r\n if (curve instanceof CurvePrimitive) {\r\n const frenetFrame = curve.fractionToFrenetFrame(0.0);\r\n if (frenetFrame)\r\n return frenetFrame;\r\n }\r\n }\r\n }\r\n }\r\n\r\n }\r\n return undefined;\r\n }\r\n /** create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n const localToWorld = builder.getValidatedFrame(false);\r\n if (localToWorld !== undefined)\r\n return localToWorld;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * try to create a frame whose xy plane is through points.\r\n *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0].clone();\r\n const vector01 = Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createRefs(origin, matrix);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points);\r\n if (ray) {\r\n return ray.toRigidZFrame();\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range [in] range to inspect\r\n * @param fractionX [in] fractional coordinate of frame origin x\r\n * @param fractionY [in] fractional coordinate of frame origin y\r\n * @param fractionZ [in] fractional coordinate of frame origin z\r\n * @param scaleSelect [in] selects size of localToWorld axes.\r\n * @param defaultAxisLength [in] if true and any axis length is 0, that axis vector takes this physical length.\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity();\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n return Transform.createRefs(range.fractionToPoint(fractionX, fractionY, fractionZ), Matrix3d.createScale(a, b, c));\r\n }\r\n\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * After each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * to build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** clear all accumulated point and vector data */\r\n public clear() { this._origin = undefined; this._vector0 = undefined; this._vector1 = undefined; this._vector2 = undefined; }\r\n constructor() { this.clear(); }\r\n /** Try to assemble the data into a non-singular transform.\r\n *\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n if (!allowLeftHanded) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean { return this._origin !== undefined; }\r\n /** Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /** announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.*/\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n\r\n if (!this._vector0) { this._vector0 = vector.clone(this._vector0); return 1; }\r\n\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /** Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes\r\n * sufficient for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1) return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const ray = data.fractionToPointAndDerivative(0.0);\r\n this.announcePoint(ray.origin);\r\n this.announceVector(ray.direction);\r\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data instanceof InterpolationCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (i < data.options.fitPoints.length-1) {\r\n point.setFrom(data.options.fitPoints[i]);\r\n this.announcePoint(point);\r\n } else break;\r\n }\r\n }\r\n // TODO: unknown curve type. Stroke? FrenetFrame?\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n }\r\n }\r\n /** create a localToWorld frame for the given data.\r\n *\r\n * * origin is at first point\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n const result = builder.getValidatedFrame(false);\r\n if (result !== undefined) {\r\n if (defaultUpVector) {\r\n if (result.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n result.matrix.scaleColumnsInPlace(1, -1, -1);\r\n }\r\n return result;\r\n }\r\n }\r\n // try direct evaluation of curve primitives?\r\n for (const data of params) {\r\n if (data instanceof CurveCollection) {\r\n const children = data.children;\r\n if (children) {\r\n for (const curve of children) {\r\n if (curve instanceof CurvePrimitive) {\r\n const frenetFrame = curve.fractionToFrenetFrame(0.0);\r\n if (frenetFrame)\r\n return frenetFrame;\r\n }\r\n }\r\n }\r\n }\r\n\r\n }\r\n return undefined;\r\n }\r\n /** create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n const localToWorld = builder.getValidatedFrame(false);\r\n if (localToWorld !== undefined)\r\n return localToWorld;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * try to create a frame whose xy plane is through points.\r\n *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0].clone();\r\n const vector01 = Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createRefs(origin, matrix);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points);\r\n if (ray) {\r\n return ray.toRigidZFrame();\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range [in] range to inspect\r\n * @param fractionX [in] fractional coordinate of frame origin x\r\n * @param fractionY [in] fractional coordinate of frame origin y\r\n * @param fractionZ [in] fractional coordinate of frame origin z\r\n * @param scaleSelect [in] selects size of localToWorld axes.\r\n * @param defaultAxisLength [in] if true and any axis length is 0, that axis vector takes this physical length.\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity();\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n return Transform.createRefs(range.fractionToPoint(fractionX, fractionY, fractionZ), Matrix3d.createScale(a, b, c));\r\n }\r\n\r\n}\r\n"]}
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-
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|
|
1
|
+
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|
|
@@ -444,6 +444,13 @@ class Transform {
|
|
|
444
444
|
multiplyVector(vector, result) {
|
|
445
445
|
return this._matrix.multiplyVector(vector, result);
|
|
446
446
|
}
|
|
447
|
+
/** Multiply the vector in place by the Matrix3d part of the transform.
|
|
448
|
+
*
|
|
449
|
+
* * The transform's origin is not used.
|
|
450
|
+
*/
|
|
451
|
+
multiplyVectorInPlace(vector) {
|
|
452
|
+
this._matrix.multiplyVectorInPlace(vector);
|
|
453
|
+
}
|
|
447
454
|
/** Multiply the vector (x,y,z) by the Matrix3d part of the transform.
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448
455
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*
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449
456
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* * The transform's origin is not used.
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@@ -1 +1 @@
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1
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { TransformProps, XAndY, XYAndZ } from \"./XYZProps\";\r\n\r\n/** A transform is an origin and a Matrix3d.\r\n *\r\n * * This describes a coordinate frame with\r\n * this origin, with the columns of the Matrix3d being the\r\n * local x,y,z axis directions.\r\n * * Beware that for common transformations (e.g. scale about point,\r\n * rotate around line, mirror across a plane) the \"fixed point\" that is used\r\n * when describing the transform is NOT the \"origin\" stored in the transform.\r\n * Setup methods (e.g createFixedPointAndMatrix, createScaleAboutPoint)\r\n * take care of determining the appropriate origin coordinates.\r\n * @public\r\n */\r\nexport class Transform implements BeJSONFunctions {\r\n // static (one per class) vars for temporaries in computation.\r\n // ASSUME any user of these vars needs them only within its own scope\r\n // ASSUME no calls to other methods that use the same scratch.\r\n // When Transform was in the same file with Point3d, this was initialized right here.\r\n // But when split, there is a load order issue, so it has to be initialized at point-of-use\r\n private static _scratchPoint: Point3d;\r\n private _origin: XYZ;\r\n private _matrix: Matrix3d;\r\n // Constructor accepts and uses POINTER to content .. no copy here.\r\n private constructor(origin: XYZ, matrix: Matrix3d) { this._origin = origin; this._matrix = matrix; }\r\n\r\n private static _identity?: Transform;\r\n /** The identity Transform. Value is frozen and cannot be modified. */\r\n public static get identity(): Transform {\r\n if (undefined === this._identity) {\r\n this._identity = Transform.createIdentity();\r\n this._identity.freeze();\r\n }\r\n\r\n return this._identity;\r\n }\r\n /** Freeze this instance (and its members) so it is read-only */\r\n public freeze(): Readonly<this> { this._origin.freeze(); this._matrix.freeze(); return Object.freeze(this); }\r\n /**\r\n * Copy contents from other Transform into this Transform\r\n * @param other source transform\r\n */\r\n public setFrom(other: Transform) { this._origin.setFrom(other._origin), this._matrix.setFrom(other._matrix); }\r\n /** Set this Transform to be an identity. */\r\n public setIdentity() { this._origin.setZero(); this._matrix.setIdentity(); }\r\n /** Set this Transform instance from flexible inputs:\r\n * * Any object (such as another Transform) that has `origin` and `matrix` members accepted by Point3d.setFromJSON and Matrix3d.setFromJSON\r\n * * An array of 3 number arrays, each with 4 entries which are rows in a 3x4 matrix.\r\n * * An array of 12 numbers, each block of 4 entries as a row 3x4 matrix.\r\n */\r\n public setFromJSON(json?: TransformProps | Transform): void {\r\n if (json) {\r\n if (json instanceof Object && (json as any).origin && (json as any).matrix) {\r\n this._origin.setFromJSON((json as any).origin);\r\n this._matrix.setFromJSON((json as any).matrix);\r\n return;\r\n }\r\n if (Geometry.isArrayOfNumberArray(json, 3, 4)) {\r\n const data = json as number[][];\r\n this._matrix.setRowValues(\r\n data[0][0], data[0][1], data[0][2],\r\n data[1][0], data[1][1], data[1][2],\r\n data[2][0], data[2][1], data[2][2]);\r\n this._origin.set(data[0][3], data[1][3], data[2][3]);\r\n return;\r\n }\r\n if (Geometry.isNumberArray(json, 12)) {\r\n const data = json as number[];\r\n this._matrix.setRowValues(\r\n data[0], data[1], data[2],\r\n data[4], data[5], data[6],\r\n data[8], data[9], data[10]);\r\n this._origin.set(data[3], data[7], data[11]);\r\n return;\r\n }\r\n }\r\n this.setIdentity();\r\n }\r\n /**\r\n * Test for near equality with other Transform. Comparison uses the isAlmostEqual methods on\r\n * the origin and matrix parts.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqual(other: Transform): boolean { return this._origin.isAlmostEqual(other._origin) && this._matrix.isAlmostEqual(other._matrix); }\r\n\r\n /**\r\n * Test for near equality with other Transform. Comparison uses the isAlmostEqualAllowZRotation method of Matrix3d\r\n * the origin and matrix parts.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqualAllowZRotation(other: Transform): boolean { return this._origin.isAlmostEqual(other._origin) && this._matrix.isAlmostEqualAllowZRotation(other._matrix); }\r\n\r\n /** Return a 3 by 4 matrix containing the rows of this Transform\r\n * * This transform's origin is the [3] entry of the json arrays\r\n */\r\n public toJSON(): TransformProps {\r\n return this.toRows();\r\n }\r\n\r\n /** Return a 3 by 4 matrix containing the rows of this Transform\r\n * * This transform's origin is the [3] entry of the json arrays\r\n */\r\n public toRows(): number[][] {\r\n return [\r\n [this._matrix.coffs[0], this._matrix.coffs[1], this._matrix.coffs[2], this._origin.x],\r\n [this._matrix.coffs[3], this._matrix.coffs[4], this._matrix.coffs[5], this._origin.y],\r\n [this._matrix.coffs[6], this._matrix.coffs[7], this._matrix.coffs[8], this._origin.z],\r\n ];\r\n }\r\n\r\n /** Return a new Transform initialized by `setFromJSON (json)` */\r\n public static fromJSON(json?: TransformProps): Transform {\r\n const result = Transform.createIdentity();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Copy the contents of this transform into a new Transform (or to the result, if specified). */\r\n public clone(result?: Transform): Transform {\r\n if (result) {\r\n result._matrix.setFrom(this._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n return new Transform(\r\n Point3d.createFrom(this._origin),\r\n this._matrix.clone());\r\n }\r\n /** Return a copy of this Transform, modified so that its axes are rigid\r\n * * The first axis direction named in axisOrder is preserved\r\n * * The plane of the first and second directions is preserved, and its vector in the rigid matrix has positive dot product with the corresponding vector if the instance\r\n * * The third named column is the cross product of the first and second.\r\n */\r\n public cloneRigid(axisOrder: AxisOrder = AxisOrder.XYZ): Transform | undefined {\r\n const axes0 = Matrix3d.createRigidFromMatrix3d(this.matrix, axisOrder);\r\n if (!axes0)\r\n return undefined;\r\n return new Transform(this.origin.cloneAsPoint3d(), axes0);\r\n }\r\n /** Create a copy with the given origin and matrix captured as the Transform origin and Matrix3d. */\r\n public static createRefs(origin: XYZ | undefined, matrix: Matrix3d, result?: Transform): Transform {\r\n if (!origin)\r\n origin = Point3d.createZero();\r\n if (result) {\r\n result._origin = origin;\r\n result._matrix = matrix;\r\n return result;\r\n }\r\n return new Transform(origin, matrix);\r\n }\r\n /** Create a transform with complete contents given */\r\n public static createRowValues(\r\n qxx: number, qxy: number, qxz: number, ax: number,\r\n qyx: number, qyy: number, qyz: number, ay: number,\r\n qzx: number, qzy: number, qzz: number, az: number,\r\n result?: Transform): Transform {\r\n if (result) {\r\n result._origin.set(ax, ay, az);\r\n result._matrix.setRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz);\r\n return result;\r\n }\r\n return new Transform(Point3d.create(ax, ay, az), Matrix3d.createRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz));\r\n }\r\n /** Create a transform with all zeros.\r\n */\r\n public static createZero(result?: Transform): Transform {\r\n return Transform.createRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, result);\r\n }\r\n\r\n /**\r\n * create a Transform with translation provided by x,y,z parts.\r\n * @param x x part of translation\r\n * @param y y part of translation\r\n * @param z z part of translation\r\n * @param result optional result\r\n * @returns new or updated transform.\r\n */\r\n public static createTranslationXYZ(x: number = 0, y: number = 0, z: number = 0, result?: Transform): Transform {\r\n return Transform.createRefs(Vector3d.create(x, y, z), Matrix3d.createIdentity(), result);\r\n }\r\n /** Create a matrix with specified translation part.\r\n * @param XYZ x,y,z parts of the translation.\r\n * @returns new or updated transform.\r\n */\r\n public static createTranslation(translation: XYZ, result?: Transform): Transform {\r\n return Transform.createRefs(translation, Matrix3d.createIdentity(), result);\r\n }\r\n\r\n /** Return a reference to the matrix within the transform. (NOT a copy) */\r\n public get matrix(): Matrix3d { return this._matrix; }\r\n /** Return a reference to the origin within the transform. (NOT a copy) */\r\n public get origin(): XYZ { return this._origin; }\r\n\r\n /** return a (clone of) the origin part of the transform, as a Point3d */\r\n public getOrigin(): Point3d { return Point3d.createFrom(this._origin); }\r\n\r\n /** return a (clone of) the origin part of the transform, as a Vector3d */\r\n public getTranslation(): Vector3d { return Vector3d.createFrom(this._origin); }\r\n\r\n /** test if the transform has 000 origin and identity Matrix3d */\r\n public get isIdentity(): boolean {\r\n return this._matrix.isIdentity && this._origin.isAlmostZero;\r\n }\r\n /** Return an identity transform, optionally filling existing transform. */\r\n public static createIdentity(result?: Transform): Transform {\r\n if (result) {\r\n result._origin.setZero();\r\n result._matrix.setIdentity();\r\n return result;\r\n }\r\n return Transform.createRefs(Point3d.createZero(), Matrix3d.createIdentity());\r\n }\r\n /** Create by directly installing origin and matrix\r\n * this is a the appropriate construction when the columns of the matrix are coordinate axes of a local-to-global mapping\r\n * Note there is a closely related createFixedPointAndMatrix whose point input is the fixed point of the global-to-global transformation.\r\n */\r\n public static createOriginAndMatrix(origin: XYZ | undefined, matrix: Matrix3d | undefined, result?: Transform): Transform {\r\n if (result) {\r\n result._origin.setFromPoint3d(origin);\r\n result._matrix.setFrom(matrix);\r\n return result;\r\n }\r\n return Transform.createRefs(\r\n origin ? origin.cloneAsPoint3d() : Point3d.createZero(),\r\n matrix === undefined ? Matrix3d.createIdentity() : matrix.clone(), result);\r\n }\r\n /** Create by directly installing origin and columns of the matrix\r\n */\r\n public static createOriginAndMatrixColumns(origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d, result?: Transform): Transform {\r\n if (result)\r\n result.setOriginAndMatrixColumns(origin, vectorX, vectorY, vectorZ);\r\n else\r\n result = Transform.createRefs(Vector3d.createFrom(origin), Matrix3d.createColumns(vectorX, vectorY, vectorZ));\r\n return result;\r\n }\r\n /** Create by with matrix from Matrix3d.createRigidFromColumns.\r\n * * Has careful logic for building up optional result without allocations.\r\n */\r\n public static createRigidFromOriginAndColumns(origin: XYZ | undefined, vectorX: Vector3d, vectorY: Vector3d, axisOrder: AxisOrder, result?: Transform): Transform | undefined {\r\n const matrix = Matrix3d.createRigidFromColumns(vectorX, vectorY, axisOrder,\r\n result ? result._matrix : undefined);\r\n if (!matrix)\r\n return undefined;\r\n if (result) {\r\n // The matrix was already defined !!!\r\n result._origin.setFrom(origin);\r\n return result;\r\n }\r\n // cleanly capture the matrix and then the point ..\r\n result = Transform.createRefs(undefined, matrix);\r\n result._origin.setFromPoint3d(origin);\r\n return result;\r\n }\r\n\r\n /** Reinitialize by directly installing origin and columns of the matrix\r\n */\r\n public setOriginAndMatrixColumns(origin: XYZ | undefined, vectorX: Vector3d | undefined, vectorY: Vector3d | undefined, vectorZ: Vector3d | undefined) {\r\n if (origin !== undefined)\r\n this._origin.setFrom(origin);\r\n this._matrix.setColumns(vectorX, vectorY, vectorZ);\r\n }\r\n\r\n /** Create a transform with the specified matrix. Compute an origin (different from the given fixedPoint)\r\n * so that the fixedPoint maps back to itself.\r\n */\r\n public static createFixedPointAndMatrix(fixedPoint: XYAndZ | undefined, matrix: Matrix3d, result?: Transform): Transform {\r\n if (fixedPoint) {\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n return Transform.createRefs(undefined, matrix.clone());\r\n }\r\n /** Create a transform with the specified matrix, acting on any `pointX `via\r\n * `pointY = matrix * (pointX - pointA) + pointB`\r\n * so that the fixedPoint maps back to itself.\r\n */\r\n public static createMatrixPickupPutdown(matrix: Matrix3d, pointA: Point3d, pointB: Point3d, result?: Transform): Transform {\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(pointB, matrix, pointA);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n\r\n /** Create a Transform which leaves the fixedPoint unchanged and\r\n * scales everything else around it by a single scale factor.\r\n */\r\n public static createScaleAboutPoint(fixedPoint: Point3d, scale: number, result?: Transform): Transform {\r\n const matrix = Matrix3d.createScale(scale, scale, scale);\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix, result);\r\n }\r\n\r\n /** Transform the input 2d point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyPoint2d(source: XAndY, result?: Point2d): Point2d {\r\n return Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, source, result);\r\n }\r\n\r\n /** Transform the input 3d point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyPoint3d(point: XYAndZ, result?: Point3d): Point3d {\r\n return Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, result);\r\n }\r\n\r\n /** Transform the input object with x,y,z members */\r\n public multiplyXYAndZInPlace(point: XYAndZ) {\r\n return Matrix3d.xyzPlusMatrixTimesXYZInPlace(this._origin, this._matrix, point);\r\n }\r\n\r\n /** Transform the input point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZ(x: number, y: number, z: number = 0, result?: Point3d): Point3d {\r\n return Matrix3d.xyzPlusMatrixTimesCoordinates(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /** Multiply a specific row of the transform times xyz. Return the (number). */\r\n public multiplyComponentXYZ(componentIndex: number, x: number, y: number, z: number = 0): number {\r\n const coffs = this._matrix.coffs;\r\n const i0 = 3 * componentIndex;\r\n return this.origin.at(componentIndex) + coffs[i0] * x + coffs[i0 + 1] * y + coffs[i0 + 2] * z;\r\n }\r\n /** Multiply a specific row of the transform times (weighted!) xyzw. Return the (number). */\r\n public multiplyComponentXYZW(componentIndex: number, x: number, y: number, z: number, w: number): number {\r\n const coffs = this._matrix.coffs;\r\n const i0 = 3 * componentIndex;\r\n return this.origin.at(componentIndex) * w +\r\n coffs[i0] * x + coffs[i0 + 1] * y + coffs[i0 + 2] * z;\r\n }\r\n\r\n /** Transform the input homogeneous point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinates(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n /** Transform the input homogeneous point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZWToFloat64Array(x: number, y: number, z: number, w: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n\r\n /** Transform the input homogeneous point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZToFloat64Array(x: number, y: number, z: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /** Multiply the transposed transform (as 4x4 with 0001 row) by Point4d given as xyzw.. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n const coffs = this._matrix.coffs;\r\n const origin = this._origin;\r\n return Point4d.create(\r\n x * coffs[0] + y * coffs[3] + z * coffs[6],\r\n x * coffs[1] + y * coffs[4] + z * coffs[7],\r\n x * coffs[2] + y * coffs[5] + z * coffs[8],\r\n x * origin.x + y * origin.y + z * origin.z + w,\r\n result);\r\n }\r\n\r\n /** for each point: replace point by Transform*point */\r\n public multiplyPoint3dArrayInPlace(points: Point3d[]) {\r\n let point;\r\n for (point of points)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, point);\r\n }\r\n\r\n /** for each point: replace point by Transform*point */\r\n public multiplyPoint3dArrayArrayInPlace(chains: Point3d[][]) {\r\n for (const chain of chains)\r\n this.multiplyPoint3dArrayInPlace(chain);\r\n }\r\n /** Return product of the transform's inverse times a point. */\r\n public multiplyInversePoint3d(point: XYAndZ, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n point.x - this._origin.x,\r\n point.y - this._origin.y,\r\n point.z - this._origin.z,\r\n result);\r\n }\r\n /** Inverse transform the input homogeneous point.\r\n * * Return as a new point or in the optional result.\r\n * * returns undefined if the matrix part if this Transform is singular.\r\n */\r\n public multiplyInversePoint4d(weightedPoint: Point4d, result?: Point4d): Point4d | undefined {\r\n const w = weightedPoint.w;\r\n return this._matrix.multiplyInverseXYZW(\r\n weightedPoint.x - w * this.origin.x,\r\n weightedPoint.y - w * this.origin.y,\r\n weightedPoint.z - w * this.origin.z,\r\n w, result);\r\n }\r\n\r\n /** Return product of the transform's inverse times a point (point given as x,y,z) */\r\n public multiplyInverseXYZ(x: number, y: number, z: number, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n x - this._origin.x,\r\n y - this._origin.y,\r\n z - this._origin.z,\r\n result);\r\n }\r\n\r\n /**\r\n * * for each point: multiply transform * point\r\n * * if result is given, resize to match source and replace each corresponding pi\r\n * * if result is not given, return a new array.\r\n */\r\n public multiplyInversePoint3dArray(source: Point3d[], result?: Point3d[]): Point3d[] | undefined {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return undefined;\r\n const originX = this.origin.x;\r\n const originY = this.origin.y;\r\n const originZ = this.origin.z;\r\n if (result) {\r\n const n = Transform.matchArrayLengths(source, result, Point3d.createZero);\r\n for (let i = 0; i < n; i++)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n source[i].x - originX,\r\n source[i].y - originY,\r\n source[i].z - originZ,\r\n result[i]);\r\n }\r\n result = [];\r\n for (const p of source)\r\n result.push(this._matrix.multiplyInverseXYZAsPoint3d(\r\n p.x - originX,\r\n p.y - originY,\r\n p.z - originZ)!);\r\n\r\n return result;\r\n }\r\n /**\r\n * * for each point in source: multiply transformInverse * point in place in the point.\r\n * * return false if not invertible.\r\n */\r\n public multiplyInversePoint3dArrayInPlace(source: Point3d[]): boolean {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return false;\r\n const originX = this.origin.x;\r\n const originY = this.origin.y;\r\n const originZ = this.origin.z;\r\n const n = source.length;\r\n for (let i = 0; i < n; i++)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n source[i].x - originX,\r\n source[i].y - originY,\r\n source[i].z - originZ,\r\n source[i]);\r\n return true;\r\n }\r\n /**\r\n * * Compute (if needed) the inverse of the matrix part, thereby ensuring inverse operations can complete.\r\n * * Return true if matrix inverse completes.\r\n * @param useCached If true, accept prior cached inverse if available.\r\n */\r\n public computeCachedInverse(useCached: boolean = true): boolean {\r\n return this._matrix.computeCachedInverse(useCached);\r\n }\r\n /**\r\n * * If destination has more values than source, remove the extras.\r\n * * If destination has fewer values, use the constructionFunction to create new ones.\r\n * @param source array\r\n * @param dest destination array, to be modified to match source length\r\n * @param constructionFunction function to call to create new entries.\r\n */\r\n // modify destination so it has non-null points for the same length as the source.\r\n // (ASSUME existing elements of dest are non-null, and that parameters are given as either Point2d or Point3d arrays)\r\n public static matchArrayLengths(source: any[], dest: any[], constructionFunction: () => any): number {\r\n const numSource = source.length;\r\n const numDest = dest.length;\r\n if (numSource > numDest) {\r\n for (let i = numDest; i < numSource; i++) {\r\n dest.push(constructionFunction());\r\n }\r\n } else if (numDest > numSource) {\r\n dest.length = numSource;\r\n }\r\n return numSource;\r\n }\r\n\r\n /**\r\n * * for each point: multiply transform * point\r\n * * if result is given, resize to match source and replace each corresponding pi\r\n * * if result is not given, return a new array.\r\n */\r\n public multiplyPoint2dArray(source: Point2d[], result?: Point2d[]): Point2d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(source, result, Point2d.createZero);\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, source[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of source)\r\n result.push(Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, p));\r\n\r\n return result;\r\n }\r\n /**\r\n * * for each point: multiply transform * point\r\n * * if result is given, resize to match source and replace each corresponding pi\r\n * * if result is not given, return a new array.\r\n */\r\n public multiplyPoint3dArray(source: Point3d[], result?: Point3d[]): Point3d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(source, result, Point3d.createZero);\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, source[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of source)\r\n result.push(Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, p));\r\n\r\n return result;\r\n }\r\n\r\n /** Multiply the vector by the Matrix3d part of the transform.\r\n *\r\n * * The transform's origin is not used.\r\n * * Return as new or result by usual optional result convention\r\n */\r\n public multiplyVector(vector: Vector3d, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyVector(vector, result);\r\n }\r\n /** Multiply the vector (x,y,z) by the Matrix3d part of the transform.\r\n *\r\n * * The transform's origin is not used.\r\n * * Return as new or result by usual optional result convention\r\n */\r\n public multiplyVectorXYZ(x: number, y: number, z: number, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyXYZ(x, y, z, result);\r\n }\r\n /** multiply this Transform times other Transform.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * \\text{`this` transform with matrix part }\\bold{A}\\text{ and translation }\\bold{a} & \\blockTransform{A}{a}\\\\\r\n * \\text{`other` transform with matrix part }\\bold{B}\\text{ and translation part }\\bold{b}\\text{ promoted to block transform} & \\blockTransform{B}{b} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{b}=\\blockTransform{AB}{Ab + a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other right hand transform for multiplication.\r\n * @param result optional preallocated result to reuse.\r\n */\r\n public multiplyTransformTransform(other: Transform, result?: Transform) {\r\n if (!result)\r\n return Transform.createRefs(\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, other._origin),\r\n this._matrix.multiplyMatrixMatrix(other._matrix));\r\n result.setMultiplyTransformTransform(this, other);\r\n return result;\r\n }\r\n /**\r\n * multiply transformA * transformB, store to calling instance.\r\n * @param transformA left operand\r\n * @param transformB right operand\r\n */\r\n public setMultiplyTransformTransform(transformA: Transform, transformB: Transform): void {\r\n if (Transform._scratchPoint === undefined)\r\n Transform._scratchPoint = Point3d.create();\r\n Matrix3d.xyzPlusMatrixTimesXYZ(transformA._origin, transformA._matrix, transformB._origin, Transform._scratchPoint);\r\n this._origin.setFrom(Transform._scratchPoint);\r\n transformA._matrix.multiplyMatrixMatrix(transformB._matrix, this._matrix);\r\n }\r\n // [Q A][R 0] = [QR A]\r\n // [0 1][0 1] [0 1]\r\n /** multiply this Transform times other Matrix3d, with other considered to be a Transform with 0 translation.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * \\text{`this` transform with matrix part }\\bold{A}\\text{ and translation }\\bold{b} & \\blockTransform{B}{b}\\\\\r\n * \\text{`other` matrix }\\bold{B}\\text{ promoted to block transform} & \\blockTransform{B}{0} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{0}=\\blockTransform{AB}{a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other right hand Matrix3d for multiplication.\r\n * @param result optional preallocated result to reuse.\r\n */\r\n public multiplyTransformMatrix3d(other: Matrix3d, result?: Transform): Transform {\r\n if (!result)\r\n return Transform.createRefs(\r\n this._origin.cloneAsPoint3d(),\r\n this._matrix.multiplyMatrixMatrix(other));\r\n this._matrix.multiplyMatrixMatrix(other, result._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n\r\n /**\r\n * Return the range of the transformed corners.\r\n * * The 8 corners are transformed individually.\r\n * * Note that if there is anything other than translation and principal axis scaling in the transform, the volume of the range rotation will increase.\r\n * * Hence to get a \"tight\" range on rotated geometry, a range computation must be made on the rotated geometry itself.\r\n */\r\n public multiplyRange(range: Range3d, result?: Range3d): Range3d {\r\n if (range.isNull)\r\n return range.clone(result);\r\n\r\n // snag current values to allow aliasing.\r\n const lowX = range.low.x;\r\n const lowY = range.low.y;\r\n const lowZ = range.low.z;\r\n const highX = range.high.x;\r\n const highY = range.high.y;\r\n const highZ = range.high.z;\r\n result = Range3d.createNull(result);\r\n result.extendTransformedXYZ(this, lowX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, highX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, lowX, highY, lowZ);\r\n result.extendTransformedXYZ(this, highX, highY, lowZ);\r\n\r\n result.extendTransformedXYZ(this, lowX, lowY, highZ);\r\n result.extendTransformedXYZ(this, highX, lowY, highZ);\r\n result.extendTransformedXYZ(this, lowX, highY, highZ);\r\n result.extendTransformedXYZ(this, highX, highY, highZ);\r\n return result;\r\n }\r\n /**\r\n * * Return a Transform which is the inverse of this transform.\r\n * * Return undefined if this Transform's matrix is singular.\r\n */\r\n public inverse(): Transform | undefined {\r\n const matrixInverse = this._matrix.inverse();\r\n if (!matrixInverse)\r\n return undefined;\r\n return Transform.createRefs(\r\n matrixInverse.multiplyXYZ(-this._origin.x, -this._origin.y, -this._origin.z),\r\n matrixInverse);\r\n }\r\n /** Initialize transforms that map each direction of a box (axis aligned) to `[0,1]`.\r\n * * The corner coordinates do _not_ need to be in order in any of the x,y,z directions.\r\n * * The npcToGlobalTransform (if supplied) maps 000 to the point named point000.\r\n * * The npcToGlobalTransform (if supplied) maps 11 to the point named point000.\r\n * * The globalToNpc transform is the inverse.\r\n * @param min the \"000\" corner of the box\r\n * @param max the \"111\" corner of the box\r\n * @param npcToGlobal (object created by caller, re-initialized here) transform that carries 01 coordinates into the min,max box.\r\n * @param globalToNpc (object created by caller, re-initialized here) transform that carries world coordinates into 01\r\n */\r\n public static initFromRange(min: Point3d, max: Point3d, npcToGlobal?: Transform, globalToNpc?: Transform) {\r\n const diag = max.minus(min);\r\n if (diag.x === 0.0) diag.x = 1.0;\r\n if (diag.y === 0.0) diag.y = 1.0;\r\n if (diag.z === 0.0) diag.z = 1.0;\r\n\r\n const rMatrix = new Matrix3d();\r\n if (npcToGlobal) {\r\n Matrix3d.createScale(diag.x, diag.y, diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(min, rMatrix, npcToGlobal);\r\n }\r\n\r\n if (globalToNpc) {\r\n const origin = new Point3d(- min.x / diag.x, - min.y / diag.y, - min.z / diag.z);\r\n Matrix3d.createScale(1.0 / diag.x, 1.0 / diag.y, 1.0 / diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(origin, rMatrix, globalToNpc);\r\n }\r\n }\r\n}\r\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { TransformProps, XAndY, XYAndZ } from \"./XYZProps\";\r\n\r\n/** A transform is an origin and a Matrix3d.\r\n *\r\n * * This describes a coordinate frame with\r\n * this origin, with the columns of the Matrix3d being the\r\n * local x,y,z axis directions.\r\n * * Beware that for common transformations (e.g. scale about point,\r\n * rotate around line, mirror across a plane) the \"fixed point\" that is used\r\n * when describing the transform is NOT the \"origin\" stored in the transform.\r\n * Setup methods (e.g createFixedPointAndMatrix, createScaleAboutPoint)\r\n * take care of determining the appropriate origin coordinates.\r\n * @public\r\n */\r\nexport class Transform implements BeJSONFunctions {\r\n // static (one per class) vars for temporaries in computation.\r\n // ASSUME any user of these vars needs them only within its own scope\r\n // ASSUME no calls to other methods that use the same scratch.\r\n // When Transform was in the same file with Point3d, this was initialized right here.\r\n // But when split, there is a load order issue, so it has to be initialized at point-of-use\r\n private static _scratchPoint: Point3d;\r\n private _origin: XYZ;\r\n private _matrix: Matrix3d;\r\n // Constructor accepts and uses POINTER to content .. no copy here.\r\n private constructor(origin: XYZ, matrix: Matrix3d) { this._origin = origin; this._matrix = matrix; }\r\n\r\n private static _identity?: Transform;\r\n /** The identity Transform. Value is frozen and cannot be modified. */\r\n public static get identity(): Transform {\r\n if (undefined === this._identity) {\r\n this._identity = Transform.createIdentity();\r\n this._identity.freeze();\r\n }\r\n\r\n return this._identity;\r\n }\r\n /** Freeze this instance (and its members) so it is read-only */\r\n public freeze(): Readonly<this> { this._origin.freeze(); this._matrix.freeze(); return Object.freeze(this); }\r\n /**\r\n * Copy contents from other Transform into this Transform\r\n * @param other source transform\r\n */\r\n public setFrom(other: Transform) { this._origin.setFrom(other._origin), this._matrix.setFrom(other._matrix); }\r\n /** Set this Transform to be an identity. */\r\n public setIdentity() { this._origin.setZero(); this._matrix.setIdentity(); }\r\n /** Set this Transform instance from flexible inputs:\r\n * * Any object (such as another Transform) that has `origin` and `matrix` members accepted by Point3d.setFromJSON and Matrix3d.setFromJSON\r\n * * An array of 3 number arrays, each with 4 entries which are rows in a 3x4 matrix.\r\n * * An array of 12 numbers, each block of 4 entries as a row 3x4 matrix.\r\n */\r\n public setFromJSON(json?: TransformProps | Transform): void {\r\n if (json) {\r\n if (json instanceof Object && (json as any).origin && (json as any).matrix) {\r\n this._origin.setFromJSON((json as any).origin);\r\n this._matrix.setFromJSON((json as any).matrix);\r\n return;\r\n }\r\n if (Geometry.isArrayOfNumberArray(json, 3, 4)) {\r\n const data = json as number[][];\r\n this._matrix.setRowValues(\r\n data[0][0], data[0][1], data[0][2],\r\n data[1][0], data[1][1], data[1][2],\r\n data[2][0], data[2][1], data[2][2]);\r\n this._origin.set(data[0][3], data[1][3], data[2][3]);\r\n return;\r\n }\r\n if (Geometry.isNumberArray(json, 12)) {\r\n const data = json as number[];\r\n this._matrix.setRowValues(\r\n data[0], data[1], data[2],\r\n data[4], data[5], data[6],\r\n data[8], data[9], data[10]);\r\n this._origin.set(data[3], data[7], data[11]);\r\n return;\r\n }\r\n }\r\n this.setIdentity();\r\n }\r\n /**\r\n * Test for near equality with other Transform. Comparison uses the isAlmostEqual methods on\r\n * the origin and matrix parts.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqual(other: Transform): boolean { return this._origin.isAlmostEqual(other._origin) && this._matrix.isAlmostEqual(other._matrix); }\r\n\r\n /**\r\n * Test for near equality with other Transform. Comparison uses the isAlmostEqualAllowZRotation method of Matrix3d\r\n * the origin and matrix parts.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqualAllowZRotation(other: Transform): boolean { return this._origin.isAlmostEqual(other._origin) && this._matrix.isAlmostEqualAllowZRotation(other._matrix); }\r\n\r\n /** Return a 3 by 4 matrix containing the rows of this Transform\r\n * * This transform's origin is the [3] entry of the json arrays\r\n */\r\n public toJSON(): TransformProps {\r\n return this.toRows();\r\n }\r\n\r\n /** Return a 3 by 4 matrix containing the rows of this Transform\r\n * * This transform's origin is the [3] entry of the json arrays\r\n */\r\n public toRows(): number[][] {\r\n return [\r\n [this._matrix.coffs[0], this._matrix.coffs[1], this._matrix.coffs[2], this._origin.x],\r\n [this._matrix.coffs[3], this._matrix.coffs[4], this._matrix.coffs[5], this._origin.y],\r\n [this._matrix.coffs[6], this._matrix.coffs[7], this._matrix.coffs[8], this._origin.z],\r\n ];\r\n }\r\n\r\n /** Return a new Transform initialized by `setFromJSON (json)` */\r\n public static fromJSON(json?: TransformProps): Transform {\r\n const result = Transform.createIdentity();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Copy the contents of this transform into a new Transform (or to the result, if specified). */\r\n public clone(result?: Transform): Transform {\r\n if (result) {\r\n result._matrix.setFrom(this._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n return new Transform(\r\n Point3d.createFrom(this._origin),\r\n this._matrix.clone());\r\n }\r\n /** Return a copy of this Transform, modified so that its axes are rigid\r\n * * The first axis direction named in axisOrder is preserved\r\n * * The plane of the first and second directions is preserved, and its vector in the rigid matrix has positive dot product with the corresponding vector if the instance\r\n * * The third named column is the cross product of the first and second.\r\n */\r\n public cloneRigid(axisOrder: AxisOrder = AxisOrder.XYZ): Transform | undefined {\r\n const axes0 = Matrix3d.createRigidFromMatrix3d(this.matrix, axisOrder);\r\n if (!axes0)\r\n return undefined;\r\n return new Transform(this.origin.cloneAsPoint3d(), axes0);\r\n }\r\n /** Create a copy with the given origin and matrix captured as the Transform origin and Matrix3d. */\r\n public static createRefs(origin: XYZ | undefined, matrix: Matrix3d, result?: Transform): Transform {\r\n if (!origin)\r\n origin = Point3d.createZero();\r\n if (result) {\r\n result._origin = origin;\r\n result._matrix = matrix;\r\n return result;\r\n }\r\n return new Transform(origin, matrix);\r\n }\r\n /** Create a transform with complete contents given */\r\n public static createRowValues(\r\n qxx: number, qxy: number, qxz: number, ax: number,\r\n qyx: number, qyy: number, qyz: number, ay: number,\r\n qzx: number, qzy: number, qzz: number, az: number,\r\n result?: Transform): Transform {\r\n if (result) {\r\n result._origin.set(ax, ay, az);\r\n result._matrix.setRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz);\r\n return result;\r\n }\r\n return new Transform(Point3d.create(ax, ay, az), Matrix3d.createRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz));\r\n }\r\n /** Create a transform with all zeros.\r\n */\r\n public static createZero(result?: Transform): Transform {\r\n return Transform.createRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, result);\r\n }\r\n\r\n /**\r\n * create a Transform with translation provided by x,y,z parts.\r\n * @param x x part of translation\r\n * @param y y part of translation\r\n * @param z z part of translation\r\n * @param result optional result\r\n * @returns new or updated transform.\r\n */\r\n public static createTranslationXYZ(x: number = 0, y: number = 0, z: number = 0, result?: Transform): Transform {\r\n return Transform.createRefs(Vector3d.create(x, y, z), Matrix3d.createIdentity(), result);\r\n }\r\n /** Create a matrix with specified translation part.\r\n * @param XYZ x,y,z parts of the translation.\r\n * @returns new or updated transform.\r\n */\r\n public static createTranslation(translation: XYZ, result?: Transform): Transform {\r\n return Transform.createRefs(translation, Matrix3d.createIdentity(), result);\r\n }\r\n\r\n /** Return a reference to the matrix within the transform. (NOT a copy) */\r\n public get matrix(): Matrix3d { return this._matrix; }\r\n /** Return a reference to the origin within the transform. (NOT a copy) */\r\n public get origin(): XYZ { return this._origin; }\r\n\r\n /** return a (clone of) the origin part of the transform, as a Point3d */\r\n public getOrigin(): Point3d { return Point3d.createFrom(this._origin); }\r\n\r\n /** return a (clone of) the origin part of the transform, as a Vector3d */\r\n public getTranslation(): Vector3d { return Vector3d.createFrom(this._origin); }\r\n\r\n /** test if the transform has 000 origin and identity Matrix3d */\r\n public get isIdentity(): boolean {\r\n return this._matrix.isIdentity && this._origin.isAlmostZero;\r\n }\r\n /** Return an identity transform, optionally filling existing transform. */\r\n public static createIdentity(result?: Transform): Transform {\r\n if (result) {\r\n result._origin.setZero();\r\n result._matrix.setIdentity();\r\n return result;\r\n }\r\n return Transform.createRefs(Point3d.createZero(), Matrix3d.createIdentity());\r\n }\r\n /** Create by directly installing origin and matrix\r\n * this is a the appropriate construction when the columns of the matrix are coordinate axes of a local-to-global mapping\r\n * Note there is a closely related createFixedPointAndMatrix whose point input is the fixed point of the global-to-global transformation.\r\n */\r\n public static createOriginAndMatrix(origin: XYZ | undefined, matrix: Matrix3d | undefined, result?: Transform): Transform {\r\n if (result) {\r\n result._origin.setFromPoint3d(origin);\r\n result._matrix.setFrom(matrix);\r\n return result;\r\n }\r\n return Transform.createRefs(\r\n origin ? origin.cloneAsPoint3d() : Point3d.createZero(),\r\n matrix === undefined ? Matrix3d.createIdentity() : matrix.clone(), result);\r\n }\r\n /** Create by directly installing origin and columns of the matrix\r\n */\r\n public static createOriginAndMatrixColumns(origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d, result?: Transform): Transform {\r\n if (result)\r\n result.setOriginAndMatrixColumns(origin, vectorX, vectorY, vectorZ);\r\n else\r\n result = Transform.createRefs(Vector3d.createFrom(origin), Matrix3d.createColumns(vectorX, vectorY, vectorZ));\r\n return result;\r\n }\r\n /** Create by with matrix from Matrix3d.createRigidFromColumns.\r\n * * Has careful logic for building up optional result without allocations.\r\n */\r\n public static createRigidFromOriginAndColumns(origin: XYZ | undefined, vectorX: Vector3d, vectorY: Vector3d, axisOrder: AxisOrder, result?: Transform): Transform | undefined {\r\n const matrix = Matrix3d.createRigidFromColumns(vectorX, vectorY, axisOrder,\r\n result ? result._matrix : undefined);\r\n if (!matrix)\r\n return undefined;\r\n if (result) {\r\n // The matrix was already defined !!!\r\n result._origin.setFrom(origin);\r\n return result;\r\n }\r\n // cleanly capture the matrix and then the point ..\r\n result = Transform.createRefs(undefined, matrix);\r\n result._origin.setFromPoint3d(origin);\r\n return result;\r\n }\r\n\r\n /** Reinitialize by directly installing origin and columns of the matrix\r\n */\r\n public setOriginAndMatrixColumns(origin: XYZ | undefined, vectorX: Vector3d | undefined, vectorY: Vector3d | undefined, vectorZ: Vector3d | undefined) {\r\n if (origin !== undefined)\r\n this._origin.setFrom(origin);\r\n this._matrix.setColumns(vectorX, vectorY, vectorZ);\r\n }\r\n\r\n /** Create a transform with the specified matrix. Compute an origin (different from the given fixedPoint)\r\n * so that the fixedPoint maps back to itself.\r\n */\r\n public static createFixedPointAndMatrix(fixedPoint: XYAndZ | undefined, matrix: Matrix3d, result?: Transform): Transform {\r\n if (fixedPoint) {\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n return Transform.createRefs(undefined, matrix.clone());\r\n }\r\n /** Create a transform with the specified matrix, acting on any `pointX `via\r\n * `pointY = matrix * (pointX - pointA) + pointB`\r\n * so that the fixedPoint maps back to itself.\r\n */\r\n public static createMatrixPickupPutdown(matrix: Matrix3d, pointA: Point3d, pointB: Point3d, result?: Transform): Transform {\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(pointB, matrix, pointA);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n\r\n /** Create a Transform which leaves the fixedPoint unchanged and\r\n * scales everything else around it by a single scale factor.\r\n */\r\n public static createScaleAboutPoint(fixedPoint: Point3d, scale: number, result?: Transform): Transform {\r\n const matrix = Matrix3d.createScale(scale, scale, scale);\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix, result);\r\n }\r\n\r\n /** Transform the input 2d point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyPoint2d(source: XAndY, result?: Point2d): Point2d {\r\n return Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, source, result);\r\n }\r\n\r\n /** Transform the input 3d point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyPoint3d(point: XYAndZ, result?: Point3d): Point3d {\r\n return Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, result);\r\n }\r\n\r\n /** Transform the input object with x,y,z members */\r\n public multiplyXYAndZInPlace(point: XYAndZ) {\r\n return Matrix3d.xyzPlusMatrixTimesXYZInPlace(this._origin, this._matrix, point);\r\n }\r\n\r\n /** Transform the input point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZ(x: number, y: number, z: number = 0, result?: Point3d): Point3d {\r\n return Matrix3d.xyzPlusMatrixTimesCoordinates(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /** Multiply a specific row of the transform times xyz. Return the (number). */\r\n public multiplyComponentXYZ(componentIndex: number, x: number, y: number, z: number = 0): number {\r\n const coffs = this._matrix.coffs;\r\n const i0 = 3 * componentIndex;\r\n return this.origin.at(componentIndex) + coffs[i0] * x + coffs[i0 + 1] * y + coffs[i0 + 2] * z;\r\n }\r\n /** Multiply a specific row of the transform times (weighted!) xyzw. Return the (number). */\r\n public multiplyComponentXYZW(componentIndex: number, x: number, y: number, z: number, w: number): number {\r\n const coffs = this._matrix.coffs;\r\n const i0 = 3 * componentIndex;\r\n return this.origin.at(componentIndex) * w +\r\n coffs[i0] * x + coffs[i0 + 1] * y + coffs[i0 + 2] * z;\r\n }\r\n\r\n /** Transform the input homogeneous point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinates(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n /** Transform the input homogeneous point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZWToFloat64Array(x: number, y: number, z: number, w: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n\r\n /** Transform the input homogeneous point. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyXYZToFloat64Array(x: number, y: number, z: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /** Multiply the transposed transform (as 4x4 with 0001 row) by Point4d given as xyzw.. Return as a new point or in the pre-allocated result (if result is given) */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n const coffs = this._matrix.coffs;\r\n const origin = this._origin;\r\n return Point4d.create(\r\n x * coffs[0] + y * coffs[3] + z * coffs[6],\r\n x * coffs[1] + y * coffs[4] + z * coffs[7],\r\n x * coffs[2] + y * coffs[5] + z * coffs[8],\r\n x * origin.x + y * origin.y + z * origin.z + w,\r\n result);\r\n }\r\n\r\n /** for each point: replace point by Transform*point */\r\n public multiplyPoint3dArrayInPlace(points: Point3d[]) {\r\n let point;\r\n for (point of points)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, point);\r\n }\r\n\r\n /** for each point: replace point by Transform*point */\r\n public multiplyPoint3dArrayArrayInPlace(chains: Point3d[][]) {\r\n for (const chain of chains)\r\n this.multiplyPoint3dArrayInPlace(chain);\r\n }\r\n /** Return product of the transform's inverse times a point. */\r\n public multiplyInversePoint3d(point: XYAndZ, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n point.x - this._origin.x,\r\n point.y - this._origin.y,\r\n point.z - this._origin.z,\r\n result);\r\n }\r\n /** Inverse transform the input homogeneous point.\r\n * * Return as a new point or in the optional result.\r\n * * returns undefined if the matrix part if this Transform is singular.\r\n */\r\n public multiplyInversePoint4d(weightedPoint: Point4d, result?: Point4d): Point4d | undefined {\r\n const w = weightedPoint.w;\r\n return this._matrix.multiplyInverseXYZW(\r\n weightedPoint.x - w * this.origin.x,\r\n weightedPoint.y - w * this.origin.y,\r\n weightedPoint.z - w * this.origin.z,\r\n w, result);\r\n }\r\n\r\n /** Return product of the transform's inverse times a point (point given as x,y,z) */\r\n public multiplyInverseXYZ(x: number, y: number, z: number, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n x - this._origin.x,\r\n y - this._origin.y,\r\n z - this._origin.z,\r\n result);\r\n }\r\n\r\n /**\r\n * * for each point: multiply transform * point\r\n * * if result is given, resize to match source and replace each corresponding pi\r\n * * if result is not given, return a new array.\r\n */\r\n public multiplyInversePoint3dArray(source: Point3d[], result?: Point3d[]): Point3d[] | undefined {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return undefined;\r\n const originX = this.origin.x;\r\n const originY = this.origin.y;\r\n const originZ = this.origin.z;\r\n if (result) {\r\n const n = Transform.matchArrayLengths(source, result, Point3d.createZero);\r\n for (let i = 0; i < n; i++)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n source[i].x - originX,\r\n source[i].y - originY,\r\n source[i].z - originZ,\r\n result[i]);\r\n }\r\n result = [];\r\n for (const p of source)\r\n result.push(this._matrix.multiplyInverseXYZAsPoint3d(\r\n p.x - originX,\r\n p.y - originY,\r\n p.z - originZ)!);\r\n\r\n return result;\r\n }\r\n /**\r\n * * for each point in source: multiply transformInverse * point in place in the point.\r\n * * return false if not invertible.\r\n */\r\n public multiplyInversePoint3dArrayInPlace(source: Point3d[]): boolean {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return false;\r\n const originX = this.origin.x;\r\n const originY = this.origin.y;\r\n const originZ = this.origin.z;\r\n const n = source.length;\r\n for (let i = 0; i < n; i++)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n source[i].x - originX,\r\n source[i].y - originY,\r\n source[i].z - originZ,\r\n source[i]);\r\n return true;\r\n }\r\n /**\r\n * * Compute (if needed) the inverse of the matrix part, thereby ensuring inverse operations can complete.\r\n * * Return true if matrix inverse completes.\r\n * @param useCached If true, accept prior cached inverse if available.\r\n */\r\n public computeCachedInverse(useCached: boolean = true): boolean {\r\n return this._matrix.computeCachedInverse(useCached);\r\n }\r\n /**\r\n * * If destination has more values than source, remove the extras.\r\n * * If destination has fewer values, use the constructionFunction to create new ones.\r\n * @param source array\r\n * @param dest destination array, to be modified to match source length\r\n * @param constructionFunction function to call to create new entries.\r\n */\r\n // modify destination so it has non-null points for the same length as the source.\r\n // (ASSUME existing elements of dest are non-null, and that parameters are given as either Point2d or Point3d arrays)\r\n public static matchArrayLengths(source: any[], dest: any[], constructionFunction: () => any): number {\r\n const numSource = source.length;\r\n const numDest = dest.length;\r\n if (numSource > numDest) {\r\n for (let i = numDest; i < numSource; i++) {\r\n dest.push(constructionFunction());\r\n }\r\n } else if (numDest > numSource) {\r\n dest.length = numSource;\r\n }\r\n return numSource;\r\n }\r\n\r\n /**\r\n * * for each point: multiply transform * point\r\n * * if result is given, resize to match source and replace each corresponding pi\r\n * * if result is not given, return a new array.\r\n */\r\n public multiplyPoint2dArray(source: Point2d[], result?: Point2d[]): Point2d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(source, result, Point2d.createZero);\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, source[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of source)\r\n result.push(Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, p));\r\n\r\n return result;\r\n }\r\n /**\r\n * * for each point: multiply transform * point\r\n * * if result is given, resize to match source and replace each corresponding pi\r\n * * if result is not given, return a new array.\r\n */\r\n public multiplyPoint3dArray(source: Point3d[], result?: Point3d[]): Point3d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(source, result, Point3d.createZero);\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, source[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of source)\r\n result.push(Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, p));\r\n\r\n return result;\r\n }\r\n\r\n /** Multiply the vector by the Matrix3d part of the transform.\r\n *\r\n * * The transform's origin is not used.\r\n * * Return as new or result by usual optional result convention\r\n */\r\n public multiplyVector(vector: Vector3d, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyVector(vector, result);\r\n }\r\n\r\n/** Multiply the vector in place by the Matrix3d part of the transform.\r\n *\r\n * * The transform's origin is not used.\r\n */\r\n public multiplyVectorInPlace(vector: Vector3d): void {\r\n this._matrix.multiplyVectorInPlace(vector);\r\n}\r\n\r\n /** Multiply the vector (x,y,z) by the Matrix3d part of the transform.\r\n *\r\n * * The transform's origin is not used.\r\n * * Return as new or result by usual optional result convention\r\n */\r\n public multiplyVectorXYZ(x: number, y: number, z: number, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyXYZ(x, y, z, result);\r\n }\r\n /** multiply this Transform times other Transform.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * \\text{`this` transform with matrix part }\\bold{A}\\text{ and translation }\\bold{a} & \\blockTransform{A}{a}\\\\\r\n * \\text{`other` transform with matrix part }\\bold{B}\\text{ and translation part }\\bold{b}\\text{ promoted to block transform} & \\blockTransform{B}{b} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{b}=\\blockTransform{AB}{Ab + a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other right hand transform for multiplication.\r\n * @param result optional preallocated result to reuse.\r\n */\r\n public multiplyTransformTransform(other: Transform, result?: Transform) {\r\n if (!result)\r\n return Transform.createRefs(\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, other._origin),\r\n this._matrix.multiplyMatrixMatrix(other._matrix));\r\n result.setMultiplyTransformTransform(this, other);\r\n return result;\r\n }\r\n /**\r\n * multiply transformA * transformB, store to calling instance.\r\n * @param transformA left operand\r\n * @param transformB right operand\r\n */\r\n public setMultiplyTransformTransform(transformA: Transform, transformB: Transform): void {\r\n if (Transform._scratchPoint === undefined)\r\n Transform._scratchPoint = Point3d.create();\r\n Matrix3d.xyzPlusMatrixTimesXYZ(transformA._origin, transformA._matrix, transformB._origin, Transform._scratchPoint);\r\n this._origin.setFrom(Transform._scratchPoint);\r\n transformA._matrix.multiplyMatrixMatrix(transformB._matrix, this._matrix);\r\n }\r\n // [Q A][R 0] = [QR A]\r\n // [0 1][0 1] [0 1]\r\n /** multiply this Transform times other Matrix3d, with other considered to be a Transform with 0 translation.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * \\text{`this` transform with matrix part }\\bold{A}\\text{ and translation }\\bold{b} & \\blockTransform{B}{b}\\\\\r\n * \\text{`other` matrix }\\bold{B}\\text{ promoted to block transform} & \\blockTransform{B}{0} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{0}=\\blockTransform{AB}{a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other right hand Matrix3d for multiplication.\r\n * @param result optional preallocated result to reuse.\r\n */\r\n public multiplyTransformMatrix3d(other: Matrix3d, result?: Transform): Transform {\r\n if (!result)\r\n return Transform.createRefs(\r\n this._origin.cloneAsPoint3d(),\r\n this._matrix.multiplyMatrixMatrix(other));\r\n this._matrix.multiplyMatrixMatrix(other, result._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n\r\n /**\r\n * Return the range of the transformed corners.\r\n * * The 8 corners are transformed individually.\r\n * * Note that if there is anything other than translation and principal axis scaling in the transform, the volume of the range rotation will increase.\r\n * * Hence to get a \"tight\" range on rotated geometry, a range computation must be made on the rotated geometry itself.\r\n */\r\n public multiplyRange(range: Range3d, result?: Range3d): Range3d {\r\n if (range.isNull)\r\n return range.clone(result);\r\n\r\n // snag current values to allow aliasing.\r\n const lowX = range.low.x;\r\n const lowY = range.low.y;\r\n const lowZ = range.low.z;\r\n const highX = range.high.x;\r\n const highY = range.high.y;\r\n const highZ = range.high.z;\r\n result = Range3d.createNull(result);\r\n result.extendTransformedXYZ(this, lowX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, highX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, lowX, highY, lowZ);\r\n result.extendTransformedXYZ(this, highX, highY, lowZ);\r\n\r\n result.extendTransformedXYZ(this, lowX, lowY, highZ);\r\n result.extendTransformedXYZ(this, highX, lowY, highZ);\r\n result.extendTransformedXYZ(this, lowX, highY, highZ);\r\n result.extendTransformedXYZ(this, highX, highY, highZ);\r\n return result;\r\n }\r\n /**\r\n * * Return a Transform which is the inverse of this transform.\r\n * * Return undefined if this Transform's matrix is singular.\r\n */\r\n public inverse(): Transform | undefined {\r\n const matrixInverse = this._matrix.inverse();\r\n if (!matrixInverse)\r\n return undefined;\r\n return Transform.createRefs(\r\n matrixInverse.multiplyXYZ(-this._origin.x, -this._origin.y, -this._origin.z),\r\n matrixInverse);\r\n }\r\n /** Initialize transforms that map each direction of a box (axis aligned) to `[0,1]`.\r\n * * The corner coordinates do _not_ need to be in order in any of the x,y,z directions.\r\n * * The npcToGlobalTransform (if supplied) maps 000 to the point named point000.\r\n * * The npcToGlobalTransform (if supplied) maps 11 to the point named point000.\r\n * * The globalToNpc transform is the inverse.\r\n * @param min the \"000\" corner of the box\r\n * @param max the \"111\" corner of the box\r\n * @param npcToGlobal (object created by caller, re-initialized here) transform that carries 01 coordinates into the min,max box.\r\n * @param globalToNpc (object created by caller, re-initialized here) transform that carries world coordinates into 01\r\n */\r\n public static initFromRange(min: Point3d, max: Point3d, npcToGlobal?: Transform, globalToNpc?: Transform) {\r\n const diag = max.minus(min);\r\n if (diag.x === 0.0) diag.x = 1.0;\r\n if (diag.y === 0.0) diag.y = 1.0;\r\n if (diag.z === 0.0) diag.z = 1.0;\r\n\r\n const rMatrix = new Matrix3d();\r\n if (npcToGlobal) {\r\n Matrix3d.createScale(diag.x, diag.y, diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(min, rMatrix, npcToGlobal);\r\n }\r\n\r\n if (globalToNpc) {\r\n const origin = new Point3d(- min.x / diag.x, - min.y / diag.y, - min.z / diag.z);\r\n Matrix3d.createScale(1.0 / diag.x, 1.0 / diag.y, 1.0 / diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(origin, rMatrix, globalToNpc);\r\n }\r\n }\r\n}\r\n"]}
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@@ -462,6 +462,13 @@ export declare class Sample {
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462
462
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* * order 3 bspline
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463
463
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* * order 4 bspline
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464
464
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* * alternating lines and arcs
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465
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+
* * arc spline with corners
|
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466
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+
* * arc spline with smooth joins
|
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467
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+
* * interpolation curve 2 pts
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468
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+
* * interpolation curve 3 pts
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469
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+
* * interpolation curve >3 pts
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|
470
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+
* * integrated spiral (bloss)
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|
471
|
+
* * direct spiral (half-cosine)
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|
465
472
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*/
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466
473
|
static createCurveChainWithDistanceIndex(): CurveChainWithDistanceIndex[];
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467
474
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/**
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@@ -1 +1 @@
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1
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-
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@@ -56,6 +56,7 @@ const IntegratedSpiral3d_1 = require("../curve/spiral/IntegratedSpiral3d");
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56
56
|
const DirectSpiral3d_1 = require("../curve/spiral/DirectSpiral3d");
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57
57
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const AuxData_1 = require("../polyface/AuxData");
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58
58
|
const PolyfaceBuilder_1 = require("../polyface/PolyfaceBuilder");
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59
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+
const InterpolationCurve3d_1 = require("../bspline/InterpolationCurve3d");
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59
60
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/**
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60
61
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* Static methods to create functions of type SteppedIndexFunction
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61
62
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* * Convention: constant value is optional last argument, with default value 0
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@@ -1567,6 +1568,13 @@ class Sample {
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1567
1568
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* * order 3 bspline
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1568
1569
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* * order 4 bspline
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1569
1570
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* * alternating lines and arcs
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1571
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+
* * arc spline with corners
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1572
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+
* * arc spline with smooth joins
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1573
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+
* * interpolation curve 2 pts
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1574
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+
* * interpolation curve 3 pts
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1575
|
+
* * interpolation curve >3 pts
|
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1576
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+
* * integrated spiral (bloss)
|
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1577
|
+
* * direct spiral (half-cosine)
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1570
1578
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*/
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1571
1579
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static createCurveChainWithDistanceIndex() {
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1572
1580
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const pointsA = [Point3dVector3d_1.Point3d.create(0, 0, 0), Point3dVector3d_1.Point3d.create(1, 3, 0), Point3dVector3d_1.Point3d.create(2, 4, 0), Point3dVector3d_1.Point3d.create(3, 3, 0), Point3dVector3d_1.Point3d.create(4, 0, 0)];
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@@ -1578,6 +1586,32 @@ class Sample {
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1578
1586
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result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(BSplineCurve_1.BSplineCurve3d.createUniformKnots(pointsA, 3))));
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1579
1587
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result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(BSplineCurve_1.BSplineCurve3d.createUniformKnots(pointsA, 4))));
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1580
1588
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result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(LineSegment3d_1.LineSegment3d.create(pointsA[0], pointsA[1]), Arc3d_1.Arc3d.createCircularStartMiddleEnd(pointsA[1], pointsA[2], pointsA[3]), LineSegment3d_1.LineSegment3d.create(pointsA[3], pointsA[4]))));
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1589
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+
result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(// arc spline with corners
|
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1590
|
+
Arc3d_1.Arc3d.createXY(Point3dVector3d_1.Point3d.create(5, 0), 5, AngleSweep_1.AngleSweep.createStartEndDegrees(180, 0)), Arc3d_1.Arc3d.createXY(Point3dVector3d_1.Point3d.create(15, 0), 5, AngleSweep_1.AngleSweep.createStartEndDegrees(180, 0)), Arc3d_1.Arc3d.createXY(Point3dVector3d_1.Point3d.create(25, 0), 5, AngleSweep_1.AngleSweep.createStartEndDegrees(180, 0)))));
|
|
1591
|
+
result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(// arc spline with smooth joins
|
|
1592
|
+
Arc3d_1.Arc3d.createXY(Point3dVector3d_1.Point3d.create(5, 0), 5, AngleSweep_1.AngleSweep.createStartEndDegrees(180, 0)), Arc3d_1.Arc3d.createXY(Point3dVector3d_1.Point3d.create(15, 0), 5, AngleSweep_1.AngleSweep.createStartEndDegrees(180, 360)), Arc3d_1.Arc3d.createXY(Point3dVector3d_1.Point3d.create(25, 0), 5, AngleSweep_1.AngleSweep.createStartEndDegrees(180, 0)))));
|
|
1593
|
+
result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(// 2-pt Interpolation Curve
|
|
1594
|
+
InterpolationCurve3d_1.InterpolationCurve3d.createCapture(InterpolationCurve3d_1.InterpolationCurve3dOptions.create({
|
|
1595
|
+
fitPoints: [pointsA[0], pointsA[1]]
|
|
1596
|
+
})))));
|
|
1597
|
+
result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(// 3-pt Interpolation Curve
|
|
1598
|
+
InterpolationCurve3d_1.InterpolationCurve3d.createCapture(InterpolationCurve3d_1.InterpolationCurve3dOptions.create({
|
|
1599
|
+
fitPoints: [pointsA[0], pointsA[1], pointsA[2]]
|
|
1600
|
+
})))));
|
|
1601
|
+
result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(InterpolationCurve3d_1.InterpolationCurve3d.createCapture(InterpolationCurve3d_1.InterpolationCurve3dOptions.create({
|
|
1602
|
+
fitPoints: pointsA,
|
|
1603
|
+
startTangent: Point3dVector3d_1.Point3d.create(1, -1),
|
|
1604
|
+
endTangent: Point3dVector3d_1.Point3d.create(-1, -1)
|
|
1605
|
+
})))));
|
|
1606
|
+
/* result.push(CurveChainWithDistanceIndex.createCapture( // TODO: comment out until fix bloss exerciseClosestPt bug (1)
|
|
1607
|
+
Path.create(
|
|
1608
|
+
IntegratedSpiral3d.createRadiusRadiusBearingBearing(
|
|
1609
|
+
Segment1d.create(0, 100),
|
|
1610
|
+
AngleSweep.createStartEndDegrees(10, 75),
|
|
1611
|
+
Segment1d.create(0, 1),
|
|
1612
|
+
Transform.createOriginAndMatrix(Point3d.createZero(), Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(30))),
|
|
1613
|
+
"bloss")!))!); */
|
|
1614
|
+
result.push(CurveChainWithDistanceIndex_1.CurveChainWithDistanceIndex.createCapture(Path_1.Path.create(DirectSpiral3d_1.DirectSpiral3d.createDirectHalfCosine(Transform_1.Transform.createOriginAndMatrix(Point3dVector3d_1.Point3d.createZero(), Matrix3d_1.Matrix3d.createRotationAroundAxisIndex(2, Angle_1.Angle.createDegrees(110))), 50, 350, Segment1d_1.Segment1d.create(0, 1)))));
|
|
1581
1615
|
return result;
|
|
1582
1616
|
}
|
|
1583
1617
|
/**
|