@itwin/core-geometry 4.0.0-dev.4 → 4.0.0-dev.41

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (344) hide show
  1. package/CHANGELOG.md +17 -3
  2. package/lib/cjs/Geometry.d.ts +56 -16
  3. package/lib/cjs/Geometry.d.ts.map +1 -1
  4. package/lib/cjs/Geometry.js +87 -30
  5. package/lib/cjs/Geometry.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurveOps.js +4 -5
  7. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  8. package/lib/cjs/bspline/InterpolationCurve3d.js +7 -10
  9. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  10. package/lib/cjs/clipping/ClipPrimitive.js +2 -2
  11. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  12. package/lib/cjs/clipping/ClipUtils.js +4 -4
  13. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  14. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js +2 -2
  15. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  16. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  17. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +20 -13
  18. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  19. package/lib/cjs/curve/CurveCollection.js +1 -1
  20. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  21. package/lib/cjs/curve/CurveCurve.d.ts +11 -8
  22. package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
  23. package/lib/cjs/curve/CurveCurve.js +16 -12
  24. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  25. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts +5 -1
  26. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  27. package/lib/cjs/curve/CurveCurveIntersectXY.js +11 -10
  28. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  29. package/lib/cjs/curve/Loop.d.ts +2 -2
  30. package/lib/cjs/curve/Loop.d.ts.map +1 -1
  31. package/lib/cjs/curve/Loop.js +6 -0
  32. package/lib/cjs/curve/Loop.js.map +1 -1
  33. package/lib/cjs/curve/RegionOps.d.ts +10 -10
  34. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  35. package/lib/cjs/curve/RegionOps.js +11 -11
  36. package/lib/cjs/curve/RegionOps.js.map +1 -1
  37. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +2 -1
  38. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  39. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +5 -2
  40. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  41. package/lib/cjs/curve/StrokeOptions.js +1 -2
  42. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  43. package/lib/cjs/curve/spiral/DirectSpiral3d.js +1 -2
  44. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  45. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +1 -2
  46. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  47. package/lib/cjs/geometry3d/Angle.d.ts +19 -0
  48. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  49. package/lib/cjs/geometry3d/Angle.js +39 -0
  50. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  51. package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -0
  52. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  53. package/lib/cjs/geometry3d/AngleSweep.js +1 -0
  54. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  55. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts +195 -8
  56. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  57. package/lib/cjs/geometry3d/BarycentricTriangle.js +459 -11
  58. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  59. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts +1 -0
  60. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  61. package/lib/cjs/geometry3d/CoincidentGeometryOps.js +3 -0
  62. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  63. package/lib/cjs/geometry3d/GrowableFloat64Array.js +2 -2
  64. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  65. package/lib/cjs/geometry3d/GrowableXYArray.d.ts +1 -1
  66. package/lib/cjs/geometry3d/GrowableXYArray.d.ts.map +1 -1
  67. package/lib/cjs/geometry3d/GrowableXYArray.js +2 -2
  68. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  69. package/lib/cjs/geometry3d/GrowableXYZArray.js +1 -1
  70. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  71. package/lib/cjs/geometry3d/IndexedXYCollection.d.ts +22 -7
  72. package/lib/cjs/geometry3d/IndexedXYCollection.d.ts.map +1 -1
  73. package/lib/cjs/geometry3d/IndexedXYCollection.js +41 -5
  74. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  75. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +58 -4
  76. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  77. package/lib/cjs/geometry3d/IndexedXYZCollection.js +102 -4
  78. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  79. package/lib/cjs/geometry3d/Matrix3d.d.ts +479 -265
  80. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  81. package/lib/cjs/geometry3d/Matrix3d.js +996 -784
  82. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  83. package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts +1 -0
  84. package/lib/cjs/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
  85. package/lib/cjs/geometry3d/OrderedRotationAngles.js +1 -0
  86. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  87. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts +10 -0
  88. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  89. package/lib/cjs/geometry3d/Point2dArrayCarrier.js +14 -0
  90. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  91. package/lib/cjs/geometry3d/Point2dVector2d.js +4 -6
  92. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  93. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts +0 -6
  94. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  95. package/lib/cjs/geometry3d/Point3dArrayCarrier.js +0 -6
  96. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  97. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +57 -57
  98. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  99. package/lib/cjs/geometry3d/Point3dVector3d.js +63 -65
  100. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  101. package/lib/cjs/geometry3d/PointHelpers.d.ts +14 -1
  102. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  103. package/lib/cjs/geometry3d/PointHelpers.js +33 -1
  104. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  105. package/lib/cjs/geometry3d/PolygonOps.d.ts +127 -19
  106. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  107. package/lib/cjs/geometry3d/PolygonOps.js +420 -22
  108. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  109. package/lib/cjs/geometry3d/Ray3d.js +1 -1
  110. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  111. package/lib/cjs/geometry3d/Segment1d.d.ts +1 -1
  112. package/lib/cjs/geometry3d/Segment1d.js +1 -1
  113. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  114. package/lib/cjs/numerics/Polynomials.d.ts +12 -0
  115. package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
  116. package/lib/cjs/numerics/Polynomials.js +14 -0
  117. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  118. package/lib/cjs/polyface/AuxData.js +1 -1
  119. package/lib/cjs/polyface/AuxData.js.map +1 -1
  120. package/lib/cjs/polyface/FacetLocationDetail.d.ts +264 -0
  121. package/lib/cjs/polyface/FacetLocationDetail.d.ts.map +1 -0
  122. package/lib/cjs/polyface/FacetLocationDetail.js +376 -0
  123. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -0
  124. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +2 -5
  125. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  126. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +5 -2
  127. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  128. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +24 -14
  129. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  130. package/lib/cjs/polyface/PolyfaceBuilder.js +74 -23
  131. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  132. package/lib/cjs/polyface/PolyfaceClip.js +6 -7
  133. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  134. package/lib/cjs/polyface/PolyfaceData.d.ts +1 -1
  135. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  136. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  137. package/lib/cjs/polyface/PolyfaceQuery.d.ts +76 -1
  138. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  139. package/lib/cjs/polyface/PolyfaceQuery.js +123 -3
  140. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  141. package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts +202 -0
  142. package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -0
  143. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js +1038 -0
  144. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -0
  145. package/lib/cjs/serialization/BGFBReader.js +4 -4
  146. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  147. package/lib/cjs/serialization/GeometrySamples.d.ts +8 -6
  148. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  149. package/lib/cjs/serialization/GeometrySamples.js +26 -19
  150. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  151. package/lib/cjs/serialization/IModelJsonSchema.js +1 -2
  152. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  153. package/lib/cjs/solid/Sphere.d.ts +5 -5
  154. package/lib/cjs/solid/Sphere.js +5 -5
  155. package/lib/cjs/solid/Sphere.js.map +1 -1
  156. package/lib/cjs/solid/SweepContour.d.ts.map +1 -1
  157. package/lib/cjs/solid/SweepContour.js +8 -1
  158. package/lib/cjs/solid/SweepContour.js.map +1 -1
  159. package/lib/cjs/topology/Graph.d.ts +113 -7
  160. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  161. package/lib/cjs/topology/Graph.js +185 -7
  162. package/lib/cjs/topology/Graph.js.map +1 -1
  163. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +38 -0
  164. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -0
  165. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js +82 -0
  166. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -0
  167. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +2 -1
  168. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  169. package/lib/cjs/topology/HalfEdgeGraphSearch.js +1 -0
  170. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  171. package/lib/cjs/topology/Triangulation.js +1 -1
  172. package/lib/cjs/topology/Triangulation.js.map +1 -1
  173. package/lib/esm/Geometry.d.ts +56 -16
  174. package/lib/esm/Geometry.d.ts.map +1 -1
  175. package/lib/esm/Geometry.js +86 -29
  176. package/lib/esm/Geometry.js.map +1 -1
  177. package/lib/esm/bspline/BSplineCurveOps.js +4 -5
  178. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  179. package/lib/esm/bspline/InterpolationCurve3d.js +7 -10
  180. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  181. package/lib/esm/clipping/ClipPrimitive.js +2 -2
  182. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  183. package/lib/esm/clipping/ClipUtils.js +4 -4
  184. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  185. package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js +2 -2
  186. package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  187. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  188. package/lib/esm/curve/CurveChainWithDistanceIndex.js +21 -14
  189. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  190. package/lib/esm/curve/CurveCollection.js +1 -1
  191. package/lib/esm/curve/CurveCollection.js.map +1 -1
  192. package/lib/esm/curve/CurveCurve.d.ts +11 -8
  193. package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
  194. package/lib/esm/curve/CurveCurve.js +16 -12
  195. package/lib/esm/curve/CurveCurve.js.map +1 -1
  196. package/lib/esm/curve/CurveCurveIntersectXY.d.ts +5 -1
  197. package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  198. package/lib/esm/curve/CurveCurveIntersectXY.js +11 -10
  199. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  200. package/lib/esm/curve/Loop.d.ts +2 -2
  201. package/lib/esm/curve/Loop.d.ts.map +1 -1
  202. package/lib/esm/curve/Loop.js +6 -0
  203. package/lib/esm/curve/Loop.js.map +1 -1
  204. package/lib/esm/curve/RegionOps.d.ts +10 -10
  205. package/lib/esm/curve/RegionOps.d.ts.map +1 -1
  206. package/lib/esm/curve/RegionOps.js +11 -11
  207. package/lib/esm/curve/RegionOps.js.map +1 -1
  208. package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts +2 -1
  209. package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  210. package/lib/esm/curve/RegionOpsClassificationSweeps.js +5 -2
  211. package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
  212. package/lib/esm/curve/StrokeOptions.js +1 -2
  213. package/lib/esm/curve/StrokeOptions.js.map +1 -1
  214. package/lib/esm/curve/spiral/DirectSpiral3d.js +1 -2
  215. package/lib/esm/curve/spiral/DirectSpiral3d.js.map +1 -1
  216. package/lib/esm/curve/spiral/IntegratedSpiral3d.js +1 -2
  217. package/lib/esm/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  218. package/lib/esm/geometry3d/Angle.d.ts +19 -0
  219. package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
  220. package/lib/esm/geometry3d/Angle.js +39 -0
  221. package/lib/esm/geometry3d/Angle.js.map +1 -1
  222. package/lib/esm/geometry3d/AngleSweep.d.ts +1 -0
  223. package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
  224. package/lib/esm/geometry3d/AngleSweep.js +1 -0
  225. package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
  226. package/lib/esm/geometry3d/BarycentricTriangle.d.ts +195 -8
  227. package/lib/esm/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  228. package/lib/esm/geometry3d/BarycentricTriangle.js +459 -12
  229. package/lib/esm/geometry3d/BarycentricTriangle.js.map +1 -1
  230. package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts +1 -0
  231. package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  232. package/lib/esm/geometry3d/CoincidentGeometryOps.js +3 -0
  233. package/lib/esm/geometry3d/CoincidentGeometryOps.js.map +1 -1
  234. package/lib/esm/geometry3d/GrowableFloat64Array.js +2 -2
  235. package/lib/esm/geometry3d/GrowableFloat64Array.js.map +1 -1
  236. package/lib/esm/geometry3d/GrowableXYArray.d.ts +1 -1
  237. package/lib/esm/geometry3d/GrowableXYArray.d.ts.map +1 -1
  238. package/lib/esm/geometry3d/GrowableXYArray.js +2 -2
  239. package/lib/esm/geometry3d/GrowableXYArray.js.map +1 -1
  240. package/lib/esm/geometry3d/GrowableXYZArray.js +1 -1
  241. package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
  242. package/lib/esm/geometry3d/IndexedXYCollection.d.ts +22 -7
  243. package/lib/esm/geometry3d/IndexedXYCollection.d.ts.map +1 -1
  244. package/lib/esm/geometry3d/IndexedXYCollection.js +41 -5
  245. package/lib/esm/geometry3d/IndexedXYCollection.js.map +1 -1
  246. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts +58 -4
  247. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  248. package/lib/esm/geometry3d/IndexedXYZCollection.js +103 -5
  249. package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
  250. package/lib/esm/geometry3d/Matrix3d.d.ts +479 -265
  251. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  252. package/lib/esm/geometry3d/Matrix3d.js +996 -784
  253. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  254. package/lib/esm/geometry3d/OrderedRotationAngles.d.ts +1 -0
  255. package/lib/esm/geometry3d/OrderedRotationAngles.d.ts.map +1 -1
  256. package/lib/esm/geometry3d/OrderedRotationAngles.js +1 -0
  257. package/lib/esm/geometry3d/OrderedRotationAngles.js.map +1 -1
  258. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts +10 -0
  259. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  260. package/lib/esm/geometry3d/Point2dArrayCarrier.js +14 -0
  261. package/lib/esm/geometry3d/Point2dArrayCarrier.js.map +1 -1
  262. package/lib/esm/geometry3d/Point2dVector2d.js +4 -6
  263. package/lib/esm/geometry3d/Point2dVector2d.js.map +1 -1
  264. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts +0 -6
  265. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  266. package/lib/esm/geometry3d/Point3dArrayCarrier.js +0 -6
  267. package/lib/esm/geometry3d/Point3dArrayCarrier.js.map +1 -1
  268. package/lib/esm/geometry3d/Point3dVector3d.d.ts +57 -57
  269. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  270. package/lib/esm/geometry3d/Point3dVector3d.js +63 -65
  271. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  272. package/lib/esm/geometry3d/PointHelpers.d.ts +14 -1
  273. package/lib/esm/geometry3d/PointHelpers.d.ts.map +1 -1
  274. package/lib/esm/geometry3d/PointHelpers.js +33 -1
  275. package/lib/esm/geometry3d/PointHelpers.js.map +1 -1
  276. package/lib/esm/geometry3d/PolygonOps.d.ts +127 -19
  277. package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
  278. package/lib/esm/geometry3d/PolygonOps.js +419 -22
  279. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  280. package/lib/esm/geometry3d/Ray3d.js +1 -1
  281. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  282. package/lib/esm/geometry3d/Segment1d.d.ts +1 -1
  283. package/lib/esm/geometry3d/Segment1d.js +1 -1
  284. package/lib/esm/geometry3d/Segment1d.js.map +1 -1
  285. package/lib/esm/numerics/Polynomials.d.ts +12 -0
  286. package/lib/esm/numerics/Polynomials.d.ts.map +1 -1
  287. package/lib/esm/numerics/Polynomials.js +14 -0
  288. package/lib/esm/numerics/Polynomials.js.map +1 -1
  289. package/lib/esm/polyface/AuxData.js +1 -1
  290. package/lib/esm/polyface/AuxData.js.map +1 -1
  291. package/lib/esm/polyface/FacetLocationDetail.d.ts +264 -0
  292. package/lib/esm/polyface/FacetLocationDetail.d.ts.map +1 -0
  293. package/lib/esm/polyface/FacetLocationDetail.js +369 -0
  294. package/lib/esm/polyface/FacetLocationDetail.js.map +1 -0
  295. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts +2 -5
  296. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  297. package/lib/esm/polyface/IndexedPolyfaceVisitor.js +5 -2
  298. package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  299. package/lib/esm/polyface/PolyfaceBuilder.d.ts +24 -14
  300. package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
  301. package/lib/esm/polyface/PolyfaceBuilder.js +74 -23
  302. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  303. package/lib/esm/polyface/PolyfaceClip.js +6 -7
  304. package/lib/esm/polyface/PolyfaceClip.js.map +1 -1
  305. package/lib/esm/polyface/PolyfaceData.d.ts +1 -1
  306. package/lib/esm/polyface/PolyfaceData.d.ts.map +1 -1
  307. package/lib/esm/polyface/PolyfaceData.js.map +1 -1
  308. package/lib/esm/polyface/PolyfaceQuery.d.ts +76 -1
  309. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  310. package/lib/esm/polyface/PolyfaceQuery.js +121 -2
  311. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  312. package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts +202 -0
  313. package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -0
  314. package/lib/esm/polyface/multiclip/OffsetMeshContext.js +1032 -0
  315. package/lib/esm/polyface/multiclip/OffsetMeshContext.js.map +1 -0
  316. package/lib/esm/serialization/BGFBReader.js +4 -4
  317. package/lib/esm/serialization/BGFBReader.js.map +1 -1
  318. package/lib/esm/serialization/GeometrySamples.d.ts +8 -6
  319. package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
  320. package/lib/esm/serialization/GeometrySamples.js +26 -19
  321. package/lib/esm/serialization/GeometrySamples.js.map +1 -1
  322. package/lib/esm/serialization/IModelJsonSchema.js +1 -2
  323. package/lib/esm/serialization/IModelJsonSchema.js.map +1 -1
  324. package/lib/esm/solid/Sphere.d.ts +5 -5
  325. package/lib/esm/solid/Sphere.js +5 -5
  326. package/lib/esm/solid/Sphere.js.map +1 -1
  327. package/lib/esm/solid/SweepContour.d.ts.map +1 -1
  328. package/lib/esm/solid/SweepContour.js +8 -1
  329. package/lib/esm/solid/SweepContour.js.map +1 -1
  330. package/lib/esm/topology/Graph.d.ts +113 -7
  331. package/lib/esm/topology/Graph.d.ts.map +1 -1
  332. package/lib/esm/topology/Graph.js +185 -7
  333. package/lib/esm/topology/Graph.js.map +1 -1
  334. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +38 -0
  335. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -0
  336. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js +78 -0
  337. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -0
  338. package/lib/esm/topology/HalfEdgeGraphSearch.d.ts +2 -1
  339. package/lib/esm/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  340. package/lib/esm/topology/HalfEdgeGraphSearch.js +1 -0
  341. package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
  342. package/lib/esm/topology/Triangulation.js +1 -1
  343. package/lib/esm/topology/Triangulation.js.map +1 -1
  344. package/package.json +5 -5
@@ -15,6 +15,7 @@ const Point2dVector2d_1 = require("./Point2dVector2d");
15
15
  const Point3dVector3d_1 = require("./Point3dVector3d");
16
16
  const Transform_1 = require("./Transform");
17
17
  /* eslint-disable @itwin/prefer-get */
18
+ // cSpell:words XXYZ YXYZ ZXYZ SaeedTorabi arctan newcommand diagonalization
18
19
  /**
19
20
  * PackedMatrix3dOps contains static methods for matrix operations where the matrix is a Float64Array.
20
21
  * * The Float64Array contains the matrix entries in row-major order
@@ -311,7 +312,7 @@ class Matrix3d {
311
312
  /**
312
313
  * Here we rotate this.columnX() around this.columnZ() by "angle" and expect to get other.columnX().
313
314
  * Then we rotate this.columnY() around this.columnZ() by the same "angle" and if we get other.columnY(),
314
- * that means this` and `other` have X and Y columns differing only by a rotation around that Z.
315
+ * that means `this` and `other` have X and Y columns differing only by a rotation around column Z.
315
316
  */
316
317
  let column = Point3dVector3d_1.Vector3d.createRotateVectorAroundVector(columnX, columnZ, angle);
317
318
  if (other.isAlmostEqualColumnXYZ(0, column.x, column.y, column.z, tol)) {
@@ -425,9 +426,20 @@ class Matrix3d {
425
426
  return result;
426
427
  }
427
428
  /**
428
- * Copy the transpose of the coffs to the inverseCoffs.
429
- * * Mark the matrix as inverseStored.
430
- */
429
+ * Create the inverseCoffs member (filled with zeros)
430
+ * This is for use by matrix * matrix multiplications which need to be sure the member is there to be
431
+ * filled with method-specific content.
432
+ */
433
+ createInverseCoffsWithZeros() {
434
+ if (!this.inverseCoffs) {
435
+ this.inverseState = InverseMatrixState.unknown;
436
+ this.inverseCoffs = new Float64Array(9);
437
+ }
438
+ }
439
+ /**
440
+ * Copy the transpose of the coffs to the inverseCoffs.
441
+ * * Mark the matrix as inverseStored.
442
+ */
431
443
  setupInverseTranspose() {
432
444
  const coffs = this.coffs;
433
445
  this.inverseState = InverseMatrixState.inverseStored;
@@ -643,8 +655,10 @@ class Matrix3d {
643
655
  return undefined;
644
656
  }
645
657
  /**
646
- * Construct a rigid matrix using vectorA and its 2 perpendicular.
658
+ * Construct a rigid matrix (orthogonal matrix with +1 determinant) using vectorA and its 2 perpendicular.
659
+ * * If axisOrder is not passed then `AxisOrder = AxisOrder.ZXY` is used as default.
647
660
  * * This function internally uses createPerpendicularVectorFavorXYPlane and createRigidFromColumns.
661
+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/2PerpendicularVectorsTo1Vector
648
662
  */
649
663
  static createRigidHeadsUp(vectorA, axisOrder = Geometry_1.AxisOrder.ZXY, result) {
650
664
  const vectorB = Matrix3d.createPerpendicularVectorFavorXYPlane(vectorA);
@@ -655,7 +669,14 @@ class Matrix3d {
655
669
  }
656
670
  return Matrix3d.createIdentity(result);
657
671
  }
658
- /** Return the matrix for rotation of `angle` around `axis` */
672
+ /**
673
+ * Return the matrix for rotation of `angle` around desired `axis`
674
+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeRotationAroundAnAxis
675
+ * @param axis the axis of rotation
676
+ * @param angle the angle of rotation
677
+ * @param result caller-allocated matrix (optional)
678
+ * @returns the `rotation matrix` or `undefined` (if axis magnitude is near zero).
679
+ */
659
680
  static createRotationAroundVector(axis, angle, result) {
660
681
  // Rodriguez formula (matrix form), https://mathworld.wolfram.com/RodriguesRotationFormula.html
661
682
  const c = angle.cos();
@@ -669,7 +690,7 @@ class Matrix3d {
669
690
  }
670
691
  return undefined;
671
692
  }
672
- /** Returns a rotation of specified angle around an axis
693
+ /** Returns a rotation of specified angle around one of the main axis (X,Y,Z).
673
694
  * @param axisIndex index of axis (AxisIndex.X, AxisIndex.Y, AxisIndex.Z) kept fixed by the rotation.
674
695
  * @param angle angle of rotation
675
696
  * @param result optional result matrix.
@@ -692,14 +713,33 @@ class Matrix3d {
692
713
  return myResult;
693
714
  }
694
715
  /**
695
- * Replace current columns Ui and Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
696
- * * There is no checking for i,j being 0,1,2.
697
- * * This is used in compute intensive inner loops
698
- * @param i first row index. **must be 0,1,2** (unchecked)
699
- * @param j second row index. **must be 0,1,2** (unchecked)
700
- * @param c fist coefficient
701
- * @param s second coefficient
702
- */
716
+ * Replace current rows Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
717
+ * * There is no checking for i,j being 0,1,2.
718
+ * @param i first row index. **must be 0,1,2** (unchecked)
719
+ * @param j second row index. **must be 0,1,2** (unchecked)
720
+ * @param c fist coefficient
721
+ * @param s second coefficient
722
+ */
723
+ applyGivensRowOp(i, j, c, s) {
724
+ let ii = 3 * i;
725
+ let jj = 3 * j;
726
+ const limit = ii + 3;
727
+ for (; ii < limit; ii++, jj++) {
728
+ const a = this.coffs[ii];
729
+ const b = this.coffs[jj];
730
+ this.coffs[ii] = a * c + b * s;
731
+ this.coffs[jj] = -a * s + b * c;
732
+ }
733
+ }
734
+ /**
735
+ * Replace current columns Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
736
+ * * There is no checking for i,j being 0,1,2.
737
+ * * This is used in compute intensive inner loops
738
+ * @param i first row index. **must be 0,1,2** (unchecked)
739
+ * @param j second row index. **must be 0,1,2** (unchecked)
740
+ * @param c fist coefficient
741
+ * @param s second coefficient
742
+ */
703
743
  applyGivensColumnOp(i, j, c, s) {
704
744
  const limit = i + 9;
705
745
  for (; i < limit; i += 3, j += 3) {
@@ -710,12 +750,12 @@ class Matrix3d {
710
750
  }
711
751
  }
712
752
  /**
713
- * Create a matrix from column vectors.
714
- * ```
715
- * equation
716
- * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
717
- * ```
718
- */
753
+ * Create a matrix from column vectors.
754
+ * ```
755
+ * equation
756
+ * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
757
+ * ```
758
+ */
719
759
  static createColumns(vectorU, vectorV, vectorW, result) {
720
760
  return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z, result);
721
761
  }
@@ -728,29 +768,36 @@ class Matrix3d {
728
768
  static createColumnsXYW(vectorU, u, vectorV, v, vectorW, w, result) {
729
769
  return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, u, v, w, result);
730
770
  }
731
- /** Create a matrix from "as viewed" right and up vectors.
732
- * * ColumnX points in the rightVector direction
733
- * * ColumnY points in the upVector direction
771
+ /**
772
+ * Create a matrix from "as viewed" right and up vectors.
773
+ * * ColumnX points in the rightVector direction.
774
+ * * ColumnY points in the upVector direction.
734
775
  * * ColumnZ is a unit cross product of ColumnX and ColumnY.
735
- * * Optionally rotate the standard cube by 45 degrees ccw around Y to bring its left or right vertical edge to center.
736
- * * Optionally rotate the standard cube by 35.264 degrees ccw around X (isometric rotation).
737
- * * This is expected to be used with various principal unit vectors that are perpendicular to each other.
776
+ * * Optionally rotate by 45 degrees around `upVector` to bring its left or right vertical edge to center.
777
+ * * Optionally rotate by arctan(1/sqrt(2)) ~ 35.264 degrees around `rightVector` to bring the top or bottom
778
+ * horizontal edge of the view to the center (for isometric views).
779
+ *
780
+ * This is expected to be used with various principal unit vectors that are perpendicular to each other.
738
781
  * * STANDARD TOP VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(), 0, 0)
739
782
  * * STANDARD FRONT VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 0, 0)
740
783
  * * STANDARD BACK VIEW: createViewedAxes(Vector3d.unitX(-1), Vector3d.unitZ(), 0, 0)
741
784
  * * STANDARD RIGHT VIEW: createViewedAxes(Vector3d.unitY(), Vector3d.unitZ(), 0, 0)
742
785
  * * STANDARD LEFT VIEW: createViewedAxes(Vector3d.unitY(-1), Vector3d.unitZ(), 0, 0)
743
786
  * * STANDARD BOTTOM VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(-1), 0, 0)
787
+ * * STANDARD ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), -1, 1)
788
+ * * STANDARD RIGHT ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 1, 1)
789
+ * * Front, right, back, left, top, and bottom standard views are views from faces of the cube
790
+ * and iso and right iso standard views are views from corners of the cube.
744
791
  * * Note: createViewedAxes is column-based so always returns local to world
745
792
  *
746
793
  * @param rightVector ColumnX of the returned matrix. Expected to be perpendicular to upVector.
747
794
  * @param upVector ColumnY of the returned matrix. Expected to be perpendicular to rightVector.
748
- * @param leftNoneRight Specifies the ccw rotation around Y axis. Normally one of "-1", "0", and "1", where
749
- * "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
795
+ * @param leftNoneRight Specifies the ccw rotation around `upVector` axis. Normally one of "-1", "0", and "1",
796
+ * where "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
750
797
  * and "1" indicates rotation by 45 degrees to bring the right vertical edge to center. Other numbers are
751
798
  * used as multiplier for this 45 degree rotation.
752
- * @param topNoneBottom Specifies the ccw rotation around X axis. Normally one of "-1", "0", and "1", where
753
- * "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
799
+ * @param topNoneBottom Specifies the ccw rotation around `rightVector` axis. Normally one of "-1", "0", and "1",
800
+ * where "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
754
801
  * and "1" indicates isometric rotation (35.264 degrees) to bring the top downward. Other numbers are
755
802
  * used as multiplier for the 35.264 degree rotation.
756
803
  * @returns matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified
@@ -788,9 +835,11 @@ class Matrix3d {
788
835
  * * Default is TOP view (`local X = world X`, `local Y = world Y`, `local Z = world Z`).
789
836
  * * To change view from the TOP to one of the other 7 standard views, we need to multiply "world data" to
790
837
  * the corresponding matrix1 provided by `createStandardWorldToView(index, false)` and then
791
- * `matrix1.multiply(world data)` will returns "local data".
838
+ * `matrix1.multiply(world data)` will return "local data".
792
839
  * * To change view back to the TOP, we need to multiply "local data" to the corresponding matrix2 provided
793
840
  * by `createStandardWorldToView(index, true)` and then `matrix2.multiply(local data)` will returns "world data".
841
+ * * Note: No matter how you rotate the world axis, local X is always pointing right, local Y is always pointing up,
842
+ * and local Z is always pointing toward you.
794
843
  *
795
844
  * @param index standard view index `StandardViewIndex.Top, Bottom, Left, Right, Front, Back, Iso, RightIso`
796
845
  * @param invert if false (default), the return matrix is world to local (view) and if true, the the return
@@ -799,200 +848,388 @@ class Matrix3d {
799
848
  */
800
849
  static createStandardWorldToView(index, invert = false, result) {
801
850
  switch (index) {
802
- // start with TOP view, ccw rotation by 180 degrees around X
851
+ // Start with TOP view, ccw rotation by 180 degrees around X
803
852
  case Geometry_1.StandardViewIndex.Bottom:
804
853
  result = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);
805
854
  break;
806
- // start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
855
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
807
856
  case Geometry_1.StandardViewIndex.Left:
808
857
  result = Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0);
809
858
  break;
810
- // start with TOP view, ccw rotation by -90 degrees around X and by -90 degrees around Z
859
+ // Start with TOP view, ccw rotation by -90 degrees around X and by -90 degrees around Z
811
860
  case Geometry_1.StandardViewIndex.Right:
812
861
  result = Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0);
813
862
  break;
814
- // start with TOP view, ccw rotation by -90 degrees around X
863
+ // Start with TOP view, ccw rotation by -90 degrees around X
815
864
  case Geometry_1.StandardViewIndex.Front:
816
865
  result = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);
817
866
  break;
818
- // start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
867
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
819
868
  case Geometry_1.StandardViewIndex.Back:
820
869
  result = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);
821
870
  break;
871
+ /**
872
+ * Isometric view
873
+ * Start with FRONT view, ccw rotation by -45 degrees around Y and by arctan(1/sqrt(2)) ~ 35.264 degrees around X
874
+ * cos(45) = 1/sqrt(2) = 0.70710678118 and sin(45) = 1/sqrt(2) = 0.70710678118
875
+ * cos(35.264) = 2/sqrt(6) = 0.81649658092 and sin(35.264) = 1/sqrt(3) = 0.57735026919
876
+ * More info: https://en.wikipedia.org/wiki/Isometric_projection
877
+ */
822
878
  case Geometry_1.StandardViewIndex.Iso:
823
- // start with FRONT view, ccw rotation by -45 degrees around Y and by 35.264 degrees around X
824
879
  result = Matrix3d.createRowValues(0.707106781186548, -0.70710678118654757, 0.00000000000000000, 0.408248290463863, 0.40824829046386302, 0.81649658092772603, -0.577350269189626, -0.57735026918962573, 0.57735026918962573);
825
880
  break;
881
+ // Start with FRONT view, ccw rotation by 45 degrees around Y and by 35.264 degrees around X
826
882
  case Geometry_1.StandardViewIndex.RightIso:
827
883
  result = Matrix3d.createRowValues(0.707106781186548, 0.70710678118654757, 0.00000000000000000, -0.408248290463863, 0.40824829046386302, 0.81649658092772603, 0.577350269189626, -0.57735026918962573, 0.57735026918962573);
828
884
  break;
829
- case Geometry_1.StandardViewIndex.Top: // no rotation
885
+ // no rotation
886
+ case Geometry_1.StandardViewIndex.Top:
830
887
  default:
831
888
  result = Matrix3d.createIdentity(result);
832
889
  }
833
890
  if (invert)
834
- result.transposeInPlace();
891
+ result.transposeInPlace(); // matrix is rigid so transpose and inverse are the same
835
892
  return result;
836
893
  }
837
- /*
838
- // this implementation has problems distinguishing failure (normalize) from small angle.
839
- public getAxisAndAngleOfRotation(): { axis: Vector3d, angle: Angle, error: boolean } {
840
-
841
- const result = { axis: Vector3d.unitZ(), angle: Angle.createRadians(0), error: true };
842
- if (this.isIdentity) {
843
- result.error = false;
844
- return result;
845
- }
846
- if (!this.isRigid())
847
- return result;
848
- const QMinusI = this.clone();
849
- QMinusI.coffs[0] -= 1.0;
850
- QMinusI.coffs[4] -= 1.0;
851
- QMinusI.coffs[8] -= 1.0;
852
- // Each column of (Q - I) is the motion of the corresponding axis vector
853
- // during the rotation.
854
- // Only one of the three axes can really be close to the rotation axis.
855
- const delta0 = QMinusI.columnX();
856
- const delta1 = QMinusI.columnY();
857
- const delta2 = QMinusI.columnZ();
858
- const cross01 = delta0.crossProduct(delta1);
859
- const cross12 = delta1.crossProduct(delta2);
860
- const cross20 = delta2.crossProduct(delta0);
861
-
862
- const aa01 = cross01.magnitudeSquared();
863
- const aa12 = cross12.magnitudeSquared();
864
- const aa20 = cross20.magnitudeSquared();
865
-
866
- const cross = cross01.clone(); // This will end up as the biggest cross product
867
- const v0 = delta0.clone(); // This will end up as one of the two largest delta vectors
868
- let aaMax = aa01;
869
- if (aa12 > aaMax) {
870
- cross.setFrom(cross12);
871
- aaMax = aa12;
872
- v0.setFrom(delta1);
873
- }
874
- if (aa20 > aaMax) {
875
- cross.setFrom(cross20);
876
- aaMax = aa20;
877
- v0.setFrom(delta2);
878
- }
879
-
880
- if (aaMax === 0.0) {
881
- // The vectors did not move. Just accept the zero rotation, with error flag set.
882
- return result;
883
- }
884
-
885
- v0.normalizeInPlace();
886
- // V0 is a unit vector perpendicular to the rotation axis.
887
- // Rotate it. Its image V1 is also a unit vector, and the angle from V0 to V1 is the quat angle.
888
- // CrossProduct is axis vector times sine of angle.
889
- // Dot Product is cosine of angle.
890
- // V2 is zero in 180 degree case, so we use the Cross from the search as the axis
891
- // as direction, being careful to keep sine positive.
892
- const v1 = this.multiplyVector(v0);
893
- const v2 = v0.crossProduct(v1);
894
- const sine = v2.magnitude();
895
- if (v2.dotProduct(cross) < 0.0)
896
- cross.scaleInPlace(-1.0);
897
- const cosine = v0.dotProduct(v1);
898
- result.angle.setRadians(Math.atan2(sine, cosine));
899
- result.axis.setFrom(cross);
900
- result.error = !result.axis.tryNormalizeInPlace();
901
- return result
902
- }
903
- */
904
- /**
905
- * Compute the (unit vector) axis and angle of rotation.
894
+ /**
895
+ * Apply (in place) a jacobi eigenvalue algorithm.
896
+ * @param i row index of zeroed member
897
+ * @param j column index of zeroed member
898
+ * @param leftEigenvectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
899
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
900
+ * mutually perpendicular because `this` matrix is symmetric.
901
+ * @param lambda a matrix that its diagonal entries will be filled by eigenvalues and its non-diagonal elements
902
+ * converge to 0 (allocated by caller, computed and filled by this function).
903
+ */
904
+ applySymmetricJacobi(i, j, leftEigenvectors, lambda) {
905
+ const sii = lambda.at(i, i);
906
+ const sjj = lambda.at(j, j);
907
+ const sij = lambda.at(i, j);
908
+ if (Math.abs(sij) < 1.0e-15 * (sii + sjj))
909
+ return 0.0;
910
+ const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(sii - sjj, 2.0 * sij);
911
+ const c = jacobi.c;
912
+ const s = jacobi.s;
913
+ /**
914
+ * The following check does not exist in applyFastSymmetricJacobi because here if we don't return
915
+ * early, the matrix remains untouched. However, applyFastSymmetricJacobi zeroes-out elements ij
916
+ * and ji. Therefore, if we return early in applyFastSymmetricJacobi, zeroing-out wont happen.
917
+ */
918
+ if (Math.abs(s) < 2.0e-15)
919
+ return 0.0;
920
+ /**
921
+ * If you apply the following 2 lines to a symmetric matrix, you get same lines used in
922
+ * applyFastSymmetricJacobi. There are 2 differences which make applyFastSymmetricJacobi
923
+ * more efficient. First, we directly set elements ij and ji equal to zero rather than
924
+ * calculation them. Second, we copy symmetric elements from upper triangle to lower
925
+ * instead of calculating them.
926
+ */
927
+ lambda.applyGivensRowOp(i, j, c, s);
928
+ lambda.applyGivensColumnOp(i, j, c, s);
929
+ leftEigenvectors.applyGivensColumnOp(i, j, c, s);
930
+ return Math.abs(sij);
931
+ }
932
+ /**
933
+ * Factor `this` matrix as a product `U * lambda * UT` where `U` is an orthogonal matrix and `lambda`
934
+ * is a diagonal matrix.
935
+ *
936
+ * * **Note 1:** You must apply this function to a `symmetric` matrix. Otherwise, the lower triangle is ignored
937
+ * and the upper triangle is mirrored to the lower triangle to enforce symmetry.
938
+ * * **Note 2:** This function is replaced by a faster method called `fastSymmetricEigenvalues` so consider
939
+ * using the fast version instead.
940
+ * @param leftEigenvectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
941
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
942
+ * mutually perpendicular because `this` matrix is symmetric.
943
+ * @param lambda a vector that its entries will be filled by eigenvalues of `this` Matrix3d (allocated by
944
+ * caller, computed and filled by this function).
945
+ */
946
+ symmetricEigenvalues(leftEigenvectors, lambda) {
947
+ const matrix = this.clone();
948
+ leftEigenvectors.setIdentity();
949
+ matrix.coffs[3] = matrix.coffs[1];
950
+ matrix.coffs[6] = matrix.coffs[2];
951
+ matrix.coffs[7] = matrix.coffs[5];
952
+ const tolerance = 1.0e-12 * this.sumSquares();
953
+ const numberOfIterations = 7;
954
+ for (let iteration = 0; iteration < numberOfIterations; iteration++) {
955
+ const sum = this.applySymmetricJacobi(0, 1, leftEigenvectors, matrix)
956
+ + this.applySymmetricJacobi(0, 2, leftEigenvectors, matrix)
957
+ + this.applySymmetricJacobi(1, 2, leftEigenvectors, matrix);
958
+ if (sum < tolerance) {
959
+ lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
960
+ return true;
961
+ }
962
+ }
963
+ return false;
964
+ }
965
+ /**
966
+ * Apply (in place) a jacobi eigenvalue algorithm that diagonalize `this` matrix, i.e., zeros out this.at(i,j).
967
+ * * During diagonalization, the upper triangle is mirrored to lower triangle to enforce symmetry.
968
+ * * Math details can be found at docs/learning/geometry/Matrix.md
969
+ * @param i row index of zeroed member.
970
+ * @param j column index of zeroed member.
971
+ * @param k other row/column index (different from i and j).
972
+ * @param leftEigenVectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
973
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
974
+ * mutually perpendicular because `this` matrix is symmetric.
975
+ */
976
+ applyFastSymmetricJacobi(i, j, k, leftEigenVectors) {
977
+ const indexII = 4 * i;
978
+ const indexJJ = 4 * j;
979
+ const indexIJ = 3 * i + j;
980
+ const indexJI = 3 * j + i;
981
+ const indexIK = 3 * i + k;
982
+ const indexKI = 3 * k + i;
983
+ const indexJK = 3 * j + k;
984
+ const indexKJ = 3 * k + j;
985
+ const sii = this.coffs[indexII];
986
+ const sjj = this.coffs[indexJJ];
987
+ const sij = this.coffs[indexIJ];
988
+ if (Math.abs(sij) < 1.0e-15 * (sii + sjj))
989
+ return 0.0;
990
+ const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(sii - sjj, 2.0 * sij);
991
+ const c = jacobi.c;
992
+ const s = jacobi.s;
993
+ const cc = c * c;
994
+ const ss = s * s;
995
+ const sc2 = 2.0 * c * s;
996
+ this.coffs[indexII] = cc * sii + sc2 * sij + ss * sjj;
997
+ this.coffs[indexJJ] = ss * sii - sc2 * sij + cc * sjj;
998
+ this.coffs[indexIJ] = 0.0;
999
+ this.coffs[indexJI] = 0.0;
1000
+ const a = this.coffs[indexIK];
1001
+ const b = this.coffs[indexJK];
1002
+ this.coffs[indexIK] = c * a + s * b;
1003
+ this.coffs[indexJK] = -s * a + c * b;
1004
+ this.coffs[indexKI] = this.coffs[indexIK];
1005
+ this.coffs[indexKJ] = this.coffs[indexJK];
1006
+ leftEigenVectors.applyGivensColumnOp(i, j, c, s);
1007
+ return Math.abs(sij);
1008
+ }
1009
+ /**
1010
+ * Factor `this` matrix as a product `U * lambda * UT` where `U` is an orthogonal matrix and `lambda`
1011
+ * is a diagonal matrix.
1012
+ *
1013
+ * * **Note:** You must apply this function to a `symmetric` matrix. Otherwise, the lower triangle is ignored
1014
+ * and the upper triangle is mirrored to the lower triangle to enforce symmetry.
1015
+ * * Math details can be found at docs/learning/geometry/Matrix.md
1016
+ * @param leftEigenvectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
1017
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
1018
+ * mutually perpendicular because `this` matrix is symmetric.
1019
+ * @param lambda a vector that its entries will be filled by eigenvalues of `this` Matrix3d (allocated by
1020
+ * caller, computed and filled by this function).
1021
+ */
1022
+ fastSymmetricEigenvalues(leftEigenvectors, lambda) {
1023
+ const matrix = this.clone();
1024
+ leftEigenvectors.setIdentity();
1025
+ const tolerance = 1.0e-12 * this.sumSquares();
1026
+ const numberOfIterations = 7;
1027
+ for (let iteration = 0; iteration < numberOfIterations; iteration++) {
1028
+ const sum = matrix.applyFastSymmetricJacobi(0, 1, 2, leftEigenvectors)
1029
+ + matrix.applyFastSymmetricJacobi(0, 2, 1, leftEigenvectors)
1030
+ + matrix.applyFastSymmetricJacobi(1, 2, 0, leftEigenvectors);
1031
+ if (sum < tolerance) {
1032
+ lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1033
+ return true;
1034
+ }
1035
+ }
1036
+ return false;
1037
+ }
1038
+ /**
1039
+ * Compute the (unit vector) axis and angle for the rotation generated by `this` Matrix3d.
1040
+ * * Math details can be found at docs/learning/geometry/Angle.md
906
1041
  * @returns Returns axis and angle of rotation with result.ok === true when the conversion succeeded.
907
1042
  */
908
1043
  getAxisAndAngleOfRotation() {
909
1044
  const trace = this.coffs[0] + this.coffs[4] + this.coffs[8];
910
- // trace = (xx + yy * zz) * (1-c) + 3 * c = 1 + 2c ==> c = (trace-1) / 2
911
- const skewXY = this.coffs[3] - this.coffs[1]; // == 2sz
912
- const skewYZ = this.coffs[7] - this.coffs[5]; // == 2sx
913
- const skewZX = this.coffs[2] - this.coffs[6]; // == 2sy
914
- const c = (trace - 1.0) / 2.0;
915
- const s = Geometry_1.Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0;
916
- const e = c * c + s * s - 1.0;
1045
+ const skewXY = this.coffs[3] - this.coffs[1]; // 2*z*sin
1046
+ const skewYZ = this.coffs[7] - this.coffs[5]; // 2*y*sin
1047
+ const skewZX = this.coffs[2] - this.coffs[6]; // 2*x*sin
1048
+ // trace = (m00^2 + m11^2 + m22^2) * (1-cos) + 3cos = (1-cos) + 3cos = 1 + 2cos ==> cos = (trace-1) / 2
1049
+ const c = (trace - 1.0) / 2.0; // cosine
1050
+ const s = Geometry_1.Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0; // sine
1051
+ const e = c * c + s * s - 1.0; // s^2 + c^2 = 1
1052
+ // if s^2 + c^2 != 1 then we have a bad matrix so return false
917
1053
  if (Math.abs(e) > Geometry_1.Geometry.smallAngleRadians) {
918
- // the sine and cosine are not a unit circle point. bad matrix . ..
919
1054
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: false };
920
1055
  }
1056
+ // sin is close to 0 then we got to special cases (angle 0 or 180) which needs to be handled differently
921
1057
  if (Math.abs(s) < Geometry_1.Geometry.smallAngleRadians) {
922
- // There is no significant skew.
923
- // The matrix is symmetric
924
- // So it has simple eigenvalues -- either (1,1,1) or (1,-1,-1).
925
- if (c > 0) // no rotation
1058
+ if (c > 0) // sin = 0 and cos = 1 so angle = 0 (i.e., no rotation)
926
1059
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: true };
927
- // 180 degree flip around some axis ?
928
- // Look for the simple case of a principal rotation ...
929
- // look for a pair of (-1) entries on the diagonal ...
1060
+ /**
1061
+ * If sin = 0 and cos = -1 then angle = 180 (i.e., 180 degree rotation around some axis)
1062
+ * then the rotation matrix becomes
1063
+ * 2x^2-1 2xy 2xz
1064
+ * 2xy 2y^2-1 2yz
1065
+ * 2xz 2yz 2z^2-1
1066
+ * Note that the matrix is "symmetric".
1067
+ * If rotation is around one the standard basis then non-diagonal entries become 0 and we
1068
+ * have one 1 and two -1s on the diagonal.
1069
+ * If rotation is around an axis other than standard basis, then the axis is the eigenvector
1070
+ * of the rotation matrix with eigenvalue = 1.
1071
+ */
930
1072
  const axx = this.coffs[0];
931
1073
  const ayy = this.coffs[4];
932
1074
  const azz = this.coffs[8];
933
- const theta180 = Angle_1.Angle.createDegrees(180);
934
- // Look for principal axis flips as a special case . ..
1075
+ // Look for a pair of "-1" entries on the diagonal (for rotation around the basis X,Y,Z axis)
935
1076
  if (Geometry_1.Geometry.isAlmostEqualNumber(-1.0, ayy) && Geometry_1.Geometry.isAlmostEqualNumber(-1, azz)) {
936
- // rotate around
937
- return { axis: Point3dVector3d_1.Vector3d.create(1, 0, 0), angle: theta180, ok: true };
1077
+ return { axis: Point3dVector3d_1.Vector3d.create(1, 0, 0), angle: Angle_1.Angle.createDegrees(180), ok: true };
938
1078
  }
939
1079
  else if (Geometry_1.Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry_1.Geometry.isAlmostEqualNumber(-1, azz)) {
940
- return { axis: Point3dVector3d_1.Vector3d.create(0, 1, 0), angle: theta180, ok: true };
1080
+ return { axis: Point3dVector3d_1.Vector3d.create(0, 1, 0), angle: Angle_1.Angle.createDegrees(180), ok: true };
941
1081
  }
942
1082
  else if (Geometry_1.Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry_1.Geometry.isAlmostEqualNumber(-1, ayy)) {
943
- return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: theta180, ok: true };
1083
+ return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createDegrees(180), ok: true };
944
1084
  }
945
- // 180 degree flip around some other axis ...
946
- // eigenvalues will have 1.0 once, -1.0 twice.
947
- // These cases look for each place (x,y,z) that the 1.0 might appear.
948
- // But fastSymmetricEigenvalues reliably always seems to put the 1.0 as the x eigenvalue.
949
- // so only the getColumn(0) return seems reachable in unit tests.
1085
+ // Look for eigenvector with eigenvalue = 1
950
1086
  const eigenvectors = Matrix3d.createIdentity();
951
1087
  const eigenvalues = Point3dVector3d_1.Vector3d.create(0, 0, 0);
952
- if (this.fastSymmetricEigenvalues(eigenvectors, eigenvalues)) {
1088
+ if (this.fastSymmetricEigenvalues(eigenvectors, eigenvalues)) { // note: this matrix is "symmetric"
953
1089
  for (let axisIndex = 0; axisIndex < 2; axisIndex++) {
954
1090
  const lambda = eigenvalues.at(axisIndex);
955
1091
  if (Geometry_1.Geometry.isAlmostEqualNumber(1, lambda))
956
- return { axis: eigenvectors.getColumn(axisIndex), angle: theta180, ok: true };
1092
+ return { axis: eigenvectors.getColumn(axisIndex), angle: Angle_1.Angle.createDegrees(180), ok: true };
957
1093
  }
958
- // Don't know if this can be reached ....
1094
+ // if no eigenvalue = 1 was found return false
959
1095
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: false };
960
1096
  }
1097
+ // if no axis was found return false
961
1098
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: false };
962
1099
  }
1100
+ // good matrix and non-zero sine
963
1101
  const a = 1.0 / (2.0 * s);
964
- const result = { axis: Point3dVector3d_1.Vector3d.create(skewYZ * a, skewZX * a, skewXY * a), angle: Angle_1.Angle.createAtan2(s, c), ok: true };
1102
+ const result = {
1103
+ axis: Point3dVector3d_1.Vector3d.create(skewYZ * a, skewZX * a, skewXY * a),
1104
+ angle: Angle_1.Angle.createAtan2(s, c),
1105
+ ok: true,
1106
+ };
965
1107
  return result;
966
1108
  }
967
1109
  /**
968
- * Returns a matrix that rotates from vectorA to vectorB.
1110
+ * Rotate columns i and j of `this` matrix to make them perpendicular using the angle that zero-out
1111
+ * `thisTranspose * this`.
1112
+ * @param i row index of zeroed member.
1113
+ * @param j column index of zeroed member.
1114
+ * @param matrixU a matrix that its columns will be filled by the right eigenvectors of `thisTranspose * this`
1115
+ * (allocated by caller, computed and filled by this function). Note that columns of matrixU will be mutually
1116
+ * perpendicular because `thisTranspose * this` matrix is symmetric.
969
1117
  */
970
- static createRotationVectorToVector(vectorA, vectorB, result) {
971
- return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
1118
+ applyJacobiColumnRotation(i, j, matrixU) {
1119
+ const uDotU = this.coffs[i] * this.coffs[i]
1120
+ + this.coffs[i + 3] * this.coffs[i + 3]
1121
+ + this.coffs[i + 6] * this.coffs[i + 6];
1122
+ const vDotV = this.coffs[j] * this.coffs[j]
1123
+ + this.coffs[j + 3] * this.coffs[j + 3]
1124
+ + this.coffs[j + 6] * this.coffs[j + 6];
1125
+ const uDotV = this.coffs[i] * this.coffs[j]
1126
+ + this.coffs[i + 3] * this.coffs[j + 3]
1127
+ + this.coffs[i + 6] * this.coffs[j + 6];
1128
+ const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(uDotU - vDotV, 2.0 * uDotV);
1129
+ const c = jacobi.c;
1130
+ const s = jacobi.s;
1131
+ if (Math.abs(s) < 2.0e-15)
1132
+ return 0.0;
1133
+ this.applyGivensColumnOp(i, j, c, s); // make columns i and j of `this` matrix perpendicular
1134
+ matrixU.applyGivensRowOp(i, j, c, s); // right eigenvalues of `thisTranspose * this`
1135
+ return Math.abs(uDotV);
1136
+ }
1137
+ /**
1138
+ * Factor `this` matrix as a product `VD * U` where `VD` has mutually perpendicular columns and `U` is orthogonal.
1139
+ * @param matrixVD a matrix that its columns will be filled by rotating columns of `this` to make them mutually
1140
+ * perpendicular (allocated by caller, computed and filled by this function).
1141
+ * @param matrixU a matrix that its columns will be filled by the right eigenvectors of `thisTranspose * this`
1142
+ * (allocated by caller, computed and filled by this function). Note that columns of matrixU will be mutually
1143
+ * perpendicular because `thisTranspose * this` matrix is symmetric.
1144
+ */
1145
+ factorPerpendicularColumns(matrixVD, matrixU) {
1146
+ matrixVD.setFrom(this);
1147
+ matrixU.setIdentity();
1148
+ const tolerance = 1.0e-12 * this.sumSquares();
1149
+ const numberOfIterations = 7;
1150
+ for (let iteration = 0; iteration < numberOfIterations; iteration++) {
1151
+ const sum = matrixVD.applyJacobiColumnRotation(0, 1, matrixU)
1152
+ + matrixVD.applyJacobiColumnRotation(0, 2, matrixU)
1153
+ + matrixVD.applyJacobiColumnRotation(1, 2, matrixU);
1154
+ if (sum < tolerance) {
1155
+ return true;
1156
+ }
1157
+ }
1158
+ return false;
1159
+ }
1160
+ /**
1161
+ * Factor `this` matrix as a product `V * D * U` where `V` and `U` are orthogonal and `D` is diagonal with
1162
+ * positive entries.
1163
+ * * This is formally known as the `Singular Value Decomposition` or `SVD`.
1164
+ * @param matrixV an orthogonal matrix that its columns will be filled by the left eigenvectors of
1165
+ * `thisTranspose * this` (allocated by caller, computed and filled by this function).
1166
+ * @param scale singular values of `this` (allocated by caller, computed and filled by this function).
1167
+ * The singular values in the `scale` are non-negative and decreasing.
1168
+ * @param matrixU an orthogonal matrix that its columns will be filled by the right eigenvectors of
1169
+ * `thisTranspose * this` (allocated by caller, computed and filled by this function).
1170
+ */
1171
+ factorOrthogonalScaleOrthogonal(matrixV, scale, matrixU) {
1172
+ const matrixVD = Matrix3d.createZero();
1173
+ if (!this.factorPerpendicularColumns(matrixVD, matrixU))
1174
+ return false;
1175
+ const column = [];
1176
+ column.push(matrixVD.getColumn(0));
1177
+ column.push(matrixVD.getColumn(1));
1178
+ column.push(matrixVD.getColumn(2));
1179
+ scale.set(column[0].magnitude(), column[1].magnitude(), column[2].magnitude()); // singular values of `this`
1180
+ const det = matrixVD.determinant();
1181
+ if (det < 0)
1182
+ scale.z = -scale.z;
1183
+ const almostZero = 1.0e-15;
1184
+ const scaleXIsZero = Math.abs(scale.x) < almostZero;
1185
+ const scaleYIsZero = Math.abs(scale.y) < almostZero;
1186
+ const scaleZIsZero = Math.abs(scale.z) < almostZero;
1187
+ // NOTE: We assume any zero-magnitude column(s) of matrixVD are last
1188
+ if (!scaleXIsZero && !scaleYIsZero && !scaleZIsZero) { // full rank
1189
+ matrixV = matrixVD.scaleColumns(1 / scale.x, 1 / scale.y, 1 / scale.z, matrixV);
1190
+ }
1191
+ else if (!scaleXIsZero && !scaleYIsZero) { // rank 2
1192
+ column[0].scaleInPlace(1 / scale.x);
1193
+ column[1].scaleInPlace(1 / scale.y);
1194
+ column[2] = column[0].unitCrossProduct(column[1], column[2]);
1195
+ matrixV.setColumns(column[0], column[1], column[2]);
1196
+ }
1197
+ else if (!scaleXIsZero) { // rank 1
1198
+ matrixV = Matrix3d.createRigidHeadsUp(column[0], Geometry_1.AxisOrder.XYZ, matrixV); // preserve column0
1199
+ }
1200
+ else { // rank 0
1201
+ matrixV.setIdentity();
1202
+ }
1203
+ return true;
972
1204
  }
973
1205
  /**
974
1206
  * Return a matrix that rotates a fraction of the angular sweep from vectorA to vectorB.
975
1207
  * @param vectorA initial vector position
976
- * @param fraction fractional rotation. 1.0 is "all the way"
1208
+ * @param fraction fractional rotation (1 means rotate all the way)
977
1209
  * @param vectorB final vector position
978
1210
  * @param result optional result matrix.
979
1211
  */
980
1212
  static createPartialRotationVectorToVector(vectorA, fraction, vectorB, result) {
981
1213
  let upVector = vectorA.unitCrossProduct(vectorB);
982
- if (upVector) { // the usual case --
1214
+ // the usual case (both vectors and also their cross product is non-zero)
1215
+ if (upVector) {
983
1216
  return Matrix3d.createRotationAroundVector(upVector, Angle_1.Angle.createRadians(fraction * vectorA.planarAngleTo(vectorB, upVector).radians));
984
1217
  }
985
- // fail if either vector is zero ...
1218
+ // if either vector is zero
986
1219
  if (Geometry_1.Geometry.isSmallMetricDistance(vectorA.magnitude())
987
1220
  || Geometry_1.Geometry.isSmallMetricDistance(vectorB.magnitude()))
988
1221
  return undefined;
989
- // nonzero but aligned vectors ...
1222
+ // aligned vectors (cross product = 0, dot product > 0)
990
1223
  if (vectorA.dotProduct(vectorB) > 0.0)
991
1224
  return Matrix3d.createIdentity(result);
992
- // nonzero opposing vectors ..
1225
+ // opposing vectors (cross product = 0, dot product < 0)
993
1226
  upVector = Matrix3d.createPerpendicularVectorFavorPlaneContainingZ(vectorA, upVector);
994
1227
  return Matrix3d.createRotationAroundVector(upVector, Angle_1.Angle.createRadians(fraction * Math.PI));
995
1228
  }
1229
+ /** Returns a matrix that rotates from vectorA to vectorB. */
1230
+ static createRotationVectorToVector(vectorA, vectorB, result) {
1231
+ return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
1232
+ }
996
1233
  /** Create a 90 degree rotation around a principal axis */
997
1234
  static create90DegreeRotationAroundAxis(axisIndex) {
998
1235
  axisIndex = Geometry_1.Geometry.cyclic3dAxis(axisIndex);
@@ -1013,43 +1250,78 @@ class Matrix3d {
1013
1250
  }
1014
1251
  }
1015
1252
  /** Return (a copy of) the X column */
1016
- columnX(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result); }
1017
- /** Return (a copy of)the Y column */
1018
- columnY(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result); }
1019
- /** Return (a copy of)the Z column */
1020
- columnZ(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result); }
1253
+ columnX(result) {
1254
+ return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result);
1255
+ }
1256
+ /** Return (a copy of) the Y column */
1257
+ columnY(result) {
1258
+ return Point3dVector3d_1.Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result);
1259
+ }
1260
+ /** Return (a copy of) the Z column */
1261
+ columnZ(result) {
1262
+ return Point3dVector3d_1.Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result);
1263
+ }
1021
1264
  /** Return the X column magnitude squared */
1022
- columnXMagnitudeSquared() { return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1265
+ columnXMagnitudeSquared() {
1266
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1267
+ }
1023
1268
  /** Return the Y column magnitude squared */
1024
- columnYMagnitudeSquared() { return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1269
+ columnYMagnitudeSquared() {
1270
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1271
+ }
1025
1272
  /** Return the Z column magnitude squared */
1026
- columnZMagnitudeSquared() { return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1273
+ columnZMagnitudeSquared() {
1274
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1275
+ }
1027
1276
  /** Return the X column magnitude */
1028
- columnXMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1277
+ columnXMagnitude() {
1278
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1279
+ }
1029
1280
  /** Return the Y column magnitude */
1030
- columnYMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1281
+ columnYMagnitude() {
1282
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1283
+ }
1031
1284
  /** Return the Z column magnitude */
1032
- columnZMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1285
+ columnZMagnitude() {
1286
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1287
+ }
1033
1288
  /** Return magnitude of columnX cross columnY. */
1034
1289
  columnXYCrossProductMagnitude() {
1035
1290
  return Geometry_1.Geometry.crossProductMagnitude(this.coffs[0], this.coffs[3], this.coffs[6], this.coffs[1], this.coffs[4], this.coffs[7]);
1036
1291
  }
1037
- /** Return the X row magnitude d */
1038
- rowXMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]); }
1292
+ /** Return the X row magnitude */
1293
+ rowXMagnitude() {
1294
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]);
1295
+ }
1039
1296
  /** Return the Y row magnitude */
1040
- rowYMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]); }
1297
+ rowYMagnitude() {
1298
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]);
1299
+ }
1041
1300
  /** Return the Z row magnitude */
1042
- rowZMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]); }
1043
- /** Return the dot product of column X with column Y */
1301
+ rowZMagnitude() {
1302
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]);
1303
+ }
1044
1304
  /** Return the dot product of column X with column Y */
1045
1305
  columnXDotColumnY() {
1046
1306
  return this.coffs[0] * this.coffs[1]
1047
1307
  + this.coffs[3] * this.coffs[4]
1048
1308
  + this.coffs[6] * this.coffs[7];
1049
1309
  }
1310
+ /** Return the dot product of column X with column Z */
1311
+ columnXDotColumnZ() {
1312
+ return this.coffs[0] * this.coffs[2]
1313
+ + this.coffs[3] * this.coffs[5]
1314
+ + this.coffs[6] * this.coffs[8];
1315
+ }
1316
+ /** Return the dot product of column Y with column Z */
1317
+ columnYDotColumnZ() {
1318
+ return this.coffs[1] * this.coffs[2]
1319
+ + this.coffs[4] * this.coffs[5]
1320
+ + this.coffs[7] * this.coffs[8];
1321
+ }
1050
1322
  /**
1051
1323
  * Dot product of an indexed column with a vector given as x,y,z
1052
- * @param columnIndex index of column. Must be 0,1,2
1324
+ * @param columnIndex index of column. Must be 0,1,2.
1053
1325
  * @param x x component of vector
1054
1326
  * @param y y component of vector
1055
1327
  * @param z z component of vector
@@ -1058,285 +1330,58 @@ class Matrix3d {
1058
1330
  return this.coffs[columnIndex] * x + this.coffs[columnIndex + 3] * y + this.coffs[columnIndex + 6] * z;
1059
1331
  }
1060
1332
  /** Return (a copy of) the X row */
1061
- rowX(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result); }
1333
+ rowX(result) {
1334
+ return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result);
1335
+ }
1062
1336
  /** Return (a copy of) the Y row */
1063
- rowY(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result); }
1337
+ rowY(result) {
1338
+ return Point3dVector3d_1.Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result);
1339
+ }
1064
1340
  /** Return (a copy of) the Z row */
1065
- rowZ(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result); }
1341
+ rowZ(result) {
1342
+ return Point3dVector3d_1.Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result);
1343
+ }
1066
1344
  /** Return the dot product of the vector parameter with the X column. */
1067
- dotColumnX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6]; }
1068
- /** Return the dot product of the vector parameter with the Y column. */
1069
- dotColumnY(vector) { return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7]; }
1070
- /** Return the dot product of the vector parameter with the Z column. */
1071
- dotColumnZ(vector) { return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8]; }
1072
- /** Return the dot product of the vector parameter with the X row. */
1073
- dotRowX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2]; }
1074
- /** Return the dot product of the vector parameter with the Y row. */
1075
- dotRowY(vector) { return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5]; }
1076
- /** Return the dot product of the vector parameter with the Z row. */
1077
- dotRowZ(vector) { return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8]; }
1078
- // cSpell:words XXYZ YXYZ ZXYZ XYZAs Eigen
1079
- /** Return the dot product of the x,y,z with the X row. */
1080
- dotRowXXYZ(x, y, z) { return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2]; }
1081
- /** Return the dot product of the x,y,z with the Y row. */
1082
- dotRowYXYZ(x, y, z) { return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5]; }
1083
- /** Return the dot product of the x,y,z with the Z row. */
1084
- dotRowZXYZ(x, y, z) { return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8]; }
1085
- /** Return the (vector) cross product of the Z column with the vector parameter. */
1086
- columnZCrossVector(vector, result) {
1087
- return Geometry_1.Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1345
+ dotColumnX(vector) {
1346
+ return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6];
1088
1347
  }
1089
- /*
1090
- * Replace current rows Ui Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
1091
- * @param i first row index. must be 0,1,2 (unchecked)
1092
- * @param j second row index. must be 0,1,2 (unchecked)
1093
- * @param c fist coefficient
1094
- * @param s second coefficient
1095
- */
1096
- applyGivensRowOp(i, j, c, s) {
1097
- let ii = 3 * i;
1098
- let jj = 3 * j;
1099
- const limit = ii + 3;
1100
- for (; ii < limit; ii++, jj++) {
1101
- const a = this.coffs[ii];
1102
- const b = this.coffs[jj];
1103
- this.coffs[ii] = a * c + b * s;
1104
- this.coffs[jj] = -a * s + b * c;
1105
- }
1348
+ /** Return the dot product of the vector parameter with the Y column. */
1349
+ dotColumnY(vector) {
1350
+ return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7];
1106
1351
  }
1107
- /**
1108
- * create a rigid coordinate frame column z parallel to (_x_,_y_,_z_) and column x in the xy plane.
1109
- * * column z points from origin to x,y,z
1110
- * * column x is perpendicular and in the xy plane
1111
- * * column y is perpendicular to both. It is the "up" vector on the view plane.
1112
- * * Multiplying a world vector times the transpose of this matrix transforms into the view xy
1113
- * * Multiplying the matrix times the an in-view vector transforms the vector to world.
1114
- * @param x eye x coordinate
1115
- * @param y eye y coordinate
1116
- * @param z eye z coordinate
1117
- * @param result
1118
- */
1119
- static createRigidViewAxesZTowardsEye(x, y, z, result) {
1120
- result = Matrix3d.createIdentity(result);
1121
- const rxy = Geometry_1.Geometry.hypotenuseXY(x, y);
1122
- if (Geometry_1.Geometry.isSmallMetricDistance(rxy)) {
1123
- // special case for top or bottom view.
1124
- if (z < 0.0)
1125
- result.scaleColumnsInPlace(1.0, -1, -1.0);
1126
- }
1127
- else {
1128
- // const d = Geometry.hypotenuseSquaredXYZ(x, y, z);
1129
- const c = x / rxy;
1130
- const s = y / rxy;
1131
- result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
1132
- if (z !== 0.0) {
1133
- const r = Geometry_1.Geometry.hypotenuseXYZ(x, y, z);
1134
- const s1 = z / r;
1135
- const c1 = rxy / r;
1136
- result.applyGivensColumnOp(1, 2, c1, -s1);
1137
- }
1138
- }
1139
- return result;
1352
+ /** Return the dot product of the vector parameter with the Z column. */
1353
+ dotColumnZ(vector) {
1354
+ return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8];
1140
1355
  }
1141
- /** Rotate so columns i and j become perpendicular */
1142
- applyJacobiColumnRotation(i, j, matrixU) {
1143
- const uDotU = this.coffs[i] * this.coffs[i] + this.coffs[i + 3] * this.coffs[i + 3] + this.coffs[i + 6] * this.coffs[i + 6];
1144
- const vDotV = this.coffs[j] * this.coffs[j] + this.coffs[j + 3] * this.coffs[j + 3] + this.coffs[j + 6] * this.coffs[j + 6];
1145
- const uDotV = this.coffs[i] * this.coffs[j] + this.coffs[i + 3] * this.coffs[j + 3] + this.coffs[i + 6] * this.coffs[j + 6];
1146
- // const c2 = uDotU - vDotV;
1147
- // const s2 = 2.0 * uDotV;
1148
- const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(uDotU - vDotV, 2.0 * uDotV);
1149
- // const h = Math.hypot(c2, s2);
1150
- // console.log(" c2 s2", c2 / h, s2 / h);
1151
- // console.log(" C S ", Math.cos(2 * jacobi.radians), Math.sin(2 * jacobi.radians));
1152
- // console.log("i j uDotV", i, j, uDotV);
1153
- if (Math.abs(jacobi.s) < 2.0e-15)
1154
- return 0.0;
1155
- this.applyGivensColumnOp(i, j, jacobi.c, jacobi.s);
1156
- matrixU.applyGivensRowOp(i, j, jacobi.c, jacobi.s);
1157
- // const BTB = this.multiplyMatrixTransposeMatrix(this);
1158
- // console.log("BTB", BTB.at(0, 0), BTB.at(1, 1), BTB.at(2, 2), " off", BTB.at(0, 1), BTB.at(0, 2), BTB.at(1, 2), " at(i,j)", BTB.at(i, j));
1159
- return Math.abs(uDotV);
1356
+ /** Return the dot product of the vector parameter with the X row. */
1357
+ dotRowX(vector) {
1358
+ return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2];
1160
1359
  }
1161
- /**
1162
- * Factor this as a product C * U where C has mutually perpendicular columns and
1163
- * U is orthogonal.
1164
- * @param matrixC (allocate by caller, computed here)
1165
- * @param matrixU (allocate by caller, computed here)
1166
- */
1167
- factorPerpendicularColumns(matrixC, matrixU) {
1168
- matrixC.setFrom(this);
1169
- matrixU.setIdentity();
1170
- const ss = this.sumSquares();
1171
- const tolerance = 1.0e-12 * ss;
1172
- for (let iteration = 0; iteration < 7; iteration++) {
1173
- const sum = matrixC.applyJacobiColumnRotation(0, 1, matrixU)
1174
- + matrixC.applyJacobiColumnRotation(0, 2, matrixU)
1175
- + matrixC.applyJacobiColumnRotation(1, 2, matrixU);
1176
- // console.log (" sum", sum);
1177
- if (sum < tolerance) {
1178
- // console.log("jacobi iterations", iteration);
1179
- return true;
1180
- }
1181
- }
1182
- return false;
1360
+ /** Return the dot product of the vector parameter with the Y row. */
1361
+ dotRowY(vector) {
1362
+ return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5];
1183
1363
  }
1184
- /**
1185
- * Factor this matrix M as a product M = V * D * U where V and U are orthogonal, and D is diagonal (scale matrix).
1186
- * @param matrixV left orthogonal factor (allocate by caller, computed here)
1187
- * @param scale diagonal entries of D (allocate by caller, computed here)
1188
- * @param matrixU right orthogonal factor (allocate by caller, computed here)
1189
- */
1190
- factorOrthogonalScaleOrthogonal(matrixV, scale, matrixU) {
1191
- const matrixVD = Matrix3d.createZero();
1192
- if (!this.factorPerpendicularColumns(matrixVD, matrixU))
1193
- return false;
1194
- const column = [];
1195
- column.push(matrixVD.getColumn(0));
1196
- column.push(matrixVD.getColumn(1));
1197
- column.push(matrixVD.getColumn(2));
1198
- scale.set(column[0].magnitude(), column[1].magnitude(), column[2].magnitude());
1199
- const det = matrixVD.determinant();
1200
- if (det < 0)
1201
- scale.z = -scale.z;
1202
- const almostZero = 1.0e-15;
1203
- const scaleXIsZero = Math.abs(scale.x) < almostZero;
1204
- const scaleYIsZero = Math.abs(scale.y) < almostZero;
1205
- const scaleZIsZero = Math.abs(scale.z) < almostZero;
1206
- // ASSUME: any zero-magnitude column(s) of matrixVD are last
1207
- if (!scaleXIsZero && !scaleYIsZero && !scaleZIsZero) { // full rank
1208
- matrixV = matrixVD.scaleColumns(1 / scale.x, 1 / scale.y, 1 / scale.z, matrixV);
1209
- }
1210
- else if (!scaleXIsZero && !scaleYIsZero) { // rank 2
1211
- column[0].scaleInPlace(1 / scale.x);
1212
- column[1].scaleInPlace(1 / scale.y);
1213
- column[2] = column[0].unitCrossProduct(column[1], column[2]);
1214
- matrixV.setColumns(column[0], column[1], column[2]);
1215
- }
1216
- else if (!scaleXIsZero) { // rank 1
1217
- matrixV = Matrix3d.createRigidHeadsUp(column[0], Geometry_1.AxisOrder.XYZ, matrixV); // preserve column0
1218
- }
1219
- else { // rank 0
1220
- matrixV.setIdentity();
1221
- }
1222
- return true;
1364
+ /** Return the dot product of the vector parameter with the Z row. */
1365
+ dotRowZ(vector) {
1366
+ return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8];
1223
1367
  }
1224
- /** Apply a jacobi step to lambda which evolves towards diagonal. */
1225
- applySymmetricJacobi(i, j, lambda) {
1226
- const uDotU = lambda.at(i, i);
1227
- const vDotV = lambda.at(j, j);
1228
- const uDotV = lambda.at(i, j);
1229
- if (Math.abs(uDotV) < 1.0e-15 * (uDotU + vDotV))
1230
- return 0.0;
1231
- // const c2 = uDotU - vDotV;
1232
- // const s2 = 2.0 * uDotV;
1233
- const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(uDotU - vDotV, 2.0 * uDotV);
1234
- // const h = Math.hypot(c2, s2);
1235
- // console.log(" c2 s2", c2 / h, s2 / h);
1236
- // console.log(" C S ", Math.cos(2 * jacobi.radians), Math.sin(2 * jacobi.radians));
1237
- // console.log("i j uDotV", i, j, uDotV);
1238
- if (Math.abs(jacobi.s) < 2.0e-15)
1239
- return 0.0;
1240
- // Factored form is this *lambda * thisTranspose
1241
- // Let Q be the rotation matrix. Q*QT is inserted, viz
1242
- // this*Q * QT * lambda * Q*thisTranspose
1243
- this.applyGivensColumnOp(i, j, jacobi.c, jacobi.s);
1244
- lambda.applyGivensRowOp(i, j, jacobi.c, jacobi.s);
1245
- lambda.applyGivensColumnOp(i, j, jacobi.c, jacobi.s);
1246
- // const BTB = this.multiplyMatrixTransposeMatrix(this);
1247
- // console.log("BTB", BTB.at(0, 0), BTB.at(1, 1), BTB.at(2, 2), " off", BTB.at(0, 1), BTB.at(0, 2), BTB.at(1, 2), " at(i,j)", BTB.at(i, j));
1248
- return Math.abs(uDotV);
1368
+ /** Return the dot product of the x,y,z with the X row. */
1369
+ dotRowXXYZ(x, y, z) {
1370
+ return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2];
1249
1371
  }
1250
- /**
1251
- * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
1252
- * The upper triangle is mirrored to lower triangle to enforce symmetry.
1253
- * @param matrixC (allocate by caller, computed here)
1254
- * @param factor (allocate by caller, computed here)
1255
- */
1256
- symmetricEigenvalues(leftEigenvectors, lambda) {
1257
- const matrix = this.clone();
1258
- leftEigenvectors.setIdentity();
1259
- matrix.coffs[3] = matrix.coffs[1];
1260
- matrix.coffs[6] = matrix.coffs[2];
1261
- matrix.coffs[7] = matrix.coffs[5];
1262
- const ss = this.sumSquares();
1263
- const tolerance = 1.0e-12 * ss;
1264
- for (let iteration = 0; iteration < 7; iteration++) {
1265
- const sum = leftEigenvectors.applySymmetricJacobi(0, 1, matrix)
1266
- + leftEigenvectors.applySymmetricJacobi(0, 2, matrix)
1267
- + leftEigenvectors.applySymmetricJacobi(1, 2, matrix);
1268
- // console.log("symmetric sum", sum);
1269
- // console.log (" sum", sum);
1270
- if (sum < tolerance) {
1271
- // console.log("symmetric iterations", iteration);
1272
- lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1273
- return true;
1274
- }
1275
- }
1276
- return false;
1372
+ /** Return the dot product of the x,y,z with the Y row. */
1373
+ dotRowYXYZ(x, y, z) {
1374
+ return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5];
1277
1375
  }
1278
- /** Apply (in place a jacobi update that zeros out this.at(i,j).
1279
- *
1280
- */
1281
- applyFastSymmetricJacobiUpdate(i, // row index of zeroed member
1282
- j, // column index of zeroed member
1283
- k, // other row/column index (different from i and j)
1284
- leftEigenVectors) {
1285
- const indexII = 4 * i;
1286
- const indexJJ = 4 * j;
1287
- const indexIJ = 3 * i + j;
1288
- const indexIK = 3 * i + k;
1289
- const indexJK = 3 * j + k;
1290
- const dotUU = this.coffs[indexII];
1291
- const dotVV = this.coffs[indexJJ];
1292
- const dotUV = this.coffs[indexIJ];
1293
- const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(dotUU - dotVV, 2.0 * dotUV);
1294
- if (Math.abs(dotUV) < 1.0e-15 * (dotUU + dotVV))
1295
- return 0.0;
1296
- const c = jacobi.c;
1297
- const s = jacobi.s;
1298
- const cc = c * c;
1299
- const ss = s * s;
1300
- const sc2 = 2.0 * c * s;
1301
- this.coffs[indexII] = cc * dotUU + sc2 * dotUV + ss * dotVV;
1302
- this.coffs[indexJJ] = ss * dotUU - sc2 * dotUV + cc * dotVV;
1303
- this.coffs[indexIJ] = 0.0;
1304
- const a = this.coffs[indexIK];
1305
- const b = this.coffs[indexJK];
1306
- this.coffs[indexIK] = a * c + b * s;
1307
- this.coffs[indexJK] = -s * a + c * b;
1308
- this.coffs[3 * j + i] = 0.0;
1309
- this.coffs[3 * k + i] = this.coffs[indexIK];
1310
- this.coffs[3 * k + j] = this.coffs[indexJK];
1311
- leftEigenVectors.applyGivensColumnOp(i, j, c, s);
1312
- return Math.abs(dotUV);
1376
+ /** Return the dot product of the x,y,z with the Z row. */
1377
+ dotRowZXYZ(x, y, z) {
1378
+ return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8];
1313
1379
  }
1314
- /**
1315
- * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
1316
- * The upper triangle is mirrored to lower triangle to enforce symmetry.
1317
- * @param matrixC (allocate by caller, computed here)
1318
- * @param factor (allocate by caller, computed here)
1319
- */
1320
- fastSymmetricEigenvalues(leftEigenvectors, lambda) {
1321
- const matrix = this.clone();
1322
- leftEigenvectors.setIdentity();
1323
- const ss = this.sumSquares();
1324
- const tolerance = 1.0e-12 * ss;
1325
- for (let iteration = 0; iteration < 7; iteration++) {
1326
- const sum = matrix.applyFastSymmetricJacobiUpdate(0, 1, 2, leftEigenvectors)
1327
- + matrix.applyFastSymmetricJacobiUpdate(0, 2, 1, leftEigenvectors)
1328
- + matrix.applyFastSymmetricJacobiUpdate(1, 2, 0, leftEigenvectors);
1329
- // console.log("symmetric sum", sum);
1330
- // console.log (" sum", sum);
1331
- if (sum < tolerance) {
1332
- // console.log("symmetric iterations", iteration);
1333
- lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1334
- return true;
1335
- }
1336
- }
1337
- return false;
1380
+ /** Return the cross product of the Z column with the vector parameter. */
1381
+ columnZCrossVector(vector, result) {
1382
+ return Geometry_1.Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1338
1383
  }
1339
- /** Install data from xyz parts of Point4d (w part of Point4d ignored) */
1384
+ /** Set data from xyz parts of Point4d (w part of Point4d ignored) */
1340
1385
  setColumnsPoint4dXYZ(vectorU, vectorV, vectorW) {
1341
1386
  this.inverseState = InverseMatrixState.unknown;
1342
1387
  this.setRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z);
@@ -1360,16 +1405,22 @@ class Matrix3d {
1360
1405
  this.coffs[index + 6] = 0.0;
1361
1406
  }
1362
1407
  }
1363
- /** Set all columns of the matrix. Any undefined vector is zeros. */
1408
+ /**
1409
+ * Set all columns of the matrix. Any undefined vector is zeros.
1410
+ * @param vectorX values for column 0
1411
+ * @param vectorY values for column 1
1412
+ * @param vectorZ optional values for column 2 (it's optional in case column 2 is 000, which is a
1413
+ * projection onto the xy-plane)
1414
+ */
1364
1415
  setColumns(vectorX, vectorY, vectorZ) {
1365
1416
  this.setColumn(0, vectorX);
1366
1417
  this.setColumn(1, vectorY);
1367
1418
  this.setColumn(2, vectorZ);
1368
1419
  }
1369
1420
  /**
1370
- * set entries in one row of the matrix.
1371
- * @param rowIndex row index. this is interpreted cyclically.
1372
- * @param value x,yz, values for row. If undefined, zeros are installed.
1421
+ * Set entries in one row of the matrix.
1422
+ * @param rowIndex row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1423
+ * @param value x,y,z values for row.
1373
1424
  */
1374
1425
  setRow(rowIndex, value) {
1375
1426
  const index = 3 * Geometry_1.Geometry.cyclic3dAxis(rowIndex);
@@ -1378,21 +1429,26 @@ class Matrix3d {
1378
1429
  this.coffs[index + 2] = value.z;
1379
1430
  this.inverseState = InverseMatrixState.unknown;
1380
1431
  }
1381
- /** Return a (copy of) a column of the matrix.
1382
- * @param i column index. This is corrected to 012 by Geometry.cyclic3dAxis.
1432
+ /**
1433
+ * Return (a copy of) a column of the matrix.
1434
+ * @param i column index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1435
+ * @param result optional preallocated result.
1383
1436
  */
1384
1437
  getColumn(columnIndex, result) {
1385
1438
  const index = Geometry_1.Geometry.cyclic3dAxis(columnIndex);
1386
1439
  return Point3dVector3d_1.Vector3d.create(this.coffs[index], this.coffs[index + 3], this.coffs[index + 6], result);
1387
1440
  }
1388
- /** Return a (copy of) a row of the matrix.
1389
- * @param i row index. This is corrected to 012 by Geometry.cyclic3dAxis.
1441
+ /**
1442
+ * Return a (copy of) a row of the matrix.
1443
+ * @param i row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1444
+ * @param result optional preallocated result.
1390
1445
  */
1391
1446
  getRow(columnIndex, result) {
1392
1447
  const index = 3 * Geometry_1.Geometry.cyclic3dAxis(columnIndex);
1393
1448
  return Point3dVector3d_1.Vector3d.create(this.coffs[index], this.coffs[index + 1], this.coffs[index + 2], result);
1394
1449
  }
1395
- /** Create a matrix from row vectors.
1450
+ /**
1451
+ * Create a matrix from row vectors.
1396
1452
  * ```
1397
1453
  * equation
1398
1454
  * \begin{bmatrix}U_x & U_y & U_z \\ V_x & V_y & V_z \\ W_x & W_y & W_z \end{bmatrix}
@@ -1401,14 +1457,20 @@ class Matrix3d {
1401
1457
  static createRows(vectorU, vectorV, vectorW, result) {
1402
1458
  return Matrix3d.createRowValues(vectorU.x, vectorU.y, vectorU.z, vectorV.x, vectorV.y, vectorV.z, vectorW.x, vectorW.y, vectorW.z, result);
1403
1459
  }
1404
- /** Create a matrix that scales along a specified direction.
1405
- * * The scale factor can be negative.
1406
- * * A scale of -1.0 (negative one) is a mirror across the plane perpendicular to the vector.
1460
+ /**
1461
+ * Create a matrix that scales along a specified `direction`. This means if you multiply the returned matrix
1462
+ * by a `vector`, you get `directional scale` of that `vector`. Suppose `plane` is the plane perpendicular
1463
+ * to the `direction`. When scale = 0, `directional scale` is projection of the `vector` to the `plane`.
1464
+ * When scale = 1, `directional scale` is the `vector` itself. When scale = -1, `directional scale` is
1465
+ * mirror of the `vector` across the `plane`. In general, When scale != 0, the result is computed by first
1466
+ * projecting the `vector` to the `plane`, then translating that projection along the `direction` (if scale > 0)
1467
+ * or in opposite direction (if scale < 0).
1407
1468
  * ```
1408
1469
  * equation
1409
- * \text{The matrix is } I - (s-1) U U^T
1410
- * \\ \text{with }U\text{ being the unit vector in the direction of the input vector.}
1470
+ * \text{The matrix is } I + (s-1) D D^T
1471
+ * \\ \text{with }D\text{ being the normalized direction vector and }s\text{ being the scale.}
1411
1472
  * ```
1473
+ * * Visualization can be found at itwinjs.org/sandbox/SaeedTorabi/DirectionalScale
1412
1474
  */
1413
1475
  static createDirectionalScale(direction, scale, result) {
1414
1476
  const unit = direction.normalize();
@@ -1416,19 +1478,13 @@ class Matrix3d {
1416
1478
  const x = unit.x;
1417
1479
  const y = unit.y;
1418
1480
  const z = unit.z;
1419
- const a = (scale - 1);
1481
+ const a = scale - 1;
1420
1482
  return Matrix3d.createRowValues(1 + a * x * x, a * x * y, a * x * z, a * y * x, 1 + a * y * y, a * y * z, a * z * x, a * z * y, 1 + a * z * z, result);
1421
1483
  }
1422
1484
  return Matrix3d.createUniformScale(scale);
1423
1485
  }
1424
- /* Create a matrix with the indicated column in the (normalized) direction, and the other two columns perpendicular. All columns are normalized.
1425
- * * The direction vector is normalized and appears in column axisIndex
1426
- * * If the direction vector is not close to Z, the "next" column ((axisIndex + 1) mod 3) will be in the XY plane in the direction of (direction cross Z)
1427
- * * If the direction vector is close to Z, the "next" column ((axisIndex + 1) mode 3) will be in the direction of (direction cross Y)
1428
- */
1429
- // static create1Vector(direction: Vector3d, axisIndex: number): Matrix3d;
1430
- // static createFromXYVectors(vectorX: Vector3d, vectorY: Vector3d, axisIndex: number): Matrix3d;
1431
- /** Multiply the matrix * vector, treating the vector is a column vector on the right.
1486
+ /**
1487
+ * Multiply `matrix * vector`, treating the vector is a column vector on the right.
1432
1488
  * ```
1433
1489
  * equation
1434
1490
  * \matrixXY{A}\columnSubXYZ{U}
@@ -1439,36 +1495,38 @@ class Matrix3d {
1439
1495
  const x = vectorU.x;
1440
1496
  const y = vectorU.y;
1441
1497
  const z = vectorU.z;
1442
- return Point3dVector3d_1.Vector3d.create((this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z), (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z), (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z), result);
1498
+ return Point3dVector3d_1.Vector3d.create(this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z, this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z, this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z, result);
1443
1499
  }
1444
- /** Multiply matrix * vector for each array member, i.e. the vector is a column vector on the right.
1445
- * @return the vector result
1500
+ /**
1501
+ * Multiply `matrix * vector` in place for vector in the array, i.e. treating the vector is a column
1502
+ * vector on the right.
1503
+ * * Each `vector` is updated to be `matrix * vector`
1446
1504
  */
1447
1505
  multiplyVectorArrayInPlace(data) {
1448
1506
  for (const v of data)
1449
- v.set((this.coffs[0] * v.x + this.coffs[1] * v.y + this.coffs[2] * v.z), (this.coffs[3] * v.x + this.coffs[4] * v.y + this.coffs[5] * v.z), (this.coffs[6] * v.x + this.coffs[7] * v.y + this.coffs[8] * v.z));
1507
+ v.set(this.coffs[0] * v.x + this.coffs[1] * v.y + this.coffs[2] * v.z, this.coffs[3] * v.x + this.coffs[4] * v.y + this.coffs[5] * v.z, this.coffs[6] * v.x + this.coffs[7] * v.y + this.coffs[8] * v.z);
1450
1508
  }
1451
- /** compute `origin - matrix * vector` */
1509
+ /** Compute `origin - matrix * vector` */
1452
1510
  static xyzMinusMatrixTimesXYZ(origin, matrix, vector, result) {
1453
1511
  const x = vector.x;
1454
1512
  const y = vector.y;
1455
1513
  const z = vector.z;
1456
1514
  return Point3dVector3d_1.Point3d.create(origin.x - (matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z), origin.y - (matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z), origin.z - (matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z), result);
1457
1515
  }
1458
- /** compute `origin + matrix * vector` using only the xy parts of the inputs. */
1516
+ /** Compute `origin + matrix * vector` using only the xy parts of the inputs. */
1459
1517
  static xyPlusMatrixTimesXY(origin, matrix, vector, result) {
1460
1518
  const x = vector.x;
1461
1519
  const y = vector.y;
1462
1520
  return Point2dVector2d_1.Point2d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y, result);
1463
1521
  }
1464
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1522
+ /** Compute `origin + matrix * vector` using all xyz parts of the inputs. */
1465
1523
  static xyzPlusMatrixTimesXYZ(origin, matrix, vector, result) {
1466
1524
  const x = vector.x;
1467
1525
  const y = vector.y;
1468
1526
  const z = vector.z;
1469
1527
  return Point3dVector3d_1.Point3d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, result);
1470
1528
  }
1471
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1529
+ /** Updates vector to be `origin + matrix * vector` using all xyz parts of the inputs. */
1472
1530
  static xyzPlusMatrixTimesXYZInPlace(origin, matrix, vector) {
1473
1531
  const x = vector.x;
1474
1532
  const y = vector.y;
@@ -1477,65 +1535,76 @@ class Matrix3d {
1477
1535
  vector.y = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1478
1536
  vector.z = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1479
1537
  }
1480
- /** compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1538
+ /** Compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1481
1539
  static xyzPlusMatrixTimesCoordinates(origin, matrix, x, y, z, result) {
1482
1540
  return Point3dVector3d_1.Point3d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, result);
1483
1541
  }
1484
1542
  /**
1485
1543
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1486
- * Multiply times point with coordinates `[x,y,z,w]`
1544
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1545
+ * ```
1546
+ * equation
1547
+ * \begin{bmatrix}M_0 & M_1 & M_2 & Ox \\ M_3 & M_4 & M_5 & Oy \\ M_6 & M_7 & M_8 & Oz \\ 0 & 0 & 0 & 1\end{bmatrix} * \begin{bmatrix}x \\ y \\ z \\ w\end{bmatrix}
1548
+ * ```
1487
1549
  * @param origin translation part (xyz in column 3)
1488
1550
  * @param matrix matrix part (leading 3x3)
1489
1551
  * @param x x part of multiplied point
1490
1552
  * @param y y part of multiplied point
1491
1553
  * @param z z part of multiplied point
1492
1554
  * @param w w part of multiplied point
1493
- * @param result optional result.
1555
+ * @param result optional preallocated result.
1494
1556
  */
1495
1557
  static xyzPlusMatrixTimesWeightedCoordinates(origin, matrix, x, y, z, w, result) {
1496
- return Point4d_1.Point4d.create(w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, w, result);
1558
+ return Point4d_1.Point4d.create(matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w, matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w, matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w, w, result);
1497
1559
  }
1498
1560
  /**
1499
1561
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1500
- * Multiply times point with coordinates `[x,y,z,w]`
1562
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1563
+ * ```
1564
+ * equation
1565
+ * \begin{bmatrix}M_0 & M_1 & M_2 & Ox \\ M_3 & M_4 & M_5 & Oy \\ M_6 & M_7 & M_8 & Oz \\ 0 & 0 & 0 & 1\end{bmatrix} * \begin{bmatrix}x \\ y \\ z \\ w\end{bmatrix}
1566
+ * ```
1501
1567
  * @param origin translation part (xyz in column 3)
1502
1568
  * @param matrix matrix part (leading 3x3)
1503
1569
  * @param x x part of multiplied point
1504
1570
  * @param y y part of multiplied point
1505
1571
  * @param z z part of multiplied point
1506
1572
  * @param w w part of multiplied point
1507
- * @param result optional result.
1573
+ * @param result optional preallocated result.
1508
1574
  */
1509
1575
  static xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(origin, matrix, x, y, z, w, result) {
1510
1576
  if (!result)
1511
1577
  result = new Float64Array(4);
1512
- result[0] = w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1513
- result[1] = w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1514
- result[2] = w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1578
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w;
1579
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w;
1580
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w;
1515
1581
  result[3] = w;
1516
1582
  return result;
1517
1583
  }
1518
1584
  /**
1519
- * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1520
- * Multiply times point with coordinates `[x,y,z,w]`
1585
+ * Treat the 3x3 matrix and origin as a 3x4 matrix.
1586
+ * * Multiply the 3x4 matrix by `[x,y,z,1]`
1587
+ * ```
1588
+ * equation
1589
+ * \begin{bmatrix}M_0 & M_1 & M_2 & Ox \\ M_3 & M_4 & M_5 & Oy \\ M_6 & M_7 & M_8 & Oz\end{bmatrix} * \begin{bmatrix}x \\ y \\ z \\ 1\end{bmatrix}
1590
+ * ```
1521
1591
  * @param origin translation part (xyz in column 3)
1522
1592
  * @param matrix matrix part (leading 3x3)
1523
1593
  * @param x x part of multiplied point
1524
1594
  * @param y y part of multiplied point
1525
1595
  * @param z z part of multiplied point
1526
- * @param w w part of multiplied point
1527
- * @param result optional result.
1596
+ * @param result optional preallocated result.
1528
1597
  */
1529
1598
  static xyzPlusMatrixTimesCoordinatesToFloat64Array(origin, matrix, x, y, z, result) {
1530
1599
  if (!result)
1531
1600
  result = new Float64Array(3);
1532
- result[0] = origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1533
- result[1] = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1534
- result[2] = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1601
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x;
1602
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y;
1603
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z;
1535
1604
  return result;
1536
1605
  }
1537
1606
  /**
1538
- * Multiply transpose of this matrix times a vector.
1607
+ * Multiply the transpose matrix times a vector.
1539
1608
  * * This produces the same x,y,z as treating the vector as a row on the left of the (un-transposed) matrix.
1540
1609
  * ```
1541
1610
  * equation
@@ -1544,99 +1613,112 @@ class Matrix3d {
1544
1613
  * \text{Treating U as a row to the left of untransposed matrix\: return row}&\rowSubXYZ{V}&=&\rowSubXYZ{U}\matrixXY{A}
1545
1614
  * \end{matrix}
1546
1615
  * ```
1547
- * @return the vector result
1616
+ * @param result the vector result (optional)
1548
1617
  */
1549
1618
  multiplyTransposeVector(vector, result) {
1550
1619
  result = result ? result : new Point3dVector3d_1.Vector3d();
1551
1620
  const x = vector.x;
1552
1621
  const y = vector.y;
1553
1622
  const z = vector.z;
1554
- result.x = (this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z);
1555
- result.y = (this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z);
1556
- result.z = (this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z);
1623
+ result.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1624
+ result.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1625
+ result.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1557
1626
  return result;
1558
1627
  }
1559
- /** Multiply the matrix * (x,y,z), i.e. the vector (x,y,z) is a column vector on the right.
1560
- * @return the vector result
1628
+ /**
1629
+ * Multiply the matrix * [x,y,z], i.e. the vector [x,y,z] is a column vector on the right.
1630
+ * @param result the vector result (optional)
1561
1631
  */
1562
1632
  multiplyXYZ(x, y, z, result) {
1563
1633
  result = result ? result : new Point3dVector3d_1.Vector3d();
1564
- result.x = (this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z);
1565
- result.y = (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z);
1566
- result.z = (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z);
1634
+ result.x = this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z;
1635
+ result.y = this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z;
1636
+ result.z = this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z;
1567
1637
  return result;
1568
1638
  }
1569
- /** Multiply the matrix * xyz, place result in (required) return value.
1570
- * @param xyz right side
1571
- * @param result result.
1639
+ /**
1640
+ * Multiply the matrix * xyz, place result in (required) return value.
1641
+ * @param xyz right side
1642
+ * @param result the result.
1572
1643
  */
1573
1644
  multiplyXYZtoXYZ(xyz, result) {
1574
1645
  const x = xyz.x;
1575
1646
  const y = xyz.y;
1576
1647
  const z = xyz.z;
1577
- result.x = (this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z);
1578
- result.y = (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z);
1579
- result.z = (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z);
1648
+ result.x = this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z;
1649
+ result.y = this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z;
1650
+ result.z = this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z;
1580
1651
  return result;
1581
1652
  }
1582
- /** Multiply the matrix * (x,y,0), i.e. the vector (x,y,z) is a column vector on the right.
1583
- * @return the vector result
1653
+ /**
1654
+ * Multiply the matrix * [x,y,0], i.e. the vector [x,y,0] is a column vector on the right.
1655
+ * @param result the vector result (optional)
1584
1656
  */
1585
1657
  multiplyXY(x, y, result) {
1586
1658
  result = result ? result : new Point3dVector3d_1.Vector3d();
1587
- result.x = (this.coffs[0] * x + this.coffs[1] * y);
1588
- result.y = (this.coffs[3] * x + this.coffs[4] * y);
1589
- result.z = (this.coffs[6] * x + this.coffs[7] * y);
1659
+ result.x = this.coffs[0] * x + this.coffs[1] * y;
1660
+ result.y = this.coffs[3] * x + this.coffs[4] * y;
1661
+ result.z = this.coffs[6] * x + this.coffs[7] * y;
1590
1662
  return result;
1591
1663
  }
1592
- /** compute `origin + this*[x,y,0]` */
1664
+ /**
1665
+ * Compute origin + the matrix * [x,y,0].
1666
+ * @param result the Point3d result (optional)
1667
+ */
1593
1668
  originPlusMatrixTimesXY(origin, x, y, result) {
1594
1669
  return Point3dVector3d_1.Point3d.create(origin.x + this.coffs[0] * x + this.coffs[1] * y, origin.y + this.coffs[3] * x + this.coffs[4] * y, origin.z + this.coffs[6] * x + this.coffs[7] * y, result);
1595
1670
  }
1596
- /** Multiply matrix * (x, y, z) using any 3d object given containing those members */
1671
+ /**
1672
+ * Multiply the matrix * (x,y,z) in place, i.e. the vector (x,y,z) is a column vector on the right and
1673
+ * the multiplication updates the vector values.
1674
+ * @param xyzData the vector data.
1675
+ */
1597
1676
  multiplyVectorInPlace(xyzData) {
1598
1677
  const x = xyzData.x;
1599
1678
  const y = xyzData.y;
1600
1679
  const z = xyzData.z;
1601
- const coffs = this.coffs;
1602
- xyzData.x = (coffs[0] * x + coffs[1] * y + coffs[2] * z);
1603
- xyzData.y = (coffs[3] * x + coffs[4] * y + coffs[5] * z);
1604
- xyzData.z = (coffs[6] * x + coffs[7] * y + coffs[8] * z);
1680
+ xyzData.x = this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z;
1681
+ xyzData.y = this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z;
1682
+ xyzData.z = this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z;
1605
1683
  }
1606
- /** Multiply the transpose matrix times column using any 3d object with x,y,z members.
1607
- * This is equivalent to `multiplyTransposeVector` but always returns the result directly in the input.
1684
+ /**
1685
+ * Multiply the transpose matrix times [x,y,z] in place, i.e. the vector [x,y,z] is a column vector on
1686
+ * the right and the multiplication updates the vector values.
1687
+ * * This is equivalent to `multiplyTransposeVector` but always returns the result directly in the input.
1688
+ * @param vectorU the vector data
1608
1689
  */
1609
1690
  multiplyTransposeVectorInPlace(vectorU) {
1610
1691
  const x = vectorU.x;
1611
1692
  const y = vectorU.y;
1612
1693
  const z = vectorU.z;
1613
- const coffs = this.coffs;
1614
- vectorU.x = (coffs[0] * x + coffs[3] * y + coffs[6] * z);
1615
- vectorU.y = (coffs[1] * x + coffs[4] * y + coffs[7] * z);
1616
- vectorU.z = (coffs[2] * x + coffs[5] * y + coffs[8] * z);
1694
+ vectorU.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1695
+ vectorU.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1696
+ vectorU.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1617
1697
  }
1618
- /** Multiply the transpose matrix times column using individual numeric inputs.
1619
- * * This is equivalent to multiplying with the vector as a row to the left of the plain matrix.
1698
+ /**
1699
+ * Multiply the transpose matrix times column using individual numeric inputs.
1700
+ * * This produces the same x,y,z as treating the vector as a row on the left of the (un-transposed) matrix.
1620
1701
  * ```
1621
1702
  * equation
1622
1703
  * \begin{matrix}
1623
- * \text{treating the input as a column } \columnXYZ{x}{y}{z}\text{ compute }&\columnSubXYZ{V} &= &A^T \columnXYZ{x}{y}{z} \\
1624
- * \text{or row vector } \rowXYZ{x}{y}{z} \text{ compute }&\rowSubXYZ{V} &= &\rowXYZ{x}{y}{z} A \\
1704
+ * \text{treating the input as a column vector } \columnXYZ{x}{y}{z}\text{ compute }&\columnSubXYZ{V} &= &A^T \columnXYZ{x}{y}{z} \\
1705
+ * \text{or as a row vector } \rowXYZ{x}{y}{z} \text{ compute }&\rowSubXYZ{V} &= &\rowXYZ{x}{y}{z} A \\
1625
1706
  * \phantom{8888}\text{and return V as a Vector3d} & & &
1626
1707
  * \end{matrix}
1627
1708
  * ````
1628
- * @return the vector result
1709
+ * @param result the vector result (optional)
1629
1710
  */
1630
1711
  multiplyTransposeXYZ(x, y, z, result) {
1631
1712
  result = result ? result : new Point3dVector3d_1.Vector3d();
1632
- result.x = (this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z);
1633
- result.y = (this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z);
1634
- result.z = (this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z);
1713
+ result.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1714
+ result.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1715
+ result.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1635
1716
  return result;
1636
1717
  }
1637
- /** Solve `matrix * result = vector`.
1718
+ /**
1719
+ * Solve `matrix * result = vector` for an unknown `result`.
1638
1720
  * * This is equivalent to multiplication `result = matrixInverse * vector`.
1639
- * * Result is undefined if the matrix is singular (e.g. has parallel or zero length columns)
1721
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1640
1722
  */
1641
1723
  multiplyInverse(vector, result) {
1642
1724
  this.computeCachedInverse(true);
@@ -1644,13 +1726,14 @@ class Matrix3d {
1644
1726
  const x = vector.x;
1645
1727
  const y = vector.y;
1646
1728
  const z = vector.z;
1647
- return Point3dVector3d_1.Vector3d.create((this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z), (this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z), (this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z), result);
1729
+ return Point3dVector3d_1.Vector3d.create(this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z, this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z, this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z, result);
1648
1730
  }
1649
1731
  return undefined;
1650
1732
  }
1651
- /** Solve `matrixTranspose * result = vector`.
1733
+ /**
1734
+ * Solve `matrixTranspose * result = vector` for an unknown `result`.
1652
1735
  * * This is equivalent to multiplication `result = matrixInverseTranspose * vector`.
1653
- * * Result is undefined if the matrix is singular (e.g. has parallel or zero length columns)
1736
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1654
1737
  */
1655
1738
  multiplyInverseTranspose(vector, result) {
1656
1739
  this.computeCachedInverse(true);
@@ -1658,87 +1741,91 @@ class Matrix3d {
1658
1741
  const x = vector.x;
1659
1742
  const y = vector.y;
1660
1743
  const z = vector.z;
1661
- return Point3dVector3d_1.Vector3d.create((this.inverseCoffs[0] * x + this.inverseCoffs[3] * y + this.inverseCoffs[6] * z), (this.inverseCoffs[1] * x + this.inverseCoffs[4] * y + this.inverseCoffs[7] * z), (this.inverseCoffs[2] * x + this.inverseCoffs[5] * y + this.inverseCoffs[8] * z), result);
1744
+ return Point3dVector3d_1.Vector3d.create(this.inverseCoffs[0] * x + this.inverseCoffs[3] * y + this.inverseCoffs[6] * z, this.inverseCoffs[1] * x + this.inverseCoffs[4] * y + this.inverseCoffs[7] * z, this.inverseCoffs[2] * x + this.inverseCoffs[5] * y + this.inverseCoffs[8] * z, result);
1662
1745
  }
1663
1746
  return undefined;
1664
1747
  }
1665
1748
  /**
1666
- * multiply `matrixInverse * [x,y,z]`.
1667
- * * This is equivalent to solving `matrix * result = [x,y,z]`
1668
- * * return as a Vector3d, or undefined if the matrix is singular.
1749
+ * Multiply `matrixInverse * [x,y,z]`.
1750
+ * * This is equivalent to solving `matrix * result = [x,y,z]` for an unknown `result`.
1751
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1752
+ * @return result as a Vector3d or undefined (if the matrix is singular).
1669
1753
  */
1670
1754
  multiplyInverseXYZAsVector3d(x, y, z, result) {
1671
1755
  this.computeCachedInverse(true);
1672
1756
  if (this.inverseCoffs) {
1673
- return Point3dVector3d_1.Vector3d.create((this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z), (this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z), (this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z), result);
1757
+ return Point3dVector3d_1.Vector3d.create(this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z, this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z, this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z, result);
1674
1758
  }
1675
1759
  return undefined;
1676
1760
  }
1677
1761
  /**
1678
- * multiply `matrixInverse * [x,y,z]` and return packaged as `Point4d` with given weight.
1679
- * * Equivalent to solving matrix * result = [x,y,z]
1680
- * * return as a Point4d with the same weight.
1681
- * * Called by Transform with x,y,z adjusted by subtraction ((xw) - w * origin.x, etc) where xw is the pre-weighted space point.
1762
+ * Multiply `matrixInverse * [x,y,z]` and return result as `Point4d` with given weight.
1763
+ * * Equivalent to solving `matrix * result = [x,y,z]` for an unknown `result`.
1764
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1765
+ * @return result as a Point4d with the same weight.
1682
1766
  */
1683
1767
  multiplyInverseXYZW(x, y, z, w, result) {
1684
1768
  this.computeCachedInverse(true);
1685
1769
  if (this.inverseCoffs) {
1686
- return Point4d_1.Point4d.create((this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z), (this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z), (this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z), w, result);
1770
+ return Point4d_1.Point4d.create(this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z, this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z, this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z, w, result);
1687
1771
  }
1688
1772
  return undefined;
1689
1773
  }
1690
1774
  /**
1691
- * multiply `matrixInverse * [x,y,z]` and return packaged as `Point3d`.
1692
- * * multiply matrixInverse * [x,y,z]
1693
- * * Equivalent to solving matrix * result = [x,y,z]
1694
- * * return as a Point3d.
1775
+ * Multiply `matrixInverse * [x,y,z]` and return result as `Point3d`.
1776
+ * * Equivalent to solving `matrix * result = [x,y,z]` for an unknown `result`.
1777
+ * @return result as a Point3d or `undefined` (if the matrix is singular).
1695
1778
  */
1696
1779
  multiplyInverseXYZAsPoint3d(x, y, z, result) {
1697
1780
  this.computeCachedInverse(true);
1698
1781
  if (this.inverseCoffs) {
1699
- return Point3dVector3d_1.Point3d.create((this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z), (this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z), (this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z), result);
1782
+ return Point3dVector3d_1.Point3d.create(this.inverseCoffs[0] * x + this.inverseCoffs[1] * y + this.inverseCoffs[2] * z, this.inverseCoffs[3] * x + this.inverseCoffs[4] * y + this.inverseCoffs[5] * z, this.inverseCoffs[6] * x + this.inverseCoffs[7] * y + this.inverseCoffs[8] * z, result);
1700
1783
  }
1701
1784
  return undefined;
1702
1785
  }
1703
1786
  /**
1704
- * * invoke a given matrix-matrix operation (product function) to compute this.inverseCOffs
1705
- * * set this.inverseCoffs
1706
- * * if either input cffA or coffB is undefined, set state to `InverseMatrixState.unknown` (but leave the inverseCoffs untouched)
1787
+ * Invoke a given matrix*matrix operation to compute the inverse matrix and set this.inverseCoffs
1788
+ * * If either input coffA or coffB is `undefined`, set state to `InverseMatrixState.unknown` but
1789
+ * leave the inverseCoffs untouched.
1790
+ * @param f the given matrix*matrix operation that is called by this function to compute the inverse.
1791
+ * `f` must be a matrix*matrix operation. Otherwise, the function does not generate the inverse properly.
1707
1792
  */
1708
1793
  finishInverseCoffs(f, coffA, coffB) {
1709
1794
  if (coffA && coffB) {
1710
1795
  this.createInverseCoffsWithZeros();
1711
1796
  this.inverseState = InverseMatrixState.inverseStored;
1712
- f(coffA, coffB, this.inverseCoffs);
1797
+ f(coffA, coffB, this.inverseCoffs); // call function f (which is provided by user) to compute the inverse.
1713
1798
  }
1714
1799
  else {
1715
1800
  this.inverseState = InverseMatrixState.unknown;
1716
1801
  }
1717
1802
  }
1718
- /*
1719
- Notes on inverses of products
1720
- * 1) M = A * B MInverse = BInverse * AInverse
1721
- * 2) M = A * BInverse MInverse = B * AInverse
1722
- * 3) M = AInverse * B MInverse = BInverse * A
1723
- * 4) M = ATranspose * B MInverse = BInverse * AInverseTranspose
1724
- * 5) M = A * BTranspose MInverse = BInverseTranspose * AInverse
1725
- */
1726
- /** Multiply the instance matrix A by the input matrix B.
1727
- * @return the matrix product A * B
1803
+ // Notes on inverse of matrix products:
1804
+ // 1) M = A * B ===> MInverse = BInverse * AInverse
1805
+ // 2) M = A * BInverse ===> MInverse = B * AInverse
1806
+ // 3) M = AInverse * B ===> MInverse = BInverse * A
1807
+ // 4) M = A * BTranspose ===> MInverse = BInverseTranspose * AInverse
1808
+ // 5) M = ATranspose * B ===> MInverse = BInverse * AInverseTranspose
1809
+ /**
1810
+ * Multiply `this` matrix times `other` matrix
1811
+ * @return the matrix result: this*other
1728
1812
  */
1729
1813
  multiplyMatrixMatrix(other, result) {
1730
1814
  result = result ? result : new Matrix3d();
1731
1815
  PackedMatrix3dOps.multiplyMatrixMatrix(this.coffs, other.coffs, result.coffs);
1732
- if (this.inverseState === InverseMatrixState.inverseStored && other.inverseState === InverseMatrixState.inverseStored)
1816
+ if (this.inverseState === InverseMatrixState.inverseStored
1817
+ && other.inverseState === InverseMatrixState.inverseStored)
1733
1818
  result.finishInverseCoffs(PackedMatrix3dOps.multiplyMatrixMatrix, other.inverseCoffs, this.inverseCoffs);
1734
- else if (this.inverseState === InverseMatrixState.singular || other.inverseState === InverseMatrixState.singular)
1819
+ else if (this.inverseState === InverseMatrixState.singular
1820
+ || other.inverseState === InverseMatrixState.singular)
1735
1821
  result.inverseState = InverseMatrixState.singular;
1736
1822
  else
1737
1823
  result.inverseState = InverseMatrixState.unknown;
1738
1824
  return result;
1739
1825
  }
1740
- /** Multiply this matrix times inverse of other
1741
- * @return the matrix result
1826
+ /**
1827
+ * Multiply `this` matrix times `inverse of other` matrix
1828
+ * @return the matrix result: this*otherInverse
1742
1829
  */
1743
1830
  multiplyMatrixMatrixInverse(other, result) {
1744
1831
  if (!other.computeCachedInverse(true))
@@ -1752,8 +1839,9 @@ class Matrix3d {
1752
1839
  PackedMatrix3dOps.copy(Matrix3d._productBuffer, result.coffs);
1753
1840
  return result;
1754
1841
  }
1755
- /** Multiply this matrix times inverse of other
1756
- * @return the matrix result
1842
+ /**
1843
+ * Multiply `inverse of this` matrix times `other` matrix
1844
+ * @return the matrix result: thisInverse*other
1757
1845
  */
1758
1846
  multiplyMatrixInverseMatrix(other, result) {
1759
1847
  if (!this.computeCachedInverse(true))
@@ -1767,30 +1855,32 @@ class Matrix3d {
1767
1855
  PackedMatrix3dOps.copy(Matrix3d._productBuffer, result.coffs);
1768
1856
  return result;
1769
1857
  }
1770
- /** Multiply `this` matrix times the transpose of `matrixB`.
1858
+ /**
1859
+ * Multiply `this` matrix times the transpose of `other` matrix
1771
1860
  * ```
1772
1861
  * equation
1773
- * \text{for instance matrix }A\text{ and other matrix }B\text{ return matrix }C{\text where }\\\matrixXY{C}=\matrixXY{A}\matrixTransposeSubXY{B}
1862
+ * \text{for instance matrix }A\text{ and matrix }B\text{ return matrix }C{\text where }\\\matrixXY{C}=\matrixXY{A}\matrixTransposeSubXY{B}
1774
1863
  * ```
1775
- * @return the matrix result
1864
+ * @return the matrix result: this*otherTranspose
1776
1865
  */
1777
- multiplyMatrixMatrixTranspose(matrixB, result) {
1866
+ multiplyMatrixMatrixTranspose(other, result) {
1778
1867
  result = result ? result : new Matrix3d();
1779
- PackedMatrix3dOps.multiplyMatrixMatrixTranspose(this.coffs, matrixB.coffs, result.coffs);
1780
- if (this.inverseState === InverseMatrixState.inverseStored && matrixB.inverseState === InverseMatrixState.inverseStored)
1781
- result.finishInverseCoffs(PackedMatrix3dOps.multiplyMatrixTransposeMatrix, matrixB.inverseCoffs, this.inverseCoffs);
1782
- else if (this.inverseState === InverseMatrixState.singular || matrixB.inverseState === InverseMatrixState.singular)
1868
+ PackedMatrix3dOps.multiplyMatrixMatrixTranspose(this.coffs, other.coffs, result.coffs);
1869
+ if (this.inverseState === InverseMatrixState.inverseStored && other.inverseState === InverseMatrixState.inverseStored)
1870
+ result.finishInverseCoffs(PackedMatrix3dOps.multiplyMatrixTransposeMatrix, other.inverseCoffs, this.inverseCoffs);
1871
+ else if (this.inverseState === InverseMatrixState.singular || other.inverseState === InverseMatrixState.singular)
1783
1872
  result.inverseState = InverseMatrixState.singular;
1784
1873
  else
1785
1874
  result.inverseState = InverseMatrixState.unknown;
1786
1875
  return result;
1787
1876
  }
1788
- /** Matrix multiplication `thisTranspose * other`.
1877
+ /**
1878
+ * Multiply the transpose of `this` matrix times `other` matrix
1789
1879
  * ```
1790
1880
  * equation
1791
1881
  * \matrixXY{result}=\matrixXY{\text{this}}\matrixTransposeSubXY{\text{other}}
1792
1882
  * ```
1793
- * @return the matrix result
1883
+ * @return the matrix result: thisTranspose*other
1794
1884
  */
1795
1885
  multiplyMatrixTransposeMatrix(other, result) {
1796
1886
  result = result ? result : new Matrix3d();
@@ -1803,30 +1893,31 @@ class Matrix3d {
1803
1893
  result.inverseState = InverseMatrixState.unknown;
1804
1894
  return result;
1805
1895
  }
1806
- /** multiply this Matrix3d (considered as a transform with 0 translation) times other Transform.
1896
+ /**
1897
+ * Multiply `this` Matrix3d (considered as a Transform with 0 translation) times `other` Transform.
1807
1898
  * ```
1808
1899
  * equation
1809
1900
  * \begin{matrix}
1810
- * \text{This matrix }\bold{A}\text{ promoted to block transform} & \blockTransform{A}{0} \\
1811
- * \text{other transform with matrix part }\bold{B}\text{ and translation }\bold{b} & \blockTransform{B}{b}\\
1901
+ * \text{This matrix }\bold{A}\text{ promoted to block transform} & \blockTransform{A}{0} \\
1902
+ * \text{other transform with matrix part }\bold{B}\text{ and translation }\bold{b} & \blockTransform{B}{b}\\
1812
1903
  * \text{product}& \blockTransform{A}{0}\blockTransform{B}{b}=\blockTransform{AB}{Ab}
1813
1904
  * \end{matrix}
1814
1905
  * ```
1815
- * @param other right hand Matrix3d for multiplication.
1816
- * @param result optional preallocated result to reuse.
1906
+ * @param other Right hand Matrix3d for multiplication.
1907
+ * @param result the Transform result (optional)
1817
1908
  */
1818
1909
  multiplyMatrixTransform(other, result) {
1819
1910
  if (!result)
1820
1911
  return Transform_1.Transform.createRefs(this.multiplyXYZ(other.origin.x, other.origin.y, other.origin.z), this.multiplyMatrixMatrix(other.matrix));
1821
- // be sure to do the point multiplication first before aliasing changes the matrix ..
1912
+ // be sure to do the point multiplication first before aliasing changes the matrix
1822
1913
  this.multiplyXYZtoXYZ(other.origin, result.origin);
1823
1914
  this.multiplyMatrixMatrix(other.matrix, result.matrix);
1824
1915
  return result;
1825
1916
  }
1826
1917
  /**
1827
1918
  * Return the transpose of `this` matrix.
1828
- * If `result` is passed as argument, then the function copies the transpose of `this` into `result`
1829
- * `this` is not changed unless also passed as the result, i.e., this.transpose(this) transposes `this` in place
1919
+ * * If `result` is passed as argument, then the function copies the transpose of `this` into `result`.
1920
+ * * `this` is not changed unless also passed as the result, i.e., `this.transpose(this)` transposes `this` in place.
1830
1921
  */
1831
1922
  transpose(result) {
1832
1923
  if (!result)
@@ -1848,18 +1939,22 @@ class Matrix3d {
1848
1939
  transposeInPlace() {
1849
1940
  PackedMatrix3dOps.transposeInPlace(this.coffs);
1850
1941
  if (this.inverseCoffs)
1851
- PackedMatrix3dOps.transposeInPlace(this.inverseCoffs);
1942
+ PackedMatrix3dOps.transposeInPlace(this.inverseCoffs); // inverse of transpose is equal to transpose of inverse
1852
1943
  }
1853
- /** return the inverse matrix.
1854
- * The return is undefined if the matrix is singular (has columns that are coplanar or colinear)
1855
- * * Note that each Matrix3d object caches its own inverse, and has methods to multiply the inverse times matrices and vectors.
1856
- * * Hence explicitly constructing this new inverse object is rarely necessary.
1944
+ /**
1945
+ * Return the inverse matrix.
1946
+ * The return is undefined if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1947
+ * * If `result == this`, then content of inverse of `this` matrix is copied into `this`. Otherwise, inverse
1948
+ * of `this` is stored in `result`.
1949
+ * * **Note:** Each Matrix3d object caches its own inverse (`this.inverseCoffs`) and has methods to multiply
1950
+ * the inverse times matrices and vectors (e.g., `multiplyMatrixInverseMatrix`, `multiplyMatrixMatrixInverse`,
1951
+ * `multiplyInverse`). Hence explicitly constructing this new inverse object is rarely necessary.
1857
1952
  */
1858
1953
  inverse(result) {
1859
1954
  if (!this.computeCachedInverse(true))
1860
1955
  return undefined;
1861
1956
  if (result === this) {
1862
- // swap the contents (preserve pointers .. caller better know what they are doing)
1957
+ // swap the contents of this.coffs and this.inverseCoffs
1863
1958
  PackedMatrix3dOps.copy(this.coffs, Matrix3d._productBuffer);
1864
1959
  PackedMatrix3dOps.copy(this.inverseCoffs, this.coffs);
1865
1960
  PackedMatrix3dOps.copy(Matrix3d._productBuffer, this.inverseCoffs);
@@ -1874,33 +1969,50 @@ class Matrix3d {
1874
1969
  result.inverseState = this.inverseState;
1875
1970
  return result;
1876
1971
  }
1877
- /* Alternate implementation of computedCachedInverse - more direct addressing of arrays.
1878
- This is indeed 10% faster than using static work areas. */
1879
- // take the cross product of two rows of source.
1880
- // store as a column of dest.
1972
+ /**
1973
+ * Take the dot product of a row (specified by `rowStartA`) of `coffA` and `columnStartB` of `coffB`.
1974
+ * * **Note:** We don't validate row/column numbers. Pass 0/3/6 for row 0/1/2 and pass 0/1/2 for column 0/1/2.
1975
+ */
1976
+ static rowColumnDot(coffA, rowStartA, coffB, columnStartB) {
1977
+ return coffA[rowStartA] * coffB[columnStartB] +
1978
+ coffA[rowStartA + 1] * coffB[columnStartB + 3] +
1979
+ coffA[rowStartA + 2] * coffB[columnStartB + 6];
1980
+ }
1981
+ /**
1982
+ * Take the cross product of 2 rows (specified by `rowStart0` and `rowStart1`) of `source` and store the result
1983
+ * in `columnStart` of `dest`.
1984
+ * * **Note:** We don't validate row/column numbers. Pass 0/3/6 for row 0/1/2 and pass 0/1/2 for column 0/1/2.
1985
+ */
1881
1986
  static indexedRowCrossProduct(source, rowStart0, rowStart1, dest, columnStart) {
1882
1987
  dest[columnStart] = source[rowStart0 + 1] * source[rowStart1 + 2] - source[rowStart0 + 2] * source[rowStart1 + 1];
1883
1988
  dest[columnStart + 3] = source[rowStart0 + 2] * source[rowStart1] - source[rowStart0] * source[rowStart1 + 2];
1884
1989
  dest[columnStart + 6] = source[rowStart0] * source[rowStart1 + 1] - source[rowStart0 + 1] * source[rowStart1];
1885
1990
  }
1886
- // take the cross product of two columns of source.
1887
- // store as third column in same Matrix3d.
1888
- // This is private because the columnStart values are unchecked raw indices into the coffs
1991
+ /**
1992
+ * Take the cross product of 2 columns (i.e., `colStart0` and `colStart1`) of `this` matrix and store the
1993
+ * result in `colStart2` of the same matrix.
1994
+ * * **Note:** We don't validate column numbers. Pass 0/1/2 for column 0/1/2.
1995
+ */
1889
1996
  indexedColumnCrossProductInPlace(colStart0, colStart1, colStart2) {
1890
1997
  const coffs = this.coffs;
1891
1998
  coffs[colStart2] = coffs[colStart0 + 3] * coffs[colStart1 + 6] - coffs[colStart0 + 6] * coffs[colStart1 + 3];
1892
1999
  coffs[colStart2 + 3] = coffs[colStart0 + 6] * coffs[colStart1] - coffs[colStart0] * coffs[colStart1 + 6];
1893
2000
  coffs[colStart2 + 6] = coffs[colStart0] * coffs[colStart1 + 3] - coffs[colStart0 + 3] * coffs[colStart1];
1894
2001
  }
1895
- /** Form cross products among columns in axisOrder.
1896
- * For axis order ABC,
1897
- * * form cross product of column A and B, store in C
2002
+ /**
2003
+ * Form cross products among columns in axisOrder.
2004
+ * For axis order ABC:
2005
+ * * form cross product of column A and B, store in C.
1898
2006
  * * form cross product of column C and A, store in B.
2007
+ * * [A B C] ===> [A B AxB] ===> [A (AxB)xA AxB]
2008
+ *
1899
2009
  * This means that in the final matrix:
1900
- * * column A is strictly parallel to original column A
1901
- * * column B is linear combination of only original A and B
1902
- * * column C is perpendicular to A and B of both the original and final.
1903
- * * original column C does not participate in the result.
2010
+ * * first column is same as original column A.
2011
+ * * second column is linear combination of original A and B (i.e., is in the plane of original A and B).
2012
+ * * third column is perpendicular to first and second columns of both the original and final.
2013
+ * * original column C is overwritten and does not participate in the result.
2014
+ *
2015
+ * The final matrix will have 3 orthogonal columns.
1904
2016
  */
1905
2017
  axisOrderCrossProductsInPlace(axisOrder) {
1906
2018
  switch (axisOrder) {
@@ -1936,41 +2048,44 @@ class Matrix3d {
1936
2048
  }
1937
2049
  }
1938
2050
  }
1939
- /** Normalize each column in place.
1940
- * * For false return the magnitudes are stored in the originalMagnitudes vector but no columns are altered.
1941
- * @returns Return true if all columns had nonzero lengths.
1942
- * @param originalMagnitudes optional vector to receive original column magnitudes.
2051
+ /**
2052
+ * Normalize each column in place.
2053
+ * @param originalColumnMagnitudes optional vector to store original column magnitudes.
2054
+ * @returns return true if all columns have non-zero lengths. Otherwise, return false.
2055
+ * * If false is returned, the magnitudes are stored in the `originalColumnMagnitudes` vector but no columns
2056
+ * are altered.
1943
2057
  */
1944
- normalizeColumnsInPlace(originalMagnitudes) {
2058
+ normalizeColumnsInPlace(originalColumnMagnitudes) {
1945
2059
  const ax = this.columnXMagnitude();
1946
2060
  const ay = this.columnYMagnitude();
1947
2061
  const az = this.columnZMagnitude();
1948
- if (originalMagnitudes)
1949
- originalMagnitudes.set(ax, ay, az);
2062
+ if (originalColumnMagnitudes)
2063
+ originalColumnMagnitudes.set(ax, ay, az);
1950
2064
  if (Geometry_1.Geometry.isSmallMetricDistance(ax) || Geometry_1.Geometry.isSmallMetricDistance(ay) || Geometry_1.Geometry.isSmallMetricDistance(az))
1951
2065
  return false;
1952
2066
  this.scaleColumns(1.0 / ax, 1.0 / ay, 1.0 / az, this);
1953
2067
  return true;
1954
2068
  }
1955
- /** Normalize each row in place */
1956
- normalizeRowsInPlace(originalMagnitudes) {
2069
+ /**
2070
+ * Normalize each row in place.
2071
+ * @param originalRowMagnitudes optional vector to store original row magnitudes.
2072
+ * @returns return true if all rows have non-zero lengths. Otherwise, return false.
2073
+ * * If false is returned, the magnitudes are stored in the `originalRowMagnitudes` vector but no rows
2074
+ * are altered.
2075
+ */
2076
+ normalizeRowsInPlace(originalRowMagnitudes) {
1957
2077
  const ax = this.rowXMagnitude();
1958
2078
  const ay = this.rowYMagnitude();
1959
2079
  const az = this.rowZMagnitude();
1960
- if (originalMagnitudes)
1961
- originalMagnitudes.set(ax, ay, az);
2080
+ if (originalRowMagnitudes)
2081
+ originalRowMagnitudes.set(ax, ay, az);
1962
2082
  if (Geometry_1.Geometry.isSmallMetricDistance(ax) || Geometry_1.Geometry.isSmallMetricDistance(ay) || Geometry_1.Geometry.isSmallMetricDistance(az))
1963
2083
  return false;
1964
2084
  this.scaleRows(1.0 / ax, 1.0 / ay, 1.0 / az, this);
1965
2085
  return true;
1966
2086
  }
1967
- // take the cross product of two rows of source.
1968
- // store as a column of dest.
1969
- static rowColumnDot(coffA, rowStartA, coffB, columnStartB) {
1970
- return coffA[rowStartA] * coffB[columnStartB] + coffA[rowStartA + 1] * coffB[columnStartB + 3] + coffA[rowStartA + 2] * coffB[columnStartB + 6];
1971
- }
1972
2087
  /**
1973
- * Returns true if the matrix is singular (i.e. collapses data to a plane, line, or point)
2088
+ * Returns true if the matrix is singular.
1974
2089
  */
1975
2090
  isSingular() {
1976
2091
  return !this.computeCachedInverse(true);
@@ -1982,18 +2097,10 @@ class Matrix3d {
1982
2097
  this.inverseState = InverseMatrixState.singular;
1983
2098
  }
1984
2099
  /**
1985
- * Create the inverseCoffs member (filled with zeros)
1986
- * This is for use by matrix * matrix multiplications which need to be sure the member is there to be
1987
- * filled with method-specific content.
1988
- */
1989
- createInverseCoffsWithZeros() {
1990
- if (!this.inverseCoffs) {
1991
- this.inverseState = InverseMatrixState.unknown;
1992
- this.inverseCoffs = new Float64Array(9);
1993
- }
1994
- }
1995
- /** compute the inverse of this Matrix3d. The inverse is stored for later use.
1996
- * @returns Return true if the inverse computed. (False if the columns collapse to a point, line or plane.)
2100
+ * Compute the inverse of `this` Matrix3d. The inverse is stored in `this.inverseCoffs` for later use.
2101
+ * @param useCacheIfAvailable if `true`, use the previously computed inverse if available. If `false`,
2102
+ * recompute the inverse.
2103
+ * @returns return `true` if the inverse is computed. Return `false` if matrix is singular.
1997
2104
  */
1998
2105
  computeCachedInverse(useCacheIfAvailable) {
1999
2106
  if (useCacheIfAvailable && Matrix3d.useCachedInverse && this.inverseState !== InverseMatrixState.unknown) {
@@ -2004,71 +2111,46 @@ class Matrix3d {
2004
2111
  this.createInverseCoffsWithZeros();
2005
2112
  const coffs = this.coffs;
2006
2113
  const inverseCoffs = this.inverseCoffs;
2007
- Matrix3d.indexedRowCrossProduct(coffs, 3, 6, inverseCoffs, 0);
2008
- Matrix3d.indexedRowCrossProduct(coffs, 6, 0, inverseCoffs, 1);
2009
- Matrix3d.indexedRowCrossProduct(coffs, 0, 3, inverseCoffs, 2);
2114
+ /**
2115
+ * We calculate the inverse using cross products.
2116
+ * Math details can be found at docs/learning/matrix/Matrix.md
2117
+ * [ A ]
2118
+ * In summary, if M = [ B ] then inverse of M = (1/det)[BxC CxA AxB] where
2119
+ * [ C ]
2120
+ * det is the determinant of matrix M (which is equal to "A dot BxC").
2121
+ */
2122
+ Matrix3d.indexedRowCrossProduct(coffs, 3, 6, inverseCoffs, 0); // BxC
2123
+ Matrix3d.indexedRowCrossProduct(coffs, 6, 0, inverseCoffs, 1); // CxA
2124
+ Matrix3d.indexedRowCrossProduct(coffs, 0, 3, inverseCoffs, 2); // AxB
2010
2125
  Matrix3d.numComputeCache++;
2011
- const d = Matrix3d.rowColumnDot(coffs, 0, inverseCoffs, 0);
2012
- if (d === 0.0) { // better test?
2126
+ const det = Matrix3d.rowColumnDot(coffs, 0, inverseCoffs, 0); // A dot BxC
2127
+ if (det === 0.0) {
2013
2128
  this.inverseState = InverseMatrixState.singular;
2014
2129
  this.inverseCoffs = undefined;
2015
2130
  return false;
2016
2131
  }
2017
- const f = 1.0 / d;
2132
+ const f = 1.0 / det;
2018
2133
  for (let i = 0; i < 9; i++)
2019
2134
  inverseCoffs[i] *= f;
2020
2135
  this.inverseState = InverseMatrixState.inverseStored;
2021
- // verify inverse
2022
- // const p = new Float64Array(9);
2023
- // for (let i = 0; i < 9; i += 3)
2024
- // for (let j = 0; j < 3; j++)
2025
- // p[i + j] = Matrix3d.rowColumnDot (coffs, i, inverseCoffs, j);
2026
2136
  return true;
2027
2137
  }
2028
- /* "Classic" inverse implementation with temporary vectors.
2029
- private static rowX: Vector3d = Vector3d.create();
2030
- private static rowY: Vector3d = Vector3d.create();
2031
- private static rowZ: Vector3d = Vector3d.create();
2032
- private static crossXY: Vector3d = Vector3d.create();
2033
- private static crossZX: Vector3d = Vector3d.create();
2034
- private static crossYZ: Vector3d = Vector3d.create();
2035
- private computeCachedInverse(useCacheIfAvailable: boolean) {
2036
- if (useCacheIfAvailable && Matrix3d.useCachedInverse && this.inverseState !== InverseMatrixState.unknown) {
2037
- Matrix3d.numUseCache++;
2038
- return this.inverseState === InverseMatrixState.inverseStored;
2039
- }
2040
- this.inverseState = InverseMatrixState.unknown;
2041
- Matrix3d.numComputeCache++;
2042
- const rowX = this.rowX(Matrix3d.rowX);
2043
- const rowY = this.rowY(Matrix3d.rowY);
2044
- const rowZ = this.rowZ(Matrix3d.rowZ);
2045
- const crossXY = rowX.crossProduct(rowY, Matrix3d.crossXY);
2046
- const crossYZ = rowY.crossProduct(rowZ, Matrix3d.crossYZ);
2047
- const crossZX = rowZ.crossProduct(rowX, Matrix3d.crossZX);
2048
- const d = rowX.dotProduct(crossYZ); // that's the determinant
2049
- if (d === 0.0) { // better test?
2050
- this.inverseState = InverseMatrixState.singular;
2051
- this.inverseCoffs = undefined;
2052
- return false;
2053
- }
2054
- const f = 1.0 / d;
2055
- this.inverseState = InverseMatrixState.inverseStored; // Currently just lists that the inverse has been stored... singular case not handled
2056
- this.inverseCoffs = Float64Array.from([crossYZ.x * f, crossZX.x * f, crossXY.x * f,
2057
- crossYZ.y * f, crossZX.y * f, crossXY.y * f,
2058
- crossYZ.z * f, crossZX.z * f, crossXY.z * f]);
2059
- return true;
2060
- }
2061
- */
2062
- /** convert a (row,column) index pair to the single index within flattened array of 9 numbers in row-major-order */
2138
+ /**
2139
+ * Convert a (row,column) index pair to the single index within flattened array of 9 numbers in row-major-order
2140
+ * * **Note:** Out of range row/column is interpreted cyclically.
2141
+ */
2063
2142
  static flatIndexOf(row, column) {
2064
2143
  return 3 * Geometry_1.Geometry.cyclic3dAxis(row) + Geometry_1.Geometry.cyclic3dAxis(column);
2065
2144
  }
2066
- /** Get a column by index (0,1,2), packaged as a Point4d with given weight. Out of range index is interpreted cyclically. */
2145
+ /**
2146
+ * Get elements of column `index` packaged as a Point4d with given `weight`.
2147
+ * * **Note:** Out of range index is interpreted cyclically.
2148
+ */
2067
2149
  indexedColumnWithWeight(index, weight, result) {
2068
2150
  index = Geometry_1.Geometry.cyclic3dAxis(index);
2069
2151
  return Point4d_1.Point4d.create(this.coffs[index], this.coffs[index + 3], this.coffs[index + 6], weight, result);
2070
2152
  }
2071
- /** return the entry at specific row and column */
2153
+ /** Return the entry at specific row and column */
2072
2154
  at(row, column) {
2073
2155
  return this.coffs[Matrix3d.flatIndexOf(row, column)];
2074
2156
  }
@@ -2077,19 +2159,30 @@ class Matrix3d {
2077
2159
  this.coffs[Matrix3d.flatIndexOf(row, column)] = value;
2078
2160
  this.inverseState = InverseMatrixState.unknown;
2079
2161
  }
2080
- /** create a Matrix3d whose columns are scaled copies of this Matrix3d.
2081
- * @param scaleX scale factor for column x
2082
- * @param scaleY scale factor for column y
2083
- * @param scaleZ scale factor for column z
2162
+ /**
2163
+ * Create a Matrix3d whose values are uniformly scaled from `this` Matrix3d.
2164
+ * @param scale scale factor to apply.
2084
2165
  * @param result optional result.
2166
+ * @returns return the scaled matrix.
2167
+ */
2168
+ scale(scale, result) {
2169
+ return Matrix3d.createRowValues(this.coffs[0] * scale, this.coffs[1] * scale, this.coffs[2] * scale, this.coffs[3] * scale, this.coffs[4] * scale, this.coffs[5] * scale, this.coffs[6] * scale, this.coffs[7] * scale, this.coffs[8] * scale, result);
2170
+ }
2171
+ /**
2172
+ * Create a Matrix3d whose columns are scaled copies of `this` Matrix3d.
2173
+ * @param scaleX scale factor for column 0
2174
+ * @param scaleY scale factor for column 1
2175
+ * @param scaleZ scale factor for column 2
2176
+ * @param result optional result
2085
2177
  */
2086
2178
  scaleColumns(scaleX, scaleY, scaleZ, result) {
2087
2179
  return Matrix3d.createRowValues(this.coffs[0] * scaleX, this.coffs[1] * scaleY, this.coffs[2] * scaleZ, this.coffs[3] * scaleX, this.coffs[4] * scaleY, this.coffs[5] * scaleZ, this.coffs[6] * scaleX, this.coffs[7] * scaleY, this.coffs[8] * scaleZ, result);
2088
2180
  }
2089
- /** Scale the columns of this Matrix3d.
2090
- * @param scaleX scale factor for column x
2091
- * @param scaleY scale factor for column y
2092
- * @param scaleZ scale factor for column z
2181
+ /**
2182
+ * Scale the columns of `this` Matrix3d in place.
2183
+ * @param scaleX scale factor for column 0
2184
+ * @param scaleY scale factor for column 1
2185
+ * @param scaleZ scale factor for column 2
2093
2186
  */
2094
2187
  scaleColumnsInPlace(scaleX, scaleY, scaleZ) {
2095
2188
  this.coffs[0] *= scaleX;
@@ -2102,7 +2195,7 @@ class Matrix3d {
2102
2195
  this.coffs[7] *= scaleY;
2103
2196
  this.coffs[8] *= scaleZ;
2104
2197
  if (this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined) {
2105
- // apply reciprocal scales to the ROWS of the inverse . . .
2198
+ // apply reciprocal scales to the ROWS of the inverse
2106
2199
  const divX = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleX);
2107
2200
  const divY = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleY);
2108
2201
  const divZ = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleZ);
@@ -2121,18 +2214,55 @@ class Matrix3d {
2121
2214
  this.inverseState = InverseMatrixState.singular;
2122
2215
  }
2123
2216
  }
2124
- /** create a Matrix3d whose rows are scaled copies of this Matrix3d.
2125
- * @param scaleX scale factor for row x
2126
- * @param scaleY scale factor for row y
2127
- * @param scaleZ scale factor for row z
2128
- * @param result optional result.
2217
+ /**
2218
+ * Create a Matrix3d whose rows are scaled copies of `this` Matrix3d.
2219
+ * @param scaleX scale factor for row 0
2220
+ * @param scaleY scale factor for row 1
2221
+ * @param scaleZ scale factor for row 2
2222
+ * @param result optional result
2129
2223
  */
2130
2224
  scaleRows(scaleX, scaleY, scaleZ, result) {
2131
2225
  return Matrix3d.createRowValues(this.coffs[0] * scaleX, this.coffs[1] * scaleX, this.coffs[2] * scaleX, this.coffs[3] * scaleY, this.coffs[4] * scaleY, this.coffs[5] * scaleY, this.coffs[6] * scaleZ, this.coffs[7] * scaleZ, this.coffs[8] * scaleZ, result);
2132
2226
  }
2133
2227
  /**
2134
- * add scaled values from other Matrix3d to this Matrix3d
2135
- * @param other Matrix3d with values to be added
2228
+ * Scale the rows of `this` Matrix3d in place.
2229
+ * @param scaleX scale factor for row 0
2230
+ * @param scaleY scale factor for row 1
2231
+ * @param scaleZ scale factor for row 2
2232
+ */
2233
+ scaleRowsInPlace(scaleX, scaleY, scaleZ) {
2234
+ this.coffs[0] *= scaleX;
2235
+ this.coffs[1] *= scaleX;
2236
+ this.coffs[2] *= scaleX;
2237
+ this.coffs[3] *= scaleY;
2238
+ this.coffs[4] *= scaleY;
2239
+ this.coffs[5] *= scaleY;
2240
+ this.coffs[6] *= scaleZ;
2241
+ this.coffs[7] *= scaleZ;
2242
+ this.coffs[8] *= scaleZ;
2243
+ if (this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined) {
2244
+ // apply reciprocal scales to the COLUMNs of the inverse
2245
+ const divX = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleX);
2246
+ const divY = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleY);
2247
+ const divZ = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleZ);
2248
+ if (divX !== undefined && divY !== undefined && divZ !== undefined) {
2249
+ this.inverseCoffs[0] *= divX;
2250
+ this.inverseCoffs[1] *= divY;
2251
+ this.inverseCoffs[2] *= divZ;
2252
+ this.inverseCoffs[3] *= divX;
2253
+ this.inverseCoffs[4] *= divY;
2254
+ this.inverseCoffs[5] *= divZ;
2255
+ this.inverseCoffs[6] *= divX;
2256
+ this.inverseCoffs[7] *= divY;
2257
+ this.inverseCoffs[8] *= divZ;
2258
+ }
2259
+ else
2260
+ this.inverseState = InverseMatrixState.singular;
2261
+ }
2262
+ }
2263
+ /**
2264
+ * Add scaled values from `other` Matrix3d to `this` Matrix3d.
2265
+ * @param other Matrix3d with values to be added.
2136
2266
  * @param scale scale factor to apply to the added values.
2137
2267
  */
2138
2268
  addScaledInPlace(other, scale) {
@@ -2141,18 +2271,19 @@ class Matrix3d {
2141
2271
  this.inverseState = InverseMatrixState.unknown;
2142
2272
  }
2143
2273
  /**
2144
- * add scaled values from an outer product.
2145
- * * The scaled outer product is a "rank 1" matrix.
2274
+ * Add scaled values from an outer product of vectors U and V.
2275
+ * * The scaled outer product is a matrix with `rank 1` (all columns/rows are linearly dependent).
2146
2276
  * * This is useful in constructing mirrors and directional scales.
2147
2277
  * ```
2148
2278
  * equation
2149
2279
  * A += s \columnSubXYZ{U}\rowSubXYZ{V}
2150
2280
  * \\ \matrixXY{A} += s \begin{bmatrix}
2151
- * U_x * V_x & U_y * V_x & U_z * V_x \\
2152
- * U_x * V_y & U_y * V_y & U_z * V_y \\
2153
- * U_x * V_z & U_y * V_z & U_z * V_z \end{bmatrix}
2281
+ * U_x * V_x & U_x * V_y & U_x * V_z \\
2282
+ * U_y * V_x & U_y * V_y & U_y * V_z \\
2283
+ * U_z * V_x & U_z * V_y & U_z * V_z \end{bmatrix}
2154
2284
  * ```
2155
- * @param other Matrix3d with values to be added
2285
+ * @param vectorU first vector in the outer product.
2286
+ * @param vectorV second vector in the outer product.
2156
2287
  * @param scale scale factor to apply to the added values.
2157
2288
  */
2158
2289
  addScaledOuterProductInPlace(vectorU, vectorV, scale) {
@@ -2167,65 +2298,107 @@ class Matrix3d {
2167
2298
  this.coffs[8] += scale * vectorU.z * vectorV.z;
2168
2299
  this.inverseState = InverseMatrixState.unknown;
2169
2300
  }
2170
- /** create a Matrix3d whose values are uniformly scaled from this.
2171
- * @param scale scale factor to apply.
2172
- * @param result optional result.
2173
- * @returns Return the new or repopulated matrix
2301
+ /**
2302
+ * Create a rigid matrix (columns and rows are unit length and pairwise perpendicular) for the given eye coordinate.
2303
+ * * column 2 is parallel to (x,y,z).
2304
+ * * column 0 is perpendicular to column 2 and is in the xy plane.
2305
+ * * column 1 is perpendicular to both. It is the "up" vector on the view plane.
2306
+ * * Multiplying the returned matrix times a local (view) vector gives the world vector.
2307
+ * * Multiplying transpose of the returned matrix times a world vector gives the local (view) vector.
2308
+ * @param x eye x coordinate
2309
+ * @param y eye y coordinate
2310
+ * @param z eye z coordinate
2311
+ * @param result optional preallocated result
2174
2312
  */
2175
- scale(scale, result) {
2176
- return Matrix3d.createRowValues(this.coffs[0] * scale, this.coffs[1] * scale, this.coffs[2] * scale, this.coffs[3] * scale, this.coffs[4] * scale, this.coffs[5] * scale, this.coffs[6] * scale, this.coffs[7] * scale, this.coffs[8] * scale, result);
2313
+ static createRigidViewAxesZTowardsEye(x, y, z, result) {
2314
+ result = Matrix3d.createIdentity(result);
2315
+ const rxy = Geometry_1.Geometry.hypotenuseXY(x, y);
2316
+ // if coordinate is (0,0,z), i.e., Top or Bottom view
2317
+ if (Geometry_1.Geometry.isSmallMetricDistance(rxy)) {
2318
+ if (z < 0.0)
2319
+ result.scaleColumnsInPlace(1.0, -1.0, -1.0);
2320
+ }
2321
+ else {
2322
+ /**
2323
+ * The matrix that the "else" statement creates is
2324
+ * [-s -s1*c c1*c]
2325
+ * [c -s1*s c1*s]
2326
+ * [0 c1 s1 ]
2327
+ * where
2328
+ * c = x / sqrt(x*x + y*y)
2329
+ * s = y / sqrt(x*x + y*y)
2330
+ * c1 = sqrt(x*x + y*y) / sqrt(x*x + y*y + z*z)
2331
+ * s1 = z / sqrt(x*x + y*y + z*z)
2332
+ *
2333
+ * This is an orthogonal matrix meaning it rotates the standard XYZ axis to ABC axis system
2334
+ * (if matrix is [A B C]). The matrix rotates (0,0,1), i.e., the default Top view or Z axis,
2335
+ * to the eye point (x/r,y/r,z/r) where r = sqrt(x*x + y*y + z*z). The matrix also rotates
2336
+ * (1,0,0) to a point on XY plane.
2337
+ */
2338
+ const c = x / rxy;
2339
+ const s = y / rxy;
2340
+ // if coordinate is (x,y,0), e.g., Front or Back or Left or Right view (for those 4 views x or y is 0 not both)
2341
+ result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
2342
+ // if coordinate is (x,y,z) and z is not 0, i.e., other views such as Iso or RightIso
2343
+ if (z !== 0.0) {
2344
+ const r = Geometry_1.Geometry.hypotenuseXYZ(x, y, z);
2345
+ const s1 = z / r;
2346
+ const c1 = rxy / r;
2347
+ result.applyGivensColumnOp(1, 2, c1, -s1);
2348
+ }
2349
+ }
2350
+ return result;
2177
2351
  }
2178
- /** Return the determinant of this matrix. */
2352
+ /** Return the determinant of `this` matrix. */
2179
2353
  determinant() {
2180
2354
  return this.coffs[0] * this.coffs[4] * this.coffs[8]
2181
- - this.coffs[0] * this.coffs[7] * this.coffs[5]
2182
- + this.coffs[3] * this.coffs[7] * this.coffs[2]
2183
- - this.coffs[3] * this.coffs[1] * this.coffs[8]
2184
- + this.coffs[6] * this.coffs[1] * this.coffs[5]
2185
- - this.coffs[6] * this.coffs[4] * this.coffs[2];
2355
+ - this.coffs[0] * this.coffs[5] * this.coffs[7]
2356
+ - this.coffs[1] * this.coffs[3] * this.coffs[8]
2357
+ + this.coffs[1] * this.coffs[5] * this.coffs[6]
2358
+ + this.coffs[2] * this.coffs[3] * this.coffs[7]
2359
+ - this.coffs[2] * this.coffs[4] * this.coffs[6];
2186
2360
  }
2187
- /** Return an estimate of how independent the columns are. Near zero is bad. Near 1 is good
2361
+ /**
2362
+ * Return an estimate of how independent the columns of `this` matrix are. Near zero is bad (i.e.,
2363
+ * columns are almost dependent and matrix is nearly singular). Near 1 is good (i.e., columns are
2364
+ * almost independent and matrix is invertible).
2188
2365
  */
2189
2366
  conditionNumber() {
2190
2367
  const determinant = this.determinant();
2191
- const columnMagnitudeProduct = Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6])
2368
+ const columnMagnitudeSum = Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6])
2192
2369
  + Geometry_1.Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7])
2193
2370
  + Geometry_1.Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
2194
- return Geometry_1.Geometry.safeDivideFraction(determinant, columnMagnitudeProduct, 0.0);
2371
+ return Geometry_1.Geometry.safeDivideFraction(determinant, columnMagnitudeSum, 0.0);
2195
2372
  }
2196
2373
  /** Return the sum of squares of all entries */
2197
2374
  sumSquares() {
2198
- let i = 0;
2199
2375
  let sum = 0;
2200
- for (i = 0; i < 9; i++)
2376
+ for (let i = 0; i < 9; i++)
2201
2377
  sum += this.coffs[i] * this.coffs[i];
2202
2378
  return sum;
2203
2379
  }
2204
2380
  /** Return the sum of squares of diagonal entries */
2205
2381
  sumDiagonalSquares() {
2206
- let i = 0;
2207
2382
  let sum = 0;
2208
- for (i = 0; i < 9; i += 4)
2383
+ for (let i = 0; i < 9; i += 4)
2209
2384
  sum += this.coffs[i] * this.coffs[i];
2210
2385
  return sum;
2211
2386
  }
2212
- /** Return the sum of diagonal entries (also known as the trace) */
2387
+ /** Return the matrix `trace` (sum of diagonal entries) */
2213
2388
  sumDiagonal() {
2214
2389
  return this.coffs[0] + this.coffs[4] + this.coffs[8];
2215
2390
  }
2216
2391
  /** Return the Maximum absolute value of any single entry */
2217
2392
  maxAbs() {
2218
- let i = 0;
2219
2393
  let max = 0;
2220
- for (i = 0; i < 9; i++)
2394
+ for (let i = 0; i < 9; i++)
2221
2395
  max = Math.max(max, Math.abs(this.coffs[i]));
2222
2396
  return max;
2223
2397
  }
2224
2398
  /** Return the maximum absolute difference between corresponding entries of `this` and `other` */
2225
2399
  maxDiff(other) {
2226
- let i = 0;
2227
2400
  let max = 0;
2228
- for (i = 0; i < 9; i++)
2401
+ for (let i = 0; i < 9; i++)
2229
2402
  max = Math.max(max, Math.abs(this.coffs[i] - other.coffs[i]));
2230
2403
  return max;
2231
2404
  }
@@ -2240,90 +2413,111 @@ class Matrix3d {
2240
2413
  const sumOff = Math.abs(sumAll - sumDiagonal);
2241
2414
  return Math.sqrt(sumOff) <= Geometry_1.Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll));
2242
2415
  }
2416
+ /** Sum of squared differences between symmetric pairs (symmetric pairs have indices (1,3), (2,6), and (5,7).) */
2417
+ sumSkewSquares() {
2418
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1] - this.coffs[3], this.coffs[2] - this.coffs[6], this.coffs[5] - this.coffs[7]);
2419
+ }
2420
+ /** Test if the matrix is (very near to) symmetric */
2421
+ isSymmetric() {
2422
+ const offDiagonal = this.sumSkewSquares();
2423
+ return Math.sqrt(offDiagonal) <= Geometry_1.Geometry.smallAngleRadians * (1.0 + Math.sqrt(this.sumSquares()));
2424
+ }
2243
2425
  /** Test if the stored inverse is present and marked valid */
2244
2426
  get hasCachedInverse() {
2245
2427
  return this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined;
2246
2428
  }
2247
- /** Test if the below diagonal entries are all nearly zero */
2429
+ /** Test if the below diagonal entries (3,6,7) are all nearly zero */
2248
2430
  get isUpperTriangular() {
2249
2431
  const sumAll = this.sumSquares();
2250
2432
  const sumLow = Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[3], this.coffs[6], this.coffs[7]);
2251
2433
  return Math.sqrt(sumLow) <= Geometry_1.Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll));
2252
2434
  }
2253
- /** If the matrix is diagonal and all diagonals are within tolerance, return the first diagonal. Otherwise return undefined.
2435
+ /** Test if the above diagonal entries (1,2,5) are all nearly zero */
2436
+ get isLowerTriangular() {
2437
+ const sumAll = this.sumSquares();
2438
+ const sumLow = Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[2], this.coffs[5]);
2439
+ return Math.sqrt(sumLow) <= Geometry_1.Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll));
2440
+ }
2441
+ /**
2442
+ * If the matrix is diagonal and all diagonals are almost equal, return the first diagonal (entry 0
2443
+ * which is same as entry 4 and 8). Otherwise return `undefined`.
2254
2444
  */
2255
2445
  sameDiagonalScale() {
2256
2446
  const sumAll = this.sumSquares();
2257
2447
  const sumDiagonal = this.sumDiagonalSquares();
2258
2448
  const sumOff = Math.abs(sumAll - sumDiagonal);
2259
2449
  if (Math.sqrt(sumOff) <= Geometry_1.Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll))
2260
- && Geometry_1.Geometry.isSameCoordinate(this.coffs[0], this.coffs[4]) && Geometry_1.Geometry.isSameCoordinate(this.coffs[0], this.coffs[8]))
2450
+ && Geometry_1.Geometry.isSameCoordinate(this.coffs[0], this.coffs[4])
2451
+ && Geometry_1.Geometry.isSameCoordinate(this.coffs[0], this.coffs[8]))
2261
2452
  return this.coffs[0];
2262
2453
  return undefined;
2263
2454
  }
2264
- /** Sum of squared differences between symmetric pairs */
2265
- sumSkewSquares() {
2266
- return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1] - this.coffs[3], this.coffs[2] - this.coffs[6], this.coffs[5] - this.coffs[7]);
2455
+ /**
2456
+ * Test if all rows and columns are unit length and are perpendicular to each other, i.e., the matrix is either
2457
+ * a `pure rotation` (determinant is +1) or is a `mirror` (determinant is -1).
2458
+ * * **Note:** such a matrix is called `orthogonal` and its inverse is its transpose.
2459
+ */
2460
+ testPerpendicularUnitRowsAndColumns() {
2461
+ const product = this.multiplyMatrixMatrixTranspose(this);
2462
+ return product.isIdentity;
2267
2463
  }
2268
- /** Test if the matrix is a pure rotation.
2269
- * @param allowMirror whether to widen the test to return true if the matrix is orthogonal (a pure rotation or a mirror)
2464
+ /**
2465
+ * Test if the matrix is a `rigid` matrix (or `pure rotation`, i.e., columns and rows are unit length and
2466
+ * pairwise perpendicular and determinant is +1).
2467
+ * @param allowMirror whether to widen the test to return true if the matrix is a `mirror` (determinant is -1).
2270
2468
  */
2271
2469
  isRigid(allowMirror = false) {
2272
2470
  return this.testPerpendicularUnitRowsAndColumns() && (allowMirror || this.determinant() > 0);
2273
2471
  }
2274
- /** Test if all rows and columns are perpendicular to each other and have equal length.
2275
- * If so, the length (or its negative) is the scale factor from a set of rigid axes to these axes.
2276
- * * result.rigidAxes is the rigid axes (with the scale factor removed)
2277
- * * result.scale is the scale factor
2472
+ /**
2473
+ * Test if all rows and columns are perpendicular to each other and have equal length.
2474
+ * If so, the length (or its negative) is the `scale` factor from a set of `orthonormal axes` to
2475
+ * the set of axes created by columns of `this` matrix. Otherwise, returns `undefined`.
2476
+ * @returns returns `{ rigidAxes, scale }` where `rigidAxes` is a Matrix3d with its columns as the rigid axes
2477
+ * (with the scale factor removed) and `scale` is the scale factor.
2478
+ * * Note that determinant of a rigid matrix is +1.
2479
+ * * The context for this method is to determine if the matrix is the product a `rotation` matrix and a uniform
2480
+ * `scale` matrix (diagonal matrix with all diagonal entries the same nonzero number).
2278
2481
  */
2279
2482
  factorRigidWithSignedScale() {
2280
2483
  const product = this.multiplyMatrixMatrixTranspose(this);
2281
- const ss = product.sameDiagonalScale();
2282
- if (ss === undefined || ss <= 0.0)
2484
+ const scaleSquare = product.sameDiagonalScale();
2485
+ if (scaleSquare === undefined || scaleSquare <= 0.0)
2283
2486
  return undefined;
2284
- const s = this.determinant() > 0 ? Math.sqrt(ss) : -Math.sqrt(ss);
2285
- const divS = 1.0 / s;
2286
- const result = { rigidAxes: this.scaleColumns(divS, divS, divS), scale: s };
2487
+ const scale = this.determinant() > 0 ? Math.sqrt(scaleSquare) : -Math.sqrt(scaleSquare);
2488
+ const scaleInverse = 1.0 / scale;
2489
+ const result = { rigidAxes: this.scaleColumns(scaleInverse, scaleInverse, scaleInverse), scale };
2287
2490
  return result;
2288
2491
  }
2289
- /** Test if the matrix is shuffles and negates columns. */
2492
+ /** Test if `this` matrix reorders and/or negates the columns of the `identity` matrix. */
2290
2493
  get isSignedPermutation() {
2291
2494
  let count = 0;
2292
2495
  for (let row = 0; row < 3; row++)
2293
2496
  for (let col = 0; col < 3; col++) {
2294
2497
  const q = this.at(row, col);
2295
- if (q === 0) { // This comment makes the block non-empty
2498
+ if (q === 0) {
2499
+ // do nothing
2296
2500
  }
2297
2501
  else if (q === 1 || q === -1) {
2298
- // the rest of this row and column should be 0.
2299
- // "at" will apply cyclic indexing.
2300
2502
  count++;
2301
- if (this.at(row + 1, col) !== 0)
2302
- return false;
2303
- if (this.at(row + 2, col) !== 0)
2304
- return false;
2305
- if (this.at(row, col + 1) !== 0)
2306
- return false;
2307
- if (this.at(row, col + 2) !== 0)
2503
+ // if the rest of this row and column should be 0 ("at" will apply cyclic indexing)
2504
+ if ((this.at(row + 1, col) !== 0) || (this.at(row + 2, col) !== 0) ||
2505
+ (this.at(row, col + 1) !== 0) || (this.at(row, col + 2) !== 0))
2308
2506
  return false;
2309
2507
  }
2310
- else { // entry is not from 0,1,-1 . . .
2508
+ else { // entry is not 0, 1, or -1
2311
2509
  return false;
2312
2510
  }
2313
2511
  }
2314
2512
  return count === 3;
2315
2513
  }
2316
- /** Test if all rows and columns are length 1 and are perpendicular to each other. (I.e. the matrix is either a pure rotation with uniform scale factor of 1 or -1) */
2317
- testPerpendicularUnitRowsAndColumns() {
2318
- const product = this.multiplyMatrixMatrixTranspose(this);
2319
- return product.isIdentity;
2320
- }
2321
- /** Adjust the matrix in place so that:
2322
- * * columns are perpendicular and have unit length
2323
- * * transpose equals inverse
2324
- * * mirroring is removed
2514
+ /**
2515
+ * Adjust the matrix in place to make is a `rigid` matrix so that:
2516
+ * * columns are perpendicular and have unit length.
2517
+ * * transpose equals inverse.
2518
+ * * mirroring is removed.
2325
2519
  * @param axisOrder how to reorder the matrix columns
2326
- * @return whether the instance is rigid on return
2520
+ * @return whether the adjusted matrix is `rigid` on return
2327
2521
  */
2328
2522
  makeRigid(axisOrder = Geometry_1.AxisOrder.XYZ) {
2329
2523
  const maxAbs = this.maxAbs();
@@ -2344,22 +2538,13 @@ class Matrix3d {
2344
2538
  return result;
2345
2539
  return undefined;
2346
2540
  }
2347
- static computeQuatTerm(numerator, denomCoff, reciprocal, diagSum) {
2348
- let coff;
2349
- const diagTol = 0.500;
2350
- if (diagSum > diagTol) {
2351
- coff = Math.sqrt(diagSum) * 0.5;
2352
- if (denomCoff * numerator < 0.0)
2353
- coff = -coff;
2354
- }
2355
- else {
2356
- coff = numerator * reciprocal;
2357
- }
2358
- return coff;
2359
- }
2360
- /** create a matrix from a quaternion.
2361
- * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2362
- * **WARNING:** If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2541
+ /**
2542
+ * Create a matrix from a quaternion.
2543
+ * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by
2544
+ * rows or columns. If you find that the matrix seems to rotate by the opposite angle, transpose it.
2545
+ *
2546
+ * Some math details can be found at
2547
+ * http://marc-b-reynolds.github.io/quaternions/2017/08/08/QuatRotMatrix.html
2363
2548
  */
2364
2549
  static createFromQuaternion(quat) {
2365
2550
  const qqx = quat.x * quat.x;
@@ -2372,31 +2557,57 @@ class Matrix3d {
2372
2557
  }
2373
2558
  else {
2374
2559
  const a = 1.0 / mag2;
2375
- const matrix = Matrix3d.createRowValues(a * (qqw + qqx - qqy - qqz), 2.0 * a * (quat.w * quat.z + quat.x * quat.y), 2.0 * a * (quat.x * quat.z - quat.w * quat.y), 2.0 * a * (quat.x * quat.y - quat.w * quat.z), a * (qqw - qqx + qqy - qqz), 2.0 * a * (quat.w * quat.x + quat.y * quat.z), 2.0 * a * (quat.x * quat.z + quat.w * quat.y), 2.0 * a * (quat.y * quat.z - quat.w * quat.x), a * (qqw - qqx - qqy + qqz));
2560
+ const matrix = Matrix3d.createRowValues(
2561
+ // first row
2562
+ a * (qqw + qqx - qqy - qqz), 2.0 * a * (quat.w * quat.z + quat.x * quat.y), 2.0 * a * (quat.x * quat.z - quat.w * quat.y),
2563
+ // second row
2564
+ 2.0 * a * (quat.x * quat.y - quat.w * quat.z), a * (qqw - qqx + qqy - qqz), 2.0 * a * (quat.w * quat.x + quat.y * quat.z),
2565
+ // third row
2566
+ 2.0 * a * (quat.x * quat.z + quat.w * quat.y), 2.0 * a * (quat.y * quat.z - quat.w * quat.x), a * (qqw - qqx - qqy + qqz));
2376
2567
  return matrix;
2377
2568
  }
2378
2569
  }
2379
- /** convert the matrix to a quaternion.
2380
- * @note This calculation requires the matrix to have unit length rows and columns.
2381
- * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2382
- * **WARNING:** If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2570
+ /** Calculate quaternion terms used to convert matrix to a quaternion */
2571
+ static computeQuatTerm(numerator, denomCoff, reciprocal, diagSum) {
2572
+ let coff;
2573
+ const diagTol = 0.500;
2574
+ if (diagSum > diagTol) {
2575
+ coff = 0.5 * Math.sqrt(diagSum);
2576
+ if (denomCoff * numerator < 0.0)
2577
+ coff = -coff;
2578
+ }
2579
+ else {
2580
+ coff = numerator * reciprocal;
2581
+ }
2582
+ return coff;
2583
+ }
2584
+ /**
2585
+ * Create `this` matrix to a quaternion.
2586
+ * **Note:** This calculation requires `this` matrix to have unit length rows and columns.
2587
+ * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by
2588
+ * rows or columns. If you find that the matrix seems to rotate by the opposite angle, transpose it.
2589
+ *
2590
+ * Some math details can be found at
2591
+ * http://marc-b-reynolds.github.io/quaternions/2017/08/08/QuatRotMatrix.html
2383
2592
  */
2384
2593
  toQuaternion() {
2385
2594
  const result = Point4d_1.Point4d.createZero();
2386
- const props = [[this.coffs[0], this.coffs[3], this.coffs[6]],
2595
+ const props = [
2596
+ [this.coffs[0], this.coffs[3], this.coffs[6]],
2387
2597
  [this.coffs[1], this.coffs[4], this.coffs[7]],
2388
- [this.coffs[2], this.coffs[5], this.coffs[8]]];
2598
+ [this.coffs[2], this.coffs[5], this.coffs[8]],
2599
+ ];
2389
2600
  const xx = props[0][0];
2390
2601
  const yy = props[1][1];
2391
2602
  const zz = props[2][2];
2392
2603
  const dSum = [];
2393
- let denom, maxIndex, i;
2394
2604
  dSum[0] = 1.0 + xx - yy - zz;
2395
2605
  dSum[1] = 1.0 - xx + yy - zz;
2396
2606
  dSum[2] = 1.0 - xx - yy + zz;
2397
2607
  dSum[3] = 1.0 + xx + yy + zz;
2398
- maxIndex = 0;
2399
- for (i = 1; i < 4; i++) {
2608
+ let denom;
2609
+ let maxIndex = 0;
2610
+ for (let i = 1; i <= 3; i++) {
2400
2611
  if (dSum[i] > dSum[maxIndex])
2401
2612
  maxIndex = i;
2402
2613
  }
@@ -2438,5 +2649,6 @@ Matrix3d.useCachedInverse = true; // cached inverse can be suppressed for testin
2438
2649
  Matrix3d.numUseCache = 0;
2439
2650
  /** Total number of times a cached inverse was computed. */
2440
2651
  Matrix3d.numComputeCache = 0;
2652
+ /** temporary buffer to store a matrix as a Float64Array (array of 9 floats) */
2441
2653
  Matrix3d._productBuffer = new Float64Array(9);
2442
2654
  //# sourceMappingURL=Matrix3d.js.map