@itwin/core-geometry 3.0.0-extension.0 → 3.1.0-dev.11

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Files changed (213) hide show
  1. package/CHANGELOG.md +80 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/Geometry.d.ts +6 -0
  4. package/lib/cjs/Geometry.d.ts.map +1 -1
  5. package/lib/cjs/Geometry.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.d.ts +4 -0
  7. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurve.js +39 -0
  9. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  10. package/lib/cjs/bspline/BSplineCurveOps.d.ts +7 -0
  11. package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
  12. package/lib/cjs/bspline/BSplineCurveOps.js +21 -6
  13. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  14. package/lib/cjs/bspline/BezierCurve3dH.d.ts.map +1 -1
  15. package/lib/cjs/bspline/BezierCurve3dH.js +7 -3
  16. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  17. package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
  18. package/lib/cjs/bspline/InterpolationCurve3d.js +12 -5
  19. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  20. package/lib/cjs/bspline/KnotVector.d.ts +2 -2
  21. package/lib/cjs/bspline/KnotVector.d.ts.map +1 -1
  22. package/lib/cjs/bspline/KnotVector.js +2 -2
  23. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  24. package/lib/cjs/clipping/BooleanClipNode.d.ts +10 -5
  25. package/lib/cjs/clipping/BooleanClipNode.d.ts.map +1 -1
  26. package/lib/cjs/clipping/BooleanClipNode.js +13 -3
  27. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  28. package/lib/cjs/clipping/ClipPlane.d.ts +12 -0
  29. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  30. package/lib/cjs/clipping/ClipPlane.js +12 -0
  31. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  32. package/lib/cjs/clipping/ClipUtils.d.ts +57 -9
  33. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  34. package/lib/cjs/clipping/ClipUtils.js +191 -2
  35. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  36. package/lib/cjs/clipping/ClipVector.d.ts +7 -3
  37. package/lib/cjs/clipping/ClipVector.d.ts.map +1 -1
  38. package/lib/cjs/clipping/ClipVector.js +9 -4
  39. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  40. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +1 -1
  41. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  42. package/lib/cjs/clipping/ConvexClipPlaneSet.js +4 -3
  43. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  44. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +1 -1
  45. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  46. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +2 -3
  47. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  48. package/lib/cjs/curve/CurveFactory.d.ts +12 -0
  49. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  50. package/lib/cjs/curve/CurveFactory.js +25 -0
  51. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  52. package/lib/cjs/curve/CurvePrimitive.js +3 -0
  53. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  54. package/lib/cjs/curve/spiral/DirectSpiral3d.js +2 -2
  55. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  56. package/lib/cjs/curve/spiral/NormalizedTransition.d.ts +0 -1
  57. package/lib/cjs/curve/spiral/NormalizedTransition.d.ts.map +1 -1
  58. package/lib/cjs/curve/spiral/NormalizedTransition.js +0 -1
  59. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  60. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  61. package/lib/cjs/geometry3d/FrameBuilder.js +20 -1
  62. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  63. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +12 -0
  64. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  65. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +12 -0
  66. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  67. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -11
  68. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  69. package/lib/cjs/geometry3d/Point3dVector3d.js +5 -25
  70. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  71. package/lib/cjs/geometry3d/PolygonOps.d.ts +2 -0
  72. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  73. package/lib/cjs/geometry3d/PolygonOps.js +7 -0
  74. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  75. package/lib/cjs/geometry3d/PolylineOps.d.ts +5 -0
  76. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  77. package/lib/cjs/geometry3d/PolylineOps.js +21 -0
  78. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  79. package/lib/cjs/geometry3d/Ray3d.d.ts +10 -0
  80. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  81. package/lib/cjs/geometry3d/Ray3d.js +23 -0
  82. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  83. package/lib/cjs/geometry3d/Transform.d.ts +5 -0
  84. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  85. package/lib/cjs/geometry3d/Transform.js +7 -0
  86. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  87. package/lib/cjs/geometry4d/Point4d.d.ts +12 -0
  88. package/lib/cjs/geometry4d/Point4d.d.ts.map +1 -1
  89. package/lib/cjs/geometry4d/Point4d.js +12 -0
  90. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  91. package/lib/cjs/serialization/GeometrySamples.d.ts +7 -0
  92. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  93. package/lib/cjs/serialization/GeometrySamples.js +27 -0
  94. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  95. package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts +2 -0
  96. package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts.map +1 -1
  97. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js +4 -0
  98. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  99. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js +1 -0
  100. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  101. package/lib/cjs/topology/HalfEdgePositionDetail.d.ts +17 -4
  102. package/lib/cjs/topology/HalfEdgePositionDetail.d.ts.map +1 -1
  103. package/lib/cjs/topology/HalfEdgePositionDetail.js +26 -5
  104. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  105. package/lib/cjs/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
  106. package/lib/cjs/topology/InsertAndRetriangulateContext.js +28 -2
  107. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  108. package/lib/esm/Geometry.d.ts +6 -0
  109. package/lib/esm/Geometry.d.ts.map +1 -1
  110. package/lib/esm/Geometry.js.map +1 -1
  111. package/lib/esm/bspline/BSplineCurve.d.ts +4 -0
  112. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  113. package/lib/esm/bspline/BSplineCurve.js +39 -0
  114. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  115. package/lib/esm/bspline/BSplineCurveOps.d.ts +7 -0
  116. package/lib/esm/bspline/BSplineCurveOps.d.ts.map +1 -1
  117. package/lib/esm/bspline/BSplineCurveOps.js +21 -6
  118. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  119. package/lib/esm/bspline/BezierCurve3dH.d.ts.map +1 -1
  120. package/lib/esm/bspline/BezierCurve3dH.js +7 -3
  121. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  122. package/lib/esm/bspline/InterpolationCurve3d.d.ts.map +1 -1
  123. package/lib/esm/bspline/InterpolationCurve3d.js +12 -5
  124. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  125. package/lib/esm/bspline/KnotVector.d.ts +2 -2
  126. package/lib/esm/bspline/KnotVector.d.ts.map +1 -1
  127. package/lib/esm/bspline/KnotVector.js +2 -2
  128. package/lib/esm/bspline/KnotVector.js.map +1 -1
  129. package/lib/esm/clipping/BooleanClipNode.d.ts +10 -5
  130. package/lib/esm/clipping/BooleanClipNode.d.ts.map +1 -1
  131. package/lib/esm/clipping/BooleanClipNode.js +13 -3
  132. package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
  133. package/lib/esm/clipping/ClipPlane.d.ts +12 -0
  134. package/lib/esm/clipping/ClipPlane.d.ts.map +1 -1
  135. package/lib/esm/clipping/ClipPlane.js +12 -0
  136. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  137. package/lib/esm/clipping/ClipUtils.d.ts +57 -9
  138. package/lib/esm/clipping/ClipUtils.d.ts.map +1 -1
  139. package/lib/esm/clipping/ClipUtils.js +191 -2
  140. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  141. package/lib/esm/clipping/ClipVector.d.ts +7 -3
  142. package/lib/esm/clipping/ClipVector.d.ts.map +1 -1
  143. package/lib/esm/clipping/ClipVector.js +9 -4
  144. package/lib/esm/clipping/ClipVector.js.map +1 -1
  145. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +1 -1
  146. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  147. package/lib/esm/clipping/ConvexClipPlaneSet.js +4 -3
  148. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  149. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +1 -1
  150. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  151. package/lib/esm/curve/CurveChainWithDistanceIndex.js +2 -3
  152. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  153. package/lib/esm/curve/CurveFactory.d.ts +12 -0
  154. package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
  155. package/lib/esm/curve/CurveFactory.js +25 -0
  156. package/lib/esm/curve/CurveFactory.js.map +1 -1
  157. package/lib/esm/curve/CurvePrimitive.js +3 -0
  158. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  159. package/lib/esm/curve/spiral/DirectSpiral3d.js +2 -2
  160. package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
  161. package/lib/esm/curve/spiral/NormalizedTransition.d.ts +0 -1
  162. package/lib/esm/curve/spiral/NormalizedTransition.d.ts.map +1 -1
  163. package/lib/esm/curve/spiral/NormalizedTransition.js +0 -1
  164. package/lib/esm/curve/spiral/NormalizedTransition.js.map +1 -1
  165. package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
  166. package/lib/esm/geometry3d/FrameBuilder.js +20 -1
  167. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  168. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +12 -0
  169. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  170. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.js +12 -0
  171. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  172. package/lib/esm/geometry3d/Point3dVector3d.d.ts +1 -11
  173. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  174. package/lib/esm/geometry3d/Point3dVector3d.js +5 -25
  175. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  176. package/lib/esm/geometry3d/PolygonOps.d.ts +2 -0
  177. package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
  178. package/lib/esm/geometry3d/PolygonOps.js +7 -0
  179. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  180. package/lib/esm/geometry3d/PolylineOps.d.ts +5 -0
  181. package/lib/esm/geometry3d/PolylineOps.d.ts.map +1 -1
  182. package/lib/esm/geometry3d/PolylineOps.js +21 -0
  183. package/lib/esm/geometry3d/PolylineOps.js.map +1 -1
  184. package/lib/esm/geometry3d/Ray3d.d.ts +10 -0
  185. package/lib/esm/geometry3d/Ray3d.d.ts.map +1 -1
  186. package/lib/esm/geometry3d/Ray3d.js +23 -0
  187. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  188. package/lib/esm/geometry3d/Transform.d.ts +5 -0
  189. package/lib/esm/geometry3d/Transform.d.ts.map +1 -1
  190. package/lib/esm/geometry3d/Transform.js +7 -0
  191. package/lib/esm/geometry3d/Transform.js.map +1 -1
  192. package/lib/esm/geometry4d/Point4d.d.ts +12 -0
  193. package/lib/esm/geometry4d/Point4d.d.ts.map +1 -1
  194. package/lib/esm/geometry4d/Point4d.js +12 -0
  195. package/lib/esm/geometry4d/Point4d.js.map +1 -1
  196. package/lib/esm/serialization/GeometrySamples.d.ts +7 -0
  197. package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
  198. package/lib/esm/serialization/GeometrySamples.js +27 -0
  199. package/lib/esm/serialization/GeometrySamples.js.map +1 -1
  200. package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts +2 -0
  201. package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts.map +1 -1
  202. package/lib/esm/topology/HalfEdgeNodeXYZUV.js +4 -0
  203. package/lib/esm/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  204. package/lib/esm/topology/HalfEdgePointInGraphSearch.js +1 -0
  205. package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  206. package/lib/esm/topology/HalfEdgePositionDetail.d.ts +17 -4
  207. package/lib/esm/topology/HalfEdgePositionDetail.d.ts.map +1 -1
  208. package/lib/esm/topology/HalfEdgePositionDetail.js +26 -5
  209. package/lib/esm/topology/HalfEdgePositionDetail.js.map +1 -1
  210. package/lib/esm/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
  211. package/lib/esm/topology/InsertAndRetriangulateContext.js +28 -2
  212. package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
  213. package/package.json +8 -9
@@ -28,6 +28,7 @@ import { IntegratedSpiral3d } from "./spiral/IntegratedSpiral3d";
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  import { Segment1d } from "../geometry3d/Segment1d";
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  import { SmallSystem } from "../numerics/Polynomials";
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  import { Vector2d } from "../geometry3d/Point2dVector2d";
31
+ import { Ray3d } from "../geometry3d/Ray3d";
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  /**
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  * The `CurveFactory` class contains methods for specialized curve constructions.
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  * @public
@@ -477,6 +478,30 @@ export class CurveFactory {
477
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  }
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  return undefined;
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  }
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+ /**
482
+ * Return the intersection point of 3 planes.
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+ * @param planeA
484
+ * @param planeB
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+ * @param planeC
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+ */
487
+ static planePlaneIntersectionRay(planeA, planeB) {
488
+ const altitudeA = planeA.altitudeXYZ(0, 0, 0);
489
+ const altitudeB = planeB.altitudeXYZ(0, 0, 0);
490
+ const normalAx = planeA.normalX();
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+ const normalAy = planeA.normalY();
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+ const normalAz = planeA.normalZ();
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+ const normalBx = planeB.normalX();
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+ const normalBy = planeB.normalY();
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+ const normalBz = planeB.normalZ();
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+ const normalCx = Geometry.crossProductXYXY(normalAy, normalAz, normalBy, normalBz);
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+ const normalCy = Geometry.crossProductXYXY(normalAz, normalAx, normalBz, normalBx);
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+ const normalCz = Geometry.crossProductXYXY(normalAx, normalAy, normalBx, normalBy);
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+ const rayOrigin = SmallSystem.linearSystem3d(normalAx, normalAy, normalAz, normalBx, normalBy, normalBz, normalCx, normalCy, normalCz, -altitudeA, -altitudeB, 0.0);
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+ if (rayOrigin !== undefined) {
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+ return Ray3d.createXYZUVW(rayOrigin.x, rayOrigin.y, rayOrigin.z, normalCx, normalCy, normalCz);
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+ }
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+ return undefined;
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+ }
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  }
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  /**
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  * Starting at vectorR, move parallel to vectorV until perpendicular to planeNormal
@@ -1 +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 Curve\r\n */\r\n\r\n// import { Geometry, Angle, AngleSweep } from \"../Geometry\";\r\n\r\nimport { AxisIndex, AxisOrder, Geometry } from \"../Geometry\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { Ellipsoid, GeodesicPathPoint } from \"../geometry3d/Ellipsoid\";\r\nimport { IndexedXYZCollection } from \"../geometry3d/IndexedXYZCollection\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3dArrayCarrier } from \"../geometry3d/Point3dArrayCarrier\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\r\nimport { Cone } from \"../solid/Cone\";\r\nimport { TorusPipe } from \"../solid/TorusPipe\";\r\nimport { Arc3d, ArcBlendData } from \"./Arc3d\";\r\nimport { CurveChain } from \"./CurveCollection\";\r\nimport { CurvePrimitive } from \"./CurvePrimitive\";\r\nimport { GeometryQuery } from \"./GeometryQuery\";\r\nimport { LineSegment3d } from \"./LineSegment3d\";\r\nimport { LineString3d } from \"./LineString3d\";\r\nimport { Loop } from \"./Loop\";\r\nimport { Path } from \"./Path\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { IntegratedSpiralTypeName } from \"./spiral/TransitionSpiral3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { IntegratedSpiral3d } from \"./spiral/IntegratedSpiral3d\";\r\nimport { Segment1d } from \"../geometry3d/Segment1d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\n\r\n/**\r\n * The `CurveFactory` class contains methods for specialized curve constructions.\r\n * @public\r\n */\r\nexport class CurveFactory {\r\n /** (cautiously) construct and save a line segment between fractional positions. */\r\n private static addPartialSegment(path: Path, allowBackup: boolean, pointA: Point3d | undefined, pointB: Point3d | undefined, fraction0: number, fraction1: number) {\r\n if (allowBackup || (fraction1 > fraction0)) {\r\n if (pointA !== undefined && pointB !== undefined && !Geometry.isAlmostEqualNumber(fraction0, fraction1))\r\n path.tryAddChild(LineSegment3d.create(pointA.interpolate(fraction0, pointB), pointA.interpolate(fraction1, pointB)));\r\n }\r\n }\r\n\r\n /**\r\n * Create a circular arc from start point, tangent at start, and another point (endpoint) on the arc.\r\n * @param pointA\r\n * @param tangentA\r\n * @param pointB\r\n */\r\n public static createArcPointTangentPoint(pointA: Point3d, tangentA: Vector3d, pointB: Point3d): Arc3d | undefined {\r\n const vectorV = Vector3d.createStartEnd(pointA, pointB);\r\n const frame = Matrix3d.createRigidFromColumns(tangentA, vectorV, AxisOrder.XYZ);\r\n if (frame !== undefined) {\r\n const vv = vectorV.dotProduct(vectorV);\r\n const vw = frame.dotColumnY(vectorV);\r\n const alpha = Geometry.conditionalDivideCoordinate(vv, 2 * vw);\r\n if (alpha !== undefined) {\r\n const vector0 = frame.columnY();\r\n vector0.scaleInPlace(-alpha);\r\n const vector90 = frame.columnX();\r\n vector90.scaleInPlace(alpha);\r\n const centerToEnd = vector0.plus(vectorV);\r\n const sweepAngle = vector0.angleTo(centerToEnd);\r\n let sweepRadians = sweepAngle.radians; // That's always positive and less than PI.\r\n if (tangentA.dotProduct(centerToEnd) < 0.0) // ah, sweepRadians is the wrong way\r\n sweepRadians = 2.0 * Math.PI - sweepRadians;\r\n const center = pointA.plusScaled(vector0, -1.0);\r\n return Arc3d.create(center, vector0, vector90, AngleSweep.createStartEndRadians(0.0, sweepRadians));\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Construct a sequence of alternating lines and arcs with the arcs creating tangent transition between consecutive edges.\r\n * * If the radius parameter is a number, that radius is used throughout.\r\n * * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.\r\n * * Note that since no fillet is constructed at the initial or final point, those entries in `radius[]` are never referenced.\r\n * * A zero radius for any point indicates to leave the as a simple corner.\r\n * @param points point source\r\n * @param radius fillet radius or array of radii indexed to correspond to the points.\r\n * @param allowBackupAlongEdge true to allow edges to be created going \"backwards\" along edges if needed to create the blend.\r\n */\r\n public static createFilletsInLineString(points: LineString3d | IndexedXYZCollection | Point3d[], radius: number | number[], allowBackupAlongEdge: boolean = true): Path | undefined {\r\n if (Array.isArray(points))\r\n return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowBackupAlongEdge);\r\n if (points instanceof LineString3d)\r\n return this.createFilletsInLineString(points.packedPoints, radius, allowBackupAlongEdge);\r\n\r\n const n = points.length;\r\n if (n <= 1)\r\n return undefined;\r\n const pointA = points.getPoint3dAtCheckedPointIndex(0)!;\r\n const pointB = points.getPoint3dAtCheckedPointIndex(1)!;\r\n // remark: n=2 and n=3 cases should fall out from loop logic\r\n const blendArray: ArcBlendData[] = [];\r\n // build one-sided blends at each end . .\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointA.clone() });\r\n\r\n for (let i = 1; i + 1 < n; i++) {\r\n const pointC = points.getPoint3dAtCheckedPointIndex(i + 1)!;\r\n let thisRadius = 0;\r\n if (Array.isArray(radius)) {\r\n if (i < radius.length)\r\n thisRadius = radius[i];\r\n } else if (Number.isFinite(radius))\r\n thisRadius = radius;\r\n\r\n if (thisRadius !== 0.0)\r\n blendArray.push(Arc3d.createFilletArc(pointA, pointB, pointC, thisRadius));\r\n else\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n pointA.setFromPoint3d(pointB);\r\n pointB.setFromPoint3d(pointC);\r\n }\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n if (!allowBackupAlongEdge) {\r\n // suppress arcs that have overlap with both neighbors or flood either neighbor ..\r\n for (let i = 1; i + 1 < n; i++) {\r\n const b = blendArray[i];\r\n if (b.fraction10 > 1.0\r\n || b.fraction12 > 1.0\r\n || 1.0 - b.fraction10 < blendArray[i - 1].fraction12\r\n || b.fraction12 > 1.0 - blendArray[i + 1].fraction10) {\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n }\r\n /* The \"1-b\" logic above prevents this loop from ever doing anything.\r\n // on edge with conflict, suppress the arc with larger fraction\r\n for (let i = 1; i < n; i++) {\r\n const b0 = blendArray[i - 1];\r\n const b1 = blendArray[i];\r\n if (b0.fraction12 > 1 - b1.fraction10) {\r\n const b = b0.fraction12 > b1.fraction12 ? b1 : b0;\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n } */\r\n }\r\n const path = Path.create();\r\n this.addPartialSegment(path, allowBackupAlongEdge, blendArray[0].point, blendArray[1].point, blendArray[0].fraction12, 1.0 - blendArray[1].fraction10);\r\n // add each path and successor edge ...\r\n for (let i = 1; i + 1 < points.length; i++) {\r\n const b0 = blendArray[i];\r\n const b1 = blendArray[i + 1];\r\n path.tryAddChild(b0.arc);\r\n this.addPartialSegment(path, allowBackupAlongEdge, b0.point, b1.point, b0.fraction12, 1.0 - b1.fraction10);\r\n }\r\n return path;\r\n }\r\n\r\n /** Create a `Loop` with given xy corners and fixed z.\r\n * * The corners always proceed counter clockwise from lower left.\r\n * * If the radius is too large for the outer rectangle size, it is reduced to half of the the smaller x or y size.\r\n */\r\n public static createRectangleXY(x0: number, y0: number, x1: number, y1: number, z: number = 0, filletRadius?: number): Loop {\r\n let radius = Geometry.correctSmallMetricDistance(filletRadius);\r\n const xMin = Math.min(x0, x1);\r\n const xMax = Math.max(x0, x1);\r\n const yMin = Math.min(y0, y1);\r\n const yMax = Math.max(y0, y1);\r\n radius = Math.min(Math.abs(radius), 0.5 * (xMax - xMin), 0.5 * (yMax - yMin));\r\n if (radius === 0.0)\r\n return Loop.createPolygon([Point3d.create(xMin, yMin, z), Point3d.create(xMax, yMin, z), Point3d.create(xMax, yMax, z), Point3d.create(xMin, yMax, z), Point3d.create(xMin, yMin, z)]);\r\n else {\r\n const vectorU = Vector3d.create(radius, 0, 0);\r\n const vectorV = Vector3d.create(0, radius, 0);\r\n const x0A = xMin + radius;\r\n const y0A = yMin + radius;\r\n const x1A = xMax - radius;\r\n const y1A = yMax - radius;\r\n const centers = [Point3d.create(x1A, y1A, z), Point3d.create(x0A, y1A, z), Point3d.create(x0A, y0A, z), Point3d.create(x1A, y0A, z)];\r\n const loop = Loop.create();\r\n for (let i = 0; i < 4; i++) {\r\n const center = centers[i];\r\n const nextCenter = centers[(i + 1) % 4];\r\n const edgeVector = Vector3d.createStartEnd(center, nextCenter);\r\n const arc = Arc3d.create(center, vectorU, vectorV, AngleSweep.createStartEndDegrees(0, 90));\r\n loop.tryAddChild(arc);\r\n const arcEnd = arc.endPoint();\r\n if (!edgeVector.isAlmostZero)\r\n loop.tryAddChild(LineSegment3d.create(arcEnd, arcEnd.plus(edgeVector)));\r\n vectorU.rotate90CCWXY(vectorU);\r\n vectorV.rotate90CCWXY(vectorV);\r\n }\r\n return loop;\r\n }\r\n }\r\n\r\n /**\r\n * If `arcB` is a continuation of `arcA`, extend `arcA` (in place) to include the range of `arcB`\r\n * * This only succeeds if the two arcs are part of identical complete arcs and end of `arcA` matches the beginning of `arcB`.\r\n * * \"Reversed\"\r\n * @param arcA\r\n * @param arcB\r\n */\r\n public static appendToArcInPlace(arcA: Arc3d, arcB: Arc3d, allowReverse: boolean = false): boolean {\r\n if (arcA.center.isAlmostEqual(arcB.center)) {\r\n const sweepSign = Geometry.split3WaySign(arcA.sweep.sweepRadians * arcB.sweep.sweepRadians, -1, 0, 1);\r\n // evaluate derivatives wrt radians (not fraction!), but adjust direction for sweep signs\r\n const endA = arcA.angleToPointAndDerivative(arcA.sweep.fractionToAngle(1.0));\r\n if (arcA.sweep.sweepRadians < 0)\r\n endA.direction.scaleInPlace(-1.0);\r\n const startB = arcB.angleToPointAndDerivative(arcB.sweep.fractionToAngle(0.0));\r\n if (arcB.sweep.sweepRadians < 0)\r\n startB.direction.scaleInPlace(-1.0);\r\n\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians + sweepSign * arcB.sweep.sweepRadians);\r\n return true;\r\n }\r\n // Also ok if negated tangent . ..\r\n if (allowReverse) {\r\n startB.direction.scaleInPlace(-1.0);\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians - sweepSign * arcB.sweep.sweepRadians);\r\n return true;\r\n }\r\n }\r\n\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Return a `Path` containing arcs are on the surface of an ellipsoid and pass through a sequence of points.\r\n * * Each arc passes through the two given endpoints and in the plane containing the true surface normal at given `fractionForIntermediateNormal`\r\n * @param ellipsoid\r\n * @param pathPoints\r\n * @param fractionForIntermediateNormal fractional position for surface normal used to create the section plane.\r\n */\r\n public static assembleArcChainOnEllipsoid(ellipsoid: Ellipsoid, pathPoints: GeodesicPathPoint[], fractionForIntermediateNormal: number = 0.5): Path {\r\n const arcPath = Path.create();\r\n for (let i = 0; i + 1 < pathPoints.length; i++) {\r\n const arc = ellipsoid.sectionArcWithIntermediateNormal(\r\n pathPoints[i].toAngles(),\r\n fractionForIntermediateNormal,\r\n pathPoints[i + 1].toAngles());\r\n arcPath.tryAddChild(arc);\r\n }\r\n return arcPath;\r\n }\r\n\r\n private static appendGeometryQueryArray(candidate: GeometryQuery | GeometryQuery[] | undefined, result: GeometryQuery[]) {\r\n if (candidate instanceof GeometryQuery)\r\n result.push(candidate);\r\n else if (Array.isArray(candidate)) {\r\n for (const p of candidate)\r\n this.appendGeometryQueryArray(p, result);\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Create solid primitives for pipe segments (e.g. Cone or TorusPipe) around line and arc primitives.\r\n * @param centerline centerline geometry/\r\n * @param pipeRadius radius of pipe.\r\n */\r\n public static createPipeSegments(centerline: CurvePrimitive | CurveChain, pipeRadius: number): GeometryQuery | GeometryQuery[] | undefined {\r\n if (centerline instanceof LineSegment3d) {\r\n return Cone.createAxisPoints(centerline.startPoint(), centerline.endPoint(), pipeRadius, pipeRadius, false);\r\n } else if (centerline instanceof Arc3d) {\r\n return TorusPipe.createAlongArc(centerline, pipeRadius, false);\r\n } else if (centerline instanceof CurvePrimitive) {\r\n const builder = PolyfaceBuilder.create();\r\n builder.addMiteredPipes(centerline, pipeRadius);\r\n return builder.claimPolyface();\r\n } else if (centerline instanceof CurveChain) {\r\n const result: GeometryQuery[] = [];\r\n for (const p of centerline.children) {\r\n const pipe = this.createPipeSegments(p, pipeRadius);\r\n this.appendGeometryQueryArray(pipe, result);\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * * Create section arcs for mitered pipe.\r\n * * At each end of each pipe, the pipe is cut by the plane that bisects the angle between successive pipe centerlines.\r\n * * The arc definitions are constructed so that lines between corresponding fractional positions on the arcs are\r\n * axial lines on the pipes.\r\n * * This means that each arc definition axes (aka vector0 and vector90) are _not_ perpendicular to each other.\r\n * @param centerline centerline of pipe\r\n * @param radius radius of arcs\r\n */\r\n public static createMiteredPipeSections(centerline: IndexedXYZCollection, radius: number): Arc3d[] {\r\n const arcs: Arc3d[] = [];\r\n if (centerline.length < 2)\r\n return [];\r\n const vectorAB = Vector3d.create();\r\n const vectorBC = Vector3d.create();\r\n const bisector = Vector3d.create();\r\n const vector0 = Vector3d.create();\r\n const vector90 = Vector3d.create();\r\n const currentCenter = centerline.getPoint3dAtUncheckedPointIndex(0);\r\n centerline.vectorIndexIndex(0, 1, vectorBC)!;\r\n const baseFrame = Matrix3d.createRigidHeadsUp(vectorBC, AxisOrder.ZXY);\r\n baseFrame.columnX(vector0);\r\n baseFrame.columnY(vector90);\r\n vector0.scaleInPlace(radius);\r\n vector90.scaleInPlace(radius);\r\n // circular section on base plane ....\r\n const ellipseA = Arc3d.create(currentCenter, vector0, vector90, AngleSweep.create360());\r\n arcs.push(ellipseA);\r\n for (let i = 1; i < centerline.length; i++) {\r\n vectorAB.setFromVector3d(vectorBC);\r\n centerline.getPoint3dAtUncheckedPointIndex(i, currentCenter);\r\n if (i + 1 < centerline.length) {\r\n centerline.vectorIndexIndex(i, i + 1, vectorBC)!;\r\n } else {\r\n vectorBC.setFromVector3d(vectorAB);\r\n }\r\n if (vectorAB.normalizeInPlace() && vectorBC.normalizeInPlace()) {\r\n vectorAB.interpolate(0.5, vectorBC, bisector);\r\n // On the end ellipse for this pipe section. ..\r\n // center comes directly from centerline[i]\r\n // vector0 and vector90 are obtained by sweeping the corresponding vectors of the start ellipse to the split plane.\r\n moveVectorToPlane(vector0, vectorAB, bisector, vector0);\r\n moveVectorToPlane(vector90, vectorAB, bisector, vector90);\r\n arcs.push(Arc3d.create(currentCenter, vector0, vector90, AngleSweep.create360()));\r\n }\r\n }\r\n return arcs;\r\n }\r\n\r\n /**\r\n * Create a circular arc from start point, tangent at start, radius, optional plane normal, arc sweep\r\n * * The vector from start point to center is in the direction of upVector crossed with tangentA.\r\n * @param pointA start point\r\n * @param tangentA vector in tangent direction at the start\r\n * @param radius signed radius.\r\n * @param upVector optional out-of-plane vector. Defaults to positive Z\r\n * @param sweep angular range. If single `Angle` is given, start angle is at 0 degrees (the start point).\r\n *\r\n */\r\n public static createArcPointTangentRadius(pointA: Point3d, tangentA: Vector3d, radius: number, upVector?: Vector3d, sweep?: Angle | AngleSweep): Arc3d | undefined {\r\n if (upVector === undefined)\r\n upVector = Vector3d.unitZ();\r\n const vector0 = upVector.unitCrossProduct(tangentA);\r\n if (vector0 === undefined)\r\n return undefined;\r\n const center = pointA.plusScaled(vector0, radius);\r\n // reverse the A-to-center vector and bring it up to scale ...\r\n vector0.scaleInPlace(-radius);\r\n const vector90 = tangentA.scaleToLength(Math.abs(radius))!; // (Cannot fail -- prior unitCrossProduct would have failed first)\r\n return Arc3d.create(center, vector0, vector90, AngleSweep.create(sweep));\r\n }\r\n\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * First spiral begins at given start point.\r\n * * first tangent aims at shoulder\r\n * * outbound spiral joins line from shoulder to target.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\r\n * @param startPoint inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n startPoint: Point3d,\r\n shoulderPoint: Point3d,\r\n targetPoint: Point3d,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(startPoint, shoulderPoint);\r\n const vectorBC0 = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n const referenceLength = vectorAB.magnitude();\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnRadians = vectorAB.angleToXY(vectorBC0);\r\n const spiralTurnRadians = 0.5 * lineTurnRadians.radians;\r\n const radiansBC = radiansAB + lineTurnRadians.radians;\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameA = Transform.createRefs(startPoint.clone(), axesA);\r\n // We know how much it has to turn, and but not the length or end radius.\r\n // make a spiral of referenceLength and scale it back to the junction line\r\n const spiralARefLength = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength, undefined, frameA);\r\n if (spiralARefLength) {\r\n const midPlanePerpendicularRadians = radiansAB + spiralTurnRadians;\r\n const midPlanePerpendicularVector = Vector3d.createPolar(1.0, Angle.createRadians(midPlanePerpendicularRadians));\r\n const altitudeB = midPlanePerpendicularVector.dotProductStartEnd(startPoint, shoulderPoint);\r\n const altitudeSpiralEnd = midPlanePerpendicularVector.dotProductStartEnd(startPoint, spiralARefLength.endPoint());\r\n const scaleFactor = altitudeB / altitudeSpiralEnd;\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength * scaleFactor, undefined, frameA)!;\r\n const distanceAB = vectorAB.magnitude();\r\n const vectorBC = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n vectorBC.scaleToLength(distanceAB, vectorBC);\r\n const pointC = shoulderPoint.plus(vectorBC);\r\n const axesC = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansBC + Math.PI));\r\n const frameC = Transform.createRefs(pointC, axesC);\r\n const spiralC = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, -spiralA.radius01.x1, Angle.zero(), undefined, spiralA.curveLength(), Segment1d.create(1, 0), frameC)!;\r\n return [spiralA, spiralC];\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * Spiral length is given.\r\n * * tangency points float on both lines.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\r\n * @param pointA inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies\r\n * @param spiralLength for each part of the spiral pair.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLineWithSpiralLength(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n spiralLength: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB);\r\n const vectorBC = Vector3d.createStartEnd(pointB, pointC);\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnAngle = vectorAB.angleToXY(vectorBC);\r\n const spiralTurnRadians = 0.5 * lineTurnAngle.radians;\r\n const bisectorRadians = 0.5 * (Math.PI - lineTurnAngle.radians);\r\n const radiansCB = Math.atan2(-vectorBC.y, -vectorBC.x);\r\n const spiralAB0 = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, Transform.createIdentity());\r\n if (spiralAB0) {\r\n const localEndPoint = spiralAB0.fractionToPoint(1);\r\n const distanceAB = pointA.distance(pointB);\r\n const distanceCB = pointC.distance(pointB);\r\n // The spiral eventually has to end on the bisector, at localEndPoint.y height from the inbound line\r\n // distance from shoulder to projection of that point to point E on the inbound line is\r\n const distanceBE = localEndPoint.y / Math.tan(bisectorRadians);\r\n const xFractionAB = Geometry.conditionalDivideFraction(distanceAB - distanceBE - localEndPoint.x, distanceAB);\r\n const xFractionCB = Geometry.conditionalDivideFraction(distanceCB - distanceBE - localEndPoint.x, distanceCB);\r\n if (xFractionAB !== undefined && xFractionCB !== undefined) {\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameAOrigin = pointA.interpolate(xFractionAB, pointB);\r\n const frameA = Transform.createRefs(frameAOrigin, axesA);\r\n const spiralAB = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, frameA)!;\r\n const axesB = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansCB));\r\n const frameBOrigin = pointC.interpolate(xFractionCB, pointB);\r\n const frameB = Transform.createRefs(frameBOrigin, axesB);\r\n const spiralBC = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(-spiralTurnRadians),\r\n spiralLength, undefined, frameB)!;\r\n return [spiralAB, spiralBC];\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Compute 2 spirals and an arc (all in XY) for a symmetric line-to-line transition.\r\n * Spiral lengths and arc radius are given. (e.g. from design speed standards.)\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\r\n * @param pointA inbound start point.\r\n * @param pointB shoulder (target) point for (both) spiral-to-line tangencies\r\n * @param lengthA inbound spiral length\r\n * @param lengthB outbound spiral length\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralArcSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n lengthA: number,\r\n lengthB: number,\r\n arcRadius: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB); vectorAB.z = 0;\r\n const vectorCB = Vector3d.createStartEnd(pointC, pointB); vectorCB.z = 0;\r\n const unitAB = vectorAB.normalize();\r\n const unitCB = vectorCB.normalize();\r\n if (unitAB === undefined || unitCB === undefined)\r\n return undefined;\r\n const unitPerpAB = unitAB.unitPerpendicularXY();\r\n const unitPerpCB = unitCB.unitPerpendicularXY();\r\n const thetaABC = vectorAB.angleToXY(vectorCB);\r\n const sideA = Geometry.split3WaySign(thetaABC.radians, 1, -1, -1);\r\n const sideB = - sideA;\r\n const radiusA = sideA * Math.abs(arcRadius);\r\n const radiusB = sideB * Math.abs(arcRadius);\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusA, Angle.zero(), undefined, lengthA, undefined, Transform.createIdentity())!;\r\n const spiralB = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusB, Angle.zero(), undefined, lengthB, undefined, Transform.createIdentity())!;\r\n const spiralEndA = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const spiralEndB = spiralB.fractionToPointAndUnitTangent(1.0);\r\n // From the end of spiral, step away to arc center (and this is in local coordinates of each spiral)\r\n const sA = spiralEndA.origin.x - radiusA * spiralEndA.direction.y;\r\n const tA = spiralEndA.origin.y + radiusA * spiralEndA.direction.x;\r\n\r\n const sB = spiralEndB.origin.x - radiusB * spiralEndB.direction.y;\r\n const tB = spiralEndB.origin.y + radiusB * spiralEndB.direction.x;\r\n\r\n // Those local coordinates are rotated to unitAB and unitBC ...\r\n const vectorA = Vector3d.createAdd2Scaled(unitAB, sA, unitPerpAB, tA);\r\n const vectorB = Vector3d.createAdd2Scaled(unitCB, sB, unitPerpCB, tB);\r\n const uv = Vector2d.create();\r\n if (SmallSystem.linearSystem2d(\r\n unitAB.x, -unitCB.x,\r\n unitAB.y, -unitCB.y,\r\n vectorB.x - vectorA.x, vectorB.y - vectorA.y, uv)) {\r\n const tangencyAB = pointB.plusScaled(unitAB, uv.x);\r\n const tangencyCB = pointB.plusScaled(unitCB, uv.y);\r\n const frameA = Transform.createOriginAndMatrixColumns(tangencyAB, unitAB, unitPerpAB, Vector3d.unitZ());\r\n const frameB = Transform.createOriginAndMatrixColumns(tangencyCB, unitCB, unitPerpCB, Vector3d.unitZ());\r\n spiralA.tryTransformInPlace(frameA);\r\n spiralB.tryTransformInPlace(frameB);\r\n const rayA1 = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const rayB0 = spiralB.fractionToPointAndUnitTangent(1.0);\r\n rayB0.direction.scaleInPlace(-1.0);\r\n const sweep = rayA1.direction.angleToXY(rayB0.direction);\r\n if (radiusA < 0)\r\n sweep.setRadians(- sweep.radians);\r\n const arc = CurveFactory.createArcPointTangentRadius(rayA1.origin, rayA1.direction, radiusA, undefined, sweep)!;\r\n return [spiralA, arc, spiralB];\r\n }\r\n return undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Starting at vectorR, move parallel to vectorV until perpendicular to planeNormal\r\n */\r\nfunction moveVectorToPlane(vectorR: Vector3d, vectorV: Vector3d, planeNormal: Vector3d, result?: Vector3d): Vector3d {\r\n // find s such that (vectorR + s * vectorV) DOT planeNormal = 0.\r\n const dotRN = vectorR.dotProduct(planeNormal);\r\n const dotVN = vectorV.dotProduct(planeNormal);\r\n const s = Geometry.safeDivideFraction(dotRN, dotVN, 0.0);\r\n return vectorR.plusScaled(vectorV, -s, result);\r\n}\r\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 Curve\r\n */\r\n\r\n// import { Geometry, Angle, AngleSweep } from \"../Geometry\";\r\n\r\nimport { AxisIndex, AxisOrder, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { Ellipsoid, GeodesicPathPoint } from \"../geometry3d/Ellipsoid\";\r\nimport { IndexedXYZCollection } from \"../geometry3d/IndexedXYZCollection\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3dArrayCarrier } from \"../geometry3d/Point3dArrayCarrier\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\r\nimport { Cone } from \"../solid/Cone\";\r\nimport { TorusPipe } from \"../solid/TorusPipe\";\r\nimport { Arc3d, ArcBlendData } from \"./Arc3d\";\r\nimport { CurveChain } from \"./CurveCollection\";\r\nimport { CurvePrimitive } from \"./CurvePrimitive\";\r\nimport { GeometryQuery } from \"./GeometryQuery\";\r\nimport { LineSegment3d } from \"./LineSegment3d\";\r\nimport { LineString3d } from \"./LineString3d\";\r\nimport { Loop } from \"./Loop\";\r\nimport { Path } from \"./Path\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { IntegratedSpiralTypeName } from \"./spiral/TransitionSpiral3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { IntegratedSpiral3d } from \"./spiral/IntegratedSpiral3d\";\r\nimport { Segment1d } from \"../geometry3d/Segment1d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\n\r\n/**\r\n * The `CurveFactory` class contains methods for specialized curve constructions.\r\n * @public\r\n */\r\nexport class CurveFactory {\r\n /** (cautiously) construct and save a line segment between fractional positions. */\r\n private static addPartialSegment(path: Path, allowBackup: boolean, pointA: Point3d | undefined, pointB: Point3d | undefined, fraction0: number, fraction1: number) {\r\n if (allowBackup || (fraction1 > fraction0)) {\r\n if (pointA !== undefined && pointB !== undefined && !Geometry.isAlmostEqualNumber(fraction0, fraction1))\r\n path.tryAddChild(LineSegment3d.create(pointA.interpolate(fraction0, pointB), pointA.interpolate(fraction1, pointB)));\r\n }\r\n }\r\n\r\n /**\r\n * Create a circular arc from start point, tangent at start, and another point (endpoint) on the arc.\r\n * @param pointA\r\n * @param tangentA\r\n * @param pointB\r\n */\r\n public static createArcPointTangentPoint(pointA: Point3d, tangentA: Vector3d, pointB: Point3d): Arc3d | undefined {\r\n const vectorV = Vector3d.createStartEnd(pointA, pointB);\r\n const frame = Matrix3d.createRigidFromColumns(tangentA, vectorV, AxisOrder.XYZ);\r\n if (frame !== undefined) {\r\n const vv = vectorV.dotProduct(vectorV);\r\n const vw = frame.dotColumnY(vectorV);\r\n const alpha = Geometry.conditionalDivideCoordinate(vv, 2 * vw);\r\n if (alpha !== undefined) {\r\n const vector0 = frame.columnY();\r\n vector0.scaleInPlace(-alpha);\r\n const vector90 = frame.columnX();\r\n vector90.scaleInPlace(alpha);\r\n const centerToEnd = vector0.plus(vectorV);\r\n const sweepAngle = vector0.angleTo(centerToEnd);\r\n let sweepRadians = sweepAngle.radians; // That's always positive and less than PI.\r\n if (tangentA.dotProduct(centerToEnd) < 0.0) // ah, sweepRadians is the wrong way\r\n sweepRadians = 2.0 * Math.PI - sweepRadians;\r\n const center = pointA.plusScaled(vector0, -1.0);\r\n return Arc3d.create(center, vector0, vector90, AngleSweep.createStartEndRadians(0.0, sweepRadians));\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Construct a sequence of alternating lines and arcs with the arcs creating tangent transition between consecutive edges.\r\n * * If the radius parameter is a number, that radius is used throughout.\r\n * * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.\r\n * * Note that since no fillet is constructed at the initial or final point, those entries in `radius[]` are never referenced.\r\n * * A zero radius for any point indicates to leave the as a simple corner.\r\n * @param points point source\r\n * @param radius fillet radius or array of radii indexed to correspond to the points.\r\n * @param allowBackupAlongEdge true to allow edges to be created going \"backwards\" along edges if needed to create the blend.\r\n */\r\n public static createFilletsInLineString(points: LineString3d | IndexedXYZCollection | Point3d[], radius: number | number[], allowBackupAlongEdge: boolean = true): Path | undefined {\r\n if (Array.isArray(points))\r\n return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowBackupAlongEdge);\r\n if (points instanceof LineString3d)\r\n return this.createFilletsInLineString(points.packedPoints, radius, allowBackupAlongEdge);\r\n\r\n const n = points.length;\r\n if (n <= 1)\r\n return undefined;\r\n const pointA = points.getPoint3dAtCheckedPointIndex(0)!;\r\n const pointB = points.getPoint3dAtCheckedPointIndex(1)!;\r\n // remark: n=2 and n=3 cases should fall out from loop logic\r\n const blendArray: ArcBlendData[] = [];\r\n // build one-sided blends at each end . .\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointA.clone() });\r\n\r\n for (let i = 1; i + 1 < n; i++) {\r\n const pointC = points.getPoint3dAtCheckedPointIndex(i + 1)!;\r\n let thisRadius = 0;\r\n if (Array.isArray(radius)) {\r\n if (i < radius.length)\r\n thisRadius = radius[i];\r\n } else if (Number.isFinite(radius))\r\n thisRadius = radius;\r\n\r\n if (thisRadius !== 0.0)\r\n blendArray.push(Arc3d.createFilletArc(pointA, pointB, pointC, thisRadius));\r\n else\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n pointA.setFromPoint3d(pointB);\r\n pointB.setFromPoint3d(pointC);\r\n }\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n if (!allowBackupAlongEdge) {\r\n // suppress arcs that have overlap with both neighbors or flood either neighbor ..\r\n for (let i = 1; i + 1 < n; i++) {\r\n const b = blendArray[i];\r\n if (b.fraction10 > 1.0\r\n || b.fraction12 > 1.0\r\n || 1.0 - b.fraction10 < blendArray[i - 1].fraction12\r\n || b.fraction12 > 1.0 - blendArray[i + 1].fraction10) {\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n }\r\n /* The \"1-b\" logic above prevents this loop from ever doing anything.\r\n // on edge with conflict, suppress the arc with larger fraction\r\n for (let i = 1; i < n; i++) {\r\n const b0 = blendArray[i - 1];\r\n const b1 = blendArray[i];\r\n if (b0.fraction12 > 1 - b1.fraction10) {\r\n const b = b0.fraction12 > b1.fraction12 ? b1 : b0;\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n } */\r\n }\r\n const path = Path.create();\r\n this.addPartialSegment(path, allowBackupAlongEdge, blendArray[0].point, blendArray[1].point, blendArray[0].fraction12, 1.0 - blendArray[1].fraction10);\r\n // add each path and successor edge ...\r\n for (let i = 1; i + 1 < points.length; i++) {\r\n const b0 = blendArray[i];\r\n const b1 = blendArray[i + 1];\r\n path.tryAddChild(b0.arc);\r\n this.addPartialSegment(path, allowBackupAlongEdge, b0.point, b1.point, b0.fraction12, 1.0 - b1.fraction10);\r\n }\r\n return path;\r\n }\r\n\r\n /** Create a `Loop` with given xy corners and fixed z.\r\n * * The corners always proceed counter clockwise from lower left.\r\n * * If the radius is too large for the outer rectangle size, it is reduced to half of the the smaller x or y size.\r\n */\r\n public static createRectangleXY(x0: number, y0: number, x1: number, y1: number, z: number = 0, filletRadius?: number): Loop {\r\n let radius = Geometry.correctSmallMetricDistance(filletRadius);\r\n const xMin = Math.min(x0, x1);\r\n const xMax = Math.max(x0, x1);\r\n const yMin = Math.min(y0, y1);\r\n const yMax = Math.max(y0, y1);\r\n radius = Math.min(Math.abs(radius), 0.5 * (xMax - xMin), 0.5 * (yMax - yMin));\r\n if (radius === 0.0)\r\n return Loop.createPolygon([Point3d.create(xMin, yMin, z), Point3d.create(xMax, yMin, z), Point3d.create(xMax, yMax, z), Point3d.create(xMin, yMax, z), Point3d.create(xMin, yMin, z)]);\r\n else {\r\n const vectorU = Vector3d.create(radius, 0, 0);\r\n const vectorV = Vector3d.create(0, radius, 0);\r\n const x0A = xMin + radius;\r\n const y0A = yMin + radius;\r\n const x1A = xMax - radius;\r\n const y1A = yMax - radius;\r\n const centers = [Point3d.create(x1A, y1A, z), Point3d.create(x0A, y1A, z), Point3d.create(x0A, y0A, z), Point3d.create(x1A, y0A, z)];\r\n const loop = Loop.create();\r\n for (let i = 0; i < 4; i++) {\r\n const center = centers[i];\r\n const nextCenter = centers[(i + 1) % 4];\r\n const edgeVector = Vector3d.createStartEnd(center, nextCenter);\r\n const arc = Arc3d.create(center, vectorU, vectorV, AngleSweep.createStartEndDegrees(0, 90));\r\n loop.tryAddChild(arc);\r\n const arcEnd = arc.endPoint();\r\n if (!edgeVector.isAlmostZero)\r\n loop.tryAddChild(LineSegment3d.create(arcEnd, arcEnd.plus(edgeVector)));\r\n vectorU.rotate90CCWXY(vectorU);\r\n vectorV.rotate90CCWXY(vectorV);\r\n }\r\n return loop;\r\n }\r\n }\r\n\r\n /**\r\n * If `arcB` is a continuation of `arcA`, extend `arcA` (in place) to include the range of `arcB`\r\n * * This only succeeds if the two arcs are part of identical complete arcs and end of `arcA` matches the beginning of `arcB`.\r\n * * \"Reversed\"\r\n * @param arcA\r\n * @param arcB\r\n */\r\n public static appendToArcInPlace(arcA: Arc3d, arcB: Arc3d, allowReverse: boolean = false): boolean {\r\n if (arcA.center.isAlmostEqual(arcB.center)) {\r\n const sweepSign = Geometry.split3WaySign(arcA.sweep.sweepRadians * arcB.sweep.sweepRadians, -1, 0, 1);\r\n // evaluate derivatives wrt radians (not fraction!), but adjust direction for sweep signs\r\n const endA = arcA.angleToPointAndDerivative(arcA.sweep.fractionToAngle(1.0));\r\n if (arcA.sweep.sweepRadians < 0)\r\n endA.direction.scaleInPlace(-1.0);\r\n const startB = arcB.angleToPointAndDerivative(arcB.sweep.fractionToAngle(0.0));\r\n if (arcB.sweep.sweepRadians < 0)\r\n startB.direction.scaleInPlace(-1.0);\r\n\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians + sweepSign * arcB.sweep.sweepRadians);\r\n return true;\r\n }\r\n // Also ok if negated tangent . ..\r\n if (allowReverse) {\r\n startB.direction.scaleInPlace(-1.0);\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians - sweepSign * arcB.sweep.sweepRadians);\r\n return true;\r\n }\r\n }\r\n\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Return a `Path` containing arcs are on the surface of an ellipsoid and pass through a sequence of points.\r\n * * Each arc passes through the two given endpoints and in the plane containing the true surface normal at given `fractionForIntermediateNormal`\r\n * @param ellipsoid\r\n * @param pathPoints\r\n * @param fractionForIntermediateNormal fractional position for surface normal used to create the section plane.\r\n */\r\n public static assembleArcChainOnEllipsoid(ellipsoid: Ellipsoid, pathPoints: GeodesicPathPoint[], fractionForIntermediateNormal: number = 0.5): Path {\r\n const arcPath = Path.create();\r\n for (let i = 0; i + 1 < pathPoints.length; i++) {\r\n const arc = ellipsoid.sectionArcWithIntermediateNormal(\r\n pathPoints[i].toAngles(),\r\n fractionForIntermediateNormal,\r\n pathPoints[i + 1].toAngles());\r\n arcPath.tryAddChild(arc);\r\n }\r\n return arcPath;\r\n }\r\n\r\n private static appendGeometryQueryArray(candidate: GeometryQuery | GeometryQuery[] | undefined, result: GeometryQuery[]) {\r\n if (candidate instanceof GeometryQuery)\r\n result.push(candidate);\r\n else if (Array.isArray(candidate)) {\r\n for (const p of candidate)\r\n this.appendGeometryQueryArray(p, result);\r\n }\r\n\r\n }\r\n\r\n /**\r\n * Create solid primitives for pipe segments (e.g. Cone or TorusPipe) around line and arc primitives.\r\n * @param centerline centerline geometry/\r\n * @param pipeRadius radius of pipe.\r\n */\r\n public static createPipeSegments(centerline: CurvePrimitive | CurveChain, pipeRadius: number): GeometryQuery | GeometryQuery[] | undefined {\r\n if (centerline instanceof LineSegment3d) {\r\n return Cone.createAxisPoints(centerline.startPoint(), centerline.endPoint(), pipeRadius, pipeRadius, false);\r\n } else if (centerline instanceof Arc3d) {\r\n return TorusPipe.createAlongArc(centerline, pipeRadius, false);\r\n } else if (centerline instanceof CurvePrimitive) {\r\n const builder = PolyfaceBuilder.create();\r\n builder.addMiteredPipes(centerline, pipeRadius);\r\n return builder.claimPolyface();\r\n } else if (centerline instanceof CurveChain) {\r\n const result: GeometryQuery[] = [];\r\n for (const p of centerline.children) {\r\n const pipe = this.createPipeSegments(p, pipeRadius);\r\n this.appendGeometryQueryArray(pipe, result);\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * * Create section arcs for mitered pipe.\r\n * * At each end of each pipe, the pipe is cut by the plane that bisects the angle between successive pipe centerlines.\r\n * * The arc definitions are constructed so that lines between corresponding fractional positions on the arcs are\r\n * axial lines on the pipes.\r\n * * This means that each arc definition axes (aka vector0 and vector90) are _not_ perpendicular to each other.\r\n * @param centerline centerline of pipe\r\n * @param radius radius of arcs\r\n */\r\n public static createMiteredPipeSections(centerline: IndexedXYZCollection, radius: number): Arc3d[] {\r\n const arcs: Arc3d[] = [];\r\n if (centerline.length < 2)\r\n return [];\r\n const vectorAB = Vector3d.create();\r\n const vectorBC = Vector3d.create();\r\n const bisector = Vector3d.create();\r\n const vector0 = Vector3d.create();\r\n const vector90 = Vector3d.create();\r\n const currentCenter = centerline.getPoint3dAtUncheckedPointIndex(0);\r\n centerline.vectorIndexIndex(0, 1, vectorBC)!;\r\n const baseFrame = Matrix3d.createRigidHeadsUp(vectorBC, AxisOrder.ZXY);\r\n baseFrame.columnX(vector0);\r\n baseFrame.columnY(vector90);\r\n vector0.scaleInPlace(radius);\r\n vector90.scaleInPlace(radius);\r\n // circular section on base plane ....\r\n const ellipseA = Arc3d.create(currentCenter, vector0, vector90, AngleSweep.create360());\r\n arcs.push(ellipseA);\r\n for (let i = 1; i < centerline.length; i++) {\r\n vectorAB.setFromVector3d(vectorBC);\r\n centerline.getPoint3dAtUncheckedPointIndex(i, currentCenter);\r\n if (i + 1 < centerline.length) {\r\n centerline.vectorIndexIndex(i, i + 1, vectorBC)!;\r\n } else {\r\n vectorBC.setFromVector3d(vectorAB);\r\n }\r\n if (vectorAB.normalizeInPlace() && vectorBC.normalizeInPlace()) {\r\n vectorAB.interpolate(0.5, vectorBC, bisector);\r\n // On the end ellipse for this pipe section. ..\r\n // center comes directly from centerline[i]\r\n // vector0 and vector90 are obtained by sweeping the corresponding vectors of the start ellipse to the split plane.\r\n moveVectorToPlane(vector0, vectorAB, bisector, vector0);\r\n moveVectorToPlane(vector90, vectorAB, bisector, vector90);\r\n arcs.push(Arc3d.create(currentCenter, vector0, vector90, AngleSweep.create360()));\r\n }\r\n }\r\n return arcs;\r\n }\r\n\r\n /**\r\n * Create a circular arc from start point, tangent at start, radius, optional plane normal, arc sweep\r\n * * The vector from start point to center is in the direction of upVector crossed with tangentA.\r\n * @param pointA start point\r\n * @param tangentA vector in tangent direction at the start\r\n * @param radius signed radius.\r\n * @param upVector optional out-of-plane vector. Defaults to positive Z\r\n * @param sweep angular range. If single `Angle` is given, start angle is at 0 degrees (the start point).\r\n *\r\n */\r\n public static createArcPointTangentRadius(pointA: Point3d, tangentA: Vector3d, radius: number, upVector?: Vector3d, sweep?: Angle | AngleSweep): Arc3d | undefined {\r\n if (upVector === undefined)\r\n upVector = Vector3d.unitZ();\r\n const vector0 = upVector.unitCrossProduct(tangentA);\r\n if (vector0 === undefined)\r\n return undefined;\r\n const center = pointA.plusScaled(vector0, radius);\r\n // reverse the A-to-center vector and bring it up to scale ...\r\n vector0.scaleInPlace(-radius);\r\n const vector90 = tangentA.scaleToLength(Math.abs(radius))!; // (Cannot fail -- prior unitCrossProduct would have failed first)\r\n return Arc3d.create(center, vector0, vector90, AngleSweep.create(sweep));\r\n }\r\n\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * First spiral begins at given start point.\r\n * * first tangent aims at shoulder\r\n * * outbound spiral joins line from shoulder to target.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\r\n * @param startPoint inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n startPoint: Point3d,\r\n shoulderPoint: Point3d,\r\n targetPoint: Point3d,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(startPoint, shoulderPoint);\r\n const vectorBC0 = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n const referenceLength = vectorAB.magnitude();\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnRadians = vectorAB.angleToXY(vectorBC0);\r\n const spiralTurnRadians = 0.5 * lineTurnRadians.radians;\r\n const radiansBC = radiansAB + lineTurnRadians.radians;\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameA = Transform.createRefs(startPoint.clone(), axesA);\r\n // We know how much it has to turn, and but not the length or end radius.\r\n // make a spiral of referenceLength and scale it back to the junction line\r\n const spiralARefLength = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength, undefined, frameA);\r\n if (spiralARefLength) {\r\n const midPlanePerpendicularRadians = radiansAB + spiralTurnRadians;\r\n const midPlanePerpendicularVector = Vector3d.createPolar(1.0, Angle.createRadians(midPlanePerpendicularRadians));\r\n const altitudeB = midPlanePerpendicularVector.dotProductStartEnd(startPoint, shoulderPoint);\r\n const altitudeSpiralEnd = midPlanePerpendicularVector.dotProductStartEnd(startPoint, spiralARefLength.endPoint());\r\n const scaleFactor = altitudeB / altitudeSpiralEnd;\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength * scaleFactor, undefined, frameA)!;\r\n const distanceAB = vectorAB.magnitude();\r\n const vectorBC = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n vectorBC.scaleToLength(distanceAB, vectorBC);\r\n const pointC = shoulderPoint.plus(vectorBC);\r\n const axesC = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansBC + Math.PI));\r\n const frameC = Transform.createRefs(pointC, axesC);\r\n const spiralC = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, -spiralA.radius01.x1, Angle.zero(), undefined, spiralA.curveLength(), Segment1d.create(1, 0), frameC)!;\r\n return [spiralA, spiralC];\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * Spiral length is given.\r\n * * tangency points float on both lines.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\r\n * @param pointA inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies\r\n * @param spiralLength for each part of the spiral pair.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLineWithSpiralLength(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n spiralLength: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB);\r\n const vectorBC = Vector3d.createStartEnd(pointB, pointC);\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnAngle = vectorAB.angleToXY(vectorBC);\r\n const spiralTurnRadians = 0.5 * lineTurnAngle.radians;\r\n const bisectorRadians = 0.5 * (Math.PI - lineTurnAngle.radians);\r\n const radiansCB = Math.atan2(-vectorBC.y, -vectorBC.x);\r\n const spiralAB0 = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, Transform.createIdentity());\r\n if (spiralAB0) {\r\n const localEndPoint = spiralAB0.fractionToPoint(1);\r\n const distanceAB = pointA.distance(pointB);\r\n const distanceCB = pointC.distance(pointB);\r\n // The spiral eventually has to end on the bisector, at localEndPoint.y height from the inbound line\r\n // distance from shoulder to projection of that point to point E on the inbound line is\r\n const distanceBE = localEndPoint.y / Math.tan(bisectorRadians);\r\n const xFractionAB = Geometry.conditionalDivideFraction(distanceAB - distanceBE - localEndPoint.x, distanceAB);\r\n const xFractionCB = Geometry.conditionalDivideFraction(distanceCB - distanceBE - localEndPoint.x, distanceCB);\r\n if (xFractionAB !== undefined && xFractionCB !== undefined) {\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameAOrigin = pointA.interpolate(xFractionAB, pointB);\r\n const frameA = Transform.createRefs(frameAOrigin, axesA);\r\n const spiralAB = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, frameA)!;\r\n const axesB = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansCB));\r\n const frameBOrigin = pointC.interpolate(xFractionCB, pointB);\r\n const frameB = Transform.createRefs(frameBOrigin, axesB);\r\n const spiralBC = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(-spiralTurnRadians),\r\n spiralLength, undefined, frameB)!;\r\n return [spiralAB, spiralBC];\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Compute 2 spirals and an arc (all in XY) for a symmetric line-to-line transition.\r\n * Spiral lengths and arc radius are given. (e.g. from design speed standards.)\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\r\n * @param pointA inbound start point.\r\n * @param pointB shoulder (target) point for (both) spiral-to-line tangencies\r\n * @param lengthA inbound spiral length\r\n * @param lengthB outbound spiral length\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralArcSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n lengthA: number,\r\n lengthB: number,\r\n arcRadius: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB); vectorAB.z = 0;\r\n const vectorCB = Vector3d.createStartEnd(pointC, pointB); vectorCB.z = 0;\r\n const unitAB = vectorAB.normalize();\r\n const unitCB = vectorCB.normalize();\r\n if (unitAB === undefined || unitCB === undefined)\r\n return undefined;\r\n const unitPerpAB = unitAB.unitPerpendicularXY();\r\n const unitPerpCB = unitCB.unitPerpendicularXY();\r\n const thetaABC = vectorAB.angleToXY(vectorCB);\r\n const sideA = Geometry.split3WaySign(thetaABC.radians, 1, -1, -1);\r\n const sideB = - sideA;\r\n const radiusA = sideA * Math.abs(arcRadius);\r\n const radiusB = sideB * Math.abs(arcRadius);\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusA, Angle.zero(), undefined, lengthA, undefined, Transform.createIdentity())!;\r\n const spiralB = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusB, Angle.zero(), undefined, lengthB, undefined, Transform.createIdentity())!;\r\n const spiralEndA = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const spiralEndB = spiralB.fractionToPointAndUnitTangent(1.0);\r\n // From the end of spiral, step away to arc center (and this is in local coordinates of each spiral)\r\n const sA = spiralEndA.origin.x - radiusA * spiralEndA.direction.y;\r\n const tA = spiralEndA.origin.y + radiusA * spiralEndA.direction.x;\r\n\r\n const sB = spiralEndB.origin.x - radiusB * spiralEndB.direction.y;\r\n const tB = spiralEndB.origin.y + radiusB * spiralEndB.direction.x;\r\n\r\n // Those local coordinates are rotated to unitAB and unitBC ...\r\n const vectorA = Vector3d.createAdd2Scaled(unitAB, sA, unitPerpAB, tA);\r\n const vectorB = Vector3d.createAdd2Scaled(unitCB, sB, unitPerpCB, tB);\r\n const uv = Vector2d.create();\r\n if (SmallSystem.linearSystem2d(\r\n unitAB.x, -unitCB.x,\r\n unitAB.y, -unitCB.y,\r\n vectorB.x - vectorA.x, vectorB.y - vectorA.y, uv)) {\r\n const tangencyAB = pointB.plusScaled(unitAB, uv.x);\r\n const tangencyCB = pointB.plusScaled(unitCB, uv.y);\r\n const frameA = Transform.createOriginAndMatrixColumns(tangencyAB, unitAB, unitPerpAB, Vector3d.unitZ());\r\n const frameB = Transform.createOriginAndMatrixColumns(tangencyCB, unitCB, unitPerpCB, Vector3d.unitZ());\r\n spiralA.tryTransformInPlace(frameA);\r\n spiralB.tryTransformInPlace(frameB);\r\n const rayA1 = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const rayB0 = spiralB.fractionToPointAndUnitTangent(1.0);\r\n rayB0.direction.scaleInPlace(-1.0);\r\n const sweep = rayA1.direction.angleToXY(rayB0.direction);\r\n if (radiusA < 0)\r\n sweep.setRadians(- sweep.radians);\r\n const arc = CurveFactory.createArcPointTangentRadius(rayA1.origin, rayA1.direction, radiusA, undefined, sweep)!;\r\n return [spiralA, arc, spiralB];\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Return the intersection point of 3 planes.\r\n * @param planeA\r\n * @param planeB\r\n * @param planeC\r\n */\r\n public static planePlaneIntersectionRay(\r\n planeA: PlaneAltitudeEvaluator, planeB: PlaneAltitudeEvaluator): Ray3d | undefined {\r\n const altitudeA = planeA.altitudeXYZ(0, 0, 0);\r\n const altitudeB = planeB.altitudeXYZ(0, 0, 0);\r\n const normalAx = planeA.normalX();\r\n const normalAy = planeA.normalY();\r\n const normalAz = planeA.normalZ();\r\n const normalBx = planeB.normalX();\r\n const normalBy = planeB.normalY();\r\n const normalBz = planeB.normalZ();\r\n const normalCx = Geometry.crossProductXYXY(normalAy, normalAz, normalBy, normalBz);\r\n const normalCy = Geometry.crossProductXYXY(normalAz, normalAx, normalBz, normalBx);\r\n const normalCz = Geometry.crossProductXYXY(normalAx, normalAy, normalBx, normalBy);\r\n const rayOrigin = SmallSystem.linearSystem3d(\r\n normalAx, normalAy, normalAz,\r\n normalBx, normalBy, normalBz,\r\n normalCx, normalCy, normalCz,\r\n -altitudeA, -altitudeB, 0.0);\r\n if (rayOrigin !== undefined) {\r\n return Ray3d.createXYZUVW(rayOrigin.x, rayOrigin.y, rayOrigin.z, normalCx, normalCy, normalCz);\r\n }\r\n return undefined;\r\n }\r\n\r\n}\r\n\r\n/**\r\n * Starting at vectorR, move parallel to vectorV until perpendicular to planeNormal\r\n */\r\nfunction moveVectorToPlane(vectorR: Vector3d, vectorV: Vector3d, planeNormal: Vector3d, result?: Vector3d): Vector3d {\r\n // find s such that (vectorR + s * vectorV) DOT planeNormal = 0.\r\n const dotRN = vectorR.dotProduct(planeNormal);\r\n const dotVN = vectorV.dotProduct(planeNormal);\r\n const s = Geometry.safeDivideFraction(dotRN, dotVN, 0.0);\r\n return vectorR.plusScaled(vectorV, -s, result);\r\n}\r\n"]}
@@ -682,6 +682,7 @@ class ClosestPointStrokeHandler extends NewtonRotRStrokeHandler {
682
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  }
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  return this._closestPoint;
684
684
  }
685
+ needPrimaryGeometryForStrokes() { return true; }
685
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  startCurvePrimitive(curve) {
686
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  this._curve = curve;
687
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  this._fractionA = 0.0;
@@ -691,6 +692,8 @@ class ClosestPointStrokeHandler extends NewtonRotRStrokeHandler {
691
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  endCurvePrimitive() { }
692
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  announceIntervalForUniformStepStrokes(cp, numStrokes, fraction0, fraction1) {
693
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  this.startCurvePrimitive(cp);
695
+ this.announceSolutionFraction(0.0); // test start point as closest
696
+ this.announceSolutionFraction(1.0); // test end point as closest
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  if (numStrokes < 1)
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  numStrokes = 1;
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  const df = 1.0 / numStrokes;