@itwin/core-geometry 3.0.0-extension.1 → 3.1.0-dev.6

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Files changed (181) 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/ClipPlane.d.ts +12 -0
  25. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  26. package/lib/cjs/clipping/ClipPlane.js +12 -0
  27. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  28. package/lib/cjs/clipping/ClipUtils.d.ts +5 -0
  29. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  30. package/lib/cjs/clipping/ClipUtils.js +34 -0
  31. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  32. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +1 -1
  33. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  34. package/lib/cjs/clipping/ConvexClipPlaneSet.js +4 -3
  35. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  36. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +1 -1
  37. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  38. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +2 -3
  39. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  40. package/lib/cjs/curve/CurveFactory.d.ts +12 -0
  41. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  42. package/lib/cjs/curve/CurveFactory.js +25 -0
  43. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  44. package/lib/cjs/curve/CurvePrimitive.js +3 -0
  45. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  46. package/lib/cjs/curve/spiral/DirectSpiral3d.js +2 -2
  47. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  48. package/lib/cjs/curve/spiral/NormalizedTransition.d.ts +0 -1
  49. package/lib/cjs/curve/spiral/NormalizedTransition.d.ts.map +1 -1
  50. package/lib/cjs/curve/spiral/NormalizedTransition.js +0 -1
  51. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  52. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  53. package/lib/cjs/geometry3d/FrameBuilder.js +20 -1
  54. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  55. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +12 -0
  56. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  57. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +12 -0
  58. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  59. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -11
  60. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  61. package/lib/cjs/geometry3d/Point3dVector3d.js +5 -25
  62. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  63. package/lib/cjs/geometry3d/Ray3d.d.ts +10 -0
  64. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  65. package/lib/cjs/geometry3d/Ray3d.js +23 -0
  66. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  67. package/lib/cjs/geometry3d/Transform.d.ts +5 -0
  68. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  69. package/lib/cjs/geometry3d/Transform.js +7 -0
  70. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  71. package/lib/cjs/geometry4d/Point4d.d.ts +12 -0
  72. package/lib/cjs/geometry4d/Point4d.d.ts.map +1 -1
  73. package/lib/cjs/geometry4d/Point4d.js +12 -0
  74. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  75. package/lib/cjs/serialization/GeometrySamples.d.ts +7 -0
  76. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  77. package/lib/cjs/serialization/GeometrySamples.js +27 -0
  78. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  79. package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts +2 -0
  80. package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts.map +1 -1
  81. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js +4 -0
  82. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  83. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js +1 -0
  84. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  85. package/lib/cjs/topology/HalfEdgePositionDetail.d.ts +17 -4
  86. package/lib/cjs/topology/HalfEdgePositionDetail.d.ts.map +1 -1
  87. package/lib/cjs/topology/HalfEdgePositionDetail.js +26 -5
  88. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  89. package/lib/cjs/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
  90. package/lib/cjs/topology/InsertAndRetriangulateContext.js +28 -2
  91. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  92. package/lib/esm/Geometry.d.ts +6 -0
  93. package/lib/esm/Geometry.d.ts.map +1 -1
  94. package/lib/esm/Geometry.js.map +1 -1
  95. package/lib/esm/bspline/BSplineCurve.d.ts +4 -0
  96. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  97. package/lib/esm/bspline/BSplineCurve.js +39 -0
  98. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  99. package/lib/esm/bspline/BSplineCurveOps.d.ts +7 -0
  100. package/lib/esm/bspline/BSplineCurveOps.d.ts.map +1 -1
  101. package/lib/esm/bspline/BSplineCurveOps.js +21 -6
  102. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  103. package/lib/esm/bspline/BezierCurve3dH.d.ts.map +1 -1
  104. package/lib/esm/bspline/BezierCurve3dH.js +7 -3
  105. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  106. package/lib/esm/bspline/InterpolationCurve3d.d.ts.map +1 -1
  107. package/lib/esm/bspline/InterpolationCurve3d.js +12 -5
  108. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  109. package/lib/esm/bspline/KnotVector.d.ts +2 -2
  110. package/lib/esm/bspline/KnotVector.d.ts.map +1 -1
  111. package/lib/esm/bspline/KnotVector.js +2 -2
  112. package/lib/esm/bspline/KnotVector.js.map +1 -1
  113. package/lib/esm/clipping/ClipPlane.d.ts +12 -0
  114. package/lib/esm/clipping/ClipPlane.d.ts.map +1 -1
  115. package/lib/esm/clipping/ClipPlane.js +12 -0
  116. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  117. package/lib/esm/clipping/ClipUtils.d.ts +5 -0
  118. package/lib/esm/clipping/ClipUtils.d.ts.map +1 -1
  119. package/lib/esm/clipping/ClipUtils.js +35 -1
  120. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  121. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +1 -1
  122. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  123. package/lib/esm/clipping/ConvexClipPlaneSet.js +4 -3
  124. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  125. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +1 -1
  126. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  127. package/lib/esm/curve/CurveChainWithDistanceIndex.js +2 -3
  128. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  129. package/lib/esm/curve/CurveFactory.d.ts +12 -0
  130. package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
  131. package/lib/esm/curve/CurveFactory.js +25 -0
  132. package/lib/esm/curve/CurveFactory.js.map +1 -1
  133. package/lib/esm/curve/CurvePrimitive.js +3 -0
  134. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  135. package/lib/esm/curve/spiral/DirectSpiral3d.js +2 -2
  136. package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
  137. package/lib/esm/curve/spiral/NormalizedTransition.d.ts +0 -1
  138. package/lib/esm/curve/spiral/NormalizedTransition.d.ts.map +1 -1
  139. package/lib/esm/curve/spiral/NormalizedTransition.js +0 -1
  140. package/lib/esm/curve/spiral/NormalizedTransition.js.map +1 -1
  141. package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
  142. package/lib/esm/geometry3d/FrameBuilder.js +20 -1
  143. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  144. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +12 -0
  145. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  146. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.js +12 -0
  147. package/lib/esm/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  148. package/lib/esm/geometry3d/Point3dVector3d.d.ts +1 -11
  149. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  150. package/lib/esm/geometry3d/Point3dVector3d.js +5 -25
  151. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  152. package/lib/esm/geometry3d/Ray3d.d.ts +10 -0
  153. package/lib/esm/geometry3d/Ray3d.d.ts.map +1 -1
  154. package/lib/esm/geometry3d/Ray3d.js +23 -0
  155. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  156. package/lib/esm/geometry3d/Transform.d.ts +5 -0
  157. package/lib/esm/geometry3d/Transform.d.ts.map +1 -1
  158. package/lib/esm/geometry3d/Transform.js +7 -0
  159. package/lib/esm/geometry3d/Transform.js.map +1 -1
  160. package/lib/esm/geometry4d/Point4d.d.ts +12 -0
  161. package/lib/esm/geometry4d/Point4d.d.ts.map +1 -1
  162. package/lib/esm/geometry4d/Point4d.js +12 -0
  163. package/lib/esm/geometry4d/Point4d.js.map +1 -1
  164. package/lib/esm/serialization/GeometrySamples.d.ts +7 -0
  165. package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
  166. package/lib/esm/serialization/GeometrySamples.js +27 -0
  167. package/lib/esm/serialization/GeometrySamples.js.map +1 -1
  168. package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts +2 -0
  169. package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts.map +1 -1
  170. package/lib/esm/topology/HalfEdgeNodeXYZUV.js +4 -0
  171. package/lib/esm/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  172. package/lib/esm/topology/HalfEdgePointInGraphSearch.js +1 -0
  173. package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  174. package/lib/esm/topology/HalfEdgePositionDetail.d.ts +17 -4
  175. package/lib/esm/topology/HalfEdgePositionDetail.d.ts.map +1 -1
  176. package/lib/esm/topology/HalfEdgePositionDetail.js +26 -5
  177. package/lib/esm/topology/HalfEdgePositionDetail.js.map +1 -1
  178. package/lib/esm/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
  179. package/lib/esm/topology/InsertAndRetriangulateContext.js +28 -2
  180. package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
  181. package/package.json +7 -8
@@ -27,6 +27,8 @@ export declare class NodeXYZUV {
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  * * u,v as dotXY and crossXY for the ray direction with x,y distances from the ray origin.
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  */
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  static createNodeAndRayOrigin(node: HalfEdge, ray: Ray3d, result?: NodeXYZUV): NodeXYZUV;
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+ /** Create a `NodeXYZUV` with explicit node, xyz, uv */
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+ static create(node: HalfEdge, x?: number, y?: number, z?: number, u?: number, v?: number): NodeXYZUV;
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  /** Access the node. */
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  get node(): HalfEdge;
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  /** Access the x coordinate */
@@ -1 +1 @@
1
- {"version":3,"file":"HalfEdgeNodeXYZUV.d.ts","sourceRoot":"","sources":["../../../src/topology/HalfEdgeNodeXYZUV.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAEnC;;GAEG;AACH;;;GAGG;AACH,qBAAa,SAAS;IACpB,OAAO,CAAC,KAAK,CAAW;IACxB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IAEnB,OAAO;IAKP;;OAEG;IACI,GAAG,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,SAAS;IAOrF,OAAO,CAAC,KAAK,EAAE,SAAS;IAM/B;;;OAGG;WACW,sBAAsB,CAAC,IAAI,EAAE,QAAQ,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAa/F,uBAAuB;IACvB,IAAW,IAAI,IAAI,QAAQ,CAAuB;IAClD,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,oFAAoF;IAC7E,eAAe,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAGjD,iFAAiF;IAC1E,cAAc,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAEhD,sDAAsD;IAC/C,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM;IAOrD,sDAAsD;IAC/C,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM;CAOtD"}
1
+ {"version":3,"file":"HalfEdgeNodeXYZUV.d.ts","sourceRoot":"","sources":["../../../src/topology/HalfEdgeNodeXYZUV.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAEnC;;GAEG;AACH;;;GAGG;AACH,qBAAa,SAAS;IACpB,OAAO,CAAC,KAAK,CAAW;IACxB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IACnB,OAAO,CAAC,EAAE,CAAS;IAEnB,OAAO;IAKP;;OAEG;IACI,GAAG,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,SAAS;IAOrF,OAAO,CAAC,KAAK,EAAE,SAAS;IAM/B;;;OAGG;WACW,sBAAsB,CAAC,IAAI,EAAE,QAAQ,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAY/F,uDAAuD;WACzC,MAAM,CAAC,IAAI,EAAE,QAAQ,EACjC,CAAC,GAAE,MAAU,EAAE,CAAC,GAAE,MAAU,EAAE,CAAC,GAAE,MAAU,EAAE,CAAC,GAAE,MAAU,EAAE,CAAC,GAAE,MAAU;IAI3E,uBAAuB;IACvB,IAAW,IAAI,IAAI,QAAQ,CAAuB;IAClD,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,8BAA8B;IAC9B,IAAW,CAAC,IAAI,MAAM,CAAoB;IAC1C,oFAAoF;IAC7E,eAAe,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAGjD,iFAAiF;IAC1E,cAAc,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAEhD,sDAAsD;IAC/C,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM;IAOrD,sDAAsD;IAC/C,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM;CAOtD"}
@@ -60,6 +60,10 @@ class NodeXYZUV {
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  return result.set(node, x, y, z, u, v);
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  return new NodeXYZUV(node, x, y, z, u, v);
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  }
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+ /** Create a `NodeXYZUV` with explicit node, xyz, uv */
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+ static create(node, x = 0, y = 0, z = 0, u = 0, v = 0) {
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+ return new NodeXYZUV(node, x, y, z, u, v);
66
+ }
63
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  /** Access the node. */
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  get node() { return this._node; }
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  /** Access the x coordinate */
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n/**\r\n * Reference to a HalfEdge node with extra XYZ and UV data.\r\n * @internal\r\n */\r\nexport class NodeXYZUV {\r\n private _node: HalfEdge;\r\n private _x: number;\r\n private _y: number;\r\n private _z: number;\r\n private _u: number;\r\n private _v: number;\r\n\r\n private constructor(node: HalfEdge, x: number, y: number, z: number, u: number, v: number) {\r\n this._x = x; this._y = y; this._z = z;\r\n this._u = u; this._v = v;\r\n this._node = node;\r\n }\r\n /** Set all content directly from args.\r\n * @returns `this` reference\r\n */\r\n public set(node: HalfEdge, x: number, y: number, z: number, u: number, v: number): NodeXYZUV {\r\n this._x = x; this._y = y; this._z = z;\r\n this._u = u; this._v = v;\r\n this._node = node;\r\n return this;\r\n }\r\n\r\n public setFrom(other: NodeXYZUV) {\r\n this._x = other.x; this._y = other.y; this._z = other.z;\r\n this._u = other.u; this._v = other.v;\r\n this._node = other.node;\r\n\r\n }\r\n /** Create a `NodeXYZUV` with\r\n * * x,y,z at ray origin\r\n * * u,v as dotXY and crossXY for the ray direction with x,y distances from the ray origin.\r\n */\r\n public static createNodeAndRayOrigin(node: HalfEdge, ray: Ray3d, result?: NodeXYZUV): NodeXYZUV {\r\n const x = node.x;\r\n const y = node.y;\r\n const z = node.z;\r\n const dx = x - ray.origin.x;\r\n const dy = y - ray.origin.y;\r\n const u = Geometry.dotProductXYXY(dx, dy, ray.direction.x, ray.direction.y);\r\n const v = Geometry.crossProductXYXY(ray.direction.x, ray.direction.y, dx, dy);\r\n if (result)\r\n return result.set(node, x, y, z, u, v);\r\n return new NodeXYZUV(node, x, y, z, u, v);\r\n }\r\n\r\n /** Access the node. */\r\n public get node(): HalfEdge { return this._node; }\r\n /** Access the x coordinate */\r\n public get x(): number { return this._x; }\r\n /** Access the y coordinate */\r\n public get y(): number { return this._y; }\r\n /** Access the z coordinate */\r\n public get z(): number { return this._z; }\r\n /** Access the u coordinate */\r\n public get u(): number { return this._u; }\r\n /** Access the v coordinate */\r\n public get v(): number { return this._v; }\r\n /** Access the x,y,z coordinates as Point3d with optional caller-supplied result. */\r\n public getXYZAsPoint3d(result?: Point3d): Point3d {\r\n return Point3d.create(this._x, this._y, this._z, result);\r\n }\r\n /** Access the uv coordinates as Point2d with optional caller-supplied result. */\r\n public getUVAsPoint2d(result?: Point2d): Point2d { return Point2d.create(this._u, this._v, result); }\r\n\r\n /** Toleranced comparison function for u coordinate */\r\n public classifyU(target: number, tol: number): number {\r\n const delta = this.u - target;\r\n if (Math.abs(delta) <= tol)\r\n return 0;\r\n return delta >= 0 ? 1 : -1;\r\n }\r\n\r\n /** Toleranced comparison function for v coordinate */\r\n public classifyV(target: number, tol: number): number {\r\n const delta = target - this._v;\r\n if (Math.abs(delta) <= tol)\r\n return 0;\r\n return delta >= 0 ? 1 : -1;\r\n }\r\n\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n/**\r\n * Reference to a HalfEdge node with extra XYZ and UV data.\r\n * @internal\r\n */\r\nexport class NodeXYZUV {\r\n private _node: HalfEdge;\r\n private _x: number;\r\n private _y: number;\r\n private _z: number;\r\n private _u: number;\r\n private _v: number;\r\n\r\n private constructor(node: HalfEdge, x: number, y: number, z: number, u: number, v: number) {\r\n this._x = x; this._y = y; this._z = z;\r\n this._u = u; this._v = v;\r\n this._node = node;\r\n }\r\n /** Set all content directly from args.\r\n * @returns `this` reference\r\n */\r\n public set(node: HalfEdge, x: number, y: number, z: number, u: number, v: number): NodeXYZUV {\r\n this._x = x; this._y = y; this._z = z;\r\n this._u = u; this._v = v;\r\n this._node = node;\r\n return this;\r\n }\r\n\r\n public setFrom(other: NodeXYZUV) {\r\n this._x = other.x; this._y = other.y; this._z = other.z;\r\n this._u = other.u; this._v = other.v;\r\n this._node = other.node;\r\n\r\n }\r\n /** Create a `NodeXYZUV` with\r\n * * x,y,z at ray origin\r\n * * u,v as dotXY and crossXY for the ray direction with x,y distances from the ray origin.\r\n */\r\n public static createNodeAndRayOrigin(node: HalfEdge, ray: Ray3d, result?: NodeXYZUV): NodeXYZUV {\r\n const x = node.x;\r\n const y = node.y;\r\n const z = node.z;\r\n const dx = x - ray.origin.x;\r\n const dy = y - ray.origin.y;\r\n const u = Geometry.dotProductXYXY(dx, dy, ray.direction.x, ray.direction.y);\r\n const v = Geometry.crossProductXYXY(ray.direction.x, ray.direction.y, dx, dy);\r\n if (result)\r\n return result.set(node, x, y, z, u, v);\r\n return new NodeXYZUV(node, x, y, z, u, v);\r\n }\r\n /** Create a `NodeXYZUV` with explicit node, xyz, uv */\r\n public static create(node: HalfEdge,\r\n x: number = 0, y: number = 0, z: number = 0, u: number = 0, v: number = 0){\r\n return new NodeXYZUV(node, x, y, z, u, v);\r\n }\r\n\r\n /** Access the node. */\r\n public get node(): HalfEdge { return this._node; }\r\n /** Access the x coordinate */\r\n public get x(): number { return this._x; }\r\n /** Access the y coordinate */\r\n public get y(): number { return this._y; }\r\n /** Access the z coordinate */\r\n public get z(): number { return this._z; }\r\n /** Access the u coordinate */\r\n public get u(): number { return this._u; }\r\n /** Access the v coordinate */\r\n public get v(): number { return this._v; }\r\n /** Access the x,y,z coordinates as Point3d with optional caller-supplied result. */\r\n public getXYZAsPoint3d(result?: Point3d): Point3d {\r\n return Point3d.create(this._x, this._y, this._z, result);\r\n }\r\n /** Access the uv coordinates as Point2d with optional caller-supplied result. */\r\n public getUVAsPoint2d(result?: Point2d): Point2d { return Point2d.create(this._u, this._v, result); }\r\n\r\n /** Toleranced comparison function for u coordinate */\r\n public classifyU(target: number, tol: number): number {\r\n const delta = this.u - target;\r\n if (Math.abs(delta) <= tol)\r\n return 0;\r\n return delta >= 0 ? 1 : -1;\r\n }\r\n\r\n /** Toleranced comparison function for v coordinate */\r\n public classifyV(target: number, tol: number): number {\r\n const delta = target - this._v;\r\n if (Math.abs(delta) <= tol)\r\n return 0;\r\n return delta >= 0 ? 1 : -1;\r\n }\r\n\r\n}\r\n"]}
@@ -216,6 +216,7 @@ class PointSearchContext {
216
216
  data0.setFrom(data1);
217
217
  node0 = node0.faceSuccessor;
218
218
  } while (node0 !== faceNode);
219
+ // Returned to start node !!!
219
220
  const afterTag = firstAfter.getITag();
220
221
  firstAfter.setITag(0);
221
222
  lastBefore.setITag(0);
@@ -1 +1 @@
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- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module 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
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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// Returned to start node !!!\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"]}
@@ -10,10 +10,16 @@ import { HalfEdge } from "./Graph";
10
10
  export declare enum HalfEdgeTopo {
11
11
  /** No known position */
12
12
  None = 0,
13
- /** */
13
+ /** Sitting at a vertex, reached by a ray in this sector */
14
14
  Vertex = 1,
15
+ /** Sitting on an edge */
15
16
  Edge = 2,
16
- Face = 3
17
+ /** Face point (before hitting barrier edge) */
18
+ Face = 3,
19
+ /** Exterior point (after hitting barrier edge at fraction)
20
+ * Fraction is 0 if exterior point "in sweep around exterior corner"
21
+ */
22
+ ExteriorFace = 4
17
23
  }
18
24
  /**
19
25
  * Description of a generalized position within a graph, categorized as:
@@ -36,6 +42,8 @@ export declare class HalfEdgePositionDetail {
36
42
  private _iTag?;
37
43
  /** second data tag */
38
44
  private _dTag?;
45
+ /** Special case for point on edge or vertex but target beyond and exterior. */
46
+ private _isExteriorTarget?;
39
47
  /** Constructor.
40
48
  * * The point is CAPTURED. (static `create` methods normally clone their inputs.)
41
49
  */
@@ -70,16 +78,21 @@ export declare class HalfEdgePositionDetail {
70
78
  * * Take xyz from the node.
71
79
  */
72
80
  static createVertex(node: HalfEdge): HalfEdgePositionDetail;
73
- /** Create with node and (optional) xyz, marked as "HalfEdgeTopo.Vertex"
74
- * * if the xyz is omitted, take from the node.
81
+ /** Mark as "HalfEdgeTopo.Vertex"
75
82
  */
76
83
  resetAsVertex(node: HalfEdge): HalfEdgePositionDetail;
84
+ /** Set the flag for an exterior relationship to target. */
85
+ setIsExteriorTarget(isExterior: boolean | undefined): void;
77
86
  /** Copy x,y,z from the node to this instance local values. */
78
87
  setXYZFromNode(node: HalfEdge): void;
79
88
  /**
80
89
  * Return the (possibly undefined) edge fraction.
81
90
  */
82
91
  get edgeFraction(): number | undefined;
92
+ /** property access for the flag for an exterior relationship to target.
93
+ * * undefined flag is returned as false.
94
+ */
95
+ get isExteriorTarget(): boolean;
83
96
  /** Return true if this detail is marked as being within a face. */
84
97
  get isFace(): boolean;
85
98
  /** Return true if this detail is marked as being within an edge. */
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"HalfEdgePositionDetail.d.ts","sourceRoot":"","sources":["../../../src/topology/HalfEdgePositionDetail.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAEnC;;GAEG;AACH,oBAAY,YAAY;IACtB,wBAAwB;IACxB,IAAI,IAAI;IACR,4DAA4D;IAC5D,MAAM,IAAI;IACV,yBAAyB;IACzB,IAAI,IAAI;IACR,+CAA+C;IAC/C,IAAI,IAAI;IACR;;MAEE;IACF,YAAY,IAAA;CACb;AACD;;;;;GAKG;AACH,qBAAa,sBAAsB;IACjC,wBAAwB;IACxB,OAAO,CAAC,KAAK,CAAC,CAAW;IACzB,8BAA8B;IACvB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACjB,4FAA4F;IAC5F,OAAO,CAAC,aAAa,CAAC,CAAS;IAC/B,0DAA0D;IAC1D,OAAO,CAAC,KAAK,CAAe;IAC5B,qBAAqB;IACrB,OAAO,CAAC,KAAK,CAAC,CAAS;IACvB,sBAAsB;IACtB,OAAO,CAAC,KAAK,CAAC,CAAS;IACvB,+EAA+E;IAC/E,OAAO,CAAC,iBAAiB,CAAC,CAAU;IACpC;;OAEG;IACH,OAAO;IAUP,2CAA2C;IACpC,OAAO,CAAC,KAAK,EAAE,sBAAsB;IAU5C,gCAAgC;IACzB,cAAc;IAIrB,8BAA8B;WAChB,MAAM,IAAI,sBAAsB;IAIvC,OAAO,IAAI,MAAM,GAAG,SAAS;IAC7B,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAE5B,OAAO,IAAI,MAAM,GAAG,SAAS;IAC7B,OAAO,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAC5B,OAAO,IAAI,YAAY;IAE9B,kHAAkH;WACpG,oBAAoB,CAAC,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,MAAM,GAAG,sBAAsB;IAQhG;;;OAGG;IACI,WAAW,CAAC,IAAI,CAAC,EAAE,QAAQ,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,sBAAsB;IAazE;OACG;IACI,uBAAuB,CAAC,IAAI,EAAE,MAAM,GAAG,sBAAsB;IAUpE;;;OAGG;IACI,sBAAsB,CAAC,IAAI,EAAE,QAAQ,EAAE,YAAY,EAAE,MAAM,GAAG,sBAAsB;IAY3F;;OAEG;WACW,YAAY,CAAC,IAAI,EAAE,QAAQ,GAAG,sBAAsB;IAIlE;OACG;IACI,aAAa,CAAC,IAAI,EAAE,QAAQ,GAAG,sBAAsB;IAQ5D,4DAA4D;IACrD,mBAAmB,CAAC,UAAU,EAAE,OAAO,GAAG,SAAS;IAG1D,8DAA8D;IACvD,cAAc,CAAC,IAAI,EAAE,QAAQ;IAKpC;;OAEG;IACH,IAAW,YAAY,IAAI,MAAM,GAAG,SAAS,CAE5C;IACD;;MAEE;IACF,IAAW,gBAAgB,IAAI,OAAO,CAErC;IAED,mEAAmE;IACnE,IAAW,MAAM,IAAI,OAAO,CAA6C;IACzE,oEAAoE;IACpE,IAAW,MAAM,IAAI,OAAO,CAA6C;IACzE,iEAAiE;IACjE,IAAW,QAAQ,IAAI,OAAO,CAA+C;IAC7E,yEAAyE;IACzE,IAAW,cAAc,IAAI,OAAO,CAA6C;IAEjF,iDAAiD;IACjD,IAAW,IAAI,IAAI,QAAQ,GAAG,SAAS,CAAuB;IAC9D,wFAAwF;IACjF,UAAU,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAkBrC,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO;CAI7C"}
@@ -17,10 +17,16 @@ var HalfEdgeTopo;
17
17
  (function (HalfEdgeTopo) {
18
18
  /** No known position */
19
19
  HalfEdgeTopo[HalfEdgeTopo["None"] = 0] = "None";
20
- /** */
20
+ /** Sitting at a vertex, reached by a ray in this sector */
21
21
  HalfEdgeTopo[HalfEdgeTopo["Vertex"] = 1] = "Vertex";
22
+ /** Sitting on an edge */
22
23
  HalfEdgeTopo[HalfEdgeTopo["Edge"] = 2] = "Edge";
24
+ /** Face point (before hitting barrier edge) */
23
25
  HalfEdgeTopo[HalfEdgeTopo["Face"] = 3] = "Face";
26
+ /** Exterior point (after hitting barrier edge at fraction)
27
+ * Fraction is 0 if exterior point "in sweep around exterior corner"
28
+ */
29
+ HalfEdgeTopo[HalfEdgeTopo["ExteriorFace"] = 4] = "ExteriorFace";
24
30
  })(HalfEdgeTopo = exports.HalfEdgeTopo || (exports.HalfEdgeTopo = {}));
25
31
  /**
26
32
  * Description of a generalized position within a graph, categorized as:
@@ -32,7 +38,7 @@ class HalfEdgePositionDetail {
32
38
  /** Constructor.
33
39
  * * The point is CAPTURED. (static `create` methods normally clone their inputs.)
34
40
  */
35
- constructor(node, x, y, z, topo, edgeFraction, iTag, _dTag) {
41
+ constructor(node, x, y, z, topo, edgeFraction, iTag, dTag, isExteriorTarget) {
36
42
  this._node = node;
37
43
  this.x = x;
38
44
  this.y = y;
@@ -40,7 +46,8 @@ class HalfEdgePositionDetail {
40
46
  this._topo = topo;
41
47
  this._edgeFraction = edgeFraction;
42
48
  this._iTag = iTag;
43
- this._dTag = _dTag;
49
+ this._dTag = dTag;
50
+ this._isExteriorTarget = isExteriorTarget;
44
51
  }
45
52
  /** Copy (clones of) all data from other */
46
53
  setFrom(other) {
@@ -89,6 +96,7 @@ class HalfEdgePositionDetail {
89
96
  this.y = xyz.y;
90
97
  this.z = xyz.z;
91
98
  }
99
+ this._isExteriorTarget = undefined;
92
100
  return this;
93
101
  }
94
102
  /** reassign contents so this instance has dTag but no node or HalfEdgeTopo
@@ -99,6 +107,7 @@ class HalfEdgePositionDetail {
99
107
  this._iTag = 0;
100
108
  this._dTag = dTag;
101
109
  this._node = undefined;
110
+ this._isExteriorTarget = undefined;
102
111
  return this;
103
112
  }
104
113
  /** reassign contents so this instance becomes an edge hit
@@ -113,6 +122,7 @@ class HalfEdgePositionDetail {
113
122
  this.x = Geometry_1.Geometry.interpolate(node.x, edgeFraction, nodeB.x);
114
123
  this.y = Geometry_1.Geometry.interpolate(node.y, edgeFraction, nodeB.y);
115
124
  this.z = Geometry_1.Geometry.interpolate(node.z, edgeFraction, nodeB.z);
125
+ this._isExteriorTarget = undefined;
116
126
  return this;
117
127
  }
118
128
  /** Create at a node.
@@ -121,15 +131,20 @@ class HalfEdgePositionDetail {
121
131
  static createVertex(node) {
122
132
  return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);
123
133
  }
124
- /** Create with node and (optional) xyz, marked as "HalfEdgeTopo.Vertex"
125
- * * if the xyz is omitted, take from the node.
134
+ /** Mark as "HalfEdgeTopo.Vertex"
126
135
  */
127
136
  resetAsVertex(node) {
128
137
  this._topo = HalfEdgeTopo.Vertex;
129
138
  this._node = node;
139
+ this._edgeFraction = 0.0;
130
140
  this.setXYZFromNode(node);
141
+ this._isExteriorTarget = undefined;
131
142
  return this;
132
143
  }
144
+ /** Set the flag for an exterior relationship to target. */
145
+ setIsExteriorTarget(isExterior) {
146
+ this._isExteriorTarget = isExterior;
147
+ }
133
148
  /** Copy x,y,z from the node to this instance local values. */
134
149
  setXYZFromNode(node) {
135
150
  this.x = node.x;
@@ -142,6 +157,12 @@ class HalfEdgePositionDetail {
142
157
  get edgeFraction() {
143
158
  return this._edgeFraction;
144
159
  }
160
+ /** property access for the flag for an exterior relationship to target.
161
+ * * undefined flag is returned as false.
162
+ */
163
+ get isExteriorTarget() {
164
+ return this._isExteriorTarget !== undefined ? this._isExteriorTarget : false;
165
+ }
145
166
  /** Return true if this detail is marked as being within a face. */
146
167
  get isFace() { return this._topo === HalfEdgeTopo.Face; }
147
168
  /** Return true if this detail is marked as being within an edge. */
@@ -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/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/**\r\n * Enumeration of categorization of \"where\" a HalfEdgePositionDetail is sitting in the graph.\r\n */\r\nexport enum HalfEdgeTopo {\r\n /** No known position */\r\n None = 0,\r\n /** */\r\n Vertex = 1,\r\n Edge = 2,\r\n Face = 3,\r\n}\r\n/**\r\n * Description of a generalized position within a graph, categorized as:\r\n * * \"at a certain node around a vertex\"\r\n * * \"at a fractional position along an edge\r\n * * \"within a face\"\r\n */\r\nexport class HalfEdgePositionDetail {\r\n /** the relevant node */\r\n private _node?: HalfEdge;\r\n /** The current coordinates */\r\n public x: number;\r\n public y: number;\r\n public z: number;\r\n /** fractional position along edge. Only defined if the topo tag is `HalfEdgeTopo.Edge` */\r\n private _edgeFraction?: number;\r\n /** Enumeration of status vertex, edge, or face status. */\r\n private _topo: HalfEdgeTopo;\r\n /** first data tag */\r\n private _iTag?: number;\r\n /** second data tag */\r\n private _dTag?: number;\r\n /** Constructor.\r\n * * The point is CAPTURED. (static `create` methods normally clone their inputs.)\r\n */\r\n private constructor(node: HalfEdge | undefined, x: number, y: number, z: number, topo: HalfEdgeTopo, edgeFraction?: number, iTag?: number, _dTag?: number) {\r\n this._node = node;\r\n this.x = x; this.y = y; this.z = z;\r\n this._topo = topo;\r\n this._edgeFraction = edgeFraction;\r\n this._iTag = iTag;\r\n this._dTag = _dTag;\r\n }\r\n\r\n /** Copy (clones of) all data from other */\r\n public setFrom(other: HalfEdgePositionDetail) {\r\n this._node = other._node;\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this._topo = other._topo;\r\n this._edgeFraction = other._edgeFraction;\r\n this._iTag = other._iTag;\r\n this._dTag = other._dTag;\r\n }\r\n /** reset to null topo state. */\r\n public resetAsUnknown() {\r\n this._node = undefined;\r\n this._topo = HalfEdgeTopo.None;\r\n }\r\n /** Create with null data. */\r\n public static create(): HalfEdgePositionDetail {\r\n const detail = new HalfEdgePositionDetail(undefined, 0, 0, 0, HalfEdgeTopo.None);\r\n return detail;\r\n }\r\n public getITag(): number | undefined { return this._iTag; }\r\n public setITag(value: number): void { this._iTag = value; }\r\n\r\n public getDTag(): number | undefined { return this._dTag; }\r\n public setDTag(value: number): void { this._dTag = value; }\r\n public getTopo(): HalfEdgeTopo { return this._topo; }\r\n\r\n /** Create with node, fraction along edge, marked as \"HalfEdgeTopo.Edge\". Compute interpolated xyz on the edge */\r\n public static createEdgeAtFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n const node1 = node.faceSuccessor;\r\n const x = Geometry.interpolate(node.x, edgeFraction, node1.x);\r\n const y = Geometry.interpolate(node.y, edgeFraction, node1.y);\r\n const z = Geometry.interpolate(node.z, edgeFraction, node1.z);\r\n return new HalfEdgePositionDetail(node, x, y, z, HalfEdgeTopo.Edge, edgeFraction);\r\n }\r\n\r\n /** reassign contents so this instance becomes a face hit.\r\n * @param node new node value. If missing, current node is left unchanged.\r\n * @param xyz new coordinates. if missing, current coordinates are left unchanged.\r\n */\r\n public resetAsFace(node?: HalfEdge, xyz?: XYAndZ): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Face;\r\n if (node)\r\n this._node = node;\r\n if (xyz) {\r\n this.x = xyz.x;\r\n this.y = xyz.y;\r\n this.z = xyz.z;\r\n }\r\n return this;\r\n }\r\n\r\n /** reassign contents so this instance has dTag but no node or HalfEdgeTopo\r\n */\r\n public resetAsUndefinedWithTag(dTag: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.None;\r\n this._dTag = 0;\r\n this._iTag = 0;\r\n this._dTag = dTag;\r\n this._node = undefined;\r\n return this;\r\n }\r\n\r\n /** reassign contents so this instance becomes an edge hit\r\n * @param node new node value.\r\n * @param edgeFraction new edge fraction. xyz is recomputed from this edge and its face successor.\r\n */\r\n public resetAtEdgeAndFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Edge;\r\n this._node = node;\r\n const nodeB = node.faceSuccessor;\r\n this._edgeFraction = edgeFraction;\r\n this.x = Geometry.interpolate(node.x, edgeFraction, nodeB.x);\r\n this.y = Geometry.interpolate(node.y, edgeFraction, nodeB.y);\r\n this.z = Geometry.interpolate(node.z, edgeFraction, nodeB.z);\r\n return this;\r\n }\r\n\r\n /** Create at a node.\r\n * * Take xyz from the node.\r\n */\r\n public static createVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);\r\n }\r\n\r\n /** Create with node and (optional) xyz, marked as \"HalfEdgeTopo.Vertex\"\r\n * * if the xyz is omitted, take from the node.\r\n */\r\n public resetAsVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Vertex;\r\n this._node = node;\r\n this.setXYZFromNode(node);\r\n return this;\r\n }\r\n /** Copy x,y,z from the node to this instance local values. */\r\n public setXYZFromNode(node: HalfEdge) {\r\n this.x = node.x;\r\n this.y = node.y;\r\n this.z = node.z;\r\n }\r\n /**\r\n * Return the (possibly undefined) edge fraction.\r\n */\r\n public get edgeFraction(): number | undefined {\r\n return this._edgeFraction;\r\n }\r\n\r\n /** Return true if this detail is marked as being within a face. */\r\n public get isFace(): boolean { return this._topo === HalfEdgeTopo.Face; }\r\n /** Return true if this detail is marked as being within an edge. */\r\n public get isEdge(): boolean { return this._topo === HalfEdgeTopo.Edge; }\r\n /** Return true if this detail is marked as being at a vertex. */\r\n public get isVertex(): boolean { return this._topo === HalfEdgeTopo.Vertex; }\r\n /** Return true if this detail has no vertex, edge, or face qualifier. */\r\n public get isUnclassified(): boolean { return this._topo === HalfEdgeTopo.None; }\r\n\r\n /** Return the node reference from this detail */\r\n public get node(): HalfEdge | undefined { return this._node; }\r\n /** Return the (clone of, or optional filled in result) coordinates from this detail. */\r\n public clonePoint(result?: Point3d): Point3d { return Point3d.create(this.x, this.y, this.z, result); }\r\n\r\n /*\r\n // If candidateKey is less than resultKey, replace resultPos and resultKey\r\n // by the candidate data.\r\n public updateMinimizer(\r\n HalfEdgePositionDetail & resultPos, number & resultKey,\r\n : HalfEdgePositionDetail & candidatePos, candidateKey: number\r\n ): boolean {\r\n if (candidateKey < resultKey) {\r\n resultKey = candidateKey;\r\n resultPos = candidatePos;\r\n return true;\r\n }\r\n return false;\r\n }\r\n */\r\n\r\n public isAtXY(x: number, y: number): boolean {\r\n return this._topo !== HalfEdgeTopo.None && Geometry.isSameCoordinate(this.x, x) && Geometry.isSameCoordinate(this.y, y);\r\n\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/**\r\n * Enumeration of categorization of \"where\" a HalfEdgePositionDetail is sitting in the graph.\r\n */\r\nexport enum HalfEdgeTopo {\r\n /** No known position */\r\n None = 0,\r\n /** Sitting at a vertex, reached by a ray in this sector */\r\n Vertex = 1,\r\n /** Sitting on an edge */\r\n Edge = 2,\r\n /** Face point (before hitting barrier edge) */\r\n Face = 3,\r\n /** Exterior point (after hitting barrier edge at fraction)\r\n * Fraction is 0 if exterior point \"in sweep around exterior corner\"\r\n */\r\n ExteriorFace\r\n}\r\n/**\r\n * Description of a generalized position within a graph, categorized as:\r\n * * \"at a certain node around a vertex\"\r\n * * \"at a fractional position along an edge\r\n * * \"within a face\"\r\n */\r\nexport class HalfEdgePositionDetail {\r\n /** the relevant node */\r\n private _node?: HalfEdge;\r\n /** The current coordinates */\r\n public x: number;\r\n public y: number;\r\n public z: number;\r\n /** fractional position along edge. Only defined if the topo tag is `HalfEdgeTopo.Edge` */\r\n private _edgeFraction?: number;\r\n /** Enumeration of status vertex, edge, or face status. */\r\n private _topo: HalfEdgeTopo;\r\n /** first data tag */\r\n private _iTag?: number;\r\n /** second data tag */\r\n private _dTag?: number;\r\n /** Special case for point on edge or vertex but target beyond and exterior. */\r\n private _isExteriorTarget?: boolean;\r\n /** Constructor.\r\n * * The point is CAPTURED. (static `create` methods normally clone their inputs.)\r\n */\r\n private constructor(node: HalfEdge | undefined, x: number, y: number, z: number, topo: HalfEdgeTopo, edgeFraction?: number, iTag?: number, dTag?: number, isExteriorTarget?: boolean) {\r\n this._node = node;\r\n this.x = x; this.y = y; this.z = z;\r\n this._topo = topo;\r\n this._edgeFraction = edgeFraction;\r\n this._iTag = iTag;\r\n this._dTag = dTag;\r\n this._isExteriorTarget = isExteriorTarget;\r\n }\r\n\r\n /** Copy (clones of) all data from other */\r\n public setFrom(other: HalfEdgePositionDetail) {\r\n this._node = other._node;\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this._topo = other._topo;\r\n this._edgeFraction = other._edgeFraction;\r\n this._iTag = other._iTag;\r\n this._dTag = other._dTag;\r\n }\r\n /** reset to null topo state. */\r\n public resetAsUnknown() {\r\n this._node = undefined;\r\n this._topo = HalfEdgeTopo.None;\r\n }\r\n /** Create with null data. */\r\n public static create(): HalfEdgePositionDetail {\r\n const detail = new HalfEdgePositionDetail(undefined, 0, 0, 0, HalfEdgeTopo.None);\r\n return detail;\r\n }\r\n public getITag(): number | undefined { return this._iTag; }\r\n public setITag(value: number): void { this._iTag = value; }\r\n\r\n public getDTag(): number | undefined { return this._dTag; }\r\n public setDTag(value: number): void { this._dTag = value; }\r\n public getTopo(): HalfEdgeTopo { return this._topo; }\r\n\r\n /** Create with node, fraction along edge, marked as \"HalfEdgeTopo.Edge\". Compute interpolated xyz on the edge */\r\n public static createEdgeAtFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n const node1 = node.faceSuccessor;\r\n const x = Geometry.interpolate(node.x, edgeFraction, node1.x);\r\n const y = Geometry.interpolate(node.y, edgeFraction, node1.y);\r\n const z = Geometry.interpolate(node.z, edgeFraction, node1.z);\r\n return new HalfEdgePositionDetail(node, x, y, z, HalfEdgeTopo.Edge, edgeFraction);\r\n }\r\n\r\n /** reassign contents so this instance becomes a face hit.\r\n * @param node new node value. If missing, current node is left unchanged.\r\n * @param xyz new coordinates. if missing, current coordinates are left unchanged.\r\n */\r\n public resetAsFace(node?: HalfEdge, xyz?: XYAndZ): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Face;\r\n if (node)\r\n this._node = node;\r\n if (xyz) {\r\n this.x = xyz.x;\r\n this.y = xyz.y;\r\n this.z = xyz.z;\r\n }\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n\r\n /** reassign contents so this instance has dTag but no node or HalfEdgeTopo\r\n */\r\n public resetAsUndefinedWithTag(dTag: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.None;\r\n this._dTag = 0;\r\n this._iTag = 0;\r\n this._dTag = dTag;\r\n this._node = undefined;\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n\r\n /** reassign contents so this instance becomes an edge hit\r\n * @param node new node value.\r\n * @param edgeFraction new edge fraction. xyz is recomputed from this edge and its face successor.\r\n */\r\n public resetAtEdgeAndFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Edge;\r\n this._node = node;\r\n const nodeB = node.faceSuccessor;\r\n this._edgeFraction = edgeFraction;\r\n this.x = Geometry.interpolate(node.x, edgeFraction, nodeB.x);\r\n this.y = Geometry.interpolate(node.y, edgeFraction, nodeB.y);\r\n this.z = Geometry.interpolate(node.z, edgeFraction, nodeB.z);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n\r\n /** Create at a node.\r\n * * Take xyz from the node.\r\n */\r\n public static createVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);\r\n }\r\n\r\n /** Mark as \"HalfEdgeTopo.Vertex\"\r\n */\r\n public resetAsVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Vertex;\r\n this._node = node;\r\n this._edgeFraction = 0.0;\r\n this.setXYZFromNode(node);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /** Set the flag for an exterior relationship to target. */\r\n public setIsExteriorTarget(isExterior: boolean | undefined) {\r\n this._isExteriorTarget = isExterior;\r\n }\r\n /** Copy x,y,z from the node to this instance local values. */\r\n public setXYZFromNode(node: HalfEdge) {\r\n this.x = node.x;\r\n this.y = node.y;\r\n this.z = node.z;\r\n }\r\n /**\r\n * Return the (possibly undefined) edge fraction.\r\n */\r\n public get edgeFraction(): number | undefined {\r\n return this._edgeFraction;\r\n }\r\n /** property access for the flag for an exterior relationship to target.\r\n * * undefined flag is returned as false.\r\n */\r\n public get isExteriorTarget(): boolean {\r\n return this._isExteriorTarget !== undefined ? this._isExteriorTarget : false;\r\n }\r\n\r\n /** Return true if this detail is marked as being within a face. */\r\n public get isFace(): boolean { return this._topo === HalfEdgeTopo.Face; }\r\n /** Return true if this detail is marked as being within an edge. */\r\n public get isEdge(): boolean { return this._topo === HalfEdgeTopo.Edge; }\r\n /** Return true if this detail is marked as being at a vertex. */\r\n public get isVertex(): boolean { return this._topo === HalfEdgeTopo.Vertex; }\r\n /** Return true if this detail has no vertex, edge, or face qualifier. */\r\n public get isUnclassified(): boolean { return this._topo === HalfEdgeTopo.None; }\r\n\r\n /** Return the node reference from this detail */\r\n public get node(): HalfEdge | undefined { return this._node; }\r\n /** Return the (clone of, or optional filled in result) coordinates from this detail. */\r\n public clonePoint(result?: Point3d): Point3d { return Point3d.create(this.x, this.y, this.z, result); }\r\n\r\n /*\r\n // If candidateKey is less than resultKey, replace resultPos and resultKey\r\n // by the candidate data.\r\n public updateMinimizer(\r\n HalfEdgePositionDetail & resultPos, number & resultKey,\r\n : HalfEdgePositionDetail & candidatePos, candidateKey: number\r\n ): boolean {\r\n if (candidateKey < resultKey) {\r\n resultKey = candidateKey;\r\n resultPos = candidatePos;\r\n return true;\r\n }\r\n return false;\r\n }\r\n */\r\n\r\n public isAtXY(x: number, y: number): boolean {\r\n return this._topo !== HalfEdgeTopo.None && Geometry.isSameCoordinate(this.x, x) && Geometry.isSameCoordinate(this.y, y);\r\n\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"InsertAndRetriangulateContext.d.ts","sourceRoot":"","sources":["../../../src/topology/InsertAndRetriangulateContext.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD,OAAO,EAAY,aAAa,EAAgB,MAAM,SAAS,CAAC;AAGhE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAGlE;;;;;GAKG;AACH,qBAAa,6BAA6B;IACxC,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAyB;IAK1C,OAAO;IAOP,kDAAkD;WACpC,MAAM,CAAC,KAAK,EAAE,aAAa;IAGzC,uDAAuD;IACvD,IAAW,KAAK,IAAI,aAAa,CAAwB;IAIzD,OAAO,CAAC,2BAA2B;IAenC,qDAAqD;IAC9C,KAAK;IAIZ,iEAAiE;IACjE,IAAW,eAAe,2BAA6B;IACvD;;;;OAIG;IACI,4BAA4B,CAAC,GAAG,EAAE,OAAO,GAAG,sBAAsB;IAkClE,sBAAsB,CAAC,GAAG,EAAE,OAAO,GAAG,sBAAsB;IAc5D,WAAW,CAAC,GAAG,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM;IAMxC,sBAAsB,CAAC,GAAG,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,GAAG,OAAO;IAmChE,WAAW,CAAC,cAAc,EAAE,sBAAsB,EAAE,GAAG,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,CAAC,QAAQ,EAAE,sBAAsB,KAAK,OAAO,GAAG,OAAO;CA2F7I"}
@@ -168,9 +168,10 @@ class InsertAndRetriangulateContext {
168
168
  if (movingPosition.isUnclassified)
169
169
  return false;
170
170
  }
171
+ let trap = 0;
171
172
  // double tol = vu_getMergeTol (pGraph);
172
173
  const ray = Ray3d_1.Ray3d.createXAxis();
173
- for (; movingPosition.getITag() === 0;) {
174
+ for (; movingPosition.getITag() === 0 && trap < 2;) {
174
175
  if (announcer !== undefined) {
175
176
  const continueSearch = announcer(movingPosition);
176
177
  if (!continueSearch)
@@ -210,6 +211,14 @@ class InsertAndRetriangulateContext {
210
211
  break;
211
212
  }
212
213
  case HalfEdgePointInGraphSearch_1.RayClassification.RC_TargetAfter: {
214
+ if (movingPosition.node === lastBefore.node
215
+ && movingPosition.isFace
216
+ && (lastBefore.isEdge || lastBefore.isVertex)) {
217
+ trap++;
218
+ }
219
+ else {
220
+ trap = 0;
221
+ }
213
222
  movingPosition.setFrom(lastBefore);
214
223
  break;
215
224
  }
@@ -226,7 +235,24 @@ class InsertAndRetriangulateContext {
226
235
  break;
227
236
  }
228
237
  }
229
- return movingPosition.isAtXY(xyz.x, xyz.y);
238
+ if (movingPosition.isAtXY(xyz.x, xyz.y))
239
+ return true;
240
+ if (trap > 1) {
241
+ // Ugh. We exited the loop by repeatedly hitting the same node
242
+ // with edge or vertex type in lastBefore.
243
+ // This happens only when the target point is exterior.
244
+ // (Heavy triangulation use cases start with a convex hull and only do interior intersections,
245
+ // so case only happens in contrived unit tests.... so far ...)
246
+ // What to mark?
247
+ // Leave it as is, but mark as exterior target
248
+ //
249
+ if (movingPosition.node !== undefined) {
250
+ movingPosition.setIsExteriorTarget(true);
251
+ }
252
+ return false;
253
+ }
254
+ // Murky here ... should never be hit. Has never been hit in unit tests.
255
+ return false;
230
256
  }
231
257
  }
232
258
  exports.InsertAndRetriangulateContext = InsertAndRetriangulateContext;
@@ -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/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary. (e.g. as typically marked with HalfEdgeMask.EXTERIOR)\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n // Temporaries used in reAimFromFace\r\n // private _lastBefore: HalfEdgePositionDetail;\r\n // private _firstAfter: HalfEdgePositionDetail;\r\n\r\n private constructor(graph: HalfEdgeGraph) {\r\n this._graph = graph;\r\n this._edgeSet = MarkedEdgeSet.create(graph)!;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n // this._lastBefore = HalfEdgePositionDetail.create();\r\n // this._firstAfter = HalfEdgePositionDetail.create();\r\n }\r\n /** Create a new context referencing the graph. */\r\n public static create(graph: HalfEdgeGraph) {\r\n return new InsertAndRetriangulateContext(graph);\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph { return this._graph; }\r\n // Walk face from edgeNode; insert new edges back to start node from all except\r\n // immediate successor and predecessor.\r\n // insert all new nodes, and nodes of the existing face, in edgeSet.\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n this._edgeSet.addAroundFace(centralNode);\r\n if (numNode < 4 || centralNode.signedFaceArea() <= 0.0)\r\n return;\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n\r\n /** Return a (reference to!) the current position in the graph */\r\n public get currentPosition() { return this._searcher; }\r\n /**\r\n * Linear search through the graph\r\n * * Returns a HalfEdgePositionDetail for the nearest edge or vertex.\r\n * @param xyz\r\n */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeB);\r\n position.setDTag(distanceC);\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceC);\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceA);\r\n }\r\n }\r\n return position;\r\n }\r\n\r\n public resetSearch(xyz: Point3d, maxDim: number) {\r\n if (maxDim > 0)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n public insertAndRetriangulate(xyz: Point3d, newZWins: boolean): boolean {\r\n this.moveToPoint(this._searcher, xyz);\r\n const seedNode = this._searcher.node;\r\n let stat = false;\r\n if (seedNode === undefined) {\r\n } else if (this._searcher.isFace) {\r\n if (!seedNode.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newInteriorNode = this._graph.createEdgeXYZHalfEdge(xyz.x, xyz.y, xyz.z, 0, seedNode, 0);\r\n this.retriangulateFromBaseVertex(newInteriorNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newInteriorNode);\r\n }\r\n stat = true;\r\n } else if (this._searcher.isEdge) {\r\n const newA = this._graph.splitEdgeAtFraction(seedNode, this._searcher.edgeFraction!);\r\n const newB = newA.vertexPredecessor;\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n stat = true;\r\n } else if (this._searcher.isVertex) {\r\n // There's already a vertex there. Maybe the z is different.\r\n if (newZWins)\r\n seedNode.setXYZAroundVertex(xyz.x, xyz.y, xyz.z);\r\n stat = true;\r\n } else {\r\n stat = false;\r\n }\r\n return stat;\r\n }\r\n\r\n // Advance movingPosition to a face, edge, or vertex position detail that contains xyz.\r\n // Prior content in movingPosition is used as seed.\r\n // Return true if successful.\r\n public moveToPoint(movingPosition: HalfEdgePositionDetail, xyz: Point3d, announcer?: (position: HalfEdgePositionDetail) => boolean): boolean {\r\n const psc = PointSearchContext.create();\r\n movingPosition.setITag(0);\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, 0);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n\r\n // double tol = vu_getMergeTol (pGraph);\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.getITag() === 0;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, xyz, ray)) {\r\n return false;\r\n } else if (movingPosition.isFace) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore` !!\r\n switch (rc) {\r\n case RayClassification.RC_NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetBefore: {\r\n movingPosition.resetAsFace(movingPosition.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetAfter: {\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n\r\n return movingPosition.isAtXY(xyz.x, xyz.y);\r\n }\r\n}\r\n// Create a VuPositionDetail for specified fraction along any unmasked edge.\r\nfunction moveToAnyUnmaskedEdge(graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\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/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary. (e.g. as typically marked with HalfEdgeMask.EXTERIOR)\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n // Temporaries used in reAimFromFace\r\n // private _lastBefore: HalfEdgePositionDetail;\r\n // private _firstAfter: HalfEdgePositionDetail;\r\n\r\n private constructor(graph: HalfEdgeGraph) {\r\n this._graph = graph;\r\n this._edgeSet = MarkedEdgeSet.create(graph)!;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n // this._lastBefore = HalfEdgePositionDetail.create();\r\n // this._firstAfter = HalfEdgePositionDetail.create();\r\n }\r\n /** Create a new context referencing the graph. */\r\n public static create(graph: HalfEdgeGraph) {\r\n return new InsertAndRetriangulateContext(graph);\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph { return this._graph; }\r\n // Walk face from edgeNode; insert new edges back to start node from all except\r\n // immediate successor and predecessor.\r\n // insert all new nodes, and nodes of the existing face, in edgeSet.\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n this._edgeSet.addAroundFace(centralNode);\r\n if (numNode < 4 || centralNode.signedFaceArea() <= 0.0)\r\n return;\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n\r\n /** Return a (reference to!) the current position in the graph */\r\n public get currentPosition() { return this._searcher; }\r\n /**\r\n * Linear search through the graph\r\n * * Returns a HalfEdgePositionDetail for the nearest edge or vertex.\r\n * @param xyz\r\n */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeB);\r\n position.setDTag(distanceC);\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceC);\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceA);\r\n }\r\n }\r\n return position;\r\n }\r\n\r\n public resetSearch(xyz: Point3d, maxDim: number) {\r\n if (maxDim > 0)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n public insertAndRetriangulate(xyz: Point3d, newZWins: boolean): boolean {\r\n this.moveToPoint(this._searcher, xyz);\r\n const seedNode = this._searcher.node;\r\n let stat = false;\r\n if (seedNode === undefined) {\r\n } else if (this._searcher.isFace) {\r\n if (!seedNode.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newInteriorNode = this._graph.createEdgeXYZHalfEdge(xyz.x, xyz.y, xyz.z, 0, seedNode, 0);\r\n this.retriangulateFromBaseVertex(newInteriorNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newInteriorNode);\r\n }\r\n stat = true;\r\n } else if (this._searcher.isEdge) {\r\n const newA = this._graph.splitEdgeAtFraction(seedNode, this._searcher.edgeFraction!);\r\n const newB = newA.vertexPredecessor;\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n stat = true;\r\n } else if (this._searcher.isVertex) {\r\n // There's already a vertex there. Maybe the z is different.\r\n if (newZWins)\r\n seedNode.setXYZAroundVertex(xyz.x, xyz.y, xyz.z);\r\n stat = true;\r\n } else {\r\n stat = false;\r\n }\r\n return stat;\r\n }\r\n\r\n // Advance movingPosition to a face, edge, or vertex position detail that contains xyz.\r\n // Prior content in movingPosition is used as seed.\r\n // Return true if successful.\r\n public moveToPoint(movingPosition: HalfEdgePositionDetail, xyz: Point3d, announcer?: (position: HalfEdgePositionDetail) => boolean): boolean {\r\n const psc = PointSearchContext.create();\r\n movingPosition.setITag(0);\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, 0);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n let trap = 0;\r\n // double tol = vu_getMergeTol (pGraph);\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.getITag() === 0 && trap < 2;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, xyz, ray)) {\r\n return false;\r\n } else if (movingPosition.isFace) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore` !!\r\n switch (rc) {\r\n case RayClassification.RC_NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetBefore: {\r\n movingPosition.resetAsFace(movingPosition.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetAfter: {\r\n if (movingPosition.node === lastBefore.node\r\n && movingPosition.isFace\r\n && (lastBefore.isEdge || lastBefore.isVertex)){\r\n trap++;\r\n } else {\r\n trap = 0;\r\n }\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n if (movingPosition.isAtXY(xyz.x, xyz.y))\r\n return true;\r\n if (trap > 1) {\r\n // Ugh. We exited the loop by repeatedly hitting the same node\r\n // with edge or vertex type in lastBefore.\r\n // This happens only when the target point is exterior.\r\n // (Heavy triangulation use cases start with a convex hull and only do interior intersections,\r\n // so case only happens in contrived unit tests.... so far ...)\r\n // What to mark?\r\n // Leave it as is, but mark as exterior target\r\n //\r\n if (movingPosition.node !== undefined) {\r\n movingPosition.setIsExteriorTarget(true);\r\n }\r\n return false;\r\n }\r\n // Murky here ... should never be hit. Has never been hit in unit tests.\r\n return false;\r\n }\r\n\r\n}\r\n// Create a VuPositionDetail for specified fraction along any unmasked edge.\r\nfunction moveToAnyUnmaskedEdge(graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n"]}
@@ -113,6 +113,12 @@ export interface PlaneAltitudeEvaluator {
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  * @param point xyzw data.
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  */
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  weightedAltitude(point: Point4d): number;
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+ /** x part of normal vector */
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+ normalX(): number;
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+ /** x part of normal vector */
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+ normalY(): number;
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+ /** x part of normal vector */
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+ normalZ(): number;
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  }
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  /**
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  * Interface for `toJSON` and `setFromJSON` methods