@itwin/core-geometry 3.6.0-dev.8 → 4.0.0-dev.2

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Files changed (99) hide show
  1. package/CHANGELOG.md +28 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/Geometry.d.ts +25 -14
  4. package/lib/cjs/Geometry.d.ts.map +1 -1
  5. package/lib/cjs/Geometry.js +25 -14
  6. package/lib/cjs/Geometry.js.map +1 -1
  7. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +10 -6
  8. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  9. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +10 -19
  10. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  11. package/lib/cjs/geometry3d/Angle.d.ts +1 -0
  12. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  13. package/lib/cjs/geometry3d/Angle.js +1 -0
  14. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  15. package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -0
  16. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  17. package/lib/cjs/geometry3d/AngleSweep.js +1 -0
  18. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  19. package/lib/cjs/geometry3d/GrowableXYArray.d.ts +1 -1
  20. package/lib/cjs/geometry3d/GrowableXYArray.js +1 -1
  21. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  22. package/lib/cjs/geometry3d/Matrix3d.d.ts +221 -159
  23. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  24. package/lib/cjs/geometry3d/Matrix3d.js +365 -249
  25. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  26. package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts +71 -14
  27. package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
  28. package/lib/cjs/geometry3d/OrderedRotationAngles.js +204 -114
  29. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  30. package/lib/cjs/geometry3d/Point2dVector2d.d.ts +1 -0
  31. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  32. package/lib/cjs/geometry3d/Point2dVector2d.js +1 -0
  33. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  34. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +4 -3
  35. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  36. package/lib/cjs/geometry3d/Point3dVector3d.js +6 -5
  37. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  38. package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts +49 -25
  39. package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
  40. package/lib/cjs/geometry3d/YawPitchRollAngles.js +146 -50
  41. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  42. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +4 -4
  43. package/lib/cjs/polyface/PolyfaceBuilder.js +4 -4
  44. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  45. package/lib/cjs/polyface/PolyfaceQuery.d.ts +28 -0
  46. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  47. package/lib/cjs/polyface/PolyfaceQuery.js +79 -0
  48. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  49. package/lib/cjs/serialization/IModelJsonSchema.d.ts +1 -1
  50. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  51. package/lib/esm/Geometry.d.ts +25 -14
  52. package/lib/esm/Geometry.d.ts.map +1 -1
  53. package/lib/esm/Geometry.js +25 -14
  54. package/lib/esm/Geometry.js.map +1 -1
  55. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +10 -6
  56. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  57. package/lib/esm/curve/CurveChainWithDistanceIndex.js +10 -19
  58. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  59. package/lib/esm/geometry3d/Angle.d.ts +1 -0
  60. package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
  61. package/lib/esm/geometry3d/Angle.js +1 -0
  62. package/lib/esm/geometry3d/Angle.js.map +1 -1
  63. package/lib/esm/geometry3d/AngleSweep.d.ts +1 -0
  64. package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
  65. package/lib/esm/geometry3d/AngleSweep.js +1 -0
  66. package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
  67. package/lib/esm/geometry3d/GrowableXYArray.d.ts +1 -1
  68. package/lib/esm/geometry3d/GrowableXYArray.js +1 -1
  69. package/lib/esm/geometry3d/GrowableXYArray.js.map +1 -1
  70. package/lib/esm/geometry3d/Matrix3d.d.ts +221 -159
  71. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  72. package/lib/esm/geometry3d/Matrix3d.js +365 -249
  73. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  74. package/lib/esm/geometry3d/OrderedRotationAngles.d.ts +71 -14
  75. package/lib/esm/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
  76. package/lib/esm/geometry3d/OrderedRotationAngles.js +205 -115
  77. package/lib/esm/geometry3d/OrderedRotationAngles.js.map +1 -1
  78. package/lib/esm/geometry3d/Point2dVector2d.d.ts +1 -0
  79. package/lib/esm/geometry3d/Point2dVector2d.d.ts.map +1 -1
  80. package/lib/esm/geometry3d/Point2dVector2d.js +1 -0
  81. package/lib/esm/geometry3d/Point2dVector2d.js.map +1 -1
  82. package/lib/esm/geometry3d/Point3dVector3d.d.ts +4 -3
  83. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  84. package/lib/esm/geometry3d/Point3dVector3d.js +6 -5
  85. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  86. package/lib/esm/geometry3d/YawPitchRollAngles.d.ts +49 -25
  87. package/lib/esm/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
  88. package/lib/esm/geometry3d/YawPitchRollAngles.js +146 -50
  89. package/lib/esm/geometry3d/YawPitchRollAngles.js.map +1 -1
  90. package/lib/esm/polyface/PolyfaceBuilder.d.ts +4 -4
  91. package/lib/esm/polyface/PolyfaceBuilder.js +4 -4
  92. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  93. package/lib/esm/polyface/PolyfaceQuery.d.ts +28 -0
  94. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  95. package/lib/esm/polyface/PolyfaceQuery.js +79 -0
  96. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  97. package/lib/esm/serialization/IModelJsonSchema.d.ts +1 -1
  98. package/lib/esm/serialization/IModelJsonSchema.js.map +1 -1
  99. package/package.json +4 -4
@@ -50,7 +50,7 @@ class PackedMatrix3dOps {
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  dest[8] = a22;
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  }
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  /**
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- * * multiply 3x3 matrix `a*b`, store in c.
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+ * Multiply 3x3 matrix `a*b`, store in `result`.
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  * * All params assumed length 9, allocated by caller.
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  * * c may alias either input.
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  */
@@ -61,7 +61,7 @@ class PackedMatrix3dOps {
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  return result;
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  }
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  /**
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- * * multiply 3x3 matrix `a*bTranspose`, store in c.
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+ * Multiply 3x3 matrix `a*bTranspose`, store in `result`.
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  * * All params assumed length 9, allocated by caller.
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  * * c may alias either input.
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  */
@@ -72,7 +72,7 @@ class PackedMatrix3dOps {
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  return result;
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  }
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  /**
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- * * multiply 3x3 matrix `a*bTranspose`, store in c.
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+ * Multiply 3x3 matrix `aTranspose*b`, store in `result`.
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  * * All params assumed length 9, allocated by caller.
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  * * c may alias either input.
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  */
@@ -82,7 +82,7 @@ class PackedMatrix3dOps {
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  PackedMatrix3dOps.loadMatrix(result, (a[0] * b[0] + a[3] * b[3] + a[6] * b[6]), (a[0] * b[1] + a[3] * b[4] + a[6] * b[7]), (a[0] * b[2] + a[3] * b[5] + a[6] * b[8]), (a[1] * b[0] + a[4] * b[3] + a[7] * b[6]), (a[1] * b[1] + a[4] * b[4] + a[7] * b[7]), (a[1] * b[2] + a[4] * b[5] + a[7] * b[8]), (a[2] * b[0] + a[5] * b[3] + a[8] * b[6]), (a[2] * b[1] + a[5] * b[4] + a[8] * b[7]), (a[2] * b[2] + a[5] * b[5] + a[8] * b[8]));
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  return result;
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  }
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- /** transpose 3x3 coefficients in place */
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+ /** Transpose 3x3 matrix `a` in place */
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  static transposeInPlace(a) {
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  let q = a[1];
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  a[1] = a[3];
@@ -94,10 +94,14 @@ class PackedMatrix3dOps {
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  a[5] = a[7];
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  a[7] = q;
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  }
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- /** transpose 3x3 coefficients in place */
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+ /**
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+ * Returns the transpose of 3x3 matrix `a`
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+ * * If `dest` is passed as argument, then the function copies the transpose of 3x3 matrix `a` into `dest`
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+ * * `a` is not changed unless also passed as the dest, i.e., copyTransposed(a,a) transposes `a` in place
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+ */
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  static copyTransposed(a, dest) {
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  if (dest === a) {
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- PackedMatrix3dOps.transposeInPlace(a);
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+ PackedMatrix3dOps.transposeInPlace(dest);
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  }
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  else {
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  if (!dest)
@@ -114,7 +118,7 @@ class PackedMatrix3dOps {
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  }
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  return dest;
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  }
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- /** transpose 3x3 coefficients in place */
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+ /** Copy matrix `a` entries into `dest` */
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  static copy(a, dest) {
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  if (dest !== a) {
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  dest[0] = a[0];
@@ -133,29 +137,31 @@ class PackedMatrix3dOps {
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  exports.PackedMatrix3dOps = PackedMatrix3dOps;
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  /** A Matrix3d is tagged indicating one of the following states:
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  * * unknown: it is not know if the matrix is invertible.
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- * * inverseStored: the matrix has its inverse stored
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+ * * inverseStored: the matrix has its inverse stored.
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  * * singular: the matrix is known to be singular.
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  * @public
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  */
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  var InverseMatrixState;
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  (function (InverseMatrixState) {
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  /**
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- * * The invertibility of the `coffs` array has not been determined.
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- * * Any `inverseCoffs` contents are random.
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+ * The invertibility of the `coffs` array has not been determined.
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+ * Any `inverseCoffs` contents are random.
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  */
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  InverseMatrixState[InverseMatrixState["unknown"] = 0] = "unknown";
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- /** An inverse was computed and stored as the `inverseCoffs` */
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+ /**
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+ * An inverse was computed and stored as the `inverseCoffs`
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+ */
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  InverseMatrixState[InverseMatrixState["inverseStored"] = 1] = "inverseStored";
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  /**
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- * * The `coffs` array is known to be singular.
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- * * Any `inverseCoffs` contents are random.
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+ * The `coffs` array is known to be singular.
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+ * Any `inverseCoffs` contents are random.
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  */
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  InverseMatrixState[InverseMatrixState["singular"] = 2] = "singular";
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  })(InverseMatrixState = exports.InverseMatrixState || (exports.InverseMatrixState = {}));
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  /** A Matrix3d is a 3x3 matrix.
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  * * A very common use is to hold a rigid body rotation (which has no scaling or skew), but the 3x3 contents can
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  * also hold scaling and skewing.
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- * * The matrix with 2-dimensional layout
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+ * * The matrix with 2-dimensional layout (note: a 2d array can be shown by a matrix)
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  * ```
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  * equation
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  * \matrixXY{A}
@@ -167,19 +173,21 @@ var InverseMatrixState;
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  * ```
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  * * If the matrix inverse is known it is stored in the inverseCoffs array.
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  * * The inverse status (`unknown`, `inverseStored`, `singular`) status is indicated by the `inverseState` property.
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- * * construction methods that are able to trivially construct the inverse store it immediately and note that in the inverseState.
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- * * constructions (e.g. createRowValues) for which the inverse is not immediately known mark the
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- * inverseState as unknown.
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- * * Later queries for the inverse trigger full computation if needed at that time.
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+ * * Construction methods that are able to trivially construct the inverse, store it immediately and note that in
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+ * the inverseState.
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+ * * Constructions (e.g. createRowValues) for which the inverse is not immediately known mark the inverseState as
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+ * unknown.
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+ * * Later queries for the inverse, trigger full computation if needed at that time.
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  * * Most matrix queries are present with both "column" and "row" variants.
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- * * Usage elsewhere in the library is typically "column" based. For example, in a Transform
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- * that carries a coordinate frame the matrix columns are the unit vectors for the axes.
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+ * * Usage elsewhere in the library is typically "column" based. For example, in a Transform that carries a
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+ * coordinate frame, the matrix columns are the unit vectors for the axes.
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  * @public
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  */
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  class Matrix3d {
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  /**
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- *
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- * @param coffs optional coefficient array. This is captured.
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+ * Constructor
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+ * @param coffs optional coefficient array.
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+ * * **WARNING:** coffs is captured (i.e., is now owned by the Matrix3d object and can be modified by it).
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  */
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  constructor(coffs) {
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  this.coffs = coffs ? coffs : new Float64Array(9);
@@ -197,14 +205,16 @@ class Matrix3d {
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  /** Freeze this Matrix3d. */
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  freeze() {
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  this.computeCachedInverse(true);
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- /* hm.. can't freeze the Float64Arrays . . .
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+ /*
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+ hm.. can't freeze the Float64Arrays..
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  Object.freeze(this.coffs);
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  if (this.inverseCoffs)
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  Object.freeze(this.inverseCoffs);
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  */
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  return Object.freeze(this);
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  }
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- /** Return a json object containing the 9 numeric entries as a single array in row major order,
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+ /**
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+ * Return a json object containing the 9 numeric entries as a single array in row major order,
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  * `[ [1, 2, 3],[ 4, 5, 6], [7, 8, 9] ]`
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  */
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  toJSON() {
@@ -212,46 +222,81 @@ class Matrix3d {
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  [this.coffs[3], this.coffs[4], this.coffs[5]],
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  [this.coffs[6], this.coffs[7], this.coffs[8]]];
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  }
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- /** copy data from various input forms to this matrix.
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+ /**
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+ * Copy data from various input forms to this matrix.
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  * The source can be:
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  * * Another `Matrix3d`
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  * * An array of 3 arrays, each of which has the 3 numbers for a row of the matrix.
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- * * An array of 9 numbers in row major order.
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+ * * An array of 4 or 9 numbers in row major order.
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+ * * **WARNING:** if json is an array of numbers but size is not 4 or 9, the matrix is set to zeros.
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  */
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  setFromJSON(json) {
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  this.inverseCoffs = undefined;
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+ // if no json is passed
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  if (!json) {
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  this.setRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0);
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  return;
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  }
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+ // if json is Matrix3d
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  if (!Array.isArray(json)) {
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  if (json instanceof Matrix3d)
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  this.setFrom(json);
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  return;
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  }
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+ // if json is Matrix3dProps and is an array of arrays
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  if (Geometry_1.Geometry.isArrayOfNumberArray(json, 3, 3)) {
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  const data = json;
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  this.setRowValues(data[0][0], data[0][1], data[0][2], data[1][0], data[1][1], data[1][2], data[2][0], data[2][1], data[2][2]);
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  return;
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  }
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+ // if json is Matrix3dProps and is an array of numbers
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  if (json.length === 9) {
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  const data = json;
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  this.setRowValues(data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7], data[8]);
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+ return;
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  }
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  else if (json.length === 4) {
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  const data = json;
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  this.setRowValues(data[0], data[1], 0, data[2], data[3], 0, 0, 0, 1);
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+ return;
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  }
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+ // if json is Matrix3dProps but is not the right size
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+ this.setRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0);
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+ return;
266
+ }
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+ /** Return a new Matrix3d constructed from contents of the json value. See `setFromJSON` for layout rules */
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+ static fromJSON(json) {
269
+ const result = Matrix3d.createIdentity();
270
+ result.setFromJSON(json);
271
+ return result;
245
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  }
246
- /** Return a new Matrix3d constructed from contents of the json value. Se `setFromJSON` for layout rules */
247
- static fromJSON(json) { const result = Matrix3d.createIdentity(); result.setFromJSON(json); return result; }
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- /** Test if this Matrix3d and other are within tolerance in all numeric entries.
273
+ /**
274
+ * Test if `this` and `other` are within tolerance in all numeric entries.
249
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  * @param tol optional tolerance for comparisons by Geometry.isDistanceWithinTol
250
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  */
251
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  isAlmostEqual(other, tol) {
252
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  return Geometry_1.Geometry.isDistanceWithinTol(this.maxDiff(other), tol);
253
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  }
254
- /** Test if `this` and `other` have almost equal Z column and have X and Y columns differing only by a rotation around that Z.
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+ /**
281
+ * Test if `this` and `other` are within tolerance in the column entries specified by `columnIndex`.
282
+ * @param tol optional tolerance for comparisons by Geometry.isDistanceWithinTol
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+ */
284
+ isAlmostEqualColumn(columnIndex, other, tol) {
285
+ const max = Geometry_1.Geometry.maxAbsXYZ(this.coffs[columnIndex] - other.coffs[columnIndex], this.coffs[columnIndex + 3] - other.coffs[columnIndex + 3], this.coffs[columnIndex + 6] - other.coffs[columnIndex + 6]);
286
+ return Geometry_1.Geometry.isDistanceWithinTol(max, tol);
287
+ }
288
+ /**
289
+ * Test if column (specified by `columnIndex`) entries of `this` and [ax,ay,az] are within tolerance.
290
+ * @param tol optional tolerance for comparisons by Geometry.isDistanceWithinTol
291
+ */
292
+ isAlmostEqualColumnXYZ(columnIndex, ax, ay, az, tol) {
293
+ const max = Geometry_1.Geometry.maxAbsXYZ(this.coffs[columnIndex] - ax, this.coffs[columnIndex + 3] - ay, this.coffs[columnIndex + 6] - az);
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+ return Geometry_1.Geometry.isDistanceWithinTol(max, tol);
295
+ }
296
+ /**
297
+ * Test if `this` and `other` have almost equal Z column and have X and Y columns differing only by a
298
+ * rotation of the same angle around that Z.
299
+ * * **WARNING:** X and Y columns have to be perpendicular to Z column in both `this` and `other`.
255
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  * @param tol optional tolerance for comparisons by Geometry.isDistanceWithinTol
256
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  */
257
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  isAlmostEqualAllowZRotation(other, tol) {
@@ -259,10 +304,15 @@ class Matrix3d {
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  return true;
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  if (this.isAlmostEqualColumn(Geometry_1.AxisIndex.Z, other, tol)) {
261
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  const radians = Angle_1.Angle.radiansBetweenVectorsXYZ(this.coffs[0], this.coffs[3], this.coffs[6], other.coffs[0], other.coffs[3], other.coffs[6]);
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- const angle = Angle_1.Angle.createRadians(radians);
307
+ const angle = Angle_1.Angle.createRadians(radians); // angle between X columns in `this` and `other`
263
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  const columnX = this.columnX();
264
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  const columnY = this.columnY();
265
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  const columnZ = this.columnZ();
311
+ /**
312
+ * Here we rotate this.columnX() around this.columnZ() by "angle" and expect to get other.columnX().
313
+ * Then we rotate this.columnY() around this.columnZ() by the same "angle" and if we get other.columnY(),
314
+ * that means this` and `other` have X and Y columns differing only by a rotation around that Z.
315
+ */
266
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  let column = Point3dVector3d_1.Vector3d.createRotateVectorAroundVector(columnX, columnZ, angle);
267
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  if (other.isAlmostEqualColumnXYZ(0, column.x, column.y, column.z, tol)) {
268
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  column = Point3dVector3d_1.Vector3d.createRotateVectorAroundVector(columnY, columnZ, angle);
@@ -271,16 +321,10 @@ class Matrix3d {
271
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  }
272
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  return false;
273
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  }
274
- isAlmostEqualColumn(columnIndex, other, tol) {
275
- const a = Geometry_1.Geometry.maxAbsXYZ(this.coffs[columnIndex] - other.coffs[columnIndex], this.coffs[columnIndex + 3] - other.coffs[columnIndex + 3], this.coffs[columnIndex + 6] - other.coffs[columnIndex + 6]);
276
- return Geometry_1.Geometry.isDistanceWithinTol(a, tol);
277
- }
278
- isAlmostEqualColumnXYZ(columnIndex, ax, ay, az, tol) {
279
- const a = Geometry_1.Geometry.maxAbsXYZ(this.coffs[columnIndex] - ax, this.coffs[columnIndex + 3] - ay, this.coffs[columnIndex + 6] - az);
280
- return Geometry_1.Geometry.isDistanceWithinTol(a, tol);
281
- }
282
324
  /** Test for exact (bitwise) equality with other. */
283
- isExactEqual(other) { return this.maxDiff(other) === 0.0; }
325
+ isExactEqual(other) {
326
+ return this.maxDiff(other) === 0.0;
327
+ }
284
328
  /** test if all entries in the z row and column are exact 001, i.e. the matrix only acts in 2d */
285
329
  get isXY() {
286
330
  return this.coffs[2] === 0.0
@@ -289,10 +333,16 @@ class Matrix3d {
289
333
  && this.coffs[7] === 0.0
290
334
  && this.coffs[8] === 1.0;
291
335
  }
292
- // !! does not clear supplied result !!
293
- static _create(result) { return result ? result : new Matrix3d(); }
294
- /** Returns a Matrix3d populated by numeric values given in row-major order.
295
- * set all entries in the matrix from call parameters appearing in row - major order, i.e.
336
+ /**
337
+ * If result is not provided, then the method returns a new (zeroed) matrix; otherwise the result is
338
+ * not zeroed first and is just returned as-is.
339
+ */
340
+ static _create(result) {
341
+ return result ? result : new Matrix3d();
342
+ }
343
+ /**
344
+ * Returns a Matrix3d populated by numeric values given in row-major order.
345
+ * Sets all entries in the matrix from call parameters appearing in row-major order, i.e.
296
346
  * ```
297
347
  * equation
298
348
  * \begin{bmatrix}a_{xx}\ a_{xy}\ a_{xz}\\ a_{yx}\ a_{yy}\ a_{yz}\\ a_{zx}\ a_{zy}\ a_{zz}\end{bmatrix}
@@ -323,7 +373,7 @@ class Matrix3d {
323
373
  }
324
374
  /**
325
375
  * Create a Matrix3d with caller-supplied coefficients and optional inverse coefficients.
326
- * * The inputs are captured into the new Matrix3d.
376
+ * * The inputs are captured into (i.e., owned by) the new Matrix3d.
327
377
  * * The caller is responsible for validity of the inverse coefficients.
328
378
  * @param coffs (required) array of 9 coefficients.
329
379
  * @param inverseCoffs (optional) array of 9 coefficients.
@@ -341,12 +391,15 @@ class Matrix3d {
341
391
  return result;
342
392
  }
343
393
  /**
344
- * create a matrix by distributing vectors to columns in one of 6 orders.
394
+ * Create a matrix by distributing vectors to columns in one of 6 orders.
345
395
  * @param axisOrder identifies where the columns are placed.
346
- * @param columnA vector to place in the first column named by the axis order.
347
- * @param columnB vector to place in the second column named by the axis order.
348
- * @param columnC vector to place in the third column named by the axis order.
349
- * @param result
396
+ * @param columnA vector to place in the column specified by first letter in the AxisOrder name.
397
+ * @param columnB vector to place in the column specified by second letter in the AxisOrder name.
398
+ * @param columnC vector to place in the column specified by third letter in the AxisOrder name.
399
+ * @param result optional result matrix3d
400
+ * * Example: If you pass AxisOrder.YZX, then result will be [columnC, columnA, columnB] because
401
+ * first letter Y means columnA should go to the second column, second letter Z means columnB should
402
+ * go to the third column, and third letter X means columnC should go to the first column.
350
403
  */
351
404
  static createColumnsInAxisOrder(axisOrder, columnA, columnB, columnC, result) {
352
405
  if (!result)
@@ -366,13 +419,26 @@ class Matrix3d {
366
419
  else if (axisOrder === Geometry_1.AxisOrder.ZYX) {
367
420
  result.setColumns(columnC, columnB, columnA);
368
421
  }
369
- else { // fallthrough should only happen for AxisOrder.XYZ
422
+ else { // AxisOrder.XYZ
370
423
  result.setColumns(columnA, columnB, columnC);
371
424
  }
372
425
  return result;
373
426
  }
374
427
  /**
375
- * set all entries in the matrix from call parameters appearing in row-major order.
428
+ * Copy the transpose of the coffs to the inverseCoffs.
429
+ * * Mark the matrix as inverseStored.
430
+ */
431
+ setupInverseTranspose() {
432
+ const coffs = this.coffs;
433
+ this.inverseState = InverseMatrixState.inverseStored;
434
+ this.inverseCoffs = Float64Array.from([
435
+ coffs[0], coffs[3], coffs[6],
436
+ coffs[1], coffs[4], coffs[7],
437
+ coffs[2], coffs[5], coffs[8],
438
+ ]);
439
+ }
440
+ /**
441
+ * Set all entries in the matrix from call parameters appearing in row-major order.
376
442
  * @param axx Row x, column x (0,0) entry
377
443
  * @param axy Row x, column y (0,1) entry
378
444
  * @param axz Row x, column z (0,2) entry
@@ -396,15 +462,22 @@ class Matrix3d {
396
462
  this.inverseState = InverseMatrixState.unknown;
397
463
  }
398
464
  /** Set the matrix to an identity. */
399
- setIdentity() { this.setRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1); this.setupInverseTranspose(); }
465
+ setIdentity() {
466
+ this.setRowValues(1, 0, 0, 0, 1, 0, 0, 0, 1);
467
+ this.setupInverseTranspose();
468
+ }
400
469
  /** Set the matrix to all zeros. */
401
- setZero() { this.setRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0); this.inverseState = InverseMatrixState.singular; }
402
- /** copy contents from another matrix. */
470
+ setZero() {
471
+ this.setRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0);
472
+ this.inverseState = InverseMatrixState.singular;
473
+ }
474
+ /** Copy contents from another matrix. */
403
475
  setFrom(other) {
404
476
  if (other === undefined) {
405
477
  this.setIdentity();
478
+ return;
406
479
  }
407
- else if (other !== this) {
480
+ if (other !== this) {
408
481
  for (let i = 0; i < 9; i++)
409
482
  this.coffs[i] = other.coffs[i];
410
483
  if (other.inverseState === InverseMatrixState.inverseStored && other.inverseCoffs !== undefined) {
@@ -416,28 +489,29 @@ class Matrix3d {
416
489
  else if (other.inverseState !== InverseMatrixState.inverseStored) {
417
490
  this.inverseState = other.inverseState;
418
491
  }
419
- else { // This is reached of other says stored but does not have coffs. This should not happen.
492
+ else { // This is reached when other says stored but does not have coffs. This should not happen.
420
493
  this.inverseState = InverseMatrixState.unknown;
421
494
  }
422
495
  }
423
496
  }
424
- /** return a clone of this matrix.
425
- * * coefficients are copied.
426
- * * inverse coefficients are NOT copied.
427
- * * inverse status is set to unknown
497
+ /**
498
+ * Return a clone of this matrix.
499
+ * * Coefficients are copied.
500
+ * * Inverse coefficients and inverse status are copied if stored by `this`.
428
501
  */
429
502
  clone(result) {
430
503
  result = result ? result : new Matrix3d();
431
504
  result.setFrom(this);
432
505
  return result;
433
506
  }
434
- /** create a matrix with all zeros.
507
+ /**
508
+ * Create a matrix with all zeros.
435
509
  * * Note that for geometry transformations "all zeros" is not a useful default state.
436
- * * Hence almost always use `createIdentity` for graphics transformations.
437
- * * "all zeros" is appropriate for summing moment data.
510
+ * * Hence, almost always use `createIdentity` for graphics transformations.
511
+ * * "All zeros" is appropriate for summing moment data.
438
512
  * ```
439
513
  * equation
440
- * \begin{bmatrix}0 0 0 \\ 0 0 0 \\ 0 0 0\end{bmatrix}
514
+ * \begin{bmatrix}0 & 0 & 0 \\ 0 & 0 & 0 \\ 0 & 0 & 0\end{bmatrix}
441
515
  * ```
442
516
  */
443
517
  static createZero() {
@@ -445,13 +519,14 @@ class Matrix3d {
445
519
  retVal.inverseState = InverseMatrixState.singular;
446
520
  return retVal;
447
521
  }
448
- /** create an identity matrix.
449
- * * all diagonal entries (xx,yy,zz) are one
450
- * * all others are zero.
451
- * * This (rather than all zeros) is the useful state for most graphics transformations.
522
+ /**
523
+ * Create an identity matrix.
524
+ * * All diagonal entries (xx,yy,zz) are one
525
+ * * All others are zero.
526
+ * * This (rather than "all zeros") is the useful state for most graphics transformations.
452
527
  * ```
453
528
  * equation
454
- * \begin{bmatrix}1 0 0 \\ 0 1 0 \\ 0 0 1\end{bmatrix}
529
+ * \begin{bmatrix}1 & 0 & 0 \\ 0 & 1 & 0 \\ 0 & 0 & 1\end{bmatrix}
455
530
  * ```
456
531
  *
457
532
  */
@@ -461,55 +536,7 @@ class Matrix3d {
461
536
  return result;
462
537
  }
463
538
  /**
464
- * Create a matrix with uniform scale factors.
465
- * For scale factor _s_,
466
- * ```
467
- * equation
468
- * \begin{bmatrix}s & 0 & 0 \\ 0 & s & 0\\ 0 & 0 & s\end{bmatrix}
469
- * ```
470
- */
471
- static createUniformScale(scaleFactor) {
472
- return Matrix3d.createScale(scaleFactor, scaleFactor, scaleFactor);
473
- }
474
- /**
475
- * Construct a rigid matrix using createPerpendicularVectorFavorXYPlane to generate a vector perpendicular to vectorA.
476
- * *
477
- */
478
- static createRigidHeadsUp(vectorA, axisOrder = Geometry_1.AxisOrder.ZXY, result) {
479
- const vectorB = Matrix3d.createPerpendicularVectorFavorXYPlane(vectorA);
480
- const matrix = Matrix3d.createRigidFromColumns(vectorA, vectorB, axisOrder, result);
481
- if (matrix) {
482
- matrix.setupInverseTranspose();
483
- return matrix;
484
- }
485
- return Matrix3d.createIdentity(result);
486
- }
487
- /**
488
- * return a vector that is perpendicular to the input direction.
489
- * * Among the infinite number of perpendiculars possible, this method
490
- * favors having one in the xy plane.
491
- * * Hence, when vectorA is NOT close to the Z axis, the returned vector is Z cross vectorA.
492
- * * But vectorA is close to the Z axis, the returned vector is unitY cross vectorA.
493
- */
494
- static createPerpendicularVectorFavorXYPlane(vector, result) {
495
- const a = vector.magnitude();
496
- const b = a / 64.0; // A constant from the dawn of time in the CAD industry.
497
- if (Math.abs(vector.x) < b && Math.abs(vector.y) < b) {
498
- return Point3dVector3d_1.Vector3d.createCrossProduct(vector.x, vector.y, vector.z, 0, -1, 0, result);
499
- }
500
- return Point3dVector3d_1.Vector3d.createCrossProduct(0, 0, 1, vector.x, vector.y, vector.z, result);
501
- }
502
- /**
503
- * return a vector that is perpendicular to the input direction.
504
- * * Among the infinite number of perpendiculars possible, this method
505
- * favors having one near the Z.
506
- * That is achieved by crossing "this" vector with the result of createPerpendicularVectorFavorXYPlane.
507
- */
508
- static createPerpendicularVectorFavorPlaneContainingZ(vector, result) {
509
- result = Matrix3d.createPerpendicularVectorFavorXYPlane(vector, result);
510
- return vector.crossProduct(result, result);
511
- }
512
- /** Create a matrix with distinct x,y,z diagonal (scale) entries.
539
+ * Create a matrix with distinct x,y,z diagonal (scale) entries.
513
540
  * ```
514
541
  * equation
515
542
  * \begin{bmatrix}s_x & 0 & 0 \\ 0 & s_y & 0\\ 0 & 0 & s_z\end{bmatrix}
@@ -534,8 +561,103 @@ class Matrix3d {
534
561
  }
535
562
  return result;
536
563
  }
537
- /** return a rotation of specified angle around an axis */
564
+ /**
565
+ * Create a matrix with uniform scale factors for scale factor "s"
566
+ * ```
567
+ * equation
568
+ * \begin{bmatrix}s & 0 & 0 \\ 0 & s & 0\\ 0 & 0 & s\end{bmatrix}
569
+ * ```
570
+ */
571
+ static createUniformScale(scaleFactor) {
572
+ return Matrix3d.createScale(scaleFactor, scaleFactor, scaleFactor);
573
+ }
574
+ /**
575
+ * Return a vector that is perpendicular to the input `vectorA`.
576
+ * * Among the infinite number of perpendiculars possible, this method favors having one in the xy plane.
577
+ * * Hence, when `vectorA` is close to the Z axis, the returned vector is `vectorA cross -unitY`
578
+ * but when `vectorA` is NOT close to the Z axis, the returned vector is `unitZ cross vectorA`.
579
+ */
580
+ static createPerpendicularVectorFavorXYPlane(vectorA, result) {
581
+ const a = vectorA.magnitude();
582
+ const scale = 64.0; // A constant from the dawn of time in the CAD industry
583
+ const b = a / scale;
584
+ // if vectorA is close to the Z axis
585
+ if (Math.abs(vectorA.x) < b && Math.abs(vectorA.y) < b) {
586
+ return Point3dVector3d_1.Vector3d.createCrossProduct(vectorA.x, vectorA.y, vectorA.z, 0, -1, 0, result);
587
+ }
588
+ // if vectorA is NOT close to the Z axis
589
+ return Point3dVector3d_1.Vector3d.createCrossProduct(0, 0, 1, vectorA.x, vectorA.y, vectorA.z, result);
590
+ }
591
+ /**
592
+ * Return a vector that is perpendicular to the input `vectorA`.
593
+ * * Among the infinite number of perpendiculars possible, this method favors having one near the plane
594
+ * containing Z.
595
+ * That is achieved by cross product of `this` vector with the result of createPerpendicularVectorFavorXYPlane.
596
+ */
597
+ static createPerpendicularVectorFavorPlaneContainingZ(vectorA, result) {
598
+ /**
599
+ * vectorA, result (below), and "vectorA cross result" form a coordinate system where "result" is located on
600
+ * the XY-plane. Once you've got a coordinate system with an axis in the XY-plane, your other two axes form
601
+ * a plane that includes the z-axis.
602
+ */
603
+ result = Matrix3d.createPerpendicularVectorFavorXYPlane(vectorA, result);
604
+ return vectorA.crossProduct(result, result);
605
+ }
606
+ /**
607
+ * Create a matrix from column vectors, shuffled into place per axisOrder
608
+ * For example, if axisOrder = XYZ then it returns [vectorU, vectorV, vectorW]
609
+ * Another example, if axisOrder = YZX then it returns [vectorW, vectorU, vectorV] because
610
+ * Y is at index 0 so vectorU goes to the column Y (column 2), Z is at index 1 so vectorV goes
611
+ * to the column Z (column 3), and X is at index 2 so vectorW goes to the column X (column 1)
612
+ */
613
+ static createShuffledColumns(vectorU, vectorV, vectorW, axisOrder, result) {
614
+ const target = Matrix3d._create(result);
615
+ target.setColumn(Geometry_1.Geometry.axisOrderToAxis(axisOrder, 0), vectorU);
616
+ target.setColumn(Geometry_1.Geometry.axisOrderToAxis(axisOrder, 1), vectorV);
617
+ target.setColumn(Geometry_1.Geometry.axisOrderToAxis(axisOrder, 2), vectorW);
618
+ return target;
619
+ }
620
+ /**
621
+ * Create a new orthogonal matrix (perpendicular columns, unit length, transpose is inverse).
622
+ * * `vectorA1 = Normalized vectorA` is placed in the column specified by **first** letter in
623
+ * the AxisOrder name.
624
+ * * Normalized `vectorC1 = vectorA1 cross vectorB` is placed in the column specified by **third**
625
+ * letter in the AxisOrder name.
626
+ * * Normalized `vectorC1 cross vectorA` is placed in the column specified by **second**
627
+ * letter in the AxisOrder name.
628
+ * * This function internally uses createShuffledColumns.
629
+ */
630
+ static createRigidFromColumns(vectorA, vectorB, axisOrder, result) {
631
+ const vectorA1 = vectorA.normalize();
632
+ if (vectorA1) {
633
+ const vectorC1 = vectorA1.unitCrossProduct(vectorB);
634
+ if (vectorC1) {
635
+ const vectorB1 = vectorC1.unitCrossProduct(vectorA);
636
+ if (vectorB1) {
637
+ const retVal = Matrix3d.createShuffledColumns(vectorA1, vectorB1, vectorC1, axisOrder, result);
638
+ retVal.setupInverseTranspose();
639
+ return retVal;
640
+ }
641
+ }
642
+ }
643
+ return undefined;
644
+ }
645
+ /**
646
+ * Construct a rigid matrix using vectorA and its 2 perpendicular.
647
+ * * This function internally uses createPerpendicularVectorFavorXYPlane and createRigidFromColumns.
648
+ */
649
+ static createRigidHeadsUp(vectorA, axisOrder = Geometry_1.AxisOrder.ZXY, result) {
650
+ const vectorB = Matrix3d.createPerpendicularVectorFavorXYPlane(vectorA);
651
+ const matrix = Matrix3d.createRigidFromColumns(vectorA, vectorB, axisOrder, result);
652
+ if (matrix) {
653
+ matrix.setupInverseTranspose();
654
+ return matrix;
655
+ }
656
+ return Matrix3d.createIdentity(result);
657
+ }
658
+ /** Return the matrix for rotation of `angle` around `axis` */
538
659
  static createRotationAroundVector(axis, angle, result) {
660
+ // Rodriguez formula (matrix form), https://mathworld.wolfram.com/RodriguesRotationFormula.html
539
661
  const c = angle.cos();
540
662
  const s = angle.sin();
541
663
  const v = 1.0 - c;
@@ -551,6 +673,7 @@ class Matrix3d {
551
673
  * @param axisIndex index of axis (AxisIndex.X, AxisIndex.Y, AxisIndex.Z) kept fixed by the rotation.
552
674
  * @param angle angle of rotation
553
675
  * @param result optional result matrix.
676
+ * * Math details of 3d rotation matrices derivation can be found at docs/learning/geometry/Angle.md
554
677
  */
555
678
  static createRotationAroundAxisIndex(axisIndex, angle, result) {
556
679
  const c = angle.cos();
@@ -568,27 +691,77 @@ class Matrix3d {
568
691
  myResult.setupInverseTranspose();
569
692
  return myResult;
570
693
  }
694
+ /**
695
+ * Replace current columns Ui and Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
696
+ * * There is no checking for i,j being 0,1,2.
697
+ * * This is used in compute intensive inner loops
698
+ * @param i first row index. **must be 0,1,2** (unchecked)
699
+ * @param j second row index. **must be 0,1,2** (unchecked)
700
+ * @param c fist coefficient
701
+ * @param s second coefficient
702
+ */
703
+ applyGivensColumnOp(i, j, c, s) {
704
+ const limit = i + 9;
705
+ for (; i < limit; i += 3, j += 3) {
706
+ const a = this.coffs[i];
707
+ const b = this.coffs[j];
708
+ this.coffs[i] = a * c + b * s;
709
+ this.coffs[j] = -a * s + b * c;
710
+ }
711
+ }
712
+ /**
713
+ * Create a matrix from column vectors.
714
+ * ```
715
+ * equation
716
+ * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
717
+ * ```
718
+ */
719
+ static createColumns(vectorU, vectorV, vectorW, result) {
720
+ return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z, result);
721
+ }
722
+ /** Create a matrix with each column's _x,y_ parts given `XAndY` and separate numeric z values.
723
+ * ```
724
+ * equation
725
+ * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ u & v & w \end{bmatrix}
726
+ * ```
727
+ */
728
+ static createColumnsXYW(vectorU, u, vectorV, v, vectorW, w, result) {
729
+ return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, u, v, w, result);
730
+ }
571
731
  /** Create a matrix from "as viewed" right and up vectors.
572
732
  * * ColumnX points in the rightVector direction
573
- * * ColumnY points in in the upVectorDirection
574
- * * ColumnZ is a unit cross product.
575
- * Optionally rotate the standard cube by 45 to bring its left or right vertical edge to center
576
- * * leftNoneRight = [-1,0,1] respectively for left edge, no rotation, or right edge
577
- * * bottomNoneTop = [-1,0,1] respectively for isometric rotation to view the bottom, no isometric rotation, and isometric rotation to view the top
578
- * This is expected to be used with various principal unit vectors that are perpendicular to each other.
579
- * * STANDARD TOP VIEW: (Vector3d.UnitX (), Vector3d.UnitY (), 0, 0)
580
- * * STANDARD FRONT VIEW: (Vector3d.UnitX (), Vector3d.UnitZ (), 0, 0)
581
- * * STANDARD BACK VIEW: (Vector3d.UnitX (-1), Vector3d.UnitZ (), 0, 0)
582
- * * STANDARD RIGHT VIEW: (Vector3d.UnitY (1), Vector3d.UnitZ (), 0, 0)
583
- * * STANDARD LEFT VIEW: (Vector3d.UnitY (-1), Vector3d.UnitZ (), 0, 0)
584
- * * STANDARD BOTTOM VIEW: (Vector3d.UnitX (1), Vector3d.UnitY (-1), 0, 0)
585
- * @param leftNoneRight Normally one of {-1,0,1}, where (-1) indicates the left vertical is rotated to center and (1) for right. Other numbers are used as multiplier for this 45 degree rotation
586
- * @returns undefined if columnX, columnY are coplanar.
733
+ * * ColumnY points in the upVector direction
734
+ * * ColumnZ is a unit cross product of ColumnX and ColumnY.
735
+ * * Optionally rotate the standard cube by 45 degrees ccw around Y to bring its left or right vertical edge to center.
736
+ * * Optionally rotate the standard cube by 35.264 degrees ccw around X (isometric rotation).
737
+ * * This is expected to be used with various principal unit vectors that are perpendicular to each other.
738
+ * * STANDARD TOP VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(), 0, 0)
739
+ * * STANDARD FRONT VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 0, 0)
740
+ * * STANDARD BACK VIEW: createViewedAxes(Vector3d.unitX(-1), Vector3d.unitZ(), 0, 0)
741
+ * * STANDARD RIGHT VIEW: createViewedAxes(Vector3d.unitY(), Vector3d.unitZ(), 0, 0)
742
+ * * STANDARD LEFT VIEW: createViewedAxes(Vector3d.unitY(-1), Vector3d.unitZ(), 0, 0)
743
+ * * STANDARD BOTTOM VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(-1), 0, 0)
744
+ * * Note: createViewedAxes is column-based so always returns local to world
745
+ *
746
+ * @param rightVector ColumnX of the returned matrix. Expected to be perpendicular to upVector.
747
+ * @param upVector ColumnY of the returned matrix. Expected to be perpendicular to rightVector.
748
+ * @param leftNoneRight Specifies the ccw rotation around Y axis. Normally one of "-1", "0", and "1", where
749
+ * "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
750
+ * and "1" indicates rotation by 45 degrees to bring the right vertical edge to center. Other numbers are
751
+ * used as multiplier for this 45 degree rotation.
752
+ * @param topNoneBottom Specifies the ccw rotation around X axis. Normally one of "-1", "0", and "1", where
753
+ * "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
754
+ * and "1" indicates isometric rotation (35.264 degrees) to bring the top downward. Other numbers are
755
+ * used as multiplier for the 35.264 degree rotation.
756
+ * @returns matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified
757
+ * by leftNoneRight and topNoneBottom. Returns undefined if rightVector and upVector are parallel.
587
758
  */
588
759
  static createViewedAxes(rightVector, upVector, leftNoneRight = 0, topNoneBottom = 0) {
589
760
  const columnZ = rightVector.crossProduct(upVector);
590
761
  if (columnZ.normalizeInPlace()) {
591
- const geometry = Matrix3d.createColumns(rightVector, upVector, columnZ);
762
+ // matrix = [rightVector, upVector, rightVector cross upVector]
763
+ const matrix = Matrix3d.createColumns(rightVector, upVector, columnZ);
764
+ // "45 degrees * leftNoneRight" rotation around Y
592
765
  if (leftNoneRight !== 0.0) {
593
766
  let c = Math.sqrt(0.5);
594
767
  let s = leftNoneRight < 0.0 ? -c : c;
@@ -597,51 +770,63 @@ class Matrix3d {
597
770
  c = Math.cos(radians);
598
771
  s = Math.sin(radians);
599
772
  }
600
- geometry.applyGivensColumnOp(2, 0, c, s); // rotate around Y
773
+ matrix.applyGivensColumnOp(2, 0, c, s); // rotate around Y (equivalent to matrix*rotationY)
601
774
  }
775
+ // "35.264 degrees * topNoneBottom" rotation around X
602
776
  if (topNoneBottom !== 0.0) {
603
777
  const theta = topNoneBottom * Math.atan(Math.sqrt(0.5));
604
778
  const c = Math.cos(theta);
605
779
  const s = Math.sin(theta);
606
- geometry.applyGivensColumnOp(1, 2, c, -s); // rotate around X
780
+ matrix.applyGivensColumnOp(1, 2, c, -s); // rotate around X (equivalent to matrix*rotationX)
607
781
  }
608
- return geometry;
782
+ return matrix;
609
783
  }
610
784
  return undefined;
611
785
  }
612
786
  /**
613
787
  * Create a rotation matrix for one of the 8 standard views.
614
- * * With `invert === false` the return is such that `matrix.multiply(worldVector)` returns the vector as seen in the xy (projected) coordinates of the view.
615
- * * With invert === true the matrix is transposed so that `matrix.multiply(viewVector` maps the "in view" vector to a world vector.
788
+ * * Default is TOP view (`local X = world X`, `local Y = world Y`, `local Z = world Z`).
789
+ * * To change view from the TOP to one of the other 7 standard views, we need to multiply "world data" to
790
+ * the corresponding matrix1 provided by `createStandardWorldToView(index, false)` and then
791
+ * `matrix1.multiply(world data)` will returns "local data".
792
+ * * To change view back to the TOP, we need to multiply "local data" to the corresponding matrix2 provided
793
+ * by `createStandardWorldToView(index, true)` and then `matrix2.multiply(local data)` will returns "world data".
616
794
  *
617
- * @param index standard view index `StandardViewIndex.Top, Bottom, LEft, Right, Front, Back, Iso, LeftIso`
618
- * @param invert if false (default), the returned Matrix3d "projects" world vectors into XY view vectors. If true, it is inverted to map view vectors to world.
795
+ * @param index standard view index `StandardViewIndex.Top, Bottom, Left, Right, Front, Back, Iso, RightIso`
796
+ * @param invert if false (default), the return matrix is world to local (view) and if true, the the return
797
+ * matrix is local (view) to world.
619
798
  * @param result optional result.
620
799
  */
621
800
  static createStandardWorldToView(index, invert = false, result) {
622
801
  switch (index) {
802
+ // start with TOP view, ccw rotation by 180 degrees around X
623
803
  case Geometry_1.StandardViewIndex.Bottom:
624
804
  result = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);
625
805
  break;
806
+ // start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
626
807
  case Geometry_1.StandardViewIndex.Left:
627
808
  result = Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0);
628
809
  break;
810
+ // start with TOP view, ccw rotation by -90 degrees around X and by -90 degrees around Z
629
811
  case Geometry_1.StandardViewIndex.Right:
630
812
  result = Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0);
631
813
  break;
632
- case Geometry_1.StandardViewIndex.Front: // 0-based 4
814
+ // start with TOP view, ccw rotation by -90 degrees around X
815
+ case Geometry_1.StandardViewIndex.Front:
633
816
  result = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);
634
817
  break;
635
- case Geometry_1.StandardViewIndex.Back: // 0-based 5
818
+ // start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
819
+ case Geometry_1.StandardViewIndex.Back:
636
820
  result = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);
637
821
  break;
638
822
  case Geometry_1.StandardViewIndex.Iso:
823
+ // start with FRONT view, ccw rotation by -45 degrees around Y and by 35.264 degrees around X
639
824
  result = Matrix3d.createRowValues(0.707106781186548, -0.70710678118654757, 0.00000000000000000, 0.408248290463863, 0.40824829046386302, 0.81649658092772603, -0.577350269189626, -0.57735026918962573, 0.57735026918962573);
640
825
  break;
641
826
  case Geometry_1.StandardViewIndex.RightIso:
642
827
  result = Matrix3d.createRowValues(0.707106781186548, 0.70710678118654757, 0.00000000000000000, -0.408248290463863, 0.40824829046386302, 0.81649658092772603, 0.577350269189626, -0.57735026918962573, 0.57735026918962573);
643
828
  break;
644
- case Geometry_1.StandardViewIndex.Top:
829
+ case Geometry_1.StandardViewIndex.Top: // no rotation
645
830
  default:
646
831
  result = Matrix3d.createIdentity(result);
647
832
  }
@@ -718,7 +903,7 @@ class Matrix3d {
718
903
  */
719
904
  /**
720
905
  * Compute the (unit vector) axis and angle of rotation.
721
- * @returns Returns with result.ok === true when the conversion succeeded.
906
+ * @returns Returns axis and angle of rotation with result.ok === true when the conversion succeeded.
722
907
  */
723
908
  getAxisAndAngleOfRotation() {
724
909
  const trace = this.coffs[0] + this.coffs[4] + this.coffs[8];
@@ -901,7 +1086,7 @@ class Matrix3d {
901
1086
  columnZCrossVector(vector, result) {
902
1087
  return Geometry_1.Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
903
1088
  }
904
- /**
1089
+ /*
905
1090
  * Replace current rows Ui Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
906
1091
  * @param i first row index. must be 0,1,2 (unchecked)
907
1092
  * @param j second row index. must be 0,1,2 (unchecked)
@@ -919,23 +1104,6 @@ class Matrix3d {
919
1104
  this.coffs[jj] = -a * s + b * c;
920
1105
  }
921
1106
  }
922
- /**
923
- * Replace current columns Ui Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
924
- * * This is used in compute intensive inner loops -- there is no checking for i,j being 0,1,2.
925
- * @param i first row index. must be 0,1,2 (unchecked)
926
- * @param j second row index. must be 0,1,2 (unchecked)
927
- * @param c fist coefficient
928
- * @param s second coefficient
929
- */
930
- applyGivensColumnOp(i, j, c, s) {
931
- const limit = i + 9;
932
- for (; i < limit; i += 3, j += 3) {
933
- const a = this.coffs[i];
934
- const b = this.coffs[j];
935
- this.coffs[i] = a * c + b * s;
936
- this.coffs[j] = -a * s + b * c;
937
- }
938
- }
939
1107
  /**
940
1108
  * create a rigid coordinate frame column z parallel to (_x_,_y_,_z_) and column x in the xy plane.
941
1109
  * * column z points from origin to x,y,z
@@ -1168,33 +1336,14 @@ class Matrix3d {
1168
1336
  }
1169
1337
  return false;
1170
1338
  }
1171
- /**
1172
- * Create a matrix from column vectors.
1173
- * ```
1174
- * equation
1175
- * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
1176
- * ```
1177
- */
1178
- static createColumns(vectorU, vectorV, vectorW, result) {
1179
- return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z, result);
1180
- }
1181
- /** Create a matrix with each column's _x,y_ parts given `XAndY` and separate numeric z values.
1182
- * ```
1183
- * equation
1184
- * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ u & v & w \end{bmatrix}
1185
- * ```
1186
- */
1187
- static createColumnsXYW(vectorU, u, vectorV, v, vectorW, w, result) {
1188
- return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, u, v, w, result);
1189
- }
1190
1339
  /** Install data from xyz parts of Point4d (w part of Point4d ignored) */
1191
1340
  setColumnsPoint4dXYZ(vectorU, vectorV, vectorW) {
1192
1341
  this.inverseState = InverseMatrixState.unknown;
1193
1342
  this.setRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z);
1194
1343
  }
1195
1344
  /**
1196
- * set entries in one column of the matrix.
1197
- * @param columnIndex column index. this is interpreted cyclically.
1345
+ * Set entries in one column of the matrix.
1346
+ * @param columnIndex column index (this is interpreted cyclically. See Geometry.cyclic3dAxis for more info).
1198
1347
  * @param value x,yz, values for column. If undefined, zeros are installed.
1199
1348
  */
1200
1349
  setColumn(columnIndex, value) {
@@ -1243,14 +1392,6 @@ class Matrix3d {
1243
1392
  const index = 3 * Geometry_1.Geometry.cyclic3dAxis(columnIndex);
1244
1393
  return Point3dVector3d_1.Vector3d.create(this.coffs[index], this.coffs[index + 1], this.coffs[index + 2], result);
1245
1394
  }
1246
- /** Create a matrix from column vectors, shuffled into place per AxisTriple */
1247
- static createShuffledColumns(vectorU, vectorV, vectorW, axisOrder, result) {
1248
- const target = Matrix3d._create(result);
1249
- target.setColumn(Geometry_1.Geometry.axisOrderToAxis(axisOrder, 0), vectorU);
1250
- target.setColumn(Geometry_1.Geometry.axisOrderToAxis(axisOrder, 1), vectorV);
1251
- target.setColumn(Geometry_1.Geometry.axisOrderToAxis(axisOrder, 2), vectorW);
1252
- return target;
1253
- }
1254
1395
  /** Create a matrix from row vectors.
1255
1396
  * ```
1256
1397
  * equation
@@ -1682,7 +1823,11 @@ class Matrix3d {
1682
1823
  this.multiplyMatrixMatrix(other.matrix, result.matrix);
1683
1824
  return result;
1684
1825
  }
1685
- /** return a transposed matrix. `this` is not changed unless also passed as the result. */
1826
+ /**
1827
+ * Return the transpose of `this` matrix.
1828
+ * If `result` is passed as argument, then the function copies the transpose of `this` into `result`
1829
+ * `this` is not changed unless also passed as the result, i.e., this.transpose(this) transposes `this` in place
1830
+ */
1686
1831
  transpose(result) {
1687
1832
  if (!result)
1688
1833
  result = new Matrix3d();
@@ -1697,8 +1842,8 @@ class Matrix3d {
1697
1842
  }
1698
1843
  return result;
1699
1844
  }
1700
- /** transpose this matrix in place.
1701
- *
1845
+ /**
1846
+ * Transpose this matrix in place.
1702
1847
  */
1703
1848
  transposeInPlace() {
1704
1849
  PackedMatrix3dOps.transposeInPlace(this.coffs);
@@ -1729,18 +1874,6 @@ class Matrix3d {
1729
1874
  result.inverseState = this.inverseState;
1730
1875
  return result;
1731
1876
  }
1732
- /** copy the transpose of the coffs to the inverseCoffs.
1733
- * * mark the matrix as inverseStored.
1734
- */
1735
- setupInverseTranspose() {
1736
- const coffs = this.coffs;
1737
- this.inverseState = InverseMatrixState.inverseStored;
1738
- this.inverseCoffs = Float64Array.from([
1739
- coffs[0], coffs[3], coffs[6],
1740
- coffs[1], coffs[4], coffs[7],
1741
- coffs[2], coffs[5], coffs[8]
1742
- ]);
1743
- }
1744
1877
  /* Alternate implementation of computedCachedInverse - more direct addressing of arrays.
1745
1878
  This is indeed 10% faster than using static work areas. */
1746
1879
  // take the cross product of two rows of source.
@@ -1848,8 +1981,10 @@ class Matrix3d {
1848
1981
  markSingular() {
1849
1982
  this.inverseState = InverseMatrixState.singular;
1850
1983
  }
1851
- /** Create the inverseCoffs member (filled with zeros)
1852
- * This is for use by matrix * matrix multiplications which need to be sure the member is there to be filled with method-specific content.
1984
+ /**
1985
+ * Create the inverseCoffs member (filled with zeros)
1986
+ * This is for use by matrix * matrix multiplications which need to be sure the member is there to be
1987
+ * filled with method-specific content.
1853
1988
  */
1854
1989
  createInverseCoffsWithZeros() {
1855
1990
  if (!this.inverseCoffs) {
@@ -1998,7 +2133,7 @@ class Matrix3d {
1998
2133
  /**
1999
2134
  * add scaled values from other Matrix3d to this Matrix3d
2000
2135
  * @param other Matrix3d with values to be added
2001
- * @param scale scale factor to apply to th eadded values.
2136
+ * @param scale scale factor to apply to the added values.
2002
2137
  */
2003
2138
  addScaledInPlace(other, scale) {
2004
2139
  for (let i = 0; i < 9; i++)
@@ -2061,18 +2196,18 @@ class Matrix3d {
2061
2196
  /** Return the sum of squares of all entries */
2062
2197
  sumSquares() {
2063
2198
  let i = 0;
2064
- let a = 0;
2199
+ let sum = 0;
2065
2200
  for (i = 0; i < 9; i++)
2066
- a += this.coffs[i] * this.coffs[i];
2067
- return a;
2201
+ sum += this.coffs[i] * this.coffs[i];
2202
+ return sum;
2068
2203
  }
2069
2204
  /** Return the sum of squares of diagonal entries */
2070
2205
  sumDiagonalSquares() {
2071
2206
  let i = 0;
2072
- let a = 0;
2207
+ let sum = 0;
2073
2208
  for (i = 0; i < 9; i += 4)
2074
- a += this.coffs[i] * this.coffs[i];
2075
- return a;
2209
+ sum += this.coffs[i] * this.coffs[i];
2210
+ return sum;
2076
2211
  }
2077
2212
  /** Return the sum of diagonal entries (also known as the trace) */
2078
2213
  sumDiagonal() {
@@ -2081,18 +2216,18 @@ class Matrix3d {
2081
2216
  /** Return the Maximum absolute value of any single entry */
2082
2217
  maxAbs() {
2083
2218
  let i = 0;
2084
- let a = 0;
2219
+ let max = 0;
2085
2220
  for (i = 0; i < 9; i++)
2086
- a = Math.max(a, Math.abs(this.coffs[i]));
2087
- return a;
2221
+ max = Math.max(max, Math.abs(this.coffs[i]));
2222
+ return max;
2088
2223
  }
2089
- /** Return the maximum absolute difference between corresponding entries */
2224
+ /** Return the maximum absolute difference between corresponding entries of `this` and `other` */
2090
2225
  maxDiff(other) {
2091
2226
  let i = 0;
2092
- let a = 0;
2227
+ let max = 0;
2093
2228
  for (i = 0; i < 9; i++)
2094
- a = Math.max(a, Math.abs(this.coffs[i] - other.coffs[i]));
2095
- return a;
2229
+ max = Math.max(max, Math.abs(this.coffs[i] - other.coffs[i]));
2230
+ return max;
2096
2231
  }
2097
2232
  /** Test if the matrix is (very near to) an identity */
2098
2233
  get isIdentity() {
@@ -2183,25 +2318,6 @@ class Matrix3d {
2183
2318
  const product = this.multiplyMatrixMatrixTranspose(this);
2184
2319
  return product.isIdentity;
2185
2320
  }
2186
- /** create a new orthogonal matrix (perpendicular columns, unit length, transpose is inverse).
2187
- * vectorA is placed in the first column of the axis order.
2188
- * vectorB is projected perpendicular to vectorA within their plane and placed in the second column.
2189
- */
2190
- static createRigidFromColumns(vectorA, vectorB, axisOrder, result) {
2191
- const vectorA1 = vectorA.normalize();
2192
- if (vectorA1) {
2193
- const vectorC1 = vectorA1.unitCrossProduct(vectorB);
2194
- if (vectorC1) {
2195
- const vectorB1 = vectorC1.unitCrossProduct(vectorA);
2196
- if (vectorB1) {
2197
- const retVal = Matrix3d.createShuffledColumns(vectorA1, vectorB1, vectorC1, axisOrder, result);
2198
- retVal.setupInverseTranspose();
2199
- return retVal;
2200
- }
2201
- }
2202
- }
2203
- return undefined;
2204
- }
2205
2321
  /** Adjust the matrix in place so that:
2206
2322
  * * columns are perpendicular and have unit length
2207
2323
  * * transpose equals inverse
@@ -2242,8 +2358,8 @@ class Matrix3d {
2242
2358
  return coff;
2243
2359
  }
2244
2360
  /** create a matrix from a quaternion.
2245
- * WARNING: There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2246
- * WARNING: If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2361
+ * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2362
+ * **WARNING:** If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2247
2363
  */
2248
2364
  static createFromQuaternion(quat) {
2249
2365
  const qqx = quat.x * quat.x;
@@ -2262,8 +2378,8 @@ class Matrix3d {
2262
2378
  }
2263
2379
  /** convert the matrix to a quaternion.
2264
2380
  * @note This calculation requires the matrix to have unit length rows and columns.
2265
- * WARNING: There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2266
- * WARNING: If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2381
+ * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2382
+ * **WARNING:** If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2267
2383
  */
2268
2384
  toQuaternion() {
2269
2385
  const result = Point4d_1.Point4d.createZero();
@@ -2318,9 +2434,9 @@ class Matrix3d {
2318
2434
  exports.Matrix3d = Matrix3d;
2319
2435
  /** Control flag for whether this class uses cached inverse of matrices. */
2320
2436
  Matrix3d.useCachedInverse = true; // cached inverse can be suppressed for testing.
2321
- /** total number of times a cached inverse was used to avoid recompute */
2437
+ /** Total number of times a cached inverse was used to avoid recompute */
2322
2438
  Matrix3d.numUseCache = 0;
2323
- /** total number of times a cached inverse was computed. */
2439
+ /** Total number of times a cached inverse was computed. */
2324
2440
  Matrix3d.numComputeCache = 0;
2325
2441
  Matrix3d._productBuffer = new Float64Array(9);
2326
2442
  //# sourceMappingURL=Matrix3d.js.map