@itwin/core-geometry 4.0.0-dev.4 → 4.0.0-dev.40
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 +17 -3
- package/lib/cjs/Geometry.d.ts +56 -16
- package/lib/cjs/Geometry.d.ts.map +1 -1
- package/lib/cjs/Geometry.js +87 -30
- package/lib/cjs/Geometry.js.map +1 -1
- 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.d.ts.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +20 -13
- 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/CurveCurve.d.ts +11 -8
- package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCurve.js +16 -12
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveCurveIntersectXY.d.ts +5 -1
- package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCurveIntersectXY.js +11 -10
- package/lib/cjs/curve/CurveCurveIntersectXY.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 +6 -0
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +10 -10
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js +11 -11
- 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 +5 -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/Angle.d.ts +19 -0
- package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Angle.js +39 -0
- package/lib/cjs/geometry3d/Angle.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -0
- package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js +1 -0
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/BarycentricTriangle.d.ts +195 -8
- package/lib/cjs/geometry3d/BarycentricTriangle.d.ts.map +1 -1
- package/lib/cjs/geometry3d/BarycentricTriangle.js +459 -11
- package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
- package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts +1 -0
- package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/CoincidentGeometryOps.js +3 -0
- package/lib/cjs/geometry3d/CoincidentGeometryOps.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.d.ts +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.d.ts.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js +2 -2
- 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/IndexedXYCollection.d.ts +22 -7
- package/lib/cjs/geometry3d/IndexedXYCollection.d.ts.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYCollection.js +41 -5
- package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +58 -4
- package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js +102 -4
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.d.ts +479 -265
- package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js +996 -784
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts +1 -0
- package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.js +1 -0
- package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts +10 -0
- package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.js +14 -0
- package/lib/cjs/geometry3d/Point2dArrayCarrier.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/Point3dArrayCarrier.d.ts +0 -6
- package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dArrayCarrier.js +0 -6
- package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +57 -57
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +63 -65
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts +14 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js +33 -1
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.d.ts +127 -19
- package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js +420 -22
- 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/geometry3d/Segment1d.d.ts +1 -1
- package/lib/cjs/geometry3d/Segment1d.js +1 -1
- package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
- package/lib/cjs/numerics/Polynomials.d.ts +12 -0
- package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
- package/lib/cjs/numerics/Polynomials.js +14 -0
- package/lib/cjs/numerics/Polynomials.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.d.ts +264 -0
- package/lib/cjs/polyface/FacetLocationDetail.d.ts.map +1 -0
- package/lib/cjs/polyface/FacetLocationDetail.js +376 -0
- package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -0
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +2 -5
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +5 -2
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts +24 -14
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js +74 -23
- package/lib/cjs/polyface/PolyfaceBuilder.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/PolyfaceData.d.ts +1 -1
- package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts +76 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +123 -3
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts +202 -0
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -0
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js +1038 -0
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -0
- package/lib/cjs/serialization/BGFBReader.js +4 -4
- package/lib/cjs/serialization/BGFBReader.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.d.ts +8 -6
- package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js +26 -19
- package/lib/cjs/serialization/GeometrySamples.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/Sphere.d.ts +5 -5
- package/lib/cjs/solid/Sphere.js +5 -5
- package/lib/cjs/solid/Sphere.js.map +1 -1
- package/lib/cjs/solid/SweepContour.d.ts.map +1 -1
- package/lib/cjs/solid/SweepContour.js +8 -1
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/cjs/topology/Graph.d.ts +113 -7
- package/lib/cjs/topology/Graph.d.ts.map +1 -1
- package/lib/cjs/topology/Graph.js +185 -7
- package/lib/cjs/topology/Graph.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +38 -0
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -0
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js +82 -0
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -0
- package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +2 -1
- package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSearch.js +1 -0
- package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/cjs/topology/Triangulation.js +1 -1
- package/lib/cjs/topology/Triangulation.js.map +1 -1
- package/lib/esm/Geometry.d.ts +56 -16
- package/lib/esm/Geometry.d.ts.map +1 -1
- package/lib/esm/Geometry.js +86 -29
- package/lib/esm/Geometry.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.d.ts.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js +21 -14
- 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/CurveCurve.d.ts +11 -8
- package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
- package/lib/esm/curve/CurveCurve.js +16 -12
- package/lib/esm/curve/CurveCurve.js.map +1 -1
- package/lib/esm/curve/CurveCurveIntersectXY.d.ts +5 -1
- package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/esm/curve/CurveCurveIntersectXY.js +11 -10
- package/lib/esm/curve/CurveCurveIntersectXY.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 +6 -0
- package/lib/esm/curve/Loop.js.map +1 -1
- package/lib/esm/curve/RegionOps.d.ts +10 -10
- package/lib/esm/curve/RegionOps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOps.js +11 -11
- 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 +5 -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/Angle.d.ts +19 -0
- package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
- package/lib/esm/geometry3d/Angle.js +39 -0
- package/lib/esm/geometry3d/Angle.js.map +1 -1
- package/lib/esm/geometry3d/AngleSweep.d.ts +1 -0
- package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
- package/lib/esm/geometry3d/AngleSweep.js +1 -0
- package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
- package/lib/esm/geometry3d/BarycentricTriangle.d.ts +195 -8
- package/lib/esm/geometry3d/BarycentricTriangle.d.ts.map +1 -1
- package/lib/esm/geometry3d/BarycentricTriangle.js +459 -12
- package/lib/esm/geometry3d/BarycentricTriangle.js.map +1 -1
- package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts +1 -0
- package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
- package/lib/esm/geometry3d/CoincidentGeometryOps.js +3 -0
- package/lib/esm/geometry3d/CoincidentGeometryOps.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.d.ts +1 -1
- package/lib/esm/geometry3d/GrowableXYArray.d.ts.map +1 -1
- package/lib/esm/geometry3d/GrowableXYArray.js +2 -2
- 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/IndexedXYCollection.d.ts +22 -7
- package/lib/esm/geometry3d/IndexedXYCollection.d.ts.map +1 -1
- package/lib/esm/geometry3d/IndexedXYCollection.js +41 -5
- package/lib/esm/geometry3d/IndexedXYCollection.js.map +1 -1
- package/lib/esm/geometry3d/IndexedXYZCollection.d.ts +58 -4
- package/lib/esm/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
- package/lib/esm/geometry3d/IndexedXYZCollection.js +103 -5
- package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.d.ts +479 -265
- package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.js +996 -784
- package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
- package/lib/esm/geometry3d/OrderedRotationAngles.d.ts +1 -0
- package/lib/esm/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
- package/lib/esm/geometry3d/OrderedRotationAngles.js +1 -0
- package/lib/esm/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts +10 -0
- package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point2dArrayCarrier.js +14 -0
- package/lib/esm/geometry3d/Point2dArrayCarrier.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/Point3dArrayCarrier.d.ts +0 -6
- package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point3dArrayCarrier.js +0 -6
- package/lib/esm/geometry3d/Point3dArrayCarrier.js.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts +57 -57
- package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.js +63 -65
- package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/esm/geometry3d/PointHelpers.d.ts +14 -1
- package/lib/esm/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/esm/geometry3d/PointHelpers.js +33 -1
- package/lib/esm/geometry3d/PointHelpers.js.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.d.ts +127 -19
- package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.js +419 -22
- 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/geometry3d/Segment1d.d.ts +1 -1
- package/lib/esm/geometry3d/Segment1d.js +1 -1
- package/lib/esm/geometry3d/Segment1d.js.map +1 -1
- package/lib/esm/numerics/Polynomials.d.ts +12 -0
- package/lib/esm/numerics/Polynomials.d.ts.map +1 -1
- package/lib/esm/numerics/Polynomials.js +14 -0
- package/lib/esm/numerics/Polynomials.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.d.ts +264 -0
- package/lib/esm/polyface/FacetLocationDetail.d.ts.map +1 -0
- package/lib/esm/polyface/FacetLocationDetail.js +369 -0
- package/lib/esm/polyface/FacetLocationDetail.js.map +1 -0
- package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts +2 -5
- package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
- package/lib/esm/polyface/IndexedPolyfaceVisitor.js +5 -2
- package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.d.ts +24 -14
- package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.js +74 -23
- package/lib/esm/polyface/PolyfaceBuilder.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/PolyfaceData.d.ts +1 -1
- package/lib/esm/polyface/PolyfaceData.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceData.js.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.d.ts +76 -1
- package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.js +121 -2
- package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts +202 -0
- package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -0
- package/lib/esm/polyface/multiclip/OffsetMeshContext.js +1032 -0
- package/lib/esm/polyface/multiclip/OffsetMeshContext.js.map +1 -0
- package/lib/esm/serialization/BGFBReader.js +4 -4
- package/lib/esm/serialization/BGFBReader.js.map +1 -1
- package/lib/esm/serialization/GeometrySamples.d.ts +8 -6
- package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/esm/serialization/GeometrySamples.js +26 -19
- package/lib/esm/serialization/GeometrySamples.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/Sphere.d.ts +5 -5
- package/lib/esm/solid/Sphere.js +5 -5
- package/lib/esm/solid/Sphere.js.map +1 -1
- package/lib/esm/solid/SweepContour.d.ts.map +1 -1
- package/lib/esm/solid/SweepContour.js +8 -1
- package/lib/esm/solid/SweepContour.js.map +1 -1
- package/lib/esm/topology/Graph.d.ts +113 -7
- package/lib/esm/topology/Graph.d.ts.map +1 -1
- package/lib/esm/topology/Graph.js +185 -7
- package/lib/esm/topology/Graph.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +38 -0
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -0
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js +78 -0
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -0
- package/lib/esm/topology/HalfEdgeGraphSearch.d.ts +2 -1
- package/lib/esm/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSearch.js +1 -0
- package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/esm/topology/Triangulation.js +1 -1
- package/lib/esm/topology/Triangulation.js.map +1 -1
- package/package.json +5 -5
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { CurveCurveApproachType, CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Range1d, Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XYAndZ } from \"./XYZProps\";\r\n\r\n/** A Ray3d contains\r\n * * an origin point.\r\n * * a direction vector. The vector is NOT required to be normalized.\r\n * * an optional weight (number).\r\n * @public\r\n */\r\nexport class Ray3d implements BeJSONFunctions {\r\n /** The ray origin */\r\n public origin: Point3d;\r\n /** The ray direction. This is commonly (but not always) a unit vector. */\r\n public direction: Vector3d;\r\n /** Numeric annotation. */\r\n public a?: number; // optional, e.g. weight.\r\n // constructor captures references !!!\r\n private constructor(origin: Point3d, direction: Vector3d) {\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.a = undefined;\r\n }\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Ray3d(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /** Create a ray on the x axis. */\r\n public static createXAxis(): Ray3d { return Ray3d._create(0, 0, 0, 1, 0, 0); }\r\n /** Create a ray on the y axis. */\r\n public static createYAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 1, 0); }\r\n /** Create a ray on the z axis. */\r\n public static createZAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 0, 1); }\r\n /** Create a ray with all zeros. */\r\n public static createZero(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setZero();\r\n result.direction.setZero();\r\n return result;\r\n }\r\n return new Ray3d(Point3d.createZero(), Vector3d.createZero());\r\n }\r\n /** Test for nearly equal rays. */\r\n public isAlmostEqual(other: Ray3d): boolean {\r\n return this.origin.isAlmostEqual(other.origin) && this.direction.isAlmostEqual(other.direction);\r\n }\r\n /** Create a ray from origin and direction. */\r\n public static create(origin: Point3d, direction: Vector3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(origin, direction);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), direction.clone());\r\n }\r\n /**\r\n * Given a homogeneous point and its derivative components, construct a Ray3d with cartesian coordinates and derivatives.\r\n * @param weightedPoint `[x,y,z,w]` parts of weighted point.\r\n * @param weightedDerivative `[x,y,z,w]` derivatives\r\n * @param result\r\n */\r\n public static createWeightedDerivative(weightedPoint: Float64Array, weightedDerivative: Float64Array, result?: Ray3d): Ray3d | undefined {\r\n const w = weightedPoint[3];\r\n const dw = weightedDerivative[3];\r\n const x = weightedPoint[0];\r\n const y = weightedPoint[1];\r\n const z = weightedPoint[2];\r\n const dx = weightedDerivative[0] * w - weightedPoint[0] * dw;\r\n const dy = weightedDerivative[1] * w - weightedPoint[1] * dw;\r\n const dz = weightedDerivative[2] * w - weightedPoint[2] * dw;\r\n if (Geometry.isSmallMetricDistance(w))\r\n return undefined;\r\n const divW = 1.0 / w;\r\n const divWW = divW * divW;\r\n return Ray3d.createXYZUVW(x * divW, y * divW, z * divW, dx * divWW, dy * divWW, dz * divWW, result);\r\n }\r\n /** Create from coordinates of the origin and direction. */\r\n public static createXYZUVW(originX: number, originY: number, originZ: number, directionX: number, directionY: number, directionZ: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.getOriginRef().set(originX, originY, originZ);\r\n result.getDirectionRef().set(directionX, directionY, directionZ);\r\n return result;\r\n }\r\n return new Ray3d(Point3d.create(originX, originY, originZ), Vector3d.create(directionX, directionY, directionZ));\r\n }\r\n /** Capture origin and direction in a new Ray3d. */\r\n public static createCapture(origin: Point3d, direction: Vector3d): Ray3d {\r\n return new Ray3d(origin, direction);\r\n }\r\n /** Create from (clones of) origin, direction, and numeric weight. */\r\n public static createPointVectorNumber(origin: Point3d, direction: Vector3d, a: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setFrom(direction);\r\n result.a = a;\r\n return result;\r\n }\r\n result = new Ray3d(origin.clone(), direction.clone());\r\n result.a = a;\r\n return result;\r\n }\r\n /** Create from origin and target. The direction vector is the full length (non-unit) vector from origin to target. */\r\n public static createStartEnd(origin: Point3d, target: Point3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setStartEnd(origin, target);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), Vector3d.createStartEnd(origin, target));\r\n }\r\n /** Return a reference to the ray's origin. */\r\n public getOriginRef(): Point3d { return this.origin; }\r\n /** Return a reference to the ray's direction vector. */\r\n public getDirectionRef(): Vector3d { return this.direction; }\r\n /** copy coordinates from origin and direction. */\r\n public set(origin: Point3d, direction: Vector3d): void {\r\n this.origin.setFrom(origin);\r\n this.direction.setFrom(direction);\r\n }\r\n /** Clone the ray. */\r\n public clone(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(this.origin.clone(), this.direction.clone());\r\n return result;\r\n }\r\n return new Ray3d(this.origin.clone(), this.direction.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform): Ray3d {\r\n return new Ray3d(transform.multiplyPoint3d(this.origin), transform.multiplyVector(this.direction));\r\n }\r\n\r\n /** Create a clone and return the inverse transform of the clone. */\r\n public cloneInverseTransformed(transform: Transform): Ray3d | undefined {\r\n const origin = transform.multiplyInversePoint3d(this.origin);\r\n const direction = transform.matrix.multiplyInverseXYZAsVector3d(this.direction.x, this.direction.y, this.direction.z);\r\n if (undefined !== origin && undefined !== direction)\r\n return new Ray3d(origin, direction);\r\n return undefined;\r\n }\r\n\r\n /** Apply a transform in place. */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector(this.direction, this.direction);\r\n }\r\n /** Copy data from another ray. */\r\n public setFrom(source: Ray3d): void { this.set(source.origin, source.direction); }\r\n /** * fraction 0 is the ray origin.\r\n * * fraction 1 is at the end of the direction vector when placed at the origin.\r\n * @returns Return a point at fractional position along the ray.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d { return this.origin.plusScaled(this.direction, fraction, result); }\r\n /** Return the dot product of the ray's direction vector with a vector from the ray origin to the space point. */\r\n public dotProductToPoint(spacePoint: Point3d): number { return this.direction.dotProductStartEnd(this.origin, spacePoint); }\r\n /**\r\n * Return the fractional coordinate (along the direction vector) of the spacePoint projected to the ray.\r\n */\r\n public pointToFraction(spacePoint: Point3d): number {\r\n return Geometry.safeDivideFraction(this.direction.dotProductStartEnd(this.origin, spacePoint), this.direction.magnitudeSquared(), 0);\r\n }\r\n /**\r\n *\r\n * Return the spacePoint projected onto the ray.\r\n */\r\n public projectPointToRay(spacePoint: Point3d): Point3d {\r\n return this.origin.plusScaled(this.direction, this.pointToFraction(spacePoint));\r\n }\r\n /** Return a transform for rigid axes\r\n * at ray origin with z in ray direction. If the direction vector is zero, axes default to identity (from createHeadsUpTriad)\r\n */\r\n public toRigidZFrame(): Transform | undefined {\r\n const axes = Matrix3d.createRigidHeadsUp(this.direction, AxisOrder.ZXY);\r\n return Transform.createOriginAndMatrix(this.origin, axes);\r\n }\r\n /**\r\n * Convert {origin:[x,y,z], direction:[u,v,w]} to a Ray3d.\r\n */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this.origin.set(0, 0, 0);\r\n this.direction.set(0, 0, 1);\r\n return;\r\n }\r\n this.origin.setFromJSON(json.origin);\r\n this.direction.setFromJSON(json.direction);\r\n }\r\n /**\r\n * try to scale the direction vector to a given magnitude.\r\n * @returns Returns false if ray direction is a zero vector.\r\n */\r\n public trySetDirectionMagnitudeInPlace(magnitude: number = 1.0): boolean {\r\n if (this.direction.tryNormalizeInPlace()) {\r\n this.direction.scaleInPlace(magnitude);\r\n return true;\r\n }\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * * If parameter `a` is clearly nonzero and the direction vector can be normalized,\r\n * * save the parameter `a` as the optional `a` member of the ray.\r\n * * normalize the ray's direction vector\r\n * * If parameter `a` is nearly zero,\r\n * * Set the `a` member to zero\r\n * * Set the ray's direction vector to zero.\r\n * @param a area to be saved.\r\n */\r\n // input a ray and \"a\" understood as an area.\r\n // if a is clearly nonzero metric squared and the vector can be normalized, install those and return true.\r\n // otherwise set ray.z to zero and zero the vector of the ray and return false.\r\n public tryNormalizeInPlaceWithAreaWeight(a: number): boolean {\r\n const tolerance = Geometry.smallMetricDistanceSquared;\r\n this.a = a;\r\n if (Math.abs(a) > tolerance && this.direction.tryNormalizeInPlace(tolerance))\r\n return true;\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * Convert an Angle to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any { return { origin: this.origin.toJSON(), direction: this.direction.toJSON() }; }\r\n /** Create a new ray from json object. See `setFromJSON` for json structure; */\r\n public static fromJSON(json?: any) {\r\n const result = Ray3d.createXAxis();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** return distance from the ray to point in space */\r\n public distance(spacePoint: Point3d): number {\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.dotProductToPoint(spacePoint);\r\n const aa = Geometry.inverseMetricDistanceSquared(uu);\r\n if (aa)\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint) - uv * uv * aa);\r\n else\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint));\r\n }\r\n /**\r\n * Return the intersection of the unbounded ray with a plane.\r\n * Stores the point of intersection in the result point given as a parameter,\r\n * and returns the parameter along the ray where the intersection occurs.\r\n * Returns undefined if the ray and plane are parallel or coplanar.\r\n */\r\n public intersectionWithPlane(plane: Plane3dByOriginAndUnitNormal, result?: Point3d): number | undefined {\r\n const vectorA = Vector3d.createStartEnd(plane.getOriginRef(), this.origin);\r\n const uDotN = this.direction.dotProduct(plane.getNormalRef());\r\n const nDotN = this.direction.magnitudeSquared();\r\n const aDotN = vectorA.dotProduct(plane.getNormalRef());\r\n const division = Geometry.conditionalDivideFraction(-aDotN, uDotN);\r\n if (undefined === division)\r\n return undefined;\r\n const division1 = Geometry.conditionalDivideFraction(nDotN, uDotN);\r\n if (undefined === division1)\r\n return undefined;\r\n if (result) {\r\n this.origin.plusScaled(this.direction, division, result);\r\n }\r\n return division;\r\n }\r\n\r\n /**\r\n * * Find intersection of the ray with a Range3d.\r\n * * return the range of fractions (on the ray) which are \"inside\" the range.\r\n * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.sNull`\r\n */\r\n public intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d {\r\n if (range.isNull)\r\n return Range1d.createNull(result);\r\n const interval = Range1d.createXX(-Geometry.largeCoordinateResult, Geometry.largeCoordinateResult, result);\r\n if (interval.clipLinearMapToInterval(this.origin.x, this.direction.x, range.low.x, range.high.x)\r\n && interval.clipLinearMapToInterval(this.origin.y, this.direction.y, range.low.y, range.high.y)\r\n && interval.clipLinearMapToInterval(this.origin.z, this.direction.z, range.low.z, range.high.z))\r\n return interval;\r\n return interval;\r\n }\r\n\r\n /** Construct a vector from `ray.origin` to target point.\r\n * * return the part of the vector that is perpendicular to `ray.direction`.\r\n * * i.e. return the shortest vector from the ray to the point.\r\n */\r\n public perpendicularPartOfVectorToTarget(targetPoint: XYAndZ, result?: Vector3d): Vector3d {\r\n const vectorV = Vector3d.createStartEnd(this.origin, targetPoint);\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.direction.dotProductStartEnd(this.origin, targetPoint);\r\n const fraction = Geometry.safeDivideFraction(uv, uu, 0.0);\r\n return vectorV.plusScaled(this.direction, -fraction, result);\r\n }\r\n /** Determine if two rays intersect, are fully overlapped, parallel but no coincident, or skew\r\n * * Return a CurveLocationDetailPair which\r\n * * contains fraction and point on each ray.\r\n * * has (in the CurveLocationDetailPair structure, as member approachType) annotation indicating one of these relationships\r\n * * CurveCurveApproachType.Intersection -- the rays have a simple intersection, at fractions indicated in detailA and detailB\r\n * * CurveCurveApproachType.PerpendicularChord -- there is pair of where the rays have closest approach. The rays are skew in space.\r\n * * CurveCurveApproachType.CoincidentGeometry -- the rays are the same unbounded line in space. The fractions and points are a representative single common point.\r\n * * CurveCurveApproachType.Parallel -- the rays are parallel (and not coincident). The two points are at the minimum distance\r\n */\r\n public static closestApproachRay3dRay3d(rayA: Ray3d, rayB: Ray3d): CurveLocationDetailPair {\r\n const intersectionFractions = Vector2d.create();\r\n let fractionA, fractionB;\r\n let pointA, pointB;\r\n let pairType;\r\n if (SmallSystem.ray3dXYZUVWClosestApproachUnbounded(\r\n rayA.origin.x, rayA.origin.y, rayA.origin.z, rayA.direction.x, rayA.direction.y, rayA.direction.z,\r\n rayB.origin.x, rayB.origin.y, rayB.origin.z, rayB.direction.x, rayB.direction.y, rayB.direction.z, intersectionFractions)) {\r\n fractionA = intersectionFractions.x;\r\n fractionB = intersectionFractions.y;\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.Intersection : CurveCurveApproachType.PerpendicularChord;\r\n } else {\r\n fractionB = 0.0;\r\n fractionA = rayA.pointToFraction(rayB.origin);\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.CoincidentGeometry : CurveCurveApproachType.ParallelGeometry;\r\n }\r\n const pair = CurveLocationDetailPair.createCapture(\r\n CurveLocationDetail.createRayFractionPoint(rayA, fractionA, rayA.fractionToPoint(fractionA)),\r\n CurveLocationDetail.createRayFractionPoint(rayB, fractionB, rayB.fractionToPoint(fractionB)));\r\n pair.approachType = pairType;\r\n return pair;\r\n }\r\n\r\n /**\r\n * Return a ray with `ray.origin` interpolated between pt1 and pt2 at the given fraction\r\n * and `ray.direction` set to the vector from pt1 to pt2 multiplied by the given scale factor.\r\n * @param pt1 start point of interpolation.\r\n * @param fraction fractional position between points.\r\n * @param pt2 endpoint of interpolation.\r\n * @param tangentScale scale factor to apply to the startToEnd vector.\r\n * @param result optional receiver.\r\n */\r\n public static interpolatePointAndTangent(pt1: XYAndZ, fraction: number, pt2: XYAndZ, tangentScale: number, result?: Ray3d): Ray3d {\r\n result = result ?? Ray3d.createZero();\r\n const dx = pt2.x - pt1.x;\r\n const dy = pt2.y - pt1.y;\r\n const dz = pt2.z - pt1.z;\r\n result.direction.set(tangentScale * dx, tangentScale * dy, tangentScale * dz);\r\n if (fraction <= 0.5)\r\n result.origin.set(pt1.x + fraction * dx, pt1.y + fraction * dy, pt1.z + fraction * dz);\r\n else {\r\n const t: number = fraction - 1.0;\r\n result.origin.set(pt2.x + t * dx, pt2.y + t * dy, pt2.z + t * dz);\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { CurveCurveApproachType, CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Range1d, Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XYAndZ } from \"./XYZProps\";\r\n\r\n/** A Ray3d contains\r\n * * an origin point.\r\n * * a direction vector. The vector is NOT required to be normalized.\r\n * * an optional weight (number).\r\n * @public\r\n */\r\nexport class Ray3d implements BeJSONFunctions {\r\n /** The ray origin */\r\n public origin: Point3d;\r\n /** The ray direction. This is commonly (but not always) a unit vector. */\r\n public direction: Vector3d;\r\n /** Numeric annotation. */\r\n public a?: number; // optional, e.g. weight.\r\n // constructor captures references !!!\r\n private constructor(origin: Point3d, direction: Vector3d) {\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.a = undefined;\r\n }\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Ray3d(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /** Create a ray on the x axis. */\r\n public static createXAxis(): Ray3d { return Ray3d._create(0, 0, 0, 1, 0, 0); }\r\n /** Create a ray on the y axis. */\r\n public static createYAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 1, 0); }\r\n /** Create a ray on the z axis. */\r\n public static createZAxis(): Ray3d { return Ray3d._create(0, 0, 0, 0, 0, 1); }\r\n /** Create a ray with all zeros. */\r\n public static createZero(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setZero();\r\n result.direction.setZero();\r\n return result;\r\n }\r\n return new Ray3d(Point3d.createZero(), Vector3d.createZero());\r\n }\r\n /** Test for nearly equal rays. */\r\n public isAlmostEqual(other: Ray3d): boolean {\r\n return this.origin.isAlmostEqual(other.origin) && this.direction.isAlmostEqual(other.direction);\r\n }\r\n /** Create a ray from origin and direction. */\r\n public static create(origin: Point3d, direction: Vector3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(origin, direction);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), direction.clone());\r\n }\r\n /**\r\n * Given a homogeneous point and its derivative components, construct a Ray3d with cartesian coordinates and derivatives.\r\n * @param weightedPoint `[x,y,z,w]` parts of weighted point.\r\n * @param weightedDerivative `[x,y,z,w]` derivatives\r\n * @param result\r\n */\r\n public static createWeightedDerivative(weightedPoint: Float64Array, weightedDerivative: Float64Array, result?: Ray3d): Ray3d | undefined {\r\n const w = weightedPoint[3];\r\n const dw = weightedDerivative[3];\r\n const x = weightedPoint[0];\r\n const y = weightedPoint[1];\r\n const z = weightedPoint[2];\r\n const dx = weightedDerivative[0] * w - weightedPoint[0] * dw;\r\n const dy = weightedDerivative[1] * w - weightedPoint[1] * dw;\r\n const dz = weightedDerivative[2] * w - weightedPoint[2] * dw;\r\n if (Geometry.isSmallMetricDistance(w))\r\n return undefined;\r\n const divW = 1.0 / w;\r\n const divWW = divW * divW;\r\n return Ray3d.createXYZUVW(x * divW, y * divW, z * divW, dx * divWW, dy * divWW, dz * divWW, result);\r\n }\r\n /** Create from coordinates of the origin and direction. */\r\n public static createXYZUVW(originX: number, originY: number, originZ: number, directionX: number, directionY: number, directionZ: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.getOriginRef().set(originX, originY, originZ);\r\n result.getDirectionRef().set(directionX, directionY, directionZ);\r\n return result;\r\n }\r\n return new Ray3d(Point3d.create(originX, originY, originZ), Vector3d.create(directionX, directionY, directionZ));\r\n }\r\n /** Capture origin and direction in a new Ray3d. */\r\n public static createCapture(origin: Point3d, direction: Vector3d): Ray3d {\r\n return new Ray3d(origin, direction);\r\n }\r\n /** Create from (clones of) origin, direction, and numeric weight. */\r\n public static createPointVectorNumber(origin: Point3d, direction: Vector3d, a: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setFrom(direction);\r\n result.a = a;\r\n return result;\r\n }\r\n result = new Ray3d(origin.clone(), direction.clone());\r\n result.a = a;\r\n return result;\r\n }\r\n /** Create from origin and target. The direction vector is the full length (non-unit) vector from origin to target. */\r\n public static createStartEnd(origin: Point3d, target: Point3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setStartEnd(origin, target);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), Vector3d.createStartEnd(origin, target));\r\n }\r\n /** Return a reference to the ray's origin. */\r\n public getOriginRef(): Point3d { return this.origin; }\r\n /** Return a reference to the ray's direction vector. */\r\n public getDirectionRef(): Vector3d { return this.direction; }\r\n /** copy coordinates from origin and direction. */\r\n public set(origin: Point3d, direction: Vector3d): void {\r\n this.origin.setFrom(origin);\r\n this.direction.setFrom(direction);\r\n }\r\n /** Clone the ray. */\r\n public clone(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(this.origin.clone(), this.direction.clone());\r\n return result;\r\n }\r\n return new Ray3d(this.origin.clone(), this.direction.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform): Ray3d {\r\n return new Ray3d(transform.multiplyPoint3d(this.origin), transform.multiplyVector(this.direction));\r\n }\r\n\r\n /** Create a clone and return the inverse transform of the clone. */\r\n public cloneInverseTransformed(transform: Transform): Ray3d | undefined {\r\n const origin = transform.multiplyInversePoint3d(this.origin);\r\n const direction = transform.matrix.multiplyInverseXYZAsVector3d(this.direction.x, this.direction.y, this.direction.z);\r\n if (undefined !== origin && undefined !== direction)\r\n return new Ray3d(origin, direction);\r\n return undefined;\r\n }\r\n\r\n /** Apply a transform in place. */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector(this.direction, this.direction);\r\n }\r\n /** Copy data from another ray. */\r\n public setFrom(source: Ray3d): void { this.set(source.origin, source.direction); }\r\n /** * fraction 0 is the ray origin.\r\n * * fraction 1 is at the end of the direction vector when placed at the origin.\r\n * @returns Return a point at fractional position along the ray.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d { return this.origin.plusScaled(this.direction, fraction, result); }\r\n /** Return the dot product of the ray's direction vector with a vector from the ray origin to the space point. */\r\n public dotProductToPoint(spacePoint: Point3d): number { return this.direction.dotProductStartEnd(this.origin, spacePoint); }\r\n /**\r\n * Return the fractional coordinate (along the direction vector) of the spacePoint projected to the ray.\r\n */\r\n public pointToFraction(spacePoint: Point3d): number {\r\n return Geometry.safeDivideFraction(this.direction.dotProductStartEnd(this.origin, spacePoint), this.direction.magnitudeSquared(), 0);\r\n }\r\n /**\r\n *\r\n * Return the spacePoint projected onto the ray.\r\n */\r\n public projectPointToRay(spacePoint: Point3d): Point3d {\r\n return this.origin.plusScaled(this.direction, this.pointToFraction(spacePoint));\r\n }\r\n /** Return a transform for rigid axes\r\n * at ray origin with z in ray direction. If the direction vector is zero, axes default to identity (from createHeadsUpTriad)\r\n */\r\n public toRigidZFrame(): Transform | undefined {\r\n const axes = Matrix3d.createRigidHeadsUp(this.direction, AxisOrder.ZXY);\r\n return Transform.createOriginAndMatrix(this.origin, axes);\r\n }\r\n /**\r\n * Convert {origin:[x,y,z], direction:[u,v,w]} to a Ray3d.\r\n */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this.origin.set(0, 0, 0);\r\n this.direction.set(0, 0, 1);\r\n return;\r\n }\r\n this.origin.setFromJSON(json.origin);\r\n this.direction.setFromJSON(json.direction);\r\n }\r\n /**\r\n * try to scale the direction vector to a given magnitude.\r\n * @returns Returns false if ray direction is a zero vector.\r\n */\r\n public trySetDirectionMagnitudeInPlace(magnitude: number = 1.0): boolean {\r\n if (this.direction.tryNormalizeInPlace()) {\r\n this.direction.scaleInPlace(magnitude);\r\n return true;\r\n }\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * * If parameter `a` is clearly nonzero and the direction vector can be normalized,\r\n * * save the parameter `a` as the optional `a` member of the ray.\r\n * * normalize the ray's direction vector\r\n * * If parameter `a` is nearly zero,\r\n * * Set the `a` member to zero\r\n * * Set the ray's direction vector to zero.\r\n * @param a area to be saved.\r\n */\r\n // input a ray and \"a\" understood as an area.\r\n // if a is clearly nonzero metric squared and the vector can be normalized, install those and return true.\r\n // otherwise set ray.z to zero and zero the vector of the ray and return false.\r\n public tryNormalizeInPlaceWithAreaWeight(a: number): boolean {\r\n const tolerance = Geometry.smallMetricDistanceSquared;\r\n this.a = a;\r\n if (Math.abs(a) > tolerance && this.direction.tryNormalizeInPlace(tolerance))\r\n return true;\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * Convert an Angle to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any { return { origin: this.origin.toJSON(), direction: this.direction.toJSON() }; }\r\n /** Create a new ray from json object. See `setFromJSON` for json structure; */\r\n public static fromJSON(json?: any) {\r\n const result = Ray3d.createXAxis();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** return distance from the ray to point in space */\r\n public distance(spacePoint: Point3d): number {\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.dotProductToPoint(spacePoint);\r\n const aa = Geometry.inverseMetricDistanceSquared(uu);\r\n if (aa)\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint) - uv * uv * aa);\r\n else\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint));\r\n }\r\n /**\r\n * Return the intersection of the unbounded ray with a plane.\r\n * Stores the point of intersection in the result point given as a parameter,\r\n * and returns the parameter along the ray where the intersection occurs.\r\n * Returns undefined if the ray and plane are parallel or coplanar.\r\n */\r\n public intersectionWithPlane(plane: Plane3dByOriginAndUnitNormal, result?: Point3d): number | undefined {\r\n const vectorA = Vector3d.createStartEnd(plane.getOriginRef(), this.origin);\r\n const uDotN = this.direction.dotProduct(plane.getNormalRef());\r\n const nDotN = this.direction.magnitudeSquared();\r\n const aDotN = vectorA.dotProduct(plane.getNormalRef());\r\n const division = Geometry.conditionalDivideFraction(-aDotN, uDotN);\r\n if (undefined === division)\r\n return undefined;\r\n const division1 = Geometry.conditionalDivideFraction(nDotN, uDotN);\r\n if (undefined === division1)\r\n return undefined;\r\n if (result) {\r\n this.origin.plusScaled(this.direction, division, result);\r\n }\r\n return division;\r\n }\r\n\r\n /**\r\n * * Find intersection of the ray with a Range3d.\r\n * * return the range of fractions (on the ray) which are \"inside\" the range.\r\n * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.sNull`\r\n */\r\n public intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d {\r\n if (range.isNull)\r\n return Range1d.createNull(result);\r\n const interval = Range1d.createXX(-Geometry.largeCoordinateResult, Geometry.largeCoordinateResult, result);\r\n if (interval.clipLinearMapToInterval(this.origin.x, this.direction.x, range.low.x, range.high.x)\r\n && interval.clipLinearMapToInterval(this.origin.y, this.direction.y, range.low.y, range.high.y)\r\n && interval.clipLinearMapToInterval(this.origin.z, this.direction.z, range.low.z, range.high.z))\r\n return interval;\r\n return interval;\r\n }\r\n\r\n /** Construct a vector from `ray.origin` to target point.\r\n * * return the part of the vector that is perpendicular to `ray.direction`.\r\n * * i.e. return the shortest vector from the ray to the point.\r\n */\r\n public perpendicularPartOfVectorToTarget(targetPoint: XYAndZ, result?: Vector3d): Vector3d {\r\n const vectorV = Vector3d.createStartEnd(this.origin, targetPoint);\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.direction.dotProductStartEnd(this.origin, targetPoint);\r\n const fraction = Geometry.safeDivideFraction(uv, uu, 0.0);\r\n return vectorV.plusScaled(this.direction, -fraction, result);\r\n }\r\n /** Determine if two rays intersect, are fully overlapped, parallel but no coincident, or skew\r\n * * Return a CurveLocationDetailPair which\r\n * * contains fraction and point on each ray.\r\n * * has (in the CurveLocationDetailPair structure, as member approachType) annotation indicating one of these relationships\r\n * * CurveCurveApproachType.Intersection -- the rays have a simple intersection, at fractions indicated in detailA and detailB\r\n * * CurveCurveApproachType.PerpendicularChord -- there is pair of where the rays have closest approach. The rays are skew in space.\r\n * * CurveCurveApproachType.CoincidentGeometry -- the rays are the same unbounded line in space. The fractions and points are a representative single common point.\r\n * * CurveCurveApproachType.Parallel -- the rays are parallel (and not coincident). The two points are at the minimum distance\r\n */\r\n public static closestApproachRay3dRay3d(rayA: Ray3d, rayB: Ray3d): CurveLocationDetailPair {\r\n const intersectionFractions = Vector2d.create();\r\n let fractionA, fractionB;\r\n let pointA, pointB;\r\n let pairType;\r\n if (SmallSystem.ray3dXYZUVWClosestApproachUnbounded(\r\n rayA.origin.x, rayA.origin.y, rayA.origin.z, rayA.direction.x, rayA.direction.y, rayA.direction.z,\r\n rayB.origin.x, rayB.origin.y, rayB.origin.z, rayB.direction.x, rayB.direction.y, rayB.direction.z, intersectionFractions)) {\r\n fractionA = intersectionFractions.x;\r\n fractionB = intersectionFractions.y;\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.Intersection : CurveCurveApproachType.PerpendicularChord;\r\n } else {\r\n fractionB = 0.0;\r\n fractionA = rayA.pointToFraction(rayB.origin);\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ? CurveCurveApproachType.CoincidentGeometry : CurveCurveApproachType.ParallelGeometry;\r\n }\r\n const pair = CurveLocationDetailPair.createCapture(\r\n CurveLocationDetail.createRayFractionPoint(rayA, fractionA, rayA.fractionToPoint(fractionA)),\r\n CurveLocationDetail.createRayFractionPoint(rayB, fractionB, rayB.fractionToPoint(fractionB)));\r\n pair.approachType = pairType;\r\n return pair;\r\n }\r\n\r\n /**\r\n * Return a ray with `ray.origin` interpolated between pt1 and pt2 at the given fraction\r\n * and `ray.direction` set to the vector from pt1 to pt2 multiplied by the given scale factor.\r\n * @param pt1 start point of interpolation.\r\n * @param fraction fractional position between points.\r\n * @param pt2 endpoint of interpolation.\r\n * @param tangentScale scale factor to apply to the startToEnd vector.\r\n * @param result optional receiver.\r\n */\r\n public static interpolatePointAndTangent(pt1: XYAndZ, fraction: number, pt2: XYAndZ, tangentScale: number, result?: Ray3d): Ray3d {\r\n result = result ?? Ray3d.createZero();\r\n const dx = pt2.x - pt1.x;\r\n const dy = pt2.y - pt1.y;\r\n const dz = pt2.z - pt1.z;\r\n result.direction.set(tangentScale * dx, tangentScale * dy, tangentScale * dz);\r\n if (fraction <= 0.5)\r\n result.origin.set(pt1.x + fraction * dx, pt1.y + fraction * dy, pt1.z + fraction * dz);\r\n else {\r\n const t: number = fraction - 1.0;\r\n result.origin.set(pt2.x + t * dx, pt2.y + t * dy, pt2.z + t * dz);\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
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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 { Geometry } from \"../Geometry\";\r\n\r\n/**\r\n * * A Segment1d is an interval of an axis named x.\r\n * * The interval is defined by two values x0 and x1.\r\n * * The x0 and x1 values can be in either order.\r\n * * if `x0 < x1` fractional coordinates within the segment move from left to right.\r\n * * if `x0 > x1` fractional coordinates within the segment move from right to left.\r\n * * This differs from a Range1d in that:\r\n * * For a Range1d the reversed ordering of its limit values means \"empty interval\".\r\n * * For a Segment1d the reversed ordering is a real interval but fractional positions move backwards.\r\n * * The segment is parameterized with a fraction\r\n * * * Fraction 0 is the start (`x0`)\r\n * * * Fraction 1 is the end (`x1`)\r\n * * * The fraction equation is `x = x0 + fraction * (x1-x0)` or (equivalently) `x = (1-fraction) * x0 + fraction * x1`\r\n * @public\r\n */\r\nexport class Segment1d {\r\n /** start coordinate */\r\n public x0: number;\r\n /** end coordinate */\r\n public x1: number;\r\n private constructor(x0: number, x1: number) {\r\n this.x0 = x0;\r\n this.x1 = x1;\r\n }\r\n /**\r\n * replace both end values.\r\n * @param x0 new x0 value\r\n * @param x1 new y0 value\r\n */\r\n public set(x0: number, x1: number) { this.x0 = x0, this.x1 = x1; }\r\n /**\r\n * shift (translate) the segment along its axis by adding `dx` to both `x0` and `x1`.\r\n * @param dx value to add to both x0 and x1\r\n */\r\n public shift(dx: number) { this.x0 += dx, this.x1 += dx; }\r\n /**\r\n * create segment1d with given end values\r\n * @param x0 start value\r\n * @param x1 end value\r\n * @param result optional pre-existing result to be reinitialized.\r\n */\r\n public static create(x0: number = 0, x1: number = 1, result?: Segment1d): Segment1d {\r\n if (!result)\r\n return new Segment1d(x0, x1);\r\n result.set(x0, x1);\r\n return result;\r\n }\r\n /**\r\n * Copy both end values from other Segment1d\r\n * @param other source Segment1d\r\n */\r\n public setFrom(other: Segment1d) { this.x0 = other.x0; this.x1 = other.x1; }\r\n /**\r\n * clone this Segment1d, return as a separate object.\r\n */\r\n public clone(): Segment1d { return new Segment1d(this.x0, this.x1); }\r\n /**\r\n * Returns true if both coordinates (`x0` and `x1`) are in the 0..1 range.\r\n */\r\n public get isIn01() {\r\n return Geometry.isIn01(this.x0) && Geometry.isIn01(this.x1);\r\n\r\n }\r\n /**\r\n * Evaluate the segment at fractional position\r\n * @returns position within the segment\r\n * @param fraction fractional position within this segment\r\n */\r\n public fractionToPoint(fraction: number): number { return Geometry.interpolate(this.x0, fraction, this.x1); }\r\n /**\r\n * Return the signed start-to-end shift (aka signed distance)\r\n */\r\n public signedDelta(): number { return this.x1 - this.x0; }\r\n /**\r\n * Return the absolute start-to-end shift (aka distance)\r\n */\r\n public absoluteDelta(): number { return Math.abs(this.x1 - this.x0); }\r\n /**\r\n * * swap the x0 and x1 member values.\r\n * * This makes the fractionToPoint evaluates reverse direction.\r\n */\r\n public reverseInPlace(): void { const x = this.x0; this.x0 = this.x1; this.x1 = x; }\r\n /**\r\n * * if `x1<x0` multiplied by the scale factor is (strictly) negative, swap the x0 and x1 member values.\r\n * * This makes the fractionToPoint evaluates reverse direction.\r\n */\r\n public reverseIfNeededForDeltaSign(sign: number = 1): void {\r\n if (sign * (this.x1 - this.x0) < 0)\r\n this.reverseInPlace();\r\n }\r\n /**\r\n * Near equality test, using Geometry.isSameCoordinate for tolerances.\r\n */\r\n public isAlmostEqual(other: Segment1d): boolean {\r\n return Geometry.isSameCoordinate(this.x0, other.x0) && Geometry.isSameCoordinate(this.x1, other.x1);\r\n }\r\n /**\r\n * Return true if the segment limits are (exactly) 0 and 1\r\n */\r\n public get isExact01(): boolean { return this.x0 === 0.0 && this.x1 === 1.0; }\r\n /**\r\n * Return true if the segment limits are (exactly) 1 and 0\r\n */\r\n public get isExact01Reversed(): boolean { return this.x0 === 1.0 && this.x1 === 0.0; }\r\n\r\n /** On input, `this` is an interval of a line. On output, the interval has been clipped to positive parts of a linear function\r\n * * f0 and f1 are values at parameter values 0 and 1 (which are in general NOT x0 and x1)\r\n * * From that determine where the segment crosses function value 0.\r\n * * The segment contains some interval in the same parameter space.\r\n * * Clip the segment to the positive part of the space.\r\n * * Return true (and modify the segment) if any of the segment remains.\r\n * * Return false (but without modifying the segment) if the active part is entirely out.\r\n */\r\n public clipBy01FunctionValuesPositive(f0: number, f1: number): boolean {\r\n const df01 = f1 - f0;\r\n const fA = f0 + this.x0 * df01;\r\n const fB = f0 + this.x1 * df01;\r\n const dfAB = fB - fA;\r\n if (fA > 0) {\r\n if (fB >= 0) return true; // inside at both ends\r\n /** There is an inside to outside crossing. The division is safe ... (and value between 0 and 1) */\r\n const u = -fA / dfAB;\r\n this.x1 = this.x0 + u * (this.x1 - this.x0);\r\n return true;\r\n } else if (fA < 0) {\r\n if (fB < 0) return false; // outside at both ends.\r\n /** There is an outside to inside crossing crossing. The division is safe ... (and value between 0 and 1) */\r\n const u = -fA / dfAB;\r\n this.x0 = this.x0 + u * (this.x1 - this.x0);\r\n return true;\r\n }\r\n /** fA is on the cut. fB determines the entire segment. */\r\n return fB > 0;\r\n }\r\n /**\r\n * * On input, (f0,f1) is a (directed) segment.\r\n * * On output, it is restricted to (0,1) while maintaining direction\r\n * * If the clip leaves nothing, leave this segment alone and return false.\r\n * * If the clip leaves something, update this segment and return true.\r\n */\r\n public clampDirectedTo01(): boolean {\r\n let x0 = this.x0;\r\n let x1 = this.x1;\r\n if (x1 > x0) {\r\n if (x0 < 0) x0 = 0;\r\n if (x1 > 1) x1 = 1;\r\n if (x0 >= x1)\r\n return false;\r\n } else {\r\n if (x0 > 1) x0 = 1;\r\n if (x1 < 0) x1 = 0;\r\n if (x0 <= x1)\r\n return false;\r\n }\r\n this.set(x0, x1);\r\n return true;\r\n }\r\n\r\n}\r\n"]}
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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 { Geometry } from \"../Geometry\";\r\n\r\n/**\r\n * * A Segment1d is an interval of an axis named x.\r\n * * The interval is defined by two values x0 and x1.\r\n * * The x0 and x1 values can be in either order.\r\n * * if `x0 < x1` fractional coordinates within the segment move from left to right.\r\n * * if `x0 > x1` fractional coordinates within the segment move from right to left.\r\n * * This differs from a Range1d in that:\r\n * * For a Range1d the reversed ordering of its limit values means \"empty interval\".\r\n * * For a Segment1d the reversed ordering is a real interval but fractional positions move backwards.\r\n * * The segment is parameterized with a fraction\r\n * * * Fraction 0 is the start (`x0`)\r\n * * * Fraction 1 is the end (`x1`)\r\n * * * The fraction equation is `x = x0 + fraction * (x1-x0)` or (equivalently) `x = (1-fraction) * x0 + fraction * x1`\r\n * @public\r\n */\r\nexport class Segment1d {\r\n /** start coordinate */\r\n public x0: number;\r\n /** end coordinate */\r\n public x1: number;\r\n private constructor(x0: number, x1: number) {\r\n this.x0 = x0;\r\n this.x1 = x1;\r\n }\r\n /**\r\n * replace both end values.\r\n * @param x0 new x0 value\r\n * @param x1 new y0 value\r\n */\r\n public set(x0: number, x1: number) { this.x0 = x0, this.x1 = x1; }\r\n /**\r\n * shift (translate) the segment along its axis by adding `dx` to both `x0` and `x1`.\r\n * @param dx value to add to both x0 and x1\r\n */\r\n public shift(dx: number) { this.x0 += dx, this.x1 += dx; }\r\n /**\r\n * create segment1d with given end values\r\n * @param x0 start value\r\n * @param x1 end value\r\n * @param result optional pre-existing result to be reinitialized.\r\n */\r\n public static create(x0: number = 0, x1: number = 1, result?: Segment1d): Segment1d {\r\n if (!result)\r\n return new Segment1d(x0, x1);\r\n result.set(x0, x1);\r\n return result;\r\n }\r\n /**\r\n * Copy both end values from other Segment1d\r\n * @param other source Segment1d\r\n */\r\n public setFrom(other: Segment1d) { this.x0 = other.x0; this.x1 = other.x1; }\r\n /**\r\n * clone this Segment1d, return as a separate object.\r\n */\r\n public clone(): Segment1d { return new Segment1d(this.x0, this.x1); }\r\n /**\r\n * Returns true if both coordinates (`x0` and `x1`) are in the 0..1 range.\r\n */\r\n public get isIn01() {\r\n return Geometry.isIn01(this.x0) && Geometry.isIn01(this.x1);\r\n\r\n }\r\n /**\r\n * Evaluate the segment at fractional position\r\n * @returns position within the segment\r\n * @param fraction fractional position within this segment\r\n */\r\n public fractionToPoint(fraction: number): number { return Geometry.interpolate(this.x0, fraction, this.x1); }\r\n /**\r\n * Return the signed start-to-end shift (aka signed distance)\r\n */\r\n public signedDelta(): number { return this.x1 - this.x0; }\r\n /**\r\n * Return the absolute start-to-end shift (aka distance)\r\n */\r\n public absoluteDelta(): number { return Math.abs(this.x1 - this.x0); }\r\n /**\r\n * * swap the x0 and x1 member values.\r\n * * This makes the fractionToPoint evaluates reverse direction.\r\n */\r\n public reverseInPlace(): void { const x = this.x0; this.x0 = this.x1; this.x1 = x; }\r\n /**\r\n * * if `x1-x0` multiplied by the scale factor is (strictly) negative, swap the x0 and x1 member values.\r\n * * This makes the fractionToPoint evaluates reverse direction.\r\n */\r\n public reverseIfNeededForDeltaSign(sign: number = 1): void {\r\n if (sign * (this.x1 - this.x0) < 0)\r\n this.reverseInPlace();\r\n }\r\n /**\r\n * Near equality test, using Geometry.isSameCoordinate for tolerances.\r\n */\r\n public isAlmostEqual(other: Segment1d): boolean {\r\n return Geometry.isSameCoordinate(this.x0, other.x0) && Geometry.isSameCoordinate(this.x1, other.x1);\r\n }\r\n /**\r\n * Return true if the segment limits are (exactly) 0 and 1\r\n */\r\n public get isExact01(): boolean { return this.x0 === 0.0 && this.x1 === 1.0; }\r\n /**\r\n * Return true if the segment limits are (exactly) 1 and 0\r\n */\r\n public get isExact01Reversed(): boolean { return this.x0 === 1.0 && this.x1 === 0.0; }\r\n\r\n /** On input, `this` is an interval of a line. On output, the interval has been clipped to positive parts of a linear function\r\n * * f0 and f1 are values at parameter values 0 and 1 (which are in general NOT x0 and x1)\r\n * * From that determine where the segment crosses function value 0.\r\n * * The segment contains some interval in the same parameter space.\r\n * * Clip the segment to the positive part of the space.\r\n * * Return true (and modify the segment) if any of the segment remains.\r\n * * Return false (but without modifying the segment) if the active part is entirely out.\r\n */\r\n public clipBy01FunctionValuesPositive(f0: number, f1: number): boolean {\r\n const df01 = f1 - f0;\r\n const fA = f0 + this.x0 * df01;\r\n const fB = f0 + this.x1 * df01;\r\n const dfAB = fB - fA;\r\n if (fA > 0) {\r\n if (fB >= 0) return true; // inside at both ends\r\n /** There is an inside to outside crossing. The division is safe ... (and value between 0 and 1) */\r\n const u = -fA / dfAB;\r\n this.x1 = this.x0 + u * (this.x1 - this.x0);\r\n return true;\r\n } else if (fA < 0) {\r\n if (fB < 0) return false; // outside at both ends.\r\n /** There is an outside to inside crossing crossing. The division is safe ... (and value between 0 and 1) */\r\n const u = -fA / dfAB;\r\n this.x0 = this.x0 + u * (this.x1 - this.x0);\r\n return true;\r\n }\r\n /** fA is on the cut. fB determines the entire segment. */\r\n return fB > 0;\r\n }\r\n /**\r\n * * On input, (f0,f1) is a (directed) segment.\r\n * * On output, it is restricted to (0,1) while maintaining direction\r\n * * If the clip leaves nothing, leave this segment alone and return false.\r\n * * If the clip leaves something, update this segment and return true.\r\n */\r\n public clampDirectedTo01(): boolean {\r\n let x0 = this.x0;\r\n let x1 = this.x1;\r\n if (x1 > x0) {\r\n if (x0 < 0) x0 = 0;\r\n if (x1 > 1) x1 = 1;\r\n if (x0 >= x1)\r\n return false;\r\n } else {\r\n if (x0 > 1) x0 = 1;\r\n if (x1 < 0) x1 = 0;\r\n if (x0 <= x1)\r\n return false;\r\n }\r\n this.set(x0, x1);\r\n return true;\r\n }\r\n\r\n}\r\n"]}
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@@ -524,6 +524,18 @@ export declare class SmallSystem {
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azx: number, azy: number, azz: number, // second row of matrix
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cx: number, cy: number, cz: number, // right side
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result?: Vector3d): Vector3d | undefined;
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/**
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* Compute the intersection of three planes.
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* @param xyzA point on the first plane
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* @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.
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static intersect3Planes(xyzA: Point3d, normalA: Vector3d, xyzB: Point3d, normalB: Vector3d, xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined;
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/**
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* * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`
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-
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@@ -1505,6 +1505,20 @@ export class SmallSystem {
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1505
1505
|
}
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1506
1506
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return undefined;
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1507
1507
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}
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1508
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+
/**
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1509
|
+
* Compute the intersection of three planes.
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|
1510
|
+
* @param xyzA point on the first plane
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|
1511
|
+
* @param normalA normal of the first plane
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|
1512
|
+
* @param xyzB point on the second plane
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1513
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+
* @param normalB normal of the second plane
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|
1514
|
+
* @param xyzC point on the third plane
|
|
1515
|
+
* @param normalC normal of the third plane
|
|
1516
|
+
* @param result optional result
|
|
1517
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+
* @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.
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|
1518
|
+
*/
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|
1519
|
+
static intersect3Planes(xyzA, normalA, xyzB, normalB, xyzC, normalC, result) {
|
|
1520
|
+
return this.linearSystem3d(normalA.x, normalA.y, normalA.z, normalB.x, normalB.y, normalB.z, normalC.x, normalC.y, normalC.z, Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z), Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z), Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);
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|
1521
|
+
}
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|
1508
1522
|
/**
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|
1509
1523
|
* * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`
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1510
1524
|
* @param rowA row that does not change
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