@itwin/core-geometry 3.5.0-dev.7 → 3.5.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (334) hide show
  1. package/CHANGELOG.md +78 -1
  2. package/lib/cjs/Geometry.d.ts +21 -5
  3. package/lib/cjs/Geometry.d.ts.map +1 -1
  4. package/lib/cjs/Geometry.js +17 -8
  5. package/lib/cjs/Geometry.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.d.ts +11 -5
  7. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurve.js +47 -18
  9. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  10. package/lib/cjs/bspline/BezierCurveBase.d.ts +10 -3
  11. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  12. package/lib/cjs/bspline/BezierCurveBase.js +12 -4
  13. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  14. package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
  15. package/lib/cjs/bspline/InterpolationCurve3d.js +4 -1
  16. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  17. package/lib/cjs/bspline/KnotVector.d.ts.map +1 -1
  18. package/lib/cjs/bspline/KnotVector.js +3 -0
  19. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  20. package/lib/cjs/curve/Arc3d.d.ts +8 -2
  21. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  22. package/lib/cjs/curve/Arc3d.js +15 -3
  23. package/lib/cjs/curve/Arc3d.js.map +1 -1
  24. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +15 -7
  25. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  26. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +46 -29
  27. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  28. package/lib/cjs/curve/CurveCollection.d.ts +13 -4
  29. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  30. package/lib/cjs/curve/CurveCollection.js +23 -2
  31. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  32. package/lib/cjs/curve/CurveCurveIntersectXY.js +1 -1
  33. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  34. package/lib/cjs/curve/CurveCurveIntersectXYZ.d.ts +4 -3
  35. package/lib/cjs/curve/CurveCurveIntersectXYZ.d.ts.map +1 -1
  36. package/lib/cjs/curve/CurveCurveIntersectXYZ.js +8 -6
  37. package/lib/cjs/curve/CurveCurveIntersectXYZ.js.map +1 -1
  38. package/lib/cjs/curve/CurvePrimitive.d.ts +20 -18
  39. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  40. package/lib/cjs/curve/CurvePrimitive.js +58 -339
  41. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  42. package/lib/cjs/curve/LineSegment3d.d.ts +8 -2
  43. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  44. package/lib/cjs/curve/LineSegment3d.js +9 -0
  45. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  46. package/lib/cjs/curve/LineString3d.d.ts +18 -2
  47. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  48. package/lib/cjs/curve/LineString3d.js +39 -23
  49. package/lib/cjs/curve/LineString3d.js.map +1 -1
  50. package/lib/cjs/curve/ProxyCurve.d.ts +9 -7
  51. package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -1
  52. package/lib/cjs/curve/ProxyCurve.js +4 -0
  53. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  54. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +2 -1
  55. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  56. package/lib/cjs/curve/Query/PlanarSubdivision.js +5 -4
  57. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  58. package/lib/cjs/curve/RegionOps.d.ts +5 -0
  59. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  60. package/lib/cjs/curve/RegionOps.js +17 -3
  61. package/lib/cjs/curve/RegionOps.js.map +1 -1
  62. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +9 -6
  63. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  64. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +55 -47
  65. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  66. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.d.ts +55 -0
  67. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.d.ts.map +1 -0
  68. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js +143 -0
  69. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -0
  70. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.d.ts +43 -0
  71. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.d.ts.map +1 -0
  72. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js +146 -0
  73. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -0
  74. package/lib/cjs/curve/internalContexts/CurveLengthContext.d.ts +33 -0
  75. package/lib/cjs/curve/internalContexts/CurveLengthContext.d.ts.map +1 -0
  76. package/lib/cjs/curve/internalContexts/CurveLengthContext.js +91 -0
  77. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -0
  78. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.d.ts +21 -0
  79. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.d.ts.map +1 -0
  80. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js +34 -0
  81. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -0
  82. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts +31 -8
  83. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts.map +1 -1
  84. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js +77 -12
  85. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  86. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts +2 -2
  87. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  88. package/lib/cjs/curve/spiral/DirectSpiral3d.js +15 -8
  89. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  90. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +12 -7
  91. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  92. package/lib/cjs/curve/spiral/TransitionSpiral3d.js +12 -3
  93. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  94. package/lib/cjs/geometry3d/Angle.d.ts +20 -10
  95. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  96. package/lib/cjs/geometry3d/Angle.js +30 -15
  97. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  98. package/lib/cjs/geometry3d/Matrix3d.d.ts +25 -8
  99. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  100. package/lib/cjs/geometry3d/Matrix3d.js +67 -15
  101. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  102. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts +1 -0
  103. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  104. package/lib/cjs/geometry3d/Point2dArrayCarrier.js +2 -1
  105. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  106. package/lib/cjs/geometry3d/Point2dVector2d.d.ts +86 -25
  107. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  108. package/lib/cjs/geometry3d/Point2dVector2d.js +230 -81
  109. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  110. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts +14 -4
  111. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  112. package/lib/cjs/geometry3d/Point3dArrayCarrier.js +15 -5
  113. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  114. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +121 -67
  115. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  116. package/lib/cjs/geometry3d/Point3dVector3d.js +318 -137
  117. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  118. package/lib/cjs/geometry3d/Range.d.ts +1 -2
  119. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  120. package/lib/cjs/geometry3d/Range.js +1 -2
  121. package/lib/cjs/geometry3d/Range.js.map +1 -1
  122. package/lib/cjs/geometry3d/Ray3d.d.ts +5 -5
  123. package/lib/cjs/geometry3d/Ray3d.js +5 -5
  124. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  125. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  126. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  127. package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
  128. package/lib/cjs/numerics/Polynomials.js +0 -1
  129. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  130. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts +4 -4
  131. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts.map +1 -1
  132. package/lib/cjs/polyface/IndexedEdgeMatcher.js +3 -3
  133. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  134. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  135. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  136. package/lib/cjs/polyface/Polyface.d.ts +7 -2
  137. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  138. package/lib/cjs/polyface/Polyface.js +8 -1
  139. package/lib/cjs/polyface/Polyface.js.map +1 -1
  140. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  141. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  142. package/lib/cjs/polyface/PolyfaceQuery.d.ts +36 -8
  143. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  144. package/lib/cjs/polyface/PolyfaceQuery.js +112 -31
  145. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  146. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  147. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  148. package/lib/cjs/serialization/IModelJsonSchema.d.ts +1 -1
  149. package/lib/cjs/serialization/IModelJsonSchema.d.ts.map +1 -1
  150. package/lib/cjs/serialization/IModelJsonSchema.js +4 -3
  151. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  152. package/lib/cjs/solid/Sphere.d.ts +1 -1
  153. package/lib/cjs/solid/Sphere.js +3 -3
  154. package/lib/cjs/solid/Sphere.js.map +1 -1
  155. package/lib/cjs/solid/TorusPipe.d.ts +17 -13
  156. package/lib/cjs/solid/TorusPipe.d.ts.map +1 -1
  157. package/lib/cjs/solid/TorusPipe.js +67 -38
  158. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  159. package/lib/cjs/topology/Graph.d.ts +1 -1
  160. package/lib/cjs/topology/Graph.js +1 -1
  161. package/lib/cjs/topology/Graph.js.map +1 -1
  162. package/lib/cjs/topology/Merging.d.ts.map +1 -1
  163. package/lib/cjs/topology/Merging.js +9 -1
  164. package/lib/cjs/topology/Merging.js.map +1 -1
  165. package/lib/cjs/topology/Triangulation.d.ts +1 -1
  166. package/lib/cjs/topology/Triangulation.js +1 -1
  167. package/lib/cjs/topology/Triangulation.js.map +1 -1
  168. package/lib/esm/Geometry.d.ts +21 -5
  169. package/lib/esm/Geometry.d.ts.map +1 -1
  170. package/lib/esm/Geometry.js +17 -8
  171. package/lib/esm/Geometry.js.map +1 -1
  172. package/lib/esm/bspline/BSplineCurve.d.ts +11 -5
  173. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  174. package/lib/esm/bspline/BSplineCurve.js +47 -18
  175. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  176. package/lib/esm/bspline/BezierCurveBase.d.ts +10 -3
  177. package/lib/esm/bspline/BezierCurveBase.d.ts.map +1 -1
  178. package/lib/esm/bspline/BezierCurveBase.js +12 -4
  179. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  180. package/lib/esm/bspline/InterpolationCurve3d.d.ts.map +1 -1
  181. package/lib/esm/bspline/InterpolationCurve3d.js +4 -1
  182. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  183. package/lib/esm/bspline/KnotVector.d.ts.map +1 -1
  184. package/lib/esm/bspline/KnotVector.js +3 -0
  185. package/lib/esm/bspline/KnotVector.js.map +1 -1
  186. package/lib/esm/curve/Arc3d.d.ts +8 -2
  187. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  188. package/lib/esm/curve/Arc3d.js +15 -3
  189. package/lib/esm/curve/Arc3d.js.map +1 -1
  190. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +15 -7
  191. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  192. package/lib/esm/curve/CurveChainWithDistanceIndex.js +46 -29
  193. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  194. package/lib/esm/curve/CurveCollection.d.ts +13 -4
  195. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  196. package/lib/esm/curve/CurveCollection.js +23 -2
  197. package/lib/esm/curve/CurveCollection.js.map +1 -1
  198. package/lib/esm/curve/CurveCurveIntersectXY.js +1 -1
  199. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  200. package/lib/esm/curve/CurveCurveIntersectXYZ.d.ts +4 -3
  201. package/lib/esm/curve/CurveCurveIntersectXYZ.d.ts.map +1 -1
  202. package/lib/esm/curve/CurveCurveIntersectXYZ.js +8 -6
  203. package/lib/esm/curve/CurveCurveIntersectXYZ.js.map +1 -1
  204. package/lib/esm/curve/CurvePrimitive.d.ts +20 -18
  205. package/lib/esm/curve/CurvePrimitive.d.ts.map +1 -1
  206. package/lib/esm/curve/CurvePrimitive.js +52 -333
  207. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  208. package/lib/esm/curve/LineSegment3d.d.ts +8 -2
  209. package/lib/esm/curve/LineSegment3d.d.ts.map +1 -1
  210. package/lib/esm/curve/LineSegment3d.js +9 -0
  211. package/lib/esm/curve/LineSegment3d.js.map +1 -1
  212. package/lib/esm/curve/LineString3d.d.ts +18 -2
  213. package/lib/esm/curve/LineString3d.d.ts.map +1 -1
  214. package/lib/esm/curve/LineString3d.js +39 -23
  215. package/lib/esm/curve/LineString3d.js.map +1 -1
  216. package/lib/esm/curve/ProxyCurve.d.ts +9 -7
  217. package/lib/esm/curve/ProxyCurve.d.ts.map +1 -1
  218. package/lib/esm/curve/ProxyCurve.js +4 -0
  219. package/lib/esm/curve/ProxyCurve.js.map +1 -1
  220. package/lib/esm/curve/Query/PlanarSubdivision.d.ts +2 -1
  221. package/lib/esm/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  222. package/lib/esm/curve/Query/PlanarSubdivision.js +5 -4
  223. package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
  224. package/lib/esm/curve/RegionOps.d.ts +5 -0
  225. package/lib/esm/curve/RegionOps.d.ts.map +1 -1
  226. package/lib/esm/curve/RegionOps.js +17 -3
  227. package/lib/esm/curve/RegionOps.js.map +1 -1
  228. package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts +9 -6
  229. package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  230. package/lib/esm/curve/RegionOpsClassificationSweeps.js +56 -48
  231. package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
  232. package/lib/esm/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.d.ts +55 -0
  233. package/lib/esm/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.d.ts.map +1 -0
  234. package/lib/esm/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js +139 -0
  235. package/lib/esm/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -0
  236. package/lib/esm/curve/internalContexts/ClosestPointStrokeHandler.d.ts +43 -0
  237. package/lib/esm/curve/internalContexts/ClosestPointStrokeHandler.d.ts.map +1 -0
  238. package/lib/esm/curve/internalContexts/ClosestPointStrokeHandler.js +142 -0
  239. package/lib/esm/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -0
  240. package/lib/esm/curve/internalContexts/CurveLengthContext.d.ts +33 -0
  241. package/lib/esm/curve/internalContexts/CurveLengthContext.d.ts.map +1 -0
  242. package/lib/esm/curve/internalContexts/CurveLengthContext.js +87 -0
  243. package/lib/esm/curve/internalContexts/CurveLengthContext.js.map +1 -0
  244. package/lib/esm/curve/internalContexts/NewtonRtoRStrokeHandler.d.ts +21 -0
  245. package/lib/esm/curve/internalContexts/NewtonRtoRStrokeHandler.d.ts.map +1 -0
  246. package/lib/esm/curve/internalContexts/NewtonRtoRStrokeHandler.js +30 -0
  247. package/lib/esm/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -0
  248. package/lib/esm/curve/internalContexts/PlaneAltitudeRangeContext.d.ts +31 -8
  249. package/lib/esm/curve/internalContexts/PlaneAltitudeRangeContext.d.ts.map +1 -1
  250. package/lib/esm/curve/internalContexts/PlaneAltitudeRangeContext.js +77 -12
  251. package/lib/esm/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  252. package/lib/esm/curve/spiral/DirectSpiral3d.d.ts +2 -2
  253. package/lib/esm/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  254. package/lib/esm/curve/spiral/DirectSpiral3d.js +15 -8
  255. package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
  256. package/lib/esm/curve/spiral/TransitionSpiral3d.d.ts +12 -7
  257. package/lib/esm/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  258. package/lib/esm/curve/spiral/TransitionSpiral3d.js +12 -3
  259. package/lib/esm/curve/spiral/TransitionSpiral3d.js.map +1 -1
  260. package/lib/esm/geometry3d/Angle.d.ts +20 -10
  261. package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
  262. package/lib/esm/geometry3d/Angle.js +30 -15
  263. package/lib/esm/geometry3d/Angle.js.map +1 -1
  264. package/lib/esm/geometry3d/Matrix3d.d.ts +25 -8
  265. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  266. package/lib/esm/geometry3d/Matrix3d.js +67 -15
  267. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  268. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts +1 -0
  269. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  270. package/lib/esm/geometry3d/Point2dArrayCarrier.js +2 -1
  271. package/lib/esm/geometry3d/Point2dArrayCarrier.js.map +1 -1
  272. package/lib/esm/geometry3d/Point2dVector2d.d.ts +86 -25
  273. package/lib/esm/geometry3d/Point2dVector2d.d.ts.map +1 -1
  274. package/lib/esm/geometry3d/Point2dVector2d.js +230 -81
  275. package/lib/esm/geometry3d/Point2dVector2d.js.map +1 -1
  276. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts +14 -4
  277. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  278. package/lib/esm/geometry3d/Point3dArrayCarrier.js +15 -5
  279. package/lib/esm/geometry3d/Point3dArrayCarrier.js.map +1 -1
  280. package/lib/esm/geometry3d/Point3dVector3d.d.ts +121 -67
  281. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  282. package/lib/esm/geometry3d/Point3dVector3d.js +318 -137
  283. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  284. package/lib/esm/geometry3d/Range.d.ts +1 -2
  285. package/lib/esm/geometry3d/Range.d.ts.map +1 -1
  286. package/lib/esm/geometry3d/Range.js +1 -2
  287. package/lib/esm/geometry3d/Range.js.map +1 -1
  288. package/lib/esm/geometry3d/Ray3d.d.ts +5 -5
  289. package/lib/esm/geometry3d/Ray3d.js +5 -5
  290. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  291. package/lib/esm/geometry3d/Transform.d.ts.map +1 -1
  292. package/lib/esm/geometry3d/Transform.js.map +1 -1
  293. package/lib/esm/numerics/Polynomials.d.ts.map +1 -1
  294. package/lib/esm/numerics/Polynomials.js +0 -1
  295. package/lib/esm/numerics/Polynomials.js.map +1 -1
  296. package/lib/esm/polyface/IndexedEdgeMatcher.d.ts +4 -4
  297. package/lib/esm/polyface/IndexedEdgeMatcher.d.ts.map +1 -1
  298. package/lib/esm/polyface/IndexedEdgeMatcher.js +3 -3
  299. package/lib/esm/polyface/IndexedEdgeMatcher.js.map +1 -1
  300. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  301. package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  302. package/lib/esm/polyface/Polyface.d.ts +7 -2
  303. package/lib/esm/polyface/Polyface.d.ts.map +1 -1
  304. package/lib/esm/polyface/Polyface.js +8 -1
  305. package/lib/esm/polyface/Polyface.js.map +1 -1
  306. package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
  307. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  308. package/lib/esm/polyface/PolyfaceQuery.d.ts +36 -8
  309. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  310. package/lib/esm/polyface/PolyfaceQuery.js +113 -32
  311. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  312. package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
  313. package/lib/esm/serialization/GeometrySamples.js.map +1 -1
  314. package/lib/esm/serialization/IModelJsonSchema.d.ts +1 -1
  315. package/lib/esm/serialization/IModelJsonSchema.d.ts.map +1 -1
  316. package/lib/esm/serialization/IModelJsonSchema.js +4 -3
  317. package/lib/esm/serialization/IModelJsonSchema.js.map +1 -1
  318. package/lib/esm/solid/Sphere.d.ts +1 -1
  319. package/lib/esm/solid/Sphere.js +3 -3
  320. package/lib/esm/solid/Sphere.js.map +1 -1
  321. package/lib/esm/solid/TorusPipe.d.ts +17 -13
  322. package/lib/esm/solid/TorusPipe.d.ts.map +1 -1
  323. package/lib/esm/solid/TorusPipe.js +67 -38
  324. package/lib/esm/solid/TorusPipe.js.map +1 -1
  325. package/lib/esm/topology/Graph.d.ts +1 -1
  326. package/lib/esm/topology/Graph.js +1 -1
  327. package/lib/esm/topology/Graph.js.map +1 -1
  328. package/lib/esm/topology/Merging.d.ts.map +1 -1
  329. package/lib/esm/topology/Merging.js +9 -1
  330. package/lib/esm/topology/Merging.js.map +1 -1
  331. package/lib/esm/topology/Triangulation.d.ts +1 -1
  332. package/lib/esm/topology/Triangulation.js +1 -1
  333. package/lib/esm/topology/Triangulation.js.map +1 -1
  334. package/package.json +5 -5
package/CHANGELOG.md CHANGED
@@ -1,6 +1,83 @@
1
1
  # Change Log - @itwin/core-geometry
2
2
 
3
- This log was last generated on Thu, 01 Sep 2022 14:37:22 GMT and should not be manually modified.
3
+ This log was last generated on Wed, 07 Dec 2022 19:12:37 GMT and should not be manually modified.
4
+
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+ ## 3.5.0
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+ Wed, 07 Dec 2022 19:12:37 GMT
7
+
8
+ ### Updates
9
+
10
+ - extended clonePartial for LineString3d, CurveChainWithDistanceIndex
11
+ - fix arc and fitCurve projection-to-ray bugs
12
+ - non-coplanar line-arc intersection bug fix
13
+ - refactor cloneWithMaximalPlanarFacets to leave input mesh unchanged
14
+ - regionBooleanXY bridge edge and tolerance fixes
15
+ - report TorusPipe radii in world coords
16
+ - Point3dVector3D: clean up src and add more test coverage
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+
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+ ## 3.4.7
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+ Wed, 30 Nov 2022 14:28:19 GMT
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+
21
+ _Version update only_
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+
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+ ## 3.4.6
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+ Tue, 22 Nov 2022 14:24:19 GMT
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+
26
+ _Version update only_
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+
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+ ## 3.4.5
29
+ Thu, 17 Nov 2022 21:32:50 GMT
30
+
31
+ _Version update only_
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+
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+ ## 3.4.4
34
+ Thu, 10 Nov 2022 19:32:17 GMT
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+
36
+ _Version update only_
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+
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+ ## 3.4.3
39
+ Fri, 28 Oct 2022 13:34:58 GMT
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+
41
+ _Version update only_
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+
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+ ## 3.4.2
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+ Mon, 24 Oct 2022 13:23:45 GMT
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+
46
+ _Version update only_
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+
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+ ## 3.4.1
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+ Mon, 17 Oct 2022 20:06:51 GMT
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+
51
+ _Version update only_
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+
53
+ ## 3.4.0
54
+ Thu, 13 Oct 2022 20:24:47 GMT
55
+
56
+ ### Updates
57
+
58
+ - Add missing call to clone when calling Ray3d.createStartEnd.
59
+ - ConvexClipPlaneSet from convex Polyface
60
+ - BoxProps.origin name changed to baseOrigin to agree with json format
61
+ - revisit skipped geomlibs tests
62
+ - RegionOps.constructAllXYRegionLoops bug fix
63
+ - When finding closest point on bspline, bezier endpoints were not explicitly tested
64
+ - New method PolyfaceQuery.cloneWithMaximalPlanarFacets
65
+ - Updated Node types declaration to support latest v16
66
+
67
+ ## 3.3.5
68
+ Tue, 27 Sep 2022 11:50:59 GMT
69
+
70
+ _Version update only_
71
+
72
+ ## 3.3.4
73
+ Thu, 08 Sep 2022 19:00:04 GMT
74
+
75
+ _Version update only_
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+
77
+ ## 3.3.3
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+ Tue, 06 Sep 2022 20:54:19 GMT
79
+
80
+ _Version update only_
4
81
 
5
82
  ## 3.3.2
6
83
  Thu, 01 Sep 2022 14:37:22 GMT
@@ -183,11 +183,11 @@ export declare class Geometry {
183
183
  static readonly smallAngleDegrees = 5.7e-11;
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  /** tolerance for small angle measured in arc-seconds. */
185
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  static readonly smallAngleSeconds = 2e-7;
186
- /** numeric value that may considered huge for numbers expected to be 0..1 fractions.
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- * * But note that the "allowed" result value is vastly larger than 1.
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+ /** numeric value that may be considered huge for a ratio of numbers.
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+ * * Note that the "allowed" result value is vastly larger than 1.
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  */
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  static readonly largeFractionResult = 10000000000;
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- /** numeric value that may considered zero 0..1 fractions. */
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+ /** numeric value that may be considered zero for fractions between 0 and 1. */
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  static readonly smallFraction = 1e-10;
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  /** numeric value that may considered huge for numbers expected to be coordinates.
193
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  * * This allows larger results than `largeFractionResult`.
@@ -280,7 +280,10 @@ export declare class Geometry {
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  static isSmallMetricDistance(distance: number): boolean;
281
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  /** Toleranced equality, using `smallMetricDistanceSquared` tolerance. */
282
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  static isSmallMetricDistanceSquared(distanceSquared: number): boolean;
283
- /** Return `axis modulo 3` with proper handling of negative indices (-1 is z), -2 is y, -3 is x etc) */
283
+ /**
284
+ * Return `axis modulo 3` with proper handling of negative indices
285
+ * ..., -3:x, -2:y, -1:z, 0:x, 1:y, 2:z, 3:x, 4:y, 5:z, 6:x, 7:y, 8:z, ...
286
+ * */
284
287
  static cyclic3dAxis(axis: number): number;
285
288
  /** Return the AxisOrder for which axisIndex is the first named axis.
286
289
  * * `axisIndex===0`returns AxisOrder.XYZ
@@ -424,7 +427,7 @@ export declare class Geometry {
424
427
  */
425
428
  static conditionalDivideCoordinate(numerator: number, denominator: number, largestResult?: number): number | undefined;
426
429
  /** return the 0, 1, or 2 pairs of (c,s) values that solve
427
- * {constCoff + cosCoff * c + sinCoff * s = }
430
+ * {constCoff + cosCoff * c + sinCoff * s = 0}
428
431
  * with the constraint {c*c+s*s = 1}
429
432
  */
430
433
  static solveTrigForm(constCoff: number, cosCoff: number, sinCoff: number): Vector2d[] | undefined;
@@ -501,4 +504,17 @@ export interface Cloneable<T> {
501
504
  /** required method to return a deep clone. */
502
505
  clone(): T | undefined;
503
506
  }
507
+ /** Options used for methods like [[Vector2d.isPerpendicularTo]] and [[Vector3d.isParallelTo]].
508
+ * @public
509
+ */
510
+ export interface PerpParallelOptions {
511
+ /** Squared radian tolerance for comparing the angle between two vectors.
512
+ * Default: [[Geometry.smallAngleRadiansSquared]].
513
+ */
514
+ radianSquaredTol?: number;
515
+ /** Squared distance tolerance for detecting a zero-length vector.
516
+ * Default: [[Geometry.smallMetricDistanceSquared]].
517
+ */
518
+ distanceSquaredTol?: number;
519
+ }
504
520
  //# sourceMappingURL=Geometry.d.ts.map
@@ -1 +1 @@
1
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@@ -250,7 +250,10 @@ class Geometry {
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250
  static isSmallMetricDistanceSquared(distanceSquared) {
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  return Math.abs(distanceSquared) <= Geometry.smallMetricDistanceSquared;
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  }
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- /** Return `axis modulo 3` with proper handling of negative indices (-1 is z), -2 is y, -3 is x etc) */
253
+ /**
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+ * Return `axis modulo 3` with proper handling of negative indices
255
+ * ..., -3:x, -2:y, -1:z, 0:x, 1:y, 2:z, 3:x, 4:y, 5:z, 6:x, 7:y, 8:z, ...
256
+ * */
254
257
  static cyclic3dAxis(axis) {
255
258
  /* Direct test for the most common cases, avoid modulo */
256
259
  if (axis >= 0) {
@@ -534,25 +537,31 @@ class Geometry {
534
537
  return undefined;
535
538
  }
536
539
  /** return the 0, 1, or 2 pairs of (c,s) values that solve
537
- * {constCoff + cosCoff * c + sinCoff * s = }
540
+ * {constCoff + cosCoff * c + sinCoff * s = 0}
538
541
  * with the constraint {c*c+s*s = 1}
539
542
  */
540
543
  static solveTrigForm(constCoff, cosCoff, sinCoff) {
541
544
  {
542
545
  const delta2 = cosCoff * cosCoff + sinCoff * sinCoff;
543
546
  const constCoff2 = constCoff * constCoff;
544
- // let nSolution = 0;
547
+ // nSolution = 0
545
548
  let result;
546
549
  if (delta2 > 0.0) {
547
550
  const lambda = -constCoff / delta2;
548
551
  const a2 = constCoff2 / delta2;
549
552
  const D2 = 1.0 - a2;
550
- if (D2 >= 0.0) {
553
+ if (-Geometry.smallMetricDistanceSquared < D2 && D2 <= 0.0) { // observed D2 = -2.22e-16 in rotated system
554
+ // nSolution = 1
555
+ const c0 = lambda * cosCoff;
556
+ const s0 = lambda * sinCoff;
557
+ result = [Point2dVector2d_1.Vector2d.create(c0, s0)];
558
+ }
559
+ else if (D2 > 0.0) {
551
560
  const mu = Math.sqrt(D2 / delta2);
552
561
  /* c0,s0 = closest approach of line to origin */
553
562
  const c0 = lambda * cosCoff;
554
563
  const s0 = lambda * sinCoff;
555
- // nSolution = 2;
564
+ // nSolution = 2
556
565
  result = [Point2dVector2d_1.Vector2d.create(c0 - mu * sinCoff, s0 + mu * cosCoff), Point2dVector2d_1.Vector2d.create(c0 + mu * sinCoff, s0 - mu * cosCoff)];
557
566
  }
558
567
  }
@@ -761,11 +770,11 @@ Geometry.smallAngleRadiansSquared = 1.0e-24;
761
770
  Geometry.smallAngleDegrees = 5.7e-11;
762
771
  /** tolerance for small angle measured in arc-seconds. */
763
772
  Geometry.smallAngleSeconds = 2e-7;
764
- /** numeric value that may considered huge for numbers expected to be 0..1 fractions.
765
- * * But note that the "allowed" result value is vastly larger than 1.
773
+ /** numeric value that may be considered huge for a ratio of numbers.
774
+ * * Note that the "allowed" result value is vastly larger than 1.
766
775
  */
767
776
  Geometry.largeFractionResult = 1.0e10;
768
- /** numeric value that may considered zero 0..1 fractions. */
777
+ /** numeric value that may be considered zero for fractions between 0 and 1. */
769
778
  Geometry.smallFraction = 1.0e-10;
770
779
  /** numeric value that may considered huge for numbers expected to be coordinates.
771
780
  * * This allows larger results than `largeFractionResult`.
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { AngleSweep } from \"./geometry3d/AngleSweep\";\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\nimport { Point2d, Vector2d, XY } from \"./geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./geometry3d/Point3dVector3d\";\r\nimport { XAndY } from \"./geometry3d/XYZProps\";\r\nimport { Point4d } from \"./geometry4d/Point4d\";\r\n\r\n/** Enumeration of the 6 possible orderings of XYZ axis order\r\n * @public\r\n */\r\nexport enum AxisOrder {\r\n /** Right handed system, X then Y then Z */\r\n XYZ = 0, // eslint-disable-line @typescript-eslint/no-shadow\r\n /** Right handed system, Y then Z then X */\r\n YZX = 1,\r\n /** Right handed system, Z then X then Y */\r\n ZXY = 2,\r\n /** Left handed system, X then Z then Y */\r\n XZY = 4,\r\n /** Left handed system, Y then X then Z */\r\n YXZ = 5,\r\n /** Left handed system, Z then Y then X */\r\n ZYX = 6,\r\n}\r\n/** Enumeration of numeric indices of 3 axes AxisIndex.X, AxisIndex.Y, AxisIndex.Z\r\n * @public\r\n */\r\nexport enum AxisIndex {\r\n /** x axis is index 0 */\r\n X = 0,\r\n /** y axis is index 1 */\r\n Y = 1,\r\n /** 2 axis is index 2 */\r\n Z = 2,\r\n}\r\n\r\n/** Standard views. Used in `Matrix3d.createStandardViewAxes (index: StandardViewIndex, worldToView :boolean)`\r\n * @public\r\n */\r\nexport enum StandardViewIndex {\r\n /** X to right, Y up */\r\n Top = 1,\r\n /** X to right, negative Y up */\r\n Bottom = 2,\r\n /** negative Y to right, Z up */\r\n Left = 3,\r\n /** Y to right, Z up */\r\n Right = 4,\r\n /** X to right, Z up */\r\n Front = 5,\r\n /** negative X to right, Z up */\r\n Back = 6,\r\n /** View towards origin from (-1,-1,1) */\r\n Iso = 7,\r\n /** View towards origin from (1,-1,1) */\r\n RightIso = 8,\r\n}\r\n\r\n/** Enumeration among choice for how a coordinate transformation should incorporate scaling.\r\n * @public\r\n */\r\nexport enum AxisScaleSelect {\r\n /** All axes of unit length. */\r\n Unit = 0,\r\n /** On each axis, the vector length matches the longest side of the range of the data. */\r\n LongestRangeDirection = 1,\r\n /** On each axis, the vector length matches he length of the corresponding edge of the range. */\r\n NonUniformRangeContainment = 2,\r\n}\r\n/** object with a radians value and its associated cosine and sine values.\r\n * @public\r\n */\r\nexport interface TrigValues {\r\n /** the cosine value */\r\n c: number;\r\n /** the sine value */\r\n s: number;\r\n /** the radians value */\r\n radians: number;\r\n}\r\n/**\r\n * Interface so various plane representations can be used by algorithms that just want altitude evaluations.\r\n *\r\n * Specific implementors are\r\n * * Plane3dByOriginAndUnitNormal\r\n * * Point4d (used for homogeneous plane coefficients)\r\n * @public\r\n */\r\nexport interface PlaneAltitudeEvaluator {\r\n /**\r\n * Return the altitude of the point from the plane.\r\n * @param point point for evaluation\r\n */\r\n altitude(point: Point3d): number;\r\n /**\r\n * Return the altitude of the point from the plane, with the point supplied as simple x,y,z\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param z z coordinate\r\n */\r\n altitudeXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector.\r\n * @param point point for evaluation\r\n */\r\n velocity(vector: Vector3d): number;\r\n\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector given by components\r\n * @param point point for evaluation\r\n */\r\n velocityXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the weighted altitude\r\n * @param point xyzw data.\r\n */\r\n weightedAltitude(point: Point4d): number;\r\n /** x part of normal vector */\r\n normalX(): number;\r\n /** x part of normal vector */\r\n normalY(): number;\r\n /** x part of normal vector */\r\n normalZ(): number;\r\n\r\n}\r\n/**\r\n * Interface for `toJSON` and `setFromJSON` methods\r\n * @public\r\n */\r\nexport interface BeJSONFunctions {\r\n /**\r\n * Set content from a JSON object.\r\n * If the json object is undefined or unrecognized, always set a default value.\r\n */\r\n setFromJSON(json: any): void;\r\n /** Return a json object with this object's contents. */\r\n toJSON(): any;\r\n}\r\n\r\n/** The Properties for a JSON representation of an Angle.\r\n * If value is a number, it is in *degrees*.\r\n * If value is an object, it can have either degrees or radians.\r\n * @public\r\n */\r\nexport type AngleProps = { degrees: number } | { radians: number } | { _radians: number } | { _degrees: number } | number;\r\n\r\n/** The Properties for a JSON representation of an AngleSweep.\r\n * * The json data is always start and end angles as a pair in an array.\r\n * If AngleProps data is an array of two numbers, it is an angle in degrees.\r\n * If the AngleProps is an object with key degrees, the degrees value must be an array with the two degrees angles as numbers\r\n * If the AngleProps is an object with key radians, the radians value must be an array with the two radians angles as numbers\r\n * @public\r\n */\r\nexport type AngleSweepProps =\r\n AngleSweep |\r\n { degrees: [number, number] } |\r\n { radians: [number, number] } |\r\n [number, number];\r\n\r\n/**\r\n * Class containing static methods for typical numeric operations.\r\n * * Experimentally, methods like Geometry.hypotenuse are observed to be faster than the system intrinsics.\r\n * * This is probably due to\r\n * * Fixed length arg lists\r\n * * strongly typed parameters\r\n * @public\r\n */\r\nexport class Geometry {\r\n /** Tolerance for small distances in metric coordinates */\r\n public static readonly smallMetricDistance = 1.0e-6;\r\n /** Square of `smallMetricTolerance` */\r\n public static readonly smallMetricDistanceSquared = 1.0e-12;\r\n /** tolerance for small angle measured in radians. */\r\n public static readonly smallAngleRadians = 1.0e-12;\r\n /** square of `smallAngleRadians` */\r\n public static readonly smallAngleRadiansSquared = 1.0e-24;\r\n /** tolerance for small angle measured in degrees. */\r\n public static readonly smallAngleDegrees = 5.7e-11;\r\n /** tolerance for small angle measured in arc-seconds. */\r\n public static readonly smallAngleSeconds = 2e-7;\r\n /** numeric value that may considered huge for numbers expected to be 0..1 fractions.\r\n * * But note that the \"allowed\" result value is vastly larger than 1.\r\n */\r\n public static readonly largeFractionResult = 1.0e10;\r\n /** numeric value that may considered zero 0..1 fractions. */\r\n public static readonly smallFraction = 1.0e-10;\r\n /** numeric value that may considered huge for numbers expected to be coordinates.\r\n * * This allows larger results than `largeFractionResult`.\r\n */\r\n public static readonly largeCoordinateResult = 1.0e13;\r\n /** numeric value that may considered infinite for metric coordinates.\r\n * * This coordinate should be used only as a placeholder indicating \"at infinity\" -- computing actual points at this coordinate invites numerical problems.\r\n */\r\n public static readonly hugeCoordinate = 1.0e12;\r\n /** Test if absolute value of x is huge.\r\n * * See `Geometry.hugeCoordinate`\r\n */\r\n public static isHugeCoordinate(x: number): boolean {\r\n return x > this.hugeCoordinate || x < - this.hugeCoordinate;\r\n }\r\n\r\n /** Test if a number is odd.\r\n */\r\n public static isOdd(x: number): boolean {\r\n return (x & (0x01)) === 1;\r\n }\r\n /** Radians value for full circle 2PI radians minus `smallAngleRadians` */\r\n public static readonly fullCircleRadiansMinusSmallAngle = 2.0 * Math.PI - 1.0e-12; // smallAngleRadians less than 360degrees\r\n /** Correct `distance` to zero if undefined or smaller than metric tolerance. Otherwise return it unchanged. */\r\n public static correctSmallMetricDistance(distance: number | undefined, replacement: number = 0.0): number {\r\n if (distance === undefined || Math.abs(distance) < Geometry.smallMetricDistance) {\r\n return replacement;\r\n }\r\n return distance;\r\n }\r\n /**\r\n * If `a` is large enough for safe division, return `1/a`, using Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistance(a: number): number | undefined { return (Math.abs(a) <= Geometry.smallMetricDistance) ? undefined : 1.0 / a; }\r\n /**\r\n * If `a` is large enough, return `1/a`, using the square of Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistanceSquared(a: number): number | undefined {\r\n return (Math.abs(a) <= Geometry.smallMetricDistanceSquared) ? undefined : 1.0 / a;\r\n }\r\n /** Boolean test for metric coordinate near-equality */\r\n public static isSameCoordinate(x: number, y: number, tol?: number): boolean {\r\n if (tol)\r\n return Math.abs(x - y) < Math.abs(tol);\r\n return Math.abs(x - y) < Geometry.smallMetricDistance;\r\n }\r\n /** Boolean test for metric coordinate near-equality, with toleranceFactor applied to the usual smallMetricDistance */\r\n public static isSameCoordinateWithToleranceFactor(x: number, y: number, toleranceFactor: number): boolean {\r\n return Geometry.isSameCoordinate(x, y, toleranceFactor * Geometry.smallMetricDistance);\r\n }\r\n\r\n /** Boolean test for metric coordinate near-equality of x, y pair */\r\n public static isSameCoordinateXY(x0: number, y0: number, x1: number, y1: number, tol: number = Geometry.smallMetricDistance): boolean {\r\n let d = x1 - x0;\r\n if (d < 0)\r\n d = -d;\r\n if (d > tol)\r\n return false;\r\n d = y1 - y0;\r\n if (d < 0)\r\n d = -d;\r\n return d < tol;\r\n }\r\n /** Boolean test for squared metric coordinate near-equality */\r\n public static isSameCoordinateSquared(x: number, y: number): boolean {\r\n return Math.abs(Math.sqrt(x) - Math.sqrt(y)) < Geometry.smallMetricDistance;\r\n }\r\n /** boolean test for small `dataA.distance (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3d(dataA: Point3d, dataB: Point3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for distance between `XYZ` objects within `smallMetricDistance`\r\n * * Note that Point3d and Vector3d are both derived from XYZ, so this method tolerates mixed types.\r\n */\r\n public static isSameXYZ(dataA: XYZ, dataB: XYZ): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3dXY(dataA: Point3d, dataB: Point3d): boolean { return dataA.distanceXY(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector3d(dataA: Vector3d, dataB: Vector3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint2d(dataA: Point2d, dataB: Point2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector2d(dataA: Vector2d, dataB: Vector2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with x as first test, y second.\r\n * * This is appropriate for a horizontal sweep in the plane.\r\n */\r\n public static lexicalXYLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\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 if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n return 0;\r\n }\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with y as first test, x second.\r\n * * This is appropriate for a vertical sweep in the plane.\r\n */\r\n public static lexicalYXLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\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 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 * Lexical test, based on x first, y second, z third.\r\n */\r\n public static lexicalXYZLessThan(a: XYZ, b: XYZ): -1 | 0 | 1 {\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 if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n if (a.z < b.z)\r\n return -1;\r\n else if (a.z > b.z)\r\n return 1;\r\n return 0;\r\n }\r\n /** Test if `value` is small compared to `smallAngleRadians`.\r\n * * This is appropriate if `value` is know to be a typical 0..1 fraction.\r\n */\r\n public static isSmallRelative(value: number): boolean { return Math.abs(value) < Geometry.smallAngleRadians; }\r\n /** Test if `value` is small compared to `smallAngleRadians` */\r\n public static isSmallAngleRadians(value: number): boolean { return Math.abs(value) < Geometry.smallAngleRadians; }\r\n /** Returns true if both values are undefined or if both are defined and almost equal within tolerance.\r\n * If one is undefined and the other is not then false is returned.\r\n */\r\n public static isAlmostEqualOptional(a: number | undefined, b: number | undefined, tolerance: number): boolean {\r\n if (a !== undefined && b !== undefined) {\r\n if (Math.abs(a - b) > tolerance)\r\n return false;\r\n } else {\r\n if (a !== undefined || b !== undefined)\r\n return false;\r\n }\r\n return true;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualNumber(a: number, b: number): boolean {\r\n const sumAbs = 1.0 + Math.abs(a) + Math.abs(b);\r\n return Math.abs(a - b) <= Geometry.smallAngleRadians * sumAbs;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualXAndY(a: XAndY, b: XAndY): boolean {\r\n const sumAbs = 1.0 + Math.abs(a.x) + Math.abs(b.x) + Math.abs(a.y) + Math.abs(b.y);\r\n const tolerance = Geometry.smallAngleRadians * sumAbs;\r\n return Math.abs(a.x - b.x) <= tolerance && Math.abs(a.y - b.y) <= tolerance;\r\n }\r\n\r\n /** Toleranced equality test, using caller-supplied tolerance.\r\n * If no tolerance is given, use smallMetricDistance\r\n */\r\n public static isDistanceWithinTol(distance: number, tol?: number): boolean {\r\n if (tol !== undefined)\r\n return Math.abs(distance) <= Math.abs(tol);\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n /** Toleranced equality test, using `smallMetricDistance` tolerance. */\r\n public static isSmallMetricDistance(distance: number): boolean {\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n\r\n /** Toleranced equality, using `smallMetricDistanceSquared` tolerance. */\r\n public static isSmallMetricDistanceSquared(distanceSquared: number): boolean {\r\n return Math.abs(distanceSquared) <= Geometry.smallMetricDistanceSquared;\r\n }\r\n /** Return `axis modulo 3` with proper handling of negative indices (-1 is z), -2 is y, -3 is x etc) */\r\n public static cyclic3dAxis(axis: number): number {\r\n /* Direct test for the most common cases, avoid modulo */\r\n if (axis >= 0) {\r\n if (axis < 3)\r\n return axis;\r\n if (axis < 6)\r\n return axis - 3;\r\n return axis % 3;\r\n }\r\n const j = axis + 3;\r\n if (j >= 0)\r\n return j;\r\n return 2 - ((-axis - 1) % 3);\r\n }\r\n /** Return the AxisOrder for which axisIndex is the first named axis.\r\n * * `axisIndex===0`returns AxisOrder.XYZ\r\n * * `axisIndex===1`returns AxisOrder.YZX\r\n * * `axisIndex===2`returns AxisOrder.ZXY\r\n */\r\n public static axisIndexToRightHandedAxisOrder(axisIndex: AxisIndex): AxisOrder {\r\n if (axisIndex === 0) return AxisOrder.XYZ;\r\n if (axisIndex === 1) return AxisOrder.YZX;\r\n if (axisIndex === 2) return AxisOrder.ZXY;\r\n return Geometry.axisIndexToRightHandedAxisOrder(Geometry.cyclic3dAxis(axisIndex));\r\n }\r\n /** Return the largest absolute distance from a to either of b0 or b1 */\r\n public static maxAbsDiff(a: number, b0: number, b1: number): number { return Math.max(Math.abs(a - b0), Math.abs(a - b1)); }\r\n /** Return the largest absolute absolute value among x,y,z */\r\n public static maxAbsXYZ(x: number, y: number, z: number): number {\r\n return Geometry.maxXYZ(Math.abs(x), Math.abs(y), Math.abs(z));\r\n }\r\n /** Return the largest absolute absolute value among x,y */\r\n public static maxAbsXY(x: number, y: number): number {\r\n return Geometry.maxXY(Math.abs(x), Math.abs(y));\r\n }\r\n\r\n /** Return the largest signed value among a, b, c */\r\n public static maxXYZ(a: number, b: number, c: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n if (c > q) q = c;\r\n return q;\r\n }\r\n /** Examine the value (particularly sign) of x.\r\n * * If x is negative, return outNegative.\r\n * * If x is true zero, return outZero\r\n * * If x is positive, return outPositive\r\n */\r\n public static split3WaySign(x: number, outNegative: number, outZero: number, outPositive: number): number {\r\n if (x < 0)\r\n return outNegative;\r\n if (x > 0.0)\r\n return outPositive;\r\n return outZero;\r\n }\r\n\r\n /** Return the largest signed value among a, b */\r\n public static maxXY(a: number, b: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n return q;\r\n }\r\n\r\n /** Return the smallest signed value among a, b */\r\n public static minXY(a: number, b: number): number {\r\n let q = a;\r\n if (b < q) q = b;\r\n return q;\r\n }\r\n /** Return the hypotenuse `sqrt(x*x + y*y)`. This is much faster than `Math.hypot(x,y)`. */\r\n public static hypotenuseXY(x: number, y: number): number { return Math.sqrt(x * x + y * y); }\r\n /** Return the squared `hypotenuse (x*x + y*y)`. */\r\n public static hypotenuseSquaredXY(x: number, y: number): number { return x * x + y * y; }\r\n /** Return the square of x */\r\n public static square(x: number): number { return x * x; }\r\n\r\n /** Return the hypotenuse `sqrt(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseXYZ(x: number, y: number, z: number): number { return Math.sqrt(x * x + y * y + z * z); }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZ(x: number, y: number, z: number): number { return x * x + y * y + z * z; }\r\n /** Return the (full 4d) hypotenuse `sqrt(x*x + y*y + z*z + w*w)`. This is much faster than `Math.hypot(x,y,z,w)`. */\r\n public static hypotenuseXYZW(x: number, y: number, z: number, w: number): number { return Math.sqrt(x * x + y * y + z * z + w * w); }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z+w*w)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZW(x: number, y: number, z: number, w: number): number { return x * x + y * y + z * z + w * w; }\r\n /**\r\n * Return the distance between xy points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n */\r\n public static distanceXYXY(x0: number, y0: number, x1: number, y1: number): number {\r\n return Geometry.hypotenuseXY(x1 - x0, y1 - y0);\r\n }\r\n /**\r\n * Return the distance between xyz points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param z0 z coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n * @param z1 z coordinate of point 1\r\n */\r\n public static distanceXYZXYZ(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): number {\r\n return Geometry.hypotenuseXYZ(x1 - x0, y1 - y0, z1 - z0);\r\n }\r\n /** Returns Returns the triple product of 3 vectors provided as x,y,z number sequences.\r\n *\r\n * * The triple product is the determinant of the 3x3 matrix with the 9 numbers placed in either row or column order.\r\n * * The triple product is positive if the 3 vectors form a right handed coordinate system.\r\n * * The triple product is negative if the 3 vectors form a left handed coordinate system.\r\n * * Treating the 9 numbers as 3 vectors U, V, W, any of these formulas gives the same result:\r\n *\r\n * ** U dot (V cross W)\r\n * ** V dot (W cross U)\r\n * ** W dot (U cross V)\r\n * ** (-U dot (W cross V)) -- (note the negative -- reversing cross product order changes the sign)\r\n * ** (-V dot (U cross W)) -- (note the negative -- reversing cross product order changes the sign)\r\n * ** (-W dot (V cross U)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * the triple product is 6 times the (signed) volume of the tetrahedron with the three vectors as edges from a common vertex.\r\n */\r\n public static tripleProduct(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number,\r\n wx: number, wy: number, wz: number): number {\r\n return ux * (vy * wz - vz * wy)\r\n + uy * (vz * wx - vx * wz)\r\n + uz * (vx * wy - vy * wx);\r\n }\r\n /** Returns the determinant of the 4x4 matrix unrolled as the 16 parameters.\r\n */\r\n public static determinant4x4(\r\n xx: number, xy: number, xz: number, xw: number,\r\n yx: number, yy: number, yz: number, yw: number,\r\n zx: number, zy: number, zz: number, zw: number,\r\n wx: number, wy: number, wz: number, ww: number): number {\r\n return xx * this.tripleProduct(yy, yz, yw, zy, zz, zw, wy, wz, ww)\r\n - yx * this.tripleProduct(xy, xz, xw, zy, zz, zw, wy, wz, ww)\r\n + zx * this.tripleProduct(xy, xz, xw, yy, yz, yw, wy, wz, ww)\r\n - wx * this.tripleProduct(xy, xz, xw, yy, yz, yw, zy, zz, zw);\r\n }\r\n /** Return the mean curvature for two radii, with 0 radius implying 0 curvature */\r\n public static meanCurvatureOfRadii(r0: number, r1: number): number {\r\n return 0.5 * (this.safeDivideFraction(1, r0, 0) + this.safeDivideFraction(1, r1, 0));\r\n }\r\n /**\r\n * Returns curvature magnitude from a first and second derivative vector.\r\n * @param ux first derivative x component\r\n * @param uy first derivative y component\r\n * @param uz first derivative z component\r\n * @param vx second derivative x component\r\n * @param vy second derivative y component\r\n * @param vz second derivative z component\r\n */\r\n public static curvatureMagnitude(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number): number {\r\n let q = uy * vz - uz * vy;\r\n let sum = q * q;\r\n q = uz * vx - ux * vz;\r\n sum += q * q;\r\n q = ux * vy - uy * vx;\r\n sum += q * q;\r\n const a = Math.sqrt(ux * ux + uy * uy + uz * uz);\r\n const b = Math.sqrt(sum);\r\n // (sum and a are both nonnegative)\r\n const aaa = a * a * a;\r\n // radius of curvature = aaa / b;\r\n // curvature = b/aaa\r\n const tol = Geometry.smallAngleRadians;\r\n if (aaa > tol * b)\r\n return b / aaa;\r\n return 0; // hm.. maybe should be infinite?\r\n }\r\n\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductXYW(\r\n columnA: XAndY, weightA: number,\r\n columnB: XAndY, weightB: number,\r\n columnC: XAndY, weightC: number): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n weightA, weightB, weightC);\r\n }\r\n\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductPoint4dXYW(\r\n columnA: Point4d,\r\n columnB: Point4d,\r\n columnC: Point4d): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n columnA.w, columnB.w, columnC.w);\r\n }\r\n /** 2D cross product of vectors layed out as scalars. */\r\n public static crossProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vy - uy * vx;\r\n }\r\n\r\n /** 3D cross product of vectors layed out as scalars. */\r\n public static crossProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Vector3d): Vector3d {\r\n return Vector3d.create(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx, result);\r\n }\r\n\r\n /** magnitude of 3D cross product of vectors, with the vectors presented as */\r\n public static crossProductMagnitude(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return Geometry.hypotenuseXYZ(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx);\r\n }\r\n /** 3D dot product of vectors layed out as scalars. */\r\n public static dotProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return ux * vx + uy * vy + uz * vz;\r\n }\r\n /** 2D dot product of vectors layed out as scalars. */\r\n public static dotProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vx + uy * vy;\r\n }\r\n /**\r\n * Clamp to (min(a,b), max(a,b))\r\n * @param x\r\n * @param a\r\n * @param b\r\n */\r\n public static clampToStartEnd(x: number, a: number, b: number): number {\r\n if (a > b)\r\n return Geometry.clampToStartEnd(x, b, a);\r\n if (x < a)\r\n return a;\r\n if (b < x)\r\n return b;\r\n return x;\r\n }\r\n /**\r\n * Clamp value to (min,max) with no test for order of (min,max)\r\n * @param value value to clamp\r\n * @param min smallest allowed output\r\n * @param max largest allowed result.\r\n */\r\n public static clamp(value: number, min: number, max: number): number { return Math.max(min, Math.min(max, value)); }\r\n /** If given a number, return it. If given undefined, return `defaultValue`. */\r\n public static resolveNumber(value: number | undefined, defaultValue: number = 0): number {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given a value, return it. If given undefined, return `defaultValue`. */\r\n public static resolveValue<T>(value: T | undefined, defaultValue: T): T {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n/** If given value matches a target, return undefined. Otherwise return the value. */\r\npublic static resolveToUndefined<T>(value: T | undefined, targetValue: T): T | undefined {\r\n return value === targetValue ? undefined : value;\r\n}\r\n\r\n /** simple interpolation between values, but choosing (based on fraction) a or b as starting point for maximum accuracy. */\r\n public static interpolate(a: number, f: number, b: number): number {\r\n return f <= 0.5 ? a + f * (b - a) : b - (1.0 - f) * (b - a);\r\n }\r\n\r\n /** given an axisOrder (e.g. XYZ, YZX, ZXY, XZYLeftHanded etc) and an (integer) offset, resolve to an axis index. */\r\n public static axisOrderToAxis(order: AxisOrder, index: number): number {\r\n const axis = order <= AxisOrder.ZXY ? order + index : (order - AxisOrder.XZY) - index;\r\n return Geometry.cyclic3dAxis(axis);\r\n }\r\n /** Return (a modulo period), e.g. for use as a cyclic index. Both a and period may be negative. */\r\n public static modulo(a: number, period: number): number {\r\n if (period <= 0) {\r\n if (period === 0)\r\n return a;\r\n return -Geometry.modulo(-a, -period);\r\n }\r\n\r\n if (a >= 0) {\r\n if (a < period)\r\n return a;\r\n if (a < 2 * period)\r\n return a - period;\r\n } else {\r\n a += period; // hopefully move into primary period without division and floor\r\n if (a > 0)\r\n return a;\r\n }\r\n const m = Math.floor(a / period);\r\n return a - m * period;\r\n }\r\n /** return 0 if the value is undefined, 1 if defined. */\r\n public static defined01(value: any): number { return value === undefined ? 0 : 1; }\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largeFractionResult, return undefined.\r\n */\r\n public static conditionalDivideFraction(numerator: number, denominator: number): number | undefined {\r\n if (Math.abs(denominator) * Geometry.largeFractionResult > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largestResult, return undefined.\r\n */\r\n public static conditionalDivideCoordinate(numerator: number, denominator: number, largestResult: number = Geometry.largeCoordinateResult): number | undefined {\r\n if (Math.abs(denominator * largestResult) > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n\r\n /** return the 0, 1, or 2 pairs of (c,s) values that solve\r\n * {constCoff + cosCoff * c + sinCoff * s = }\r\n * with the constraint {c*c+s*s = 1}\r\n */\r\n public static solveTrigForm(constCoff: number, cosCoff: number, sinCoff: number): Vector2d[] | undefined {\r\n {\r\n const delta2 = cosCoff * cosCoff + sinCoff * sinCoff;\r\n const constCoff2 = constCoff * constCoff;\r\n // let nSolution = 0;\r\n let result;\r\n if (delta2 > 0.0) {\r\n const lambda = - constCoff / delta2;\r\n const a2 = constCoff2 / delta2;\r\n const D2 = 1.0 - a2;\r\n if (D2 >= 0.0) {\r\n const mu = Math.sqrt(D2 / delta2);\r\n /* c0,s0 = closest approach of line to origin */\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n // nSolution = 2;\r\n result = [Vector2d.create(c0 - mu * sinCoff, s0 + mu * cosCoff), Vector2d.create(c0 + mu * sinCoff, s0 - mu * cosCoff)];\r\n }\r\n }\r\n return result;\r\n }\r\n }\r\n\r\n /** normally, return the number result of conditionalDivideFraction.\r\n * but if conditionalDivideFraction fails return specified default number.\r\n */\r\n public static safeDivideFraction(numerator: number, denominator: number, defaultResult: number): number {\r\n const a = Geometry.conditionalDivideFraction(numerator, denominator);\r\n if (a !== undefined)\r\n return a;\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x0 and x1 are f0 and f1, return the x value at which f(x)=fTarget;\r\n */\r\n public static inverseInterpolate(x0: number, f0: number, x1: number, f1: number,\r\n targetF: number = 0,\r\n defaultResult?: number): number | undefined {\r\n const g = Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n if (g)\r\n return Geometry.interpolate(x0, g, x1);\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x=0 and x=1 are f0 and f1, return the x value at which f(x)=fTarget;\r\n */\r\n public static inverseInterpolate01(f0: number, f1: number, targetF: number = 0): number | undefined {\r\n return Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n }\r\n /** Return true if json is an array with at least minEntries, and all entries are numbers (including those beyond minEntries) */\r\n public static isNumberArray(json: any, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= minEntries) {\r\n let entry;\r\n for (entry of json) {\r\n // if (!(entry as number) && entry !== 0.0)\r\n if (!Number.isFinite(entry))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Return true if json is an array of at least numNumberArrays, with at least minEntries in each number array.\r\n */\r\n public static isArrayOfNumberArray(json: any, numNumberArray: number, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= numNumberArray) {\r\n let entry;\r\n for (entry of json)\r\n if (!Geometry.isNumberArray(entry, minEntries)) return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /** return the number of steps to take so that numSteps * stepSize >= total.\r\n * minCount is returned for both (a) setSize 0 or less and (b) stepSize > total.\r\n * A small tolerance is applied for almost\r\n */\r\n public static stepCount(stepSize: number, total: number, minCount = 1, maxCount = 101): number {\r\n if (stepSize <= 0)\r\n return minCount;\r\n total = Math.abs(total);\r\n if (stepSize >= total)\r\n return minCount;\r\n const stepCount = Math.floor((total + 0.999999 * stepSize) / stepSize);\r\n if (stepCount < minCount)\r\n return minCount;\r\n if (stepCount > maxCount)\r\n return maxCount;\r\n return stepCount;\r\n }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01(x: number, apply01: boolean = true): boolean { return apply01 ? x >= 0.0 && x <= 1.0 : true; }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01WithTolerance(x: number, tolerance: number): boolean { return x + tolerance >= 0.0 && x - tolerance <= 1.0; }\r\n /**\r\n * restrict x so it is in the interval `[a,b]`, allowing a,b to be in either order.\r\n * @param x\r\n * @param a (usually the lower) interval limit\r\n * @param b (usually the upper) interval limit\r\n */\r\n public static restrictToInterval(x: number, a: number, b: number): number {\r\n if (a <= b) {\r\n if (x < a) return a;\r\n if (x > b) return b;\r\n return x;\r\n }\r\n // reversed interval ....\r\n if (x < b) return b;\r\n if (x > a) return a;\r\n return x;\r\n }\r\n /**\r\n * Case-insensitive string comparison.\r\n * * Return true if the toUpperCase values match.\r\n */\r\n public static equalStringNoCase(string1: string, string2: string): boolean {\r\n return string1.toUpperCase() === string2.toUpperCase();\r\n }\r\n/** test for EXACT match of number arrays. */\r\n public static exactEqualNumberArrays(a: number[] | undefined, b: number[] | undefined): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++)\r\n if (a[i] !== b[i])\r\n return false;\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\n/** test for match of XYZ arrays. */\r\n public static almostEqualArrays<T>(a: T[] | undefined, b: T[] | undefined,\r\n testFunction: (p: T, q: T) => boolean): boolean{\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++){\r\n if (!testFunction (a[i],b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n/** test for match of typed arrays (e.g. Float64Array). */\r\npublic static almostEqualNumberArrays(a: number[] | Float64Array | undefined, b: number[] | Float64Array | undefined,\r\n testFunction: (p: number, q: number) => boolean): boolean{\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\nif (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\nif (a === undefined && b === undefined)\r\n return true;\r\nif (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++){\r\n if (!testFunction (a[i],b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n\r\n /**\r\n * Return\r\n * * true if both values are defined and equal (with ===).\r\n * * false if both defined by not equal\r\n * * return (option arg) resultIfBothUndefined when both are undefined.\r\n * * return false if one is defined and the other undefined\r\n * @param a first value\r\n * @param b second value\r\n * @param resultIfBothUndefined return value when both are undefined.\r\n * @returns\r\n */\r\n public static areEqualAllowUndefined<T>(a: T | undefined, b: T | undefined, resultIfBothUndefined: boolean = true): boolean{\r\n if (a === undefined && b === undefined)\r\n return resultIfBothUndefined;\r\n if (a !== undefined && b !== undefined)\r\n return a === b;\r\n return false;\r\n }\r\n\r\n /** clone an array whose members have a clone method.\r\n * * undefined return from clone is forced into the output array.\r\n */\r\n public static cloneMembers<T extends Cloneable<T>>(a: T[] | undefined): T[] | undefined{\r\n if (a === undefined)\r\n return undefined;\r\n const b: T[] = [];\r\n for (const p of a) {\r\n b.push(p.clone()!);\r\n }\r\n return b;\r\n }\r\n}\r\n\r\n/**\r\n * interface for method with a clone operation\r\n * @public\r\n */\r\nexport interface Cloneable<T> {\r\n /** required method to return a deep clone. */\r\n clone (): T | undefined;\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { AngleSweep } from \"./geometry3d/AngleSweep\";\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\nimport { Point2d, Vector2d, XY } from \"./geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./geometry3d/Point3dVector3d\";\r\nimport { XAndY } from \"./geometry3d/XYZProps\";\r\nimport { Point4d } from \"./geometry4d/Point4d\";\r\n\r\n/** Enumeration of the 6 possible orderings of XYZ axis order\r\n * @public\r\n */\r\nexport enum AxisOrder {\r\n /** Right handed system, X then Y then Z */\r\n XYZ = 0, // eslint-disable-line @typescript-eslint/no-shadow\r\n /** Right handed system, Y then Z then X */\r\n YZX = 1,\r\n /** Right handed system, Z then X then Y */\r\n ZXY = 2,\r\n /** Left handed system, X then Z then Y */\r\n XZY = 4,\r\n /** Left handed system, Y then X then Z */\r\n YXZ = 5,\r\n /** Left handed system, Z then Y then X */\r\n ZYX = 6,\r\n}\r\n/** Enumeration of numeric indices of 3 axes AxisIndex.X, AxisIndex.Y, AxisIndex.Z\r\n * @public\r\n */\r\nexport enum AxisIndex {\r\n /** x axis is index 0 */\r\n X = 0,\r\n /** y axis is index 1 */\r\n Y = 1,\r\n /** 2 axis is index 2 */\r\n Z = 2,\r\n}\r\n\r\n/** Standard views. Used in `Matrix3d.createStandardViewAxes (index: StandardViewIndex, worldToView :boolean)`\r\n * @public\r\n */\r\nexport enum StandardViewIndex {\r\n /** X to right, Y up */\r\n Top = 1,\r\n /** X to right, negative Y up */\r\n Bottom = 2,\r\n /** negative Y to right, Z up */\r\n Left = 3,\r\n /** Y to right, Z up */\r\n Right = 4,\r\n /** X to right, Z up */\r\n Front = 5,\r\n /** negative X to right, Z up */\r\n Back = 6,\r\n /** View towards origin from (-1,-1,1) */\r\n Iso = 7,\r\n /** View towards origin from (1,-1,1) */\r\n RightIso = 8,\r\n}\r\n\r\n/** Enumeration among choice for how a coordinate transformation should incorporate scaling.\r\n * @public\r\n */\r\nexport enum AxisScaleSelect {\r\n /** All axes of unit length. */\r\n Unit = 0,\r\n /** On each axis, the vector length matches the longest side of the range of the data. */\r\n LongestRangeDirection = 1,\r\n /** On each axis, the vector length matches he length of the corresponding edge of the range. */\r\n NonUniformRangeContainment = 2,\r\n}\r\n/** object with a radians value and its associated cosine and sine values.\r\n * @public\r\n */\r\nexport interface TrigValues {\r\n /** the cosine value */\r\n c: number;\r\n /** the sine value */\r\n s: number;\r\n /** the radians value */\r\n radians: number;\r\n}\r\n/**\r\n * Interface so various plane representations can be used by algorithms that just want altitude evaluations.\r\n *\r\n * Specific implementors are\r\n * * Plane3dByOriginAndUnitNormal\r\n * * Point4d (used for homogeneous plane coefficients)\r\n * @public\r\n */\r\nexport interface PlaneAltitudeEvaluator {\r\n /**\r\n * Return the altitude of the point from the plane.\r\n * @param point point for evaluation\r\n */\r\n altitude(point: Point3d): number;\r\n /**\r\n * Return the altitude of the point from the plane, with the point supplied as simple x,y,z\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param z z coordinate\r\n */\r\n altitudeXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector.\r\n * @param point point for evaluation\r\n */\r\n velocity(vector: Vector3d): number;\r\n\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector given by components\r\n * @param point point for evaluation\r\n */\r\n velocityXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the weighted altitude\r\n * @param point xyzw data.\r\n */\r\n weightedAltitude(point: Point4d): number;\r\n /** x part of normal vector */\r\n normalX(): number;\r\n /** x part of normal vector */\r\n normalY(): number;\r\n /** x part of normal vector */\r\n normalZ(): number;\r\n\r\n}\r\n/**\r\n * Interface for `toJSON` and `setFromJSON` methods\r\n * @public\r\n */\r\nexport interface BeJSONFunctions {\r\n /**\r\n * Set content from a JSON object.\r\n * If the json object is undefined or unrecognized, always set a default value.\r\n */\r\n setFromJSON(json: any): void;\r\n /** Return a json object with this object's contents. */\r\n toJSON(): any;\r\n}\r\n\r\n/** The Properties for a JSON representation of an Angle.\r\n * If value is a number, it is in *degrees*.\r\n * If value is an object, it can have either degrees or radians.\r\n * @public\r\n */\r\nexport type AngleProps = { degrees: number } | { radians: number } | { _radians: number } | { _degrees: number } | number;\r\n\r\n/** The Properties for a JSON representation of an AngleSweep.\r\n * * The json data is always start and end angles as a pair in an array.\r\n * If AngleProps data is an array of two numbers, it is an angle in degrees.\r\n * If the AngleProps is an object with key degrees, the degrees value must be an array with the two degrees angles as numbers\r\n * If the AngleProps is an object with key radians, the radians value must be an array with the two radians angles as numbers\r\n * @public\r\n */\r\nexport type AngleSweepProps =\r\n AngleSweep |\r\n { degrees: [number, number] } |\r\n { radians: [number, number] } |\r\n [number, number];\r\n\r\n/**\r\n * Class containing static methods for typical numeric operations.\r\n * * Experimentally, methods like Geometry.hypotenuse are observed to be faster than the system intrinsics.\r\n * * This is probably due to\r\n * * Fixed length arg lists\r\n * * strongly typed parameters\r\n * @public\r\n */\r\nexport class Geometry {\r\n /** Tolerance for small distances in metric coordinates */\r\n public static readonly smallMetricDistance = 1.0e-6;\r\n /** Square of `smallMetricTolerance` */\r\n public static readonly smallMetricDistanceSquared = 1.0e-12;\r\n /** tolerance for small angle measured in radians. */\r\n public static readonly smallAngleRadians = 1.0e-12;\r\n /** square of `smallAngleRadians` */\r\n public static readonly smallAngleRadiansSquared = 1.0e-24;\r\n /** tolerance for small angle measured in degrees. */\r\n public static readonly smallAngleDegrees = 5.7e-11;\r\n /** tolerance for small angle measured in arc-seconds. */\r\n public static readonly smallAngleSeconds = 2e-7;\r\n /** numeric value that may be considered huge for a ratio of numbers.\r\n * * Note that the \"allowed\" result value is vastly larger than 1.\r\n */\r\n public static readonly largeFractionResult = 1.0e10;\r\n /** numeric value that may be considered zero for fractions between 0 and 1. */\r\n public static readonly smallFraction = 1.0e-10;\r\n /** numeric value that may considered huge for numbers expected to be coordinates.\r\n * * This allows larger results than `largeFractionResult`.\r\n */\r\n public static readonly largeCoordinateResult = 1.0e13;\r\n /** numeric value that may considered infinite for metric coordinates.\r\n * * This coordinate should be used only as a placeholder indicating \"at infinity\" -- computing actual points at this coordinate invites numerical problems.\r\n */\r\n public static readonly hugeCoordinate = 1.0e12;\r\n /** Test if absolute value of x is huge.\r\n * * See `Geometry.hugeCoordinate`\r\n */\r\n public static isHugeCoordinate(x: number): boolean {\r\n return x > this.hugeCoordinate || x < - this.hugeCoordinate;\r\n }\r\n\r\n /** Test if a number is odd.\r\n */\r\n public static isOdd(x: number): boolean {\r\n return (x & (0x01)) === 1;\r\n }\r\n /** Radians value for full circle 2PI radians minus `smallAngleRadians` */\r\n public static readonly fullCircleRadiansMinusSmallAngle = 2.0 * Math.PI - 1.0e-12; // smallAngleRadians less than 360degrees\r\n /** Correct `distance` to zero if undefined or smaller than metric tolerance. Otherwise return it unchanged. */\r\n public static correctSmallMetricDistance(distance: number | undefined, replacement: number = 0.0): number {\r\n if (distance === undefined || Math.abs(distance) < Geometry.smallMetricDistance) {\r\n return replacement;\r\n }\r\n return distance;\r\n }\r\n /**\r\n * If `a` is large enough for safe division, return `1/a`, using Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistance(a: number): number | undefined { return (Math.abs(a) <= Geometry.smallMetricDistance) ? undefined : 1.0 / a; }\r\n /**\r\n * If `a` is large enough, return `1/a`, using the square of Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistanceSquared(a: number): number | undefined {\r\n return (Math.abs(a) <= Geometry.smallMetricDistanceSquared) ? undefined : 1.0 / a;\r\n }\r\n /** Boolean test for metric coordinate near-equality */\r\n public static isSameCoordinate(x: number, y: number, tol?: number): boolean {\r\n if (tol)\r\n return Math.abs(x - y) < Math.abs(tol);\r\n return Math.abs(x - y) < Geometry.smallMetricDistance;\r\n }\r\n /** Boolean test for metric coordinate near-equality, with toleranceFactor applied to the usual smallMetricDistance */\r\n public static isSameCoordinateWithToleranceFactor(x: number, y: number, toleranceFactor: number): boolean {\r\n return Geometry.isSameCoordinate(x, y, toleranceFactor * Geometry.smallMetricDistance);\r\n }\r\n\r\n /** Boolean test for metric coordinate near-equality of x, y pair */\r\n public static isSameCoordinateXY(x0: number, y0: number, x1: number, y1: number, tol: number = Geometry.smallMetricDistance): boolean {\r\n let d = x1 - x0;\r\n if (d < 0)\r\n d = -d;\r\n if (d > tol)\r\n return false;\r\n d = y1 - y0;\r\n if (d < 0)\r\n d = -d;\r\n return d < tol;\r\n }\r\n /** Boolean test for squared metric coordinate near-equality */\r\n public static isSameCoordinateSquared(x: number, y: number): boolean {\r\n return Math.abs(Math.sqrt(x) - Math.sqrt(y)) < Geometry.smallMetricDistance;\r\n }\r\n /** boolean test for small `dataA.distance (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3d(dataA: Point3d, dataB: Point3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for distance between `XYZ` objects within `smallMetricDistance`\r\n * * Note that Point3d and Vector3d are both derived from XYZ, so this method tolerates mixed types.\r\n */\r\n public static isSameXYZ(dataA: XYZ, dataB: XYZ): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3dXY(dataA: Point3d, dataB: Point3d): boolean { return dataA.distanceXY(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector3d(dataA: Vector3d, dataB: Vector3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint2d(dataA: Point2d, dataB: Point2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector2d(dataA: Vector2d, dataB: Vector2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with x as first test, y second.\r\n * * This is appropriate for a horizontal sweep in the plane.\r\n */\r\n public static lexicalXYLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\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 if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n return 0;\r\n }\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with y as first test, x second.\r\n * * This is appropriate for a vertical sweep in the plane.\r\n */\r\n public static lexicalYXLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\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 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 * Lexical test, based on x first, y second, z third.\r\n */\r\n public static lexicalXYZLessThan(a: XYZ, b: XYZ): -1 | 0 | 1 {\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 if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n if (a.z < b.z)\r\n return -1;\r\n else if (a.z > b.z)\r\n return 1;\r\n return 0;\r\n }\r\n /** Test if `value` is small compared to `smallAngleRadians`.\r\n * * This is appropriate if `value` is know to be a typical 0..1 fraction.\r\n */\r\n public static isSmallRelative(value: number): boolean { return Math.abs(value) < Geometry.smallAngleRadians; }\r\n /** Test if `value` is small compared to `smallAngleRadians` */\r\n public static isSmallAngleRadians(value: number): boolean { return Math.abs(value) < Geometry.smallAngleRadians; }\r\n /** Returns true if both values are undefined or if both are defined and almost equal within tolerance.\r\n * If one is undefined and the other is not then false is returned.\r\n */\r\n public static isAlmostEqualOptional(a: number | undefined, b: number | undefined, tolerance: number): boolean {\r\n if (a !== undefined && b !== undefined) {\r\n if (Math.abs(a - b) > tolerance)\r\n return false;\r\n } else {\r\n if (a !== undefined || b !== undefined)\r\n return false;\r\n }\r\n return true;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualNumber(a: number, b: number): boolean {\r\n const sumAbs = 1.0 + Math.abs(a) + Math.abs(b);\r\n return Math.abs(a - b) <= Geometry.smallAngleRadians * sumAbs;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualXAndY(a: XAndY, b: XAndY): boolean {\r\n const sumAbs = 1.0 + Math.abs(a.x) + Math.abs(b.x) + Math.abs(a.y) + Math.abs(b.y);\r\n const tolerance = Geometry.smallAngleRadians * sumAbs;\r\n return Math.abs(a.x - b.x) <= tolerance && Math.abs(a.y - b.y) <= tolerance;\r\n }\r\n\r\n /** Toleranced equality test, using caller-supplied tolerance.\r\n * If no tolerance is given, use smallMetricDistance\r\n */\r\n public static isDistanceWithinTol(distance: number, tol?: number): boolean {\r\n if (tol !== undefined)\r\n return Math.abs(distance) <= Math.abs(tol);\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n /** Toleranced equality test, using `smallMetricDistance` tolerance. */\r\n public static isSmallMetricDistance(distance: number): boolean {\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n\r\n /** Toleranced equality, using `smallMetricDistanceSquared` tolerance. */\r\n public static isSmallMetricDistanceSquared(distanceSquared: number): boolean {\r\n return Math.abs(distanceSquared) <= Geometry.smallMetricDistanceSquared;\r\n }\r\n /**\r\n * Return `axis modulo 3` with proper handling of negative indices\r\n * ..., -3:x, -2:y, -1:z, 0:x, 1:y, 2:z, 3:x, 4:y, 5:z, 6:x, 7:y, 8:z, ...\r\n * */\r\n public static cyclic3dAxis(axis: number): number {\r\n /* Direct test for the most common cases, avoid modulo */\r\n if (axis >= 0) {\r\n if (axis < 3)\r\n return axis;\r\n if (axis < 6)\r\n return axis - 3;\r\n return axis % 3;\r\n }\r\n const j = axis + 3;\r\n if (j >= 0)\r\n return j;\r\n return 2 - ((-axis - 1) % 3);\r\n }\r\n /** Return the AxisOrder for which axisIndex is the first named axis.\r\n * * `axisIndex===0`returns AxisOrder.XYZ\r\n * * `axisIndex===1`returns AxisOrder.YZX\r\n * * `axisIndex===2`returns AxisOrder.ZXY\r\n */\r\n public static axisIndexToRightHandedAxisOrder(axisIndex: AxisIndex): AxisOrder {\r\n if (axisIndex === 0) return AxisOrder.XYZ;\r\n if (axisIndex === 1) return AxisOrder.YZX;\r\n if (axisIndex === 2) return AxisOrder.ZXY;\r\n return Geometry.axisIndexToRightHandedAxisOrder(Geometry.cyclic3dAxis(axisIndex));\r\n }\r\n /** Return the largest absolute distance from a to either of b0 or b1 */\r\n public static maxAbsDiff(a: number, b0: number, b1: number): number { return Math.max(Math.abs(a - b0), Math.abs(a - b1)); }\r\n /** Return the largest absolute absolute value among x,y,z */\r\n public static maxAbsXYZ(x: number, y: number, z: number): number {\r\n return Geometry.maxXYZ(Math.abs(x), Math.abs(y), Math.abs(z));\r\n }\r\n /** Return the largest absolute absolute value among x,y */\r\n public static maxAbsXY(x: number, y: number): number {\r\n return Geometry.maxXY(Math.abs(x), Math.abs(y));\r\n }\r\n\r\n /** Return the largest signed value among a, b, c */\r\n public static maxXYZ(a: number, b: number, c: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n if (c > q) q = c;\r\n return q;\r\n }\r\n /** Examine the value (particularly sign) of x.\r\n * * If x is negative, return outNegative.\r\n * * If x is true zero, return outZero\r\n * * If x is positive, return outPositive\r\n */\r\n public static split3WaySign(x: number, outNegative: number, outZero: number, outPositive: number): number {\r\n if (x < 0)\r\n return outNegative;\r\n if (x > 0.0)\r\n return outPositive;\r\n return outZero;\r\n }\r\n\r\n /** Return the largest signed value among a, b */\r\n public static maxXY(a: number, b: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n return q;\r\n }\r\n\r\n /** Return the smallest signed value among a, b */\r\n public static minXY(a: number, b: number): number {\r\n let q = a;\r\n if (b < q) q = b;\r\n return q;\r\n }\r\n /** Return the hypotenuse `sqrt(x*x + y*y)`. This is much faster than `Math.hypot(x,y)`. */\r\n public static hypotenuseXY(x: number, y: number): number { return Math.sqrt(x * x + y * y); }\r\n /** Return the squared `hypotenuse (x*x + y*y)`. */\r\n public static hypotenuseSquaredXY(x: number, y: number): number { return x * x + y * y; }\r\n /** Return the square of x */\r\n public static square(x: number): number { return x * x; }\r\n\r\n /** Return the hypotenuse `sqrt(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseXYZ(x: number, y: number, z: number): number { return Math.sqrt(x * x + y * y + z * z); }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZ(x: number, y: number, z: number): number { return x * x + y * y + z * z; }\r\n /** Return the (full 4d) hypotenuse `sqrt(x*x + y*y + z*z + w*w)`. This is much faster than `Math.hypot(x,y,z,w)`. */\r\n public static hypotenuseXYZW(x: number, y: number, z: number, w: number): number { return Math.sqrt(x * x + y * y + z * z + w * w); }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z+w*w)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZW(x: number, y: number, z: number, w: number): number { return x * x + y * y + z * z + w * w; }\r\n /**\r\n * Return the distance between xy points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n */\r\n public static distanceXYXY(x0: number, y0: number, x1: number, y1: number): number {\r\n return Geometry.hypotenuseXY(x1 - x0, y1 - y0);\r\n }\r\n /**\r\n * Return the distance between xyz points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param z0 z coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n * @param z1 z coordinate of point 1\r\n */\r\n public static distanceXYZXYZ(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): number {\r\n return Geometry.hypotenuseXYZ(x1 - x0, y1 - y0, z1 - z0);\r\n }\r\n /** Returns Returns the triple product of 3 vectors provided as x,y,z number sequences.\r\n *\r\n * * The triple product is the determinant of the 3x3 matrix with the 9 numbers placed in either row or column order.\r\n * * The triple product is positive if the 3 vectors form a right handed coordinate system.\r\n * * The triple product is negative if the 3 vectors form a left handed coordinate system.\r\n * * Treating the 9 numbers as 3 vectors U, V, W, any of these formulas gives the same result:\r\n *\r\n * ** U dot (V cross W)\r\n * ** V dot (W cross U)\r\n * ** W dot (U cross V)\r\n * ** (-U dot (W cross V)) -- (note the negative -- reversing cross product order changes the sign)\r\n * ** (-V dot (U cross W)) -- (note the negative -- reversing cross product order changes the sign)\r\n * ** (-W dot (V cross U)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * the triple product is 6 times the (signed) volume of the tetrahedron with the three vectors as edges from a common vertex.\r\n */\r\n public static tripleProduct(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number,\r\n wx: number, wy: number, wz: number): number {\r\n return ux * (vy * wz - vz * wy)\r\n + uy * (vz * wx - vx * wz)\r\n + uz * (vx * wy - vy * wx);\r\n }\r\n /** Returns the determinant of the 4x4 matrix unrolled as the 16 parameters.\r\n */\r\n public static determinant4x4(\r\n xx: number, xy: number, xz: number, xw: number,\r\n yx: number, yy: number, yz: number, yw: number,\r\n zx: number, zy: number, zz: number, zw: number,\r\n wx: number, wy: number, wz: number, ww: number): number {\r\n return xx * this.tripleProduct(yy, yz, yw, zy, zz, zw, wy, wz, ww)\r\n - yx * this.tripleProduct(xy, xz, xw, zy, zz, zw, wy, wz, ww)\r\n + zx * this.tripleProduct(xy, xz, xw, yy, yz, yw, wy, wz, ww)\r\n - wx * this.tripleProduct(xy, xz, xw, yy, yz, yw, zy, zz, zw);\r\n }\r\n /** Return the mean curvature for two radii, with 0 radius implying 0 curvature */\r\n public static meanCurvatureOfRadii(r0: number, r1: number): number {\r\n return 0.5 * (this.safeDivideFraction(1, r0, 0) + this.safeDivideFraction(1, r1, 0));\r\n }\r\n /**\r\n * Returns curvature magnitude from a first and second derivative vector.\r\n * @param ux first derivative x component\r\n * @param uy first derivative y component\r\n * @param uz first derivative z component\r\n * @param vx second derivative x component\r\n * @param vy second derivative y component\r\n * @param vz second derivative z component\r\n */\r\n public static curvatureMagnitude(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number): number {\r\n let q = uy * vz - uz * vy;\r\n let sum = q * q;\r\n q = uz * vx - ux * vz;\r\n sum += q * q;\r\n q = ux * vy - uy * vx;\r\n sum += q * q;\r\n const a = Math.sqrt(ux * ux + uy * uy + uz * uz);\r\n const b = Math.sqrt(sum);\r\n // (sum and a are both nonnegative)\r\n const aaa = a * a * a;\r\n // radius of curvature = aaa / b;\r\n // curvature = b/aaa\r\n const tol = Geometry.smallAngleRadians;\r\n if (aaa > tol * b)\r\n return b / aaa;\r\n return 0; // hm.. maybe should be infinite?\r\n }\r\n\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductXYW(\r\n columnA: XAndY, weightA: number,\r\n columnB: XAndY, weightB: number,\r\n columnC: XAndY, weightC: number): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n weightA, weightB, weightC);\r\n }\r\n\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductPoint4dXYW(\r\n columnA: Point4d,\r\n columnB: Point4d,\r\n columnC: Point4d): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n columnA.w, columnB.w, columnC.w);\r\n }\r\n /** 2D cross product of vectors layed out as scalars. */\r\n public static crossProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vy - uy * vx;\r\n }\r\n\r\n /** 3D cross product of vectors layed out as scalars. */\r\n public static crossProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Vector3d): Vector3d {\r\n return Vector3d.create(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx, result);\r\n }\r\n\r\n /** magnitude of 3D cross product of vectors, with the vectors presented as */\r\n public static crossProductMagnitude(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return Geometry.hypotenuseXYZ(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx);\r\n }\r\n /** 3D dot product of vectors layed out as scalars. */\r\n public static dotProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return ux * vx + uy * vy + uz * vz;\r\n }\r\n /** 2D dot product of vectors layed out as scalars. */\r\n public static dotProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vx + uy * vy;\r\n }\r\n /**\r\n * Clamp to (min(a,b), max(a,b))\r\n * @param x\r\n * @param a\r\n * @param b\r\n */\r\n public static clampToStartEnd(x: number, a: number, b: number): number {\r\n if (a > b)\r\n return Geometry.clampToStartEnd(x, b, a);\r\n if (x < a)\r\n return a;\r\n if (b < x)\r\n return b;\r\n return x;\r\n }\r\n /**\r\n * Clamp value to (min,max) with no test for order of (min,max)\r\n * @param value value to clamp\r\n * @param min smallest allowed output\r\n * @param max largest allowed result.\r\n */\r\n public static clamp(value: number, min: number, max: number): number { return Math.max(min, Math.min(max, value)); }\r\n /** If given a number, return it. If given undefined, return `defaultValue`. */\r\n public static resolveNumber(value: number | undefined, defaultValue: number = 0): number {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given a value, return it. If given undefined, return `defaultValue`. */\r\n public static resolveValue<T>(value: T | undefined, defaultValue: T): T {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given value matches a target, return undefined. Otherwise return the value. */\r\n public static resolveToUndefined<T>(value: T | undefined, targetValue: T): T | undefined {\r\n return value === targetValue ? undefined : value;\r\n }\r\n\r\n /** simple interpolation between values, but choosing (based on fraction) a or b as starting point for maximum accuracy. */\r\n public static interpolate(a: number, f: number, b: number): number {\r\n return f <= 0.5 ? a + f * (b - a) : b - (1.0 - f) * (b - a);\r\n }\r\n\r\n /** given an axisOrder (e.g. XYZ, YZX, ZXY, XZYLeftHanded etc) and an (integer) offset, resolve to an axis index. */\r\n public static axisOrderToAxis(order: AxisOrder, index: number): number {\r\n const axis = order <= AxisOrder.ZXY ? order + index : (order - AxisOrder.XZY) - index;\r\n return Geometry.cyclic3dAxis(axis);\r\n }\r\n /** Return (a modulo period), e.g. for use as a cyclic index. Both a and period may be negative. */\r\n public static modulo(a: number, period: number): number {\r\n if (period <= 0) {\r\n if (period === 0)\r\n return a;\r\n return -Geometry.modulo(-a, -period);\r\n }\r\n\r\n if (a >= 0) {\r\n if (a < period)\r\n return a;\r\n if (a < 2 * period)\r\n return a - period;\r\n } else {\r\n a += period; // hopefully move into primary period without division and floor\r\n if (a > 0)\r\n return a;\r\n }\r\n const m = Math.floor(a / period);\r\n return a - m * period;\r\n }\r\n /** return 0 if the value is undefined, 1 if defined. */\r\n public static defined01(value: any): number { return value === undefined ? 0 : 1; }\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largeFractionResult, return undefined.\r\n */\r\n public static conditionalDivideFraction(numerator: number, denominator: number): number | undefined {\r\n if (Math.abs(denominator) * Geometry.largeFractionResult > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largestResult, return undefined.\r\n */\r\n public static conditionalDivideCoordinate(numerator: number, denominator: number, largestResult: number = Geometry.largeCoordinateResult): number | undefined {\r\n if (Math.abs(denominator * largestResult) > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n\r\n /** return the 0, 1, or 2 pairs of (c,s) values that solve\r\n * {constCoff + cosCoff * c + sinCoff * s = 0}\r\n * with the constraint {c*c+s*s = 1}\r\n */\r\n public static solveTrigForm(constCoff: number, cosCoff: number, sinCoff: number): Vector2d[] | undefined {\r\n {\r\n const delta2 = cosCoff * cosCoff + sinCoff * sinCoff;\r\n const constCoff2 = constCoff * constCoff;\r\n // nSolution = 0\r\n let result;\r\n if (delta2 > 0.0) {\r\n const lambda = - constCoff / delta2;\r\n const a2 = constCoff2 / delta2;\r\n const D2 = 1.0 - a2;\r\n if (-Geometry.smallMetricDistanceSquared < D2 && D2 <= 0.0) { // observed D2 = -2.22e-16 in rotated system\r\n // nSolution = 1\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n result = [Vector2d.create(c0, s0)];\r\n } else if (D2 > 0.0) {\r\n const mu = Math.sqrt(D2 / delta2);\r\n /* c0,s0 = closest approach of line to origin */\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n // nSolution = 2\r\n result = [Vector2d.create(c0 - mu * sinCoff, s0 + mu * cosCoff), Vector2d.create(c0 + mu * sinCoff, s0 - mu * cosCoff)];\r\n }\r\n }\r\n return result;\r\n }\r\n }\r\n\r\n /** normally, return the number result of conditionalDivideFraction.\r\n * but if conditionalDivideFraction fails return specified default number.\r\n */\r\n public static safeDivideFraction(numerator: number, denominator: number, defaultResult: number): number {\r\n const a = Geometry.conditionalDivideFraction(numerator, denominator);\r\n if (a !== undefined)\r\n return a;\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x0 and x1 are f0 and f1, return the x value at which f(x)=fTarget;\r\n */\r\n public static inverseInterpolate(x0: number, f0: number, x1: number, f1: number,\r\n targetF: number = 0,\r\n defaultResult?: number): number | undefined {\r\n const g = Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n if (g)\r\n return Geometry.interpolate(x0, g, x1);\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x=0 and x=1 are f0 and f1, return the x value at which f(x)=fTarget;\r\n */\r\n public static inverseInterpolate01(f0: number, f1: number, targetF: number = 0): number | undefined {\r\n return Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n }\r\n /** Return true if json is an array with at least minEntries, and all entries are numbers (including those beyond minEntries) */\r\n public static isNumberArray(json: any, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= minEntries) {\r\n let entry;\r\n for (entry of json) {\r\n // if (!(entry as number) && entry !== 0.0)\r\n if (!Number.isFinite(entry))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Return true if json is an array of at least numNumberArrays, with at least minEntries in each number array.\r\n */\r\n public static isArrayOfNumberArray(json: any, numNumberArray: number, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= numNumberArray) {\r\n let entry;\r\n for (entry of json)\r\n if (!Geometry.isNumberArray(entry, minEntries)) return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /** return the number of steps to take so that numSteps * stepSize >= total.\r\n * minCount is returned for both (a) setSize 0 or less and (b) stepSize > total.\r\n * A small tolerance is applied for almost\r\n */\r\n public static stepCount(stepSize: number, total: number, minCount = 1, maxCount = 101): number {\r\n if (stepSize <= 0)\r\n return minCount;\r\n total = Math.abs(total);\r\n if (stepSize >= total)\r\n return minCount;\r\n const stepCount = Math.floor((total + 0.999999 * stepSize) / stepSize);\r\n if (stepCount < minCount)\r\n return minCount;\r\n if (stepCount > maxCount)\r\n return maxCount;\r\n return stepCount;\r\n }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01(x: number, apply01: boolean = true): boolean { return apply01 ? x >= 0.0 && x <= 1.0 : true; }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01WithTolerance(x: number, tolerance: number): boolean { return x + tolerance >= 0.0 && x - tolerance <= 1.0; }\r\n /**\r\n * restrict x so it is in the interval `[a,b]`, allowing a,b to be in either order.\r\n * @param x\r\n * @param a (usually the lower) interval limit\r\n * @param b (usually the upper) interval limit\r\n */\r\n public static restrictToInterval(x: number, a: number, b: number): number {\r\n if (a <= b) {\r\n if (x < a) return a;\r\n if (x > b) return b;\r\n return x;\r\n }\r\n // reversed interval ....\r\n if (x < b) return b;\r\n if (x > a) return a;\r\n return x;\r\n }\r\n /**\r\n * Case-insensitive string comparison.\r\n * * Return true if the toUpperCase values match.\r\n */\r\n public static equalStringNoCase(string1: string, string2: string): boolean {\r\n return string1.toUpperCase() === string2.toUpperCase();\r\n }\r\n /** test for EXACT match of number arrays. */\r\n public static exactEqualNumberArrays(a: number[] | undefined, b: number[] | undefined): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++)\r\n if (a[i] !== b[i])\r\n return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /** test for match of XYZ arrays. */\r\n public static almostEqualArrays<T>(a: T[] | undefined, b: T[] | undefined,\r\n testFunction: (p: T, q: T) => boolean): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++) {\r\n if (!testFunction(a[i], b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /** test for match of typed arrays (e.g. Float64Array). */\r\n public static almostEqualNumberArrays(a: number[] | Float64Array | undefined, b: number[] | Float64Array | undefined,\r\n testFunction: (p: number, q: number) => boolean): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++) {\r\n if (!testFunction(a[i], b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Return\r\n * * true if both values are defined and equal (with ===).\r\n * * false if both defined by not equal\r\n * * return (option arg) resultIfBothUndefined when both are undefined.\r\n * * return false if one is defined and the other undefined\r\n * @param a first value\r\n * @param b second value\r\n * @param resultIfBothUndefined return value when both are undefined.\r\n * @returns\r\n */\r\n public static areEqualAllowUndefined<T>(a: T | undefined, b: T | undefined, resultIfBothUndefined: boolean = true): boolean {\r\n if (a === undefined && b === undefined)\r\n return resultIfBothUndefined;\r\n if (a !== undefined && b !== undefined)\r\n return a === b;\r\n return false;\r\n }\r\n\r\n /** clone an array whose members have a clone method.\r\n * * undefined return from clone is forced into the output array.\r\n */\r\n public static cloneMembers<T extends Cloneable<T>>(a: T[] | undefined): T[] | undefined {\r\n if (a === undefined)\r\n return undefined;\r\n const b: T[] = [];\r\n for (const p of a) {\r\n b.push(p.clone()!);\r\n }\r\n return b;\r\n }\r\n}\r\n\r\n/**\r\n * interface for method with a clone operation\r\n * @public\r\n */\r\nexport interface Cloneable<T> {\r\n /** required method to return a deep clone. */\r\n clone(): T | undefined;\r\n}\r\n\r\n/** Options used for methods like [[Vector2d.isPerpendicularTo]] and [[Vector3d.isParallelTo]].\r\n * @public\r\n */\r\nexport interface PerpParallelOptions {\r\n /** Squared radian tolerance for comparing the angle between two vectors.\r\n * Default: [[Geometry.smallAngleRadiansSquared]].\r\n */\r\n radianSquaredTol?: number;\r\n /** Squared distance tolerance for detecting a zero-length vector.\r\n * Default: [[Geometry.smallMetricDistanceSquared]].\r\n */\r\n distanceSquaredTol?: number;\r\n}\r\n"]}
@@ -3,6 +3,7 @@
3
3
  */
4
4
  import { CurveLocationDetail } from "../curve/CurveLocationDetail";
5
5
  import { CurvePrimitive } from "../curve/CurvePrimitive";
6
+ import { OffsetOptions } from "../curve/internalContexts/PolygonOffsetContext";
6
7
  import { LineString3d } from "../curve/LineString3d";
7
8
  import { StrokeCountMap } from "../curve/Query/StrokeCountMap";
8
9
  import { StrokeOptions } from "../curve/StrokeOptions";
@@ -11,8 +12,8 @@ import { GeometryHandler, IStrokeHandler } from "../geometry3d/GeometryHandler";
11
12
  import { GrowableXYZArray } from "../geometry3d/GrowableXYZArray";
12
13
  import { Plane3dByOriginAndUnitNormal } from "../geometry3d/Plane3dByOriginAndUnitNormal";
13
14
  import { Plane3dByOriginAndVectors } from "../geometry3d/Plane3dByOriginAndVectors";
14
- import { Point3d } from "../geometry3d/Point3dVector3d";
15
- import { Range3d } from "../geometry3d/Range";
15
+ import { Point3d, Vector3d } from "../geometry3d/Point3dVector3d";
16
+ import { Range1d, Range3d } from "../geometry3d/Range";
16
17
  import { Ray3d } from "../geometry3d/Ray3d";
17
18
  import { Transform } from "../geometry3d/Transform";
18
19
  import { Point4d } from "../geometry4d/Point4d";
@@ -22,7 +23,6 @@ import { BezierCurveBase } from "./BezierCurveBase";
22
23
  import { BSpline1dNd } from "./BSpline1dNd";
23
24
  import { InterpolationCurve3dOptions } from "./InterpolationCurve3d";
24
25
  import { BSplineWrapMode, KnotVector } from "./KnotVector";
25
- import { OffsetOptions } from "../curve/internalContexts/PolygonOffsetContext";
26
26
  /**
27
27
  * Base class for BSplineCurve3d and BSplineCurve3dH.
28
28
  * * A bspline curve consists of a set of knots and a set of poles.
@@ -160,7 +160,7 @@ export declare abstract class BSplineCurve3dBase extends CurvePrimitive {
160
160
  * * If the space point is exactly on the curve, this is the reverse of fractionToPoint.
161
161
  * * Since CurvePrimitive should always have start and end available as candidate points, this method should always succeed
162
162
  * @param spacePoint point in space
163
- * @param extend true to extend the curve (if possible)
163
+ * @param _extend ignored. A BSplineCurve3dBase cannot be extended.
164
164
  * @returns Returns a CurveLocationDetail structure that holds the details of the close point.
165
165
  */
166
166
  closestPoint(spacePoint: Point3d, _extend: boolean): CurveLocationDetail | undefined;
@@ -186,6 +186,12 @@ export declare abstract class BSplineCurve3dBase extends CurvePrimitive {
186
186
  * @param offsetDistanceOrOptions offset distance (positive to left of the instance curve), or options object
187
187
  */
188
188
  constructOffsetXY(offsetDistanceOrOptions: number | OffsetOptions): CurvePrimitive | CurvePrimitive[] | undefined;
189
+ /** Project instance geometry (via dispatch) onto the given ray, and return the extreme fractional parameters of projection.
190
+ * @param ray ray onto which the instance is projected. A `Vector3d` is treated as a `Ray3d` with zero origin.
191
+ * @param lowHigh optional receiver for output
192
+ * @returns range of fractional projection parameters onto the ray, where 0.0 is start of the ray and 1.0 is the end of the ray.
193
+ */
194
+ projectedParameterRange(ray: Vector3d | Ray3d, lowHigh?: Range1d): Range1d | undefined;
189
195
  }
190
196
  /**
191
197
  * A BSplineCurve3d is a bspline curve whose poles are Point3d.
@@ -218,7 +224,7 @@ export declare class BSplineCurve3d extends BSplineCurve3dBase {
218
224
  /** Create a bspline with uniform knots. */
219
225
  static createUniformKnots(poles: Point3d[] | Float64Array | GrowableXYZArray, order: number): BSplineCurve3d | undefined;
220
226
  /** Create a smoothly closed B-spline curve with uniform knots.
221
- * Note that the curve does not start at the first pole, and first and last poles should be distinct.
227
+ * Note that the curve does not start at the first pole!
222
228
  */
223
229
  static createPeriodicUniformKnots(poles: Point3d[] | Float64Array | GrowableXYZArray, order: number): BSplineCurve3d | undefined;
224
230
  /**