@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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/*---------------------------------------------------------------------------------------------
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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 Numerics
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*/
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import { Geometry } from "../Geometry";
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import { Angle } from "../geometry3d/Angle";
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/**
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* OPerations on a "complex number" class with real part `x` and complex part `y`
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* @internal
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*/
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export class Complex {
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constructor(x = 0, y = 0) { this._x = x; this._y = y; }
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/** Real part */
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get x() { return this._x; }
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set x(value) { this._x = value; }
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/** Imaginary part */
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get y() { return this._y; }
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set y(value) { this._y = value; }
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/** set x and y parts from args. */
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set(x = 0, y = 0) { this.x = x; this.y = y; }
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/** set `this.x` and `this.y` from `other.x` and `other.y` */
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setFrom(other) { this.x = other.x; this.y = other.y; }
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/** clone the complex x,y */
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clone() { return new Complex(this.x, this.y); }
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/** test for near equality using coordinate tolerances */
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isAlmostEqual(other) { return Geometry.isAlmostEqualNumber(this.x, other.x) && Geometry.isAlmostEqualNumber(this.x, other.x); }
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/** Create a new Complex instance from given x and y. */
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static create(x = 0, y = 0, result) {
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if (result) {
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result.x = x;
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result.y = y;
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return result;
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}
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return new Complex(x, y);
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}
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/** Return the complex sum `this+other` */
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plus(other, result) { return Complex.create(this.x + other.x, this.y + other.y, result); }
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/** Return the complex difference `this-other` */
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minus(other, result) { return Complex.create(this.x - other.x, this.y - other.y, result); }
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/** Return the complex product `this * other` */
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times(other, result) {
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return Complex.create(this.x * other.x - this.y * other.y, this.x * other.y + this.y * other.x, result);
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}
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/** Return the complex product `this * x+i*y`. That is, the second Complex value exists via the args without being formally created as an instance. */
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timesXY(x, y, result) {
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return Complex.create(this.x * x - this.y * y, this.x * y + this.y * x, result);
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}
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/** Return the mangitude of the complex number */
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magnitude() { return Geometry.hypotenuseXY(this.x, this.y); }
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/** Return the angle from x axis to the vector (x,y) */
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angle() { return Angle.createAtan2(this.y, this.x); }
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/** Return the xy plane distance between this and other */
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distance(other) {
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return Geometry.hypotenuseXY(this.x - other.x, this.y - other.y);
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}
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/** Return the squared xy plane distance between this and other. */
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magnitudeSquared() { return this.x * this.x + this.y * this.y; }
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/** Return the complex division `this / other` */
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divide(other, result) {
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const bb = other.magnitudeSquared();
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if (bb === 0.0)
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return undefined;
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const divbb = 1.0 / bb;
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return Complex.create((this.x * other.x + this.y * other.y) * divbb, (this.y * other.x - this.x * other.y) * divbb, result);
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}
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/** Return the complex square root of this. */
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sqrt(result) {
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if ((this.x === 0.0) && (this.y === 0.0))
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return Complex.create(0, 0, result);
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const x = Math.abs(this.x);
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const y = Math.abs(this.y);
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let r = 0;
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let w = 0;
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if (x >= y) {
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r = y / x;
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w = Math.sqrt(x) * Math.sqrt(0.5 * (1.0 + Math.sqrt(1.0 + r * r)));
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}
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else {
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r = x / y;
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w = Math.sqrt(y) * Math.sqrt(0.5 * (r + Math.sqrt(1.0 + r * r)));
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}
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if (this.x >= 0.0) {
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return Complex.create(w, this.y / (2.0 * w), result);
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}
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else {
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const y1 = (this.y >= 0) ? w : -w;
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return Complex.create(this.y / (2.0 * y1), y1, result);
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}
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}
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/** set the complex x,y from a json object of the form like
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* * x,y key value pairs: `{x:1,y:2}`
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* * array of numbers: `[1,2]`
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*/
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setFromJSON(json) {
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if (Array.isArray(json) && json.length > 1) {
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this.set(json[0], json[1]);
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}
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else if (json && json.x && json.y) {
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this.set(json.x, json.y);
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}
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else {
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this.set(0, 0);
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}
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}
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/** Create a `Complex` instance from a json object. */
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static fromJSON(json) { const result = new Complex(); result.setFromJSON(json); return result; }
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/**
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* Convert an Complex to a JSON object.
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* @return {*} [x,y]
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*/
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toJSON() { return [this.x, this.y]; }
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}
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//# sourceMappingURL=Complex.js.map
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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/** @packageDocumentation\r\n * @module Numerics\r\n */\r\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\n\r\n/**\r\n * OPerations on a \"complex number\" class with real part `x` and complex part `y`\r\n * @internal\r\n */\r\nexport class Complex implements BeJSONFunctions {\r\n private _x: number;\r\n /** Real part */\r\n public get x(): number { return this._x; }\r\n public set x(value: number) { this._x = value; }\r\n\r\n private _y: number;\r\n /** Imaginary part */\r\n public get y(): number { return this._y; }\r\n public set y(value: number) { this._y = value; }\r\n\r\n public constructor(x: number = 0, y: number = 0) { this._x = x; this._y = y; }\r\n /** set x and y parts from args. */\r\n public set(x: number = 0, y: number = 0): void { this.x = x; this.y = y; }\r\n /** set `this.x` and `this.y` from `other.x` and `other.y` */\r\n public setFrom(other: Complex) { this.x = other.x; this.y = other.y; }\r\n /** clone the complex x,y */\r\n public clone(): Complex { return new Complex(this.x, this.y); }\r\n /** test for near equality using coordinate tolerances */\r\n public isAlmostEqual(other: Complex): boolean { return Geometry.isAlmostEqualNumber(this.x, other.x) && Geometry.isAlmostEqualNumber(this.x, other.x); }\r\n /** Create a new Complex instance from given x and y. */\r\n public static create(x: number = 0, y: number = 0, result?: Complex): Complex {\r\n if (result) {\r\n result.x = x;\r\n result.y = y;\r\n return result;\r\n }\r\n return new Complex(x, y);\r\n }\r\n /** Return the complex sum `this+other` */\r\n public plus(other: Complex, result?: Complex): Complex { return Complex.create(this.x + other.x, this.y + other.y, result); }\r\n /** Return the complex difference `this-other` */\r\n public minus(other: Complex, result?: Complex): Complex { return Complex.create(this.x - other.x, this.y - other.y, result); }\r\n /** Return the complex product `this * other` */\r\n public times(other: Complex, result?: Complex): Complex {\r\n return Complex.create(\r\n this.x * other.x - this.y * other.y,\r\n this.x * other.y + this.y * other.x,\r\n result);\r\n }\r\n /** Return the complex product `this * x+i*y`. That is, the second Complex value exists via the args without being formally created as an instance. */\r\n public timesXY(x: number, y: number, result?: Complex): Complex {\r\n return Complex.create(\r\n this.x * x - this.y * y,\r\n this.x * y + this.y * x,\r\n result);\r\n }\r\n /** Return the mangitude of the complex number */\r\n public magnitude(): number { return Geometry.hypotenuseXY(this.x, this.y); }\r\n /** Return the angle from x axis to the vector (x,y) */\r\n public angle(): Angle { return Angle.createAtan2(this.y, this.x); }\r\n /** Return the xy plane distance between this and other */\r\n public distance(other: Complex) {\r\n return Geometry.hypotenuseXY(this.x - other.x, this.y - other.y);\r\n }\r\n /** Return the squared xy plane distance between this and other. */\r\n public magnitudeSquared(): number { return this.x * this.x + this.y * this.y; }\r\n /** Return the complex division `this / other` */\r\n public divide(other: Complex, result?: Complex): Complex | undefined {\r\n const bb = other.magnitudeSquared();\r\n if (bb === 0.0)\r\n return undefined;\r\n const divbb = 1.0 / bb;\r\n return Complex.create(\r\n (this.x * other.x + this.y * other.y) * divbb,\r\n (this.y * other.x - this.x * other.y) * divbb,\r\n result);\r\n }\r\n /** Return the complex square root of this. */\r\n public sqrt(result?: Complex): Complex {\r\n if ((this.x === 0.0) && (this.y === 0.0))\r\n return Complex.create(0, 0, result);\r\n\r\n const x = Math.abs(this.x);\r\n const y = Math.abs(this.y);\r\n let r = 0;\r\n let w = 0;\r\n if (x >= y) {\r\n r = y / x;\r\n w = Math.sqrt(x) * Math.sqrt(0.5 * (1.0 + Math.sqrt(1.0 + r * r)));\r\n } else {\r\n r = x / y;\r\n w = Math.sqrt(y) * Math.sqrt(0.5 * (r + Math.sqrt(1.0 + r * r)));\r\n }\r\n\r\n if (this.x >= 0.0) {\r\n return Complex.create(w, this.y / (2.0 * w), result);\r\n } else {\r\n const y1 = (this.y >= 0) ? w : -w;\r\n return Complex.create(this.y / (2.0 * y1), y1, result);\r\n }\r\n }\r\n /** set the complex x,y from a json object of the form like\r\n * * x,y key value pairs: `{x:1,y:2}`\r\n * * array of numbers: `[1,2]`\r\n */\r\n public setFromJSON(json?: any): void {\r\n if (Array.isArray(json) && json.length > 1) {\r\n this.set(json[0], json[1]);\r\n } else if (json && json.x && json.y) {\r\n this.set(json.x, json.y);\r\n } else {\r\n this.set(0, 0);\r\n }\r\n }\r\n /** Create a `Complex` instance from a json object. */\r\n public static fromJSON(json?: any): Complex { const result = new Complex(); result.setFromJSON(json); return result; }\r\n\r\n /**\r\n * Convert an Complex to a JSON object.\r\n * @return {*} [x,y]\r\n */\r\n public toJSON(): any { return [this.x, this.y]; }\r\n\r\n}\r\n"]}
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import { Point2d, Vector2d } from "../geometry3d/Point2dVector2d";
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import { Range1d } from "../geometry3d/Range";
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/**
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* Ray with xy origin and direction
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* @internal
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*/
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export declare class Ray2d {
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private _origin;
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private _direction;
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private constructor();
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/** Create from 2d `origin` and `target`.
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* * `target - origin` is the direction vector.
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*/
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static createOriginAndTarget(origin: Point2d, target: Point2d): Ray2d;
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/** Create from (clones of) `origin` point and `direction` vector */
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static createOriginAndDirection(origin: Point2d, direction: Vector2d): Ray2d;
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/** Capture `origin` and `direction` as ray member variables. */
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static createOriginAndDirectionCapture(origin: Point2d, direction: Vector2d): Ray2d;
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/** Get the (REFERENCE TO) the ray origin. */
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get origin(): Point2d;
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/** Get the (REFERENCE TO) the ray direction. */
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get direction(): Vector2d;
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/**
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* Return a ray that is parallel at distance to the left, specified as fraction of the ray's direction vector.
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*/
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parallelRay(leftFraction: number): Ray2d;
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/** Return a ray with same origin, direction rotated 90 degrees counterclockwise */
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ccwPerpendicularRay(): Ray2d;
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/** Return a ray with same origin, direction rotated 90 degrees clockwise */
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cwPerpendicularRay(): Ray2d;
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/** Normalize the direction vector in place. */
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normalizeDirectionInPlace(defaultX?: number, defaultY?: number): boolean;
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/**
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* Intersect this ray (ASSUMED NORMALIZED) with unbounded line defined by points.
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* (The normalization assumption affects test for parallel vectors.)
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* Fraction and dHds passed as number[] to use by reference... Sticking to return of true and false in the case fraction is zero after
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* a true safe divide
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*/
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intersectUnboundedLine(linePointA: Point2d, linePointB: Point2d, fraction: number[], dHds: number[]): boolean;
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/** return the ray fraction where point projects to the ray */
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projectionFraction(point: Point2d): number;
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/** return the fraction of projection to the perpendicular ray */
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perpendicularProjectionFraction(point: Point2d): number;
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/** Return point from origin plus a scaled vector */
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fractionToPoint(f: number): Point2d;
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}
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/**
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* Convex hull of points in 2d.
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* @internal
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*/
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export declare class ConvexPolygon2d {
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private _hullPoints;
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constructor(points: Point2d[] | undefined);
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/** Create the hull */
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static createHull(points: Point2d[]): ConvexPolygon2d;
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/** Create the hull. First try to use the points as given. */
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static createHullIsValidCheck(points: Point2d[]): ConvexPolygon2d;
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/** Return a reference of the hull points. */
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get points(): Point2d[];
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/** Test if hull points are a convex, CCW polygon */
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static isValidConvexHull(points: Point2d[]): boolean;
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/** Return true if the convex hull (to the left of the edges) contains the test point */
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containsPoint(point: Point2d): boolean;
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/** Return the largest outside. (return 0 if in or on) */
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distanceOutside(xy: Point2d): number;
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/** Offset the entire hull (in place) by distance.
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* Returns false if an undefined occurred from normalizing (could occur after changing some hull points already)
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*/
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offsetInPlace(distance: number): boolean;
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/**
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* Return 2 distances bounding the intersection of the ray with a convex hull.
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* ASSUME (for tolerance) the ray has normalized direction vector.
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* Both negative and positive distances along the ray are possible.
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* Returns range with extremities if less than 3 points, distanceA > distanceB, or if cross product < 0
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*/
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clipRay(ray: Ray2d): Range1d;
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/** Return the range of (fractional) ray positions for projections of all points from the arrays. */
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rangeAlongRay(ray: Ray2d): Range1d;
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/** Return the range of (fractional) ray positions for projections of all points from the arrays. */
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rangePerpendicularToRay(ray: Ray2d): Range1d;
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/** Computes the hull of a convex polygon from points given. Returns the hull as a new Point2d array.
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* Returns an empty hull if less than 3 points are given.
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*/
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static computeConvexHull(points: Point2d[]): Point2d[] | undefined;
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}
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//# sourceMappingURL=ConvexPolygon2d.d.ts.map
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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 Numerics
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*/
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import { Geometry } from "../Geometry";
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import { Vector2d } from "../geometry3d/Point2dVector2d";
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import { Range1d } from "../geometry3d/Range";
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/**
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* Ray with xy origin and direction
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* @internal
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*/
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export class Ray2d {
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constructor(origin, direction) {
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this._origin = origin;
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this._direction = direction;
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}
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/** Create from 2d `origin` and `target`.
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* * `target - origin` is the direction vector.
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*/
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static createOriginAndTarget(origin, target) {
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return new Ray2d(origin.clone(), origin.vectorTo(target));
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}
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/** Create from (clones of) `origin` point and `direction` vector */
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static createOriginAndDirection(origin, direction) {
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return new Ray2d(origin.clone(), direction.clone());
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}
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/** Capture `origin` and `direction` as ray member variables. */
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static createOriginAndDirectionCapture(origin, direction) {
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return new Ray2d(origin, direction);
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}
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/** Get the (REFERENCE TO) the ray origin. */
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get origin() { return this._origin; }
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/** Get the (REFERENCE TO) the ray direction. */
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get direction() { return this._direction; }
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/**
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* Return a ray that is parallel at distance to the left, specified as fraction of the ray's direction vector.
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*/
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parallelRay(leftFraction) {
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return new Ray2d(this._origin.addForwardLeft(0.0, leftFraction, this._direction), this._direction);
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}
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/** Return a ray with same origin, direction rotated 90 degrees counterclockwise */
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ccwPerpendicularRay() {
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return new Ray2d(this._origin, this._direction.rotate90CCWXY());
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}
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/** Return a ray with same origin, direction rotated 90 degrees clockwise */
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cwPerpendicularRay() {
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return new Ray2d(this._origin, this._direction.rotate90CWXY());
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}
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/** Normalize the direction vector in place. */
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normalizeDirectionInPlace(defaultX = 1, defaultY = 0) {
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if (this._direction.normalize(this._direction)) {
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return true;
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}
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else {
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this._direction.x = defaultX;
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this._direction.y = defaultY;
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// magnitude = 0.0;
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return false;
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}
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}
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/**
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* Intersect this ray (ASSUMED NORMALIZED) with unbounded line defined by points.
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* (The normalization assumption affects test for parallel vectors.)
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* Fraction and dHds passed as number[] to use by reference... Sticking to return of true and false in the case fraction is zero after
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* a true safe divide
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*/
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intersectUnboundedLine(linePointA, linePointB, fraction, dHds) {
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const lineDirection = linePointA.vectorTo(linePointB);
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const vector0 = linePointA.vectorTo(this._origin);
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const h0 = vector0.crossProduct(lineDirection);
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dHds[0] = this._direction.crossProduct(lineDirection);
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// h = h0 + s * dh
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const ff = Geometry.conditionalDivideFraction(-h0, dHds[0]);
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if (ff !== undefined) {
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fraction[0] = ff;
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return true;
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}
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else {
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fraction[0] = 0.0;
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return false;
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}
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}
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/** return the ray fraction where point projects to the ray */
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projectionFraction(point) {
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return this._origin.vectorTo(point).fractionOfProjectionToVector(this._direction);
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}
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/** return the fraction of projection to the perpendicular ray */
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perpendicularProjectionFraction(point) {
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const uv = this._direction.crossProduct(this._origin.vectorTo(point));
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const uu = this._direction.magnitudeSquared();
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// Want zero returned if failure case, not undefined
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return Geometry.safeDivideFraction(uv, uu, 0.0);
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}
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/** Return point from origin plus a scaled vector */
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fractionToPoint(f) {
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return this._origin.plusScaled(this._direction, f);
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}
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}
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/**
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* Convex hull of points in 2d.
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* @internal
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*/
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export class ConvexPolygon2d {
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constructor(points) {
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this._hullPoints = [];
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// Deep copy of points array given
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if (points) {
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for (const point of points) {
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this._hullPoints.push(point);
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}
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}
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}
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/** Create the hull */
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static createHull(points) {
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return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));
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}
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/** Create the hull. First try to use the points as given. */
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static createHullIsValidCheck(points) {
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if (ConvexPolygon2d.isValidConvexHull(points))
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return new ConvexPolygon2d(points);
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else
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return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));
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}
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/** Return a reference of the hull points. */
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get points() {
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return this._hullPoints;
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}
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/** Test if hull points are a convex, CCW polygon */
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static isValidConvexHull(points) {
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if (points.length < 3)
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return false;
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const n = points.length;
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for (let i = 0; i < n; i++) {
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const i1 = (i + 1) % n;
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const i2 = (i + 2) % n;
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if (points[i].crossProductToPoints(points[i1], points[i2]) < 0.0)
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return false;
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}
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return true;
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}
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/** Return true if the convex hull (to the left of the edges) contains the test point */
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containsPoint(point) {
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let xy0 = this._hullPoints[this._hullPoints.length - 1];
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// double tol = -1.0e-20; negative tol!!
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for (const i of this._hullPoints) {
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const xy1 = i;
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const c = xy0.crossProductToPoints(xy1, point);
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if (c < 0.0)
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return false;
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xy0 = i;
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}
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return true;
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}
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/** Return the largest outside. (return 0 if in or on) */
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distanceOutside(xy) {
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let maxDistance = 0.0;
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const n = this._hullPoints.length;
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let xy0 = this._hullPoints[n - 1];
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// double tol = -1.0e-20; // negative tol!!
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for (let i = 0; i < n; i++) {
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const xy1 = this._hullPoints[i];
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const c = xy0.crossProductToPoints(xy1, xy);
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if (c < 0.0) {
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const ray = Ray2d.createOriginAndTarget(xy0, xy1);
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const s = ray.projectionFraction(xy);
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let d = 0.0;
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if (s < 0.0)
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d = xy0.distance(xy);
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else if (s > 1.0)
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d = xy1.distance(xy);
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else
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d = xy.distance(ray.fractionToPoint(s));
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if (d > maxDistance)
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maxDistance = d;
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}
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xy0 = this._hullPoints[i];
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}
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return maxDistance;
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}
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/** Offset the entire hull (in place) by distance.
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* Returns false if an undefined occurred from normalizing (could occur after changing some hull points already)
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*/
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offsetInPlace(distance) {
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const n = this._hullPoints.length;
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+
if (n >= 3) {
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+
const hullPoint0 = this._hullPoints[0];
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+
let edgeA = this._hullPoints[n - 1].vectorTo(hullPoint0);
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edgeA = edgeA.normalize();
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if (edgeA === undefined) {
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return false;
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}
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let perpA = edgeA.rotate90CWXY();
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let edgeB;
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let perpB;
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for (let i = 0; i < n; i++) {
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const j = i + 1;
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edgeB = this._hullPoints[i].vectorTo(j < n ? this._hullPoints[j] : hullPoint0);
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edgeB = edgeB.normalize();
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if (edgeB === undefined) {
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return false;
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}
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perpB = edgeB.rotate90CWXY();
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const offsetBisector = Vector2d.createOffsetBisector(perpA, perpB, distance);
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+
if (offsetBisector === undefined) {
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return false;
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}
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this._hullPoints[i] = this._hullPoints[i].plus(offsetBisector);
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// PerpA takes up reference to perpB, as perpB will die in new iteration
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perpA = perpB;
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}
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}
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return true;
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}
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/**
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218
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* Return 2 distances bounding the intersection of the ray with a convex hull.
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* ASSUME (for tolerance) the ray has normalized direction vector.
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* Both negative and positive distances along the ray are possible.
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* Returns range with extremities if less than 3 points, distanceA > distanceB, or if cross product < 0
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*/
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clipRay(ray) {
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let distanceA = -Number.MAX_VALUE;
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let distanceB = Number.MAX_VALUE;
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+
const n = this._hullPoints.length;
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+
if (n < 3)
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return Range1d.createNull();
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+
let xy0 = this._hullPoints[n - 1];
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for (const xy1 of this._hullPoints) {
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const distance = [];
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const dHds = [];
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233
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if (ray.intersectUnboundedLine(xy0, xy1, distance, dHds)) {
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234
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+
if (dHds[0] > 0.0) {
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if (distance[0] < distanceB)
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distanceB = distance[0];
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237
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}
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else {
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if (distance[0] > distanceA)
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240
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distanceA = distance[0];
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241
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}
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242
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+
if (distanceA > distanceB)
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243
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return Range1d.createNull();
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}
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245
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else {
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246
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// ray is parallel to the edge.
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247
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// Any single point out classifies it all . ..
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248
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if (xy0.crossProductToPoints(xy1, ray.origin) < 0.0)
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249
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return Range1d.createNull();
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250
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+
}
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251
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+
// xy1 is reassigned with each new loop
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252
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+
xy0 = xy1;
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+
}
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+
const range = Range1d.createNull();
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255
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+
range.extendX(distanceA);
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256
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+
range.extendX(distanceB);
|
|
257
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+
return range;
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258
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+
}
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259
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+
/** Return the range of (fractional) ray positions for projections of all points from the arrays. */
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260
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+
rangeAlongRay(ray) {
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261
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+
const range = Range1d.createNull();
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262
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+
for (const xy1 of this._hullPoints)
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263
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+
range.extendX(ray.projectionFraction(xy1));
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264
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+
return range;
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265
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+
}
|
|
266
|
+
/** Return the range of (fractional) ray positions for projections of all points from the arrays. */
|
|
267
|
+
rangePerpendicularToRay(ray) {
|
|
268
|
+
const range = Range1d.createNull();
|
|
269
|
+
for (const xy1 of this._hullPoints)
|
|
270
|
+
range.extendX(ray.perpendicularProjectionFraction(xy1));
|
|
271
|
+
return range;
|
|
272
|
+
}
|
|
273
|
+
/** Computes the hull of a convex polygon from points given. Returns the hull as a new Point2d array.
|
|
274
|
+
* Returns an empty hull if less than 3 points are given.
|
|
275
|
+
*/
|
|
276
|
+
static computeConvexHull(points) {
|
|
277
|
+
const hull = [];
|
|
278
|
+
const n = points.length;
|
|
279
|
+
if (n < 3)
|
|
280
|
+
return undefined;
|
|
281
|
+
// Get deep copy
|
|
282
|
+
const xy1 = points.slice(0, n);
|
|
283
|
+
xy1.sort(Geometry.lexicalXYLessThan);
|
|
284
|
+
hull.push(xy1[0]); // This is sure to stay
|
|
285
|
+
hull.push(xy1[1]); // This one can be removed in loop.
|
|
286
|
+
// First sweep creates upper hull
|
|
287
|
+
for (let i = 2; i < n; i++) {
|
|
288
|
+
const candidate = xy1[i];
|
|
289
|
+
let top = hull.length - 1;
|
|
290
|
+
while (top > 0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {
|
|
291
|
+
top--;
|
|
292
|
+
hull.pop();
|
|
293
|
+
}
|
|
294
|
+
hull.push(candidate);
|
|
295
|
+
}
|
|
296
|
+
// Second sweep creates lower hull right to left
|
|
297
|
+
const i0 = hull.length - 1;
|
|
298
|
+
// xy1.back () is already on stack.
|
|
299
|
+
hull.push(xy1[n - 2]);
|
|
300
|
+
for (let i = n - 2; i-- > 0;) {
|
|
301
|
+
const candidate = xy1[i];
|
|
302
|
+
let top = hull.length - 1;
|
|
303
|
+
while (top > i0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {
|
|
304
|
+
top--;
|
|
305
|
+
hull.pop();
|
|
306
|
+
}
|
|
307
|
+
if (i > 0) // don't replicate start point!!!
|
|
308
|
+
hull.push(candidate);
|
|
309
|
+
}
|
|
310
|
+
return hull;
|
|
311
|
+
}
|
|
312
|
+
}
|
|
313
|
+
//# sourceMappingURL=ConvexPolygon2d.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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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 Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Range1d } from \"../geometry3d/Range\";\r\n\r\n/**\r\n * Ray with xy origin and direction\r\n * @internal\r\n */\r\nexport class Ray2d {\r\n private _origin: Point2d;\r\n private _direction: Vector2d;\r\n\r\n private constructor(origin: Point2d, direction: Vector2d) {\r\n this._origin = origin;\r\n this._direction = direction;\r\n }\r\n /** Create from 2d `origin` and `target`.\r\n * * `target - origin` is the direction vector.\r\n */\r\n public static createOriginAndTarget(origin: Point2d, target: Point2d): Ray2d {\r\n return new Ray2d(origin.clone(), origin.vectorTo(target));\r\n }\r\n /** Create from (clones of) `origin` point and `direction` vector */\r\n public static createOriginAndDirection(origin: Point2d, direction: Vector2d): Ray2d {\r\n return new Ray2d(origin.clone(), direction.clone());\r\n }\r\n /** Capture `origin` and `direction` as ray member variables. */\r\n public static createOriginAndDirectionCapture(origin: Point2d, direction: Vector2d): Ray2d {\r\n return new Ray2d(origin, direction);\r\n }\r\n /** Get the (REFERENCE TO) the ray origin. */\r\n public get origin() { return this._origin; }\r\n /** Get the (REFERENCE TO) the ray direction. */\r\n public get direction() { return this._direction; }\r\n\r\n /**\r\n * Return a ray that is parallel at distance to the left, specified as fraction of the ray's direction vector.\r\n */\r\n public parallelRay(leftFraction: number): Ray2d {\r\n return new Ray2d(this._origin.addForwardLeft(0.0, leftFraction, this._direction), this._direction);\r\n }\r\n /** Return a ray with same origin, direction rotated 90 degrees counterclockwise */\r\n public ccwPerpendicularRay(): Ray2d {\r\n return new Ray2d(this._origin, this._direction.rotate90CCWXY());\r\n }\r\n\r\n /** Return a ray with same origin, direction rotated 90 degrees clockwise */\r\n public cwPerpendicularRay(): Ray2d {\r\n return new Ray2d(this._origin, this._direction.rotate90CWXY());\r\n }\r\n /** Normalize the direction vector in place. */\r\n public normalizeDirectionInPlace(defaultX: number = 1, defaultY: number = 0): boolean {\r\n if (this._direction.normalize(this._direction)) {\r\n return true;\r\n } else {\r\n this._direction.x = defaultX;\r\n this._direction.y = defaultY;\r\n // magnitude = 0.0;\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Intersect this ray (ASSUMED NORMALIZED) with unbounded line defined by points.\r\n * (The normalization assumption affects test for parallel vectors.)\r\n * Fraction and dHds passed as number[] to use by reference... Sticking to return of true and false in the case fraction is zero after\r\n * a true safe divide\r\n */\r\n public intersectUnboundedLine(linePointA: Point2d, linePointB: Point2d, fraction: number[], dHds: number[]): boolean {\r\n const lineDirection = linePointA.vectorTo(linePointB);\r\n const vector0 = linePointA.vectorTo(this._origin);\r\n const h0 = vector0.crossProduct(lineDirection);\r\n dHds[0] = this._direction.crossProduct(lineDirection);\r\n // h = h0 + s * dh\r\n const ff = Geometry.conditionalDivideFraction(-h0, dHds[0]);\r\n if (ff !== undefined) {\r\n fraction[0] = ff;\r\n return true;\r\n } else {\r\n fraction[0] = 0.0;\r\n return false;\r\n }\r\n }\r\n\r\n /** return the ray fraction where point projects to the ray */\r\n public projectionFraction(point: Point2d): number {\r\n return this._origin.vectorTo(point).fractionOfProjectionToVector(this._direction);\r\n }\r\n\r\n /** return the fraction of projection to the perpendicular ray */\r\n public perpendicularProjectionFraction(point: Point2d): number {\r\n const uv = this._direction.crossProduct(this._origin.vectorTo(point));\r\n const uu = this._direction.magnitudeSquared();\r\n // Want zero returned if failure case, not undefined\r\n return Geometry.safeDivideFraction(uv, uu, 0.0);\r\n }\r\n\r\n /** Return point from origin plus a scaled vector */\r\n public fractionToPoint(f: number): Point2d {\r\n return this._origin.plusScaled(this._direction, f);\r\n }\r\n}\r\n/**\r\n * Convex hull of points in 2d.\r\n * @internal\r\n */\r\nexport class ConvexPolygon2d {\r\n // hull points in CCW order, WITHOUT final duplicate...\r\n // REMARK: In degenerate case with 0,1,or 2 points the array is still there.\r\n private _hullPoints: Point2d[];\r\n\r\n constructor(points: Point2d[] | undefined) {\r\n this._hullPoints = [];\r\n // Deep copy of points array given\r\n if (points) {\r\n for (const point of points) {\r\n this._hullPoints.push(point);\r\n }\r\n }\r\n }\r\n\r\n /** Create the hull */\r\n public static createHull(points: Point2d[]): ConvexPolygon2d {\r\n return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));\r\n }\r\n\r\n /** Create the hull. First try to use the points as given. */\r\n public static createHullIsValidCheck(points: Point2d[]) {\r\n if (ConvexPolygon2d.isValidConvexHull(points))\r\n return new ConvexPolygon2d(points);\r\n else\r\n return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));\r\n }\r\n\r\n /** Return a reference of the hull points. */\r\n public get points(): Point2d[] {\r\n return this._hullPoints;\r\n }\r\n\r\n /** Test if hull points are a convex, CCW polygon */\r\n public static isValidConvexHull(points: Point2d[]) {\r\n if (points.length < 3)\r\n return false;\r\n const n = points.length;\r\n for (let i = 0; i < n; i++) {\r\n const i1 = (i + 1) % n;\r\n const i2 = (i + 2) % n;\r\n if (points[i].crossProductToPoints(points[i1], points[i2]) < 0.0)\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /** Return true if the convex hull (to the left of the edges) contains the test point */\r\n public containsPoint(point: Point2d): boolean {\r\n let xy0 = this._hullPoints[this._hullPoints.length - 1];\r\n // double tol = -1.0e-20; negative tol!!\r\n for (const i of this._hullPoints) {\r\n const xy1 = i;\r\n const c = xy0.crossProductToPoints(xy1, point);\r\n if (c < 0.0)\r\n return false;\r\n xy0 = i;\r\n }\r\n return true;\r\n }\r\n\r\n /** Return the largest outside. (return 0 if in or on) */\r\n public distanceOutside(xy: Point2d): number {\r\n let maxDistance = 0.0;\r\n const n = this._hullPoints.length;\r\n let xy0 = this._hullPoints[n - 1];\r\n // double tol = -1.0e-20; // negative tol!!\r\n for (let i = 0; i < n; i++) {\r\n const xy1 = this._hullPoints[i];\r\n const c = xy0.crossProductToPoints(xy1, xy);\r\n if (c < 0.0) {\r\n const ray = Ray2d.createOriginAndTarget(xy0, xy1);\r\n const s = ray.projectionFraction(xy);\r\n let d = 0.0;\r\n if (s < 0.0)\r\n d = xy0.distance(xy);\r\n else if (s > 1.0)\r\n d = xy1.distance(xy);\r\n else\r\n d = xy.distance(ray.fractionToPoint(s));\r\n\r\n if (d > maxDistance)\r\n maxDistance = d;\r\n }\r\n xy0 = this._hullPoints[i];\r\n }\r\n return maxDistance;\r\n }\r\n\r\n /** Offset the entire hull (in place) by distance.\r\n * Returns false if an undefined occurred from normalizing (could occur after changing some hull points already)\r\n */\r\n public offsetInPlace(distance: number): boolean {\r\n const n = this._hullPoints.length;\r\n if (n >= 3) {\r\n const hullPoint0 = this._hullPoints[0];\r\n let edgeA: Vector2d | undefined = this._hullPoints[n - 1].vectorTo(hullPoint0);\r\n edgeA = edgeA.normalize();\r\n if (edgeA === undefined) { return false; }\r\n\r\n let perpA = edgeA.rotate90CWXY();\r\n let edgeB: Vector2d | undefined;\r\n let perpB: Vector2d;\r\n for (let i = 0; i < n; i++) {\r\n const j = i + 1;\r\n edgeB = this._hullPoints[i].vectorTo(j < n ? this._hullPoints[j] : hullPoint0);\r\n edgeB = edgeB.normalize();\r\n if (edgeB === undefined) { return false; }\r\n\r\n perpB = edgeB.rotate90CWXY();\r\n const offsetBisector = Vector2d.createOffsetBisector(perpA, perpB, distance);\r\n if (offsetBisector === undefined) { return false; }\r\n\r\n this._hullPoints[i] = this._hullPoints[i].plus(offsetBisector);\r\n // PerpA takes up reference to perpB, as perpB will die in new iteration\r\n perpA = perpB;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Return 2 distances bounding the intersection of the ray with a convex hull.\r\n * ASSUME (for tolerance) the ray has normalized direction vector.\r\n * Both negative and positive distances along the ray are possible.\r\n * Returns range with extremities if less than 3 points, distanceA > distanceB, or if cross product < 0\r\n */\r\n public clipRay(ray: Ray2d): Range1d {\r\n let distanceA = - Number.MAX_VALUE;\r\n let distanceB = Number.MAX_VALUE;\r\n\r\n const n = this._hullPoints.length;\r\n\r\n if (n < 3)\r\n return Range1d.createNull();\r\n\r\n let xy0 = this._hullPoints[n - 1];\r\n for (const xy1 of this._hullPoints) {\r\n const distance: number[] = [];\r\n const dHds: number[] = [];\r\n if (ray.intersectUnboundedLine(xy0, xy1, distance, dHds)) {\r\n if (dHds[0] > 0.0) {\r\n if (distance[0] < distanceB)\r\n distanceB = distance[0];\r\n } else {\r\n if (distance[0] > distanceA)\r\n distanceA = distance[0];\r\n }\r\n if (distanceA > distanceB)\r\n return Range1d.createNull();\r\n } else {\r\n // ray is parallel to the edge.\r\n // Any single point out classifies it all . ..\r\n if (xy0.crossProductToPoints(xy1, ray.origin) < 0.0)\r\n return Range1d.createNull();\r\n }\r\n\r\n // xy1 is reassigned with each new loop\r\n xy0 = xy1;\r\n }\r\n const range = Range1d.createNull();\r\n range.extendX(distanceA);\r\n range.extendX(distanceB);\r\n return range;\r\n }\r\n\r\n /** Return the range of (fractional) ray positions for projections of all points from the arrays. */\r\n public rangeAlongRay(ray: Ray2d): Range1d {\r\n const range = Range1d.createNull();\r\n for (const xy1 of this._hullPoints)\r\n range.extendX(ray.projectionFraction(xy1));\r\n return range;\r\n }\r\n\r\n /** Return the range of (fractional) ray positions for projections of all points from the arrays. */\r\n public rangePerpendicularToRay(ray: Ray2d): Range1d {\r\n const range = Range1d.createNull();\r\n for (const xy1 of this._hullPoints)\r\n range.extendX(ray.perpendicularProjectionFraction(xy1));\r\n return range;\r\n }\r\n\r\n /** Computes the hull of a convex polygon from points given. Returns the hull as a new Point2d array.\r\n * Returns an empty hull if less than 3 points are given.\r\n */\r\n public static computeConvexHull(points: Point2d[]): Point2d[] | undefined {\r\n const hull: Point2d[] = [];\r\n const n = points.length;\r\n if (n < 3)\r\n return undefined;\r\n // Get deep copy\r\n const xy1: Point2d[] = points.slice(0, n);\r\n xy1.sort(Geometry.lexicalXYLessThan);\r\n hull.push(xy1[0]); // This is sure to stay\r\n hull.push(xy1[1]); // This one can be removed in loop.\r\n\r\n // First sweep creates upper hull\r\n for (let i = 2; i < n; i++) {\r\n const candidate = xy1[i];\r\n let top = hull.length - 1;\r\n while (top > 0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {\r\n top--;\r\n hull.pop();\r\n }\r\n hull.push(candidate);\r\n }\r\n\r\n // Second sweep creates lower hull right to left\r\n const i0 = hull.length - 1;\r\n // xy1.back () is already on stack.\r\n hull.push(xy1[n - 2]);\r\n for (let i = n - 2; i-- > 0;) {\r\n const candidate = xy1[i];\r\n let top = hull.length - 1;\r\n while (top > i0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {\r\n top--;\r\n hull.pop();\r\n }\r\n if (i > 0) // don't replicate start point!!!\r\n hull.push(candidate);\r\n }\r\n\r\n return hull;\r\n }\r\n}\r\n"]}
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