@itwin/core-geometry 3.0.0-dev.76 → 3.0.0-dev.80
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/CHANGELOG.md +1049 -0
- package/lib/{Constant.d.ts → cjs/Constant.d.ts} +0 -0
- package/lib/cjs/Constant.d.ts.map +1 -0
- package/lib/{Constant.js → cjs/Constant.js} +0 -0
- package/lib/cjs/Constant.js.map +1 -0
- package/lib/{Geometry.d.ts → cjs/Geometry.d.ts} +0 -0
- package/lib/cjs/Geometry.d.ts.map +1 -0
- package/lib/{Geometry.js → cjs/Geometry.js} +0 -0
- package/lib/cjs/Geometry.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/AkimaCurve3d.d.ts +0 -0
- package/lib/cjs/bspline/AkimaCurve3d.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/AkimaCurve3d.js +0 -0
- package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSpline1dNd.d.ts +0 -0
- package/lib/cjs/bspline/BSpline1dNd.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSpline1dNd.js +0 -0
- package/lib/cjs/bspline/BSpline1dNd.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineCurve.d.ts +0 -0
- package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineCurve.js +0 -0
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineCurve3dH.d.ts +0 -0
- package/lib/cjs/bspline/BSplineCurve3dH.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineCurve3dH.js +0 -0
- package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineCurveOps.d.ts +0 -0
- package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineCurveOps.js +0 -0
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -0
- package/lib/cjs/bspline/BSplineSurface.d.ts +491 -0
- package/lib/cjs/bspline/BSplineSurface.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BSplineSurface.js +0 -0
- package/lib/cjs/bspline/BSplineSurface.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/Bezier1dNd.d.ts +0 -0
- package/lib/cjs/bspline/Bezier1dNd.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/Bezier1dNd.js +0 -0
- package/lib/cjs/bspline/Bezier1dNd.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BezierCurve3d.d.ts +0 -0
- package/lib/cjs/bspline/BezierCurve3d.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BezierCurve3d.js +0 -0
- package/lib/cjs/bspline/BezierCurve3d.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BezierCurve3dH.d.ts +0 -0
- package/lib/cjs/bspline/BezierCurve3dH.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BezierCurve3dH.js +0 -0
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/BezierCurveBase.d.ts +0 -0
- package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/BezierCurveBase.js +0 -0
- package/lib/cjs/bspline/BezierCurveBase.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/InterpolationCurve3d.d.ts +0 -0
- package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/InterpolationCurve3d.js +0 -0
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/KnotVector.d.ts +0 -0
- package/lib/cjs/bspline/KnotVector.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/KnotVector.js +0 -0
- package/lib/cjs/bspline/KnotVector.js.map +1 -0
- package/lib/{bspline → cjs/bspline}/SurfaceLocationDetail.d.ts +0 -0
- package/lib/cjs/bspline/SurfaceLocationDetail.d.ts.map +1 -0
- package/lib/{bspline → cjs/bspline}/SurfaceLocationDetail.js +0 -0
- package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/AlternatingConvexClipTree.d.ts +0 -0
- package/lib/cjs/clipping/AlternatingConvexClipTree.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/AlternatingConvexClipTree.js +0 -0
- package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/BooleanClipFactory.d.ts +0 -0
- package/lib/cjs/clipping/BooleanClipFactory.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/BooleanClipFactory.js +0 -0
- package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/BooleanClipNode.d.ts +0 -0
- package/lib/cjs/clipping/BooleanClipNode.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/BooleanClipNode.js +0 -0
- package/lib/cjs/clipping/BooleanClipNode.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipPlane.d.ts +0 -0
- package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipPlane.js +0 -0
- package/lib/cjs/clipping/ClipPlane.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipPrimitive.d.ts +0 -0
- package/lib/cjs/clipping/ClipPrimitive.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipPrimitive.js +0 -0
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipUtils.d.ts +0 -0
- package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipUtils.js +0 -0
- package/lib/cjs/clipping/ClipUtils.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipVector.d.ts +0 -0
- package/lib/cjs/clipping/ClipVector.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/ClipVector.js +0 -0
- package/lib/cjs/clipping/ClipVector.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/ConvexClipPlaneSet.d.ts +0 -0
- package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/ConvexClipPlaneSet.js +0 -0
- package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/UnionOfConvexClipPlaneSets.d.ts +0 -0
- package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/UnionOfConvexClipPlaneSets.js +0 -0
- package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -0
- package/lib/{clipping → cjs/clipping}/internalContexts/LineStringOffsetClipperContext.d.ts +0 -0
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.d.ts.map +1 -0
- package/lib/{clipping → cjs/clipping}/internalContexts/LineStringOffsetClipperContext.js +0 -0
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -0
- package/lib/{core-geometry.d.ts → cjs/core-geometry.d.ts} +0 -0
- package/lib/cjs/core-geometry.d.ts.map +1 -0
- package/lib/{core-geometry.js → cjs/core-geometry.js} +0 -0
- package/lib/cjs/core-geometry.js.map +1 -0
- package/lib/{curve → cjs/curve}/Arc3d.d.ts +0 -0
- package/lib/cjs/curve/Arc3d.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Arc3d.js +0 -0
- package/lib/cjs/curve/Arc3d.js.map +1 -0
- package/lib/{curve → cjs/curve}/ChainCollectorContext.d.ts +0 -0
- package/lib/cjs/curve/ChainCollectorContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/ChainCollectorContext.js +0 -0
- package/lib/cjs/curve/ChainCollectorContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/ConstructCurveBetweenCurves.d.ts +0 -0
- package/lib/cjs/curve/ConstructCurveBetweenCurves.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/ConstructCurveBetweenCurves.js +0 -0
- package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -0
- package/lib/{curve → cjs/curve}/CoordinateXYZ.d.ts +0 -0
- package/lib/cjs/curve/CoordinateXYZ.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CoordinateXYZ.js +0 -0
- package/lib/cjs/curve/CoordinateXYZ.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveChain.d.ts +0 -0
- package/lib/cjs/curve/CurveChain.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveChain.js +0 -0
- package/lib/cjs/curve/CurveChain.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveChainWithDistanceIndex.d.ts +0 -0
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveChainWithDistanceIndex.js +0 -0
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCollection.d.ts +0 -0
- package/lib/cjs/curve/CurveCollection.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCollection.js +0 -0
- package/lib/cjs/curve/CurveCollection.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurve.d.ts +0 -0
- package/lib/cjs/curve/CurveCurve.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurve.js +0 -0
- package/lib/cjs/curve/CurveCurve.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurveCloseApproachXY.d.ts +0 -0
- package/lib/cjs/curve/CurveCurveCloseApproachXY.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurveCloseApproachXY.js +0 -0
- package/lib/cjs/curve/CurveCurveCloseApproachXY.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurveIntersectXY.d.ts +0 -0
- package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurveIntersectXY.js +0 -0
- package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurveIntersectXYZ.d.ts +0 -0
- package/lib/cjs/curve/CurveCurveIntersectXYZ.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveCurveIntersectXYZ.js +0 -0
- package/lib/cjs/curve/CurveCurveIntersectXYZ.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveExtendMode.d.ts +0 -0
- package/lib/cjs/curve/CurveExtendMode.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveExtendMode.js +0 -0
- package/lib/cjs/curve/CurveExtendMode.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveFactory.d.ts +0 -0
- package/lib/cjs/curve/CurveFactory.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveFactory.js +0 -0
- package/lib/cjs/curve/CurveFactory.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveLocationDetail.d.ts +0 -0
- package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveLocationDetail.js +0 -0
- package/lib/cjs/curve/CurveLocationDetail.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurvePrimitive.d.ts +0 -0
- package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurvePrimitive.js +0 -0
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveProcessor.d.ts +0 -0
- package/lib/cjs/curve/CurveProcessor.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveProcessor.js +0 -0
- package/lib/cjs/curve/CurveProcessor.js.map +1 -0
- package/lib/{curve → cjs/curve}/CurveWireMomentsXYZ.d.ts +0 -0
- package/lib/cjs/curve/CurveWireMomentsXYZ.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/CurveWireMomentsXYZ.js +0 -0
- package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -0
- package/lib/{curve → cjs/curve}/GeometryQuery.d.ts +0 -0
- package/lib/cjs/curve/GeometryQuery.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/GeometryQuery.js +0 -0
- package/lib/cjs/curve/GeometryQuery.js.map +1 -0
- package/lib/{curve → cjs/curve}/LineSegment3d.d.ts +0 -0
- package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/LineSegment3d.js +0 -0
- package/lib/cjs/curve/LineSegment3d.js.map +1 -0
- package/lib/{curve → cjs/curve}/LineString3d.d.ts +0 -0
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/LineString3d.js +0 -0
- package/lib/cjs/curve/LineString3d.js.map +1 -0
- package/lib/{curve → cjs/curve}/Loop.d.ts +0 -0
- package/lib/cjs/curve/Loop.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Loop.js +0 -0
- package/lib/cjs/curve/Loop.js.map +1 -0
- package/lib/{curve → cjs/curve}/ParityRegion.d.ts +0 -0
- package/lib/cjs/curve/ParityRegion.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/ParityRegion.js +0 -0
- package/lib/cjs/curve/ParityRegion.js.map +1 -0
- package/lib/{curve → cjs/curve}/Path.d.ts +0 -0
- package/lib/cjs/curve/Path.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Path.js +0 -0
- package/lib/cjs/curve/Path.js.map +1 -0
- package/lib/{curve → cjs/curve}/PointString3d.d.ts +0 -0
- package/lib/cjs/curve/PointString3d.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/PointString3d.js +0 -0
- package/lib/cjs/curve/PointString3d.js.map +1 -0
- package/lib/{curve → cjs/curve}/ProxyCurve.d.ts +0 -0
- package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/ProxyCurve.js +0 -0
- package/lib/cjs/curve/ProxyCurve.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/ConsolidateAdjacentPrimitivesContext.d.ts +0 -0
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/ConsolidateAdjacentPrimitivesContext.js +0 -0
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/CurveSplitContext.d.ts +0 -0
- package/lib/cjs/curve/Query/CurveSplitContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/CurveSplitContext.js +0 -0
- package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/CylindricalRange.d.ts +0 -0
- package/lib/cjs/curve/Query/CylindricalRange.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/CylindricalRange.js +0 -0
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/InOutTests.d.ts +0 -0
- package/lib/cjs/curve/Query/InOutTests.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/InOutTests.js +0 -0
- package/lib/cjs/curve/Query/InOutTests.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/PlanarSubdivision.d.ts +0 -0
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/PlanarSubdivision.js +0 -0
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/StrokeCountChain.d.ts +0 -0
- package/lib/cjs/curve/Query/StrokeCountChain.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/StrokeCountChain.js +0 -0
- package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -0
- package/lib/{curve → cjs/curve}/Query/StrokeCountMap.d.ts +0 -0
- package/lib/cjs/curve/Query/StrokeCountMap.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/Query/StrokeCountMap.js +0 -0
- package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -0
- package/lib/{curve → cjs/curve}/RegionMomentsXY.d.ts +0 -0
- package/lib/cjs/curve/RegionMomentsXY.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/RegionMomentsXY.js +0 -0
- package/lib/cjs/curve/RegionMomentsXY.js.map +1 -0
- package/lib/{curve → cjs/curve}/RegionOps.d.ts +0 -0
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/RegionOps.js +0 -0
- package/lib/cjs/curve/RegionOps.js.map +1 -0
- package/lib/{curve → cjs/curve}/RegionOpsClassificationSweeps.d.ts +0 -0
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/RegionOpsClassificationSweeps.js +0 -0
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -0
- package/lib/{curve → cjs/curve}/StrokeOptions.d.ts +0 -0
- package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/StrokeOptions.js +0 -0
- package/lib/cjs/curve/StrokeOptions.js.map +1 -0
- package/lib/{curve → cjs/curve}/UnionRegion.d.ts +0 -0
- package/lib/cjs/curve/UnionRegion.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/UnionRegion.js +0 -0
- package/lib/cjs/curve/UnionRegion.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/CloneCurvesContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/CloneCurvesContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/CloneCurvesContext.js +0 -0
- package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/CloneWithExpandedLineStrings.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/CloneWithExpandedLineStrings.js +0 -0
- package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/CountLinearPartsSearchContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/CountLinearPartsSearchContext.js +0 -0
- package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/GapSearchContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/GapSearchContext.js +0 -0
- package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/MultiChainCollector.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/MultiChainCollector.js +0 -0
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/PlaneAltitudeRangeContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/PlaneAltitudeRangeContext.js +0 -0
- package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/PolygonOffsetContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/PolygonOffsetContext.js +0 -0
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/SumLengthsContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/SumLengthsContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/SumLengthsContext.js +0 -0
- package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/TransformInPlaceContext.d.ts +0 -0
- package/lib/cjs/curve/internalContexts/TransformInPlaceContext.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/internalContexts/TransformInPlaceContext.js +0 -0
- package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -0
- package/lib/{curve → cjs/curve}/spiral/AustralianRailCorpXYEvaluator.d.ts +0 -0
- package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/spiral/AustralianRailCorpXYEvaluator.js +0 -0
- package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -0
- package/lib/{curve → cjs/curve}/spiral/ClothoidSeries.d.ts +0 -0
- package/lib/cjs/curve/spiral/ClothoidSeries.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/spiral/ClothoidSeries.js +0 -0
- package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -0
- package/lib/{curve → cjs/curve}/spiral/CubicEvaluator.d.ts +0 -0
- package/lib/cjs/curve/spiral/CubicEvaluator.d.ts.map +1 -0
- package/lib/{curve → cjs/curve}/spiral/CubicEvaluator.js +0 -0
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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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import { Point3d } from "./Point3dVector3d";
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import { Transform } from "./Transform";
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/**
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* context for constructing smooth motion a startFrustum and endFrustum.
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* The externally interesting calls are
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* * Create a context to shift corner0 to corner1, with the(NPC coordinate) point(fractionU, fractionV, fractionW) moving along its connecting segment, all other points rotating smoothly from the start orientation to end orientation:
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* `const context = SmoothTransformBetweenFrusta (cornerA, cornerB)`
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* * Get any intermediate 8 corners(at fraction) with `context.fractionToWorldCorners(fraction)`
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* * Frustum corners are ordered by "x varies fastest, then y, then z", hence (xyz) order on nondimensional space is
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* * (left lower rear) (000)
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* * (right lower rear) (100)
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* * (left upper rear) (010)
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* * (right upper rear) (100)
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* * (left lower front) (001)
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* * (right lower front) (101)
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* * (left upper front) (011)
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* * (right upper front) (101)
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* * which uses names
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* * (left,right) for horizontal (x)
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* * (bottom, top) for vertical (y)
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* * (rear, front) for back and front planes (z)
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*/
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export declare class SmoothTransformBetweenFrusta {
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private _localCornerA;
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private _localCornerB;
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private _localToWorldA;
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private _localToWorldB;
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/** (property accessor) rigid frame at start of motion */
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get localToWorldA(): Transform;
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/** (property accessor) rigid frame at end of motion */
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get localToWorldB(): Transform;
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private _rotationAxis;
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private _rotationAngle;
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/**
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* CAPTURE local corners, pickup and putdown frames, and rotation-around-vector data
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* @param localCornerA
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* @param localCornerB
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* @param localToWordA
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* @param localToWordB
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* @param rotationAxis
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* @param rotationAngle
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*/
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private constructor();
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/**
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* Set up rotation data for smooth transition from 8 point frusta cornerA and cornerB
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* @param cornerA
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*/
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static create(cornerA: Point3d[], cornerB: Point3d[], preferSimpleRotation?: boolean): SmoothTransformBetweenFrusta | undefined;
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/** interpolate local corner coordinates at fractional move from m_localFrustum0 to m_localFrustum1 */
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interpolateLocalCorners(fraction: number, result?: Point3d[]): Point3d[];
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/**
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* After initialization, call this for various intermediate fractions.
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* The returned corner points are in world coordinates "between" start and end positions.
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*/
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fractionToWorldCorners(fraction: number, result?: Point3d[]): Point3d[];
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}
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//# sourceMappingURL=FrustumAnimation.d.ts.map
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{"version":3,"file":"FrustumAnimation.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/FrustumAnimation.ts"],"names":[],"mappings":"AAYA,OAAO,EAAE,OAAO,EAAY,MAAM,mBAAmB,CAAC;AAEtD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,qBAAa,4BAA4B;IAEvC,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,aAAa,CAAY;IAEjC,OAAO,CAAC,cAAc,CAAY;IAClC,OAAO,CAAC,cAAc,CAAY;IAClC,yDAAyD;IACzD,IAAW,aAAa,IAAI,SAAS,CAAgC;IACrE,uDAAuD;IACvD,IAAW,aAAa,IAAI,SAAS,CAAgC;IACrE,OAAO,CAAC,aAAa,CAAW;IAChC,OAAO,CAAC,cAAc,CAAQ;IAE9B;;;;;;;;OAQG;IACH,OAAO;IASP;;;;OAIG;WACW,MAAM,CAAC,OAAO,EAAE,OAAO,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE,EAAE,oBAAoB,GAAE,OAAc,GAAG,4BAA4B,GAAG,SAAS;IAoC5I,sGAAsG;IAC/F,uBAAuB,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,EAAE,GAAG,OAAO,EAAE;IAS/E;;;OAGG;IACI,sBAAsB,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,EAAE,GAAG,OAAO,EAAE;CAW/E"}
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
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* See LICENSE.md in the project root for license terms and full copyright notice.
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*--------------------------------------------------------------------------------------------*/
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/** @packageDocumentation
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* @module Solid
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*/
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import { AxisOrder, Geometry } from "../Geometry";
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import { Matrix3d } from "./Matrix3d";
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import { Vector3d } from "./Point3dVector3d";
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import { Point3dArray } from "./PointHelpers";
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import { Transform } from "./Transform";
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/**
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* context for constructing smooth motion a startFrustum and endFrustum.
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* The externally interesting calls are
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* * Create a context to shift corner0 to corner1, with the(NPC coordinate) point(fractionU, fractionV, fractionW) moving along its connecting segment, all other points rotating smoothly from the start orientation to end orientation:
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* `const context = SmoothTransformBetweenFrusta (cornerA, cornerB)`
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* * Get any intermediate 8 corners(at fraction) with `context.fractionToWorldCorners(fraction)`
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* * Frustum corners are ordered by "x varies fastest, then y, then z", hence (xyz) order on nondimensional space is
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* * (left lower rear) (000)
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* * (right lower rear) (100)
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* * (left upper rear) (010)
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* * (right upper rear) (100)
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* * (left lower front) (001)
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* * (right lower front) (101)
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* * (left upper front) (011)
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* * (right upper front) (101)
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* * which uses names
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* * (left,right) for horizontal (x)
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* * (bottom, top) for vertical (y)
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* * (rear, front) for back and front planes (z)
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* @public
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*/
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export class SmoothTransformBetweenFrusta {
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/**
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* CAPTURE local corners, pickup and putdown frames, and rotation-around-vector data
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* @param localCornerA
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* @param localCornerB
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* @param localToWordA
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* @param localToWordB
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* @param rotationAxis
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* @param rotationAngle
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*/
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constructor(localToWorldA, localCornerA, localToWorldB, localCornerB, rotationAxis, rotationAngle) {
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this._localCornerA = localCornerA;
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this._localCornerB = localCornerB;
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this._localToWorldA = localToWorldA;
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this._localToWorldB = localToWorldB;
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this._rotationAxis = rotationAxis;
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this._rotationAngle = rotationAngle;
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}
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/** (property accessor) rigid frame at start of motion */
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get localToWorldA() { return this._localToWorldA; }
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/** (property accessor) rigid frame at end of motion */
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get localToWorldB() { return this._localToWorldB; }
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/**
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* Set up rotation data for smooth transition from 8 point frusta cornerA and cornerB
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* @param cornerA
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* @param cornerB
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*/
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static create(cornerA, cornerB, preferSimpleRotation = true) {
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const localToWorldA = Point3dArray.evaluateTrilinearDerivativeTransform(cornerA, 0.5, 0.5, 0.5);
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const localToWorldB = Point3dArray.evaluateTrilinearDerivativeTransform(cornerB, 0.5, 0.5, 0.5);
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const rigidA = Transform.createOriginAndMatrix(localToWorldA.origin, Matrix3d.createRigidFromMatrix3d(localToWorldA.matrix, AxisOrder.ZXY));
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const rigidB = Transform.createOriginAndMatrix(localToWorldB.origin, Matrix3d.createRigidFromMatrix3d(localToWorldB.matrix, AxisOrder.ZXY));
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if (rigidA.matrix.computeCachedInverse(true) && rigidB.matrix.computeCachedInverse(true)) {
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const spinMatrix = rigidB.matrix.multiplyMatrixMatrixInverse(rigidA.matrix);
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const spinAxis = spinMatrix.getAxisAndAngleOfRotation();
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const localCornerA = rigidA.multiplyInversePoint3dArray(cornerA);
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const localCornerB = rigidB.multiplyInversePoint3dArray(cornerB);
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/** Is this a pure rotation -- i.e. no clip volume resizing for camera or clip changes */
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if (preferSimpleRotation && Point3dArray.isAlmostEqual(localCornerA, localCornerB) && !spinAxis.angle.isAlmostZero) {
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// world vectors
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const worldOriginShift = Vector3d.createStartEnd(localToWorldA.origin, localToWorldB.origin);
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const chordMidPoint = localToWorldA.getOrigin().interpolate(0.5, localToWorldB.getOrigin());
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const bisector = spinAxis.axis.unitCrossProduct(worldOriginShift);
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if (bisector) {
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const halfChordLength = 0.5 * worldOriginShift.magnitude();
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const alpha = Geometry.conditionalDivideFraction(halfChordLength, Math.tan(spinAxis.angle.radians * 0.5));
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if (alpha !== undefined) {
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const spinCenter = chordMidPoint.plusScaled(bisector, alpha);
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const rigidA1 = Transform.createOriginAndMatrix(spinCenter, rigidA.matrix);
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const rigidB1 = Transform.createOriginAndMatrix(spinCenter, rigidB.matrix);
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|
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const localCornerA1 = rigidA1.multiplyInversePoint3dArray(cornerA);
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const localCornerB1 = rigidB1.multiplyInversePoint3dArray(cornerB);
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+
return new SmoothTransformBetweenFrusta(rigidA1, localCornerA1, rigidB1, localCornerB1, spinAxis.axis, spinAxis.angle);
|
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|
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}
|
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}
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}
|
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return new SmoothTransformBetweenFrusta(rigidA, localCornerA, rigidB, localCornerB, spinAxis.axis, spinAxis.angle);
|
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}
|
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return undefined;
|
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}
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/** interpolate local corner coordinates at fractional move from m_localFrustum0 to m_localFrustum1 */
|
|
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|
+
interpolateLocalCorners(fraction, result) {
|
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result = result || [];
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result.length = 0;
|
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const n = this._localCornerA.length;
|
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+
for (let i = 0; i < n; i++) {
|
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result.push(this._localCornerA[i].interpolate(fraction, this._localCornerB[i]));
|
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}
|
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return result;
|
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}
|
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/**
|
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* After initialization, call this for various intermediate fractions.
|
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|
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* The returned corner points are in world coordinates "between" start and end positions.
|
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+
*/
|
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|
+
fractionToWorldCorners(fraction, result) {
|
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|
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const corners = this.interpolateLocalCorners(fraction, result);
|
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|
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const fractionalRotation = Matrix3d.createRotationAroundVector(this._rotationAxis, this._rotationAngle.cloneScaled(fraction));
|
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|
+
const axes0 = this._localToWorldA.matrix;
|
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|
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const fractionalAxes = fractionalRotation.multiplyMatrixMatrix(axes0);
|
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|
+
const fractionalOrigin = this._localToWorldA.getOrigin().interpolate(fraction, this._localToWorldB.origin);
|
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|
+
const putdownFrame = Transform.createOriginAndMatrix(fractionalOrigin, fractionalAxes);
|
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|
+
putdownFrame.multiplyPoint3dArray(corners, corners);
|
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return corners;
|
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}
|
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}
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//# sourceMappingURL=FrustumAnimation.js.map
|
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@@ -0,0 +1 @@
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1
|
+
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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 Solid\r\n */\r\n\r\nimport { AxisOrder, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * context for constructing smooth motion a startFrustum and endFrustum.\r\n * The externally interesting calls are\r\n * * Create a context to shift corner0 to corner1, with the(NPC coordinate) point(fractionU, fractionV, fractionW) moving along its connecting segment, all other points rotating smoothly from the start orientation to end orientation:\r\n * `const context = SmoothTransformBetweenFrusta (cornerA, cornerB)`\r\n * * Get any intermediate 8 corners(at fraction) with `context.fractionToWorldCorners(fraction)`\r\n * * Frustum corners are ordered by \"x varies fastest, then y, then z\", hence (xyz) order on nondimensional space is\r\n * * (left lower rear) (000)\r\n * * (right lower rear) (100)\r\n * * (left upper rear) (010)\r\n * * (right upper rear) (100)\r\n * * (left lower front) (001)\r\n * * (right lower front) (101)\r\n * * (left upper front) (011)\r\n * * (right upper front) (101)\r\n * * which uses names\r\n * * (left,right) for horizontal (x)\r\n * * (bottom, top) for vertical (y)\r\n * * (rear, front) for back and front planes (z)\r\n * @public\r\n */\r\nexport class SmoothTransformBetweenFrusta {\r\n // raw frusta:\r\n private _localCornerA: Point3d[];\r\n private _localCornerB: Point3d[];\r\n\r\n private _localToWorldA: Transform;\r\n private _localToWorldB: Transform;\r\n /** (property accessor) rigid frame at start of motion */\r\n public get localToWorldA(): Transform { return this._localToWorldA; }\r\n /** (property accessor) rigid frame at end of motion */\r\n public get localToWorldB(): Transform { return this._localToWorldB; }\r\n private _rotationAxis: Vector3d;\r\n private _rotationAngle: Angle;\r\n\r\n /**\r\n * CAPTURE local corners, pickup and putdown frames, and rotation-around-vector data\r\n * @param localCornerA\r\n * @param localCornerB\r\n * @param localToWordA\r\n * @param localToWordB\r\n * @param rotationAxis\r\n * @param rotationAngle\r\n */\r\n private constructor(localToWorldA: Transform, localCornerA: Point3d[], localToWorldB: Transform, localCornerB: Point3d[], rotationAxis: Vector3d, rotationAngle: Angle) {\r\n this._localCornerA = localCornerA;\r\n this._localCornerB = localCornerB;\r\n this._localToWorldA = localToWorldA;\r\n this._localToWorldB = localToWorldB;\r\n this._rotationAxis = rotationAxis;\r\n this._rotationAngle = rotationAngle;\r\n }\r\n\r\n /**\r\n * Set up rotation data for smooth transition from 8 point frusta cornerA and cornerB\r\n * @param cornerA\r\n * @param cornerB\r\n */\r\n public static create(cornerA: Point3d[], cornerB: Point3d[], preferSimpleRotation: boolean = true): SmoothTransformBetweenFrusta | undefined {\r\n const localToWorldA = Point3dArray.evaluateTrilinearDerivativeTransform(cornerA, 0.5, 0.5, 0.5);\r\n const localToWorldB = Point3dArray.evaluateTrilinearDerivativeTransform(cornerB, 0.5, 0.5, 0.5);\r\n const rigidA = Transform.createOriginAndMatrix(localToWorldA.origin, Matrix3d.createRigidFromMatrix3d(localToWorldA.matrix, AxisOrder.ZXY));\r\n const rigidB = Transform.createOriginAndMatrix(localToWorldB.origin, Matrix3d.createRigidFromMatrix3d(localToWorldB.matrix, AxisOrder.ZXY));\r\n if (rigidA.matrix.computeCachedInverse(true) && rigidB.matrix.computeCachedInverse(true)) {\r\n const spinMatrix = rigidB.matrix.multiplyMatrixMatrixInverse(rigidA.matrix)!;\r\n const spinAxis = spinMatrix.getAxisAndAngleOfRotation();\r\n const localCornerA = rigidA.multiplyInversePoint3dArray(cornerA)!;\r\n const localCornerB = rigidB.multiplyInversePoint3dArray(cornerB)!;\r\n /** Is this a pure rotation -- i.e. no clip volume resizing for camera or clip changes */\r\n if (preferSimpleRotation && Point3dArray.isAlmostEqual(localCornerA, localCornerB) && !spinAxis.angle.isAlmostZero) {\r\n // world vectors\r\n const worldOriginShift = Vector3d.createStartEnd(localToWorldA.origin, localToWorldB.origin);\r\n const chordMidPoint = localToWorldA.getOrigin().interpolate(0.5, localToWorldB.getOrigin());\r\n const bisector = spinAxis.axis.unitCrossProduct(worldOriginShift);\r\n if (bisector) {\r\n const halfChordLength = 0.5 * worldOriginShift.magnitude();\r\n const alpha = Geometry.conditionalDivideFraction(halfChordLength, Math.tan(spinAxis.angle.radians * 0.5));\r\n if (alpha !== undefined) {\r\n const spinCenter = chordMidPoint.plusScaled(bisector, alpha);\r\n const rigidA1 = Transform.createOriginAndMatrix(spinCenter, rigidA.matrix);\r\n const rigidB1 = Transform.createOriginAndMatrix(spinCenter, rigidB.matrix);\r\n const localCornerA1 = rigidA1.multiplyInversePoint3dArray(cornerA)!;\r\n const localCornerB1 = rigidB1.multiplyInversePoint3dArray(cornerB)!;\r\n return new SmoothTransformBetweenFrusta(rigidA1, localCornerA1, rigidB1, localCornerB1,\r\n spinAxis.axis, spinAxis.angle);\r\n }\r\n }\r\n }\r\n return new SmoothTransformBetweenFrusta(rigidA, localCornerA, rigidB, localCornerB,\r\n spinAxis.axis, spinAxis.angle);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** interpolate local corner coordinates at fractional move from m_localFrustum0 to m_localFrustum1 */\r\n public interpolateLocalCorners(fraction: number, result?: Point3d[]): Point3d[] {\r\n result = result || [];\r\n result.length = 0;\r\n const n = this._localCornerA.length;\r\n for (let i = 0; i < n; i++) {\r\n result.push(this._localCornerA[i].interpolate(fraction, this._localCornerB[i]));\r\n }\r\n return result;\r\n }\r\n /**\r\n * After initialization, call this for various intermediate fractions.\r\n * The returned corner points are in world coordinates \"between\" start and end positions.\r\n */\r\n public fractionToWorldCorners(fraction: number, result?: Point3d[]): Point3d[] {\r\n const corners = this.interpolateLocalCorners(fraction, result);\r\n const fractionalRotation = Matrix3d.createRotationAroundVector(this._rotationAxis,\r\n this._rotationAngle.cloneScaled(fraction))!;\r\n const axes0 = this._localToWorldA.matrix;\r\n const fractionalAxes = fractionalRotation.multiplyMatrixMatrix(axes0);\r\n const fractionalOrigin = this._localToWorldA.getOrigin().interpolate(fraction, this._localToWorldB.origin);\r\n const putdownFrame = Transform.createOriginAndMatrix(fractionalOrigin, fractionalAxes);\r\n putdownFrame.multiplyPoint3dArray(corners, corners);\r\n return corners;\r\n }\r\n}\r\n"]}
|
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@@ -0,0 +1,329 @@
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+
/** @packageDocumentation
|
|
2
|
+
* @module ArraysAndInterfaces
|
|
3
|
+
*/
|
|
4
|
+
import { AkimaCurve3d } from "../bspline/AkimaCurve3d";
|
|
5
|
+
import { BezierCurve3d } from "../bspline/BezierCurve3d";
|
|
6
|
+
import { BezierCurve3dH } from "../bspline/BezierCurve3dH";
|
|
7
|
+
import { BezierCurveBase } from "../bspline/BezierCurveBase";
|
|
8
|
+
import { BSplineCurve3d } from "../bspline/BSplineCurve";
|
|
9
|
+
import { BSplineCurve3dH } from "../bspline/BSplineCurve3dH";
|
|
10
|
+
import { BSplineSurface3d, BSplineSurface3dH } from "../bspline/BSplineSurface";
|
|
11
|
+
import { InterpolationCurve3d } from "../bspline/InterpolationCurve3d";
|
|
12
|
+
import { Arc3d } from "../curve/Arc3d";
|
|
13
|
+
import { CoordinateXYZ } from "../curve/CoordinateXYZ";
|
|
14
|
+
import { BagOfCurves, CurveCollection } from "../curve/CurveCollection";
|
|
15
|
+
import { CurvePrimitive } from "../curve/CurvePrimitive";
|
|
16
|
+
import { GeometryQuery } from "../curve/GeometryQuery";
|
|
17
|
+
import { LineSegment3d } from "../curve/LineSegment3d";
|
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18
|
+
import { LineString3d } from "../curve/LineString3d";
|
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|
+
import { Loop } from "../curve/Loop";
|
|
20
|
+
import { ParityRegion } from "../curve/ParityRegion";
|
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|
+
import { Path } from "../curve/Path";
|
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22
|
+
import { PointString3d } from "../curve/PointString3d";
|
|
23
|
+
import { TransitionSpiral3d } from "../curve/spiral/TransitionSpiral3d";
|
|
24
|
+
import { UnionRegion } from "../curve/UnionRegion";
|
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25
|
+
import { IndexedPolyface } from "../polyface/Polyface";
|
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26
|
+
import { Box } from "../solid/Box";
|
|
27
|
+
import { Cone } from "../solid/Cone";
|
|
28
|
+
import { LinearSweep } from "../solid/LinearSweep";
|
|
29
|
+
import { RotationalSweep } from "../solid/RotationalSweep";
|
|
30
|
+
import { RuledSweep } from "../solid/RuledSweep";
|
|
31
|
+
import { Sphere } from "../solid/Sphere";
|
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|
+
import { TorusPipe } from "../solid/TorusPipe";
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33
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+
import { Plane3dByOriginAndVectors } from "./Plane3dByOriginAndVectors";
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34
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+
import { Vector2d } from "./Point2dVector2d";
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35
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+
import { Point3d, Vector3d } from "./Point3dVector3d";
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36
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+
/**
|
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37
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+
* * `GeometryHandler` defines the base abstract methods for double-dispatch geometry computation.
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38
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+
* * User code that wants to handle one or all of the commonly known geometry types implements a handler class.
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39
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+
* * User code that does not handle all types is most likely to start with `NullGeometryHandler`, which will provide no-action implementations for all types.
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40
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+
* @public
|
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41
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+
*/
|
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42
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+
export declare abstract class GeometryHandler {
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43
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+
/** handle strongly typed [[LineSegment3d]] */
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44
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+
abstract handleLineSegment3d(g: LineSegment3d): any;
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45
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+
/** handle strongly typed [[LineString3d]] */
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46
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+
abstract handleLineString3d(g: LineString3d): any;
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47
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+
/** handle strongly typed [[Arc3d]] */
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48
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+
abstract handleArc3d(g: Arc3d): any;
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49
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+
/** handle strongly typed [[CurveCollection]] */
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50
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+
handleCurveCollection(_g: CurveCollection): any;
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51
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+
/** handle strongly typed [[BSplineCurve3d]] */
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52
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+
abstract handleBSplineCurve3d(g: BSplineCurve3d): any;
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53
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+
/** handle strongly typed [[InterpolationCurve3d]] */
|
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54
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+
abstract handleInterpolationCurve3d(g: InterpolationCurve3d): any;
|
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55
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+
/** handle strongly typed [[AkimaCurve3d]] */
|
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56
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+
abstract handleAkimaCurve3d(g: AkimaCurve3d): any;
|
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57
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+
/** handle strongly typed [[BSplineCurve3dH]] */
|
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58
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+
abstract handleBSplineCurve3dH(g: BSplineCurve3dH): any;
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59
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+
/** handle strongly typed [[BSplineSurface3d]] */
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60
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abstract handleBSplineSurface3d(g: BSplineSurface3d): any;
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61
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+
/** handle strongly typed [[CoordinateXYZ]] */
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62
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abstract handleCoordinateXYZ(g: CoordinateXYZ): any;
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63
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+
/** handle strongly typed [[BSplineSurface3dH]] */
|
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+
abstract handleBSplineSurface3dH(g: BSplineSurface3dH): any;
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65
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+
/** handle strongly typed [[IndexedPolyface]] */
|
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66
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+
abstract handleIndexedPolyface(g: IndexedPolyface): any;
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67
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+
/** handle strongly typed [[TransitionSpiral3d]]
|
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68
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+
* @alpha
|
|
69
|
+
*/
|
|
70
|
+
abstract handleTransitionSpiral(g: TransitionSpiral3d): any;
|
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71
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+
/** handle strongly typed Path (base class method calls handleCurveCollection) */
|
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72
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+
handlePath(g: Path): any;
|
|
73
|
+
/** handle strongly typed Loop (base class method calls handleCurveCollection) */
|
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74
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+
handleLoop(g: Loop): any;
|
|
75
|
+
/** handle strongly typed ParityRegion (base class method calls handleCurveCollection) */
|
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76
|
+
handleParityRegion(g: ParityRegion): any;
|
|
77
|
+
/** handle strongly typed UnionRegion (base class method calls handleCurveCollection) */
|
|
78
|
+
handleUnionRegion(g: UnionRegion): any;
|
|
79
|
+
/** handle strongly typed BagOfCurves (base class method calls handleCurveCollection) */
|
|
80
|
+
handleBagOfCurves(g: BagOfCurves): any;
|
|
81
|
+
/** handle strongly typed BagOfCurves (base class method calls handleCurveCollection) */
|
|
82
|
+
/** handle strongly typed Sphere */
|
|
83
|
+
abstract handleSphere(g: Sphere): any;
|
|
84
|
+
/** handle strongly typed Cone */
|
|
85
|
+
abstract handleCone(g: Cone): any;
|
|
86
|
+
/** handle strongly typed Box */
|
|
87
|
+
abstract handleBox(g: Box): any;
|
|
88
|
+
/** handle strongly typed TorusPipe */
|
|
89
|
+
abstract handleTorusPipe(g: TorusPipe): any;
|
|
90
|
+
/** handle strongly typed LinearSweep */
|
|
91
|
+
abstract handleLinearSweep(g: LinearSweep): any;
|
|
92
|
+
/** handle strongly typed RotationalSweep */
|
|
93
|
+
abstract handleRotationalSweep(g: RotationalSweep): any;
|
|
94
|
+
/** handle strongly typed RuledSweep */
|
|
95
|
+
abstract handleRuledSweep(g: RuledSweep): any;
|
|
96
|
+
/** handle strongly typed PointString3d */
|
|
97
|
+
abstract handlePointString3d(g: PointString3d): any;
|
|
98
|
+
/** handle strongly typed BezierCurve3d */
|
|
99
|
+
abstract handleBezierCurve3d(g: BezierCurve3d): any;
|
|
100
|
+
/** handle strongly typed BezierCurve3dH */
|
|
101
|
+
abstract handleBezierCurve3dH(g: BezierCurve3dH): any;
|
|
102
|
+
}
|
|
103
|
+
/**
|
|
104
|
+
* `NullGeometryHandler` is a base class for dispatching various geometry types to
|
|
105
|
+
* application specific implementation of some service.
|
|
106
|
+
*
|
|
107
|
+
* To use:
|
|
108
|
+
* * Derive a class from `NullGeometryHandler`
|
|
109
|
+
* * Reimplement any or all of the specific `handleXXXX` methods
|
|
110
|
+
* * Create a handler instance `myHandler`
|
|
111
|
+
* * To send a `GeometryQuery` object `candidateGeometry` through the (fast) dispatch, invoke `candidateGeometry.dispatchToHandler (myHandler)
|
|
112
|
+
* * The appropriate method or methods will get called with a strongly typed `_g ` value.
|
|
113
|
+
* @public
|
|
114
|
+
*/
|
|
115
|
+
export declare class NullGeometryHandler extends GeometryHandler {
|
|
116
|
+
/** no-action implementation */
|
|
117
|
+
handleLineSegment3d(_g: LineSegment3d): any;
|
|
118
|
+
/** no-action implementation */
|
|
119
|
+
handleLineString3d(_g: LineString3d): any;
|
|
120
|
+
/** no-action implementation */
|
|
121
|
+
handleArc3d(_g: Arc3d): any;
|
|
122
|
+
/** no-action implementation */
|
|
123
|
+
handleCurveCollection(_g: CurveCollection): any;
|
|
124
|
+
/** no-action implementation */
|
|
125
|
+
handleBSplineCurve3d(_g: BSplineCurve3d): any;
|
|
126
|
+
/** no-action implementation */
|
|
127
|
+
handleInterpolationCurve3d(_g: InterpolationCurve3d): any;
|
|
128
|
+
/** no-action implementation */
|
|
129
|
+
handleAkimaCurve3d(_g: AkimaCurve3d): any;
|
|
130
|
+
/** no-action implementation */
|
|
131
|
+
handleBSplineCurve3dH(_g: BSplineCurve3dH): any;
|
|
132
|
+
/** no-action implementation */
|
|
133
|
+
handleBSplineSurface3d(_g: BSplineSurface3d): any;
|
|
134
|
+
/** no-action implementation */
|
|
135
|
+
handleCoordinateXYZ(_g: CoordinateXYZ): any;
|
|
136
|
+
/** no-action implementation */
|
|
137
|
+
handleBSplineSurface3dH(_g: BSplineSurface3dH): any;
|
|
138
|
+
/** no-action implementation */
|
|
139
|
+
handleIndexedPolyface(_g: IndexedPolyface): any;
|
|
140
|
+
/** no-action implementation
|
|
141
|
+
* @alpha
|
|
142
|
+
*/
|
|
143
|
+
handleTransitionSpiral(_g: TransitionSpiral3d): any;
|
|
144
|
+
/** no-action implementation */
|
|
145
|
+
handlePath(_g: Path): any;
|
|
146
|
+
/** no-action implementation */
|
|
147
|
+
handleLoop(_g: Loop): any;
|
|
148
|
+
/** no-action implementation */
|
|
149
|
+
handleParityRegion(_g: ParityRegion): any;
|
|
150
|
+
/** no-action implementation */
|
|
151
|
+
handleUnionRegion(_g: UnionRegion): any;
|
|
152
|
+
/** no-action implementation */
|
|
153
|
+
handleBagOfCurves(_g: BagOfCurves): any;
|
|
154
|
+
/** no-action implementation */
|
|
155
|
+
handleSphere(_g: Sphere): any;
|
|
156
|
+
/** no-action implementation */
|
|
157
|
+
handleCone(_g: Cone): any;
|
|
158
|
+
/** no-action implementation */
|
|
159
|
+
handleBox(_g: Box): any;
|
|
160
|
+
/** no-action implementation */
|
|
161
|
+
handleTorusPipe(_g: TorusPipe): any;
|
|
162
|
+
/** no-action implementation */
|
|
163
|
+
handleLinearSweep(_g: LinearSweep): any;
|
|
164
|
+
/** no-action implementation */
|
|
165
|
+
handleRotationalSweep(_g: RotationalSweep): any;
|
|
166
|
+
/** no-action implementation */
|
|
167
|
+
handleRuledSweep(_g: RuledSweep): any;
|
|
168
|
+
/** no-action implementation */
|
|
169
|
+
handlePointString3d(_g: PointString3d): any;
|
|
170
|
+
/** no-action implementation */
|
|
171
|
+
handleBezierCurve3d(_g: BezierCurve3d): any;
|
|
172
|
+
/** no-action implementation */
|
|
173
|
+
handleBezierCurve3dH(_g: BezierCurve3dH): any;
|
|
174
|
+
}
|
|
175
|
+
/**
|
|
176
|
+
* Implement GeometryHandler methods, with all curve collection methods recursing to children.
|
|
177
|
+
* @public
|
|
178
|
+
*/
|
|
179
|
+
export declare class RecurseToCurvesGeometryHandler extends GeometryHandler {
|
|
180
|
+
/** no-action implementation */
|
|
181
|
+
handleLineSegment3d(_g: LineSegment3d): any;
|
|
182
|
+
/** no-action implementation */
|
|
183
|
+
handleLineString3d(_g: LineString3d): any;
|
|
184
|
+
/** no-action implementation */
|
|
185
|
+
handleArc3d(_g: Arc3d): any;
|
|
186
|
+
/** no-action implementation */
|
|
187
|
+
handleBSplineCurve3d(_g: BSplineCurve3d): any;
|
|
188
|
+
/** no-action implementation */
|
|
189
|
+
handleInterpolationCurve3d(_g: InterpolationCurve3d): any;
|
|
190
|
+
/** no-action implementation */
|
|
191
|
+
handleAkimaCurve3d(_g: AkimaCurve3d): any;
|
|
192
|
+
/** no-action implementation */
|
|
193
|
+
handleBSplineCurve3dH(_g: BSplineCurve3dH): any;
|
|
194
|
+
/** no-action implementation */
|
|
195
|
+
handleBSplineSurface3d(_g: BSplineSurface3d): any;
|
|
196
|
+
/** no-action implementation */
|
|
197
|
+
handleCoordinateXYZ(_g: CoordinateXYZ): any;
|
|
198
|
+
/** no-action implementation */
|
|
199
|
+
handleBSplineSurface3dH(_g: BSplineSurface3dH): any;
|
|
200
|
+
/** no-action implementation */
|
|
201
|
+
handleIndexedPolyface(_g: IndexedPolyface): any;
|
|
202
|
+
/** no-action implementation
|
|
203
|
+
* @alpha
|
|
204
|
+
*/
|
|
205
|
+
handleTransitionSpiral(_g: TransitionSpiral3d): any;
|
|
206
|
+
/** Invoke `child.dispatchToGeometryHandler(this)` for each child in the array returned by the query `g.children` */
|
|
207
|
+
handleChildren(g: GeometryQuery): any;
|
|
208
|
+
/** Recurse to children */
|
|
209
|
+
handleCurveCollection(g: CurveCollection): any;
|
|
210
|
+
/** Recurse to children */
|
|
211
|
+
handlePath(g: Path): any;
|
|
212
|
+
/** Recurse to children */
|
|
213
|
+
handleLoop(g: Loop): any;
|
|
214
|
+
/** Recurse to children */
|
|
215
|
+
handleParityRegion(g: ParityRegion): any;
|
|
216
|
+
/** Recurse to children */
|
|
217
|
+
handleUnionRegion(g: UnionRegion): any;
|
|
218
|
+
/** Recurse to children */
|
|
219
|
+
handleBagOfCurves(g: BagOfCurves): any;
|
|
220
|
+
/** no-action implementation */
|
|
221
|
+
handleSphere(_g: Sphere): any;
|
|
222
|
+
/** no-action implementation */
|
|
223
|
+
handleCone(_g: Cone): any;
|
|
224
|
+
/** no-action implementation */
|
|
225
|
+
handleBox(_g: Box): any;
|
|
226
|
+
/** no-action implementation */
|
|
227
|
+
handleTorusPipe(_g: TorusPipe): any;
|
|
228
|
+
/** no-action implementation */
|
|
229
|
+
handleLinearSweep(_g: LinearSweep): any;
|
|
230
|
+
/** no-action implementation */
|
|
231
|
+
handleRotationalSweep(_g: RotationalSweep): any;
|
|
232
|
+
/** no-action implementation */
|
|
233
|
+
handleRuledSweep(_g: RuledSweep): any;
|
|
234
|
+
/** no-action implementation */
|
|
235
|
+
handlePointString3d(_g: PointString3d): any;
|
|
236
|
+
/** no-action implementation */
|
|
237
|
+
handleBezierCurve3d(_g: BezierCurve3d): any;
|
|
238
|
+
/** no-action implementation */
|
|
239
|
+
handleBezierCurve3dH(_g: BezierCurve3dH): any;
|
|
240
|
+
}
|
|
241
|
+
/** IStrokeHandler is an interface with methods to receive data about curves being stroked.
|
|
242
|
+
* CurvePrimitives emitStrokes () methods emit calls to a handler object with these methods.
|
|
243
|
+
* The various CurvePrimitive types are free to announce either single points (announcePoint), linear fragments,
|
|
244
|
+
* or fractional intervals of the parent curve.
|
|
245
|
+
* * handler.startCurvePrimitive (cp) -- announce the curve primitive whose strokes will follow.
|
|
246
|
+
* * announcePointTangent (xyz, fraction, tangent) -- announce a single point on the curve.
|
|
247
|
+
* * announceIntervalForUniformStepStrokes (cp, numStrokes, fraction0, fraction1) -- announce a fraction
|
|
248
|
+
* interval in which the curve can be evaluated (e.g. the handler can call cp->fractionToPointAndDerivative ())
|
|
249
|
+
* * announceSegmentInterval (cp, point0, point1, numStrokes, fraction0, fraction1) -- announce
|
|
250
|
+
* that the fractional interval fraction0, fraction1 is a straight line which should be broken into
|
|
251
|
+
* numStrokes strokes.
|
|
252
|
+
* * A LineSegment would make a single call to this.
|
|
253
|
+
* * A LineString would make one call to this for each of its segments, with fractions indicating position
|
|
254
|
+
* within the linestring.
|
|
255
|
+
* * endCurvePrimitive (cp) -- announce the end of the curve primitive.
|
|
256
|
+
* @public
|
|
257
|
+
*/
|
|
258
|
+
export interface IStrokeHandler {
|
|
259
|
+
/** announce a parent curve primitive
|
|
260
|
+
* * startParentCurvePrimitive() ...endParentCurvePrimitive() are wrapped around startCurvePrimitive and endCurvePrimitive when the interior primitive is a proxy.
|
|
261
|
+
*/
|
|
262
|
+
startParentCurvePrimitive(cp: CurvePrimitive): void;
|
|
263
|
+
/** Announce the curve primitive that will be described in subsequent calls. */
|
|
264
|
+
startCurvePrimitive(cp: CurvePrimitive): void;
|
|
265
|
+
/**
|
|
266
|
+
* announce a single point with its fraction and tangent.
|
|
267
|
+
* * (IMPORTANT) the same Point3d and Vector3d will be reset and passed on multiple calls.
|
|
268
|
+
* * (THEREFORE) if the implementation is saving coordinates, it must copy the xyz data out into its own data structure rather than save the references.
|
|
269
|
+
*/
|
|
270
|
+
announcePointTangent(xyz: Point3d, fraction: number, tangent: Vector3d): void;
|
|
271
|
+
/** Announce that curve primitive cp should be evaluated in the specified fraction interval. */
|
|
272
|
+
announceIntervalForUniformStepStrokes(cp: CurvePrimitive, numStrokes: number, fraction0: number, fraction1: number): void;
|
|
273
|
+
/** Announce numPoints interpolated between point0 and point1, with associated fractions */
|
|
274
|
+
announceSegmentInterval(cp: CurvePrimitive, point0: Point3d, point1: Point3d, numStrokes: number, fraction0: number, fraction1: number): void;
|
|
275
|
+
/** Announce that all data about `cp` has been announced. */
|
|
276
|
+
endCurvePrimitive(cp: CurvePrimitive): void;
|
|
277
|
+
/** Announce that all data about the parent primitive has been announced. */
|
|
278
|
+
endParentCurvePrimitive(cp: CurvePrimitive): void;
|
|
279
|
+
/**
|
|
280
|
+
* Announce a bezier curve fragment.
|
|
281
|
+
* * this is usually a section of BsplineCurve
|
|
282
|
+
* * If this function is missing, the same interval will be passed to announceIntervalForUniformSteps.
|
|
283
|
+
* @param bezier bezier fragment
|
|
284
|
+
* @param numStrokes suggested number of strokes (uniform in bezier interval 0..1)
|
|
285
|
+
* @param parent parent curve
|
|
286
|
+
* @param spanIndex spanIndex within parent
|
|
287
|
+
* @param fraction0 start fraction on parent curve
|
|
288
|
+
* @param fraction1 end fraction on parent curve
|
|
289
|
+
*/
|
|
290
|
+
announceBezierCurve?(bezier: BezierCurveBase, numStrokes: number, parent: CurvePrimitive, spandex: number, fraction0: number, fraction1: number): void;
|
|
291
|
+
}
|
|
292
|
+
/**
|
|
293
|
+
* Interface with methods for mapping (u,v) fractional coordinates to surface xyz and derivatives.
|
|
294
|
+
* @public
|
|
295
|
+
*/
|
|
296
|
+
export interface UVSurface {
|
|
297
|
+
/**
|
|
298
|
+
* Convert fractional u and v coordinates to surface point
|
|
299
|
+
* @param uFraction fractional coordinate in u direction
|
|
300
|
+
* @param vFraction fractional coordinate in the v direction
|
|
301
|
+
* @param result optional pre-allocated point
|
|
302
|
+
*/
|
|
303
|
+
uvFractionToPoint(uFraction: number, vFraction: number, result?: Point3d): Point3d;
|
|
304
|
+
/**
|
|
305
|
+
* Convert fractional u and v coordinates to surface point and in-surface tangent directions.
|
|
306
|
+
* * Remark: the vectors are expected to be non-zero tangents which can be crossed to get a normal.
|
|
307
|
+
* * Hence the are NOT precisely either (a) partial derivatives or (b) frenet vectors
|
|
308
|
+
* @param uFraction fractional coordinate in u direction
|
|
309
|
+
* @param vFraction fractional coordinate in the v direction
|
|
310
|
+
* @param result optional pre-allocated carrier for point and vectors
|
|
311
|
+
*/
|
|
312
|
+
uvFractionToPointAndTangents(uFraction: number, vFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
|
|
313
|
+
}
|
|
314
|
+
/**
|
|
315
|
+
* Interface for queries of distance-along in u and v directions
|
|
316
|
+
* @public
|
|
317
|
+
*/
|
|
318
|
+
export interface UVSurfaceIsoParametricDistance {
|
|
319
|
+
/**
|
|
320
|
+
* * Return a vector whose x and y parts are "size" of the surface in the u and v directions.
|
|
321
|
+
* * Sizes are use for applying scaling to mesh parameters
|
|
322
|
+
* * These sizes are (reasonable approximations of) the max curve length along u and v isoparameter lines.
|
|
323
|
+
* * e.g. for a sphere, these are:
|
|
324
|
+
* * u direction = distance around the equator
|
|
325
|
+
* * v direction = distance from south pole to north pole.
|
|
326
|
+
*/
|
|
327
|
+
maxIsoParametricDistance(): Vector2d;
|
|
328
|
+
}
|
|
329
|
+
//# sourceMappingURL=GeometryHandler.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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