@itwin/core-geometry 3.4.0-dev.8 → 3.5.0-dev.11
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 +30 -1
- package/lib/cjs/clipping/ClipPrimitive.d.ts +3 -3
- package/lib/cjs/clipping/ClipPrimitive.js +3 -3
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
- package/lib/cjs/clipping/ClipUtils.d.ts +1 -1
- package/lib/cjs/clipping/ClipUtils.js +1 -1
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/clipping/ClipVector.d.ts +1 -1
- package/lib/cjs/clipping/ClipVector.js +1 -1
- package/lib/cjs/clipping/ClipVector.js.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +16 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.js +43 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/cjs/core-geometry.d.ts +1 -0
- package/lib/cjs/core-geometry.d.ts.map +1 -1
- package/lib/cjs/core-geometry.js +1 -0
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/curve/LineString3d.d.ts +3 -0
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineString3d.js +24 -0
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.js +16 -4
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +4 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js +26 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +3 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +3 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts +8 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js +37 -3
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.d.ts +11 -3
- package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js +44 -6
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.d.ts +5 -0
- package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.js +20 -0
- package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.d.ts +4 -4
- package/lib/cjs/numerics/ClusterableArray.js +5 -5
- package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts +3 -3
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js +8 -6
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts +69 -11
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +163 -15
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/serialization/BGFBWriter.d.ts.map +1 -1
- package/lib/cjs/serialization/BGFBWriter.js +1 -0
- package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.d.ts +11 -0
- package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js +51 -0
- package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
- package/lib/cjs/serialization/IModelJsonSchema.d.ts +23 -15
- package/lib/cjs/serialization/IModelJsonSchema.d.ts.map +1 -1
- package/lib/cjs/serialization/IModelJsonSchema.js +17 -8
- package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/cjs/solid/Box.d.ts +4 -4
- package/lib/cjs/solid/Box.d.ts.map +1 -1
- package/lib/cjs/solid/Box.js +7 -7
- package/lib/cjs/solid/Box.js.map +1 -1
- package/lib/cjs/topology/Graph.d.ts +3 -3
- package/lib/cjs/topology/Graph.d.ts.map +1 -1
- package/lib/cjs/topology/Graph.js +2 -2
- package/lib/cjs/topology/Graph.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +2 -2
- package/lib/cjs/topology/HalfEdgeGraphSearch.js +2 -2
- package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/cjs/topology/Merging.d.ts +5 -1
- package/lib/cjs/topology/Merging.d.ts.map +1 -1
- package/lib/cjs/topology/Merging.js +27 -15
- package/lib/cjs/topology/Merging.js.map +1 -1
- package/lib/cjs/topology/SpaceTriangulation.d.ts +47 -0
- package/lib/cjs/topology/SpaceTriangulation.d.ts.map +1 -0
- package/lib/cjs/topology/SpaceTriangulation.js +135 -0
- package/lib/cjs/topology/SpaceTriangulation.js.map +1 -0
- package/lib/esm/clipping/ClipPrimitive.d.ts +3 -3
- package/lib/esm/clipping/ClipPrimitive.js +3 -3
- package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
- package/lib/esm/clipping/ClipUtils.d.ts +1 -1
- package/lib/esm/clipping/ClipUtils.js +1 -1
- package/lib/esm/clipping/ClipUtils.js.map +1 -1
- package/lib/esm/clipping/ClipVector.d.ts +1 -1
- package/lib/esm/clipping/ClipVector.js +1 -1
- package/lib/esm/clipping/ClipVector.js.map +1 -1
- package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +16 -1
- package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
- package/lib/esm/clipping/ConvexClipPlaneSet.js +43 -1
- package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/esm/core-geometry.d.ts +1 -0
- package/lib/esm/core-geometry.d.ts.map +1 -1
- package/lib/esm/core-geometry.js +1 -0
- package/lib/esm/core-geometry.js.map +1 -1
- package/lib/esm/curve/LineString3d.d.ts +3 -0
- package/lib/esm/curve/LineString3d.d.ts.map +1 -1
- package/lib/esm/curve/LineString3d.js +24 -0
- package/lib/esm/curve/LineString3d.js.map +1 -1
- package/lib/esm/curve/Query/PlanarSubdivision.d.ts.map +1 -1
- package/lib/esm/curve/Query/PlanarSubdivision.js +16 -4
- package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts +4 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.js +26 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/esm/geometry3d/AngleSweep.d.ts +1 -1
- package/lib/esm/geometry3d/AngleSweep.js +1 -1
- package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts +3 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.js +3 -1
- package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/esm/geometry3d/PointHelpers.d.ts +8 -1
- package/lib/esm/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/esm/geometry3d/PointHelpers.js +37 -3
- package/lib/esm/geometry3d/PointHelpers.js.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.d.ts +11 -3
- package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.js +44 -6
- package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
- package/lib/esm/geometry3d/PolylineOps.d.ts +5 -0
- package/lib/esm/geometry3d/PolylineOps.d.ts.map +1 -1
- package/lib/esm/geometry3d/PolylineOps.js +20 -0
- package/lib/esm/geometry3d/PolylineOps.js.map +1 -1
- package/lib/esm/numerics/ClusterableArray.d.ts +4 -4
- package/lib/esm/numerics/ClusterableArray.js +5 -5
- package/lib/esm/numerics/ClusterableArray.js.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.d.ts +3 -3
- package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.js +8 -6
- package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.d.ts +69 -11
- package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.js +164 -16
- package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/esm/serialization/BGFBWriter.d.ts.map +1 -1
- package/lib/esm/serialization/BGFBWriter.js +1 -0
- package/lib/esm/serialization/BGFBWriter.js.map +1 -1
- package/lib/esm/serialization/GeometrySamples.d.ts +11 -0
- package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/esm/serialization/GeometrySamples.js +51 -0
- package/lib/esm/serialization/GeometrySamples.js.map +1 -1
- package/lib/esm/serialization/IModelJsonSchema.d.ts +23 -15
- package/lib/esm/serialization/IModelJsonSchema.d.ts.map +1 -1
- package/lib/esm/serialization/IModelJsonSchema.js +17 -8
- package/lib/esm/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/esm/solid/Box.d.ts +4 -4
- package/lib/esm/solid/Box.d.ts.map +1 -1
- package/lib/esm/solid/Box.js +7 -7
- package/lib/esm/solid/Box.js.map +1 -1
- package/lib/esm/topology/Graph.d.ts +3 -3
- package/lib/esm/topology/Graph.d.ts.map +1 -1
- package/lib/esm/topology/Graph.js +2 -2
- package/lib/esm/topology/Graph.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSearch.d.ts +2 -2
- package/lib/esm/topology/HalfEdgeGraphSearch.js +2 -2
- package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/esm/topology/Merging.d.ts +5 -1
- package/lib/esm/topology/Merging.d.ts.map +1 -1
- package/lib/esm/topology/Merging.js +27 -15
- package/lib/esm/topology/Merging.js.map +1 -1
- package/lib/esm/topology/SpaceTriangulation.d.ts +47 -0
- package/lib/esm/topology/SpaceTriangulation.d.ts.map +1 -0
- package/lib/esm/topology/SpaceTriangulation.js +131 -0
- package/lib/esm/topology/SpaceTriangulation.js.map +1 -0
- package/package.json +8 -6
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@@ -226,7 +226,8 @@ exports.HalfEdgeGraphOps = HalfEdgeGraphOps;
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* @internal
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*/
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class HalfEdgeGraphMerge {
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// return kC
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// return kC such that all angles k are equal, with kA <= k < kC <= kB.
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// * Assume: angles k are stored at extra data index 0.
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// * Note that the usual case (when angle at kA is not repeated) is kA+1 === kC
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static getCommonThetaEndIndex(clusters, order, kA, kB) {
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let kC = kA + 1;
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}
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}
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// assumptions about cluster array:
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// * data order is: x,y,theta,
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// * data order is: x,y,theta,nodeIndex
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// * theta and nodeIndex are the "extra" data.
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// * only want to do anything here when curves are present.
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// * k0<=k<k1 are around a vertex
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k = kB;
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}
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}
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/** Return the sort key for sorting by curvature.
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* * This is the signed distance from the curve at the edge start, to center of curvature.
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* * NOTE: Currently does not account for higher derivatives in the case of higher-than-tangent match.
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*/
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static curvatureSortKey(node) {
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const cld = node.edgeTag;
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if (cld !== undefined) {
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const allNodes = graph.allHalfEdges;
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const numNodes = allNodes.length;
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graph.clearMask(Graph_1.HalfEdgeMask.NULL_FACE);
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const clusters = new ClusterableArray_1.ClusterableArray(2, 2, numNodes); // data order: x,y,theta,
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const clusters = new ClusterableArray_1.ClusterableArray(2, 2, numNodes); // data order: x,y,theta,nodeIndex. But theta is not set in first round.
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for (let i = 0; i < numNodes; i++) {
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const nodeA = allNodes[i];
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const xA = nodeA.x;
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Graph_1.HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.
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clusters.addDirect(xA, yA, 0.0, i);
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}
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const
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const clusterTol = Geometry_1.Geometry.smallMetricDistance;
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const order = clusters.clusterIndicesLexical(clusterTol);
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let k0 = 0;
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const numK = order.length;
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for (let k1 = 0; k1 < numK; k1++) {
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if (order[k1] === ClusterableArray_1.ClusterableArray.clusterTerminator) {
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// nodes identified in order[k0]..order[k1] are
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// nodes identified in order[k0]..order[k1-1] are at a vertex cluster; equate their xy
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if (k1 > k0) {
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const iA = clusters.getExtraData(order[k0], 1);
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const nodeA0 = allNodes[iA];
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// now pinch each neighboring pair together
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for (let k1 = 0; k1 < numK; k1++) {
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if (order[k1] === ClusterableArray_1.ClusterableArray.clusterTerminator) {
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// nodes identified in order[k0]..order[k1] are properly sorted around a vertex.
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// nodes identified in order[k0]..order[k1-1] are properly sorted around a vertex.
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if (k1 > k0) {
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// const xy = clusters.getPoint2d(order[k0]);
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// eslint-disable-next-line no-console
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}
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else {
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Graph_1.HalfEdge.pinch(nodeA, nodeB);
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// Detect null face using the heuristic:
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// * near vertex angles are same (periodic, toleranced)
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// * far vertex is clustered (exactly equal)
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// * near vertex curvatures are same (toleranced)
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// Note that near vertex is already clustered.
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if (Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {
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const nodeA1 = nodeA.faceSuccessor;
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const nodeB1 = nodeB.edgeMate;
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if (nodeA1.isEqualXY(nodeB1)) {
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const cA = this.curvatureSortKey(nodeA);
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const cB = this.curvatureSortKey(nodeB);
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if (Geometry_1.Geometry.isSameCoordinate(cA, cB, clusterTol)) { // rule out banana
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Graph_1.HalfEdge.pinch(nodeA1, nodeB1);
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nodeA.setMask(Graph_1.HalfEdgeMask.NULL_FACE);
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nodeB1.setMask(Graph_1.HalfEdgeMask.NULL_FACE);
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unmatchedNullFaceNodes.push(nodeB1);
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}
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}
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}
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thetaA = thetaB;
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { ClusterableArray } from \"../numerics/ClusterableArray\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgePriorityQueueWithPartnerArray } from \"./HalfEdgePriorityQueue\";\r\nimport { RegularizationContext } from \"./RegularizeFace\";\r\nimport { MultiLineStringDataVariant, Triangulator } from \"./Triangulation\";\r\n\r\nexport class GraphSplitData {\r\n public numUpEdge = 0;\r\n public numIntersectionTest = 0;\r\n public numSplit = 0;\r\n public numPopOut = 0;\r\n public numA0B0 = 0;\r\n public numA0B1 = 0;\r\n public constructor() {\r\n }\r\n}\r\n/**\r\n * Structure for data used when sorting outbound edges \"around a node\"\r\n */\r\nexport class VertexNeighborhoodSortData {\r\n public index: number;\r\n public radiusOfCurvature: number;\r\n public node: HalfEdge;\r\n public radians?: number;\r\n public constructor(index: number, key: number, node: HalfEdge, radians?: number) {\r\n this.index = index;\r\n this.radiusOfCurvature = key;\r\n this.node = node;\r\n this.radians = radians;\r\n }\r\n}\r\n\r\n/** Function signature for announcing a vertex neighborhood during sorting. */\r\nexport type AnnounceVertexNeighborhoodSortData = (data: VertexNeighborhoodSortData[]) => any;\r\n/**\r\n * * Assorted methods used in algorithms on HalfEdgeGraph.\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphOps {\r\n\r\n /** Compare function for sorting with primary y compare, secondary x compare. */\r\n public static compareNodesYXUp(a: HalfEdge, b: HalfEdge) {\r\n // Check y's\r\n // if (!Geometry.isSameCoordinate(a.y, b.y))\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n // Check x's\r\n // if (!Geometry.isSameCoordinate(a.x, b.x))\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n return 0;\r\n }\r\n\r\n /** Return true if nodeB (a) is lower than both its neighbors and (b) inflects as a downward peak (rather than an upward trough) */\r\n public static isDownPeak(nodeB: HalfEdge) {\r\n const nodeA = nodeB.facePredecessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n return this.compareNodesYXUp(nodeB, nodeA) < 0\r\n && this.compareNodesYXUp(nodeB, nodeC) < 0\r\n && this.crossProductToTargets(nodeB, nodeA, nodeC) > 0;\r\n }\r\n\r\n /** return the cross product of vectors from base to targetA and base to targetB\r\n * @param base base vertex of both vectors.\r\n * @param targetA target vertex of first vector\r\n * @param targetB target vertex of second vector\r\n */\r\n public static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number {\r\n return Geometry.crossProductXYXY(targetA.x - base.x, targetA.y - base.y, targetB.x - base.x, targetB.y - base.y);\r\n }\r\n\r\n // ---------------------------------------------------------------------------------------------------------------------\r\n // ----------------------------------------------------------------------------------------------------------------------\r\n\r\n public static graphRange(graph: HalfEdgeGraph): Range3d {\r\n const range = Range3d.create();\r\n for (const node of graph.allHalfEdges) {\r\n range.extendXYZ(node.x, node.y, node.z);\r\n }\r\n return range;\r\n }\r\n /** Returns an array of all nodes (both ends) of edges created from segments. */\r\n public static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[] {\r\n const result = [];\r\n let idxCounter = 0;\r\n\r\n // Push the endpoints of each segment onto arr[] in the form {(x, y, theta), Node}\r\n for (const segment of segments) {\r\n\r\n const node0 = returnGraph.createEdgeXYZXYZ(\r\n segment.point0Ref.x, segment.point0Ref.y, segment.point0Ref.z,\r\n idxCounter,\r\n segment.point1Ref.x, segment.point1Ref.y, segment.point1Ref.z,\r\n idxCounter + 1);\r\n\r\n const node1 = node0.edgeMate;\r\n idxCounter += 2;\r\n\r\n node0.setMaskAroundFace(mask); // Original given coordinates must be part of boundary\r\n result.push(node0);\r\n result.push(node1);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * * Visit all nodes in `graph`.\r\n * * invoke `pinch(node, vertexPredecessor)`\r\n * * this leaves the graph as isolated edges.\r\n * @param graph graph to modify\r\n */\r\n public static isolateAllEdges(graph: HalfEdgeGraph) {\r\n for (const nodeA of graph.allHalfEdges) {\r\n const nodeB = nodeA.vertexPredecessor;\r\n HalfEdge.pinch(nodeA, nodeB);\r\n }\r\n }\r\n\r\n /**\r\n * Compute convexity of a sector of a super-face.\r\n * @param base node whose edge is to be tested for removal\r\n * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity\r\n * @param barrier edges with this mask (on either side) will not be removed\r\n * @return whether removing the edge at base would create a convex sector in the super-face\r\n */\r\n private static isSectorConvexAfterEdgeRemoval(base: HalfEdge, ignore: HalfEdgeMask, barrier: HalfEdgeMask): boolean {\r\n let vs = base;\r\n do { // loop ccw around vertex looking for a super-face predecessor\r\n if (vs.isMaskSet(barrier) || vs.edgeMate.isMaskSet(barrier))\r\n break;\r\n vs = vs.vertexSuccessor;\r\n } while (vs !== base && vs.isMaskSet(ignore));\r\n if (vs === base)\r\n return false;\r\n let vp = base;\r\n do { // loop cw around vertex looking for a super-face successor\r\n if (vp.isMaskSet(barrier) || vp.edgeMate.isMaskSet(barrier))\r\n break;\r\n vp = vp.vertexPredecessor;\r\n } while (vp !== base && vp.isMaskSet(ignore));\r\n if (vp === base)\r\n return false;\r\n return HalfEdge.isSectorConvex(vs.edgeMate, base, vp.faceSuccessor);\r\n }\r\n\r\n /**\r\n * Mask edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine and mark\r\n * @param mark the mask used to mark (both sides of) removable edges\r\n * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges masked (half the number of HalfEdges masked)\r\n */\r\n public static markRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, mark: HalfEdgeMask, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n if (HalfEdgeMask.NULL_MASK === mark)\r\n return 0;\r\n const visit = graph.grabMask(true);\r\n let numMarked = 0;\r\n for (const node of graph.allHalfEdges) {\r\n if (!node.isMaskSet(visit)) {\r\n if (!node.isMaskSet(barrier) && !node.edgeMate.isMaskSet(barrier)) {\r\n if (this.isSectorConvexAfterEdgeRemoval(node, mark, barrier) && this.isSectorConvexAfterEdgeRemoval(node.edgeMate, mark, barrier)) {\r\n node.setMaskAroundEdge(mark);\r\n ++numMarked;\r\n }\r\n }\r\n }\r\n node.setMaskAroundEdge(visit);\r\n }\r\n return numMarked;\r\n }\r\n\r\n /**\r\n * Collect edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine\r\n * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return one HalfEdge per removable edge\r\n */\r\n public static collectRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): HalfEdge[] | undefined {\r\n const removable: HalfEdge[] = [];\r\n const mark = graph.grabMask(true);\r\n if (0 < this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier)) {\r\n const visited = graph.grabMask(true);\r\n for (const node of graph.allHalfEdges) {\r\n if (node.isMaskSet(mark) && !node.isMaskSet(visited)) {\r\n node.setMaskAroundEdge(visited);\r\n removable.push(node);\r\n }\r\n }\r\n graph.dropMask(visited);\r\n }\r\n graph.dropMask(mark);\r\n return removable;\r\n }\r\n\r\n /**\r\n * Remove edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to modify\r\n * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges deleted\r\n */\r\n public static expandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n const mark = graph.grabMask(true);\r\n const numRemovedEdges = this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier);\r\n if (numRemovedEdges > 0)\r\n graph.yankAndDeleteEdges((node: HalfEdge) => node.getMask(mark));\r\n graph.dropMask(mark);\r\n return numRemovedEdges;\r\n }\r\n\r\n /**\r\n * Test desired faces for convexity.\r\n * @param graph graph to examine\r\n * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.\r\n * @return whether every face in the graph is convex\r\n */\r\n public static isEveryFaceConvex(graph: HalfEdgeGraph, avoid: HalfEdgeMask = HalfEdgeMask.EXTERIOR): boolean {\r\n const allFaces = graph.collectFaceLoops();\r\n for (const node of allFaces) {\r\n if (node.isMaskedAroundFace(avoid))\r\n continue;\r\n if (!node.isFaceConvex())\r\n return false;\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphMerge {\r\n // return kC <= kB such that stored angles (at extra data index 0 !) kA<=k<kC match.\r\n // * Note that the usual case (when angle at kA is not repeated) is kA+1 === kC\r\n public static getCommonThetaEndIndex(clusters: ClusterableArray, order: Uint32Array, kA: number, kB: number): number{\r\n let kC = kA + 1;\r\n const thetaA = clusters.getExtraData(order[kA], 0);\r\n while (kC < kB) {\r\n const thetaB = clusters.getExtraData(order[kC], 0);\r\n if (!Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n return kC;\r\n }\r\n kC++;\r\n }\r\n return kC;\r\n }\r\n private static _announceVertexNeighborhoodFunction?: AnnounceVertexNeighborhoodSortData;\r\n/**\r\n * public property setter for a function to be called with sorted edge data around a vertex.\r\n */\r\n public static set announceVertexNeighborhoodFunction(func: AnnounceVertexNeighborhoodSortData | undefined) { this._announceVertexNeighborhoodFunction = func; }\r\n private static doAnnounceVertexNeighborhood(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\r\n if (this._announceVertexNeighborhoodFunction) {\r\n const sortData: VertexNeighborhoodSortData[] = [];\r\n // build and share the entire vertex order\r\n for (let k = k0; k < k1; k++){\r\n const index = clusters.getExtraData(order[k], 1);\r\n const theta = clusters.getExtraData(order[k], 0);\r\n const node = allNodes[index];\r\n const signedDistance = this.curvatureSortKey(node);\r\n sortData.push(new VertexNeighborhoodSortData(order[k], signedDistance, node, theta));\r\n }\r\n this._announceVertexNeighborhoodFunction(sortData);\r\n }\r\n\r\n }\r\n // assumptions about cluster array:\r\n // * data order is: x,y,theta, nodeIndex\r\n // * theta and nodeIndex are the \"extra\" data.\r\n // * only want to do anything here when curves are present.\r\n // * k0<=k<k1 are around a vertex\r\n // * These are sorted by theta.\r\n private static secondarySortAroundVertex(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\r\n const sortData: VertexNeighborhoodSortData[] = [];\r\n\r\n for (let k = k0; k < k1;) {\r\n const kB = this.getCommonThetaEndIndex(clusters, order,k, k1);\r\n if (k + 1 < kB) {\r\n sortData.length = 0;\r\n for (let kA = k; kA < kB; kA++) {\r\n const index = clusters.getExtraData(order[kA], 1);\r\n const node = allNodes[index];\r\n const signedDistance = this.curvatureSortKey(node);\r\n sortData.push(new VertexNeighborhoodSortData(order[kA], signedDistance, node));\r\n }\r\n sortData.sort((a: VertexNeighborhoodSortData, b: VertexNeighborhoodSortData) => (a.radiusOfCurvature - b.radiusOfCurvature));\r\n for (let i = 0; i < sortData.length; i++){\r\n order[k + i] = sortData[i].index;\r\n }\r\n }\r\n k = kB;\r\n }\r\n }\r\n // Return the sort key for sorting by curvature.\r\n // This is the signed distance from the curve to center of curvature.\r\n // This should need to be upgraded to account for higher derivatives in the case of higher-than-tangent match.\r\n private static curvatureSortKey(node: HalfEdge): number {\r\n const cld = node.edgeTag as CurveLocationDetail;\r\n if (cld !== undefined) {\r\n const fraction = cld.fraction;\r\n const curve = cld.curve;\r\n if (curve) {\r\n let radius = curve.fractionToSignedXYRadiusOfCurvature(fraction);\r\n if (node.sortData !== undefined && node.sortData < 0)\r\n radius = -radius;\r\n return radius;\r\n }\r\n }\r\n return 0.0;\r\n }\r\n /** Simplest merge algorithm:\r\n * * collect array of (x,y,theta) at all nodes\r\n * * lexical sort of the array.\r\n * * twist all vertices together.\r\n * * This effectively creates valid face loops for a planar subdivision if there are no edge crossings.\r\n * * If there are edge crossings, the graph can be a (highly complicated) Klein bottle topology.\r\n * * Mask.NULL_FACE is cleared throughout and applied within null faces.\r\n */\r\n public static clusterAndMergeXYTheta(graph: HalfEdgeGraph, outboundRadiansFunction?: (he: HalfEdge) => number) {\r\n const allNodes = graph.allHalfEdges;\r\n const numNodes = allNodes.length;\r\n graph.clearMask(HalfEdgeMask.NULL_FACE);\r\n const clusters = new ClusterableArray(2, 2, numNodes); // data order: x,y,theta, nodeIndex. But theta is not set in first round.\r\n for (let i = 0; i < numNodes; i++) {\r\n const nodeA = allNodes[i];\r\n const xA = nodeA.x;\r\n const yA = nodeA.y;\r\n HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.\r\n clusters.addDirect(xA, yA, 0.0, i);\r\n }\r\n const order = clusters.clusterIndicesLexical();\r\n let k0 = 0;\r\n const numK = order.length;\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1] are properly sorted around a vertex.\r\n if (k1 > k0) {\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n const nodeA0 = allNodes[iA];\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n const nodeB = allNodes[iB];\r\n nodeB.x = nodeA0.x;\r\n nodeB.y = nodeA0.y;\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n // NOW\r\n // 1) There are identical coordinates at all nodes around each vertex loop.\r\n // 2) Hence ready do sort (at each vertex) by theta.\r\n\r\n // insert theta as extra data in the sort table . . .\r\n for (const clusterTableIndex of order) {\r\n if (clusterTableIndex !== ClusterableArray.clusterTerminator) {\r\n const nodeA = allNodes[clusterTableIndex];\r\n const nodeB = nodeA.faceSuccessor;\r\n let radians = outboundRadiansFunction ? outboundRadiansFunction(nodeA) : Math.atan2(nodeB.y - nodeA.y, nodeB.x - nodeA.x);\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, -Math.PI))\r\n radians = Math.PI;\r\n clusters.setExtraData(clusterTableIndex, 0, radians);\r\n }\r\n }\r\n clusters.sortSubsetsBySingleKey(order, 2);\r\n const unmatchedNullFaceNodes: HalfEdge[] = [];\r\n k0 = 0;\r\n let thetaA, thetaB;\r\n // eslint-disable-next-line no-console\r\n // console.log(\"START VERTEX LINKS\");\r\n\r\n // now pinch each neighboring pair together\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1] are properly sorted around a vertex.\r\n if (k1 > k0) {\r\n // const xy = clusters.getPoint2d(order[k0]);\r\n // eslint-disable-next-line no-console\r\n // console.log({ k0, k1, x: xy.x, y: xy.y });\r\n if (k1 > k0 + 1)\r\n this.secondarySortAroundVertex(clusters, order, allNodes, k0, k1);\r\n this.doAnnounceVertexNeighborhood(clusters, order, allNodes, k0, k1);\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n thetaA = clusters.getExtraData(order[k0], 0);\r\n const nodeA0 = allNodes[iA];\r\n let nodeA = nodeA0;\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n thetaB = clusters.getExtraData(order[k], 0);\r\n const nodeB = allNodes[iB];\r\n if (nodeA.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n // nope, this edge was flagged and pinched from the other end.\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n } else if (nodeB.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeB === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n // NO leave nodeA and thetaA ignore nodeB -- later step will get the outside of its banana.\r\n } else {\r\n HalfEdge.pinch(nodeA, nodeB);\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n const nodeA1 = nodeA.faceSuccessor;\r\n const nodeB1 = nodeB.edgeMate;\r\n // WE TRUST -- nodeA1 and node B1 must have identical xy.\r\n // pinch them together and mark the face loop as null ..\r\n HalfEdge.pinch(nodeA1, nodeB1);\r\n nodeA.setMask(HalfEdgeMask.NULL_FACE);\r\n nodeB1.setMask(HalfEdgeMask.NULL_FACE);\r\n unmatchedNullFaceNodes.push(nodeB1);\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n }\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n }\r\n\r\n private static buildVerticalSweepPriorityQueue(graph: HalfEdgeGraph): HalfEdgePriorityQueueWithPartnerArray {\r\n const sweepHeap = new HalfEdgePriorityQueueWithPartnerArray();\r\n for (const p of graph.allHalfEdges) {\r\n\r\n if (HalfEdgeGraphOps.compareNodesYXUp(p, p.faceSuccessor) < 0) {\r\n sweepHeap.priorityQueue.push(p);\r\n }\r\n }\r\n return sweepHeap;\r\n }\r\n private static snapFractionToNode(xy: Point2d, fraction: number, node: HalfEdge, nodeFraction: number): number{\r\n if (Geometry.isSameCoordinate(xy.x, node.x) && Geometry.isSameCoordinate(xy.y, node.y))\r\n return nodeFraction;\r\n return fraction;\r\n}\r\n private static computeIntersectionFractionsOnEdges(nodeA0: HalfEdge, nodeB0: HalfEdge, fractions: Vector2d, pointA: Point2d, pointB: Point2d): boolean {\r\n const nodeA1 = nodeA0.faceSuccessor;\r\n const ax0 = nodeA0.x;\r\n const ay0 = nodeA0.y;\r\n const ux = nodeA1.x - ax0;\r\n const uy = nodeA1.y - ay0;\r\n const nodeB1 = nodeB0.faceSuccessor;\r\n const bx0 = nodeB0.x;\r\n const by0 = nodeB0.y;\r\n const vx = nodeB1.x - bx0;\r\n const vy = nodeB1.y - by0;\r\n // cspell:word lineSegmentXYUVTransverseIntersectionUnbounded\r\n if (SmallSystem.lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy,\r\n bx0, by0, vx, vy, fractions)) {\r\n pointA.x = ax0 + fractions.x * ux;\r\n pointA.y = ay0 + fractions.x * uy;\r\n pointB.x = bx0 + fractions.y * vx;\r\n pointB.y = by0 + fractions.y * vy;\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA0, 0.0);\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA1, 1.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB0, 0.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB1, 1.0);\r\n return Geometry.isIn01(fractions.x) && Geometry.isIn01(fractions.y);\r\n }\r\n return false;\r\n }\r\n /**\r\n * Split edges at intersections.\r\n * * This is a large operation.\r\n * @param graph\r\n */\r\n public static splitIntersectingEdges(graph: HalfEdgeGraph): GraphSplitData {\r\n const data = new GraphSplitData();\r\n const sweepHeap = this.buildVerticalSweepPriorityQueue(graph);\r\n let nodeA0, nodeB1;\r\n const smallFraction = 1.0e-8;\r\n const largeFraction = 1.0 - smallFraction;\r\n let i;\r\n const fractions = Vector2d.create();\r\n const pointA = Point2d.create();\r\n const pointB = Point2d.create();\r\n let nodeB0;\r\n const popTolerance = Geometry.smallMetricDistance;\r\n while (undefined !== (nodeA0 = sweepHeap.priorityQueue.pop())) {\r\n data.numUpEdge++;\r\n const n0 = sweepHeap.activeEdges.length;\r\n sweepHeap.removeArrayMembersWithY1Below(nodeA0.y - popTolerance);\r\n data.numPopOut += n0 - sweepHeap.activeEdges.length;\r\n for (i = 0; i < sweepHeap.activeEdges.length; i++) {\r\n nodeB0 = sweepHeap.activeEdges[i];\r\n nodeB1 = nodeB0.faceSuccessor;\r\n // const nodeB1 = nodeB0.faceSuccessor;\r\n if (Geometry.isSameCoordinateXY(nodeA0.x, nodeA0.y, nodeB0.x, nodeB0.y)) {\r\n data.numA0B0++;\r\n } else if (Geometry.isSameCoordinateXY(nodeB1.x, nodeB1.y, nodeA0.x, nodeA0.y)) {\r\n data.numA0B1++;\r\n } else {\r\n data.numIntersectionTest++;\r\n if (this.computeIntersectionFractionsOnEdges(nodeA0, nodeB0, fractions, pointA, pointB)) {\r\n if (fractions.x > smallFraction && fractions.x < largeFraction) {\r\n const nodeC0 = graph.splitEdgeAtFraction(nodeA0, fractions.x);\r\n sweepHeap.priorityQueue.push(nodeC0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n if (fractions.y > smallFraction && fractions.y < largeFraction) {\r\n const nodeD0 = graph.splitEdgeAtFraction(nodeB0, fractions.y);\r\n sweepHeap.priorityQueue.push(nodeD0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n // existing nodeA0 and its shortened edge remain for further intersections\r\n }\r\n }\r\n }\r\n sweepHeap.activeEdges.push(nodeA0);\r\n }\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns a graph structure formed from the given LineSegment array\r\n *\r\n * * Find all intersections among segments, and split them if necessary\r\n * * Record endpoints of every segment in the form X, Y, Theta; This information is stored as a new node and sorted to match up\r\n * vertices.\r\n * * For vertices that match up, pinch the nodes to create vertex loops, which in closed objects, will also eventually form face\r\n * loops\r\n */\r\n public static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph {\r\n // Structure of an index of the array: { xyTheta: Point3d, node: Node }\r\n const graph = new HalfEdgeGraph();\r\n HalfEdgeGraphOps.segmentArrayToGraphEdges(lineSegments, graph, HalfEdgeMask.BOUNDARY_EDGE);\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n\r\n return graph;\r\n }\r\n\r\n /**\r\n * * Input is random linestrings, not necessarily loops\r\n * * Graph gets full splitEdges, regularize, and triangulate.\r\n * @returns triangulated graph, or undefined if bad data.\r\n */\r\n public static formGraphFromChains(chains: MultiLineStringDataVariant, regularize: boolean = true, mask: HalfEdgeMask = HalfEdgeMask.PRIMARY_EDGE): HalfEdgeGraph | undefined {\r\n if (chains.length < 1)\r\n return undefined;\r\n const graph = new HalfEdgeGraph();\r\n const chainSeeds = Triangulator.directCreateChainsFromCoordinates(graph, chains);\r\n for (const seed of chainSeeds)\r\n seed.setMaskAroundFace(mask);\r\n\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n if (regularize) {\r\n const context = new RegularizationContext(graph);\r\n context.regularizeGraph(true, true);\r\n }\r\n return graph;\r\n }\r\n\r\n}\r\n"]}
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { ClusterableArray } from \"../numerics/ClusterableArray\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgePriorityQueueWithPartnerArray } from \"./HalfEdgePriorityQueue\";\r\nimport { RegularizationContext } from \"./RegularizeFace\";\r\nimport { MultiLineStringDataVariant, Triangulator } from \"./Triangulation\";\r\n\r\nexport class GraphSplitData {\r\n public numUpEdge = 0;\r\n public numIntersectionTest = 0;\r\n public numSplit = 0;\r\n public numPopOut = 0;\r\n public numA0B0 = 0;\r\n public numA0B1 = 0;\r\n public constructor() {\r\n }\r\n}\r\n/**\r\n * Structure for data used when sorting outbound edges \"around a node\"\r\n */\r\nexport class VertexNeighborhoodSortData {\r\n public index: number;\r\n public radiusOfCurvature: number;\r\n public node: HalfEdge;\r\n public radians?: number;\r\n public constructor(index: number, key: number, node: HalfEdge, radians?: number) {\r\n this.index = index;\r\n this.radiusOfCurvature = key;\r\n this.node = node;\r\n this.radians = radians;\r\n }\r\n}\r\n\r\n/** Function signature for announcing a vertex neighborhood during sorting. */\r\nexport type AnnounceVertexNeighborhoodSortData = (data: VertexNeighborhoodSortData[]) => any;\r\n/**\r\n * * Assorted methods used in algorithms on HalfEdgeGraph.\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphOps {\r\n\r\n /** Compare function for sorting with primary y compare, secondary x compare. */\r\n public static compareNodesYXUp(a: HalfEdge, b: HalfEdge) {\r\n // Check y's\r\n // if (!Geometry.isSameCoordinate(a.y, b.y))\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n // Check x's\r\n // if (!Geometry.isSameCoordinate(a.x, b.x))\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n return 0;\r\n }\r\n\r\n /** Return true if nodeB (a) is lower than both its neighbors and (b) inflects as a downward peak (rather than an upward trough) */\r\n public static isDownPeak(nodeB: HalfEdge) {\r\n const nodeA = nodeB.facePredecessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n return this.compareNodesYXUp(nodeB, nodeA) < 0\r\n && this.compareNodesYXUp(nodeB, nodeC) < 0\r\n && this.crossProductToTargets(nodeB, nodeA, nodeC) > 0;\r\n }\r\n\r\n /** return the cross product of vectors from base to targetA and base to targetB\r\n * @param base base vertex of both vectors.\r\n * @param targetA target vertex of first vector\r\n * @param targetB target vertex of second vector\r\n */\r\n public static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number {\r\n return Geometry.crossProductXYXY(targetA.x - base.x, targetA.y - base.y, targetB.x - base.x, targetB.y - base.y);\r\n }\r\n\r\n // ---------------------------------------------------------------------------------------------------------------------\r\n // ----------------------------------------------------------------------------------------------------------------------\r\n\r\n public static graphRange(graph: HalfEdgeGraph): Range3d {\r\n const range = Range3d.create();\r\n for (const node of graph.allHalfEdges) {\r\n range.extendXYZ(node.x, node.y, node.z);\r\n }\r\n return range;\r\n }\r\n /** Returns an array of all nodes (both ends) of edges created from segments. */\r\n public static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[] {\r\n const result = [];\r\n let idxCounter = 0;\r\n\r\n // Push the endpoints of each segment onto arr[] in the form {(x, y, theta), Node}\r\n for (const segment of segments) {\r\n\r\n const node0 = returnGraph.createEdgeXYZXYZ(\r\n segment.point0Ref.x, segment.point0Ref.y, segment.point0Ref.z,\r\n idxCounter,\r\n segment.point1Ref.x, segment.point1Ref.y, segment.point1Ref.z,\r\n idxCounter + 1);\r\n\r\n const node1 = node0.edgeMate;\r\n idxCounter += 2;\r\n\r\n node0.setMaskAroundFace(mask); // Original given coordinates must be part of boundary\r\n result.push(node0);\r\n result.push(node1);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * * Visit all nodes in `graph`.\r\n * * invoke `pinch(node, vertexPredecessor)`\r\n * * this leaves the graph as isolated edges.\r\n * @param graph graph to modify\r\n */\r\n public static isolateAllEdges(graph: HalfEdgeGraph) {\r\n for (const nodeA of graph.allHalfEdges) {\r\n const nodeB = nodeA.vertexPredecessor;\r\n HalfEdge.pinch(nodeA, nodeB);\r\n }\r\n }\r\n\r\n /**\r\n * Compute convexity of a sector of a super-face.\r\n * @param base node whose edge is to be tested for removal\r\n * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity\r\n * @param barrier edges with this mask (on either side) will not be removed\r\n * @return whether removing the edge at base would create a convex sector in the super-face\r\n */\r\n private static isSectorConvexAfterEdgeRemoval(base: HalfEdge, ignore: HalfEdgeMask, barrier: HalfEdgeMask): boolean {\r\n let vs = base;\r\n do { // loop ccw around vertex looking for a super-face predecessor\r\n if (vs.isMaskSet(barrier) || vs.edgeMate.isMaskSet(barrier))\r\n break;\r\n vs = vs.vertexSuccessor;\r\n } while (vs !== base && vs.isMaskSet(ignore));\r\n if (vs === base)\r\n return false;\r\n let vp = base;\r\n do { // loop cw around vertex looking for a super-face successor\r\n if (vp.isMaskSet(barrier) || vp.edgeMate.isMaskSet(barrier))\r\n break;\r\n vp = vp.vertexPredecessor;\r\n } while (vp !== base && vp.isMaskSet(ignore));\r\n if (vp === base)\r\n return false;\r\n return HalfEdge.isSectorConvex(vs.edgeMate, base, vp.faceSuccessor);\r\n }\r\n\r\n /**\r\n * Mask edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine and mark\r\n * @param mark the mask used to mark (both sides of) removable edges\r\n * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges masked (half the number of HalfEdges masked)\r\n */\r\n public static markRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, mark: HalfEdgeMask, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n if (HalfEdgeMask.NULL_MASK === mark)\r\n return 0;\r\n const visit = graph.grabMask(true);\r\n let numMarked = 0;\r\n for (const node of graph.allHalfEdges) {\r\n if (!node.isMaskSet(visit)) {\r\n if (!node.isMaskSet(barrier) && !node.edgeMate.isMaskSet(barrier)) {\r\n if (this.isSectorConvexAfterEdgeRemoval(node, mark, barrier) && this.isSectorConvexAfterEdgeRemoval(node.edgeMate, mark, barrier)) {\r\n node.setMaskAroundEdge(mark);\r\n ++numMarked;\r\n }\r\n }\r\n }\r\n node.setMaskAroundEdge(visit);\r\n }\r\n return numMarked;\r\n }\r\n\r\n /**\r\n * Collect edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine\r\n * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return one HalfEdge per removable edge\r\n */\r\n public static collectRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): HalfEdge[] | undefined {\r\n const removable: HalfEdge[] = [];\r\n const mark = graph.grabMask(true);\r\n if (0 < this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier)) {\r\n const visited = graph.grabMask(true);\r\n for (const node of graph.allHalfEdges) {\r\n if (node.isMaskSet(mark) && !node.isMaskSet(visited)) {\r\n node.setMaskAroundEdge(visited);\r\n removable.push(node);\r\n }\r\n }\r\n graph.dropMask(visited);\r\n }\r\n graph.dropMask(mark);\r\n return removable;\r\n }\r\n\r\n /**\r\n * Remove edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to modify\r\n * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges deleted\r\n */\r\n public static expandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n const mark = graph.grabMask(true);\r\n const numRemovedEdges = this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier);\r\n if (numRemovedEdges > 0)\r\n graph.yankAndDeleteEdges((node: HalfEdge) => node.getMask(mark));\r\n graph.dropMask(mark);\r\n return numRemovedEdges;\r\n }\r\n\r\n /**\r\n * Test desired faces for convexity.\r\n * @param graph graph to examine\r\n * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.\r\n * @return whether every face in the graph is convex\r\n */\r\n public static isEveryFaceConvex(graph: HalfEdgeGraph, avoid: HalfEdgeMask = HalfEdgeMask.EXTERIOR): boolean {\r\n const allFaces = graph.collectFaceLoops();\r\n for (const node of allFaces) {\r\n if (node.isMaskedAroundFace(avoid))\r\n continue;\r\n if (!node.isFaceConvex())\r\n return false;\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphMerge {\r\n // return kC such that all angles k are equal, with kA <= k < kC <= kB.\r\n // * Assume: angles k are stored at extra data index 0.\r\n // * Note that the usual case (when angle at kA is not repeated) is kA+1 === kC\r\n public static getCommonThetaEndIndex(clusters: ClusterableArray, order: Uint32Array, kA: number, kB: number): number{\r\n let kC = kA + 1;\r\n const thetaA = clusters.getExtraData(order[kA], 0);\r\n while (kC < kB) {\r\n const thetaB = clusters.getExtraData(order[kC], 0);\r\n if (!Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n return kC;\r\n }\r\n kC++;\r\n }\r\n return kC;\r\n }\r\n private static _announceVertexNeighborhoodFunction?: AnnounceVertexNeighborhoodSortData;\r\n/**\r\n * public property setter for a function to be called with sorted edge data around a vertex.\r\n */\r\n public static set announceVertexNeighborhoodFunction(func: AnnounceVertexNeighborhoodSortData | undefined) { this._announceVertexNeighborhoodFunction = func; }\r\n private static doAnnounceVertexNeighborhood(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\r\n if (this._announceVertexNeighborhoodFunction) {\r\n const sortData: VertexNeighborhoodSortData[] = [];\r\n // build and share the entire vertex order\r\n for (let k = k0; k < k1; k++){\r\n const index = clusters.getExtraData(order[k], 1);\r\n const theta = clusters.getExtraData(order[k], 0);\r\n const node = allNodes[index];\r\n const signedDistance = this.curvatureSortKey(node);\r\n sortData.push(new VertexNeighborhoodSortData(order[k], signedDistance, node, theta));\r\n }\r\n this._announceVertexNeighborhoodFunction(sortData);\r\n }\r\n\r\n }\r\n // assumptions about cluster array:\r\n // * data order is: x,y,theta,nodeIndex\r\n // * theta and nodeIndex are the \"extra\" data.\r\n // * only want to do anything here when curves are present.\r\n // * k0<=k<k1 are around a vertex\r\n // * These are sorted by theta.\r\n private static secondarySortAroundVertex(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\r\n const sortData: VertexNeighborhoodSortData[] = [];\r\n\r\n for (let k = k0; k < k1;) {\r\n const kB = this.getCommonThetaEndIndex(clusters, order,k, k1);\r\n if (k + 1 < kB) {\r\n sortData.length = 0;\r\n for (let kA = k; kA < kB; kA++) {\r\n const index = clusters.getExtraData(order[kA], 1);\r\n const node = allNodes[index];\r\n const signedDistance = this.curvatureSortKey(node);\r\n sortData.push(new VertexNeighborhoodSortData(order[kA], signedDistance, node));\r\n }\r\n sortData.sort((a: VertexNeighborhoodSortData, b: VertexNeighborhoodSortData) => (a.radiusOfCurvature - b.radiusOfCurvature));\r\n for (let i = 0; i < sortData.length; i++){\r\n order[k + i] = sortData[i].index;\r\n }\r\n }\r\n k = kB;\r\n }\r\n }\r\n /** Return the sort key for sorting by curvature.\r\n * * This is the signed distance from the curve at the edge start, to center of curvature.\r\n * * NOTE: Currently does not account for higher derivatives in the case of higher-than-tangent match.\r\n */\r\n public static curvatureSortKey(node: HalfEdge): number {\r\n const cld = node.edgeTag as CurveLocationDetail;\r\n if (cld !== undefined) {\r\n const fraction = cld.fraction;\r\n const curve = cld.curve;\r\n if (curve) {\r\n let radius = curve.fractionToSignedXYRadiusOfCurvature(fraction);\r\n if (node.sortData !== undefined && node.sortData < 0)\r\n radius = -radius;\r\n return radius;\r\n }\r\n }\r\n return 0.0;\r\n }\r\n /** Simplest merge algorithm:\r\n * * collect array of (x,y,theta) at all nodes\r\n * * lexical sort of the array.\r\n * * twist all vertices together.\r\n * * This effectively creates valid face loops for a planar subdivision if there are no edge crossings.\r\n * * If there are edge crossings, the graph can be a (highly complicated) Klein bottle topology.\r\n * * Mask.NULL_FACE is cleared throughout and applied within null faces.\r\n */\r\n public static clusterAndMergeXYTheta(graph: HalfEdgeGraph, outboundRadiansFunction?: (he: HalfEdge) => number) {\r\n const allNodes = graph.allHalfEdges;\r\n const numNodes = allNodes.length;\r\n graph.clearMask(HalfEdgeMask.NULL_FACE);\r\n const clusters = new ClusterableArray(2, 2, numNodes); // data order: x,y,theta,nodeIndex. But theta is not set in first round.\r\n for (let i = 0; i < numNodes; i++) {\r\n const nodeA = allNodes[i];\r\n const xA = nodeA.x;\r\n const yA = nodeA.y;\r\n HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.\r\n clusters.addDirect(xA, yA, 0.0, i);\r\n }\r\n const clusterTol = Geometry.smallMetricDistance;\r\n const order = clusters.clusterIndicesLexical(clusterTol);\r\n let k0 = 0;\r\n const numK = order.length;\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1-1] are at a vertex cluster; equate their xy\r\n if (k1 > k0) {\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n const nodeA0 = allNodes[iA];\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n const nodeB = allNodes[iB];\r\n nodeB.x = nodeA0.x;\r\n nodeB.y = nodeA0.y;\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n // NOW\r\n // 1) There are identical coordinates at all nodes around each vertex loop.\r\n // 2) Hence ready do sort (at each vertex) by theta.\r\n\r\n // insert theta as extra data in the sort table . . .\r\n for (const clusterTableIndex of order) {\r\n if (clusterTableIndex !== ClusterableArray.clusterTerminator) {\r\n const nodeA = allNodes[clusterTableIndex];\r\n const nodeB = nodeA.faceSuccessor;\r\n let radians = outboundRadiansFunction ? outboundRadiansFunction(nodeA) : Math.atan2(nodeB.y - nodeA.y, nodeB.x - nodeA.x);\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, -Math.PI))\r\n radians = Math.PI;\r\n clusters.setExtraData(clusterTableIndex, 0, radians);\r\n }\r\n }\r\n clusters.sortSubsetsBySingleKey(order, 2);\r\n const unmatchedNullFaceNodes: HalfEdge[] = [];\r\n k0 = 0;\r\n let thetaA, thetaB;\r\n // eslint-disable-next-line no-console\r\n // console.log(\"START VERTEX LINKS\");\r\n\r\n // now pinch each neighboring pair together\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1-1] are properly sorted around a vertex.\r\n if (k1 > k0) {\r\n // const xy = clusters.getPoint2d(order[k0]);\r\n // eslint-disable-next-line no-console\r\n // console.log({ k0, k1, x: xy.x, y: xy.y });\r\n if (k1 > k0 + 1)\r\n this.secondarySortAroundVertex(clusters, order, allNodes, k0, k1);\r\n this.doAnnounceVertexNeighborhood(clusters, order, allNodes, k0, k1);\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n thetaA = clusters.getExtraData(order[k0], 0);\r\n const nodeA0 = allNodes[iA];\r\n let nodeA = nodeA0;\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n thetaB = clusters.getExtraData(order[k], 0);\r\n const nodeB = allNodes[iB];\r\n if (nodeA.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n // nope, this edge was flagged and pinched from the other end.\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n } else if (nodeB.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeB === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n // NO leave nodeA and thetaA ignore nodeB -- later step will get the outside of its banana.\r\n } else {\r\n HalfEdge.pinch(nodeA, nodeB);\r\n\r\n // Detect null face using the heuristic:\r\n // * near vertex angles are same (periodic, toleranced)\r\n // * far vertex is clustered (exactly equal)\r\n // * near vertex curvatures are same (toleranced)\r\n // Note that near vertex is already clustered.\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n const nodeA1 = nodeA.faceSuccessor;\r\n const nodeB1 = nodeB.edgeMate;\r\n if (nodeA1.isEqualXY(nodeB1)) {\r\n const cA = this.curvatureSortKey(nodeA);\r\n const cB = this.curvatureSortKey(nodeB);\r\n if (Geometry.isSameCoordinate(cA, cB, clusterTol)) { // rule out banana\r\n HalfEdge.pinch(nodeA1, nodeB1);\r\n nodeA.setMask(HalfEdgeMask.NULL_FACE);\r\n nodeB1.setMask(HalfEdgeMask.NULL_FACE);\r\n unmatchedNullFaceNodes.push(nodeB1);\r\n }\r\n }\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n }\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n }\r\n\r\n private static buildVerticalSweepPriorityQueue(graph: HalfEdgeGraph): HalfEdgePriorityQueueWithPartnerArray {\r\n const sweepHeap = new HalfEdgePriorityQueueWithPartnerArray();\r\n for (const p of graph.allHalfEdges) {\r\n\r\n if (HalfEdgeGraphOps.compareNodesYXUp(p, p.faceSuccessor) < 0) {\r\n sweepHeap.priorityQueue.push(p);\r\n }\r\n }\r\n return sweepHeap;\r\n }\r\n private static snapFractionToNode(xy: Point2d, fraction: number, node: HalfEdge, nodeFraction: number): number{\r\n if (Geometry.isSameCoordinate(xy.x, node.x) && Geometry.isSameCoordinate(xy.y, node.y))\r\n return nodeFraction;\r\n return fraction;\r\n}\r\n private static computeIntersectionFractionsOnEdges(nodeA0: HalfEdge, nodeB0: HalfEdge, fractions: Vector2d, pointA: Point2d, pointB: Point2d): boolean {\r\n const nodeA1 = nodeA0.faceSuccessor;\r\n const ax0 = nodeA0.x;\r\n const ay0 = nodeA0.y;\r\n const ux = nodeA1.x - ax0;\r\n const uy = nodeA1.y - ay0;\r\n const nodeB1 = nodeB0.faceSuccessor;\r\n const bx0 = nodeB0.x;\r\n const by0 = nodeB0.y;\r\n const vx = nodeB1.x - bx0;\r\n const vy = nodeB1.y - by0;\r\n // cspell:word lineSegmentXYUVTransverseIntersectionUnbounded\r\n if (SmallSystem.lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy,\r\n bx0, by0, vx, vy, fractions)) {\r\n pointA.x = ax0 + fractions.x * ux;\r\n pointA.y = ay0 + fractions.x * uy;\r\n pointB.x = bx0 + fractions.y * vx;\r\n pointB.y = by0 + fractions.y * vy;\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA0, 0.0);\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA1, 1.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB0, 0.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB1, 1.0);\r\n return Geometry.isIn01(fractions.x) && Geometry.isIn01(fractions.y);\r\n }\r\n return false;\r\n }\r\n /**\r\n * Split edges at intersections.\r\n * * This is a large operation.\r\n * @param graph\r\n */\r\n public static splitIntersectingEdges(graph: HalfEdgeGraph): GraphSplitData {\r\n const data = new GraphSplitData();\r\n const sweepHeap = this.buildVerticalSweepPriorityQueue(graph);\r\n let nodeA0, nodeB1;\r\n const smallFraction = 1.0e-8;\r\n const largeFraction = 1.0 - smallFraction;\r\n let i;\r\n const fractions = Vector2d.create();\r\n const pointA = Point2d.create();\r\n const pointB = Point2d.create();\r\n let nodeB0;\r\n const popTolerance = Geometry.smallMetricDistance;\r\n while (undefined !== (nodeA0 = sweepHeap.priorityQueue.pop())) {\r\n data.numUpEdge++;\r\n const n0 = sweepHeap.activeEdges.length;\r\n sweepHeap.removeArrayMembersWithY1Below(nodeA0.y - popTolerance);\r\n data.numPopOut += n0 - sweepHeap.activeEdges.length;\r\n for (i = 0; i < sweepHeap.activeEdges.length; i++) {\r\n nodeB0 = sweepHeap.activeEdges[i];\r\n nodeB1 = nodeB0.faceSuccessor;\r\n // const nodeB1 = nodeB0.faceSuccessor;\r\n if (Geometry.isSameCoordinateXY(nodeA0.x, nodeA0.y, nodeB0.x, nodeB0.y)) {\r\n data.numA0B0++;\r\n } else if (Geometry.isSameCoordinateXY(nodeB1.x, nodeB1.y, nodeA0.x, nodeA0.y)) {\r\n data.numA0B1++;\r\n } else {\r\n data.numIntersectionTest++;\r\n if (this.computeIntersectionFractionsOnEdges(nodeA0, nodeB0, fractions, pointA, pointB)) {\r\n if (fractions.x > smallFraction && fractions.x < largeFraction) {\r\n const nodeC0 = graph.splitEdgeAtFraction(nodeA0, fractions.x);\r\n sweepHeap.priorityQueue.push(nodeC0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n if (fractions.y > smallFraction && fractions.y < largeFraction) {\r\n const nodeD0 = graph.splitEdgeAtFraction(nodeB0, fractions.y);\r\n sweepHeap.priorityQueue.push(nodeD0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n // existing nodeA0 and its shortened edge remain for further intersections\r\n }\r\n }\r\n }\r\n sweepHeap.activeEdges.push(nodeA0);\r\n }\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns a graph structure formed from the given LineSegment array\r\n *\r\n * * Find all intersections among segments, and split them if necessary\r\n * * Record endpoints of every segment in the form X, Y, Theta; This information is stored as a new node and sorted to match up\r\n * vertices.\r\n * * For vertices that match up, pinch the nodes to create vertex loops, which in closed objects, will also eventually form face\r\n * loops\r\n */\r\n public static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph {\r\n // Structure of an index of the array: { xyTheta: Point3d, node: Node }\r\n const graph = new HalfEdgeGraph();\r\n HalfEdgeGraphOps.segmentArrayToGraphEdges(lineSegments, graph, HalfEdgeMask.BOUNDARY_EDGE);\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n\r\n return graph;\r\n }\r\n\r\n /**\r\n * * Input is random linestrings, not necessarily loops\r\n * * Graph gets full splitEdges, regularize, and triangulate.\r\n * @returns triangulated graph, or undefined if bad data.\r\n */\r\n public static formGraphFromChains(chains: MultiLineStringDataVariant, regularize: boolean = true, mask: HalfEdgeMask = HalfEdgeMask.PRIMARY_EDGE): HalfEdgeGraph | undefined {\r\n if (chains.length < 1)\r\n return undefined;\r\n const graph = new HalfEdgeGraph();\r\n const chainSeeds = Triangulator.directCreateChainsFromCoordinates(graph, chains);\r\n for (const seed of chainSeeds)\r\n seed.setMaskAroundFace(mask);\r\n\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n if (regularize) {\r\n const context = new RegularizationContext(graph);\r\n context.regularizeGraph(true, true);\r\n }\r\n return graph;\r\n }\r\n\r\n}\r\n"]}
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/** @packageDocumentation
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* @module Topology
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*/
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import { LineString3d } from "../curve/LineString3d";
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import { Point3d } from "../geometry3d/Point3dVector3d";
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declare type AnnounceLoopAndTrianglesFunction = (loop: Point3d[], triangles: Point3d[][]) => void;
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/**
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* Class with static methods to triangulate various forms of possibly non-planar polygons.
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* @public
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*/
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export declare class SpacePolygonTriangulation {
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/**
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* * Return a number which is:
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* * 0 for collapsed (zero area) triangle
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* * positive for non-zero area
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* * larger is "better"
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* * Specifically, return (if well defined) the area divided by summed squares of edge lengths.
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* @param point0
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* @param point1
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* @param point2
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*/
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static spaceTriangleAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d): number;
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/**
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* * Treat a space quad as two triangles with interior diagonal from point0 to point2
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* * Return the smaller of the aspect ratios of the two triangles.
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* * The quad edges proceed in the order [point0, point1, point2, point3]
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* @param point0 first point of quad
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* @param point1 second point of quad (diagonally opposite of point3)
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* @param point2 third point (diagonally opposite point0)
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* @param point3 fourth point
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*/
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static spaceQuadDiagonalAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d, point3: Point3d): number;
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/** "Triangulate" by cutting of the ear with best aspect ratio. Reject if successive normals have negative dot product with PolygonOps.AreaNormal */
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static triangulateGreedyEarCut(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction): boolean;
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private static triangulateSimplestSpaceLoopGo;
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/**
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* * Emit triangles for a (possibly non-planar) loop for various simple cases:
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* * only 3 points: just emit that triangle.
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* * only 4 points: split across a diagonal, choosing the one with better aspect ratios of its two triangles.
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* * BUT
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* * do not complete the triangulation if perimeter is larger than maxPerimeter (i.e. only consider small areas)
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* * Hence it is expected that the caller will use this as the first attempt, possibly followed by calls to other more adventurous methods.
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*/
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static triangulateSimplestSpaceLoop(loop: Point3d[] | LineString3d, announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction, maxPerimeter?: number): boolean;
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}
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export {};
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//# sourceMappingURL=SpaceTriangulation.d.ts.map
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{"version":3,"file":"SpaceTriangulation.d.ts","sourceRoot":"","sources":["../../../src/topology/SpaceTriangulation.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAIxD,aAAK,gCAAgC,GAAG,CAAC,IAAI,EAAE,OAAO,EAAE,EAAE,SAAS,EAAE,OAAO,EAAE,EAAE,KAAK,IAAI,CAAC;AAE1F;;;GAGG;AACH,qBAAa,yBAAyB;IAEpC;;;;;;;;;OASG;WACW,wBAAwB,CAAC,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,MAAM;IAMjG;;;;;;;;OAQG;WACW,4BAA4B,CAAC,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,GAAG,MAAM;IAKtH,qJAAqJ;WACvI,uBAAuB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,wBAAwB,EAAE,gCAAgC,GAAG,OAAO;IAsC7H,OAAO,CAAC,MAAM,CAAC,8BAA8B;IA8B7C;;;;;;;OAOG;WACW,4BAA4B,CAAC,IAAI,EAAE,OAAO,EAAG,GAAG,YAAY,EACxE,wBAAwB,EAAE,gCAAgC,EAC1D,YAAY,CAAC,EAAE,MAAM,GAAG,OAAO;CAOlC"}
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"use strict";
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
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* See LICENSE.md in the project root for license terms and full copyright notice.
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*--------------------------------------------------------------------------------------------*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.SpacePolygonTriangulation = void 0;
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/** @packageDocumentation
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* @module Topology
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*/
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const LineString3d_1 = require("../curve/LineString3d");
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const Geometry_1 = require("../Geometry");
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const PointHelpers_1 = require("../geometry3d/PointHelpers");
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const PolygonOps_1 = require("../geometry3d/PolygonOps");
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const PolylineOps_1 = require("../geometry3d/PolylineOps");
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/**
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* Class with static methods to triangulate various forms of possibly non-planar polygons.
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* @public
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*/
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class SpacePolygonTriangulation {
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/**
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* * Return a number which is:
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* * 0 for collapsed (zero area) triangle
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* * positive for non-zero area
|
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* * larger is "better"
|
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* * Specifically, return (if well defined) the area divided by summed squares of edge lengths.
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* @param point0
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* @param point1
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* @param point2
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*/
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static spaceTriangleAspectRatio(point0, point1, point2) {
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const crossProduct = point0.crossProductToPoints(point1, point2);
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const area = 0.5 * crossProduct.magnitude();
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const summedEdgeSquares = point0.distanceSquared(point1) + point1.distanceSquared(point2) + point2.distanceSquared(point0);
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return Geometry_1.Geometry.safeDivideFraction(area, summedEdgeSquares, 0.0);
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}
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/**
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* * Treat a space quad as two triangles with interior diagonal from point0 to point2
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* * Return the smaller of the aspect ratios of the two triangles.
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* * The quad edges proceed in the order [point0, point1, point2, point3]
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* @param point0 first point of quad
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* @param point1 second point of quad (diagonally opposite of point3)
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* @param point2 third point (diagonally opposite point0)
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* @param point3 fourth point
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*/
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static spaceQuadDiagonalAspectRatio(point0, point1, point2, point3) {
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const q012 = this.spaceTriangleAspectRatio(point0, point1, point2);
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const q023 = this.spaceTriangleAspectRatio(point0, point2, point3);
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return Math.max(q012, q023);
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}
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/** "Triangulate" by cutting of the ear with best aspect ratio. Reject if successive normals have negative dot product with PolygonOps.AreaNormal */
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static triangulateGreedyEarCut(points, announceLoopAndTriangles) {
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const normalA = PolygonOps_1.PolygonOps.areaNormal(points);
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const triangles = [];
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const myPoints = points.slice();
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PolylineOps_1.PolylineOps.removeClosurePoint(myPoints);
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// first pass deals with entire array.
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// each pass lops off one point.
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for (; myPoints.length > 2;) {
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// Find the ear candidate whose cross product vector has largest dot product (large area, best alignment with overall).
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let bestRatio = -1.0;
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let bestRatioIndex0 = 0;
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let i0 = myPoints.length - 2;
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let i1 = myPoints.length - 1;
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+
let i2;
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+
for (i2 = 0; i2 < myPoints.length; i0 = i1, i1 = i2, i2++) {
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+
const ratio = this.spaceTriangleAspectRatio(myPoints[i0], myPoints[i1], myPoints[i2]);
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+
const normalB = myPoints[i0].crossProductToPoints(myPoints[i1], myPoints[i2]);
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|
+
if (normalB.dotProduct(normalA) > 0 && ratio > bestRatio) {
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+
bestRatio = ratio;
|
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+
bestRatioIndex0 = i0;
|
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|
+
}
|
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|
+
}
|
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|
+
if (bestRatio <= 0.0)
|
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|
+
return false;
|
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|
+
// add the ear to the result
|
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i0 = bestRatioIndex0;
|
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|
+
i1 = (i0 + 1) % myPoints.length;
|
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|
+
i2 = (i1 + 1) % myPoints.length;
|
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|
+
const t = [];
|
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|
+
t.push(myPoints[i0], myPoints[i1], myPoints[i2]);
|
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|
+
// remove the middle point
|
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|
+
myPoints.splice(i1, 1);
|
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+
triangles.push(t);
|
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+
}
|
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|
+
announceLoopAndTriangles(points, triangles);
|
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|
+
return true;
|
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|
+
}
|
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|
+
static triangulateSimplestSpaceLoopGo(points, announceLoopAndTriangles, maxPerimeter) {
|
|
90
|
+
const n = PointHelpers_1.Point3dArray.countNonDuplicates(points);
|
|
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|
+
if (maxPerimeter !== undefined && PointHelpers_1.Point3dArray.sumEdgeLengths(points, true, n) > maxPerimeter)
|
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|
+
return false;
|
|
93
|
+
if (n < 3)
|
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+
return false;
|
|
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|
+
if (n === 3) {
|
|
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|
+
if (this.spaceTriangleAspectRatio(points[0], points[1], points[2]) === 0)
|
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|
+
return false;
|
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|
+
// already a triangle . . .
|
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|
+
announceLoopAndTriangles(points, [points.slice()]);
|
|
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|
+
return true;
|
|
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|
+
}
|
|
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|
+
if (n === 4) {
|
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|
+
const d02 = this.spaceQuadDiagonalAspectRatio(points[0], points[1], points[2], points[3]);
|
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104
|
+
const d13 = this.spaceQuadDiagonalAspectRatio(points[1], points[2], points[3], points[0]);
|
|
105
|
+
if (d02 === 0.0 && d13 === 0.0)
|
|
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|
+
return false;
|
|
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|
+
// announce the two triangles with better aspect ratios ....
|
|
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|
+
if (d02 > d13) {
|
|
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|
+
announceLoopAndTriangles(points, [[points[0], points[1], points[2]], [points[2], points[3], points[0]]]);
|
|
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|
+
return true;
|
|
111
|
+
}
|
|
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|
+
else {
|
|
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|
+
announceLoopAndTriangles(points, [[points[0], points[1], points[3]], [points[3], points[1], points[2]]]);
|
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|
+
return true;
|
|
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|
+
}
|
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|
+
}
|
|
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|
+
return this.triangulateGreedyEarCut(points, announceLoopAndTriangles);
|
|
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|
+
}
|
|
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|
+
/**
|
|
120
|
+
* * Emit triangles for a (possibly non-planar) loop for various simple cases:
|
|
121
|
+
* * only 3 points: just emit that triangle.
|
|
122
|
+
* * only 4 points: split across a diagonal, choosing the one with better aspect ratios of its two triangles.
|
|
123
|
+
* * BUT
|
|
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|
+
* * do not complete the triangulation if perimeter is larger than maxPerimeter (i.e. only consider small areas)
|
|
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Point3dArray } from \"../geometry3d/PointHelpers\";\r\nimport {PolygonOps} from \"../geometry3d/PolygonOps\";\r\nimport {PolylineOps} from \"../geometry3d/PolylineOps\";\r\ntype AnnounceLoopAndTrianglesFunction = (loop: Point3d[], triangles: Point3d[][]) => void;\r\n\r\n/**\r\n * Class with static methods to triangulate various forms of possibly non-planar polygons.\r\n * @public\r\n */\r\nexport class SpacePolygonTriangulation {\r\n\r\n /**\r\n * * Return a number which is:\r\n * * 0 for collapsed (zero area) triangle\r\n * * positive for non-zero area\r\n * * larger is \"better\"\r\n * * Specifically, return (if well defined) the area divided by summed squares of edge lengths.\r\n * @param point0\r\n * @param point1\r\n * @param point2\r\n */\r\n public static spaceTriangleAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d): number {\r\n const crossProduct = point0.crossProductToPoints (point1, point2);\r\n const area = 0.5 * crossProduct.magnitude ();\r\n const summedEdgeSquares = point0.distanceSquared (point1) + point1.distanceSquared (point2) + point2.distanceSquared (point0);\r\n return Geometry.safeDivideFraction (area, summedEdgeSquares, 0.0);\r\n }\r\n /**\r\n * * Treat a space quad as two triangles with interior diagonal from point0 to point2\r\n * * Return the smaller of the aspect ratios of the two triangles.\r\n * * The quad edges proceed in the order [point0, point1, point2, point3]\r\n * @param point0 first point of quad\r\n * @param point1 second point of quad (diagonally opposite of point3)\r\n * @param point2 third point (diagonally opposite point0)\r\n * @param point3 fourth point\r\n */\r\n public static spaceQuadDiagonalAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d, point3: Point3d): number{\r\n const q012 = this.spaceTriangleAspectRatio (point0, point1, point2);\r\n const q023 = this.spaceTriangleAspectRatio (point0, point2, point3);\r\n return Math.max (q012, q023);\r\n }\r\n /** \"Triangulate\" by cutting of the ear with best aspect ratio. Reject if successive normals have negative dot product with PolygonOps.AreaNormal */\r\n public static triangulateGreedyEarCut(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction): boolean{\r\n const normalA = PolygonOps.areaNormal (points);\r\n const triangles: Point3d[][] = [];\r\n const myPoints = points.slice ();\r\n PolylineOps.removeClosurePoint (myPoints);\r\n // first pass deals with entire array.\r\n // each pass lops off one point.\r\n for (;myPoints.length > 2;){\r\n // Find the ear candidate whose cross product vector has largest dot product (large area, best alignment with overall).\r\n let bestRatio = -1.0;\r\n let bestRatioIndex0 = 0;\r\n let i0 = myPoints.length - 2;\r\n let i1 = myPoints.length - 1;\r\n let i2;\r\n for (i2 = 0; i2 < myPoints.length; i0 = i1, i1 = i2, i2++){\r\n const ratio = this.spaceTriangleAspectRatio (myPoints[i0], myPoints[i1], myPoints[i2]);\r\n const normalB = myPoints[i0].crossProductToPoints (myPoints[i1], myPoints[i2]);\r\n if (normalB.dotProduct (normalA) > 0 && ratio > bestRatio){\r\n bestRatio = ratio;\r\n bestRatioIndex0 = i0;\r\n }\r\n }\r\n if (bestRatio <= 0.0)\r\n return false;\r\n // add the ear to the result\r\n i0 = bestRatioIndex0;\r\n i1 = (i0 + 1) % myPoints.length;\r\n i2 = (i1 + 1) % myPoints.length;\r\n const t = [];\r\n t.push (myPoints[i0], myPoints[i1], myPoints[i2]);\r\n // remove the middle point\r\n myPoints.splice (i1, 1);\r\n triangles.push(t);\r\n }\r\n announceLoopAndTriangles (points, triangles);\r\n return true;\r\n }\r\n\r\n private static triangulateSimplestSpaceLoopGo(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction,\r\n maxPerimeter: number | undefined): boolean{\r\n const n = Point3dArray.countNonDuplicates (points);\r\n if (maxPerimeter !== undefined && Point3dArray.sumEdgeLengths (points, true, n) > maxPerimeter)\r\n return false;\r\n if (n < 3)\r\n return false;\r\n if (n === 3){\r\n if (this.spaceTriangleAspectRatio (points[0], points[1], points[2]) === 0)\r\n return false;\r\n // already a triangle . . .\r\n announceLoopAndTriangles (points, [points.slice ()]);\r\n return true;\r\n }\r\n if (n === 4){\r\n const d02 = this.spaceQuadDiagonalAspectRatio (points[0], points[1], points[2], points[3]);\r\n const d13 = this.spaceQuadDiagonalAspectRatio (points[1], points[2], points[3], points[0]);\r\n if (d02 === 0.0 && d13 === 0.0)\r\n return false;\r\n // announce the two triangles with better aspect ratios ....\r\n if (d02 > d13){\r\n announceLoopAndTriangles (points, [[points[0], points[1], points[2]], [points[2], points[3], points[0]]]);\r\n return true;\r\n } else {\r\n announceLoopAndTriangles (points, [[points[0], points[1], points[3]], [points[3], points[1], points[2]]]);\r\n return true;\r\n }\r\n }\r\n return this.triangulateGreedyEarCut (points, announceLoopAndTriangles);\r\n }\r\n /**\r\n * * Emit triangles for a (possibly non-planar) loop for various simple cases:\r\n * * only 3 points: just emit that triangle.\r\n * * only 4 points: split across a diagonal, choosing the one with better aspect ratios of its two triangles.\r\n * * BUT\r\n * * do not complete the triangulation if perimeter is larger than maxPerimeter (i.e. only consider small areas)\r\n * * Hence it is expected that the caller will use this as the first attempt, possibly followed by calls to other more adventurous methods.\r\n */\r\n public static triangulateSimplestSpaceLoop(loop: Point3d [] | LineString3d,\r\n announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction,\r\n maxPerimeter?: number): boolean{\r\n if (loop instanceof LineString3d)\r\n return this.triangulateSimplestSpaceLoopGo (loop.points, announceLoopAndTriangles, maxPerimeter);\r\n // (array case by exhaustion)\r\n return this.triangulateSimplestSpaceLoopGo (loop, announceLoopAndTriangles, maxPerimeter);\r\n }\r\n\r\n}\r\n"]}
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