@itwin/core-geometry 4.0.0-dev.22 → 4.0.0-dev.24

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Files changed (123) hide show
  1. package/lib/cjs/Geometry.d.ts +23 -0
  2. package/lib/cjs/Geometry.d.ts.map +1 -1
  3. package/lib/cjs/Geometry.js +25 -1
  4. package/lib/cjs/Geometry.js.map +1 -1
  5. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts +195 -8
  6. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  7. package/lib/cjs/geometry3d/BarycentricTriangle.js +459 -11
  8. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  9. package/lib/cjs/geometry3d/GrowableXYArray.d.ts +1 -1
  10. package/lib/cjs/geometry3d/GrowableXYArray.d.ts.map +1 -1
  11. package/lib/cjs/geometry3d/GrowableXYArray.js +1 -1
  12. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  13. package/lib/cjs/geometry3d/IndexedXYCollection.d.ts +22 -7
  14. package/lib/cjs/geometry3d/IndexedXYCollection.d.ts.map +1 -1
  15. package/lib/cjs/geometry3d/IndexedXYCollection.js +41 -5
  16. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  17. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +58 -4
  18. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  19. package/lib/cjs/geometry3d/IndexedXYZCollection.js +102 -4
  20. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  21. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts +10 -0
  22. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  23. package/lib/cjs/geometry3d/Point2dArrayCarrier.js +14 -0
  24. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  25. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts +0 -6
  26. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  27. package/lib/cjs/geometry3d/Point3dArrayCarrier.js +0 -6
  28. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  29. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -1
  30. package/lib/cjs/geometry3d/Point3dVector3d.js +2 -2
  31. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  32. package/lib/cjs/geometry3d/PointHelpers.d.ts +14 -1
  33. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  34. package/lib/cjs/geometry3d/PointHelpers.js +33 -1
  35. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  36. package/lib/cjs/geometry3d/PolygonOps.d.ts +120 -10
  37. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  38. package/lib/cjs/geometry3d/PolygonOps.js +412 -12
  39. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  40. package/lib/cjs/polyface/FacetLocationDetail.d.ts +264 -0
  41. package/lib/cjs/polyface/FacetLocationDetail.d.ts.map +1 -0
  42. package/lib/cjs/polyface/FacetLocationDetail.js +378 -0
  43. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -0
  44. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +2 -5
  45. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  46. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +5 -2
  47. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  48. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +20 -14
  49. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  50. package/lib/cjs/polyface/PolyfaceBuilder.js +21 -17
  51. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  52. package/lib/cjs/polyface/PolyfaceData.d.ts +1 -1
  53. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  54. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  55. package/lib/cjs/polyface/PolyfaceQuery.d.ts +22 -1
  56. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  57. package/lib/cjs/polyface/PolyfaceQuery.js +52 -2
  58. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  59. package/lib/cjs/solid/Sphere.d.ts +5 -5
  60. package/lib/cjs/solid/Sphere.js +5 -5
  61. package/lib/cjs/solid/Sphere.js.map +1 -1
  62. package/lib/esm/Geometry.d.ts +23 -0
  63. package/lib/esm/Geometry.d.ts.map +1 -1
  64. package/lib/esm/Geometry.js +24 -0
  65. package/lib/esm/Geometry.js.map +1 -1
  66. package/lib/esm/geometry3d/BarycentricTriangle.d.ts +195 -8
  67. package/lib/esm/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  68. package/lib/esm/geometry3d/BarycentricTriangle.js +459 -12
  69. package/lib/esm/geometry3d/BarycentricTriangle.js.map +1 -1
  70. package/lib/esm/geometry3d/GrowableXYArray.d.ts +1 -1
  71. package/lib/esm/geometry3d/GrowableXYArray.d.ts.map +1 -1
  72. package/lib/esm/geometry3d/GrowableXYArray.js +1 -1
  73. package/lib/esm/geometry3d/GrowableXYArray.js.map +1 -1
  74. package/lib/esm/geometry3d/IndexedXYCollection.d.ts +22 -7
  75. package/lib/esm/geometry3d/IndexedXYCollection.d.ts.map +1 -1
  76. package/lib/esm/geometry3d/IndexedXYCollection.js +41 -5
  77. package/lib/esm/geometry3d/IndexedXYCollection.js.map +1 -1
  78. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts +58 -4
  79. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  80. package/lib/esm/geometry3d/IndexedXYZCollection.js +103 -5
  81. package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
  82. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts +10 -0
  83. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  84. package/lib/esm/geometry3d/Point2dArrayCarrier.js +14 -0
  85. package/lib/esm/geometry3d/Point2dArrayCarrier.js.map +1 -1
  86. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts +0 -6
  87. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  88. package/lib/esm/geometry3d/Point3dArrayCarrier.js +0 -6
  89. package/lib/esm/geometry3d/Point3dArrayCarrier.js.map +1 -1
  90. package/lib/esm/geometry3d/Point3dVector3d.d.ts +1 -1
  91. package/lib/esm/geometry3d/Point3dVector3d.js +2 -2
  92. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  93. package/lib/esm/geometry3d/PointHelpers.d.ts +14 -1
  94. package/lib/esm/geometry3d/PointHelpers.d.ts.map +1 -1
  95. package/lib/esm/geometry3d/PointHelpers.js +33 -1
  96. package/lib/esm/geometry3d/PointHelpers.js.map +1 -1
  97. package/lib/esm/geometry3d/PolygonOps.d.ts +120 -10
  98. package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
  99. package/lib/esm/geometry3d/PolygonOps.js +411 -12
  100. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  101. package/lib/esm/polyface/FacetLocationDetail.d.ts +264 -0
  102. package/lib/esm/polyface/FacetLocationDetail.d.ts.map +1 -0
  103. package/lib/esm/polyface/FacetLocationDetail.js +371 -0
  104. package/lib/esm/polyface/FacetLocationDetail.js.map +1 -0
  105. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts +2 -5
  106. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  107. package/lib/esm/polyface/IndexedPolyfaceVisitor.js +5 -2
  108. package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  109. package/lib/esm/polyface/PolyfaceBuilder.d.ts +20 -14
  110. package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
  111. package/lib/esm/polyface/PolyfaceBuilder.js +21 -17
  112. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  113. package/lib/esm/polyface/PolyfaceData.d.ts +1 -1
  114. package/lib/esm/polyface/PolyfaceData.d.ts.map +1 -1
  115. package/lib/esm/polyface/PolyfaceData.js.map +1 -1
  116. package/lib/esm/polyface/PolyfaceQuery.d.ts +22 -1
  117. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  118. package/lib/esm/polyface/PolyfaceQuery.js +52 -2
  119. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  120. package/lib/esm/solid/Sphere.d.ts +5 -5
  121. package/lib/esm/solid/Sphere.js +5 -5
  122. package/lib/esm/solid/Sphere.js.map +1 -1
  123. package/package.json +4 -4
@@ -238,8 +238,8 @@ class Sphere extends SolidPrimitive_1.SolidPrimitive {
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  range.extendTransformedXYZ(placement, 1, 1, 1);
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  }
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  /** Evaluate as a uv surface
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- * @param uFraction fractional position in minor (phi)
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- * @param vFraction fractional position on major (theta) arc
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+ * @param uFraction fractional position on minor arc (theta, longitude)
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+ * @param vFraction fractional position on major arc (phi, latitude)
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  */
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  uvFractionToPoint(uFraction, vFraction, result) {
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  // sphere with radius 1 . . .
@@ -252,8 +252,8 @@ class Sphere extends SolidPrimitive_1.SolidPrimitive {
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  return this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi, result);
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  }
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  /** Evaluate as a uv surface, returning point and two vectors.
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- * @param u fractional position in minor (phi)
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- * @param v fractional position on major (theta) arc
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+ * @param uFraction fractional position on minor arc (theta, longitude)
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+ * @param vFraction fractional position on major arc (phi, latitude)
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  */
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  uvFractionToPointAndTangents(uFraction, vFraction, result) {
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  const thetaRadians = this.uFractionToRadians(uFraction);
@@ -278,7 +278,7 @@ class Sphere extends SolidPrimitive_1.SolidPrimitive {
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  }
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  /**
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  * Directional distance query
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- * * u direction is around longitude circle at maximum distance from axis.
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+ * * u direction is around latitude circle at maximum distance from axis.
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  * * v direction is on a line of longitude between the latitude limits.
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  */
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  maxIsoParametricDistance() {
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Solid\r\n */\r\n\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { Loop } from \"../curve/Loop\";\r\nimport { StrokeOptions } from \"../curve/StrokeOptions\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { GeometryHandler, UVSurface } from \"../geometry3d/GeometryHandler\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { SolidPrimitive } from \"./SolidPrimitive\";\r\n\r\n/**\r\n * A Sphere is\r\n *\r\n * * A unit sphere (but read on ....)\r\n * * mapped by an arbitrary (possibly skewed, non-uniform scaled) transform\r\n * * hence possibly the final geometry is ellipsoidal\r\n * @public\r\n */\r\nexport class Sphere extends SolidPrimitive implements UVSurface {\r\n /** String name for schema properties */\r\n public readonly solidPrimitiveType = \"sphere\";\r\n\r\n private _localToWorld: Transform; // unit sphere maps to world through the transform0 part of this map.\r\n private _latitudeSweep: AngleSweep;\r\n /** Return the latitude (in radians) all fractional v. */\r\n public vFractionToRadians(v: number): number {\r\n return this._latitudeSweep.fractionToRadians(v);\r\n }\r\n /** Return the longitude (in radians) all fractional u. */\r\n public uFractionToRadians(u: number): number {\r\n return u * Math.PI * 2.0;\r\n }\r\n\r\n private constructor(localToWorld: Transform, latitudeSweep: AngleSweep, capped: boolean) {\r\n super(capped);\r\n this._localToWorld = localToWorld;\r\n this._latitudeSweep = latitudeSweep ? latitudeSweep : AngleSweep.createFullLatitude();\r\n }\r\n /** return a deep clone */\r\n public clone(): Sphere {\r\n return new Sphere(this._localToWorld.clone(), this._latitudeSweep.clone(), this.capped);\r\n }\r\n /** Transform the sphere in place.\r\n * * Fails if the transform is singular.\r\n */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n if (transform.matrix.isSingular())\r\n return false;\r\n transform.multiplyTransformTransform(this._localToWorld, this._localToWorld);\r\n return true;\r\n }\r\n /** Return a transformed clone. */\r\n public cloneTransformed(transform: Transform): Sphere | undefined {\r\n const sphere1 = this.clone();\r\n transform.multiplyTransformTransform(sphere1._localToWorld, sphere1._localToWorld);\r\n if (transform.matrix.determinant() < 0.0) {\r\n if (sphere1._latitudeSweep !== undefined) {\r\n sphere1._latitudeSweep.reverseInPlace();\r\n }\r\n }\r\n return sphere1;\r\n }\r\n /** Return a coordinate frame (right handed, unit axes)\r\n * * origin at sphere center\r\n * * equator in xy plane\r\n * * z axis perpendicular\r\n */\r\n public getConstructiveFrame(): Transform | undefined {\r\n return this._localToWorld.cloneRigid();\r\n }\r\n /** Return the latitude sweep as fraction of south pole to north pole. */\r\n public get latitudeSweepFraction(): number { return this._latitudeSweep.sweepRadians / Math.PI; }\r\n /** Create from center and radius, with optional restricted latitudes. */\r\n public static createCenterRadius(center: Point3d, radius: number, latitudeSweep?: AngleSweep): Sphere {\r\n const localToWorld = Transform.createOriginAndMatrix(center, Matrix3d.createUniformScale(radius));\r\n return new Sphere(localToWorld,\r\n latitudeSweep ? latitudeSweep : AngleSweep.createFullLatitude(), false);\r\n }\r\n /** Create an ellipsoid which is a unit sphere mapped to position by an (arbitrary, possibly skewed and scaled) transform. */\r\n public static createEllipsoid(localToWorld: Transform, latitudeSweep: AngleSweep, capped: boolean): Sphere | undefined {\r\n return new Sphere(localToWorld, latitudeSweep, capped);\r\n }\r\n\r\n /** Create a sphere from the typical parameters of the Dgn file */\r\n public static createDgnSphere(center: Point3d, vectorX: Vector3d, vectorZ: Vector3d, radiusXY: number, radiusZ: number,\r\n latitudeSweep: AngleSweep,\r\n capped: boolean): Sphere | undefined {\r\n const vectorY = vectorX.rotate90Around(vectorZ);\r\n if (vectorY && !vectorX.isParallelTo(vectorZ)) {\r\n const matrix = Matrix3d.createColumns(vectorX, vectorY, vectorZ);\r\n matrix.scaleColumns(radiusXY, radiusXY, radiusZ, matrix);\r\n const frame = Transform.createOriginAndMatrix(center, matrix);\r\n return new Sphere(frame, latitudeSweep.clone(), capped);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Create a sphere from the typical parameters of the Dgn file */\r\n public static createFromAxesAndScales(center: Point3d, axes: undefined | Matrix3d, radiusX: number, radiusY: number, radiusZ: number,\r\n latitudeSweep: AngleSweep | undefined,\r\n capped: boolean): Sphere | undefined {\r\n const localToWorld = Transform.createOriginAndMatrix(center, axes);\r\n localToWorld.matrix.scaleColumnsInPlace(radiusX, radiusY, radiusZ);\r\n return new Sphere(localToWorld, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped);\r\n }\r\n\r\n /** return (copy of) sphere center */\r\n public cloneCenter(): Point3d { return this._localToWorld.getOrigin(); }\r\n /** return the (full length, i.e. scaled by radius) X vector from the sphere transform */\r\n public cloneVectorX(): Vector3d { return this._localToWorld.matrix.columnX(); }\r\n /** return the (full length, i.e. scaled by radius) Y vector from the sphere transform */\r\n public cloneVectorY(): Vector3d { return this._localToWorld.matrix.columnY(); }\r\n /** return the (full length, i.e. scaled by radius) Z vector from the sphere transform */\r\n public cloneVectorZ(): Vector3d { return this._localToWorld.matrix.columnZ(); }\r\n /** return (a copy of) the sphere's angle sweep. */\r\n public cloneLatitudeSweep(): AngleSweep { return this._latitudeSweep.clone(); }\r\n /** Test if the geometry is a true sphere taking the transform (which might have nonuniform scaling) is applied. */\r\n public trueSphereRadius(): number | undefined {\r\n const factors = this._localToWorld.matrix.factorRigidWithSignedScale();\r\n if (!factors) return undefined;\r\n if (factors && factors.scale > 0) // why do we rule out mirror?\r\n return factors.scale;\r\n return undefined;\r\n }\r\n /**\r\n * Return the largest of the primary xyz axis radii\r\n */\r\n public maxAxisRadius(): number {\r\n const matrix = this._localToWorld.matrix;\r\n return Geometry.maxXYZ(matrix.columnXMagnitude(), matrix.columnYMagnitude(), matrix.columnZMagnitude());\r\n }\r\n /**\r\n * Return a (clone of) the sphere's local to world transformation.\r\n */\r\n public cloneLocalToWorld(): Transform { return this._localToWorld.clone(); }\r\n /** Test if `other` is a `Sphere` */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof Sphere; }\r\n /** Test for same geometry in `other` */\r\n public override isAlmostEqual(other: GeometryQuery): boolean {\r\n if (other instanceof Sphere) {\r\n if (this.capped !== other.capped) return false;\r\n if (!this._localToWorld.isAlmostEqual(other._localToWorld)) return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /**\r\n * return strokes for a cross-section (elliptic arc) at specified fraction v along the axis.\r\n * * if strokeOptions is supplied, it is applied to the equator radii.\r\n * @param v fractional position along the cone axis\r\n * @param strokes stroke count or options.\r\n */\r\n public strokeConstantVSection(v: number, fixedStrokeCount: number | undefined,\r\n options?: StrokeOptions): LineString3d {\r\n let strokeCount = 16;\r\n if (fixedStrokeCount !== undefined && Number.isFinite(fixedStrokeCount)) {\r\n strokeCount = fixedStrokeCount;\r\n } else if (options instanceof StrokeOptions) {\r\n strokeCount = options.applyTolerancesToArc(Geometry.maxXY(this._localToWorld.matrix.columnXMagnitude(), this._localToWorld.matrix.columnYMagnitude()));\r\n }\r\n strokeCount = Geometry.clampToStartEnd(strokeCount, 4, 64);\r\n const transform = this._localToWorld;\r\n const phi = this.vFractionToRadians(v);\r\n const c1 = Math.cos(phi);\r\n const s1 = Math.sin(phi);\r\n let c0, s0;\r\n const result = LineString3d.createForStrokes(fixedStrokeCount, options);\r\n const deltaRadians = Math.PI * 2.0 / strokeCount;\r\n const fractions = result.fractions; // possibly undefined !!!\r\n const derivatives = result.packedDerivatives; // possibly undefined !!!\r\n const uvParams = result.packedUVParams; // possibly undefined !!\r\n const surfaceNormals = result.packedSurfaceNormals;\r\n const dXdu = Vector3d.create();\r\n const dXdv = Vector3d.create();\r\n const normal = Vector3d.create();\r\n let radians = 0;\r\n for (let i = 0; i <= strokeCount; i++) {\r\n if (i * 2 <= strokeCount)\r\n radians = i * deltaRadians;\r\n else\r\n radians = (i - strokeCount) * deltaRadians;\r\n c0 = Math.cos(radians);\r\n s0 = Math.sin(radians);\r\n const xyz = transform.multiplyXYZ(c1 * c0, c1 * s0, s1);\r\n result.addPoint(xyz);\r\n\r\n if (fractions)\r\n fractions.push(i / strokeCount);\r\n\r\n if (derivatives) {\r\n transform.matrix.multiplyXYZ(-c1 * s0, c1 * c0, 0.0, dXdu);\r\n derivatives.push(dXdu);\r\n }\r\n if (uvParams) {\r\n uvParams.pushXY(i / strokeCount, v);\r\n }\r\n if (surfaceNormals) {\r\n transform.matrix.multiplyXYZ(-s0, c0, 0, dXdu);\r\n transform.matrix.multiplyXYZ(-s1 * c0, -s1 * s0, c1, dXdv);\r\n dXdu.unitCrossProduct(dXdv, normal);\r\n surfaceNormals.push(normal);\r\n }\r\n }\r\n return result;\r\n }\r\n\r\n /** Second step of double dispatch: call `handler.handleSphere(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleSphere(this);\r\n }\r\n /**\r\n * Return the Arc3d section at vFraction. For the sphere, this is a latitude circle.\r\n * @param vFraction fractional position along the sweep direction\r\n */\r\n public constantVSection(vFraction: number): CurveCollection | undefined {\r\n const phi = this._latitudeSweep.fractionToRadians(vFraction);\r\n const s1 = Math.sin(phi);\r\n const c1 = Math.cos(phi);\r\n const transform = this._localToWorld;\r\n const center = transform.multiplyXYZ(0, 0, s1);\r\n const vector0 = transform.matrix.multiplyXYZ(c1, 0, 0);\r\n const vector90 = transform.matrix.multiplyXYZ(0, c1, 0);\r\n return Loop.create(Arc3d.create(center, vector0, vector90));\r\n }\r\n /** Extend a range to contain this sphere. */\r\n public extendRange(range: Range3d, transform?: Transform): void {\r\n let placement = this._localToWorld;\r\n if (transform) {\r\n placement = transform.multiplyTransformTransform(placement);\r\n }\r\n\r\n range.extendTransformedXYZ(placement, -1, -1, -1);\r\n range.extendTransformedXYZ(placement, 1, -1, -1);\r\n range.extendTransformedXYZ(placement, -1, 1, -1);\r\n range.extendTransformedXYZ(placement, 1, 1, -1);\r\n\r\n range.extendTransformedXYZ(placement, -1, -1, 1);\r\n range.extendTransformedXYZ(placement, 1, -1, 1);\r\n range.extendTransformedXYZ(placement, -1, 1, 1);\r\n range.extendTransformedXYZ(placement, 1, 1, 1);\r\n\r\n }\r\n /** Evaluate as a uv surface\r\n * @param uFraction fractional position in minor (phi)\r\n * @param vFraction fractional position on major (theta) arc\r\n */\r\n public uvFractionToPoint(uFraction: number, vFraction: number, result?: Point3d): Point3d {\r\n // sphere with radius 1 . . .\r\n const thetaRadians = this.uFractionToRadians(uFraction);\r\n const phiRadians = this.vFractionToRadians(vFraction);\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const sinPhi = Math.sin(phiRadians);\r\n const cosPhi = Math.cos(phiRadians);\r\n return this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi, result);\r\n }\r\n /** Evaluate as a uv surface, returning point and two vectors.\r\n * @param u fractional position in minor (phi)\r\n * @param v fractional position on major (theta) arc\r\n */\r\n public uvFractionToPointAndTangents(uFraction: number, vFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const thetaRadians = this.uFractionToRadians(uFraction);\r\n const phiRadians = this.vFractionToRadians(vFraction);\r\n const fTheta = Math.PI * 2.0;\r\n const fPhi = this._latitudeSweep.sweepRadians;\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const sinPhi = Math.sin(phiRadians);\r\n const cosPhi = Math.cos(phiRadians);\r\n return Plane3dByOriginAndVectors.createOriginAndVectors(\r\n this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi),\r\n this._localToWorld.matrix.multiplyXYZ(-fTheta * sinTheta, fTheta * cosTheta, 0), // !!! note cosTheta term is omitted -- scale is wrong, but remains non-zero at poles.\r\n this._localToWorld.matrix.multiplyXYZ(-fPhi * cosTheta * sinPhi, -fPhi * sinTheta * sinPhi, fPhi * cosPhi),\r\n result);\r\n }\r\n /**\r\n * * A sphere is can be closed two ways:\r\n * * full sphere (no caps needed for closure)\r\n * * incomplete but with caps\r\n * @return true if this is a closed volume.\r\n */\r\n public get isClosedVolume(): boolean {\r\n return this.capped || this._latitudeSweep.isFullLatitudeSweep;\r\n }\r\n /**\r\n * Directional distance query\r\n * * u direction is around longitude circle at maximum distance from axis.\r\n * * v direction is on a line of longitude between the latitude limits.\r\n */\r\n public maxIsoParametricDistance(): Vector2d {\r\n // approximate radius at equator .. if elliptic, this is not exact . . .\r\n const rX = this._localToWorld.matrix.columnXMagnitude();\r\n const rY = this._localToWorld.matrix.columnYMagnitude();\r\n const rZ = this._localToWorld.matrix.columnZMagnitude();\r\n const rMaxU = Math.max(rX, rY);\r\n let dMaxU = Math.PI * 2.0 * rMaxU;\r\n if (!this._latitudeSweep.isRadiansInSweep(0.0))\r\n dMaxU *= Math.max(Math.cos(Math.abs(this._latitudeSweep.startRadians)), Math.cos(Math.abs(this._latitudeSweep.endRadians)));\r\n const dMaxV = Math.max(rMaxU, rZ) * Math.abs(this._latitudeSweep.sweepRadians);\r\n\r\n return Vector2d.create(dMaxU, dMaxV);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Solid\r\n */\r\n\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { Loop } from \"../curve/Loop\";\r\nimport { StrokeOptions } from \"../curve/StrokeOptions\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { GeometryHandler, UVSurface } from \"../geometry3d/GeometryHandler\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { SolidPrimitive } from \"./SolidPrimitive\";\r\n\r\n/**\r\n * A Sphere is\r\n *\r\n * * A unit sphere (but read on ....)\r\n * * mapped by an arbitrary (possibly skewed, non-uniform scaled) transform\r\n * * hence possibly the final geometry is ellipsoidal\r\n * @public\r\n */\r\nexport class Sphere extends SolidPrimitive implements UVSurface {\r\n /** String name for schema properties */\r\n public readonly solidPrimitiveType = \"sphere\";\r\n\r\n private _localToWorld: Transform; // unit sphere maps to world through the transform0 part of this map.\r\n private _latitudeSweep: AngleSweep;\r\n /** Return the latitude (in radians) all fractional v. */\r\n public vFractionToRadians(v: number): number {\r\n return this._latitudeSweep.fractionToRadians(v);\r\n }\r\n /** Return the longitude (in radians) all fractional u. */\r\n public uFractionToRadians(u: number): number {\r\n return u * Math.PI * 2.0;\r\n }\r\n\r\n private constructor(localToWorld: Transform, latitudeSweep: AngleSweep, capped: boolean) {\r\n super(capped);\r\n this._localToWorld = localToWorld;\r\n this._latitudeSweep = latitudeSweep ? latitudeSweep : AngleSweep.createFullLatitude();\r\n }\r\n /** return a deep clone */\r\n public clone(): Sphere {\r\n return new Sphere(this._localToWorld.clone(), this._latitudeSweep.clone(), this.capped);\r\n }\r\n /** Transform the sphere in place.\r\n * * Fails if the transform is singular.\r\n */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n if (transform.matrix.isSingular())\r\n return false;\r\n transform.multiplyTransformTransform(this._localToWorld, this._localToWorld);\r\n return true;\r\n }\r\n /** Return a transformed clone. */\r\n public cloneTransformed(transform: Transform): Sphere | undefined {\r\n const sphere1 = this.clone();\r\n transform.multiplyTransformTransform(sphere1._localToWorld, sphere1._localToWorld);\r\n if (transform.matrix.determinant() < 0.0) {\r\n if (sphere1._latitudeSweep !== undefined) {\r\n sphere1._latitudeSweep.reverseInPlace();\r\n }\r\n }\r\n return sphere1;\r\n }\r\n /** Return a coordinate frame (right handed, unit axes)\r\n * * origin at sphere center\r\n * * equator in xy plane\r\n * * z axis perpendicular\r\n */\r\n public getConstructiveFrame(): Transform | undefined {\r\n return this._localToWorld.cloneRigid();\r\n }\r\n /** Return the latitude sweep as fraction of south pole to north pole. */\r\n public get latitudeSweepFraction(): number { return this._latitudeSweep.sweepRadians / Math.PI; }\r\n /** Create from center and radius, with optional restricted latitudes. */\r\n public static createCenterRadius(center: Point3d, radius: number, latitudeSweep?: AngleSweep): Sphere {\r\n const localToWorld = Transform.createOriginAndMatrix(center, Matrix3d.createUniformScale(radius));\r\n return new Sphere(localToWorld,\r\n latitudeSweep ? latitudeSweep : AngleSweep.createFullLatitude(), false);\r\n }\r\n /** Create an ellipsoid which is a unit sphere mapped to position by an (arbitrary, possibly skewed and scaled) transform. */\r\n public static createEllipsoid(localToWorld: Transform, latitudeSweep: AngleSweep, capped: boolean): Sphere | undefined {\r\n return new Sphere(localToWorld, latitudeSweep, capped);\r\n }\r\n\r\n /** Create a sphere from the typical parameters of the Dgn file */\r\n public static createDgnSphere(center: Point3d, vectorX: Vector3d, vectorZ: Vector3d, radiusXY: number, radiusZ: number,\r\n latitudeSweep: AngleSweep,\r\n capped: boolean): Sphere | undefined {\r\n const vectorY = vectorX.rotate90Around(vectorZ);\r\n if (vectorY && !vectorX.isParallelTo(vectorZ)) {\r\n const matrix = Matrix3d.createColumns(vectorX, vectorY, vectorZ);\r\n matrix.scaleColumns(radiusXY, radiusXY, radiusZ, matrix);\r\n const frame = Transform.createOriginAndMatrix(center, matrix);\r\n return new Sphere(frame, latitudeSweep.clone(), capped);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Create a sphere from the typical parameters of the Dgn file */\r\n public static createFromAxesAndScales(center: Point3d, axes: undefined | Matrix3d, radiusX: number, radiusY: number, radiusZ: number,\r\n latitudeSweep: AngleSweep | undefined,\r\n capped: boolean): Sphere | undefined {\r\n const localToWorld = Transform.createOriginAndMatrix(center, axes);\r\n localToWorld.matrix.scaleColumnsInPlace(radiusX, radiusY, radiusZ);\r\n return new Sphere(localToWorld, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped);\r\n }\r\n\r\n /** return (copy of) sphere center */\r\n public cloneCenter(): Point3d { return this._localToWorld.getOrigin(); }\r\n /** return the (full length, i.e. scaled by radius) X vector from the sphere transform */\r\n public cloneVectorX(): Vector3d { return this._localToWorld.matrix.columnX(); }\r\n /** return the (full length, i.e. scaled by radius) Y vector from the sphere transform */\r\n public cloneVectorY(): Vector3d { return this._localToWorld.matrix.columnY(); }\r\n /** return the (full length, i.e. scaled by radius) Z vector from the sphere transform */\r\n public cloneVectorZ(): Vector3d { return this._localToWorld.matrix.columnZ(); }\r\n /** return (a copy of) the sphere's angle sweep. */\r\n public cloneLatitudeSweep(): AngleSweep { return this._latitudeSweep.clone(); }\r\n /** Test if the geometry is a true sphere taking the transform (which might have nonuniform scaling) is applied. */\r\n public trueSphereRadius(): number | undefined {\r\n const factors = this._localToWorld.matrix.factorRigidWithSignedScale();\r\n if (!factors) return undefined;\r\n if (factors && factors.scale > 0) // why do we rule out mirror?\r\n return factors.scale;\r\n return undefined;\r\n }\r\n /**\r\n * Return the largest of the primary xyz axis radii\r\n */\r\n public maxAxisRadius(): number {\r\n const matrix = this._localToWorld.matrix;\r\n return Geometry.maxXYZ(matrix.columnXMagnitude(), matrix.columnYMagnitude(), matrix.columnZMagnitude());\r\n }\r\n /**\r\n * Return a (clone of) the sphere's local to world transformation.\r\n */\r\n public cloneLocalToWorld(): Transform { return this._localToWorld.clone(); }\r\n /** Test if `other` is a `Sphere` */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof Sphere; }\r\n /** Test for same geometry in `other` */\r\n public override isAlmostEqual(other: GeometryQuery): boolean {\r\n if (other instanceof Sphere) {\r\n if (this.capped !== other.capped) return false;\r\n if (!this._localToWorld.isAlmostEqual(other._localToWorld)) return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /**\r\n * return strokes for a cross-section (elliptic arc) at specified fraction v along the axis.\r\n * * if strokeOptions is supplied, it is applied to the equator radii.\r\n * @param v fractional position along the cone axis\r\n * @param strokes stroke count or options.\r\n */\r\n public strokeConstantVSection(v: number, fixedStrokeCount: number | undefined,\r\n options?: StrokeOptions): LineString3d {\r\n let strokeCount = 16;\r\n if (fixedStrokeCount !== undefined && Number.isFinite(fixedStrokeCount)) {\r\n strokeCount = fixedStrokeCount;\r\n } else if (options instanceof StrokeOptions) {\r\n strokeCount = options.applyTolerancesToArc(Geometry.maxXY(this._localToWorld.matrix.columnXMagnitude(), this._localToWorld.matrix.columnYMagnitude()));\r\n }\r\n strokeCount = Geometry.clampToStartEnd(strokeCount, 4, 64);\r\n const transform = this._localToWorld;\r\n const phi = this.vFractionToRadians(v);\r\n const c1 = Math.cos(phi);\r\n const s1 = Math.sin(phi);\r\n let c0, s0;\r\n const result = LineString3d.createForStrokes(fixedStrokeCount, options);\r\n const deltaRadians = Math.PI * 2.0 / strokeCount;\r\n const fractions = result.fractions; // possibly undefined !!!\r\n const derivatives = result.packedDerivatives; // possibly undefined !!!\r\n const uvParams = result.packedUVParams; // possibly undefined !!\r\n const surfaceNormals = result.packedSurfaceNormals;\r\n const dXdu = Vector3d.create();\r\n const dXdv = Vector3d.create();\r\n const normal = Vector3d.create();\r\n let radians = 0;\r\n for (let i = 0; i <= strokeCount; i++) {\r\n if (i * 2 <= strokeCount)\r\n radians = i * deltaRadians;\r\n else\r\n radians = (i - strokeCount) * deltaRadians;\r\n c0 = Math.cos(radians);\r\n s0 = Math.sin(radians);\r\n const xyz = transform.multiplyXYZ(c1 * c0, c1 * s0, s1);\r\n result.addPoint(xyz);\r\n\r\n if (fractions)\r\n fractions.push(i / strokeCount);\r\n\r\n if (derivatives) {\r\n transform.matrix.multiplyXYZ(-c1 * s0, c1 * c0, 0.0, dXdu);\r\n derivatives.push(dXdu);\r\n }\r\n if (uvParams) {\r\n uvParams.pushXY(i / strokeCount, v);\r\n }\r\n if (surfaceNormals) {\r\n transform.matrix.multiplyXYZ(-s0, c0, 0, dXdu);\r\n transform.matrix.multiplyXYZ(-s1 * c0, -s1 * s0, c1, dXdv);\r\n dXdu.unitCrossProduct(dXdv, normal);\r\n surfaceNormals.push(normal);\r\n }\r\n }\r\n return result;\r\n }\r\n\r\n /** Second step of double dispatch: call `handler.handleSphere(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleSphere(this);\r\n }\r\n /**\r\n * Return the Arc3d section at vFraction. For the sphere, this is a latitude circle.\r\n * @param vFraction fractional position along the sweep direction\r\n */\r\n public constantVSection(vFraction: number): CurveCollection | undefined {\r\n const phi = this._latitudeSweep.fractionToRadians(vFraction);\r\n const s1 = Math.sin(phi);\r\n const c1 = Math.cos(phi);\r\n const transform = this._localToWorld;\r\n const center = transform.multiplyXYZ(0, 0, s1);\r\n const vector0 = transform.matrix.multiplyXYZ(c1, 0, 0);\r\n const vector90 = transform.matrix.multiplyXYZ(0, c1, 0);\r\n return Loop.create(Arc3d.create(center, vector0, vector90));\r\n }\r\n /** Extend a range to contain this sphere. */\r\n public extendRange(range: Range3d, transform?: Transform): void {\r\n let placement = this._localToWorld;\r\n if (transform) {\r\n placement = transform.multiplyTransformTransform(placement);\r\n }\r\n\r\n range.extendTransformedXYZ(placement, -1, -1, -1);\r\n range.extendTransformedXYZ(placement, 1, -1, -1);\r\n range.extendTransformedXYZ(placement, -1, 1, -1);\r\n range.extendTransformedXYZ(placement, 1, 1, -1);\r\n\r\n range.extendTransformedXYZ(placement, -1, -1, 1);\r\n range.extendTransformedXYZ(placement, 1, -1, 1);\r\n range.extendTransformedXYZ(placement, -1, 1, 1);\r\n range.extendTransformedXYZ(placement, 1, 1, 1);\r\n\r\n }\r\n /** Evaluate as a uv surface\r\n * @param uFraction fractional position on minor arc (theta, longitude)\r\n * @param vFraction fractional position on major arc (phi, latitude)\r\n */\r\n public uvFractionToPoint(uFraction: number, vFraction: number, result?: Point3d): Point3d {\r\n // sphere with radius 1 . . .\r\n const thetaRadians = this.uFractionToRadians(uFraction);\r\n const phiRadians = this.vFractionToRadians(vFraction);\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const sinPhi = Math.sin(phiRadians);\r\n const cosPhi = Math.cos(phiRadians);\r\n return this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi, result);\r\n }\r\n /** Evaluate as a uv surface, returning point and two vectors.\r\n * @param uFraction fractional position on minor arc (theta, longitude)\r\n * @param vFraction fractional position on major arc (phi, latitude)\r\n */\r\n public uvFractionToPointAndTangents(uFraction: number, vFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const thetaRadians = this.uFractionToRadians(uFraction);\r\n const phiRadians = this.vFractionToRadians(vFraction);\r\n const fTheta = Math.PI * 2.0;\r\n const fPhi = this._latitudeSweep.sweepRadians;\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const sinPhi = Math.sin(phiRadians);\r\n const cosPhi = Math.cos(phiRadians);\r\n return Plane3dByOriginAndVectors.createOriginAndVectors(\r\n this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi),\r\n this._localToWorld.matrix.multiplyXYZ(-fTheta * sinTheta, fTheta * cosTheta, 0), // !!! note cosTheta term is omitted -- scale is wrong, but remains non-zero at poles.\r\n this._localToWorld.matrix.multiplyXYZ(-fPhi * cosTheta * sinPhi, -fPhi * sinTheta * sinPhi, fPhi * cosPhi),\r\n result);\r\n }\r\n /**\r\n * * A sphere is can be closed two ways:\r\n * * full sphere (no caps needed for closure)\r\n * * incomplete but with caps\r\n * @return true if this is a closed volume.\r\n */\r\n public get isClosedVolume(): boolean {\r\n return this.capped || this._latitudeSweep.isFullLatitudeSweep;\r\n }\r\n /**\r\n * Directional distance query\r\n * * u direction is around latitude circle at maximum distance from axis.\r\n * * v direction is on a line of longitude between the latitude limits.\r\n */\r\n public maxIsoParametricDistance(): Vector2d {\r\n // approximate radius at equator .. if elliptic, this is not exact . . .\r\n const rX = this._localToWorld.matrix.columnXMagnitude();\r\n const rY = this._localToWorld.matrix.columnYMagnitude();\r\n const rZ = this._localToWorld.matrix.columnZMagnitude();\r\n const rMaxU = Math.max(rX, rY);\r\n let dMaxU = Math.PI * 2.0 * rMaxU;\r\n if (!this._latitudeSweep.isRadiansInSweep(0.0))\r\n dMaxU *= Math.max(Math.cos(Math.abs(this._latitudeSweep.startRadians)), Math.cos(Math.abs(this._latitudeSweep.endRadians)));\r\n const dMaxV = Math.max(rMaxU, rZ) * Math.abs(this._latitudeSweep.sweepRadians);\r\n\r\n return Vector2d.create(dMaxU, dMaxV);\r\n }\r\n}\r\n"]}
@@ -125,6 +125,29 @@ export interface PlaneAltitudeEvaluator {
125
125
  /** x part of normal vector */
126
126
  normalZ(): number;
127
127
  }
128
+ /** Enumeration of possible locations of a point in the plane of a polygon.
129
+ * @public
130
+ */
131
+ export declare enum PolygonLocation {
132
+ /** No location specified. */
133
+ Unknown = 0,
134
+ /** Point is at a vertex. */
135
+ OnPolygonVertex = 1,
136
+ /** Point is on an edge (but not a vertex). */
137
+ OnPolygonEdgeInterior = 2,
138
+ /** Point is strictly inside the polygon with unknown projection. */
139
+ InsidePolygon = 3,
140
+ /** Point is strictly inside the polygon and projects to a vertex. */
141
+ InsidePolygonProjectsToVertex = 4,
142
+ /** Point is strictly inside the polygon and projects to an edge (but not a vertex). */
143
+ InsidePolygonProjectsToEdgeInterior = 5,
144
+ /** Point is strictly outside the polygon with unknown projection. */
145
+ OutsidePolygon = 6,
146
+ /** Point is strictly outside the polygon and projects to a vertex. */
147
+ OutsidePolygonProjectsToVertex = 7,
148
+ /** Point is strictly outside the polygon and projects to an edge (but not a vertex). */
149
+ OutsidePolygonProjectsToEdgeInterior = 8
150
+ }
128
151
  /**
129
152
  * Interface for `toJSON` and `setFromJSON` methods
130
153
  * @public
@@ -1 +1 @@
1
- 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@@ -74,6 +74,30 @@ export var AxisScaleSelect;
74
74
  /** On each axis, the vector length matches he length of the corresponding edge of the range. */
75
75
  AxisScaleSelect[AxisScaleSelect["NonUniformRangeContainment"] = 2] = "NonUniformRangeContainment";
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76
  })(AxisScaleSelect || (AxisScaleSelect = {}));
77
+ /** Enumeration of possible locations of a point in the plane of a polygon.
78
+ * @public
79
+ */
80
+ export var PolygonLocation;
81
+ (function (PolygonLocation) {
82
+ /** No location specified. */
83
+ PolygonLocation[PolygonLocation["Unknown"] = 0] = "Unknown";
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+ /** Point is at a vertex. */
85
+ PolygonLocation[PolygonLocation["OnPolygonVertex"] = 1] = "OnPolygonVertex";
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+ /** Point is on an edge (but not a vertex). */
87
+ PolygonLocation[PolygonLocation["OnPolygonEdgeInterior"] = 2] = "OnPolygonEdgeInterior";
88
+ /** Point is strictly inside the polygon with unknown projection. */
89
+ PolygonLocation[PolygonLocation["InsidePolygon"] = 3] = "InsidePolygon";
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+ /** Point is strictly inside the polygon and projects to a vertex. */
91
+ PolygonLocation[PolygonLocation["InsidePolygonProjectsToVertex"] = 4] = "InsidePolygonProjectsToVertex";
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+ /** Point is strictly inside the polygon and projects to an edge (but not a vertex). */
93
+ PolygonLocation[PolygonLocation["InsidePolygonProjectsToEdgeInterior"] = 5] = "InsidePolygonProjectsToEdgeInterior";
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+ /** Point is strictly outside the polygon with unknown projection. */
95
+ PolygonLocation[PolygonLocation["OutsidePolygon"] = 6] = "OutsidePolygon";
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+ /** Point is strictly outside the polygon and projects to a vertex. */
97
+ PolygonLocation[PolygonLocation["OutsidePolygonProjectsToVertex"] = 7] = "OutsidePolygonProjectsToVertex";
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+ /** Point is strictly outside the polygon and projects to an edge (but not a vertex). */
99
+ PolygonLocation[PolygonLocation["OutsidePolygonProjectsToEdgeInterior"] = 8] = "OutsidePolygonProjectsToEdgeInterior";
100
+ })(PolygonLocation || (PolygonLocation = {}));
77
101
  /**
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  * Class containing static methods for typical numeric operations.
79
103
  * * Experimentally, methods like Geometry.hypotenuse are observed to be faster than the system intrinsics.
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleSweep } from \"./geometry3d/AngleSweep\";\r\nimport { Point2d, Vector2d, XY } from \"./geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./geometry3d/Point3dVector3d\";\r\nimport { XAndY } from \"./geometry3d/XYZProps\";\r\nimport { Point4d } from \"./geometry4d/Point4d\";\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\n\r\n/** Enumeration of the 6 possible orderings of XYZ axis order\r\n *\r\n * * **Note:** There are 3 axis order with right hand system (XYZ = 0, YZX = 1, ZXY = 2) and 3 axis order with\r\n * left hand system (XZY = 4, YXZ = 5, ZYX = 6). Note that AxisOrder is encoding the handedness as well. Cross\r\n * product of the i_th axis in an ordering (i=0,1,2), with the i+1_th in that ordering, will produce the i+2_th\r\n * axis in that ordering.\r\n * @public\r\n */\r\nexport enum AxisOrder {\r\n /** Right handed system, X then Y then Z */\r\n XYZ = 0, /* eslint-disable-line @typescript-eslint/no-shadow */\r\n /** Right handed system, Y then Z then X */\r\n YZX = 1,\r\n /** Right handed system, Z then X then Y */\r\n ZXY = 2,\r\n /** Left handed system, X then Z then Y */\r\n XZY = 4,\r\n /** Left handed system, Y then X then Z */\r\n YXZ = 5,\r\n /** Left handed system, Z then Y then X */\r\n ZYX = 6,\r\n}\r\n/** Enumeration of numeric indices of 3 axes AxisIndex.X, AxisIndex.Y, AxisIndex.Z\r\n * @public\r\n */\r\nexport enum AxisIndex {\r\n /** x axis is index 0 */\r\n X = 0,\r\n /** y axis is index 1 */\r\n Y = 1,\r\n /** 2 axis is index 2 */\r\n Z = 2,\r\n}\r\n/** Standard views. Used in `Matrix3d.createStandardViewAxes(index: StandardViewIndex, invert: boolean)`\r\n * @public\r\n */\r\nexport enum StandardViewIndex {\r\n /** X to right, Y up */\r\n Top = 1,\r\n /** X to right, negative Y up */\r\n Bottom = 2,\r\n /** negative Y to right, Z up */\r\n Left = 3,\r\n /** Y to right, Z up */\r\n Right = 4,\r\n /** X to right, Z up */\r\n Front = 5,\r\n /** negative X to right, Z up */\r\n Back = 6,\r\n /** isometric: view towards origin from (-1,-1,1) */\r\n Iso = 7, //\r\n /** right isometric: view towards origin from (1,-1,1) */\r\n RightIso = 8,\r\n}\r\n/** Enumeration among choice for how a coordinate transformation should incorporate scaling.\r\n * @public\r\n */\r\nexport enum AxisScaleSelect {\r\n /** All axes of unit length. */\r\n Unit = 0,\r\n /** On each axis, the vector length matches the longest side of the range of the data. */\r\n LongestRangeDirection = 1,\r\n /** On each axis, the vector length matches he length of the corresponding edge of the range. */\r\n NonUniformRangeContainment = 2,\r\n}\r\n/** object with a radians value and its associated cosine and sine values.\r\n * @public\r\n */\r\nexport interface TrigValues {\r\n /** the cosine value */\r\n c: number;\r\n /** the sine value */\r\n s: number;\r\n /** the radians value */\r\n radians: number;\r\n}\r\n/**\r\n * Interface so various plane representations can be used by algorithms that just want altitude evaluations.\r\n *\r\n * Specific implementors are\r\n * * Plane3dByOriginAndUnitNormal\r\n * * Point4d (used for homogeneous plane coefficients)\r\n * @public\r\n */\r\nexport interface PlaneAltitudeEvaluator {\r\n /**\r\n * Return the altitude of the point from the plane.\r\n * @param point point for evaluation\r\n */\r\n altitude(point: Point3d): number;\r\n /**\r\n * Return the altitude of the point from the plane, with the point supplied as simple x,y,z\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param z z coordinate\r\n */\r\n altitudeXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector.\r\n * @param point point for evaluation\r\n */\r\n velocity(vector: Vector3d): number;\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector given by components\r\n * @param point point for evaluation\r\n */\r\n velocityXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the weighted altitude\r\n * @param point xyzw data.\r\n */\r\n weightedAltitude(point: Point4d): number;\r\n /** x part of normal vector */\r\n normalX(): number;\r\n /** x part of normal vector */\r\n normalY(): number;\r\n /** x part of normal vector */\r\n normalZ(): number;\r\n}\r\n/**\r\n * Interface for `toJSON` and `setFromJSON` methods\r\n * @public\r\n */\r\nexport interface BeJSONFunctions {\r\n /**\r\n * Set content from a JSON object.\r\n * If the json object is undefined or unrecognized, always set a default value.\r\n */\r\n setFromJSON(json: any): void;\r\n /** Return a json object with this object's contents. */\r\n toJSON(): any;\r\n}\r\n/** The Properties for a JSON representation of an Angle.\r\n * If value is a number, it is in *degrees*.\r\n * If value is an object, it can have either degrees or radians.\r\n * @public\r\n */\r\nexport type AngleProps =\r\n { degrees: number } |\r\n { radians: number } |\r\n { _radians: number } |\r\n { _degrees: number } |\r\n number;\r\n/** The Properties for a JSON representation of an AngleSweep.\r\n * * The json data is always start and end angles as a pair in an array.\r\n * If AngleProps data is an array of two numbers, it is an angle in degrees.\r\n * If the AngleProps is an object with key degrees, the degrees value must be an array with the two degrees angles as numbers\r\n * If the AngleProps is an object with key radians, the radians value must be an array with the two radians angles as numbers\r\n * @public\r\n */\r\nexport type AngleSweepProps =\r\n AngleSweep |\r\n { degrees: [number, number] } |\r\n { radians: [number, number] } |\r\n [number, number];\r\n\r\n/**\r\n * Class containing static methods for typical numeric operations.\r\n * * Experimentally, methods like Geometry.hypotenuse are observed to be faster than the system intrinsics.\r\n * * This is probably due to\r\n * * Fixed length arg lists\r\n * * strongly typed parameters\r\n * @public\r\n */\r\nexport class Geometry {\r\n /** Tolerance for small distances in metric coordinates */\r\n public static readonly smallMetricDistance = 1.0e-6;\r\n /** Square of `smallMetricTolerance` */\r\n public static readonly smallMetricDistanceSquared = 1.0e-12;\r\n /** tolerance for small angle measured in radians. */\r\n public static readonly smallAngleRadians = 1.0e-12;\r\n /** square of `smallAngleRadians` */\r\n public static readonly smallAngleRadiansSquared = 1.0e-24;\r\n /** tolerance for small angle measured in degrees. */\r\n public static readonly smallAngleDegrees = 5.7e-11;\r\n /** tolerance for small angle measured in arc-seconds. */\r\n public static readonly smallAngleSeconds = 2e-7;\r\n /** numeric value that may be considered huge for a ratio of numbers.\r\n * * Note that the \"allowed\" result value is vastly larger than 1.\r\n */\r\n public static readonly largeFractionResult = 1.0e10;\r\n /** numeric value that may be considered zero for fractions between 0 and 1. */\r\n public static readonly smallFraction = 1.0e-10;\r\n /** numeric value that may considered huge for numbers expected to be coordinates.\r\n * * This allows larger results than `largeFractionResult`.\r\n */\r\n public static readonly largeCoordinateResult = 1.0e13;\r\n /** numeric value that may considered infinite for metric coordinates.\r\n * * This coordinate should be used only as a placeholder indicating \"at infinity\" -- computing actual points at this coordinate invites numerical problems.\r\n */\r\n public static readonly hugeCoordinate = 1.0e12;\r\n /** Test if absolute value of x is huge.\r\n * * See `Geometry.hugeCoordinate`\r\n */\r\n public static isHugeCoordinate(x: number): boolean {\r\n return x > this.hugeCoordinate || x < - this.hugeCoordinate;\r\n }\r\n\r\n /** Test if a number is odd.\r\n */\r\n public static isOdd(x: number): boolean {\r\n return (x & (0x01)) === 1;\r\n }\r\n /** Radians value for full circle 2PI radians minus `smallAngleRadians` */\r\n public static readonly fullCircleRadiansMinusSmallAngle = 2.0 * Math.PI - 1.0e-12; // smallAngleRadians less than 360degrees\r\n /** Correct `distance` to zero if undefined or smaller than metric tolerance. Otherwise return it unchanged. */\r\n public static correctSmallMetricDistance(distance: number | undefined, replacement: number = 0.0): number {\r\n if (distance === undefined || Math.abs(distance) < Geometry.smallMetricDistance) {\r\n return replacement;\r\n }\r\n return distance;\r\n }\r\n /**\r\n * If `a` is large enough for safe division, return `1/a`, using Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistance(a: number): number | undefined {\r\n return (Math.abs(a) <= Geometry.smallMetricDistance) ? undefined : 1.0 / a;\r\n }\r\n /**\r\n * If `a` is large enough, return `1/a`, using the square of Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistanceSquared(a: number): number | undefined {\r\n return (Math.abs(a) <= Geometry.smallMetricDistanceSquared) ? undefined : 1.0 / a;\r\n }\r\n /** Boolean test for metric coordinate near-equality */\r\n public static isSameCoordinate(x: number, y: number, tol?: number): boolean {\r\n if (tol)\r\n return Math.abs(x - y) < Math.abs(tol);\r\n return Math.abs(x - y) < Geometry.smallMetricDistance;\r\n }\r\n /** Boolean test for metric coordinate near-equality, with toleranceFactor applied to the usual smallMetricDistance */\r\n public static isSameCoordinateWithToleranceFactor(x: number, y: number, toleranceFactor: number): boolean {\r\n return Geometry.isSameCoordinate(x, y, toleranceFactor * Geometry.smallMetricDistance);\r\n }\r\n /** Boolean test for metric coordinate near-equality of x, y pair */\r\n public static isSameCoordinateXY(x0: number, y0: number, x1: number, y1: number, tol: number = Geometry.smallMetricDistance): boolean {\r\n let d = x1 - x0;\r\n if (d < 0)\r\n d = -d;\r\n if (d > tol)\r\n return false;\r\n d = y1 - y0;\r\n if (d < 0)\r\n d = -d;\r\n return d < tol;\r\n }\r\n /** Boolean test for squared metric coordinate near-equality */\r\n public static isSameCoordinateSquared(x: number, y: number): boolean {\r\n return Math.abs(Math.sqrt(x) - Math.sqrt(y)) < Geometry.smallMetricDistance;\r\n }\r\n /** boolean test for small `dataA.distance (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3d(dataA: Point3d, dataB: Point3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for distance between `XYZ` objects within `smallMetricDistance`\r\n * * Note that Point3d and Vector3d are both derived from XYZ, so this method tolerates mixed types.\r\n */\r\n public static isSameXYZ(dataA: XYZ, dataB: XYZ): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3dXY(dataA: Point3d, dataB: Point3d): boolean { return dataA.distanceXY(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector3d(dataA: Vector3d, dataB: Vector3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint2d(dataA: Point2d, dataB: Point2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector2d(dataA: Vector2d, dataB: Vector2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with x as first test, y second.\r\n * * This is appropriate for a horizontal sweep in the plane.\r\n */\r\n public static lexicalXYLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n return 0;\r\n }\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with y as first test, x second.\r\n * * This is appropriate for a vertical sweep in the plane.\r\n */\r\n public static lexicalYXLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n return 0;\r\n }\r\n /**\r\n * Lexical test, based on x first, y second, z third.\r\n */\r\n public static lexicalXYZLessThan(a: XYZ, b: XYZ): -1 | 0 | 1 {\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n if (a.z < b.z)\r\n return -1;\r\n else if (a.z > b.z)\r\n return 1;\r\n return 0;\r\n }\r\n /** Test if `value` is small compared to `smallAngleRadians`.\r\n * * This is appropriate if `value` is know to be a typical 0..1 fraction.\r\n */\r\n public static isSmallRelative(value: number): boolean {\r\n return Math.abs(value) < Geometry.smallAngleRadians;\r\n }\r\n /** Test if `value` is small compared to `smallAngleRadians` */\r\n public static isSmallAngleRadians(value: number): boolean {\r\n return Math.abs(value) < Geometry.smallAngleRadians;\r\n }\r\n /** Returns true if both values are undefined or if both are defined and almost equal within tolerance.\r\n * If one is undefined and the other is not then false is returned.\r\n */\r\n public static isAlmostEqualOptional(a: number | undefined, b: number | undefined, tolerance: number): boolean {\r\n if (a !== undefined && b !== undefined) {\r\n if (Math.abs(a - b) > tolerance)\r\n return false;\r\n } else {\r\n if (a !== undefined || b !== undefined)\r\n return false;\r\n }\r\n return true;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualNumber(a: number, b: number): boolean {\r\n const sumAbs = 1.0 + Math.abs(a) + Math.abs(b);\r\n return Math.abs(a - b) <= Geometry.smallAngleRadians * sumAbs;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualXAndY(a: XAndY, b: XAndY): boolean {\r\n const sumAbs = 1.0 + Math.abs(a.x) + Math.abs(b.x) + Math.abs(a.y) + Math.abs(b.y);\r\n const tolerance = Geometry.smallAngleRadians * sumAbs;\r\n return Math.abs(a.x - b.x) <= tolerance && Math.abs(a.y - b.y) <= tolerance;\r\n }\r\n /**\r\n * Toleranced equality test, using caller-supplied tolerance.\r\n * If no tolerance is given, use smallMetricDistance.\r\n */\r\n public static isDistanceWithinTol(distance: number, tol?: number): boolean {\r\n if (tol !== undefined)\r\n return Math.abs(distance) <= Math.abs(tol);\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n /** Toleranced equality test, using `smallMetricDistance` tolerance. */\r\n public static isSmallMetricDistance(distance: number): boolean {\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n\r\n /** Toleranced equality, using `smallMetricDistanceSquared` tolerance. */\r\n public static isSmallMetricDistanceSquared(distanceSquared: number): boolean {\r\n return Math.abs(distanceSquared) <= Geometry.smallMetricDistanceSquared;\r\n }\r\n /**\r\n * Return `axis modulo 3` with proper handling of negative indices\r\n * ..., -3:x, -2:y, -1:z, 0:x, 1:y, 2:z, 3:x, 4:y, 5:z, 6:x, 7:y, 8:z, ...\r\n * */\r\n public static cyclic3dAxis(axis: number): number {\r\n /* Direct test for the most common cases, avoid modulo */\r\n if (axis >= 0) {\r\n if (axis < 3)\r\n return axis;\r\n if (axis < 6)\r\n return axis - 3;\r\n return axis % 3;\r\n }\r\n const j = axis + 3;\r\n if (j >= 0)\r\n return j;\r\n return 2 - ((-axis - 1) % 3);\r\n }\r\n /** Return the AxisOrder for which axisIndex is the first named axis.\r\n * * `axisIndex === 0` returns `AxisOrder.XYZ`\r\n * * `axisIndex === 1` returns `AxisOrder.YZX`\r\n * * `axisIndex === 2` returns `AxisOrder.ZXY`\r\n */\r\n public static axisIndexToRightHandedAxisOrder(axisIndex: AxisIndex): AxisOrder {\r\n if (axisIndex === 0)\r\n return AxisOrder.XYZ;\r\n if (axisIndex === 1)\r\n return AxisOrder.YZX;\r\n if (axisIndex === 2)\r\n return AxisOrder.ZXY;\r\n return Geometry.axisIndexToRightHandedAxisOrder(Geometry.cyclic3dAxis(axisIndex));\r\n }\r\n /** Return the largest absolute distance from a to either of b0 or b1 */\r\n public static maxAbsDiff(a: number, b0: number, b1: number): number {\r\n return Math.max(Math.abs(a - b0), Math.abs(a - b1));\r\n }\r\n /** Return the largest absolute absolute value among x,y,z */\r\n public static maxAbsXYZ(x: number, y: number, z: number): number {\r\n return Geometry.maxXYZ(Math.abs(x), Math.abs(y), Math.abs(z));\r\n }\r\n /** Return the largest absolute absolute value among x,y */\r\n public static maxAbsXY(x: number, y: number): number {\r\n return Geometry.maxXY(Math.abs(x), Math.abs(y));\r\n }\r\n /** Return the largest signed value among a, b, c */\r\n public static maxXYZ(a: number, b: number, c: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n if (c > q) q = c;\r\n return q;\r\n }\r\n /** Examine the value (particularly sign) of x.\r\n * * If x is negative, return outNegative.\r\n * * If x is true zero, return outZero\r\n * * If x is positive, return outPositive\r\n */\r\n public static split3WaySign(x: number, outNegative: number, outZero: number, outPositive: number): number {\r\n if (x < 0)\r\n return outNegative;\r\n if (x > 0.0)\r\n return outPositive;\r\n return outZero;\r\n }\r\n /** Return the largest signed value among a, b */\r\n public static maxXY(a: number, b: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n return q;\r\n }\r\n /** Return the smallest signed value among a, b */\r\n public static minXY(a: number, b: number): number {\r\n let q = a;\r\n if (b < q) q = b;\r\n return q;\r\n }\r\n /** Return the hypotenuse `sqrt(x*x + y*y)`. This is much faster than `Math.hypot(x,y)`. */\r\n public static hypotenuseXY(x: number, y: number): number {\r\n return Math.sqrt(x * x + y * y);\r\n }\r\n /** Return the squared `hypotenuse (x*x + y*y)`. */\r\n public static hypotenuseSquaredXY(x: number, y: number): number {\r\n return x * x + y * y;\r\n }\r\n /** Return the square of x */\r\n public static square(x: number): number {\r\n return x * x;\r\n }\r\n /** Return the hypotenuse `sqrt(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseXYZ(x: number, y: number, z: number): number {\r\n return Math.sqrt(x * x + y * y + z * z);\r\n }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZ(x: number, y: number, z: number): number {\r\n return x * x + y * y + z * z;\r\n }\r\n /** Return the (full 4d) hypotenuse `sqrt(x*x + y*y + z*z + w*w)`. This is much faster than `Math.hypot(x,y,z,w)`. */\r\n public static hypotenuseXYZW(x: number, y: number, z: number, w: number): number {\r\n return Math.sqrt(x * x + y * y + z * z + w * w);\r\n }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z+w*w)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZW(x: number, y: number, z: number, w: number): number {\r\n return x * x + y * y + z * z + w * w;\r\n }\r\n /**\r\n * Return the distance between xy points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n */\r\n public static distanceXYXY(x0: number, y0: number, x1: number, y1: number): number {\r\n return Geometry.hypotenuseXY(x1 - x0, y1 - y0);\r\n }\r\n /**\r\n * Return the distance between xyz points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param z0 z coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n * @param z1 z coordinate of point 1\r\n */\r\n public static distanceXYZXYZ(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): number {\r\n return Geometry.hypotenuseXYZ(x1 - x0, y1 - y0, z1 - z0);\r\n }\r\n /** Returns Returns the triple product of 3 vectors provided as x,y,z number sequences.\r\n *\r\n * * The triple product is the determinant of the 3x3 matrix with the 9 numbers (3 vectors placed in 3 rows).\r\n * * The triple product is positive if the 3 vectors form a right handed coordinate system.\r\n * * The triple product is negative if the 3 vectors form a left handed coordinate system.\r\n * * Treating the 9 numbers as 3 vectors U, V, W, any of these formulas gives the same result:\r\n * * U dot (V cross W)\r\n * * V dot (W cross U)\r\n * * W dot (U cross V)\r\n * * (-U dot (W cross V)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * (-V dot (U cross W)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * (-W dot (V cross U)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * the triple product is 6 times the (signed) volume of the tetrahedron with the three vectors as edges from a common vertex.\r\n */\r\n public static tripleProduct(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number,\r\n wx: number, wy: number, wz: number): number {\r\n return ux * (vy * wz - vz * wy)\r\n + uy * (vz * wx - vx * wz)\r\n + uz * (vx * wy - vy * wx);\r\n }\r\n /** Returns the determinant of the 4x4 matrix unrolled as the 16 parameters.\r\n */\r\n public static determinant4x4(\r\n xx: number, xy: number, xz: number, xw: number,\r\n yx: number, yy: number, yz: number, yw: number,\r\n zx: number, zy: number, zz: number, zw: number,\r\n wx: number, wy: number, wz: number, ww: number): number {\r\n return xx * this.tripleProduct(yy, yz, yw, zy, zz, zw, wy, wz, ww)\r\n - yx * this.tripleProduct(xy, xz, xw, zy, zz, zw, wy, wz, ww)\r\n + zx * this.tripleProduct(xy, xz, xw, yy, yz, yw, wy, wz, ww)\r\n - wx * this.tripleProduct(xy, xz, xw, yy, yz, yw, zy, zz, zw);\r\n }\r\n /** Return the mean curvature for two radii, with 0 radius implying 0 curvature */\r\n public static meanCurvatureOfRadii(r0: number, r1: number): number {\r\n return 0.5 * (this.safeDivideFraction(1, r0, 0) + this.safeDivideFraction(1, r1, 0));\r\n }\r\n /**\r\n * Returns curvature magnitude from a first and second derivative vector.\r\n * @param ux first derivative x component\r\n * @param uy first derivative y component\r\n * @param uz first derivative z component\r\n * @param vx second derivative x component\r\n * @param vy second derivative y component\r\n * @param vz second derivative z component\r\n */\r\n public static curvatureMagnitude(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number): number {\r\n let q = uy * vz - uz * vy;\r\n let sum = q * q;\r\n q = uz * vx - ux * vz;\r\n sum += q * q;\r\n q = ux * vy - uy * vx;\r\n sum += q * q;\r\n const a = Math.sqrt(ux * ux + uy * uy + uz * uz);\r\n const b = Math.sqrt(sum);\r\n // (sum and a are both nonnegative)\r\n const aaa = a * a * a;\r\n // radius of curvature = aaa / b;\r\n // curvature = b/aaa\r\n const tol = Geometry.smallAngleRadians;\r\n if (aaa > tol * b)\r\n return b / aaa;\r\n return 0; // hm.. maybe should be infinite?\r\n }\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductXYW(\r\n columnA: XAndY, weightA: number,\r\n columnB: XAndY, weightB: number,\r\n columnC: XAndY, weightC: number): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n weightA, weightB, weightC);\r\n }\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductPoint4dXYW(\r\n columnA: Point4d,\r\n columnB: Point4d,\r\n columnC: Point4d): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n columnA.w, columnB.w, columnC.w);\r\n }\r\n /** 2D cross product of vectors layed out as scalars. */\r\n public static crossProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vy - uy * vx;\r\n }\r\n /** 3D cross product of vectors layed out as scalars. */\r\n public static crossProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Vector3d): Vector3d {\r\n return Vector3d.create(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx, result);\r\n }\r\n /** magnitude of 3D cross product of vectors, with the vectors presented as */\r\n public static crossProductMagnitude(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return Geometry.hypotenuseXYZ(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx);\r\n }\r\n /** 3D dot product of vectors layed out as scalars. */\r\n public static dotProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return ux * vx + uy * vy + uz * vz;\r\n }\r\n /** 2D dot product of vectors layed out as scalars. */\r\n public static dotProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vx + uy * vy;\r\n }\r\n /**\r\n * Clamp to (min(a,b), max(a,b))\r\n * * always returns a number between a and b\r\n * @param x\r\n * @param a\r\n * @param b\r\n */\r\n public static clampToStartEnd(x: number, a: number, b: number): number {\r\n if (a > b)\r\n return Geometry.clampToStartEnd(x, b, a);\r\n if (x < a)\r\n return a;\r\n if (b < x)\r\n return b;\r\n return x;\r\n }\r\n /**\r\n * Clamp value to (min,max) with no test for order of (min,max)\r\n * @param value value to clamp\r\n * @param min smallest allowed output\r\n * @param max largest allowed result.\r\n */\r\n public static clamp(value: number, min: number, max: number): number { return Math.max(min, Math.min(max, value)); }\r\n /** If given a number, return it. If given undefined, return `defaultValue`. */\r\n public static resolveNumber(value: number | undefined, defaultValue: number = 0): number {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given a value, return it. If given undefined, return `defaultValue`. */\r\n public static resolveValue<T>(value: T | undefined, defaultValue: T): T {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given value matches a target, return undefined. Otherwise return the value. */\r\n public static resolveToUndefined<T>(value: T | undefined, targetValue: T): T | undefined {\r\n return value === targetValue ? undefined : value;\r\n }\r\n /** Simple interpolation between values, but choosing (based on fraction) a or b as starting point for maximum accuracy. */\r\n public static interpolate(a: number, f: number, b: number): number {\r\n return f <= 0.5 ? a + f * (b - a) : b - (1.0 - f) * (b - a);\r\n }\r\n /**\r\n * Given an axisOrder (e.g. XYZ, YZX, etc) and an index, returns the axis index at the given index.\r\n * * For example, if axisOrder = XYZ, then for index 0 returns X (or axis index 0), for index 1 returns\r\n * Y (or axis index 1), and for index 2 returns Z (or axis index 2). For indexes greater than 2 or smaller\r\n * than 0, it returns cyclic axis index. See Geometry.cyclic3dAxis for more info.\r\n * * Another example: if axisOrder = ZYX, then for index 0 returns Z (or axis index 2), for index 1 returns\r\n * Y (or axis index 1), and for index 2 returns X (or axis index 0).\r\n * */\r\n public static axisOrderToAxis(order: AxisOrder, index: number): number {\r\n const axis = order <= AxisOrder.ZXY ? order + index : (order - AxisOrder.XZY) - index;\r\n return Geometry.cyclic3dAxis(axis);\r\n }\r\n /** Return (a modulo period), e.g. for use as a cyclic index. Both a and period may be negative. */\r\n public static modulo(a: number, period: number): number {\r\n if (period <= 0) {\r\n if (period === 0)\r\n return a;\r\n return -Geometry.modulo(-a, -period);\r\n }\r\n\r\n if (a >= 0) {\r\n if (a < period)\r\n return a;\r\n if (a < 2 * period)\r\n return a - period;\r\n } else {\r\n a += period; // hopefully move into primary period without division and floor\r\n if (a > 0)\r\n return a;\r\n }\r\n const m = Math.floor(a / period);\r\n return a - m * period;\r\n }\r\n /** return 0 if the value is undefined, 1 if defined. */\r\n public static defined01(value: any): number { return value === undefined ? 0 : 1; }\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largeFractionResult, return undefined.\r\n */\r\n public static conditionalDivideFraction(numerator: number, denominator: number): number | undefined {\r\n if (Math.abs(denominator) * Geometry.largeFractionResult > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largestResult, return undefined.\r\n */\r\n public static conditionalDivideCoordinate(numerator: number, denominator: number, largestResult: number = Geometry.largeCoordinateResult): number | undefined {\r\n if (Math.abs(denominator * largestResult) > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n /** return the 0, 1, or 2 pairs of (c,s) values that solve\r\n * {constCoff + cosCoff * c + sinCoff * s = 0}\r\n * with the constraint {c*c+s*s = 1}\r\n */\r\n public static solveTrigForm(constCoff: number, cosCoff: number, sinCoff: number): Vector2d[] | undefined {\r\n {\r\n const delta2 = cosCoff * cosCoff + sinCoff * sinCoff;\r\n const constCoff2 = constCoff * constCoff;\r\n // nSolution = 0\r\n let result;\r\n if (delta2 > 0.0) {\r\n const lambda = - constCoff / delta2;\r\n const a2 = constCoff2 / delta2;\r\n const D2 = 1.0 - a2;\r\n if (-Geometry.smallMetricDistanceSquared < D2 && D2 <= 0.0) { // observed D2 = -2.22e-16 in rotated system\r\n // nSolution = 1\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n result = [Vector2d.create(c0, s0)];\r\n } else if (D2 > 0.0) {\r\n const mu = Math.sqrt(D2 / delta2);\r\n /* c0,s0 = closest approach of line to origin */\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n // nSolution = 2\r\n result = [Vector2d.create(c0 - mu * sinCoff, s0 + mu * cosCoff), Vector2d.create(c0 + mu * sinCoff, s0 - mu * cosCoff)];\r\n }\r\n }\r\n return result;\r\n }\r\n }\r\n /** normally, return the number result of conditionalDivideFraction.\r\n * but if conditionalDivideFraction fails return specified default number.\r\n */\r\n public static safeDivideFraction(numerator: number, denominator: number, defaultResult: number): number {\r\n const a = Geometry.conditionalDivideFraction(numerator, denominator);\r\n if (a !== undefined)\r\n return a;\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x0 and x1 are f0 and f1, return the x value at which f(x)=fTarget; */\r\n public static inverseInterpolate(x0: number, f0: number, x1: number, f1: number, targetF: number = 0,\r\n defaultResult?: number): number | undefined {\r\n const g = Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n if (g)\r\n return Geometry.interpolate(x0, g, x1);\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x=0 and x=1 are f0 and f1, return the x value at which f(x)=fTarget; */\r\n public static inverseInterpolate01(f0: number, f1: number, targetF: number = 0): number | undefined {\r\n return Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n }\r\n /** Return true if json is an array with at least minEntries, and all entries are numbers (including those beyond minEntries) */\r\n public static isNumberArray(json: any, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= minEntries) {\r\n let entry;\r\n for (entry of json) {\r\n // if (!(entry as number) && entry !== 0.0)\r\n if (!Number.isFinite(entry))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Return true if json is an array of at least numNumberArrays, with at least minEntries in each number array.\r\n */\r\n public static isArrayOfNumberArray(json: any, numNumberArray: number, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= numNumberArray) {\r\n let entry;\r\n for (entry of json)\r\n if (!Geometry.isNumberArray(entry, minEntries)) return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** return the number of steps to take so that numSteps * stepSize >= total.\r\n * minCount is returned for both (a) setSize 0 or less and (b) stepSize > total.\r\n * A small tolerance is applied for almost\r\n */\r\n public static stepCount(stepSize: number, total: number, minCount = 1, maxCount = 101): number {\r\n if (stepSize <= 0)\r\n return minCount;\r\n total = Math.abs(total);\r\n if (stepSize >= total)\r\n return minCount;\r\n const stepCount = Math.floor((total + 0.999999 * stepSize) / stepSize);\r\n if (stepCount < minCount)\r\n return minCount;\r\n if (stepCount > maxCount)\r\n return maxCount;\r\n return stepCount;\r\n }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01(x: number, apply01: boolean = true): boolean { return apply01 ? x >= 0.0 && x <= 1.0 : true; }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01WithTolerance(x: number, tolerance: number): boolean { return x + tolerance >= 0.0 && x - tolerance <= 1.0; }\r\n /**\r\n * restrict x so it is in the interval `[a,b]`, allowing a,b to be in either order.\r\n * @param x\r\n * @param a (usually the lower) interval limit\r\n * @param b (usually the upper) interval limit\r\n */\r\n public static restrictToInterval(x: number, a: number, b: number): number {\r\n if (a <= b) {\r\n if (x < a) return a;\r\n if (x > b) return b;\r\n return x;\r\n }\r\n // reversed interval ....\r\n if (x < b) return b;\r\n if (x > a) return a;\r\n return x;\r\n }\r\n /**\r\n * Case-insensitive string comparison.\r\n * * Return true if the toUpperCase values match.\r\n */\r\n public static equalStringNoCase(string1: string, string2: string): boolean {\r\n return string1.toUpperCase() === string2.toUpperCase();\r\n }\r\n /** test for EXACT match of number arrays. */\r\n public static exactEqualNumberArrays(a: number[] | undefined, b: number[] | undefined): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++)\r\n if (a[i] !== b[i])\r\n return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** test for match of XYZ arrays. */\r\n public static almostEqualArrays<T>(a: T[] | undefined, b: T[] | undefined,\r\n testFunction: (p: T, q: T) => boolean): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++) {\r\n if (!testFunction(a[i], b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** test for match of typed arrays (e.g. Float64Array). */\r\n public static almostEqualNumberArrays(a: number[] | Float64Array | undefined, b: number[] | Float64Array | undefined,\r\n testFunction: (p: number, q: number) => boolean): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++) {\r\n if (!testFunction(a[i], b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /**\r\n * Return\r\n * * true if both values are defined and equal (with ===).\r\n * * false if both defined by not equal\r\n * * return (option arg) resultIfBothUndefined when both are undefined.\r\n * * return false if one is defined and the other undefined\r\n * @param a first value\r\n * @param b second value\r\n * @param resultIfBothUndefined return value when both are undefined.\r\n * @returns\r\n */\r\n public static areEqualAllowUndefined<T>(a: T | undefined, b: T | undefined, resultIfBothUndefined: boolean = true): boolean {\r\n if (a === undefined && b === undefined)\r\n return resultIfBothUndefined;\r\n if (a !== undefined && b !== undefined)\r\n return a === b;\r\n return false;\r\n }\r\n /** clone an array whose members have a clone method.\r\n * * undefined return from clone is forced into the output array.\r\n */\r\n public static cloneMembers<T extends Cloneable<T>>(a: T[] | undefined): T[] | undefined {\r\n if (a === undefined)\r\n return undefined;\r\n const b: T[] = [];\r\n for (const p of a) {\r\n b.push(p.clone()!);\r\n }\r\n return b;\r\n }\r\n}\r\n/**\r\n * interface for method with a clone operation\r\n * @public\r\n */\r\nexport interface Cloneable<T> {\r\n /** required method to return a deep clone. */\r\n clone(): T | undefined;\r\n}\r\n/** Options used for methods like [[Vector2d.isPerpendicularTo]] and [[Vector3d.isParallelTo]].\r\n * @public\r\n */\r\nexport interface PerpParallelOptions {\r\n /** Squared radian tolerance for comparing the angle between two vectors.\r\n * Default: [[Geometry.smallAngleRadiansSquared]].\r\n */\r\n radianSquaredTol?: number;\r\n /** Squared distance tolerance for detecting a zero-length vector.\r\n * Default: [[Geometry.smallMetricDistanceSquared]].\r\n */\r\n distanceSquaredTol?: number;\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleSweep } from \"./geometry3d/AngleSweep\";\r\nimport { Point2d, Vector2d, XY } from \"./geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./geometry3d/Point3dVector3d\";\r\nimport { XAndY } from \"./geometry3d/XYZProps\";\r\nimport { Point4d } from \"./geometry4d/Point4d\";\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\n\r\n/** Enumeration of the 6 possible orderings of XYZ axis order\r\n *\r\n * * **Note:** There are 3 axis order with right hand system (XYZ = 0, YZX = 1, ZXY = 2) and 3 axis order with\r\n * left hand system (XZY = 4, YXZ = 5, ZYX = 6). Note that AxisOrder is encoding the handedness as well. Cross\r\n * product of the i_th axis in an ordering (i=0,1,2), with the i+1_th in that ordering, will produce the i+2_th\r\n * axis in that ordering.\r\n * @public\r\n */\r\nexport enum AxisOrder {\r\n /** Right handed system, X then Y then Z */\r\n XYZ = 0, /* eslint-disable-line @typescript-eslint/no-shadow */\r\n /** Right handed system, Y then Z then X */\r\n YZX = 1,\r\n /** Right handed system, Z then X then Y */\r\n ZXY = 2,\r\n /** Left handed system, X then Z then Y */\r\n XZY = 4,\r\n /** Left handed system, Y then X then Z */\r\n YXZ = 5,\r\n /** Left handed system, Z then Y then X */\r\n ZYX = 6,\r\n}\r\n/** Enumeration of numeric indices of 3 axes AxisIndex.X, AxisIndex.Y, AxisIndex.Z\r\n * @public\r\n */\r\nexport enum AxisIndex {\r\n /** x axis is index 0 */\r\n X = 0,\r\n /** y axis is index 1 */\r\n Y = 1,\r\n /** 2 axis is index 2 */\r\n Z = 2,\r\n}\r\n/** Standard views. Used in `Matrix3d.createStandardViewAxes(index: StandardViewIndex, invert: boolean)`\r\n * @public\r\n */\r\nexport enum StandardViewIndex {\r\n /** X to right, Y up */\r\n Top = 1,\r\n /** X to right, negative Y up */\r\n Bottom = 2,\r\n /** negative Y to right, Z up */\r\n Left = 3,\r\n /** Y to right, Z up */\r\n Right = 4,\r\n /** X to right, Z up */\r\n Front = 5,\r\n /** negative X to right, Z up */\r\n Back = 6,\r\n /** isometric: view towards origin from (-1,-1,1) */\r\n Iso = 7, //\r\n /** right isometric: view towards origin from (1,-1,1) */\r\n RightIso = 8,\r\n}\r\n/** Enumeration among choice for how a coordinate transformation should incorporate scaling.\r\n * @public\r\n */\r\nexport enum AxisScaleSelect {\r\n /** All axes of unit length. */\r\n Unit = 0,\r\n /** On each axis, the vector length matches the longest side of the range of the data. */\r\n LongestRangeDirection = 1,\r\n /** On each axis, the vector length matches he length of the corresponding edge of the range. */\r\n NonUniformRangeContainment = 2,\r\n}\r\n/** object with a radians value and its associated cosine and sine values.\r\n * @public\r\n */\r\nexport interface TrigValues {\r\n /** the cosine value */\r\n c: number;\r\n /** the sine value */\r\n s: number;\r\n /** the radians value */\r\n radians: number;\r\n}\r\n/**\r\n * Interface so various plane representations can be used by algorithms that just want altitude evaluations.\r\n *\r\n * Specific implementors are\r\n * * Plane3dByOriginAndUnitNormal\r\n * * Point4d (used for homogeneous plane coefficients)\r\n * @public\r\n */\r\nexport interface PlaneAltitudeEvaluator {\r\n /**\r\n * Return the altitude of the point from the plane.\r\n * @param point point for evaluation\r\n */\r\n altitude(point: Point3d): number;\r\n /**\r\n * Return the altitude of the point from the plane, with the point supplied as simple x,y,z\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param z z coordinate\r\n */\r\n altitudeXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector.\r\n * @param point point for evaluation\r\n */\r\n velocity(vector: Vector3d): number;\r\n /**\r\n * Return the derivative of altitude wrt motion along a vector given by components\r\n * @param point point for evaluation\r\n */\r\n velocityXYZ(x: number, y: number, z: number): number;\r\n /**\r\n * Return the weighted altitude\r\n * @param point xyzw data.\r\n */\r\n weightedAltitude(point: Point4d): number;\r\n /** x part of normal vector */\r\n normalX(): number;\r\n /** x part of normal vector */\r\n normalY(): number;\r\n /** x part of normal vector */\r\n normalZ(): number;\r\n}\r\n\r\n/** Enumeration of possible locations of a point in the plane of a polygon.\r\n * @public\r\n */\r\nexport enum PolygonLocation {\r\n /** No location specified. */\r\n Unknown = 0,\r\n /** Point is at a vertex. */\r\n OnPolygonVertex = 1,\r\n /** Point is on an edge (but not a vertex). */\r\n OnPolygonEdgeInterior = 2,\r\n /** Point is strictly inside the polygon with unknown projection. */\r\n InsidePolygon = 3,\r\n /** Point is strictly inside the polygon and projects to a vertex. */\r\n InsidePolygonProjectsToVertex = 4,\r\n /** Point is strictly inside the polygon and projects to an edge (but not a vertex). */\r\n InsidePolygonProjectsToEdgeInterior = 5,\r\n /** Point is strictly outside the polygon with unknown projection. */\r\n OutsidePolygon = 6,\r\n /** Point is strictly outside the polygon and projects to a vertex. */\r\n OutsidePolygonProjectsToVertex = 7,\r\n /** Point is strictly outside the polygon and projects to an edge (but not a vertex). */\r\n OutsidePolygonProjectsToEdgeInterior = 8,\r\n}\r\n\r\n/**\r\n * Interface for `toJSON` and `setFromJSON` methods\r\n * @public\r\n */\r\nexport interface BeJSONFunctions {\r\n /**\r\n * Set content from a JSON object.\r\n * If the json object is undefined or unrecognized, always set a default value.\r\n */\r\n setFromJSON(json: any): void;\r\n /** Return a json object with this object's contents. */\r\n toJSON(): any;\r\n}\r\n/** The Properties for a JSON representation of an Angle.\r\n * If value is a number, it is in *degrees*.\r\n * If value is an object, it can have either degrees or radians.\r\n * @public\r\n */\r\nexport type AngleProps =\r\n { degrees: number } |\r\n { radians: number } |\r\n { _radians: number } |\r\n { _degrees: number } |\r\n number;\r\n/** The Properties for a JSON representation of an AngleSweep.\r\n * * The json data is always start and end angles as a pair in an array.\r\n * If AngleProps data is an array of two numbers, it is an angle in degrees.\r\n * If the AngleProps is an object with key degrees, the degrees value must be an array with the two degrees angles as numbers\r\n * If the AngleProps is an object with key radians, the radians value must be an array with the two radians angles as numbers\r\n * @public\r\n */\r\nexport type AngleSweepProps =\r\n AngleSweep |\r\n { degrees: [number, number] } |\r\n { radians: [number, number] } |\r\n [number, number];\r\n\r\n/**\r\n * Class containing static methods for typical numeric operations.\r\n * * Experimentally, methods like Geometry.hypotenuse are observed to be faster than the system intrinsics.\r\n * * This is probably due to\r\n * * Fixed length arg lists\r\n * * strongly typed parameters\r\n * @public\r\n */\r\nexport class Geometry {\r\n /** Tolerance for small distances in metric coordinates */\r\n public static readonly smallMetricDistance = 1.0e-6;\r\n /** Square of `smallMetricTolerance` */\r\n public static readonly smallMetricDistanceSquared = 1.0e-12;\r\n /** tolerance for small angle measured in radians. */\r\n public static readonly smallAngleRadians = 1.0e-12;\r\n /** square of `smallAngleRadians` */\r\n public static readonly smallAngleRadiansSquared = 1.0e-24;\r\n /** tolerance for small angle measured in degrees. */\r\n public static readonly smallAngleDegrees = 5.7e-11;\r\n /** tolerance for small angle measured in arc-seconds. */\r\n public static readonly smallAngleSeconds = 2e-7;\r\n /** numeric value that may be considered huge for a ratio of numbers.\r\n * * Note that the \"allowed\" result value is vastly larger than 1.\r\n */\r\n public static readonly largeFractionResult = 1.0e10;\r\n /** numeric value that may be considered zero for fractions between 0 and 1. */\r\n public static readonly smallFraction = 1.0e-10;\r\n /** numeric value that may considered huge for numbers expected to be coordinates.\r\n * * This allows larger results than `largeFractionResult`.\r\n */\r\n public static readonly largeCoordinateResult = 1.0e13;\r\n /** numeric value that may considered infinite for metric coordinates.\r\n * * This coordinate should be used only as a placeholder indicating \"at infinity\" -- computing actual points at this coordinate invites numerical problems.\r\n */\r\n public static readonly hugeCoordinate = 1.0e12;\r\n /** Test if absolute value of x is huge.\r\n * * See `Geometry.hugeCoordinate`\r\n */\r\n public static isHugeCoordinate(x: number): boolean {\r\n return x > this.hugeCoordinate || x < - this.hugeCoordinate;\r\n }\r\n\r\n /** Test if a number is odd.\r\n */\r\n public static isOdd(x: number): boolean {\r\n return (x & (0x01)) === 1;\r\n }\r\n /** Radians value for full circle 2PI radians minus `smallAngleRadians` */\r\n public static readonly fullCircleRadiansMinusSmallAngle = 2.0 * Math.PI - 1.0e-12; // smallAngleRadians less than 360degrees\r\n /** Correct `distance` to zero if undefined or smaller than metric tolerance. Otherwise return it unchanged. */\r\n public static correctSmallMetricDistance(distance: number | undefined, replacement: number = 0.0): number {\r\n if (distance === undefined || Math.abs(distance) < Geometry.smallMetricDistance) {\r\n return replacement;\r\n }\r\n return distance;\r\n }\r\n /**\r\n * If `a` is large enough for safe division, return `1/a`, using Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistance(a: number): number | undefined {\r\n return (Math.abs(a) <= Geometry.smallMetricDistance) ? undefined : 1.0 / a;\r\n }\r\n /**\r\n * If `a` is large enough, return `1/a`, using the square of Geometry.smallMetricDistance as the tolerance for declaring it as divide by zero. Otherwise return `undefined`.\r\n * @param a denominator of division\r\n */\r\n public static inverseMetricDistanceSquared(a: number): number | undefined {\r\n return (Math.abs(a) <= Geometry.smallMetricDistanceSquared) ? undefined : 1.0 / a;\r\n }\r\n /** Boolean test for metric coordinate near-equality */\r\n public static isSameCoordinate(x: number, y: number, tol?: number): boolean {\r\n if (tol)\r\n return Math.abs(x - y) < Math.abs(tol);\r\n return Math.abs(x - y) < Geometry.smallMetricDistance;\r\n }\r\n /** Boolean test for metric coordinate near-equality, with toleranceFactor applied to the usual smallMetricDistance */\r\n public static isSameCoordinateWithToleranceFactor(x: number, y: number, toleranceFactor: number): boolean {\r\n return Geometry.isSameCoordinate(x, y, toleranceFactor * Geometry.smallMetricDistance);\r\n }\r\n /** Boolean test for metric coordinate near-equality of x, y pair */\r\n public static isSameCoordinateXY(x0: number, y0: number, x1: number, y1: number, tol: number = Geometry.smallMetricDistance): boolean {\r\n let d = x1 - x0;\r\n if (d < 0)\r\n d = -d;\r\n if (d > tol)\r\n return false;\r\n d = y1 - y0;\r\n if (d < 0)\r\n d = -d;\r\n return d < tol;\r\n }\r\n /** Boolean test for squared metric coordinate near-equality */\r\n public static isSameCoordinateSquared(x: number, y: number): boolean {\r\n return Math.abs(Math.sqrt(x) - Math.sqrt(y)) < Geometry.smallMetricDistance;\r\n }\r\n /** boolean test for small `dataA.distance (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3d(dataA: Point3d, dataB: Point3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for distance between `XYZ` objects within `smallMetricDistance`\r\n * * Note that Point3d and Vector3d are both derived from XYZ, so this method tolerates mixed types.\r\n */\r\n public static isSameXYZ(dataA: XYZ, dataB: XYZ): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint3dXY(dataA: Point3d, dataB: Point3d): boolean { return dataA.distanceXY(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector3d(dataA: Vector3d, dataB: Vector3d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSamePoint2d(dataA: Point2d, dataB: Point2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /** boolean test for small `dataA.distanceXY (dataB)` within `smallMetricDistance` */\r\n public static isSameVector2d(dataA: Vector2d, dataB: Vector2d): boolean { return dataA.distance(dataB) < Geometry.smallMetricDistance; }\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with x as first test, y second.\r\n * * This is appropriate for a horizontal sweep in the plane.\r\n */\r\n public static lexicalXYLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n return 0;\r\n }\r\n /**\r\n * Lexical comparison of (a.x,a.y) (b.x,b.y) with y as first test, x second.\r\n * * This is appropriate for a vertical sweep in the plane.\r\n */\r\n public static lexicalYXLessThan(a: XY | XYZ, b: XY | XYZ): -1 | 0 | 1 {\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n return 0;\r\n }\r\n /**\r\n * Lexical test, based on x first, y second, z third.\r\n */\r\n public static lexicalXYZLessThan(a: XYZ, b: XYZ): -1 | 0 | 1 {\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n if (a.z < b.z)\r\n return -1;\r\n else if (a.z > b.z)\r\n return 1;\r\n return 0;\r\n }\r\n /** Test if `value` is small compared to `smallAngleRadians`.\r\n * * This is appropriate if `value` is know to be a typical 0..1 fraction.\r\n */\r\n public static isSmallRelative(value: number): boolean {\r\n return Math.abs(value) < Geometry.smallAngleRadians;\r\n }\r\n /** Test if `value` is small compared to `smallAngleRadians` */\r\n public static isSmallAngleRadians(value: number): boolean {\r\n return Math.abs(value) < Geometry.smallAngleRadians;\r\n }\r\n /** Returns true if both values are undefined or if both are defined and almost equal within tolerance.\r\n * If one is undefined and the other is not then false is returned.\r\n */\r\n public static isAlmostEqualOptional(a: number | undefined, b: number | undefined, tolerance: number): boolean {\r\n if (a !== undefined && b !== undefined) {\r\n if (Math.abs(a - b) > tolerance)\r\n return false;\r\n } else {\r\n if (a !== undefined || b !== undefined)\r\n return false;\r\n }\r\n return true;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualNumber(a: number, b: number): boolean {\r\n const sumAbs = 1.0 + Math.abs(a) + Math.abs(b);\r\n return Math.abs(a - b) <= Geometry.smallAngleRadians * sumAbs;\r\n }\r\n /** Toleranced equality test, using tolerance `smallAngleRadians * ( 1 + abs(a) + (abs(b)))`\r\n * * Effectively an absolute tolerance of `smallAngleRadians`, with tolerance increasing for larger values of a and b.\r\n */\r\n public static isAlmostEqualXAndY(a: XAndY, b: XAndY): boolean {\r\n const sumAbs = 1.0 + Math.abs(a.x) + Math.abs(b.x) + Math.abs(a.y) + Math.abs(b.y);\r\n const tolerance = Geometry.smallAngleRadians * sumAbs;\r\n return Math.abs(a.x - b.x) <= tolerance && Math.abs(a.y - b.y) <= tolerance;\r\n }\r\n /**\r\n * Toleranced equality test, using caller-supplied tolerance.\r\n * If no tolerance is given, use smallMetricDistance.\r\n */\r\n public static isDistanceWithinTol(distance: number, tol?: number): boolean {\r\n if (tol !== undefined)\r\n return Math.abs(distance) <= Math.abs(tol);\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n /** Toleranced equality test, using `smallMetricDistance` tolerance. */\r\n public static isSmallMetricDistance(distance: number): boolean {\r\n return Math.abs(distance) <= Geometry.smallMetricDistance;\r\n }\r\n\r\n /** Toleranced equality, using `smallMetricDistanceSquared` tolerance. */\r\n public static isSmallMetricDistanceSquared(distanceSquared: number): boolean {\r\n return Math.abs(distanceSquared) <= Geometry.smallMetricDistanceSquared;\r\n }\r\n /**\r\n * Return `axis modulo 3` with proper handling of negative indices\r\n * ..., -3:x, -2:y, -1:z, 0:x, 1:y, 2:z, 3:x, 4:y, 5:z, 6:x, 7:y, 8:z, ...\r\n * */\r\n public static cyclic3dAxis(axis: number): number {\r\n /* Direct test for the most common cases, avoid modulo */\r\n if (axis >= 0) {\r\n if (axis < 3)\r\n return axis;\r\n if (axis < 6)\r\n return axis - 3;\r\n return axis % 3;\r\n }\r\n const j = axis + 3;\r\n if (j >= 0)\r\n return j;\r\n return 2 - ((-axis - 1) % 3);\r\n }\r\n /** Return the AxisOrder for which axisIndex is the first named axis.\r\n * * `axisIndex === 0` returns `AxisOrder.XYZ`\r\n * * `axisIndex === 1` returns `AxisOrder.YZX`\r\n * * `axisIndex === 2` returns `AxisOrder.ZXY`\r\n */\r\n public static axisIndexToRightHandedAxisOrder(axisIndex: AxisIndex): AxisOrder {\r\n if (axisIndex === 0)\r\n return AxisOrder.XYZ;\r\n if (axisIndex === 1)\r\n return AxisOrder.YZX;\r\n if (axisIndex === 2)\r\n return AxisOrder.ZXY;\r\n return Geometry.axisIndexToRightHandedAxisOrder(Geometry.cyclic3dAxis(axisIndex));\r\n }\r\n /** Return the largest absolute distance from a to either of b0 or b1 */\r\n public static maxAbsDiff(a: number, b0: number, b1: number): number {\r\n return Math.max(Math.abs(a - b0), Math.abs(a - b1));\r\n }\r\n /** Return the largest absolute absolute value among x,y,z */\r\n public static maxAbsXYZ(x: number, y: number, z: number): number {\r\n return Geometry.maxXYZ(Math.abs(x), Math.abs(y), Math.abs(z));\r\n }\r\n /** Return the largest absolute absolute value among x,y */\r\n public static maxAbsXY(x: number, y: number): number {\r\n return Geometry.maxXY(Math.abs(x), Math.abs(y));\r\n }\r\n /** Return the largest signed value among a, b, c */\r\n public static maxXYZ(a: number, b: number, c: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n if (c > q) q = c;\r\n return q;\r\n }\r\n /** Examine the value (particularly sign) of x.\r\n * * If x is negative, return outNegative.\r\n * * If x is true zero, return outZero\r\n * * If x is positive, return outPositive\r\n */\r\n public static split3WaySign(x: number, outNegative: number, outZero: number, outPositive: number): number {\r\n if (x < 0)\r\n return outNegative;\r\n if (x > 0.0)\r\n return outPositive;\r\n return outZero;\r\n }\r\n /** Return the largest signed value among a, b */\r\n public static maxXY(a: number, b: number): number {\r\n let q = a;\r\n if (b > q) q = b;\r\n return q;\r\n }\r\n /** Return the smallest signed value among a, b */\r\n public static minXY(a: number, b: number): number {\r\n let q = a;\r\n if (b < q) q = b;\r\n return q;\r\n }\r\n /** Return the hypotenuse `sqrt(x*x + y*y)`. This is much faster than `Math.hypot(x,y)`. */\r\n public static hypotenuseXY(x: number, y: number): number {\r\n return Math.sqrt(x * x + y * y);\r\n }\r\n /** Return the squared `hypotenuse (x*x + y*y)`. */\r\n public static hypotenuseSquaredXY(x: number, y: number): number {\r\n return x * x + y * y;\r\n }\r\n /** Return the square of x */\r\n public static square(x: number): number {\r\n return x * x;\r\n }\r\n /** Return the hypotenuse `sqrt(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseXYZ(x: number, y: number, z: number): number {\r\n return Math.sqrt(x * x + y * y + z * z);\r\n }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZ(x: number, y: number, z: number): number {\r\n return x * x + y * y + z * z;\r\n }\r\n /** Return the (full 4d) hypotenuse `sqrt(x*x + y*y + z*z + w*w)`. This is much faster than `Math.hypot(x,y,z,w)`. */\r\n public static hypotenuseXYZW(x: number, y: number, z: number, w: number): number {\r\n return Math.sqrt(x * x + y * y + z * z + w * w);\r\n }\r\n /** Return the squared hypotenuse `(x*x + y*y + z*z+w*w)`. This is much faster than `Math.hypot(x,y,z)`. */\r\n public static hypotenuseSquaredXYZW(x: number, y: number, z: number, w: number): number {\r\n return x * x + y * y + z * z + w * w;\r\n }\r\n /**\r\n * Return the distance between xy points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n */\r\n public static distanceXYXY(x0: number, y0: number, x1: number, y1: number): number {\r\n return Geometry.hypotenuseXY(x1 - x0, y1 - y0);\r\n }\r\n /**\r\n * Return the distance between xyz points given as numbers.\r\n * @param x0 x coordinate of point 0\r\n * @param y0 y coordinate of point 0\r\n * @param z0 z coordinate of point 0\r\n * @param x1 x coordinate of point 1\r\n * @param y1 y coordinate of point 1\r\n * @param z1 z coordinate of point 1\r\n */\r\n public static distanceXYZXYZ(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): number {\r\n return Geometry.hypotenuseXYZ(x1 - x0, y1 - y0, z1 - z0);\r\n }\r\n /** Returns Returns the triple product of 3 vectors provided as x,y,z number sequences.\r\n *\r\n * * The triple product is the determinant of the 3x3 matrix with the 9 numbers (3 vectors placed in 3 rows).\r\n * * The triple product is positive if the 3 vectors form a right handed coordinate system.\r\n * * The triple product is negative if the 3 vectors form a left handed coordinate system.\r\n * * Treating the 9 numbers as 3 vectors U, V, W, any of these formulas gives the same result:\r\n * * U dot (V cross W)\r\n * * V dot (W cross U)\r\n * * W dot (U cross V)\r\n * * (-U dot (W cross V)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * (-V dot (U cross W)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * (-W dot (V cross U)) -- (note the negative -- reversing cross product order changes the sign)\r\n * * the triple product is 6 times the (signed) volume of the tetrahedron with the three vectors as edges from a common vertex.\r\n */\r\n public static tripleProduct(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number,\r\n wx: number, wy: number, wz: number): number {\r\n return ux * (vy * wz - vz * wy)\r\n + uy * (vz * wx - vx * wz)\r\n + uz * (vx * wy - vy * wx);\r\n }\r\n /** Returns the determinant of the 4x4 matrix unrolled as the 16 parameters.\r\n */\r\n public static determinant4x4(\r\n xx: number, xy: number, xz: number, xw: number,\r\n yx: number, yy: number, yz: number, yw: number,\r\n zx: number, zy: number, zz: number, zw: number,\r\n wx: number, wy: number, wz: number, ww: number): number {\r\n return xx * this.tripleProduct(yy, yz, yw, zy, zz, zw, wy, wz, ww)\r\n - yx * this.tripleProduct(xy, xz, xw, zy, zz, zw, wy, wz, ww)\r\n + zx * this.tripleProduct(xy, xz, xw, yy, yz, yw, wy, wz, ww)\r\n - wx * this.tripleProduct(xy, xz, xw, yy, yz, yw, zy, zz, zw);\r\n }\r\n /** Return the mean curvature for two radii, with 0 radius implying 0 curvature */\r\n public static meanCurvatureOfRadii(r0: number, r1: number): number {\r\n return 0.5 * (this.safeDivideFraction(1, r0, 0) + this.safeDivideFraction(1, r1, 0));\r\n }\r\n /**\r\n * Returns curvature magnitude from a first and second derivative vector.\r\n * @param ux first derivative x component\r\n * @param uy first derivative y component\r\n * @param uz first derivative z component\r\n * @param vx second derivative x component\r\n * @param vy second derivative y component\r\n * @param vz second derivative z component\r\n */\r\n public static curvatureMagnitude(\r\n ux: number, uy: number, uz: number,\r\n vx: number, vy: number, vz: number): number {\r\n let q = uy * vz - uz * vy;\r\n let sum = q * q;\r\n q = uz * vx - ux * vz;\r\n sum += q * q;\r\n q = ux * vy - uy * vx;\r\n sum += q * q;\r\n const a = Math.sqrt(ux * ux + uy * uy + uz * uz);\r\n const b = Math.sqrt(sum);\r\n // (sum and a are both nonnegative)\r\n const aaa = a * a * a;\r\n // radius of curvature = aaa / b;\r\n // curvature = b/aaa\r\n const tol = Geometry.smallAngleRadians;\r\n if (aaa > tol * b)\r\n return b / aaa;\r\n return 0; // hm.. maybe should be infinite?\r\n }\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductXYW(\r\n columnA: XAndY, weightA: number,\r\n columnB: XAndY, weightB: number,\r\n columnC: XAndY, weightC: number): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n weightA, weightB, weightC);\r\n }\r\n /** Returns the determinant of 3x3 matrix with x and y rows taken from 3 points, third row from corresponding numbers.\r\n *\r\n */\r\n public static tripleProductPoint4dXYW(\r\n columnA: Point4d,\r\n columnB: Point4d,\r\n columnC: Point4d): number {\r\n return Geometry.tripleProduct(\r\n columnA.x, columnB.x, columnC.x,\r\n columnA.y, columnB.y, columnC.y,\r\n columnA.w, columnB.w, columnC.w);\r\n }\r\n /** 2D cross product of vectors layed out as scalars. */\r\n public static crossProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vy - uy * vx;\r\n }\r\n /** 3D cross product of vectors layed out as scalars. */\r\n public static crossProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Vector3d): Vector3d {\r\n return Vector3d.create(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx, result);\r\n }\r\n /** magnitude of 3D cross product of vectors, with the vectors presented as */\r\n public static crossProductMagnitude(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return Geometry.hypotenuseXYZ(\r\n uy * vz - uz * vy,\r\n uz * vx - ux * vz,\r\n ux * vy - uy * vx);\r\n }\r\n /** 3D dot product of vectors layed out as scalars. */\r\n public static dotProductXYZXYZ(ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): number {\r\n return ux * vx + uy * vy + uz * vz;\r\n }\r\n /** 2D dot product of vectors layed out as scalars. */\r\n public static dotProductXYXY(ux: number, uy: number, vx: number, vy: number): number {\r\n return ux * vx + uy * vy;\r\n }\r\n /**\r\n * Clamp to (min(a,b), max(a,b))\r\n * * always returns a number between a and b\r\n * @param x\r\n * @param a\r\n * @param b\r\n */\r\n public static clampToStartEnd(x: number, a: number, b: number): number {\r\n if (a > b)\r\n return Geometry.clampToStartEnd(x, b, a);\r\n if (x < a)\r\n return a;\r\n if (b < x)\r\n return b;\r\n return x;\r\n }\r\n /**\r\n * Clamp value to (min,max) with no test for order of (min,max)\r\n * @param value value to clamp\r\n * @param min smallest allowed output\r\n * @param max largest allowed result.\r\n */\r\n public static clamp(value: number, min: number, max: number): number { return Math.max(min, Math.min(max, value)); }\r\n /** If given a number, return it. If given undefined, return `defaultValue`. */\r\n public static resolveNumber(value: number | undefined, defaultValue: number = 0): number {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given a value, return it. If given undefined, return `defaultValue`. */\r\n public static resolveValue<T>(value: T | undefined, defaultValue: T): T {\r\n return value !== undefined ? value : defaultValue;\r\n }\r\n /** If given value matches a target, return undefined. Otherwise return the value. */\r\n public static resolveToUndefined<T>(value: T | undefined, targetValue: T): T | undefined {\r\n return value === targetValue ? undefined : value;\r\n }\r\n /** Simple interpolation between values, but choosing (based on fraction) a or b as starting point for maximum accuracy. */\r\n public static interpolate(a: number, f: number, b: number): number {\r\n return f <= 0.5 ? a + f * (b - a) : b - (1.0 - f) * (b - a);\r\n }\r\n /**\r\n * Given an axisOrder (e.g. XYZ, YZX, etc) and an index, returns the axis index at the given index.\r\n * * For example, if axisOrder = XYZ, then for index 0 returns X (or axis index 0), for index 1 returns\r\n * Y (or axis index 1), and for index 2 returns Z (or axis index 2). For indexes greater than 2 or smaller\r\n * than 0, it returns cyclic axis index. See Geometry.cyclic3dAxis for more info.\r\n * * Another example: if axisOrder = ZYX, then for index 0 returns Z (or axis index 2), for index 1 returns\r\n * Y (or axis index 1), and for index 2 returns X (or axis index 0).\r\n * */\r\n public static axisOrderToAxis(order: AxisOrder, index: number): number {\r\n const axis = order <= AxisOrder.ZXY ? order + index : (order - AxisOrder.XZY) - index;\r\n return Geometry.cyclic3dAxis(axis);\r\n }\r\n /** Return (a modulo period), e.g. for use as a cyclic index. Both a and period may be negative. */\r\n public static modulo(a: number, period: number): number {\r\n if (period <= 0) {\r\n if (period === 0)\r\n return a;\r\n return -Geometry.modulo(-a, -period);\r\n }\r\n\r\n if (a >= 0) {\r\n if (a < period)\r\n return a;\r\n if (a < 2 * period)\r\n return a - period;\r\n } else {\r\n a += period; // hopefully move into primary period without division and floor\r\n if (a > 0)\r\n return a;\r\n }\r\n const m = Math.floor(a / period);\r\n return a - m * period;\r\n }\r\n /** return 0 if the value is undefined, 1 if defined. */\r\n public static defined01(value: any): number { return value === undefined ? 0 : 1; }\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largeFractionResult, return undefined.\r\n */\r\n public static conditionalDivideFraction(numerator: number, denominator: number): number | undefined {\r\n if (Math.abs(denominator) * Geometry.largeFractionResult > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n /** normally, return numerator/denominator.\r\n * but if the ratio would exceed Geometry.largestResult, return undefined.\r\n */\r\n public static conditionalDivideCoordinate(numerator: number, denominator: number, largestResult: number = Geometry.largeCoordinateResult): number | undefined {\r\n if (Math.abs(denominator * largestResult) > Math.abs(numerator))\r\n return numerator / denominator;\r\n return undefined;\r\n }\r\n /** return the 0, 1, or 2 pairs of (c,s) values that solve\r\n * {constCoff + cosCoff * c + sinCoff * s = 0}\r\n * with the constraint {c*c+s*s = 1}\r\n */\r\n public static solveTrigForm(constCoff: number, cosCoff: number, sinCoff: number): Vector2d[] | undefined {\r\n {\r\n const delta2 = cosCoff * cosCoff + sinCoff * sinCoff;\r\n const constCoff2 = constCoff * constCoff;\r\n // nSolution = 0\r\n let result;\r\n if (delta2 > 0.0) {\r\n const lambda = - constCoff / delta2;\r\n const a2 = constCoff2 / delta2;\r\n const D2 = 1.0 - a2;\r\n if (-Geometry.smallMetricDistanceSquared < D2 && D2 <= 0.0) { // observed D2 = -2.22e-16 in rotated system\r\n // nSolution = 1\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n result = [Vector2d.create(c0, s0)];\r\n } else if (D2 > 0.0) {\r\n const mu = Math.sqrt(D2 / delta2);\r\n /* c0,s0 = closest approach of line to origin */\r\n const c0 = lambda * cosCoff;\r\n const s0 = lambda * sinCoff;\r\n // nSolution = 2\r\n result = [Vector2d.create(c0 - mu * sinCoff, s0 + mu * cosCoff), Vector2d.create(c0 + mu * sinCoff, s0 - mu * cosCoff)];\r\n }\r\n }\r\n return result;\r\n }\r\n }\r\n /** normally, return the number result of conditionalDivideFraction.\r\n * but if conditionalDivideFraction fails return specified default number.\r\n */\r\n public static safeDivideFraction(numerator: number, denominator: number, defaultResult: number): number {\r\n const a = Geometry.conditionalDivideFraction(numerator, denominator);\r\n if (a !== undefined)\r\n return a;\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x0 and x1 are f0 and f1, return the x value at which f(x)=fTarget; */\r\n public static inverseInterpolate(x0: number, f0: number, x1: number, f1: number, targetF: number = 0,\r\n defaultResult?: number): number | undefined {\r\n const g = Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n if (g)\r\n return Geometry.interpolate(x0, g, x1);\r\n return defaultResult;\r\n }\r\n /** For a line f(x) whose function values at x=0 and x=1 are f0 and f1, return the x value at which f(x)=fTarget; */\r\n public static inverseInterpolate01(f0: number, f1: number, targetF: number = 0): number | undefined {\r\n return Geometry.conditionalDivideFraction(targetF - f0, f1 - f0);\r\n }\r\n /** Return true if json is an array with at least minEntries, and all entries are numbers (including those beyond minEntries) */\r\n public static isNumberArray(json: any, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= minEntries) {\r\n let entry;\r\n for (entry of json) {\r\n // if (!(entry as number) && entry !== 0.0)\r\n if (!Number.isFinite(entry))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Return true if json is an array of at least numNumberArrays, with at least minEntries in each number array.\r\n */\r\n public static isArrayOfNumberArray(json: any, numNumberArray: number, minEntries: number = 0): boolean {\r\n if (Array.isArray(json) && json.length >= numNumberArray) {\r\n let entry;\r\n for (entry of json)\r\n if (!Geometry.isNumberArray(entry, minEntries)) return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** return the number of steps to take so that numSteps * stepSize >= total.\r\n * minCount is returned for both (a) setSize 0 or less and (b) stepSize > total.\r\n * A small tolerance is applied for almost\r\n */\r\n public static stepCount(stepSize: number, total: number, minCount = 1, maxCount = 101): number {\r\n if (stepSize <= 0)\r\n return minCount;\r\n total = Math.abs(total);\r\n if (stepSize >= total)\r\n return minCount;\r\n const stepCount = Math.floor((total + 0.999999 * stepSize) / stepSize);\r\n if (stepCount < minCount)\r\n return minCount;\r\n if (stepCount > maxCount)\r\n return maxCount;\r\n return stepCount;\r\n }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01(x: number, apply01: boolean = true): boolean { return apply01 ? x >= 0.0 && x <= 1.0 : true; }\r\n /** Test if x is in simple 0..1 interval. But optionally skip the test. (this odd behavior is very convenient for code that sometimes does not do the filtering.)\r\n * @param x value to test.\r\n * @param apply01 if false, accept all x.\r\n */\r\n public static isIn01WithTolerance(x: number, tolerance: number): boolean { return x + tolerance >= 0.0 && x - tolerance <= 1.0; }\r\n /**\r\n * restrict x so it is in the interval `[a,b]`, allowing a,b to be in either order.\r\n * @param x\r\n * @param a (usually the lower) interval limit\r\n * @param b (usually the upper) interval limit\r\n */\r\n public static restrictToInterval(x: number, a: number, b: number): number {\r\n if (a <= b) {\r\n if (x < a) return a;\r\n if (x > b) return b;\r\n return x;\r\n }\r\n // reversed interval ....\r\n if (x < b) return b;\r\n if (x > a) return a;\r\n return x;\r\n }\r\n /**\r\n * Case-insensitive string comparison.\r\n * * Return true if the toUpperCase values match.\r\n */\r\n public static equalStringNoCase(string1: string, string2: string): boolean {\r\n return string1.toUpperCase() === string2.toUpperCase();\r\n }\r\n /** test for EXACT match of number arrays. */\r\n public static exactEqualNumberArrays(a: number[] | undefined, b: number[] | undefined): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++)\r\n if (a[i] !== b[i])\r\n return false;\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** test for match of XYZ arrays. */\r\n public static almostEqualArrays<T>(a: T[] | undefined, b: T[] | undefined,\r\n testFunction: (p: T, q: T) => boolean): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++) {\r\n if (!testFunction(a[i], b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** test for match of typed arrays (e.g. Float64Array). */\r\n public static almostEqualNumberArrays(a: number[] | Float64Array | undefined, b: number[] | Float64Array | undefined,\r\n testFunction: (p: number, q: number) => boolean): boolean {\r\n if (Array.isArray(a) && a.length === 0)\r\n a = undefined;\r\n if (Array.isArray(b) && b.length === 0)\r\n b = undefined;\r\n if (a === undefined && b === undefined)\r\n return true;\r\n if (Array.isArray(a) && Array.isArray(b)) {\r\n if (a.length !== b.length)\r\n return false;\r\n for (let i = 0; i < a.length; i++) {\r\n if (!testFunction(a[i], b[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n /**\r\n * Return\r\n * * true if both values are defined and equal (with ===).\r\n * * false if both defined by not equal\r\n * * return (option arg) resultIfBothUndefined when both are undefined.\r\n * * return false if one is defined and the other undefined\r\n * @param a first value\r\n * @param b second value\r\n * @param resultIfBothUndefined return value when both are undefined.\r\n * @returns\r\n */\r\n public static areEqualAllowUndefined<T>(a: T | undefined, b: T | undefined, resultIfBothUndefined: boolean = true): boolean {\r\n if (a === undefined && b === undefined)\r\n return resultIfBothUndefined;\r\n if (a !== undefined && b !== undefined)\r\n return a === b;\r\n return false;\r\n }\r\n /** clone an array whose members have a clone method.\r\n * * undefined return from clone is forced into the output array.\r\n */\r\n public static cloneMembers<T extends Cloneable<T>>(a: T[] | undefined): T[] | undefined {\r\n if (a === undefined)\r\n return undefined;\r\n const b: T[] = [];\r\n for (const p of a) {\r\n b.push(p.clone()!);\r\n }\r\n return b;\r\n }\r\n}\r\n/**\r\n * interface for method with a clone operation\r\n * @public\r\n */\r\nexport interface Cloneable<T> {\r\n /** required method to return a deep clone. */\r\n clone(): T | undefined;\r\n}\r\n/** Options used for methods like [[Vector2d.isPerpendicularTo]] and [[Vector3d.isParallelTo]].\r\n * @public\r\n */\r\nexport interface PerpParallelOptions {\r\n /** Squared radian tolerance for comparing the angle between two vectors.\r\n * Default: [[Geometry.smallAngleRadiansSquared]].\r\n */\r\n radianSquaredTol?: number;\r\n /** Squared distance tolerance for detecting a zero-length vector.\r\n * Default: [[Geometry.smallMetricDistanceSquared]].\r\n */\r\n distanceSquaredTol?: number;\r\n}\r\n"]}