@itwin/core-geometry 3.4.0-dev.0 → 3.4.0-dev.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +13 -1
- package/lib/cjs/bspline/BSplineCurve.js +3 -3
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.d.ts +2 -1
- package/lib/cjs/bspline/BezierCurve3dH.d.ts.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js +10 -1
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +1 -0
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js +1 -1
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/esm/bspline/BSplineCurve.js +3 -3
- package/lib/esm/bspline/BSplineCurve.js.map +1 -1
- package/lib/esm/bspline/BezierCurve3dH.d.ts +2 -1
- package/lib/esm/bspline/BezierCurve3dH.d.ts.map +1 -1
- package/lib/esm/bspline/BezierCurve3dH.js +10 -1
- package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js +1 -0
- package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/esm/geometry3d/Ray3d.js +1 -1
- package/lib/esm/geometry3d/Ray3d.js.map +1 -1
- package/package.json +4 -4
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Curve\r\n */\r\n\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { StrokeCountMap } from \"../curve/Query/StrokeCountMap\";\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, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { CurveChain } from \"./CurveCollection\";\r\nimport { CurveExtendMode, CurveExtendOptions, VariantCurveExtendParameter } from \"./CurveExtendMode\";\r\nimport { CurveLocationDetail } from \"./CurveLocationDetail\";\r\nimport { GeometryQuery } from \"./GeometryQuery\";\r\nimport { OffsetOptions } from \"./internalContexts/PolygonOffsetContext\";\r\nimport { LineString3d } from \"./LineString3d\";\r\nimport { Path } from \"./Path\";\r\nimport { StrokeOptions } from \"./StrokeOptions\";\r\n\r\n/**\r\n * * Annotation of an interval of a curve.\r\n * * The interval is marked with two pairs of numbers:\r\n * * * fraction0, fraction1 = fraction parameters along the child curve\r\n * * * distance0,distance1 = distances within containing CurveChainWithDistanceIndex\r\n * @public\r\n */\r\nexport class PathFragment {\r\n /** distance along parent to this fragment start */\r\n public chainDistance0: number;\r\n /** distance along parent to this fragment end */\r\n public chainDistance1: number;\r\n /** Fractional position of this fragment start within its curve primitive. */\r\n public childFraction0: number;\r\n /** Fractional position of this fragment end within its curve primitive.. */\r\n public childFraction1: number;\r\n /** Curve primitive of this fragment, as presented in stroker. Note that his might have become a proxy. */\r\n public childCurve: CurvePrimitive;\r\n /** optional range */\r\n public range?: Range3d;\r\n /** working var for use in searches. */\r\n public a: number;\r\n /** Create a fragment with complete fraction, distance and child data. */\r\n public constructor(childFraction0: number, childFraction1: number, distance0: number, distance1: number, childCurve: CurvePrimitive,\r\n range?: Range3d) {\r\n this.childFraction0 = childFraction0;\r\n this.childFraction1 = childFraction1;\r\n this.chainDistance0 = distance0;\r\n this.chainDistance1 = distance1;\r\n this.childCurve = childCurve;\r\n this.range = range;\r\n this.a = 0;\r\n }\r\n /**\r\n * Return true if the distance is within the distance limits of this fragment.\r\n * @param distance\r\n */\r\n public containsChainDistance(distance: number): boolean {\r\n return distance >= this.chainDistance0 && distance <= this.chainDistance1;\r\n }\r\n// Return a quick distance to the curve. This may be SMALLER than true distance but may\r\n// not be larger.\r\n public quickMinDistanceToChildCurve(spacePoint: Point3d): number {\r\n if (this.range){\r\n return this.range.distanceToPoint (spacePoint);\r\n }\r\n // ugh. have to do real computation ..\r\n const detail = this.childCurve.closestPoint (spacePoint, false);\r\n if (detail)\r\n return detail.a;\r\n return 0;\r\n }\r\n // Return an array with (references to) all the path fragments, sorted smallest to largest on\r\n // the \"a\" value equal to the quick min distance to the fragment\r\n public static collectSortedQuickMinDistances(fragments: PathFragment[], spacePoint: Point3d): PathFragment[]{\r\n const sortedFragments: PathFragment [] = [];\r\n for (const f of fragments){\r\n f.a = f.quickMinDistanceToChildCurve (spacePoint);\r\n sortedFragments.push (f);\r\n }\r\n sortedFragments.sort ((a: PathFragment, b: PathFragment) => a.a- b.a);\r\n return sortedFragments;\r\n }\r\n /**\r\n * Return true if this fragment addresses `curve` and brackets `fraction`\r\n * @param distance\r\n */\r\n public containsChildCurveAndChildFraction(curve: CurvePrimitive, fraction: number): boolean {\r\n return this.childCurve === curve && fraction >= this.childFraction0 && fraction <= this.childFraction1;\r\n }\r\n\r\n /** Convert distance to local fraction, and apply that to interpolate between the stored curve fractions.\r\n * Note that proportional calculation does NOT account for nonuniform parameterization in the child curve.\r\n */\r\n public chainDistanceToInterpolatedChildFraction(distance: number): number {\r\n return Geometry.inverseInterpolate(\r\n this.childFraction0, this.chainDistance0,\r\n this.childFraction1, this.chainDistance1,\r\n distance, this.childFraction0)!; // the interval \"must\" have nonzero length, division should be safe . ..\r\n }\r\n /** Convert chainDistance to true chidFraction, using detailed moveSignedDistanceFromFraction\r\n */\r\n public chainDistanceToAccurateChildFraction(chainDistance: number): number {\r\n // The fragments are really expected to do good mappings in their distance range ...\r\n const childDetail = this.childCurve.moveSignedDistanceFromFraction(\r\n this.childFraction0, chainDistance - this.chainDistance0, false);\r\n return childDetail.fraction;\r\n }\r\n /** Return the scale factor to map childCurve fraction derivatives to chain fraction derivatives\r\n * @param globalDistance total length of the global curve.\r\n */\r\n public fractionScaleFactor(globalDistance: number): number {\r\n return globalDistance * (this.childFraction1 - this.childFraction0) / (this.chainDistance1 - this.chainDistance0);\r\n }\r\n /** Reverse the fraction and distance data.\r\n * * each child fraction `f` is replaced by `1-f`\r\n * * each `chainDistance` is replaced by `totalDistance-chainDistance`\r\n */\r\n public reverseFractionsAndDistances(totalDistance: number) {\r\n const f0 = this.childFraction0;\r\n const f1 = this.childFraction1;\r\n const d0 = this.chainDistance0;\r\n const d1 = this.chainDistance1;\r\n this.childFraction0 = 1.0 - f1;\r\n this.childFraction1 = 1.0 - f0;\r\n this.chainDistance0 = totalDistance - d1;\r\n this.chainDistance1 = totalDistance - d0;\r\n }\r\n /**\r\n * convert a fractional position on the childCurve to distance in the chain space.\r\n * * Return value is SIGNED -- will be negative when fraction < this.childFraction0.\r\n * @param fraction fraction along the curve within this fragment\r\n */\r\n public childFractionTChainDistance(fraction: number): number {\r\n let d = this.childCurve.curveLengthBetweenFractions(this.childFraction0, fraction);\r\n if (fraction < this.childFraction0)\r\n d = -d;\r\n return this.chainDistance0 + d;\r\n }\r\n}\r\n/** Non-instantiable class to build a distance index for a path. */\r\nclass DistanceIndexConstructionContext implements IStrokeHandler {\r\n private _fragments: PathFragment[];\r\n private _accumulatedDistance: number;\r\n private constructor() {\r\n this._accumulatedDistance = 0;\r\n this._fragments = [];\r\n }\r\n // ignore curve announcements -- they are repeated in stroke announcements\r\n public startParentCurvePrimitive(_cp: CurvePrimitive) { }\r\n public startCurvePrimitive(_cp: CurvePrimitive) { }\r\n public endParentCurvePrimitive(_cp: CurvePrimitive) { }\r\n public endCurvePrimitive(_cp: CurvePrimitive) { }\r\n // um .. we need to see curves? how to reject?\r\n public announcePointTangent(_xyz: Point3d, _fraction: number, _tangent: Vector3d) { }\r\n /** Announce numPoints interpolated between point0 and point1, with associated fractions */\r\n public announceSegmentInterval(\r\n cp: CurvePrimitive,\r\n point0: Point3d,\r\n point1: Point3d,\r\n numStrokes: number,\r\n fraction0: number,\r\n fraction1: number): void {\r\n const fragmentPoint0 = point0.clone ();\r\n const fragmentPoint1 = point1.clone ();\r\n let d0 = this._accumulatedDistance;\r\n if (numStrokes <= 1) {\r\n this._accumulatedDistance += point0.distance(point1);\r\n this._fragments.push(new PathFragment(fraction0, fraction1, d0, this._accumulatedDistance, cp,\r\n Range3d.create (fragmentPoint0, fragmentPoint1)));\r\n } else {\r\n let f1;\r\n for (let i = 1, f0 = fraction0; i <= numStrokes; i++, f0 = f1) {\r\n f1 = Geometry.interpolate(fraction0, i / numStrokes, fraction1);\r\n point0.interpolate (fraction1, point1, fragmentPoint1);\r\n d0 = this._accumulatedDistance;\r\n this._accumulatedDistance += (Math.abs(f1 - f0) * point0.distance(point1));\r\n this._fragments.push(new PathFragment(f0, f1, d0, this._accumulatedDistance, cp,\r\n Range3d.create (fragmentPoint0, fragmentPoint1)));\r\n fragmentPoint0.setFrom (fragmentPoint1);\r\n }\r\n }\r\n }\r\n public announceIntervalForUniformStepStrokes(\r\n cp: CurvePrimitive,\r\n numStrokes: number,\r\n fraction0: number,\r\n fraction1: number): void {\r\n let f1, d, d0;\r\n for (let i = 1, f0 = fraction0; i <= numStrokes; i++, f0 = f1) {\r\n f1 = Geometry.interpolate(fraction0, i / numStrokes, fraction1);\r\n d = cp.curveLengthBetweenFractions(f0, f1);\r\n d0 = this._accumulatedDistance;\r\n this._accumulatedDistance += d;\r\n const range = cp.rangeBetweenFractions (f0, f1);\r\n this._fragments.push(new PathFragment(f0, f1, d0, this._accumulatedDistance, cp, range));\r\n }\r\n }\r\n public needPrimaryGeometryForStrokes?(): boolean { return true;}\r\n public static createPathFragmentIndex(path: CurveChain, options?: StrokeOptions): PathFragment[] {\r\n const handler = new DistanceIndexConstructionContext();\r\n for (const curve of path.children) {\r\n curve.emitStrokableParts(handler, options);\r\n }\r\n const fragments = handler._fragments;\r\n return fragments;\r\n }\r\n}\r\n/**\r\n * `CurveChainWithDistanceIndex` is a CurvePrimitive whose fractional parameterization is proportional to true\r\n * distance along a CurveChain.\r\n * * The curve chain can be any type derived from CurveChain.\r\n * * * i.e. either a `Path` or a `Loop`\r\n * @public\r\n */\r\nexport class CurveChainWithDistanceIndex extends CurvePrimitive {\r\n /** String name for schema properties */\r\n public readonly curvePrimitiveType = \"curveChainWithDistanceIndex\";\r\n\r\n private _path: CurveChain;\r\n private _fragments: PathFragment[];\r\n private _totalLength: number; // matches final fragment distance1.\r\n /** Test if other is a `CurveChainWithDistanceIndex` */\r\n public isSameGeometryClass(other: GeometryQuery): boolean { return other instanceof CurveChainWithDistanceIndex; }\r\n // final assembly of CurveChainWithDistanceIndex -- caller must create valid fragment index.\r\n private constructor(path: CurveChain, fragments: PathFragment[]) {\r\n super();\r\n this._path = path;\r\n this._fragments = fragments;\r\n this._totalLength = fragments.length > 0 ? fragments[fragments.length - 1].chainDistance1 : 0;\r\n }\r\n /**\r\n * Create a clone, transformed and with its own distance index.\r\n * @param transform transform to apply in the clone.\r\n */\r\n public cloneTransformed(transform: Transform): CurveChainWithDistanceIndex | undefined {\r\n const c = this._path.clone();\r\n if (c instanceof CurveChain && c.tryTransformInPlace(transform))\r\n return CurveChainWithDistanceIndex.createCapture(c);\r\n return undefined;\r\n }\r\n /** Reference to the contained path.\r\n * * Do not modify the path. The distance index will be wrong.\r\n */\r\n public get path(): CurveChain { return this._path; }\r\n\r\n /** Return a deep clone */\r\n public clone(): CurveChainWithDistanceIndex {\r\n const c = this._path.clone() as CurveChain;\r\n return CurveChainWithDistanceIndex.createCapture(c);\r\n }\r\n\r\n /** Return a deep clone */\r\n public override clonePartialCurve(_fractionA: number, _fractionB: number): CurveChainWithDistanceIndex | undefined {\r\n if (_fractionA === _fractionB)\r\n return undefined;\r\n let fractionA = _fractionA;\r\n let fractionB = _fractionB;\r\n const reversed = _fractionA > _fractionB;\r\n if (reversed){\r\n fractionA = _fractionB;\r\n fractionB = _fractionA;\r\n }\r\n const chainDistanceA = fractionA * this._totalLength;\r\n const chainDistanceB = fractionB * this._totalLength;\r\n const newPath = Path.create ();\r\n const fragmentA = this.chainDistanceToFragment(chainDistanceA, true);\r\n const fragmentB = this.chainDistanceToFragment (chainDistanceB, true);\r\n if (!fragmentA || !fragmentB)\r\n return undefined;\r\n const childCurveIndexA = this._path.childIndex (fragmentA.childCurve);\r\n const childCurveIndexB = this._path.childIndex(fragmentB.childCurve);\r\n const childFractionA = fragmentA.chainDistanceToAccurateChildFraction (chainDistanceA);\r\n const childFractionB = fragmentB.chainDistanceToAccurateChildFraction (chainDistanceB);\r\n if (childCurveIndexA === undefined || childCurveIndexB === undefined)\r\n return undefined;\r\n // add a (possibly reversed) partial clone to newPath\r\n const addPartialChild = (childCurve: CurvePrimitive, childFraction0: number, childFraction1: number, reversedClone: boolean): boolean => {\r\n if (fractionA === fractionB)\r\n return false;\r\n let newCurve;\r\n if (fractionA === 0.0 && fractionB === 1.0){\r\n newCurve = childCurve.clone ();\r\n if (reversed)\r\n newCurve.reverseInPlace ();\r\n } else {\r\n newCurve = reversedClone?\r\n childCurve.clonePartialCurve (childFraction1, childFraction0)\r\n : childCurve.clonePartialCurve (childFraction0, childFraction1);\r\n }\r\n if (newCurve){\r\n newPath.children.push(newCurve);\r\n return true;\r\n }\r\n return false;\r\n };\r\n\r\n if (fragmentA.childCurve === fragmentB.childCurve){\r\n // the two distances are within the same curve.\r\n if (addPartialChild (fragmentA.childCurve, childFractionA, childFractionB, reversed))\r\n return CurveChainWithDistanceIndex.createCapture (newPath); // singleton -- children[] does not need to be reversed.\r\n return undefined;\r\n }\r\n addPartialChild (this._path.children[childCurveIndexA], childFractionA, 1.0, reversed);\r\n // at least two distinct children are impacted ....\r\n for (let childIndex = childCurveIndexA + 1; childIndex < childCurveIndexB; childIndex++){\r\n addPartialChild (this._path.children[childIndex], 0.0, 1.0, reversed);\r\n }\r\n addPartialChild (this._path.children[childCurveIndexB], 0.0, childFractionB, reversed);\r\n // This reverses array entries but not orientation within each curve ...\r\n if (reversed)\r\n newPath.children.reverse ();\r\n return CurveChainWithDistanceIndex.createCapture (newPath);\r\n }\r\n\r\n /** Ask if the curve is within tolerance of a plane.\r\n * @returns Returns true if the curve is completely within tolerance of the plane.\r\n */\r\n public isInPlane(plane: Plane3dByOriginAndUnitNormal): boolean {\r\n for (const c of this._path.children) {\r\n if (!c.isInPlane(plane))\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /** return the start point of the primitive. The default implementation returns fractionToPoint (0.0) */\r\n public override startPoint(result?: Point3d): Point3d {\r\n const c = this._path.cyclicCurvePrimitive(0);\r\n if (c)\r\n return c.startPoint(result);\r\n return Point3d.createZero(result);\r\n }\r\n /** Return the end point of the primitive. The default implementation returns fractionToPoint(1.0) */\r\n public override endPoint(result?: Point3d): Point3d {\r\n const c = this._path.cyclicCurvePrimitive(-1);\r\n if (c)\r\n return c.endPoint(result);\r\n return Point3d.createZero(result);\r\n }\r\n /** Add strokes to caller-supplied linestring */\r\n public emitStrokes(dest: LineString3d, options?: StrokeOptions): void {\r\n for (const c of this._path.children) {\r\n c.emitStrokes(dest, options);\r\n }\r\n }\r\n /** Ask the curve to announce points and simple subcurve fragments for stroking.\r\n * See IStrokeHandler for description of the sequence of the method calls.\r\n */\r\n public emitStrokableParts(dest: IStrokeHandler, options?: StrokeOptions): void {\r\n for (const c of this._path.children) {\r\n c.emitStrokableParts(dest, options);\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 public computeStrokeCountForOptions(options?: StrokeOptions): number {\r\n let numStroke = 0;\r\n for (const c of this._path.children) {\r\n numStroke += c.computeStrokeCountForOptions(options);\r\n }\r\n return numStroke;\r\n }\r\n /**\r\n * Return an array containing only the curve primitives.\r\n * * This DEFAULT simply pushes `this` to the collectorArray.\r\n * * CurvePrimitiveWithDistanceIndex optionally collects its members.\r\n * @param collectorArray array to receive primitives (pushed -- the array is not cleared)\r\n * @param smallestPossiblePrimitives if false, CurvePrimitiveWithDistanceIndex returns only itself. If true, it recurses to its (otherwise hidden) children.\r\n */\r\n public override collectCurvePrimitivesGo(collectorArray: CurvePrimitive[], smallestPossiblePrimitives: boolean = false, explodeLineStrings: boolean = false) {\r\n if (smallestPossiblePrimitives) {\r\n for (const c of this._path.children) {\r\n c.collectCurvePrimitivesGo(collectorArray, smallestPossiblePrimitives, explodeLineStrings);\r\n }\r\n } else {\r\n collectorArray.push(this);\r\n }\r\n }\r\n\r\n /**\r\n * construct StrokeCountMap for each child, accumulating data to stroke count map for this primitive.\r\n * @param options StrokeOptions that determine count\r\n * @param parentStrokeMap evolving parent map.\r\n */\r\n public override computeAndAttachRecursiveStrokeCounts(options?: StrokeOptions, parentStrokeMap?: StrokeCountMap) {\r\n const myMap = StrokeCountMap.createWithCurvePrimitiveAndOptionalParent(this, parentStrokeMap);\r\n for (const c of this._path.children) {\r\n c.computeAndAttachRecursiveStrokeCounts(options, myMap);\r\n }\r\n CurvePrimitive.installStrokeCountMap(this, myMap, parentStrokeMap);\r\n }\r\n /** Second step of double dispatch: call `this._path.dispatchToGeometryHandler (handler)`\r\n * * Note that this exposes the children individually to the handler.\r\n */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return this._path.dispatchToGeometryHandler(handler);\r\n }\r\n /** Extend (increase) `rangeToExtend` as needed to include these curves (optionally transformed)\r\n */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform): void {\r\n this._path.extendRange(rangeToExtend, transform);\r\n }\r\n /**\r\n *\r\n * * Curve length is always positive.\r\n * @returns Returns a (high accuracy) length of the curve between fractional positions\r\n * @returns Returns the length of the curve.\r\n */\r\n public override curveLengthBetweenFractions(fraction0: number, fraction1: number): number {\r\n return Math.abs(fraction1 - fraction0) * this._totalLength;\r\n }\r\n /**\r\n * Capture (not clone) a path into a new `CurveChainWithDistanceIndex`\r\n * @param primitives primitive array to be CAPTURED (not cloned)\r\n */\r\n public static createCapture(path: CurveChain, options?: StrokeOptions): CurveChainWithDistanceIndex {\r\n const fragments = DistanceIndexConstructionContext.createPathFragmentIndex(path, options);\r\n const result = new CurveChainWithDistanceIndex(path, fragments);\r\n return result;\r\n }\r\n\r\n /**\r\n * Resolve a fraction of the CurveChain to a PathFragment\r\n * @param distance\r\n * @param allowExtrapolation\r\n */\r\n protected chainDistanceToFragment(distance: number, allowExtrapolation: boolean = false): PathFragment | undefined {\r\n const numFragments = this._fragments.length;\r\n const fragments = this._fragments;\r\n if (numFragments > 0) {\r\n if (distance < 0.0)\r\n return allowExtrapolation ? fragments[0] : undefined;\r\n if (distance >= this._totalLength)\r\n return allowExtrapolation ? fragments[numFragments - 1] : undefined;\r\n // humbug, linear search\r\n for (const fragment of fragments) {\r\n if (fragment.containsChainDistance(distance)) return fragment;\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Resolve a fraction of the CurveChain to a PathFragment index\r\n * @param distance\r\n * @param allowExtrapolation\r\n */\r\n protected chainDistanceToFragmentIndex(distance: number, allowExtrapolation: boolean = false): number | undefined {\r\n const numFragments = this._fragments.length;\r\n const fragments = this._fragments;\r\n if (numFragments > 0) {\r\n if (distance < 0.0)\r\n return allowExtrapolation ? 0 : undefined;\r\n if (distance > this._totalLength)\r\n return allowExtrapolation ? (numFragments - 1) : undefined;\r\n // humbug, linear search\r\n for (let i = 0; i < numFragments; i++) {\r\n if (fragments[i].containsChainDistance(distance)) return i;\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Convert distance along the chain to fraction along the chain.\r\n * @param distance distance along the chain\r\n */\r\n public chainDistanceToChainFraction(distance: number): number { return distance / this._totalLength; }\r\n /**\r\n * Resolve a fraction within a specific curve to a fragment.\r\n * @param curve\r\n * @param fraction\r\n */\r\n protected curveAndChildFractionToFragment(curve: CurvePrimitive, fraction: number): PathFragment | undefined {\r\n const numFragments = this._fragments.length;\r\n const fragments = this._fragments;\r\n if (numFragments > 0) {\r\n // humbug, linear search\r\n for (const fragment of fragments) {\r\n if (fragment.containsChildCurveAndChildFraction(curve, fraction)) return fragment;\r\n }\r\n if (fraction <= 0)\r\n return fragments[0];\r\n if (fraction > 1.0)\r\n return fragments[numFragments - 1];\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Returns the total length of curves.\r\n */\r\n public override curveLength(): number {\r\n return this._totalLength;\r\n }\r\n /**\r\n * Returns the total length of the path.\r\n * * This is exact (and simple property lookup) because the true lengths were summed at construction time.\r\n */\r\n public quickLength(): number {\r\n return this._totalLength;\r\n }\r\n\r\n /**\r\n * Return the point (x,y,z) on the curve at fractional position along the chain.\r\n * @param fraction fractional position along the geometry.\r\n * @returns Returns a point on the curve.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d {\r\n const chainDistance = fraction * this._totalLength;\r\n const fragment = this.chainDistanceToFragment(chainDistance, true);\r\n if (fragment) {\r\n const childFraction = fragment.chainDistanceToAccurateChildFraction(chainDistance);\r\n return fragment.childCurve.fractionToPoint(childFraction, result);\r\n }\r\n // no fragment found. Use _fragments[0]\r\n // fragment = this.chainDistanceToFragment(chainDistance, true);\r\n return this._fragments[0].childCurve.fractionToPoint(0.0, result);\r\n }\r\n\r\n /** Return the point (x,y,z) and derivative on the curve at fractional position.\r\n *\r\n * * Note that this derivative is \"derivative of xyz with respect to fraction.\"\r\n * * this derivative shows the speed of the \"fractional point\" moving along the curve.\r\n * * this is not generally a unit vector. use fractionToPointAndUnitTangent for a unit vector.\r\n * @param fraction fractional position along the geometry.\r\n * @returns Returns a ray whose origin is the curve point and direction is the derivative with respect to the fraction.\r\n */\r\n public fractionToPointAndDerivative(fraction: number, result?: Ray3d): Ray3d {\r\n const distanceAlongPath = fraction * this._totalLength;\r\n const fragment = this.chainDistanceToFragment(distanceAlongPath, true)!;\r\n const curveFraction = fragment.chainDistanceToAccurateChildFraction(distanceAlongPath);\r\n result = fragment.childCurve.fractionToPointAndDerivative(curveFraction, result);\r\n const a = this._totalLength / result.direction.magnitude();\r\n result.direction.scaleInPlace(a);\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns a ray whose origin is the curve point and direction is the unit tangent.\r\n * @param fraction fractional position on the curve\r\n * @param result optional receiver for the result.\r\n * Returns a ray whose origin is the curve point and direction is the unit tangent.\r\n */\r\n public override fractionToPointAndUnitTangent(fraction: number, result?: Ray3d): Ray3d {\r\n const distanceAlongPath = fraction * this._totalLength;\r\n const fragment = this.chainDistanceToFragment(distanceAlongPath, true)!;\r\n const curveFraction = fragment.chainDistanceToAccurateChildFraction(distanceAlongPath);\r\n result = fragment.childCurve.fractionToPointAndDerivative(curveFraction, result);\r\n result.direction.normalizeInPlace();\r\n return result;\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 public fractionToPointAnd2Derivatives(fraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined {\r\n const totalLength = this._totalLength;\r\n const distanceAlongPath = fraction * totalLength;\r\n const fragment = this.chainDistanceToFragment(distanceAlongPath, true)!;\r\n const curveFraction = fragment.chainDistanceToAccurateChildFraction(distanceAlongPath);\r\n result = fragment.childCurve.fractionToPointAnd2Derivatives(curveFraction, result);\r\n if (!result)\r\n return undefined;\r\n const dotUU = result.vectorU.magnitudeSquared();\r\n const magU = Math.sqrt(dotUU);\r\n const dotUV = result.vectorU.dotProduct(result.vectorV);\r\n const duds = 1.0 / magU;\r\n const a = duds * duds;\r\n Vector3d.createAdd2Scaled(result.vectorV, a, result.vectorU, -a * dotUV / dotUU, result.vectorV); // IN PLACE update to vectorV.\r\n result.vectorU.scale(duds);\r\n // scale for 0..1 parameterization ....\r\n result.vectorU.scaleInPlace(totalLength);\r\n result.vectorV.scaleInPlace(totalLength * totalLength);\r\n return result;\r\n }\r\n /** Attempt to transform in place.\r\n * * Warning: If any child fails, this object becomes invalid. But that should never happen.\r\n */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n let numFail = 0;\r\n for (const c of this._path.children) {\r\n if (!c.tryTransformInPlace(transform))\r\n numFail++;\r\n }\r\n return numFail === 0;\r\n }\r\n /** Reverse the curve's data so that its fractional stroking moves in the opposite direction. */\r\n public reverseInPlace(): void {\r\n this._path.reverseChildrenInPlace();\r\n const totalLength = this._totalLength;\r\n for (const fragment of this._fragments)\r\n fragment.reverseFractionsAndDistances(totalLength);\r\n for (let i = 0, j = this._fragments.length - 1; i < j; i++, j--) {\r\n const fragment = this._fragments[i];\r\n this._fragments[i] = this._fragments[j];\r\n this._fragments[j] = fragment;\r\n }\r\n }\r\n /**\r\n * Test for equality conditions:\r\n * * Mismatched totalLength is a quick exit condition\r\n * * If totalLength matches, recurse to the path for matching primitives.\r\n * @param other\r\n */\r\n public override isAlmostEqual(other: GeometryQuery): boolean {\r\n if (other instanceof CurveChainWithDistanceIndex) {\r\n return Geometry.isSameCoordinate(this._totalLength, other._totalLength)\r\n && this._path.isAlmostEqual(other._path);\r\n }\r\n return false;\r\n }\r\n\r\n /** Implement moveSignedDistanceFromFraction.\r\n * * See `CurvePrimitive` for parameter details.\r\n * * The returned location directly identifies fractional position along the CurveChainWithDistanceIndex, and has pointer to an additional detail for the child curve.\r\n */\r\n public override moveSignedDistanceFromFraction(startFraction: number, signedDistance: number, allowExtension: boolean, result?: CurveLocationDetail): CurveLocationDetail {\r\n const distanceA = startFraction * this._totalLength;\r\n const distanceB = distanceA + signedDistance;\r\n const fragmentB = this.chainDistanceToFragment(distanceB, true)!;\r\n const childDetail = fragmentB.childCurve.moveSignedDistanceFromFraction(fragmentB.childFraction0, distanceB - fragmentB.chainDistance0, allowExtension, result);\r\n const endFraction = startFraction + (signedDistance / this._totalLength);\r\n const chainDetail = CurveLocationDetail.createConditionalMoveSignedDistance(allowExtension, this, startFraction, endFraction, signedDistance, result);\r\n chainDetail.childDetail = childDetail;\r\n return chainDetail;\r\n }\r\n\r\n/**\r\n *\r\n * The returned object has\r\n * * numCalls = number of times closestPoint was called.\r\n * * numCurvesTested = number of curves tested with full closestPoint\r\n * * numAssigned = number of times a new minimum value was recorded\r\n * * numCandidate = number of curves that would be tested in worst case.\r\n * return an object summarizing closest point test counts\r\n * @param clear if true, counts are cleared after the return object is formed.\r\n */\r\n public static getClosestPointTestCounts(clear: boolean = true):\r\n {numCalls: number, numTested: number, numAssigned: number, numCandidate: number}{\r\n const a = {\r\n numCalls: this._numCalls,\r\n numTested: this._numTested,\r\n numAssigned: this._numAssigned,\r\n numCandidate: this._numCandidate};\r\n\r\n if (clear){\r\n this._numTested = this._numAssigned = this._numCandidate = 0;\r\n }\r\n return a;\r\n }\r\n private static _numCalls = 0;\r\n private static _numTested = 0;\r\n private static _numAssigned = 0;\r\n private static _numCandidate = 0;\r\n /** Search for the curve point that is closest to the spacePoint.\r\n * * The CurveChainWithDistanceIndex invokes the base class CurvePrimitive method, which\r\n * (via a handler) determines a CurveLocation detail among the children.\r\n * * The returned detail directly identifies fractional position along the CurveChainWithDistanceIndex, and has pointer to an additional detail for the child curve.\r\n * @param spacePoint point in space\r\n * @param extend true to extend the curve\r\n * @returns Returns a CurveLocationDetail structure that holds the details of the close point.\r\n */\r\n public override closestPoint(spacePoint: Point3d, extend: VariantCurveExtendParameter): CurveLocationDetail | undefined {\r\n let childDetail: CurveLocationDetail | undefined;\r\n let aMin = Number.MAX_VALUE;\r\n const numChildren = this.path.children.length;\r\n if (numChildren === 1) {\r\n childDetail = this.path.children[0].closestPoint(spacePoint, extend);\r\n } else {\r\n const sortedFragments = PathFragment.collectSortedQuickMinDistances (this._fragments, spacePoint);\r\n const extend0 = [CurveExtendOptions.resolveVariantCurveExtendParameterToCurveExtendMode(extend, 0), CurveExtendMode.None];\r\n const extend1 = [CurveExtendMode.None, CurveExtendOptions.resolveVariantCurveExtendParameterToCurveExtendMode(extend, 1)];\r\n const fragment0 = this._fragments[0];\r\n const fragment1 = this._fragments[this._fragments.length - 1];\r\n CurveChainWithDistanceIndex._numCalls++;\r\n CurveChainWithDistanceIndex._numCandidate+= sortedFragments.length;\r\n for (const f of sortedFragments) {\r\n if (f.a >aMin)\r\n break;\r\n CurveChainWithDistanceIndex._numTested++;\r\n const child = f.childCurve;\r\n const detailA = child.closestPoint(spacePoint,\r\n f === fragment0 ? extend0 : f === fragment1 ? extend1 : false);\r\n if (detailA && detailA.a < aMin) {\r\n aMin = detailA.a;\r\n childDetail = CurveLocationDetail.createCurveFractionPoint(detailA.curve, detailA.fraction, detailA.point, childDetail)!;\r\n childDetail.a = detailA.a;\r\n CurveChainWithDistanceIndex._numAssigned++;\r\n }\r\n }\r\n\r\n }\r\n if (!childDetail)\r\n return undefined;\r\n const fragment = this.curveAndChildFractionToFragment(childDetail.curve!, childDetail.fraction);\r\n if (fragment) {\r\n const chainDistance = fragment.childFractionTChainDistance(childDetail.fraction);\r\n const chainFraction = this.chainDistanceToChainFraction(chainDistance);\r\n const chainDetail = CurveLocationDetail.createCurveFractionPoint(this, chainFraction, childDetail.point);\r\n chainDetail.childDetail = childDetail;\r\n return chainDetail;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Construct an offset of each child as viewed in the xy-plane (ignoring z).\r\n * * No attempt is made to join the offset children. Use RegionOps.constructCurveXYOffset() to return a fully joined offset.\r\n * @param offsetDistanceOrOptions offset distance (positive to left of the instance curve), or options object\r\n */\r\n public override constructOffsetXY(offsetDistanceOrOptions: number | OffsetOptions): CurvePrimitive | CurvePrimitive[] | undefined {\r\n const options = OffsetOptions.create(offsetDistanceOrOptions);\r\n const offsets: CurvePrimitive[] = [];\r\n for (const prim of this.collectCurvePrimitives(undefined, true, true)) {\r\n const offset = prim.constructOffsetXY(options);\r\n if (offset !== undefined) {\r\n if (offset instanceof CurvePrimitive)\r\n offsets.push(offset);\r\n else if (Array.isArray(offset))\r\n offset.forEach((cp) => offsets.push(cp));\r\n }\r\n }\r\n return offsets;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Curve\r\n */\r\n\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { StrokeCountMap } from \"../curve/Query/StrokeCountMap\";\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, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { CurveChain } from \"./CurveCollection\";\r\nimport { CurveExtendMode, CurveExtendOptions, VariantCurveExtendParameter } from \"./CurveExtendMode\";\r\nimport { CurveLocationDetail } from \"./CurveLocationDetail\";\r\nimport { GeometryQuery } from \"./GeometryQuery\";\r\nimport { OffsetOptions } from \"./internalContexts/PolygonOffsetContext\";\r\nimport { LineString3d } from \"./LineString3d\";\r\nimport { Path } from \"./Path\";\r\nimport { StrokeOptions } from \"./StrokeOptions\";\r\n\r\n/**\r\n * * Annotation of an interval of a curve.\r\n * * The interval is marked with two pairs of numbers:\r\n * * * fraction0, fraction1 = fraction parameters along the child curve\r\n * * * distance0,distance1 = distances within containing CurveChainWithDistanceIndex\r\n * @public\r\n */\r\nexport class PathFragment {\r\n /** distance along parent to this fragment start */\r\n public chainDistance0: number;\r\n /** distance along parent to this fragment end */\r\n public chainDistance1: number;\r\n /** Fractional position of this fragment start within its curve primitive. */\r\n public childFraction0: number;\r\n /** Fractional position of this fragment end within its curve primitive.. */\r\n public childFraction1: number;\r\n /** Curve primitive of this fragment, as presented in stroker. Note that his might have become a proxy. */\r\n public childCurve: CurvePrimitive;\r\n /** optional range */\r\n public range?: Range3d;\r\n /** working var for use in searches. */\r\n public a: number;\r\n /** Create a fragment with complete fraction, distance and child data. */\r\n public constructor(childFraction0: number, childFraction1: number, distance0: number, distance1: number, childCurve: CurvePrimitive,\r\n range?: Range3d) {\r\n this.childFraction0 = childFraction0;\r\n this.childFraction1 = childFraction1;\r\n this.chainDistance0 = distance0;\r\n this.chainDistance1 = distance1;\r\n this.childCurve = childCurve;\r\n this.range = range;\r\n this.a = 0;\r\n }\r\n /**\r\n * Return true if the distance is within the distance limits of this fragment.\r\n * @param distance\r\n */\r\n public containsChainDistance(distance: number): boolean {\r\n return distance >= this.chainDistance0 && distance <= this.chainDistance1;\r\n }\r\n// Return a quick distance to the curve. This may be SMALLER than true distance but may\r\n// not be larger.\r\n public quickMinDistanceToChildCurve(spacePoint: Point3d): number {\r\n if (this.range){\r\n return this.range.distanceToPoint (spacePoint);\r\n }\r\n // ugh. have to do real computation ..\r\n const detail = this.childCurve.closestPoint (spacePoint, false);\r\n if (detail)\r\n return detail.a;\r\n return 0;\r\n }\r\n // Return an array with (references to) all the path fragments, sorted smallest to largest on\r\n // the \"a\" value equal to the quick min distance to the fragment\r\n public static collectSortedQuickMinDistances(fragments: PathFragment[], spacePoint: Point3d): PathFragment[]{\r\n const sortedFragments: PathFragment [] = [];\r\n for (const f of fragments){\r\n f.a = f.quickMinDistanceToChildCurve (spacePoint);\r\n sortedFragments.push (f);\r\n }\r\n sortedFragments.sort ((a: PathFragment, b: PathFragment) => a.a- b.a);\r\n return sortedFragments;\r\n }\r\n /**\r\n * Return true if this fragment addresses `curve` and brackets `fraction`\r\n * @param distance\r\n */\r\n public containsChildCurveAndChildFraction(curve: CurvePrimitive, fraction: number): boolean {\r\n return this.childCurve === curve && fraction >= this.childFraction0 && fraction <= this.childFraction1;\r\n }\r\n\r\n /** Convert distance to local fraction, and apply that to interpolate between the stored curve fractions.\r\n * Note that proportional calculation does NOT account for nonuniform parameterization in the child curve.\r\n */\r\n public chainDistanceToInterpolatedChildFraction(distance: number): number {\r\n return Geometry.inverseInterpolate(\r\n this.childFraction0, this.chainDistance0,\r\n this.childFraction1, this.chainDistance1,\r\n distance, this.childFraction0)!; // the interval \"must\" have nonzero length, division should be safe . ..\r\n }\r\n /** Convert chainDistance to true chidFraction, using detailed moveSignedDistanceFromFraction\r\n */\r\n public chainDistanceToAccurateChildFraction(chainDistance: number): number {\r\n // The fragments are really expected to do good mappings in their distance range ...\r\n const childDetail = this.childCurve.moveSignedDistanceFromFraction(\r\n this.childFraction0, chainDistance - this.chainDistance0, false);\r\n return childDetail.fraction;\r\n }\r\n /** Return the scale factor to map childCurve fraction derivatives to chain fraction derivatives\r\n * @param globalDistance total length of the global curve.\r\n */\r\n public fractionScaleFactor(globalDistance: number): number {\r\n return globalDistance * (this.childFraction1 - this.childFraction0) / (this.chainDistance1 - this.chainDistance0);\r\n }\r\n /** Reverse the fraction and distance data.\r\n * * each child fraction `f` is replaced by `1-f`\r\n * * each `chainDistance` is replaced by `totalDistance-chainDistance`\r\n */\r\n public reverseFractionsAndDistances(totalDistance: number) {\r\n const f0 = this.childFraction0;\r\n const f1 = this.childFraction1;\r\n const d0 = this.chainDistance0;\r\n const d1 = this.chainDistance1;\r\n this.childFraction0 = 1.0 - f1;\r\n this.childFraction1 = 1.0 - f0;\r\n this.chainDistance0 = totalDistance - d1;\r\n this.chainDistance1 = totalDistance - d0;\r\n }\r\n /**\r\n * convert a fractional position on the childCurve to distance in the chain space.\r\n * * Return value is SIGNED -- will be negative when fraction < this.childFraction0.\r\n * @param fraction fraction along the curve within this fragment\r\n */\r\n public childFractionTChainDistance(fraction: number): number {\r\n let d = this.childCurve.curveLengthBetweenFractions(this.childFraction0, fraction);\r\n if (fraction < this.childFraction0)\r\n d = -d;\r\n return this.chainDistance0 + d;\r\n }\r\n}\r\n/** Non-instantiable class to build a distance index for a path. */\r\nclass DistanceIndexConstructionContext implements IStrokeHandler {\r\n private _fragments: PathFragment[];\r\n private _accumulatedDistance: number;\r\n private constructor() {\r\n this._accumulatedDistance = 0;\r\n this._fragments = [];\r\n }\r\n // ignore curve announcements -- they are repeated in stroke announcements\r\n public startParentCurvePrimitive(_cp: CurvePrimitive) { }\r\n public startCurvePrimitive(_cp: CurvePrimitive) { }\r\n public endParentCurvePrimitive(_cp: CurvePrimitive) { }\r\n public endCurvePrimitive(_cp: CurvePrimitive) { }\r\n // um .. we need to see curves? how to reject?\r\n public announcePointTangent(_xyz: Point3d, _fraction: number, _tangent: Vector3d) { }\r\n /** Announce numPoints interpolated between point0 and point1, with associated fractions */\r\n public announceSegmentInterval(\r\n cp: CurvePrimitive,\r\n point0: Point3d,\r\n point1: Point3d,\r\n numStrokes: number,\r\n fraction0: number,\r\n fraction1: number): void {\r\n const fragmentPoint0 = point0.clone ();\r\n const fragmentPoint1 = point1.clone ();\r\n let d0 = this._accumulatedDistance;\r\n if (numStrokes <= 1) {\r\n this._accumulatedDistance += point0.distance(point1);\r\n this._fragments.push(new PathFragment(fraction0, fraction1, d0, this._accumulatedDistance, cp,\r\n Range3d.create (fragmentPoint0, fragmentPoint1)));\r\n } else {\r\n let f1;\r\n for (let i = 1, f0 = fraction0; i <= numStrokes; i++, f0 = f1) {\r\n f1 = Geometry.interpolate(fraction0, i / numStrokes, fraction1);\r\n point0.interpolate (fraction1, point1, fragmentPoint1);\r\n d0 = this._accumulatedDistance;\r\n this._accumulatedDistance += (Math.abs(f1 - f0) * point0.distance(point1));\r\n this._fragments.push(new PathFragment(f0, f1, d0, this._accumulatedDistance, cp,\r\n Range3d.create (fragmentPoint0, fragmentPoint1)));\r\n fragmentPoint0.setFrom (fragmentPoint1);\r\n }\r\n }\r\n }\r\n public announceIntervalForUniformStepStrokes(\r\n cp: CurvePrimitive,\r\n numStrokes: number,\r\n fraction0: number,\r\n fraction1: number): void {\r\n let f1, d, d0;\r\n for (let i = 1, f0 = fraction0; i <= numStrokes; i++, f0 = f1) {\r\n f1 = Geometry.interpolate(fraction0, i / numStrokes, fraction1);\r\n d = cp.curveLengthBetweenFractions(f0, f1);\r\n d0 = this._accumulatedDistance;\r\n this._accumulatedDistance += d;\r\n const range = cp.rangeBetweenFractions (f0, f1);\r\n this._fragments.push(new PathFragment(f0, f1, d0, this._accumulatedDistance, cp, range));\r\n }\r\n }\r\n public needPrimaryGeometryForStrokes?(): boolean { return true;}\r\n public static createPathFragmentIndex(path: CurveChain, options?: StrokeOptions): PathFragment[] {\r\n const handler = new DistanceIndexConstructionContext();\r\n for (const curve of path.children) {\r\n curve.emitStrokableParts(handler, options);\r\n }\r\n const fragments = handler._fragments;\r\n return fragments;\r\n }\r\n}\r\n/**\r\n * `CurveChainWithDistanceIndex` is a CurvePrimitive whose fractional parameterization is proportional to true\r\n * distance along a CurveChain.\r\n * * The curve chain can be any type derived from CurveChain.\r\n * * * i.e. either a `Path` or a `Loop`\r\n * @public\r\n */\r\nexport class CurveChainWithDistanceIndex extends CurvePrimitive {\r\n /** String name for schema properties */\r\n public readonly curvePrimitiveType = \"curveChainWithDistanceIndex\";\r\n\r\n private _path: CurveChain;\r\n private _fragments: PathFragment[];\r\n private _totalLength: number; // matches final fragment distance1.\r\n /** Test if other is a `CurveChainWithDistanceIndex` */\r\n public isSameGeometryClass(other: GeometryQuery): boolean { return other instanceof CurveChainWithDistanceIndex; }\r\n // final assembly of CurveChainWithDistanceIndex -- caller must create valid fragment index.\r\n private constructor(path: CurveChain, fragments: PathFragment[]) {\r\n super();\r\n this._path = path;\r\n this._fragments = fragments;\r\n this._totalLength = fragments.length > 0 ? fragments[fragments.length - 1].chainDistance1 : 0;\r\n }\r\n /**\r\n * Create a clone, transformed and with its own distance index.\r\n * @param transform transform to apply in the clone.\r\n */\r\n public cloneTransformed(transform: Transform): CurveChainWithDistanceIndex | undefined {\r\n const c = this._path.clone();\r\n if (c instanceof CurveChain && c.tryTransformInPlace(transform))\r\n return CurveChainWithDistanceIndex.createCapture(c);\r\n return undefined;\r\n }\r\n /** Reference to the contained path.\r\n * * Do not modify the path. The distance index will be wrong.\r\n */\r\n public get path(): CurveChain { return this._path; }\r\n\r\n /** Return a deep clone */\r\n public clone(): CurveChainWithDistanceIndex {\r\n const c = this._path.clone() as CurveChain;\r\n return CurveChainWithDistanceIndex.createCapture(c);\r\n }\r\n\r\n /** Return a deep clone */\r\n public override clonePartialCurve(_fractionA: number, _fractionB: number): CurveChainWithDistanceIndex | undefined {\r\n if (_fractionA === _fractionB)\r\n return undefined;\r\n let fractionA = _fractionA;\r\n let fractionB = _fractionB;\r\n const reversed = _fractionA > _fractionB;\r\n if (reversed){\r\n fractionA = _fractionB;\r\n fractionB = _fractionA;\r\n }\r\n const chainDistanceA = fractionA * this._totalLength;\r\n const chainDistanceB = fractionB * this._totalLength;\r\n const newPath = Path.create ();\r\n const fragmentA = this.chainDistanceToFragment(chainDistanceA, true);\r\n const fragmentB = this.chainDistanceToFragment (chainDistanceB, true);\r\n if (!fragmentA || !fragmentB)\r\n return undefined;\r\n const childCurveIndexA = this._path.childIndex (fragmentA.childCurve);\r\n const childCurveIndexB = this._path.childIndex(fragmentB.childCurve);\r\n const childFractionA = fragmentA.chainDistanceToAccurateChildFraction (chainDistanceA);\r\n const childFractionB = fragmentB.chainDistanceToAccurateChildFraction (chainDistanceB);\r\n if (childCurveIndexA === undefined || childCurveIndexB === undefined)\r\n return undefined;\r\n // add a (possibly reversed) partial clone to newPath\r\n const addPartialChild = (childCurve: CurvePrimitive, childFraction0: number, childFraction1: number, reversedClone: boolean): boolean => {\r\n if (fractionA === fractionB)\r\n return false;\r\n let newCurve;\r\n if (fractionA === 0.0 && fractionB === 1.0){\r\n newCurve = childCurve.clone ();\r\n if (reversed)\r\n newCurve.reverseInPlace ();\r\n } else {\r\n newCurve = reversedClone?\r\n childCurve.clonePartialCurve (childFraction1, childFraction0)\r\n : childCurve.clonePartialCurve (childFraction0, childFraction1);\r\n }\r\n if (newCurve){\r\n newPath.children.push(newCurve);\r\n return true;\r\n }\r\n return false;\r\n };\r\n\r\n if (fragmentA.childCurve === fragmentB.childCurve){\r\n // the two distances are within the same curve.\r\n if (addPartialChild (fragmentA.childCurve, childFractionA, childFractionB, reversed))\r\n return CurveChainWithDistanceIndex.createCapture (newPath); // singleton -- children[] does not need to be reversed.\r\n return undefined;\r\n }\r\n addPartialChild (this._path.children[childCurveIndexA], childFractionA, 1.0, reversed);\r\n // at least two distinct children are impacted ....\r\n for (let childIndex = childCurveIndexA + 1; childIndex < childCurveIndexB; childIndex++){\r\n addPartialChild (this._path.children[childIndex], 0.0, 1.0, reversed);\r\n }\r\n addPartialChild (this._path.children[childCurveIndexB], 0.0, childFractionB, reversed);\r\n // This reverses array entries but not orientation within each curve ...\r\n if (reversed)\r\n newPath.children.reverse ();\r\n return CurveChainWithDistanceIndex.createCapture (newPath);\r\n }\r\n\r\n /** Ask if the curve is within tolerance of a plane.\r\n * @returns Returns true if the curve is completely within tolerance of the plane.\r\n */\r\n public isInPlane(plane: Plane3dByOriginAndUnitNormal): boolean {\r\n for (const c of this._path.children) {\r\n if (!c.isInPlane(plane))\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /** return the start point of the primitive. The default implementation returns fractionToPoint (0.0) */\r\n public override startPoint(result?: Point3d): Point3d {\r\n const c = this._path.cyclicCurvePrimitive(0);\r\n if (c)\r\n return c.startPoint(result);\r\n return Point3d.createZero(result);\r\n }\r\n /** Return the end point of the primitive. The default implementation returns fractionToPoint(1.0) */\r\n public override endPoint(result?: Point3d): Point3d {\r\n const c = this._path.cyclicCurvePrimitive(-1);\r\n if (c)\r\n return c.endPoint(result);\r\n return Point3d.createZero(result);\r\n }\r\n /** Add strokes to caller-supplied linestring */\r\n public emitStrokes(dest: LineString3d, options?: StrokeOptions): void {\r\n for (const c of this._path.children) {\r\n c.emitStrokes(dest, options);\r\n }\r\n }\r\n /** Ask the curve to announce points and simple subcurve fragments for stroking.\r\n * See IStrokeHandler for description of the sequence of the method calls.\r\n */\r\n public emitStrokableParts(dest: IStrokeHandler, options?: StrokeOptions): void {\r\n for (const c of this._path.children) {\r\n c.emitStrokableParts(dest, options);\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 public computeStrokeCountForOptions(options?: StrokeOptions): number {\r\n let numStroke = 0;\r\n for (const c of this._path.children) {\r\n numStroke += c.computeStrokeCountForOptions(options);\r\n }\r\n return numStroke;\r\n }\r\n /**\r\n * Return an array containing only the curve primitives.\r\n * * This DEFAULT simply pushes `this` to the collectorArray.\r\n * * CurvePrimitiveWithDistanceIndex optionally collects its members.\r\n * @param collectorArray array to receive primitives (pushed -- the array is not cleared)\r\n * @param smallestPossiblePrimitives if false, CurvePrimitiveWithDistanceIndex returns only itself. If true, it recurses to its (otherwise hidden) children.\r\n */\r\n public override collectCurvePrimitivesGo(collectorArray: CurvePrimitive[], smallestPossiblePrimitives: boolean = false, explodeLineStrings: boolean = false) {\r\n if (smallestPossiblePrimitives) {\r\n for (const c of this._path.children) {\r\n c.collectCurvePrimitivesGo(collectorArray, smallestPossiblePrimitives, explodeLineStrings);\r\n }\r\n } else {\r\n collectorArray.push(this);\r\n }\r\n }\r\n\r\n /**\r\n * construct StrokeCountMap for each child, accumulating data to stroke count map for this primitive.\r\n * @param options StrokeOptions that determine count\r\n * @param parentStrokeMap evolving parent map.\r\n */\r\n public override computeAndAttachRecursiveStrokeCounts(options?: StrokeOptions, parentStrokeMap?: StrokeCountMap) {\r\n const myMap = StrokeCountMap.createWithCurvePrimitiveAndOptionalParent(this, parentStrokeMap);\r\n for (const c of this._path.children) {\r\n c.computeAndAttachRecursiveStrokeCounts(options, myMap);\r\n }\r\n CurvePrimitive.installStrokeCountMap(this, myMap, parentStrokeMap);\r\n }\r\n /** Second step of double dispatch: call `this._path.dispatchToGeometryHandler (handler)`\r\n * * Note that this exposes the children individually to the handler.\r\n */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return this._path.dispatchToGeometryHandler(handler);\r\n }\r\n /** Extend (increase) `rangeToExtend` as needed to include these curves (optionally transformed)\r\n */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform): void {\r\n this._path.extendRange(rangeToExtend, transform);\r\n }\r\n /**\r\n *\r\n * * Curve length is always positive.\r\n * @returns Returns a (high accuracy) length of the curve between fractional positions\r\n * @returns Returns the length of the curve.\r\n */\r\n public override curveLengthBetweenFractions(fraction0: number, fraction1: number): number {\r\n return Math.abs(fraction1 - fraction0) * this._totalLength;\r\n }\r\n /**\r\n * Capture (not clone) a path into a new `CurveChainWithDistanceIndex`\r\n * @param primitives primitive array to be CAPTURED (not cloned)\r\n */\r\n public static createCapture(path: CurveChain, options?: StrokeOptions): CurveChainWithDistanceIndex {\r\n const fragments = DistanceIndexConstructionContext.createPathFragmentIndex(path, options);\r\n const result = new CurveChainWithDistanceIndex(path, fragments);\r\n return result;\r\n }\r\n\r\n /**\r\n * Resolve a fraction of the CurveChain to a PathFragment\r\n * @param distance\r\n * @param allowExtrapolation\r\n */\r\n protected chainDistanceToFragment(distance: number, allowExtrapolation: boolean = false): PathFragment | undefined {\r\n const numFragments = this._fragments.length;\r\n const fragments = this._fragments;\r\n if (numFragments > 0) {\r\n if (distance < 0.0)\r\n return allowExtrapolation ? fragments[0] : undefined;\r\n if (distance >= this._totalLength)\r\n return allowExtrapolation ? fragments[numFragments - 1] : undefined;\r\n // humbug, linear search\r\n for (const fragment of fragments) {\r\n if (fragment.containsChainDistance(distance)) return fragment;\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Resolve a fraction of the CurveChain to a PathFragment index\r\n * @param distance\r\n * @param allowExtrapolation\r\n */\r\n protected chainDistanceToFragmentIndex(distance: number, allowExtrapolation: boolean = false): number | undefined {\r\n const numFragments = this._fragments.length;\r\n const fragments = this._fragments;\r\n if (numFragments > 0) {\r\n if (distance < 0.0)\r\n return allowExtrapolation ? 0 : undefined;\r\n if (distance > this._totalLength)\r\n return allowExtrapolation ? (numFragments - 1) : undefined;\r\n // humbug, linear search\r\n for (let i = 0; i < numFragments; i++) {\r\n if (fragments[i].containsChainDistance(distance)) return i;\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Convert distance along the chain to fraction along the chain.\r\n * @param distance distance along the chain\r\n */\r\n public chainDistanceToChainFraction(distance: number): number { return distance / this._totalLength; }\r\n /**\r\n * Resolve a fraction within a specific curve to a fragment.\r\n * @param curve\r\n * @param fraction\r\n */\r\n protected curveAndChildFractionToFragment(curve: CurvePrimitive, fraction: number): PathFragment | undefined {\r\n const numFragments = this._fragments.length;\r\n const fragments = this._fragments;\r\n if (numFragments > 0) {\r\n // humbug, linear search\r\n for (const fragment of fragments) {\r\n if (fragment.containsChildCurveAndChildFraction(curve, fraction)) return fragment;\r\n }\r\n if (fraction <= 0)\r\n return fragments[0];\r\n if (fraction > 1.0)\r\n return fragments[numFragments - 1];\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Returns the total length of curves.\r\n */\r\n public override curveLength(): number {\r\n return this._totalLength;\r\n }\r\n /**\r\n * Returns the total length of the path.\r\n * * This is exact (and simple property lookup) because the true lengths were summed at construction time.\r\n */\r\n public quickLength(): number {\r\n return this._totalLength;\r\n }\r\n\r\n /**\r\n * Return the point (x,y,z) on the curve at fractional position along the chain.\r\n * @param fraction fractional position along the geometry.\r\n * @returns Returns a point on the curve.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d {\r\n const chainDistance = fraction * this._totalLength;\r\n const fragment = this.chainDistanceToFragment(chainDistance, true);\r\n if (fragment) {\r\n const childFraction = fragment.chainDistanceToAccurateChildFraction(chainDistance);\r\n return fragment.childCurve.fractionToPoint(childFraction, result);\r\n }\r\n // no fragment found. Use _fragments[0]\r\n // fragment = this.chainDistanceToFragment(chainDistance, true);\r\n return this._fragments[0].childCurve.fractionToPoint(0.0, result);\r\n }\r\n\r\n /** Return the point (x,y,z) and derivative on the curve at fractional position.\r\n *\r\n * * Note that this derivative is \"derivative of xyz with respect to fraction.\"\r\n * * this derivative shows the speed of the \"fractional point\" moving along the curve.\r\n * * this is not generally a unit vector. use fractionToPointAndUnitTangent for a unit vector.\r\n * @param fraction fractional position along the geometry.\r\n * @returns Returns a ray whose origin is the curve point and direction is the derivative with respect to the fraction.\r\n */\r\n public fractionToPointAndDerivative(fraction: number, result?: Ray3d): Ray3d {\r\n const distanceAlongPath = fraction * this._totalLength;\r\n const fragment = this.chainDistanceToFragment(distanceAlongPath, true)!;\r\n const curveFraction = fragment.chainDistanceToAccurateChildFraction(distanceAlongPath);\r\n result = fragment.childCurve.fractionToPointAndDerivative(curveFraction, result);\r\n const a = this._totalLength / result.direction.magnitude();\r\n result.direction.scaleInPlace(a);\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns a ray whose origin is the curve point and direction is the unit tangent.\r\n * @param fraction fractional position on the curve\r\n * @param result optional receiver for the result.\r\n * Returns a ray whose origin is the curve point and direction is the unit tangent.\r\n */\r\n public override fractionToPointAndUnitTangent(fraction: number, result?: Ray3d): Ray3d {\r\n const distanceAlongPath = fraction * this._totalLength;\r\n const fragment = this.chainDistanceToFragment(distanceAlongPath, true)!;\r\n const curveFraction = fragment.chainDistanceToAccurateChildFraction(distanceAlongPath);\r\n result = fragment.childCurve.fractionToPointAndDerivative(curveFraction, result);\r\n result.direction.normalizeInPlace();\r\n return result;\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 public fractionToPointAnd2Derivatives(fraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined {\r\n const totalLength = this._totalLength;\r\n const distanceAlongPath = fraction * totalLength;\r\n const fragment = this.chainDistanceToFragment(distanceAlongPath, true)!;\r\n const curveFraction = fragment.chainDistanceToAccurateChildFraction(distanceAlongPath);\r\n result = fragment.childCurve.fractionToPointAnd2Derivatives(curveFraction, result);\r\n if (!result)\r\n return undefined;\r\n const dotUU = result.vectorU.magnitudeSquared();\r\n const magU = Math.sqrt(dotUU);\r\n const dotUV = result.vectorU.dotProduct(result.vectorV);\r\n const duds = 1.0 / magU;\r\n const a = duds * duds;\r\n Vector3d.createAdd2Scaled(result.vectorV, a, result.vectorU, -a * dotUV / dotUU, result.vectorV); // IN PLACE update to vectorV.\r\n result.vectorU.scale(duds);\r\n // scale for 0..1 parameterization ....\r\n result.vectorU.scaleInPlace(totalLength);\r\n result.vectorV.scaleInPlace(totalLength * totalLength);\r\n return result;\r\n }\r\n /** Attempt to transform in place.\r\n * * Warning: If any child fails, this object becomes invalid. But that should never happen.\r\n */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n let numFail = 0;\r\n for (const c of this._path.children) {\r\n if (!c.tryTransformInPlace(transform))\r\n numFail++;\r\n }\r\n return numFail === 0;\r\n }\r\n /** Reverse the curve's data so that its fractional stroking moves in the opposite direction. */\r\n public reverseInPlace(): void {\r\n this._path.reverseChildrenInPlace();\r\n const totalLength = this._totalLength;\r\n for (const fragment of this._fragments)\r\n fragment.reverseFractionsAndDistances(totalLength);\r\n for (let i = 0, j = this._fragments.length - 1; i < j; i++, j--) {\r\n const fragment = this._fragments[i];\r\n this._fragments[i] = this._fragments[j];\r\n this._fragments[j] = fragment;\r\n }\r\n }\r\n /**\r\n * Test for equality conditions:\r\n * * Mismatched totalLength is a quick exit condition\r\n * * If totalLength matches, recurse to the path for matching primitives.\r\n * @param other\r\n */\r\n public override isAlmostEqual(other: GeometryQuery): boolean {\r\n if (other instanceof CurveChainWithDistanceIndex) {\r\n return Geometry.isSameCoordinate(this._totalLength, other._totalLength)\r\n && this._path.isAlmostEqual(other._path);\r\n }\r\n return false;\r\n }\r\n\r\n /** Implement moveSignedDistanceFromFraction.\r\n * * See `CurvePrimitive` for parameter details.\r\n * * The returned location directly identifies fractional position along the CurveChainWithDistanceIndex, and has pointer to an additional detail for the child curve.\r\n */\r\n public override moveSignedDistanceFromFraction(startFraction: number, signedDistance: number, allowExtension: boolean, result?: CurveLocationDetail): CurveLocationDetail {\r\n const distanceA = startFraction * this._totalLength;\r\n const distanceB = distanceA + signedDistance;\r\n const fragmentB = this.chainDistanceToFragment(distanceB, true)!;\r\n const childDetail = fragmentB.childCurve.moveSignedDistanceFromFraction(fragmentB.childFraction0, distanceB - fragmentB.chainDistance0, allowExtension, result);\r\n const endFraction = startFraction + (signedDistance / this._totalLength);\r\n const chainDetail = CurveLocationDetail.createConditionalMoveSignedDistance(allowExtension, this, startFraction, endFraction, signedDistance, result);\r\n chainDetail.childDetail = childDetail;\r\n return chainDetail;\r\n }\r\n\r\n/**\r\n *\r\n * The returned object has\r\n * * numCalls = number of times closestPoint was called.\r\n * * numCurvesTested = number of curves tested with full closestPoint\r\n * * numAssigned = number of times a new minimum value was recorded\r\n * * numCandidate = number of curves that would be tested in worst case.\r\n * return an object summarizing closest point test counts\r\n * @param clear if true, counts are cleared after the return object is formed.\r\n */\r\n public static getClosestPointTestCounts(clear: boolean = true):\r\n {numCalls: number, numTested: number, numAssigned: number, numCandidate: number}{\r\n const a = {\r\n numCalls: this._numCalls,\r\n numTested: this._numTested,\r\n numAssigned: this._numAssigned,\r\n numCandidate: this._numCandidate};\r\n\r\n if (clear){\r\n this._numTested = this._numAssigned = this._numCandidate = 0;\r\n }\r\n return a;\r\n }\r\n private static _numCalls = 0;\r\n private static _numTested = 0;\r\n private static _numAssigned = 0;\r\n private static _numCandidate = 0;\r\n /** Search for the curve point that is closest to the spacePoint.\r\n * * The CurveChainWithDistanceIndex invokes the base class CurvePrimitive method, which\r\n * (via a handler) determines a CurveLocation detail among the children.\r\n * * The returned detail directly identifies fractional position along the CurveChainWithDistanceIndex, and has pointer to an additional detail for the child curve.\r\n * @param spacePoint point in space\r\n * @param extend true to extend the curve\r\n * @returns Returns a CurveLocationDetail structure that holds the details of the close point.\r\n */\r\n public override closestPoint(spacePoint: Point3d, extend: VariantCurveExtendParameter): CurveLocationDetail | undefined {\r\n let childDetail: CurveLocationDetail | undefined;\r\n let aMin = Number.MAX_VALUE;\r\n const numChildren = this.path.children.length;\r\n if (numChildren === 1) {\r\n childDetail = this.path.children[0].closestPoint(spacePoint, extend);\r\n } else {\r\n const sortedFragments = PathFragment.collectSortedQuickMinDistances (this._fragments, spacePoint);\r\n const extend0 = [CurveExtendOptions.resolveVariantCurveExtendParameterToCurveExtendMode(extend, 0), CurveExtendMode.None];\r\n const extend1 = [CurveExtendMode.None, CurveExtendOptions.resolveVariantCurveExtendParameterToCurveExtendMode(extend, 1)];\r\n const fragment0 = this._fragments[0];\r\n const fragment1 = this._fragments[this._fragments.length - 1];\r\n CurveChainWithDistanceIndex._numCalls++;\r\n CurveChainWithDistanceIndex._numCandidate+= sortedFragments.length;\r\n for (const f of sortedFragments) {\r\n if (f.a >aMin)\r\n break;\r\n CurveChainWithDistanceIndex._numTested++;\r\n const child = f.childCurve;\r\n const detailA = child.closestPoint(spacePoint,\r\n f === fragment0 ? extend0 : f === fragment1 ? extend1 : false);\r\n if (detailA && detailA.a < aMin) {\r\n aMin = detailA.a;\r\n childDetail = CurveLocationDetail.createCurveFractionPoint(detailA.curve, detailA.fraction, detailA.point, childDetail)!;\r\n childDetail.a = detailA.a;\r\n CurveChainWithDistanceIndex._numAssigned++;\r\n }\r\n }\r\n\r\n }\r\n if (!childDetail)\r\n return undefined;\r\n const fragment = this.curveAndChildFractionToFragment(childDetail.curve!, childDetail.fraction);\r\n if (fragment) {\r\n const chainDistance = fragment.childFractionTChainDistance(childDetail.fraction);\r\n const chainFraction = this.chainDistanceToChainFraction(chainDistance);\r\n const chainDetail = CurveLocationDetail.createCurveFractionPoint(this, chainFraction, childDetail.point);\r\n chainDetail.childDetail = childDetail;\r\n chainDetail.a = childDetail.a;\r\n return chainDetail;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Construct an offset of each child as viewed in the xy-plane (ignoring z).\r\n * * No attempt is made to join the offset children. Use RegionOps.constructCurveXYOffset() to return a fully joined offset.\r\n * @param offsetDistanceOrOptions offset distance (positive to left of the instance curve), or options object\r\n */\r\n public override constructOffsetXY(offsetDistanceOrOptions: number | OffsetOptions): CurvePrimitive | CurvePrimitive[] | undefined {\r\n const options = OffsetOptions.create(offsetDistanceOrOptions);\r\n const offsets: CurvePrimitive[] = [];\r\n for (const prim of this.collectCurvePrimitives(undefined, true, true)) {\r\n const offset = prim.constructOffsetXY(options);\r\n if (offset !== undefined) {\r\n if (offset instanceof CurvePrimitive)\r\n offsets.push(offset);\r\n else if (Array.isArray(offset))\r\n offset.forEach((cp) => offsets.push(cp));\r\n }\r\n }\r\n return offsets;\r\n }\r\n}\r\n"]}
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@@ -112,7 +112,7 @@ class Ray3d {
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result.direction.setStartEnd(origin, target);
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return result;
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}
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-
return new Ray3d(origin, Point3dVector3d_1.Vector3d.createStartEnd(origin, target));
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+
return new Ray3d(origin.clone(), Point3dVector3d_1.Vector3d.createStartEnd(origin, target));
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}
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/** Return a reference to the ray's origin. */
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getOriginRef() { return this.origin; }
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@@ -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 CartesianGeometry\r\n */\r\nimport { CurveCurveApproachType, CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } 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/** A Ray3d contains\r\n * * an origin point.\r\n * * a direction vector. The vector is NOT required to be normalized.\r\n * * an optional weight (number).\r\n * @public\r\n */\r\nexport class Ray3d implements BeJSONFunctions {\r\n /** The ray origin */\r\n public origin: Point3d;\r\n /** The ray direction. This is commonly (but not always) a unit vector. */\r\n public direction: Vector3d;\r\n /** Numeric annotation. */\r\n public a?: number; // optional, e.g. weight.\r\n // constructor captures references !!!\r\n private constructor(origin: Point3d, direction: Vector3d) {\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.a = undefined;\r\n }\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Ray3d(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /** Create a ray on the x axis. */\r\n public static createXAxis(): Ray3d { return Ray3d._create(0, 0, 0, 1, 0, 0); }\r\n /** Create a ray on the y axis. */\r\n public static createYAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 1, 0); }\r\n /** Create a ray on the z axis. */\r\n public static createZAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 0, 1); }\r\n /** Create a ray with all zeros. */\r\n public static createZero(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setZero();\r\n result.direction.setZero();\r\n return result;\r\n }\r\n return new Ray3d(Point3d.createZero(), Vector3d.createZero());\r\n }\r\n /** Test for nearly equal rays. */\r\n public isAlmostEqual(other: Ray3d): boolean {\r\n return this.origin.isAlmostEqual(other.origin) && this.direction.isAlmostEqual(other.direction);\r\n }\r\n /** Create a ray from origin and direction. */\r\n public static create(origin: Point3d, direction: Vector3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(origin, direction);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), direction.clone());\r\n }\r\n /**\r\n * Given a homogeneous point and its derivative components, construct a Ray3d with cartesian coordinates and derivatives.\r\n * @param weightedPoint `[x,y,z,w]` parts of weighted point.\r\n * @param weightedDerivative `[x,y,z,w]` derivatives\r\n * @param result\r\n */\r\n public static createWeightedDerivative(weightedPoint: Float64Array, weightedDerivative: Float64Array, result?: Ray3d): Ray3d | undefined {\r\n const w = weightedPoint[3];\r\n const dw = weightedDerivative[3];\r\n const x = weightedPoint[0];\r\n const y = weightedPoint[1];\r\n const z = weightedPoint[2];\r\n const dx = weightedDerivative[0] * w - weightedPoint[0] * dw;\r\n const dy = weightedDerivative[1] * w - weightedPoint[1] * dw;\r\n const dz = weightedDerivative[2] * w - weightedPoint[2] * dw;\r\n if (Geometry.isSmallMetricDistance(w))\r\n return undefined;\r\n const divW = 1.0 / w;\r\n const divWW = divW * divW;\r\n return Ray3d.createXYZUVW(x * divW, y * divW, z * divW, dx * divWW, dy * divWW, dz * divWW, result);\r\n }\r\n /** Create from coordinates of the origin and direction. */\r\n public static createXYZUVW(originX: number, originY: number, originZ: number, directionX: number, directionY: number, directionZ: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.getOriginRef().set(originX, originY, originZ);\r\n result.getDirectionRef().set(directionX, directionY, directionZ);\r\n return result;\r\n }\r\n return new Ray3d(Point3d.create(originX, originY, originZ), Vector3d.create(directionX, directionY, directionZ));\r\n }\r\n /** Capture origin and direction in a new Ray3d. */\r\n public static createCapture(origin: Point3d, direction: Vector3d): Ray3d {\r\n return new Ray3d(origin, direction);\r\n }\r\n /** Create from (clones of) origin, direction, and numeric weight. */\r\n public static createPointVectorNumber(origin: Point3d, direction: Vector3d, a: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setFrom(direction);\r\n result.a = a;\r\n return result;\r\n }\r\n result = new Ray3d(origin.clone(), direction.clone());\r\n result.a = a;\r\n return result;\r\n }\r\n /** Create from origin and target. The direction vector is the full length (non-unit) vector from origin to target. */\r\n public static createStartEnd(origin: Point3d, target: Point3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setStartEnd(origin, target);\r\n return result;\r\n }\r\n return new Ray3d(origin, Vector3d.createStartEnd(origin, target));\r\n }\r\n /** Return a reference to the ray's origin. */\r\n public getOriginRef(): Point3d { return this.origin; }\r\n /** Return a reference to the ray's direction vector. */\r\n public getDirectionRef(): Vector3d { return this.direction; }\r\n /** copy coordinates from origin and direction. */\r\n public set(origin: Point3d, direction: Vector3d): void {\r\n this.origin.setFrom(origin);\r\n this.direction.setFrom(direction);\r\n }\r\n /** Clone the ray. */\r\n public clone(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(this.origin.clone(), this.direction.clone());\r\n return result;\r\n }\r\n return new Ray3d(this.origin.clone(), this.direction.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform): Ray3d {\r\n return new Ray3d(transform.multiplyPoint3d(this.origin), transform.multiplyVector(this.direction));\r\n }\r\n\r\n /** Create a clone and return the inverse transform of the clone. */\r\n public cloneInverseTransformed(transform: Transform): Ray3d | undefined {\r\n const origin = transform.multiplyInversePoint3d(this.origin);\r\n const direction = transform.matrix.multiplyInverseXYZAsVector3d(this.direction.x, this.direction.y, this.direction.z);\r\n if (undefined !== origin && undefined !== direction)\r\n return new Ray3d(origin, direction);\r\n return undefined;\r\n }\r\n\r\n /** Apply a transform in place. */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector(this.direction, this.direction);\r\n }\r\n /** Copy data from another ray. */\r\n public setFrom(source: Ray3d): void { this.set(source.origin, source.direction); }\r\n /** * fraction 0 is the ray origin.\r\n * * fraction 1 is at the end of the direction vector when placed at the origin.\r\n * @returns Return a point at fractional position along the ray.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d { return this.origin.plusScaled(this.direction, fraction, result); }\r\n /** Return the dot product of the ray's direction vector with a vector from the ray origin to the space point. */\r\n public dotProductToPoint(spacePoint: Point3d): number { return this.direction.dotProductStartEnd(this.origin, spacePoint); }\r\n /**\r\n * Return the fractional coordinate (along the direction vector) of the spacePoint projected to the ray.\r\n */\r\n public pointToFraction(spacePoint: Point3d): number {\r\n return Geometry.safeDivideFraction(this.direction.dotProductStartEnd(this.origin, spacePoint), this.direction.magnitudeSquared(), 0);\r\n }\r\n /**\r\n *\r\n * Return the spacePoint projected onto the ray.\r\n */\r\n public projectPointToRay(spacePoint: Point3d): Point3d {\r\n return this.origin.plusScaled(this.direction, this.pointToFraction(spacePoint));\r\n }\r\n /** Return a transform for rigid axes\r\n * at ray origin with z in ray direction. If the direction vector is zero, axes default to identity (from createHeadsUpTriad)\r\n */\r\n public toRigidZFrame(): Transform | undefined {\r\n const axes = Matrix3d.createRigidHeadsUp(this.direction, AxisOrder.ZXY);\r\n return Transform.createOriginAndMatrix(this.origin, axes);\r\n }\r\n /**\r\n * Convert {origin:[x,y,z], direction:[u,v,w]} to a Ray3d.\r\n */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this.origin.set(0, 0, 0);\r\n this.direction.set(0, 0, 1);\r\n return;\r\n }\r\n this.origin.setFromJSON(json.origin);\r\n this.direction.setFromJSON(json.direction);\r\n }\r\n /**\r\n * try to scale the direction vector to a given magnitude.\r\n * @returns Returns false if ray direction is a zero vector.\r\n */\r\n public trySetDirectionMagnitudeInPlace(magnitude: number = 1.0): boolean {\r\n if (this.direction.tryNormalizeInPlace()) {\r\n this.direction.scaleInPlace(magnitude);\r\n return true;\r\n }\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * * If parameter `a` is clearly nonzero and the direction vector can be normalized,\r\n * * save the parameter `a` as the optional `a` member of the ray.\r\n * * normalize the ray's direction vector\r\n * * If parameter `a` is nearly zero,\r\n * * Set the `a` member to zero\r\n * * Set the ray's direction vector to zero.\r\n * @param a area to be saved.\r\n */\r\n // input a ray and \"a\" understood as an area.\r\n // if a is clearly nonzero metric squared and the vector can be normalized, install those and return true.\r\n // otherwise set ray.z to zero and zero the vector of the ray and return false.\r\n public tryNormalizeInPlaceWithAreaWeight(a: number): boolean {\r\n const tolerance = Geometry.smallMetricDistanceSquared;\r\n this.a = a;\r\n if (Math.abs(a) > tolerance && this.direction.tryNormalizeInPlace(tolerance))\r\n return true;\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * Convert an Angle to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any { return { origin: this.origin.toJSON(), direction: this.direction.toJSON() }; }\r\n /** Create a new ray from json object. See `setFromJSON` for json structure; */\r\n public static fromJSON(json?: any) {\r\n const result = Ray3d.createXAxis();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** return distance from the ray to point in space */\r\n public distance(spacePoint: Point3d): number {\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.dotProductToPoint(spacePoint);\r\n const aa = Geometry.inverseMetricDistanceSquared(uu);\r\n if (aa)\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint) - uv * uv * aa);\r\n else\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint));\r\n }\r\n /**\r\n * Return the intersection of the unbounded ray with a plane.\r\n * Stores the point of intersection in the result point given as a parameter,\r\n * and returns the parameter along the ray where the intersection occurs.\r\n * Returns undefined if the ray and plane are parallel or coplanar.\r\n */\r\n public intersectionWithPlane(plane: Plane3dByOriginAndUnitNormal, result?: Point3d): number | undefined {\r\n const vectorA = Vector3d.createStartEnd(plane.getOriginRef(), this.origin);\r\n const uDotN = this.direction.dotProduct(plane.getNormalRef());\r\n const nDotN = this.direction.magnitudeSquared();\r\n const aDotN = vectorA.dotProduct(plane.getNormalRef());\r\n const division = Geometry.conditionalDivideFraction(-aDotN, uDotN);\r\n if (undefined === division)\r\n return undefined;\r\n const division1 = Geometry.conditionalDivideFraction(nDotN, uDotN);\r\n if (undefined === division1)\r\n return undefined;\r\n if (result) {\r\n this.origin.plusScaled(this.direction, division, result);\r\n }\r\n return division;\r\n }\r\n\r\n /**\r\n * * Find intersection of the ray with a Range3d.\r\n * * return the range of fractions (on the ray) which are \"inside\" the range.\r\n * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.sNull`\r\n */\r\n public intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d {\r\n if (range.isNull)\r\n return Range1d.createNull(result);\r\n const interval = Range1d.createXX(-Geometry.largeCoordinateResult, Geometry.largeCoordinateResult, result);\r\n if (interval.clipLinearMapToInterval(this.origin.x, this.direction.x, range.low.x, range.high.x)\r\n && interval.clipLinearMapToInterval(this.origin.y, this.direction.y, range.low.y, range.high.y)\r\n && interval.clipLinearMapToInterval(this.origin.z, this.direction.z, range.low.z, range.high.z))\r\n return interval;\r\n return interval;\r\n }\r\n\r\n /** Construct a vector from `ray.origin` to target point.\r\n * * return the part of the vector that is perpendicular to `ray.direction`.\r\n * * i.e. return the shortest vector from the ray to the point.\r\n */\r\n public perpendicularPartOfVectorToTarget(targetPoint: XYAndZ, result?: Vector3d): Vector3d {\r\n const vectorV = Vector3d.createStartEnd(this.origin, targetPoint);\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.direction.dotProductStartEnd(this.origin, targetPoint);\r\n const fraction = Geometry.safeDivideFraction(uv, uu, 0.0);\r\n return vectorV.plusScaled(this.direction, -fraction, result);\r\n }\r\n /** Determine if two rays intersect, are fully overlapped, parallel but no coincident, or skew\r\n * * Return a CurveLocationDetailPair which\r\n * * contains fraction and point on each ray.\r\n * * has (in the CurveLocationDetailPair structure, as member approachType) annotation indicating one of these relationships\r\n * * CurveCurveApproachType.Intersection -- the rays have a simple intersection, at fractions indicated in detailA and detailB\r\n * * CurveCurveApproachType.PerpendicularChord -- there is pair of where the rays have closest approach. The rays are skew in space.\r\n * * CurveCurveApproachType.CoincidentGeometry -- the rays are the same unbounded line in space. The fractions and points are a representative single common point.\r\n * * CurveCurveApproachType.Parallel -- the rays are parallel (and not coincident). The two points are at the minimum distance\r\n */\r\n public static closestApproachRay3dRay3d(rayA: Ray3d, rayB: Ray3d): CurveLocationDetailPair {\r\n const intersectionFractions = Vector2d.create();\r\n let fractionA, fractionB;\r\n let pointA, pointB;\r\n let pairType;\r\n if (SmallSystem.ray3dXYZUVWClosestApproachUnbounded(\r\n rayA.origin.x, rayA.origin.y, rayA.origin.z, rayA.direction.x, rayA.direction.y, rayA.direction.z,\r\n rayB.origin.x, rayB.origin.y, rayB.origin.z, rayB.direction.x, rayB.direction.y, rayB.direction.z, intersectionFractions)) {\r\n fractionA = intersectionFractions.x;\r\n fractionB = intersectionFractions.y;\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.Intersection : CurveCurveApproachType.PerpendicularChord;\r\n } else {\r\n fractionB = 0.0;\r\n fractionA = rayA.pointToFraction(rayB.origin);\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.CoincidentGeometry : CurveCurveApproachType.ParallelGeometry;\r\n }\r\n const pair = CurveLocationDetailPair.createCapture(\r\n CurveLocationDetail.createRayFractionPoint(rayA, fractionA, rayA.fractionToPoint(fractionA)),\r\n CurveLocationDetail.createRayFractionPoint(rayB, fractionB, rayB.fractionToPoint(fractionB)));\r\n pair.approachType = pairType;\r\n return pair;\r\n }\r\n\r\n /**\r\n * Return a ray whose ray.origin is interpolated, and ray.direction is the vector between points with a\r\n * scale factor applied.\r\n * @param pt1 start point of interpolation\r\n * @param fraction fractional position between points.\r\n * @param pt2 endpoint of interpolation\r\n * @param tangentScale scale factor to apply to the startToEnd vector\r\n * @param result optional receiver.\r\n */\r\n public static interpolatePointAndTangent(pt1: XYAndZ, fraction: number, pt2: XYAndZ, tangentScale: number, result?: Ray3d): Ray3d {\r\n result = result ?? Ray3d.createZero();\r\n const dx = pt2.x - pt1.x;\r\n const dy = pt2.y - pt1.y;\r\n const dz = pt2.z - pt1.z;\r\n result.direction.set(tangentScale * dx, tangentScale * dy, tangentScale * dz);\r\n if (fraction <= 0.5)\r\n result.origin.set(pt1.x + fraction * dx, pt1.y + fraction * dy, pt1.z + fraction * dz);\r\n else {\r\n const t: number = fraction - 1.0;\r\n result.origin.set(pt2.x + t * dx, pt2.y + t * dy, pt2.z + t * dz);\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { CurveCurveApproachType, CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } 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/** A Ray3d contains\r\n * * an origin point.\r\n * * a direction vector. The vector is NOT required to be normalized.\r\n * * an optional weight (number).\r\n * @public\r\n */\r\nexport class Ray3d implements BeJSONFunctions {\r\n /** The ray origin */\r\n public origin: Point3d;\r\n /** The ray direction. This is commonly (but not always) a unit vector. */\r\n public direction: Vector3d;\r\n /** Numeric annotation. */\r\n public a?: number; // optional, e.g. weight.\r\n // constructor captures references !!!\r\n private constructor(origin: Point3d, direction: Vector3d) {\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.a = undefined;\r\n }\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Ray3d(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /** Create a ray on the x axis. */\r\n public static createXAxis(): Ray3d { return Ray3d._create(0, 0, 0, 1, 0, 0); }\r\n /** Create a ray on the y axis. */\r\n public static createYAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 1, 0); }\r\n /** Create a ray on the z axis. */\r\n public static createZAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 0, 1); }\r\n /** Create a ray with all zeros. */\r\n public static createZero(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setZero();\r\n result.direction.setZero();\r\n return result;\r\n }\r\n return new Ray3d(Point3d.createZero(), Vector3d.createZero());\r\n }\r\n /** Test for nearly equal rays. */\r\n public isAlmostEqual(other: Ray3d): boolean {\r\n return this.origin.isAlmostEqual(other.origin) && this.direction.isAlmostEqual(other.direction);\r\n }\r\n /** Create a ray from origin and direction. */\r\n public static create(origin: Point3d, direction: Vector3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(origin, direction);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), direction.clone());\r\n }\r\n /**\r\n * Given a homogeneous point and its derivative components, construct a Ray3d with cartesian coordinates and derivatives.\r\n * @param weightedPoint `[x,y,z,w]` parts of weighted point.\r\n * @param weightedDerivative `[x,y,z,w]` derivatives\r\n * @param result\r\n */\r\n public static createWeightedDerivative(weightedPoint: Float64Array, weightedDerivative: Float64Array, result?: Ray3d): Ray3d | undefined {\r\n const w = weightedPoint[3];\r\n const dw = weightedDerivative[3];\r\n const x = weightedPoint[0];\r\n const y = weightedPoint[1];\r\n const z = weightedPoint[2];\r\n const dx = weightedDerivative[0] * w - weightedPoint[0] * dw;\r\n const dy = weightedDerivative[1] * w - weightedPoint[1] * dw;\r\n const dz = weightedDerivative[2] * w - weightedPoint[2] * dw;\r\n if (Geometry.isSmallMetricDistance(w))\r\n return undefined;\r\n const divW = 1.0 / w;\r\n const divWW = divW * divW;\r\n return Ray3d.createXYZUVW(x * divW, y * divW, z * divW, dx * divWW, dy * divWW, dz * divWW, result);\r\n }\r\n /** Create from coordinates of the origin and direction. */\r\n public static createXYZUVW(originX: number, originY: number, originZ: number, directionX: number, directionY: number, directionZ: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.getOriginRef().set(originX, originY, originZ);\r\n result.getDirectionRef().set(directionX, directionY, directionZ);\r\n return result;\r\n }\r\n return new Ray3d(Point3d.create(originX, originY, originZ), Vector3d.create(directionX, directionY, directionZ));\r\n }\r\n /** Capture origin and direction in a new Ray3d. */\r\n public static createCapture(origin: Point3d, direction: Vector3d): Ray3d {\r\n return new Ray3d(origin, direction);\r\n }\r\n /** Create from (clones of) origin, direction, and numeric weight. */\r\n public static createPointVectorNumber(origin: Point3d, direction: Vector3d, a: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setFrom(direction);\r\n result.a = a;\r\n return result;\r\n }\r\n result = new Ray3d(origin.clone(), direction.clone());\r\n result.a = a;\r\n return result;\r\n }\r\n /** Create from origin and target. The direction vector is the full length (non-unit) vector from origin to target. */\r\n public static createStartEnd(origin: Point3d, target: Point3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setStartEnd(origin, target);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), Vector3d.createStartEnd(origin, target));\r\n }\r\n /** Return a reference to the ray's origin. */\r\n public getOriginRef(): Point3d { return this.origin; }\r\n /** Return a reference to the ray's direction vector. */\r\n public getDirectionRef(): Vector3d { return this.direction; }\r\n /** copy coordinates from origin and direction. */\r\n public set(origin: Point3d, direction: Vector3d): void {\r\n this.origin.setFrom(origin);\r\n this.direction.setFrom(direction);\r\n }\r\n /** Clone the ray. */\r\n public clone(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(this.origin.clone(), this.direction.clone());\r\n return result;\r\n }\r\n return new Ray3d(this.origin.clone(), this.direction.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform): Ray3d {\r\n return new Ray3d(transform.multiplyPoint3d(this.origin), transform.multiplyVector(this.direction));\r\n }\r\n\r\n /** Create a clone and return the inverse transform of the clone. */\r\n public cloneInverseTransformed(transform: Transform): Ray3d | undefined {\r\n const origin = transform.multiplyInversePoint3d(this.origin);\r\n const direction = transform.matrix.multiplyInverseXYZAsVector3d(this.direction.x, this.direction.y, this.direction.z);\r\n if (undefined !== origin && undefined !== direction)\r\n return new Ray3d(origin, direction);\r\n return undefined;\r\n }\r\n\r\n /** Apply a transform in place. */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector(this.direction, this.direction);\r\n }\r\n /** Copy data from another ray. */\r\n public setFrom(source: Ray3d): void { this.set(source.origin, source.direction); }\r\n /** * fraction 0 is the ray origin.\r\n * * fraction 1 is at the end of the direction vector when placed at the origin.\r\n * @returns Return a point at fractional position along the ray.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d { return this.origin.plusScaled(this.direction, fraction, result); }\r\n /** Return the dot product of the ray's direction vector with a vector from the ray origin to the space point. */\r\n public dotProductToPoint(spacePoint: Point3d): number { return this.direction.dotProductStartEnd(this.origin, spacePoint); }\r\n /**\r\n * Return the fractional coordinate (along the direction vector) of the spacePoint projected to the ray.\r\n */\r\n public pointToFraction(spacePoint: Point3d): number {\r\n return Geometry.safeDivideFraction(this.direction.dotProductStartEnd(this.origin, spacePoint), this.direction.magnitudeSquared(), 0);\r\n }\r\n /**\r\n *\r\n * Return the spacePoint projected onto the ray.\r\n */\r\n public projectPointToRay(spacePoint: Point3d): Point3d {\r\n return this.origin.plusScaled(this.direction, this.pointToFraction(spacePoint));\r\n }\r\n /** Return a transform for rigid axes\r\n * at ray origin with z in ray direction. If the direction vector is zero, axes default to identity (from createHeadsUpTriad)\r\n */\r\n public toRigidZFrame(): Transform | undefined {\r\n const axes = Matrix3d.createRigidHeadsUp(this.direction, AxisOrder.ZXY);\r\n return Transform.createOriginAndMatrix(this.origin, axes);\r\n }\r\n /**\r\n * Convert {origin:[x,y,z], direction:[u,v,w]} to a Ray3d.\r\n */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this.origin.set(0, 0, 0);\r\n this.direction.set(0, 0, 1);\r\n return;\r\n }\r\n this.origin.setFromJSON(json.origin);\r\n this.direction.setFromJSON(json.direction);\r\n }\r\n /**\r\n * try to scale the direction vector to a given magnitude.\r\n * @returns Returns false if ray direction is a zero vector.\r\n */\r\n public trySetDirectionMagnitudeInPlace(magnitude: number = 1.0): boolean {\r\n if (this.direction.tryNormalizeInPlace()) {\r\n this.direction.scaleInPlace(magnitude);\r\n return true;\r\n }\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * * If parameter `a` is clearly nonzero and the direction vector can be normalized,\r\n * * save the parameter `a` as the optional `a` member of the ray.\r\n * * normalize the ray's direction vector\r\n * * If parameter `a` is nearly zero,\r\n * * Set the `a` member to zero\r\n * * Set the ray's direction vector to zero.\r\n * @param a area to be saved.\r\n */\r\n // input a ray and \"a\" understood as an area.\r\n // if a is clearly nonzero metric squared and the vector can be normalized, install those and return true.\r\n // otherwise set ray.z to zero and zero the vector of the ray and return false.\r\n public tryNormalizeInPlaceWithAreaWeight(a: number): boolean {\r\n const tolerance = Geometry.smallMetricDistanceSquared;\r\n this.a = a;\r\n if (Math.abs(a) > tolerance && this.direction.tryNormalizeInPlace(tolerance))\r\n return true;\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * Convert an Angle to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any { return { origin: this.origin.toJSON(), direction: this.direction.toJSON() }; }\r\n /** Create a new ray from json object. See `setFromJSON` for json structure; */\r\n public static fromJSON(json?: any) {\r\n const result = Ray3d.createXAxis();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** return distance from the ray to point in space */\r\n public distance(spacePoint: Point3d): number {\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.dotProductToPoint(spacePoint);\r\n const aa = Geometry.inverseMetricDistanceSquared(uu);\r\n if (aa)\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint) - uv * uv * aa);\r\n else\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint));\r\n }\r\n /**\r\n * Return the intersection of the unbounded ray with a plane.\r\n * Stores the point of intersection in the result point given as a parameter,\r\n * and returns the parameter along the ray where the intersection occurs.\r\n * Returns undefined if the ray and plane are parallel or coplanar.\r\n */\r\n public intersectionWithPlane(plane: Plane3dByOriginAndUnitNormal, result?: Point3d): number | undefined {\r\n const vectorA = Vector3d.createStartEnd(plane.getOriginRef(), this.origin);\r\n const uDotN = this.direction.dotProduct(plane.getNormalRef());\r\n const nDotN = this.direction.magnitudeSquared();\r\n const aDotN = vectorA.dotProduct(plane.getNormalRef());\r\n const division = Geometry.conditionalDivideFraction(-aDotN, uDotN);\r\n if (undefined === division)\r\n return undefined;\r\n const division1 = Geometry.conditionalDivideFraction(nDotN, uDotN);\r\n if (undefined === division1)\r\n return undefined;\r\n if (result) {\r\n this.origin.plusScaled(this.direction, division, result);\r\n }\r\n return division;\r\n }\r\n\r\n /**\r\n * * Find intersection of the ray with a Range3d.\r\n * * return the range of fractions (on the ray) which are \"inside\" the range.\r\n * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.sNull`\r\n */\r\n public intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d {\r\n if (range.isNull)\r\n return Range1d.createNull(result);\r\n const interval = Range1d.createXX(-Geometry.largeCoordinateResult, Geometry.largeCoordinateResult, result);\r\n if (interval.clipLinearMapToInterval(this.origin.x, this.direction.x, range.low.x, range.high.x)\r\n && interval.clipLinearMapToInterval(this.origin.y, this.direction.y, range.low.y, range.high.y)\r\n && interval.clipLinearMapToInterval(this.origin.z, this.direction.z, range.low.z, range.high.z))\r\n return interval;\r\n return interval;\r\n }\r\n\r\n /** Construct a vector from `ray.origin` to target point.\r\n * * return the part of the vector that is perpendicular to `ray.direction`.\r\n * * i.e. return the shortest vector from the ray to the point.\r\n */\r\n public perpendicularPartOfVectorToTarget(targetPoint: XYAndZ, result?: Vector3d): Vector3d {\r\n const vectorV = Vector3d.createStartEnd(this.origin, targetPoint);\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.direction.dotProductStartEnd(this.origin, targetPoint);\r\n const fraction = Geometry.safeDivideFraction(uv, uu, 0.0);\r\n return vectorV.plusScaled(this.direction, -fraction, result);\r\n }\r\n /** Determine if two rays intersect, are fully overlapped, parallel but no coincident, or skew\r\n * * Return a CurveLocationDetailPair which\r\n * * contains fraction and point on each ray.\r\n * * has (in the CurveLocationDetailPair structure, as member approachType) annotation indicating one of these relationships\r\n * * CurveCurveApproachType.Intersection -- the rays have a simple intersection, at fractions indicated in detailA and detailB\r\n * * CurveCurveApproachType.PerpendicularChord -- there is pair of where the rays have closest approach. The rays are skew in space.\r\n * * CurveCurveApproachType.CoincidentGeometry -- the rays are the same unbounded line in space. The fractions and points are a representative single common point.\r\n * * CurveCurveApproachType.Parallel -- the rays are parallel (and not coincident). The two points are at the minimum distance\r\n */\r\n public static closestApproachRay3dRay3d(rayA: Ray3d, rayB: Ray3d): CurveLocationDetailPair {\r\n const intersectionFractions = Vector2d.create();\r\n let fractionA, fractionB;\r\n let pointA, pointB;\r\n let pairType;\r\n if (SmallSystem.ray3dXYZUVWClosestApproachUnbounded(\r\n rayA.origin.x, rayA.origin.y, rayA.origin.z, rayA.direction.x, rayA.direction.y, rayA.direction.z,\r\n rayB.origin.x, rayB.origin.y, rayB.origin.z, rayB.direction.x, rayB.direction.y, rayB.direction.z, intersectionFractions)) {\r\n fractionA = intersectionFractions.x;\r\n fractionB = intersectionFractions.y;\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.Intersection : CurveCurveApproachType.PerpendicularChord;\r\n } else {\r\n fractionB = 0.0;\r\n fractionA = rayA.pointToFraction(rayB.origin);\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.CoincidentGeometry : CurveCurveApproachType.ParallelGeometry;\r\n }\r\n const pair = CurveLocationDetailPair.createCapture(\r\n CurveLocationDetail.createRayFractionPoint(rayA, fractionA, rayA.fractionToPoint(fractionA)),\r\n CurveLocationDetail.createRayFractionPoint(rayB, fractionB, rayB.fractionToPoint(fractionB)));\r\n pair.approachType = pairType;\r\n return pair;\r\n }\r\n\r\n /**\r\n * Return a ray whose ray.origin is interpolated, and ray.direction is the vector between points with a\r\n * scale factor applied.\r\n * @param pt1 start point of interpolation\r\n * @param fraction fractional position between points.\r\n * @param pt2 endpoint of interpolation\r\n * @param tangentScale scale factor to apply to the startToEnd vector\r\n * @param result optional receiver.\r\n */\r\n public static interpolatePointAndTangent(pt1: XYAndZ, fraction: number, pt2: XYAndZ, tangentScale: number, result?: Ray3d): Ray3d {\r\n result = result ?? Ray3d.createZero();\r\n const dx = pt2.x - pt1.x;\r\n const dy = pt2.y - pt1.y;\r\n const dz = pt2.z - pt1.z;\r\n result.direction.set(tangentScale * dx, tangentScale * dy, tangentScale * dz);\r\n if (fraction <= 0.5)\r\n result.origin.set(pt1.x + fraction * dx, pt1.y + fraction * dy, pt1.z + fraction * dz);\r\n else {\r\n const t: number = fraction - 1.0;\r\n result.origin.set(pt2.x + t * dx, pt2.y + t * dy, pt2.z + t * dz);\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
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@@ -170,17 +170,17 @@ export class BSplineCurve3dBase extends CurvePrimitive {
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* @returns Returns a CurveLocationDetail structure that holds the details of the close point.
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*/
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closestPoint(spacePoint, _extend) {
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// seed at start point -- final point comes with final bezier perpendicular step.
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const point = this.fractionToPoint(0);
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const result = CurveLocationDetail.createCurveFractionPointDistance(this, 0.0, point, point.distance(spacePoint));
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this.fractionToPoint(1.0, point);
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result.updateIfCloserCurveFractionPointDistance(this, 1.0, point, spacePoint.distance(point));
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const numSpans = this.numSpan;
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for (let i = 0; i < numSpans; i++) {
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if (this._bcurve.knots.isIndexOfRealSpan(i)) {
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span = this.getSaturatedBezierSpan3dOr3dH(i, true, span);
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if (span) {
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if
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// umm ... if the bspline is discontinuous, both ends should be tested. Ignore that possibility ...
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if (span.updateClosestPointByTruePerpendicular(spacePoint, result, false, true)) {
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// the detail records the span bezier -- promote it to the parent curve . ..
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result.curve = this;
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result.fraction = span.fractionToParentFraction(result.fraction);
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