@itwin/core-geometry 3.0.0-dev.84 → 3.0.0-dev.88

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Files changed (54) hide show
  1. package/CHANGELOG.md +1049 -1049
  2. package/LICENSE.md +9 -9
  3. package/README.md +17 -17
  4. package/lib/cjs/Constant.js.map +1 -1
  5. package/lib/cjs/clipping/ClipVector.d.ts +0 -1
  6. package/lib/cjs/clipping/ClipVector.d.ts.map +1 -1
  7. package/lib/cjs/clipping/ClipVector.js +0 -1
  8. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  9. package/lib/cjs/core-geometry.js.map +1 -1
  10. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts +2 -2
  11. package/lib/cjs/geometry3d/Point3dArrayCarrier.js +2 -2
  12. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  13. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  14. package/lib/cjs/topology/Graph.d.ts +35 -6
  15. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  16. package/lib/cjs/topology/Graph.js +90 -10
  17. package/lib/cjs/topology/Graph.js.map +1 -1
  18. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  19. package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
  20. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  21. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  22. package/lib/cjs/topology/MaskManager.js.map +1 -1
  23. package/lib/cjs/topology/Merging.d.ts +44 -9
  24. package/lib/cjs/topology/Merging.d.ts.map +1 -1
  25. package/lib/cjs/topology/Merging.js +110 -22
  26. package/lib/cjs/topology/Merging.js.map +1 -1
  27. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  28. package/lib/cjs/topology/Triangulation.js.map +1 -1
  29. package/lib/esm/Constant.js.map +1 -1
  30. package/lib/esm/clipping/ClipVector.d.ts +0 -1
  31. package/lib/esm/clipping/ClipVector.d.ts.map +1 -1
  32. package/lib/esm/clipping/ClipVector.js +0 -1
  33. package/lib/esm/clipping/ClipVector.js.map +1 -1
  34. package/lib/esm/core-geometry.js.map +1 -1
  35. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts +2 -2
  36. package/lib/esm/geometry3d/Point3dArrayCarrier.js +2 -2
  37. package/lib/esm/geometry3d/Point3dArrayCarrier.js.map +1 -1
  38. package/lib/esm/topology/ChainMerge.js.map +1 -1
  39. package/lib/esm/topology/Graph.d.ts +35 -6
  40. package/lib/esm/topology/Graph.d.ts.map +1 -1
  41. package/lib/esm/topology/Graph.js +90 -10
  42. package/lib/esm/topology/Graph.js.map +1 -1
  43. package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
  44. package/lib/esm/topology/HalfEdgeGraphValidation.js.map +1 -1
  45. package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  46. package/lib/esm/topology/HalfEdgePriorityQueue.js.map +1 -1
  47. package/lib/esm/topology/MaskManager.js.map +1 -1
  48. package/lib/esm/topology/Merging.d.ts +44 -9
  49. package/lib/esm/topology/Merging.d.ts.map +1 -1
  50. package/lib/esm/topology/Merging.js +110 -22
  51. package/lib/esm/topology/Merging.js.map +1 -1
  52. package/lib/esm/topology/RegularizeFace.js.map +1 -1
  53. package/lib/esm/topology/Triangulation.js.map +1 -1
  54. package/package.json +5 -5
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Topology\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { HalfEdge } from \"./Graph\";\nimport { NodeXYZUV } from \"./HalfEdgeNodeXYZUV\";\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\nexport enum RayClassification {\n RC_NoHits,\n RC_TargetOnVertex,\n RC_TargetOnEdge,\n RC_Bracket,\n RC_TargetBefore,\n RC_TargetAfter,\n}\n/* eslint-enable @typescript-eslint/naming-convention */\n\nexport class PointSearchContext {\n private _tol: number;\n private constructor(tol: number) {\n this._tol = tol;\n }\n public static create(tol: number = Geometry.smallMetricDistance) {\n return new PointSearchContext(tol);\n }\n private panic(): HalfEdgePositionDetail {\n return HalfEdgePositionDetail.create();\n }\n // From given edge start point\n // The edgeHit is reused as the result.\n public reAimFromEdge(\n edgeHit: HalfEdgePositionDetail,\n ray: Ray3d,\n targetDistance: number): HalfEdgePositionDetail {\n const nodeA = edgeHit.node!;\n const dataA = NodeXYZUV.createNodeAndRayOrigin(nodeA, ray);\n const dataB = NodeXYZUV.createNodeAndRayOrigin(nodeA.edgeMate, ray);\n const sideA = -dataA.classifyV(0.0, this._tol);\n const sideB = -dataB.classifyV(0.0, this._tol);\n let result;\n if (sideA * sideB < 0) {\n // Simple crossing -- just aim into a face\n if (sideA > 0) {\n result = edgeHit.resetAsFace(dataA.node);\n } else {\n result = edgeHit.resetAsFace(dataB.node);\n }\n } else if (sideA === 0 || sideB === 0) {\n // The usual case is both 0 i.e. ray is clearly along the edge.\n\n const alongA = dataA.classifyU(targetDistance, this._tol);\n const alongB = dataB.classifyU(targetDistance, this._tol);\n if (alongA === 0 && sideA === 0) {\n result = edgeHit.resetAsVertex(dataA.node);\n result.setITag(1);\n } else if (alongB === 0 && sideB === 0) {\n result = edgeHit.resetAsVertex(dataB.node);\n result.setITag(1);\n } else if (alongA * alongB < 0) {\n // target is within edge\n // (.. This is written for the case where both sideA and sideB are zero.\n // If only one is zero, this computes a close edge point but the strong \"on\" conclusion might be wrong)\n\n const edgeFraction = (targetDistance - dataA.u) / (dataB.u - dataA.u);\n result = edgeHit.resetAtEdgeAndFraction(dataA.node, edgeFraction);\n result.setITag(1);\n } else if (alongA < 0 && alongB < 0) {\n // target is beyond the edge -- move towards it.\n if (dataA.u > dataB.u)\n result = edgeHit.resetAsVertex(dataA.node);\n else\n result = edgeHit.resetAsVertex(dataB.node);\n } else {\n // This shouldn't happen -- maybe as if the initial edge point was not within the edge???\n if (Math.abs(dataA.u) < this._tol\n && Math.abs(dataA.v) < this._tol\n ) {\n result = edgeHit.resetAsVertex(dataA.node); // , dataA);\n } else if (Math.abs(dataB.u) < this._tol\n && Math.abs(dataB.v) < this._tol\n ) {\n result = edgeHit.resetAsVertex(dataB.node);\n } else {\n edgeHit.resetAsUnknown();\n result = this.panic();\n }\n }\n } else {\n // Both vertices are to same side of the line. This can't happen for edge point between nodes.\n edgeHit.resetAsUnknown();\n result = this.panic();\n }\n return result;\n }\n\n // From given edge start point, pick vertex or edge side for proceeding along ray.\n // RAY IS ASSUMED TO START AT THE VERTEX PRECISELY !!!!\n public reAimFromVertex(\n searchBase: HalfEdgePositionDetail,\n ray: Ray3d,\n targetDistance: number): HalfEdgePositionDetail {\n const vertexNode = searchBase.node;\n let result;\n let outboundEdge = vertexNode!;\n do {\n // DPoint3d xyzBase;\n // vu_getDPoint3d(& xyzBase, outboundEdge);\n const data0 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.faceSuccessor, ray);\n const data1 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.facePredecessor, ray);\n const u0 = data0.u;\n // double u1 = data1.GetU ();\n const v0 = data0.v;\n const v1 = data1.v;\n if (Math.abs(v0) < this._tol) {\n if (Math.abs(u0 - targetDistance) < this._tol) {\n // Direct hit at far end\n result = searchBase.resetAsVertex(data0.node);\n result.setITag(1);\n return result;\n } else if (u0 > targetDistance) {\n // Direct hig within edge\n const edgeFraction = targetDistance / u0;\n result = searchBase.resetAtEdgeAndFraction(outboundEdge, edgeFraction);\n return result;\n } else if (Math.abs(u0) <= this._tol) {\n // Unexpected direct hit on the base of the search, but call it a hit....\n result = searchBase.resetAsVertex(outboundEdge);\n result.setITag(1);\n return result;\n } else if (u0 > this._tol) {\n // Advance to vertex ...\n // double edgeFraction = targetDistance / u0;\n result = searchBase.resetAsVertex(data0.node);\n return result;\n } else {\n // Search direction is exactly opposite this edge.\n // See if the other side of the sector is turned even beyond that ...\n if (v1 > this._tol) {\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\n return result;\n }\n }\n } else if (v0 < -this._tol) {\n if (v1 > this._tol) {\n // The usual simple entry into an angle < 180\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\n return result;\n }\n }\n // NEEDS WORK: angle >= 180 cases !!!!\n outboundEdge = outboundEdge.vertexSuccessor;\n } while (outboundEdge !== vertexNode);\n return this.panic();\n }\n\n // Visit all edges around face.\n // reset lastBefore and firstAfter describing progress towards target distance on ray.\n public reAimAroundFace(\n faceNode: HalfEdge,\n ray: Ray3d,\n targetDistance: number, // !< distance to target point\n lastBefore: HalfEdgePositionDetail, // CALLER CREATED -- reset as first hit on negative side of ray.\n firstAfter: HalfEdgePositionDetail): RayClassification { // ! CALLER CREATED -- reset as first hit on positive side of ray.\n\n lastBefore.resetAsUndefinedWithTag(-Number.MAX_VALUE);\n firstAfter.resetAsUndefinedWithTag(Number.MAX_VALUE);\n const data0 = NodeXYZUV.createNodeAndRayOrigin(faceNode, ray);\n let data1;\n let node0 = faceNode;\n do {\n const node1 = node0.faceSuccessor;\n data1 = NodeXYZUV.createNodeAndRayOrigin(node1, ray, data1);\n const u0 = data0.u;\n const u1 = data1.u;\n const v0 = data0.v;\n const v1 = data1.v;\n if (Math.abs(v1) < this._tol) {\n // Vertex hit ...\n const vertexHit = HalfEdgePositionDetail.createVertex(node1);\n vertexHit.setDTag(u1);\n if (Math.abs(u1 - targetDistance) < this._tol) {\n firstAfter.setFrom(vertexHit);\n lastBefore.setFrom(vertexHit);\n return RayClassification.RC_TargetOnVertex;\n }\n if (u1 > targetDistance && u1 < firstAfter.getDTag()!)\n firstAfter.setFrom(vertexHit);\n if (u1 < targetDistance && u1 > lastBefore.getDTag()!)\n lastBefore.setFrom(vertexHit);\n } else if (v0 * v1 < 0.0) {\n // Edge Crossing ...\n const edgeFraction = - v0 / (v1 - v0);\n const uEdge = Geometry.interpolate(u0, edgeFraction, u1);\n const edgeHit = HalfEdgePositionDetail.createEdgeAtFraction(data0.node, edgeFraction);\n edgeHit.setDTag(uEdge);\n if (Math.abs(uEdge - targetDistance) <= this._tol) {\n firstAfter.setFrom(edgeHit);\n lastBefore.setFrom(edgeHit);\n return RayClassification.RC_TargetOnEdge;\n }\n if (uEdge > targetDistance && uEdge < firstAfter.getDTag()!) {\n firstAfter.setFrom(edgeHit);\n firstAfter.setITag(v0 > 0.0 ? -1 : 1);\n }\n if (uEdge < targetDistance && uEdge > lastBefore.getDTag()!) {\n lastBefore.setFrom(edgeHit);\n lastBefore.setDTag(uEdge);\n }\n }\n data0.setFrom(data1);\n node0 = node0.faceSuccessor;\n } while (node0 !== faceNode);\n\n const afterTag = firstAfter.getITag();\n firstAfter.setITag(0);\n lastBefore.setITag(0);\n if (lastBefore.isUnclassified) {\n if (firstAfter.isUnclassified)\n return RayClassification.RC_NoHits;\n return RayClassification.RC_TargetBefore;\n }\n if (firstAfter.isUnclassified\n || (firstAfter.isEdge && afterTag && afterTag < 0)) {\n return RayClassification.RC_TargetAfter;\n } else {\n return RayClassification.RC_Bracket;\n }\n }\n\n // Return false if target is reached !!!!\n /**\n * Set (replace contents) ray with\n * * `origin` at start\n * * `direction` is unit vector from start towards target\n * * `a` is distance from start to target.\n * @param start existing position\n * @param target target xy coordinates\n * @param ray ray to update\n */\n public setSearchRay(start: HalfEdgePositionDetail, target: Point3d, ray: Ray3d): boolean {\n ray.origin.setFromPoint3d(start);\n Vector3d.createStartEnd(ray.origin, target, ray.direction);\n ray.direction.z = 0.0;\n const distanceToTarget = ray.direction.magnitudeXY();\n ray.a = ray.direction.magnitude();\n ray.direction.scaleInPlace(1 / ray.a);\n return distanceToTarget >= this._tol;\n }\n}\n"]}
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 Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { HalfEdge } from \"./Graph\";\r\nimport { NodeXYZUV } from \"./HalfEdgeNodeXYZUV\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nexport enum RayClassification {\r\n RC_NoHits,\r\n RC_TargetOnVertex,\r\n RC_TargetOnEdge,\r\n RC_Bracket,\r\n RC_TargetBefore,\r\n RC_TargetAfter,\r\n}\r\n/* eslint-enable @typescript-eslint/naming-convention */\r\n\r\nexport class PointSearchContext {\r\n private _tol: number;\r\n private constructor(tol: number) {\r\n this._tol = tol;\r\n }\r\n public static create(tol: number = Geometry.smallMetricDistance) {\r\n return new PointSearchContext(tol);\r\n }\r\n private panic(): HalfEdgePositionDetail {\r\n return HalfEdgePositionDetail.create();\r\n }\r\n // From given edge start point\r\n // The edgeHit is reused as the result.\r\n public reAimFromEdge(\r\n edgeHit: HalfEdgePositionDetail,\r\n ray: Ray3d,\r\n targetDistance: number): HalfEdgePositionDetail {\r\n const nodeA = edgeHit.node!;\r\n const dataA = NodeXYZUV.createNodeAndRayOrigin(nodeA, ray);\r\n const dataB = NodeXYZUV.createNodeAndRayOrigin(nodeA.edgeMate, ray);\r\n const sideA = -dataA.classifyV(0.0, this._tol);\r\n const sideB = -dataB.classifyV(0.0, this._tol);\r\n let result;\r\n if (sideA * sideB < 0) {\r\n // Simple crossing -- just aim into a face\r\n if (sideA > 0) {\r\n result = edgeHit.resetAsFace(dataA.node);\r\n } else {\r\n result = edgeHit.resetAsFace(dataB.node);\r\n }\r\n } else if (sideA === 0 || sideB === 0) {\r\n // The usual case is both 0 i.e. ray is clearly along the edge.\r\n\r\n const alongA = dataA.classifyU(targetDistance, this._tol);\r\n const alongB = dataB.classifyU(targetDistance, this._tol);\r\n if (alongA === 0 && sideA === 0) {\r\n result = edgeHit.resetAsVertex(dataA.node);\r\n result.setITag(1);\r\n } else if (alongB === 0 && sideB === 0) {\r\n result = edgeHit.resetAsVertex(dataB.node);\r\n result.setITag(1);\r\n } else if (alongA * alongB < 0) {\r\n // target is within edge\r\n // (.. This is written for the case where both sideA and sideB are zero.\r\n // If only one is zero, this computes a close edge point but the strong \"on\" conclusion might be wrong)\r\n\r\n const edgeFraction = (targetDistance - dataA.u) / (dataB.u - dataA.u);\r\n result = edgeHit.resetAtEdgeAndFraction(dataA.node, edgeFraction);\r\n result.setITag(1);\r\n } else if (alongA < 0 && alongB < 0) {\r\n // target is beyond the edge -- move towards it.\r\n if (dataA.u > dataB.u)\r\n result = edgeHit.resetAsVertex(dataA.node);\r\n else\r\n result = edgeHit.resetAsVertex(dataB.node);\r\n } else {\r\n // This shouldn't happen -- maybe as if the initial edge point was not within the edge???\r\n if (Math.abs(dataA.u) < this._tol\r\n && Math.abs(dataA.v) < this._tol\r\n ) {\r\n result = edgeHit.resetAsVertex(dataA.node); // , dataA);\r\n } else if (Math.abs(dataB.u) < this._tol\r\n && Math.abs(dataB.v) < this._tol\r\n ) {\r\n result = edgeHit.resetAsVertex(dataB.node);\r\n } else {\r\n edgeHit.resetAsUnknown();\r\n result = this.panic();\r\n }\r\n }\r\n } else {\r\n // Both vertices are to same side of the line. This can't happen for edge point between nodes.\r\n edgeHit.resetAsUnknown();\r\n result = this.panic();\r\n }\r\n return result;\r\n }\r\n\r\n // From given edge start point, pick vertex or edge side for proceeding along ray.\r\n // RAY IS ASSUMED TO START AT THE VERTEX PRECISELY !!!!\r\n public reAimFromVertex(\r\n searchBase: HalfEdgePositionDetail,\r\n ray: Ray3d,\r\n targetDistance: number): HalfEdgePositionDetail {\r\n const vertexNode = searchBase.node;\r\n let result;\r\n let outboundEdge = vertexNode!;\r\n do {\r\n // DPoint3d xyzBase;\r\n // vu_getDPoint3d(& xyzBase, outboundEdge);\r\n const data0 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.faceSuccessor, ray);\r\n const data1 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.facePredecessor, ray);\r\n const u0 = data0.u;\r\n // double u1 = data1.GetU ();\r\n const v0 = data0.v;\r\n const v1 = data1.v;\r\n if (Math.abs(v0) < this._tol) {\r\n if (Math.abs(u0 - targetDistance) < this._tol) {\r\n // Direct hit at far end\r\n result = searchBase.resetAsVertex(data0.node);\r\n result.setITag(1);\r\n return result;\r\n } else if (u0 > targetDistance) {\r\n // Direct hig within edge\r\n const edgeFraction = targetDistance / u0;\r\n result = searchBase.resetAtEdgeAndFraction(outboundEdge, edgeFraction);\r\n return result;\r\n } else if (Math.abs(u0) <= this._tol) {\r\n // Unexpected direct hit on the base of the search, but call it a hit....\r\n result = searchBase.resetAsVertex(outboundEdge);\r\n result.setITag(1);\r\n return result;\r\n } else if (u0 > this._tol) {\r\n // Advance to vertex ...\r\n // double edgeFraction = targetDistance / u0;\r\n result = searchBase.resetAsVertex(data0.node);\r\n return result;\r\n } else {\r\n // Search direction is exactly opposite this edge.\r\n // See if the other side of the sector is turned even beyond that ...\r\n if (v1 > this._tol) {\r\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\r\n return result;\r\n }\r\n }\r\n } else if (v0 < -this._tol) {\r\n if (v1 > this._tol) {\r\n // The usual simple entry into an angle < 180\r\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\r\n return result;\r\n }\r\n }\r\n // NEEDS WORK: angle >= 180 cases !!!!\r\n outboundEdge = outboundEdge.vertexSuccessor;\r\n } while (outboundEdge !== vertexNode);\r\n return this.panic();\r\n }\r\n\r\n // Visit all edges around face.\r\n // reset lastBefore and firstAfter describing progress towards target distance on ray.\r\n public reAimAroundFace(\r\n faceNode: HalfEdge,\r\n ray: Ray3d,\r\n targetDistance: number, // !< distance to target point\r\n lastBefore: HalfEdgePositionDetail, // CALLER CREATED -- reset as first hit on negative side of ray.\r\n firstAfter: HalfEdgePositionDetail): RayClassification { // ! CALLER CREATED -- reset as first hit on positive side of ray.\r\n\r\n lastBefore.resetAsUndefinedWithTag(-Number.MAX_VALUE);\r\n firstAfter.resetAsUndefinedWithTag(Number.MAX_VALUE);\r\n const data0 = NodeXYZUV.createNodeAndRayOrigin(faceNode, ray);\r\n let data1;\r\n let node0 = faceNode;\r\n do {\r\n const node1 = node0.faceSuccessor;\r\n data1 = NodeXYZUV.createNodeAndRayOrigin(node1, ray, data1);\r\n const u0 = data0.u;\r\n const u1 = data1.u;\r\n const v0 = data0.v;\r\n const v1 = data1.v;\r\n if (Math.abs(v1) < this._tol) {\r\n // Vertex hit ...\r\n const vertexHit = HalfEdgePositionDetail.createVertex(node1);\r\n vertexHit.setDTag(u1);\r\n if (Math.abs(u1 - targetDistance) < this._tol) {\r\n firstAfter.setFrom(vertexHit);\r\n lastBefore.setFrom(vertexHit);\r\n return RayClassification.RC_TargetOnVertex;\r\n }\r\n if (u1 > targetDistance && u1 < firstAfter.getDTag()!)\r\n firstAfter.setFrom(vertexHit);\r\n if (u1 < targetDistance && u1 > lastBefore.getDTag()!)\r\n lastBefore.setFrom(vertexHit);\r\n } else if (v0 * v1 < 0.0) {\r\n // Edge Crossing ...\r\n const edgeFraction = - v0 / (v1 - v0);\r\n const uEdge = Geometry.interpolate(u0, edgeFraction, u1);\r\n const edgeHit = HalfEdgePositionDetail.createEdgeAtFraction(data0.node, edgeFraction);\r\n edgeHit.setDTag(uEdge);\r\n if (Math.abs(uEdge - targetDistance) <= this._tol) {\r\n firstAfter.setFrom(edgeHit);\r\n lastBefore.setFrom(edgeHit);\r\n return RayClassification.RC_TargetOnEdge;\r\n }\r\n if (uEdge > targetDistance && uEdge < firstAfter.getDTag()!) {\r\n firstAfter.setFrom(edgeHit);\r\n firstAfter.setITag(v0 > 0.0 ? -1 : 1);\r\n }\r\n if (uEdge < targetDistance && uEdge > lastBefore.getDTag()!) {\r\n lastBefore.setFrom(edgeHit);\r\n lastBefore.setDTag(uEdge);\r\n }\r\n }\r\n data0.setFrom(data1);\r\n node0 = node0.faceSuccessor;\r\n } while (node0 !== faceNode);\r\n\r\n const afterTag = firstAfter.getITag();\r\n firstAfter.setITag(0);\r\n lastBefore.setITag(0);\r\n if (lastBefore.isUnclassified) {\r\n if (firstAfter.isUnclassified)\r\n return RayClassification.RC_NoHits;\r\n return RayClassification.RC_TargetBefore;\r\n }\r\n if (firstAfter.isUnclassified\r\n || (firstAfter.isEdge && afterTag && afterTag < 0)) {\r\n return RayClassification.RC_TargetAfter;\r\n } else {\r\n return RayClassification.RC_Bracket;\r\n }\r\n }\r\n\r\n // Return false if target is reached !!!!\r\n /**\r\n * Set (replace contents) ray with\r\n * * `origin` at start\r\n * * `direction` is unit vector from start towards target\r\n * * `a` is distance from start to target.\r\n * @param start existing position\r\n * @param target target xy coordinates\r\n * @param ray ray to update\r\n */\r\n public setSearchRay(start: HalfEdgePositionDetail, target: Point3d, ray: Ray3d): boolean {\r\n ray.origin.setFromPoint3d(start);\r\n Vector3d.createStartEnd(ray.origin, target, ray.direction);\r\n ray.direction.z = 0.0;\r\n const distanceToTarget = ray.direction.magnitudeXY();\r\n ray.a = ray.direction.magnitude();\r\n ray.direction.scaleInPlace(1 / ray.a);\r\n return distanceToTarget >= this._tol;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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@@ -1 +1 @@
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1
+ {"version":3,"file":"MaskManager.js","sourceRoot":"","sources":["../../../src/topology/MaskManager.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AACH;;;;;;GAMG;AACH,MAAa,WAAW;IAItB;;OAEG;IACH,YAAoB,SAAiB,EAAE,aAAqB;QAC1D,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;QACpC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;IACtC,CAAC;IACD;;;OAGG;IACI,MAAM,CAAC,MAAM,CAAC,SAAiB;QACpC,kCAAkC;QAClC,IAAI,SAAS,GAAG,CAAC,CAAC;QAClB,IAAI,OAAO,GAAG,IAAI,CAAC;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE;YAC3B,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,KAAK,CAAC,EAAE;gBAC/B,SAAS,GAAG,OAAO,CAAC;gBACpB,MAAM;aACP;YACD,OAAO,GAAG,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC;SAC1B;QACD,IAAI,SAAS,KAAK,CAAC;YACjB,OAAO,SAAS,CAAC;QACnB,OAAO,IAAI,WAAW,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC;IAC/C,CAAC;IACD;;OAEG;IACI,QAAQ;QACb,IAAI,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC;QAC/B,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC;YACvB,OAAO,CAAC,CAAC;QACX,OAAO,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC;YAC9B,IAAI,GAAG,IAAI,IAAI,CAAC,CAAC;QAEnB,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC;QACzB,OAAO,IAAI,CAAC;IACd,CAAC;IACD;;OAEG;IACI,QAAQ,CAAC,IAAY;QAC1B,IAAI,IAAI,IAAI,CAAC,kBAAkB,CAAC,CAAI,0CAA0C;QAC9E,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC;IAC1B,CAAC;CAEF;AApDD,kCAoDC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 Topology\r\n */\r\n/**\r\n * Methods to \"grab and drop\" mask bits.\r\n * * Caller code (e.g. HalfEdgeGraph) initializes with a block of bits to be managed.\r\n * * Callers borrow and return masks with \"grabMask\" and \"dropMask\"\r\n * * Callers must exercise grab/drop balance discipline.\r\n * @internal\r\n */\r\nexport class MaskManager {\r\n private _freeMasks: number;\r\n private _originalFreeMasks: number;\r\n private _firstFreeMask: number;\r\n /**\r\n * @param freeMasks caller-defined block of bits that are to be managed.\r\n */\r\n private constructor(freeMasks: number, firstFreeMask: number) {\r\n this._originalFreeMasks = freeMasks;\r\n this._freeMasks = freeMasks;\r\n this._firstFreeMask = firstFreeMask;\r\n }\r\n /** Create a MaskManager.\r\n * Typical use: MaskManager.create (0xFFFF0000)\r\n * * This makes bits 16 through 31 available to be borrowed, with lower bits available for fixed usage.\r\n */\r\n public static create(freeMasks: number): MaskManager | undefined {\r\n // look for first bit up to bit 31\r\n let firstFree = 0;\r\n let testBit = 0x01;\r\n for (let i = 0; i < 32; i++) {\r\n if ((testBit & freeMasks) !== 0) {\r\n firstFree = testBit;\r\n break;\r\n }\r\n testBit = (testBit << 1);\r\n }\r\n if (firstFree === 0)\r\n return undefined;\r\n return new MaskManager(freeMasks, firstFree);\r\n }\r\n /**\r\n * Find a mask bit that is not \"in use\".\r\n */\r\n public grabMask(): number {\r\n let mask = this._firstFreeMask;\r\n if (this._freeMasks === 0)\r\n return 0;\r\n while (!(mask & this._freeMasks))\r\n mask = mask << 1;\r\n\r\n this._freeMasks &= ~mask;\r\n return mask;\r\n }\r\n /**\r\n * Find a mask bit that is not \"in use\".\r\n */\r\n public dropMask(mask: number) {\r\n mask &= this._originalFreeMasks; // prevent \"drop\" of mask not in the pool.\r\n this._freeMasks |= mask;\r\n }\r\n\r\n}\r\n"]}
@@ -30,16 +30,8 @@ export declare class HalfEdgeGraphOps {
30
30
  */
31
31
  static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number;
32
32
  static graphRange(graph: HalfEdgeGraph): Range3d;
33
- /** Returns an array of a all nodes (both ends) of edges created from segments. */
33
+ /** Returns an array of all nodes (both ends) of edges created from segments. */
34
34
  static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[];
35
- /**
36
- * * For each face with positive area . . . add edges as needed so that each face has one definitely lower node and one definite upper node.
37
- * * Hence tracing edges from the low node, there is a sequence of upward edges, reaching the upper, then a sequence of downward edges reaching the low node.
38
- * * This is an essential step for subsequent triangulation.
39
- *
40
- * @param graph
41
- */
42
- static formMonotoneFaces(graph: HalfEdgeGraph): void;
43
35
  /**
44
36
  * * Visit all nodes in `graph`.
45
37
  * * invoke `pinch(node, vertexPredecessor)`
@@ -47,6 +39,49 @@ export declare class HalfEdgeGraphOps {
47
39
  * @param graph graph to modify
48
40
  */
49
41
  static isolateAllEdges(graph: HalfEdgeGraph): void;
42
+ /**
43
+ * Compute convexity of a sector of a super-face.
44
+ * @param base node whose edge is to be tested for removal
45
+ * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity
46
+ * @param barrier edges with this mask (on either side) will not be removed
47
+ * @return whether removing the edge at base would create a convex sector in the super-face
48
+ */
49
+ private static isSectorConvexAfterEdgeRemoval;
50
+ /**
51
+ * Mask edges between faces if the union of the faces is convex.
52
+ * Uses a greedy algorithm with no regard to quality of resulting convex faces.
53
+ * Best results when input faces are convex.
54
+ * @param graph graph to examine and mark
55
+ * @param mark the mask used to mark (both sides of) removable edges
56
+ * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.
57
+ * @return number of edges masked (half the number of HalfEdges masked)
58
+ */
59
+ static markRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, mark: HalfEdgeMask, barrier?: HalfEdgeMask): number;
60
+ /**
61
+ * Collect edges between faces if the union of the faces is convex.
62
+ * Uses a greedy algorithm with no regard to quality of resulting convex faces.
63
+ * Best results when input faces are convex.
64
+ * @param graph graph to examine
65
+ * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.
66
+ * @return one HalfEdge per removable edge
67
+ */
68
+ static collectRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, barrier?: HalfEdgeMask): HalfEdge[] | undefined;
69
+ /**
70
+ * Remove edges between faces if the union of the faces is convex.
71
+ * Uses a greedy algorithm with no regard to quality of resulting convex faces.
72
+ * Best results when input faces are convex.
73
+ * @param graph graph to modify
74
+ * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.
75
+ * @return number of edges deleted
76
+ */
77
+ static expandConvexFaces(graph: HalfEdgeGraph, barrier?: HalfEdgeMask): number;
78
+ /**
79
+ * Test desired faces for convexity.
80
+ * @param graph graph to examine
81
+ * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.
82
+ * @return whether every face in the graph is convex
83
+ */
84
+ static isEveryFaceConvex(graph: HalfEdgeGraph, avoid?: HalfEdgeMask): boolean;
50
85
  }
51
86
  /**
52
87
  * @internal
@@ -1 +1 @@
1
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1
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@@ -72,7 +72,7 @@ class HalfEdgeGraphOps {
72
72
  }
73
73
  return range;
74
74
  }
75
- /** Returns an array of a all nodes (both ends) of edges created from segments. */
75
+ /** Returns an array of all nodes (both ends) of edges created from segments. */
76
76
  static segmentArrayToGraphEdges(segments, returnGraph, mask) {
77
77
  const result = [];
78
78
  let idxCounter = 0;
@@ -87,27 +87,6 @@ class HalfEdgeGraphOps {
87
87
  }
88
88
  return result;
89
89
  }
90
- /**
91
- * * For each face with positive area . . . add edges as needed so that each face has one definitely lower node and one definite upper node.
92
- * * Hence tracing edges from the low node, there is a sequence of upward edges, reaching the upper, then a sequence of downward edges reaching the low node.
93
- * * This is an essential step for subsequent triangulation.
94
- *
95
- * @param graph
96
- */
97
- static formMonotoneFaces(graph) {
98
- const allFaces = graph.collectFaceLoops();
99
- graph.clearMask(Graph_1.HalfEdgeMask.VISITED);
100
- // For every face, break the face down into monotone sections
101
- for (const node of allFaces) {
102
- if (node.isMaskSet(Graph_1.HalfEdgeMask.VISITED))
103
- continue;
104
- const area = node.signedFaceArea();
105
- if (area <= 0.0) {
106
- node.setMaskAroundFace(Graph_1.HalfEdgeMask.VISITED);
107
- continue;
108
- }
109
- }
110
- }
111
90
  /**
112
91
  * * Visit all nodes in `graph`.
113
92
  * * invoke `pinch(node, vertexPredecessor)`
@@ -120,6 +99,115 @@ class HalfEdgeGraphOps {
120
99
  Graph_1.HalfEdge.pinch(nodeA, nodeB);
121
100
  }
122
101
  }
102
+ /**
103
+ * Compute convexity of a sector of a super-face.
104
+ * @param base node whose edge is to be tested for removal
105
+ * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity
106
+ * @param barrier edges with this mask (on either side) will not be removed
107
+ * @return whether removing the edge at base would create a convex sector in the super-face
108
+ */
109
+ static isSectorConvexAfterEdgeRemoval(base, ignore, barrier) {
110
+ let vs = base;
111
+ do { // loop ccw around vertex looking for a super-face predecessor
112
+ if (vs.isMaskSet(barrier) || vs.edgeMate.isMaskSet(barrier))
113
+ break;
114
+ vs = vs.vertexSuccessor;
115
+ } while (vs !== base && vs.isMaskSet(ignore));
116
+ if (vs === base)
117
+ return false;
118
+ let vp = base;
119
+ do { // loop cw around vertex looking for a super-face successor
120
+ if (vp.isMaskSet(barrier) || vp.edgeMate.isMaskSet(barrier))
121
+ break;
122
+ vp = vp.vertexPredecessor;
123
+ } while (vp !== base && vp.isMaskSet(ignore));
124
+ if (vp === base)
125
+ return false;
126
+ return Graph_1.HalfEdge.isSectorConvex(vs.edgeMate, base, vp.faceSuccessor);
127
+ }
128
+ /**
129
+ * Mask edges between faces if the union of the faces is convex.
130
+ * Uses a greedy algorithm with no regard to quality of resulting convex faces.
131
+ * Best results when input faces are convex.
132
+ * @param graph graph to examine and mark
133
+ * @param mark the mask used to mark (both sides of) removable edges
134
+ * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.
135
+ * @return number of edges masked (half the number of HalfEdges masked)
136
+ */
137
+ static markRemovableEdgesToExpandConvexFaces(graph, mark, barrier = Graph_1.HalfEdgeMask.BOUNDARY_EDGE) {
138
+ if (Graph_1.HalfEdgeMask.NULL_MASK === mark)
139
+ return 0;
140
+ const visit = graph.grabMask(true);
141
+ let numMarked = 0;
142
+ for (const node of graph.allHalfEdges) {
143
+ if (!node.isMaskSet(visit)) {
144
+ if (!node.isMaskSet(barrier) && !node.edgeMate.isMaskSet(barrier)) {
145
+ if (this.isSectorConvexAfterEdgeRemoval(node, mark, barrier) && this.isSectorConvexAfterEdgeRemoval(node.edgeMate, mark, barrier)) {
146
+ node.setMaskAroundEdge(mark);
147
+ ++numMarked;
148
+ }
149
+ }
150
+ }
151
+ node.setMaskAroundEdge(visit);
152
+ }
153
+ return numMarked;
154
+ }
155
+ /**
156
+ * Collect edges between faces if the union of the faces is convex.
157
+ * Uses a greedy algorithm with no regard to quality of resulting convex faces.
158
+ * Best results when input faces are convex.
159
+ * @param graph graph to examine
160
+ * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.
161
+ * @return one HalfEdge per removable edge
162
+ */
163
+ static collectRemovableEdgesToExpandConvexFaces(graph, barrier = Graph_1.HalfEdgeMask.BOUNDARY_EDGE) {
164
+ const removable = [];
165
+ const mark = graph.grabMask(true);
166
+ if (0 < this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier)) {
167
+ const visited = graph.grabMask(true);
168
+ for (const node of graph.allHalfEdges) {
169
+ if (node.isMaskSet(mark) && !node.isMaskSet(visited)) {
170
+ node.setMaskAroundEdge(visited);
171
+ removable.push(node);
172
+ }
173
+ }
174
+ graph.dropMask(visited);
175
+ }
176
+ graph.dropMask(mark);
177
+ return removable;
178
+ }
179
+ /**
180
+ * Remove edges between faces if the union of the faces is convex.
181
+ * Uses a greedy algorithm with no regard to quality of resulting convex faces.
182
+ * Best results when input faces are convex.
183
+ * @param graph graph to modify
184
+ * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.
185
+ * @return number of edges deleted
186
+ */
187
+ static expandConvexFaces(graph, barrier = Graph_1.HalfEdgeMask.BOUNDARY_EDGE) {
188
+ const mark = graph.grabMask(true);
189
+ const numRemovedEdges = this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier);
190
+ if (numRemovedEdges > 0)
191
+ graph.yankAndDeleteEdges((node) => node.getMask(mark));
192
+ graph.dropMask(mark);
193
+ return numRemovedEdges;
194
+ }
195
+ /**
196
+ * Test desired faces for convexity.
197
+ * @param graph graph to examine
198
+ * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.
199
+ * @return whether every face in the graph is convex
200
+ */
201
+ static isEveryFaceConvex(graph, avoid = Graph_1.HalfEdgeMask.EXTERIOR) {
202
+ const allFaces = graph.collectFaceLoops();
203
+ for (const node of allFaces) {
204
+ if (node.isMaskedAroundFace(avoid))
205
+ continue;
206
+ if (!node.isFaceConvex())
207
+ return false;
208
+ }
209
+ return true;
210
+ }
123
211
  }
124
212
  exports.HalfEdgeGraphOps = HalfEdgeGraphOps;
125
213
  /**
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Topology\n */\n\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\nimport { Geometry } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Range3d } from \"../geometry3d/Range\";\nimport { ClusterableArray } from \"../numerics/ClusterableArray\";\nimport { SmallSystem } from \"../numerics/Polynomials\";\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\nimport { HalfEdgePriorityQueueWithPartnerArray } from \"./HalfEdgePriorityQueue\";\nimport { RegularizationContext } from \"./RegularizeFace\";\nimport { MultiLineStringDataVariant, Triangulator } from \"./Triangulation\";\n\nexport class GraphSplitData {\n public numUpEdge = 0;\n public numIntersectionTest = 0;\n public numSplit = 0;\n public numPopOut = 0;\n public numA0B0 = 0;\n public numA0B1 = 0;\n public constructor() {\n }\n}\n\n/**\n * * Assorted methods used in algorithms on HalfEdgeGraph.\n * @internal\n */\nexport class HalfEdgeGraphOps {\n\n /** Compare function for sorting with primary y compare, secondary x compare. */\n public static compareNodesYXUp(a: HalfEdge, b: HalfEdge) {\n // Check y's\n // if (!Geometry.isSameCoordinate(a.y, b.y))\n if (a.y < b.y)\n return -1;\n else if (a.y > b.y)\n return 1;\n // Check x's\n // if (!Geometry.isSameCoordinate(a.x, b.x))\n if (a.x < b.x)\n return -1;\n else if (a.x > b.x)\n return 1;\n return 0;\n }\n\n /** Return true if nodeB (a) is lower than both its neighbors and (b) inflects as a downward peak (rather than an upward trough) */\n public static isDownPeak(nodeB: HalfEdge) {\n const nodeA = nodeB.facePredecessor;\n const nodeC = nodeB.faceSuccessor;\n return this.compareNodesYXUp(nodeB, nodeA) < 0\n && this.compareNodesYXUp(nodeB, nodeC) < 0\n && this.crossProductToTargets(nodeB, nodeA, nodeC) > 0;\n }\n\n /** return the cross product of vectors from base to targetA and base to targetB\n * @param base base vertex of both vectors.\n * @param targetA target vertex of first vector\n * @param targetB target vertex of second vector\n */\n public static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number {\n return Geometry.crossProductXYXY(targetA.x - base.x, targetA.y - base.y, targetB.x - base.x, targetB.y - base.y);\n }\n\n // ---------------------------------------------------------------------------------------------------------------------\n // ----------------------------------------------------------------------------------------------------------------------\n\n public static graphRange(graph: HalfEdgeGraph): Range3d {\n const range = Range3d.create();\n for (const node of graph.allHalfEdges) {\n range.extendXYZ(node.x, node.y, node.z);\n }\n return range;\n }\n /** Returns an array of a all nodes (both ends) of edges created from segments. */\n public static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[] {\n const result = [];\n let idxCounter = 0;\n\n // Push the endpoints of each segment onto arr[] in the form {(x, y, theta), Node}\n for (const segment of segments) {\n\n const node0 = returnGraph.createEdgeXYZXYZ(\n segment.point0Ref.x, segment.point0Ref.y, segment.point0Ref.z,\n idxCounter,\n segment.point1Ref.x, segment.point1Ref.y, segment.point1Ref.z,\n idxCounter + 1);\n\n const node1 = node0.edgeMate;\n idxCounter += 2;\n\n node0.setMaskAroundFace(mask); // Original given coordinates must be part of boundary\n result.push(node0);\n result.push(node1);\n }\n\n return result;\n }\n\n /**\n * * For each face with positive area . . . add edges as needed so that each face has one definitely lower node and one definite upper node.\n * * Hence tracing edges from the low node, there is a sequence of upward edges, reaching the upper, then a sequence of downward edges reaching the low node.\n * * This is an essential step for subsequent triangulation.\n *\n * @param graph\n */\n public static formMonotoneFaces(graph: HalfEdgeGraph) {\n\n const allFaces = graph.collectFaceLoops();\n graph.clearMask(HalfEdgeMask.VISITED);\n // For every face, break the face down into monotone sections\n for (const node of allFaces) {\n if (node.isMaskSet(HalfEdgeMask.VISITED))\n continue;\n const area = node.signedFaceArea();\n if (area <= 0.0) {\n node.setMaskAroundFace(HalfEdgeMask.VISITED);\n continue;\n }\n\n }\n }\n\n /**\n * * Visit all nodes in `graph`.\n * * invoke `pinch(node, vertexPredecessor)`\n * * this leaves the graph as isolated edges.\n * @param graph graph to modify\n */\n public static isolateAllEdges(graph: HalfEdgeGraph) {\n for (const nodeA of graph.allHalfEdges) {\n const nodeB = nodeA.vertexPredecessor;\n HalfEdge.pinch(nodeA, nodeB);\n }\n }\n\n}\n/**\n * @internal\n */\nexport class HalfEdgeGraphMerge {\n /** Simplest merge algorithm:\n * * collect array of (x,y,theta) at all nodes\n * * lexical sort of the array.\n * * twist all vertices together.\n * * This effectively creates valid face loops for a planar subdivision if there are no edge crossings.\n * * If there are edge crossings, the graph can be a (highly complicated) Klein bottle topology.\n * * Mask.NULL_FACE is cleared throughout and applied within null faces.\n */\n public static clusterAndMergeXYTheta(graph: HalfEdgeGraph, outboundRadiansFunction?: (he: HalfEdge) => number) {\n const allNodes = graph.allHalfEdges;\n const numNodes = allNodes.length;\n graph.clearMask(HalfEdgeMask.NULL_FACE);\n const clusters = new ClusterableArray(2, 2, numNodes); // data order: x,y,theta, nodeIndex. But theta is not set in first round.\n for (let i = 0; i < numNodes; i++) {\n const nodeA = allNodes[i];\n const xA = nodeA.x;\n const yA = nodeA.y;\n HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.\n clusters.addDirect(xA, yA, 0.0, i);\n }\n const order = clusters.clusterIndicesLexical();\n let k0 = 0;\n const numK = order.length;\n for (let k1 = 0; k1 < numK; k1++) {\n if (order[k1] === ClusterableArray.clusterTerminator) {\n // nodes identified in order[k0]..order[k1] are properly sorted around a vertex.\n if (k1 > k0) {\n const iA = clusters.getExtraData(order[k0], 1);\n const nodeA0 = allNodes[iA];\n for (let k = k0 + 1; k < k1; k++) {\n const iB = clusters.getExtraData(order[k], 1);\n const nodeB = allNodes[iB];\n nodeB.x = nodeA0.x;\n nodeB.y = nodeA0.y;\n }\n }\n k0 = k1 + 1;\n }\n }\n // NOW\n // 1) There are identical coordinates at all nodes around each vertex loop.\n // 2) Hence ready do sort (at each vertex) by theta.\n\n // insert theta as extra data in the sort table . . .\n for (const clusterTableIndex of order) {\n if (clusterTableIndex !== ClusterableArray.clusterTerminator) {\n const nodeA = allNodes[clusterTableIndex];\n const nodeB = nodeA.faceSuccessor;\n let radians = outboundRadiansFunction ? outboundRadiansFunction(nodeA) : Math.atan2(nodeB.y - nodeA.y, nodeB.x - nodeA.x);\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, -Math.PI))\n radians = Math.PI;\n clusters.setExtraData(clusterTableIndex, 0, radians);\n }\n }\n clusters.sortSubsetsBySingleKey(order, 2);\n const unmatchedNullFaceNodes: HalfEdge[] = [];\n k0 = 0;\n let thetaA, thetaB;\n // now pinch each neighboring pair together\n for (let k1 = 0; k1 < numK; k1++) {\n if (order[k1] === ClusterableArray.clusterTerminator) {\n // nodes identified in order[k0]..order[k1] are properly sorted around a vertex.\n if (k1 > k0) {\n const iA = clusters.getExtraData(order[k0], 1);\n thetaA = clusters.getExtraData(order[k0], 0);\n const nodeA0 = allNodes[iA];\n let nodeA = nodeA0;\n for (let k = k0 + 1; k < k1; k++) {\n const iB = clusters.getExtraData(order[k], 1);\n thetaB = clusters.getExtraData(order[k], 0);\n const nodeB = allNodes[iB];\n if (nodeA.isMaskSet(HalfEdgeMask.NULL_FACE)) {\n // nope, this edge was flagged and pinched from the other end.\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\n if (j >= 0) {\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\n unmatchedNullFaceNodes.pop();\n }\n nodeA = nodeB;\n thetaA = thetaB;\n } else if (nodeB.isMaskSet(HalfEdgeMask.NULL_FACE)) {\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\n if (j >= 0) {\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\n unmatchedNullFaceNodes.pop();\n }\n // NO leave nodeA and thetaA ignore nodeB -- later step will get the outside of its banana.\n } else {\n HalfEdge.pinch(nodeA, nodeB);\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\n const nodeA1 = nodeA.faceSuccessor;\n const nodeB1 = nodeB.edgeMate;\n // WE TRUST -- nodeA1 and node B1 must have identical xy.\n // pinch them together and mark the face loop as null ..\n HalfEdge.pinch(nodeA1, nodeB1);\n nodeA.setMask(HalfEdgeMask.NULL_FACE);\n nodeB1.setMask(HalfEdgeMask.NULL_FACE);\n unmatchedNullFaceNodes.push(nodeB1);\n }\n nodeA = nodeB;\n thetaA = thetaB;\n }\n }\n }\n k0 = k1 + 1;\n }\n }\n }\n\n private static buildVerticalSweepPriorityQueue(graph: HalfEdgeGraph): HalfEdgePriorityQueueWithPartnerArray {\n const sweepHeap = new HalfEdgePriorityQueueWithPartnerArray();\n for (const p of graph.allHalfEdges) {\n\n if (HalfEdgeGraphOps.compareNodesYXUp(p, p.faceSuccessor) < 0) {\n sweepHeap.priorityQueue.push(p);\n }\n }\n return sweepHeap;\n }\n private static snapFractionToNode(xy: Point2d, fraction: number, node: HalfEdge, nodeFraction: number): number{\n if (Geometry.isSameCoordinate(xy.x, node.x) && Geometry.isSameCoordinate(xy.y, node.y))\n return nodeFraction;\n return fraction;\n}\n private static computeIntersectionFractionsOnEdges(nodeA0: HalfEdge, nodeB0: HalfEdge, fractions: Vector2d, pointA: Point2d, pointB: Point2d): boolean {\n const nodeA1 = nodeA0.faceSuccessor;\n const ax0 = nodeA0.x;\n const ay0 = nodeA0.y;\n const ux = nodeA1.x - ax0;\n const uy = nodeA1.y - ay0;\n const nodeB1 = nodeB0.faceSuccessor;\n const bx0 = nodeB0.x;\n const by0 = nodeB0.y;\n const vx = nodeB1.x - bx0;\n const vy = nodeB1.y - by0;\n if (SmallSystem.lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy,\n bx0, by0, vx, vy, fractions)) {\n pointA.x = ax0 + fractions.x * ux;\n pointA.y = ay0 + fractions.x * uy;\n pointB.x = bx0 + fractions.y * vx;\n pointB.y = by0 + fractions.y * vy;\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA0, 0.0);\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA1, 1.0);\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB0, 0.0);\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB1, 1.0);\n return Geometry.isIn01(fractions.x) && Geometry.isIn01(fractions.y);\n }\n return false;\n }\n /**\n * Split edges at intersections.\n * * This is a large operation.\n * @param graph\n */\n public static splitIntersectingEdges(graph: HalfEdgeGraph): GraphSplitData {\n const data = new GraphSplitData();\n const sweepHeap = this.buildVerticalSweepPriorityQueue(graph);\n let nodeA0, nodeB1;\n const smallFraction = 1.0e-8;\n const largeFraction = 1.0 - smallFraction;\n let i;\n const fractions = Vector2d.create();\n const pointA = Point2d.create();\n const pointB = Point2d.create();\n let nodeB0;\n const popTolerance = Geometry.smallMetricDistance;\n while (undefined !== (nodeA0 = sweepHeap.priorityQueue.pop())) {\n data.numUpEdge++;\n const n0 = sweepHeap.activeEdges.length;\n sweepHeap.removeArrayMembersWithY1Below(nodeA0.y - popTolerance);\n data.numPopOut += n0 - sweepHeap.activeEdges.length;\n for (i = 0; i < sweepHeap.activeEdges.length; i++) {\n nodeB0 = sweepHeap.activeEdges[i];\n nodeB1 = nodeB0.faceSuccessor;\n // const nodeB1 = nodeB0.faceSuccessor;\n if (Geometry.isSameCoordinateXY(nodeA0.x, nodeA0.y, nodeB0.x, nodeB0.y)) {\n data.numA0B0++;\n } else if (Geometry.isSameCoordinateXY(nodeB1.x, nodeB1.y, nodeA0.x, nodeA0.y)) {\n data.numA0B1++;\n } else {\n data.numIntersectionTest++;\n if (this.computeIntersectionFractionsOnEdges(nodeA0, nodeB0, fractions, pointA, pointB)) {\n if (fractions.x > smallFraction && fractions.x < largeFraction) {\n const nodeC0 = graph.splitEdgeAtFraction(nodeA0, fractions.x);\n sweepHeap.priorityQueue.push(nodeC0); // The upper portion will be reviewed as a nodeA0 later !!!\n data.numSplit++;\n }\n if (fractions.y > smallFraction && fractions.y < largeFraction) {\n const nodeD0 = graph.splitEdgeAtFraction(nodeB0, fractions.y);\n sweepHeap.priorityQueue.push(nodeD0); // The upper portion will be reviewed as a nodeA0 later !!!\n data.numSplit++;\n }\n // existing nodeA0 and its shortened edge remain for further intersections\n }\n }\n }\n sweepHeap.activeEdges.push(nodeA0);\n }\n return data;\n }\n\n /**\n * Returns a graph structure formed from the given LineSegment array\n *\n * * Find all intersections among segments, and split them if necessary\n * * Record endpoints of every segment in the form X, Y, Theta; This information is stored as a new node and sorted to match up\n * vertices.\n * * For vertices that match up, pinch the nodes to create vertex loops, which in closed objects, will also eventually form face\n * loops\n */\n public static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph {\n // Structure of an index of the array: { xyTheta: Point3d, node: Node }\n const graph = new HalfEdgeGraph();\n HalfEdgeGraphOps.segmentArrayToGraphEdges(lineSegments, graph, HalfEdgeMask.BOUNDARY_EDGE);\n this.splitIntersectingEdges(graph);\n this.clusterAndMergeXYTheta(graph);\n\n return graph;\n }\n\n /**\n * * Input is random linestrings, not necessarily loops\n * * Graph gets full splitEdges, regularize, and triangulate.\n * @returns triangulated graph, or undefined if bad data.\n */\n public static formGraphFromChains(chains: MultiLineStringDataVariant, regularize: boolean = true, mask: HalfEdgeMask = HalfEdgeMask.PRIMARY_EDGE): HalfEdgeGraph | undefined {\n if (chains.length < 1)\n return undefined;\n const graph = new HalfEdgeGraph();\n const chainSeeds = Triangulator.directCreateChainsFromCoordinates(graph, chains);\n for (const seed of chainSeeds)\n seed.setMaskAroundFace(mask);\n\n this.splitIntersectingEdges(graph);\n this.clusterAndMergeXYTheta(graph);\n if (regularize) {\n const context = new RegularizationContext(graph);\n context.regularizeGraph(true, true);\n }\n return graph;\n }\n\n}\n"]}
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 Topology\r\n */\r\n\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { ClusterableArray } from \"../numerics/ClusterableArray\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgePriorityQueueWithPartnerArray } from \"./HalfEdgePriorityQueue\";\r\nimport { RegularizationContext } from \"./RegularizeFace\";\r\nimport { MultiLineStringDataVariant, Triangulator } from \"./Triangulation\";\r\n\r\nexport class GraphSplitData {\r\n public numUpEdge = 0;\r\n public numIntersectionTest = 0;\r\n public numSplit = 0;\r\n public numPopOut = 0;\r\n public numA0B0 = 0;\r\n public numA0B1 = 0;\r\n public constructor() {\r\n }\r\n}\r\n\r\n/**\r\n * * Assorted methods used in algorithms on HalfEdgeGraph.\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphOps {\r\n\r\n /** Compare function for sorting with primary y compare, secondary x compare. */\r\n public static compareNodesYXUp(a: HalfEdge, b: HalfEdge) {\r\n // Check y's\r\n // if (!Geometry.isSameCoordinate(a.y, b.y))\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n // Check x's\r\n // if (!Geometry.isSameCoordinate(a.x, b.x))\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n return 0;\r\n }\r\n\r\n /** Return true if nodeB (a) is lower than both its neighbors and (b) inflects as a downward peak (rather than an upward trough) */\r\n public static isDownPeak(nodeB: HalfEdge) {\r\n const nodeA = nodeB.facePredecessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n return this.compareNodesYXUp(nodeB, nodeA) < 0\r\n && this.compareNodesYXUp(nodeB, nodeC) < 0\r\n && this.crossProductToTargets(nodeB, nodeA, nodeC) > 0;\r\n }\r\n\r\n /** return the cross product of vectors from base to targetA and base to targetB\r\n * @param base base vertex of both vectors.\r\n * @param targetA target vertex of first vector\r\n * @param targetB target vertex of second vector\r\n */\r\n public static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number {\r\n return Geometry.crossProductXYXY(targetA.x - base.x, targetA.y - base.y, targetB.x - base.x, targetB.y - base.y);\r\n }\r\n\r\n // ---------------------------------------------------------------------------------------------------------------------\r\n // ----------------------------------------------------------------------------------------------------------------------\r\n\r\n public static graphRange(graph: HalfEdgeGraph): Range3d {\r\n const range = Range3d.create();\r\n for (const node of graph.allHalfEdges) {\r\n range.extendXYZ(node.x, node.y, node.z);\r\n }\r\n return range;\r\n }\r\n /** Returns an array of all nodes (both ends) of edges created from segments. */\r\n public static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[] {\r\n const result = [];\r\n let idxCounter = 0;\r\n\r\n // Push the endpoints of each segment onto arr[] in the form {(x, y, theta), Node}\r\n for (const segment of segments) {\r\n\r\n const node0 = returnGraph.createEdgeXYZXYZ(\r\n segment.point0Ref.x, segment.point0Ref.y, segment.point0Ref.z,\r\n idxCounter,\r\n segment.point1Ref.x, segment.point1Ref.y, segment.point1Ref.z,\r\n idxCounter + 1);\r\n\r\n const node1 = node0.edgeMate;\r\n idxCounter += 2;\r\n\r\n node0.setMaskAroundFace(mask); // Original given coordinates must be part of boundary\r\n result.push(node0);\r\n result.push(node1);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * * Visit all nodes in `graph`.\r\n * * invoke `pinch(node, vertexPredecessor)`\r\n * * this leaves the graph as isolated edges.\r\n * @param graph graph to modify\r\n */\r\n public static isolateAllEdges(graph: HalfEdgeGraph) {\r\n for (const nodeA of graph.allHalfEdges) {\r\n const nodeB = nodeA.vertexPredecessor;\r\n HalfEdge.pinch(nodeA, nodeB);\r\n }\r\n }\r\n\r\n /**\r\n * Compute convexity of a sector of a super-face.\r\n * @param base node whose edge is to be tested for removal\r\n * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity\r\n * @param barrier edges with this mask (on either side) will not be removed\r\n * @return whether removing the edge at base would create a convex sector in the super-face\r\n */\r\n private static isSectorConvexAfterEdgeRemoval(base: HalfEdge, ignore: HalfEdgeMask, barrier: HalfEdgeMask): boolean {\r\n let vs = base;\r\n do { // loop ccw around vertex looking for a super-face predecessor\r\n if (vs.isMaskSet(barrier) || vs.edgeMate.isMaskSet(barrier))\r\n break;\r\n vs = vs.vertexSuccessor;\r\n } while (vs !== base && vs.isMaskSet(ignore));\r\n if (vs === base)\r\n return false;\r\n let vp = base;\r\n do { // loop cw around vertex looking for a super-face successor\r\n if (vp.isMaskSet(barrier) || vp.edgeMate.isMaskSet(barrier))\r\n break;\r\n vp = vp.vertexPredecessor;\r\n } while (vp !== base && vp.isMaskSet(ignore));\r\n if (vp === base)\r\n return false;\r\n return HalfEdge.isSectorConvex(vs.edgeMate, base, vp.faceSuccessor);\r\n }\r\n\r\n /**\r\n * Mask edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine and mark\r\n * @param mark the mask used to mark (both sides of) removable edges\r\n * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges masked (half the number of HalfEdges masked)\r\n */\r\n public static markRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, mark: HalfEdgeMask, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n if (HalfEdgeMask.NULL_MASK === mark)\r\n return 0;\r\n const visit = graph.grabMask(true);\r\n let numMarked = 0;\r\n for (const node of graph.allHalfEdges) {\r\n if (!node.isMaskSet(visit)) {\r\n if (!node.isMaskSet(barrier) && !node.edgeMate.isMaskSet(barrier)) {\r\n if (this.isSectorConvexAfterEdgeRemoval(node, mark, barrier) && this.isSectorConvexAfterEdgeRemoval(node.edgeMate, mark, barrier)) {\r\n node.setMaskAroundEdge(mark);\r\n ++numMarked;\r\n }\r\n }\r\n }\r\n node.setMaskAroundEdge(visit);\r\n }\r\n return numMarked;\r\n }\r\n\r\n /**\r\n * Collect edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine\r\n * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return one HalfEdge per removable edge\r\n */\r\n public static collectRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): HalfEdge[] | undefined {\r\n const removable: HalfEdge[] = [];\r\n const mark = graph.grabMask(true);\r\n if (0 < this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier)) {\r\n const visited = graph.grabMask(true);\r\n for (const node of graph.allHalfEdges) {\r\n if (node.isMaskSet(mark) && !node.isMaskSet(visited)) {\r\n node.setMaskAroundEdge(visited);\r\n removable.push(node);\r\n }\r\n }\r\n graph.dropMask(visited);\r\n }\r\n graph.dropMask(mark);\r\n return removable;\r\n }\r\n\r\n /**\r\n * Remove edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to modify\r\n * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges deleted\r\n */\r\n public static expandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n const mark = graph.grabMask(true);\r\n const numRemovedEdges = this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier);\r\n if (numRemovedEdges > 0)\r\n graph.yankAndDeleteEdges((node: HalfEdge) => node.getMask(mark));\r\n graph.dropMask(mark);\r\n return numRemovedEdges;\r\n }\r\n\r\n /**\r\n * Test desired faces for convexity.\r\n * @param graph graph to examine\r\n * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.\r\n * @return whether every face in the graph is convex\r\n */\r\n public static isEveryFaceConvex(graph: HalfEdgeGraph, avoid: HalfEdgeMask = HalfEdgeMask.EXTERIOR): boolean {\r\n const allFaces = graph.collectFaceLoops();\r\n for (const node of allFaces) {\r\n if (node.isMaskedAroundFace(avoid))\r\n continue;\r\n if (!node.isFaceConvex())\r\n return false;\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphMerge {\r\n /** Simplest merge algorithm:\r\n * * collect array of (x,y,theta) at all nodes\r\n * * lexical sort of the array.\r\n * * twist all vertices together.\r\n * * This effectively creates valid face loops for a planar subdivision if there are no edge crossings.\r\n * * If there are edge crossings, the graph can be a (highly complicated) Klein bottle topology.\r\n * * Mask.NULL_FACE is cleared throughout and applied within null faces.\r\n */\r\n public static clusterAndMergeXYTheta(graph: HalfEdgeGraph, outboundRadiansFunction?: (he: HalfEdge) => number) {\r\n const allNodes = graph.allHalfEdges;\r\n const numNodes = allNodes.length;\r\n graph.clearMask(HalfEdgeMask.NULL_FACE);\r\n const clusters = new ClusterableArray(2, 2, numNodes); // data order: x,y,theta, nodeIndex. But theta is not set in first round.\r\n for (let i = 0; i < numNodes; i++) {\r\n const nodeA = allNodes[i];\r\n const xA = nodeA.x;\r\n const yA = nodeA.y;\r\n HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.\r\n clusters.addDirect(xA, yA, 0.0, i);\r\n }\r\n const order = clusters.clusterIndicesLexical();\r\n let k0 = 0;\r\n const numK = order.length;\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1] are properly sorted around a vertex.\r\n if (k1 > k0) {\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n const nodeA0 = allNodes[iA];\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n const nodeB = allNodes[iB];\r\n nodeB.x = nodeA0.x;\r\n nodeB.y = nodeA0.y;\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n // NOW\r\n // 1) There are identical coordinates at all nodes around each vertex loop.\r\n // 2) Hence ready do sort (at each vertex) by theta.\r\n\r\n // insert theta as extra data in the sort table . . .\r\n for (const clusterTableIndex of order) {\r\n if (clusterTableIndex !== ClusterableArray.clusterTerminator) {\r\n const nodeA = allNodes[clusterTableIndex];\r\n const nodeB = nodeA.faceSuccessor;\r\n let radians = outboundRadiansFunction ? outboundRadiansFunction(nodeA) : Math.atan2(nodeB.y - nodeA.y, nodeB.x - nodeA.x);\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, -Math.PI))\r\n radians = Math.PI;\r\n clusters.setExtraData(clusterTableIndex, 0, radians);\r\n }\r\n }\r\n clusters.sortSubsetsBySingleKey(order, 2);\r\n const unmatchedNullFaceNodes: HalfEdge[] = [];\r\n k0 = 0;\r\n let thetaA, thetaB;\r\n // now pinch each neighboring pair together\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1] are properly sorted around a vertex.\r\n if (k1 > k0) {\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n thetaA = clusters.getExtraData(order[k0], 0);\r\n const nodeA0 = allNodes[iA];\r\n let nodeA = nodeA0;\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n thetaB = clusters.getExtraData(order[k], 0);\r\n const nodeB = allNodes[iB];\r\n if (nodeA.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n // nope, this edge was flagged and pinched from the other end.\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n } else if (nodeB.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n // NO leave nodeA and thetaA ignore nodeB -- later step will get the outside of its banana.\r\n } else {\r\n HalfEdge.pinch(nodeA, nodeB);\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n const nodeA1 = nodeA.faceSuccessor;\r\n const nodeB1 = nodeB.edgeMate;\r\n // WE TRUST -- nodeA1 and node B1 must have identical xy.\r\n // pinch them together and mark the face loop as null ..\r\n HalfEdge.pinch(nodeA1, nodeB1);\r\n nodeA.setMask(HalfEdgeMask.NULL_FACE);\r\n nodeB1.setMask(HalfEdgeMask.NULL_FACE);\r\n unmatchedNullFaceNodes.push(nodeB1);\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n }\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n }\r\n\r\n private static buildVerticalSweepPriorityQueue(graph: HalfEdgeGraph): HalfEdgePriorityQueueWithPartnerArray {\r\n const sweepHeap = new HalfEdgePriorityQueueWithPartnerArray();\r\n for (const p of graph.allHalfEdges) {\r\n\r\n if (HalfEdgeGraphOps.compareNodesYXUp(p, p.faceSuccessor) < 0) {\r\n sweepHeap.priorityQueue.push(p);\r\n }\r\n }\r\n return sweepHeap;\r\n }\r\n private static snapFractionToNode(xy: Point2d, fraction: number, node: HalfEdge, nodeFraction: number): number{\r\n if (Geometry.isSameCoordinate(xy.x, node.x) && Geometry.isSameCoordinate(xy.y, node.y))\r\n return nodeFraction;\r\n return fraction;\r\n}\r\n private static computeIntersectionFractionsOnEdges(nodeA0: HalfEdge, nodeB0: HalfEdge, fractions: Vector2d, pointA: Point2d, pointB: Point2d): boolean {\r\n const nodeA1 = nodeA0.faceSuccessor;\r\n const ax0 = nodeA0.x;\r\n const ay0 = nodeA0.y;\r\n const ux = nodeA1.x - ax0;\r\n const uy = nodeA1.y - ay0;\r\n const nodeB1 = nodeB0.faceSuccessor;\r\n const bx0 = nodeB0.x;\r\n const by0 = nodeB0.y;\r\n const vx = nodeB1.x - bx0;\r\n const vy = nodeB1.y - by0;\r\n if (SmallSystem.lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy,\r\n bx0, by0, vx, vy, fractions)) {\r\n pointA.x = ax0 + fractions.x * ux;\r\n pointA.y = ay0 + fractions.x * uy;\r\n pointB.x = bx0 + fractions.y * vx;\r\n pointB.y = by0 + fractions.y * vy;\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA0, 0.0);\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA1, 1.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB0, 0.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB1, 1.0);\r\n return Geometry.isIn01(fractions.x) && Geometry.isIn01(fractions.y);\r\n }\r\n return false;\r\n }\r\n /**\r\n * Split edges at intersections.\r\n * * This is a large operation.\r\n * @param graph\r\n */\r\n public static splitIntersectingEdges(graph: HalfEdgeGraph): GraphSplitData {\r\n const data = new GraphSplitData();\r\n const sweepHeap = this.buildVerticalSweepPriorityQueue(graph);\r\n let nodeA0, nodeB1;\r\n const smallFraction = 1.0e-8;\r\n const largeFraction = 1.0 - smallFraction;\r\n let i;\r\n const fractions = Vector2d.create();\r\n const pointA = Point2d.create();\r\n const pointB = Point2d.create();\r\n let nodeB0;\r\n const popTolerance = Geometry.smallMetricDistance;\r\n while (undefined !== (nodeA0 = sweepHeap.priorityQueue.pop())) {\r\n data.numUpEdge++;\r\n const n0 = sweepHeap.activeEdges.length;\r\n sweepHeap.removeArrayMembersWithY1Below(nodeA0.y - popTolerance);\r\n data.numPopOut += n0 - sweepHeap.activeEdges.length;\r\n for (i = 0; i < sweepHeap.activeEdges.length; i++) {\r\n nodeB0 = sweepHeap.activeEdges[i];\r\n nodeB1 = nodeB0.faceSuccessor;\r\n // const nodeB1 = nodeB0.faceSuccessor;\r\n if (Geometry.isSameCoordinateXY(nodeA0.x, nodeA0.y, nodeB0.x, nodeB0.y)) {\r\n data.numA0B0++;\r\n } else if (Geometry.isSameCoordinateXY(nodeB1.x, nodeB1.y, nodeA0.x, nodeA0.y)) {\r\n data.numA0B1++;\r\n } else {\r\n data.numIntersectionTest++;\r\n if (this.computeIntersectionFractionsOnEdges(nodeA0, nodeB0, fractions, pointA, pointB)) {\r\n if (fractions.x > smallFraction && fractions.x < largeFraction) {\r\n const nodeC0 = graph.splitEdgeAtFraction(nodeA0, fractions.x);\r\n sweepHeap.priorityQueue.push(nodeC0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n if (fractions.y > smallFraction && fractions.y < largeFraction) {\r\n const nodeD0 = graph.splitEdgeAtFraction(nodeB0, fractions.y);\r\n sweepHeap.priorityQueue.push(nodeD0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n // existing nodeA0 and its shortened edge remain for further intersections\r\n }\r\n }\r\n }\r\n sweepHeap.activeEdges.push(nodeA0);\r\n }\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns a graph structure formed from the given LineSegment array\r\n *\r\n * * Find all intersections among segments, and split them if necessary\r\n * * Record endpoints of every segment in the form X, Y, Theta; This information is stored as a new node and sorted to match up\r\n * vertices.\r\n * * For vertices that match up, pinch the nodes to create vertex loops, which in closed objects, will also eventually form face\r\n * loops\r\n */\r\n public static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph {\r\n // Structure of an index of the array: { xyTheta: Point3d, node: Node }\r\n const graph = new HalfEdgeGraph();\r\n HalfEdgeGraphOps.segmentArrayToGraphEdges(lineSegments, graph, HalfEdgeMask.BOUNDARY_EDGE);\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n\r\n return graph;\r\n }\r\n\r\n /**\r\n * * Input is random linestrings, not necessarily loops\r\n * * Graph gets full splitEdges, regularize, and triangulate.\r\n * @returns triangulated graph, or undefined if bad data.\r\n */\r\n public static formGraphFromChains(chains: MultiLineStringDataVariant, regularize: boolean = true, mask: HalfEdgeMask = HalfEdgeMask.PRIMARY_EDGE): HalfEdgeGraph | undefined {\r\n if (chains.length < 1)\r\n return undefined;\r\n const graph = new HalfEdgeGraph();\r\n const chainSeeds = Triangulator.directCreateChainsFromCoordinates(graph, chains);\r\n for (const seed of chainSeeds)\r\n seed.setMaskAroundFace(mask);\r\n\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n if (regularize) {\r\n const context = new RegularizationContext(graph);\r\n context.regularizeGraph(true, true);\r\n }\r\n return graph;\r\n }\r\n\r\n}\r\n"]}