@itwin/core-geometry 4.0.0-dev.24 → 4.0.0-dev.30
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -2
- package/lib/cjs/bspline/BSplineCurveOps.js +4 -5
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.js +7 -10
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/cjs/clipping/ClipPrimitive.js +2 -2
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
- package/lib/cjs/clipping/ClipUtils.js +4 -4
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js +2 -2
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.js +1 -1
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/Loop.d.ts +2 -2
- package/lib/cjs/curve/Loop.d.ts.map +1 -1
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +2 -1
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js +3 -2
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +2 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js +3 -2
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/StrokeOptions.js +1 -2
- package/lib/cjs/curve/StrokeOptions.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.js +1 -2
- package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +1 -2
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableFloat64Array.js +2 -2
- package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dVector2d.js +4 -6
- package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +37 -39
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +41 -45
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js +1 -1
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/cjs/polyface/AuxData.js +1 -1
- package/lib/cjs/polyface/AuxData.js.map +1 -1
- package/lib/cjs/polyface/FacetLocationDetail.js +5 -7
- package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js +6 -7
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +11 -11
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/serialization/BGFBReader.js +4 -4
- package/lib/cjs/serialization/BGFBReader.js.map +1 -1
- package/lib/cjs/serialization/IModelJsonSchema.js +1 -2
- package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/cjs/solid/SweepContour.js +1 -1
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/cjs/topology/Triangulation.js +1 -1
- package/lib/cjs/topology/Triangulation.js.map +1 -1
- package/lib/esm/bspline/BSplineCurveOps.js +4 -5
- package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/esm/bspline/InterpolationCurve3d.js +7 -10
- package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/esm/clipping/ClipPrimitive.js +2 -2
- package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
- package/lib/esm/clipping/ClipUtils.js +4 -4
- package/lib/esm/clipping/ClipUtils.js.map +1 -1
- package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js +2 -2
- package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/esm/curve/CurveCollection.js +1 -1
- package/lib/esm/curve/CurveCollection.js.map +1 -1
- package/lib/esm/curve/Loop.d.ts +2 -2
- package/lib/esm/curve/Loop.d.ts.map +1 -1
- package/lib/esm/curve/Loop.js.map +1 -1
- package/lib/esm/curve/RegionOps.d.ts +2 -1
- package/lib/esm/curve/RegionOps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOps.js +3 -2
- package/lib/esm/curve/RegionOps.js.map +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts +2 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.js +3 -2
- package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/esm/curve/StrokeOptions.js +1 -2
- package/lib/esm/curve/StrokeOptions.js.map +1 -1
- package/lib/esm/curve/spiral/DirectSpiral3d.js +1 -2
- package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/esm/curve/spiral/IntegratedSpiral3d.js +1 -2
- package/lib/esm/curve/spiral/IntegratedSpiral3d.js.map +1 -1
- package/lib/esm/geometry3d/GrowableFloat64Array.js +2 -2
- package/lib/esm/geometry3d/GrowableFloat64Array.js.map +1 -1
- package/lib/esm/geometry3d/GrowableXYArray.js +1 -1
- package/lib/esm/geometry3d/GrowableXYArray.js.map +1 -1
- package/lib/esm/geometry3d/GrowableXYZArray.js +1 -1
- package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/esm/geometry3d/IndexedXYZCollection.js +1 -1
- package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/esm/geometry3d/Point2dVector2d.js +4 -6
- package/lib/esm/geometry3d/Point2dVector2d.js.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts +37 -39
- package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.js +41 -45
- package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.js +1 -1
- package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
- package/lib/esm/geometry3d/Ray3d.js +1 -1
- package/lib/esm/geometry3d/Ray3d.js.map +1 -1
- package/lib/esm/polyface/AuxData.js +1 -1
- package/lib/esm/polyface/AuxData.js.map +1 -1
- package/lib/esm/polyface/FacetLocationDetail.js +5 -7
- package/lib/esm/polyface/FacetLocationDetail.js.map +1 -1
- package/lib/esm/polyface/PolyfaceClip.js +6 -7
- package/lib/esm/polyface/PolyfaceClip.js.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.js +11 -11
- package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/esm/serialization/BGFBReader.js +4 -4
- package/lib/esm/serialization/BGFBReader.js.map +1 -1
- package/lib/esm/serialization/IModelJsonSchema.js +1 -2
- package/lib/esm/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/esm/solid/SweepContour.js +1 -1
- package/lib/esm/solid/SweepContour.js.map +1 -1
- package/lib/esm/topology/Triangulation.js +1 -1
- package/lib/esm/topology/Triangulation.js.map +1 -1
- package/package.json +4 -4
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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// cspell:word JSONXY\r\n// cspell:word CWXY\r\n\r\nimport { BeJSONFunctions, Geometry, PerpParallelOptions } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { XAndY, XYProps } from \"./XYZProps\";\r\n\r\n/** Minimal object containing x,y and operations that are meaningful without change in both point and vector.\r\n * * `XY` is not instantiable.\r\n * * The derived (instantiable) classes are\r\n * * `Point2d`\r\n * * `Vector2d`\r\n * @public\r\n */\r\nexport class XY implements XAndY {\r\n /** x component */\r\n public x: number;\r\n /** y component */\r\n public y: number;\r\n /** Set both x and y. */\r\n public set(x: number = 0, y: number = 0) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n /** Set both x and y to zero */\r\n public setZero() {\r\n this.x = 0;\r\n this.y = 0;\r\n }\r\n protected constructor(x: number = 0, y: number = 0) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n /** Set both x and y from other. */\r\n public setFrom(other?: XAndY) {\r\n if (other) {\r\n this.x = other.x;\r\n this.y = other.y;\r\n } else {\r\n this.x = 0;\r\n this.y = 0;\r\n }\r\n }\r\n /** Freeze this instance so it is read-only */\r\n public freeze(): Readonly<this> {\r\n return Object.freeze(this);\r\n }\r\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\r\n public isAlmostEqual(other: XAndY, tol?: number): boolean {\r\n return Geometry.isSameCoordinate(this.x, other.x, tol) && Geometry.isSameCoordinate(this.y, other.y, tol);\r\n }\r\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\r\n public isAlmostEqualXY(x: number, y: number, tol?: number): boolean {\r\n return Geometry.isSameCoordinate(this.x, x, tol) && Geometry.isSameCoordinate(this.y, y, tol);\r\n }\r\n /** return a json array `[x,y]` */\r\n public toJSON(): XYProps {\r\n return [this.x, this.y];\r\n }\r\n /** return a json object `{x: 1, y:2}` */\r\n public toJSONXY(): XYProps {\r\n return { x: this.x, y: this.y };\r\n }\r\n /**\r\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\r\n * * If no JSON input is provided, 0 would be used as default values for x and y.\r\n * @param json the JSON input\r\n * */\r\n public setFromJSON(json?: XYProps): void {\r\n if (Array.isArray(json)) {\r\n this.set(json[0] || 0, json[1] || 0);\r\n return;\r\n }\r\n if (json) {\r\n this.set(json.x || 0, json.y || 0);\r\n return;\r\n }\r\n this.set(0, 0);\r\n }\r\n /** Return the distance from this point to other */\r\n public distance(other: XAndY): number {\r\n const xDist = other.x - this.x;\r\n const yDist = other.y - this.y;\r\n return Math.sqrt(xDist * xDist + yDist * yDist);\r\n }\r\n /** Return squared distance from this point to other */\r\n public distanceSquared(other: XAndY): number {\r\n const xDist = other.x - this.x;\r\n const yDist = other.y - this.y;\r\n return xDist * xDist + yDist * yDist;\r\n }\r\n /** Return the largest absolute distance between corresponding components */\r\n public maxDiff(other: XAndY): number {\r\n return Math.max(Math.abs(this.x - other.x), Math.abs(this.y - other.y));\r\n }\r\n /**\r\n * Return the x,y component corresponding to 0,1.\r\n */\r\n public at(index: number): number {\r\n if (index < 0.5)\r\n return this.x;\r\n return this.y;\r\n }\r\n /**\r\n * Set value at index 0 or 1.\r\n */\r\n public setAt(index: number, value: number): void {\r\n if (index < 0.5)\r\n this.x = value;\r\n else\r\n this.y = value;\r\n }\r\n /** Return the index (0,1) of the x,y component with largest absolute value */\r\n public indexOfMaxAbs(): number {\r\n let index = 0;\r\n const a = Math.abs(this.x);\r\n const b = Math.abs(this.y);\r\n if (b > a) {\r\n index = 1;\r\n }\r\n return index;\r\n }\r\n /** returns true if the x,y components are both small by metric metric tolerance */\r\n public get isAlmostZero(): boolean {\r\n return Geometry.isSmallMetricDistance(this.x) && Geometry.isSmallMetricDistance(this.y);\r\n }\r\n /** Return the largest absolute value of any component */\r\n public maxAbs(): number {\r\n return Math.max(Math.abs(this.x), Math.abs(this.y));\r\n }\r\n /** Return the magnitude of the vector */\r\n public magnitude(): number {\r\n return Math.sqrt(this.x * this.x + this.y * this.y);\r\n }\r\n /** Return the squared magnitude of the vector. */\r\n public magnitudeSquared(): number {\r\n return this.x * this.x + this.y * this.y;\r\n }\r\n /** returns true if the x,y components are exactly equal. */\r\n public isExactEqual(other: XAndY): boolean {\r\n return this.x === other.x && this.y === other.y;\r\n }\r\n /** returns true if x,y match `other` within metric tolerance */\r\n public isAlmostEqualMetric(other: XAndY, distanceTol: number = Geometry.smallMetricDistance): boolean {\r\n return this.maxDiff(other) <= distanceTol;\r\n }\r\n /** Return a (full length) vector from this point to other */\r\n public vectorTo(other: XAndY, result?: Vector2d): Vector2d {\r\n return Vector2d.create(\r\n other.x - this.x,\r\n other.y - this.y,\r\n result);\r\n }\r\n /** Return a unit vector from this point to other */\r\n public unitVectorTo(other: XAndY, result?: Vector2d): Vector2d | undefined {\r\n return this.vectorTo(other, result).normalize(result);\r\n }\r\n /** cross product of vectors from origin to targets */\r\n public static crossProductToPoints(origin: XAndY, targetA: XAndY, targetB: XAndY): number {\r\n return Geometry.crossProductXYXY(\r\n targetA.x - origin.x, targetA.y - origin.y, targetB.x - origin.x, targetB.y - origin.y);\r\n }\r\n}\r\n\r\n/** 2D point with `x`,`y` as properties\r\n * @public\r\n */\r\nexport class Point2d extends XY implements BeJSONFunctions {\r\n /** Constructor for Point2d */\r\n constructor(x: number = 0, y: number = 0) {\r\n super(x, y);\r\n }\r\n /** return a new Point2d with x,y coordinates from this. */\r\n public clone(result?: Point2d): Point2d {\r\n return Point2d.create(this.x, this.y, result);\r\n }\r\n /**\r\n * Return a point (newly created unless result provided) with given x,y coordinates\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param result optional result\r\n */\r\n public static create(x: number = 0, y: number = 0, result?: Point2d): Point2d {\r\n if (result) {\r\n result.x = x;\r\n result.y = y;\r\n return result;\r\n }\r\n return new Point2d(x, y);\r\n }\r\n /**\r\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\r\n * * If no JSON input is provided, 0 would be used as default values for x and y.\r\n * @param json the JSON input\r\n * */\r\n public static fromJSON(json?: XYProps): Point2d {\r\n const val = new Point2d();\r\n val.setFromJSON(json);\r\n return val;\r\n }\r\n /** Create (or optionally reuse) a Point2d from another object with fields x and y */\r\n public static createFrom(xy: XAndY | undefined, result?: Point2d): Point2d {\r\n if (xy)\r\n return Point2d.create(xy.x, xy.y, result);\r\n return Point2d.create(0, 0, result);\r\n }\r\n /** Create a Point2d with both coordinates zero. */\r\n public static createZero(result?: Point2d): Point2d {\r\n return Point2d.create(0, 0, result);\r\n }\r\n /** Starting at this point, move along vector by tangentFraction of the vector length, and then\r\n * to the left by leftFraction of the perpendicular vector length.\r\n * @param tangentFraction distance to move along the vector, as a fraction of vector\r\n * @param leftFraction distance to move perpendicular to the vector, as a fraction of the rotated vector\r\n * @param vector the other vector\r\n */\r\n public addForwardLeft(tangentFraction: number, leftFraction: number, vector: Vector2d): Point2d {\r\n const dx = vector.x;\r\n const dy = vector.y;\r\n return Point2d.create(\r\n this.x + tangentFraction * dx - leftFraction * dy,\r\n this.y + tangentFraction * dy + leftFraction * dx\r\n );\r\n }\r\n /** Interpolate at tangentFraction between this instance and point, and then Move by leftFraction\r\n * along the xy perpendicular of the vector between the points.\r\n */\r\n public forwardLeftInterpolate(tangentFraction: number, leftFraction: number, point: XAndY): Point2d {\r\n const dx = point.x - this.x;\r\n const dy = point.y - this.y;\r\n return Point2d.create(\r\n this.x + tangentFraction * dx - leftFraction * dy,\r\n this.y + tangentFraction * dy + leftFraction * dx\r\n );\r\n }\r\n /** Return a point interpolated between this point and the right param. */\r\n public interpolate(fraction: number, other: XAndY, result?: Point2d): Point2d {\r\n if (fraction <= 0.5)\r\n return Point2d.create(\r\n this.x + fraction * (other.x - this.x),\r\n this.y + fraction * (other.y - this.y),\r\n result\r\n );\r\n const t: number = fraction - 1.0;\r\n return Point2d.create(\r\n other.x + t * (other.x - this.x),\r\n other.y + t * (other.y - this.y),\r\n result\r\n );\r\n }\r\n /** Return a point with independent x,y fractional interpolation. */\r\n public interpolateXY(fractionX: number, fractionY: number, other: XAndY, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n Geometry.interpolate(this.x, fractionX, other.x),\r\n Geometry.interpolate(this.y, fractionY, other.y),\r\n result\r\n );\r\n }\r\n /** Return this point minus vector */\r\n public minus(vector: XAndY, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x - vector.x,\r\n this.y - vector.y,\r\n result\r\n );\r\n }\r\n /** Return point plus vector */\r\n public plus(vector: XAndY, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vector.x,\r\n this.y + vector.y,\r\n result\r\n );\r\n }\r\n /** Return point plus vector */\r\n public plusXY(dx: number = 0, dy: number = 0, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + dx,\r\n this.y + dy, result\r\n );\r\n }\r\n /** Return point + vector * scalar */\r\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vector.x * scaleFactor,\r\n this.y + vector.y * scaleFactor,\r\n result\r\n );\r\n }\r\n /** Return point + vectorA * scalarA + vectorB * scalarB */\r\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vectorA.x * scalarA + vectorB.x * scalarB,\r\n this.y + vectorA.y * scalarA + vectorB.y * scalarB,\r\n result\r\n );\r\n }\r\n /** Return point + vectorA * scalarA + vectorB * scalarB + vectorC * scalarC */\r\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number,\r\n vectorC: XAndY, scalarC: number, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC,\r\n this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC,\r\n result\r\n );\r\n }\r\n /**\r\n * Return the dot product of vector from this to targetA and vector from this to targetB\r\n * @param targetA target of first vector\r\n * @param targetB target of second vector\r\n */\r\n public dotVectorsToTargets(targetA: XAndY, targetB: XAndY): number {\r\n return (targetA.x - this.x) * (targetB.x - this.x) + (targetA.y - this.y) * (targetB.y - this.y);\r\n }\r\n /**\r\n * Returns the (scalar) cross product of vector from this to targetA and vector from this to targetB\r\n * @param target1 target of first vector\r\n * @param target2 target of second vector\r\n */\r\n public crossProductToPoints(target1: XAndY, target2: XAndY): number {\r\n const x1 = target1.x - this.x;\r\n const y1 = target1.y - this.y;\r\n const x2 = target2.x - this.x;\r\n const y2 = target2.y - this.y;\r\n return x1 * y2 - y1 * x2;\r\n }\r\n /** Return the fractional coordinate of the projection of this instance x,y onto the\r\n * line from startPoint to endPoint.\r\n * @param startPoint start point of line\r\n * @param endPoint end point of line\r\n * @param defaultFraction fraction to return if startPoint and endPoint are equal.\r\n */\r\n public fractionOfProjectionToLine(startPoint: Point2d, endPoint: Point2d, defaultFraction: number = 0): number {\r\n const denominator = startPoint.distanceSquared(endPoint);\r\n if (denominator < Geometry.smallMetricDistanceSquared)\r\n return defaultFraction;\r\n const numerator = startPoint.dotVectorsToTargets(endPoint, this);\r\n return numerator / denominator;\r\n }\r\n}\r\n\r\n/** 2D vector with `x`,`y` as properties\r\n * @public\r\n */\r\nexport class Vector2d extends XY implements BeJSONFunctions {\r\n constructor(x: number = 0, y: number = 0) {\r\n super(x, y);\r\n }\r\n /** Return a new Vector2d with the same x,y */\r\n public clone(result?: Vector2d): Vector2d {\r\n return Vector2d.create(this.x, this.y, result);\r\n }\r\n /** Return a new Vector2d with given x and y */\r\n public static create(x: number = 0, y: number = 0, result?: Vector2d): Vector2d {\r\n if (result) {\r\n result.x = x;\r\n result.y = y;\r\n return result;\r\n }\r\n return new Vector2d(x, y);\r\n }\r\n /**\r\n * Return a (new) Vector2d with components scale,0\r\n * If scale is not given default value 1 is used.\r\n */\r\n public static unitX(scale: number = 1): Vector2d {\r\n return new Vector2d(scale, 0);\r\n }\r\n /**\r\n * Return a (new) Vector2d with components 0,scale\r\n * If scale is not given default value 1 is used.\r\n */\r\n public static unitY(scale: number = 1): Vector2d {\r\n return new Vector2d(0, scale);\r\n }\r\n /** Return a Vector2d with components 0,0 */\r\n public static createZero(result?: Vector2d): Vector2d {\r\n return Vector2d.create(0, 0, result);\r\n }\r\n /** copy contents from another Point3d, Point2d, Vector2d, or Vector3d, or leading entries of Float64Array */\r\n public static createFrom(data: XAndY | Float64Array, result?: Vector2d): Vector2d {\r\n if (data instanceof Float64Array) {\r\n if (data.length >= 2)\r\n return Vector2d.create(data[0], data[1]);\r\n if (data.length >= 1)\r\n return Vector2d.create(data[0], 0);\r\n return Vector2d.create(0, 0);\r\n }\r\n return Vector2d.create(data.x, data.y, result);\r\n }\r\n /**\r\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\r\n * * If no JSON input is provided, 0 would be used as default values for x and y.\r\n * @param json the JSON input\r\n * */\r\n public static fromJSON(json?: XYProps): Vector2d {\r\n const val = new Vector2d();\r\n val.setFromJSON(json);\r\n return val;\r\n }\r\n /** Return a new Vector2d from polar coordinates for radius and Angle from x axis */\r\n public static createPolar(r: number, theta: Angle): Vector2d {\r\n return Vector2d.create(r * theta.cos(), r * theta.sin());\r\n }\r\n /** Return a new Vector2d extending from point0 to point1 */\r\n public static createStartEnd(point0: XAndY, point1: XAndY, result?: Vector2d): Vector2d {\r\n return Vector2d.create(point1.x - point0.x, point1.y - point0.y, result);\r\n }\r\n /**\r\n * Return a vector that bisects the angle between two normals and extends to the intersection of two offset lines\r\n * * returns `undefined` if `unitPerpA = -unitPerpB` (i.e., are opposite)\r\n * * math details can be found at docs/learning/geometry/PointVector.md\r\n * @param unitPerpA unit perpendicular to incoming direction\r\n * @param unitPerpB unit perpendicular to outgoing direction\r\n * @param offset offset distance\r\n */\r\n public static createOffsetBisector(unitPerpA: Vector2d, unitPerpB: Vector2d, offset: number): Vector2d | undefined {\r\n let bisector: Vector2d | undefined = unitPerpA.plus(unitPerpB);\r\n bisector = bisector.normalize();\r\n if (bisector) {\r\n const c = bisector.dotProduct(unitPerpA);\r\n bisector.scale(offset, bisector);\r\n return bisector.safeDivideOrNull(c);\r\n }\r\n return undefined;\r\n }\r\n /** Return a (new or optionally reused) vector which is `this` divided by `denominator`\r\n * * return undefined if denominator is zero.\r\n */\r\n public safeDivideOrNull(denominator: number, result?: Vector2d): Vector2d | undefined {\r\n if (denominator !== 0.0) {\r\n return this.scale(1.0 / denominator, result);\r\n }\r\n return undefined;\r\n }\r\n /** Return a unit vector in direction of this instance (undefined if this instance has near zero length) */\r\n public normalize(result?: Vector2d): Vector2d | undefined {\r\n const mag = Geometry.correctSmallMetricDistance(this.magnitude());\r\n result = result ? result : new Vector2d();\r\n return this.safeDivideOrNull(mag, result);\r\n }\r\n /**\r\n * Return fractional projection of target vector onto this\r\n * * It's returning the signed projection magnitude divided by the target magnitude. In other words,\r\n * it's returning the length of the projection as a fraction of the target magnitude.\r\n * @param target the target vector\r\n * @param defaultFraction the returned value in case magnitude square of target vector is very small\r\n * */\r\n public fractionOfProjectionToVector(target: Vector2d, defaultFraction?: number): number {\r\n /*\r\n * projection length is (this.target)/||target||\r\n * but here we return (this.target)/||target||^2\r\n */\r\n const denominator = target.magnitudeSquared();\r\n if (denominator < Geometry.smallMetricDistanceSquared)\r\n return defaultFraction ? defaultFraction : 0;\r\n const numerator = this.dotProduct(target);\r\n return numerator / denominator;\r\n }\r\n /** Return a new vector with components negated from this instance. */\r\n public negate(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = -this.x;\r\n result.y = -this.y;\r\n return result;\r\n }\r\n /** Return a vector same length as this but rotated 90 degrees counter clockwise */\r\n public rotate90CCWXY(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n result.x = -yy;\r\n result.y = xx;\r\n return result;\r\n }\r\n /** Return a vector same length as this but rotated 90 degrees clockwise */\r\n public rotate90CWXY(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n result.x = yy;\r\n result.y = -xx;\r\n return result;\r\n }\r\n /** Return a unit vector perpendicular to this instance. */\r\n public unitPerpendicularXY(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n result.x = -yy;\r\n result.y = xx;\r\n const d2: number = xx * xx + yy * yy;\r\n if (d2 !== 0.0) {\r\n const a = 1.0 / Math.sqrt(d2);\r\n result.x *= a;\r\n result.y *= a;\r\n }\r\n return result;\r\n }\r\n /** return a new Vector2d rotated CCW by given angle */\r\n public rotateXY(angle: Angle, result?: Vector2d): Vector2d {\r\n const s = angle.sin();\r\n const c = angle.cos();\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n result = result ? result : new Vector2d();\r\n result.x = xx * c - yy * s;\r\n result.y = xx * s + yy * c;\r\n return result;\r\n }\r\n /** Return a vector computed at fractional position between this vector and vectorB\r\n * @param fraction fractional position. 0 is at `this`. 1 is at `vectorB`.\r\n * True fractions are \"between\", negatives are \"before this\", beyond 1 is \"beyond vectorB\".\r\n * @param vectorB second vector\r\n * @param result optional preallocated result.\r\n */\r\n public interpolate(fraction: number, vectorB: Vector2d, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n /*\r\n * For best last-bit behavior, if fraction is below 0.5, use this as base point.\r\n * If above 0.5, use vectorB as base point.\r\n */\r\n if (fraction <= 0.5) {\r\n result.x = this.x + fraction * (vectorB.x - this.x);\r\n result.y = this.y + fraction * (vectorB.y - this.y);\r\n } else {\r\n const t: number = fraction - 1.0;\r\n result.x = vectorB.x + t * (vectorB.x - this.x);\r\n result.y = vectorB.y + t * (vectorB.y - this.y);\r\n }\r\n return result;\r\n }\r\n /** return {this + vector}. */\r\n public plus(vector: XAndY, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vector.x;\r\n result.y = this.y + vector.y;\r\n return result;\r\n }\r\n /** return {this - vector}. */\r\n public minus(vector: XAndY, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x - vector.x;\r\n result.y = this.y - vector.y;\r\n return result;\r\n }\r\n /** Return {point + vector \\* scalar} */\r\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vector.x * scaleFactor;\r\n result.y = this.y + vector.y * scaleFactor;\r\n return result;\r\n }\r\n /** Return {point + vectorA \\* scalarA + vectorB \\* scalarB} */\r\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB;\r\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB;\r\n return result;\r\n }\r\n /** Return {this + vectorA \\* scalarA + vectorB \\* scalarB + vectorC \\* scalarC} */\r\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, vectorC: XAndY, scalarC: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC;\r\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC;\r\n return result;\r\n }\r\n /** Return {this * scale} */\r\n public scale(scale: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n return result;\r\n }\r\n /** return a vector parallel to this but with specified length */\r\n public scaleToLength(length: number, result?: Vector2d): Vector2d | undefined {\r\n const mag = Geometry.correctSmallMetricDistance(this.magnitude());\r\n if (mag === 0)\r\n return undefined;\r\n return this.scale(length / mag, result);\r\n }\r\n /** return the dot product of this with vectorB */\r\n public dotProduct(vectorB: XAndY): number {\r\n return this.x * vectorB.x + this.y * vectorB.y;\r\n }\r\n /** dot product with vector from pointA to pointB */\r\n public dotProductStartEnd(pointA: XAndY, pointB: XAndY): number {\r\n return this.x * (pointB.x - pointA.x) + this.y * (pointB.y - pointA.y);\r\n }\r\n /** vector cross product {this CROSS vectorB} */\r\n public crossProduct(vectorB: XAndY): number {\r\n return this.x * vectorB.y - this.y * vectorB.x;\r\n }\r\n /**\r\n * return the radians (as a simple number, not strongly typed Angle) signed angle from this to vectorB.\r\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\r\n */\r\n public radiansTo(vectorB: XAndY): number {\r\n return Math.atan2(this.crossProduct(vectorB), this.dotProduct(vectorB));\r\n }\r\n /**\r\n * return the (strongly typed) signed angle from this to vectorB.\r\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\r\n */\r\n public angleTo(vectorB: XAndY): Angle {\r\n return Angle.createRadians(this.radiansTo(vectorB));\r\n }\r\n /**\r\n * Test if this vector is parallel to other.\r\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\r\n * so if you have a distance or angle tolerance t, you should pass in t * t.\r\n * @param other second vector for comparison.\r\n * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel.\r\n * @param options optional radian and distance tolerances.\r\n */\r\n public isParallelTo(other: Vector2d, oppositeIsParallel: boolean = false,\r\n returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions): boolean {\r\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\r\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\r\n const a2 = this.magnitudeSquared();\r\n const b2 = other.magnitudeSquared();\r\n if (a2 < distanceSquaredTol || b2 < distanceSquaredTol)\r\n return returnValueIfAnInputIsZeroLength;\r\n const dot = this.dotProduct(other);\r\n if (dot < 0.0 && !oppositeIsParallel)\r\n return false;\r\n const cross = this.crossProduct(other);\r\n /* a2,b2,cross2 are squared lengths of respective vectors */\r\n /* cross2 = sin^2(theta) * a2 * b2 */\r\n /* For small theta, sin^2(theta)~~theta^2 */\r\n return cross * cross <= radianSquaredTol * a2 * b2;\r\n }\r\n /**\r\n * Test if this vector is perpendicular to other.\r\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\r\n * so if you have a distance or angle tolerance t, you should pass in t * t.\r\n * @param other second vector in comparison.\r\n * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value.\r\n * @param options optional radian and distance tolerances.\r\n */\r\n public isPerpendicularTo(other: Vector2d, returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions): boolean {\r\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\r\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\r\n const aa = this.magnitudeSquared();\r\n const bb = other.magnitudeSquared();\r\n if (aa < distanceSquaredTol || bb < distanceSquaredTol)\r\n return returnValueIfAnInputIsZeroLength;\r\n const ab = this.dotProduct(other);\r\n return ab * ab <= radianSquaredTol * aa * bb;\r\n }\r\n}\r\n"]}
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+
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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// cspell:word JSONXY\r\n// cspell:word CWXY\r\n\r\nimport { BeJSONFunctions, Geometry, PerpParallelOptions } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { XAndY, XYProps } from \"./XYZProps\";\r\n\r\n/** Minimal object containing x,y and operations that are meaningful without change in both point and vector.\r\n * * `XY` is not instantiable.\r\n * * The derived (instantiable) classes are\r\n * * `Point2d`\r\n * * `Vector2d`\r\n * @public\r\n */\r\nexport class XY implements XAndY {\r\n /** x component */\r\n public x: number;\r\n /** y component */\r\n public y: number;\r\n /** Set both x and y. */\r\n public set(x: number = 0, y: number = 0) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n /** Set both x and y to zero */\r\n public setZero() {\r\n this.x = 0;\r\n this.y = 0;\r\n }\r\n protected constructor(x: number = 0, y: number = 0) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n /** Set both x and y from other. */\r\n public setFrom(other?: XAndY) {\r\n if (other) {\r\n this.x = other.x;\r\n this.y = other.y;\r\n } else {\r\n this.x = 0;\r\n this.y = 0;\r\n }\r\n }\r\n /** Freeze this instance so it is read-only */\r\n public freeze(): Readonly<this> {\r\n return Object.freeze(this);\r\n }\r\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\r\n public isAlmostEqual(other: XAndY, tol?: number): boolean {\r\n return Geometry.isSameCoordinate(this.x, other.x, tol) && Geometry.isSameCoordinate(this.y, other.y, tol);\r\n }\r\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\r\n public isAlmostEqualXY(x: number, y: number, tol?: number): boolean {\r\n return Geometry.isSameCoordinate(this.x, x, tol) && Geometry.isSameCoordinate(this.y, y, tol);\r\n }\r\n /** return a json array `[x,y]` */\r\n public toJSON(): XYProps {\r\n return [this.x, this.y];\r\n }\r\n /** return a json object `{x: 1, y:2}` */\r\n public toJSONXY(): XYProps {\r\n return { x: this.x, y: this.y };\r\n }\r\n /**\r\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\r\n * * If no JSON input is provided, 0 would be used as default values for x and y.\r\n * @param json the JSON input\r\n * */\r\n public setFromJSON(json?: XYProps): void {\r\n if (Array.isArray(json)) {\r\n this.set(json[0] || 0, json[1] || 0);\r\n return;\r\n }\r\n if (json) {\r\n this.set(json.x || 0, json.y || 0);\r\n return;\r\n }\r\n this.set(0, 0);\r\n }\r\n /** Return the distance from this point to other */\r\n public distance(other: XAndY): number {\r\n const xDist = other.x - this.x;\r\n const yDist = other.y - this.y;\r\n return Math.sqrt(xDist * xDist + yDist * yDist);\r\n }\r\n /** Return squared distance from this point to other */\r\n public distanceSquared(other: XAndY): number {\r\n const xDist = other.x - this.x;\r\n const yDist = other.y - this.y;\r\n return xDist * xDist + yDist * yDist;\r\n }\r\n /** Return the largest absolute distance between corresponding components */\r\n public maxDiff(other: XAndY): number {\r\n return Math.max(Math.abs(this.x - other.x), Math.abs(this.y - other.y));\r\n }\r\n /**\r\n * Return the x,y component corresponding to 0,1.\r\n */\r\n public at(index: number): number {\r\n if (index < 0.5)\r\n return this.x;\r\n return this.y;\r\n }\r\n /**\r\n * Set value at index 0 or 1.\r\n */\r\n public setAt(index: number, value: number): void {\r\n if (index < 0.5)\r\n this.x = value;\r\n else\r\n this.y = value;\r\n }\r\n /** Return the index (0,1) of the x,y component with largest absolute value */\r\n public indexOfMaxAbs(): number {\r\n let index = 0;\r\n const a = Math.abs(this.x);\r\n const b = Math.abs(this.y);\r\n if (b > a) {\r\n index = 1;\r\n }\r\n return index;\r\n }\r\n /** returns true if the x,y components are both small by metric metric tolerance */\r\n public get isAlmostZero(): boolean {\r\n return Geometry.isSmallMetricDistance(this.x) && Geometry.isSmallMetricDistance(this.y);\r\n }\r\n /** Return the largest absolute value of any component */\r\n public maxAbs(): number {\r\n return Math.max(Math.abs(this.x), Math.abs(this.y));\r\n }\r\n /** Return the magnitude of the vector */\r\n public magnitude(): number {\r\n return Math.sqrt(this.x * this.x + this.y * this.y);\r\n }\r\n /** Return the squared magnitude of the vector. */\r\n public magnitudeSquared(): number {\r\n return this.x * this.x + this.y * this.y;\r\n }\r\n /** returns true if the x,y components are exactly equal. */\r\n public isExactEqual(other: XAndY): boolean {\r\n return this.x === other.x && this.y === other.y;\r\n }\r\n /** returns true if x,y match `other` within metric tolerance */\r\n public isAlmostEqualMetric(other: XAndY, distanceTol: number = Geometry.smallMetricDistance): boolean {\r\n return this.maxDiff(other) <= distanceTol;\r\n }\r\n /** Return a (full length) vector from this point to other */\r\n public vectorTo(other: XAndY, result?: Vector2d): Vector2d {\r\n return Vector2d.create(\r\n other.x - this.x,\r\n other.y - this.y,\r\n result);\r\n }\r\n /** Return a unit vector from this point to other */\r\n public unitVectorTo(other: XAndY, result?: Vector2d): Vector2d | undefined {\r\n return this.vectorTo(other, result).normalize(result);\r\n }\r\n /** cross product of vectors from origin to targets */\r\n public static crossProductToPoints(origin: XAndY, targetA: XAndY, targetB: XAndY): number {\r\n return Geometry.crossProductXYXY(\r\n targetA.x - origin.x, targetA.y - origin.y, targetB.x - origin.x, targetB.y - origin.y);\r\n }\r\n}\r\n\r\n/** 2D point with `x`,`y` as properties\r\n * @public\r\n */\r\nexport class Point2d extends XY implements BeJSONFunctions {\r\n /** Constructor for Point2d */\r\n constructor(x: number = 0, y: number = 0) {\r\n super(x, y);\r\n }\r\n /** return a new Point2d with x,y coordinates from this. */\r\n public clone(result?: Point2d): Point2d {\r\n return Point2d.create(this.x, this.y, result);\r\n }\r\n /**\r\n * Return a point (newly created unless result provided) with given x,y coordinates\r\n * @param x x coordinate\r\n * @param y y coordinate\r\n * @param result optional result\r\n */\r\n public static create(x: number = 0, y: number = 0, result?: Point2d): Point2d {\r\n if (result) {\r\n result.x = x;\r\n result.y = y;\r\n return result;\r\n }\r\n return new Point2d(x, y);\r\n }\r\n /**\r\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\r\n * * If no JSON input is provided, 0 would be used as default values for x and y.\r\n * @param json the JSON input\r\n * */\r\n public static fromJSON(json?: XYProps): Point2d {\r\n const val = new Point2d();\r\n val.setFromJSON(json);\r\n return val;\r\n }\r\n /** Create (or optionally reuse) a Point2d from another object with fields x and y */\r\n public static createFrom(xy: XAndY | undefined, result?: Point2d): Point2d {\r\n if (xy)\r\n return Point2d.create(xy.x, xy.y, result);\r\n return Point2d.create(0, 0, result);\r\n }\r\n /** Create a Point2d with both coordinates zero. */\r\n public static createZero(result?: Point2d): Point2d {\r\n return Point2d.create(0, 0, result);\r\n }\r\n /** Starting at this point, move along vector by tangentFraction of the vector length, and then\r\n * to the left by leftFraction of the perpendicular vector length.\r\n * @param tangentFraction distance to move along the vector, as a fraction of vector\r\n * @param leftFraction distance to move perpendicular to the vector, as a fraction of the rotated vector\r\n * @param vector the other vector\r\n */\r\n public addForwardLeft(tangentFraction: number, leftFraction: number, vector: Vector2d): Point2d {\r\n const dx = vector.x;\r\n const dy = vector.y;\r\n return Point2d.create(\r\n this.x + tangentFraction * dx - leftFraction * dy,\r\n this.y + tangentFraction * dy + leftFraction * dx\r\n );\r\n }\r\n /** Interpolate at tangentFraction between this instance and point, and then Move by leftFraction\r\n * along the xy perpendicular of the vector between the points.\r\n */\r\n public forwardLeftInterpolate(tangentFraction: number, leftFraction: number, point: XAndY): Point2d {\r\n const dx = point.x - this.x;\r\n const dy = point.y - this.y;\r\n return Point2d.create(\r\n this.x + tangentFraction * dx - leftFraction * dy,\r\n this.y + tangentFraction * dy + leftFraction * dx\r\n );\r\n }\r\n /** Return a point interpolated between this point and the right param. */\r\n public interpolate(fraction: number, other: XAndY, result?: Point2d): Point2d {\r\n if (fraction <= 0.5)\r\n return Point2d.create(\r\n this.x + fraction * (other.x - this.x),\r\n this.y + fraction * (other.y - this.y),\r\n result\r\n );\r\n const t: number = fraction - 1.0;\r\n return Point2d.create(\r\n other.x + t * (other.x - this.x),\r\n other.y + t * (other.y - this.y),\r\n result\r\n );\r\n }\r\n /** Return a point with independent x,y fractional interpolation. */\r\n public interpolateXY(fractionX: number, fractionY: number, other: XAndY, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n Geometry.interpolate(this.x, fractionX, other.x),\r\n Geometry.interpolate(this.y, fractionY, other.y),\r\n result\r\n );\r\n }\r\n /** Return this point minus vector */\r\n public minus(vector: XAndY, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x - vector.x,\r\n this.y - vector.y,\r\n result\r\n );\r\n }\r\n /** Return point plus vector */\r\n public plus(vector: XAndY, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vector.x,\r\n this.y + vector.y,\r\n result\r\n );\r\n }\r\n /** Return point plus vector */\r\n public plusXY(dx: number = 0, dy: number = 0, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + dx,\r\n this.y + dy, result\r\n );\r\n }\r\n /** Return point + vector * scalar */\r\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vector.x * scaleFactor,\r\n this.y + vector.y * scaleFactor,\r\n result\r\n );\r\n }\r\n /** Return point + vectorA * scalarA + vectorB * scalarB */\r\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vectorA.x * scalarA + vectorB.x * scalarB,\r\n this.y + vectorA.y * scalarA + vectorB.y * scalarB,\r\n result\r\n );\r\n }\r\n /** Return point + vectorA * scalarA + vectorB * scalarB + vectorC * scalarC */\r\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number,\r\n vectorC: XAndY, scalarC: number, result?: Point2d): Point2d {\r\n return Point2d.create(\r\n this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC,\r\n this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC,\r\n result\r\n );\r\n }\r\n /**\r\n * Return the dot product of vector from this to targetA and vector from this to targetB\r\n * @param targetA target of first vector\r\n * @param targetB target of second vector\r\n */\r\n public dotVectorsToTargets(targetA: XAndY, targetB: XAndY): number {\r\n return (targetA.x - this.x) * (targetB.x - this.x) + (targetA.y - this.y) * (targetB.y - this.y);\r\n }\r\n /**\r\n * Returns the (scalar) cross product of vector from this to targetA and vector from this to targetB\r\n * @param target1 target of first vector\r\n * @param target2 target of second vector\r\n */\r\n public crossProductToPoints(target1: XAndY, target2: XAndY): number {\r\n const x1 = target1.x - this.x;\r\n const y1 = target1.y - this.y;\r\n const x2 = target2.x - this.x;\r\n const y2 = target2.y - this.y;\r\n return x1 * y2 - y1 * x2;\r\n }\r\n /** Return the fractional coordinate of the projection of this instance x,y onto the\r\n * line from startPoint to endPoint.\r\n * @param startPoint start point of line\r\n * @param endPoint end point of line\r\n * @param defaultFraction fraction to return if startPoint and endPoint are equal.\r\n */\r\n public fractionOfProjectionToLine(startPoint: Point2d, endPoint: Point2d, defaultFraction: number = 0): number {\r\n const denominator = startPoint.distanceSquared(endPoint);\r\n if (denominator < Geometry.smallMetricDistanceSquared)\r\n return defaultFraction;\r\n const numerator = startPoint.dotVectorsToTargets(endPoint, this);\r\n return numerator / denominator;\r\n }\r\n}\r\n\r\n/** 2D vector with `x`,`y` as properties\r\n * @public\r\n */\r\nexport class Vector2d extends XY implements BeJSONFunctions {\r\n constructor(x: number = 0, y: number = 0) {\r\n super(x, y);\r\n }\r\n /** Return a new Vector2d with the same x,y */\r\n public clone(result?: Vector2d): Vector2d {\r\n return Vector2d.create(this.x, this.y, result);\r\n }\r\n /** Return a new Vector2d with given x and y */\r\n public static create(x: number = 0, y: number = 0, result?: Vector2d): Vector2d {\r\n if (result) {\r\n result.x = x;\r\n result.y = y;\r\n return result;\r\n }\r\n return new Vector2d(x, y);\r\n }\r\n /**\r\n * Return a (new) Vector2d with components scale,0\r\n * If scale is not given default value 1 is used.\r\n */\r\n public static unitX(scale: number = 1): Vector2d {\r\n return new Vector2d(scale, 0);\r\n }\r\n /**\r\n * Return a (new) Vector2d with components 0,scale\r\n * If scale is not given default value 1 is used.\r\n */\r\n public static unitY(scale: number = 1): Vector2d {\r\n return new Vector2d(0, scale);\r\n }\r\n /** Return a Vector2d with components 0,0 */\r\n public static createZero(result?: Vector2d): Vector2d {\r\n return Vector2d.create(0, 0, result);\r\n }\r\n /** copy contents from another Point3d, Point2d, Vector2d, or Vector3d, or leading entries of Float64Array */\r\n public static createFrom(data: XAndY | Float64Array, result?: Vector2d): Vector2d {\r\n if (data instanceof Float64Array) {\r\n if (data.length >= 2)\r\n return Vector2d.create(data[0], data[1]);\r\n if (data.length >= 1)\r\n return Vector2d.create(data[0], 0);\r\n return Vector2d.create(0, 0);\r\n }\r\n return Vector2d.create(data.x, data.y, result);\r\n }\r\n /**\r\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\r\n * * If no JSON input is provided, 0 would be used as default values for x and y.\r\n * @param json the JSON input\r\n * */\r\n public static fromJSON(json?: XYProps): Vector2d {\r\n const val = new Vector2d();\r\n val.setFromJSON(json);\r\n return val;\r\n }\r\n /** Return a new Vector2d from polar coordinates for radius and Angle from x axis */\r\n public static createPolar(r: number, theta: Angle): Vector2d {\r\n return Vector2d.create(r * theta.cos(), r * theta.sin());\r\n }\r\n /** Return a new Vector2d extending from point0 to point1 */\r\n public static createStartEnd(point0: XAndY, point1: XAndY, result?: Vector2d): Vector2d {\r\n return Vector2d.create(point1.x - point0.x, point1.y - point0.y, result);\r\n }\r\n /**\r\n * Return a vector that bisects the angle between two normals and extends to the intersection of two offset lines\r\n * * returns `undefined` if `unitPerpA = -unitPerpB` (i.e., are opposite)\r\n * * math details can be found at docs/learning/geometry/PointVector.md\r\n * @param unitPerpA unit perpendicular to incoming direction\r\n * @param unitPerpB unit perpendicular to outgoing direction\r\n * @param offset offset distance\r\n */\r\n public static createOffsetBisector(unitPerpA: Vector2d, unitPerpB: Vector2d, offset: number): Vector2d | undefined {\r\n let bisector: Vector2d | undefined = unitPerpA.plus(unitPerpB);\r\n bisector = bisector.normalize();\r\n if (bisector) {\r\n const c = bisector.dotProduct(unitPerpA);\r\n bisector.scale(offset, bisector);\r\n return bisector.safeDivideOrNull(c);\r\n }\r\n return undefined;\r\n }\r\n /** Return a (new or optionally reused) vector which is `this` divided by `denominator`\r\n * * return undefined if denominator is zero.\r\n */\r\n public safeDivideOrNull(denominator: number, result?: Vector2d): Vector2d | undefined {\r\n if (denominator !== 0.0) {\r\n return this.scale(1.0 / denominator, result);\r\n }\r\n return undefined;\r\n }\r\n /** Return a unit vector in direction of this instance (undefined if this instance has near zero length) */\r\n public normalize(result?: Vector2d): Vector2d | undefined {\r\n const mag = Geometry.correctSmallMetricDistance(this.magnitude());\r\n result = result ? result : new Vector2d();\r\n return this.safeDivideOrNull(mag, result);\r\n }\r\n /**\r\n * Return fractional projection of target vector onto this\r\n * * It's returning the signed projection magnitude divided by the target magnitude. In other words,\r\n * it's returning the length of the projection as a fraction of the target magnitude.\r\n * @param target the target vector\r\n * @param defaultFraction the returned value in case magnitude square of target vector is very small\r\n * */\r\n public fractionOfProjectionToVector(target: Vector2d, defaultFraction?: number): number {\r\n /*\r\n * projection length is (this.target)/||target||\r\n * but here we return (this.target)/||target||^2\r\n */\r\n const denominator = target.magnitudeSquared();\r\n if (denominator < Geometry.smallMetricDistanceSquared)\r\n return defaultFraction ? defaultFraction : 0;\r\n const numerator = this.dotProduct(target);\r\n return numerator / denominator;\r\n }\r\n /** Return a new vector with components negated from this instance. */\r\n public negate(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = -this.x;\r\n result.y = -this.y;\r\n return result;\r\n }\r\n /** Return a vector same length as this but rotated 90 degrees counter clockwise */\r\n public rotate90CCWXY(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n result.x = -yy;\r\n result.y = xx;\r\n return result;\r\n }\r\n /** Return a vector same length as this but rotated 90 degrees clockwise */\r\n public rotate90CWXY(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n result.x = yy;\r\n result.y = -xx;\r\n return result;\r\n }\r\n /** Return a unit vector perpendicular to this instance. */\r\n public unitPerpendicularXY(result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n result.x = -yy;\r\n result.y = xx;\r\n const d2: number = xx * xx + yy * yy;\r\n if (d2 !== 0.0) {\r\n const a = 1.0 / Math.sqrt(d2);\r\n result.x *= a;\r\n result.y *= a;\r\n }\r\n return result;\r\n }\r\n /** return a new Vector2d rotated CCW by given angle */\r\n public rotateXY(angle: Angle, result?: Vector2d): Vector2d {\r\n const s = angle.sin();\r\n const c = angle.cos();\r\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\r\n const xx: number = this.x;\r\n const yy: number = this.y;\r\n result = result ? result : new Vector2d();\r\n result.x = xx * c - yy * s;\r\n result.y = xx * s + yy * c;\r\n return result;\r\n }\r\n /** Return a vector computed at fractional position between this vector and vectorB\r\n * @param fraction fractional position. 0 is at `this`. 1 is at `vectorB`.\r\n * True fractions are \"between\", negatives are \"before this\", beyond 1 is \"beyond vectorB\".\r\n * @param vectorB second vector\r\n * @param result optional preallocated result.\r\n */\r\n public interpolate(fraction: number, vectorB: Vector2d, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n /*\r\n * For best last-bit behavior, if fraction is below 0.5, use this as base point.\r\n * If above 0.5, use vectorB as base point.\r\n */\r\n if (fraction <= 0.5) {\r\n result.x = this.x + fraction * (vectorB.x - this.x);\r\n result.y = this.y + fraction * (vectorB.y - this.y);\r\n } else {\r\n const t: number = fraction - 1.0;\r\n result.x = vectorB.x + t * (vectorB.x - this.x);\r\n result.y = vectorB.y + t * (vectorB.y - this.y);\r\n }\r\n return result;\r\n }\r\n /** return {this + vector}. */\r\n public plus(vector: XAndY, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vector.x;\r\n result.y = this.y + vector.y;\r\n return result;\r\n }\r\n /** return {this - vector}. */\r\n public minus(vector: XAndY, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x - vector.x;\r\n result.y = this.y - vector.y;\r\n return result;\r\n }\r\n /** Return {point + vector \\* scalar} */\r\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vector.x * scaleFactor;\r\n result.y = this.y + vector.y * scaleFactor;\r\n return result;\r\n }\r\n /** Return {point + vectorA \\* scalarA + vectorB \\* scalarB} */\r\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB;\r\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB;\r\n return result;\r\n }\r\n /** Return {this + vectorA \\* scalarA + vectorB \\* scalarB + vectorC \\* scalarC} */\r\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, vectorC: XAndY, scalarC: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC;\r\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC;\r\n return result;\r\n }\r\n /** Return {this * scale} */\r\n public scale(scale: number, result?: Vector2d): Vector2d {\r\n result = result ? result : new Vector2d();\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n return result;\r\n }\r\n /** return a vector parallel to this but with specified length */\r\n public scaleToLength(length: number, result?: Vector2d): Vector2d | undefined {\r\n const mag = Geometry.correctSmallMetricDistance(this.magnitude());\r\n if (mag === 0)\r\n return undefined;\r\n return this.scale(length / mag, result);\r\n }\r\n /** return the dot product of this with vectorB */\r\n public dotProduct(vectorB: XAndY): number {\r\n return this.x * vectorB.x + this.y * vectorB.y;\r\n }\r\n /** dot product with vector from pointA to pointB */\r\n public dotProductStartEnd(pointA: XAndY, pointB: XAndY): number {\r\n return this.x * (pointB.x - pointA.x) + this.y * (pointB.y - pointA.y);\r\n }\r\n /** vector cross product {this CROSS vectorB} */\r\n public crossProduct(vectorB: XAndY): number {\r\n return this.x * vectorB.y - this.y * vectorB.x;\r\n }\r\n /**\r\n * return the radians (as a simple number, not strongly typed Angle) signed angle from this to vectorB.\r\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\r\n */\r\n public radiansTo(vectorB: XAndY): number {\r\n return Math.atan2(this.crossProduct(vectorB), this.dotProduct(vectorB));\r\n }\r\n /**\r\n * return the (strongly typed) signed angle from this to vectorB.\r\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\r\n */\r\n public angleTo(vectorB: XAndY): Angle {\r\n return Angle.createRadians(this.radiansTo(vectorB));\r\n }\r\n /**\r\n * Test if this vector is parallel to other.\r\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\r\n * so if you have a distance or angle tolerance t, you should pass in t * t.\r\n * @param other second vector for comparison.\r\n * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel.\r\n * @param options optional radian and distance tolerances.\r\n */\r\n public isParallelTo(other: Vector2d, oppositeIsParallel: boolean = false,\r\n returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions): boolean {\r\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\r\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\r\n const a2 = this.magnitudeSquared();\r\n const b2 = other.magnitudeSquared();\r\n if (a2 < distanceSquaredTol || b2 < distanceSquaredTol)\r\n return returnValueIfAnInputIsZeroLength;\r\n const dot = this.dotProduct(other);\r\n if (dot < 0.0 && !oppositeIsParallel)\r\n return false;\r\n const cross = this.crossProduct(other);\r\n /* a2,b2,cross2 are squared lengths of respective vectors */\r\n /* cross2 = sin^2(theta) * a2 * b2 */\r\n /* For small theta, sin^2(theta)~~theta^2 */\r\n return cross * cross <= radianSquaredTol * a2 * b2;\r\n }\r\n /**\r\n * Test if this vector is perpendicular to other.\r\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\r\n * so if you have a distance or angle tolerance t, you should pass in t * t.\r\n * @param other second vector in comparison.\r\n * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value.\r\n * @param options optional radian and distance tolerances.\r\n */\r\n public isPerpendicularTo(other: Vector2d, returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions): boolean {\r\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\r\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\r\n const aa = this.magnitudeSquared();\r\n const bb = other.magnitudeSquared();\r\n if (aa < distanceSquaredTol || bb < distanceSquaredTol)\r\n return returnValueIfAnInputIsZeroLength;\r\n const ab = this.dotProduct(other);\r\n return ab * ab <= radianSquaredTol * aa * bb;\r\n }\r\n}\r\n"]}
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@@ -648,73 +648,71 @@ export declare class Vector3d extends XYZ {
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*/
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crossProductXYZ(x: number, y: number, z: number, result?: Vector3d): Vector3d;
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/**
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* Return the
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* * The returned angle is
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* * The returned angle is
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* * Use `planarRadiansTo` and `signedRadiansTo` to
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* Return the angle in radians (not as strongly typed Angle) from this vector to vectorB.
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* * The returned angle is between 0 and `Math.PI`.
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* * The returned angle is measured in the plane containing the two vectors.
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* * Use `planarRadiansTo` and `signedRadiansTo` to return an angle measured in a specific plane.
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* @param vectorB target vector.
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*/
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radiansTo(vectorB: Vector3d): number;
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/**
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* Return the (strongly
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* * The returned angle is
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* * The returned angle is
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* * Use `planarAngleTo` and `signedAngleTo` to
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* Return the (strongly-typed) angle from this vector to vectorB.
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* * The returned angle is between 0 and 180 degrees.
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* * The returned angle is measured in the plane containing the two vectors.
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* * Use `planarAngleTo` and `signedAngleTo` to return an angle measured in a specific plane.
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* @param vectorB target vector.
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*/
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angleTo(vectorB: Vector3d): Angle;
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/**
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* Return the (strongly
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* * The returned
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* * The returned
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* * The function returns
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* Return the (strongly-typed) angle from this vector to the plane perpendicular to planeNormal.
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* * The returned angle is between -90 and 90 degrees.
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* * The returned angle is measured in the plane containing the two vectors.
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* * The function returns PI/2 - angleTo(planeNormal).
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* @param planeNormal a normal vector to the plane.
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*/
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angleFromPerpendicular(planeNormal: Vector3d): Angle;
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/**
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* Return the (
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* * The returned angle
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* *
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* * Use `planarAngleTo` and `signedAngleTo` to take have angle measured in other planes.
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* Return the (strongly-typed) angle from this vector to vectorB, using only the xy parts.
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* * The returned angle is between -180 and 180 degrees.
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* * Use `planarAngleTo` and `signedAngleTo` to return an angle measured in a specific plane.
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* @param vectorB target vector.
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*/
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angleToXY(vectorB: Vector3d): Angle;
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/**
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* Return the
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* in
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* * The returned angle
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* *
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*
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* * vectorW does not have to be perpendicular to the plane.
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* * Use planarRadiansTo to measure the angle between vectors that are projected to another plane.
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* Return the angle in radians (not as strongly-typed Angle) from this vector to vectorB, measured
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* in their containing plane whose normal lies in the same half-space as vectorW.
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* * The returned angle is between `-Math.PI` and `Math.PI`.
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* * If the cross product of this vector and vectorB lies on the same side of the plane as vectorW,
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* this function returns `radiansTo(vectorB)`; otherwise, it returns `-radiansTo(vectorB)`.
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* * `vectorW` does not have to be perpendicular to the plane.
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* * Use `planarRadiansTo` to measure the angle between vectors that are projected to another plane.
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* @param vectorB target vector.
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* @param vectorW
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* @param vectorW determines the side of the plane in which the returned angle is measured
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*/
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signedRadiansTo(vectorB: Vector3d, vectorW: Vector3d): number;
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/** Return the (strongly
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*/
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/** Return the (strongly-typed) angle from this vector to vectorB, measured
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* in their containing plane whose normal lies in the same half-space as vectorW.
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* * The returned angle is between -180 and 180 degrees.
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* * If the cross product of this vector and vectorB lies on the same side of the plane as vectorW,
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* this function returns `angleTo(vectorB)`; otherwise, it returns `-angleTo(vectorB)`.
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* * `vectorW` does not have to be perpendicular to the plane.
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* * Use `planarAngleTo` to measure the angle between vectors that are projected to another plane.
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* @param vectorB target vector.
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* @param vectorW determines the side of the plane in which the returned angle is measured
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*/
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signedAngleTo(vectorB: Vector3d, vectorW: Vector3d): Angle;
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/**
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* Return the radians (as
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+
* Return the angle in radians (not as strongly-typed Angle) from this vector to vectorB,
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* measured between their projections to the plane with the given normal.
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709
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* * The returned angle
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+
* * The returned angle is between `-Math.PI` and `Math.PI`.
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* @param vectorB target vector
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* @param planeNormal the normal vector to the plane.
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*/
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planarRadiansTo(vectorB: Vector3d, planeNormal: Vector3d): number;
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/**
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* Return the
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+
* Return the (strongly-type) angle from this vector to vectorB,
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* measured between their projections to the plane with the given normal.
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* * The returned angle
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+
* * The returned angle is between -180 and 180 degrees.
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* @param vectorB target vector.
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* @param planeNormal the normal vector to the plane.
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*/
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@@ -1 +1 @@
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1
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-
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1
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|
@@ -1302,10 +1302,10 @@ class Vector3d extends XYZ {
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|
|
1302
1302
|
return Vector3d.createCrossProduct(this.x, this.y, this.z, x, y, z, result);
|
|
1303
1303
|
}
|
|
1304
1304
|
/**
|
|
1305
|
-
* Return the
|
|
1306
|
-
* * The returned angle is
|
|
1307
|
-
* * The returned angle is
|
|
1308
|
-
* * Use `planarRadiansTo` and `signedRadiansTo` to
|
|
1305
|
+
* Return the angle in radians (not as strongly typed Angle) from this vector to vectorB.
|
|
1306
|
+
* * The returned angle is between 0 and `Math.PI`.
|
|
1307
|
+
* * The returned angle is measured in the plane containing the two vectors.
|
|
1308
|
+
* * Use `planarRadiansTo` and `signedRadiansTo` to return an angle measured in a specific plane.
|
|
1309
1309
|
* @param vectorB target vector.
|
|
1310
1310
|
*/
|
|
1311
1311
|
radiansTo(vectorB) {
|
|
@@ -1314,45 +1314,44 @@ class Vector3d extends XYZ {
|
|
|
1314
1314
|
return Math.atan2(this.crossProductMagnitude(vectorB), this.dotProduct(vectorB));
|
|
1315
1315
|
}
|
|
1316
1316
|
/**
|
|
1317
|
-
* Return the (strongly
|
|
1318
|
-
* * The returned angle is
|
|
1319
|
-
* * The returned angle is
|
|
1320
|
-
* * Use `planarAngleTo` and `signedAngleTo` to
|
|
1317
|
+
* Return the (strongly-typed) angle from this vector to vectorB.
|
|
1318
|
+
* * The returned angle is between 0 and 180 degrees.
|
|
1319
|
+
* * The returned angle is measured in the plane containing the two vectors.
|
|
1320
|
+
* * Use `planarAngleTo` and `signedAngleTo` to return an angle measured in a specific plane.
|
|
1321
1321
|
* @param vectorB target vector.
|
|
1322
1322
|
*/
|
|
1323
1323
|
angleTo(vectorB) {
|
|
1324
1324
|
return Angle_1.Angle.createRadians(this.radiansTo(vectorB));
|
|
1325
1325
|
}
|
|
1326
1326
|
/**
|
|
1327
|
-
* Return the (strongly
|
|
1328
|
-
* * The returned
|
|
1329
|
-
* * The returned
|
|
1330
|
-
* * The function returns
|
|
1327
|
+
* Return the (strongly-typed) angle from this vector to the plane perpendicular to planeNormal.
|
|
1328
|
+
* * The returned angle is between -90 and 90 degrees.
|
|
1329
|
+
* * The returned angle is measured in the plane containing the two vectors.
|
|
1330
|
+
* * The function returns PI/2 - angleTo(planeNormal).
|
|
1331
1331
|
* @param planeNormal a normal vector to the plane.
|
|
1332
1332
|
*/
|
|
1333
1333
|
angleFromPerpendicular(planeNormal) {
|
|
1334
1334
|
return Angle_1.Angle.createAtan2(this.dotProduct(planeNormal), this.crossProductMagnitude(planeNormal));
|
|
1335
1335
|
}
|
|
1336
1336
|
/**
|
|
1337
|
-
* Return the (
|
|
1338
|
-
* * The returned angle
|
|
1339
|
-
* *
|
|
1340
|
-
* * Use `planarAngleTo` and `signedAngleTo` to take have angle measured in other planes.
|
|
1337
|
+
* Return the (strongly-typed) angle from this vector to vectorB, using only the xy parts.
|
|
1338
|
+
* * The returned angle is between -180 and 180 degrees.
|
|
1339
|
+
* * Use `planarAngleTo` and `signedAngleTo` to return an angle measured in a specific plane.
|
|
1341
1340
|
* @param vectorB target vector.
|
|
1342
1341
|
*/
|
|
1343
1342
|
angleToXY(vectorB) {
|
|
1344
1343
|
return Angle_1.Angle.createAtan2(this.crossProductXY(vectorB), this.dotProductXY(vectorB));
|
|
1345
1344
|
}
|
|
1346
1345
|
/**
|
|
1347
|
-
* Return the
|
|
1348
|
-
* in
|
|
1349
|
-
* * The returned angle
|
|
1350
|
-
* *
|
|
1351
|
-
*
|
|
1352
|
-
* * vectorW does not have to be perpendicular to the plane.
|
|
1353
|
-
* * Use planarRadiansTo to measure the angle between vectors that are projected to another plane.
|
|
1346
|
+
* Return the angle in radians (not as strongly-typed Angle) from this vector to vectorB, measured
|
|
1347
|
+
* in their containing plane whose normal lies in the same half-space as vectorW.
|
|
1348
|
+
* * The returned angle is between `-Math.PI` and `Math.PI`.
|
|
1349
|
+
* * If the cross product of this vector and vectorB lies on the same side of the plane as vectorW,
|
|
1350
|
+
* this function returns `radiansTo(vectorB)`; otherwise, it returns `-radiansTo(vectorB)`.
|
|
1351
|
+
* * `vectorW` does not have to be perpendicular to the plane.
|
|
1352
|
+
* * Use `planarRadiansTo` to measure the angle between vectors that are projected to another plane.
|
|
1354
1353
|
* @param vectorB target vector.
|
|
1355
|
-
* @param vectorW
|
|
1354
|
+
* @param vectorW determines the side of the plane in which the returned angle is measured
|
|
1356
1355
|
*/
|
|
1357
1356
|
signedRadiansTo(vectorB, vectorW) {
|
|
1358
1357
|
const p = this.crossProduct(vectorB);
|
|
@@ -1362,24 +1361,23 @@ class Vector3d extends XYZ {
|
|
|
1362
1361
|
else
|
|
1363
1362
|
return theta;
|
|
1364
1363
|
}
|
|
1365
|
-
/** Return the (strongly
|
|
1366
|
-
|
|
1367
|
-
|
|
1368
|
-
|
|
1369
|
-
|
|
1370
|
-
|
|
1371
|
-
|
|
1372
|
-
|
|
1373
|
-
|
|
1374
|
-
|
|
1375
|
-
*/
|
|
1364
|
+
/** Return the (strongly-typed) angle from this vector to vectorB, measured
|
|
1365
|
+
* in their containing plane whose normal lies in the same half-space as vectorW.
|
|
1366
|
+
* * The returned angle is between -180 and 180 degrees.
|
|
1367
|
+
* * If the cross product of this vector and vectorB lies on the same side of the plane as vectorW,
|
|
1368
|
+
* this function returns `angleTo(vectorB)`; otherwise, it returns `-angleTo(vectorB)`.
|
|
1369
|
+
* * `vectorW` does not have to be perpendicular to the plane.
|
|
1370
|
+
* * Use `planarAngleTo` to measure the angle between vectors that are projected to another plane.
|
|
1371
|
+
* @param vectorB target vector.
|
|
1372
|
+
* @param vectorW determines the side of the plane in which the returned angle is measured
|
|
1373
|
+
*/
|
|
1376
1374
|
signedAngleTo(vectorB, vectorW) {
|
|
1377
1375
|
return Angle_1.Angle.createRadians(this.signedRadiansTo(vectorB, vectorW));
|
|
1378
1376
|
}
|
|
1379
1377
|
/**
|
|
1380
|
-
* Return the radians (as
|
|
1378
|
+
* Return the angle in radians (not as strongly-typed Angle) from this vector to vectorB,
|
|
1381
1379
|
* measured between their projections to the plane with the given normal.
|
|
1382
|
-
* * The returned angle
|
|
1380
|
+
* * The returned angle is between `-Math.PI` and `Math.PI`.
|
|
1383
1381
|
* @param vectorB target vector
|
|
1384
1382
|
* @param planeNormal the normal vector to the plane.
|
|
1385
1383
|
*/
|
|
@@ -1397,9 +1395,9 @@ class Vector3d extends XYZ {
|
|
|
1397
1395
|
return thisProj.signedRadiansTo(vectorBProj, planeNormal);
|
|
1398
1396
|
}
|
|
1399
1397
|
/**
|
|
1400
|
-
* Return the
|
|
1398
|
+
* Return the (strongly-type) angle from this vector to vectorB,
|
|
1401
1399
|
* measured between their projections to the plane with the given normal.
|
|
1402
|
-
* * The returned angle
|
|
1400
|
+
* * The returned angle is between -180 and 180 degrees.
|
|
1403
1401
|
* @param vectorB target vector.
|
|
1404
1402
|
* @param planeNormal the normal vector to the plane.
|
|
1405
1403
|
*/
|
|
@@ -1428,9 +1426,8 @@ class Vector3d extends XYZ {
|
|
|
1428
1426
|
* @param options optional radian and distance tolerances.
|
|
1429
1427
|
*/
|
|
1430
1428
|
isParallelTo(other, oppositeIsParallel = false, returnValueIfAnInputIsZeroLength = false, options) {
|
|
1431
|
-
|
|
1432
|
-
const
|
|
1433
|
-
const distanceSquaredTol = (_b = options === null || options === void 0 ? void 0 : options.distanceSquaredTol) !== null && _b !== void 0 ? _b : Geometry_1.Geometry.smallMetricDistanceSquared;
|
|
1429
|
+
const radianSquaredTol = options?.radianSquaredTol ?? Geometry_1.Geometry.smallAngleRadiansSquared;
|
|
1430
|
+
const distanceSquaredTol = options?.distanceSquaredTol ?? Geometry_1.Geometry.smallMetricDistanceSquared;
|
|
1434
1431
|
const a2 = this.magnitudeSquared();
|
|
1435
1432
|
const b2 = other.magnitudeSquared();
|
|
1436
1433
|
if (a2 < distanceSquaredTol || b2 < distanceSquaredTol)
|
|
@@ -1453,9 +1450,8 @@ class Vector3d extends XYZ {
|
|
|
1453
1450
|
* @param options optional radian and distance tolerances.
|
|
1454
1451
|
*/
|
|
1455
1452
|
isPerpendicularTo(other, returnValueIfAnInputIsZeroLength = false, options) {
|
|
1456
|
-
|
|
1457
|
-
const
|
|
1458
|
-
const distanceSquaredTol = (_b = options === null || options === void 0 ? void 0 : options.distanceSquaredTol) !== null && _b !== void 0 ? _b : Geometry_1.Geometry.smallMetricDistanceSquared;
|
|
1453
|
+
const radianSquaredTol = options?.radianSquaredTol ?? Geometry_1.Geometry.smallAngleRadiansSquared;
|
|
1454
|
+
const distanceSquaredTol = options?.distanceSquaredTol ?? Geometry_1.Geometry.smallMetricDistanceSquared;
|
|
1459
1455
|
const aa = this.magnitudeSquared();
|
|
1460
1456
|
const bb = other.magnitudeSquared();
|
|
1461
1457
|
if (aa < distanceSquaredTol || bb < distanceSquaredTol)
|