@itwin/core-geometry 3.1.0-dev.25 → 3.1.0-dev.29
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +38 -3
- package/lib/cjs/bspline/BSplineCurve.d.ts +8 -0
- package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.js +14 -0
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.d.ts +8 -0
- package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.js +14 -0
- package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
- package/lib/cjs/curve/Arc3d.d.ts +6 -0
- package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
- package/lib/cjs/curve/Arc3d.js +31 -0
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +8 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +22 -2
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCurveIntersectXY.js +3 -1
- package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.d.ts +23 -9
- package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.js +18 -0
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/LineSegment3d.d.ts +6 -0
- package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineSegment3d.js +14 -0
- package/lib/cjs/curve/LineSegment3d.js.map +1 -1
- package/lib/cjs/curve/LineString3d.d.ts +7 -0
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineString3d.js +20 -0
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/ProxyCurve.d.ts +6 -2
- package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -1
- package/lib/cjs/curve/ProxyCurve.js +5 -0
- package/lib/cjs/curve/ProxyCurve.js.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +11 -0
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.js +26 -17
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +15 -16
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js +14 -16
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js +3 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/StrokeOptions.d.ts +6 -0
- package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
- package/lib/cjs/curve/StrokeOptions.js +20 -0
- package/lib/cjs/curve/StrokeOptions.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.d.ts +36 -0
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.d.ts.map +1 -0
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js +73 -0
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -0
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts +48 -24
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +113 -112
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +8 -0
- package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js +14 -0
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.js +21 -8
- package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.d.ts +1 -1
- package/lib/cjs/numerics/ClusterableArray.d.ts.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.js +2 -2
- package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
- package/lib/cjs/topology/Merging.d.ts +22 -3
- package/lib/cjs/topology/Merging.d.ts.map +1 -1
- package/lib/cjs/topology/Merging.js +97 -1
- package/lib/cjs/topology/Merging.js.map +1 -1
- package/lib/esm/bspline/BSplineCurve.d.ts +8 -0
- package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
- package/lib/esm/bspline/BSplineCurve.js +14 -0
- package/lib/esm/bspline/BSplineCurve.js.map +1 -1
- package/lib/esm/bspline/BezierCurveBase.d.ts +8 -0
- package/lib/esm/bspline/BezierCurveBase.d.ts.map +1 -1
- package/lib/esm/bspline/BezierCurveBase.js +14 -0
- package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
- package/lib/esm/curve/Arc3d.d.ts +6 -0
- package/lib/esm/curve/Arc3d.d.ts.map +1 -1
- package/lib/esm/curve/Arc3d.js +31 -0
- package/lib/esm/curve/Arc3d.js.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +8 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js +22 -2
- package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/esm/curve/CurveCurveIntersectXY.js +3 -1
- package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
- package/lib/esm/curve/CurvePrimitive.d.ts +23 -9
- package/lib/esm/curve/CurvePrimitive.d.ts.map +1 -1
- package/lib/esm/curve/CurvePrimitive.js +18 -0
- package/lib/esm/curve/CurvePrimitive.js.map +1 -1
- package/lib/esm/curve/LineSegment3d.d.ts +6 -0
- package/lib/esm/curve/LineSegment3d.d.ts.map +1 -1
- package/lib/esm/curve/LineSegment3d.js +15 -1
- package/lib/esm/curve/LineSegment3d.js.map +1 -1
- package/lib/esm/curve/LineString3d.d.ts +7 -0
- package/lib/esm/curve/LineString3d.d.ts.map +1 -1
- package/lib/esm/curve/LineString3d.js +20 -0
- package/lib/esm/curve/LineString3d.js.map +1 -1
- package/lib/esm/curve/ProxyCurve.d.ts +6 -2
- package/lib/esm/curve/ProxyCurve.d.ts.map +1 -1
- package/lib/esm/curve/ProxyCurve.js +5 -0
- package/lib/esm/curve/ProxyCurve.js.map +1 -1
- package/lib/esm/curve/Query/PlanarSubdivision.d.ts +11 -0
- package/lib/esm/curve/Query/PlanarSubdivision.d.ts.map +1 -1
- package/lib/esm/curve/Query/PlanarSubdivision.js +26 -17
- package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/esm/curve/RegionOps.d.ts +15 -16
- package/lib/esm/curve/RegionOps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOps.js +15 -17
- package/lib/esm/curve/RegionOps.js.map +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.js +3 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/esm/curve/StrokeOptions.d.ts +6 -0
- package/lib/esm/curve/StrokeOptions.d.ts.map +1 -1
- package/lib/esm/curve/StrokeOptions.js +20 -0
- package/lib/esm/curve/StrokeOptions.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveOffsetXYHandler.d.ts +36 -0
- package/lib/esm/curve/internalContexts/CurveOffsetXYHandler.d.ts.map +1 -0
- package/lib/esm/curve/internalContexts/CurveOffsetXYHandler.js +69 -0
- package/lib/esm/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -0
- package/lib/esm/curve/internalContexts/PolygonOffsetContext.d.ts +48 -24
- package/lib/esm/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
- package/lib/esm/curve/internalContexts/PolygonOffsetContext.js +111 -111
- package/lib/esm/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/esm/curve/spiral/TransitionSpiral3d.d.ts +8 -0
- package/lib/esm/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
- package/lib/esm/curve/spiral/TransitionSpiral3d.js +14 -0
- package/lib/esm/curve/spiral/TransitionSpiral3d.js.map +1 -1
- package/lib/esm/geometry4d/Matrix4d.d.ts.map +1 -1
- package/lib/esm/geometry4d/Matrix4d.js +21 -8
- package/lib/esm/geometry4d/Matrix4d.js.map +1 -1
- package/lib/esm/numerics/ClusterableArray.d.ts +1 -1
- package/lib/esm/numerics/ClusterableArray.d.ts.map +1 -1
- package/lib/esm/numerics/ClusterableArray.js +2 -2
- package/lib/esm/numerics/ClusterableArray.js.map +1 -1
- package/lib/esm/topology/Merging.d.ts +22 -3
- package/lib/esm/topology/Merging.d.ts.map +1 -1
- package/lib/esm/topology/Merging.js +95 -0
- package/lib/esm/topology/Merging.js.map +1 -1
- package/package.json +4 -4
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@@ -1 +1 @@
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-
{"version":3,"file":"TransitionSpiral3d.d.ts","sourceRoot":"","sources":["../../../../src/curve/spiral/TransitionSpiral3d.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AACnD,OAAO,EAAE,QAAQ,EAAE,MAAM,2BAA2B,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,+BAA+B,EAAE,MAAM,mCAAmC,CAAC;AAEpF,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;
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+
{"version":3,"file":"TransitionSpiral3d.d.ts","sourceRoot":"","sources":["../../../../src/curve/spiral/TransitionSpiral3d.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AACnD,OAAO,EAAE,QAAQ,EAAE,MAAM,2BAA2B,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AACvD,OAAO,EAAE,+BAA+B,EAAE,MAAM,mCAAmC,CAAC;AAEpF,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,aAAa,EAAE,MAAM,0CAA0C,CAAC;AACzE;;;;;;;;;;;;GAYG;AACH,oBAAY,wBAAwB,GAAG,UAAU,GAAG,OAAO,GAAG,aAAa,GAAG,QAAQ,GAAG,MAAM,CAAC;AAEhG;;;;GAIG;AACH,oBAAY,oBAAoB,GAC7B,eAAe,GACd,OAAO,GACP,cAAc,GACd,YAAY,GACZ,oBAAoB,GACpB,mBAAmB,GACnB,OAAO,GACP,iBAAiB,GACjB,QAAQ,GACR,SAAS,CACV;AAEH;;;;;;;;;;;;GAYG;AACH,8BAAsB,kBAAmB,SAAQ,cAAc;IAC7D,iCAAiC;IACjC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC;IAC9B,oCAAoC;IACpC,SAAS,CAAC,iBAAiB,EAAE,+BAA+B,GAAG,SAAS,CAAC;IAEzE;;OAEG;IACH,SAAS,CAAC,uBAAuB,EAAE,SAAS,CAAC;IAC7C,wEAAwE;IACxE,IAAW,sBAAsB,IAAI,SAAS,CAAyC;IACvF,oCAAoC;IACpC,aAAoB,aAAa,IAAI,YAAY,CAAC;IAClD,0BAA0B;IAC1B,SAAS,CAAC,aAAa,EAAE,SAAS,CAAC;IACnC,0CAA0C;IAC1C,IAAW,YAAY,IAAI,SAAS,CAA+B;IAEnE,SAAS,aAAa,UAAU,EAAE,MAAM,GAAG,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,sBAAsB,EAAE,SAAS,GAAG,SAAS,EAAE,gBAAgB,EAAE,+BAA+B,GAAG,SAAS;IAQ3L,IAAW,UAAU,IAAI,MAAM,CAA6B;IAC5D,iIAAiI;WACnH,iBAAiB,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM;IAEvD,+GAA+G;WACjG,iBAAiB,CAAC,SAAS,EAAE,MAAM,GAAG,MAAM;IAM1D,0DAA0D;WAC5C,gBAAgB,CAAC,YAAY,EAAE,SAAS,GAAG,MAAM;IAG/D;;;;OAIG;WACW,oBAAoB,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,MAAM;IAGlE;;;;OAIG;WACW,wBAAwB,CAAC,EAAE,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,MAAM;IAIxF,qFAAqF;WACvE,mCAAmC,CAAC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,GAAG,MAAM;IAIjH,yEAAyE;WAC3D,gCAAgC,CAAC,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM;IAI3G,sFAAsF;WACxE,kCAAkC,CAAC,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM;IAGzG,sFAAsF;WACxE,kCAAkC,CAAC,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM;IAGzG,iFAAiF;IACjF,IAAW,gBAAgB,IAAI,+BAA+B,GAAG,SAAS,CAAmC;IAC7G;;;;;OAKG;IACH,SAAS,CAAC,yBAAyB,CAAC,UAAU,EAAE,SAAS,GAAG;QAAE,SAAS,EAAE,QAAQ,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,GAAG,SAAS;IAiB9G;;;;;OAKG;IACa,iBAAiB,CAAC,uBAAuB,EAAE,MAAM,GAAG,aAAa,GAAG,cAAc,GAAG,cAAc,EAAE,GAAG,SAAS;CAMlI"}
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@@ -9,6 +9,8 @@ import { CurvePrimitive } from "../CurvePrimitive";
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import { Segment1d } from "../../geometry3d/Segment1d";
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import { Transform } from "../../geometry3d/Transform";
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import { Geometry } from "../../Geometry";
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import { CurveOffsetXYHandler } from "../internalContexts/CurveOffsetXYHandler";
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import { OffsetOptions } from "../internalContexts/PolygonOffsetContext";
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/**
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* TransitionSpiral3d is a base class for multiple variants of spirals.
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* * The menagerie of spiral types have 2 broad categories:
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}
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return undefined;
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}
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/**
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* Construct an offset of the instance curve as viewed in the xy-plane (ignoring z).
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* * No attempt is made to join the offsets of smaller constituent primitives. To construct a fully joined offset
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* for an aggregate instance (e.g., LineString3d, CurveChainWithDistanceIndex), use RegionOps.constructCurveXYOffset() instead.
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* @param offsetDistanceOrOptions offset distance (positive to left of the instance curve), or options object
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*/
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constructOffsetXY(offsetDistanceOrOptions) {
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const options = OffsetOptions.create(offsetDistanceOrOptions);
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const handler = new CurveOffsetXYHandler(this, options.leftOffsetDistance);
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this.emitStrokableParts(handler, options.strokeOptions);
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return handler.claimResult();
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}
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}
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//# sourceMappingURL=TransitionSpiral3d.js.map
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Curve\r\n */\r\n\r\nimport { CurvePrimitive } from \"../CurvePrimitive\";\r\nimport { Matrix3d } from \"../../geometry3d/Matrix3d\";\r\nimport { Segment1d } from \"../../geometry3d/Segment1d\";\r\nimport { Transform } from \"../../geometry3d/Transform\";\r\nimport { TransitionConditionalProperties } from \"./TransitionConditionalProperties\";\r\nimport { Geometry } from \"../../Geometry\";\r\nimport { LineString3d } from \"../LineString3d\";\r\n/**\r\n * This is the set of valid type names for \"integrated\" spirals\r\n * * Behavior is expressed by a `NormalizedTransition` snap function.\r\n * * The snap function varies smoothly from f(0)=0 to f(1)=1\r\n * * The various snap functions are:\r\n * * clothoid: linear\r\n * * biquadratic: 2 quadratics pieced together, joining with 1st derivative continuity at f(0.) = 0.5, with zero slope f'(0)=0 and f'(1)= 0\r\n * * bloss: A single cubic with zero slope at 0 and 1\r\n * * cosine: half of a cosine wave, centered around 0.5\r\n * * sine: full period of a sine wave added to the line f(u)=u\r\n * *\r\n * @public\r\n */\r\nexport type IntegratedSpiralTypeName = \"clothoid\" | \"bloss\" | \"biquadratic\" | \"cosine\" | \"sine\";\r\n\r\n/**\r\n * This is the set of valid type names for \"direct\" spirals.\r\n * \"Direct\" spirals can evaluate fractionToPoint by direct equations, i.e. not requiring the numeric integrations in \"Integrated\" spiral types.\r\n * @public\r\n */\r\nexport type DirectSpiralTypeName =\r\n \"JapaneseCubic\" // 1 term from each of the X,Y clothoid series expansions: y = x^3 / (6RL)\r\n | \"Arema\" // 2 terms from each of the X,Y clothoid series expansions. Identical to ChineseCubic!\r\n | \"ChineseCubic\" // Identical to Arema!\r\n | \"HalfCosine\" // high continuity cosine variation from quadratic.\r\n | \"AustralianRailCorp\" // cubic with high accuracy distance series\r\n | \"WesternAustralian\" // simple cubic -- 2 terms of x series, 1 term of y series.\r\n | \"Czech\" // simple cubic with two term distance approximation\r\n | \"MXCubicAlongArc\" // x obtained from fractional distance via 2-terms from series, y = x^3/ (6RL)\r\n | \"Polish\"\r\n | \"Italian\"\r\n ;\r\n\r\n/**\r\n * TransitionSpiral3d is a base class for multiple variants of spirals.\r\n * * The menagerie of spiral types have 2 broad categories:\r\n * * IntegratedSpiral3d -- a spiral whose direct function for curvature versus distance must be integrated to determine x,y\r\n * * The IntegratedSpiral3d types are enumerated in `IntegratedSpiralTypes`\r\n * * DirectSpiral3d -- a spiral implemented with direct calculation of x,y from fractional position along the spiral.\r\n * * The direct spiral types are enumerated in the `DirectSpiralType`\r\n * * The method set for CurvePrimitive support includes a `handleTransitionSpiral(g: TransitionSpiral3d)` which receives all the spiral types.\r\n * * The spiral class may impose expectations that its inflection is at the origin, with tangent along the x axis.\r\n * * This is generally necessary for direct spirals.\r\n * * This is not necessary for integrated spirals.\r\n * @public\r\n */\r\nexport abstract class TransitionSpiral3d extends CurvePrimitive {\r\n /** string name of spiral type */\r\n protected _spiralType: string;\r\n /** Original defining properties. */\r\n protected _designProperties: TransitionConditionalProperties | undefined;\r\n\r\n /** Fractional interval for the \"active\" part of a containing spiral.\r\n * (The radius, angle, and length conditions define a complete spiral, and some portion of it is \"active\")\r\n */\r\n protected _activeFractionInterval: Segment1d;\r\n /** Return (reference to) the active portion of the reference spiral. */\r\n public get activeFractionInterval(): Segment1d { return this._activeFractionInterval; }\r\n /** strokes in the active portion */\r\n public abstract get activeStrokes(): LineString3d;\r\n /** Placement transform */\r\n protected _localToWorld: Transform;\r\n /** (reference to) placement transform. */\r\n public get localToWorld(): Transform { return this._localToWorld; }\r\n\r\n protected constructor(spiralType: string | undefined, localToWorld: Transform, activeFractionInterval: Segment1d | undefined, designProperties: TransitionConditionalProperties | undefined) {\r\n super();\r\n this._spiralType = spiralType ? spiralType : \"unknownSpiralType\";\r\n this._designProperties = designProperties;\r\n this._localToWorld = localToWorld;\r\n this._activeFractionInterval = activeFractionInterval ? activeFractionInterval : Segment1d.create(0, 1);\r\n }\r\n\r\n public get spiralType(): string { return this._spiralType; }\r\n /** Return 1/r with convention that if true zero is given as radius it represents infinite radius (0 curvature, straight line) */\r\n public static radiusToCurvature(radius: number): number { return (radius === 0.0) ? 0.0 : 1.0 / radius; }\r\n\r\n /** Return 1/k with convention that if near-zero is given as curvature, its infinite radius is returned as 0 */\r\n public static curvatureToRadius(curvature: number): number {\r\n if (Math.abs(curvature) < Geometry.smallAngleRadians)\r\n return 0.0;\r\n return 1.0 / curvature;\r\n }\r\n\r\n /** Return the average of the start and end curvatures. */\r\n public static averageCurvature(radiusLimits: Segment1d): number {\r\n return 0.5 * (TransitionSpiral3d.radiusToCurvature(radiusLimits.x0) + TransitionSpiral3d.radiusToCurvature(radiusLimits.x1));\r\n }\r\n /**\r\n * Given two radii (or zeros for 0 curvature) return the average curvature\r\n * @param r0 start radius, or 0 for line\r\n * @param r1 end radius, or 0 for line\r\n */\r\n public static averageCurvatureR0R1(r0: number, r1: number): number {\r\n return 0.5 * (TransitionSpiral3d.radiusToCurvature(r0) + TransitionSpiral3d.radiusToCurvature(r1));\r\n }\r\n /**\r\n * Given two radii (or zeros for 0 curvature) return the average curvature\r\n * @param r0 start radius, or 0 for line\r\n * @param r1 end radius, or 0 for line\r\n */\r\n public static interpolateCurvatureR0R1(r0: number, fraction: number, r1: number): number {\r\n return Geometry.interpolate(TransitionSpiral3d.radiusToCurvature(r0), fraction, TransitionSpiral3d.radiusToCurvature(r1));\r\n }\r\n\r\n /** Return the arc length of a transition spiral with given sweep and radius pair. */\r\n public static radiusRadiusSweepRadiansToArcLength(radius0: number, radius1: number, sweepRadians: number): number {\r\n return Math.abs(sweepRadians / TransitionSpiral3d.averageCurvatureR0R1(radius0, radius1));\r\n }\r\n\r\n /** Return the turn angle for spiral of given length between two radii */\r\n public static radiusRadiusLengthToSweepRadians(radius0: number, radius1: number, arcLength: number): number {\r\n return TransitionSpiral3d.averageCurvatureR0R1(radius0, radius1) * arcLength;\r\n }\r\n\r\n /** Return the end radius for spiral of given start radius, length, and turn angle. */\r\n public static radius0LengthSweepRadiansToRadius1(radius0: number, arcLength: number, sweepRadians: number) {\r\n return TransitionSpiral3d.curvatureToRadius((2.0 * sweepRadians / arcLength) - TransitionSpiral3d.radiusToCurvature(radius0));\r\n }\r\n /** Return the start radius for spiral of given end radius, length, and turn angle. */\r\n public static radius1LengthSweepRadiansToRadius0(radius1: number, arcLength: number, sweepRadians: number) {\r\n return TransitionSpiral3d.curvatureToRadius((2.0 * sweepRadians / arcLength) - TransitionSpiral3d.radiusToCurvature(radius1));\r\n }\r\n /** Return the original defining properties (if any) saved by the constructor. */\r\n public get designProperties(): TransitionConditionalProperties | undefined { return this._designProperties; }\r\n /**\r\n * * If transformA is rigid with uniform scale, apply the rigid part of transformA to the localToWorld transform and return the scale and rigid separation.\r\n * * If not rigid, do nothing and return undefined.\r\n * * Also apply the scale factor to the designProperties.\r\n * @param transformA\r\n */\r\n protected applyRigidPartOfTransform(transformA: Transform): { rigidAxes: Matrix3d, scale: number } | undefined {\r\n const rigidData = transformA.matrix.factorRigidWithSignedScale();\r\n if (rigidData !== undefined) {\r\n // [sQ a][R b] = [sQ*R sQb+a]\r\n // but we save it as [Q*R sQb+a] with spiral data scaled by s.\r\n const transformC0 = transformA.multiplyTransformTransform(this.localToWorld);\r\n // BUT pull the scale part out of the matrix ...\r\n const matrixC = rigidData.rigidAxes.multiplyMatrixMatrix(this.localToWorld.matrix);\r\n this._localToWorld = Transform.createOriginAndMatrix(transformC0.origin, matrixC);\r\n if (this.designProperties)\r\n this.designProperties.applyScaleFactor(rigidData.scale);\r\n\r\n return rigidData;\r\n }\r\n return undefined;\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Curve\r\n */\r\n\r\nimport { CurvePrimitive } from \"../CurvePrimitive\";\r\nimport { Matrix3d } from \"../../geometry3d/Matrix3d\";\r\nimport { Segment1d } from \"../../geometry3d/Segment1d\";\r\nimport { Transform } from \"../../geometry3d/Transform\";\r\nimport { TransitionConditionalProperties } from \"./TransitionConditionalProperties\";\r\nimport { Geometry } from \"../../Geometry\";\r\nimport { LineString3d } from \"../LineString3d\";\r\nimport { CurveOffsetXYHandler } from \"../internalContexts/CurveOffsetXYHandler\";\r\nimport { OffsetOptions } from \"../internalContexts/PolygonOffsetContext\";\r\n/**\r\n * This is the set of valid type names for \"integrated\" spirals\r\n * * Behavior is expressed by a `NormalizedTransition` snap function.\r\n * * The snap function varies smoothly from f(0)=0 to f(1)=1\r\n * * The various snap functions are:\r\n * * clothoid: linear\r\n * * biquadratic: 2 quadratics pieced together, joining with 1st derivative continuity at f(0.) = 0.5, with zero slope f'(0)=0 and f'(1)= 0\r\n * * bloss: A single cubic with zero slope at 0 and 1\r\n * * cosine: half of a cosine wave, centered around 0.5\r\n * * sine: full period of a sine wave added to the line f(u)=u\r\n * *\r\n * @public\r\n */\r\nexport type IntegratedSpiralTypeName = \"clothoid\" | \"bloss\" | \"biquadratic\" | \"cosine\" | \"sine\";\r\n\r\n/**\r\n * This is the set of valid type names for \"direct\" spirals.\r\n * \"Direct\" spirals can evaluate fractionToPoint by direct equations, i.e. not requiring the numeric integrations in \"Integrated\" spiral types.\r\n * @public\r\n */\r\nexport type DirectSpiralTypeName =\r\n \"JapaneseCubic\" // 1 term from each of the X,Y clothoid series expansions: y = x^3 / (6RL)\r\n | \"Arema\" // 2 terms from each of the X,Y clothoid series expansions. Identical to ChineseCubic!\r\n | \"ChineseCubic\" // Identical to Arema!\r\n | \"HalfCosine\" // high continuity cosine variation from quadratic.\r\n | \"AustralianRailCorp\" // cubic with high accuracy distance series\r\n | \"WesternAustralian\" // simple cubic -- 2 terms of x series, 1 term of y series.\r\n | \"Czech\" // simple cubic with two term distance approximation\r\n | \"MXCubicAlongArc\" // x obtained from fractional distance via 2-terms from series, y = x^3/ (6RL)\r\n | \"Polish\"\r\n | \"Italian\"\r\n ;\r\n\r\n/**\r\n * TransitionSpiral3d is a base class for multiple variants of spirals.\r\n * * The menagerie of spiral types have 2 broad categories:\r\n * * IntegratedSpiral3d -- a spiral whose direct function for curvature versus distance must be integrated to determine x,y\r\n * * The IntegratedSpiral3d types are enumerated in `IntegratedSpiralTypes`\r\n * * DirectSpiral3d -- a spiral implemented with direct calculation of x,y from fractional position along the spiral.\r\n * * The direct spiral types are enumerated in the `DirectSpiralType`\r\n * * The method set for CurvePrimitive support includes a `handleTransitionSpiral(g: TransitionSpiral3d)` which receives all the spiral types.\r\n * * The spiral class may impose expectations that its inflection is at the origin, with tangent along the x axis.\r\n * * This is generally necessary for direct spirals.\r\n * * This is not necessary for integrated spirals.\r\n * @public\r\n */\r\nexport abstract class TransitionSpiral3d extends CurvePrimitive {\r\n /** string name of spiral type */\r\n protected _spiralType: string;\r\n /** Original defining properties. */\r\n protected _designProperties: TransitionConditionalProperties | undefined;\r\n\r\n /** Fractional interval for the \"active\" part of a containing spiral.\r\n * (The radius, angle, and length conditions define a complete spiral, and some portion of it is \"active\")\r\n */\r\n protected _activeFractionInterval: Segment1d;\r\n /** Return (reference to) the active portion of the reference spiral. */\r\n public get activeFractionInterval(): Segment1d { return this._activeFractionInterval; }\r\n /** strokes in the active portion */\r\n public abstract get activeStrokes(): LineString3d;\r\n /** Placement transform */\r\n protected _localToWorld: Transform;\r\n /** (reference to) placement transform. */\r\n public get localToWorld(): Transform { return this._localToWorld; }\r\n\r\n protected constructor(spiralType: string | undefined, localToWorld: Transform, activeFractionInterval: Segment1d | undefined, designProperties: TransitionConditionalProperties | undefined) {\r\n super();\r\n this._spiralType = spiralType ? spiralType : \"unknownSpiralType\";\r\n this._designProperties = designProperties;\r\n this._localToWorld = localToWorld;\r\n this._activeFractionInterval = activeFractionInterval ? activeFractionInterval : Segment1d.create(0, 1);\r\n }\r\n\r\n public get spiralType(): string { return this._spiralType; }\r\n /** Return 1/r with convention that if true zero is given as radius it represents infinite radius (0 curvature, straight line) */\r\n public static radiusToCurvature(radius: number): number { return (radius === 0.0) ? 0.0 : 1.0 / radius; }\r\n\r\n /** Return 1/k with convention that if near-zero is given as curvature, its infinite radius is returned as 0 */\r\n public static curvatureToRadius(curvature: number): number {\r\n if (Math.abs(curvature) < Geometry.smallAngleRadians)\r\n return 0.0;\r\n return 1.0 / curvature;\r\n }\r\n\r\n /** Return the average of the start and end curvatures. */\r\n public static averageCurvature(radiusLimits: Segment1d): number {\r\n return 0.5 * (TransitionSpiral3d.radiusToCurvature(radiusLimits.x0) + TransitionSpiral3d.radiusToCurvature(radiusLimits.x1));\r\n }\r\n /**\r\n * Given two radii (or zeros for 0 curvature) return the average curvature\r\n * @param r0 start radius, or 0 for line\r\n * @param r1 end radius, or 0 for line\r\n */\r\n public static averageCurvatureR0R1(r0: number, r1: number): number {\r\n return 0.5 * (TransitionSpiral3d.radiusToCurvature(r0) + TransitionSpiral3d.radiusToCurvature(r1));\r\n }\r\n /**\r\n * Given two radii (or zeros for 0 curvature) return the average curvature\r\n * @param r0 start radius, or 0 for line\r\n * @param r1 end radius, or 0 for line\r\n */\r\n public static interpolateCurvatureR0R1(r0: number, fraction: number, r1: number): number {\r\n return Geometry.interpolate(TransitionSpiral3d.radiusToCurvature(r0), fraction, TransitionSpiral3d.radiusToCurvature(r1));\r\n }\r\n\r\n /** Return the arc length of a transition spiral with given sweep and radius pair. */\r\n public static radiusRadiusSweepRadiansToArcLength(radius0: number, radius1: number, sweepRadians: number): number {\r\n return Math.abs(sweepRadians / TransitionSpiral3d.averageCurvatureR0R1(radius0, radius1));\r\n }\r\n\r\n /** Return the turn angle for spiral of given length between two radii */\r\n public static radiusRadiusLengthToSweepRadians(radius0: number, radius1: number, arcLength: number): number {\r\n return TransitionSpiral3d.averageCurvatureR0R1(radius0, radius1) * arcLength;\r\n }\r\n\r\n /** Return the end radius for spiral of given start radius, length, and turn angle. */\r\n public static radius0LengthSweepRadiansToRadius1(radius0: number, arcLength: number, sweepRadians: number) {\r\n return TransitionSpiral3d.curvatureToRadius((2.0 * sweepRadians / arcLength) - TransitionSpiral3d.radiusToCurvature(radius0));\r\n }\r\n /** Return the start radius for spiral of given end radius, length, and turn angle. */\r\n public static radius1LengthSweepRadiansToRadius0(radius1: number, arcLength: number, sweepRadians: number) {\r\n return TransitionSpiral3d.curvatureToRadius((2.0 * sweepRadians / arcLength) - TransitionSpiral3d.radiusToCurvature(radius1));\r\n }\r\n /** Return the original defining properties (if any) saved by the constructor. */\r\n public get designProperties(): TransitionConditionalProperties | undefined { return this._designProperties; }\r\n /**\r\n * * If transformA is rigid with uniform scale, apply the rigid part of transformA to the localToWorld transform and return the scale and rigid separation.\r\n * * If not rigid, do nothing and return undefined.\r\n * * Also apply the scale factor to the designProperties.\r\n * @param transformA\r\n */\r\n protected applyRigidPartOfTransform(transformA: Transform): { rigidAxes: Matrix3d, scale: number } | undefined {\r\n const rigidData = transformA.matrix.factorRigidWithSignedScale();\r\n if (rigidData !== undefined) {\r\n // [sQ a][R b] = [sQ*R sQb+a]\r\n // but we save it as [Q*R sQb+a] with spiral data scaled by s.\r\n const transformC0 = transformA.multiplyTransformTransform(this.localToWorld);\r\n // BUT pull the scale part out of the matrix ...\r\n const matrixC = rigidData.rigidAxes.multiplyMatrixMatrix(this.localToWorld.matrix);\r\n this._localToWorld = Transform.createOriginAndMatrix(transformC0.origin, matrixC);\r\n if (this.designProperties)\r\n this.designProperties.applyScaleFactor(rigidData.scale);\r\n\r\n return rigidData;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Construct an offset of the instance curve as viewed in the xy-plane (ignoring z).\r\n * * No attempt is made to join the offsets of smaller constituent primitives. To construct a fully joined offset\r\n * for an aggregate instance (e.g., LineString3d, CurveChainWithDistanceIndex), use RegionOps.constructCurveXYOffset() instead.\r\n * @param offsetDistanceOrOptions offset distance (positive to left of the instance curve), or options object\r\n */\r\n public override constructOffsetXY(offsetDistanceOrOptions: number | OffsetOptions): CurvePrimitive | CurvePrimitive[] | undefined {\r\n const options = OffsetOptions.create(offsetDistanceOrOptions);\r\n const handler = new CurveOffsetXYHandler(this, options.leftOffsetDistance);\r\n this.emitStrokableParts(handler, options.strokeOptions);\r\n return handler.claimResult();\r\n }\r\n}\r\n"]}
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@@ -545,18 +545,31 @@ export class Matrix4d {
|
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|
545
545
|
* @returns undefined if dividing by the determinant looks unsafe.
|
|
546
546
|
*/
|
|
547
547
|
createInverse(result) {
|
|
548
|
-
|
|
548
|
+
// dividing each column by its maxAbs is more robust than dividing them by this.maxAbs()
|
|
549
|
+
let maxAbs0 = this.columnX().maxAbs();
|
|
549
550
|
if (maxAbs0 === 0.0)
|
|
550
551
|
return undefined;
|
|
551
|
-
const
|
|
552
|
+
const divMaxAbsA = 1.0 / maxAbs0;
|
|
553
|
+
maxAbs0 = this.columnY().maxAbs();
|
|
554
|
+
if (maxAbs0 === 0.0)
|
|
555
|
+
return undefined;
|
|
556
|
+
const divMaxAbsB = 1.0 / maxAbs0;
|
|
557
|
+
maxAbs0 = this.columnZ().maxAbs();
|
|
558
|
+
if (maxAbs0 === 0.0)
|
|
559
|
+
return undefined;
|
|
560
|
+
const divMaxAbsC = 1.0 / maxAbs0;
|
|
561
|
+
maxAbs0 = this.columnW().maxAbs();
|
|
562
|
+
if (maxAbs0 === 0.0)
|
|
563
|
+
return undefined;
|
|
564
|
+
const divMaxAbsD = 1.0 / maxAbs0;
|
|
552
565
|
const columnA = this.columnX();
|
|
553
566
|
const columnB = this.columnY();
|
|
554
567
|
const columnC = this.columnZ();
|
|
555
568
|
const columnD = this.columnW();
|
|
556
|
-
columnA.scale(
|
|
557
|
-
columnB.scale(
|
|
558
|
-
columnC.scale(
|
|
559
|
-
columnD.scale(
|
|
569
|
+
columnA.scale(divMaxAbsA, columnA);
|
|
570
|
+
columnB.scale(divMaxAbsB, columnB);
|
|
571
|
+
columnC.scale(divMaxAbsC, columnC);
|
|
572
|
+
columnD.scale(divMaxAbsD, columnD);
|
|
560
573
|
const rowBCD = Point4d.perpendicularPoint4dPlane(columnB, columnC, columnD);
|
|
561
574
|
const rowCDA = Point4d.perpendicularPoint4dPlane(columnA, columnD, columnC); // order for negation !
|
|
562
575
|
const rowDAB = Point4d.perpendicularPoint4dPlane(columnD, columnA, columnB);
|
|
@@ -579,8 +592,8 @@ export class Matrix4d {
|
|
|
579
592
|
&& determinantA * determinantD > 0.0) {
|
|
580
593
|
const divisionTest = Geometry.conditionalDivideCoordinate(maxAbs1, determinantA);
|
|
581
594
|
if (divisionTest !== undefined) {
|
|
582
|
-
const
|
|
583
|
-
result.scaleRowsInPlace(
|
|
595
|
+
const divDet = 1.0 / determinantA;
|
|
596
|
+
result.scaleRowsInPlace(divMaxAbsA * divDet, divMaxAbsB * divDet, divMaxAbsC * divDet, divMaxAbsD * divDet);
|
|
584
597
|
return result;
|
|
585
598
|
}
|
|
586
599
|
}
|
|
@@ -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 Numerics\r\n */\r\n\r\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3d, Vector3d, XYZ } from \"../geometry3d/Point3dVector3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { Point4d, Point4dProps } from \"./Point4d\";\r\n\r\n/**\r\n * Coordinate data with `Point4d` numeric data as an array `[x,y,z,w]`\r\n * @public\r\n */\r\nexport type Matrix4dProps = Point4dProps[];\r\n\r\n/**\r\n * * A Matrix4d is a matrix with 4 rows and 4 columns.\r\n * * The 4 rows may be described as the x,y,z,w rows.\r\n * * The 4 columns may be described as the x,y,z,w columns.\r\n * * The matrix is physically stored as a Float64Array with 16 numbers.\r\n * * The layout in the Float64Array is \"by row\"\r\n * * indices 0,1,2,3 are the \"x row\". They may be called the xx,xy,xz,xw entries\r\n * * indices 4,5,6,7 are the \"y row\" They may be called the yx,yy,yz,yw entries\r\n * * indices 8,9,10,11 are the \"z row\" They may be called the zx,zy,zz,zw entries\r\n * * indices 12,13,14,15 are the \"w row\". They may be called the wx,wy,wz,ww entries\r\n * * If \"w row\" contains numeric values 0,0,0,1, the Matrix4d is equivalent to a Transform with\r\n * * The upper right 3x3 matrix (entries 0,1,2,4,5,6,8,9,10) are the 3x3 matrix part of the transform\r\n * * The far right column entries xw,yw,zw are the \"origin\" (sometimes called \"translation\") part of the transform.\r\n * @public\r\n */\r\nexport class Matrix4d implements BeJSONFunctions {\r\n private _coffs: Float64Array;\r\n private constructor() { this._coffs = new Float64Array(16); }\r\n /** Copy matrix entries from `other` */\r\n public setFrom(other: Matrix4d): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = other._coffs[i];\r\n }\r\n /** Return a deep clone. */\r\n public clone(result?: Matrix4d): Matrix4d {\r\n if (result === this)\r\n return this;\r\n if (result === undefined)\r\n result = new Matrix4d();\r\n for (let i = 0; i < 16; i++)\r\n result._coffs[i] = this._coffs[i];\r\n return result;\r\n }\r\n /** zero this matrix4d in place. */\r\n public setZero(): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = 0;\r\n }\r\n /** set to identity. */\r\n public setIdentity(): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = 0;\r\n this._coffs[0] = this._coffs[5] = this._coffs[10] = this._coffs[15] = 1.0;\r\n }\r\n private static is1000(a: number, b: number, c: number, d: number, tol: number): boolean {\r\n return Math.abs(a - 1.0) <= tol\r\n && Math.abs(b) <= tol\r\n && Math.abs(c) <= tol\r\n && Math.abs(d) <= tol;\r\n }\r\n /** set to identity. */\r\n public isIdentity(tol: number = 1.0e-10): boolean {\r\n return Matrix4d.is1000(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], tol)\r\n && Matrix4d.is1000(this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[4], tol)\r\n && Matrix4d.is1000(this._coffs[10], this._coffs[11], this._coffs[8], this._coffs[9], tol)\r\n && Matrix4d.is1000(this._coffs[15], this._coffs[12], this._coffs[13], this._coffs[14], tol);\r\n }\r\n /** create a Matrix4d filled with zeros. */\r\n public static createZero(result?: Matrix4d): Matrix4d {\r\n if (result) {\r\n result.setZero();\r\n return result;\r\n }\r\n return new Matrix4d(); // this is zero.\r\n }\r\n /** create a Matrix4d with values supplied \"across the rows\" */\r\n public static createRowValues(cxx: number, cxy: number, cxz: number, cxw: number, cyx: number, cyy: number, cyz: number, cyw: number, czx: number, czy: number, czz: number, czw: number, cwx: number, cwy: number, cwz: number, cww: number, result?: Matrix4d): Matrix4d {\r\n result = result ? result : new Matrix4d();\r\n result._coffs[0] = cxx;\r\n result._coffs[1] = cxy;\r\n result._coffs[2] = cxz;\r\n result._coffs[3] = cxw;\r\n result._coffs[4] = cyx;\r\n result._coffs[5] = cyy;\r\n result._coffs[6] = cyz;\r\n result._coffs[7] = cyw;\r\n result._coffs[8] = czx;\r\n result._coffs[9] = czy;\r\n result._coffs[10] = czz;\r\n result._coffs[11] = czw;\r\n result._coffs[12] = cwx;\r\n result._coffs[13] = cwy;\r\n result._coffs[14] = cwz;\r\n result._coffs[15] = cww;\r\n return result;\r\n }\r\n /** Create a `Matrix4d` from 16 values appearing as `Point4d` for each row. */\r\n public static createRows(rowX: Point4d, rowY: Point4d, rowZ: Point4d, rowW: Point4d, result?: Matrix4d): Matrix4d {\r\n return this.createRowValues(\r\n rowX.x, rowX.y, rowX.z, rowX.w,\r\n rowY.x, rowY.y, rowY.z, rowY.w,\r\n rowZ.x, rowZ.y, rowZ.z, rowZ.w,\r\n rowW.x, rowW.y, rowW.z, rowW.w, result);\r\n }\r\n /** directly set columns from typical 3d data:\r\n *\r\n * * vectorX, vectorY, vectorZ as columns 0,1,2, with weight0.\r\n * * origin as column3, with weight 1\r\n */\r\n public setOriginAndVectors(origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d) {\r\n this._coffs[0] = vectorX.x;\r\n this._coffs[1] = vectorY.x;\r\n this._coffs[2] = vectorZ.x;\r\n this._coffs[3] = origin.x;\r\n this._coffs[4] = vectorX.y;\r\n this._coffs[5] = vectorY.y;\r\n this._coffs[6] = vectorZ.y;\r\n this._coffs[7] = origin.y;\r\n this._coffs[8] = vectorX.z;\r\n this._coffs[9] = vectorY.z;\r\n this._coffs[10] = vectorZ.z;\r\n this._coffs[11] = origin.z;\r\n this._coffs[12] = 0.0;\r\n this._coffs[13] = 0.0;\r\n this._coffs[14] = 0.0;\r\n this._coffs[15] = 1.0;\r\n }\r\n /** promote a transform to full Matrix4d (with 0001 in final row) */\r\n public static createTransform(source: Transform, result?: Matrix4d): Matrix4d {\r\n const matrix = source.matrix;\r\n const point = source.origin;\r\n return Matrix4d.createRowValues(matrix.coffs[0], matrix.coffs[1], matrix.coffs[2], point.x, matrix.coffs[3], matrix.coffs[4], matrix.coffs[5], point.y, matrix.coffs[6], matrix.coffs[7], matrix.coffs[8], point.z, 0, 0, 0, 1, result);\r\n }\r\n /** return an identity matrix. */\r\n public static createIdentity(result?: Matrix4d): Matrix4d {\r\n result = Matrix4d.createZero(result);\r\n result._coffs[0] = 1.0;\r\n result._coffs[5] = 1.0;\r\n result._coffs[10] = 1.0;\r\n result._coffs[15] = 1.0;\r\n return result;\r\n }\r\n /** return matrix with translation directly inserted (along with 1 on diagonal) */\r\n public static createTranslationXYZ(x: number, y: number, z: number, result?: Matrix4d): Matrix4d {\r\n result = Matrix4d.createZero(result);\r\n result._coffs[0] = 1.0;\r\n result._coffs[5] = 1.0;\r\n result._coffs[10] = 1.0;\r\n result._coffs[15] = 1.0;\r\n result._coffs[3] = x;\r\n result._coffs[7] = y;\r\n result._coffs[11] = z;\r\n return result;\r\n }\r\n\r\n /** return this matrix plus scale times matrixB. */\r\n public plusScaled(matrixB: Matrix4d, scale: number, result?: Matrix4d): Matrix4d {\r\n // If result is undefined, a real clone is created.\r\n // If result is \"this\" we get the pointer to this right back.\r\n // If result is other, \"this\" coffs are copied.\r\n // Then we can add matrixB. (Which we assume is different from this?)\r\n result = this.clone(result);\r\n for (let i = 0; i < 16; i++)\r\n result._coffs[i] += scale * matrixB._coffs[i];\r\n return result;\r\n }\r\n\r\n /**\r\n * Create a Matrix4d with translation and scaling values directly inserted (along with 1 as final diagonal entry)\r\n * @param tx x entry for translation column\r\n * @param ty y entry for translation column\r\n * @param tz z entry for translation column\r\n * @param scaleX x diagonal entry\r\n * @param scaleY y diagonal entry\r\n * @param scaleZ z diagonal entry\r\n * @param result optional result.\r\n */\r\n public static createTranslationAndScaleXYZ(tx: number, ty: number, tz: number, scaleX: number, scaleY: number, scaleZ: number, result?: Matrix4d): Matrix4d {\r\n return Matrix4d.createRowValues(scaleX, 0, 0, tx, 0, scaleY, 0, ty, 0, 0, scaleZ, tz, 0, 0, 0, 1, result);\r\n }\r\n /**\r\n * Create a mapping the scales and translates (no rotation) from box A to boxB\r\n * @param lowA low point of box A\r\n * @param highA high point of box A\r\n * @param lowB low point of box B\r\n * @param highB high point of box B\r\n */\r\n public static createBoxToBox(lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Matrix4d): Matrix4d | undefined {\r\n const ax = highA.x - lowA.x;\r\n const ay = highA.y - lowA.y;\r\n const az = highA.z - lowA.z;\r\n const bx = highB.x - lowB.x;\r\n const by = highB.y - lowB.y;\r\n const bz = highB.z - lowB.z;\r\n const abx = Geometry.conditionalDivideFraction(bx, ax);\r\n const aby = Geometry.conditionalDivideFraction(by, ay);\r\n const abz = Geometry.conditionalDivideFraction(bz, az);\r\n if (abx !== undefined && aby !== undefined && abz !== undefined) {\r\n return Matrix4d.createTranslationAndScaleXYZ(lowB.x - abx * lowA.x, lowB.y - aby * lowA.y, lowB.z - abz * lowA.z, abx, aby, abz, result);\r\n }\r\n return undefined;\r\n }\r\n /** Set from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\r\n public setFromJSON(json?: Matrix4dProps) {\r\n if (Geometry.isArrayOfNumberArray(json, 4, 4))\r\n for (let i = 0; i < 4; ++i) {\r\n for (let j = 0; j < 4; ++j)\r\n this._coffs[i * 4 + j] = json![i][j];\r\n }\r\n else\r\n this.setZero();\r\n }\r\n /**\r\n * Return the largest (absolute) difference between this and other Matrix4d.\r\n * @param other matrix to compare to\r\n */\r\n public maxDiff(other: Matrix4d): number {\r\n let a = 0.0;\r\n for (let i = 0; i < 16; i++)\r\n a = Math.max(a, Math.abs(this._coffs[i] - other._coffs[i]));\r\n return a;\r\n }\r\n /**\r\n * Return the largest absolute value in the Matrix4d\r\n */\r\n public maxAbs(): number {\r\n let a = 0.0;\r\n for (let i = 0; i < 16; i++)\r\n a = Math.max(a, Math.abs(this._coffs[i]));\r\n return a;\r\n }\r\n /** Test for near-equality with `other` */\r\n public isAlmostEqual(other: Matrix4d): boolean {\r\n return Geometry.isSmallMetricDistance(this.maxDiff(other));\r\n }\r\n /** Test for exact (bitwise) equality with other. */\r\n public isExactEqual(other: Matrix4d): boolean { return this.maxDiff(other) === 0.0; }\r\n /**\r\n * Convert an Matrix4d to a Matrix4dProps.\r\n */\r\n public toJSON(): Matrix4dProps {\r\n const value = [];\r\n for (let i = 0; i < 4; ++i) {\r\n const row = i * 4;\r\n value.push([this._coffs[row], this._coffs[row + 1], this._coffs[row + 2], this._coffs[row + 3]]);\r\n }\r\n return value;\r\n }\r\n /** Create from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\r\n public static fromJSON(json?: Matrix4dProps) {\r\n const result = new Matrix4d();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Return a point with entries from positions [i0, i0+step, i0+2*step, i0+3*step].\r\n * * There are no tests for index going out of the 0..15 range.\r\n * * Usual uses are:\r\n * * * i0 at left of row (0,4,8,12), step = 1 to extract a row.\r\n * * * i0 at top of row (0,1,2,3), step = 4 to extract a column\r\n * * * i0 = 0, step = 5 to extract the diagonal\r\n * @returns a Point4d with 4 entries taken from positions at steps in the flat 16-member array.\r\n * @param i0 start index (for 16 member array)\r\n * @param step step between members\r\n * @param result optional preallocated point.\r\n */\r\n public getSteppedPoint(i0: number, step: number, result?: Point4d): Point4d {\r\n return Point4d.create(this._coffs[i0], this._coffs[i0 + step], this._coffs[i0 + 2 * step], this._coffs[i0 + 3 * step], result);\r\n }\r\n /** Return column 0 as Point4d. */\r\n public columnX(): Point4d { return this.getSteppedPoint(0, 4); }\r\n /** Return column 1 as Point4d. */\r\n public columnY(): Point4d { return this.getSteppedPoint(1, 4); }\r\n /** Return column 2 as Point4d. */\r\n public columnZ(): Point4d { return this.getSteppedPoint(2, 4); }\r\n /** Return column 3 as Point4d. */\r\n public columnW(): Point4d { return this.getSteppedPoint(3, 4); }\r\n /** Return row 0 as Point4d. */\r\n public rowX(): Point4d { return this.getSteppedPoint(0, 1); }\r\n /** Return row 1 as Point4d. */\r\n public rowY(): Point4d { return this.getSteppedPoint(4, 1); }\r\n /** Return row 2 as Point4d. */\r\n public rowZ(): Point4d { return this.getSteppedPoint(8, 1); }\r\n /** Return row 3 as Point4d. */\r\n public rowW(): Point4d { return this.getSteppedPoint(12, 1); }\r\n /**\r\n * Returns true if the w row has content other than [0,0,0,1]\r\n */\r\n public get hasPerspective(): boolean {\r\n return this._coffs[12] !== 0.0\r\n || this._coffs[13] !== 0.0\r\n || this._coffs[14] !== 0.0\r\n || this._coffs[15] !== 1.0;\r\n }\r\n /**\r\n * Return a Point4d with the diagonal entries of the matrix\r\n */\r\n public diagonal(): Point4d { return this.getSteppedPoint(0, 5); }\r\n /** return the weight component of this matrix */\r\n public weight(): number { return this._coffs[15]; }\r\n /** return the leading 3x3 matrix part of this matrix */\r\n public matrixPart(): Matrix3d {\r\n return Matrix3d.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[8], this._coffs[9], this._coffs[10]);\r\n }\r\n /**\r\n * Return the (affine, non-perspective) Transform with the upper 3 rows of this matrix\r\n * @return undefined if this Matrix4d has perspective effects in the w row.\r\n */\r\n public get asTransform(): Transform | undefined {\r\n if (this.hasPerspective)\r\n return undefined;\r\n return Transform.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]);\r\n }\r\n /** multiply this * other. */\r\n public multiplyMatrixMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n for (let i0 = 0; i0 < 16; i0 += 4) {\r\n for (let k = 0; k < 4; k++)\r\n result._coffs[i0 + k] =\r\n this._coffs[i0] * other._coffs[k] +\r\n this._coffs[i0 + 1] * other._coffs[k + 4] +\r\n this._coffs[i0 + 2] * other._coffs[k + 8] +\r\n this._coffs[i0 + 3] * other._coffs[k + 12];\r\n }\r\n return result;\r\n }\r\n /** multiply this * transpose(other). */\r\n public multiplyMatrixMatrixTranspose(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n let j = 0;\r\n for (let i0 = 0; i0 < 16; i0 += 4) {\r\n for (let k = 0; k < 16; k += 4)\r\n result._coffs[j++] =\r\n this._coffs[i0] * other._coffs[k] +\r\n this._coffs[i0 + 1] * other._coffs[k + 1] +\r\n this._coffs[i0 + 2] * other._coffs[k + 2] +\r\n this._coffs[i0 + 3] * other._coffs[k + 3];\r\n }\r\n return result;\r\n }\r\n /** multiply transpose (this) * other. */\r\n public multiplyMatrixTransposeMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n let j = 0;\r\n for (let i0 = 0; i0 < 4; i0 += 1) {\r\n for (let k0 = 0; k0 < 4; k0 += 1)\r\n result._coffs[j++] =\r\n this._coffs[i0] * other._coffs[k0] +\r\n this._coffs[i0 + 4] * other._coffs[k0 + 4] +\r\n this._coffs[i0 + 8] * other._coffs[k0 + 8] +\r\n this._coffs[i0 + 12] * other._coffs[k0 + 12];\r\n }\r\n return result;\r\n }\r\n /** Return a transposed matrix. */\r\n public cloneTransposed(result?: Matrix4d): Matrix4d {\r\n return Matrix4d.createRowValues(this._coffs[0], this._coffs[4], this._coffs[8], this._coffs[12], this._coffs[1], this._coffs[5], this._coffs[9], this._coffs[13], this._coffs[2], this._coffs[6], this._coffs[10], this._coffs[14], this._coffs[3], this._coffs[7], this._coffs[11], this._coffs[15], result);\r\n }\r\n /** multiply matrix times column [x,y,z,w]. return as Point4d. (And the returned value is NOT normalized down to unit w) */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n result = result ? result : Point4d.createZero();\r\n return result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w, this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w);\r\n }\r\n /** multiply matrix times column vectors [x,y,z,w] where [x,y,z,w] appear in blocks in an array.\r\n * replace the xyzw in the block\r\n */\r\n public multiplyBlockedFloat64ArrayInPlace(data: Float64Array) {\r\n const n = data.length;\r\n let x, y, z, w;\r\n for (let i = 0; i + 3 < n; i += 4) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n w = data[i + 3];\r\n data[i] = this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w;\r\n data[i + 1] = this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w;\r\n data[i + 2] = this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w;\r\n data[i + 3] = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\r\n }\r\n }\r\n /** multiply matrix times XYAndZ and w. return as Point4d (And the returned value is NOT normalized down to unit w) */\r\n public multiplyPoint3d(pt: XYAndZ, w: number, result?: Point4d): Point4d {\r\n return this.multiplyXYZW(pt.x, pt.y, pt.z, w, result);\r\n }\r\n /** multiply matrix times and array of XYAndZ. return as array of Point4d (And the returned value is NOT normalized down to unit w) */\r\n public multiplyPoint3dArray(pts: XYAndZ[], results: Point4d[], w: number = 1.0): void {\r\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZW(pt.x, pt.y, pt.z, w, results[i]); });\r\n }\r\n /** multiply [x,y,z,w] times matrix. return as Point4d. (And the returned value is NOT normalized down to unit w) */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n result = result ? result : Point4d.createZero();\r\n return result.set(this._coffs[0] * x + this._coffs[4] * y + this._coffs[8] * z + this._coffs[12] * w, this._coffs[1] * x + this._coffs[5] * y + this._coffs[9] * z + this._coffs[13] * w, this._coffs[2] * x + this._coffs[6] * y + this._coffs[10] * z + this._coffs[14] * w, this._coffs[3] * x + this._coffs[7] * y + this._coffs[11] * z + this._coffs[15] * w);\r\n }\r\n /** Returns dot product of row rowIndex of this with column columnIndex of other.\r\n */\r\n public rowDotColumn(rowIndex: number, other: Matrix4d, columnIndex: number): number {\r\n const i = rowIndex * 4;\r\n const j = columnIndex;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 1] * other._coffs[j + 4]\r\n + this._coffs[i + 2] * other._coffs[j + 8]\r\n + this._coffs[i + 3] * other._coffs[j + 12];\r\n }\r\n /** Returns dot product of row rowIndex of this with [x y z w]\r\n */\r\n public rowDotXYZW(rowIndex: number, x: number, y: number, z: number, w: number): number {\r\n const i = rowIndex * 4;\r\n return this._coffs[i] * x\r\n + this._coffs[i + 1] * y\r\n + this._coffs[i + 2] * z\r\n + this._coffs[i + 3] * w;\r\n }\r\n\r\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\r\n */\r\n public rowDotRow(rowIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\r\n const i = rowIndexThis * 4;\r\n const j = rowIndexOther * 4;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 1] * other._coffs[j + 1]\r\n + this._coffs[i + 2] * other._coffs[j + 2]\r\n + this._coffs[i + 3] * other._coffs[j + 3];\r\n }\r\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\r\n */\r\n public columnDotColumn(columnIndexThis: number, other: Matrix4d, columnIndexOther: number): number {\r\n const i = columnIndexThis;\r\n const j = columnIndexOther;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 4] * other._coffs[j + 4]\r\n + this._coffs[i + 8] * other._coffs[j + 8]\r\n + this._coffs[i + 12] * other._coffs[j + 12];\r\n }\r\n /** Returns dot product of column columnIndexThis of this with row rowIndexOther other.\r\n */\r\n public columnDotRow(columnIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\r\n const i = columnIndexThis;\r\n const j = 4 * rowIndexOther;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 4] * other._coffs[j + 1]\r\n + this._coffs[i + 8] * other._coffs[j + 2]\r\n + this._coffs[i + 12] * other._coffs[j + 3];\r\n }\r\n /** Return a matrix entry by row and column index.\r\n */\r\n public atIJ(rowIndex: number, columnIndex: number): number {\r\n return this._coffs[rowIndex * 4 + columnIndex];\r\n }\r\n\r\n /** Set a matrix entry by row and column index.\r\n */\r\n public setAtIJ(rowIndex: number, columnIndex: number, value: number) {\r\n this._coffs[rowIndex * 4 + columnIndex] = value;\r\n }\r\n /** multiply matrix * [x,y,z,w]. immediately renormalize to return in a Point3d.\r\n * If zero weight appears in the result (i.e. input is on eyeplane) leave the mapped xyz untouched.\r\n */\r\n public multiplyXYZWQuietRenormalize(x: number, y: number, z: number, w: number, result?: Point3d): Point3d {\r\n result = result ? result : Point3d.createZero();\r\n result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w);\r\n const w1 = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\r\n const qx = Geometry.conditionalDivideCoordinate(result.x, w1);\r\n const qy = Geometry.conditionalDivideCoordinate(result.y, w1);\r\n const qz = Geometry.conditionalDivideCoordinate(result.z, w1);\r\n if (qx !== undefined && qy !== undefined && qz !== undefined) {\r\n result.x = qx;\r\n result.y = qy;\r\n result.z = qz;\r\n }\r\n return result;\r\n }\r\n /** multiply matrix * an array of Point4d. immediately renormalize to return in an array of Point3d. */\r\n public multiplyPoint4dArrayQuietRenormalize(pts: Point4d[], results: Point3d[]): void {\r\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZWQuietRenormalize(pt.x, pt.y, pt.z, pt.w, results[i]); });\r\n }\r\n /** multiply a Point4d, return with the optional result convention. */\r\n public multiplyPoint4d(point: Point4d, result?: Point4d): Point4d {\r\n return this.multiplyXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\r\n }\r\n /** multiply a Point4d, return with the optional result convention. */\r\n public multiplyTransposePoint4d(point: Point4d, result?: Point4d): Point4d {\r\n return this.multiplyTransposeXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\r\n }\r\n /** multiply matrix * point. This produces a weighted xyzw.\r\n * Immediately renormalize back to xyz and return (with optional result convention).\r\n * If zero weight appears in the result (i.e. input is on eyeplane)leave the mapped xyz untouched.\r\n */\r\n public multiplyPoint3dQuietNormalize(point: XYAndZ, result?: Point3d): Point3d {\r\n return this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, result);\r\n }\r\n /** multiply each matrix * points[i]. This produces a weighted xyzw.\r\n * Immediately renormalize back to xyz and replace the original point.\r\n * If zero weight appears in the result (i.e. input is on eyeplane)leave the mapped xyz untouched.\r\n */\r\n public multiplyPoint3dArrayQuietNormalize(points: Point3d[]) {\r\n points.forEach((point) => this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, point));\r\n }\r\n /**\r\n * Add the product terms [xx,xy,xz,xw, yx, yy, yz, yw, zx, zy, zz, zs, wx, wy, wz, ww] to respective entries in the matrix\r\n * @param x x component for products\r\n * @param y y component for products\r\n * @param z z component for products\r\n * @param w w component for products\r\n */\r\n public addMomentsInPlace(x: number, y: number, z: number, w: number) {\r\n this._coffs[0] += x * x;\r\n this._coffs[1] += x * y;\r\n this._coffs[2] += x * z;\r\n this._coffs[3] += x * w;\r\n this._coffs[4] += y * x;\r\n this._coffs[5] += y * y;\r\n this._coffs[6] += y * z;\r\n this._coffs[7] += y * w;\r\n this._coffs[8] += z * x;\r\n this._coffs[9] += z * y;\r\n this._coffs[10] += z * z;\r\n this._coffs[11] += z * w;\r\n this._coffs[12] += w * x;\r\n this._coffs[13] += w * y;\r\n this._coffs[14] += w * z;\r\n this._coffs[15] += w * w;\r\n }\r\n /** accumulate all coefficients of other to this. */\r\n public addScaledInPlace(other: Matrix4d, scale: number = 1.0) {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] += scale * other._coffs[i];\r\n }\r\n /**\r\n * Add scale times rowA to rowB.\r\n * @param rowIndexA row that is not modified\r\n * @param rowIndexB row that is modified.\r\n * @param firstColumnIndex first column modified. All from there to the right are updated\r\n * @param scale scale\r\n */\r\n public rowOperation(rowIndexA: number, rowIndexB: number, firstColumnIndex: number, scale: number) {\r\n if (scale === 0.0)\r\n return;\r\n let iA = rowIndexA * 4 + firstColumnIndex;\r\n let iB = rowIndexB * 4 + firstColumnIndex;\r\n for (let i = firstColumnIndex; i < 4; i++ , iA++ , iB++)\r\n this._coffs[iB] += scale * this._coffs[iA];\r\n }\r\n /** Return the determinant of the matrix. */\r\n public determinant(): number {\r\n const c = this._coffs;\r\n return Geometry.determinant4x4(\r\n c[0], c[1], c[2], c[3],\r\n c[4], c[5], c[6], c[7],\r\n c[8], c[9], c[10], c[11],\r\n c[12], c[13], c[14], c[15]);\r\n }\r\n /** Compute an inverse matrix.\r\n * * This uses direct formulas with various determinants.\r\n * * If result is given, it is ALWAYS filled with values \"prior to dividing by the determinant\".\r\n * *\r\n * @returns undefined if dividing by the determinant looks unsafe.\r\n */\r\n public createInverse(result?: Matrix4d): Matrix4d | undefined {\r\n const maxAbs0 = this.maxAbs();\r\n if (maxAbs0 === 0.0)\r\n return undefined;\r\n const divMaxAbs = 1.0 / maxAbs0;\r\n const columnA = this.columnX();\r\n const columnB = this.columnY();\r\n const columnC = this.columnZ();\r\n const columnD = this.columnW();\r\n columnA.scale(divMaxAbs, columnA);\r\n columnB.scale(divMaxAbs, columnB);\r\n columnC.scale(divMaxAbs, columnC);\r\n columnD.scale(divMaxAbs, columnD);\r\n const rowBCD = Point4d.perpendicularPoint4dPlane(columnB, columnC, columnD);\r\n const rowCDA = Point4d.perpendicularPoint4dPlane(columnA, columnD, columnC); // order for negation !\r\n const rowDAB = Point4d.perpendicularPoint4dPlane(columnD, columnA, columnB);\r\n const rowABC = Point4d.perpendicularPoint4dPlane(columnC, columnB, columnA); // order for negation !\r\n // The matrix is singular if the determinant is zero.\r\n // But what is the proper tolerance for zero?\r\n // The row values are generally cubes of entries. And the typical perspective matrix\r\n // has very different magnitudes in various parts. So a typical cube size is really hard.\r\n // Compute 4 different determinants. They should match.\r\n // If they are near zero, maybe a sign change is a red flag for singular case.\r\n // (And there's a lot less work to do that than was done to make the rows)\r\n result = Matrix4d.createRows(rowBCD, rowCDA, rowDAB, rowABC, result);\r\n const determinantA = rowBCD.dotProduct(columnA);\r\n const determinantB = rowCDA.dotProduct(columnB);\r\n const determinantC = rowDAB.dotProduct(columnC);\r\n const determinantD = rowABC.dotProduct(columnD);\r\n const maxAbs1 = result.maxAbs();\r\n if (determinantA * determinantB > 0.0\r\n && determinantA * determinantC > 0.0\r\n && determinantA * determinantD > 0.0) {\r\n const divisionTest = Geometry.conditionalDivideCoordinate(maxAbs1, determinantA);\r\n if (divisionTest !== undefined) {\r\n const b = divMaxAbs / determinantA;\r\n result.scaleRowsInPlace(b, b, b, b);\r\n return result;\r\n }\r\n } else {\r\n return undefined; // this is a useful spot to break to see if the 4 determinant test is effective.\r\n }\r\n return undefined;\r\n }\r\n /** Returns an array-of-arrays of the matrix rows, optionally passing each value through a function.\r\n * @param f optional function to provide alternate values for each entry (e.g. force fuzz to zero.)\r\n */\r\n public rowArrays(f?: (value: number) => any): any {\r\n if (f)\r\n return [\r\n [f(this._coffs[0]), f(this._coffs[1]), f(this._coffs[2]), f(this._coffs[3])],\r\n [f(this._coffs[4]), f(this._coffs[5]), f(this._coffs[6]), f(this._coffs[7])],\r\n [f(this._coffs[8]), f(this._coffs[9]), f(this._coffs[10]), f(this._coffs[11])],\r\n [f(this._coffs[12]), f(this._coffs[13]), f(this._coffs[14]), f(this._coffs[15])]];\r\n else\r\n return [\r\n [this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3]],\r\n [this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7]],\r\n [this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]],\r\n [this._coffs[12], this._coffs[13], this._coffs[14], this._coffs[15]]];\r\n }\r\n /**\r\n * Scale each row by respective scale factors.\r\n * @param ax scale factor for row 0\r\n * @param ay scale factor for row 1\r\n * @param az scale factor for row 2\r\n * @param aw scale factor for row 3\r\n */\r\n public scaleRowsInPlace(ax: number, ay: number, az: number, aw: number) {\r\n for (let i = 0; i < 4; i++)\r\n this._coffs[i] *= ax;\r\n for (let i = 4; i < 8; i++)\r\n this._coffs[i] *= ay;\r\n for (let i = 8; i < 12; i++)\r\n this._coffs[i] *= az;\r\n for (let i = 12; i < 16; i++)\r\n this._coffs[i] *= aw;\r\n }\r\n /**\r\n * add an outer product (single column times single row times scale factor) to this matrix.\r\n * @param vectorU column vector\r\n * @param vectorV row vector\r\n * @param scale scale factor\r\n */\r\n public addScaledOuterProductInPlace(vectorU: Point4d, vectorV: Point4d, scale: number) {\r\n let a = vectorU.x * scale;\r\n this._coffs[0] += a * vectorV.x;\r\n this._coffs[1] += a * vectorV.y;\r\n this._coffs[2] += a * vectorV.z;\r\n this._coffs[3] += a * vectorV.w;\r\n\r\n a = vectorU.y * scale;\r\n this._coffs[4] += a * vectorV.x;\r\n this._coffs[5] += a * vectorV.y;\r\n this._coffs[6] += a * vectorV.z;\r\n this._coffs[7] += a * vectorV.w;\r\n\r\n a = vectorU.z * scale;\r\n this._coffs[8] += a * vectorV.x;\r\n this._coffs[9] += a * vectorV.y;\r\n this._coffs[10] += a * vectorV.z;\r\n this._coffs[11] += a * vectorV.w;\r\n\r\n a = vectorU.w * scale;\r\n this._coffs[12] += a * vectorV.x;\r\n this._coffs[13] += a * vectorV.y;\r\n this._coffs[14] += a * vectorV.z;\r\n this._coffs[15] += a * vectorV.w;\r\n }\r\n /**\r\n * ADD (n place) scale*A*B*AT where\r\n * * A is a pure translation with final column [x,y,z,1]\r\n * * B is the given `matrixB`\r\n * * AT is the transpose of A.\r\n * * scale is a multiplier.\r\n * @param matrixB the middle matrix.\r\n * @param ax x part of translation\r\n * @param ay y part of translation\r\n * @param az z part of translation\r\n * @param scale scale factor for entire product\r\n */\r\n public addTranslationSandwichInPlace(matrixB: Matrix4d, ax: number, ay: number, az: number, scale: number) {\r\n const bx = matrixB._coffs[3];\r\n const by = matrixB._coffs[7];\r\n const bz = matrixB._coffs[11];\r\n // matrixB can be non-symmetric!!\r\n const cx = matrixB._coffs[12];\r\n const cy = matrixB._coffs[13];\r\n const cz = matrixB._coffs[14];\r\n\r\n const beta = matrixB._coffs[15];\r\n const axBeta = ax * beta;\r\n const ayBeta = ay * beta;\r\n const azBeta = az * beta;\r\n this._coffs[0] += scale * (matrixB._coffs[0] + ax * bx + cx * ax + ax * axBeta);\r\n this._coffs[1] += scale * (matrixB._coffs[1] + ay * bx + cy * ax + ax * ayBeta);\r\n this._coffs[2] += scale * (matrixB._coffs[2] + az * bx + cz * ax + ax * azBeta);\r\n this._coffs[3] += scale * (bx + axBeta);\r\n\r\n this._coffs[4] += scale * (matrixB._coffs[4] + ax * by + cx * ay + ay * axBeta);\r\n this._coffs[5] += scale * (matrixB._coffs[5] + ay * by + cy * ay + ay * ayBeta);\r\n this._coffs[6] += scale * (matrixB._coffs[6] + az * by + cz * ay + ay * azBeta);\r\n this._coffs[7] += scale * (by + ayBeta);\r\n\r\n this._coffs[8] += scale * (matrixB._coffs[8] + ax * bz + cx * az + az * axBeta);\r\n this._coffs[9] += scale * (matrixB._coffs[9] + ay * bz + cy * az + az * ayBeta);\r\n this._coffs[10] += scale * (matrixB._coffs[10] + az * bz + cz * az + az * azBeta);\r\n this._coffs[11] += scale * (bz + azBeta);\r\n\r\n this._coffs[12] += scale * (cx + axBeta);\r\n this._coffs[13] += scale * (cy + ayBeta);\r\n this._coffs[14] += scale * (cz + azBeta);\r\n this._coffs[15] += scale * beta;\r\n }\r\n /**\r\n * Multiply and replace contents of this matrix by A*this*AT where\r\n * * A is a pure translation with final column [x,y,z,1]\r\n * * this is this matrix.\r\n * * AT is the transpose of A.\r\n * * scale is a multiplier.\r\n * @param matrixB the middle matrix.\r\n * @param ax x part of translation\r\n * @param ay y part of translation\r\n * @param az z part of translation\r\n * @param scale scale factor for entire product\r\n */\r\n public multiplyTranslationSandwichInPlace(ax: number, ay: number, az: number) {\r\n const bx = this._coffs[3];\r\n const by = this._coffs[7];\r\n const bz = this._coffs[11];\r\n // matrixB can be non-symmetric!!\r\n const cx = this._coffs[12];\r\n const cy = this._coffs[13];\r\n const cz = this._coffs[14];\r\n\r\n const beta = this._coffs[15];\r\n const axBeta = ax * beta;\r\n const ayBeta = ay * beta;\r\n const azBeta = az * beta;\r\n this._coffs[0] += (ax * bx + cx * ax + ax * axBeta);\r\n this._coffs[1] += (ay * bx + cy * ax + ax * ayBeta);\r\n this._coffs[2] += (az * bx + cz * ax + ax * azBeta);\r\n this._coffs[3] += axBeta;\r\n\r\n this._coffs[4] += (ax * by + cx * ay + ay * axBeta);\r\n this._coffs[5] += (ay * by + cy * ay + ay * ayBeta);\r\n this._coffs[6] += (az * by + cz * ay + ay * azBeta);\r\n this._coffs[7] += ayBeta;\r\n\r\n this._coffs[8] += (ax * bz + cx * az + az * axBeta);\r\n this._coffs[9] += (ay * bz + cy * az + az * ayBeta);\r\n this._coffs[10] += (az * bz + cz * az + az * azBeta);\r\n this._coffs[11] += azBeta;\r\n\r\n this._coffs[12] += axBeta;\r\n this._coffs[13] += ayBeta;\r\n this._coffs[14] += azBeta;\r\n // coffs[15] is unchanged !!!\r\n }\r\n}\r\n"]}
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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/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3d, Vector3d, XYZ } from \"../geometry3d/Point3dVector3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { Point4d, Point4dProps } from \"./Point4d\";\r\n\r\n/**\r\n * Coordinate data with `Point4d` numeric data as an array `[x,y,z,w]`\r\n * @public\r\n */\r\nexport type Matrix4dProps = Point4dProps[];\r\n\r\n/**\r\n * * A Matrix4d is a matrix with 4 rows and 4 columns.\r\n * * The 4 rows may be described as the x,y,z,w rows.\r\n * * The 4 columns may be described as the x,y,z,w columns.\r\n * * The matrix is physically stored as a Float64Array with 16 numbers.\r\n * * The layout in the Float64Array is \"by row\"\r\n * * indices 0,1,2,3 are the \"x row\". They may be called the xx,xy,xz,xw entries\r\n * * indices 4,5,6,7 are the \"y row\" They may be called the yx,yy,yz,yw entries\r\n * * indices 8,9,10,11 are the \"z row\" They may be called the zx,zy,zz,zw entries\r\n * * indices 12,13,14,15 are the \"w row\". They may be called the wx,wy,wz,ww entries\r\n * * If \"w row\" contains numeric values 0,0,0,1, the Matrix4d is equivalent to a Transform with\r\n * * The upper right 3x3 matrix (entries 0,1,2,4,5,6,8,9,10) are the 3x3 matrix part of the transform\r\n * * The far right column entries xw,yw,zw are the \"origin\" (sometimes called \"translation\") part of the transform.\r\n * @public\r\n */\r\nexport class Matrix4d implements BeJSONFunctions {\r\n private _coffs: Float64Array;\r\n private constructor() { this._coffs = new Float64Array(16); }\r\n /** Copy matrix entries from `other` */\r\n public setFrom(other: Matrix4d): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = other._coffs[i];\r\n }\r\n /** Return a deep clone. */\r\n public clone(result?: Matrix4d): Matrix4d {\r\n if (result === this)\r\n return this;\r\n if (result === undefined)\r\n result = new Matrix4d();\r\n for (let i = 0; i < 16; i++)\r\n result._coffs[i] = this._coffs[i];\r\n return result;\r\n }\r\n /** zero this matrix4d in place. */\r\n public setZero(): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = 0;\r\n }\r\n /** set to identity. */\r\n public setIdentity(): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = 0;\r\n this._coffs[0] = this._coffs[5] = this._coffs[10] = this._coffs[15] = 1.0;\r\n }\r\n private static is1000(a: number, b: number, c: number, d: number, tol: number): boolean {\r\n return Math.abs(a - 1.0) <= tol\r\n && Math.abs(b) <= tol\r\n && Math.abs(c) <= tol\r\n && Math.abs(d) <= tol;\r\n }\r\n /** set to identity. */\r\n public isIdentity(tol: number = 1.0e-10): boolean {\r\n return Matrix4d.is1000(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], tol)\r\n && Matrix4d.is1000(this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[4], tol)\r\n && Matrix4d.is1000(this._coffs[10], this._coffs[11], this._coffs[8], this._coffs[9], tol)\r\n && Matrix4d.is1000(this._coffs[15], this._coffs[12], this._coffs[13], this._coffs[14], tol);\r\n }\r\n /** create a Matrix4d filled with zeros. */\r\n public static createZero(result?: Matrix4d): Matrix4d {\r\n if (result) {\r\n result.setZero();\r\n return result;\r\n }\r\n return new Matrix4d(); // this is zero.\r\n }\r\n /** create a Matrix4d with values supplied \"across the rows\" */\r\n public static createRowValues(cxx: number, cxy: number, cxz: number, cxw: number, cyx: number, cyy: number, cyz: number, cyw: number, czx: number, czy: number, czz: number, czw: number, cwx: number, cwy: number, cwz: number, cww: number, result?: Matrix4d): Matrix4d {\r\n result = result ? result : new Matrix4d();\r\n result._coffs[0] = cxx;\r\n result._coffs[1] = cxy;\r\n result._coffs[2] = cxz;\r\n result._coffs[3] = cxw;\r\n result._coffs[4] = cyx;\r\n result._coffs[5] = cyy;\r\n result._coffs[6] = cyz;\r\n result._coffs[7] = cyw;\r\n result._coffs[8] = czx;\r\n result._coffs[9] = czy;\r\n result._coffs[10] = czz;\r\n result._coffs[11] = czw;\r\n result._coffs[12] = cwx;\r\n result._coffs[13] = cwy;\r\n result._coffs[14] = cwz;\r\n result._coffs[15] = cww;\r\n return result;\r\n }\r\n /** Create a `Matrix4d` from 16 values appearing as `Point4d` for each row. */\r\n public static createRows(rowX: Point4d, rowY: Point4d, rowZ: Point4d, rowW: Point4d, result?: Matrix4d): Matrix4d {\r\n return this.createRowValues(\r\n rowX.x, rowX.y, rowX.z, rowX.w,\r\n rowY.x, rowY.y, rowY.z, rowY.w,\r\n rowZ.x, rowZ.y, rowZ.z, rowZ.w,\r\n rowW.x, rowW.y, rowW.z, rowW.w, result);\r\n }\r\n /** directly set columns from typical 3d data:\r\n *\r\n * * vectorX, vectorY, vectorZ as columns 0,1,2, with weight0.\r\n * * origin as column3, with weight 1\r\n */\r\n public setOriginAndVectors(origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d) {\r\n this._coffs[0] = vectorX.x;\r\n this._coffs[1] = vectorY.x;\r\n this._coffs[2] = vectorZ.x;\r\n this._coffs[3] = origin.x;\r\n this._coffs[4] = vectorX.y;\r\n this._coffs[5] = vectorY.y;\r\n this._coffs[6] = vectorZ.y;\r\n this._coffs[7] = origin.y;\r\n this._coffs[8] = vectorX.z;\r\n this._coffs[9] = vectorY.z;\r\n this._coffs[10] = vectorZ.z;\r\n this._coffs[11] = origin.z;\r\n this._coffs[12] = 0.0;\r\n this._coffs[13] = 0.0;\r\n this._coffs[14] = 0.0;\r\n this._coffs[15] = 1.0;\r\n }\r\n /** promote a transform to full Matrix4d (with 0001 in final row) */\r\n public static createTransform(source: Transform, result?: Matrix4d): Matrix4d {\r\n const matrix = source.matrix;\r\n const point = source.origin;\r\n return Matrix4d.createRowValues(matrix.coffs[0], matrix.coffs[1], matrix.coffs[2], point.x, matrix.coffs[3], matrix.coffs[4], matrix.coffs[5], point.y, matrix.coffs[6], matrix.coffs[7], matrix.coffs[8], point.z, 0, 0, 0, 1, result);\r\n }\r\n /** return an identity matrix. */\r\n public static createIdentity(result?: Matrix4d): Matrix4d {\r\n result = Matrix4d.createZero(result);\r\n result._coffs[0] = 1.0;\r\n result._coffs[5] = 1.0;\r\n result._coffs[10] = 1.0;\r\n result._coffs[15] = 1.0;\r\n return result;\r\n }\r\n /** return matrix with translation directly inserted (along with 1 on diagonal) */\r\n public static createTranslationXYZ(x: number, y: number, z: number, result?: Matrix4d): Matrix4d {\r\n result = Matrix4d.createZero(result);\r\n result._coffs[0] = 1.0;\r\n result._coffs[5] = 1.0;\r\n result._coffs[10] = 1.0;\r\n result._coffs[15] = 1.0;\r\n result._coffs[3] = x;\r\n result._coffs[7] = y;\r\n result._coffs[11] = z;\r\n return result;\r\n }\r\n\r\n /** return this matrix plus scale times matrixB. */\r\n public plusScaled(matrixB: Matrix4d, scale: number, result?: Matrix4d): Matrix4d {\r\n // If result is undefined, a real clone is created.\r\n // If result is \"this\" we get the pointer to this right back.\r\n // If result is other, \"this\" coffs are copied.\r\n // Then we can add matrixB. (Which we assume is different from this?)\r\n result = this.clone(result);\r\n for (let i = 0; i < 16; i++)\r\n result._coffs[i] += scale * matrixB._coffs[i];\r\n return result;\r\n }\r\n\r\n /**\r\n * Create a Matrix4d with translation and scaling values directly inserted (along with 1 as final diagonal entry)\r\n * @param tx x entry for translation column\r\n * @param ty y entry for translation column\r\n * @param tz z entry for translation column\r\n * @param scaleX x diagonal entry\r\n * @param scaleY y diagonal entry\r\n * @param scaleZ z diagonal entry\r\n * @param result optional result.\r\n */\r\n public static createTranslationAndScaleXYZ(tx: number, ty: number, tz: number, scaleX: number, scaleY: number, scaleZ: number, result?: Matrix4d): Matrix4d {\r\n return Matrix4d.createRowValues(scaleX, 0, 0, tx, 0, scaleY, 0, ty, 0, 0, scaleZ, tz, 0, 0, 0, 1, result);\r\n }\r\n /**\r\n * Create a mapping the scales and translates (no rotation) from box A to boxB\r\n * @param lowA low point of box A\r\n * @param highA high point of box A\r\n * @param lowB low point of box B\r\n * @param highB high point of box B\r\n */\r\n public static createBoxToBox(lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Matrix4d): Matrix4d | undefined {\r\n const ax = highA.x - lowA.x;\r\n const ay = highA.y - lowA.y;\r\n const az = highA.z - lowA.z;\r\n const bx = highB.x - lowB.x;\r\n const by = highB.y - lowB.y;\r\n const bz = highB.z - lowB.z;\r\n const abx = Geometry.conditionalDivideFraction(bx, ax);\r\n const aby = Geometry.conditionalDivideFraction(by, ay);\r\n const abz = Geometry.conditionalDivideFraction(bz, az);\r\n if (abx !== undefined && aby !== undefined && abz !== undefined) {\r\n return Matrix4d.createTranslationAndScaleXYZ(lowB.x - abx * lowA.x, lowB.y - aby * lowA.y, lowB.z - abz * lowA.z, abx, aby, abz, result);\r\n }\r\n return undefined;\r\n }\r\n /** Set from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\r\n public setFromJSON(json?: Matrix4dProps) {\r\n if (Geometry.isArrayOfNumberArray(json, 4, 4))\r\n for (let i = 0; i < 4; ++i) {\r\n for (let j = 0; j < 4; ++j)\r\n this._coffs[i * 4 + j] = json![i][j];\r\n }\r\n else\r\n this.setZero();\r\n }\r\n /**\r\n * Return the largest (absolute) difference between this and other Matrix4d.\r\n * @param other matrix to compare to\r\n */\r\n public maxDiff(other: Matrix4d): number {\r\n let a = 0.0;\r\n for (let i = 0; i < 16; i++)\r\n a = Math.max(a, Math.abs(this._coffs[i] - other._coffs[i]));\r\n return a;\r\n }\r\n /**\r\n * Return the largest absolute value in the Matrix4d\r\n */\r\n public maxAbs(): number {\r\n let a = 0.0;\r\n for (let i = 0; i < 16; i++)\r\n a = Math.max(a, Math.abs(this._coffs[i]));\r\n return a;\r\n }\r\n /** Test for near-equality with `other` */\r\n public isAlmostEqual(other: Matrix4d): boolean {\r\n return Geometry.isSmallMetricDistance(this.maxDiff(other));\r\n }\r\n /** Test for exact (bitwise) equality with other. */\r\n public isExactEqual(other: Matrix4d): boolean { return this.maxDiff(other) === 0.0; }\r\n /**\r\n * Convert an Matrix4d to a Matrix4dProps.\r\n */\r\n public toJSON(): Matrix4dProps {\r\n const value = [];\r\n for (let i = 0; i < 4; ++i) {\r\n const row = i * 4;\r\n value.push([this._coffs[row], this._coffs[row + 1], this._coffs[row + 2], this._coffs[row + 3]]);\r\n }\r\n return value;\r\n }\r\n /** Create from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\r\n public static fromJSON(json?: Matrix4dProps) {\r\n const result = new Matrix4d();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Return a point with entries from positions [i0, i0+step, i0+2*step, i0+3*step].\r\n * * There are no tests for index going out of the 0..15 range.\r\n * * Usual uses are:\r\n * * * i0 at left of row (0,4,8,12), step = 1 to extract a row.\r\n * * * i0 at top of row (0,1,2,3), step = 4 to extract a column\r\n * * * i0 = 0, step = 5 to extract the diagonal\r\n * @returns a Point4d with 4 entries taken from positions at steps in the flat 16-member array.\r\n * @param i0 start index (for 16 member array)\r\n * @param step step between members\r\n * @param result optional preallocated point.\r\n */\r\n public getSteppedPoint(i0: number, step: number, result?: Point4d): Point4d {\r\n return Point4d.create(this._coffs[i0], this._coffs[i0 + step], this._coffs[i0 + 2 * step], this._coffs[i0 + 3 * step], result);\r\n }\r\n /** Return column 0 as Point4d. */\r\n public columnX(): Point4d { return this.getSteppedPoint(0, 4); }\r\n /** Return column 1 as Point4d. */\r\n public columnY(): Point4d { return this.getSteppedPoint(1, 4); }\r\n /** Return column 2 as Point4d. */\r\n public columnZ(): Point4d { return this.getSteppedPoint(2, 4); }\r\n /** Return column 3 as Point4d. */\r\n public columnW(): Point4d { return this.getSteppedPoint(3, 4); }\r\n /** Return row 0 as Point4d. */\r\n public rowX(): Point4d { return this.getSteppedPoint(0, 1); }\r\n /** Return row 1 as Point4d. */\r\n public rowY(): Point4d { return this.getSteppedPoint(4, 1); }\r\n /** Return row 2 as Point4d. */\r\n public rowZ(): Point4d { return this.getSteppedPoint(8, 1); }\r\n /** Return row 3 as Point4d. */\r\n public rowW(): Point4d { return this.getSteppedPoint(12, 1); }\r\n /**\r\n * Returns true if the w row has content other than [0,0,0,1]\r\n */\r\n public get hasPerspective(): boolean {\r\n return this._coffs[12] !== 0.0\r\n || this._coffs[13] !== 0.0\r\n || this._coffs[14] !== 0.0\r\n || this._coffs[15] !== 1.0;\r\n }\r\n /**\r\n * Return a Point4d with the diagonal entries of the matrix\r\n */\r\n public diagonal(): Point4d { return this.getSteppedPoint(0, 5); }\r\n /** return the weight component of this matrix */\r\n public weight(): number { return this._coffs[15]; }\r\n /** return the leading 3x3 matrix part of this matrix */\r\n public matrixPart(): Matrix3d {\r\n return Matrix3d.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[8], this._coffs[9], this._coffs[10]);\r\n }\r\n /**\r\n * Return the (affine, non-perspective) Transform with the upper 3 rows of this matrix\r\n * @return undefined if this Matrix4d has perspective effects in the w row.\r\n */\r\n public get asTransform(): Transform | undefined {\r\n if (this.hasPerspective)\r\n return undefined;\r\n return Transform.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]);\r\n }\r\n /** multiply this * other. */\r\n public multiplyMatrixMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n for (let i0 = 0; i0 < 16; i0 += 4) {\r\n for (let k = 0; k < 4; k++)\r\n result._coffs[i0 + k] =\r\n this._coffs[i0] * other._coffs[k] +\r\n this._coffs[i0 + 1] * other._coffs[k + 4] +\r\n this._coffs[i0 + 2] * other._coffs[k + 8] +\r\n this._coffs[i0 + 3] * other._coffs[k + 12];\r\n }\r\n return result;\r\n }\r\n /** multiply this * transpose(other). */\r\n public multiplyMatrixMatrixTranspose(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n let j = 0;\r\n for (let i0 = 0; i0 < 16; i0 += 4) {\r\n for (let k = 0; k < 16; k += 4)\r\n result._coffs[j++] =\r\n this._coffs[i0] * other._coffs[k] +\r\n this._coffs[i0 + 1] * other._coffs[k + 1] +\r\n this._coffs[i0 + 2] * other._coffs[k + 2] +\r\n this._coffs[i0 + 3] * other._coffs[k + 3];\r\n }\r\n return result;\r\n }\r\n /** multiply transpose (this) * other. */\r\n public multiplyMatrixTransposeMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n let j = 0;\r\n for (let i0 = 0; i0 < 4; i0 += 1) {\r\n for (let k0 = 0; k0 < 4; k0 += 1)\r\n result._coffs[j++] =\r\n this._coffs[i0] * other._coffs[k0] +\r\n this._coffs[i0 + 4] * other._coffs[k0 + 4] +\r\n this._coffs[i0 + 8] * other._coffs[k0 + 8] +\r\n this._coffs[i0 + 12] * other._coffs[k0 + 12];\r\n }\r\n return result;\r\n }\r\n /** Return a transposed matrix. */\r\n public cloneTransposed(result?: Matrix4d): Matrix4d {\r\n return Matrix4d.createRowValues(this._coffs[0], this._coffs[4], this._coffs[8], this._coffs[12], this._coffs[1], this._coffs[5], this._coffs[9], this._coffs[13], this._coffs[2], this._coffs[6], this._coffs[10], this._coffs[14], this._coffs[3], this._coffs[7], this._coffs[11], this._coffs[15], result);\r\n }\r\n /** multiply matrix times column [x,y,z,w]. return as Point4d. (And the returned value is NOT normalized down to unit w) */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n result = result ? result : Point4d.createZero();\r\n return result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w, this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w);\r\n }\r\n /** multiply matrix times column vectors [x,y,z,w] where [x,y,z,w] appear in blocks in an array.\r\n * replace the xyzw in the block\r\n */\r\n public multiplyBlockedFloat64ArrayInPlace(data: Float64Array) {\r\n const n = data.length;\r\n let x, y, z, w;\r\n for (let i = 0; i + 3 < n; i += 4) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n w = data[i + 3];\r\n data[i] = this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w;\r\n data[i + 1] = this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w;\r\n data[i + 2] = this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w;\r\n data[i + 3] = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\r\n }\r\n }\r\n /** multiply matrix times XYAndZ and w. return as Point4d (And the returned value is NOT normalized down to unit w) */\r\n public multiplyPoint3d(pt: XYAndZ, w: number, result?: Point4d): Point4d {\r\n return this.multiplyXYZW(pt.x, pt.y, pt.z, w, result);\r\n }\r\n /** multiply matrix times and array of XYAndZ. return as array of Point4d (And the returned value is NOT normalized down to unit w) */\r\n public multiplyPoint3dArray(pts: XYAndZ[], results: Point4d[], w: number = 1.0): void {\r\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZW(pt.x, pt.y, pt.z, w, results[i]); });\r\n }\r\n /** multiply [x,y,z,w] times matrix. return as Point4d. (And the returned value is NOT normalized down to unit w) */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n result = result ? result : Point4d.createZero();\r\n return result.set(this._coffs[0] * x + this._coffs[4] * y + this._coffs[8] * z + this._coffs[12] * w, this._coffs[1] * x + this._coffs[5] * y + this._coffs[9] * z + this._coffs[13] * w, this._coffs[2] * x + this._coffs[6] * y + this._coffs[10] * z + this._coffs[14] * w, this._coffs[3] * x + this._coffs[7] * y + this._coffs[11] * z + this._coffs[15] * w);\r\n }\r\n /** Returns dot product of row rowIndex of this with column columnIndex of other.\r\n */\r\n public rowDotColumn(rowIndex: number, other: Matrix4d, columnIndex: number): number {\r\n const i = rowIndex * 4;\r\n const j = columnIndex;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 1] * other._coffs[j + 4]\r\n + this._coffs[i + 2] * other._coffs[j + 8]\r\n + this._coffs[i + 3] * other._coffs[j + 12];\r\n }\r\n /** Returns dot product of row rowIndex of this with [x y z w]\r\n */\r\n public rowDotXYZW(rowIndex: number, x: number, y: number, z: number, w: number): number {\r\n const i = rowIndex * 4;\r\n return this._coffs[i] * x\r\n + this._coffs[i + 1] * y\r\n + this._coffs[i + 2] * z\r\n + this._coffs[i + 3] * w;\r\n }\r\n\r\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\r\n */\r\n public rowDotRow(rowIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\r\n const i = rowIndexThis * 4;\r\n const j = rowIndexOther * 4;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 1] * other._coffs[j + 1]\r\n + this._coffs[i + 2] * other._coffs[j + 2]\r\n + this._coffs[i + 3] * other._coffs[j + 3];\r\n }\r\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\r\n */\r\n public columnDotColumn(columnIndexThis: number, other: Matrix4d, columnIndexOther: number): number {\r\n const i = columnIndexThis;\r\n const j = columnIndexOther;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 4] * other._coffs[j + 4]\r\n + this._coffs[i + 8] * other._coffs[j + 8]\r\n + this._coffs[i + 12] * other._coffs[j + 12];\r\n }\r\n /** Returns dot product of column columnIndexThis of this with row rowIndexOther other.\r\n */\r\n public columnDotRow(columnIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\r\n const i = columnIndexThis;\r\n const j = 4 * rowIndexOther;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 4] * other._coffs[j + 1]\r\n + this._coffs[i + 8] * other._coffs[j + 2]\r\n + this._coffs[i + 12] * other._coffs[j + 3];\r\n }\r\n /** Return a matrix entry by row and column index.\r\n */\r\n public atIJ(rowIndex: number, columnIndex: number): number {\r\n return this._coffs[rowIndex * 4 + columnIndex];\r\n }\r\n\r\n /** Set a matrix entry by row and column index.\r\n */\r\n public setAtIJ(rowIndex: number, columnIndex: number, value: number) {\r\n this._coffs[rowIndex * 4 + columnIndex] = value;\r\n }\r\n /** multiply matrix * [x,y,z,w]. immediately renormalize to return in a Point3d.\r\n * If zero weight appears in the result (i.e. input is on eyeplane) leave the mapped xyz untouched.\r\n */\r\n public multiplyXYZWQuietRenormalize(x: number, y: number, z: number, w: number, result?: Point3d): Point3d {\r\n result = result ? result : Point3d.createZero();\r\n result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w);\r\n const w1 = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\r\n const qx = Geometry.conditionalDivideCoordinate(result.x, w1);\r\n const qy = Geometry.conditionalDivideCoordinate(result.y, w1);\r\n const qz = Geometry.conditionalDivideCoordinate(result.z, w1);\r\n if (qx !== undefined && qy !== undefined && qz !== undefined) {\r\n result.x = qx;\r\n result.y = qy;\r\n result.z = qz;\r\n }\r\n return result;\r\n }\r\n /** multiply matrix * an array of Point4d. immediately renormalize to return in an array of Point3d. */\r\n public multiplyPoint4dArrayQuietRenormalize(pts: Point4d[], results: Point3d[]): void {\r\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZWQuietRenormalize(pt.x, pt.y, pt.z, pt.w, results[i]); });\r\n }\r\n /** multiply a Point4d, return with the optional result convention. */\r\n public multiplyPoint4d(point: Point4d, result?: Point4d): Point4d {\r\n return this.multiplyXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\r\n }\r\n /** multiply a Point4d, return with the optional result convention. */\r\n public multiplyTransposePoint4d(point: Point4d, result?: Point4d): Point4d {\r\n return this.multiplyTransposeXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\r\n }\r\n /** multiply matrix * point. This produces a weighted xyzw.\r\n * Immediately renormalize back to xyz and return (with optional result convention).\r\n * If zero weight appears in the result (i.e. input is on eyeplane)leave the mapped xyz untouched.\r\n */\r\n public multiplyPoint3dQuietNormalize(point: XYAndZ, result?: Point3d): Point3d {\r\n return this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, result);\r\n }\r\n /** multiply each matrix * points[i]. This produces a weighted xyzw.\r\n * Immediately renormalize back to xyz and replace the original point.\r\n * If zero weight appears in the result (i.e. input is on eyeplane)leave the mapped xyz untouched.\r\n */\r\n public multiplyPoint3dArrayQuietNormalize(points: Point3d[]) {\r\n points.forEach((point) => this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, point));\r\n }\r\n /**\r\n * Add the product terms [xx,xy,xz,xw, yx, yy, yz, yw, zx, zy, zz, zs, wx, wy, wz, ww] to respective entries in the matrix\r\n * @param x x component for products\r\n * @param y y component for products\r\n * @param z z component for products\r\n * @param w w component for products\r\n */\r\n public addMomentsInPlace(x: number, y: number, z: number, w: number) {\r\n this._coffs[0] += x * x;\r\n this._coffs[1] += x * y;\r\n this._coffs[2] += x * z;\r\n this._coffs[3] += x * w;\r\n this._coffs[4] += y * x;\r\n this._coffs[5] += y * y;\r\n this._coffs[6] += y * z;\r\n this._coffs[7] += y * w;\r\n this._coffs[8] += z * x;\r\n this._coffs[9] += z * y;\r\n this._coffs[10] += z * z;\r\n this._coffs[11] += z * w;\r\n this._coffs[12] += w * x;\r\n this._coffs[13] += w * y;\r\n this._coffs[14] += w * z;\r\n this._coffs[15] += w * w;\r\n }\r\n /** accumulate all coefficients of other to this. */\r\n public addScaledInPlace(other: Matrix4d, scale: number = 1.0) {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] += scale * other._coffs[i];\r\n }\r\n /**\r\n * Add scale times rowA to rowB.\r\n * @param rowIndexA row that is not modified\r\n * @param rowIndexB row that is modified.\r\n * @param firstColumnIndex first column modified. All from there to the right are updated\r\n * @param scale scale\r\n */\r\n public rowOperation(rowIndexA: number, rowIndexB: number, firstColumnIndex: number, scale: number) {\r\n if (scale === 0.0)\r\n return;\r\n let iA = rowIndexA * 4 + firstColumnIndex;\r\n let iB = rowIndexB * 4 + firstColumnIndex;\r\n for (let i = firstColumnIndex; i < 4; i++ , iA++ , iB++)\r\n this._coffs[iB] += scale * this._coffs[iA];\r\n }\r\n /** Return the determinant of the matrix. */\r\n public determinant(): number {\r\n const c = this._coffs;\r\n return Geometry.determinant4x4(\r\n c[0], c[1], c[2], c[3],\r\n c[4], c[5], c[6], c[7],\r\n c[8], c[9], c[10], c[11],\r\n c[12], c[13], c[14], c[15]);\r\n }\r\n /** Compute an inverse matrix.\r\n * * This uses direct formulas with various determinants.\r\n * * If result is given, it is ALWAYS filled with values \"prior to dividing by the determinant\".\r\n * *\r\n * @returns undefined if dividing by the determinant looks unsafe.\r\n */\r\n public createInverse(result?: Matrix4d): Matrix4d | undefined {\r\n // dividing each column by its maxAbs is more robust than dividing them by this.maxAbs()\r\n let maxAbs0 = this.columnX().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsA = 1.0 / maxAbs0;\r\n maxAbs0 = this.columnY().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsB = 1.0 / maxAbs0;\r\n maxAbs0 = this.columnZ().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsC = 1.0 / maxAbs0;\r\n maxAbs0 = this.columnW().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsD = 1.0 / maxAbs0;\r\n const columnA = this.columnX();\r\n const columnB = this.columnY();\r\n const columnC = this.columnZ();\r\n const columnD = this.columnW();\r\n columnA.scale(divMaxAbsA, columnA);\r\n columnB.scale(divMaxAbsB, columnB);\r\n columnC.scale(divMaxAbsC, columnC);\r\n columnD.scale(divMaxAbsD, columnD);\r\n const rowBCD = Point4d.perpendicularPoint4dPlane(columnB, columnC, columnD);\r\n const rowCDA = Point4d.perpendicularPoint4dPlane(columnA, columnD, columnC); // order for negation !\r\n const rowDAB = Point4d.perpendicularPoint4dPlane(columnD, columnA, columnB);\r\n const rowABC = Point4d.perpendicularPoint4dPlane(columnC, columnB, columnA); // order for negation !\r\n // The matrix is singular if the determinant is zero.\r\n // But what is the proper tolerance for zero?\r\n // The row values are generally cubes of entries. And the typical perspective matrix\r\n // has very different magnitudes in various parts. So a typical cube size is really hard.\r\n // Compute 4 different determinants. They should match.\r\n // If they are near zero, maybe a sign change is a red flag for singular case.\r\n // (And there's a lot less work to do that than was done to make the rows)\r\n result = Matrix4d.createRows(rowBCD, rowCDA, rowDAB, rowABC, result);\r\n const determinantA = rowBCD.dotProduct(columnA);\r\n const determinantB = rowCDA.dotProduct(columnB);\r\n const determinantC = rowDAB.dotProduct(columnC);\r\n const determinantD = rowABC.dotProduct(columnD);\r\n const maxAbs1 = result.maxAbs();\r\n if (determinantA * determinantB > 0.0\r\n && determinantA * determinantC > 0.0\r\n && determinantA * determinantD > 0.0) {\r\n const divisionTest = Geometry.conditionalDivideCoordinate(maxAbs1, determinantA);\r\n if (divisionTest !== undefined) {\r\n const divDet = 1.0 / determinantA;\r\n result.scaleRowsInPlace(divMaxAbsA * divDet, divMaxAbsB * divDet, divMaxAbsC * divDet, divMaxAbsD * divDet);\r\n return result;\r\n }\r\n } else {\r\n return undefined; // this is a useful spot to break to see if the 4 determinant test is effective.\r\n }\r\n return undefined;\r\n }\r\n /** Returns an array-of-arrays of the matrix rows, optionally passing each value through a function.\r\n * @param f optional function to provide alternate values for each entry (e.g. force fuzz to zero.)\r\n */\r\n public rowArrays(f?: (value: number) => any): any {\r\n if (f)\r\n return [\r\n [f(this._coffs[0]), f(this._coffs[1]), f(this._coffs[2]), f(this._coffs[3])],\r\n [f(this._coffs[4]), f(this._coffs[5]), f(this._coffs[6]), f(this._coffs[7])],\r\n [f(this._coffs[8]), f(this._coffs[9]), f(this._coffs[10]), f(this._coffs[11])],\r\n [f(this._coffs[12]), f(this._coffs[13]), f(this._coffs[14]), f(this._coffs[15])]];\r\n else\r\n return [\r\n [this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3]],\r\n [this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7]],\r\n [this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]],\r\n [this._coffs[12], this._coffs[13], this._coffs[14], this._coffs[15]]];\r\n }\r\n /**\r\n * Scale each row by respective scale factors.\r\n * @param ax scale factor for row 0\r\n * @param ay scale factor for row 1\r\n * @param az scale factor for row 2\r\n * @param aw scale factor for row 3\r\n */\r\n public scaleRowsInPlace(ax: number, ay: number, az: number, aw: number) {\r\n for (let i = 0; i < 4; i++)\r\n this._coffs[i] *= ax;\r\n for (let i = 4; i < 8; i++)\r\n this._coffs[i] *= ay;\r\n for (let i = 8; i < 12; i++)\r\n this._coffs[i] *= az;\r\n for (let i = 12; i < 16; i++)\r\n this._coffs[i] *= aw;\r\n }\r\n /**\r\n * add an outer product (single column times single row times scale factor) to this matrix.\r\n * @param vectorU column vector\r\n * @param vectorV row vector\r\n * @param scale scale factor\r\n */\r\n public addScaledOuterProductInPlace(vectorU: Point4d, vectorV: Point4d, scale: number) {\r\n let a = vectorU.x * scale;\r\n this._coffs[0] += a * vectorV.x;\r\n this._coffs[1] += a * vectorV.y;\r\n this._coffs[2] += a * vectorV.z;\r\n this._coffs[3] += a * vectorV.w;\r\n\r\n a = vectorU.y * scale;\r\n this._coffs[4] += a * vectorV.x;\r\n this._coffs[5] += a * vectorV.y;\r\n this._coffs[6] += a * vectorV.z;\r\n this._coffs[7] += a * vectorV.w;\r\n\r\n a = vectorU.z * scale;\r\n this._coffs[8] += a * vectorV.x;\r\n this._coffs[9] += a * vectorV.y;\r\n this._coffs[10] += a * vectorV.z;\r\n this._coffs[11] += a * vectorV.w;\r\n\r\n a = vectorU.w * scale;\r\n this._coffs[12] += a * vectorV.x;\r\n this._coffs[13] += a * vectorV.y;\r\n this._coffs[14] += a * vectorV.z;\r\n this._coffs[15] += a * vectorV.w;\r\n }\r\n /**\r\n * ADD (n place) scale*A*B*AT where\r\n * * A is a pure translation with final column [x,y,z,1]\r\n * * B is the given `matrixB`\r\n * * AT is the transpose of A.\r\n * * scale is a multiplier.\r\n * @param matrixB the middle matrix.\r\n * @param ax x part of translation\r\n * @param ay y part of translation\r\n * @param az z part of translation\r\n * @param scale scale factor for entire product\r\n */\r\n public addTranslationSandwichInPlace(matrixB: Matrix4d, ax: number, ay: number, az: number, scale: number) {\r\n const bx = matrixB._coffs[3];\r\n const by = matrixB._coffs[7];\r\n const bz = matrixB._coffs[11];\r\n // matrixB can be non-symmetric!!\r\n const cx = matrixB._coffs[12];\r\n const cy = matrixB._coffs[13];\r\n const cz = matrixB._coffs[14];\r\n\r\n const beta = matrixB._coffs[15];\r\n const axBeta = ax * beta;\r\n const ayBeta = ay * beta;\r\n const azBeta = az * beta;\r\n this._coffs[0] += scale * (matrixB._coffs[0] + ax * bx + cx * ax + ax * axBeta);\r\n this._coffs[1] += scale * (matrixB._coffs[1] + ay * bx + cy * ax + ax * ayBeta);\r\n this._coffs[2] += scale * (matrixB._coffs[2] + az * bx + cz * ax + ax * azBeta);\r\n this._coffs[3] += scale * (bx + axBeta);\r\n\r\n this._coffs[4] += scale * (matrixB._coffs[4] + ax * by + cx * ay + ay * axBeta);\r\n this._coffs[5] += scale * (matrixB._coffs[5] + ay * by + cy * ay + ay * ayBeta);\r\n this._coffs[6] += scale * (matrixB._coffs[6] + az * by + cz * ay + ay * azBeta);\r\n this._coffs[7] += scale * (by + ayBeta);\r\n\r\n this._coffs[8] += scale * (matrixB._coffs[8] + ax * bz + cx * az + az * axBeta);\r\n this._coffs[9] += scale * (matrixB._coffs[9] + ay * bz + cy * az + az * ayBeta);\r\n this._coffs[10] += scale * (matrixB._coffs[10] + az * bz + cz * az + az * azBeta);\r\n this._coffs[11] += scale * (bz + azBeta);\r\n\r\n this._coffs[12] += scale * (cx + axBeta);\r\n this._coffs[13] += scale * (cy + ayBeta);\r\n this._coffs[14] += scale * (cz + azBeta);\r\n this._coffs[15] += scale * beta;\r\n }\r\n /**\r\n * Multiply and replace contents of this matrix by A*this*AT where\r\n * * A is a pure translation with final column [x,y,z,1]\r\n * * this is this matrix.\r\n * * AT is the transpose of A.\r\n * * scale is a multiplier.\r\n * @param matrixB the middle matrix.\r\n * @param ax x part of translation\r\n * @param ay y part of translation\r\n * @param az z part of translation\r\n * @param scale scale factor for entire product\r\n */\r\n public multiplyTranslationSandwichInPlace(ax: number, ay: number, az: number) {\r\n const bx = this._coffs[3];\r\n const by = this._coffs[7];\r\n const bz = this._coffs[11];\r\n // matrixB can be non-symmetric!!\r\n const cx = this._coffs[12];\r\n const cy = this._coffs[13];\r\n const cz = this._coffs[14];\r\n\r\n const beta = this._coffs[15];\r\n const axBeta = ax * beta;\r\n const ayBeta = ay * beta;\r\n const azBeta = az * beta;\r\n this._coffs[0] += (ax * bx + cx * ax + ax * axBeta);\r\n this._coffs[1] += (ay * bx + cy * ax + ax * ayBeta);\r\n this._coffs[2] += (az * bx + cz * ax + ax * azBeta);\r\n this._coffs[3] += axBeta;\r\n\r\n this._coffs[4] += (ax * by + cx * ay + ay * axBeta);\r\n this._coffs[5] += (ay * by + cy * ay + ay * ayBeta);\r\n this._coffs[6] += (az * by + cz * ay + ay * azBeta);\r\n this._coffs[7] += ayBeta;\r\n\r\n this._coffs[8] += (ax * bz + cx * az + az * axBeta);\r\n this._coffs[9] += (ay * bz + cy * az + az * ayBeta);\r\n this._coffs[10] += (az * bz + cz * az + az * azBeta);\r\n this._coffs[11] += azBeta;\r\n\r\n this._coffs[12] += axBeta;\r\n this._coffs[13] += ayBeta;\r\n this._coffs[14] += azBeta;\r\n // coffs[15] is unchanged !!!\r\n }\r\n}\r\n"]}
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@@ -46,7 +46,7 @@ export declare class ClusterableArray extends GrowableBlockedArray {
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getData(blockIndex: number, i: number): number;
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47
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/** Set a single extra data value */
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setExtraData(blockIndex: number, i: number, value: number): void;
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49
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-
/** this value is used as cluster terminator in the
|
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49
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+
/** this value is used as cluster terminator in the Uint232Array of indices. */
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50
50
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static readonly clusterTerminator = 4294967295;
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51
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/** Test if `x` is the cluster terminator value. */
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static isClusterTerminator(x: number): boolean;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"ClusterableArray.d.ts","sourceRoot":"","sources":["../../../src/numerics/ClusterableArray.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,oBAAoB,EAAE,MAAM,oCAAoC,CAAC;AAC1E,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,gBAAgB,EAAE,MAAM,gCAAgC,CAAC;AAClE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD;;;;GAIG;AACH,qBAAa,gBAAiB,SAAQ,oBAAoB;IAKxD,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,aAAa,CAAU;IAC/C,6CAA6C;WAC/B,mBAAmB,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM;IAKxD,OAAO,CAAC,sBAAsB,CAAS;IACvC,OAAO,CAAC,qBAAqB,CAAS;IACtC;;;;OAIG;gBACgB,qBAAqB,EAAE,MAAM,EAAE,oBAAoB,EAAE,MAAM,EAAE,oBAAoB,EAAE,MAAM;IAK5G;;OAEG;IACa,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE;IAMvC;;OAEG;IACI,SAAS,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM;IAS9E;;OAEG;IACI,UAAU,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM;IAYjE;;OAEG;IACI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM;IAYlE,6CAA6C;IACtC,UAAU,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAIhE,8CAA8C;IACvC,UAAU,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAIhE,uCAAuC;IAChC,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM;IAI1D,iCAAiC;IAC1B,OAAO,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM;IAKrD,oCAAoC;IAC7B,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAKvE
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1
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+
{"version":3,"file":"ClusterableArray.d.ts","sourceRoot":"","sources":["../../../src/numerics/ClusterableArray.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,oBAAoB,EAAE,MAAM,oCAAoC,CAAC;AAC1E,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,gBAAgB,EAAE,MAAM,gCAAgC,CAAC;AAClE,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD;;;;GAIG;AACH,qBAAa,gBAAiB,SAAQ,oBAAoB;IAKxD,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,aAAa,CAAU;IAC/C,6CAA6C;WAC/B,mBAAmB,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM;IAKxD,OAAO,CAAC,sBAAsB,CAAS;IACvC,OAAO,CAAC,qBAAqB,CAAS;IACtC;;;;OAIG;gBACgB,qBAAqB,EAAE,MAAM,EAAE,oBAAoB,EAAE,MAAM,EAAE,oBAAoB,EAAE,MAAM;IAK5G;;OAEG;IACa,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE;IAMvC;;OAEG;IACI,SAAS,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,EAAE,CAAC,EAAE,MAAM;IAS9E;;OAEG;IACI,UAAU,CAAC,EAAE,EAAE,OAAO,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM;IAYjE;;OAEG;IACI,UAAU,CAAC,GAAG,EAAE,OAAO,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM;IAYlE,6CAA6C;IACtC,UAAU,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAIhE,8CAA8C;IACvC,UAAU,CAAC,UAAU,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAIhE,uCAAuC;IAChC,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM;IAI1D,iCAAiC;IAC1B,OAAO,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM;IAKrD,oCAAoC;IAC7B,YAAY,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAKvE,+EAA+E;IAC/E,gBAAuB,iBAAiB,cAAc;IACtD,mDAAmD;WACrC,mBAAmB,CAAC,CAAC,EAAE,MAAM,GAAG,OAAO;IACrD;;;;;;;;;;;OAWG;IACI,qBAAqB,CAAC,gBAAgB,GAAE,MAAqC,GAAG,WAAW;IAsClG;;OAEG;IACI,uBAAuB;IAgB9B;;OAEG;IACI,MAAM,IAAI,GAAG,EAAE;IActB;;;OAGG;IACI,8BAA8B,CAAC,eAAe,EAAE,WAAW,GAAG,WAAW;IAchF;;;OAGG;IACI,8BAA8B,CAAC,eAAe,EAAE,WAAW,GAAG,WAAW;IAiBhF,uDAAuD;IAChD,aAAa,CAAC,eAAe,EAAE,WAAW,GAAG,MAAM;IAS1D;;OAEG;IACI,gCAAgC,CAAC,eAAe,EAAE,WAAW,GAAG,WAAW;IAkBlF;;;;OAIG;IACI,sBAAsB,CAAC,cAAc,EAAE,WAAW,EAAE,SAAS,EAAE,MAAM;IA0B5E;;;OAGG;WACW,mBAAmB,CAAC,IAAI,EAAE,OAAO,EAAE,EAAE,SAAS,GAAE,MAAqC,GACjG,qBAAqB;IAuBvB;;;OAGG;WACW,2BAA2B,CAAC,MAAM,EAAE,eAAe,EAAE,SAAS,GAAE,MAAqC,GAAG,uBAAuB;IA2B7I;;;OAGG;WACW,2BAA2B,CAAC,MAAM,EAAE,gBAAgB,EAAE,SAAS,GAAE,MAAqC,GAClH,qBAAqB;CA2BxB;AAeD;;;;;GAKG;AACH,cAAM,qBAAqB;IACzB,uBAAuB;IAChB,YAAY,EAAE,OAAO,EAAE,CAAC;IAC/B,uDAAuD;IAChD,oBAAoB,EAAE,gBAAgB,GAAG,SAAS,CAAC;IAC1D,uDAAuD;IAChD,QAAQ,EAAE,WAAW,CAAC;IAC7B,uCAAuC;IACvC,gBAAuB,YAAY,cAAc;IAEjD;;;OAGG;gBACS,gBAAgB,EAAE,MAAM;IAOpC;;;;OAIG;IACI,aAAa,CAAC,OAAO,EAAE,MAAM,EAAE,GAAG,OAAO;CAGjD;AAED;;GAEG;AACH,cAAM,uBAAuB;IAC3B,sDAAsD;IAC/C,oBAAoB,EAAE,eAAe,CAAC;IAC7C,uDAAuD;IAChD,QAAQ,EAAE,WAAW,CAAC;IAC7B,uCAAuC;IACvC,gBAAuB,YAAY,cAAc;IAEjD;;;OAGG;gBACS,gBAAgB,EAAE,MAAM,EAAE,eAAe,EAAE,MAAM;IAO7D;;;;OAIG;IACI,aAAa,CAAC,OAAO,EAAE,MAAM,EAAE,GAAG,OAAO;CAGjD"}
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@@ -401,9 +401,9 @@ export class ClusterableArray extends GrowableBlockedArray {
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// (This is pretty strange)
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// The sort vector is (1,c, c*c, ...)
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// Setting c = 1 makes it 1,1,1 which may be useful for visual scans during debug.
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// c with some
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// c with some non-obvious digits makes it unlikely that there will be multiple points on a perpendicular to the sort vector.
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ClusterableArray._vectorFactor = 0.8732; // use 1.0 to rig easy tests.
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-
/** this value is used as cluster terminator in the
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+
/** this value is used as cluster terminator in the Uint232Array of indices. */
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ClusterableArray.clusterTerminator = 0xFFffFFff;
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/**
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* @internal
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