@itwin/core-geometry 3.2.0-dev.1 → 3.2.0-dev.3

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Files changed (187) hide show
  1. package/lib/cjs/bspline/AkimaCurve3d.d.ts +2 -8
  2. package/lib/cjs/bspline/AkimaCurve3d.d.ts.map +1 -1
  3. package/lib/cjs/bspline/AkimaCurve3d.js +2 -17
  4. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  5. package/lib/cjs/bspline/BSpline1dNd.d.ts +11 -6
  6. package/lib/cjs/bspline/BSpline1dNd.d.ts.map +1 -1
  7. package/lib/cjs/bspline/BSpline1dNd.js +64 -6
  8. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  9. package/lib/cjs/bspline/BSplineCurve.d.ts +9 -13
  10. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  11. package/lib/cjs/bspline/BSplineCurve.js +39 -31
  12. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  13. package/lib/cjs/bspline/BSplineCurve3dH.d.ts +0 -2
  14. package/lib/cjs/bspline/BSplineCurve3dH.d.ts.map +1 -1
  15. package/lib/cjs/bspline/BSplineCurve3dH.js +0 -6
  16. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  17. package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
  18. package/lib/cjs/bspline/BSplineCurveOps.js +4 -6
  19. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  20. package/lib/cjs/bspline/Bezier1dNd.d.ts +8 -11
  21. package/lib/cjs/bspline/Bezier1dNd.d.ts.map +1 -1
  22. package/lib/cjs/bspline/Bezier1dNd.js +13 -14
  23. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  24. package/lib/cjs/bspline/BezierCurve3d.d.ts +0 -6
  25. package/lib/cjs/bspline/BezierCurve3d.d.ts.map +1 -1
  26. package/lib/cjs/bspline/BezierCurve3d.js +0 -14
  27. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  28. package/lib/cjs/bspline/BezierCurve3dH.d.ts +0 -4
  29. package/lib/cjs/bspline/BezierCurve3dH.d.ts.map +1 -1
  30. package/lib/cjs/bspline/BezierCurve3dH.js +0 -8
  31. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  32. package/lib/cjs/bspline/BezierCurveBase.d.ts +9 -0
  33. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  34. package/lib/cjs/bspline/BezierCurveBase.js +15 -0
  35. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  36. package/lib/cjs/bspline/InterpolationCurve3d.d.ts +2 -8
  37. package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
  38. package/lib/cjs/bspline/InterpolationCurve3d.js +2 -17
  39. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  40. package/lib/cjs/bspline/KnotVector.d.ts +24 -9
  41. package/lib/cjs/bspline/KnotVector.d.ts.map +1 -1
  42. package/lib/cjs/bspline/KnotVector.js +86 -26
  43. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  44. package/lib/cjs/curve/Arc3d.d.ts +1 -1
  45. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  46. package/lib/cjs/curve/Arc3d.js.map +1 -1
  47. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +3 -3
  48. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  49. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +3 -7
  50. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  51. package/lib/cjs/curve/CurveCollection.d.ts +2 -2
  52. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  53. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  54. package/lib/cjs/curve/CurveCurveIntersectXY.js +2 -2
  55. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  56. package/lib/cjs/curve/CurvePrimitive.d.ts +4 -0
  57. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  58. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  59. package/lib/cjs/curve/LineSegment3d.d.ts +1 -1
  60. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  61. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  62. package/lib/cjs/curve/LineString3d.d.ts +1 -1
  63. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  64. package/lib/cjs/curve/LineString3d.js.map +1 -1
  65. package/lib/cjs/curve/ProxyCurve.d.ts +6 -2
  66. package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -1
  67. package/lib/cjs/curve/ProxyCurve.js +11 -2
  68. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  69. package/lib/cjs/curve/Query/CurveSplitContext.d.ts.map +1 -1
  70. package/lib/cjs/curve/Query/CurveSplitContext.js +1 -3
  71. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  72. package/lib/cjs/curve/StrokeOptions.js +2 -1
  73. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  74. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  75. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.d.ts +2 -2
  76. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.d.ts.map +1 -1
  77. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  78. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  79. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts +0 -4
  80. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  81. package/lib/cjs/curve/spiral/DirectSpiral3d.js +0 -15
  82. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  83. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts +0 -4
  84. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts.map +1 -1
  85. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +0 -15
  86. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  87. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +8 -0
  88. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  89. package/lib/cjs/curve/spiral/TransitionSpiral3d.js +15 -0
  90. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  91. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  92. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  93. package/lib/cjs/solid/SweepContour.js.map +1 -1
  94. package/lib/esm/bspline/AkimaCurve3d.d.ts +2 -8
  95. package/lib/esm/bspline/AkimaCurve3d.d.ts.map +1 -1
  96. package/lib/esm/bspline/AkimaCurve3d.js +2 -17
  97. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  98. package/lib/esm/bspline/BSpline1dNd.d.ts +11 -6
  99. package/lib/esm/bspline/BSpline1dNd.d.ts.map +1 -1
  100. package/lib/esm/bspline/BSpline1dNd.js +65 -7
  101. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  102. package/lib/esm/bspline/BSplineCurve.d.ts +9 -13
  103. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  104. package/lib/esm/bspline/BSplineCurve.js +39 -31
  105. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  106. package/lib/esm/bspline/BSplineCurve3dH.d.ts +0 -2
  107. package/lib/esm/bspline/BSplineCurve3dH.d.ts.map +1 -1
  108. package/lib/esm/bspline/BSplineCurve3dH.js +0 -6
  109. package/lib/esm/bspline/BSplineCurve3dH.js.map +1 -1
  110. package/lib/esm/bspline/BSplineCurveOps.d.ts.map +1 -1
  111. package/lib/esm/bspline/BSplineCurveOps.js +4 -6
  112. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  113. package/lib/esm/bspline/Bezier1dNd.d.ts +8 -11
  114. package/lib/esm/bspline/Bezier1dNd.d.ts.map +1 -1
  115. package/lib/esm/bspline/Bezier1dNd.js +13 -14
  116. package/lib/esm/bspline/Bezier1dNd.js.map +1 -1
  117. package/lib/esm/bspline/BezierCurve3d.d.ts +0 -6
  118. package/lib/esm/bspline/BezierCurve3d.d.ts.map +1 -1
  119. package/lib/esm/bspline/BezierCurve3d.js +0 -14
  120. package/lib/esm/bspline/BezierCurve3d.js.map +1 -1
  121. package/lib/esm/bspline/BezierCurve3dH.d.ts +0 -4
  122. package/lib/esm/bspline/BezierCurve3dH.d.ts.map +1 -1
  123. package/lib/esm/bspline/BezierCurve3dH.js +0 -8
  124. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  125. package/lib/esm/bspline/BezierCurveBase.d.ts +9 -0
  126. package/lib/esm/bspline/BezierCurveBase.d.ts.map +1 -1
  127. package/lib/esm/bspline/BezierCurveBase.js +15 -0
  128. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  129. package/lib/esm/bspline/InterpolationCurve3d.d.ts +2 -8
  130. package/lib/esm/bspline/InterpolationCurve3d.d.ts.map +1 -1
  131. package/lib/esm/bspline/InterpolationCurve3d.js +2 -17
  132. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  133. package/lib/esm/bspline/KnotVector.d.ts +24 -9
  134. package/lib/esm/bspline/KnotVector.d.ts.map +1 -1
  135. package/lib/esm/bspline/KnotVector.js +86 -26
  136. package/lib/esm/bspline/KnotVector.js.map +1 -1
  137. package/lib/esm/curve/Arc3d.d.ts +1 -1
  138. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  139. package/lib/esm/curve/Arc3d.js.map +1 -1
  140. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +3 -3
  141. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  142. package/lib/esm/curve/CurveChainWithDistanceIndex.js +3 -7
  143. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  144. package/lib/esm/curve/CurveCollection.d.ts +2 -2
  145. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  146. package/lib/esm/curve/CurveCollection.js.map +1 -1
  147. package/lib/esm/curve/CurveCurveIntersectXY.js +2 -2
  148. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  149. package/lib/esm/curve/CurvePrimitive.d.ts +4 -0
  150. package/lib/esm/curve/CurvePrimitive.d.ts.map +1 -1
  151. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  152. package/lib/esm/curve/LineSegment3d.d.ts +1 -1
  153. package/lib/esm/curve/LineSegment3d.d.ts.map +1 -1
  154. package/lib/esm/curve/LineSegment3d.js.map +1 -1
  155. package/lib/esm/curve/LineString3d.d.ts +1 -1
  156. package/lib/esm/curve/LineString3d.d.ts.map +1 -1
  157. package/lib/esm/curve/LineString3d.js.map +1 -1
  158. package/lib/esm/curve/ProxyCurve.d.ts +6 -2
  159. package/lib/esm/curve/ProxyCurve.d.ts.map +1 -1
  160. package/lib/esm/curve/ProxyCurve.js +11 -2
  161. package/lib/esm/curve/ProxyCurve.js.map +1 -1
  162. package/lib/esm/curve/Query/CurveSplitContext.d.ts.map +1 -1
  163. package/lib/esm/curve/Query/CurveSplitContext.js +1 -3
  164. package/lib/esm/curve/Query/CurveSplitContext.js.map +1 -1
  165. package/lib/esm/curve/StrokeOptions.js +2 -1
  166. package/lib/esm/curve/StrokeOptions.js.map +1 -1
  167. package/lib/esm/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  168. package/lib/esm/curve/internalContexts/CloneWithExpandedLineStrings.d.ts +2 -2
  169. package/lib/esm/curve/internalContexts/CloneWithExpandedLineStrings.d.ts.map +1 -1
  170. package/lib/esm/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  171. package/lib/esm/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  172. package/lib/esm/curve/spiral/DirectSpiral3d.d.ts +0 -4
  173. package/lib/esm/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  174. package/lib/esm/curve/spiral/DirectSpiral3d.js +0 -15
  175. package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
  176. package/lib/esm/curve/spiral/IntegratedSpiral3d.d.ts +0 -4
  177. package/lib/esm/curve/spiral/IntegratedSpiral3d.d.ts.map +1 -1
  178. package/lib/esm/curve/spiral/IntegratedSpiral3d.js +0 -15
  179. package/lib/esm/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  180. package/lib/esm/curve/spiral/TransitionSpiral3d.d.ts +8 -0
  181. package/lib/esm/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  182. package/lib/esm/curve/spiral/TransitionSpiral3d.js +15 -0
  183. package/lib/esm/curve/spiral/TransitionSpiral3d.js.map +1 -1
  184. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  185. package/lib/esm/solid/RuledSweep.js.map +1 -1
  186. package/lib/esm/solid/SweepContour.js.map +1 -1
  187. package/package.json +4 -4
@@ -64,42 +64,39 @@ export declare class Bezier1dNd {
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  * @param poleIndexB second pole index
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  */
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  interpolatePoleInPlace(poleIndexA: number, fraction: number, poleIndexB: number): void;
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- private static _knotTolerance;
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  /**
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  * Compute new control points to "clamp" bspline unsaturated support to saturated form.
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  * * At input time, the control points are associated with the input knots (unsaturated)
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- * * At output, they control points are modified by repeated knot insertion to be fully clamped.
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+ * * At output, the control points are modified by repeated knot insertion to be fully clamped.
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  * @param knots knot values for the current (unsaturated) pole set
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  * @param spanIndex index of span whose (unsaturated) poles are in the bezier.
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- * @param optional function for `setInterval (knotA, knotB)` call to announce knot limits.
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  */
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  saturateInPlace(knots: KnotVector, spanIndex: number): boolean;
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  /**
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  * Saturate a univariate bspline coefficient array in place
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- * * On input, the array is the coefficients one span of a bspline, packed in an array of `(knots.order)` values.
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+ * * On input, the array is the coefficients of one span of a bspline, packed in an array of `(knots.order)` values.
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  * * These are modified in place, and on return are a bezier for the same knot interval.
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  * @param coffs input as bspline coefficients, returned as bezier coefficients
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  * @param knots knot vector
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  * @param spanIndex index of span whose (unsaturated) poles are in the coefficients.
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- * @param optional function for `setInterval (knotA, knotB)` call to announce knot limits.
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  */
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  static saturate1dInPlace(coffs: Float64Array, knots: KnotVector, spanIndex: number): boolean;
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  /**
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- * Apply deCasteljou interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original
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+ * Apply deCasteljau interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original
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  * @param fraction "end" fraction for split.
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- * @returns false if fraction is 0 -- no changes applied.
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+ * @returns false if fraction is 0 or 1 -- no changes applied.
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  */
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  subdivideInPlaceKeepLeft(fraction: number): boolean;
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  /**
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- * Apply deCasteljou interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original
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- * @param fraction "end" fraction for split.
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- * @returns false if fraction is 0 -- no changes applied.
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+ * Apply deCasteljau interpolations to isolate a smaller bezier polygon, representing interval fraction..1 of the original
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+ * @param fraction "start" fraction for split.
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+ * @returns false if fraction is 0 or 1 -- no changes applied.
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  */
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  subdivideInPlaceKeepRight(fraction: number): boolean;
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  /**
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  * Saturate a univariate bspline coefficient array in place
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  * @param fraction0 fraction for first split. This is the start of the output polygon
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- * @param fraction1 fraction for first split. This is the start of the output polygon
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+ * @param fraction1 fraction for second split. This is the end of the output polygon
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  * @return false if fractions are (almost) identical.
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  */
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  subdivideToIntervalInPlace(fraction0: number, fraction1: number): boolean;
@@ -1 +1 @@
1
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1
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@@ -12,6 +12,7 @@ import { Point3dArray } from "../geometry3d/PointHelpers";
12
12
  import { Segment1d } from "../geometry3d/Segment1d";
13
13
  import { Point4d } from "../geometry4d/Point4d";
14
14
  import { UnivariateBezier } from "../numerics/BezierPolynomials";
15
+ import { KnotVector } from "./KnotVector";
15
16
  /**
16
17
  * Shared implementation details for derived bezier curve classes
17
18
  * * BezierCurve3d implements with blockSize 3.
@@ -168,7 +169,6 @@ export class Bezier1dNd {
168
169
  }
169
170
  }
170
171
  }
171
- //
172
172
  /**
173
173
  * interpolate at `fraction` between poleA and poleB.
174
174
  * * Data is left "in place" in poleIndexA
@@ -187,10 +187,9 @@ export class Bezier1dNd {
187
187
  /**
188
188
  * Compute new control points to "clamp" bspline unsaturated support to saturated form.
189
189
  * * At input time, the control points are associated with the input knots (unsaturated)
190
- * * At output, they control points are modified by repeated knot insertion to be fully clamped.
190
+ * * At output, the control points are modified by repeated knot insertion to be fully clamped.
191
191
  * @param knots knot values for the current (unsaturated) pole set
192
192
  * @param spanIndex index of span whose (unsaturated) poles are in the bezier.
193
- * @param optional function for `setInterval (knotA, knotB)` call to announce knot limits.
194
193
  */
195
194
  saturateInPlace(knots, spanIndex) {
196
195
  const degree = knots.degree;
@@ -202,7 +201,7 @@ export class Bezier1dNd {
202
201
  const knotA = knotArray[kA];
203
202
  const knotB = knotArray[kB];
204
203
  this.setInterval(knotA, knotB);
205
- if (knotB <= knotA + Bezier1dNd._knotTolerance)
204
+ if (knotB <= knotA + KnotVector.knotTolerance)
206
205
  return false;
207
206
  for (let numInsert = degree - 1; numInsert > 0; numInsert--) {
208
207
  // left numInsert poles are pulled forward
@@ -232,12 +231,11 @@ export class Bezier1dNd {
232
231
  }
233
232
  /**
234
233
  * Saturate a univariate bspline coefficient array in place
235
- * * On input, the array is the coefficients one span of a bspline, packed in an array of `(knots.order)` values.
234
+ * * On input, the array is the coefficients of one span of a bspline, packed in an array of `(knots.order)` values.
236
235
  * * These are modified in place, and on return are a bezier for the same knot interval.
237
236
  * @param coffs input as bspline coefficients, returned as bezier coefficients
238
237
  * @param knots knot vector
239
238
  * @param spanIndex index of span whose (unsaturated) poles are in the coefficients.
240
- * @param optional function for `setInterval (knotA, knotB)` call to announce knot limits.
241
239
  */
242
240
  static saturate1dInPlace(coffs, knots, spanIndex) {
243
241
  const degree = knots.degree;
@@ -248,6 +246,8 @@ export class Bezier1dNd {
248
246
  const knotArray = knots.knots;
249
247
  const knotA = knotArray[kA];
250
248
  const knotB = knotArray[kB];
249
+ if (knotB <= knotA + KnotVector.knotTolerance)
250
+ return false;
251
251
  for (let numInsert = degree - 1; numInsert > 0; numInsert--) {
252
252
  // left numInsert poles are pulled forward
253
253
  let k0 = kA - numInsert;
@@ -267,7 +267,7 @@ export class Bezier1dNd {
267
267
  if (knotArray[k2] > knotB) {
268
268
  for (let i = 0; i < numInsert; i++, k2--) {
269
269
  const knot2 = knotArray[k2]; // right side of moving window
270
- // left side of window ia always the (previously saturated) knotA
270
+ // left side of window is always the (previously saturated) knotA
271
271
  const fraction = (knotB - knot2) / (knotA - knot2);
272
272
  k = degree - i;
273
273
  coffs[k] += fraction * (coffs[k - 1] - coffs[k]);
@@ -277,9 +277,9 @@ export class Bezier1dNd {
277
277
  return true;
278
278
  }
279
279
  /**
280
- * Apply deCasteljou interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original
280
+ * Apply deCasteljau interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original
281
281
  * @param fraction "end" fraction for split.
282
- * @returns false if fraction is 0 -- no changes applied.
282
+ * @returns false if fraction is 0 or 1 -- no changes applied.
283
283
  */
284
284
  subdivideInPlaceKeepLeft(fraction) {
285
285
  if (Geometry.isAlmostEqualNumber(fraction, 1.0))
@@ -296,9 +296,9 @@ export class Bezier1dNd {
296
296
  return true;
297
297
  }
298
298
  /**
299
- * Apply deCasteljou interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original
300
- * @param fraction "end" fraction for split.
301
- * @returns false if fraction is 0 -- no changes applied.
299
+ * Apply deCasteljau interpolations to isolate a smaller bezier polygon, representing interval fraction..1 of the original
300
+ * @param fraction "start" fraction for split.
301
+ * @returns false if fraction is 0 or 1 -- no changes applied.
302
302
  */
303
303
  subdivideInPlaceKeepRight(fraction) {
304
304
  if (Geometry.isAlmostEqualNumber(fraction, 0.0))
@@ -315,7 +315,7 @@ export class Bezier1dNd {
315
315
  /**
316
316
  * Saturate a univariate bspline coefficient array in place
317
317
  * @param fraction0 fraction for first split. This is the start of the output polygon
318
- * @param fraction1 fraction for first split. This is the start of the output polygon
318
+ * @param fraction1 fraction for second split. This is the end of the output polygon
319
319
  * @return false if fractions are (almost) identical.
320
320
  */
321
321
  subdivideToIntervalInPlace(fraction0, fraction1) {
@@ -337,5 +337,4 @@ export class Bezier1dNd {
337
337
  /** map a fraction to the parent space. */
338
338
  fractionToParentFraction(fraction) { return this.interval ? this.interval.fractionToPoint(fraction) : fraction; }
339
339
  }
340
- Bezier1dNd._knotTolerance = 1.0e-8;
341
340
  //# sourceMappingURL=Bezier1dNd.js.map
@@ -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 Bspline\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Point3dArray } from \"../geometry3d/PointHelpers\";\r\nimport { Segment1d } from \"../geometry3d/Segment1d\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { BezierCoffs, UnivariateBezier } from \"../numerics/BezierPolynomials\";\r\nimport { KnotVector } from \"./KnotVector\";\r\n\r\n/**\r\n * Shared implementation details for derived bezier curve classes\r\n * * BezierCurve3d implements with blockSize 3.\r\n * * BezierCurve3dH implements with blockSize 4.\r\n * @public\r\n */\r\nexport class Bezier1dNd {\r\n private _packedData: Float64Array;\r\n private _order: number; // bezier order. probably low\r\n private _blockSize: number; // loosely expected to be 1 to 4.\r\n private _basis: BezierCoffs; // server for basis queries. It carries coefficients that we don't use.\r\n // constructor CAPTURES the control points array.\r\n public constructor(blockSize: number, polygon: Float64Array) {\r\n this._blockSize = blockSize;\r\n this._order = Math.floor(polygon.length / blockSize); // This should be an integer!!!\r\n this._packedData = polygon;\r\n this._basis = new UnivariateBezier(this._order);\r\n }\r\n /** return a clone of the data array */\r\n public clonePolygon(result?: Float64Array): Float64Array {\r\n const n = this._packedData.length;\r\n if (!result || result.length !== n)\r\n return this._packedData.slice();\r\n /** move data into the supplied result */\r\n for (let i = 0; i < n; i++)\r\n result[i] = this._packedData[i];\r\n return result;\r\n }\r\n /** Return the bezier order */\r\n public get order() { return this._order; }\r\n /** return the packed data array. This is a REFERENCE to the array. */\r\n public get packedData() { return this._packedData; }\r\n /** Create a Bezier1dNd, using the structure of `data[0]` to determine the bezier order. */\r\n public static create(data: Point2d[] | Point3d[] | Point4d[]): Bezier1dNd | undefined {\r\n if (data.length < 1)\r\n return undefined;\r\n if (data[0] instanceof Point3d) {\r\n const polygon = new Float64Array(data.length * 3);\r\n let i = 0;\r\n for (const p of (data as Point3d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = p.z;\r\n }\r\n return new Bezier1dNd(3, polygon);\r\n } else if (data[0] instanceof Point4d) {\r\n const polygon = new Float64Array(data.length * 4);\r\n let i = 0;\r\n for (const p of (data as Point4d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = p.z;\r\n polygon[i++] = p.w;\r\n }\r\n return new Bezier1dNd(4, polygon);\r\n } else if (data[0] instanceof Point2d) {\r\n const polygon = new Float64Array(data.length * 2);\r\n let i = 0;\r\n for (const p of (data as Point2d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n }\r\n return new Bezier1dNd(2, polygon);\r\n }\r\n return undefined;\r\n }\r\n /** Return the curve value at bezier fraction `s`\r\n * @return buffer of length `blockSize`.\r\n */\r\n public evaluate(s: number, buffer?: Float64Array): Float64Array {\r\n return this._basis.sumBasisFunctions(s, this._packedData, this._blockSize, buffer);\r\n }\r\n /** Return the curve derivative value at bezier fraction `s`\r\n * @return buffer of length `blockSize`.\r\n */\r\n public evaluateDerivative(s: number, buffer?: Float64Array): Float64Array {\r\n return this._basis.sumBasisFunctionDerivatives(s, this._packedData, this._blockSize, buffer);\r\n }\r\n /** get a single point of the polygon as a simple array. */\r\n public getPolygonPoint(i: number, buffer?: Float64Array): Float64Array | undefined {\r\n if (!buffer)\r\n buffer = new Float64Array(this._blockSize);\r\n if (i >= 0 && i < this._order) {\r\n const k0 = this._blockSize * i;\r\n for (let k = 0; k < this._blockSize; k++)\r\n buffer[k] = this._packedData[k0 + k];\r\n return buffer;\r\n }\r\n return undefined;\r\n }\r\n /** set a single point of the polygon as a simple array. */\r\n public setPolygonPoint(i: number, buffer: Float64Array) {\r\n if (i >= 0 && i < this._order) {\r\n const k0 = this._blockSize * i;\r\n for (let k = 0; k < this._blockSize; k++)\r\n this._packedData[k0 + k] = buffer[k];\r\n }\r\n }\r\n /** Load order * dimension doubles from data[dimension * spanIndex] as poles\r\n * @param data packed source array. block size in `data` assumed to match dimension for this.\r\n * @param spanIndex block index in data.\r\n */\r\n public loadSpanPoles(data: Float64Array, spanIndex: number) {\r\n let k = spanIndex * this._blockSize;\r\n for (let i = 0; i < this._packedData.length; i++)\r\n this._packedData[i] = data[k++];\r\n }\r\n /** Load order * (dataDimension + 1) doubles from data[dataDimension * spanIndex] as poles with weight inserted\r\n * @param data packed array of data.\r\n * @param dataDimension dimension of data. Must have `dataDimension+1=this.order`\r\n * @param spanIndex index of first data block to access.\r\n * @param weight weight to append to each block\r\n */\r\n public loadSpanPolesWithWeight(data: Float64Array, dataDimension: number, spanIndex: number, weight: number) {\r\n let destIndex = 0;\r\n const order = this._order;\r\n let dataIndex = spanIndex * dataDimension;\r\n for (let i = 0; i < order; i++) {\r\n for (let j = 0; j < dataDimension; j++)\r\n this._packedData[destIndex++] = data[dataIndex++];\r\n this._packedData[destIndex++] = weight;\r\n }\r\n }\r\n /** return a json array of arrays with each control point as a lower level array of numbers */\r\n public unpackToJsonArrays(): any[] {\r\n return Point3dArray.unpackNumbersToNestedArrays(this._packedData, this._blockSize);\r\n }\r\n /** equality test with usual metric tolerances */\r\n public isAlmostEqual(other: any): boolean {\r\n if (other instanceof Bezier1dNd) {\r\n if (this._blockSize !== other._blockSize)\r\n return false;\r\n if (this._order !== other._order)\r\n return false;\r\n if (this._packedData.length !== other._packedData.length)\r\n return false;\r\n for (let i = 0; i < this._packedData.length; i++) {\r\n if (!Geometry.isSameCoordinate(this._packedData[i], other._packedData[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** block-by-block reversal */\r\n public reverseInPlace() {\r\n const m = this._blockSize;\r\n const n = this._order;\r\n let i, j;\r\n let a;\r\n for (i = 0, j = (n - 1) * m; i < j; i += m, j -= m) {\r\n for (let k = 0; k < m; k++) {\r\n a = this._packedData[i + k];\r\n this._packedData[i + k] = this._packedData[j + k];\r\n this._packedData[j + k] = a;\r\n }\r\n }\r\n }\r\n //\r\n /**\r\n * interpolate at `fraction` between poleA and poleB.\r\n * * Data is left \"in place\" in poleIndexA\r\n * @param poleIndexA first pole index\r\n * @param fraction fractional position\r\n * @param poleIndexB second pole index\r\n */\r\n public interpolatePoleInPlace(poleIndexA: number, fraction: number, poleIndexB: number) {\r\n let i0 = poleIndexA * this._blockSize;\r\n let i1 = poleIndexB * this._blockSize;\r\n const data = this._packedData;\r\n for (let i = 0; i < this._blockSize; i++ , i0++ , i1++) {\r\n data[i0] += fraction * (data[i1] - data[i0]);\r\n }\r\n }\r\n private static _knotTolerance = 1.0e-8;\r\n /**\r\n * Compute new control points to \"clamp\" bspline unsaturated support to saturated form.\r\n * * At input time, the control points are associated with the input knots (unsaturated)\r\n * * At output, they control points are modified by repeated knot insertion to be fully clamped.\r\n * @param knots knot values for the current (unsaturated) pole set\r\n * @param spanIndex index of span whose (unsaturated) poles are in the bezier.\r\n * @param optional function for `setInterval (knotA, knotB)` call to announce knot limits.\r\n */\r\n public saturateInPlace(knots: KnotVector, spanIndex: number): boolean {\r\n const degree = knots.degree;\r\n const kA = spanIndex + degree - 1; // left knot index of the active span\r\n const kB = kA + 1;\r\n if (spanIndex < 0 || spanIndex >= knots.numSpans)\r\n return false;\r\n const knotArray = knots.knots;\r\n const knotA = knotArray[kA];\r\n const knotB = knotArray[kB];\r\n this.setInterval(knotA, knotB);\r\n if (knotB <= knotA + Bezier1dNd._knotTolerance)\r\n return false;\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n // left numInsert poles are pulled forward\r\n let k0 = kA - numInsert;\r\n if (knotArray[k0] < knotA) {\r\n let k1 = kB;\r\n for (let i = 0; i < numInsert; i++ , k0++ , k1++) {\r\n const knot0 = knotArray[k0];\r\n const knot1 = knotArray[k1];\r\n const fraction = (knotA - knot0) / (knot1 - knot0);\r\n this.interpolatePoleInPlace(i, fraction, i + 1);\r\n }\r\n }\r\n }\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n let k2 = kB + numInsert;\r\n if (knotArray[k2] > knotB) {\r\n for (let i = 0; i < numInsert; i++ , k2--) {\r\n const knot2 = knotArray[k2]; // right side of moving window\r\n // left side of window ia always the (previously saturated) knotA\r\n const fraction = (knotB - knot2) / (knotA - knot2);\r\n this.interpolatePoleInPlace(degree - i, fraction, degree - i - 1);\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n /**\r\n * Saturate a univariate bspline coefficient array in place\r\n * * On input, the array is the coefficients one span of a bspline, packed in an array of `(knots.order)` values.\r\n * * These are modified in place, and on return are a bezier for the same knot interval.\r\n * @param coffs input as bspline coefficients, returned as bezier coefficients\r\n * @param knots knot vector\r\n * @param spanIndex index of span whose (unsaturated) poles are in the coefficients.\r\n * @param optional function for `setInterval (knotA, knotB)` call to announce knot limits.\r\n */\r\n public static saturate1dInPlace(coffs: Float64Array, knots: KnotVector, spanIndex: number): boolean {\r\n const degree = knots.degree;\r\n const kA = spanIndex + degree - 1; // left knot index of the active span\r\n const kB = kA + 1;\r\n if (spanIndex < 0 || spanIndex >= knots.numSpans)\r\n return false;\r\n const knotArray = knots.knots;\r\n const knotA = knotArray[kA];\r\n const knotB = knotArray[kB];\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n // left numInsert poles are pulled forward\r\n let k0 = kA - numInsert;\r\n if (knotArray[k0] < knotA) {\r\n let k1 = kB;\r\n for (let i = 0; i < numInsert; i++ , k0++ , k1++) {\r\n const knot0 = knotArray[k0];\r\n const knot1 = knotArray[k1];\r\n const fraction = (knotA - knot0) / (knot1 - knot0);\r\n coffs[i] = coffs[i] + fraction * (coffs[i + 1] - coffs[i]);\r\n }\r\n }\r\n }\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n let k2 = kB + numInsert;\r\n let k;\r\n if (knotArray[k2] > knotB) {\r\n for (let i = 0; i < numInsert; i++ , k2--) {\r\n const knot2 = knotArray[k2]; // right side of moving window\r\n // left side of window ia always the (previously saturated) knotA\r\n const fraction = (knotB - knot2) / (knotA - knot2);\r\n k = degree - i;\r\n coffs[k] += fraction * (coffs[k - 1] - coffs[k]);\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n /**\r\n * Apply deCasteljou interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original\r\n * @param fraction \"end\" fraction for split.\r\n * @returns false if fraction is 0 -- no changes applied.\r\n */\r\n public subdivideInPlaceKeepLeft(fraction: number): boolean {\r\n if (Geometry.isAlmostEqualNumber(fraction, 1.0))\r\n return true;\r\n if (Geometry.isAlmostEqualNumber(fraction, 0.0))\r\n return false;\r\n const g = 1.0 - fraction; // interpolations will pull towards right indices\r\n const order = this.order;\r\n for (let level = 1; level < order; level++) {\r\n for (let i1 = order - 1; i1 >= level; i1--) {\r\n this.interpolatePoleInPlace(i1, g, i1 - 1); // leave updates to right\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Apply deCasteljou interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original\r\n * @param fraction \"end\" fraction for split.\r\n * @returns false if fraction is 0 -- no changes applied.\r\n */\r\n public subdivideInPlaceKeepRight(fraction: number): boolean {\r\n if (Geometry.isAlmostEqualNumber(fraction, 0.0))\r\n return true;\r\n if (Geometry.isAlmostEqualNumber(fraction, 1.0))\r\n return false;\r\n const order = this.order;\r\n for (let level = 1; level < order; level++) {\r\n for (let i0 = 0; i0 + level < order; i0++)\r\n this.interpolatePoleInPlace(i0, fraction, i0 + 1); // leave updates to left.\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Saturate a univariate bspline coefficient array in place\r\n * @param fraction0 fraction for first split. This is the start of the output polygon\r\n * @param fraction1 fraction for first split. This is the start of the output polygon\r\n * @return false if fractions are (almost) identical.\r\n */\r\n public subdivideToIntervalInPlace(fraction0: number, fraction1: number): boolean {\r\n if (Geometry.isAlmostEqualNumber(fraction0, fraction1))\r\n return false;\r\n if (fraction1 < fraction0) {\r\n this.subdivideToIntervalInPlace(fraction1, fraction0);\r\n this.reverseInPlace();\r\n return true;\r\n }\r\n this.subdivideInPlaceKeepLeft(fraction1);\r\n this.subdivideInPlaceKeepRight(fraction0 / fraction1);\r\n return true;\r\n }\r\n\r\n /** optional interval for mapping to a parent object */\r\n public interval?: Segment1d;\r\n /** create or update the mapping to parent curve. */\r\n public setInterval(a: number, b: number) {\r\n this.interval = Segment1d.create(a, b, this.interval);\r\n }\r\n /** map a fraction to the parent space. */\r\n public fractionToParentFraction(fraction: number): number { return this.interval ? this.interval.fractionToPoint(fraction) : fraction; }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Bspline\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Point3dArray } from \"../geometry3d/PointHelpers\";\r\nimport { Segment1d } from \"../geometry3d/Segment1d\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { BezierCoffs, UnivariateBezier } from \"../numerics/BezierPolynomials\";\r\nimport { KnotVector } from \"./KnotVector\";\r\n\r\n/**\r\n * Shared implementation details for derived bezier curve classes\r\n * * BezierCurve3d implements with blockSize 3.\r\n * * BezierCurve3dH implements with blockSize 4.\r\n * @public\r\n */\r\nexport class Bezier1dNd {\r\n private _packedData: Float64Array;\r\n private _order: number; // bezier order. probably low\r\n private _blockSize: number; // loosely expected to be 1 to 4.\r\n private _basis: BezierCoffs; // server for basis queries. It carries coefficients that we don't use.\r\n // constructor CAPTURES the control points array.\r\n public constructor(blockSize: number, polygon: Float64Array) {\r\n this._blockSize = blockSize;\r\n this._order = Math.floor(polygon.length / blockSize); // This should be an integer!!!\r\n this._packedData = polygon;\r\n this._basis = new UnivariateBezier(this._order);\r\n }\r\n /** return a clone of the data array */\r\n public clonePolygon(result?: Float64Array): Float64Array {\r\n const n = this._packedData.length;\r\n if (!result || result.length !== n)\r\n return this._packedData.slice();\r\n /** move data into the supplied result */\r\n for (let i = 0; i < n; i++)\r\n result[i] = this._packedData[i];\r\n return result;\r\n }\r\n /** Return the bezier order */\r\n public get order() { return this._order; }\r\n /** return the packed data array. This is a REFERENCE to the array. */\r\n public get packedData() { return this._packedData; }\r\n /** Create a Bezier1dNd, using the structure of `data[0]` to determine the bezier order. */\r\n public static create(data: Point2d[] | Point3d[] | Point4d[]): Bezier1dNd | undefined {\r\n if (data.length < 1)\r\n return undefined;\r\n if (data[0] instanceof Point3d) {\r\n const polygon = new Float64Array(data.length * 3);\r\n let i = 0;\r\n for (const p of (data as Point3d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = p.z;\r\n }\r\n return new Bezier1dNd(3, polygon);\r\n } else if (data[0] instanceof Point4d) {\r\n const polygon = new Float64Array(data.length * 4);\r\n let i = 0;\r\n for (const p of (data as Point4d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = p.z;\r\n polygon[i++] = p.w;\r\n }\r\n return new Bezier1dNd(4, polygon);\r\n } else if (data[0] instanceof Point2d) {\r\n const polygon = new Float64Array(data.length * 2);\r\n let i = 0;\r\n for (const p of (data as Point2d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n }\r\n return new Bezier1dNd(2, polygon);\r\n }\r\n return undefined;\r\n }\r\n /** Return the curve value at bezier fraction `s`\r\n * @return buffer of length `blockSize`.\r\n */\r\n public evaluate(s: number, buffer?: Float64Array): Float64Array {\r\n return this._basis.sumBasisFunctions(s, this._packedData, this._blockSize, buffer);\r\n }\r\n /** Return the curve derivative value at bezier fraction `s`\r\n * @return buffer of length `blockSize`.\r\n */\r\n public evaluateDerivative(s: number, buffer?: Float64Array): Float64Array {\r\n return this._basis.sumBasisFunctionDerivatives(s, this._packedData, this._blockSize, buffer);\r\n }\r\n /** get a single point of the polygon as a simple array. */\r\n public getPolygonPoint(i: number, buffer?: Float64Array): Float64Array | undefined {\r\n if (!buffer)\r\n buffer = new Float64Array(this._blockSize);\r\n if (i >= 0 && i < this._order) {\r\n const k0 = this._blockSize * i;\r\n for (let k = 0; k < this._blockSize; k++)\r\n buffer[k] = this._packedData[k0 + k];\r\n return buffer;\r\n }\r\n return undefined;\r\n }\r\n /** set a single point of the polygon as a simple array. */\r\n public setPolygonPoint(i: number, buffer: Float64Array) {\r\n if (i >= 0 && i < this._order) {\r\n const k0 = this._blockSize * i;\r\n for (let k = 0; k < this._blockSize; k++)\r\n this._packedData[k0 + k] = buffer[k];\r\n }\r\n }\r\n /** Load order * dimension doubles from data[dimension * spanIndex] as poles\r\n * @param data packed source array. block size in `data` assumed to match dimension for this.\r\n * @param spanIndex block index in data.\r\n */\r\n public loadSpanPoles(data: Float64Array, spanIndex: number) {\r\n let k = spanIndex * this._blockSize;\r\n for (let i = 0; i < this._packedData.length; i++)\r\n this._packedData[i] = data[k++];\r\n }\r\n /** Load order * (dataDimension + 1) doubles from data[dataDimension * spanIndex] as poles with weight inserted\r\n * @param data packed array of data.\r\n * @param dataDimension dimension of data. Must have `dataDimension+1=this.order`\r\n * @param spanIndex index of first data block to access.\r\n * @param weight weight to append to each block\r\n */\r\n public loadSpanPolesWithWeight(data: Float64Array, dataDimension: number, spanIndex: number, weight: number) {\r\n let destIndex = 0;\r\n const order = this._order;\r\n let dataIndex = spanIndex * dataDimension;\r\n for (let i = 0; i < order; i++) {\r\n for (let j = 0; j < dataDimension; j++)\r\n this._packedData[destIndex++] = data[dataIndex++];\r\n this._packedData[destIndex++] = weight;\r\n }\r\n }\r\n /** return a json array of arrays with each control point as a lower level array of numbers */\r\n public unpackToJsonArrays(): any[] {\r\n return Point3dArray.unpackNumbersToNestedArrays(this._packedData, this._blockSize);\r\n }\r\n /** equality test with usual metric tolerances */\r\n public isAlmostEqual(other: any): boolean {\r\n if (other instanceof Bezier1dNd) {\r\n if (this._blockSize !== other._blockSize)\r\n return false;\r\n if (this._order !== other._order)\r\n return false;\r\n if (this._packedData.length !== other._packedData.length)\r\n return false;\r\n for (let i = 0; i < this._packedData.length; i++) {\r\n if (!Geometry.isSameCoordinate(this._packedData[i], other._packedData[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** block-by-block reversal */\r\n public reverseInPlace() {\r\n const m = this._blockSize;\r\n const n = this._order;\r\n let i, j;\r\n let a;\r\n for (i = 0, j = (n - 1) * m; i < j; i += m, j -= m) {\r\n for (let k = 0; k < m; k++) {\r\n a = this._packedData[i + k];\r\n this._packedData[i + k] = this._packedData[j + k];\r\n this._packedData[j + k] = a;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * interpolate at `fraction` between poleA and poleB.\r\n * * Data is left \"in place\" in poleIndexA\r\n * @param poleIndexA first pole index\r\n * @param fraction fractional position\r\n * @param poleIndexB second pole index\r\n */\r\n public interpolatePoleInPlace(poleIndexA: number, fraction: number, poleIndexB: number) {\r\n let i0 = poleIndexA * this._blockSize;\r\n let i1 = poleIndexB * this._blockSize;\r\n const data = this._packedData;\r\n for (let i = 0; i < this._blockSize; i++ , i0++ , i1++) {\r\n data[i0] += fraction * (data[i1] - data[i0]);\r\n }\r\n }\r\n\r\n /**\r\n * Compute new control points to \"clamp\" bspline unsaturated support to saturated form.\r\n * * At input time, the control points are associated with the input knots (unsaturated)\r\n * * At output, the control points are modified by repeated knot insertion to be fully clamped.\r\n * @param knots knot values for the current (unsaturated) pole set\r\n * @param spanIndex index of span whose (unsaturated) poles are in the bezier.\r\n */\r\n public saturateInPlace(knots: KnotVector, spanIndex: number): boolean {\r\n const degree = knots.degree;\r\n const kA = spanIndex + degree - 1; // left knot index of the active span\r\n const kB = kA + 1;\r\n if (spanIndex < 0 || spanIndex >= knots.numSpans)\r\n return false;\r\n const knotArray = knots.knots;\r\n const knotA = knotArray[kA];\r\n const knotB = knotArray[kB];\r\n this.setInterval(knotA, knotB);\r\n if (knotB <= knotA + KnotVector.knotTolerance)\r\n return false;\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n // left numInsert poles are pulled forward\r\n let k0 = kA - numInsert;\r\n if (knotArray[k0] < knotA) {\r\n let k1 = kB;\r\n for (let i = 0; i < numInsert; i++ , k0++ , k1++) {\r\n const knot0 = knotArray[k0];\r\n const knot1 = knotArray[k1];\r\n const fraction = (knotA - knot0) / (knot1 - knot0);\r\n this.interpolatePoleInPlace(i, fraction, i + 1);\r\n }\r\n }\r\n }\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n let k2 = kB + numInsert;\r\n if (knotArray[k2] > knotB) {\r\n for (let i = 0; i < numInsert; i++ , k2--) {\r\n const knot2 = knotArray[k2]; // right side of moving window\r\n // left side of window ia always the (previously saturated) knotA\r\n const fraction = (knotB - knot2) / (knotA - knot2);\r\n this.interpolatePoleInPlace(degree - i, fraction, degree - i - 1);\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n /**\r\n * Saturate a univariate bspline coefficient array in place\r\n * * On input, the array is the coefficients of one span of a bspline, packed in an array of `(knots.order)` values.\r\n * * These are modified in place, and on return are a bezier for the same knot interval.\r\n * @param coffs input as bspline coefficients, returned as bezier coefficients\r\n * @param knots knot vector\r\n * @param spanIndex index of span whose (unsaturated) poles are in the coefficients.\r\n */\r\n public static saturate1dInPlace(coffs: Float64Array, knots: KnotVector, spanIndex: number): boolean {\r\n const degree = knots.degree;\r\n const kA = spanIndex + degree - 1; // left knot index of the active span\r\n const kB = kA + 1;\r\n if (spanIndex < 0 || spanIndex >= knots.numSpans)\r\n return false;\r\n const knotArray = knots.knots;\r\n const knotA = knotArray[kA];\r\n const knotB = knotArray[kB];\r\n if (knotB <= knotA + KnotVector.knotTolerance)\r\n return false;\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n // left numInsert poles are pulled forward\r\n let k0 = kA - numInsert;\r\n if (knotArray[k0] < knotA) {\r\n let k1 = kB;\r\n for (let i = 0; i < numInsert; i++ , k0++ , k1++) {\r\n const knot0 = knotArray[k0];\r\n const knot1 = knotArray[k1];\r\n const fraction = (knotA - knot0) / (knot1 - knot0);\r\n coffs[i] = coffs[i] + fraction * (coffs[i + 1] - coffs[i]);\r\n }\r\n }\r\n }\r\n for (let numInsert = degree - 1; numInsert > 0; numInsert--) {\r\n let k2 = kB + numInsert;\r\n let k;\r\n if (knotArray[k2] > knotB) {\r\n for (let i = 0; i < numInsert; i++ , k2--) {\r\n const knot2 = knotArray[k2]; // right side of moving window\r\n // left side of window is always the (previously saturated) knotA\r\n const fraction = (knotB - knot2) / (knotA - knot2);\r\n k = degree - i;\r\n coffs[k] += fraction * (coffs[k - 1] - coffs[k]);\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n /**\r\n * Apply deCasteljau interpolations to isolate a smaller bezier polygon, representing interval 0..fraction of the original\r\n * @param fraction \"end\" fraction for split.\r\n * @returns false if fraction is 0 or 1 -- no changes applied.\r\n */\r\n public subdivideInPlaceKeepLeft(fraction: number): boolean {\r\n if (Geometry.isAlmostEqualNumber(fraction, 1.0))\r\n return true;\r\n if (Geometry.isAlmostEqualNumber(fraction, 0.0))\r\n return false;\r\n const g = 1.0 - fraction; // interpolations will pull towards right indices\r\n const order = this.order;\r\n for (let level = 1; level < order; level++) {\r\n for (let i1 = order - 1; i1 >= level; i1--) {\r\n this.interpolatePoleInPlace(i1, g, i1 - 1); // leave updates to right\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Apply deCasteljau interpolations to isolate a smaller bezier polygon, representing interval fraction..1 of the original\r\n * @param fraction \"start\" fraction for split.\r\n * @returns false if fraction is 0 or 1 -- no changes applied.\r\n */\r\n public subdivideInPlaceKeepRight(fraction: number): boolean {\r\n if (Geometry.isAlmostEqualNumber(fraction, 0.0))\r\n return true;\r\n if (Geometry.isAlmostEqualNumber(fraction, 1.0))\r\n return false;\r\n const order = this.order;\r\n for (let level = 1; level < order; level++) {\r\n for (let i0 = 0; i0 + level < order; i0++)\r\n this.interpolatePoleInPlace(i0, fraction, i0 + 1); // leave updates to left.\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Saturate a univariate bspline coefficient array in place\r\n * @param fraction0 fraction for first split. This is the start of the output polygon\r\n * @param fraction1 fraction for second split. This is the end of the output polygon\r\n * @return false if fractions are (almost) identical.\r\n */\r\n public subdivideToIntervalInPlace(fraction0: number, fraction1: number): boolean {\r\n if (Geometry.isAlmostEqualNumber(fraction0, fraction1))\r\n return false;\r\n if (fraction1 < fraction0) {\r\n this.subdivideToIntervalInPlace(fraction1, fraction0);\r\n this.reverseInPlace();\r\n return true;\r\n }\r\n this.subdivideInPlaceKeepLeft(fraction1);\r\n this.subdivideInPlaceKeepRight(fraction0 / fraction1);\r\n return true;\r\n }\r\n\r\n /** optional interval for mapping to a parent object */\r\n public interval?: Segment1d;\r\n /** create or update the mapping to parent curve. */\r\n public setInterval(a: number, b: number) {\r\n this.interval = Segment1d.create(a, b, this.interval);\r\n }\r\n /** map a fraction to the parent space. */\r\n public fractionToParentFraction(fraction: number): number { return this.interval ? this.interval.fractionToPoint(fraction) : fraction; }\r\n}\r\n"]}
@@ -46,12 +46,6 @@ export declare class BezierCurve3d extends BezierCurveBase {
46
46
  loadSpanPoles(data: Float64Array, spanIndex: number): void;
47
47
  /** Clone as a bezier 3d. */
48
48
  clone(): BezierCurve3d;
49
- /** Clone the interval from f0 to f1. */
50
- clonePartialCurve(f0: number, f1: number): BezierCurve3d | undefined;
51
- /**
52
- * Return a curve after transform.
53
- */
54
- cloneTransformed(transform: Transform): BezierCurve3d;
55
49
  /** Return a (de-weighted) point on the curve. If de-weight fails, returns 000 */
56
50
  fractionToPoint(fraction: number, result?: Point3d): Point3d;
57
51
  /** Return the cartesian point and derivative vector. */
@@ -1 +1 @@
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+ {"version":3,"file":"BezierCurve3d.d.ts","sourceRoot":"","sources":["../../../src/bspline/BezierCurve3d.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,yBAAyB,EAAE,MAAM,yCAAyC,CAAC;AACpF,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AACxD,OAAO,EAAE,OAAO,EAAY,MAAM,+BAA+B,CAAC;AAClE,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAC9C,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAEhD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAMpD;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,eAAe;IAChD,+CAA+C;IACxC,mBAAmB,CAAC,KAAK,EAAE,GAAG,GAAG,OAAO;IAC/C,iDAAiD;IAC1C,mBAAmB,CAAC,SAAS,EAAE,SAAS,GAAG,OAAO;IASzD,OAAO,CAAC,SAAS,CAAQ;IACzB,OAAO,CAAC,SAAS,CAAQ;IACzB,yDAAyD;IAClD,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,SAAS;IAMvE,kEAAkE;IAC3D,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,SAAS;IAMvE;;;OAGG;IACH,OAAO;IAKP,mCAAmC;IAC5B,sBAAsB,IAAI,YAAY;IAM7C;;;;OAIG;WACW,MAAM,CAAC,IAAI,EAAE,OAAO,EAAE,GAAG,OAAO,EAAE,GAAG,aAAa,GAAG,SAAS;IAuB5E,kEAAkE;WACpD,WAAW,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa;IAIvD,+DAA+D;IACxD,aAAa,CAAC,IAAI,EAAE,YAAY,EAAE,SAAS,EAAE,MAAM;IAG1D,4BAA4B;IACZ,KAAK,IAAI,aAAa;IAGtC,iFAAiF;IAC1E,eAAe,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAInE,wDAAwD;IACjD,4BAA4B,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAK5E;;;;;OAKG;IACI,8BAA8B,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,yBAAyB,GAAG,yBAAyB;IAatH,mCAAmC;IACnB,aAAa,CAAC,KAAK,EAAE,GAAG,GAAG,OAAO;IAMlD,gFAAgF;IACzE,yBAAyB,CAAC,OAAO,EAAE,eAAe,GAAG,GAAG;IAG/D;;;OAGG;IACI,WAAW,CAAC,aAAa,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,SAAS;CA6CjE"}
@@ -107,20 +107,6 @@ export class BezierCurve3d extends BezierCurveBase {
107
107
  clone() {
108
108
  return new BezierCurve3d(this._polygon.clonePolygon());
109
109
  }
110
- /** Clone the interval from f0 to f1. */
111
- clonePartialCurve(f0, f1) {
112
- const partialCurve = new BezierCurve3d(this._polygon.clonePolygon());
113
- partialCurve._polygon.subdivideToIntervalInPlace(f0, f1);
114
- return partialCurve;
115
- }
116
- /**
117
- * Return a curve after transform.
118
- */
119
- cloneTransformed(transform) {
120
- const curve1 = this.clone();
121
- curve1.tryTransformInPlace(transform);
122
- return curve1;
123
- }
124
110
  /** Return a (de-weighted) point on the curve. If de-weight fails, returns 000 */
125
111
  fractionToPoint(fraction, result) {
126
112
  this._polygon.evaluate(fraction, this._workData0);
@@ -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 Bspline\r\n */\r\n\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { GeometryHandler } from \"../geometry3d/GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { BezierPolynomialAlgebra } from \"../numerics/BezierPolynomials\";\r\nimport { BezierCurveBase } from \"./BezierCurveBase\";\r\n\r\n// ================================================================================================================\r\n// ================================================================================================================\r\n// ================================================================================================================\r\n// ================================================================================================================\r\n/** 3d Bezier curve class.\r\n * * Use BezierCurve3dH if the curve has weights.\r\n * * The control points (xyz) are managed as the _packedData buffer in the _polygon member of BezierCurveBase.\r\n * @public\r\n */\r\nexport class BezierCurve3d extends BezierCurveBase {\r\n /** test if `other` is also a BezierCurve3d. */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof BezierCurve3d; }\r\n /** apply the transform to the control points. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n const data = this._workData0;\r\n for (let i = 0; i < this._polygon.order; i++) {\r\n this._polygon.getPolygonPoint(i, data);\r\n transform.multiplyXYZToFloat64Array(data[0], data[1], data[2], data);\r\n this._polygon.setPolygonPoint(i, data);\r\n }\r\n return true;\r\n }\r\n private _workRay0: Ray3d;\r\n private _workRay1: Ray3d;\r\n /** Return a specific pole as a full `[x,y,z] Point3d` */\r\n public getPolePoint3d(i: number, result?: Point3d): Point3d | undefined {\r\n const data = this._polygon.getPolygonPoint(i, this._workData0);\r\n if (data)\r\n return Point3d.create(data[0], data[1], data[2], result);\r\n return undefined;\r\n }\r\n /** Return a specific pole as a full `[w*x,w*y,w*z, w] Point4d` */\r\n public getPolePoint4d(i: number, result?: Point4d): Point4d | undefined {\r\n const data = this._polygon.getPolygonPoint(i, this._workData0);\r\n if (data)\r\n return Point4d.create(data[0], data[1], data[2], 1.0, result);\r\n return undefined;\r\n }\r\n /**\r\n * Capture a polygon as the data for a new `BezierCurve3d`\r\n * @param polygon complete packed data and order.\r\n */\r\n private constructor(polygon: Float64Array) {\r\n super(3, polygon);\r\n this._workRay0 = Ray3d.createXAxis();\r\n this._workRay1 = Ray3d.createXAxis();\r\n }\r\n /** Return poles as a linestring */\r\n public copyPointsAsLineString(): LineString3d {\r\n const result = LineString3d.create();\r\n for (let i = 0; i < this._polygon.order; i++)\r\n result.addPoint(this.getPolePoint3d(i)!);\r\n return result;\r\n }\r\n /** Create a curve with given points.\r\n * * If input is `Point2d[]`, the points are promoted with `z=0` and `w=1`\r\n * * If input is `Point3d[]`, the points are promoted with w=1`\r\n *\r\n */\r\n public static create(data: Point3d[] | Point2d[]): BezierCurve3d | undefined {\r\n if (data.length < 1)\r\n return undefined;\r\n const polygon = new Float64Array(data.length * 3);\r\n if (data[0] instanceof Point3d) {\r\n let i = 0;\r\n for (const p of (data as Point3d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = p.z;\r\n }\r\n return new BezierCurve3d(polygon);\r\n } else if (data[0] instanceof Point2d) {\r\n let i = 0;\r\n for (const p of (data as Point2d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = 0.0;\r\n }\r\n return new BezierCurve3d(polygon);\r\n }\r\n return undefined;\r\n }\r\n /** create a bezier curve of specified order, filled with zeros */\r\n public static createOrder(order: number): BezierCurve3d {\r\n const polygonArray = new Float64Array(order * 3); // This is initialized to zeros!!\r\n return new BezierCurve3d(polygonArray);\r\n }\r\n /** Load order * 3 doubles from data[3 * spanIndex] as poles */\r\n public loadSpanPoles(data: Float64Array, spanIndex: number) {\r\n this._polygon.loadSpanPoles(data, spanIndex);\r\n }\r\n /** Clone as a bezier 3d. */\r\n public clone(): BezierCurve3d {\r\n return new BezierCurve3d(this._polygon.clonePolygon());\r\n }\r\n /** Clone the interval from f0 to f1. */\r\n public override clonePartialCurve(f0: number, f1: number): BezierCurve3d | undefined {\r\n const partialCurve = new BezierCurve3d(this._polygon.clonePolygon());\r\n partialCurve._polygon.subdivideToIntervalInPlace(f0, f1);\r\n return partialCurve;\r\n }\r\n\r\n /**\r\n * Return a curve after transform.\r\n */\r\n public cloneTransformed(transform: Transform): BezierCurve3d {\r\n const curve1 = this.clone();\r\n curve1.tryTransformInPlace(transform);\r\n return curve1;\r\n }\r\n /** Return a (de-weighted) point on the curve. If de-weight fails, returns 000 */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d {\r\n this._polygon.evaluate(fraction, this._workData0);\r\n return Point3d.create(this._workData0[0], this._workData0[1], this._workData0[2], result);\r\n }\r\n /** Return the cartesian point and derivative vector. */\r\n public fractionToPointAndDerivative(fraction: number, result?: Ray3d): Ray3d {\r\n this._polygon.evaluate(fraction, this._workData0);\r\n this._polygon.evaluateDerivative(fraction, this._workData1);\r\n return Ray3d.createXYZUVW(this._workData0[0], this._workData0[1], this._workData0[2], this._workData1[0], this._workData1[1], this._workData1[2], result);\r\n }\r\n /** Construct a plane with\r\n * * origin at the fractional position along the arc\r\n * * x axis is the first derivative, i.e. tangent along the arc\r\n * * y axis is the second derivative, i.e. in the plane and on the center side of the tangent.\r\n * If the arc is circular, the second derivative is directly towards the center\r\n */\r\n public fractionToPointAnd2Derivatives(fraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const epsilon = 1.0e-8;\r\n const a = 1.0 / (2.0 * epsilon);\r\n if (!result)\r\n result = Plane3dByOriginAndVectors.createXYPlane();\r\n const ray = this.fractionToPointAndDerivative(fraction, this._workRay0);\r\n result.origin.setFrom(ray.origin);\r\n result.vectorU.setFrom(ray.direction);\r\n const ray0 = this.fractionToPointAndDerivative(fraction - epsilon, this._workRay0);\r\n const ray1 = this.fractionToPointAndDerivative(fraction + epsilon, this._workRay1);\r\n Vector3d.createAdd2Scaled(ray0.direction, -a, ray1.direction, a, result.vectorV);\r\n return result;\r\n }\r\n /** Near-equality test on poles. */\r\n public override isAlmostEqual(other: any): boolean {\r\n if (other instanceof BezierCurve3d) {\r\n return this._polygon.isAlmostEqual(other._polygon);\r\n }\r\n return false;\r\n }\r\n /** Second step of double dispatch: call `handler.handleBezierCurve3d(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleBezierCurve3d(this);\r\n }\r\n /** Extend `rangeToExtend`, using candidate extrema at\r\n * * both end points\r\n * * any internal extrema in x,y,z\r\n */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\r\n const order = this.order;\r\n if (!transform) {\r\n this.allocateAndZeroBezierWorkData(order - 1, 0, 0);\r\n const bezier = this._workBezier!;\r\n this.getPolePoint3d(0, this._workPoint0);\r\n rangeToExtend.extend(this._workPoint0);\r\n this.getPolePoint3d(order - 1, this._workPoint0);\r\n rangeToExtend.extend(this._workPoint0);\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n BezierPolynomialAlgebra.componentDifference(bezier.coffs, this._polygon.packedData, 3, order, axisIndex);\r\n const roots = bezier.roots(0.0, true);\r\n if (roots) {\r\n for (const r of roots) {\r\n this.fractionToPoint(r, this._workPoint0);\r\n rangeToExtend.extend(this._workPoint0);\r\n }\r\n }\r\n }\r\n } else {\r\n this.allocateAndZeroBezierWorkData(order - 1, order, 0);\r\n const bezier = this._workBezier!;\r\n const componentCoffs = this._workCoffsA!; // to hold transformed copy of x,y,z in turn.\r\n\r\n this.getPolePoint3d(0, this._workPoint0);\r\n rangeToExtend.extendTransformedPoint(transform, this._workPoint0);\r\n this.getPolePoint3d(order - 1, this._workPoint0);\r\n rangeToExtend.extendTransformedPoint(transform, this._workPoint0);\r\n const data = this._polygon.packedData;\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n // apply one row of the transform to get the transformed coff by itself\r\n for (let i = 0, k = 0; i < order; i++, k += 3)\r\n componentCoffs[i] = transform.multiplyComponentXYZ(axisIndex, data[k], data[k + 1], data[k + 2]);\r\n BezierPolynomialAlgebra.univariateDifference(componentCoffs, bezier.coffs);\r\n const roots = bezier.roots(0.0, true);\r\n if (roots && roots.length > 0) {\r\n for (const r of roots) {\r\n this.fractionToPoint(r, this._workPoint0);\r\n rangeToExtend.extendTransformedPoint(transform, this._workPoint0);\r\n }\r\n }\r\n }\r\n\r\n }\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Bspline\r\n */\r\n\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { GeometryHandler } from \"../geometry3d/GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { BezierPolynomialAlgebra } from \"../numerics/BezierPolynomials\";\r\nimport { BezierCurveBase } from \"./BezierCurveBase\";\r\n\r\n// ================================================================================================================\r\n// ================================================================================================================\r\n// ================================================================================================================\r\n// ================================================================================================================\r\n/** 3d Bezier curve class.\r\n * * Use BezierCurve3dH if the curve has weights.\r\n * * The control points (xyz) are managed as the _packedData buffer in the _polygon member of BezierCurveBase.\r\n * @public\r\n */\r\nexport class BezierCurve3d extends BezierCurveBase {\r\n /** test if `other` is also a BezierCurve3d. */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof BezierCurve3d; }\r\n /** apply the transform to the control points. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n const data = this._workData0;\r\n for (let i = 0; i < this._polygon.order; i++) {\r\n this._polygon.getPolygonPoint(i, data);\r\n transform.multiplyXYZToFloat64Array(data[0], data[1], data[2], data);\r\n this._polygon.setPolygonPoint(i, data);\r\n }\r\n return true;\r\n }\r\n private _workRay0: Ray3d;\r\n private _workRay1: Ray3d;\r\n /** Return a specific pole as a full `[x,y,z] Point3d` */\r\n public getPolePoint3d(i: number, result?: Point3d): Point3d | undefined {\r\n const data = this._polygon.getPolygonPoint(i, this._workData0);\r\n if (data)\r\n return Point3d.create(data[0], data[1], data[2], result);\r\n return undefined;\r\n }\r\n /** Return a specific pole as a full `[w*x,w*y,w*z, w] Point4d` */\r\n public getPolePoint4d(i: number, result?: Point4d): Point4d | undefined {\r\n const data = this._polygon.getPolygonPoint(i, this._workData0);\r\n if (data)\r\n return Point4d.create(data[0], data[1], data[2], 1.0, result);\r\n return undefined;\r\n }\r\n /**\r\n * Capture a polygon as the data for a new `BezierCurve3d`\r\n * @param polygon complete packed data and order.\r\n */\r\n private constructor(polygon: Float64Array) {\r\n super(3, polygon);\r\n this._workRay0 = Ray3d.createXAxis();\r\n this._workRay1 = Ray3d.createXAxis();\r\n }\r\n /** Return poles as a linestring */\r\n public copyPointsAsLineString(): LineString3d {\r\n const result = LineString3d.create();\r\n for (let i = 0; i < this._polygon.order; i++)\r\n result.addPoint(this.getPolePoint3d(i)!);\r\n return result;\r\n }\r\n /** Create a curve with given points.\r\n * * If input is `Point2d[]`, the points are promoted with `z=0` and `w=1`\r\n * * If input is `Point3d[]`, the points are promoted with w=1`\r\n *\r\n */\r\n public static create(data: Point3d[] | Point2d[]): BezierCurve3d | undefined {\r\n if (data.length < 1)\r\n return undefined;\r\n const polygon = new Float64Array(data.length * 3);\r\n if (data[0] instanceof Point3d) {\r\n let i = 0;\r\n for (const p of (data as Point3d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = p.z;\r\n }\r\n return new BezierCurve3d(polygon);\r\n } else if (data[0] instanceof Point2d) {\r\n let i = 0;\r\n for (const p of (data as Point2d[])) {\r\n polygon[i++] = p.x;\r\n polygon[i++] = p.y;\r\n polygon[i++] = 0.0;\r\n }\r\n return new BezierCurve3d(polygon);\r\n }\r\n return undefined;\r\n }\r\n /** create a bezier curve of specified order, filled with zeros */\r\n public static createOrder(order: number): BezierCurve3d {\r\n const polygonArray = new Float64Array(order * 3); // This is initialized to zeros!!\r\n return new BezierCurve3d(polygonArray);\r\n }\r\n /** Load order * 3 doubles from data[3 * spanIndex] as poles */\r\n public loadSpanPoles(data: Float64Array, spanIndex: number) {\r\n this._polygon.loadSpanPoles(data, spanIndex);\r\n }\r\n /** Clone as a bezier 3d. */\r\n public override clone(): BezierCurve3d {\r\n return new BezierCurve3d(this._polygon.clonePolygon());\r\n }\r\n /** Return a (de-weighted) point on the curve. If de-weight fails, returns 000 */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d {\r\n this._polygon.evaluate(fraction, this._workData0);\r\n return Point3d.create(this._workData0[0], this._workData0[1], this._workData0[2], result);\r\n }\r\n /** Return the cartesian point and derivative vector. */\r\n public fractionToPointAndDerivative(fraction: number, result?: Ray3d): Ray3d {\r\n this._polygon.evaluate(fraction, this._workData0);\r\n this._polygon.evaluateDerivative(fraction, this._workData1);\r\n return Ray3d.createXYZUVW(this._workData0[0], this._workData0[1], this._workData0[2], this._workData1[0], this._workData1[1], this._workData1[2], result);\r\n }\r\n /** Construct a plane with\r\n * * origin at the fractional position along the arc\r\n * * x axis is the first derivative, i.e. tangent along the arc\r\n * * y axis is the second derivative, i.e. in the plane and on the center side of the tangent.\r\n * If the arc is circular, the second derivative is directly towards the center\r\n */\r\n public fractionToPointAnd2Derivatives(fraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const epsilon = 1.0e-8;\r\n const a = 1.0 / (2.0 * epsilon);\r\n if (!result)\r\n result = Plane3dByOriginAndVectors.createXYPlane();\r\n const ray = this.fractionToPointAndDerivative(fraction, this._workRay0);\r\n result.origin.setFrom(ray.origin);\r\n result.vectorU.setFrom(ray.direction);\r\n const ray0 = this.fractionToPointAndDerivative(fraction - epsilon, this._workRay0);\r\n const ray1 = this.fractionToPointAndDerivative(fraction + epsilon, this._workRay1);\r\n Vector3d.createAdd2Scaled(ray0.direction, -a, ray1.direction, a, result.vectorV);\r\n return result;\r\n }\r\n /** Near-equality test on poles. */\r\n public override isAlmostEqual(other: any): boolean {\r\n if (other instanceof BezierCurve3d) {\r\n return this._polygon.isAlmostEqual(other._polygon);\r\n }\r\n return false;\r\n }\r\n /** Second step of double dispatch: call `handler.handleBezierCurve3d(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleBezierCurve3d(this);\r\n }\r\n /** Extend `rangeToExtend`, using candidate extrema at\r\n * * both end points\r\n * * any internal extrema in x,y,z\r\n */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\r\n const order = this.order;\r\n if (!transform) {\r\n this.allocateAndZeroBezierWorkData(order - 1, 0, 0);\r\n const bezier = this._workBezier!;\r\n this.getPolePoint3d(0, this._workPoint0);\r\n rangeToExtend.extend(this._workPoint0);\r\n this.getPolePoint3d(order - 1, this._workPoint0);\r\n rangeToExtend.extend(this._workPoint0);\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n BezierPolynomialAlgebra.componentDifference(bezier.coffs, this._polygon.packedData, 3, order, axisIndex);\r\n const roots = bezier.roots(0.0, true);\r\n if (roots) {\r\n for (const r of roots) {\r\n this.fractionToPoint(r, this._workPoint0);\r\n rangeToExtend.extend(this._workPoint0);\r\n }\r\n }\r\n }\r\n } else {\r\n this.allocateAndZeroBezierWorkData(order - 1, order, 0);\r\n const bezier = this._workBezier!;\r\n const componentCoffs = this._workCoffsA!; // to hold transformed copy of x,y,z in turn.\r\n\r\n this.getPolePoint3d(0, this._workPoint0);\r\n rangeToExtend.extendTransformedPoint(transform, this._workPoint0);\r\n this.getPolePoint3d(order - 1, this._workPoint0);\r\n rangeToExtend.extendTransformedPoint(transform, this._workPoint0);\r\n const data = this._polygon.packedData;\r\n for (let axisIndex = 0; axisIndex < 3; axisIndex++) {\r\n // apply one row of the transform to get the transformed coff by itself\r\n for (let i = 0, k = 0; i < order; i++, k += 3)\r\n componentCoffs[i] = transform.multiplyComponentXYZ(axisIndex, data[k], data[k + 1], data[k + 2]);\r\n BezierPolynomialAlgebra.univariateDifference(componentCoffs, bezier.coffs);\r\n const roots = bezier.roots(0.0, true);\r\n if (roots && roots.length > 0) {\r\n for (const r of roots) {\r\n this.fractionToPoint(r, this._workPoint0);\r\n rangeToExtend.extendTransformedPoint(transform, this._workPoint0);\r\n }\r\n }\r\n }\r\n\r\n }\r\n }\r\n}\r\n"]}
@@ -60,10 +60,6 @@ export declare class BezierCurve3dH extends BezierCurveBase {
60
60
  loadSpan4dPoles(data: Float64Array, spanIndex: number): void;
61
61
  /** Clone the entire curve. */
62
62
  clone(): BezierCurve3dH;
63
- /**
64
- * Return a curve after transform.
65
- */
66
- cloneTransformed(transform: Transform): BezierCurve3dH;
67
63
  /** Return a (deweighted) point on the curve. If deweight fails, returns 000 */
68
64
  fractionToPoint(fraction: number, result?: Point3d): Point3d;
69
65
  /** Return a (deweighted) point on the curve. If deweight fails, returns 000 */
@@ -1 +1 @@
1
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1
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@@ -141,14 +141,6 @@ export class BezierCurve3dH extends BezierCurveBase {
141
141
  clone() {
142
142
  return new BezierCurve3dH(this._polygon.clonePolygon());
143
143
  }
144
- /**
145
- * Return a curve after transform.
146
- */
147
- cloneTransformed(transform) {
148
- const curve1 = this.clone();
149
- curve1.tryTransformInPlace(transform);
150
- return curve1;
151
- }
152
144
  /** Return a (deweighted) point on the curve. If deweight fails, returns 000 */
153
145
  fractionToPoint(fraction, result) {
154
146
  this._polygon.evaluate(fraction, this._workData0);