@itwin/core-geometry 3.3.0-dev.72 → 3.3.0-dev.77

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.
Files changed (37) hide show
  1. package/lib/cjs/curve/spiral/DirectSpiral3d.js +1 -1
  2. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  3. package/lib/cjs/geometry3d/GrowableBlockedArray.d.ts +32 -3
  4. package/lib/cjs/geometry3d/GrowableBlockedArray.d.ts.map +1 -1
  5. package/lib/cjs/geometry3d/GrowableBlockedArray.js +63 -14
  6. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  7. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts +24 -8
  8. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  9. package/lib/cjs/geometry3d/GrowableFloat64Array.js +72 -54
  10. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  11. package/lib/cjs/geometry3d/GrowableXYArray.d.ts +51 -26
  12. package/lib/cjs/geometry3d/GrowableXYArray.d.ts.map +1 -1
  13. package/lib/cjs/geometry3d/GrowableXYArray.js +136 -116
  14. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  15. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +35 -21
  16. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  17. package/lib/cjs/geometry3d/GrowableXYZArray.js +124 -137
  18. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  19. package/lib/esm/curve/spiral/DirectSpiral3d.js +1 -1
  20. package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
  21. package/lib/esm/geometry3d/GrowableBlockedArray.d.ts +32 -3
  22. package/lib/esm/geometry3d/GrowableBlockedArray.d.ts.map +1 -1
  23. package/lib/esm/geometry3d/GrowableBlockedArray.js +63 -14
  24. package/lib/esm/geometry3d/GrowableBlockedArray.js.map +1 -1
  25. package/lib/esm/geometry3d/GrowableFloat64Array.d.ts +24 -8
  26. package/lib/esm/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  27. package/lib/esm/geometry3d/GrowableFloat64Array.js +72 -54
  28. package/lib/esm/geometry3d/GrowableFloat64Array.js.map +1 -1
  29. package/lib/esm/geometry3d/GrowableXYArray.d.ts +51 -26
  30. package/lib/esm/geometry3d/GrowableXYArray.d.ts.map +1 -1
  31. package/lib/esm/geometry3d/GrowableXYArray.js +136 -116
  32. package/lib/esm/geometry3d/GrowableXYArray.js.map +1 -1
  33. package/lib/esm/geometry3d/GrowableXYZArray.d.ts +35 -21
  34. package/lib/esm/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  35. package/lib/esm/geometry3d/GrowableXYZArray.js +124 -137
  36. package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
  37. package/package.json +4 -4
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module ArraysAndInterfaces\r\n */\r\n\r\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { Matrix4d } from \"../geometry4d/Matrix4d\";\r\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection } from \"./IndexedXYZCollection\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Point2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Range1d, Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XYAndZ } from \"./XYZProps\";\r\n\r\n/** `GrowableXYArray` manages a (possibly growing) Float64Array to pack xy coordinates.\r\n * @public\r\n */\r\nexport class GrowableXYZArray extends IndexedReadWriteXYZCollection {\r\n /**\r\n * array of packed xyz xyz xyz components\r\n */\r\n private _data: Float64Array;\r\n /**\r\n * Number of xyz triples (not floats) in the array\r\n */\r\n private _xyzInUse: number;\r\n /**\r\n * capacity in xyz triples. (not floats)\r\n */\r\n private _xyzCapacity: number;\r\n /** Construct a new GrowablePoint3d array.\r\n * @param numPoints [in] initial capacity.\r\n */\r\n public constructor(numPoints: number = 8) {\r\n super();\r\n this._data = new Float64Array(numPoints * 3); // 8 Points to start (3 values each)\r\n this._xyzInUse = 0;\r\n this._xyzCapacity = numPoints;\r\n }\r\n\r\n /** The number of points in use. When the length is increased, the array is padded with zeroes. */\r\n public get length() { return this._xyzInUse; }\r\n public set length(newLength: number) {\r\n let oldLength = this.length;\r\n if (newLength < oldLength) {\r\n this._xyzInUse = newLength;\r\n } else if (newLength > oldLength) {\r\n this.ensureCapacity(newLength);\r\n while (oldLength++ < newLength)\r\n this.pushXYZ(0, 0, 0);\r\n }\r\n }\r\n\r\n /** Return the number of float64 in use. */\r\n public get float64Length() { return this._xyzInUse * 3; }\r\n /** Return the raw packed data.\r\n * * Note that the length of the returned Float64Array is a count of doubles, and includes the excess capacity\r\n */\r\n public float64Data(): Float64Array { return this._data; }\r\n\r\n /** If necessary, increase the capacity to a new pointCount. Current coordinates and point count (length) are unchanged. */\r\n public ensureCapacity(pointCapacity: number) {\r\n if (pointCapacity > this._xyzCapacity) {\r\n const newData = new Float64Array(pointCapacity * 3);\r\n const numCopy = this.length * 3;\r\n for (let i = 0; i < numCopy; i++) newData[i] = this._data[i];\r\n this._data = newData;\r\n this._xyzCapacity = pointCapacity;\r\n }\r\n }\r\n /** Resize the actual point count, preserving excess capacity. */\r\n public resize(pointCount: number) {\r\n if (pointCount < this.length) {\r\n this._xyzInUse = pointCount >= 0 ? pointCount : 0;\r\n } else if (pointCount > this._xyzCapacity) {\r\n const newArray = new Float64Array(pointCount * 3);\r\n // Copy contents\r\n for (let i = 0; i < this._data.length; i += 3) {\r\n newArray[i] = this._data[i];\r\n newArray[i + 1] = this._data[i + 1];\r\n newArray[i + 2] = this._data[i + 2];\r\n }\r\n this._data = newArray;\r\n this._xyzCapacity = pointCount;\r\n this._xyzInUse = pointCount;\r\n }\r\n }\r\n /**\r\n * Make a copy of the (active) points in this array.\r\n * (The clone does NOT get excess capacity)\r\n */\r\n public clone(result?: GrowableXYZArray): GrowableXYZArray {\r\n const numValue = this.length * 3;\r\n if (!result)\r\n result = new GrowableXYZArray(this.length);\r\n else {\r\n result.clear();\r\n result.ensureCapacity(this.length);\r\n }\r\n const newData = result._data;\r\n const data = this._data;\r\n for (let i = 0; i < numValue; i++) newData[i] = data[i];\r\n result._xyzInUse = this.length;\r\n return result;\r\n }\r\n /** Create an array from various point data formats.\r\n * Valid inputs are:\r\n * * Point2d\r\n * * point3d\r\n * * An array of 2 doubles\r\n * * An array of 3 doubles\r\n * * A GrowableXYZArray\r\n * * Any json object satisfying Point3d.isXYAndZ\r\n * * Any json object satisfying Point3d.isXAndY\r\n * * A Float64Array of doubles, interpreted as xyzxyz\r\n * * An array of any of the above\r\n * @param data source points.\r\n * @param result optional pre-allocated GrowableXYZArray to clear and fill.\r\n */\r\n public static create(data: any, result?: GrowableXYZArray): GrowableXYZArray {\r\n if (result) {\r\n result.clear();\r\n } else {\r\n const pointCount = typeof data[0] === \"number\" ? data.length / 3 : data.length;\r\n result = new GrowableXYZArray(pointCount);\r\n }\r\n\r\n result.pushFrom(data);\r\n return result;\r\n }\r\n\r\n /** push a point to the end of the array */\r\n public push(toPush: XYAndZ) {\r\n this.pushXYZ(toPush.x, toPush.y, toPush.z);\r\n }\r\n\r\n /** push all points of an array */\r\n public pushAll(points: Point3d[]) {\r\n for (const p of points) this.push(p);\r\n }\r\n /** Push points from variant sources.\r\n * Valid inputs are:\r\n * * Point2d\r\n * * point3d\r\n * * An array of 2 doubles\r\n * * An array of 3 doubles\r\n * * A GrowableXYZArray\r\n * * Any json object satisfying Point3d.isXYAndZ\r\n * * Any json object satisfying Point3d.isXAndY\r\n * * A Float64Array of doubles, interpreted as xyzxyz\r\n * * An array of any of the above\r\n * @returns the number of points added.\r\n */\r\n public pushFrom(p: any) {\r\n if (p instanceof Point3d)\r\n this.pushXYZ(p.x, p.y, p.z);\r\n else if (p instanceof GrowableXYZArray)\r\n this.pushFromGrowableXYZArray(p);\r\n else if (p instanceof Point2d)\r\n this.pushXYZ(p.x, p.y, 0.0);\r\n else if (Geometry.isNumberArray(p, 4)) {\r\n const n = p.length;\r\n for (let i = 0; i + 2 < n; i += 3)\r\n this.pushXYZ(p[i], p[i + 1], p[i + 2]);\r\n } else if (Geometry.isNumberArray(p, 3))\r\n this.pushXYZ(p[0], p[1], p[2]);\r\n else if (Geometry.isNumberArray(p, 2))\r\n this.pushXYZ(p[0], p[1], 0.0);\r\n else if (Array.isArray(p)) {\r\n // direct recursion re-wraps p and goes infinite. unroll here .\r\n for (const q of p)\r\n this.pushFrom(q);\r\n } else if (Point3d.isXYAndZ(p))\r\n this.pushXYZ(p.x, p.y, p.z);\r\n else if (Point3d.isXAndY(p))\r\n this.pushXYZ(p.x, p.y, 0.0);\r\n else if (p instanceof Float64Array) {\r\n const n = p.length;\r\n for (let i = 0; i + 2 < n; i += 3)\r\n this.pushXYZ(p[i], p[i + 1], p[i + 2]);\r\n } else if (p instanceof IndexedXYZCollection) {\r\n for (let i = 0; i < p.length; i++)\r\n this.pushXYZ(p.getXAtUncheckedPointIndex(i), p.getYAtUncheckedPointIndex(i), p.getZAtUncheckedPointIndex(i));\r\n }\r\n }\r\n /**\r\n * Replicate numWrap xyz values from the front of the array as new values at the end.\r\n * @param numWrap number of xyz values to replicate\r\n */\r\n public pushWrap(numWrap: number) {\r\n if (this._xyzInUse > 0) {\r\n let k;\r\n for (let i = 0; i < numWrap; i++) {\r\n k = 3 * i;\r\n this.pushXYZ(this._data[k], this._data[k + 1], this._data[k + 2]);\r\n }\r\n }\r\n }\r\n /** append a new point with given x,y,z */\r\n public pushXYZ(x: number, y: number, z: number) {\r\n const index = this._xyzInUse * 3;\r\n if (index >= this._data.length)\r\n this.ensureCapacity(this.length === 0 ? 4 : this.length * 2);\r\n this._data[index] = x;\r\n this._data[index + 1] = y;\r\n this._data[index + 2] = z;\r\n this._xyzInUse++;\r\n }\r\n /** Shift all data forward to make space for numPoints at the front.\r\n * * Leading (3*numPoints) doubles are left with prior contents.\r\n * * _xyzInUse count is increased\r\n */\r\n private shiftForward(numPoints: number) {\r\n if (numPoints <= 0)\r\n return;\r\n let newCapacity = this.length + numPoints; // in POINTS\r\n if (newCapacity > this._xyzCapacity) {\r\n newCapacity = Math.max(4, 2 * this._xyzCapacity);\r\n this.ensureCapacity(newCapacity);\r\n }\r\n const numAddedDouble = 3 * numPoints;\r\n const lastIndex = this._xyzInUse * 3;\r\n this._data.copyWithin(numAddedDouble, 0, lastIndex);\r\n this._xyzInUse += numPoints;\r\n }\r\n /** prepend a new point with given x,y,z\r\n * * Remark: this copies all content forward.\r\n */\r\n public pushFrontXYZ(x: number, y: number, z: number) {\r\n this.shiftForward(1);\r\n this._data[0] = x;\r\n this._data[1] = y;\r\n this._data[2] = z;\r\n }\r\n /** prepend a new point at the front of the array.\r\n *\r\n */\r\n public pushFront(toPush: XYAndZ) {\r\n this.pushFrontXYZ(toPush.x, toPush.y, toPush.z);\r\n }\r\n\r\n /** move the coordinates at fromIndex to toIndex.\r\n * * No action if either index is invalid.\r\n */\r\n public moveIndexToIndex(fromIndex: number, toIndex: number) {\r\n if (this.isIndexValid(fromIndex) && this.isIndexValid(toIndex)) {\r\n let iA = fromIndex * 3;\r\n let iB = toIndex * 3;\r\n this._data[iB++] = this._data[iA++];\r\n this._data[iB++] = this._data[iA++];\r\n this._data[iB] = this._data[iA];\r\n }\r\n }\r\n /** Remove one point from the back.\r\n * * NOTE that (in the manner of std::vector native) this is \"just\" removing the point -- no point is NOT returned.\r\n * * Use `back ()` to get the last x,y,z assembled into a `Point3d `\r\n */\r\n public pop() {\r\n if (this._xyzInUse > 0)\r\n this._xyzInUse--;\r\n }\r\n /**\r\n * Test if index is valid for an xyz (point or vector) within this array\r\n * @param index xyz index to test.\r\n */\r\n public isIndexValid(index: number): boolean {\r\n if (index >= this._xyzInUse || index < 0)\r\n return false;\r\n return true;\r\n }\r\n /**\r\n * Clear all xyz data, but leave capacity unchanged.\r\n */\r\n public clear() {\r\n this._xyzInUse = 0;\r\n }\r\n /**\r\n * Get a point by index, strongly typed as a Point3d. This is unchecked. Use getPoint3dAtCheckedPointIndex to have validity test.\r\n * @param pointIndex index to access\r\n * @param result optional result\r\n */\r\n public getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d {\r\n const index = 3 * pointIndex;\r\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\r\n }\r\n\r\n /**\r\n * Get a point by index, strongly typed as a Point2d. This is unchecked. Use getPoint2dAtCheckedPointIndex to have validity test.\r\n * @param pointIndex index to access\r\n * @param result optional result\r\n */\r\n public getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d {\r\n const index = 3 * pointIndex;\r\n return Point2d.create(this._data[index], this._data[index + 1], result);\r\n }\r\n\r\n /** copy xyz into strongly typed Point3d */\r\n public getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined {\r\n const index = 3 * pointIndex;\r\n if (this.isIndexValid(pointIndex)) {\r\n if (!result) result = Point3d.create();\r\n result.x = this._data[index];\r\n result.y = this._data[index + 1];\r\n result.z = this._data[index + 2];\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n\r\n /** access x of indexed point */\r\n public getXAtUncheckedPointIndex(pointIndex: number): number {\r\n const index = 3 * pointIndex;\r\n return this._data[index];\r\n }\r\n\r\n /** access y of indexed point */\r\n public getYAtUncheckedPointIndex(pointIndex: number): number {\r\n const index = 3 * pointIndex;\r\n return this._data[index + 1];\r\n }\r\n\r\n /** access y of indexed point */\r\n public getZAtUncheckedPointIndex(pointIndex: number): number {\r\n const index = 3 * pointIndex;\r\n return this._data[index + 2];\r\n }\r\n\r\n /** copy xy into strongly typed Point2d */\r\n public getPoint2dAtCheckedPointIndex(pointIndex: number, result?: Point2d): Point2d | undefined {\r\n const index = 3 * pointIndex;\r\n if (this.isIndexValid(pointIndex)) {\r\n if (!result) result = Point2d.create();\r\n result.x = this._data[index];\r\n result.y = this._data[index + 1];\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /** copy xyz into strongly typed Vector3d */\r\n public getVector3dAtCheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d | undefined {\r\n const index = 3 * vectorIndex;\r\n if (vectorIndex >= 0 && vectorIndex < this._xyzInUse) {\r\n if (!result) result = Vector3d.create();\r\n result.x = this._data[index];\r\n result.y = this._data[index + 1];\r\n result.z = this._data[index + 2];\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Read coordinates from source array, place them at index within this array.\r\n * @param destIndex point index where coordinates are to be placed in this array\r\n * @param source source array\r\n * @param sourceIndex point index in source array\r\n * @returns true if destIndex and sourceIndex are both valid.\r\n */\r\n public transferFromGrowableXYZArray(destIndex: number, source: GrowableXYZArray, sourceIndex: number): boolean {\r\n if (this.isIndexValid(destIndex) && source.isIndexValid(sourceIndex)) {\r\n const i = destIndex * 3;\r\n const j = sourceIndex * 3;\r\n this._data[i] = source._data[j];\r\n this._data[i + 1] = source._data[j + 1];\r\n this._data[i + 2] = source._data[j + 2];\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * push coordinates from the source array to the end of this array.\r\n * @param source source array\r\n * @param sourceIndex xyz index within the source. If undefined, entire source is pushed.\r\n * @returns number of points pushed.\r\n */\r\n public pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number {\r\n // full array push . . .\r\n if (sourceIndex === undefined) {\r\n const numXYZAdd = source.length;\r\n this.ensureCapacity(this.length + numXYZAdd);\r\n const nXAdd = source.length * 3;\r\n const i0 = this._xyzInUse * 3;\r\n for (let i = 0; i < nXAdd; i++)\r\n this._data[i0 + i] = source._data[i];\r\n this._xyzInUse += numXYZAdd;\r\n return numXYZAdd;\r\n }\r\n // single point push . . .\r\n if (source.isIndexValid(sourceIndex)) {\r\n const j = sourceIndex * 3;\r\n this.pushXYZ(source._data[j], source._data[j + 1], source._data[j + 2]);\r\n return 1;\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Return the first point, or undefined if the array is empty.\r\n */\r\n public front(result?: Point3d): Point3d | undefined {\r\n if (this._xyzInUse === 0) return undefined;\r\n return this.getPoint3dAtUncheckedPointIndex(0, result);\r\n }\r\n /**\r\n * Return the last point, or undefined if the array is empty.\r\n */\r\n public back(result?: Point3d): Point3d | undefined {\r\n if (this._xyzInUse < 1) return undefined;\r\n return this.getPoint3dAtUncheckedPointIndex(this._xyzInUse - 1, result);\r\n }\r\n /**\r\n * Set the coordinates of a single point.\r\n * @param pointIndex index of point to set\r\n * @param value coordinates to set\r\n */\r\n public setAtCheckedPointIndex(pointIndex: number, value: XYAndZ): boolean {\r\n if (!this.isIndexValid(pointIndex))\r\n return false;\r\n let index = pointIndex * 3;\r\n this._data[index++] = value.x;\r\n this._data[index++] = value.y;\r\n this._data[index] = value.z;\r\n return true;\r\n }\r\n /**\r\n * Set the coordinates of a single point given as coordinates\r\n * @param pointIndex index of point to set\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param z z coordinate\r\n */\r\n public setXYZAtCheckedPointIndex(pointIndex: number, x: number, y: number, z: number): boolean {\r\n if (!this.isIndexValid(pointIndex))\r\n return false;\r\n let index = pointIndex * 3;\r\n this._data[index++] = x;\r\n this._data[index++] = y;\r\n this._data[index] = z;\r\n return true;\r\n }\r\n\r\n /**\r\n * Copy all points into a simple array of Point3d\r\n */\r\n public getPoint3dArray(): Point3d[] {\r\n const result = [];\r\n const data = this._data;\r\n const n = this.length;\r\n for (let i = 0; i < n; i++) {\r\n result.push(Point3d.create(data[i * 3], data[i * 3 + 1], data[i * 3 + 2]));\r\n }\r\n return result;\r\n }\r\n /** multiply each point by the transform, replace values. */\r\n public static multiplyTransformInPlace(transform: Transform, data: GrowableXYZArray[] | GrowableXYZArray) {\r\n if (Array.isArray(data)) {\r\n for (const d of data)\r\n d.multiplyTransformInPlace(transform);\r\n } else {\r\n data.multiplyTransformInPlace(transform);\r\n }\r\n }\r\n\r\n /** multiply each point by the transform, replace values. */\r\n public multiplyTransformInPlace(transform: Transform) {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const coffs = transform.matrix.coffs;\r\n const origin = transform.origin;\r\n const x0 = origin.x;\r\n const y0 = origin.y;\r\n const z0 = origin.z;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z + x0;\r\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z + y0;\r\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z + z0;\r\n }\r\n }\r\n\r\n /** reverse the order of points. */\r\n public reverseInPlace() {\r\n const n = this.length;\r\n let j0, j1;\r\n let a;\r\n const data = this._data;\r\n for (let i0 = 0, i1 = n - 1; i0 < i1; i0++, i1--) {\r\n j0 = 3 * i0;\r\n j1 = 3 * i1;\r\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\r\n j0++;\r\n j1++;\r\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\r\n j0++;\r\n j1++;\r\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\r\n }\r\n }\r\n\r\n /** multiply each xyz (as a vector) by matrix, replace values. */\r\n public multiplyMatrix3dInPlace(matrix: Matrix3d) {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const coffs = matrix.coffs;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\r\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\r\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\r\n }\r\n }\r\n\r\n /** multiply each xyz (as a vector) by matrix inverse transpose, renormalize the vector, replace values.\r\n * * This is the way to apply a matrix (possibly with skew and scale) to a surface normal, and\r\n * have it end up perpendicular to the transformed in-surface vectors.\r\n * * Return false if matrix is not invertible or if any normalization fails.\r\n */\r\n public multiplyAndRenormalizeMatrix3dInverseTransposeInPlace(matrix: Matrix3d): boolean {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n if (!matrix.computeCachedInverse(true))\r\n return false;\r\n const coffs = matrix.inverseCoffs!;\r\n const tol = 1.0e-15;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n let x1;\r\n let y1;\r\n let z1;\r\n let q;\r\n let a;\r\n let numFail = 0;\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n x1 = coffs[0] * x + coffs[3] * y + coffs[6] * z;\r\n y1 = coffs[1] * x + coffs[4] * y + coffs[7] * z;\r\n z1 = coffs[2] * x + coffs[5] * y + coffs[8] * z;\r\n a = x1 * x1 + y1 * y1 + z1 * z1;\r\n if (a < tol) {\r\n // put the originals back ..\r\n x1 = x; y1 = y; z1 = z;\r\n numFail++;\r\n } else if (Math.abs(a - 1.0) > tol) {\r\n q = 1.0 / Math.sqrt(a);\r\n x1 *= q;\r\n y1 *= q;\r\n z1 *= q;\r\n } // else -- q is near 1, no need to do the division !!\r\n data[i] = x1;\r\n data[i + 1] = y1;\r\n data[i + 2] = z1;\r\n }\r\n return numFail === 0;\r\n }\r\n\r\n /** multiply each xyz (as a point) by a homogeneous matrix and update as the normalized point\r\n *\r\n */\r\n public multiplyMatrix4dAndQuietRenormalizeMatrix4d(matrix: Matrix4d) {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const xyz1 = Point3d.create();\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n matrix.multiplyXYZWQuietRenormalize(data[i], data[i + 1], data[i + 2], 1.0, xyz1);\r\n data[i] = xyz1.x;\r\n data[i + 1] = xyz1.y;\r\n data[i + 2] = xyz1.z;\r\n }\r\n }\r\n\r\n /** multiply each point by the transform, replace values. */\r\n public tryTransformInverseInPlace(transform: Transform): boolean {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const matrix = transform.matrix;\r\n matrix.computeCachedInverse(true);\r\n const coffs = matrix.inverseCoffs;\r\n if (!coffs)\r\n return false;\r\n const origin = transform.origin;\r\n const x0 = origin.x;\r\n const y0 = origin.y;\r\n const z0 = origin.z;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n for (let i = 0; i + 3 <= nDouble; i += 3) {\r\n x = data[i] - x0;\r\n y = data[i + 1] - y0;\r\n z = data[i + 2] - z0;\r\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\r\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\r\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\r\n }\r\n return true;\r\n }\r\n /** Extend `range` to extend by all points. */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\r\n const numDouble = this.float64Length;\r\n const data = this._data;\r\n if (transform) {\r\n for (let i = 0; i + 3 <= numDouble; i += 3)\r\n rangeToExtend.extendTransformedXYZ(transform, data[i], data[i + 1], data[i + 2]);\r\n } else {\r\n for (let i = 0; i + 3 <= numDouble; i += 3)\r\n rangeToExtend.extendXYZ(data[i], data[i + 1], data[i + 2]);\r\n\r\n }\r\n }\r\n /** get range of points. */\r\n public override getRange(transform?: Transform): Range3d {\r\n const range = Range3d.createNull();\r\n this.extendRange(range, transform);\r\n return range;\r\n }\r\n\r\n /** Initialize `range` with coordinates in this array. */\r\n public setRange(range: Range3d, transform?: Transform) {\r\n range.setNull();\r\n this.extendRange(range, transform);\r\n }\r\n\r\n /** Sum the lengths of segments between points. */\r\n public sumLengths(): number {\r\n let sum = 0.0;\r\n const n = 3 * (this._xyzInUse - 1); // Length already takes into account what specifically is in use\r\n const data = this._data;\r\n for (let i = 0; i < n; i += 3) sum += Geometry.hypotenuseXYZ(\r\n data[i + 3] - data[i],\r\n data[i + 4] - data[i + 1],\r\n data[i + 5] - data[i + 2]);\r\n return sum;\r\n }\r\n /**\r\n * Multiply each x,y,z by the scale factor.\r\n * @param factor\r\n */\r\n public scaleInPlace(factor: number) {\r\n if (this._data) {\r\n const numFloat = this.float64Length;\r\n for (let i = 0; i < numFloat; i++)\r\n this._data[i] = this._data[i] * factor;\r\n }\r\n }\r\n /** test if all points are within tolerance of a plane. */\r\n public isCloseToPlane(plane: Plane3dByOriginAndUnitNormal, tolerance: number = Geometry.smallMetricDistance): boolean {\r\n const numCoordinate = 3 * this._xyzInUse;\r\n const data = this._data;\r\n for (let i = 0; i < numCoordinate; i += 3)\r\n if (Math.abs(plane.altitudeXYZ(data[i], data[i + 1], data[i + 2])) > tolerance)\r\n return false;\r\n return true;\r\n }\r\n /**\r\n * * If not already closed, push a copy of the first point.\r\n * * If already closed within tolerance, force exact copy\r\n * * otherwise leave unchanged.\r\n */\r\n public forceClosure(tolerance: number = Geometry.smallMetricDistance) {\r\n const d = this.distanceIndexIndex(0, this.length - 1);\r\n // leave the empty array alone.\r\n // Note that singleton will generate 0 distance and do nothing.\r\n if (d === undefined) {\r\n } else if (d > tolerance)\r\n this.pushXYZ(this._data[0], this._data[1], this._data[2]);\r\n else if (d > 0) {\r\n // overwrite last point with exact exact first point\r\n const i0 = this._data.length - 3;\r\n for (let i = 0; i < 3; i++)\r\n this._data[i0 + i] = this._data[i];\r\n }\r\n }\r\n\r\n /** Compute a point at fractional coordinate between points i and j */\r\n public interpolate(i: number, fraction: number, j: number, result?: Point3d): Point3d | undefined {\r\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\r\n const fraction0 = 1.0 - fraction;\r\n const data = this._data;\r\n i = 3 * i;\r\n j = 3 * j;\r\n return Point3d.create(\r\n fraction0 * data[i] + fraction * data[j],\r\n fraction0 * data[i + 1] + fraction * data[j + 1],\r\n fraction0 * data[i + 2] + fraction * data[j + 2], result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * * Compute a point at fractional coordinate between points i and j of source\r\n * * push onto this array.\r\n */\r\n public pushInterpolatedFromGrowableXYZArray(source: GrowableXYZArray, i: number, fraction: number, j: number) {\r\n if (source.isIndexValid(i) && source.isIndexValid(j)) {\r\n const fraction0 = 1.0 - fraction;\r\n const data = source._data;\r\n i = 3 * i;\r\n j = 3 * j;\r\n this.pushXYZ(\r\n fraction0 * data[i] + fraction * data[j],\r\n fraction0 * data[i + 1] + fraction * data[j + 1],\r\n fraction0 * data[i + 2] + fraction * data[j + 2]);\r\n }\r\n }\r\n\r\n /** Sum the signed areas of the projection to xy plane */\r\n public areaXY(): number {\r\n let area = 0.0;\r\n const n = 3 * this._xyzInUse; // float count !!\r\n if (n > 6) {\r\n const x0 = this._data[n - 3];\r\n const y0 = this._data[n - 2];\r\n let dx1 = this._data[0] - x0;\r\n let dy1 = this._data[1] - y0;\r\n let dx2 = 0;\r\n let dy2 = 0;\r\n for (let i = 3; i < n; i += 3, dx1 = dx2, dy1 = dy2) {\r\n dx2 = this._data[i] - x0;\r\n dy2 = this._data[i + 1] - y0;\r\n area += Geometry.crossProductXYXY(dx1, dy1, dx2, dy2);\r\n }\r\n }\r\n return 0.5 * area;\r\n }\r\n\r\n /** Compute a vector from index origin i to indexed target j */\r\n public vectorIndexIndex(i: number, j: number, result?: Vector3d): Vector3d | undefined {\r\n if (!this.isIndexValid(i) || !this.isIndexValid(j))\r\n return undefined;\r\n if (!result) result = Vector3d.create();\r\n const data = this._data;\r\n i = 3 * i;\r\n j = 3 * j;\r\n result.x = data[j] - data[i];\r\n result.y = data[j + 1] - data[i + 1];\r\n result.z = data[j + 2] - data[i + 2];\r\n return result;\r\n }\r\n\r\n /** Compute a vector from origin to indexed target j */\r\n public vectorXYAndZIndex(origin: XYAndZ, j: number, result?: Vector3d): Vector3d | undefined {\r\n if (this.isIndexValid(j)) {\r\n const data = this._data;\r\n j = 3 * j;\r\n return Vector3d.create(\r\n data[j] - origin.x,\r\n data[j + 1] - origin.y,\r\n data[j + 2] - origin.z, result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Compute the cross product of vectors from from indexed origin to indexed targets i and j */\r\n public crossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\r\n const i = originIndex * 3;\r\n const j = targetAIndex * 3;\r\n const k = targetBIndex * 3;\r\n const data = this._data;\r\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex))\r\n return Geometry.crossProductXYZXYZ(\r\n data[j] - data[i], data[j + 1] - data[i + 1], data[j + 2] - data[i + 2],\r\n data[k] - data[i], data[k + 1] - data[i + 1], data[k + 2] - data[i + 2],\r\n result);\r\n return undefined;\r\n }\r\n\r\n /** Compute the dot product of pointIndex with [x,y,z] */\r\n public evaluateUncheckedIndexDotProductXYZ(pointIndex: number, x: number, y: number, z: number): number {\r\n const i = pointIndex * 3;\r\n const data = this._data;\r\n return data[i] * x + data[i + 1] * y + data[i + 2] * z;\r\n }\r\n /** Compute the dot product of pointIndex with [x,y,z] */\r\n public evaluateUncheckedIndexPlaneAltitude(pointIndex: number, plane: PlaneAltitudeEvaluator): number {\r\n const i = pointIndex * 3;\r\n const data = this._data;\r\n return plane.altitudeXYZ(data[i], data[i + 1], data[i + 2]);\r\n }\r\n\r\n /**\r\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\r\n * * accumulate it to the result.\r\n */\r\n public accumulateCrossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result: Vector3d): void {\r\n const i = originIndex * 3;\r\n const j = targetAIndex * 3;\r\n const k = targetBIndex * 3;\r\n const data = this._data;\r\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex))\r\n result.addCrossProductToTargetsInPlace(\r\n data[i], data[i + 1], data[i + 2],\r\n data[j], data[j + 1], data[j + 2],\r\n data[k], data[k + 1], data[k + 2]);\r\n return undefined;\r\n }\r\n\r\n /**\r\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\r\n * * accumulate it to the result.\r\n */\r\n public accumulateScaledXYZ(index: number, scale: number, sum: Point3d): void {\r\n const i = index * 3;\r\n const data = this._data;\r\n if (this.isIndexValid(index)) {\r\n sum.x += scale * data[i];\r\n sum.y += scale * data[i + 1];\r\n sum.z += scale * data[i + 2];\r\n }\r\n }\r\n\r\n /** Compute the cross product of vectors from from origin to indexed targets i and j */\r\n public crossProductXYAndZIndexIndex(origin: XYAndZ, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\r\n const j = targetAIndex * 3;\r\n const k = targetBIndex * 3;\r\n const data = this._data;\r\n if (this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex))\r\n return Geometry.crossProductXYZXYZ(\r\n data[j] - origin.x, data[j + 1] - origin.y, data[j + 2] - origin.z,\r\n data[k] - origin.x, data[k + 1] - origin.y, data[k + 2] - origin.z,\r\n result);\r\n return undefined;\r\n }\r\n\r\n /** Return the distance between an array point and the input point. */\r\n public distanceIndexToPoint(i: number, spacePoint: XYAndZ): number | undefined {\r\n if (i >= 0 && i < this._xyzInUse) {\r\n const i0 = 3 * i;\r\n return Geometry.hypotenuseXYZ(\r\n spacePoint.x - this._data[i0],\r\n spacePoint.y - this._data[i0 + 1],\r\n spacePoint.z - this._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Return distance squared between indicated points.\r\n * * Concrete classes may be able to implement this without creating a temporary.\r\n * @param index0 first point index\r\n * @param index1 second point index\r\n * @param defaultDistanceSquared distance squared to return if either point index is invalid.\r\n *\r\n */\r\n public distanceSquaredIndexIndex(i: number, j: number): number | undefined {\r\n if (i >= 0 && i < this._xyzInUse && j >= 0 && j <= this._xyzInUse) {\r\n const i0 = 3 * i;\r\n const j0 = 3 * j;\r\n return Geometry.hypotenuseSquaredXYZ(\r\n this._data[j0] - this._data[i0],\r\n this._data[j0 + 1] - this._data[i0 + 1],\r\n this._data[j0 + 2] - this._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Return distance between indicated points.\r\n * * Concrete classes may be able to implement this without creating a temporary.\r\n * @param index0 first point index\r\n * @param index1 second point index\r\n * @param defaultDistanceSquared distance squared to return if either point index is invalid.\r\n */\r\n public distanceIndexIndex(i: number, j: number): number | undefined {\r\n if (i >= 0 && i < this._xyzInUse && j >= 0 && j <= this._xyzInUse) {\r\n const i0 = 3 * i;\r\n const j0 = 3 * j;\r\n return Geometry.hypotenuseXYZ(\r\n this._data[j0] - this._data[i0],\r\n this._data[j0 + 1] - this._data[i0 + 1],\r\n this._data[j0 + 2] - this._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n /** Return the distance between points in distinct arrays. */\r\n public static distanceBetweenPointsIn2Arrays(arrayA: GrowableXYZArray, i: number, arrayB: GrowableXYZArray, j: number): number | undefined {\r\n\r\n if (i >= 0 && i < arrayA._xyzInUse && j >= 0 && j <= arrayB._xyzInUse) {\r\n const i0 = 3 * i;\r\n const j0 = 3 * j;\r\n return Geometry.hypotenuseXYZ(\r\n arrayB._data[j0] - arrayA._data[i0],\r\n arrayB._data[j0 + 1] - arrayA._data[i0 + 1],\r\n arrayB._data[j0 + 2] - arrayA._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n /** test for near equality between two `GrowableXYZArray`. */\r\n public static isAlmostEqual(dataA: GrowableXYZArray | undefined, dataB: GrowableXYZArray | undefined): boolean {\r\n if (dataA && dataB) {\r\n if (dataA.length !== dataB.length)\r\n return false;\r\n for (let i = 0; i < dataA.length; i++)\r\n if (!dataA.getPoint3dAtUncheckedPointIndex(i).isAlmostEqual(dataB.getPoint3dAtUncheckedPointIndex(i)))\r\n return false;\r\n return true;\r\n }\r\n // if both are null it is equal, otherwise unequal\r\n return (!dataA && !dataB);\r\n }\r\n\r\n /** Return an array of block indices sorted per compareLexicalBlock function */\r\n public sortIndicesLexical(): Uint32Array {\r\n const n = this._xyzInUse;\r\n // let numCompare = 0;\r\n const result = new Uint32Array(n);\r\n for (let i = 0; i < n; i++)result[i] = i;\r\n result.sort(\r\n (blockIndexA: number, blockIndexB: number) => {\r\n // numCompare++;\r\n return this.compareLexicalBlock(blockIndexA, blockIndexB);\r\n });\r\n // console.log (n, numCompare);\r\n return result;\r\n }\r\n\r\n /** compare two blocks in simple lexical order. */\r\n public compareLexicalBlock(ia: number, ib: number): number {\r\n let ax = 0;\r\n let bx = 0;\r\n for (let i = 0; i < 3; i++) {\r\n ax = this._data[ia * 3 + i];\r\n bx = this._data[ib * 3 + i];\r\n if (ax > bx) return 1;\r\n if (ax < bx) return -1;\r\n }\r\n return ia - ib; // so original order is maintained among duplicates !!!!\r\n }\r\n\r\n /** Access a single double at offset within a block. This has no index checking. */\r\n public component(pointIndex: number, componentIndex: number): number {\r\n return this._data[3 * pointIndex + componentIndex];\r\n }\r\n /**\r\n * add points at regular steps from `other`\r\n * @param source\r\n * @param pointIndex0\r\n * @param step\r\n * @param numAdd\r\n */\r\n public addSteppedPoints(other: GrowableXYZArray, pointIndex0: number, step: number, numAdd: number) {\r\n const dataB = other._data;\r\n let b0 = pointIndex0 * 3;\r\n const nb = other.length * 3;\r\n let numAdded = 0;\r\n while (b0 >= 0 && b0 + 2 < nb && numAdded < numAdd) {\r\n this.pushXYZ(dataB[b0], dataB[b0 + 1], dataB[b0 + 2]);\r\n b0 += step * 3;\r\n numAdded++;\r\n }\r\n }\r\n\r\n /**\r\n * find the min and max distance between corresponding indexed points. Excess points are ignored.\r\n * @param arrayA first array\r\n * @param arrayB second array\r\n */\r\n public static distanceRangeBetweenCorrespondingPoints(arrayA: GrowableXYZArray, arrayB: GrowableXYZArray): Range1d {\r\n const dataA = arrayA._data;\r\n const dataB = arrayB._data;\r\n const n = Math.min(arrayA.length, arrayB.length);\r\n let i = 0;\r\n let k0;\r\n const range = Range1d.createNull();\r\n while (i < n) {\r\n k0 = 3 * i;\r\n range.extendX(Geometry.hypotenuseXYZ(dataA[k0] - dataB[k0], dataA[k0 + 1] - dataB[k0 + 1], dataA[k0 + 2] - dataB[k0 + 2]));\r\n i++;\r\n }\r\n return range;\r\n }\r\n /**\r\n * remove trailing point(s) within tolerance of the start point.\r\n * @param points\r\n * @param tolerance\r\n */\r\n public static removeClosure(points: IndexedReadWriteXYZCollection, tolerance: number = Geometry.smallMetricDistance) {\r\n while (points.length > 1 && points.distanceIndexIndex(0, points.length - 1)! < tolerance)\r\n points.pop();\r\n }\r\n /**\r\n * * Triangle for (unchecked!) for three points identified by index\r\n * * z direction of frame is 001.\r\n * * Transform axes from origin to targetX and targetY\r\n * * in local coordinates (u,v,w) the xy interior of the triangle is `u>=0, v>= 0, w>= 0, u+v+w<1`\r\n * * Return undefined if transform is invertible (i.e. points are not in a vertical plane.)\r\n */\r\n public fillLocalXYTriangleFrame(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Transform): Transform | undefined {\r\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\r\n let i0 = originIndex * 3;\r\n const data = this._data;\r\n const ax = data[i0++];\r\n const ay = data[i0++];\r\n const az = data[i0++];\r\n i0 = targetAIndex * 3;\r\n const ux = data[i0++] - ax;\r\n const uy = data[i0++] - ay;\r\n const uz = data[i0++] - az;\r\n i0 = targetBIndex * 3;\r\n const vx = data[i0++] - ax;\r\n const vy = data[i0++] - ay;\r\n const vz = data[i0++] - az;\r\n result = Transform.createRowValues(\r\n ux, vx, 0, ax,\r\n uy, vy, 0, ay,\r\n uz, vz, 1, az, result);\r\n return result.computeCachedInverse() ? result : undefined;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Pass the (x,y,z) of each point to a function which returns a replacement for of of the 3 components.\r\n * @param componentIndex Index (0,1,2) of component to be replaced.\r\n * @param func function to be called as `func(x,y,z)`, returning a replacement value for componentIndex\r\n */\r\n public mapComponent(componentIndex: 0 | 1 | 2, func: (x: number, y: number, z: number) => number) {\r\n const n = this._data.length;\r\n let q;\r\n for (let i = 0; i + 2 < n; i += 3) {\r\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\r\n this._data[i + componentIndex] = q;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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-------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module ArraysAndInterfaces\r\n */\r\n\r\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { Matrix4d } from \"../geometry4d/Matrix4d\";\r\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection } from \"./IndexedXYZCollection\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Point2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Range1d, Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XYAndZ } from \"./XYZProps\";\r\n\r\n/** `GrowableXYArray` manages a (possibly growing) Float64Array to pack xy coordinates.\r\n * @public\r\n */\r\nexport class GrowableXYZArray extends IndexedReadWriteXYZCollection {\r\n /**\r\n * array of packed xyz xyz xyz components\r\n */\r\n private _data: Float64Array;\r\n /**\r\n * Number of xyz triples (not floats) in the array\r\n */\r\n private _xyzInUse: number;\r\n /**\r\n * capacity in xyz triples. (not floats)\r\n */\r\n private _xyzCapacity: number;\r\n /**\r\n * multiplier used by ensureCapacity to expand requested reallocation size\r\n */\r\n private _growthFactor: number;\r\n\r\n /** Construct a new GrowablePoint3d array.\r\n * @param numPoints initial capacity in xyz triples (default 8)\r\n * @param growthFactor used by ensureCapacity to expand requested reallocation size (default 1.5)\r\n */\r\n public constructor(numPoints: number = 8, growthFactor?: number) {\r\n super();\r\n this._data = new Float64Array(numPoints * 3); // 3 values per point\r\n this._xyzInUse = 0;\r\n this._xyzCapacity = numPoints;\r\n this._growthFactor = (undefined !== growthFactor && growthFactor >= 1.0) ? growthFactor : 1.5;\r\n }\r\n\r\n /** Copy xyz points from source array. Does not reallocate or change active point count.\r\n * @param source array to copy from\r\n * @param sourceCount copy the first sourceCount points; all points if undefined\r\n * @param destOffset copy to instance array starting at this point index; zero if undefined\r\n * @return count and offset of points copied\r\n */\r\n protected copyData(source: Float64Array | number[], sourceCount?: number, destOffset?: number): {count: number, offset: number} {\r\n // validate inputs and convert from points to entries\r\n let myOffset = (undefined !== destOffset) ? destOffset * 3 : 0;\r\n if (myOffset < 0)\r\n myOffset = 0;\r\n if (myOffset >= this._data.length)\r\n return {count: 0, offset: 0};\r\n let myCount = (undefined !== sourceCount) ? sourceCount * 3 : source.length;\r\n if (myCount > 0) {\r\n if (myCount > source.length)\r\n myCount = source.length;\r\n if (myOffset + myCount > this._data.length)\r\n myCount = this._data.length - myOffset;\r\n if (myCount % 3 !== 0)\r\n myCount -= myCount % 3;\r\n }\r\n if (myCount <= 0)\r\n return {count: 0, offset: 0};\r\n if (myCount === source.length)\r\n this._data.set(source, myOffset);\r\n else if (source instanceof Float64Array)\r\n this._data.set(source.subarray(0, myCount), myOffset);\r\n else\r\n this._data.set(source.slice(0, myCount), myOffset);\r\n return {count: myCount / 3, offset: myOffset / 3};\r\n }\r\n\r\n /** The number of points in use. When the length is increased, the array is padded with zeroes. */\r\n public get length() { return this._xyzInUse; }\r\n public set length(newLength: number) { this.resize(newLength, true); }\r\n\r\n /** Return the number of float64 in use. */\r\n public get float64Length() { return this._xyzInUse * 3; }\r\n /** Return the raw packed data.\r\n * * Note that the length of the returned Float64Array is a count of doubles, and includes the excess capacity\r\n */\r\n public float64Data(): Float64Array { return this._data; }\r\n\r\n /** If necessary, increase the capacity to the new number of points. Current coordinates and point count (length) are unchanged. */\r\n public ensureCapacity(pointCapacity: number, applyGrowthFactor: boolean = true) {\r\n if (pointCapacity > this._xyzCapacity) {\r\n if (applyGrowthFactor)\r\n pointCapacity *= this._growthFactor;\r\n const prevData = this._data;\r\n this._data = new Float64Array(pointCapacity * 3);\r\n this.copyData(prevData, this._xyzInUse);\r\n this._xyzCapacity = pointCapacity;\r\n }\r\n }\r\n /**\r\n * * If pointCount is less than current length, just reset current length to pointCount, effectively trimming active points but preserving original capacity.\r\n * * If pointCount is greater than current length, reallocate to exactly pointCount, copy existing points, and optionally pad excess with zero.\r\n * @param pointCount new number of active points in array\r\n * @param padWithZero when increasing point count, whether to zero out new points (default false)\r\n */\r\n public resize(pointCount: number, padWithZero?: boolean) {\r\n if (pointCount >= 0 && pointCount < this._xyzInUse)\r\n this._xyzInUse = pointCount;\r\n else if (pointCount > this._xyzInUse) {\r\n this.ensureCapacity(pointCount, false);\r\n if (padWithZero ?? false)\r\n this._data.fill(0, this._xyzInUse * 3);\r\n this._xyzInUse = pointCount;\r\n }\r\n }\r\n /**\r\n * Make a copy of the (active) points in this array.\r\n * (The clone does NOT get excess capacity)\r\n */\r\n public clone(result?: GrowableXYZArray): GrowableXYZArray {\r\n if (!result)\r\n result = new GrowableXYZArray(this.length);\r\n else {\r\n if (result.length !== this.length)\r\n result.clear(); // force resize to trim excess capacity\r\n result.resize(this.length);\r\n }\r\n result.copyData(this._data, this.length);\r\n result._xyzInUse = this.length;\r\n return result;\r\n }\r\n /** Create an array from various point data formats.\r\n * Valid inputs are:\r\n * * Point2d\r\n * * point3d\r\n * * An array of 2 doubles\r\n * * An array of 3 doubles\r\n * * A GrowableXYZArray\r\n * * Any json object satisfying Point3d.isXYAndZ\r\n * * Any json object satisfying Point3d.isXAndY\r\n * * A Float64Array of doubles, interpreted as xyzxyz\r\n * * An array of any of the above\r\n * @param data source points.\r\n * @param result optional pre-allocated GrowableXYZArray to clear and fill.\r\n */\r\n public static create(data: any, result?: GrowableXYZArray): GrowableXYZArray {\r\n if (result) {\r\n result.clear();\r\n } else {\r\n const pointCount = typeof data[0] === \"number\" ? data.length / 3 : data.length;\r\n result = new GrowableXYZArray(pointCount);\r\n }\r\n result.pushFrom(data);\r\n return result;\r\n }\r\n\r\n /** push a point to the end of the array */\r\n public push(toPush: XYAndZ) {\r\n this.pushXYZ(toPush.x, toPush.y, toPush.z);\r\n }\r\n\r\n /** push all points of an array */\r\n public pushAll(points: Point3d[]) {\r\n this.ensureCapacity(this._xyzInUse + points.length, false);\r\n for (const p of points) this.push(p);\r\n }\r\n /** Push points from variant sources.\r\n * Valid inputs are:\r\n * * Point2d\r\n * * point3d\r\n * * An array of 2 doubles\r\n * * An array of 3 doubles\r\n * * A GrowableXYZArray\r\n * * Any json object satisfying Point3d.isXYAndZ\r\n * * Any json object satisfying Point3d.isXAndY\r\n * * A Float64Array of doubles, interpreted as xyzxyz\r\n * * An array of any of the above\r\n */\r\n public pushFrom(p: any) {\r\n if (p instanceof Point3d)\r\n this.pushXYZ(p.x, p.y, p.z);\r\n else if (p instanceof GrowableXYZArray)\r\n this.pushFromGrowableXYZArray(p);\r\n else if (p instanceof Point2d)\r\n this.pushXYZ(p.x, p.y, 0.0);\r\n else if (Geometry.isNumberArray(p, 4) || p instanceof Float64Array) {\r\n const xyzToAdd = Math.trunc(p.length / 3);\r\n this.ensureCapacity(this._xyzInUse + xyzToAdd, false);\r\n this.copyData(p, xyzToAdd, this._xyzInUse);\r\n this._xyzInUse += xyzToAdd;\r\n } else if (Geometry.isNumberArray(p, 3))\r\n this.pushXYZ(p[0], p[1], p[2]);\r\n else if (Geometry.isNumberArray(p, 2))\r\n this.pushXYZ(p[0], p[1], 0.0);\r\n else if (Array.isArray(p)) {\r\n // direct recursion re-wraps p and goes infinite. unroll here .\r\n for (const q of p)\r\n this.pushFrom(q);\r\n } else if (Point3d.isXYAndZ(p))\r\n this.pushXYZ(p.x, p.y, p.z);\r\n else if (Point3d.isXAndY(p))\r\n this.pushXYZ(p.x, p.y, 0.0);\r\n else if (p instanceof IndexedXYZCollection) {\r\n const n = p.length;\r\n this.ensureCapacity(this._xyzInUse + n, false);\r\n for (let i = 0; i < n; i++)\r\n this.pushXYZ(p.getXAtUncheckedPointIndex(i), p.getYAtUncheckedPointIndex(i), p.getZAtUncheckedPointIndex(i));\r\n }\r\n }\r\n /**\r\n * Replicate numWrap xyz values from the front of the array as new values at the end.\r\n * @param numWrap number of xyz values to replicate\r\n */\r\n public pushWrap(numWrap: number) {\r\n if (this._xyzInUse >= numWrap) {\r\n this.ensureCapacity(this._xyzInUse + numWrap, false);\r\n for (let i = 0; i < numWrap; i++) {\r\n const k = 3 * i;\r\n this.pushXYZ(this._data[k], this._data[k + 1], this._data[k + 2]);\r\n }\r\n }\r\n }\r\n /** append a new point with given x,y,z */\r\n public pushXYZ(x: number, y: number, z: number) {\r\n this.ensureCapacity(this._xyzInUse + 1);\r\n const index = this._xyzInUse * 3;\r\n this._data[index] = x;\r\n this._data[index + 1] = y;\r\n this._data[index + 2] = z;\r\n this._xyzInUse++;\r\n }\r\n /** Shift all data forward to make space for numPoints at the front.\r\n * * Leading (3*numPoints) doubles are left with prior contents.\r\n * * _xyzInUse count is increased\r\n */\r\n private shiftForward(numPoints: number) {\r\n if (numPoints <= 0)\r\n return;\r\n this.ensureCapacity(this._xyzInUse + numPoints);\r\n const numAddedDouble = 3 * numPoints;\r\n const lastIndex = this._xyzInUse * 3;\r\n this._data.copyWithin(numAddedDouble, 0, lastIndex);\r\n this._xyzInUse += numPoints;\r\n }\r\n /** prepend a new point with given x,y,z\r\n * * Remark: this copies all content forward.\r\n */\r\n public pushFrontXYZ(x: number, y: number, z: number) {\r\n this.shiftForward(1);\r\n this._data[0] = x;\r\n this._data[1] = y;\r\n this._data[2] = z;\r\n }\r\n /** prepend a new point at the front of the array.\r\n *\r\n */\r\n public pushFront(toPush: XYAndZ) {\r\n this.pushFrontXYZ(toPush.x, toPush.y, toPush.z);\r\n }\r\n\r\n /** move the coordinates at fromIndex to toIndex.\r\n * * No action if either index is invalid.\r\n */\r\n public moveIndexToIndex(fromIndex: number, toIndex: number) {\r\n if (this.isIndexValid(fromIndex) && this.isIndexValid(toIndex)) {\r\n let iA = fromIndex * 3;\r\n let iB = toIndex * 3;\r\n this._data[iB++] = this._data[iA++];\r\n this._data[iB++] = this._data[iA++];\r\n this._data[iB] = this._data[iA];\r\n }\r\n }\r\n /** Remove one point from the back.\r\n * * NOTE that (in the manner of std::vector native) this is \"just\" removing the point -- no point is NOT returned.\r\n * * Use `back ()` to get the last x,y,z assembled into a `Point3d `\r\n */\r\n public pop() {\r\n if (this._xyzInUse > 0)\r\n this._xyzInUse--;\r\n }\r\n /**\r\n * Test if index is valid for an xyz (point or vector) within this array\r\n * @param index xyz index to test.\r\n */\r\n public isIndexValid(index: number): boolean {\r\n if (index >= this._xyzInUse || index < 0)\r\n return false;\r\n return true;\r\n }\r\n /**\r\n * Clear all xyz data, but leave capacity unchanged.\r\n */\r\n public clear() {\r\n this._xyzInUse = 0;\r\n }\r\n /**\r\n * Get a point by index, strongly typed as a Point3d. This is unchecked. Use getPoint3dAtCheckedPointIndex to have validity test.\r\n * @param pointIndex index to access\r\n * @param result optional result\r\n */\r\n public getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d {\r\n const index = 3 * pointIndex;\r\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\r\n }\r\n\r\n /**\r\n * Get a point by index, strongly typed as a Point2d. This is unchecked. Use getPoint2dAtCheckedPointIndex to have validity test.\r\n * @param pointIndex index to access\r\n * @param result optional result\r\n */\r\n public getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d {\r\n const index = 3 * pointIndex;\r\n return Point2d.create(this._data[index], this._data[index + 1], result);\r\n }\r\n\r\n /** copy xyz into strongly typed Point3d */\r\n public getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined {\r\n if (this.isIndexValid(pointIndex)) {\r\n const index = 3 * pointIndex;\r\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** access x of indexed point */\r\n public getXAtUncheckedPointIndex(pointIndex: number): number {\r\n const index = 3 * pointIndex;\r\n return this._data[index];\r\n }\r\n\r\n /** access y of indexed point */\r\n public getYAtUncheckedPointIndex(pointIndex: number): number {\r\n const index = 3 * pointIndex;\r\n return this._data[index + 1];\r\n }\r\n\r\n /** access y of indexed point */\r\n public getZAtUncheckedPointIndex(pointIndex: number): number {\r\n const index = 3 * pointIndex;\r\n return this._data[index + 2];\r\n }\r\n\r\n /** copy xy into strongly typed Point2d */\r\n public getPoint2dAtCheckedPointIndex(pointIndex: number, result?: Point2d): Point2d | undefined {\r\n if (this.isIndexValid(pointIndex)) {\r\n const index = 3 * pointIndex;\r\n return Point2d.create(this._data[index], this._data[index + 1], result);\r\n }\r\n return undefined;\r\n }\r\n /** copy xyz into strongly typed Vector3d */\r\n public getVector3dAtCheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d | undefined {\r\n if (this.isIndexValid(vectorIndex)) {\r\n const index = 3 * vectorIndex;\r\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Read coordinates from source array, place them at index within this array.\r\n * @param destIndex point index where coordinates are to be placed in this array\r\n * @param source source array\r\n * @param sourceIndex point index in source array\r\n * @returns true if destIndex and sourceIndex are both valid.\r\n */\r\n public transferFromGrowableXYZArray(destIndex: number, source: GrowableXYZArray, sourceIndex: number): boolean {\r\n if (this.isIndexValid(destIndex) && source.isIndexValid(sourceIndex)) {\r\n const i = destIndex * 3;\r\n const j = sourceIndex * 3;\r\n this._data[i] = source._data[j];\r\n this._data[i + 1] = source._data[j + 1];\r\n this._data[i + 2] = source._data[j + 2];\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * push coordinates from the source array to the end of this array.\r\n * @param source source array\r\n * @param sourceIndex xyz index within the source. If undefined, entire source is pushed.\r\n * @returns number of points pushed.\r\n */\r\n public pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number {\r\n // full array push . . .\r\n if (sourceIndex === undefined) {\r\n const numXYZAdd = source.length;\r\n this.ensureCapacity(this.length + numXYZAdd, false);\r\n this.copyData(source._data, numXYZAdd, this.length);\r\n this._xyzInUse += numXYZAdd;\r\n return numXYZAdd;\r\n }\r\n // single point push . . .\r\n if (source.isIndexValid(sourceIndex)) {\r\n const j = sourceIndex * 3;\r\n this.pushXYZ(source._data[j], source._data[j + 1], source._data[j + 2]);\r\n return 1;\r\n }\r\n return 0;\r\n }\r\n\r\n /**\r\n * Return the first point, or undefined if the array is empty.\r\n */\r\n public front(result?: Point3d): Point3d | undefined {\r\n if (this._xyzInUse === 0) return undefined;\r\n return this.getPoint3dAtUncheckedPointIndex(0, result);\r\n }\r\n /**\r\n * Return the last point, or undefined if the array is empty.\r\n */\r\n public back(result?: Point3d): Point3d | undefined {\r\n if (this._xyzInUse < 1) return undefined;\r\n return this.getPoint3dAtUncheckedPointIndex(this._xyzInUse - 1, result);\r\n }\r\n /**\r\n * Set the coordinates of a single point.\r\n * @param pointIndex index of point to set\r\n * @param value coordinates to set\r\n */\r\n public setAtCheckedPointIndex(pointIndex: number, value: XYAndZ): boolean {\r\n if (!this.isIndexValid(pointIndex))\r\n return false;\r\n let index = pointIndex * 3;\r\n this._data[index++] = value.x;\r\n this._data[index++] = value.y;\r\n this._data[index] = value.z;\r\n return true;\r\n }\r\n /**\r\n * Set the coordinates of a single point given as coordinates\r\n * @param pointIndex index of point to set\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param z z coordinate\r\n */\r\n public setXYZAtCheckedPointIndex(pointIndex: number, x: number, y: number, z: number): boolean {\r\n if (!this.isIndexValid(pointIndex))\r\n return false;\r\n let index = pointIndex * 3;\r\n this._data[index++] = x;\r\n this._data[index++] = y;\r\n this._data[index] = z;\r\n return true;\r\n }\r\n\r\n /**\r\n * Copy all points into a simple array of Point3d\r\n */\r\n public getPoint3dArray(): Point3d[] {\r\n const n = 3 * this._xyzInUse;\r\n const result = [];\r\n const data = this._data;\r\n for (let i = 0; i < n; i += 3)\r\n result.push(Point3d.create(data[i], data[i + 1], data[i + 2]));\r\n return result;\r\n }\r\n /** multiply each point by the transform, replace values. */\r\n public static multiplyTransformInPlace(transform: Transform, data: GrowableXYZArray[] | GrowableXYZArray) {\r\n if (Array.isArray(data)) {\r\n for (const d of data)\r\n d.multiplyTransformInPlace(transform);\r\n } else {\r\n data.multiplyTransformInPlace(transform);\r\n }\r\n }\r\n\r\n /** multiply each point by the transform, replace values. */\r\n public multiplyTransformInPlace(transform: Transform) {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const coffs = transform.matrix.coffs;\r\n const origin = transform.origin;\r\n const x0 = origin.x;\r\n const y0 = origin.y;\r\n const z0 = origin.z;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z + x0;\r\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z + y0;\r\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z + z0;\r\n }\r\n }\r\n\r\n /** reverse the order of points. */\r\n public reverseInPlace() {\r\n const n = this.length;\r\n let j0, j1;\r\n let a;\r\n const data = this._data;\r\n for (let i0 = 0, i1 = n - 1; i0 < i1; i0++, i1--) {\r\n j0 = 3 * i0;\r\n j1 = 3 * i1;\r\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\r\n j0++;\r\n j1++;\r\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\r\n j0++;\r\n j1++;\r\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\r\n }\r\n }\r\n\r\n /** multiply each xyz (as a vector) by matrix, replace values. */\r\n public multiplyMatrix3dInPlace(matrix: Matrix3d) {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const coffs = matrix.coffs;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\r\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\r\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\r\n }\r\n }\r\n\r\n /** multiply each xyz (as a vector) by matrix inverse transpose, renormalize the vector, replace values.\r\n * * This is the way to apply a matrix (possibly with skew and scale) to a surface normal, and\r\n * have it end up perpendicular to the transformed in-surface vectors.\r\n * * Return false if matrix is not invertible or if any normalization fails.\r\n */\r\n public multiplyAndRenormalizeMatrix3dInverseTransposeInPlace(matrix: Matrix3d): boolean {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n if (!matrix.computeCachedInverse(true))\r\n return false;\r\n const coffs = matrix.inverseCoffs!;\r\n const tol = 1.0e-15;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n let x1;\r\n let y1;\r\n let z1;\r\n let q;\r\n let a;\r\n let numFail = 0;\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n x1 = coffs[0] * x + coffs[3] * y + coffs[6] * z;\r\n y1 = coffs[1] * x + coffs[4] * y + coffs[7] * z;\r\n z1 = coffs[2] * x + coffs[5] * y + coffs[8] * z;\r\n a = x1 * x1 + y1 * y1 + z1 * z1;\r\n if (a < tol) {\r\n // put the originals back ..\r\n x1 = x; y1 = y; z1 = z;\r\n numFail++;\r\n } else if (Math.abs(a - 1.0) > tol) {\r\n q = 1.0 / Math.sqrt(a);\r\n x1 *= q;\r\n y1 *= q;\r\n z1 *= q;\r\n } // else -- q is near 1, no need to do the division !!\r\n data[i] = x1;\r\n data[i + 1] = y1;\r\n data[i + 2] = z1;\r\n }\r\n return numFail === 0;\r\n }\r\n\r\n /** multiply each xyz (as a point) by a homogeneous matrix and update as the normalized point\r\n *\r\n */\r\n public multiplyMatrix4dAndQuietRenormalizeMatrix4d(matrix: Matrix4d) {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const xyz1 = Point3d.create();\r\n for (let i = 0; i + 2 <= nDouble; i += 3) {\r\n matrix.multiplyXYZWQuietRenormalize(data[i], data[i + 1], data[i + 2], 1.0, xyz1);\r\n data[i] = xyz1.x;\r\n data[i + 1] = xyz1.y;\r\n data[i + 2] = xyz1.z;\r\n }\r\n }\r\n\r\n /** multiply each point by the transform, replace values. */\r\n public tryTransformInverseInPlace(transform: Transform): boolean {\r\n const data = this._data;\r\n const nDouble = this.float64Length;\r\n const matrix = transform.matrix;\r\n matrix.computeCachedInverse(true);\r\n const coffs = matrix.inverseCoffs;\r\n if (!coffs)\r\n return false;\r\n const origin = transform.origin;\r\n const x0 = origin.x;\r\n const y0 = origin.y;\r\n const z0 = origin.z;\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n for (let i = 0; i + 2 < nDouble; i += 3) {\r\n x = data[i] - x0;\r\n y = data[i + 1] - y0;\r\n z = data[i + 2] - z0;\r\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\r\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\r\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\r\n }\r\n return true;\r\n }\r\n /** Extend `range` to extend by all points. */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\r\n const numDouble = this.float64Length;\r\n const data = this._data;\r\n if (transform) {\r\n for (let i = 0; i + 2 < numDouble; i += 3)\r\n rangeToExtend.extendTransformedXYZ(transform, data[i], data[i + 1], data[i + 2]);\r\n } else {\r\n for (let i = 0; i + 2 < numDouble; i += 3)\r\n rangeToExtend.extendXYZ(data[i], data[i + 1], data[i + 2]);\r\n\r\n }\r\n }\r\n /** get range of points. */\r\n public override getRange(transform?: Transform): Range3d {\r\n const range = Range3d.createNull();\r\n this.extendRange(range, transform);\r\n return range;\r\n }\r\n\r\n /** Initialize `range` with coordinates in this array. */\r\n public setRange(range: Range3d, transform?: Transform) {\r\n range.setNull();\r\n this.extendRange(range, transform);\r\n }\r\n\r\n /** Sum the lengths of segments between points. */\r\n public sumLengths(): number {\r\n let sum = 0.0;\r\n const n = 3 * (this._xyzInUse - 1); // Length already takes into account what specifically is in use\r\n const data = this._data;\r\n for (let i = 0; i < n; i += 3) sum += Geometry.hypotenuseXYZ(\r\n data[i + 3] - data[i],\r\n data[i + 4] - data[i + 1],\r\n data[i + 5] - data[i + 2]);\r\n return sum;\r\n }\r\n /**\r\n * Multiply each x,y,z by the scale factor.\r\n * @param factor\r\n */\r\n public scaleInPlace(factor: number) {\r\n if (this._data) {\r\n const numFloat = this.float64Length;\r\n for (let i = 0; i < numFloat; i++)\r\n this._data[i] = this._data[i] * factor;\r\n }\r\n }\r\n /** test if all points are within tolerance of a plane. */\r\n public isCloseToPlane(plane: Plane3dByOriginAndUnitNormal, tolerance: number = Geometry.smallMetricDistance): boolean {\r\n const numCoordinate = 3 * this._xyzInUse;\r\n const data = this._data;\r\n for (let i = 0; i < numCoordinate; i += 3)\r\n if (Math.abs(plane.altitudeXYZ(data[i], data[i + 1], data[i + 2])) > tolerance)\r\n return false;\r\n return true;\r\n }\r\n /**\r\n * * If not already closed, push a copy of the first point.\r\n * * If already closed within tolerance, force exact copy\r\n * * otherwise leave unchanged.\r\n */\r\n public forceClosure(tolerance: number = Geometry.smallMetricDistance) {\r\n const d = this.distanceIndexIndex(0, this.length - 1);\r\n // leave the empty array alone.\r\n // Note that singleton will generate 0 distance and do nothing.\r\n if (d === undefined) {\r\n } else if (d > tolerance)\r\n this.pushXYZ(this._data[0], this._data[1], this._data[2]);\r\n else if (d > 0) {\r\n // overwrite last point with exact exact first point\r\n const i0 = this._data.length - 3;\r\n for (let i = 0; i < 3; i++)\r\n this._data[i0 + i] = this._data[i];\r\n }\r\n }\r\n\r\n /** Compute a point at fractional coordinate between points i and j */\r\n public interpolate(i: number, fraction: number, j: number, result?: Point3d): Point3d | undefined {\r\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\r\n const fraction0 = 1.0 - fraction;\r\n const data = this._data;\r\n i = 3 * i;\r\n j = 3 * j;\r\n return Point3d.create(\r\n fraction0 * data[i] + fraction * data[j],\r\n fraction0 * data[i + 1] + fraction * data[j + 1],\r\n fraction0 * data[i + 2] + fraction * data[j + 2], result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * * Compute a point at fractional coordinate between points i and j of source\r\n * * push onto this array.\r\n */\r\n public pushInterpolatedFromGrowableXYZArray(source: GrowableXYZArray, i: number, fraction: number, j: number) {\r\n if (source.isIndexValid(i) && source.isIndexValid(j)) {\r\n const fraction0 = 1.0 - fraction;\r\n const data = source._data;\r\n i = 3 * i;\r\n j = 3 * j;\r\n this.pushXYZ(\r\n fraction0 * data[i] + fraction * data[j],\r\n fraction0 * data[i + 1] + fraction * data[j + 1],\r\n fraction0 * data[i + 2] + fraction * data[j + 2]);\r\n }\r\n }\r\n\r\n /** Sum the signed areas of the projection to xy plane */\r\n public areaXY(): number {\r\n let area = 0.0;\r\n const n = 3 * this._xyzInUse; // float count !!\r\n if (n > 6) {\r\n const x0 = this._data[n - 3];\r\n const y0 = this._data[n - 2];\r\n let dx1 = this._data[0] - x0;\r\n let dy1 = this._data[1] - y0;\r\n let dx2 = 0;\r\n let dy2 = 0;\r\n for (let i = 3; i < n; i += 3, dx1 = dx2, dy1 = dy2) {\r\n dx2 = this._data[i] - x0;\r\n dy2 = this._data[i + 1] - y0;\r\n area += Geometry.crossProductXYXY(dx1, dy1, dx2, dy2);\r\n }\r\n }\r\n return 0.5 * area;\r\n }\r\n\r\n /** Compute a vector from index origin i to indexed target j */\r\n public vectorIndexIndex(i: number, j: number, result?: Vector3d): Vector3d | undefined {\r\n if (!this.isIndexValid(i) || !this.isIndexValid(j))\r\n return undefined;\r\n const data = this._data;\r\n i = 3 * i;\r\n j = 3 * j;\r\n return Vector3d.create(\r\n data[j] - data[i],\r\n data[j + 1] - data[i + 1],\r\n data[j + 2] - data[i + 2], result);\r\n }\r\n\r\n /** Compute a vector from origin to indexed target j */\r\n public vectorXYAndZIndex(origin: XYAndZ, j: number, result?: Vector3d): Vector3d | undefined {\r\n if (this.isIndexValid(j)) {\r\n const data = this._data;\r\n j = 3 * j;\r\n return Vector3d.create(\r\n data[j] - origin.x,\r\n data[j + 1] - origin.y,\r\n data[j + 2] - origin.z, result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Compute the cross product of vectors from from indexed origin to indexed targets i and j */\r\n public crossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\r\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\r\n const i = originIndex * 3;\r\n const j = targetAIndex * 3;\r\n const k = targetBIndex * 3;\r\n const data = this._data;\r\n return Geometry.crossProductXYZXYZ(\r\n data[j] - data[i], data[j + 1] - data[i + 1], data[j + 2] - data[i + 2],\r\n data[k] - data[i], data[k + 1] - data[i + 1], data[k + 2] - data[i + 2],\r\n result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Compute the dot product of pointIndex with [x,y,z] */\r\n public evaluateUncheckedIndexDotProductXYZ(pointIndex: number, x: number, y: number, z: number): number {\r\n const i = pointIndex * 3;\r\n const data = this._data;\r\n return data[i] * x + data[i + 1] * y + data[i + 2] * z;\r\n }\r\n /** Compute the dot product of pointIndex with [x,y,z] */\r\n public evaluateUncheckedIndexPlaneAltitude(pointIndex: number, plane: PlaneAltitudeEvaluator): number {\r\n const i = pointIndex * 3;\r\n const data = this._data;\r\n return plane.altitudeXYZ(data[i], data[i + 1], data[i + 2]);\r\n }\r\n\r\n /**\r\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\r\n * * accumulate it to the result.\r\n */\r\n public accumulateCrossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result: Vector3d): void {\r\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\r\n const i = originIndex * 3;\r\n const j = targetAIndex * 3;\r\n const k = targetBIndex * 3;\r\n const data = this._data;\r\n result.addCrossProductToTargetsInPlace(\r\n data[i], data[i + 1], data[i + 2],\r\n data[j], data[j + 1], data[j + 2],\r\n data[k], data[k + 1], data[k + 2]);\r\n }\r\n }\r\n\r\n /**\r\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\r\n * * accumulate it to the result.\r\n */\r\n public accumulateScaledXYZ(index: number, scale: number, sum: Point3d): void {\r\n if (this.isIndexValid(index)) {\r\n const i = index * 3;\r\n const data = this._data;\r\n sum.x += scale * data[i];\r\n sum.y += scale * data[i + 1];\r\n sum.z += scale * data[i + 2];\r\n }\r\n }\r\n\r\n /** Compute the cross product of vectors from from origin to indexed targets i and j */\r\n public crossProductXYAndZIndexIndex(origin: XYAndZ, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\r\n if (this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\r\n const j = targetAIndex * 3;\r\n const k = targetBIndex * 3;\r\n const data = this._data;\r\n return Geometry.crossProductXYZXYZ(\r\n data[j] - origin.x, data[j + 1] - origin.y, data[j + 2] - origin.z,\r\n data[k] - origin.x, data[k + 1] - origin.y, data[k + 2] - origin.z,\r\n result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Return the distance between an array point and the input point. */\r\n public distanceIndexToPoint(i: number, spacePoint: XYAndZ): number | undefined {\r\n if (this.isIndexValid(i)) {\r\n const i0 = 3 * i;\r\n return Geometry.hypotenuseXYZ(\r\n spacePoint.x - this._data[i0],\r\n spacePoint.y - this._data[i0 + 1],\r\n spacePoint.z - this._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Return distance squared between indicated points.\r\n * @param i first point index\r\n * @param j second point index\r\n */\r\n public distanceSquaredIndexIndex(i: number, j: number): number | undefined {\r\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\r\n const i0 = 3 * i;\r\n const j0 = 3 * j;\r\n return Geometry.hypotenuseSquaredXYZ(\r\n this._data[j0] - this._data[i0],\r\n this._data[j0 + 1] - this._data[i0 + 1],\r\n this._data[j0 + 2] - this._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Return distance between indicated points.\r\n * @param i first point index\r\n * @param j second point index\r\n */\r\n public distanceIndexIndex(i: number, j: number): number | undefined {\r\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\r\n const i0 = 3 * i;\r\n const j0 = 3 * j;\r\n return Geometry.hypotenuseXYZ(\r\n this._data[j0] - this._data[i0],\r\n this._data[j0 + 1] - this._data[i0 + 1],\r\n this._data[j0 + 2] - this._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n /** Return the distance between points in distinct arrays. */\r\n public static distanceBetweenPointsIn2Arrays(arrayA: GrowableXYZArray, i: number, arrayB: GrowableXYZArray, j: number): number | undefined {\r\n if (arrayA.isIndexValid(i) && arrayB.isIndexValid(j)) {\r\n const i0 = 3 * i;\r\n const j0 = 3 * j;\r\n return Geometry.hypotenuseXYZ(\r\n arrayB._data[j0] - arrayA._data[i0],\r\n arrayB._data[j0 + 1] - arrayA._data[i0 + 1],\r\n arrayB._data[j0 + 2] - arrayA._data[i0 + 2]);\r\n }\r\n return undefined;\r\n }\r\n /** test for near equality between two `GrowableXYZArray`. */\r\n public static isAlmostEqual(dataA: GrowableXYZArray | undefined, dataB: GrowableXYZArray | undefined): boolean {\r\n if (dataA && dataB) {\r\n if (dataA.length !== dataB.length)\r\n return false;\r\n for (let i = 0; i < dataA.length; i++)\r\n if (!dataA.getPoint3dAtUncheckedPointIndex(i).isAlmostEqual(dataB.getPoint3dAtUncheckedPointIndex(i)))\r\n return false;\r\n return true;\r\n }\r\n // if both are null it is equal, otherwise unequal\r\n return (!dataA && !dataB);\r\n }\r\n\r\n /** Return an array of block indices sorted per compareLexicalBlock function */\r\n public sortIndicesLexical(): Uint32Array {\r\n const n = this._xyzInUse;\r\n // let numCompare = 0;\r\n const result = new Uint32Array(n);\r\n for (let i = 0; i < n; i++) result[i] = i;\r\n result.sort(\r\n (blockIndexA: number, blockIndexB: number) => {\r\n // numCompare++;\r\n return this.compareLexicalBlock(blockIndexA, blockIndexB);\r\n });\r\n // console.log (n, numCompare);\r\n return result;\r\n }\r\n\r\n /** compare two blocks in simple lexical order. */\r\n public compareLexicalBlock(ia: number, ib: number): number {\r\n let ax = 0;\r\n let bx = 0;\r\n for (let i = 0; i < 3; i++) {\r\n ax = this._data[ia * 3 + i];\r\n bx = this._data[ib * 3 + i];\r\n if (ax > bx) return 1;\r\n if (ax < bx) return -1;\r\n }\r\n return ia - ib; // so original order is maintained among duplicates !!!!\r\n }\r\n\r\n /** Access a single double at offset within a block. This has no index checking. */\r\n public component(pointIndex: number, componentIndex: number): number {\r\n return this._data[3 * pointIndex + componentIndex];\r\n }\r\n /**\r\n * add points at regular steps from `other`\r\n * @param source\r\n * @param pointIndex0\r\n * @param step\r\n * @param numAdd\r\n */\r\n public addSteppedPoints(other: GrowableXYZArray, pointIndex0: number, step: number, numAdd: number) {\r\n const dataB = other._data;\r\n let b0 = pointIndex0 * 3;\r\n const nb = other.length * 3;\r\n let numAdded = 0;\r\n this.ensureCapacity(this._xyzInUse + numAdd, false);\r\n while (b0 >= 0 && b0 + 2 < nb && numAdded < numAdd) {\r\n this.pushXYZ(dataB[b0], dataB[b0 + 1], dataB[b0 + 2]);\r\n b0 += step * 3;\r\n numAdded++;\r\n }\r\n }\r\n\r\n /**\r\n * find the min and max distance between corresponding indexed points. Excess points are ignored.\r\n * @param arrayA first array\r\n * @param arrayB second array\r\n */\r\n public static distanceRangeBetweenCorrespondingPoints(arrayA: GrowableXYZArray, arrayB: GrowableXYZArray): Range1d {\r\n const dataA = arrayA._data;\r\n const dataB = arrayB._data;\r\n const n = Math.min(arrayA.length, arrayB.length);\r\n let i = 0;\r\n let k0;\r\n const range = Range1d.createNull();\r\n while (i < n) {\r\n k0 = 3 * i;\r\n range.extendX(Geometry.hypotenuseXYZ(dataA[k0] - dataB[k0], dataA[k0 + 1] - dataB[k0 + 1], dataA[k0 + 2] - dataB[k0 + 2]));\r\n i++;\r\n }\r\n return range;\r\n }\r\n /**\r\n * remove trailing point(s) within tolerance of the start point.\r\n * @param points\r\n * @param tolerance\r\n */\r\n public static removeClosure(points: IndexedReadWriteXYZCollection, tolerance: number = Geometry.smallMetricDistance) {\r\n while (points.length > 1 && points.distanceIndexIndex(0, points.length - 1)! < tolerance)\r\n points.pop();\r\n }\r\n /**\r\n * Compute frame for a triangle formed by three (unchecked!) points identified by index.\r\n * * z direction of frame is 001.\r\n * * Transform axes from origin to targetA and targetB\r\n * * in local coordinates (u,v,w) the xy interior of the triangle is `u>=0, v>= 0, w>= 0, u+v+w<1`\r\n * * Return undefined if transform is not invertible, e.g. if points are in a vertical plane.\r\n */\r\n public fillLocalXYTriangleFrame(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Transform): Transform | undefined {\r\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\r\n let i0 = originIndex * 3;\r\n const data = this._data;\r\n const ax = data[i0++];\r\n const ay = data[i0++];\r\n const az = data[i0++];\r\n i0 = targetAIndex * 3;\r\n const ux = data[i0++] - ax;\r\n const uy = data[i0++] - ay;\r\n const uz = data[i0++] - az;\r\n i0 = targetBIndex * 3;\r\n const vx = data[i0++] - ax;\r\n const vy = data[i0++] - ay;\r\n const vz = data[i0++] - az;\r\n result = Transform.createRowValues(\r\n ux, vx, 0, ax,\r\n uy, vy, 0, ay,\r\n uz, vz, 1, az, result);\r\n return result.computeCachedInverse() ? result : undefined;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Pass the (x,y,z) of each point to a function which returns a replacement for one of the 3 components.\r\n * @param componentIndex Index (0,1,2) of component to be replaced.\r\n * @param func function to be called as `func(x,y,z)`, returning a replacement value for componentIndex\r\n */\r\n public mapComponent(componentIndex: 0 | 1 | 2, func: (x: number, y: number, z: number) => number) {\r\n const n = this._data.length;\r\n let q;\r\n for (let i = 0; i + 2 < n; i += 3) {\r\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\r\n this._data[i + componentIndex] = q;\r\n }\r\n }\r\n}\r\n"]}
@@ -87,7 +87,7 @@ export class DirectSpiral3d extends TransitionSpiral3d {
87
87
  for (let i = 1; i <= numInterval; i++) {
88
88
  fraction1 = distances.getXAtUncheckedPointIndex(i);
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  trueDistance1 = trueDistance0 + this._evaluator.integrateDistanceBetweenFractions(fraction0, fraction1);
90
- distances.setXYZAtCheckedPointIndex(i, fraction1, trueDistance1);
90
+ distances.setXYAtCheckedPointIndex(i, fraction1, trueDistance1);
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91
  fraction0 = fraction1;
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  trueDistance0 = trueDistance1;
93
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  }
@@ -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 Curve\r\n */\r\nimport { Geometry } from \"../../Geometry\";\r\nimport { GeometryHandler, IStrokeHandler } from \"../../geometry3d/GeometryHandler\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"../../geometry3d/Plane3dByOriginAndUnitNormal\";\r\nimport { Plane3dByOriginAndVectors } from \"../../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Point3d } from \"../../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../../geometry3d/Ray3d\";\r\nimport { Segment1d } from \"../../geometry3d/Segment1d\";\r\nimport { Transform } from \"../../geometry3d/Transform\";\r\nimport { LineString3d } from \"../LineString3d\";\r\nimport { StrokeOptions } from \"../StrokeOptions\";\r\nimport { TransitionConditionalProperties } from \"./TransitionConditionalProperties\";\r\nimport { ClothoidSeriesRLEvaluator } from \"./ClothoidSeries\";\r\nimport { CzechSpiralEvaluator, ItalianSpiralEvaluator } from \"./CzechSpiralEvaluator\";\r\nimport { DirectHalfCosineSpiralEvaluator } from \"./DirectHalfCosineSpiralEvaluator\";\r\nimport { AustralianRailCorpXYEvaluator } from \"./AustralianRailCorpXYEvaluator\";\r\nimport { XYCurveEvaluator } from \"./XYCurveEvaluator\";\r\nimport { TransitionSpiral3d } from \"./TransitionSpiral3d\";\r\nimport { Angle } from \"../../geometry3d/Angle\";\r\nimport { MXCubicAlongArcEvaluator } from \"./MXCubicAlongArcSpiralEvaluator\";\r\nimport { PolishCubicEvaluator } from \"./PolishCubicSpiralEvaluator\";\r\n/**\r\n* DirectSpiral3d acts like a TransitionSpiral3d for serialization purposes, but implements spiral types that have \"direct\" xy calculations without the integrations required\r\n* for IntegratedSpiral3d.\r\n* * Each DirectSpiral3d carries an XYCurveEvaluator to give it specialized behavior.\r\n* * Direct spirals that flow through serialization to native imodel02 are create with these static methods:\r\n* * createArema\r\n* * createJapaneseCubic\r\n* * createAustralianRail\r\n* * createDirectHalfCosine\r\n* * createChineseCubic\r\n* * createCzechCubic\r\n* * createPolishCubic\r\n* * createItalian\r\n* * createWesternAustralian\r\n* @public\r\n*/\r\nexport class DirectSpiral3d extends TransitionSpiral3d {\r\n\r\n /** String name for schema properties */\r\n\r\n public readonly curvePrimitiveType = \"transitionSpiral\";\r\n\r\n /** stroked approximation of entire spiral. This is AFTER the localToWorld transform ... */\r\n private _globalStrokes: LineString3d;\r\n /** stroked approximation of active spiral. This is AFTER the localToWorld transfomr ...\r\n * * Same count as global -- possibly overly fine, but it gives some consistency between same clothoid constructed as partial versus complete.\r\n * * If no trimming, this points to the same place as the _globalStrokes !!! Don't double transform!!!\r\n */\r\n private _activeStrokes?: LineString3d;\r\n /** Return the internal stroked form of the (possibly partial) spiral */\r\n public get activeStrokes(): LineString3d { return this._activeStrokes !== undefined ? this._activeStrokes : this._globalStrokes; }\r\n\r\n private _nominalL1: number;\r\n private _nominalR1: number;\r\n private _evaluator: XYCurveEvaluator;\r\n\r\n /** Return the nominal end radius. */\r\n public get nominalR1(): number { return this._nominalR1; }\r\n /** Return the nominal distance from inflection to endpoint. */\r\n public get nominalL1(): number { return this._nominalL1; }\r\n /** Return the nominal end curvature */\r\n public get nominalCurvature1(): number { return TransitionSpiral3d.radiusToCurvature(this._nominalR1); }\r\n /** Return the low level evaluator\r\n * @internal\r\n */\r\n public get evaluator(): XYCurveEvaluator { return this._evaluator; }\r\n\r\n // constructor demands radius1 and distance1 for nominal construction.\r\n // caller is responsible for managing intervals of partial spiral\r\n constructor(\r\n localToWorld: Transform,\r\n spiralType: string | undefined,\r\n originalProperties: TransitionConditionalProperties | undefined,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeFractionInterval: Segment1d | undefined,\r\n evaluator: XYCurveEvaluator) {\r\n super(spiralType, localToWorld, activeFractionInterval, originalProperties);\r\n this._nominalL1 = nominalL1;\r\n this._nominalR1 = nominalR1;\r\n this._evaluator = evaluator;\r\n this._globalStrokes = LineString3d.create();\r\n this._activeStrokes = LineString3d.create();\r\n // initialize for compiler -- but this will be recomputed in refreshComputeProperties ...\r\n this.refreshComputedProperties();\r\n }\r\n /**\r\n * Compute stroke data in an interval.\r\n * @param strokes strokes to clear and refill.\r\n * @param fraction0 start fraction\r\n * @param fraction1 end fraction\r\n */\r\n private computeStrokes(strokes: LineString3d, fractionA: number, fractionB: number, numInterval: number, applyLocalToWorld: boolean = true) {\r\n if (numInterval < 1)\r\n numInterval = 1;\r\n strokes.clear();\r\n strokes.ensureEmptyUVParams();\r\n strokes.ensureEmptyFractions();\r\n const distances = strokes.packedUVParams!;\r\n const nominalIntervalLength = Math.abs(fractionB - fractionA) * this._nominalL1;\r\n for (let i = 0; i <= numInterval; i++) {\r\n const fraction = Geometry.interpolate(fractionA, i / numInterval, fractionB);\r\n const nominalDistanceAlong = fraction * nominalIntervalLength;\r\n strokes.packedPoints.pushXYZ(this._evaluator.fractionToX(fraction),\r\n this._evaluator.fractionToY(fraction), 0);\r\n distances.pushXY(fraction, nominalDistanceAlong); // the second distance will be updated below\r\n }\r\n if (applyLocalToWorld)\r\n strokes.tryTransformInPlace (this._localToWorld);\r\n let fraction0 = distances.getXAtUncheckedPointIndex(0);\r\n let trueDistance0 = distances.getYAtUncheckedPointIndex(0); // whatever was assigned as start distance is fine\r\n let trueDistance1, fraction1;\r\n for (let i = 1; i <= numInterval; i++) {\r\n fraction1 = distances.getXAtUncheckedPointIndex(i);\r\n trueDistance1 = trueDistance0 + this._evaluator.integrateDistanceBetweenFractions(fraction0, fraction1);\r\n distances.setXYZAtCheckedPointIndex(i, fraction1, trueDistance1);\r\n fraction0 = fraction1;\r\n trueDistance0 = trueDistance1;\r\n }\r\n\r\n }\r\n /** Recompute strokes */\r\n public override refreshComputedProperties() {\r\n const sweepRadians = this.nominalL1 / (2.0 * this.nominalR1);\r\n const radiansStep = 0.02;\r\n const numInterval = StrokeOptions.applyAngleTol(undefined, 4, sweepRadians, radiansStep);\r\n this.computeStrokes(this._globalStrokes, 0, 1, numInterval);\r\n const numActiveInterval = Math.ceil(this._activeFractionInterval.absoluteDelta() * numInterval);\r\n this._activeStrokes = LineString3d.create();\r\n this.computeStrokes(this._activeStrokes, this._activeFractionInterval.x0, this._activeFractionInterval.x1,\r\n numActiveInterval);\r\n }\r\n /**\r\n * Create a spiral object which uses numXTerm terms from the clothoid X series and numYTerm from the clothoid Y series.\r\n * @param numXTerm number of terms to use from X series\r\n * @param numYTerm number of terms to use from Y series\r\n * @param localToWorld placement frame. Inflection point is at origin, initial direction is along x axis.\r\n * @param nominalL1 design distance from inflection to end point.\r\n * @param nominalR1 design radius at end point.\r\n * @param activeInterval active interval (as fractions of nominalL1 !!!)\r\n */\r\n public static createTruncatedClothoid(\r\n spiralType: string,\r\n localToWorld: Transform,\r\n numXTerm: number, numYTerm: number,\r\n originalProperties: TransitionConditionalProperties | undefined,\r\n nominalL1: number, nominalR1: number,\r\n activeInterval: Segment1d | undefined): DirectSpiral3d | undefined {\r\n if (numXTerm < 1)\r\n numXTerm = 1;\r\n if (numYTerm < 1)\r\n numYTerm = 1;\r\n const evaluator = new ClothoidSeriesRLEvaluator(nominalL1, 1.0 / (2.0 * nominalL1 * nominalR1), numXTerm, numYTerm);\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n spiralType,\r\n originalProperties,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n /**\r\n * Create an Japanese spiral clothoid approximation\r\n * * X is 1 terms of the clothoid series as a function of nominal distance along.\r\n * * Y is 1 terms f the clothoid series as a function of nominal distance along.\r\n * * Remark: This is identical to the ChineseCubic\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createJapaneseCubic(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"JapaneseCubic\", localToWorld, 1, 1, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n /**\r\n * Create a czech cubic.\r\n * This is y= m*x^3 with\r\n * * x any point on the x axis\r\n * * `fraction` along the spiral goes to `x = fraction * L`\r\n * * m is gamma / (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * `gamma = 2R/sqrt (4RR-LL)` pushes y up a little bit to simulate the lost series terms.\r\n * @param localToWorld\r\n * @param nominalLx nominal length along x axis\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createCzechCubic(\r\n localToWorld: Transform,\r\n nominalLx: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = CzechSpiralEvaluator.create(nominalLx, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"Czech\",\r\n undefined,\r\n nominalLx, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n /**\r\n * Create an italian spiral\r\n * This is y= m*x^3 with\r\n * * x any point on the x axis\r\n * * `fraction` along the spiral goes to `x = fraction * L`\r\n * * m is gamma / (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * `gamma = 2R/sqrt (4RR-LL)` pushes y up a little bit to simulate the lost series terms.\r\n * * L in gamma and m is the\r\n * @param localToWorld\r\n * @param nominalL1 nominal length along the spiral\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createItalian(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = ItalianSpiralEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"Italian\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n /**\r\n * Create an MX Cubic whose nominal length is close to along the curve.\r\n * This is y= m*x^3 with\r\n * * m is 1/ (6RL1)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * L1 is an along-the-x-axis distance that is slightly LESS THAN the nominal length\r\n * * x is axis position that is slightly LESS than nominal distance along\r\n * * L1, x use the approximation `x = s * ( 1 - s^4/ (40 R R L L))\r\n * @param localToWorld\r\n * @param nominalL1\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createMXCubicAlongArc(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = MXCubicAlongArcEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"MXCubicAlongArc\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n /**\r\n * Create a polish cubic\r\n * This is y= m*x^3 with\r\n * * m is 1/ (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * L is nominal length\r\n * * R is nominal end radius.\r\n * * x ranges up to the x axis distance for which the polish distance series produces f(x)=L\r\n * * The support class PolishCubicEvaluator has static methods for the distance series and its inversion.\r\n */\r\n public static createPolishCubic(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = PolishCubicEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"PolishCubic\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n /**\r\n * Create an AustralianRailCorp spiral\r\n * This is y= m*x^3 with\r\n * * x any point on the x axis\r\n * * `fraction` along the spiral goes to `x = fraction * L`\r\n * * m is gamma / (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * `gamma = 2R/sqrt (4RR-LL)` pushes y up a little bit to simulate the lost series terms.\r\n * @param localToWorld\r\n * @param nominalL1\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createAustralianRail(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = AustralianRailCorpXYEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"AustralianRailCorp\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n public static createDirectHalfCosine(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return new this(localToWorld, \"HalfCosine\", undefined, nominalL1, nominalR1, activeInterval,\r\n new DirectHalfCosineSpiralEvaluator(nominalL1, nominalR1));\r\n }\r\n /**\r\n * Create an Arema spiral clothoid approximation\r\n * * X is 2 terms of the clothoid series as a function of nominal distance along\r\n * * Y is 2 terms f the clothoid series as a function of nominal distance along\r\n * * Remark: This is identical to the ChineseCubic\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createArema(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"Arema\", localToWorld, 2, 2, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n\r\n /**\r\n * Create a Chinese clothoid approximation\r\n * * X is 2 terms of the clothoid series as a function of nominal distance along\r\n * * Y is 2 terms f the clothoid series as a function of nominal distance along\r\n * * Remark: This is identical to the Arema spiral\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createChineseCubic(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"ChineseCubic\", localToWorld, 2, 2, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n /**\r\n * Create a Western Australian direct spiral.\r\n * * X is 2 terms of the clothoid series as a function of distance along\r\n * * Y is 1 term (cubic in nominal distance along)\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createWesternAustralian(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"WesternAustralian\", localToWorld, 2, 1, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n /**\r\n * Create (if possible) a DirectSpiral3d, applying various strict conditions appropriate to the spiral type.\r\n * The parameter list includes extraneous values in order to directly match IntegratedSpiral3d.create, which has greater flexibility about\r\n * mixtures of values.\r\n * * IMPORTANT RESTRICTIONS\r\n * * Direct spirals must have the inflection at the origin of their coordinate system, aligned with the x axis.\r\n * * hence bearing0 = 0\r\n * * hence radius0 = 0\r\n * * bearing1 is ignored\r\n * * radius1 must be given.\r\n * * arcLength must be given,\r\n * @param spiralType one of the types in `DirectSpiralTypeNames`\r\n * @param radius0 radius (or 0 for tangent to line) at start. Must be ZERO or UNDEFINED\r\n * @param radius1 radius (or 0 for tangent to line) at end.\r\n * @param bearing0 bearing, measured CCW from x axis at start. Must be ZERO or UNDEFINED\r\n * @param bearing1 bearing, measured CCW from x axis at end. IGNORED.\r\n * @param fractionInterval optional fractional interval for an \"active\" portion of the curve. if omitted, the full [0,1] is used.\r\n * @param localToWorld placement transform\r\n */\r\n public static createFromLengthAndRadius(\r\n spiralType: string,\r\n radius0: number | undefined,\r\n radius1: number | undefined,\r\n bearing0: Angle | undefined,\r\n _bearing1: Angle | undefined,\r\n arcLength: number | undefined,\r\n activeInterval: undefined | Segment1d,\r\n localToWorld: Transform): TransitionSpiral3d | undefined {\r\n if (bearing0 !== undefined && !bearing0.isAlmostZero)\r\n return undefined;\r\n if (radius0 !== undefined && !Geometry.isSmallMetricDistance(radius0))\r\n return undefined;\r\n if (radius1 === undefined || Geometry.isSmallMetricDistance(radius1))\r\n return undefined;\r\n if (arcLength === undefined)\r\n return undefined;\r\n if (Geometry.equalStringNoCase(spiralType, \"Arema\"))\r\n return this.createArema(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"ChineseCubic\"))\r\n return this.createChineseCubic(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"JapaneseCubic\"))\r\n return this.createJapaneseCubic(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"HalfCosine\"))\r\n return this.createDirectHalfCosine(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"Czech\"))\r\n return this.createCzechCubic(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"Italian\"))\r\n return this.createItalian(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"AustralianRailCorp\"))\r\n return this.createAustralianRail(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"MXCubicAlongArc\"))\r\n return this.createMXCubicAlongArc(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"WesternAustralian\"))\r\n return this.createWesternAustralian(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"PolishCubic\"))\r\n return this.createPolishCubic(localToWorld, arcLength, radius1, activeInterval);\r\n return undefined;\r\n }\r\n /** Deep clone of this spiral */\r\n public override clone(): DirectSpiral3d {\r\n return new DirectSpiral3d(\r\n this.localToWorld.clone(),\r\n this._spiralType,\r\n this.designProperties?.clone(),\r\n this._nominalL1,\r\n this._nominalR1,\r\n this._activeFractionInterval?.clone(),\r\n this._evaluator.clone());\r\n }\r\n\r\n /** apply `transform` to this spiral's local to world transform. */\r\n public tryTransformInPlace(transformA: Transform): boolean {\r\n const rigidData = this.applyRigidPartOfTransform(transformA);\r\n if (rigidData !== undefined) {\r\n this._nominalL1 *= rigidData.scale;\r\n this._nominalR1 *= rigidData.scale;\r\n this.evaluator.scaleInPlace(rigidData.scale);\r\n }\r\n this.refreshComputedProperties();\r\n return true;\r\n }\r\n\r\n /** Return the spiral start point. */\r\n public override startPoint(): Point3d { return this.activeStrokes.startPoint(); }\r\n /** return the spiral end point. */\r\n public override endPoint(): Point3d { return this.activeStrokes.endPoint(); }\r\n /** test if the local to world transform places the spiral xy plane into `plane` */\r\n public isInPlane(plane: Plane3dByOriginAndUnitNormal): boolean {\r\n return plane.isPointInPlane(this.localToWorld.origin as Point3d)\r\n && Geometry.isSameCoordinate(0.0, this.localToWorld.matrix.dotColumnX(plane.getNormalRef()))\r\n && Geometry.isSameCoordinate(0.0, this.localToWorld.matrix.dotColumnY(plane.getNormalRef()));\r\n }\r\n /** Return quick length of the spiral.\r\n * The tangent vector of a true clothoid is length 1 everywhere, so simple proportion of nominalL1 is a good approximation.\r\n */\r\n public quickLength() {\r\n const distanceData = this._globalStrokes.packedUVParams!;\r\n const n = distanceData.length;\r\n return distanceData.getYAtUncheckedPointIndex(n - 1);\r\n }\r\n /** Return length of the spiral.\r\n * * True length is stored at back of uvParams . . .\r\n */\r\n // use the generic integrator ... public override curveLength() { return this.quickLength(); }\r\n /** Test if `other` is an instance of `TransitionSpiral3d` */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof DirectSpiral3d; }\r\n /** Add strokes from this spiral to `dest`.\r\n * * Linestrings will usually stroke as just their points.\r\n * * If maxEdgeLength is given, this will sub-stroke within the linestring -- not what we want.\r\n */\r\n public emitStrokes(dest: LineString3d, options?: StrokeOptions): void { this.activeStrokes.emitStrokes(dest, options); }\r\n /** emit stroke fragments to `dest` handler. */\r\n public emitStrokableParts(dest: IStrokeHandler, options?: StrokeOptions): void {\r\n const n = this.computeStrokeCountForOptions(options);\r\n const activeStrokes = this.activeStrokes;\r\n dest.startParentCurvePrimitive(this);\r\n if (n <= activeStrokes.numPoints()) {\r\n // this.activeStrokes.emitStrokableParts(dest, options);\r\n dest.announceIntervalForUniformStepStrokes(this, 2 * activeStrokes.numPoints(), 0.0, 1.0);\r\n } else {\r\n dest.announceIntervalForUniformStepStrokes(this, n, 0.0, 1.0);\r\n }\r\n dest.endParentCurvePrimitive(this);\r\n }\r\n\r\n /**\r\n * return the stroke count required for given options.\r\n * @param options StrokeOptions that determine count\r\n */\r\n\r\n public computeStrokeCountForOptions(options?: StrokeOptions): number {\r\n let numStroke;\r\n const nominalRadians = this._nominalL1 / (2.0 * this._nominalR1);\r\n if (options) {\r\n const rMin = Math.abs(this._nominalR1);\r\n numStroke = options.applyTolerancesToArc(rMin, nominalRadians);\r\n numStroke = options.applyMaxEdgeLength(numStroke, this.quickLength());\r\n numStroke = options.applyMinStrokesPerPrimitive(numStroke);\r\n } else {\r\n numStroke = StrokeOptions.applyAngleTol(undefined, 4, nominalRadians, 0.02);\r\n }\r\n numStroke = Math.ceil(this._activeFractionInterval.absoluteDelta() * numStroke);\r\n return numStroke;\r\n }\r\n\r\n /** Reverse the active interval and active strokes.\r\n * * Primary defining data remains unchanged !!!\r\n */\r\n\r\n public reverseInPlace(): void {\r\n this._activeFractionInterval.reverseInPlace();\r\n if (this._activeStrokes === undefined)\r\n this._activeStrokes = this._globalStrokes.clone();\r\n this._activeStrokes.reverseInPlace();\r\n }\r\n /** Evaluate curve point with respect to fraction. */\r\n public fractionToPoint(activeFraction: number, result?: Point3d): Point3d {\r\n const globalFraction = this._activeFractionInterval.fractionToPoint(activeFraction);\r\n result = this._evaluator.fractionToPoint(globalFraction, result);\r\n this.localToWorld.multiplyPoint3d(result, result);\r\n return result;\r\n }\r\n /** Evaluate curve point and derivative with respect to fraction. */\r\n public fractionToPointAndDerivative(activeFraction: number, result?: Ray3d): Ray3d {\r\n const globalFraction = this._activeFractionInterval.fractionToPoint(activeFraction);\r\n result = this._evaluator.fractionToPointAndDerivative(globalFraction, result);\r\n result.direction.scaleInPlace(this._activeFractionInterval.signedDelta());\r\n result.transformInPlace(this.localToWorld);\r\n return result;\r\n }\r\n\r\n /** Return a plane with\r\n *\r\n * * origin at fractional position along the curve\r\n * * vectorU is the first derivative, i.e. tangent vector with length equal to the rate of change with respect to the fraction.\r\n * * vectorV is the second derivative, i.e.derivative of vectorU.\r\n */\r\n\r\n public fractionToPointAnd2Derivatives(activeFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined {\r\n const globalFraction = this._activeFractionInterval.fractionToPoint(activeFraction);\r\n result = this._evaluator.fractionToPointAnd2Derivatives(globalFraction, result);\r\n const a = this._activeFractionInterval.signedDelta();\r\n result.vectorU.scaleInPlace(a);\r\n result.vectorV.scaleInPlace(a * a);\r\n result.transformInPlace(this.localToWorld);\r\n return result;\r\n }\r\n /** Second step of double dispatch: call `handler.handleTransitionSpiral(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleTransitionSpiral(this);\r\n }\r\n /** compare various coordinate quantities */\r\n public override isAlmostEqual(other: any): boolean {\r\n if (other instanceof DirectSpiral3d) {\r\n return Geometry.isSameCoordinate(this._nominalL1, other._nominalL1)\r\n && Geometry.isSameCoordinate(this._nominalR1, other._nominalR1)\r\n && this.localToWorld.isAlmostEqual(other.localToWorld)\r\n && this._activeFractionInterval.isAlmostEqual(other._activeFractionInterval)\r\n && this._evaluator.isAlmostEqual(other._evaluator);\r\n }\r\n return false;\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 Curve\r\n */\r\nimport { Geometry } from \"../../Geometry\";\r\nimport { GeometryHandler, IStrokeHandler } from \"../../geometry3d/GeometryHandler\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"../../geometry3d/Plane3dByOriginAndUnitNormal\";\r\nimport { Plane3dByOriginAndVectors } from \"../../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Point3d } from \"../../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../../geometry3d/Ray3d\";\r\nimport { Segment1d } from \"../../geometry3d/Segment1d\";\r\nimport { Transform } from \"../../geometry3d/Transform\";\r\nimport { LineString3d } from \"../LineString3d\";\r\nimport { StrokeOptions } from \"../StrokeOptions\";\r\nimport { TransitionConditionalProperties } from \"./TransitionConditionalProperties\";\r\nimport { ClothoidSeriesRLEvaluator } from \"./ClothoidSeries\";\r\nimport { CzechSpiralEvaluator, ItalianSpiralEvaluator } from \"./CzechSpiralEvaluator\";\r\nimport { DirectHalfCosineSpiralEvaluator } from \"./DirectHalfCosineSpiralEvaluator\";\r\nimport { AustralianRailCorpXYEvaluator } from \"./AustralianRailCorpXYEvaluator\";\r\nimport { XYCurveEvaluator } from \"./XYCurveEvaluator\";\r\nimport { TransitionSpiral3d } from \"./TransitionSpiral3d\";\r\nimport { Angle } from \"../../geometry3d/Angle\";\r\nimport { MXCubicAlongArcEvaluator } from \"./MXCubicAlongArcSpiralEvaluator\";\r\nimport { PolishCubicEvaluator } from \"./PolishCubicSpiralEvaluator\";\r\n/**\r\n* DirectSpiral3d acts like a TransitionSpiral3d for serialization purposes, but implements spiral types that have \"direct\" xy calculations without the integrations required\r\n* for IntegratedSpiral3d.\r\n* * Each DirectSpiral3d carries an XYCurveEvaluator to give it specialized behavior.\r\n* * Direct spirals that flow through serialization to native imodel02 are create with these static methods:\r\n* * createArema\r\n* * createJapaneseCubic\r\n* * createAustralianRail\r\n* * createDirectHalfCosine\r\n* * createChineseCubic\r\n* * createCzechCubic\r\n* * createPolishCubic\r\n* * createItalian\r\n* * createWesternAustralian\r\n* @public\r\n*/\r\nexport class DirectSpiral3d extends TransitionSpiral3d {\r\n\r\n /** String name for schema properties */\r\n\r\n public readonly curvePrimitiveType = \"transitionSpiral\";\r\n\r\n /** stroked approximation of entire spiral. This is AFTER the localToWorld transform ... */\r\n private _globalStrokes: LineString3d;\r\n /** stroked approximation of active spiral. This is AFTER the localToWorld transfomr ...\r\n * * Same count as global -- possibly overly fine, but it gives some consistency between same clothoid constructed as partial versus complete.\r\n * * If no trimming, this points to the same place as the _globalStrokes !!! Don't double transform!!!\r\n */\r\n private _activeStrokes?: LineString3d;\r\n /** Return the internal stroked form of the (possibly partial) spiral */\r\n public get activeStrokes(): LineString3d { return this._activeStrokes !== undefined ? this._activeStrokes : this._globalStrokes; }\r\n\r\n private _nominalL1: number;\r\n private _nominalR1: number;\r\n private _evaluator: XYCurveEvaluator;\r\n\r\n /** Return the nominal end radius. */\r\n public get nominalR1(): number { return this._nominalR1; }\r\n /** Return the nominal distance from inflection to endpoint. */\r\n public get nominalL1(): number { return this._nominalL1; }\r\n /** Return the nominal end curvature */\r\n public get nominalCurvature1(): number { return TransitionSpiral3d.radiusToCurvature(this._nominalR1); }\r\n /** Return the low level evaluator\r\n * @internal\r\n */\r\n public get evaluator(): XYCurveEvaluator { return this._evaluator; }\r\n\r\n // constructor demands radius1 and distance1 for nominal construction.\r\n // caller is responsible for managing intervals of partial spiral\r\n constructor(\r\n localToWorld: Transform,\r\n spiralType: string | undefined,\r\n originalProperties: TransitionConditionalProperties | undefined,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeFractionInterval: Segment1d | undefined,\r\n evaluator: XYCurveEvaluator) {\r\n super(spiralType, localToWorld, activeFractionInterval, originalProperties);\r\n this._nominalL1 = nominalL1;\r\n this._nominalR1 = nominalR1;\r\n this._evaluator = evaluator;\r\n this._globalStrokes = LineString3d.create();\r\n this._activeStrokes = LineString3d.create();\r\n // initialize for compiler -- but this will be recomputed in refreshComputeProperties ...\r\n this.refreshComputedProperties();\r\n }\r\n /**\r\n * Compute stroke data in an interval.\r\n * @param strokes strokes to clear and refill.\r\n * @param fraction0 start fraction\r\n * @param fraction1 end fraction\r\n */\r\n private computeStrokes(strokes: LineString3d, fractionA: number, fractionB: number, numInterval: number, applyLocalToWorld: boolean = true) {\r\n if (numInterval < 1)\r\n numInterval = 1;\r\n strokes.clear();\r\n strokes.ensureEmptyUVParams();\r\n strokes.ensureEmptyFractions();\r\n const distances = strokes.packedUVParams!;\r\n const nominalIntervalLength = Math.abs(fractionB - fractionA) * this._nominalL1;\r\n for (let i = 0; i <= numInterval; i++) {\r\n const fraction = Geometry.interpolate(fractionA, i / numInterval, fractionB);\r\n const nominalDistanceAlong = fraction * nominalIntervalLength;\r\n strokes.packedPoints.pushXYZ(this._evaluator.fractionToX(fraction),\r\n this._evaluator.fractionToY(fraction), 0);\r\n distances.pushXY(fraction, nominalDistanceAlong); // the second distance will be updated below\r\n }\r\n if (applyLocalToWorld)\r\n strokes.tryTransformInPlace (this._localToWorld);\r\n let fraction0 = distances.getXAtUncheckedPointIndex(0);\r\n let trueDistance0 = distances.getYAtUncheckedPointIndex(0); // whatever was assigned as start distance is fine\r\n let trueDistance1, fraction1;\r\n for (let i = 1; i <= numInterval; i++) {\r\n fraction1 = distances.getXAtUncheckedPointIndex(i);\r\n trueDistance1 = trueDistance0 + this._evaluator.integrateDistanceBetweenFractions(fraction0, fraction1);\r\n distances.setXYAtCheckedPointIndex(i, fraction1, trueDistance1);\r\n fraction0 = fraction1;\r\n trueDistance0 = trueDistance1;\r\n }\r\n\r\n }\r\n /** Recompute strokes */\r\n public override refreshComputedProperties() {\r\n const sweepRadians = this.nominalL1 / (2.0 * this.nominalR1);\r\n const radiansStep = 0.02;\r\n const numInterval = StrokeOptions.applyAngleTol(undefined, 4, sweepRadians, radiansStep);\r\n this.computeStrokes(this._globalStrokes, 0, 1, numInterval);\r\n const numActiveInterval = Math.ceil(this._activeFractionInterval.absoluteDelta() * numInterval);\r\n this._activeStrokes = LineString3d.create();\r\n this.computeStrokes(this._activeStrokes, this._activeFractionInterval.x0, this._activeFractionInterval.x1,\r\n numActiveInterval);\r\n }\r\n /**\r\n * Create a spiral object which uses numXTerm terms from the clothoid X series and numYTerm from the clothoid Y series.\r\n * @param numXTerm number of terms to use from X series\r\n * @param numYTerm number of terms to use from Y series\r\n * @param localToWorld placement frame. Inflection point is at origin, initial direction is along x axis.\r\n * @param nominalL1 design distance from inflection to end point.\r\n * @param nominalR1 design radius at end point.\r\n * @param activeInterval active interval (as fractions of nominalL1 !!!)\r\n */\r\n public static createTruncatedClothoid(\r\n spiralType: string,\r\n localToWorld: Transform,\r\n numXTerm: number, numYTerm: number,\r\n originalProperties: TransitionConditionalProperties | undefined,\r\n nominalL1: number, nominalR1: number,\r\n activeInterval: Segment1d | undefined): DirectSpiral3d | undefined {\r\n if (numXTerm < 1)\r\n numXTerm = 1;\r\n if (numYTerm < 1)\r\n numYTerm = 1;\r\n const evaluator = new ClothoidSeriesRLEvaluator(nominalL1, 1.0 / (2.0 * nominalL1 * nominalR1), numXTerm, numYTerm);\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n spiralType,\r\n originalProperties,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n /**\r\n * Create an Japanese spiral clothoid approximation\r\n * * X is 1 terms of the clothoid series as a function of nominal distance along.\r\n * * Y is 1 terms f the clothoid series as a function of nominal distance along.\r\n * * Remark: This is identical to the ChineseCubic\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createJapaneseCubic(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"JapaneseCubic\", localToWorld, 1, 1, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n /**\r\n * Create a czech cubic.\r\n * This is y= m*x^3 with\r\n * * x any point on the x axis\r\n * * `fraction` along the spiral goes to `x = fraction * L`\r\n * * m is gamma / (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * `gamma = 2R/sqrt (4RR-LL)` pushes y up a little bit to simulate the lost series terms.\r\n * @param localToWorld\r\n * @param nominalLx nominal length along x axis\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createCzechCubic(\r\n localToWorld: Transform,\r\n nominalLx: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = CzechSpiralEvaluator.create(nominalLx, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"Czech\",\r\n undefined,\r\n nominalLx, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n /**\r\n * Create an italian spiral\r\n * This is y= m*x^3 with\r\n * * x any point on the x axis\r\n * * `fraction` along the spiral goes to `x = fraction * L`\r\n * * m is gamma / (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * `gamma = 2R/sqrt (4RR-LL)` pushes y up a little bit to simulate the lost series terms.\r\n * * L in gamma and m is the\r\n * @param localToWorld\r\n * @param nominalL1 nominal length along the spiral\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createItalian(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = ItalianSpiralEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"Italian\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n /**\r\n * Create an MX Cubic whose nominal length is close to along the curve.\r\n * This is y= m*x^3 with\r\n * * m is 1/ (6RL1)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * L1 is an along-the-x-axis distance that is slightly LESS THAN the nominal length\r\n * * x is axis position that is slightly LESS than nominal distance along\r\n * * L1, x use the approximation `x = s * ( 1 - s^4/ (40 R R L L))\r\n * @param localToWorld\r\n * @param nominalL1\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createMXCubicAlongArc(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = MXCubicAlongArcEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"MXCubicAlongArc\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n /**\r\n * Create a polish cubic\r\n * This is y= m*x^3 with\r\n * * m is 1/ (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * L is nominal length\r\n * * R is nominal end radius.\r\n * * x ranges up to the x axis distance for which the polish distance series produces f(x)=L\r\n * * The support class PolishCubicEvaluator has static methods for the distance series and its inversion.\r\n */\r\n public static createPolishCubic(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = PolishCubicEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"PolishCubic\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n /**\r\n * Create an AustralianRailCorp spiral\r\n * This is y= m*x^3 with\r\n * * x any point on the x axis\r\n * * `fraction` along the spiral goes to `x = fraction * L`\r\n * * m is gamma / (6RL)\r\n * * 1/(6RL) is the leading term of the sine series.\r\n * * `gamma = 2R/sqrt (4RR-LL)` pushes y up a little bit to simulate the lost series terms.\r\n * @param localToWorld\r\n * @param nominalL1\r\n * @param nominalR1\r\n * @param activeInterval\r\n */\r\n public static createAustralianRail(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n const evaluator = AustralianRailCorpXYEvaluator.create(nominalL1, nominalR1);\r\n if (evaluator === undefined)\r\n return undefined;\r\n return new DirectSpiral3d(\r\n localToWorld.clone(),\r\n \"AustralianRailCorp\",\r\n undefined,\r\n nominalL1, nominalR1,\r\n activeInterval ? activeInterval.clone() : Segment1d.create(0, 1), evaluator);\r\n }\r\n\r\n public static createDirectHalfCosine(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return new this(localToWorld, \"HalfCosine\", undefined, nominalL1, nominalR1, activeInterval,\r\n new DirectHalfCosineSpiralEvaluator(nominalL1, nominalR1));\r\n }\r\n /**\r\n * Create an Arema spiral clothoid approximation\r\n * * X is 2 terms of the clothoid series as a function of nominal distance along\r\n * * Y is 2 terms f the clothoid series as a function of nominal distance along\r\n * * Remark: This is identical to the ChineseCubic\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createArema(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"Arema\", localToWorld, 2, 2, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n\r\n /**\r\n * Create a Chinese clothoid approximation\r\n * * X is 2 terms of the clothoid series as a function of nominal distance along\r\n * * Y is 2 terms f the clothoid series as a function of nominal distance along\r\n * * Remark: This is identical to the Arema spiral\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createChineseCubic(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"ChineseCubic\", localToWorld, 2, 2, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n /**\r\n * Create a Western Australian direct spiral.\r\n * * X is 2 terms of the clothoid series as a function of distance along\r\n * * Y is 1 term (cubic in nominal distance along)\r\n * @param localToWorld axes with inflection at origin, tangent along x axis\r\n * @param nominalL1 nominal length as used in series LR terms.\r\n * @param nominalR1 nominal final radius as used in series LR terms\r\n * @param activeInterval fractional interval with (0, nominalL1) range for nominal distance along\r\n */\r\n public static createWesternAustralian(\r\n localToWorld: Transform,\r\n nominalL1: number,\r\n nominalR1: number,\r\n activeInterval?: Segment1d): DirectSpiral3d | undefined {\r\n return this.createTruncatedClothoid(\"WesternAustralian\", localToWorld, 2, 1, undefined, nominalL1, nominalR1, activeInterval);\r\n }\r\n /**\r\n * Create (if possible) a DirectSpiral3d, applying various strict conditions appropriate to the spiral type.\r\n * The parameter list includes extraneous values in order to directly match IntegratedSpiral3d.create, which has greater flexibility about\r\n * mixtures of values.\r\n * * IMPORTANT RESTRICTIONS\r\n * * Direct spirals must have the inflection at the origin of their coordinate system, aligned with the x axis.\r\n * * hence bearing0 = 0\r\n * * hence radius0 = 0\r\n * * bearing1 is ignored\r\n * * radius1 must be given.\r\n * * arcLength must be given,\r\n * @param spiralType one of the types in `DirectSpiralTypeNames`\r\n * @param radius0 radius (or 0 for tangent to line) at start. Must be ZERO or UNDEFINED\r\n * @param radius1 radius (or 0 for tangent to line) at end.\r\n * @param bearing0 bearing, measured CCW from x axis at start. Must be ZERO or UNDEFINED\r\n * @param bearing1 bearing, measured CCW from x axis at end. IGNORED.\r\n * @param fractionInterval optional fractional interval for an \"active\" portion of the curve. if omitted, the full [0,1] is used.\r\n * @param localToWorld placement transform\r\n */\r\n public static createFromLengthAndRadius(\r\n spiralType: string,\r\n radius0: number | undefined,\r\n radius1: number | undefined,\r\n bearing0: Angle | undefined,\r\n _bearing1: Angle | undefined,\r\n arcLength: number | undefined,\r\n activeInterval: undefined | Segment1d,\r\n localToWorld: Transform): TransitionSpiral3d | undefined {\r\n if (bearing0 !== undefined && !bearing0.isAlmostZero)\r\n return undefined;\r\n if (radius0 !== undefined && !Geometry.isSmallMetricDistance(radius0))\r\n return undefined;\r\n if (radius1 === undefined || Geometry.isSmallMetricDistance(radius1))\r\n return undefined;\r\n if (arcLength === undefined)\r\n return undefined;\r\n if (Geometry.equalStringNoCase(spiralType, \"Arema\"))\r\n return this.createArema(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"ChineseCubic\"))\r\n return this.createChineseCubic(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"JapaneseCubic\"))\r\n return this.createJapaneseCubic(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"HalfCosine\"))\r\n return this.createDirectHalfCosine(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"Czech\"))\r\n return this.createCzechCubic(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"Italian\"))\r\n return this.createItalian(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"AustralianRailCorp\"))\r\n return this.createAustralianRail(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"MXCubicAlongArc\"))\r\n return this.createMXCubicAlongArc(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"WesternAustralian\"))\r\n return this.createWesternAustralian(localToWorld, arcLength, radius1, activeInterval);\r\n if (Geometry.equalStringNoCase(spiralType, \"PolishCubic\"))\r\n return this.createPolishCubic(localToWorld, arcLength, radius1, activeInterval);\r\n return undefined;\r\n }\r\n /** Deep clone of this spiral */\r\n public override clone(): DirectSpiral3d {\r\n return new DirectSpiral3d(\r\n this.localToWorld.clone(),\r\n this._spiralType,\r\n this.designProperties?.clone(),\r\n this._nominalL1,\r\n this._nominalR1,\r\n this._activeFractionInterval?.clone(),\r\n this._evaluator.clone());\r\n }\r\n\r\n /** apply `transform` to this spiral's local to world transform. */\r\n public tryTransformInPlace(transformA: Transform): boolean {\r\n const rigidData = this.applyRigidPartOfTransform(transformA);\r\n if (rigidData !== undefined) {\r\n this._nominalL1 *= rigidData.scale;\r\n this._nominalR1 *= rigidData.scale;\r\n this.evaluator.scaleInPlace(rigidData.scale);\r\n }\r\n this.refreshComputedProperties();\r\n return true;\r\n }\r\n\r\n /** Return the spiral start point. */\r\n public override startPoint(): Point3d { return this.activeStrokes.startPoint(); }\r\n /** return the spiral end point. */\r\n public override endPoint(): Point3d { return this.activeStrokes.endPoint(); }\r\n /** test if the local to world transform places the spiral xy plane into `plane` */\r\n public isInPlane(plane: Plane3dByOriginAndUnitNormal): boolean {\r\n return plane.isPointInPlane(this.localToWorld.origin as Point3d)\r\n && Geometry.isSameCoordinate(0.0, this.localToWorld.matrix.dotColumnX(plane.getNormalRef()))\r\n && Geometry.isSameCoordinate(0.0, this.localToWorld.matrix.dotColumnY(plane.getNormalRef()));\r\n }\r\n /** Return quick length of the spiral.\r\n * The tangent vector of a true clothoid is length 1 everywhere, so simple proportion of nominalL1 is a good approximation.\r\n */\r\n public quickLength() {\r\n const distanceData = this._globalStrokes.packedUVParams!;\r\n const n = distanceData.length;\r\n return distanceData.getYAtUncheckedPointIndex(n - 1);\r\n }\r\n /** Return length of the spiral.\r\n * * True length is stored at back of uvParams . . .\r\n */\r\n // use the generic integrator ... public override curveLength() { return this.quickLength(); }\r\n /** Test if `other` is an instance of `TransitionSpiral3d` */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof DirectSpiral3d; }\r\n /** Add strokes from this spiral to `dest`.\r\n * * Linestrings will usually stroke as just their points.\r\n * * If maxEdgeLength is given, this will sub-stroke within the linestring -- not what we want.\r\n */\r\n public emitStrokes(dest: LineString3d, options?: StrokeOptions): void { this.activeStrokes.emitStrokes(dest, options); }\r\n /** emit stroke fragments to `dest` handler. */\r\n public emitStrokableParts(dest: IStrokeHandler, options?: StrokeOptions): void {\r\n const n = this.computeStrokeCountForOptions(options);\r\n const activeStrokes = this.activeStrokes;\r\n dest.startParentCurvePrimitive(this);\r\n if (n <= activeStrokes.numPoints()) {\r\n // this.activeStrokes.emitStrokableParts(dest, options);\r\n dest.announceIntervalForUniformStepStrokes(this, 2 * activeStrokes.numPoints(), 0.0, 1.0);\r\n } else {\r\n dest.announceIntervalForUniformStepStrokes(this, n, 0.0, 1.0);\r\n }\r\n dest.endParentCurvePrimitive(this);\r\n }\r\n\r\n /**\r\n * return the stroke count required for given options.\r\n * @param options StrokeOptions that determine count\r\n */\r\n\r\n public computeStrokeCountForOptions(options?: StrokeOptions): number {\r\n let numStroke;\r\n const nominalRadians = this._nominalL1 / (2.0 * this._nominalR1);\r\n if (options) {\r\n const rMin = Math.abs(this._nominalR1);\r\n numStroke = options.applyTolerancesToArc(rMin, nominalRadians);\r\n numStroke = options.applyMaxEdgeLength(numStroke, this.quickLength());\r\n numStroke = options.applyMinStrokesPerPrimitive(numStroke);\r\n } else {\r\n numStroke = StrokeOptions.applyAngleTol(undefined, 4, nominalRadians, 0.02);\r\n }\r\n numStroke = Math.ceil(this._activeFractionInterval.absoluteDelta() * numStroke);\r\n return numStroke;\r\n }\r\n\r\n /** Reverse the active interval and active strokes.\r\n * * Primary defining data remains unchanged !!!\r\n */\r\n\r\n public reverseInPlace(): void {\r\n this._activeFractionInterval.reverseInPlace();\r\n if (this._activeStrokes === undefined)\r\n this._activeStrokes = this._globalStrokes.clone();\r\n this._activeStrokes.reverseInPlace();\r\n }\r\n /** Evaluate curve point with respect to fraction. */\r\n public fractionToPoint(activeFraction: number, result?: Point3d): Point3d {\r\n const globalFraction = this._activeFractionInterval.fractionToPoint(activeFraction);\r\n result = this._evaluator.fractionToPoint(globalFraction, result);\r\n this.localToWorld.multiplyPoint3d(result, result);\r\n return result;\r\n }\r\n /** Evaluate curve point and derivative with respect to fraction. */\r\n public fractionToPointAndDerivative(activeFraction: number, result?: Ray3d): Ray3d {\r\n const globalFraction = this._activeFractionInterval.fractionToPoint(activeFraction);\r\n result = this._evaluator.fractionToPointAndDerivative(globalFraction, result);\r\n result.direction.scaleInPlace(this._activeFractionInterval.signedDelta());\r\n result.transformInPlace(this.localToWorld);\r\n return result;\r\n }\r\n\r\n /** Return a plane with\r\n *\r\n * * origin at fractional position along the curve\r\n * * vectorU is the first derivative, i.e. tangent vector with length equal to the rate of change with respect to the fraction.\r\n * * vectorV is the second derivative, i.e.derivative of vectorU.\r\n */\r\n\r\n public fractionToPointAnd2Derivatives(activeFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined {\r\n const globalFraction = this._activeFractionInterval.fractionToPoint(activeFraction);\r\n result = this._evaluator.fractionToPointAnd2Derivatives(globalFraction, result);\r\n const a = this._activeFractionInterval.signedDelta();\r\n result.vectorU.scaleInPlace(a);\r\n result.vectorV.scaleInPlace(a * a);\r\n result.transformInPlace(this.localToWorld);\r\n return result;\r\n }\r\n /** Second step of double dispatch: call `handler.handleTransitionSpiral(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleTransitionSpiral(this);\r\n }\r\n /** compare various coordinate quantities */\r\n public override isAlmostEqual(other: any): boolean {\r\n if (other instanceof DirectSpiral3d) {\r\n return Geometry.isSameCoordinate(this._nominalL1, other._nominalL1)\r\n && Geometry.isSameCoordinate(this._nominalR1, other._nominalR1)\r\n && this.localToWorld.isAlmostEqual(other.localToWorld)\r\n && this._activeFractionInterval.isAlmostEqual(other._activeFractionInterval)\r\n && this._evaluator.isAlmostEqual(other._evaluator);\r\n }\r\n return false;\r\n }\r\n}\r\n"]}