@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
@@ -12,6 +12,7 @@ import { Point2d } from "./Point2dVector2d";
12
12
  import { Point3d, Vector3d } from "./Point3dVector3d";
13
13
  import { Transform } from "./Transform";
14
14
  /* eslint-disable @itwin/prefer-get */
15
+ // cSpell:words XXYZ YXYZ ZXYZ SaeedTorabi arctan newcommand diagonalization
15
16
  /**
16
17
  * PackedMatrix3dOps contains static methods for matrix operations where the matrix is a Float64Array.
17
18
  * * The Float64Array contains the matrix entries in row-major order
@@ -307,7 +308,7 @@ export class Matrix3d {
307
308
  /**
308
309
  * Here we rotate this.columnX() around this.columnZ() by "angle" and expect to get other.columnX().
309
310
  * Then we rotate this.columnY() around this.columnZ() by the same "angle" and if we get other.columnY(),
310
- * that means this` and `other` have X and Y columns differing only by a rotation around that Z.
311
+ * that means `this` and `other` have X and Y columns differing only by a rotation around column Z.
311
312
  */
312
313
  let column = Vector3d.createRotateVectorAroundVector(columnX, columnZ, angle);
313
314
  if (other.isAlmostEqualColumnXYZ(0, column.x, column.y, column.z, tol)) {
@@ -421,9 +422,20 @@ export class Matrix3d {
421
422
  return result;
422
423
  }
423
424
  /**
424
- * Copy the transpose of the coffs to the inverseCoffs.
425
- * * Mark the matrix as inverseStored.
426
- */
425
+ * Create the inverseCoffs member (filled with zeros)
426
+ * This is for use by matrix * matrix multiplications which need to be sure the member is there to be
427
+ * filled with method-specific content.
428
+ */
429
+ createInverseCoffsWithZeros() {
430
+ if (!this.inverseCoffs) {
431
+ this.inverseState = InverseMatrixState.unknown;
432
+ this.inverseCoffs = new Float64Array(9);
433
+ }
434
+ }
435
+ /**
436
+ * Copy the transpose of the coffs to the inverseCoffs.
437
+ * * Mark the matrix as inverseStored.
438
+ */
427
439
  setupInverseTranspose() {
428
440
  const coffs = this.coffs;
429
441
  this.inverseState = InverseMatrixState.inverseStored;
@@ -639,8 +651,10 @@ export class Matrix3d {
639
651
  return undefined;
640
652
  }
641
653
  /**
642
- * Construct a rigid matrix using vectorA and its 2 perpendicular.
654
+ * Construct a rigid matrix (orthogonal matrix with +1 determinant) using vectorA and its 2 perpendicular.
655
+ * * If axisOrder is not passed then `AxisOrder = AxisOrder.ZXY` is used as default.
643
656
  * * This function internally uses createPerpendicularVectorFavorXYPlane and createRigidFromColumns.
657
+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/2PerpendicularVectorsTo1Vector
644
658
  */
645
659
  static createRigidHeadsUp(vectorA, axisOrder = AxisOrder.ZXY, result) {
646
660
  const vectorB = Matrix3d.createPerpendicularVectorFavorXYPlane(vectorA);
@@ -651,7 +665,14 @@ export class Matrix3d {
651
665
  }
652
666
  return Matrix3d.createIdentity(result);
653
667
  }
654
- /** Return the matrix for rotation of `angle` around `axis` */
668
+ /**
669
+ * Return the matrix for rotation of `angle` around desired `axis`
670
+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeRotationAroundAnAxis
671
+ * @param axis the axis of rotation
672
+ * @param angle the angle of rotation
673
+ * @param result caller-allocated matrix (optional)
674
+ * @returns the `rotation matrix` or `undefined` (if axis magnitude is near zero).
675
+ */
655
676
  static createRotationAroundVector(axis, angle, result) {
656
677
  // Rodriguez formula (matrix form), https://mathworld.wolfram.com/RodriguesRotationFormula.html
657
678
  const c = angle.cos();
@@ -665,7 +686,7 @@ export class Matrix3d {
665
686
  }
666
687
  return undefined;
667
688
  }
668
- /** Returns a rotation of specified angle around an axis
689
+ /** Returns a rotation of specified angle around one of the main axis (X,Y,Z).
669
690
  * @param axisIndex index of axis (AxisIndex.X, AxisIndex.Y, AxisIndex.Z) kept fixed by the rotation.
670
691
  * @param angle angle of rotation
671
692
  * @param result optional result matrix.
@@ -688,14 +709,33 @@ export class Matrix3d {
688
709
  return myResult;
689
710
  }
690
711
  /**
691
- * Replace current columns Ui and Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
692
- * * There is no checking for i,j being 0,1,2.
693
- * * This is used in compute intensive inner loops
694
- * @param i first row index. **must be 0,1,2** (unchecked)
695
- * @param j second row index. **must be 0,1,2** (unchecked)
696
- * @param c fist coefficient
697
- * @param s second coefficient
698
- */
712
+ * Replace current rows Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
713
+ * * There is no checking for i,j being 0,1,2.
714
+ * @param i first row index. **must be 0,1,2** (unchecked)
715
+ * @param j second row index. **must be 0,1,2** (unchecked)
716
+ * @param c fist coefficient
717
+ * @param s second coefficient
718
+ */
719
+ applyGivensRowOp(i, j, c, s) {
720
+ let ii = 3 * i;
721
+ let jj = 3 * j;
722
+ const limit = ii + 3;
723
+ for (; ii < limit; ii++, jj++) {
724
+ const a = this.coffs[ii];
725
+ const b = this.coffs[jj];
726
+ this.coffs[ii] = a * c + b * s;
727
+ this.coffs[jj] = -a * s + b * c;
728
+ }
729
+ }
730
+ /**
731
+ * Replace current columns Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
732
+ * * There is no checking for i,j being 0,1,2.
733
+ * * This is used in compute intensive inner loops
734
+ * @param i first row index. **must be 0,1,2** (unchecked)
735
+ * @param j second row index. **must be 0,1,2** (unchecked)
736
+ * @param c fist coefficient
737
+ * @param s second coefficient
738
+ */
699
739
  applyGivensColumnOp(i, j, c, s) {
700
740
  const limit = i + 9;
701
741
  for (; i < limit; i += 3, j += 3) {
@@ -706,12 +746,12 @@ export class Matrix3d {
706
746
  }
707
747
  }
708
748
  /**
709
- * Create a matrix from column vectors.
710
- * ```
711
- * equation
712
- * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
713
- * ```
714
- */
749
+ * Create a matrix from column vectors.
750
+ * ```
751
+ * equation
752
+ * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
753
+ * ```
754
+ */
715
755
  static createColumns(vectorU, vectorV, vectorW, result) {
716
756
  return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z, result);
717
757
  }
@@ -724,29 +764,36 @@ export class Matrix3d {
724
764
  static createColumnsXYW(vectorU, u, vectorV, v, vectorW, w, result) {
725
765
  return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, u, v, w, result);
726
766
  }
727
- /** Create a matrix from "as viewed" right and up vectors.
728
- * * ColumnX points in the rightVector direction
729
- * * ColumnY points in the upVector direction
767
+ /**
768
+ * Create a matrix from "as viewed" right and up vectors.
769
+ * * ColumnX points in the rightVector direction.
770
+ * * ColumnY points in the upVector direction.
730
771
  * * ColumnZ is a unit cross product of ColumnX and ColumnY.
731
- * * Optionally rotate the standard cube by 45 degrees ccw around Y to bring its left or right vertical edge to center.
732
- * * Optionally rotate the standard cube by 35.264 degrees ccw around X (isometric rotation).
733
- * * This is expected to be used with various principal unit vectors that are perpendicular to each other.
772
+ * * Optionally rotate by 45 degrees around `upVector` to bring its left or right vertical edge to center.
773
+ * * Optionally rotate by arctan(1/sqrt(2)) ~ 35.264 degrees around `rightVector` to bring the top or bottom
774
+ * horizontal edge of the view to the center (for isometric views).
775
+ *
776
+ * This is expected to be used with various principal unit vectors that are perpendicular to each other.
734
777
  * * STANDARD TOP VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(), 0, 0)
735
778
  * * STANDARD FRONT VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 0, 0)
736
779
  * * STANDARD BACK VIEW: createViewedAxes(Vector3d.unitX(-1), Vector3d.unitZ(), 0, 0)
737
780
  * * STANDARD RIGHT VIEW: createViewedAxes(Vector3d.unitY(), Vector3d.unitZ(), 0, 0)
738
781
  * * STANDARD LEFT VIEW: createViewedAxes(Vector3d.unitY(-1), Vector3d.unitZ(), 0, 0)
739
782
  * * STANDARD BOTTOM VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(-1), 0, 0)
783
+ * * STANDARD ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), -1, 1)
784
+ * * STANDARD RIGHT ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 1, 1)
785
+ * * Front, right, back, left, top, and bottom standard views are views from faces of the cube
786
+ * and iso and right iso standard views are views from corners of the cube.
740
787
  * * Note: createViewedAxes is column-based so always returns local to world
741
788
  *
742
789
  * @param rightVector ColumnX of the returned matrix. Expected to be perpendicular to upVector.
743
790
  * @param upVector ColumnY of the returned matrix. Expected to be perpendicular to rightVector.
744
- * @param leftNoneRight Specifies the ccw rotation around Y axis. Normally one of "-1", "0", and "1", where
745
- * "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
791
+ * @param leftNoneRight Specifies the ccw rotation around `upVector` axis. Normally one of "-1", "0", and "1",
792
+ * where "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
746
793
  * and "1" indicates rotation by 45 degrees to bring the right vertical edge to center. Other numbers are
747
794
  * used as multiplier for this 45 degree rotation.
748
- * @param topNoneBottom Specifies the ccw rotation around X axis. Normally one of "-1", "0", and "1", where
749
- * "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
795
+ * @param topNoneBottom Specifies the ccw rotation around `rightVector` axis. Normally one of "-1", "0", and "1",
796
+ * where "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
750
797
  * and "1" indicates isometric rotation (35.264 degrees) to bring the top downward. Other numbers are
751
798
  * used as multiplier for the 35.264 degree rotation.
752
799
  * @returns matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified
@@ -784,9 +831,11 @@ export class Matrix3d {
784
831
  * * Default is TOP view (`local X = world X`, `local Y = world Y`, `local Z = world Z`).
785
832
  * * To change view from the TOP to one of the other 7 standard views, we need to multiply "world data" to
786
833
  * the corresponding matrix1 provided by `createStandardWorldToView(index, false)` and then
787
- * `matrix1.multiply(world data)` will returns "local data".
834
+ * `matrix1.multiply(world data)` will return "local data".
788
835
  * * To change view back to the TOP, we need to multiply "local data" to the corresponding matrix2 provided
789
836
  * by `createStandardWorldToView(index, true)` and then `matrix2.multiply(local data)` will returns "world data".
837
+ * * Note: No matter how you rotate the world axis, local X is always pointing right, local Y is always pointing up,
838
+ * and local Z is always pointing toward you.
790
839
  *
791
840
  * @param index standard view index `StandardViewIndex.Top, Bottom, Left, Right, Front, Back, Iso, RightIso`
792
841
  * @param invert if false (default), the return matrix is world to local (view) and if true, the the return
@@ -795,200 +844,388 @@ export class Matrix3d {
795
844
  */
796
845
  static createStandardWorldToView(index, invert = false, result) {
797
846
  switch (index) {
798
- // start with TOP view, ccw rotation by 180 degrees around X
847
+ // Start with TOP view, ccw rotation by 180 degrees around X
799
848
  case StandardViewIndex.Bottom:
800
849
  result = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);
801
850
  break;
802
- // start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
851
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
803
852
  case StandardViewIndex.Left:
804
853
  result = Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0);
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 StandardViewIndex.Right:
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
859
+ // Start with TOP view, ccw rotation by -90 degrees around X
811
860
  case StandardViewIndex.Front:
812
861
  result = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);
813
862
  break;
814
- // start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
863
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
815
864
  case StandardViewIndex.Back:
816
865
  result = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);
817
866
  break;
867
+ /**
868
+ * Isometric view
869
+ * Start with FRONT view, ccw rotation by -45 degrees around Y and by arctan(1/sqrt(2)) ~ 35.264 degrees around X
870
+ * cos(45) = 1/sqrt(2) = 0.70710678118 and sin(45) = 1/sqrt(2) = 0.70710678118
871
+ * cos(35.264) = 2/sqrt(6) = 0.81649658092 and sin(35.264) = 1/sqrt(3) = 0.57735026919
872
+ * More info: https://en.wikipedia.org/wiki/Isometric_projection
873
+ */
818
874
  case StandardViewIndex.Iso:
819
- // start with FRONT view, ccw rotation by -45 degrees around Y and by 35.264 degrees around X
820
875
  result = Matrix3d.createRowValues(0.707106781186548, -0.70710678118654757, 0.00000000000000000, 0.408248290463863, 0.40824829046386302, 0.81649658092772603, -0.577350269189626, -0.57735026918962573, 0.57735026918962573);
821
876
  break;
877
+ // Start with FRONT view, ccw rotation by 45 degrees around Y and by 35.264 degrees around X
822
878
  case StandardViewIndex.RightIso:
823
879
  result = Matrix3d.createRowValues(0.707106781186548, 0.70710678118654757, 0.00000000000000000, -0.408248290463863, 0.40824829046386302, 0.81649658092772603, 0.577350269189626, -0.57735026918962573, 0.57735026918962573);
824
880
  break;
825
- case StandardViewIndex.Top: // no rotation
881
+ // no rotation
882
+ case StandardViewIndex.Top:
826
883
  default:
827
884
  result = Matrix3d.createIdentity(result);
828
885
  }
829
886
  if (invert)
830
- result.transposeInPlace();
887
+ result.transposeInPlace(); // matrix is rigid so transpose and inverse are the same
831
888
  return result;
832
889
  }
833
- /*
834
- // this implementation has problems distinguishing failure (normalize) from small angle.
835
- public getAxisAndAngleOfRotation(): { axis: Vector3d, angle: Angle, error: boolean } {
836
-
837
- const result = { axis: Vector3d.unitZ(), angle: Angle.createRadians(0), error: true };
838
- if (this.isIdentity) {
839
- result.error = false;
840
- return result;
841
- }
842
- if (!this.isRigid())
843
- return result;
844
- const QMinusI = this.clone();
845
- QMinusI.coffs[0] -= 1.0;
846
- QMinusI.coffs[4] -= 1.0;
847
- QMinusI.coffs[8] -= 1.0;
848
- // Each column of (Q - I) is the motion of the corresponding axis vector
849
- // during the rotation.
850
- // Only one of the three axes can really be close to the rotation axis.
851
- const delta0 = QMinusI.columnX();
852
- const delta1 = QMinusI.columnY();
853
- const delta2 = QMinusI.columnZ();
854
- const cross01 = delta0.crossProduct(delta1);
855
- const cross12 = delta1.crossProduct(delta2);
856
- const cross20 = delta2.crossProduct(delta0);
857
-
858
- const aa01 = cross01.magnitudeSquared();
859
- const aa12 = cross12.magnitudeSquared();
860
- const aa20 = cross20.magnitudeSquared();
861
-
862
- const cross = cross01.clone(); // This will end up as the biggest cross product
863
- const v0 = delta0.clone(); // This will end up as one of the two largest delta vectors
864
- let aaMax = aa01;
865
- if (aa12 > aaMax) {
866
- cross.setFrom(cross12);
867
- aaMax = aa12;
868
- v0.setFrom(delta1);
869
- }
870
- if (aa20 > aaMax) {
871
- cross.setFrom(cross20);
872
- aaMax = aa20;
873
- v0.setFrom(delta2);
874
- }
875
-
876
- if (aaMax === 0.0) {
877
- // The vectors did not move. Just accept the zero rotation, with error flag set.
878
- return result;
879
- }
880
-
881
- v0.normalizeInPlace();
882
- // V0 is a unit vector perpendicular to the rotation axis.
883
- // Rotate it. Its image V1 is also a unit vector, and the angle from V0 to V1 is the quat angle.
884
- // CrossProduct is axis vector times sine of angle.
885
- // Dot Product is cosine of angle.
886
- // V2 is zero in 180 degree case, so we use the Cross from the search as the axis
887
- // as direction, being careful to keep sine positive.
888
- const v1 = this.multiplyVector(v0);
889
- const v2 = v0.crossProduct(v1);
890
- const sine = v2.magnitude();
891
- if (v2.dotProduct(cross) < 0.0)
892
- cross.scaleInPlace(-1.0);
893
- const cosine = v0.dotProduct(v1);
894
- result.angle.setRadians(Math.atan2(sine, cosine));
895
- result.axis.setFrom(cross);
896
- result.error = !result.axis.tryNormalizeInPlace();
897
- return result
898
- }
899
- */
900
- /**
901
- * Compute the (unit vector) axis and angle of rotation.
890
+ /**
891
+ * Apply (in place) a jacobi eigenvalue algorithm.
892
+ * @param i row index of zeroed member
893
+ * @param j column index of zeroed member
894
+ * @param leftEigenvectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
895
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
896
+ * mutually perpendicular because `this` matrix is symmetric.
897
+ * @param lambda a matrix that its diagonal entries will be filled by eigenvalues and its non-diagonal elements
898
+ * converge to 0 (allocated by caller, computed and filled by this function).
899
+ */
900
+ applySymmetricJacobi(i, j, leftEigenvectors, lambda) {
901
+ const sii = lambda.at(i, i);
902
+ const sjj = lambda.at(j, j);
903
+ const sij = lambda.at(i, j);
904
+ if (Math.abs(sij) < 1.0e-15 * (sii + sjj))
905
+ return 0.0;
906
+ const jacobi = Angle.trigValuesToHalfAngleTrigValues(sii - sjj, 2.0 * sij);
907
+ const c = jacobi.c;
908
+ const s = jacobi.s;
909
+ /**
910
+ * The following check does not exist in applyFastSymmetricJacobi because here if we don't return
911
+ * early, the matrix remains untouched. However, applyFastSymmetricJacobi zeroes-out elements ij
912
+ * and ji. Therefore, if we return early in applyFastSymmetricJacobi, zeroing-out wont happen.
913
+ */
914
+ if (Math.abs(s) < 2.0e-15)
915
+ return 0.0;
916
+ /**
917
+ * If you apply the following 2 lines to a symmetric matrix, you get same lines used in
918
+ * applyFastSymmetricJacobi. There are 2 differences which make applyFastSymmetricJacobi
919
+ * more efficient. First, we directly set elements ij and ji equal to zero rather than
920
+ * calculation them. Second, we copy symmetric elements from upper triangle to lower
921
+ * instead of calculating them.
922
+ */
923
+ lambda.applyGivensRowOp(i, j, c, s);
924
+ lambda.applyGivensColumnOp(i, j, c, s);
925
+ leftEigenvectors.applyGivensColumnOp(i, j, c, s);
926
+ return Math.abs(sij);
927
+ }
928
+ /**
929
+ * Factor `this` matrix as a product `U * lambda * UT` where `U` is an orthogonal matrix and `lambda`
930
+ * is a diagonal matrix.
931
+ *
932
+ * * **Note 1:** You must apply this function to a `symmetric` matrix. Otherwise, the lower triangle is ignored
933
+ * and the upper triangle is mirrored to the lower triangle to enforce symmetry.
934
+ * * **Note 2:** This function is replaced by a faster method called `fastSymmetricEigenvalues` so consider
935
+ * using the fast version instead.
936
+ * @param leftEigenvectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
937
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
938
+ * mutually perpendicular because `this` matrix is symmetric.
939
+ * @param lambda a vector that its entries will be filled by eigenvalues of `this` Matrix3d (allocated by
940
+ * caller, computed and filled by this function).
941
+ */
942
+ symmetricEigenvalues(leftEigenvectors, lambda) {
943
+ const matrix = this.clone();
944
+ leftEigenvectors.setIdentity();
945
+ matrix.coffs[3] = matrix.coffs[1];
946
+ matrix.coffs[6] = matrix.coffs[2];
947
+ matrix.coffs[7] = matrix.coffs[5];
948
+ const tolerance = 1.0e-12 * this.sumSquares();
949
+ const numberOfIterations = 7;
950
+ for (let iteration = 0; iteration < numberOfIterations; iteration++) {
951
+ const sum = this.applySymmetricJacobi(0, 1, leftEigenvectors, matrix)
952
+ + this.applySymmetricJacobi(0, 2, leftEigenvectors, matrix)
953
+ + this.applySymmetricJacobi(1, 2, leftEigenvectors, matrix);
954
+ if (sum < tolerance) {
955
+ lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
956
+ return true;
957
+ }
958
+ }
959
+ return false;
960
+ }
961
+ /**
962
+ * Apply (in place) a jacobi eigenvalue algorithm that diagonalize `this` matrix, i.e., zeros out this.at(i,j).
963
+ * * During diagonalization, the upper triangle is mirrored to lower triangle to enforce symmetry.
964
+ * * Math details can be found at docs/learning/geometry/Matrix.md
965
+ * @param i row index of zeroed member.
966
+ * @param j column index of zeroed member.
967
+ * @param k other row/column index (different from i and j).
968
+ * @param leftEigenVectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
969
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
970
+ * mutually perpendicular because `this` matrix is symmetric.
971
+ */
972
+ applyFastSymmetricJacobi(i, j, k, leftEigenVectors) {
973
+ const indexII = 4 * i;
974
+ const indexJJ = 4 * j;
975
+ const indexIJ = 3 * i + j;
976
+ const indexJI = 3 * j + i;
977
+ const indexIK = 3 * i + k;
978
+ const indexKI = 3 * k + i;
979
+ const indexJK = 3 * j + k;
980
+ const indexKJ = 3 * k + j;
981
+ const sii = this.coffs[indexII];
982
+ const sjj = this.coffs[indexJJ];
983
+ const sij = this.coffs[indexIJ];
984
+ if (Math.abs(sij) < 1.0e-15 * (sii + sjj))
985
+ return 0.0;
986
+ const jacobi = Angle.trigValuesToHalfAngleTrigValues(sii - sjj, 2.0 * sij);
987
+ const c = jacobi.c;
988
+ const s = jacobi.s;
989
+ const cc = c * c;
990
+ const ss = s * s;
991
+ const sc2 = 2.0 * c * s;
992
+ this.coffs[indexII] = cc * sii + sc2 * sij + ss * sjj;
993
+ this.coffs[indexJJ] = ss * sii - sc2 * sij + cc * sjj;
994
+ this.coffs[indexIJ] = 0.0;
995
+ this.coffs[indexJI] = 0.0;
996
+ const a = this.coffs[indexIK];
997
+ const b = this.coffs[indexJK];
998
+ this.coffs[indexIK] = c * a + s * b;
999
+ this.coffs[indexJK] = -s * a + c * b;
1000
+ this.coffs[indexKI] = this.coffs[indexIK];
1001
+ this.coffs[indexKJ] = this.coffs[indexJK];
1002
+ leftEigenVectors.applyGivensColumnOp(i, j, c, s);
1003
+ return Math.abs(sij);
1004
+ }
1005
+ /**
1006
+ * Factor `this` matrix as a product `U * lambda * UT` where `U` is an orthogonal matrix and `lambda`
1007
+ * is a diagonal matrix.
1008
+ *
1009
+ * * **Note:** You must apply this function to a `symmetric` matrix. Otherwise, the lower triangle is ignored
1010
+ * and the upper triangle is mirrored to the lower triangle to enforce symmetry.
1011
+ * * Math details can be found at docs/learning/geometry/Matrix.md
1012
+ * @param leftEigenvectors a matrix that its columns will be filled by the left eigenvectors of `this` Matrix3d
1013
+ * (allocated by caller, computed and filled by this function). Note that columns of leftEigenVectors will be
1014
+ * mutually perpendicular because `this` matrix is symmetric.
1015
+ * @param lambda a vector that its entries will be filled by eigenvalues of `this` Matrix3d (allocated by
1016
+ * caller, computed and filled by this function).
1017
+ */
1018
+ fastSymmetricEigenvalues(leftEigenvectors, lambda) {
1019
+ const matrix = this.clone();
1020
+ leftEigenvectors.setIdentity();
1021
+ const tolerance = 1.0e-12 * this.sumSquares();
1022
+ const numberOfIterations = 7;
1023
+ for (let iteration = 0; iteration < numberOfIterations; iteration++) {
1024
+ const sum = matrix.applyFastSymmetricJacobi(0, 1, 2, leftEigenvectors)
1025
+ + matrix.applyFastSymmetricJacobi(0, 2, 1, leftEigenvectors)
1026
+ + matrix.applyFastSymmetricJacobi(1, 2, 0, leftEigenvectors);
1027
+ if (sum < tolerance) {
1028
+ lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1029
+ return true;
1030
+ }
1031
+ }
1032
+ return false;
1033
+ }
1034
+ /**
1035
+ * Compute the (unit vector) axis and angle for the rotation generated by `this` Matrix3d.
1036
+ * * Math details can be found at docs/learning/geometry/Angle.md
902
1037
  * @returns Returns axis and angle of rotation with result.ok === true when the conversion succeeded.
903
1038
  */
904
1039
  getAxisAndAngleOfRotation() {
905
1040
  const trace = this.coffs[0] + this.coffs[4] + this.coffs[8];
906
- // trace = (xx + yy * zz) * (1-c) + 3 * c = 1 + 2c ==> c = (trace-1) / 2
907
- const skewXY = this.coffs[3] - this.coffs[1]; // == 2sz
908
- const skewYZ = this.coffs[7] - this.coffs[5]; // == 2sx
909
- const skewZX = this.coffs[2] - this.coffs[6]; // == 2sy
910
- const c = (trace - 1.0) / 2.0;
911
- const s = Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0;
912
- const e = c * c + s * s - 1.0;
1041
+ const skewXY = this.coffs[3] - this.coffs[1]; // 2*z*sin
1042
+ const skewYZ = this.coffs[7] - this.coffs[5]; // 2*y*sin
1043
+ const skewZX = this.coffs[2] - this.coffs[6]; // 2*x*sin
1044
+ // trace = (m00^2 + m11^2 + m22^2) * (1-cos) + 3cos = (1-cos) + 3cos = 1 + 2cos ==> cos = (trace-1) / 2
1045
+ const c = (trace - 1.0) / 2.0; // cosine
1046
+ const s = Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0; // sine
1047
+ const e = c * c + s * s - 1.0; // s^2 + c^2 = 1
1048
+ // if s^2 + c^2 != 1 then we have a bad matrix so return false
913
1049
  if (Math.abs(e) > Geometry.smallAngleRadians) {
914
- // the sine and cosine are not a unit circle point. bad matrix . ..
915
1050
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: false };
916
1051
  }
1052
+ // sin is close to 0 then we got to special cases (angle 0 or 180) which needs to be handled differently
917
1053
  if (Math.abs(s) < Geometry.smallAngleRadians) {
918
- // There is no significant skew.
919
- // The matrix is symmetric
920
- // So it has simple eigenvalues -- either (1,1,1) or (1,-1,-1).
921
- if (c > 0) // no rotation
1054
+ if (c > 0) // sin = 0 and cos = 1 so angle = 0 (i.e., no rotation)
922
1055
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: true };
923
- // 180 degree flip around some axis ?
924
- // Look for the simple case of a principal rotation ...
925
- // look for a pair of (-1) entries on the diagonal ...
1056
+ /**
1057
+ * If sin = 0 and cos = -1 then angle = 180 (i.e., 180 degree rotation around some axis)
1058
+ * then the rotation matrix becomes
1059
+ * 2x^2-1 2xy 2xz
1060
+ * 2xy 2y^2-1 2yz
1061
+ * 2xz 2yz 2z^2-1
1062
+ * Note that the matrix is "symmetric".
1063
+ * If rotation is around one the standard basis then non-diagonal entries become 0 and we
1064
+ * have one 1 and two -1s on the diagonal.
1065
+ * If rotation is around an axis other than standard basis, then the axis is the eigenvector
1066
+ * of the rotation matrix with eigenvalue = 1.
1067
+ */
926
1068
  const axx = this.coffs[0];
927
1069
  const ayy = this.coffs[4];
928
1070
  const azz = this.coffs[8];
929
- const theta180 = Angle.createDegrees(180);
930
- // Look for principal axis flips as a special case . ..
1071
+ // Look for a pair of "-1" entries on the diagonal (for rotation around the basis X,Y,Z axis)
931
1072
  if (Geometry.isAlmostEqualNumber(-1.0, ayy) && Geometry.isAlmostEqualNumber(-1, azz)) {
932
- // rotate around
933
- return { axis: Vector3d.create(1, 0, 0), angle: theta180, ok: true };
1073
+ return { axis: Vector3d.create(1, 0, 0), angle: Angle.createDegrees(180), ok: true };
934
1074
  }
935
1075
  else if (Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry.isAlmostEqualNumber(-1, azz)) {
936
- return { axis: Vector3d.create(0, 1, 0), angle: theta180, ok: true };
1076
+ return { axis: Vector3d.create(0, 1, 0), angle: Angle.createDegrees(180), ok: true };
937
1077
  }
938
1078
  else if (Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry.isAlmostEqualNumber(-1, ayy)) {
939
- return { axis: Vector3d.create(0, 0, 1), angle: theta180, ok: true };
1079
+ return { axis: Vector3d.create(0, 0, 1), angle: Angle.createDegrees(180), ok: true };
940
1080
  }
941
- // 180 degree flip around some other axis ...
942
- // eigenvalues will have 1.0 once, -1.0 twice.
943
- // These cases look for each place (x,y,z) that the 1.0 might appear.
944
- // But fastSymmetricEigenvalues reliably always seems to put the 1.0 as the x eigenvalue.
945
- // so only the getColumn(0) return seems reachable in unit tests.
1081
+ // Look for eigenvector with eigenvalue = 1
946
1082
  const eigenvectors = Matrix3d.createIdentity();
947
1083
  const eigenvalues = Vector3d.create(0, 0, 0);
948
- if (this.fastSymmetricEigenvalues(eigenvectors, eigenvalues)) {
1084
+ if (this.fastSymmetricEigenvalues(eigenvectors, eigenvalues)) { // note: this matrix is "symmetric"
949
1085
  for (let axisIndex = 0; axisIndex < 2; axisIndex++) {
950
1086
  const lambda = eigenvalues.at(axisIndex);
951
1087
  if (Geometry.isAlmostEqualNumber(1, lambda))
952
- return { axis: eigenvectors.getColumn(axisIndex), angle: theta180, ok: true };
1088
+ return { axis: eigenvectors.getColumn(axisIndex), angle: Angle.createDegrees(180), ok: true };
953
1089
  }
954
- // Don't know if this can be reached ....
1090
+ // if no eigenvalue = 1 was found return false
955
1091
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: false };
956
1092
  }
1093
+ // if no axis was found return false
957
1094
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: false };
958
1095
  }
1096
+ // good matrix and non-zero sine
959
1097
  const a = 1.0 / (2.0 * s);
960
- const result = { axis: Vector3d.create(skewYZ * a, skewZX * a, skewXY * a), angle: Angle.createAtan2(s, c), ok: true };
1098
+ const result = {
1099
+ axis: Vector3d.create(skewYZ * a, skewZX * a, skewXY * a),
1100
+ angle: Angle.createAtan2(s, c),
1101
+ ok: true,
1102
+ };
961
1103
  return result;
962
1104
  }
963
1105
  /**
964
- * Returns a matrix that rotates from vectorA to vectorB.
1106
+ * Rotate columns i and j of `this` matrix to make them perpendicular using the angle that zero-out
1107
+ * `thisTranspose * this`.
1108
+ * @param i row index of zeroed member.
1109
+ * @param j column index of zeroed member.
1110
+ * @param matrixU a matrix that its columns will be filled by the right eigenvectors of `thisTranspose * this`
1111
+ * (allocated by caller, computed and filled by this function). Note that columns of matrixU will be mutually
1112
+ * perpendicular because `thisTranspose * this` matrix is symmetric.
965
1113
  */
966
- static createRotationVectorToVector(vectorA, vectorB, result) {
967
- return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
1114
+ applyJacobiColumnRotation(i, j, matrixU) {
1115
+ const uDotU = this.coffs[i] * this.coffs[i]
1116
+ + this.coffs[i + 3] * this.coffs[i + 3]
1117
+ + this.coffs[i + 6] * this.coffs[i + 6];
1118
+ const vDotV = this.coffs[j] * this.coffs[j]
1119
+ + this.coffs[j + 3] * this.coffs[j + 3]
1120
+ + this.coffs[j + 6] * this.coffs[j + 6];
1121
+ const uDotV = this.coffs[i] * this.coffs[j]
1122
+ + this.coffs[i + 3] * this.coffs[j + 3]
1123
+ + this.coffs[i + 6] * this.coffs[j + 6];
1124
+ const jacobi = Angle.trigValuesToHalfAngleTrigValues(uDotU - vDotV, 2.0 * uDotV);
1125
+ const c = jacobi.c;
1126
+ const s = jacobi.s;
1127
+ if (Math.abs(s) < 2.0e-15)
1128
+ return 0.0;
1129
+ this.applyGivensColumnOp(i, j, c, s); // make columns i and j of `this` matrix perpendicular
1130
+ matrixU.applyGivensRowOp(i, j, c, s); // right eigenvalues of `thisTranspose * this`
1131
+ return Math.abs(uDotV);
1132
+ }
1133
+ /**
1134
+ * Factor `this` matrix as a product `VD * U` where `VD` has mutually perpendicular columns and `U` is orthogonal.
1135
+ * @param matrixVD a matrix that its columns will be filled by rotating columns of `this` to make them mutually
1136
+ * perpendicular (allocated by caller, computed and filled by this function).
1137
+ * @param matrixU a matrix that its columns will be filled by the right eigenvectors of `thisTranspose * this`
1138
+ * (allocated by caller, computed and filled by this function). Note that columns of matrixU will be mutually
1139
+ * perpendicular because `thisTranspose * this` matrix is symmetric.
1140
+ */
1141
+ factorPerpendicularColumns(matrixVD, matrixU) {
1142
+ matrixVD.setFrom(this);
1143
+ matrixU.setIdentity();
1144
+ const tolerance = 1.0e-12 * this.sumSquares();
1145
+ const numberOfIterations = 7;
1146
+ for (let iteration = 0; iteration < numberOfIterations; iteration++) {
1147
+ const sum = matrixVD.applyJacobiColumnRotation(0, 1, matrixU)
1148
+ + matrixVD.applyJacobiColumnRotation(0, 2, matrixU)
1149
+ + matrixVD.applyJacobiColumnRotation(1, 2, matrixU);
1150
+ if (sum < tolerance) {
1151
+ return true;
1152
+ }
1153
+ }
1154
+ return false;
1155
+ }
1156
+ /**
1157
+ * Factor `this` matrix as a product `V * D * U` where `V` and `U` are orthogonal and `D` is diagonal with
1158
+ * positive entries.
1159
+ * * This is formally known as the `Singular Value Decomposition` or `SVD`.
1160
+ * @param matrixV an orthogonal matrix that its columns will be filled by the left eigenvectors of
1161
+ * `thisTranspose * this` (allocated by caller, computed and filled by this function).
1162
+ * @param scale singular values of `this` (allocated by caller, computed and filled by this function).
1163
+ * The singular values in the `scale` are non-negative and decreasing.
1164
+ * @param matrixU an orthogonal matrix that its columns will be filled by the right eigenvectors of
1165
+ * `thisTranspose * this` (allocated by caller, computed and filled by this function).
1166
+ */
1167
+ factorOrthogonalScaleOrthogonal(matrixV, scale, matrixU) {
1168
+ const matrixVD = Matrix3d.createZero();
1169
+ if (!this.factorPerpendicularColumns(matrixVD, matrixU))
1170
+ return false;
1171
+ const column = [];
1172
+ column.push(matrixVD.getColumn(0));
1173
+ column.push(matrixVD.getColumn(1));
1174
+ column.push(matrixVD.getColumn(2));
1175
+ scale.set(column[0].magnitude(), column[1].magnitude(), column[2].magnitude()); // singular values of `this`
1176
+ const det = matrixVD.determinant();
1177
+ if (det < 0)
1178
+ scale.z = -scale.z;
1179
+ const almostZero = 1.0e-15;
1180
+ const scaleXIsZero = Math.abs(scale.x) < almostZero;
1181
+ const scaleYIsZero = Math.abs(scale.y) < almostZero;
1182
+ const scaleZIsZero = Math.abs(scale.z) < almostZero;
1183
+ // NOTE: We assume any zero-magnitude column(s) of matrixVD are last
1184
+ if (!scaleXIsZero && !scaleYIsZero && !scaleZIsZero) { // full rank
1185
+ matrixV = matrixVD.scaleColumns(1 / scale.x, 1 / scale.y, 1 / scale.z, matrixV);
1186
+ }
1187
+ else if (!scaleXIsZero && !scaleYIsZero) { // rank 2
1188
+ column[0].scaleInPlace(1 / scale.x);
1189
+ column[1].scaleInPlace(1 / scale.y);
1190
+ column[2] = column[0].unitCrossProduct(column[1], column[2]);
1191
+ matrixV.setColumns(column[0], column[1], column[2]);
1192
+ }
1193
+ else if (!scaleXIsZero) { // rank 1
1194
+ matrixV = Matrix3d.createRigidHeadsUp(column[0], AxisOrder.XYZ, matrixV); // preserve column0
1195
+ }
1196
+ else { // rank 0
1197
+ matrixV.setIdentity();
1198
+ }
1199
+ return true;
968
1200
  }
969
1201
  /**
970
1202
  * Return a matrix that rotates a fraction of the angular sweep from vectorA to vectorB.
971
1203
  * @param vectorA initial vector position
972
- * @param fraction fractional rotation. 1.0 is "all the way"
1204
+ * @param fraction fractional rotation (1 means rotate all the way)
973
1205
  * @param vectorB final vector position
974
1206
  * @param result optional result matrix.
975
1207
  */
976
1208
  static createPartialRotationVectorToVector(vectorA, fraction, vectorB, result) {
977
1209
  let upVector = vectorA.unitCrossProduct(vectorB);
978
- if (upVector) { // the usual case --
1210
+ // the usual case (both vectors and also their cross product is non-zero)
1211
+ if (upVector) {
979
1212
  return Matrix3d.createRotationAroundVector(upVector, Angle.createRadians(fraction * vectorA.planarAngleTo(vectorB, upVector).radians));
980
1213
  }
981
- // fail if either vector is zero ...
1214
+ // if either vector is zero
982
1215
  if (Geometry.isSmallMetricDistance(vectorA.magnitude())
983
1216
  || Geometry.isSmallMetricDistance(vectorB.magnitude()))
984
1217
  return undefined;
985
- // nonzero but aligned vectors ...
1218
+ // aligned vectors (cross product = 0, dot product > 0)
986
1219
  if (vectorA.dotProduct(vectorB) > 0.0)
987
1220
  return Matrix3d.createIdentity(result);
988
- // nonzero opposing vectors ..
1221
+ // opposing vectors (cross product = 0, dot product < 0)
989
1222
  upVector = Matrix3d.createPerpendicularVectorFavorPlaneContainingZ(vectorA, upVector);
990
1223
  return Matrix3d.createRotationAroundVector(upVector, Angle.createRadians(fraction * Math.PI));
991
1224
  }
1225
+ /** Returns a matrix that rotates from vectorA to vectorB. */
1226
+ static createRotationVectorToVector(vectorA, vectorB, result) {
1227
+ return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
1228
+ }
992
1229
  /** Create a 90 degree rotation around a principal axis */
993
1230
  static create90DegreeRotationAroundAxis(axisIndex) {
994
1231
  axisIndex = Geometry.cyclic3dAxis(axisIndex);
@@ -1009,43 +1246,78 @@ export class Matrix3d {
1009
1246
  }
1010
1247
  }
1011
1248
  /** Return (a copy of) the X column */
1012
- columnX(result) { return Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result); }
1013
- /** Return (a copy of)the Y column */
1014
- columnY(result) { return Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result); }
1015
- /** Return (a copy of)the Z column */
1016
- columnZ(result) { return Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result); }
1249
+ columnX(result) {
1250
+ return Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result);
1251
+ }
1252
+ /** Return (a copy of) the Y column */
1253
+ columnY(result) {
1254
+ return Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result);
1255
+ }
1256
+ /** Return (a copy of) the Z column */
1257
+ columnZ(result) {
1258
+ return Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result);
1259
+ }
1017
1260
  /** Return the X column magnitude squared */
1018
- columnXMagnitudeSquared() { return Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1261
+ columnXMagnitudeSquared() {
1262
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1263
+ }
1019
1264
  /** Return the Y column magnitude squared */
1020
- columnYMagnitudeSquared() { return Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1265
+ columnYMagnitudeSquared() {
1266
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1267
+ }
1021
1268
  /** Return the Z column magnitude squared */
1022
- columnZMagnitudeSquared() { return Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1269
+ columnZMagnitudeSquared() {
1270
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1271
+ }
1023
1272
  /** Return the X column magnitude */
1024
- columnXMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1273
+ columnXMagnitude() {
1274
+ return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1275
+ }
1025
1276
  /** Return the Y column magnitude */
1026
- columnYMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1277
+ columnYMagnitude() {
1278
+ return Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1279
+ }
1027
1280
  /** Return the Z column magnitude */
1028
- columnZMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1281
+ columnZMagnitude() {
1282
+ return Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1283
+ }
1029
1284
  /** Return magnitude of columnX cross columnY. */
1030
1285
  columnXYCrossProductMagnitude() {
1031
1286
  return Geometry.crossProductMagnitude(this.coffs[0], this.coffs[3], this.coffs[6], this.coffs[1], this.coffs[4], this.coffs[7]);
1032
1287
  }
1033
- /** Return the X row magnitude d */
1034
- rowXMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]); }
1288
+ /** Return the X row magnitude */
1289
+ rowXMagnitude() {
1290
+ return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]);
1291
+ }
1035
1292
  /** Return the Y row magnitude */
1036
- rowYMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]); }
1293
+ rowYMagnitude() {
1294
+ return Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]);
1295
+ }
1037
1296
  /** Return the Z row magnitude */
1038
- rowZMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]); }
1039
- /** Return the dot product of column X with column Y */
1297
+ rowZMagnitude() {
1298
+ return Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]);
1299
+ }
1040
1300
  /** Return the dot product of column X with column Y */
1041
1301
  columnXDotColumnY() {
1042
1302
  return this.coffs[0] * this.coffs[1]
1043
1303
  + this.coffs[3] * this.coffs[4]
1044
1304
  + this.coffs[6] * this.coffs[7];
1045
1305
  }
1306
+ /** Return the dot product of column X with column Z */
1307
+ columnXDotColumnZ() {
1308
+ return this.coffs[0] * this.coffs[2]
1309
+ + this.coffs[3] * this.coffs[5]
1310
+ + this.coffs[6] * this.coffs[8];
1311
+ }
1312
+ /** Return the dot product of column Y with column Z */
1313
+ columnYDotColumnZ() {
1314
+ return this.coffs[1] * this.coffs[2]
1315
+ + this.coffs[4] * this.coffs[5]
1316
+ + this.coffs[7] * this.coffs[8];
1317
+ }
1046
1318
  /**
1047
1319
  * Dot product of an indexed column with a vector given as x,y,z
1048
- * @param columnIndex index of column. Must be 0,1,2
1320
+ * @param columnIndex index of column. Must be 0,1,2.
1049
1321
  * @param x x component of vector
1050
1322
  * @param y y component of vector
1051
1323
  * @param z z component of vector
@@ -1054,285 +1326,58 @@ export class Matrix3d {
1054
1326
  return this.coffs[columnIndex] * x + this.coffs[columnIndex + 3] * y + this.coffs[columnIndex + 6] * z;
1055
1327
  }
1056
1328
  /** Return (a copy of) the X row */
1057
- rowX(result) { return Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result); }
1329
+ rowX(result) {
1330
+ return Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result);
1331
+ }
1058
1332
  /** Return (a copy of) the Y row */
1059
- rowY(result) { return Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result); }
1333
+ rowY(result) {
1334
+ return Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result);
1335
+ }
1060
1336
  /** Return (a copy of) the Z row */
1061
- rowZ(result) { return Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result); }
1337
+ rowZ(result) {
1338
+ return Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result);
1339
+ }
1062
1340
  /** Return the dot product of the vector parameter with the X column. */
1063
- dotColumnX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6]; }
1064
- /** Return the dot product of the vector parameter with the Y column. */
1065
- dotColumnY(vector) { return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7]; }
1066
- /** Return the dot product of the vector parameter with the Z column. */
1067
- dotColumnZ(vector) { return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8]; }
1068
- /** Return the dot product of the vector parameter with the X row. */
1069
- dotRowX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2]; }
1070
- /** Return the dot product of the vector parameter with the Y row. */
1071
- dotRowY(vector) { return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5]; }
1072
- /** Return the dot product of the vector parameter with the Z row. */
1073
- dotRowZ(vector) { return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8]; }
1074
- // cSpell:words XXYZ YXYZ ZXYZ XYZAs Eigen
1075
- /** Return the dot product of the x,y,z with the X row. */
1076
- dotRowXXYZ(x, y, z) { return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2]; }
1077
- /** Return the dot product of the x,y,z with the Y row. */
1078
- dotRowYXYZ(x, y, z) { return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5]; }
1079
- /** Return the dot product of the x,y,z with the Z row. */
1080
- dotRowZXYZ(x, y, z) { return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8]; }
1081
- /** Return the (vector) cross product of the Z column with the vector parameter. */
1082
- columnZCrossVector(vector, result) {
1083
- return Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1341
+ dotColumnX(vector) {
1342
+ return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6];
1084
1343
  }
1085
- /*
1086
- * Replace current rows Ui Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
1087
- * @param i first row index. must be 0,1,2 (unchecked)
1088
- * @param j second row index. must be 0,1,2 (unchecked)
1089
- * @param c fist coefficient
1090
- * @param s second coefficient
1091
- */
1092
- applyGivensRowOp(i, j, c, s) {
1093
- let ii = 3 * i;
1094
- let jj = 3 * j;
1095
- const limit = ii + 3;
1096
- for (; ii < limit; ii++, jj++) {
1097
- const a = this.coffs[ii];
1098
- const b = this.coffs[jj];
1099
- this.coffs[ii] = a * c + b * s;
1100
- this.coffs[jj] = -a * s + b * c;
1101
- }
1344
+ /** Return the dot product of the vector parameter with the Y column. */
1345
+ dotColumnY(vector) {
1346
+ return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7];
1102
1347
  }
1103
- /**
1104
- * create a rigid coordinate frame column z parallel to (_x_,_y_,_z_) and column x in the xy plane.
1105
- * * column z points from origin to x,y,z
1106
- * * column x is perpendicular and in the xy plane
1107
- * * column y is perpendicular to both. It is the "up" vector on the view plane.
1108
- * * Multiplying a world vector times the transpose of this matrix transforms into the view xy
1109
- * * Multiplying the matrix times the an in-view vector transforms the vector to world.
1110
- * @param x eye x coordinate
1111
- * @param y eye y coordinate
1112
- * @param z eye z coordinate
1113
- * @param result
1114
- */
1115
- static createRigidViewAxesZTowardsEye(x, y, z, result) {
1116
- result = Matrix3d.createIdentity(result);
1117
- const rxy = Geometry.hypotenuseXY(x, y);
1118
- if (Geometry.isSmallMetricDistance(rxy)) {
1119
- // special case for top or bottom view.
1120
- if (z < 0.0)
1121
- result.scaleColumnsInPlace(1.0, -1, -1.0);
1122
- }
1123
- else {
1124
- // const d = Geometry.hypotenuseSquaredXYZ(x, y, z);
1125
- const c = x / rxy;
1126
- const s = y / rxy;
1127
- result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
1128
- if (z !== 0.0) {
1129
- const r = Geometry.hypotenuseXYZ(x, y, z);
1130
- const s1 = z / r;
1131
- const c1 = rxy / r;
1132
- result.applyGivensColumnOp(1, 2, c1, -s1);
1133
- }
1134
- }
1135
- return result;
1348
+ /** Return the dot product of the vector parameter with the Z column. */
1349
+ dotColumnZ(vector) {
1350
+ return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8];
1136
1351
  }
1137
- /** Rotate so columns i and j become perpendicular */
1138
- applyJacobiColumnRotation(i, j, matrixU) {
1139
- const uDotU = this.coffs[i] * this.coffs[i] + this.coffs[i + 3] * this.coffs[i + 3] + this.coffs[i + 6] * this.coffs[i + 6];
1140
- const vDotV = this.coffs[j] * this.coffs[j] + this.coffs[j + 3] * this.coffs[j + 3] + this.coffs[j + 6] * this.coffs[j + 6];
1141
- const uDotV = this.coffs[i] * this.coffs[j] + this.coffs[i + 3] * this.coffs[j + 3] + this.coffs[i + 6] * this.coffs[j + 6];
1142
- // const c2 = uDotU - vDotV;
1143
- // const s2 = 2.0 * uDotV;
1144
- const jacobi = Angle.trigValuesToHalfAngleTrigValues(uDotU - vDotV, 2.0 * uDotV);
1145
- // const h = Math.hypot(c2, s2);
1146
- // console.log(" c2 s2", c2 / h, s2 / h);
1147
- // console.log(" C S ", Math.cos(2 * jacobi.radians), Math.sin(2 * jacobi.radians));
1148
- // console.log("i j uDotV", i, j, uDotV);
1149
- if (Math.abs(jacobi.s) < 2.0e-15)
1150
- return 0.0;
1151
- this.applyGivensColumnOp(i, j, jacobi.c, jacobi.s);
1152
- matrixU.applyGivensRowOp(i, j, jacobi.c, jacobi.s);
1153
- // const BTB = this.multiplyMatrixTransposeMatrix(this);
1154
- // 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));
1155
- return Math.abs(uDotV);
1352
+ /** Return the dot product of the vector parameter with the X row. */
1353
+ dotRowX(vector) {
1354
+ return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2];
1156
1355
  }
1157
- /**
1158
- * Factor this as a product C * U where C has mutually perpendicular columns and
1159
- * U is orthogonal.
1160
- * @param matrixC (allocate by caller, computed here)
1161
- * @param matrixU (allocate by caller, computed here)
1162
- */
1163
- factorPerpendicularColumns(matrixC, matrixU) {
1164
- matrixC.setFrom(this);
1165
- matrixU.setIdentity();
1166
- const ss = this.sumSquares();
1167
- const tolerance = 1.0e-12 * ss;
1168
- for (let iteration = 0; iteration < 7; iteration++) {
1169
- const sum = matrixC.applyJacobiColumnRotation(0, 1, matrixU)
1170
- + matrixC.applyJacobiColumnRotation(0, 2, matrixU)
1171
- + matrixC.applyJacobiColumnRotation(1, 2, matrixU);
1172
- // console.log (" sum", sum);
1173
- if (sum < tolerance) {
1174
- // console.log("jacobi iterations", iteration);
1175
- return true;
1176
- }
1177
- }
1178
- return false;
1356
+ /** Return the dot product of the vector parameter with the Y row. */
1357
+ dotRowY(vector) {
1358
+ return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5];
1179
1359
  }
1180
- /**
1181
- * Factor this matrix M as a product M = V * D * U where V and U are orthogonal, and D is diagonal (scale matrix).
1182
- * @param matrixV left orthogonal factor (allocate by caller, computed here)
1183
- * @param scale diagonal entries of D (allocate by caller, computed here)
1184
- * @param matrixU right orthogonal factor (allocate by caller, computed here)
1185
- */
1186
- factorOrthogonalScaleOrthogonal(matrixV, scale, matrixU) {
1187
- const matrixVD = Matrix3d.createZero();
1188
- if (!this.factorPerpendicularColumns(matrixVD, matrixU))
1189
- return false;
1190
- const column = [];
1191
- column.push(matrixVD.getColumn(0));
1192
- column.push(matrixVD.getColumn(1));
1193
- column.push(matrixVD.getColumn(2));
1194
- scale.set(column[0].magnitude(), column[1].magnitude(), column[2].magnitude());
1195
- const det = matrixVD.determinant();
1196
- if (det < 0)
1197
- scale.z = -scale.z;
1198
- const almostZero = 1.0e-15;
1199
- const scaleXIsZero = Math.abs(scale.x) < almostZero;
1200
- const scaleYIsZero = Math.abs(scale.y) < almostZero;
1201
- const scaleZIsZero = Math.abs(scale.z) < almostZero;
1202
- // ASSUME: any zero-magnitude column(s) of matrixVD are last
1203
- if (!scaleXIsZero && !scaleYIsZero && !scaleZIsZero) { // full rank
1204
- matrixV = matrixVD.scaleColumns(1 / scale.x, 1 / scale.y, 1 / scale.z, matrixV);
1205
- }
1206
- else if (!scaleXIsZero && !scaleYIsZero) { // rank 2
1207
- column[0].scaleInPlace(1 / scale.x);
1208
- column[1].scaleInPlace(1 / scale.y);
1209
- column[2] = column[0].unitCrossProduct(column[1], column[2]);
1210
- matrixV.setColumns(column[0], column[1], column[2]);
1211
- }
1212
- else if (!scaleXIsZero) { // rank 1
1213
- matrixV = Matrix3d.createRigidHeadsUp(column[0], AxisOrder.XYZ, matrixV); // preserve column0
1214
- }
1215
- else { // rank 0
1216
- matrixV.setIdentity();
1217
- }
1218
- return true;
1360
+ /** Return the dot product of the vector parameter with the Z row. */
1361
+ dotRowZ(vector) {
1362
+ return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8];
1219
1363
  }
1220
- /** Apply a jacobi step to lambda which evolves towards diagonal. */
1221
- applySymmetricJacobi(i, j, lambda) {
1222
- const uDotU = lambda.at(i, i);
1223
- const vDotV = lambda.at(j, j);
1224
- const uDotV = lambda.at(i, j);
1225
- if (Math.abs(uDotV) < 1.0e-15 * (uDotU + vDotV))
1226
- return 0.0;
1227
- // const c2 = uDotU - vDotV;
1228
- // const s2 = 2.0 * uDotV;
1229
- const jacobi = Angle.trigValuesToHalfAngleTrigValues(uDotU - vDotV, 2.0 * uDotV);
1230
- // const h = Math.hypot(c2, s2);
1231
- // console.log(" c2 s2", c2 / h, s2 / h);
1232
- // console.log(" C S ", Math.cos(2 * jacobi.radians), Math.sin(2 * jacobi.radians));
1233
- // console.log("i j uDotV", i, j, uDotV);
1234
- if (Math.abs(jacobi.s) < 2.0e-15)
1235
- return 0.0;
1236
- // Factored form is this *lambda * thisTranspose
1237
- // Let Q be the rotation matrix. Q*QT is inserted, viz
1238
- // this*Q * QT * lambda * Q*thisTranspose
1239
- this.applyGivensColumnOp(i, j, jacobi.c, jacobi.s);
1240
- lambda.applyGivensRowOp(i, j, jacobi.c, jacobi.s);
1241
- lambda.applyGivensColumnOp(i, j, jacobi.c, jacobi.s);
1242
- // const BTB = this.multiplyMatrixTransposeMatrix(this);
1243
- // 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));
1244
- return Math.abs(uDotV);
1364
+ /** Return the dot product of the x,y,z with the X row. */
1365
+ dotRowXXYZ(x, y, z) {
1366
+ return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2];
1245
1367
  }
1246
- /**
1247
- * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
1248
- * The upper triangle is mirrored to lower triangle to enforce symmetry.
1249
- * @param matrixC (allocate by caller, computed here)
1250
- * @param factor (allocate by caller, computed here)
1251
- */
1252
- symmetricEigenvalues(leftEigenvectors, lambda) {
1253
- const matrix = this.clone();
1254
- leftEigenvectors.setIdentity();
1255
- matrix.coffs[3] = matrix.coffs[1];
1256
- matrix.coffs[6] = matrix.coffs[2];
1257
- matrix.coffs[7] = matrix.coffs[5];
1258
- const ss = this.sumSquares();
1259
- const tolerance = 1.0e-12 * ss;
1260
- for (let iteration = 0; iteration < 7; iteration++) {
1261
- const sum = leftEigenvectors.applySymmetricJacobi(0, 1, matrix)
1262
- + leftEigenvectors.applySymmetricJacobi(0, 2, matrix)
1263
- + leftEigenvectors.applySymmetricJacobi(1, 2, matrix);
1264
- // console.log("symmetric sum", sum);
1265
- // console.log (" sum", sum);
1266
- if (sum < tolerance) {
1267
- // console.log("symmetric iterations", iteration);
1268
- lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1269
- return true;
1270
- }
1271
- }
1272
- return false;
1368
+ /** Return the dot product of the x,y,z with the Y row. */
1369
+ dotRowYXYZ(x, y, z) {
1370
+ return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5];
1273
1371
  }
1274
- /** Apply (in place a jacobi update that zeros out this.at(i,j).
1275
- *
1276
- */
1277
- applyFastSymmetricJacobiUpdate(i, // row index of zeroed member
1278
- j, // column index of zeroed member
1279
- k, // other row/column index (different from i and j)
1280
- leftEigenVectors) {
1281
- const indexII = 4 * i;
1282
- const indexJJ = 4 * j;
1283
- const indexIJ = 3 * i + j;
1284
- const indexIK = 3 * i + k;
1285
- const indexJK = 3 * j + k;
1286
- const dotUU = this.coffs[indexII];
1287
- const dotVV = this.coffs[indexJJ];
1288
- const dotUV = this.coffs[indexIJ];
1289
- const jacobi = Angle.trigValuesToHalfAngleTrigValues(dotUU - dotVV, 2.0 * dotUV);
1290
- if (Math.abs(dotUV) < 1.0e-15 * (dotUU + dotVV))
1291
- return 0.0;
1292
- const c = jacobi.c;
1293
- const s = jacobi.s;
1294
- const cc = c * c;
1295
- const ss = s * s;
1296
- const sc2 = 2.0 * c * s;
1297
- this.coffs[indexII] = cc * dotUU + sc2 * dotUV + ss * dotVV;
1298
- this.coffs[indexJJ] = ss * dotUU - sc2 * dotUV + cc * dotVV;
1299
- this.coffs[indexIJ] = 0.0;
1300
- const a = this.coffs[indexIK];
1301
- const b = this.coffs[indexJK];
1302
- this.coffs[indexIK] = a * c + b * s;
1303
- this.coffs[indexJK] = -s * a + c * b;
1304
- this.coffs[3 * j + i] = 0.0;
1305
- this.coffs[3 * k + i] = this.coffs[indexIK];
1306
- this.coffs[3 * k + j] = this.coffs[indexJK];
1307
- leftEigenVectors.applyGivensColumnOp(i, j, c, s);
1308
- return Math.abs(dotUV);
1372
+ /** Return the dot product of the x,y,z with the Z row. */
1373
+ dotRowZXYZ(x, y, z) {
1374
+ return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8];
1309
1375
  }
1310
- /**
1311
- * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
1312
- * The upper triangle is mirrored to lower triangle to enforce symmetry.
1313
- * @param matrixC (allocate by caller, computed here)
1314
- * @param factor (allocate by caller, computed here)
1315
- */
1316
- fastSymmetricEigenvalues(leftEigenvectors, lambda) {
1317
- const matrix = this.clone();
1318
- leftEigenvectors.setIdentity();
1319
- const ss = this.sumSquares();
1320
- const tolerance = 1.0e-12 * ss;
1321
- for (let iteration = 0; iteration < 7; iteration++) {
1322
- const sum = matrix.applyFastSymmetricJacobiUpdate(0, 1, 2, leftEigenvectors)
1323
- + matrix.applyFastSymmetricJacobiUpdate(0, 2, 1, leftEigenvectors)
1324
- + matrix.applyFastSymmetricJacobiUpdate(1, 2, 0, leftEigenvectors);
1325
- // console.log("symmetric sum", sum);
1326
- // console.log (" sum", sum);
1327
- if (sum < tolerance) {
1328
- // console.log("symmetric iterations", iteration);
1329
- lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1330
- return true;
1331
- }
1332
- }
1333
- return false;
1376
+ /** Return the cross product of the Z column with the vector parameter. */
1377
+ columnZCrossVector(vector, result) {
1378
+ return Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1334
1379
  }
1335
- /** Install data from xyz parts of Point4d (w part of Point4d ignored) */
1380
+ /** Set data from xyz parts of Point4d (w part of Point4d ignored) */
1336
1381
  setColumnsPoint4dXYZ(vectorU, vectorV, vectorW) {
1337
1382
  this.inverseState = InverseMatrixState.unknown;
1338
1383
  this.setRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z);
@@ -1356,16 +1401,22 @@ export class Matrix3d {
1356
1401
  this.coffs[index + 6] = 0.0;
1357
1402
  }
1358
1403
  }
1359
- /** Set all columns of the matrix. Any undefined vector is zeros. */
1404
+ /**
1405
+ * Set all columns of the matrix. Any undefined vector is zeros.
1406
+ * @param vectorX values for column 0
1407
+ * @param vectorY values for column 1
1408
+ * @param vectorZ optional values for column 2 (it's optional in case column 2 is 000, which is a
1409
+ * projection onto the xy-plane)
1410
+ */
1360
1411
  setColumns(vectorX, vectorY, vectorZ) {
1361
1412
  this.setColumn(0, vectorX);
1362
1413
  this.setColumn(1, vectorY);
1363
1414
  this.setColumn(2, vectorZ);
1364
1415
  }
1365
1416
  /**
1366
- * set entries in one row of the matrix.
1367
- * @param rowIndex row index. this is interpreted cyclically.
1368
- * @param value x,yz, values for row. If undefined, zeros are installed.
1417
+ * Set entries in one row of the matrix.
1418
+ * @param rowIndex row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1419
+ * @param value x,y,z values for row.
1369
1420
  */
1370
1421
  setRow(rowIndex, value) {
1371
1422
  const index = 3 * Geometry.cyclic3dAxis(rowIndex);
@@ -1374,21 +1425,26 @@ export class Matrix3d {
1374
1425
  this.coffs[index + 2] = value.z;
1375
1426
  this.inverseState = InverseMatrixState.unknown;
1376
1427
  }
1377
- /** Return a (copy of) a column of the matrix.
1378
- * @param i column index. This is corrected to 012 by Geometry.cyclic3dAxis.
1428
+ /**
1429
+ * Return (a copy of) a column of the matrix.
1430
+ * @param i column index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1431
+ * @param result optional preallocated result.
1379
1432
  */
1380
1433
  getColumn(columnIndex, result) {
1381
1434
  const index = Geometry.cyclic3dAxis(columnIndex);
1382
1435
  return Vector3d.create(this.coffs[index], this.coffs[index + 3], this.coffs[index + 6], result);
1383
1436
  }
1384
- /** Return a (copy of) a row of the matrix.
1385
- * @param i row index. This is corrected to 012 by Geometry.cyclic3dAxis.
1437
+ /**
1438
+ * Return a (copy of) a row of the matrix.
1439
+ * @param i row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1440
+ * @param result optional preallocated result.
1386
1441
  */
1387
1442
  getRow(columnIndex, result) {
1388
1443
  const index = 3 * Geometry.cyclic3dAxis(columnIndex);
1389
1444
  return Vector3d.create(this.coffs[index], this.coffs[index + 1], this.coffs[index + 2], result);
1390
1445
  }
1391
- /** Create a matrix from row vectors.
1446
+ /**
1447
+ * Create a matrix from row vectors.
1392
1448
  * ```
1393
1449
  * equation
1394
1450
  * \begin{bmatrix}U_x & U_y & U_z \\ V_x & V_y & V_z \\ W_x & W_y & W_z \end{bmatrix}
@@ -1397,14 +1453,20 @@ export class Matrix3d {
1397
1453
  static createRows(vectorU, vectorV, vectorW, result) {
1398
1454
  return Matrix3d.createRowValues(vectorU.x, vectorU.y, vectorU.z, vectorV.x, vectorV.y, vectorV.z, vectorW.x, vectorW.y, vectorW.z, result);
1399
1455
  }
1400
- /** Create a matrix that scales along a specified direction.
1401
- * * The scale factor can be negative.
1402
- * * A scale of -1.0 (negative one) is a mirror across the plane perpendicular to the vector.
1456
+ /**
1457
+ * Create a matrix that scales along a specified `direction`. This means if you multiply the returned matrix
1458
+ * by a `vector`, you get `directional scale` of that `vector`. Suppose `plane` is the plane perpendicular
1459
+ * to the `direction`. When scale = 0, `directional scale` is projection of the `vector` to the `plane`.
1460
+ * When scale = 1, `directional scale` is the `vector` itself. When scale = -1, `directional scale` is
1461
+ * mirror of the `vector` across the `plane`. In general, When scale != 0, the result is computed by first
1462
+ * projecting the `vector` to the `plane`, then translating that projection along the `direction` (if scale > 0)
1463
+ * or in opposite direction (if scale < 0).
1403
1464
  * ```
1404
1465
  * equation
1405
- * \text{The matrix is } I - (s-1) U U^T
1406
- * \\ \text{with }U\text{ being the unit vector in the direction of the input vector.}
1466
+ * \text{The matrix is } I + (s-1) D D^T
1467
+ * \\ \text{with }D\text{ being the normalized direction vector and }s\text{ being the scale.}
1407
1468
  * ```
1469
+ * * Visualization can be found at itwinjs.org/sandbox/SaeedTorabi/DirectionalScale
1408
1470
  */
1409
1471
  static createDirectionalScale(direction, scale, result) {
1410
1472
  const unit = direction.normalize();
@@ -1412,19 +1474,13 @@ export class Matrix3d {
1412
1474
  const x = unit.x;
1413
1475
  const y = unit.y;
1414
1476
  const z = unit.z;
1415
- const a = (scale - 1);
1477
+ const a = scale - 1;
1416
1478
  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);
1417
1479
  }
1418
1480
  return Matrix3d.createUniformScale(scale);
1419
1481
  }
1420
- /* Create a matrix with the indicated column in the (normalized) direction, and the other two columns perpendicular. All columns are normalized.
1421
- * * The direction vector is normalized and appears in column axisIndex
1422
- * * 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)
1423
- * * If the direction vector is close to Z, the "next" column ((axisIndex + 1) mode 3) will be in the direction of (direction cross Y)
1424
- */
1425
- // static create1Vector(direction: Vector3d, axisIndex: number): Matrix3d;
1426
- // static createFromXYVectors(vectorX: Vector3d, vectorY: Vector3d, axisIndex: number): Matrix3d;
1427
- /** Multiply the matrix * vector, treating the vector is a column vector on the right.
1482
+ /**
1483
+ * Multiply `matrix * vector`, treating the vector is a column vector on the right.
1428
1484
  * ```
1429
1485
  * equation
1430
1486
  * \matrixXY{A}\columnSubXYZ{U}
@@ -1435,36 +1491,38 @@ export class Matrix3d {
1435
1491
  const x = vectorU.x;
1436
1492
  const y = vectorU.y;
1437
1493
  const z = vectorU.z;
1438
- return 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);
1494
+ return 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);
1439
1495
  }
1440
- /** Multiply matrix * vector for each array member, i.e. the vector is a column vector on the right.
1441
- * @return the vector result
1496
+ /**
1497
+ * Multiply `matrix * vector` in place for vector in the array, i.e. treating the vector is a column
1498
+ * vector on the right.
1499
+ * * Each `vector` is updated to be `matrix * vector`
1442
1500
  */
1443
1501
  multiplyVectorArrayInPlace(data) {
1444
1502
  for (const v of data)
1445
- 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));
1503
+ 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);
1446
1504
  }
1447
- /** compute `origin - matrix * vector` */
1505
+ /** Compute `origin - matrix * vector` */
1448
1506
  static xyzMinusMatrixTimesXYZ(origin, matrix, vector, result) {
1449
1507
  const x = vector.x;
1450
1508
  const y = vector.y;
1451
1509
  const z = vector.z;
1452
1510
  return 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);
1453
1511
  }
1454
- /** compute `origin + matrix * vector` using only the xy parts of the inputs. */
1512
+ /** Compute `origin + matrix * vector` using only the xy parts of the inputs. */
1455
1513
  static xyPlusMatrixTimesXY(origin, matrix, vector, result) {
1456
1514
  const x = vector.x;
1457
1515
  const y = vector.y;
1458
1516
  return Point2d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y, result);
1459
1517
  }
1460
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1518
+ /** Compute `origin + matrix * vector` using all xyz parts of the inputs. */
1461
1519
  static xyzPlusMatrixTimesXYZ(origin, matrix, vector, result) {
1462
1520
  const x = vector.x;
1463
1521
  const y = vector.y;
1464
1522
  const z = vector.z;
1465
1523
  return 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);
1466
1524
  }
1467
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1525
+ /** Updates vector to be `origin + matrix * vector` using all xyz parts of the inputs. */
1468
1526
  static xyzPlusMatrixTimesXYZInPlace(origin, matrix, vector) {
1469
1527
  const x = vector.x;
1470
1528
  const y = vector.y;
@@ -1473,65 +1531,76 @@ export class Matrix3d {
1473
1531
  vector.y = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1474
1532
  vector.z = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1475
1533
  }
1476
- /** compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1534
+ /** Compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1477
1535
  static xyzPlusMatrixTimesCoordinates(origin, matrix, x, y, z, result) {
1478
1536
  return 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);
1479
1537
  }
1480
1538
  /**
1481
1539
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1482
- * Multiply times point with coordinates `[x,y,z,w]`
1540
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1541
+ * ```
1542
+ * equation
1543
+ * \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}
1544
+ * ```
1483
1545
  * @param origin translation part (xyz in column 3)
1484
1546
  * @param matrix matrix part (leading 3x3)
1485
1547
  * @param x x part of multiplied point
1486
1548
  * @param y y part of multiplied point
1487
1549
  * @param z z part of multiplied point
1488
1550
  * @param w w part of multiplied point
1489
- * @param result optional result.
1551
+ * @param result optional preallocated result.
1490
1552
  */
1491
1553
  static xyzPlusMatrixTimesWeightedCoordinates(origin, matrix, x, y, z, w, result) {
1492
- return 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);
1554
+ return 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);
1493
1555
  }
1494
1556
  /**
1495
1557
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1496
- * Multiply times point with coordinates `[x,y,z,w]`
1558
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1559
+ * ```
1560
+ * equation
1561
+ * \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}
1562
+ * ```
1497
1563
  * @param origin translation part (xyz in column 3)
1498
1564
  * @param matrix matrix part (leading 3x3)
1499
1565
  * @param x x part of multiplied point
1500
1566
  * @param y y part of multiplied point
1501
1567
  * @param z z part of multiplied point
1502
1568
  * @param w w part of multiplied point
1503
- * @param result optional result.
1569
+ * @param result optional preallocated result.
1504
1570
  */
1505
1571
  static xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(origin, matrix, x, y, z, w, result) {
1506
1572
  if (!result)
1507
1573
  result = new Float64Array(4);
1508
- result[0] = w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1509
- result[1] = w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1510
- result[2] = w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1574
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w;
1575
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w;
1576
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w;
1511
1577
  result[3] = w;
1512
1578
  return result;
1513
1579
  }
1514
1580
  /**
1515
- * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1516
- * Multiply times point with coordinates `[x,y,z,w]`
1581
+ * Treat the 3x3 matrix and origin as a 3x4 matrix.
1582
+ * * Multiply the 3x4 matrix by `[x,y,z,1]`
1583
+ * ```
1584
+ * equation
1585
+ * \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}
1586
+ * ```
1517
1587
  * @param origin translation part (xyz in column 3)
1518
1588
  * @param matrix matrix part (leading 3x3)
1519
1589
  * @param x x part of multiplied point
1520
1590
  * @param y y part of multiplied point
1521
1591
  * @param z z part of multiplied point
1522
- * @param w w part of multiplied point
1523
- * @param result optional result.
1592
+ * @param result optional preallocated result.
1524
1593
  */
1525
1594
  static xyzPlusMatrixTimesCoordinatesToFloat64Array(origin, matrix, x, y, z, result) {
1526
1595
  if (!result)
1527
1596
  result = new Float64Array(3);
1528
- result[0] = origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1529
- result[1] = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1530
- result[2] = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1597
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x;
1598
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y;
1599
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z;
1531
1600
  return result;
1532
1601
  }
1533
1602
  /**
1534
- * Multiply transpose of this matrix times a vector.
1603
+ * Multiply the transpose matrix times a vector.
1535
1604
  * * This produces the same x,y,z as treating the vector as a row on the left of the (un-transposed) matrix.
1536
1605
  * ```
1537
1606
  * equation
@@ -1540,99 +1609,112 @@ export class Matrix3d {
1540
1609
  * \text{Treating U as a row to the left of untransposed matrix\: return row}&\rowSubXYZ{V}&=&\rowSubXYZ{U}\matrixXY{A}
1541
1610
  * \end{matrix}
1542
1611
  * ```
1543
- * @return the vector result
1612
+ * @param result the vector result (optional)
1544
1613
  */
1545
1614
  multiplyTransposeVector(vector, result) {
1546
1615
  result = result ? result : new Vector3d();
1547
1616
  const x = vector.x;
1548
1617
  const y = vector.y;
1549
1618
  const z = vector.z;
1550
- result.x = (this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z);
1551
- result.y = (this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z);
1552
- result.z = (this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z);
1619
+ result.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1620
+ result.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1621
+ result.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1553
1622
  return result;
1554
1623
  }
1555
- /** Multiply the matrix * (x,y,z), i.e. the vector (x,y,z) is a column vector on the right.
1556
- * @return the vector result
1624
+ /**
1625
+ * Multiply the matrix * [x,y,z], i.e. the vector [x,y,z] is a column vector on the right.
1626
+ * @param result the vector result (optional)
1557
1627
  */
1558
1628
  multiplyXYZ(x, y, z, result) {
1559
1629
  result = result ? result : new Vector3d();
1560
- result.x = (this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z);
1561
- result.y = (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z);
1562
- result.z = (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z);
1630
+ result.x = this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z;
1631
+ result.y = this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z;
1632
+ result.z = this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z;
1563
1633
  return result;
1564
1634
  }
1565
- /** Multiply the matrix * xyz, place result in (required) return value.
1566
- * @param xyz right side
1567
- * @param result result.
1635
+ /**
1636
+ * Multiply the matrix * xyz, place result in (required) return value.
1637
+ * @param xyz right side
1638
+ * @param result the result.
1568
1639
  */
1569
1640
  multiplyXYZtoXYZ(xyz, result) {
1570
1641
  const x = xyz.x;
1571
1642
  const y = xyz.y;
1572
1643
  const z = xyz.z;
1573
- result.x = (this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z);
1574
- result.y = (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z);
1575
- result.z = (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z);
1644
+ result.x = this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z;
1645
+ result.y = this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z;
1646
+ result.z = this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z;
1576
1647
  return result;
1577
1648
  }
1578
- /** Multiply the matrix * (x,y,0), i.e. the vector (x,y,z) is a column vector on the right.
1579
- * @return the vector result
1649
+ /**
1650
+ * Multiply the matrix * [x,y,0], i.e. the vector [x,y,0] is a column vector on the right.
1651
+ * @param result the vector result (optional)
1580
1652
  */
1581
1653
  multiplyXY(x, y, result) {
1582
1654
  result = result ? result : new Vector3d();
1583
- result.x = (this.coffs[0] * x + this.coffs[1] * y);
1584
- result.y = (this.coffs[3] * x + this.coffs[4] * y);
1585
- result.z = (this.coffs[6] * x + this.coffs[7] * y);
1655
+ result.x = this.coffs[0] * x + this.coffs[1] * y;
1656
+ result.y = this.coffs[3] * x + this.coffs[4] * y;
1657
+ result.z = this.coffs[6] * x + this.coffs[7] * y;
1586
1658
  return result;
1587
1659
  }
1588
- /** compute `origin + this*[x,y,0]` */
1660
+ /**
1661
+ * Compute origin + the matrix * [x,y,0].
1662
+ * @param result the Point3d result (optional)
1663
+ */
1589
1664
  originPlusMatrixTimesXY(origin, x, y, result) {
1590
1665
  return 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);
1591
1666
  }
1592
- /** Multiply matrix * (x, y, z) using any 3d object given containing those members */
1667
+ /**
1668
+ * Multiply the matrix * (x,y,z) in place, i.e. the vector (x,y,z) is a column vector on the right and
1669
+ * the multiplication updates the vector values.
1670
+ * @param xyzData the vector data.
1671
+ */
1593
1672
  multiplyVectorInPlace(xyzData) {
1594
1673
  const x = xyzData.x;
1595
1674
  const y = xyzData.y;
1596
1675
  const z = xyzData.z;
1597
- const coffs = this.coffs;
1598
- xyzData.x = (coffs[0] * x + coffs[1] * y + coffs[2] * z);
1599
- xyzData.y = (coffs[3] * x + coffs[4] * y + coffs[5] * z);
1600
- xyzData.z = (coffs[6] * x + coffs[7] * y + coffs[8] * z);
1676
+ xyzData.x = this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z;
1677
+ xyzData.y = this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z;
1678
+ xyzData.z = this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z;
1601
1679
  }
1602
- /** Multiply the transpose matrix times column using any 3d object with x,y,z members.
1603
- * This is equivalent to `multiplyTransposeVector` but always returns the result directly in the input.
1680
+ /**
1681
+ * Multiply the transpose matrix times [x,y,z] in place, i.e. the vector [x,y,z] is a column vector on
1682
+ * the right and the multiplication updates the vector values.
1683
+ * * This is equivalent to `multiplyTransposeVector` but always returns the result directly in the input.
1684
+ * @param vectorU the vector data
1604
1685
  */
1605
1686
  multiplyTransposeVectorInPlace(vectorU) {
1606
1687
  const x = vectorU.x;
1607
1688
  const y = vectorU.y;
1608
1689
  const z = vectorU.z;
1609
- const coffs = this.coffs;
1610
- vectorU.x = (coffs[0] * x + coffs[3] * y + coffs[6] * z);
1611
- vectorU.y = (coffs[1] * x + coffs[4] * y + coffs[7] * z);
1612
- vectorU.z = (coffs[2] * x + coffs[5] * y + coffs[8] * z);
1690
+ vectorU.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1691
+ vectorU.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1692
+ vectorU.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1613
1693
  }
1614
- /** Multiply the transpose matrix times column using individual numeric inputs.
1615
- * * This is equivalent to multiplying with the vector as a row to the left of the plain matrix.
1694
+ /**
1695
+ * Multiply the transpose matrix times column using individual numeric inputs.
1696
+ * * This produces the same x,y,z as treating the vector as a row on the left of the (un-transposed) matrix.
1616
1697
  * ```
1617
1698
  * equation
1618
1699
  * \begin{matrix}
1619
- * \text{treating the input as a column } \columnXYZ{x}{y}{z}\text{ compute }&\columnSubXYZ{V} &= &A^T \columnXYZ{x}{y}{z} \\
1620
- * \text{or row vector } \rowXYZ{x}{y}{z} \text{ compute }&\rowSubXYZ{V} &= &\rowXYZ{x}{y}{z} A \\
1700
+ * \text{treating the input as a column vector } \columnXYZ{x}{y}{z}\text{ compute }&\columnSubXYZ{V} &= &A^T \columnXYZ{x}{y}{z} \\
1701
+ * \text{or as a row vector } \rowXYZ{x}{y}{z} \text{ compute }&\rowSubXYZ{V} &= &\rowXYZ{x}{y}{z} A \\
1621
1702
  * \phantom{8888}\text{and return V as a Vector3d} & & &
1622
1703
  * \end{matrix}
1623
1704
  * ````
1624
- * @return the vector result
1705
+ * @param result the vector result (optional)
1625
1706
  */
1626
1707
  multiplyTransposeXYZ(x, y, z, result) {
1627
1708
  result = result ? result : new Vector3d();
1628
- result.x = (this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z);
1629
- result.y = (this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z);
1630
- result.z = (this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z);
1709
+ result.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1710
+ result.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1711
+ result.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1631
1712
  return result;
1632
1713
  }
1633
- /** Solve `matrix * result = vector`.
1714
+ /**
1715
+ * Solve `matrix * result = vector` for an unknown `result`.
1634
1716
  * * This is equivalent to multiplication `result = matrixInverse * vector`.
1635
- * * Result is undefined if the matrix is singular (e.g. has parallel or zero length columns)
1717
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1636
1718
  */
1637
1719
  multiplyInverse(vector, result) {
1638
1720
  this.computeCachedInverse(true);
@@ -1640,13 +1722,14 @@ export class Matrix3d {
1640
1722
  const x = vector.x;
1641
1723
  const y = vector.y;
1642
1724
  const z = vector.z;
1643
- return 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);
1725
+ return 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);
1644
1726
  }
1645
1727
  return undefined;
1646
1728
  }
1647
- /** Solve `matrixTranspose * result = vector`.
1729
+ /**
1730
+ * Solve `matrixTranspose * result = vector` for an unknown `result`.
1648
1731
  * * This is equivalent to multiplication `result = matrixInverseTranspose * vector`.
1649
- * * Result is undefined if the matrix is singular (e.g. has parallel or zero length columns)
1732
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1650
1733
  */
1651
1734
  multiplyInverseTranspose(vector, result) {
1652
1735
  this.computeCachedInverse(true);
@@ -1654,87 +1737,91 @@ export class Matrix3d {
1654
1737
  const x = vector.x;
1655
1738
  const y = vector.y;
1656
1739
  const z = vector.z;
1657
- return 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);
1740
+ return 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);
1658
1741
  }
1659
1742
  return undefined;
1660
1743
  }
1661
1744
  /**
1662
- * multiply `matrixInverse * [x,y,z]`.
1663
- * * This is equivalent to solving `matrix * result = [x,y,z]`
1664
- * * return as a Vector3d, or undefined if the matrix is singular.
1745
+ * Multiply `matrixInverse * [x,y,z]`.
1746
+ * * This is equivalent to solving `matrix * result = [x,y,z]` for an unknown `result`.
1747
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1748
+ * @return result as a Vector3d or undefined (if the matrix is singular).
1665
1749
  */
1666
1750
  multiplyInverseXYZAsVector3d(x, y, z, result) {
1667
1751
  this.computeCachedInverse(true);
1668
1752
  if (this.inverseCoffs) {
1669
- return 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);
1753
+ return 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);
1670
1754
  }
1671
1755
  return undefined;
1672
1756
  }
1673
1757
  /**
1674
- * multiply `matrixInverse * [x,y,z]` and return packaged as `Point4d` with given weight.
1675
- * * Equivalent to solving matrix * result = [x,y,z]
1676
- * * return as a Point4d with the same weight.
1677
- * * Called by Transform with x,y,z adjusted by subtraction ((xw) - w * origin.x, etc) where xw is the pre-weighted space point.
1758
+ * Multiply `matrixInverse * [x,y,z]` and return result as `Point4d` with given weight.
1759
+ * * Equivalent to solving `matrix * result = [x,y,z]` for an unknown `result`.
1760
+ * * Result is `undefined` if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1761
+ * @return result as a Point4d with the same weight.
1678
1762
  */
1679
1763
  multiplyInverseXYZW(x, y, z, w, result) {
1680
1764
  this.computeCachedInverse(true);
1681
1765
  if (this.inverseCoffs) {
1682
- return 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);
1766
+ return 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);
1683
1767
  }
1684
1768
  return undefined;
1685
1769
  }
1686
1770
  /**
1687
- * multiply `matrixInverse * [x,y,z]` and return packaged as `Point3d`.
1688
- * * multiply matrixInverse * [x,y,z]
1689
- * * Equivalent to solving matrix * result = [x,y,z]
1690
- * * return as a Point3d.
1771
+ * Multiply `matrixInverse * [x,y,z]` and return result as `Point3d`.
1772
+ * * Equivalent to solving `matrix * result = [x,y,z]` for an unknown `result`.
1773
+ * @return result as a Point3d or `undefined` (if the matrix is singular).
1691
1774
  */
1692
1775
  multiplyInverseXYZAsPoint3d(x, y, z, result) {
1693
1776
  this.computeCachedInverse(true);
1694
1777
  if (this.inverseCoffs) {
1695
- return 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);
1778
+ return 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);
1696
1779
  }
1697
1780
  return undefined;
1698
1781
  }
1699
1782
  /**
1700
- * * invoke a given matrix-matrix operation (product function) to compute this.inverseCOffs
1701
- * * set this.inverseCoffs
1702
- * * if either input cffA or coffB is undefined, set state to `InverseMatrixState.unknown` (but leave the inverseCoffs untouched)
1783
+ * Invoke a given matrix*matrix operation to compute the inverse matrix and set this.inverseCoffs
1784
+ * * If either input coffA or coffB is `undefined`, set state to `InverseMatrixState.unknown` but
1785
+ * leave the inverseCoffs untouched.
1786
+ * @param f the given matrix*matrix operation that is called by this function to compute the inverse.
1787
+ * `f` must be a matrix*matrix operation. Otherwise, the function does not generate the inverse properly.
1703
1788
  */
1704
1789
  finishInverseCoffs(f, coffA, coffB) {
1705
1790
  if (coffA && coffB) {
1706
1791
  this.createInverseCoffsWithZeros();
1707
1792
  this.inverseState = InverseMatrixState.inverseStored;
1708
- f(coffA, coffB, this.inverseCoffs);
1793
+ f(coffA, coffB, this.inverseCoffs); // call function f (which is provided by user) to compute the inverse.
1709
1794
  }
1710
1795
  else {
1711
1796
  this.inverseState = InverseMatrixState.unknown;
1712
1797
  }
1713
1798
  }
1714
- /*
1715
- Notes on inverses of products
1716
- * 1) M = A * B MInverse = BInverse * AInverse
1717
- * 2) M = A * BInverse MInverse = B * AInverse
1718
- * 3) M = AInverse * B MInverse = BInverse * A
1719
- * 4) M = ATranspose * B MInverse = BInverse * AInverseTranspose
1720
- * 5) M = A * BTranspose MInverse = BInverseTranspose * AInverse
1721
- */
1722
- /** Multiply the instance matrix A by the input matrix B.
1723
- * @return the matrix product A * B
1799
+ // Notes on inverse of matrix products:
1800
+ // 1) M = A * B ===> MInverse = BInverse * AInverse
1801
+ // 2) M = A * BInverse ===> MInverse = B * AInverse
1802
+ // 3) M = AInverse * B ===> MInverse = BInverse * A
1803
+ // 4) M = A * BTranspose ===> MInverse = BInverseTranspose * AInverse
1804
+ // 5) M = ATranspose * B ===> MInverse = BInverse * AInverseTranspose
1805
+ /**
1806
+ * Multiply `this` matrix times `other` matrix
1807
+ * @return the matrix result: this*other
1724
1808
  */
1725
1809
  multiplyMatrixMatrix(other, result) {
1726
1810
  result = result ? result : new Matrix3d();
1727
1811
  PackedMatrix3dOps.multiplyMatrixMatrix(this.coffs, other.coffs, result.coffs);
1728
- if (this.inverseState === InverseMatrixState.inverseStored && other.inverseState === InverseMatrixState.inverseStored)
1812
+ if (this.inverseState === InverseMatrixState.inverseStored
1813
+ && other.inverseState === InverseMatrixState.inverseStored)
1729
1814
  result.finishInverseCoffs(PackedMatrix3dOps.multiplyMatrixMatrix, other.inverseCoffs, this.inverseCoffs);
1730
- else if (this.inverseState === InverseMatrixState.singular || other.inverseState === InverseMatrixState.singular)
1815
+ else if (this.inverseState === InverseMatrixState.singular
1816
+ || other.inverseState === InverseMatrixState.singular)
1731
1817
  result.inverseState = InverseMatrixState.singular;
1732
1818
  else
1733
1819
  result.inverseState = InverseMatrixState.unknown;
1734
1820
  return result;
1735
1821
  }
1736
- /** Multiply this matrix times inverse of other
1737
- * @return the matrix result
1822
+ /**
1823
+ * Multiply `this` matrix times `inverse of other` matrix
1824
+ * @return the matrix result: this*otherInverse
1738
1825
  */
1739
1826
  multiplyMatrixMatrixInverse(other, result) {
1740
1827
  if (!other.computeCachedInverse(true))
@@ -1748,8 +1835,9 @@ export class Matrix3d {
1748
1835
  PackedMatrix3dOps.copy(Matrix3d._productBuffer, result.coffs);
1749
1836
  return result;
1750
1837
  }
1751
- /** Multiply this matrix times inverse of other
1752
- * @return the matrix result
1838
+ /**
1839
+ * Multiply `inverse of this` matrix times `other` matrix
1840
+ * @return the matrix result: thisInverse*other
1753
1841
  */
1754
1842
  multiplyMatrixInverseMatrix(other, result) {
1755
1843
  if (!this.computeCachedInverse(true))
@@ -1763,30 +1851,32 @@ export class Matrix3d {
1763
1851
  PackedMatrix3dOps.copy(Matrix3d._productBuffer, result.coffs);
1764
1852
  return result;
1765
1853
  }
1766
- /** Multiply `this` matrix times the transpose of `matrixB`.
1854
+ /**
1855
+ * Multiply `this` matrix times the transpose of `other` matrix
1767
1856
  * ```
1768
1857
  * equation
1769
- * \text{for instance matrix }A\text{ and other matrix }B\text{ return matrix }C{\text where }\\\matrixXY{C}=\matrixXY{A}\matrixTransposeSubXY{B}
1858
+ * \text{for instance matrix }A\text{ and matrix }B\text{ return matrix }C{\text where }\\\matrixXY{C}=\matrixXY{A}\matrixTransposeSubXY{B}
1770
1859
  * ```
1771
- * @return the matrix result
1860
+ * @return the matrix result: this*otherTranspose
1772
1861
  */
1773
- multiplyMatrixMatrixTranspose(matrixB, result) {
1862
+ multiplyMatrixMatrixTranspose(other, result) {
1774
1863
  result = result ? result : new Matrix3d();
1775
- PackedMatrix3dOps.multiplyMatrixMatrixTranspose(this.coffs, matrixB.coffs, result.coffs);
1776
- if (this.inverseState === InverseMatrixState.inverseStored && matrixB.inverseState === InverseMatrixState.inverseStored)
1777
- result.finishInverseCoffs(PackedMatrix3dOps.multiplyMatrixTransposeMatrix, matrixB.inverseCoffs, this.inverseCoffs);
1778
- else if (this.inverseState === InverseMatrixState.singular || matrixB.inverseState === InverseMatrixState.singular)
1864
+ PackedMatrix3dOps.multiplyMatrixMatrixTranspose(this.coffs, other.coffs, result.coffs);
1865
+ if (this.inverseState === InverseMatrixState.inverseStored && other.inverseState === InverseMatrixState.inverseStored)
1866
+ result.finishInverseCoffs(PackedMatrix3dOps.multiplyMatrixTransposeMatrix, other.inverseCoffs, this.inverseCoffs);
1867
+ else if (this.inverseState === InverseMatrixState.singular || other.inverseState === InverseMatrixState.singular)
1779
1868
  result.inverseState = InverseMatrixState.singular;
1780
1869
  else
1781
1870
  result.inverseState = InverseMatrixState.unknown;
1782
1871
  return result;
1783
1872
  }
1784
- /** Matrix multiplication `thisTranspose * other`.
1873
+ /**
1874
+ * Multiply the transpose of `this` matrix times `other` matrix
1785
1875
  * ```
1786
1876
  * equation
1787
1877
  * \matrixXY{result}=\matrixXY{\text{this}}\matrixTransposeSubXY{\text{other}}
1788
1878
  * ```
1789
- * @return the matrix result
1879
+ * @return the matrix result: thisTranspose*other
1790
1880
  */
1791
1881
  multiplyMatrixTransposeMatrix(other, result) {
1792
1882
  result = result ? result : new Matrix3d();
@@ -1799,30 +1889,31 @@ export class Matrix3d {
1799
1889
  result.inverseState = InverseMatrixState.unknown;
1800
1890
  return result;
1801
1891
  }
1802
- /** multiply this Matrix3d (considered as a transform with 0 translation) times other Transform.
1892
+ /**
1893
+ * Multiply `this` Matrix3d (considered as a Transform with 0 translation) times `other` Transform.
1803
1894
  * ```
1804
1895
  * equation
1805
1896
  * \begin{matrix}
1806
- * \text{This matrix }\bold{A}\text{ promoted to block transform} & \blockTransform{A}{0} \\
1807
- * \text{other transform with matrix part }\bold{B}\text{ and translation }\bold{b} & \blockTransform{B}{b}\\
1897
+ * \text{This matrix }\bold{A}\text{ promoted to block transform} & \blockTransform{A}{0} \\
1898
+ * \text{other transform with matrix part }\bold{B}\text{ and translation }\bold{b} & \blockTransform{B}{b}\\
1808
1899
  * \text{product}& \blockTransform{A}{0}\blockTransform{B}{b}=\blockTransform{AB}{Ab}
1809
1900
  * \end{matrix}
1810
1901
  * ```
1811
- * @param other right hand Matrix3d for multiplication.
1812
- * @param result optional preallocated result to reuse.
1902
+ * @param other Right hand Matrix3d for multiplication.
1903
+ * @param result the Transform result (optional)
1813
1904
  */
1814
1905
  multiplyMatrixTransform(other, result) {
1815
1906
  if (!result)
1816
1907
  return Transform.createRefs(this.multiplyXYZ(other.origin.x, other.origin.y, other.origin.z), this.multiplyMatrixMatrix(other.matrix));
1817
- // be sure to do the point multiplication first before aliasing changes the matrix ..
1908
+ // be sure to do the point multiplication first before aliasing changes the matrix
1818
1909
  this.multiplyXYZtoXYZ(other.origin, result.origin);
1819
1910
  this.multiplyMatrixMatrix(other.matrix, result.matrix);
1820
1911
  return result;
1821
1912
  }
1822
1913
  /**
1823
1914
  * Return the transpose of `this` matrix.
1824
- * If `result` is passed as argument, then the function copies the transpose of `this` into `result`
1825
- * `this` is not changed unless also passed as the result, i.e., this.transpose(this) transposes `this` in place
1915
+ * * If `result` is passed as argument, then the function copies the transpose of `this` into `result`.
1916
+ * * `this` is not changed unless also passed as the result, i.e., `this.transpose(this)` transposes `this` in place.
1826
1917
  */
1827
1918
  transpose(result) {
1828
1919
  if (!result)
@@ -1844,18 +1935,22 @@ export class Matrix3d {
1844
1935
  transposeInPlace() {
1845
1936
  PackedMatrix3dOps.transposeInPlace(this.coffs);
1846
1937
  if (this.inverseCoffs)
1847
- PackedMatrix3dOps.transposeInPlace(this.inverseCoffs);
1938
+ PackedMatrix3dOps.transposeInPlace(this.inverseCoffs); // inverse of transpose is equal to transpose of inverse
1848
1939
  }
1849
- /** return the inverse matrix.
1850
- * The return is undefined if the matrix is singular (has columns that are coplanar or colinear)
1851
- * * Note that each Matrix3d object caches its own inverse, and has methods to multiply the inverse times matrices and vectors.
1852
- * * Hence explicitly constructing this new inverse object is rarely necessary.
1940
+ /**
1941
+ * Return the inverse matrix.
1942
+ * The return is undefined if the matrix is singular (e.g. has parallel columns or a zero magnitude column)
1943
+ * * If `result == this`, then content of inverse of `this` matrix is copied into `this`. Otherwise, inverse
1944
+ * of `this` is stored in `result`.
1945
+ * * **Note:** Each Matrix3d object caches its own inverse (`this.inverseCoffs`) and has methods to multiply
1946
+ * the inverse times matrices and vectors (e.g., `multiplyMatrixInverseMatrix`, `multiplyMatrixMatrixInverse`,
1947
+ * `multiplyInverse`). Hence explicitly constructing this new inverse object is rarely necessary.
1853
1948
  */
1854
1949
  inverse(result) {
1855
1950
  if (!this.computeCachedInverse(true))
1856
1951
  return undefined;
1857
1952
  if (result === this) {
1858
- // swap the contents (preserve pointers .. caller better know what they are doing)
1953
+ // swap the contents of this.coffs and this.inverseCoffs
1859
1954
  PackedMatrix3dOps.copy(this.coffs, Matrix3d._productBuffer);
1860
1955
  PackedMatrix3dOps.copy(this.inverseCoffs, this.coffs);
1861
1956
  PackedMatrix3dOps.copy(Matrix3d._productBuffer, this.inverseCoffs);
@@ -1870,33 +1965,50 @@ export class Matrix3d {
1870
1965
  result.inverseState = this.inverseState;
1871
1966
  return result;
1872
1967
  }
1873
- /* Alternate implementation of computedCachedInverse - more direct addressing of arrays.
1874
- This is indeed 10% faster than using static work areas. */
1875
- // take the cross product of two rows of source.
1876
- // store as a column of dest.
1968
+ /**
1969
+ * Take the dot product of a row (specified by `rowStartA`) of `coffA` and `columnStartB` of `coffB`.
1970
+ * * **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.
1971
+ */
1972
+ static rowColumnDot(coffA, rowStartA, coffB, columnStartB) {
1973
+ return coffA[rowStartA] * coffB[columnStartB] +
1974
+ coffA[rowStartA + 1] * coffB[columnStartB + 3] +
1975
+ coffA[rowStartA + 2] * coffB[columnStartB + 6];
1976
+ }
1977
+ /**
1978
+ * Take the cross product of 2 rows (specified by `rowStart0` and `rowStart1`) of `source` and store the result
1979
+ * in `columnStart` of `dest`.
1980
+ * * **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.
1981
+ */
1877
1982
  static indexedRowCrossProduct(source, rowStart0, rowStart1, dest, columnStart) {
1878
1983
  dest[columnStart] = source[rowStart0 + 1] * source[rowStart1 + 2] - source[rowStart0 + 2] * source[rowStart1 + 1];
1879
1984
  dest[columnStart + 3] = source[rowStart0 + 2] * source[rowStart1] - source[rowStart0] * source[rowStart1 + 2];
1880
1985
  dest[columnStart + 6] = source[rowStart0] * source[rowStart1 + 1] - source[rowStart0 + 1] * source[rowStart1];
1881
1986
  }
1882
- // take the cross product of two columns of source.
1883
- // store as third column in same Matrix3d.
1884
- // This is private because the columnStart values are unchecked raw indices into the coffs
1987
+ /**
1988
+ * Take the cross product of 2 columns (i.e., `colStart0` and `colStart1`) of `this` matrix and store the
1989
+ * result in `colStart2` of the same matrix.
1990
+ * * **Note:** We don't validate column numbers. Pass 0/1/2 for column 0/1/2.
1991
+ */
1885
1992
  indexedColumnCrossProductInPlace(colStart0, colStart1, colStart2) {
1886
1993
  const coffs = this.coffs;
1887
1994
  coffs[colStart2] = coffs[colStart0 + 3] * coffs[colStart1 + 6] - coffs[colStart0 + 6] * coffs[colStart1 + 3];
1888
1995
  coffs[colStart2 + 3] = coffs[colStart0 + 6] * coffs[colStart1] - coffs[colStart0] * coffs[colStart1 + 6];
1889
1996
  coffs[colStart2 + 6] = coffs[colStart0] * coffs[colStart1 + 3] - coffs[colStart0 + 3] * coffs[colStart1];
1890
1997
  }
1891
- /** Form cross products among columns in axisOrder.
1892
- * For axis order ABC,
1893
- * * form cross product of column A and B, store in C
1998
+ /**
1999
+ * Form cross products among columns in axisOrder.
2000
+ * For axis order ABC:
2001
+ * * form cross product of column A and B, store in C.
1894
2002
  * * form cross product of column C and A, store in B.
2003
+ * * [A B C] ===> [A B AxB] ===> [A (AxB)xA AxB]
2004
+ *
1895
2005
  * This means that in the final matrix:
1896
- * * column A is strictly parallel to original column A
1897
- * * column B is linear combination of only original A and B
1898
- * * column C is perpendicular to A and B of both the original and final.
1899
- * * original column C does not participate in the result.
2006
+ * * first column is same as original column A.
2007
+ * * second column is linear combination of original A and B (i.e., is in the plane of original A and B).
2008
+ * * third column is perpendicular to first and second columns of both the original and final.
2009
+ * * original column C is overwritten and does not participate in the result.
2010
+ *
2011
+ * The final matrix will have 3 orthogonal columns.
1900
2012
  */
1901
2013
  axisOrderCrossProductsInPlace(axisOrder) {
1902
2014
  switch (axisOrder) {
@@ -1932,41 +2044,44 @@ export class Matrix3d {
1932
2044
  }
1933
2045
  }
1934
2046
  }
1935
- /** Normalize each column in place.
1936
- * * For false return the magnitudes are stored in the originalMagnitudes vector but no columns are altered.
1937
- * @returns Return true if all columns had nonzero lengths.
1938
- * @param originalMagnitudes optional vector to receive original column magnitudes.
2047
+ /**
2048
+ * Normalize each column in place.
2049
+ * @param originalColumnMagnitudes optional vector to store original column magnitudes.
2050
+ * @returns return true if all columns have non-zero lengths. Otherwise, return false.
2051
+ * * If false is returned, the magnitudes are stored in the `originalColumnMagnitudes` vector but no columns
2052
+ * are altered.
1939
2053
  */
1940
- normalizeColumnsInPlace(originalMagnitudes) {
2054
+ normalizeColumnsInPlace(originalColumnMagnitudes) {
1941
2055
  const ax = this.columnXMagnitude();
1942
2056
  const ay = this.columnYMagnitude();
1943
2057
  const az = this.columnZMagnitude();
1944
- if (originalMagnitudes)
1945
- originalMagnitudes.set(ax, ay, az);
2058
+ if (originalColumnMagnitudes)
2059
+ originalColumnMagnitudes.set(ax, ay, az);
1946
2060
  if (Geometry.isSmallMetricDistance(ax) || Geometry.isSmallMetricDistance(ay) || Geometry.isSmallMetricDistance(az))
1947
2061
  return false;
1948
2062
  this.scaleColumns(1.0 / ax, 1.0 / ay, 1.0 / az, this);
1949
2063
  return true;
1950
2064
  }
1951
- /** Normalize each row in place */
1952
- normalizeRowsInPlace(originalMagnitudes) {
2065
+ /**
2066
+ * Normalize each row in place.
2067
+ * @param originalRowMagnitudes optional vector to store original row magnitudes.
2068
+ * @returns return true if all rows have non-zero lengths. Otherwise, return false.
2069
+ * * If false is returned, the magnitudes are stored in the `originalRowMagnitudes` vector but no rows
2070
+ * are altered.
2071
+ */
2072
+ normalizeRowsInPlace(originalRowMagnitudes) {
1953
2073
  const ax = this.rowXMagnitude();
1954
2074
  const ay = this.rowYMagnitude();
1955
2075
  const az = this.rowZMagnitude();
1956
- if (originalMagnitudes)
1957
- originalMagnitudes.set(ax, ay, az);
2076
+ if (originalRowMagnitudes)
2077
+ originalRowMagnitudes.set(ax, ay, az);
1958
2078
  if (Geometry.isSmallMetricDistance(ax) || Geometry.isSmallMetricDistance(ay) || Geometry.isSmallMetricDistance(az))
1959
2079
  return false;
1960
2080
  this.scaleRows(1.0 / ax, 1.0 / ay, 1.0 / az, this);
1961
2081
  return true;
1962
2082
  }
1963
- // take the cross product of two rows of source.
1964
- // store as a column of dest.
1965
- static rowColumnDot(coffA, rowStartA, coffB, columnStartB) {
1966
- return coffA[rowStartA] * coffB[columnStartB] + coffA[rowStartA + 1] * coffB[columnStartB + 3] + coffA[rowStartA + 2] * coffB[columnStartB + 6];
1967
- }
1968
2083
  /**
1969
- * Returns true if the matrix is singular (i.e. collapses data to a plane, line, or point)
2084
+ * Returns true if the matrix is singular.
1970
2085
  */
1971
2086
  isSingular() {
1972
2087
  return !this.computeCachedInverse(true);
@@ -1978,18 +2093,10 @@ export class Matrix3d {
1978
2093
  this.inverseState = InverseMatrixState.singular;
1979
2094
  }
1980
2095
  /**
1981
- * Create the inverseCoffs member (filled with zeros)
1982
- * This is for use by matrix * matrix multiplications which need to be sure the member is there to be
1983
- * filled with method-specific content.
1984
- */
1985
- createInverseCoffsWithZeros() {
1986
- if (!this.inverseCoffs) {
1987
- this.inverseState = InverseMatrixState.unknown;
1988
- this.inverseCoffs = new Float64Array(9);
1989
- }
1990
- }
1991
- /** compute the inverse of this Matrix3d. The inverse is stored for later use.
1992
- * @returns Return true if the inverse computed. (False if the columns collapse to a point, line or plane.)
2096
+ * Compute the inverse of `this` Matrix3d. The inverse is stored in `this.inverseCoffs` for later use.
2097
+ * @param useCacheIfAvailable if `true`, use the previously computed inverse if available. If `false`,
2098
+ * recompute the inverse.
2099
+ * @returns return `true` if the inverse is computed. Return `false` if matrix is singular.
1993
2100
  */
1994
2101
  computeCachedInverse(useCacheIfAvailable) {
1995
2102
  if (useCacheIfAvailable && Matrix3d.useCachedInverse && this.inverseState !== InverseMatrixState.unknown) {
@@ -2000,71 +2107,46 @@ export class Matrix3d {
2000
2107
  this.createInverseCoffsWithZeros();
2001
2108
  const coffs = this.coffs;
2002
2109
  const inverseCoffs = this.inverseCoffs;
2003
- Matrix3d.indexedRowCrossProduct(coffs, 3, 6, inverseCoffs, 0);
2004
- Matrix3d.indexedRowCrossProduct(coffs, 6, 0, inverseCoffs, 1);
2005
- Matrix3d.indexedRowCrossProduct(coffs, 0, 3, inverseCoffs, 2);
2110
+ /**
2111
+ * We calculate the inverse using cross products.
2112
+ * Math details can be found at docs/learning/matrix/Matrix.md
2113
+ * [ A ]
2114
+ * In summary, if M = [ B ] then inverse of M = (1/det)[BxC CxA AxB] where
2115
+ * [ C ]
2116
+ * det is the determinant of matrix M (which is equal to "A dot BxC").
2117
+ */
2118
+ Matrix3d.indexedRowCrossProduct(coffs, 3, 6, inverseCoffs, 0); // BxC
2119
+ Matrix3d.indexedRowCrossProduct(coffs, 6, 0, inverseCoffs, 1); // CxA
2120
+ Matrix3d.indexedRowCrossProduct(coffs, 0, 3, inverseCoffs, 2); // AxB
2006
2121
  Matrix3d.numComputeCache++;
2007
- const d = Matrix3d.rowColumnDot(coffs, 0, inverseCoffs, 0);
2008
- if (d === 0.0) { // better test?
2122
+ const det = Matrix3d.rowColumnDot(coffs, 0, inverseCoffs, 0); // A dot BxC
2123
+ if (det === 0.0) {
2009
2124
  this.inverseState = InverseMatrixState.singular;
2010
2125
  this.inverseCoffs = undefined;
2011
2126
  return false;
2012
2127
  }
2013
- const f = 1.0 / d;
2128
+ const f = 1.0 / det;
2014
2129
  for (let i = 0; i < 9; i++)
2015
2130
  inverseCoffs[i] *= f;
2016
2131
  this.inverseState = InverseMatrixState.inverseStored;
2017
- // verify inverse
2018
- // const p = new Float64Array(9);
2019
- // for (let i = 0; i < 9; i += 3)
2020
- // for (let j = 0; j < 3; j++)
2021
- // p[i + j] = Matrix3d.rowColumnDot (coffs, i, inverseCoffs, j);
2022
2132
  return true;
2023
2133
  }
2024
- /* "Classic" inverse implementation with temporary vectors.
2025
- private static rowX: Vector3d = Vector3d.create();
2026
- private static rowY: Vector3d = Vector3d.create();
2027
- private static rowZ: Vector3d = Vector3d.create();
2028
- private static crossXY: Vector3d = Vector3d.create();
2029
- private static crossZX: Vector3d = Vector3d.create();
2030
- private static crossYZ: Vector3d = Vector3d.create();
2031
- private computeCachedInverse(useCacheIfAvailable: boolean) {
2032
- if (useCacheIfAvailable && Matrix3d.useCachedInverse && this.inverseState !== InverseMatrixState.unknown) {
2033
- Matrix3d.numUseCache++;
2034
- return this.inverseState === InverseMatrixState.inverseStored;
2035
- }
2036
- this.inverseState = InverseMatrixState.unknown;
2037
- Matrix3d.numComputeCache++;
2038
- const rowX = this.rowX(Matrix3d.rowX);
2039
- const rowY = this.rowY(Matrix3d.rowY);
2040
- const rowZ = this.rowZ(Matrix3d.rowZ);
2041
- const crossXY = rowX.crossProduct(rowY, Matrix3d.crossXY);
2042
- const crossYZ = rowY.crossProduct(rowZ, Matrix3d.crossYZ);
2043
- const crossZX = rowZ.crossProduct(rowX, Matrix3d.crossZX);
2044
- const d = rowX.dotProduct(crossYZ); // that's the determinant
2045
- if (d === 0.0) { // better test?
2046
- this.inverseState = InverseMatrixState.singular;
2047
- this.inverseCoffs = undefined;
2048
- return false;
2049
- }
2050
- const f = 1.0 / d;
2051
- this.inverseState = InverseMatrixState.inverseStored; // Currently just lists that the inverse has been stored... singular case not handled
2052
- this.inverseCoffs = Float64Array.from([crossYZ.x * f, crossZX.x * f, crossXY.x * f,
2053
- crossYZ.y * f, crossZX.y * f, crossXY.y * f,
2054
- crossYZ.z * f, crossZX.z * f, crossXY.z * f]);
2055
- return true;
2056
- }
2057
- */
2058
- /** convert a (row,column) index pair to the single index within flattened array of 9 numbers in row-major-order */
2134
+ /**
2135
+ * Convert a (row,column) index pair to the single index within flattened array of 9 numbers in row-major-order
2136
+ * * **Note:** Out of range row/column is interpreted cyclically.
2137
+ */
2059
2138
  static flatIndexOf(row, column) {
2060
2139
  return 3 * Geometry.cyclic3dAxis(row) + Geometry.cyclic3dAxis(column);
2061
2140
  }
2062
- /** Get a column by index (0,1,2), packaged as a Point4d with given weight. Out of range index is interpreted cyclically. */
2141
+ /**
2142
+ * Get elements of column `index` packaged as a Point4d with given `weight`.
2143
+ * * **Note:** Out of range index is interpreted cyclically.
2144
+ */
2063
2145
  indexedColumnWithWeight(index, weight, result) {
2064
2146
  index = Geometry.cyclic3dAxis(index);
2065
2147
  return Point4d.create(this.coffs[index], this.coffs[index + 3], this.coffs[index + 6], weight, result);
2066
2148
  }
2067
- /** return the entry at specific row and column */
2149
+ /** Return the entry at specific row and column */
2068
2150
  at(row, column) {
2069
2151
  return this.coffs[Matrix3d.flatIndexOf(row, column)];
2070
2152
  }
@@ -2073,19 +2155,30 @@ export class Matrix3d {
2073
2155
  this.coffs[Matrix3d.flatIndexOf(row, column)] = value;
2074
2156
  this.inverseState = InverseMatrixState.unknown;
2075
2157
  }
2076
- /** create a Matrix3d whose columns are scaled copies of this Matrix3d.
2077
- * @param scaleX scale factor for column x
2078
- * @param scaleY scale factor for column y
2079
- * @param scaleZ scale factor for column z
2158
+ /**
2159
+ * Create a Matrix3d whose values are uniformly scaled from `this` Matrix3d.
2160
+ * @param scale scale factor to apply.
2080
2161
  * @param result optional result.
2162
+ * @returns return the scaled matrix.
2163
+ */
2164
+ scale(scale, result) {
2165
+ 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);
2166
+ }
2167
+ /**
2168
+ * Create a Matrix3d whose columns are scaled copies of `this` Matrix3d.
2169
+ * @param scaleX scale factor for column 0
2170
+ * @param scaleY scale factor for column 1
2171
+ * @param scaleZ scale factor for column 2
2172
+ * @param result optional result
2081
2173
  */
2082
2174
  scaleColumns(scaleX, scaleY, scaleZ, result) {
2083
2175
  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);
2084
2176
  }
2085
- /** Scale the columns of this Matrix3d.
2086
- * @param scaleX scale factor for column x
2087
- * @param scaleY scale factor for column y
2088
- * @param scaleZ scale factor for column z
2177
+ /**
2178
+ * Scale the columns of `this` Matrix3d in place.
2179
+ * @param scaleX scale factor for column 0
2180
+ * @param scaleY scale factor for column 1
2181
+ * @param scaleZ scale factor for column 2
2089
2182
  */
2090
2183
  scaleColumnsInPlace(scaleX, scaleY, scaleZ) {
2091
2184
  this.coffs[0] *= scaleX;
@@ -2098,7 +2191,7 @@ export class Matrix3d {
2098
2191
  this.coffs[7] *= scaleY;
2099
2192
  this.coffs[8] *= scaleZ;
2100
2193
  if (this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined) {
2101
- // apply reciprocal scales to the ROWS of the inverse . . .
2194
+ // apply reciprocal scales to the ROWS of the inverse
2102
2195
  const divX = Geometry.conditionalDivideFraction(1.0, scaleX);
2103
2196
  const divY = Geometry.conditionalDivideFraction(1.0, scaleY);
2104
2197
  const divZ = Geometry.conditionalDivideFraction(1.0, scaleZ);
@@ -2117,18 +2210,55 @@ export class Matrix3d {
2117
2210
  this.inverseState = InverseMatrixState.singular;
2118
2211
  }
2119
2212
  }
2120
- /** create a Matrix3d whose rows are scaled copies of this Matrix3d.
2121
- * @param scaleX scale factor for row x
2122
- * @param scaleY scale factor for row y
2123
- * @param scaleZ scale factor for row z
2124
- * @param result optional result.
2213
+ /**
2214
+ * Create a Matrix3d whose rows are scaled copies of `this` Matrix3d.
2215
+ * @param scaleX scale factor for row 0
2216
+ * @param scaleY scale factor for row 1
2217
+ * @param scaleZ scale factor for row 2
2218
+ * @param result optional result
2125
2219
  */
2126
2220
  scaleRows(scaleX, scaleY, scaleZ, result) {
2127
2221
  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);
2128
2222
  }
2129
2223
  /**
2130
- * add scaled values from other Matrix3d to this Matrix3d
2131
- * @param other Matrix3d with values to be added
2224
+ * Scale the rows of `this` Matrix3d in place.
2225
+ * @param scaleX scale factor for row 0
2226
+ * @param scaleY scale factor for row 1
2227
+ * @param scaleZ scale factor for row 2
2228
+ */
2229
+ scaleRowsInPlace(scaleX, scaleY, scaleZ) {
2230
+ this.coffs[0] *= scaleX;
2231
+ this.coffs[1] *= scaleX;
2232
+ this.coffs[2] *= scaleX;
2233
+ this.coffs[3] *= scaleY;
2234
+ this.coffs[4] *= scaleY;
2235
+ this.coffs[5] *= scaleY;
2236
+ this.coffs[6] *= scaleZ;
2237
+ this.coffs[7] *= scaleZ;
2238
+ this.coffs[8] *= scaleZ;
2239
+ if (this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined) {
2240
+ // apply reciprocal scales to the COLUMNs of the inverse
2241
+ const divX = Geometry.conditionalDivideFraction(1.0, scaleX);
2242
+ const divY = Geometry.conditionalDivideFraction(1.0, scaleY);
2243
+ const divZ = Geometry.conditionalDivideFraction(1.0, scaleZ);
2244
+ if (divX !== undefined && divY !== undefined && divZ !== undefined) {
2245
+ this.inverseCoffs[0] *= divX;
2246
+ this.inverseCoffs[1] *= divY;
2247
+ this.inverseCoffs[2] *= divZ;
2248
+ this.inverseCoffs[3] *= divX;
2249
+ this.inverseCoffs[4] *= divY;
2250
+ this.inverseCoffs[5] *= divZ;
2251
+ this.inverseCoffs[6] *= divX;
2252
+ this.inverseCoffs[7] *= divY;
2253
+ this.inverseCoffs[8] *= divZ;
2254
+ }
2255
+ else
2256
+ this.inverseState = InverseMatrixState.singular;
2257
+ }
2258
+ }
2259
+ /**
2260
+ * Add scaled values from `other` Matrix3d to `this` Matrix3d.
2261
+ * @param other Matrix3d with values to be added.
2132
2262
  * @param scale scale factor to apply to the added values.
2133
2263
  */
2134
2264
  addScaledInPlace(other, scale) {
@@ -2137,18 +2267,19 @@ export class Matrix3d {
2137
2267
  this.inverseState = InverseMatrixState.unknown;
2138
2268
  }
2139
2269
  /**
2140
- * add scaled values from an outer product.
2141
- * * The scaled outer product is a "rank 1" matrix.
2270
+ * Add scaled values from an outer product of vectors U and V.
2271
+ * * The scaled outer product is a matrix with `rank 1` (all columns/rows are linearly dependent).
2142
2272
  * * This is useful in constructing mirrors and directional scales.
2143
2273
  * ```
2144
2274
  * equation
2145
2275
  * A += s \columnSubXYZ{U}\rowSubXYZ{V}
2146
2276
  * \\ \matrixXY{A} += s \begin{bmatrix}
2147
- * U_x * V_x & U_y * V_x & U_z * V_x \\
2148
- * U_x * V_y & U_y * V_y & U_z * V_y \\
2149
- * U_x * V_z & U_y * V_z & U_z * V_z \end{bmatrix}
2277
+ * U_x * V_x & U_x * V_y & U_x * V_z \\
2278
+ * U_y * V_x & U_y * V_y & U_y * V_z \\
2279
+ * U_z * V_x & U_z * V_y & U_z * V_z \end{bmatrix}
2150
2280
  * ```
2151
- * @param other Matrix3d with values to be added
2281
+ * @param vectorU first vector in the outer product.
2282
+ * @param vectorV second vector in the outer product.
2152
2283
  * @param scale scale factor to apply to the added values.
2153
2284
  */
2154
2285
  addScaledOuterProductInPlace(vectorU, vectorV, scale) {
@@ -2163,65 +2294,107 @@ export class Matrix3d {
2163
2294
  this.coffs[8] += scale * vectorU.z * vectorV.z;
2164
2295
  this.inverseState = InverseMatrixState.unknown;
2165
2296
  }
2166
- /** create a Matrix3d whose values are uniformly scaled from this.
2167
- * @param scale scale factor to apply.
2168
- * @param result optional result.
2169
- * @returns Return the new or repopulated matrix
2297
+ /**
2298
+ * Create a rigid matrix (columns and rows are unit length and pairwise perpendicular) for the given eye coordinate.
2299
+ * * column 2 is parallel to (x,y,z).
2300
+ * * column 0 is perpendicular to column 2 and is in the xy plane.
2301
+ * * column 1 is perpendicular to both. It is the "up" vector on the view plane.
2302
+ * * Multiplying the returned matrix times a local (view) vector gives the world vector.
2303
+ * * Multiplying transpose of the returned matrix times a world vector gives the local (view) vector.
2304
+ * @param x eye x coordinate
2305
+ * @param y eye y coordinate
2306
+ * @param z eye z coordinate
2307
+ * @param result optional preallocated result
2170
2308
  */
2171
- scale(scale, result) {
2172
- 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);
2309
+ static createRigidViewAxesZTowardsEye(x, y, z, result) {
2310
+ result = Matrix3d.createIdentity(result);
2311
+ const rxy = Geometry.hypotenuseXY(x, y);
2312
+ // if coordinate is (0,0,z), i.e., Top or Bottom view
2313
+ if (Geometry.isSmallMetricDistance(rxy)) {
2314
+ if (z < 0.0)
2315
+ result.scaleColumnsInPlace(1.0, -1.0, -1.0);
2316
+ }
2317
+ else {
2318
+ /**
2319
+ * The matrix that the "else" statement creates is
2320
+ * [-s -s1*c c1*c]
2321
+ * [c -s1*s c1*s]
2322
+ * [0 c1 s1 ]
2323
+ * where
2324
+ * c = x / sqrt(x*x + y*y)
2325
+ * s = y / sqrt(x*x + y*y)
2326
+ * c1 = sqrt(x*x + y*y) / sqrt(x*x + y*y + z*z)
2327
+ * s1 = z / sqrt(x*x + y*y + z*z)
2328
+ *
2329
+ * This is an orthogonal matrix meaning it rotates the standard XYZ axis to ABC axis system
2330
+ * (if matrix is [A B C]). The matrix rotates (0,0,1), i.e., the default Top view or Z axis,
2331
+ * to the eye point (x/r,y/r,z/r) where r = sqrt(x*x + y*y + z*z). The matrix also rotates
2332
+ * (1,0,0) to a point on XY plane.
2333
+ */
2334
+ const c = x / rxy;
2335
+ const s = y / rxy;
2336
+ // 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)
2337
+ result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
2338
+ // if coordinate is (x,y,z) and z is not 0, i.e., other views such as Iso or RightIso
2339
+ if (z !== 0.0) {
2340
+ const r = Geometry.hypotenuseXYZ(x, y, z);
2341
+ const s1 = z / r;
2342
+ const c1 = rxy / r;
2343
+ result.applyGivensColumnOp(1, 2, c1, -s1);
2344
+ }
2345
+ }
2346
+ return result;
2173
2347
  }
2174
- /** Return the determinant of this matrix. */
2348
+ /** Return the determinant of `this` matrix. */
2175
2349
  determinant() {
2176
2350
  return this.coffs[0] * this.coffs[4] * this.coffs[8]
2177
- - this.coffs[0] * this.coffs[7] * this.coffs[5]
2178
- + this.coffs[3] * this.coffs[7] * this.coffs[2]
2179
- - this.coffs[3] * this.coffs[1] * this.coffs[8]
2180
- + this.coffs[6] * this.coffs[1] * this.coffs[5]
2181
- - this.coffs[6] * this.coffs[4] * this.coffs[2];
2351
+ - this.coffs[0] * this.coffs[5] * this.coffs[7]
2352
+ - this.coffs[1] * this.coffs[3] * this.coffs[8]
2353
+ + this.coffs[1] * this.coffs[5] * this.coffs[6]
2354
+ + this.coffs[2] * this.coffs[3] * this.coffs[7]
2355
+ - this.coffs[2] * this.coffs[4] * this.coffs[6];
2182
2356
  }
2183
- /** Return an estimate of how independent the columns are. Near zero is bad. Near 1 is good
2357
+ /**
2358
+ * Return an estimate of how independent the columns of `this` matrix are. Near zero is bad (i.e.,
2359
+ * columns are almost dependent and matrix is nearly singular). Near 1 is good (i.e., columns are
2360
+ * almost independent and matrix is invertible).
2184
2361
  */
2185
2362
  conditionNumber() {
2186
2363
  const determinant = this.determinant();
2187
- const columnMagnitudeProduct = Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6])
2364
+ const columnMagnitudeSum = Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6])
2188
2365
  + Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7])
2189
2366
  + Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
2190
- return Geometry.safeDivideFraction(determinant, columnMagnitudeProduct, 0.0);
2367
+ return Geometry.safeDivideFraction(determinant, columnMagnitudeSum, 0.0);
2191
2368
  }
2192
2369
  /** Return the sum of squares of all entries */
2193
2370
  sumSquares() {
2194
- let i = 0;
2195
2371
  let sum = 0;
2196
- for (i = 0; i < 9; i++)
2372
+ for (let i = 0; i < 9; i++)
2197
2373
  sum += this.coffs[i] * this.coffs[i];
2198
2374
  return sum;
2199
2375
  }
2200
2376
  /** Return the sum of squares of diagonal entries */
2201
2377
  sumDiagonalSquares() {
2202
- let i = 0;
2203
2378
  let sum = 0;
2204
- for (i = 0; i < 9; i += 4)
2379
+ for (let i = 0; i < 9; i += 4)
2205
2380
  sum += this.coffs[i] * this.coffs[i];
2206
2381
  return sum;
2207
2382
  }
2208
- /** Return the sum of diagonal entries (also known as the trace) */
2383
+ /** Return the matrix `trace` (sum of diagonal entries) */
2209
2384
  sumDiagonal() {
2210
2385
  return this.coffs[0] + this.coffs[4] + this.coffs[8];
2211
2386
  }
2212
2387
  /** Return the Maximum absolute value of any single entry */
2213
2388
  maxAbs() {
2214
- let i = 0;
2215
2389
  let max = 0;
2216
- for (i = 0; i < 9; i++)
2390
+ for (let i = 0; i < 9; i++)
2217
2391
  max = Math.max(max, Math.abs(this.coffs[i]));
2218
2392
  return max;
2219
2393
  }
2220
2394
  /** Return the maximum absolute difference between corresponding entries of `this` and `other` */
2221
2395
  maxDiff(other) {
2222
- let i = 0;
2223
2396
  let max = 0;
2224
- for (i = 0; i < 9; i++)
2397
+ for (let i = 0; i < 9; i++)
2225
2398
  max = Math.max(max, Math.abs(this.coffs[i] - other.coffs[i]));
2226
2399
  return max;
2227
2400
  }
@@ -2236,90 +2409,111 @@ export class Matrix3d {
2236
2409
  const sumOff = Math.abs(sumAll - sumDiagonal);
2237
2410
  return Math.sqrt(sumOff) <= Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll));
2238
2411
  }
2412
+ /** Sum of squared differences between symmetric pairs (symmetric pairs have indices (1,3), (2,6), and (5,7).) */
2413
+ sumSkewSquares() {
2414
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[1] - this.coffs[3], this.coffs[2] - this.coffs[6], this.coffs[5] - this.coffs[7]);
2415
+ }
2416
+ /** Test if the matrix is (very near to) symmetric */
2417
+ isSymmetric() {
2418
+ const offDiagonal = this.sumSkewSquares();
2419
+ return Math.sqrt(offDiagonal) <= Geometry.smallAngleRadians * (1.0 + Math.sqrt(this.sumSquares()));
2420
+ }
2239
2421
  /** Test if the stored inverse is present and marked valid */
2240
2422
  get hasCachedInverse() {
2241
2423
  return this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined;
2242
2424
  }
2243
- /** Test if the below diagonal entries are all nearly zero */
2425
+ /** Test if the below diagonal entries (3,6,7) are all nearly zero */
2244
2426
  get isUpperTriangular() {
2245
2427
  const sumAll = this.sumSquares();
2246
2428
  const sumLow = Geometry.hypotenuseSquaredXYZ(this.coffs[3], this.coffs[6], this.coffs[7]);
2247
2429
  return Math.sqrt(sumLow) <= Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll));
2248
2430
  }
2249
- /** If the matrix is diagonal and all diagonals are within tolerance, return the first diagonal. Otherwise return undefined.
2431
+ /** Test if the above diagonal entries (1,2,5) are all nearly zero */
2432
+ get isLowerTriangular() {
2433
+ const sumAll = this.sumSquares();
2434
+ const sumLow = Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[2], this.coffs[5]);
2435
+ return Math.sqrt(sumLow) <= Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll));
2436
+ }
2437
+ /**
2438
+ * If the matrix is diagonal and all diagonals are almost equal, return the first diagonal (entry 0
2439
+ * which is same as entry 4 and 8). Otherwise return `undefined`.
2250
2440
  */
2251
2441
  sameDiagonalScale() {
2252
2442
  const sumAll = this.sumSquares();
2253
2443
  const sumDiagonal = this.sumDiagonalSquares();
2254
2444
  const sumOff = Math.abs(sumAll - sumDiagonal);
2255
2445
  if (Math.sqrt(sumOff) <= Geometry.smallAngleRadians * (1.0 + Math.sqrt(sumAll))
2256
- && Geometry.isSameCoordinate(this.coffs[0], this.coffs[4]) && Geometry.isSameCoordinate(this.coffs[0], this.coffs[8]))
2446
+ && Geometry.isSameCoordinate(this.coffs[0], this.coffs[4])
2447
+ && Geometry.isSameCoordinate(this.coffs[0], this.coffs[8]))
2257
2448
  return this.coffs[0];
2258
2449
  return undefined;
2259
2450
  }
2260
- /** Sum of squared differences between symmetric pairs */
2261
- sumSkewSquares() {
2262
- return Geometry.hypotenuseSquaredXYZ(this.coffs[1] - this.coffs[3], this.coffs[2] - this.coffs[6], this.coffs[5] - this.coffs[7]);
2451
+ /**
2452
+ * Test if all rows and columns are unit length and are perpendicular to each other, i.e., the matrix is either
2453
+ * a `pure rotation` (determinant is +1) or is a `mirror` (determinant is -1).
2454
+ * * **Note:** such a matrix is called `orthogonal` and its inverse is its transpose.
2455
+ */
2456
+ testPerpendicularUnitRowsAndColumns() {
2457
+ const product = this.multiplyMatrixMatrixTranspose(this);
2458
+ return product.isIdentity;
2263
2459
  }
2264
- /** Test if the matrix is a pure rotation.
2265
- * @param allowMirror whether to widen the test to return true if the matrix is orthogonal (a pure rotation or a mirror)
2460
+ /**
2461
+ * Test if the matrix is a `rigid` matrix (or `pure rotation`, i.e., columns and rows are unit length and
2462
+ * pairwise perpendicular and determinant is +1).
2463
+ * @param allowMirror whether to widen the test to return true if the matrix is a `mirror` (determinant is -1).
2266
2464
  */
2267
2465
  isRigid(allowMirror = false) {
2268
2466
  return this.testPerpendicularUnitRowsAndColumns() && (allowMirror || this.determinant() > 0);
2269
2467
  }
2270
- /** Test if all rows and columns are perpendicular to each other and have equal length.
2271
- * If so, the length (or its negative) is the scale factor from a set of rigid axes to these axes.
2272
- * * result.rigidAxes is the rigid axes (with the scale factor removed)
2273
- * * result.scale is the scale factor
2468
+ /**
2469
+ * Test if all rows and columns are perpendicular to each other and have equal length.
2470
+ * If so, the length (or its negative) is the `scale` factor from a set of `orthonormal axes` to
2471
+ * the set of axes created by columns of `this` matrix. Otherwise, returns `undefined`.
2472
+ * @returns returns `{ rigidAxes, scale }` where `rigidAxes` is a Matrix3d with its columns as the rigid axes
2473
+ * (with the scale factor removed) and `scale` is the scale factor.
2474
+ * * Note that determinant of a rigid matrix is +1.
2475
+ * * The context for this method is to determine if the matrix is the product a `rotation` matrix and a uniform
2476
+ * `scale` matrix (diagonal matrix with all diagonal entries the same nonzero number).
2274
2477
  */
2275
2478
  factorRigidWithSignedScale() {
2276
2479
  const product = this.multiplyMatrixMatrixTranspose(this);
2277
- const ss = product.sameDiagonalScale();
2278
- if (ss === undefined || ss <= 0.0)
2480
+ const scaleSquare = product.sameDiagonalScale();
2481
+ if (scaleSquare === undefined || scaleSquare <= 0.0)
2279
2482
  return undefined;
2280
- const s = this.determinant() > 0 ? Math.sqrt(ss) : -Math.sqrt(ss);
2281
- const divS = 1.0 / s;
2282
- const result = { rigidAxes: this.scaleColumns(divS, divS, divS), scale: s };
2483
+ const scale = this.determinant() > 0 ? Math.sqrt(scaleSquare) : -Math.sqrt(scaleSquare);
2484
+ const scaleInverse = 1.0 / scale;
2485
+ const result = { rigidAxes: this.scaleColumns(scaleInverse, scaleInverse, scaleInverse), scale };
2283
2486
  return result;
2284
2487
  }
2285
- /** Test if the matrix is shuffles and negates columns. */
2488
+ /** Test if `this` matrix reorders and/or negates the columns of the `identity` matrix. */
2286
2489
  get isSignedPermutation() {
2287
2490
  let count = 0;
2288
2491
  for (let row = 0; row < 3; row++)
2289
2492
  for (let col = 0; col < 3; col++) {
2290
2493
  const q = this.at(row, col);
2291
- if (q === 0) { // This comment makes the block non-empty
2494
+ if (q === 0) {
2495
+ // do nothing
2292
2496
  }
2293
2497
  else if (q === 1 || q === -1) {
2294
- // the rest of this row and column should be 0.
2295
- // "at" will apply cyclic indexing.
2296
2498
  count++;
2297
- if (this.at(row + 1, col) !== 0)
2298
- return false;
2299
- if (this.at(row + 2, col) !== 0)
2300
- return false;
2301
- if (this.at(row, col + 1) !== 0)
2302
- return false;
2303
- if (this.at(row, col + 2) !== 0)
2499
+ // if the rest of this row and column should be 0 ("at" will apply cyclic indexing)
2500
+ if ((this.at(row + 1, col) !== 0) || (this.at(row + 2, col) !== 0) ||
2501
+ (this.at(row, col + 1) !== 0) || (this.at(row, col + 2) !== 0))
2304
2502
  return false;
2305
2503
  }
2306
- else { // entry is not from 0,1,-1 . . .
2504
+ else { // entry is not 0, 1, or -1
2307
2505
  return false;
2308
2506
  }
2309
2507
  }
2310
2508
  return count === 3;
2311
2509
  }
2312
- /** 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) */
2313
- testPerpendicularUnitRowsAndColumns() {
2314
- const product = this.multiplyMatrixMatrixTranspose(this);
2315
- return product.isIdentity;
2316
- }
2317
- /** Adjust the matrix in place so that:
2318
- * * columns are perpendicular and have unit length
2319
- * * transpose equals inverse
2320
- * * mirroring is removed
2510
+ /**
2511
+ * Adjust the matrix in place to make is a `rigid` matrix so that:
2512
+ * * columns are perpendicular and have unit length.
2513
+ * * transpose equals inverse.
2514
+ * * mirroring is removed.
2321
2515
  * @param axisOrder how to reorder the matrix columns
2322
- * @return whether the instance is rigid on return
2516
+ * @return whether the adjusted matrix is `rigid` on return
2323
2517
  */
2324
2518
  makeRigid(axisOrder = AxisOrder.XYZ) {
2325
2519
  const maxAbs = this.maxAbs();
@@ -2340,22 +2534,13 @@ export class Matrix3d {
2340
2534
  return result;
2341
2535
  return undefined;
2342
2536
  }
2343
- static computeQuatTerm(numerator, denomCoff, reciprocal, diagSum) {
2344
- let coff;
2345
- const diagTol = 0.500;
2346
- if (diagSum > diagTol) {
2347
- coff = Math.sqrt(diagSum) * 0.5;
2348
- if (denomCoff * numerator < 0.0)
2349
- coff = -coff;
2350
- }
2351
- else {
2352
- coff = numerator * reciprocal;
2353
- }
2354
- return coff;
2355
- }
2356
- /** create a matrix from a quaternion.
2357
- * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2358
- * **WARNING:** If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2537
+ /**
2538
+ * Create a matrix from a quaternion.
2539
+ * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by
2540
+ * rows or columns. If you find that the matrix seems to rotate by the opposite angle, transpose it.
2541
+ *
2542
+ * Some math details can be found at
2543
+ * http://marc-b-reynolds.github.io/quaternions/2017/08/08/QuatRotMatrix.html
2359
2544
  */
2360
2545
  static createFromQuaternion(quat) {
2361
2546
  const qqx = quat.x * quat.x;
@@ -2368,31 +2553,57 @@ export class Matrix3d {
2368
2553
  }
2369
2554
  else {
2370
2555
  const a = 1.0 / mag2;
2371
- 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));
2556
+ const matrix = Matrix3d.createRowValues(
2557
+ // first row
2558
+ 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),
2559
+ // second row
2560
+ 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),
2561
+ // third row
2562
+ 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));
2372
2563
  return matrix;
2373
2564
  }
2374
2565
  }
2375
- /** convert the matrix to a quaternion.
2376
- * @note This calculation requires the matrix to have unit length rows and columns.
2377
- * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by rows and columns.
2378
- * **WARNING:** If you find that the matrix seems to rotate by the opposite angle expect it, transpose it.
2566
+ /** Calculate quaternion terms used to convert matrix to a quaternion */
2567
+ static computeQuatTerm(numerator, denomCoff, reciprocal, diagSum) {
2568
+ let coff;
2569
+ const diagTol = 0.500;
2570
+ if (diagSum > diagTol) {
2571
+ coff = 0.5 * Math.sqrt(diagSum);
2572
+ if (denomCoff * numerator < 0.0)
2573
+ coff = -coff;
2574
+ }
2575
+ else {
2576
+ coff = numerator * reciprocal;
2577
+ }
2578
+ return coff;
2579
+ }
2580
+ /**
2581
+ * Create `this` matrix to a quaternion.
2582
+ * **Note:** This calculation requires `this` matrix to have unit length rows and columns.
2583
+ * **WARNING:** There is frequent confusion over whether a "from quaternion" matrix is organized by
2584
+ * rows or columns. If you find that the matrix seems to rotate by the opposite angle, transpose it.
2585
+ *
2586
+ * Some math details can be found at
2587
+ * http://marc-b-reynolds.github.io/quaternions/2017/08/08/QuatRotMatrix.html
2379
2588
  */
2380
2589
  toQuaternion() {
2381
2590
  const result = Point4d.createZero();
2382
- const props = [[this.coffs[0], this.coffs[3], this.coffs[6]],
2591
+ const props = [
2592
+ [this.coffs[0], this.coffs[3], this.coffs[6]],
2383
2593
  [this.coffs[1], this.coffs[4], this.coffs[7]],
2384
- [this.coffs[2], this.coffs[5], this.coffs[8]]];
2594
+ [this.coffs[2], this.coffs[5], this.coffs[8]],
2595
+ ];
2385
2596
  const xx = props[0][0];
2386
2597
  const yy = props[1][1];
2387
2598
  const zz = props[2][2];
2388
2599
  const dSum = [];
2389
- let denom, maxIndex, i;
2390
2600
  dSum[0] = 1.0 + xx - yy - zz;
2391
2601
  dSum[1] = 1.0 - xx + yy - zz;
2392
2602
  dSum[2] = 1.0 - xx - yy + zz;
2393
2603
  dSum[3] = 1.0 + xx + yy + zz;
2394
- maxIndex = 0;
2395
- for (i = 1; i < 4; i++) {
2604
+ let denom;
2605
+ let maxIndex = 0;
2606
+ for (let i = 1; i <= 3; i++) {
2396
2607
  if (dSum[i] > dSum[maxIndex])
2397
2608
  maxIndex = i;
2398
2609
  }
@@ -2433,5 +2644,6 @@ Matrix3d.useCachedInverse = true; // cached inverse can be suppressed for testin
2433
2644
  Matrix3d.numUseCache = 0;
2434
2645
  /** Total number of times a cached inverse was computed. */
2435
2646
  Matrix3d.numComputeCache = 0;
2647
+ /** temporary buffer to store a matrix as a Float64Array (array of 9 floats) */
2436
2648
  Matrix3d._productBuffer = new Float64Array(9);
2437
2649
  //# sourceMappingURL=Matrix3d.js.map