@itwin/core-geometry 3.6.0-dev.14 → 3.6.0-dev.22
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- package/CHANGELOG.md +6 -1
- package/lib/cjs/Geometry.d.ts.map +1 -1
- package/lib/cjs/Geometry.js.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts +45 -22
- package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.js +84 -49
- package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts +49 -25
- package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js +146 -50
- package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts +28 -0
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +79 -0
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/esm/Geometry.d.ts.map +1 -1
- package/lib/esm/Geometry.js.map +1 -1
- package/lib/esm/geometry3d/OrderedRotationAngles.d.ts +45 -22
- package/lib/esm/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
- package/lib/esm/geometry3d/OrderedRotationAngles.js +85 -50
- package/lib/esm/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/esm/geometry3d/YawPitchRollAngles.d.ts +49 -25
- package/lib/esm/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
- package/lib/esm/geometry3d/YawPitchRollAngles.js +146 -50
- package/lib/esm/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.d.ts +28 -0
- package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.js +79 -0
- package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
- package/package.json +4 -4
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@@ -13,11 +13,13 @@ const Angle_1 = require("./Angle");
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const Matrix3d_1 = require("./Matrix3d");
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/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */
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/**
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*
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* order in which to apply them.
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* represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.
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* * This class accommodates application-specific interpretation of "multiplying 3 rotation matrices" with regard to
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* * Whether a "vector" is a "row" or a "column"
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* * The order in which the X,Y,Z rotations are applied.
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* * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and
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* createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default
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* rotation is counterclockwise.
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* * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.
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* @alpha
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*/
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@@ -69,7 +71,7 @@ class OrderedRotationAngles {
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get zRadians() {
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return this._z.radians;
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}
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/**
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/** the flag controlling whether vectors are treated as rows or as columns */
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static get treatVectorsAsColumns() {
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return OrderedRotationAngles._sTreatVectorsAsColumns;
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}
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@@ -77,68 +79,81 @@ class OrderedRotationAngles {
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OrderedRotationAngles._sTreatVectorsAsColumns = value;
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}
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/**
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* Create an OrderedRotationAngles from three angles
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*
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* @param
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* @param
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* Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when
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* rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.
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* @param xRadians rotation around x
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* @param yRadians rotation around y
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* @param zRadians rotation around z
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* @param order left to right order of axis names identifies the order that rotations are applied.
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* For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.
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* * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation
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* matrix multiplication would be zRot*yRot*xRot
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* @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.
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* rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.
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* * if xyzRotationIsClockwise is undefined it's set to [false, false, false].
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* @param result caller-allocated OrderedRotationAngles
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*/
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static
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static createRadians(xRadians, yRadians, zRadians, order, xyzRotationIsClockwise, result) {
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if (!xyzRotationIsClockwise) {
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xyzRotationIsClockwise = [false, false, false];
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}
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const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;
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const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;
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const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;
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if (result) {
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result._x.
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result._y.
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result._z.
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result._x.setRadians(xRadian);
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result._y.setRadians(yRadian);
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result._z.setRadians(zRadian);
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result._order = order;
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return result;
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}
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return new OrderedRotationAngles(
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return new OrderedRotationAngles(Angle_1.Angle.createRadians(xRadian), Angle_1.Angle.createRadians(yRadian), Angle_1.Angle.createRadians(zRadian), order);
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}
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/**
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* Create an OrderedRotationAngles from three angles (in
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* Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply
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* them when rotating.
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* @param
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* @param
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* @param
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* @param xDegrees rotation around x
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* @param yDegrees rotation around y
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* @param zDegrees rotation around z
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* @param order left to right order of axis names identifies the order that rotations are applied.
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* For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.
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* * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation
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* matrix multiplication would be zRot*yRot*xRot
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* @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.
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* rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.
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* * if xyzRotationIsClockwise is undefined it's set to [false, false, false].
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* @param result caller-allocated OrderedRotationAngles
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*/
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static
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result._x.setRadians(xRadians);
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result._y.setRadians(yRadians);
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result._z.setRadians(zRadians);
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result._order = order;
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return result;
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}
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return new OrderedRotationAngles(Angle_1.Angle.createRadians(xRadians), Angle_1.Angle.createRadians(yRadians), Angle_1.Angle.createRadians(zRadians), order);
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static createDegrees(xDegrees, yDegrees, zDegrees, order, xyzRotationIsClockwise, result) {
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return OrderedRotationAngles.createRadians(Angle_1.Angle.degreesToRadians(xDegrees), Angle_1.Angle.degreesToRadians(yDegrees), Angle_1.Angle.degreesToRadians(zDegrees), order, xyzRotationIsClockwise, result);
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}
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/**
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* Create an OrderedRotationAngles from three angles
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*
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* @param
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* @param
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* @param
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* @param order left to right order of axis names identifies the order that rotations are applied
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* Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,
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* and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.
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* @param xRotation rotation around x
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* @param yRotation rotation around y
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* @param zRotation rotation around z
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* @param order left to right order of axis names identifies the order that rotations are applied
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* For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.
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* * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation
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* matrix multiplication would be zRot*yRot*xRot
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* @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.
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* rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.
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* * if xyzRotationIsClockwise is undefined it's set to [false, false, false].
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* @param result caller-allocated OrderedRotationAngles
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*/
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static
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result._x.setDegrees(xDegrees);
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result._y.setDegrees(yDegrees);
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result._z.setDegrees(zDegrees);
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result._order = order;
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return result;
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}
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return new OrderedRotationAngles(Angle_1.Angle.createDegrees(xDegrees), Angle_1.Angle.createDegrees(yDegrees), Angle_1.Angle.createDegrees(zDegrees), order);
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static createAngles(xRotation, yRotation, zRotation, order, xyzRotationIsClockwise, result) {
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return OrderedRotationAngles.createRadians(xRotation.radians, yRotation.radians, zRotation.radians, order, xyzRotationIsClockwise, result);
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}
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/**
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/**
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* Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations
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* that the matrix derives from.
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* * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,
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* it assumes all x, y, and z rotations are counterclockwise.
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* * In the failure case the method's return value is `undefined`.
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* * In the failure case, if the optional result was supplied, that result will nonetheless be filled with
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* a set of angles.
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* */
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static createFromMatrix3d(matrix, order, result) {
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// treat vector as columns
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let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];
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zRad = Math.atan2(m21, m11);
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}
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else {
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/**
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* If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.
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* This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.
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* so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).
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* Therefore, rotation matrix becomes
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* Matrix3d.createRowValues(
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* 0, +-sx, +-cx,
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* 0, cx, -sx,
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* -+1, 0, 0
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* );
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* Math details can be found
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* https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles
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*/
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xRad = Math.atan2(-m23, m22);
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zRad = 0;
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}
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xRad = yRad = zRad = 0;
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}
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}
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const xyzRotationIsClockwise = [false, false, false];
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const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);
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// sanity check
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const matrix1 = angles.toMatrix3d();
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/**
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* Below tolerance loosened to allow sanity check to pass for
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*
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* OrderedRotationAngles.createFromMatrix3d(
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* OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),
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* AxisOrder.XYZ
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* );
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*
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* with treatVectorsAsColumns = true.
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*/
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return (matrix.maxDiff(matrix1) < 10 * Geometry_1.Geometry.smallFraction) ? angles : undefined;
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}
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/**
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* Create a 3x3 rotational matrix from this OrderedRotationAngles.
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AxisOrder } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\n\r\n/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */\r\n\r\n/**\r\n * * represents a non-trivial rotation using three simple axis rotation angles and an\r\n * order in which to apply them.\r\n * * This class accommodates application-specific interpretation of \"multiplying 3 rotation matrices\" with regard to\r\n * * Whether a \"vector\" is a \"row\" or a \"column\"\r\n * * The order in which the X,Y,Z rotations are applied.\r\n * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.\r\n * @alpha\r\n */\r\nexport class OrderedRotationAngles {\r\n /** rotation around x */\r\n private _x: Angle;\r\n /** rotation around y */\r\n private _y: Angle;\r\n /** rotation around z */\r\n private _z: Angle;\r\n /** rotation order. For example XYZ means to rotate around x axis first, then y axis, and finally Z axis */\r\n private _order: AxisOrder;\r\n /** treat vectors as matrix columns */\r\n private static _sTreatVectorsAsColumns: boolean = false;\r\n /** constructor */\r\n private constructor(x: Angle, y: Angle, z: Angle, axisOrder: AxisOrder) {\r\n this._x = x;\r\n this._y = y;\r\n this._z = z;\r\n this._order = axisOrder;\r\n }\r\n /** (Property accessor) Return the `AxisOrder` controlling matrix multiplication order. */\r\n public get order(): AxisOrder {\r\n return this._order;\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around x. */\r\n public get xAngle(): Angle {\r\n return this._x.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around y. */\r\n public get yAngle(): Angle {\r\n return this._y.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around z. */\r\n public get zAngle(): Angle {\r\n return this._z.clone();\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in degrees */\r\n public get xDegrees(): number {\r\n return this._x.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in degrees */\r\n public get xRadians(): number {\r\n return this._x.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in degrees */\r\n public get yDegrees(): number {\r\n return this._y.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in radians */\r\n public get yRadians(): number {\r\n return this._y.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in radians */\r\n public get zDegrees(): number {\r\n return this._z.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in radians */\r\n public get zRadians(): number {\r\n return this._z.radians;\r\n }\r\n /** Flag controlling whether vectors are treated as rows or as columns */\r\n public static get treatVectorsAsColumns(): boolean {\r\n return OrderedRotationAngles._sTreatVectorsAsColumns;\r\n }\r\n public static set treatVectorsAsColumns(value: boolean) {\r\n OrderedRotationAngles._sTreatVectorsAsColumns = value;\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles and an ordering in which to apply them when rotating.\r\n * @param xRotation rotation around x\r\n * @param yRotation rotation around y\r\n * @param zRotation rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n */\r\n public static createAngles(xRotation: Angle, yRotation: Angle, zRotation: Angle, order: AxisOrder,\r\n result?: OrderedRotationAngles): OrderedRotationAngles {\r\n if (result) {\r\n result._x.setFrom(xRotation);\r\n result._y.setFrom(yRotation);\r\n result._z.setFrom(zRotation);\r\n result._order = order;\r\n return result;\r\n }\r\n return new OrderedRotationAngles(xRotation.clone(), yRotation.clone(), zRotation.clone(), order);\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in radians) and an ordering in which to apply\r\n * them when rotating.\r\n * @param xRadians rotation around x\r\n * @param yRadians rotation around y\r\n * @param zRadians rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n */\r\n public static createRadians(xRadians: number, yRadians: number, zRadians: number, order: AxisOrder,\r\n result?: OrderedRotationAngles): OrderedRotationAngles {\r\n if (result) {\r\n result._x.setRadians(xRadians);\r\n result._y.setRadians(yRadians);\r\n result._z.setRadians(zRadians);\r\n result._order = order;\r\n return result;\r\n }\r\n return new OrderedRotationAngles(\r\n Angle.createRadians(xRadians),\r\n Angle.createRadians(yRadians),\r\n Angle.createRadians(zRadians),\r\n order\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply\r\n * them when rotating.\r\n * @param xRadians rotation around x\r\n * @param yRadians rotation around y\r\n * @param zRadians rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n */\r\n public static createDegrees(xDegrees: number, yDegrees: number, zDegrees: number, order: AxisOrder,\r\n result?: OrderedRotationAngles): OrderedRotationAngles {\r\n if (result) {\r\n result._x.setDegrees(xDegrees);\r\n result._y.setDegrees(yDegrees);\r\n result._z.setDegrees(zDegrees);\r\n result._order = order;\r\n return result;\r\n }\r\n return new OrderedRotationAngles(\r\n Angle.createDegrees(xDegrees),\r\n Angle.createDegrees(yDegrees),\r\n Angle.createDegrees(zDegrees),\r\n order\r\n );\r\n }\r\n /** Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations that the matrix derives from. */\r\n public static createFromMatrix3d(matrix: Matrix3d, order: AxisOrder, result?: OrderedRotationAngles): OrderedRotationAngles {\r\n // treat vector as columns\r\n let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];\r\n let m21 = matrix.coffs[3], m22 = matrix.coffs[4], m23 = matrix.coffs[5];\r\n let m31 = matrix.coffs[6], m32 = matrix.coffs[7], m33 = matrix.coffs[8];\r\n // treat vector as rows\r\n if (!OrderedRotationAngles.treatVectorsAsColumns) {\r\n m11 = matrix.coffs[0], m12 = matrix.coffs[3], m13 = matrix.coffs[6];\r\n m21 = matrix.coffs[1], m22 = matrix.coffs[4], m23 = matrix.coffs[7];\r\n m31 = matrix.coffs[2], m32 = matrix.coffs[5], m33 = matrix.coffs[8];\r\n }\r\n\r\n let xRad: number;\r\n let yRad: number;\r\n let zRad: number;\r\n\r\n switch (order) {\r\n case AxisOrder.XYZ: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, -m31))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m31) < 0.99999) {\r\n xRad = Math.atan2(m32, m33);\r\n zRad = Math.atan2(m21, m11);\r\n } else {\r\n /*\r\n * If Math.abs(m31) = 1 then yRad = 90 degrees and therefore, we have a gimbal lock.\r\n * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.\r\n * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n */\r\n xRad = Math.atan2(-m23, m22);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.YXZ: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, m32))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m32) < 0.99999) {\r\n yRad = Math.atan2(-m31, m33);\r\n zRad = Math.atan2(-m12, m22);\r\n } else {\r\n yRad = Math.atan2(m13, m11);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.ZXY: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, -m23))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m23) < 0.99999) {\r\n yRad = Math.atan2(m13, m33);\r\n zRad = Math.atan2(m21, m22);\r\n } else {\r\n yRad = 0;\r\n zRad = Math.atan2(-m12, m11);\r\n }\r\n break;\r\n } case AxisOrder.ZYX: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, m13))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m13) < 0.99999) {\r\n xRad = Math.atan2(-m23, m33);\r\n zRad = Math.atan2(-m12, m11);\r\n } else {\r\n xRad = 0;\r\n zRad = Math.atan2(m21, m22);\r\n }\r\n break;\r\n } case AxisOrder.YZX: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, -m12))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m12) < 0.99999) {\r\n xRad = Math.atan2(m32, m22);\r\n yRad = Math.atan2(m13, m11);\r\n } else {\r\n xRad = 0;\r\n yRad = Math.atan2(-m31, m33);\r\n }\r\n break;\r\n } case AxisOrder.XZY: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, m21))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m21) < 0.99999) {\r\n xRad = Math.atan2(-m23, m22);\r\n yRad = Math.atan2(-m31, m11);\r\n } else {\r\n xRad = Math.atan2(m32, m33);\r\n yRad = 0;\r\n }\r\n break;\r\n } default: {\r\n xRad = yRad = zRad = 0;\r\n }\r\n }\r\n\r\n return OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, result);\r\n }\r\n /**\r\n * Create a 3x3 rotational matrix from this OrderedRotationAngles.\r\n ** math details can be found at docs/learning/geometry/Angle.md\r\n **/\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const rot = (result !== undefined) ? result : new Matrix3d();\r\n const axisOrder = this.order;\r\n const x = this.xAngle, y = this.yAngle, z = this.zAngle;\r\n\r\n const cx = x.cos(), sx = x.sin();\r\n const cy = y.cos(), sy = y.sin();\r\n const cz = z.cos(), sz = z.sin();\r\n\r\n const cxcz = cx * cz, cxsz = cx * sz, cxcy = cx * cy, cxsy = cx * sy;\r\n const sxcz = sx * cz, sxsz = sx * sz, sxcy = sx * cy, sxsy = sx * sy;\r\n const cycz = cy * cz, cysz = cy * sz, sycz = sy * cz, sysz = sy * sz;\r\n\r\n // the rotation matrix we build below is created using column-based base rotation matrixes\r\n if (axisOrder === AxisOrder.XYZ) {\r\n rot.setRowValues(\r\n cy * cz, sxcz * sy - cxsz, cxcz * sy + sxsz,\r\n cy * sz, cxcz + sxsz * sy, cxsz * sy - sxcz,\r\n -sy, sx * cy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YXZ) {\r\n rot.setRowValues(\r\n cycz - sysz * sx, -cx * sz, cysz * sx + sycz,\r\n sycz * sx + cysz, cx * cz, sysz - cycz * sx,\r\n -cx * sy, sx, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZXY) {\r\n rot.setRowValues(\r\n cycz + sysz * sx, sycz * sx - cysz, cx * sy,\r\n cx * sz, cx * cz, -sx,\r\n cysz * sx - sycz, cycz * sx + sysz, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZYX) {\r\n rot.setRowValues(\r\n cy * cz, -cy * sz, sy,\r\n sxcz * sy + cxsz, cxcz - sxsz * sy, -sx * cy,\r\n sxsz - cxcz * sy, sxcz + cxsz * sy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YZX) {\r\n rot.setRowValues(\r\n cy * cz, -sz, sy * cz,\r\n sxsy + cxcy * sz, cx * cz, cxsy * sz - sxcy,\r\n sxcy * sz - cxsy, sx * cz, cxcy + sxsy * sz,\r\n );\r\n } else if (axisOrder === AxisOrder.XZY) {\r\n rot.setRowValues(\r\n cy * cz, sxsy - cxcy * sz, cxsy + sxcy * sz,\r\n sz, cx * cz, -sx * cz,\r\n -sy * cz, sxcy + cxsy * sz, cxcy - sxsy * sz,\r\n );\r\n } else {\r\n rot.setIdentity();\r\n }\r\n // if we need row-based rotation matrix, we transpose the rotation matrix\r\n if (!OrderedRotationAngles.treatVectorsAsColumns)\r\n rot.transposeInPlace();\r\n\r\n return rot;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AxisOrder, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\n\r\n/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */\r\n\r\n/**\r\n * represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.\r\n * * This class accommodates application-specific interpretation of \"multiplying 3 rotation matrices\" with regard to\r\n * * Whether a \"vector\" is a \"row\" or a \"column\"\r\n * * The order in which the X,Y,Z rotations are applied.\r\n * * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and\r\n * createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default\r\n * rotation is counterclockwise.\r\n * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.\r\n * @alpha\r\n */\r\nexport class OrderedRotationAngles {\r\n /** rotation around x */\r\n private _x: Angle;\r\n /** rotation around y */\r\n private _y: Angle;\r\n /** rotation around z */\r\n private _z: Angle;\r\n /** rotation order. For example XYZ means to rotate around x axis first, then y axis, and finally Z axis */\r\n private _order: AxisOrder;\r\n /** treat vectors as matrix columns */\r\n private static _sTreatVectorsAsColumns: boolean = false;\r\n /** constructor */\r\n private constructor(x: Angle, y: Angle, z: Angle, axisOrder: AxisOrder) {\r\n this._x = x;\r\n this._y = y;\r\n this._z = z;\r\n this._order = axisOrder;\r\n }\r\n /** (Property accessor) Return the `AxisOrder` controlling matrix multiplication order. */\r\n public get order(): AxisOrder {\r\n return this._order;\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around x. */\r\n public get xAngle(): Angle {\r\n return this._x.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around y. */\r\n public get yAngle(): Angle {\r\n return this._y.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around z. */\r\n public get zAngle(): Angle {\r\n return this._z.clone();\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in degrees */\r\n public get xDegrees(): number {\r\n return this._x.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in degrees */\r\n public get xRadians(): number {\r\n return this._x.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in degrees */\r\n public get yDegrees(): number {\r\n return this._y.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in radians */\r\n public get yRadians(): number {\r\n return this._y.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in radians */\r\n public get zDegrees(): number {\r\n return this._z.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in radians */\r\n public get zRadians(): number {\r\n return this._z.radians;\r\n }\r\n /** the flag controlling whether vectors are treated as rows or as columns */\r\n public static get treatVectorsAsColumns(): boolean {\r\n return OrderedRotationAngles._sTreatVectorsAsColumns;\r\n }\r\n public static set treatVectorsAsColumns(value: boolean) {\r\n OrderedRotationAngles._sTreatVectorsAsColumns = value;\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when\r\n * rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * @param xRadians rotation around x\r\n * @param yRadians rotation around y\r\n * @param zRadians rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createRadians(xRadians: number, yRadians: number, zRadians: number, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n if (!xyzRotationIsClockwise) {\r\n xyzRotationIsClockwise = [false, false, false];\r\n }\r\n const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;\r\n const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;\r\n const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;\r\n if (result) {\r\n result._x.setRadians(xRadian);\r\n result._y.setRadians(yRadian);\r\n result._z.setRadians(zRadian);\r\n result._order = order;\r\n return result;\r\n }\r\n return new OrderedRotationAngles(\r\n Angle.createRadians(xRadian),\r\n Angle.createRadians(yRadian),\r\n Angle.createRadians(zRadian),\r\n order\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply\r\n * them when rotating.\r\n * @param xDegrees rotation around x\r\n * @param yDegrees rotation around y\r\n * @param zDegrees rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createDegrees(xDegrees: number, yDegrees: number, zDegrees: number, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n return OrderedRotationAngles.createRadians(\r\n Angle.degreesToRadians(xDegrees),\r\n Angle.degreesToRadians(yDegrees),\r\n Angle.degreesToRadians(zDegrees),\r\n order,\r\n xyzRotationIsClockwise,\r\n result\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,\r\n * and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * @param xRotation rotation around x\r\n * @param yRotation rotation around y\r\n * @param zRotation rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createAngles(xRotation: Angle, yRotation: Angle, zRotation: Angle, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n return OrderedRotationAngles.createRadians(\r\n xRotation.radians,\r\n yRotation.radians,\r\n zRotation.radians,\r\n order,\r\n xyzRotationIsClockwise,\r\n result\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations\r\n * that the matrix derives from.\r\n * * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,\r\n * it assumes all x, y, and z rotations are counterclockwise.\r\n * * In the failure case the method's return value is `undefined`.\r\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\r\n * a set of angles.\r\n * */\r\n public static createFromMatrix3d(matrix: Matrix3d, order: AxisOrder, result?: OrderedRotationAngles):\r\n OrderedRotationAngles | undefined {\r\n // treat vector as columns\r\n let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];\r\n let m21 = matrix.coffs[3], m22 = matrix.coffs[4], m23 = matrix.coffs[5];\r\n let m31 = matrix.coffs[6], m32 = matrix.coffs[7], m33 = matrix.coffs[8];\r\n // treat vector as rows\r\n if (!OrderedRotationAngles.treatVectorsAsColumns) {\r\n m11 = matrix.coffs[0], m12 = matrix.coffs[3], m13 = matrix.coffs[6];\r\n m21 = matrix.coffs[1], m22 = matrix.coffs[4], m23 = matrix.coffs[7];\r\n m31 = matrix.coffs[2], m32 = matrix.coffs[5], m33 = matrix.coffs[8];\r\n }\r\n\r\n let xRad: number;\r\n let yRad: number;\r\n let zRad: number;\r\n\r\n switch (order) {\r\n case AxisOrder.XYZ: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, -m31))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m31) < 0.99999) {\r\n xRad = Math.atan2(m32, m33);\r\n zRad = Math.atan2(m21, m11);\r\n } else {\r\n /**\r\n * If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.\r\n * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.\r\n * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).\r\n * Therefore, rotation matrix becomes\r\n * Matrix3d.createRowValues(\r\n * 0, +-sx, +-cx,\r\n * 0, cx, -sx,\r\n * -+1, 0, 0\r\n * );\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n */\r\n xRad = Math.atan2(-m23, m22);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.YXZ: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, m32))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m32) < 0.99999) {\r\n yRad = Math.atan2(-m31, m33);\r\n zRad = Math.atan2(-m12, m22);\r\n } else {\r\n yRad = Math.atan2(m13, m11);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.ZXY: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, -m23))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m23) < 0.99999) {\r\n yRad = Math.atan2(m13, m33);\r\n zRad = Math.atan2(m21, m22);\r\n } else {\r\n yRad = 0;\r\n zRad = Math.atan2(-m12, m11);\r\n }\r\n break;\r\n } case AxisOrder.ZYX: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, m13))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m13) < 0.99999) {\r\n xRad = Math.atan2(-m23, m33);\r\n zRad = Math.atan2(-m12, m11);\r\n } else {\r\n xRad = 0;\r\n zRad = Math.atan2(m21, m22);\r\n }\r\n break;\r\n } case AxisOrder.YZX: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, -m12))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m12) < 0.99999) {\r\n xRad = Math.atan2(m32, m22);\r\n yRad = Math.atan2(m13, m11);\r\n } else {\r\n xRad = 0;\r\n yRad = Math.atan2(-m31, m33);\r\n }\r\n break;\r\n } case AxisOrder.XZY: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, m21))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m21) < 0.99999) {\r\n xRad = Math.atan2(-m23, m22);\r\n yRad = Math.atan2(-m31, m11);\r\n } else {\r\n xRad = Math.atan2(m32, m33);\r\n yRad = 0;\r\n }\r\n break;\r\n } default: {\r\n xRad = yRad = zRad = 0;\r\n }\r\n }\r\n const xyzRotationIsClockwise: [boolean, boolean, boolean] = [false, false, false];\r\n const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n /**\r\n * Below tolerance loosened to allow sanity check to pass for\r\n *\r\n * OrderedRotationAngles.createFromMatrix3d(\r\n * OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),\r\n * AxisOrder.XYZ\r\n * );\r\n *\r\n * with treatVectorsAsColumns = true.\r\n */\r\n return (matrix.maxDiff(matrix1) < 10 * Geometry.smallFraction) ? angles : undefined;\r\n }\r\n /**\r\n * Create a 3x3 rotational matrix from this OrderedRotationAngles.\r\n ** math details can be found at docs/learning/geometry/Angle.md\r\n **/\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const rot = (result !== undefined) ? result : new Matrix3d();\r\n const axisOrder = this.order;\r\n const x = this.xAngle, y = this.yAngle, z = this.zAngle;\r\n\r\n const cx = x.cos(), sx = x.sin();\r\n const cy = y.cos(), sy = y.sin();\r\n const cz = z.cos(), sz = z.sin();\r\n\r\n const cxcz = cx * cz, cxsz = cx * sz, cxcy = cx * cy, cxsy = cx * sy;\r\n const sxcz = sx * cz, sxsz = sx * sz, sxcy = sx * cy, sxsy = sx * sy;\r\n const cycz = cy * cz, cysz = cy * sz, sycz = sy * cz, sysz = sy * sz;\r\n\r\n // the rotation matrix we build below is created using column-based base rotation matrixes\r\n if (axisOrder === AxisOrder.XYZ) {\r\n rot.setRowValues(\r\n cy * cz, sxcz * sy - cxsz, cxcz * sy + sxsz,\r\n cy * sz, cxcz + sxsz * sy, cxsz * sy - sxcz,\r\n -sy, sx * cy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YXZ) {\r\n rot.setRowValues(\r\n cycz - sysz * sx, -cx * sz, cysz * sx + sycz,\r\n sycz * sx + cysz, cx * cz, sysz - cycz * sx,\r\n -cx * sy, sx, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZXY) {\r\n rot.setRowValues(\r\n cycz + sysz * sx, sycz * sx - cysz, cx * sy,\r\n cx * sz, cx * cz, -sx,\r\n cysz * sx - sycz, cycz * sx + sysz, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZYX) {\r\n rot.setRowValues(\r\n cy * cz, -cy * sz, sy,\r\n sxcz * sy + cxsz, cxcz - sxsz * sy, -sx * cy,\r\n sxsz - cxcz * sy, sxcz + cxsz * sy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YZX) {\r\n rot.setRowValues(\r\n cy * cz, -sz, sy * cz,\r\n sxsy + cxcy * sz, cx * cz, cxsy * sz - sxcy,\r\n sxcy * sz - cxsy, sx * cz, cxcy + sxsy * sz,\r\n );\r\n } else if (axisOrder === AxisOrder.XZY) {\r\n rot.setRowValues(\r\n cy * cz, sxsy - cxcy * sz, cxsy + sxcy * sz,\r\n sz, cx * cz, -sx * cz,\r\n -sy * cz, sxcy + cxsy * sz, cxcy - sxsy * sz,\r\n );\r\n } else {\r\n rot.setIdentity();\r\n }\r\n // if we need row-based rotation matrix, we transpose the rotation matrix\r\n if (!OrderedRotationAngles.treatVectorsAsColumns)\r\n rot.transposeInPlace();\r\n\r\n return rot;\r\n }\r\n}\r\n"]}
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@@ -6,7 +6,6 @@ import { Angle } from "./Angle";
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/** The properties that define [[YawPitchRollAngles]]. */
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/** roll field */
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* Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]
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* (https://en.wikipedia.org/wiki/Euler_angles).
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* * The matrix construction can be replicated by this logic:
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* * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`
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* * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):
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* * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`
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* * The YPR matrix is the product
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* * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`
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* * Note that this is for "column based" matrix with vectors multiplying on the right of the matrix.
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* Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in
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* the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.
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*/
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export declare class YawPitchRollAngles {
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/** The yaw angle
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/** The yaw angle: counterclockwise rotation angle around z */
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yaw: Angle;
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/** The pitch angle
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/** The pitch angle: **clockwise** rotation angle around y */
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pitch: Angle;
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/** The roll angle
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/** The roll angle: counterclockwise rotation angle around x */
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roll: Angle;
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/**
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* constructor
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* @param yaw counterclockwise rotation angle around z
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* @param pitch **clockwise** rotation angle around y
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* @param roll counterclockwise rotation angle around x
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* */
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constructor(yaw?: Angle, pitch?: Angle, roll?: Angle);
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/**
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* constructor for YawPitchRollAngles with angles in degrees.
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* @param yawDegrees counterclockwise rotation angle (in degrees) around z
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* @param pitchDegrees **clockwise** rotation angle (in degrees) around y
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* */
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static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles;
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/**
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* constructor for YawPitchRollAngles with angles in radians.
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* @param yawRadians counterclockwise rotation angle (in radians) around z
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* @param pitchRadians **clockwise** rotation angle (in radians) around y
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* @param rollRadians counterclockwise rotation angle (in radians) around x
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* */
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static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles;
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/** construct a `YawPitchRoll` object from an object with 3 named angles */
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static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles;
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/** populate yaw, pitch and roll fields using `Angle.fromJSON` */
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setFromJSON(json?: YawPitchRollProps): void;
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* Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.
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* Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.
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**/
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toJSON(): YawPitchRollProps;
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/**
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* Install all rotations from `other` into `this`.
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@@ -64,7 +85,7 @@ export declare class YawPitchRollAngles {
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setFrom(other: YawPitchRollAngles): void;
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*
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* Compare angles between `this` and `other`.
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* * Comparisons are via `isAlmostEqualAllowPeriodShift`.
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* @param other YawPitchRollAngles source
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@@ -76,35 +97,38 @@ export declare class YawPitchRollAngles {
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/**
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* Expand the angles into a (rigid rotation) matrix.
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* * The
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* * The returned matrix is "rigid" (i.e., it has unit length rows and columns, and its transpose is its inverse).
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* * The rigid matrix is always a right handed coordinate system.
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*/
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|
83
104
|
toMatrix3d(result?: Matrix3d): Matrix3d;
|
|
84
|
-
/** Return the largest angle in radians */
|
|
85
|
-
maxAbsRadians(): number;
|
|
86
|
-
/** Return the sum of the angles in squared radians */
|
|
87
|
-
sumSquaredRadians(): number;
|
|
88
105
|
/** Returns true if this rotation does nothing.
|
|
89
106
|
* * If allowPeriodShift is false, any nonzero angle is considered a non-identity
|
|
90
107
|
* * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.
|
|
91
108
|
*/
|
|
92
109
|
isIdentity(allowPeriodShift?: boolean): boolean;
|
|
110
|
+
/** Return the largest angle in radians */
|
|
111
|
+
maxAbsRadians(): number;
|
|
112
|
+
/** Return the sum of the angles in squared radians */
|
|
113
|
+
sumSquaredRadians(): number;
|
|
93
114
|
/** Return the largest difference of angles (in radians) between this and other */
|
|
94
115
|
maxDiffRadians(other: YawPitchRollAngles): number;
|
|
95
116
|
/** Return the largest angle in degrees. */
|
|
96
117
|
maxAbsDegrees(): number;
|
|
97
118
|
/** Return the sum of squared angles in degrees. */
|
|
98
119
|
sumSquaredDegrees(): number;
|
|
120
|
+
/** Return the largest difference of angles (in degrees) between this and other */
|
|
121
|
+
maxDiffDegrees(other: YawPitchRollAngles): number;
|
|
99
122
|
/** Return an object from a Transform as an origin and YawPitchRollAngles. */
|
|
100
123
|
static tryFromTransform(transform: Transform): {
|
|
101
124
|
origin: Point3d;
|
|
102
125
|
angles: YawPitchRollAngles | undefined;
|
|
103
126
|
};
|
|
104
|
-
/** Attempts to create a YawPitchRollAngles object from
|
|
105
|
-
* * This conversion fails if the matrix is not rigid (unit rows and columns, transpose is inverse)
|
|
127
|
+
/** Attempts to create a YawPitchRollAngles object from a Matrix3d
|
|
128
|
+
* * This conversion fails if the matrix is not rigid (unit rows and columns, and transpose is inverse)
|
|
106
129
|
* * In the failure case the method's return value is `undefined`.
|
|
107
|
-
* * In the failure case, if the optional result was supplied, that result will nonetheless be filled with
|
|
130
|
+
* * In the failure case, if the optional result was supplied, that result will nonetheless be filled with
|
|
131
|
+
* a set of angles.
|
|
108
132
|
*/
|
|
109
133
|
static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined;
|
|
110
134
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"YawPitchRollAngles.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/YawPitchRollAngles.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAY,MAAM,aAAa,CAAC;AACnD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;
|
|
1
|
+
{"version":3,"file":"YawPitchRollAngles.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/YawPitchRollAngles.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAY,MAAM,aAAa,CAAC;AACnD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAIxC;;;GAGG;AACH,MAAM,WAAW,iBAAiB;IAChC,gBAAgB;IAChB,GAAG,CAAC,EAAE,UAAU,CAAC;IACjB,kBAAkB;IAClB,KAAK,CAAC,EAAE,UAAU,CAAC;IACnB,iBAAiB;IACjB,IAAI,CAAC,EAAE,UAAU,CAAC;CACnB;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,qBAAa,kBAAkB;IAC7B,+DAA+D;IACxD,GAAG,EAAE,KAAK,CAAC;IAClB,6DAA6D;IACtD,KAAK,EAAE,KAAK,CAAC;IACpB,+DAA+D;IACxD,IAAI,EAAE,KAAK,CAAC;IACnB;;;;;SAKK;gBACO,GAAG,GAAE,KAAoB,EAAE,KAAK,GAAE,KAAoB,EAAE,IAAI,GAAE,KAAoB;IAK9F,qCAAqC;IAC9B,MAAM,IAAI,QAAQ,CAAC,IAAI,CAAC;IAM/B;;;;;SAKK;WACS,aAAa,CAAC,UAAU,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,kBAAkB;IAO9G;;;;;SAKK;WACS,aAAa,CAAC,UAAU,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,kBAAkB;IAO9G,2EAA2E;WAC7D,QAAQ,CAAC,IAAI,CAAC,EAAE,iBAAiB,GAAG,kBAAkB;IAQpE,iEAAiE;IAC1D,WAAW,CAAC,IAAI,CAAC,EAAE,iBAAiB,GAAG,IAAI;IAMlD;;;QAGI;IACG,MAAM,IAAI,iBAAiB;IAUlC;;;OAGG;IACI,OAAO,CAAC,KAAK,EAAE,kBAAkB;IAKxC;;;;OAIG;IACI,aAAa,CAAC,KAAK,EAAE,kBAAkB;IAK9C;;OAEG;IACI,KAAK;IAOZ;;;;;;OAMG;IACI,UAAU,CAAC,MAAM,CAAC,EAAE,QAAQ;IAqCnC;;;OAGG;IACI,UAAU,CAAC,gBAAgB,GAAE,OAAc,GAAG,OAAO;IAU5D,0CAA0C;IACnC,aAAa,IAAI,MAAM;IAG9B,sDAAsD;IAC/C,iBAAiB,IAAI,MAAM;IAGlC,kFAAkF;IAC3E,cAAc,CAAC,KAAK,EAAE,kBAAkB,GAAG,MAAM;IAOxD,2CAA2C;IACpC,aAAa,IAAI,MAAM;IAG9B,mDAAmD;IAC5C,iBAAiB,IAAI,MAAM;IAGlC,kFAAkF;IAC3E,cAAc,CAAC,KAAK,EAAE,kBAAkB,GAAG,MAAM;IAOxD,6EAA6E;WAC/D,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG;QACpD,MAAM,EAAE,OAAO,CAAC;QAChB,MAAM,EAAE,kBAAkB,GAAG,SAAS,CAAC;KACxC;IAMD;;;;;OAKG;WACW,kBAAkB,CAAC,MAAM,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,kBAAkB,GAAG,kBAAkB,GAAG,SAAS;CA0EhH"}
|