@itwin/core-geometry 3.6.0-dev.14 → 3.6.0-dev.22

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 (30) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/Geometry.d.ts.map +1 -1
  3. package/lib/cjs/Geometry.js.map +1 -1
  4. package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts +45 -22
  5. package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
  6. package/lib/cjs/geometry3d/OrderedRotationAngles.js +84 -49
  7. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  8. package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts +49 -25
  9. package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
  10. package/lib/cjs/geometry3d/YawPitchRollAngles.js +146 -50
  11. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  12. package/lib/cjs/polyface/PolyfaceQuery.d.ts +28 -0
  13. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  14. package/lib/cjs/polyface/PolyfaceQuery.js +79 -0
  15. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  16. package/lib/esm/Geometry.d.ts.map +1 -1
  17. package/lib/esm/Geometry.js.map +1 -1
  18. package/lib/esm/geometry3d/OrderedRotationAngles.d.ts +45 -22
  19. package/lib/esm/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
  20. package/lib/esm/geometry3d/OrderedRotationAngles.js +85 -50
  21. package/lib/esm/geometry3d/OrderedRotationAngles.js.map +1 -1
  22. package/lib/esm/geometry3d/YawPitchRollAngles.d.ts +49 -25
  23. package/lib/esm/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
  24. package/lib/esm/geometry3d/YawPitchRollAngles.js +146 -50
  25. package/lib/esm/geometry3d/YawPitchRollAngles.js.map +1 -1
  26. package/lib/esm/polyface/PolyfaceQuery.d.ts +28 -0
  27. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  28. package/lib/esm/polyface/PolyfaceQuery.js +79 -0
  29. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  30. package/package.json +4 -4
@@ -5,16 +5,18 @@
5
5
  /** @packageDocumentation
6
6
  * @module CartesianGeometry
7
7
  */
8
- import { AxisOrder } from "../Geometry";
8
+ import { AxisOrder, Geometry } from "../Geometry";
9
9
  import { Angle } from "./Angle";
10
10
  import { Matrix3d } from "./Matrix3d";
11
11
  /* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */
12
12
  /**
13
- * * represents a non-trivial rotation using three simple axis rotation angles and an
14
- * order in which to apply them.
13
+ * represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.
15
14
  * * This class accommodates application-specific interpretation of "multiplying 3 rotation matrices" with regard to
16
15
  * * Whether a "vector" is a "row" or a "column"
17
16
  * * The order in which the X,Y,Z rotations are applied.
17
+ * * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and
18
+ * createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default
19
+ * rotation is counterclockwise.
18
20
  * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.
19
21
  * @alpha
20
22
  */
@@ -66,7 +68,7 @@ export class OrderedRotationAngles {
66
68
  get zRadians() {
67
69
  return this._z.radians;
68
70
  }
69
- /** Flag controlling whether vectors are treated as rows or as columns */
71
+ /** the flag controlling whether vectors are treated as rows or as columns */
70
72
  static get treatVectorsAsColumns() {
71
73
  return OrderedRotationAngles._sTreatVectorsAsColumns;
72
74
  }
@@ -74,68 +76,81 @@ export class OrderedRotationAngles {
74
76
  OrderedRotationAngles._sTreatVectorsAsColumns = value;
75
77
  }
76
78
  /**
77
- * Create an OrderedRotationAngles from three angles and an ordering in which to apply them when rotating.
78
- * @param xRotation rotation around x
79
- * @param yRotation rotation around y
80
- * @param zRotation rotation around z
79
+ * Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when
80
+ * rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.
81
+ * @param xRadians rotation around x
82
+ * @param yRadians rotation around y
83
+ * @param zRadians rotation around z
81
84
  * @param order left to right order of axis names identifies the order that rotations are applied.
82
85
  * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.
83
86
  * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation
84
87
  * matrix multiplication would be zRot*yRot*xRot
88
+ * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.
89
+ * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.
90
+ * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].
91
+ * @param result caller-allocated OrderedRotationAngles
85
92
  */
86
- static createAngles(xRotation, yRotation, zRotation, order, result) {
93
+ static createRadians(xRadians, yRadians, zRadians, order, xyzRotationIsClockwise, result) {
94
+ if (!xyzRotationIsClockwise) {
95
+ xyzRotationIsClockwise = [false, false, false];
96
+ }
97
+ const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;
98
+ const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;
99
+ const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;
87
100
  if (result) {
88
- result._x.setFrom(xRotation);
89
- result._y.setFrom(yRotation);
90
- result._z.setFrom(zRotation);
101
+ result._x.setRadians(xRadian);
102
+ result._y.setRadians(yRadian);
103
+ result._z.setRadians(zRadian);
91
104
  result._order = order;
92
105
  return result;
93
106
  }
94
- return new OrderedRotationAngles(xRotation.clone(), yRotation.clone(), zRotation.clone(), order);
107
+ return new OrderedRotationAngles(Angle.createRadians(xRadian), Angle.createRadians(yRadian), Angle.createRadians(zRadian), order);
95
108
  }
96
109
  /**
97
- * Create an OrderedRotationAngles from three angles (in radians) and an ordering in which to apply
110
+ * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply
98
111
  * them when rotating.
99
- * @param xRadians rotation around x
100
- * @param yRadians rotation around y
101
- * @param zRadians rotation around z
112
+ * @param xDegrees rotation around x
113
+ * @param yDegrees rotation around y
114
+ * @param zDegrees rotation around z
102
115
  * @param order left to right order of axis names identifies the order that rotations are applied.
103
116
  * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.
104
117
  * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation
105
118
  * matrix multiplication would be zRot*yRot*xRot
119
+ * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.
120
+ * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.
121
+ * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].
122
+ * @param result caller-allocated OrderedRotationAngles
106
123
  */
107
- static createRadians(xRadians, yRadians, zRadians, order, result) {
108
- if (result) {
109
- result._x.setRadians(xRadians);
110
- result._y.setRadians(yRadians);
111
- result._z.setRadians(zRadians);
112
- result._order = order;
113
- return result;
114
- }
115
- return new OrderedRotationAngles(Angle.createRadians(xRadians), Angle.createRadians(yRadians), Angle.createRadians(zRadians), order);
124
+ static createDegrees(xDegrees, yDegrees, zDegrees, order, xyzRotationIsClockwise, result) {
125
+ return OrderedRotationAngles.createRadians(Angle.degreesToRadians(xDegrees), Angle.degreesToRadians(yDegrees), Angle.degreesToRadians(zDegrees), order, xyzRotationIsClockwise, result);
116
126
  }
117
127
  /**
118
- * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply
119
- * them when rotating.
120
- * @param xRadians rotation around x
121
- * @param yRadians rotation around y
122
- * @param zRadians rotation around z
123
- * @param order left to right order of axis names identifies the order that rotations are applied.
128
+ * Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,
129
+ * and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.
130
+ * @param xRotation rotation around x
131
+ * @param yRotation rotation around y
132
+ * @param zRotation rotation around z
133
+ * @param order left to right order of axis names identifies the order that rotations are applied
124
134
  * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.
125
135
  * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation
126
136
  * matrix multiplication would be zRot*yRot*xRot
137
+ * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.
138
+ * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.
139
+ * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].
140
+ * @param result caller-allocated OrderedRotationAngles
127
141
  */
128
- static createDegrees(xDegrees, yDegrees, zDegrees, order, result) {
129
- if (result) {
130
- result._x.setDegrees(xDegrees);
131
- result._y.setDegrees(yDegrees);
132
- result._z.setDegrees(zDegrees);
133
- result._order = order;
134
- return result;
135
- }
136
- return new OrderedRotationAngles(Angle.createDegrees(xDegrees), Angle.createDegrees(yDegrees), Angle.createDegrees(zDegrees), order);
142
+ static createAngles(xRotation, yRotation, zRotation, order, xyzRotationIsClockwise, result) {
143
+ return OrderedRotationAngles.createRadians(xRotation.radians, yRotation.radians, zRotation.radians, order, xyzRotationIsClockwise, result);
137
144
  }
138
- /** Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations that the matrix derives from. */
145
+ /**
146
+ * Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations
147
+ * that the matrix derives from.
148
+ * * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,
149
+ * it assumes all x, y, and z rotations are counterclockwise.
150
+ * * In the failure case the method's return value is `undefined`.
151
+ * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with
152
+ * a set of angles.
153
+ * */
139
154
  static createFromMatrix3d(matrix, order, result) {
140
155
  // treat vector as columns
141
156
  let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];
@@ -158,13 +173,19 @@ export class OrderedRotationAngles {
158
173
  zRad = Math.atan2(m21, m11);
159
174
  }
160
175
  else {
161
- /*
162
- * If Math.abs(m31) = 1 then yRad = 90 degrees and therefore, we have a gimbal lock.
163
- * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.
164
- * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).
165
- * Math details can be found
166
- * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles
167
- */
176
+ /**
177
+ * If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.
178
+ * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.
179
+ * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).
180
+ * Therefore, rotation matrix becomes
181
+ * Matrix3d.createRowValues(
182
+ * 0, +-sx, +-cx,
183
+ * 0, cx, -sx,
184
+ * -+1, 0, 0
185
+ * );
186
+ * Math details can be found
187
+ * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles
188
+ */
168
189
  xRad = Math.atan2(-m23, m22);
169
190
  zRad = 0;
170
191
  }
@@ -234,7 +255,21 @@ export class OrderedRotationAngles {
234
255
  xRad = yRad = zRad = 0;
235
256
  }
236
257
  }
237
- return OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, result);
258
+ const xyzRotationIsClockwise = [false, false, false];
259
+ const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);
260
+ // sanity check
261
+ const matrix1 = angles.toMatrix3d();
262
+ /**
263
+ * Below tolerance loosened to allow sanity check to pass for
264
+ *
265
+ * OrderedRotationAngles.createFromMatrix3d(
266
+ * OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),
267
+ * AxisOrder.XYZ
268
+ * );
269
+ *
270
+ * with treatVectorsAsColumns = true.
271
+ */
272
+ return (matrix.maxDiff(matrix1) < 10 * Geometry.smallFraction) ? angles : undefined;
238
273
  }
239
274
  /**
240
275
  * Create a 3x3 rotational matrix from this OrderedRotationAngles.
@@ -1 +1 @@
1
- {"version":3,"file":"OrderedRotationAngles.js","sourceRoot":"","sources":["../../../src/geometry3d/OrderedRotationAngles.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AACH,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,wFAAwF;AAExF;;;;;;;;GAQG;AACH,MAAM,OAAO,qBAAqB;IAWhC,kBAAkB;IAClB,YAAoB,CAAQ,EAAE,CAAQ,EAAE,CAAQ,EAAE,SAAoB;QACpE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;IAC1B,CAAC;IACD,0FAA0F;IAC1F,IAAW,KAAK;QACd,OAAO,IAAI,CAAC,MAAM,CAAC;IACrB,CAAC;IACD,gFAAgF;IAChF,IAAW,MAAM;QACf,OAAO,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;IACzB,CAAC;IACD,gFAAgF;IAChF,IAAW,MAAM;QACf,OAAO,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;IACzB,CAAC;IACD,gFAAgF;IAChF,IAAW,MAAM;QACf,OAAO,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,yEAAyE;IAClE,MAAM,KAAK,qBAAqB;QACrC,OAAO,qBAAqB,CAAC,uBAAuB,CAAC;IACvD,CAAC;IACM,MAAM,KAAK,qBAAqB,CAAC,KAAc;QACpD,qBAAqB,CAAC,uBAAuB,GAAG,KAAK,CAAC;IACxD,CAAC;IACD;;;;;;;;;OASG;IACI,MAAM,CAAC,YAAY,CAAC,SAAgB,EAAE,SAAgB,EAAE,SAAgB,EAAE,KAAgB,EAC/F,MAA8B;QAC9B,IAAI,MAAM,EAAE;YACV,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;YAC7B,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;YAC7B,MAAM,CAAC,EAAE,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;YAC7B,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;YACtB,OAAO,MAAM,CAAC;SACf;QACD,OAAO,IAAI,qBAAqB,CAAC,SAAS,CAAC,KAAK,EAAE,EAAE,SAAS,CAAC,KAAK,EAAE,EAAE,SAAS,CAAC,KAAK,EAAE,EAAE,KAAK,CAAC,CAAC;IACnG,CAAC;IACD;;;;;;;;;;OAUG;IACI,MAAM,CAAC,aAAa,CAAC,QAAgB,EAAE,QAAgB,EAAE,QAAgB,EAAE,KAAgB,EAChG,MAA8B;QAC9B,IAAI,MAAM,EAAE;YACV,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;YAC/B,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;YAC/B,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;YAC/B,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;YACtB,OAAO,MAAM,CAAC;SACf;QACD,OAAO,IAAI,qBAAqB,CAC9B,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,EAC7B,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,EAC7B,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,EAC7B,KAAK,CACN,CAAC;IACJ,CAAC;IACD;;;;;;;;;;OAUG;IACI,MAAM,CAAC,aAAa,CAAC,QAAgB,EAAE,QAAgB,EAAE,QAAgB,EAAE,KAAgB,EAChG,MAA8B;QAC9B,IAAI,MAAM,EAAE;YACV,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;YAC/B,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;YAC/B,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;YAC/B,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;YACtB,OAAO,MAAM,CAAC;SACf;QACD,OAAO,IAAI,qBAAqB,CAC9B,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,EAC7B,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,EAC7B,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,EAC7B,KAAK,CACN,CAAC;IACJ,CAAC;IACD,uIAAuI;IAChI,MAAM,CAAC,kBAAkB,CAAC,MAAgB,EAAE,KAAgB,EAAE,MAA8B;QACjG,0BAA0B;QAC1B,IAAI,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,uBAAuB;QACvB,IAAI,CAAC,qBAAqB,CAAC,qBAAqB,EAAE;YAChD,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YACpE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YACpE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;SACrE;QAED,IAAI,IAAY,CAAC;QACjB,IAAI,IAAY,CAAC;QACjB,IAAI,IAAY,CAAC;QAEjB,QAAQ,KAAK,EAAE;YACb,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBAClB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEjF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;qBAAM;oBACL;;;;;;sBAME;oBACF,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,CAAC,CAAC;iBACV;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEhF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;qBAAM;oBACL,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,CAAC,CAAC;iBACV;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEjF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;qBAAM;oBACL,IAAI,GAAG,CAAC,CAAC;oBACT,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEhF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;qBAAM;oBACL,IAAI,GAAG,CAAC,CAAC;oBACT,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEjF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;qBAAM;oBACL,IAAI,GAAG,CAAC,CAAC;oBACT,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEhF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;qBAAM;oBACL,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,CAAC,CAAC;iBACV;gBACD,MAAM;aACP;YAAC,OAAO,CAAC,CAAC;gBACT,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;aACxB;SACF;QAED,OAAO,qBAAqB,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;IAC9E,CAAC;IACD;;;QAGI;IACG,UAAU,CAAC,MAAiB;QACjC,MAAM,GAAG,GAAG,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,QAAQ,EAAE,CAAC;QAC7D,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC;QAC7B,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QAExD,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC;QACjC,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC;QACjC,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC;QAEjC,MAAM,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,CAAC;QACrE,MAAM,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,CAAC;QACrE,MAAM,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,CAAC;QAErE,0FAA0F;QAC1F,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YAC/B,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC3C,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC3C,CAAC,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,CACtB,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC5C,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAC3C,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CACtB,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,EAC3C,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EACrB,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,CAC5C,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EACrB,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAC5C,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,CAC5C,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,GAAG,EAAE,EACrB,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC3C,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,CAC5C,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAC3C,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EACrB,CAAC,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,CAC7C,CAAC;SACH;aAAM;YACL,GAAG,CAAC,WAAW,EAAE,CAAC;SACnB;QACD,yEAAyE;QACzE,IAAI,CAAC,qBAAqB,CAAC,qBAAqB;YAC9C,GAAG,CAAC,gBAAgB,EAAE,CAAC;QAEzB,OAAO,GAAG,CAAC;IACb,CAAC;;AAnSD,sCAAsC;AACvB,6CAAuB,GAAY,KAAK,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module 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"]}
1
+ {"version":3,"file":"OrderedRotationAngles.js","sourceRoot":"","sources":["../../../src/geometry3d/OrderedRotationAngles.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AACH,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAC;AAClD,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,wFAAwF;AAExF;;;;;;;;;;GAUG;AACH,MAAM,OAAO,qBAAqB;IAWhC,kBAAkB;IAClB,YAAoB,CAAQ,EAAE,CAAQ,EAAE,CAAQ,EAAE,SAAoB;QACpE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;IAC1B,CAAC;IACD,0FAA0F;IAC1F,IAAW,KAAK;QACd,OAAO,IAAI,CAAC,MAAM,CAAC;IACrB,CAAC;IACD,gFAAgF;IAChF,IAAW,MAAM;QACf,OAAO,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;IACzB,CAAC;IACD,gFAAgF;IAChF,IAAW,MAAM;QACf,OAAO,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;IACzB,CAAC;IACD,gFAAgF;IAChF,IAAW,MAAM;QACf,OAAO,IAAI,CAAC,EAAE,CAAC,KAAK,EAAE,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,4EAA4E;IAC5E,IAAW,QAAQ;QACjB,OAAO,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC;IACzB,CAAC;IACD,6EAA6E;IACtE,MAAM,KAAK,qBAAqB;QACrC,OAAO,qBAAqB,CAAC,uBAAuB,CAAC;IACvD,CAAC;IACM,MAAM,KAAK,qBAAqB,CAAC,KAAc;QACpD,qBAAqB,CAAC,uBAAuB,GAAG,KAAK,CAAC;IACxD,CAAC;IACD;;;;;;;;;;;;;;OAcG;IACI,MAAM,CAAC,aAAa,CAAC,QAAgB,EAAE,QAAgB,EAAE,QAAgB,EAAE,KAAgB,EAChG,sBAAoD,EAAE,MAA8B;QACpF,IAAI,CAAC,sBAAsB,EAAE;YAC3B,sBAAsB,GAAG,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;SAChD;QACD,MAAM,OAAO,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC;QACjE,MAAM,OAAO,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC;QACjE,MAAM,OAAO,GAAG,sBAAsB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC;QACjE,IAAI,MAAM,EAAE;YACV,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;YAC9B,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;YAC9B,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;YAC9B,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;YACtB,OAAO,MAAM,CAAC;SACf;QACD,OAAO,IAAI,qBAAqB,CAC9B,KAAK,CAAC,aAAa,CAAC,OAAO,CAAC,EAC5B,KAAK,CAAC,aAAa,CAAC,OAAO,CAAC,EAC5B,KAAK,CAAC,aAAa,CAAC,OAAO,CAAC,EAC5B,KAAK,CACN,CAAC;IACJ,CAAC;IACD;;;;;;;;;;;;;;OAcG;IACI,MAAM,CAAC,aAAa,CAAC,QAAgB,EAAE,QAAgB,EAAE,QAAgB,EAAE,KAAgB,EAChG,sBAAoD,EAAE,MAA8B;QACpF,OAAO,qBAAqB,CAAC,aAAa,CACxC,KAAK,CAAC,gBAAgB,CAAC,QAAQ,CAAC,EAChC,KAAK,CAAC,gBAAgB,CAAC,QAAQ,CAAC,EAChC,KAAK,CAAC,gBAAgB,CAAC,QAAQ,CAAC,EAChC,KAAK,EACL,sBAAsB,EACtB,MAAM,CACP,CAAC;IACJ,CAAC;IACD;;;;;;;;;;;;;;OAcG;IACI,MAAM,CAAC,YAAY,CAAC,SAAgB,EAAE,SAAgB,EAAE,SAAgB,EAAE,KAAgB,EAC/F,sBAAoD,EAAE,MAA8B;QACpF,OAAO,qBAAqB,CAAC,aAAa,CACxC,SAAS,CAAC,OAAO,EACjB,SAAS,CAAC,OAAO,EACjB,SAAS,CAAC,OAAO,EACjB,KAAK,EACL,sBAAsB,EACtB,MAAM,CACP,CAAC;IACJ,CAAC;IACD;;;;;;;;SAQK;IACE,MAAM,CAAC,kBAAkB,CAAC,MAAgB,EAAE,KAAgB,EAAE,MAA8B;QAEjG,0BAA0B;QAC1B,IAAI,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,IAAI,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxE,uBAAuB;QACvB,IAAI,CAAC,qBAAqB,CAAC,qBAAqB,EAAE;YAChD,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YACpE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;YACpE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,GAAG,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;SACrE;QAED,IAAI,IAAY,CAAC;QACjB,IAAI,IAAY,CAAC;QACjB,IAAI,IAAY,CAAC;QAEjB,QAAQ,KAAK,EAAE;YACb,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBAClB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEjF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;qBAAM;oBACL;;;;;;;;;;;;uBAYG;oBACH,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,CAAC,CAAC;iBACV;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEhF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;qBAAM;oBACL,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,CAAC,CAAC;iBACV;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEjF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;qBAAM;oBACL,IAAI,GAAG,CAAC,CAAC;oBACT,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEhF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;qBAAM;oBACL,IAAI,GAAG,CAAC,CAAC;oBACT,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEjF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC7B;qBAAM;oBACL,IAAI,GAAG,CAAC,CAAC;oBACT,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;gBACD,MAAM;aACP;YAAC,KAAK,SAAS,CAAC,GAAG,CAAC,CAAC;gBACpB,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,8BAA8B;gBAEhF,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,OAAO,EAAE;oBAC3B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC7B,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;iBAC9B;qBAAM;oBACL,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;oBAC5B,IAAI,GAAG,CAAC,CAAC;iBACV;gBACD,MAAM;aACP;YAAC,OAAO,CAAC,CAAC;gBACT,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC;aACxB;SACF;QACD,MAAM,sBAAsB,GAAgC,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAClF,MAAM,MAAM,GAAG,qBAAqB,CAAC,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,sBAAsB,EAAE,MAAM,CAAC,CAAC;QAC5G,eAAe;QACf,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;QACpC;;;;;;;;;WASG;QACH,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC,GAAG,EAAE,GAAG,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;IACtF,CAAC;IACD;;;QAGI;IACG,UAAU,CAAC,MAAiB;QACjC,MAAM,GAAG,GAAG,CAAC,MAAM,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,QAAQ,EAAE,CAAC;QAC7D,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC;QAC7B,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QAExD,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC;QACjC,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC;QACjC,MAAM,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,GAAG,CAAC,CAAC,GAAG,EAAE,CAAC;QAEjC,MAAM,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,CAAC;QACrE,MAAM,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,CAAC;QACrE,MAAM,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,EAAE,CAAC;QAErE,0FAA0F;QAC1F,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YAC/B,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC3C,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC3C,CAAC,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,CACtB,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC5C,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAC3C,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,CACtB,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,EAC3C,EAAE,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EACrB,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,CAC5C,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,EAAE,EACrB,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAC5C,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,CAC5C,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,GAAG,EAAE,EACrB,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,EAAE,GAAG,IAAI,EAC3C,IAAI,GAAG,EAAE,GAAG,IAAI,EAAE,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,CAC5C,CAAC;SACH;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YACtC,GAAG,CAAC,YAAY,CACd,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAC3C,EAAE,EAAE,EAAE,GAAG,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EACrB,CAAC,EAAE,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,EAAE,IAAI,GAAG,IAAI,GAAG,EAAE,CAC7C,CAAC;SACH;aAAM;YACL,GAAG,CAAC,WAAW,EAAE,CAAC;SACnB;QACD,yEAAyE;QACzE,IAAI,CAAC,qBAAqB,CAAC,qBAAqB;YAC9C,GAAG,CAAC,gBAAgB,EAAE,CAAC;QAEzB,OAAO,GAAG,CAAC;IACb,CAAC;;AA7UD,sCAAsC;AACvB,6CAAuB,GAAY,KAAK,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module 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"]}
@@ -6,7 +6,6 @@ import { Angle } from "./Angle";
6
6
  import { Matrix3d } from "./Matrix3d";
7
7
  import { Point3d } from "./Point3dVector3d";
8
8
  import { Transform } from "./Transform";
9
- /** The properties that define [[YawPitchRollAngles]]. */
10
9
  /**
11
10
  * angle properties of a `YawPitchRoll` orientation
12
11
  * @public
@@ -19,44 +18,66 @@ export interface YawPitchRollProps {
19
18
  /** roll field */
20
19
  roll?: AngleProps;
21
20
  }
22
- /** Three angles that determine the orientation of an object in space. Sometimes referred to as [Tait–Bryan angles](https://en.wikipedia.org/wiki/Euler_angles).
21
+ /**
22
+ * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]
23
+ * (https://en.wikipedia.org/wiki/Euler_angles).
23
24
  * * The matrix construction can be replicated by this logic:
24
25
  * * xyz coordinates have
25
26
  * * x forward
26
27
  * * y to left
27
28
  * * z up
28
- * * Note that this is a right handed coordinate system.
29
- * * yaw is a rotation of x towards y, i.e. around positive z:
29
+ * * Note that this is a right handed coordinate system.
30
+ * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):
30
31
  * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`
31
- * * pitch is a rotation that raises x towards z, i.e. rotation around negative y:
32
+ * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):
32
33
  * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`
33
- * * roll is rotation of y towards z, i.e. rotation around positive x:
34
+ * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):
34
35
  * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`
35
- * * The YPR matrix is the product
36
+ * * The YPR matrix is the product
36
37
  * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`
37
- * * Note that this is for "column based" matrix, with vectors appearing to the right
38
- * * Hence a vector is first rotated by roll, then the pitch, finally yaw.
38
+ * * Note that this is for "column based" matrix with vectors multiplying on the right of the matrix.
39
+ * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in
40
+ * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.
39
41
  * @public
40
42
  */
41
43
  export declare class YawPitchRollAngles {
42
- /** The yaw angle. */
44
+ /** The yaw angle: counterclockwise rotation angle around z */
43
45
  yaw: Angle;
44
- /** The pitch angle. */
46
+ /** The pitch angle: **clockwise** rotation angle around y */
45
47
  pitch: Angle;
46
- /** The roll angle. */
48
+ /** The roll angle: counterclockwise rotation angle around x */
47
49
  roll: Angle;
50
+ /**
51
+ * constructor
52
+ * @param yaw counterclockwise rotation angle around z
53
+ * @param pitch **clockwise** rotation angle around y
54
+ * @param roll counterclockwise rotation angle around x
55
+ * */
48
56
  constructor(yaw?: Angle, pitch?: Angle, roll?: Angle);
49
57
  /** Freeze this YawPitchRollAngles */
50
58
  freeze(): Readonly<this>;
51
- /** constructor for YawPitchRollAngles with angles in degrees. */
59
+ /**
60
+ * constructor for YawPitchRollAngles with angles in degrees.
61
+ * @param yawDegrees counterclockwise rotation angle (in degrees) around z
62
+ * @param pitchDegrees **clockwise** rotation angle (in degrees) around y
63
+ * @param rollDegrees counterclockwise rotation angle (in degrees) around x
64
+ * */
52
65
  static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles;
53
- /** constructor for YawPitchRollAngles with angles in radians. */
66
+ /**
67
+ * constructor for YawPitchRollAngles with angles in radians.
68
+ * @param yawRadians counterclockwise rotation angle (in radians) around z
69
+ * @param pitchRadians **clockwise** rotation angle (in radians) around y
70
+ * @param rollRadians counterclockwise rotation angle (in radians) around x
71
+ * */
54
72
  static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles;
55
73
  /** construct a `YawPitchRoll` object from an object with 3 named angles */
56
74
  static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles;
57
75
  /** populate yaw, pitch and roll fields using `Angle.fromJSON` */
58
76
  setFromJSON(json?: YawPitchRollProps): void;
59
- /** Convert to a JSON object of form { pitch: 20 , roll: 29.999999999999996 , yaw: 10 }. Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted. */
77
+ /**
78
+ * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.
79
+ * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.
80
+ **/
60
81
  toJSON(): YawPitchRollProps;
61
82
  /**
62
83
  * Install all rotations from `other` into `this`.
@@ -64,7 +85,7 @@ export declare class YawPitchRollAngles {
64
85
  */
65
86
  setFrom(other: YawPitchRollAngles): void;
66
87
  /**
67
- * * Compare angles between `this` and `other`.
88
+ * Compare angles between `this` and `other`.
68
89
  * * Comparisons are via `isAlmostEqualAllowPeriodShift`.
69
90
  * @param other YawPitchRollAngles source
70
91
  */
@@ -76,35 +97,38 @@ export declare class YawPitchRollAngles {
76
97
  /**
77
98
  * Expand the angles into a (rigid rotation) matrix.
78
99
  *
79
- * * The returned matrix is "rigid" -- unit length rows and columns, and its transpose is its inverse.
80
- * * The "rigid" matrix is always a right handed coordinate system.
100
+ * * The returned matrix is "rigid" (i.e., it has unit length rows and columns, and its transpose is its inverse).
101
+ * * The rigid matrix is always a right handed coordinate system.
81
102
  * @param result optional pre-allocated `Matrix3d`
82
103
  */
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 an Matrix3d
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 a set of angles.
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;AAExC,yDAAyD;AACzD;;;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;;;;;;;;;;;;;;;;;;GAkBG;AACH,qBAAa,kBAAkB;IAC7B,qBAAqB;IACd,GAAG,EAAE,KAAK,CAAC;IAClB,uBAAuB;IAChB,KAAK,EAAE,KAAK,CAAC;IACpB,sBAAsB;IACf,IAAI,EAAE,KAAK,CAAC;gBAEP,GAAG,GAAE,KAAoB,EAAE,KAAK,GAAE,KAAoB,EAAE,IAAI,GAAE,KAAoB;IAK9F,qCAAqC;IAC9B,MAAM,IAAI,QAAQ,CAAC,IAAI,CAAC;IAC/B,iEAAiE;WACnD,aAAa,CAAC,UAAU,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,kBAAkB;IAG9G,iEAAiE;WACnD,aAAa,CAAC,UAAU,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,kBAAkB;IAG9G,2EAA2E;WAC7D,QAAQ,CAAC,IAAI,CAAC,EAAE,iBAAiB,GAAG,kBAAkB;IAIpE,iEAAiE;IAC1D,WAAW,CAAC,IAAI,CAAC,EAAE,iBAAiB,GAAG,IAAI;IAMlD,uLAAuL;IAChL,MAAM,IAAI,iBAAiB;IAUlC;;;OAGG;IACI,OAAO,CAAC,KAAK,EAAE,kBAAkB;IAKxC;;;;OAIG;IACI,aAAa,CAAC,KAAK,EAAE,kBAAkB;IAK9C;;OAEG;IACI,KAAK;IACZ;;;;;;OAMG;IACI,UAAU,CAAC,MAAM,CAAC,EAAE,QAAQ;IAcnC,0CAA0C;IACnC,aAAa,IAAI,MAAM;IAG9B,sDAAsD;IAC/C,iBAAiB,IAAI,MAAM;IAGlC;;;OAGG;IACI,UAAU,CAAC,gBAAgB,GAAE,OAAc,GAAG,OAAO;IAU5D,kFAAkF;IAC3E,cAAc,CAAC,KAAK,EAAE,kBAAkB,GAAG,MAAM;IAGxD,2CAA2C;IACpC,aAAa,IAAI,MAAM;IAC9B,mDAAmD;IAC5C,iBAAiB,IAAI,MAAM;IAClC,6EAA6E;WAC/D,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG;QACpD,MAAM,EAAE,OAAO,CAAC;QAChB,MAAM,EAAE,kBAAkB,GAAG,SAAS,CAAC;KACxC;IAOD;;;;OAIG;WACW,kBAAkB,CAAC,MAAM,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,kBAAkB,GAAG,kBAAkB,GAAG,SAAS;CAqChH"}
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"}