@itwin/core-geometry 4.0.0-dev.54 → 4.0.0-dev.55

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 (417) hide show
  1. package/lib/cjs/Constant.js.map +1 -1
  2. package/lib/cjs/Geometry.js.map +1 -1
  3. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  4. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  5. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  7. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  8. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  9. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  10. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  11. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  12. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  13. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  14. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  15. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  16. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  17. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  18. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  19. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  20. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  21. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  22. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  23. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  24. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  25. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  26. package/lib/cjs/core-geometry.js.map +1 -1
  27. package/lib/cjs/curve/Arc3d.js.map +1 -1
  28. package/lib/cjs/curve/ChainCollectorContext.js.map +1 -1
  29. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  30. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  31. package/lib/cjs/curve/CurveChain.js.map +1 -1
  32. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  33. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  34. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  35. package/lib/cjs/curve/CurveCurveCloseApproachXY.js.map +1 -1
  36. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  37. package/lib/cjs/curve/CurveCurveIntersectXYZ.js.map +1 -1
  38. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  39. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  40. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  41. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  42. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  43. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  44. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  45. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  46. package/lib/cjs/curve/LineString3d.js.map +1 -1
  47. package/lib/cjs/curve/Loop.js.map +1 -1
  48. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  49. package/lib/cjs/curve/Path.js.map +1 -1
  50. package/lib/cjs/curve/PointString3d.js.map +1 -1
  51. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  52. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  53. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  54. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  55. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  56. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  57. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  58. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  59. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  60. package/lib/cjs/curve/RegionOps.js.map +1 -1
  61. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  62. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  63. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  64. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  65. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  66. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  67. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  68. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  69. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  70. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  71. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  72. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  73. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  74. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  75. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  76. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  77. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  78. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  79. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  80. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  81. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  82. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  83. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  84. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  85. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  86. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  87. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  88. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  89. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  90. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  91. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  92. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  93. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  94. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  95. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  96. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  97. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  98. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  99. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  100. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  101. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  102. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  103. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  104. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  105. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  106. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  107. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  108. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  109. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  110. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  111. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  112. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  113. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  114. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  115. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  116. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  117. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  118. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  119. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  120. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  121. package/lib/cjs/geometry3d/Range.js.map +1 -1
  122. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  123. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  124. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  125. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  126. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  127. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  128. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  129. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  130. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  131. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  132. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  133. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  134. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  135. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  136. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  137. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  138. package/lib/cjs/numerics/Complex.js.map +1 -1
  139. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  140. package/lib/cjs/numerics/Newton.js.map +1 -1
  141. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  142. package/lib/cjs/numerics/PolarData.js.map +1 -1
  143. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  144. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  145. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  146. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  147. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  148. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  149. package/lib/cjs/polyface/AuxData.js.map +1 -1
  150. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  151. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  152. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  153. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  154. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  155. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  156. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  157. package/lib/cjs/polyface/Polyface.js.map +1 -1
  158. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  159. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  160. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  161. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  162. package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
  163. package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
  164. package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
  165. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  166. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  167. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  168. package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
  169. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  170. package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
  171. package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
  172. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  173. package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
  174. package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
  175. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  176. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  177. package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
  178. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  179. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  180. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  181. package/lib/cjs/solid/Box.js.map +1 -1
  182. package/lib/cjs/solid/Cone.js.map +1 -1
  183. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  184. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  185. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  186. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  187. package/lib/cjs/solid/Sphere.js.map +1 -1
  188. package/lib/cjs/solid/SweepContour.js.map +1 -1
  189. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  190. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  191. package/lib/cjs/topology/Graph.js.map +1 -1
  192. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
  193. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  194. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  195. package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
  196. package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
  197. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  198. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  199. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  200. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  201. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  202. package/lib/cjs/topology/MaskManager.js.map +1 -1
  203. package/lib/cjs/topology/Merging.js.map +1 -1
  204. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  205. package/lib/cjs/topology/SignedDataSummary.js.map +1 -1
  206. package/lib/cjs/topology/SpaceTriangulation.js.map +1 -1
  207. package/lib/cjs/topology/Triangulation.js.map +1 -1
  208. package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
  209. package/lib/esm/Constant.js.map +1 -1
  210. package/lib/esm/Geometry.js.map +1 -1
  211. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  212. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  213. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  214. package/lib/esm/bspline/BSplineCurve3dH.js.map +1 -1
  215. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  216. package/lib/esm/bspline/BSplineSurface.js.map +1 -1
  217. package/lib/esm/bspline/Bezier1dNd.js.map +1 -1
  218. package/lib/esm/bspline/BezierCurve3d.js.map +1 -1
  219. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  220. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  221. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  222. package/lib/esm/bspline/KnotVector.js.map +1 -1
  223. package/lib/esm/bspline/SurfaceLocationDetail.js.map +1 -1
  224. package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
  225. package/lib/esm/clipping/BooleanClipFactory.js.map +1 -1
  226. package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
  227. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  228. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  229. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  230. package/lib/esm/clipping/ClipVector.js.map +1 -1
  231. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  232. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  233. package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  234. package/lib/esm/core-geometry.js.map +1 -1
  235. package/lib/esm/curve/Arc3d.js.map +1 -1
  236. package/lib/esm/curve/ChainCollectorContext.js.map +1 -1
  237. package/lib/esm/curve/ConstructCurveBetweenCurves.js.map +1 -1
  238. package/lib/esm/curve/CoordinateXYZ.js.map +1 -1
  239. package/lib/esm/curve/CurveChain.js.map +1 -1
  240. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  241. package/lib/esm/curve/CurveCollection.js.map +1 -1
  242. package/lib/esm/curve/CurveCurve.js.map +1 -1
  243. package/lib/esm/curve/CurveCurveCloseApproachXY.js.map +1 -1
  244. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  245. package/lib/esm/curve/CurveCurveIntersectXYZ.js.map +1 -1
  246. package/lib/esm/curve/CurveExtendMode.js.map +1 -1
  247. package/lib/esm/curve/CurveFactory.js.map +1 -1
  248. package/lib/esm/curve/CurveLocationDetail.js.map +1 -1
  249. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  250. package/lib/esm/curve/CurveProcessor.js.map +1 -1
  251. package/lib/esm/curve/CurveWireMomentsXYZ.js.map +1 -1
  252. package/lib/esm/curve/GeometryQuery.js.map +1 -1
  253. package/lib/esm/curve/LineSegment3d.js.map +1 -1
  254. package/lib/esm/curve/LineString3d.js.map +1 -1
  255. package/lib/esm/curve/Loop.js.map +1 -1
  256. package/lib/esm/curve/ParityRegion.js.map +1 -1
  257. package/lib/esm/curve/Path.js.map +1 -1
  258. package/lib/esm/curve/PointString3d.js.map +1 -1
  259. package/lib/esm/curve/ProxyCurve.js.map +1 -1
  260. package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  261. package/lib/esm/curve/Query/CurveSplitContext.js.map +1 -1
  262. package/lib/esm/curve/Query/CylindricalRange.js.map +1 -1
  263. package/lib/esm/curve/Query/InOutTests.js.map +1 -1
  264. package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
  265. package/lib/esm/curve/Query/StrokeCountChain.js.map +1 -1
  266. package/lib/esm/curve/Query/StrokeCountMap.js.map +1 -1
  267. package/lib/esm/curve/RegionMomentsXY.js.map +1 -1
  268. package/lib/esm/curve/RegionOps.js.map +1 -1
  269. package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
  270. package/lib/esm/curve/StrokeOptions.js.map +1 -1
  271. package/lib/esm/curve/UnionRegion.js.map +1 -1
  272. package/lib/esm/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  273. package/lib/esm/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  274. package/lib/esm/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  275. package/lib/esm/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  276. package/lib/esm/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  277. package/lib/esm/curve/internalContexts/CurveLengthContext.js.map +1 -1
  278. package/lib/esm/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  279. package/lib/esm/curve/internalContexts/GapSearchContext.js.map +1 -1
  280. package/lib/esm/curve/internalContexts/MultiChainCollector.js.map +1 -1
  281. package/lib/esm/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  282. package/lib/esm/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  283. package/lib/esm/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  284. package/lib/esm/curve/internalContexts/SumLengthsContext.js.map +1 -1
  285. package/lib/esm/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  286. package/lib/esm/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  287. package/lib/esm/curve/spiral/ClothoidSeries.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, Geometry } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\n\n/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */\n\n/**\n * represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.\n * * This class accommodates application-specific interpretation of \"multiplying 3 rotation matrices\" with regard to\n * * Whether a \"vector\" is a \"row\" or a \"column\"\n * * The order in which the X,Y,Z rotations are applied.\n * * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and\n * createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default\n * rotation is counterclockwise.\n * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.\n * @alpha\n */\nexport class OrderedRotationAngles {\n /** rotation around x */\n private _x: Angle;\n /** rotation around y */\n private _y: Angle;\n /** rotation around z */\n private _z: Angle;\n /** rotation order. For example XYZ means to rotate around x axis first, then y axis, and finally Z axis */\n private _order: AxisOrder;\n /** treat vectors as matrix columns */\n private static _sTreatVectorsAsColumns: boolean = false;\n /** constructor */\n private constructor(x: Angle, y: Angle, z: Angle, axisOrder: AxisOrder) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._order = axisOrder;\n }\n /** (Property accessor) Return the `AxisOrder` controlling matrix multiplication order. */\n public get order(): AxisOrder {\n return this._order;\n }\n /** (Property accessor) Return the strongly typed angle of rotation around x. */\n public get xAngle(): Angle {\n return this._x.clone();\n }\n /** (Property accessor) Return the strongly typed angle of rotation around y. */\n public get yAngle(): Angle {\n return this._y.clone();\n }\n /** (Property accessor) Return the strongly typed angle of rotation around z. */\n public get zAngle(): Angle {\n return this._z.clone();\n }\n /** (Property accessor) Return the angle of rotation around x, in degrees */\n public get xDegrees(): number {\n return this._x.degrees;\n }\n /** (Property accessor) Return the angle of rotation around y, in degrees */\n public get xRadians(): number {\n return this._x.radians;\n }\n /** (Property accessor) Return the angle of rotation around z, in degrees */\n public get yDegrees(): number {\n return this._y.degrees;\n }\n /** (Property accessor) Return the angle of rotation around x, in radians */\n public get yRadians(): number {\n return this._y.radians;\n }\n /** (Property accessor) Return the angle of rotation around y, in radians */\n public get zDegrees(): number {\n return this._z.degrees;\n }\n /** (Property accessor) Return the angle of rotation around z, in radians */\n public get zRadians(): number {\n return this._z.radians;\n }\n /** the flag controlling whether vectors are treated as rows or as columns */\n public static get treatVectorsAsColumns(): boolean {\n return OrderedRotationAngles._sTreatVectorsAsColumns;\n }\n public static set treatVectorsAsColumns(value: boolean) {\n OrderedRotationAngles._sTreatVectorsAsColumns = value;\n }\n /**\n * Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when\n * rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\n * @param xRadians rotation around x\n * @param yRadians rotation around y\n * @param zRadians rotation around z\n * @param order left to right order of axis names identifies the order that rotations are applied.\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\n * matrix multiplication would be zRot*yRot*xRot\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeRotationAroundStandardAxes\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\n * @param result caller-allocated OrderedRotationAngles\n */\n public static createRadians(xRadians: number, yRadians: number, zRadians: number, order: AxisOrder,\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\n if (!xyzRotationIsClockwise) {\n xyzRotationIsClockwise = [false, false, false];\n }\n const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;\n const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;\n const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;\n if (result) {\n result._x.setRadians(xRadian);\n result._y.setRadians(yRadian);\n result._z.setRadians(zRadian);\n result._order = order;\n return result;\n }\n return new OrderedRotationAngles(\n Angle.createRadians(xRadian),\n Angle.createRadians(yRadian),\n Angle.createRadians(zRadian),\n order\n );\n }\n /**\n * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply\n * them when rotating.\n * @param xDegrees rotation around x\n * @param yDegrees rotation around y\n * @param zDegrees rotation around z\n * @param order left to right order of axis names identifies the order that rotations are applied.\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\n * matrix multiplication would be zRot*yRot*xRot\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\n * @param result caller-allocated OrderedRotationAngles\n */\n public static createDegrees(xDegrees: number, yDegrees: number, zDegrees: number, order: AxisOrder,\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\n return OrderedRotationAngles.createRadians(\n Angle.degreesToRadians(xDegrees),\n Angle.degreesToRadians(yDegrees),\n Angle.degreesToRadians(zDegrees),\n order,\n xyzRotationIsClockwise,\n result\n );\n }\n /**\n * Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,\n * and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\n * @param xRotation rotation around x\n * @param yRotation rotation around y\n * @param zRotation rotation around z\n * @param order left to right order of axis names identifies the order that rotations are applied\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\n * matrix multiplication would be zRot*yRot*xRot\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\n * @param result caller-allocated OrderedRotationAngles\n */\n public static createAngles(xRotation: Angle, yRotation: Angle, zRotation: Angle, order: AxisOrder,\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\n return OrderedRotationAngles.createRadians(\n xRotation.radians,\n yRotation.radians,\n zRotation.radians,\n order,\n xyzRotationIsClockwise,\n result\n );\n }\n /**\n * Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations\n * that the matrix derives from.\n * * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,\n * it assumes all x, y, and z rotations are counterclockwise.\n * * In the failure case the method's return value is `undefined`.\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\n * a set of angles.\n * */\n public static createFromMatrix3d(matrix: Matrix3d, order: AxisOrder, result?: OrderedRotationAngles):\n OrderedRotationAngles | undefined {\n // treat vector as columns\n let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];\n let m21 = matrix.coffs[3], m22 = matrix.coffs[4], m23 = matrix.coffs[5];\n let m31 = matrix.coffs[6], m32 = matrix.coffs[7], m33 = matrix.coffs[8];\n // treat vector as rows\n if (!OrderedRotationAngles.treatVectorsAsColumns) {\n m11 = matrix.coffs[0], m12 = matrix.coffs[3], m13 = matrix.coffs[6];\n m21 = matrix.coffs[1], m22 = matrix.coffs[4], m23 = matrix.coffs[7];\n m31 = matrix.coffs[2], m32 = matrix.coffs[5], m33 = matrix.coffs[8];\n }\n\n let xRad: number;\n let yRad: number;\n let zRad: number;\n\n switch (order) {\n case AxisOrder.XYZ: {\n yRad = Math.asin(Math.max(-1, Math.min(1, -m31))); // limit asin domain to [-1,1]\n\n if (Math.abs(m31) < 0.99999) {\n xRad = Math.atan2(m32, m33);\n zRad = Math.atan2(m21, m11);\n } else {\n /**\n * If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.\n * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.\n * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).\n * Therefore, rotation matrix becomes\n * Matrix3d.createRowValues(\n * 0, +-sx, +-cx,\n * 0, cx, -sx,\n * -+1, 0, 0\n * );\n * Math details can be found\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\n */\n xRad = Math.atan2(-m23, m22);\n zRad = 0;\n }\n break;\n } case AxisOrder.YXZ: {\n xRad = Math.asin(Math.max(-1, Math.min(1, m32))); // limit asin domain to [-1,1]\n\n if (Math.abs(m32) < 0.99999) {\n yRad = Math.atan2(-m31, m33);\n zRad = Math.atan2(-m12, m22);\n } else {\n yRad = Math.atan2(m13, m11);\n zRad = 0;\n }\n break;\n } case AxisOrder.ZXY: {\n xRad = Math.asin(Math.max(-1, Math.min(1, -m23))); // limit asin domain to [-1,1]\n\n if (Math.abs(m23) < 0.99999) {\n yRad = Math.atan2(m13, m33);\n zRad = Math.atan2(m21, m22);\n } else {\n yRad = 0;\n zRad = Math.atan2(-m12, m11);\n }\n break;\n } case AxisOrder.ZYX: {\n yRad = Math.asin(Math.max(-1, Math.min(1, m13))); // limit asin domain to [-1,1]\n\n if (Math.abs(m13) < 0.99999) {\n xRad = Math.atan2(-m23, m33);\n zRad = Math.atan2(-m12, m11);\n } else {\n xRad = 0;\n zRad = Math.atan2(m21, m22);\n }\n break;\n } case AxisOrder.YZX: {\n zRad = Math.asin(Math.max(-1, Math.min(1, -m12))); // limit asin domain to [-1,1]\n\n if (Math.abs(m12) < 0.99999) {\n xRad = Math.atan2(m32, m22);\n yRad = Math.atan2(m13, m11);\n } else {\n xRad = 0;\n yRad = Math.atan2(-m31, m33);\n }\n break;\n } case AxisOrder.XZY: {\n zRad = Math.asin(Math.max(-1, Math.min(1, m21))); // limit asin domain to [-1,1]\n\n if (Math.abs(m21) < 0.99999) {\n xRad = Math.atan2(-m23, m22);\n yRad = Math.atan2(-m31, m11);\n } else {\n xRad = Math.atan2(m32, m33);\n yRad = 0;\n }\n break;\n } default: {\n xRad = yRad = zRad = 0;\n }\n }\n const xyzRotationIsClockwise: [boolean, boolean, boolean] = [false, false, false];\n const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);\n // sanity check\n const matrix1 = angles.toMatrix3d();\n /**\n * Below tolerance loosened to allow sanity check to pass for\n *\n * OrderedRotationAngles.createFromMatrix3d(\n * OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),\n * AxisOrder.XYZ\n * );\n *\n * with treatVectorsAsColumns = true.\n */\n return (matrix.maxDiff(matrix1) < 10 * Geometry.smallFraction) ? angles : undefined;\n }\n /**\n * Create a 3x3 rotational matrix from this OrderedRotationAngles.\n ** math details can be found at docs/learning/geometry/Angle.md\n **/\n public toMatrix3d(result?: Matrix3d): Matrix3d {\n const rot = (result !== undefined) ? result : new Matrix3d();\n const axisOrder = this.order;\n const x = this.xAngle, y = this.yAngle, z = this.zAngle;\n\n const cx = x.cos(), sx = x.sin();\n const cy = y.cos(), sy = y.sin();\n const cz = z.cos(), sz = z.sin();\n\n const cxcz = cx * cz, cxsz = cx * sz, cxcy = cx * cy, cxsy = cx * sy;\n const sxcz = sx * cz, sxsz = sx * sz, sxcy = sx * cy, sxsy = sx * sy;\n const cycz = cy * cz, cysz = cy * sz, sycz = sy * cz, sysz = sy * sz;\n\n // the rotation matrix we build below is created using column-based base rotation matrixes\n if (axisOrder === AxisOrder.XYZ) {\n rot.setRowValues(\n cy * cz, sxcz * sy - cxsz, cxcz * sy + sxsz,\n cy * sz, cxcz + sxsz * sy, cxsz * sy - sxcz,\n -sy, sx * cy, cx * cy,\n );\n } else if (axisOrder === AxisOrder.YXZ) {\n rot.setRowValues(\n cycz - sysz * sx, -cx * sz, cysz * sx + sycz,\n sycz * sx + cysz, cx * cz, sysz - cycz * sx,\n -cx * sy, sx, cx * cy,\n );\n } else if (axisOrder === AxisOrder.ZXY) {\n rot.setRowValues(\n cycz + sysz * sx, sycz * sx - cysz, cx * sy,\n cx * sz, cx * cz, -sx,\n cysz * sx - sycz, cycz * sx + sysz, cx * cy,\n );\n } else if (axisOrder === AxisOrder.ZYX) {\n rot.setRowValues(\n cy * cz, -cy * sz, sy,\n sxcz * sy + cxsz, cxcz - sxsz * sy, -sx * cy,\n sxsz - cxcz * sy, sxcz + cxsz * sy, cx * cy,\n );\n } else if (axisOrder === AxisOrder.YZX) {\n rot.setRowValues(\n cy * cz, -sz, sy * cz,\n sxsy + cxcy * sz, cx * cz, cxsy * sz - sxcy,\n sxcy * sz - cxsy, sx * cz, cxcy + sxsy * sz,\n );\n } else if (axisOrder === AxisOrder.XZY) {\n rot.setRowValues(\n cy * cz, sxsy - cxcy * sz, cxsy + sxcy * sz,\n sz, cx * cz, -sx * cz,\n -sy * cz, sxcy + cxsy * sz, cxcy - sxsy * sz,\n );\n } else {\n rot.setIdentity();\n }\n // if we need row-based rotation matrix, we transpose the rotation matrix\n if (!OrderedRotationAngles.treatVectorsAsColumns)\n rot.transposeInPlace();\n\n return rot;\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AxisOrder, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\n\r\n/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */\r\n\r\n/**\r\n * represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.\r\n * * This class accommodates application-specific interpretation of \"multiplying 3 rotation matrices\" with regard to\r\n * * Whether a \"vector\" is a \"row\" or a \"column\"\r\n * * The order in which the X,Y,Z rotations are applied.\r\n * * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and\r\n * createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default\r\n * rotation is counterclockwise.\r\n * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.\r\n * @alpha\r\n */\r\nexport class OrderedRotationAngles {\r\n /** rotation around x */\r\n private _x: Angle;\r\n /** rotation around y */\r\n private _y: Angle;\r\n /** rotation around z */\r\n private _z: Angle;\r\n /** rotation order. For example XYZ means to rotate around x axis first, then y axis, and finally Z axis */\r\n private _order: AxisOrder;\r\n /** treat vectors as matrix columns */\r\n private static _sTreatVectorsAsColumns: boolean = false;\r\n /** constructor */\r\n private constructor(x: Angle, y: Angle, z: Angle, axisOrder: AxisOrder) {\r\n this._x = x;\r\n this._y = y;\r\n this._z = z;\r\n this._order = axisOrder;\r\n }\r\n /** (Property accessor) Return the `AxisOrder` controlling matrix multiplication order. */\r\n public get order(): AxisOrder {\r\n return this._order;\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around x. */\r\n public get xAngle(): Angle {\r\n return this._x.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around y. */\r\n public get yAngle(): Angle {\r\n return this._y.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around z. */\r\n public get zAngle(): Angle {\r\n return this._z.clone();\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in degrees */\r\n public get xDegrees(): number {\r\n return this._x.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in degrees */\r\n public get xRadians(): number {\r\n return this._x.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in degrees */\r\n public get yDegrees(): number {\r\n return this._y.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in radians */\r\n public get yRadians(): number {\r\n return this._y.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in radians */\r\n public get zDegrees(): number {\r\n return this._z.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in radians */\r\n public get zRadians(): number {\r\n return this._z.radians;\r\n }\r\n /** the flag controlling whether vectors are treated as rows or as columns */\r\n public static get treatVectorsAsColumns(): boolean {\r\n return OrderedRotationAngles._sTreatVectorsAsColumns;\r\n }\r\n public static set treatVectorsAsColumns(value: boolean) {\r\n OrderedRotationAngles._sTreatVectorsAsColumns = value;\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when\r\n * rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * @param xRadians rotation around x\r\n * @param yRadians rotation around y\r\n * @param zRadians rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeRotationAroundStandardAxes\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createRadians(xRadians: number, yRadians: number, zRadians: number, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n if (!xyzRotationIsClockwise) {\r\n xyzRotationIsClockwise = [false, false, false];\r\n }\r\n const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;\r\n const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;\r\n const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;\r\n if (result) {\r\n result._x.setRadians(xRadian);\r\n result._y.setRadians(yRadian);\r\n result._z.setRadians(zRadian);\r\n result._order = order;\r\n return result;\r\n }\r\n return new OrderedRotationAngles(\r\n Angle.createRadians(xRadian),\r\n Angle.createRadians(yRadian),\r\n Angle.createRadians(zRadian),\r\n order\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply\r\n * them when rotating.\r\n * @param xDegrees rotation around x\r\n * @param yDegrees rotation around y\r\n * @param zDegrees rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createDegrees(xDegrees: number, yDegrees: number, zDegrees: number, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n return OrderedRotationAngles.createRadians(\r\n Angle.degreesToRadians(xDegrees),\r\n Angle.degreesToRadians(yDegrees),\r\n Angle.degreesToRadians(zDegrees),\r\n order,\r\n xyzRotationIsClockwise,\r\n result\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,\r\n * and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * @param xRotation rotation around x\r\n * @param yRotation rotation around y\r\n * @param zRotation rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createAngles(xRotation: Angle, yRotation: Angle, zRotation: Angle, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n return OrderedRotationAngles.createRadians(\r\n xRotation.radians,\r\n yRotation.radians,\r\n zRotation.radians,\r\n order,\r\n xyzRotationIsClockwise,\r\n result\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations\r\n * that the matrix derives from.\r\n * * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,\r\n * it assumes all x, y, and z rotations are counterclockwise.\r\n * * In the failure case the method's return value is `undefined`.\r\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\r\n * a set of angles.\r\n * */\r\n public static createFromMatrix3d(matrix: Matrix3d, order: AxisOrder, result?: OrderedRotationAngles):\r\n OrderedRotationAngles | undefined {\r\n // treat vector as columns\r\n let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];\r\n let m21 = matrix.coffs[3], m22 = matrix.coffs[4], m23 = matrix.coffs[5];\r\n let m31 = matrix.coffs[6], m32 = matrix.coffs[7], m33 = matrix.coffs[8];\r\n // treat vector as rows\r\n if (!OrderedRotationAngles.treatVectorsAsColumns) {\r\n m11 = matrix.coffs[0], m12 = matrix.coffs[3], m13 = matrix.coffs[6];\r\n m21 = matrix.coffs[1], m22 = matrix.coffs[4], m23 = matrix.coffs[7];\r\n m31 = matrix.coffs[2], m32 = matrix.coffs[5], m33 = matrix.coffs[8];\r\n }\r\n\r\n let xRad: number;\r\n let yRad: number;\r\n let zRad: number;\r\n\r\n switch (order) {\r\n case AxisOrder.XYZ: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, -m31))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m31) < 0.99999) {\r\n xRad = Math.atan2(m32, m33);\r\n zRad = Math.atan2(m21, m11);\r\n } else {\r\n /**\r\n * If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.\r\n * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.\r\n * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).\r\n * Therefore, rotation matrix becomes\r\n * Matrix3d.createRowValues(\r\n * 0, +-sx, +-cx,\r\n * 0, cx, -sx,\r\n * -+1, 0, 0\r\n * );\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n */\r\n xRad = Math.atan2(-m23, m22);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.YXZ: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, m32))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m32) < 0.99999) {\r\n yRad = Math.atan2(-m31, m33);\r\n zRad = Math.atan2(-m12, m22);\r\n } else {\r\n yRad = Math.atan2(m13, m11);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.ZXY: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, -m23))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m23) < 0.99999) {\r\n yRad = Math.atan2(m13, m33);\r\n zRad = Math.atan2(m21, m22);\r\n } else {\r\n yRad = 0;\r\n zRad = Math.atan2(-m12, m11);\r\n }\r\n break;\r\n } case AxisOrder.ZYX: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, m13))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m13) < 0.99999) {\r\n xRad = Math.atan2(-m23, m33);\r\n zRad = Math.atan2(-m12, m11);\r\n } else {\r\n xRad = 0;\r\n zRad = Math.atan2(m21, m22);\r\n }\r\n break;\r\n } case AxisOrder.YZX: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, -m12))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m12) < 0.99999) {\r\n xRad = Math.atan2(m32, m22);\r\n yRad = Math.atan2(m13, m11);\r\n } else {\r\n xRad = 0;\r\n yRad = Math.atan2(-m31, m33);\r\n }\r\n break;\r\n } case AxisOrder.XZY: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, m21))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m21) < 0.99999) {\r\n xRad = Math.atan2(-m23, m22);\r\n yRad = Math.atan2(-m31, m11);\r\n } else {\r\n xRad = Math.atan2(m32, m33);\r\n yRad = 0;\r\n }\r\n break;\r\n } default: {\r\n xRad = yRad = zRad = 0;\r\n }\r\n }\r\n const xyzRotationIsClockwise: [boolean, boolean, boolean] = [false, false, false];\r\n const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n /**\r\n * Below tolerance loosened to allow sanity check to pass for\r\n *\r\n * OrderedRotationAngles.createFromMatrix3d(\r\n * OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),\r\n * AxisOrder.XYZ\r\n * );\r\n *\r\n * with treatVectorsAsColumns = true.\r\n */\r\n return (matrix.maxDiff(matrix1) < 10 * Geometry.smallFraction) ? angles : undefined;\r\n }\r\n /**\r\n * Create a 3x3 rotational matrix from this OrderedRotationAngles.\r\n ** math details can be found at docs/learning/geometry/Angle.md\r\n **/\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const rot = (result !== undefined) ? result : new Matrix3d();\r\n const axisOrder = this.order;\r\n const x = this.xAngle, y = this.yAngle, z = this.zAngle;\r\n\r\n const cx = x.cos(), sx = x.sin();\r\n const cy = y.cos(), sy = y.sin();\r\n const cz = z.cos(), sz = z.sin();\r\n\r\n const cxcz = cx * cz, cxsz = cx * sz, cxcy = cx * cy, cxsy = cx * sy;\r\n const sxcz = sx * cz, sxsz = sx * sz, sxcy = sx * cy, sxsy = sx * sy;\r\n const cycz = cy * cz, cysz = cy * sz, sycz = sy * cz, sysz = sy * sz;\r\n\r\n // the rotation matrix we build below is created using column-based base rotation matrixes\r\n if (axisOrder === AxisOrder.XYZ) {\r\n rot.setRowValues(\r\n cy * cz, sxcz * sy - cxsz, cxcz * sy + sxsz,\r\n cy * sz, cxcz + sxsz * sy, cxsz * sy - sxcz,\r\n -sy, sx * cy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YXZ) {\r\n rot.setRowValues(\r\n cycz - sysz * sx, -cx * sz, cysz * sx + sycz,\r\n sycz * sx + cysz, cx * cz, sysz - cycz * sx,\r\n -cx * sy, sx, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZXY) {\r\n rot.setRowValues(\r\n cycz + sysz * sx, sycz * sx - cysz, cx * sy,\r\n cx * sz, cx * cz, -sx,\r\n cysz * sx - sycz, cycz * sx + sysz, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZYX) {\r\n rot.setRowValues(\r\n cy * cz, -cy * sz, sy,\r\n sxcz * sy + cxsz, cxcz - sxsz * sy, -sx * cy,\r\n sxsz - cxcz * sy, sxcz + cxsz * sy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YZX) {\r\n rot.setRowValues(\r\n cy * cz, -sz, sy * cz,\r\n sxsy + cxcy * sz, cx * cz, cxsy * sz - sxcy,\r\n sxcy * sz - cxsy, sx * cz, cxcy + sxsy * sz,\r\n );\r\n } else if (axisOrder === AxisOrder.XZY) {\r\n rot.setRowValues(\r\n cy * cz, sxsy - cxcy * sz, cxsy + sxcy * sz,\r\n sz, cx * cz, -sx * cz,\r\n -sy * cz, sxcy + cxsy * sz, cxcy - sxsy * sz,\r\n );\r\n } else {\r\n rot.setIdentity();\r\n }\r\n // if we need row-based rotation matrix, we transpose the rotation matrix\r\n if (!OrderedRotationAngles.treatVectorsAsColumns)\r\n rot.transposeInPlace();\r\n\r\n return rot;\r\n }\r\n}\r\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, BeJSONFunctions, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Transform } from \"./Transform\";\nimport { XAndY } from \"./XYZProps\";\n\n/**\n * A plane defined by\n * * Any point on the plane.\n * * a unit normal.\n * @public\n */\nexport class Plane3dByOriginAndUnitNormal implements BeJSONFunctions, PlaneAltitudeEvaluator {\n private _origin: Point3d;\n private _normal: Vector3d;\n // constructor captures references !!!\n private constructor(origin: Point3d, normal: Vector3d) {\n this._origin = origin;\n this._normal = normal;\n }\n // This is private because it does not check validity of the unit vector.\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, z), Vector3d.create(u, v, w));\n }\n /**\n * Create a plane parallel to the XY plane\n * @param origin optional plane origin. If omitted, the origin is placed at 000\n */\n public static createXYPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\n if (origin)\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 0, 1);\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 0, 1);\n }\n /**\n * Create a plane parallel to the YZ plane\n * @param origin optional plane origin. If omitted, the origin is placed at 000\n */\n public static createYZPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\n if (origin)\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 1, 0, 0);\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 1, 0, 0);\n }\n /**\n * Create a plane parallel to the ZX plane\n * @param origin optional plane origin. If omitted, the origin is placed at 000\n */\n public static createZXPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\n if (origin)\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 1, 0);\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 1, 0);\n }\n /** create a new Plane3dByOriginAndUnitNormal with given origin and normal.\n * * The inputs are NOT captured.\n * * Returns undefined if the normal vector is all zeros.\n */\n public static create(origin: Point3d, normal: Vector3d, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n const normalized = normal.normalize();\n if (!normalized)\n return undefined;\n if (result) {\n result.set(origin, normalized);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(origin.clone(), normalized);\n }\n /** create a new Plane3dByOriginAndUnitNormal with direct coordinates of origin and normal.\n * * Returns undefined if the normal vector is all zeros.\n * * If unable to normalize return undefined. (And if result is given it is left unchanged)\n */\n public static createXYZUVW(ax: number, ay: number, az: number, ux: number, uy: number, uz: number, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n const magU = Geometry.hypotenuseXYZ(ux, uy, uz);\n if (magU < Geometry.smallMetricDistance)\n return undefined;\n if (result) {\n result._origin.set(ax, ay, az);\n result._normal.set(ux / magU, uy / magU, uz / magU);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(Point3d.create(ax, ay, az), Vector3d.create(ux / magU, uy / magU, uz / magU));\n }\n /** create a new Plane3dByOriginAndUnitNormal with unit normal (a) in the xy plane (b) perpendicular to the line defined by xy parts of origin to target.\n * * origin and normal both have z = 0.\n * * The inputs are NOT captured.\n * * Returns undefined if the normal vector is all zeros.\n */\n public static createOriginAndTargetXY(origin: XAndY, target: XAndY, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n const ux = target.x - origin.x;\n const uy = target.y - origin.y;\n return this.createXYZUVW(origin.x, origin.y, 0.0, uy, -ux, 0.0, result);\n }\n\n /** create a new Plane3dByOriginAndUnitNormal with xy origin (at z=0) and normal angle in xy plane.\n * * Returns undefined if the normal vector is all zeros.\n */\n public static createXYAngle(x: number, y: number, normalAngleFromX: Angle, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\n if (result) {\n result._origin.set(x, y, 0.0);\n result._normal.set(normalAngleFromX.cos(), normalAngleFromX.sin(), 0.0);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, 0), Vector3d.create(normalAngleFromX.cos(), normalAngleFromX.sin()));\n }\n\n /** Create a plane defined by two points and an in-plane vector.\n * @param pointA any point in the plane\n * @param pointB any other point in the plane\n * @param vector any vector in the plane but not parallel to the vector from pointA to pointB\n */\n public static createPointPointVectorInPlane(pointA: Point3d, pointB: Point3d, vector: Vector3d): Plane3dByOriginAndUnitNormal | undefined {\n const cross = vector.crossProductStartEnd(pointA, pointB);\n if (cross.tryNormalizeInPlace())\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\n return undefined;\n }\n\n /** test for (toleranced) equality with `other` */\n public isAlmostEqual(other: Plane3dByOriginAndUnitNormal): boolean {\n return this._origin.isAlmostEqual(other._origin) && this._normal.isAlmostEqual(other._normal);\n }\n /** Parse a json fragment `{origin: [x,y,z], normal: [ux,uy,uz]}` */\n public setFromJSON(json?: any) {\n if (!json) {\n this._origin.set(0, 0, 0);\n this._normal.set(0, 0, 1);\n } else {\n this._origin.setFromJSON(json.origin);\n this._normal.setFromJSON(json.normal);\n }\n }\n /**\n * Convert to a JSON object.\n * @return {*} [origin,normal]\n */\n public toJSON(): any { return { origin: this._origin.toJSON(), normal: this._normal.toJSON() }; }\n /** create a new Plane3dByOriginAndUnitNormal from json fragment.\n * * See `Plane3dByOriginAndUnitNormal.setFromJSON`\n */\n public static fromJSON(json?: any): Plane3dByOriginAndUnitNormal {\n const result = Plane3dByOriginAndUnitNormal.createXYPlane();\n result.setFromJSON(json);\n return result;\n }\n /** Return a reference to the origin. */\n public getOriginRef(): Point3d { return this._origin; }\n /** Return a reference to the unit normal. */\n public getNormalRef(): Vector3d { return this._normal; }\n\n /** Return coordinate axes (as a transform) with\n * * origin at plane origin\n * * z axis in direction of plane normal.\n * * x,y axes in plane.\n */\n public getLocalToWorld(): Transform {\n const axes = Matrix3d.createRigidHeadsUp(this._normal, AxisOrder.ZXY);\n return Transform.createRefs(this._origin.clone(), axes);\n }\n /** Return a (singular) transform which projects points to this plane.\n */\n public getProjectionToPlane(): Transform {\n const axes = Matrix3d.createIdentity();\n axes.addScaledOuterProductInPlace(this._normal, this._normal, -1.0);\n axes.markSingular();\n return Transform.createFixedPointAndMatrix(this._origin, axes);\n }\n\n /** Copy coordinates from the given origin and normal. */\n public set(origin: Point3d, normal: Vector3d): void {\n this._origin.setFrom(origin);\n this._normal.setFrom(normal);\n }\n /** return a deep clone (point and normal cloned) */\n public clone(result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\n if (result) {\n result.set(this._origin, this._normal);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(this._origin.clone(), this._normal.clone());\n }\n /** Create a clone and return the transform of the clone. */\n public cloneTransformed(transform: Transform, inverse: boolean = false): Plane3dByOriginAndUnitNormal | undefined {\n const result = this.clone();\n if (inverse) {\n transform.multiplyInversePoint3d(result._origin, result._origin);\n if (transform.matrix.multiplyTransposeVector(result._normal, result._normal) !== undefined\n && result._normal.normalizeInPlace())\n return result;\n } else {\n transform.multiplyPoint3d(result._origin, result._origin);\n if (transform.matrix.multiplyInverseTranspose(result._normal, result._normal) !== undefined\n && result._normal.normalizeInPlace())\n return result;\n }\n return undefined;\n }\n /** Copy data from the given plane. */\n public setFrom(source: Plane3dByOriginAndUnitNormal): void {\n this.set(source._origin, source._normal);\n }\n /** Return the altitude of spacePoint above or below the plane. (Below is negative) */\n public altitude(spacePoint: Point3d): number { return this._normal.dotProductStartEnd(this._origin, spacePoint); }\n /** Return the altitude of point (x,y) given xy parts using only the xy parts of origin and unit normal */\n public altitudeXY(x: number, y: number): number {\n return (x - this._origin.x) * this._normal.x + (y - this._origin.y) * this._normal.y;\n }\n /**\n * Return the x component of the normal used to evaluate altitude.\n */\n public normalX(): number {return this._normal.x; }\n /**\n * Return the x component of the normal used to evaluate altitude.\n */\n public normalY(): number {return this._normal.y; }\n /**\n * Return the z component of the normal used to evaluate altitude.\n */\n public normalZ(): number {return this._normal.z; }\n\n /** Return the altitude of weighted spacePoint above or below the plane. (Below is negative) */\n public weightedAltitude(spacePoint: Point4d): number {\n return this._normal.dotProductStart3dEnd4d(this._origin, spacePoint);\n }\n\n /** return a point at specified (signed) altitude */\n public altitudeToPoint(altitude: number, result?: Point3d): Point3d {\n return this._origin.plusScaled(this._normal, altitude, result);\n }\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\n * for a point moving at speed one along the spaceVector.\n */\n public velocityXYZ(x: number, y: number, z: number): number { return this._normal.dotProductXYZ(x, y, z); }\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\n * for a point moving at speed one along the spaceVector.\n */\n public velocity(spaceVector: Vector3d): number { return this._normal.dotProduct(spaceVector); }\n /** Return the altitude of a point given as separate x,y,z components. */\n public altitudeXYZ(x: number, y: number, z: number): number {\n return this._normal.dotProductStartEndXYZ(this._origin, x, y, z);\n }\n /** Return the altitude of a point given as separate x,y,z,w components. */\n public altitudeXYZW(x: number, y: number, z: number, w: number): number {\n return this._normal.dotProductStartEndXYZW(this._origin, x, y, z, w);\n }\n /** Return the projection of spacePoint onto the plane. */\n public projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d {\n return spacePoint.plusScaled(this._normal, -this._normal.dotProductStartEnd(this._origin, spacePoint), result);\n }\n /** Returns true of spacePoint is within distance tolerance of the plane. */\n public isPointInPlane(spacePoint: Point3d): boolean { return Geometry.isSmallMetricDistance(this.altitude(spacePoint)); }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AxisOrder, BeJSONFunctions, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XAndY } from \"./XYZProps\";\r\n\r\n/**\r\n * A plane defined by\r\n * * Any point on the plane.\r\n * * a unit normal.\r\n * @public\r\n */\r\nexport class Plane3dByOriginAndUnitNormal implements BeJSONFunctions, PlaneAltitudeEvaluator {\r\n private _origin: Point3d;\r\n private _normal: Vector3d;\r\n // constructor captures references !!!\r\n private constructor(origin: Point3d, normal: Vector3d) {\r\n this._origin = origin;\r\n this._normal = normal;\r\n }\r\n // This is private because it does not check validity of the unit vector.\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /**\r\n * Create a plane parallel to the XY plane\r\n * @param origin optional plane origin. If omitted, the origin is placed at 000\r\n */\r\n public static createXYPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\r\n if (origin)\r\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 0, 1);\r\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 0, 1);\r\n }\r\n /**\r\n * Create a plane parallel to the YZ plane\r\n * @param origin optional plane origin. If omitted, the origin is placed at 000\r\n */\r\n public static createYZPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\r\n if (origin)\r\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 1, 0, 0);\r\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 1, 0, 0);\r\n }\r\n /**\r\n * Create a plane parallel to the ZX plane\r\n * @param origin optional plane origin. If omitted, the origin is placed at 000\r\n */\r\n public static createZXPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\r\n if (origin)\r\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 1, 0);\r\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 1, 0);\r\n }\r\n /** create a new Plane3dByOriginAndUnitNormal with given origin and normal.\r\n * * The inputs are NOT captured.\r\n * * Returns undefined if the normal vector is all zeros.\r\n */\r\n public static create(origin: Point3d, normal: Vector3d, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n const normalized = normal.normalize();\r\n if (!normalized)\r\n return undefined;\r\n if (result) {\r\n result.set(origin, normalized);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(origin.clone(), normalized);\r\n }\r\n /** create a new Plane3dByOriginAndUnitNormal with direct coordinates of origin and normal.\r\n * * Returns undefined if the normal vector is all zeros.\r\n * * If unable to normalize return undefined. (And if result is given it is left unchanged)\r\n */\r\n public static createXYZUVW(ax: number, ay: number, az: number, ux: number, uy: number, uz: number, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n const magU = Geometry.hypotenuseXYZ(ux, uy, uz);\r\n if (magU < Geometry.smallMetricDistance)\r\n return undefined;\r\n if (result) {\r\n result._origin.set(ax, ay, az);\r\n result._normal.set(ux / magU, uy / magU, uz / magU);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(Point3d.create(ax, ay, az), Vector3d.create(ux / magU, uy / magU, uz / magU));\r\n }\r\n /** create a new Plane3dByOriginAndUnitNormal with unit normal (a) in the xy plane (b) perpendicular to the line defined by xy parts of origin to target.\r\n * * origin and normal both have z = 0.\r\n * * The inputs are NOT captured.\r\n * * Returns undefined if the normal vector is all zeros.\r\n */\r\n public static createOriginAndTargetXY(origin: XAndY, target: XAndY, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n const ux = target.x - origin.x;\r\n const uy = target.y - origin.y;\r\n return this.createXYZUVW(origin.x, origin.y, 0.0, uy, -ux, 0.0, result);\r\n }\r\n\r\n /** create a new Plane3dByOriginAndUnitNormal with xy origin (at z=0) and normal angle in xy plane.\r\n * * Returns undefined if the normal vector is all zeros.\r\n */\r\n public static createXYAngle(x: number, y: number, normalAngleFromX: Angle, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\r\n if (result) {\r\n result._origin.set(x, y, 0.0);\r\n result._normal.set(normalAngleFromX.cos(), normalAngleFromX.sin(), 0.0);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, 0), Vector3d.create(normalAngleFromX.cos(), normalAngleFromX.sin()));\r\n }\r\n\r\n /** Create a plane defined by two points and an in-plane vector.\r\n * @param pointA any point in the plane\r\n * @param pointB any other point in the plane\r\n * @param vector any vector in the plane but not parallel to the vector from pointA to pointB\r\n */\r\n public static createPointPointVectorInPlane(pointA: Point3d, pointB: Point3d, vector: Vector3d): Plane3dByOriginAndUnitNormal | undefined {\r\n const cross = vector.crossProductStartEnd(pointA, pointB);\r\n if (cross.tryNormalizeInPlace())\r\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\r\n return undefined;\r\n }\r\n\r\n /** test for (toleranced) equality with `other` */\r\n public isAlmostEqual(other: Plane3dByOriginAndUnitNormal): boolean {\r\n return this._origin.isAlmostEqual(other._origin) && this._normal.isAlmostEqual(other._normal);\r\n }\r\n /** Parse a json fragment `{origin: [x,y,z], normal: [ux,uy,uz]}` */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this._origin.set(0, 0, 0);\r\n this._normal.set(0, 0, 1);\r\n } else {\r\n this._origin.setFromJSON(json.origin);\r\n this._normal.setFromJSON(json.normal);\r\n }\r\n }\r\n /**\r\n * Convert to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any { return { origin: this._origin.toJSON(), normal: this._normal.toJSON() }; }\r\n /** create a new Plane3dByOriginAndUnitNormal from json fragment.\r\n * * See `Plane3dByOriginAndUnitNormal.setFromJSON`\r\n */\r\n public static fromJSON(json?: any): Plane3dByOriginAndUnitNormal {\r\n const result = Plane3dByOriginAndUnitNormal.createXYPlane();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Return a reference to the origin. */\r\n public getOriginRef(): Point3d { return this._origin; }\r\n /** Return a reference to the unit normal. */\r\n public getNormalRef(): Vector3d { return this._normal; }\r\n\r\n /** Return coordinate axes (as a transform) with\r\n * * origin at plane origin\r\n * * z axis in direction of plane normal.\r\n * * x,y axes in plane.\r\n */\r\n public getLocalToWorld(): Transform {\r\n const axes = Matrix3d.createRigidHeadsUp(this._normal, AxisOrder.ZXY);\r\n return Transform.createRefs(this._origin.clone(), axes);\r\n }\r\n /** Return a (singular) transform which projects points to this plane.\r\n */\r\n public getProjectionToPlane(): Transform {\r\n const axes = Matrix3d.createIdentity();\r\n axes.addScaledOuterProductInPlace(this._normal, this._normal, -1.0);\r\n axes.markSingular();\r\n return Transform.createFixedPointAndMatrix(this._origin, axes);\r\n }\r\n\r\n /** Copy coordinates from the given origin and normal. */\r\n public set(origin: Point3d, normal: Vector3d): void {\r\n this._origin.setFrom(origin);\r\n this._normal.setFrom(normal);\r\n }\r\n /** return a deep clone (point and normal cloned) */\r\n public clone(result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\r\n if (result) {\r\n result.set(this._origin, this._normal);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(this._origin.clone(), this._normal.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform, inverse: boolean = false): Plane3dByOriginAndUnitNormal | undefined {\r\n const result = this.clone();\r\n if (inverse) {\r\n transform.multiplyInversePoint3d(result._origin, result._origin);\r\n if (transform.matrix.multiplyTransposeVector(result._normal, result._normal) !== undefined\r\n && result._normal.normalizeInPlace())\r\n return result;\r\n } else {\r\n transform.multiplyPoint3d(result._origin, result._origin);\r\n if (transform.matrix.multiplyInverseTranspose(result._normal, result._normal) !== undefined\r\n && result._normal.normalizeInPlace())\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /** Copy data from the given plane. */\r\n public setFrom(source: Plane3dByOriginAndUnitNormal): void {\r\n this.set(source._origin, source._normal);\r\n }\r\n /** Return the altitude of spacePoint above or below the plane. (Below is negative) */\r\n public altitude(spacePoint: Point3d): number { return this._normal.dotProductStartEnd(this._origin, spacePoint); }\r\n /** Return the altitude of point (x,y) given xy parts using only the xy parts of origin and unit normal */\r\n public altitudeXY(x: number, y: number): number {\r\n return (x - this._origin.x) * this._normal.x + (y - this._origin.y) * this._normal.y;\r\n }\r\n /**\r\n * Return the x component of the normal used to evaluate altitude.\r\n */\r\n public normalX(): number {return this._normal.x; }\r\n /**\r\n * Return the x component of the normal used to evaluate altitude.\r\n */\r\n public normalY(): number {return this._normal.y; }\r\n /**\r\n * Return the z component of the normal used to evaluate altitude.\r\n */\r\n public normalZ(): number {return this._normal.z; }\r\n\r\n /** Return the altitude of weighted spacePoint above or below the plane. (Below is negative) */\r\n public weightedAltitude(spacePoint: Point4d): number {\r\n return this._normal.dotProductStart3dEnd4d(this._origin, spacePoint);\r\n }\r\n\r\n /** return a point at specified (signed) altitude */\r\n public altitudeToPoint(altitude: number, result?: Point3d): Point3d {\r\n return this._origin.plusScaled(this._normal, altitude, result);\r\n }\r\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\r\n * for a point moving at speed one along the spaceVector.\r\n */\r\n public velocityXYZ(x: number, y: number, z: number): number { return this._normal.dotProductXYZ(x, y, z); }\r\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\r\n * for a point moving at speed one along the spaceVector.\r\n */\r\n public velocity(spaceVector: Vector3d): number { return this._normal.dotProduct(spaceVector); }\r\n /** Return the altitude of a point given as separate x,y,z components. */\r\n public altitudeXYZ(x: number, y: number, z: number): number {\r\n return this._normal.dotProductStartEndXYZ(this._origin, x, y, z);\r\n }\r\n /** Return the altitude of a point given as separate x,y,z,w components. */\r\n public altitudeXYZW(x: number, y: number, z: number, w: number): number {\r\n return this._normal.dotProductStartEndXYZW(this._origin, x, y, z, w);\r\n }\r\n /** Return the projection of spacePoint onto the plane. */\r\n public projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d {\r\n return spacePoint.plusScaled(this._normal, -this._normal.dotProductStartEnd(this._origin, spacePoint), result);\r\n }\r\n /** Returns true of spacePoint is within distance tolerance of the plane. */\r\n public isPointInPlane(spacePoint: Point3d): boolean { return Geometry.isSmallMetricDistance(this.altitude(spacePoint)); }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Ray3d } from \"./Ray3d\";\nimport { Transform } from \"./Transform\";\n\n/**\n * A Plane3dByOriginAndVectors is an origin and a pair of vectors.\n * This defines a plane with a (possibly skewed) uv coordinate grid\n * * The grid directions (`vectorU` and `vectorV`)\n * * are NOT required to be unit vectors.\n * * are NOT required to be perpendicular vectors.\n * @public\n */\nexport class Plane3dByOriginAndVectors implements BeJSONFunctions {\n /** origin of plane grid */\n public origin: Point3d;\n /** u direction in plane grid */\n public vectorU: Vector3d;\n /** v direction in plane grid */\n public vectorV: Vector3d;\n private constructor(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d) {\n this.origin = origin;\n this.vectorU = vectorU;\n this.vectorV = vectorV;\n }\n /** create a new plane from origin and vectors. */\n public static createOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n if (result) {\n result.origin.setFrom(origin);\n result.vectorU.setFrom(vectorU);\n result.vectorV.setFrom(vectorV);\n return result;\n }\n return new Plane3dByOriginAndVectors(origin.clone(), vectorU.clone(), vectorV.clone());\n }\n /** clone to a new plane. */\n public clone(): Plane3dByOriginAndVectors {\n return new Plane3dByOriginAndVectors(this.origin.clone(), this.vectorU.clone(), this.vectorV.clone());\n }\n\n /**\n * Return a Plane3dByOriginAndVectors, with\n * * origin is the translation (aka origin) from the Transform\n * * vectorU is the X column of the transform\n * * vectorV is the Y column of the transform.\n * @param transform source transform\n * @param xLength optional length to impose on vectorU.\n * @param yLength optional length to impose on vectorV.\n * @param result optional preexisting result\n */\n public static createFromTransformColumnsXYAndLengths(transform: Transform,\n xLength: number | undefined, yLength: number | undefined,\n result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n if (result) {\n result.origin.setFrom(transform.getOrigin());\n transform.matrix.columnX(result.vectorU);\n transform.matrix.columnY(result.vectorV);\n } else {\n result = new Plane3dByOriginAndVectors(\n transform.getOrigin(),\n transform.matrix.columnX(),\n transform.matrix.columnY());\n }\n if (xLength !== undefined)\n result.vectorU.scaleToLength(xLength, result.vectorU);\n if (yLength !== undefined)\n result.vectorV.scaleToLength(yLength, result.vectorV);\n return result;\n }\n /** Capture origin and directions in a new plane. */\n public static createCapture(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n if (!result)\n return new Plane3dByOriginAndVectors(origin, vectorU, vectorV);\n result.origin = origin;\n result.vectorU = vectorU;\n result.vectorV = vectorV;\n return result;\n }\n\n /** Set all origin and both vectors from direct numeric parameters */\n public setOriginAndVectorsXYZ(x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): Plane3dByOriginAndVectors {\n this.origin.set(x0, y0, z0);\n this.vectorU.set(ux, uy, uz);\n this.vectorV.set(vx, vy, vz);\n return this;\n }\n /** Set all origin and both vectors from coordinates in given origin and vectors.\n * * Note that coordinates are copied out of the parameters -- the given parameters are NOT retained by reference.\n */\n public setOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d): Plane3dByOriginAndVectors {\n this.origin.setFrom(origin);\n this.vectorU.setFrom(vectorU);\n this.vectorV.setFrom(vectorV);\n return this;\n }\n /** Create a new plane from direct numeric parameters */\n public static createOriginAndVectorsXYZ(x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n if (result)\n return result.setOriginAndVectorsXYZ(x0, y0, z0, ux, uy, uz, vx, vy, vz);\n return new Plane3dByOriginAndVectors(Point3d.create(x0, y0, z0), Vector3d.create(ux, uy, uz), Vector3d.create(vx, vy, vz));\n }\n /** Define a plane by three points in the plane.\n * @param origin origin for the parameterization.\n * @param targetU target point for the vectorU starting at the origin.\n * @param targetV target point for the vectorV originating at the origin.\n * @param result optional result.\n */\n public static createOriginAndTargets(origin: Point3d, targetU: Point3d, targetV: Point3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(origin.x, origin.y, origin.z, targetU.x - origin.x, targetU.y - origin.y, targetU.z - origin.z, targetV.x - origin.x, targetV.y - origin.y, targetV.z - origin.z, result);\n }\n /** Create a plane with origin at 000, unit vectorU in x direction, and unit vectorV in the y direction. */\n public static createXYPlane(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(0, 0, 0, 1, 0, 0, 0, 1, 0, result);\n }\n /** create a plane from data presented as Float64Arrays.\n * @param origin x,y,z of origin.\n * @param vectorU x,y,z of vectorU\n * @param vectorV x,y,z of vectorV\n */\n public static createOriginAndVectorsArrays(origin: Float64Array, vectorU: Float64Array, vectorV: Float64Array, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(origin[0], origin[1], origin[2], vectorU[0], vectorU[1], vectorU[2], vectorV[0], vectorV[1], vectorV[2], result);\n }\n /** create a plane from data presented as Float64Array with weights\n * @param origin x,y,z,w of origin.\n * @param vectorU x,y,z,w of vectorU\n * @param vectorV x,y,z,w of vectorV\n */\n public static createOriginAndVectorsWeightedArrays(originW: Float64Array, vectorUw: Float64Array, vectorVw: Float64Array, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n const w = originW[3];\n result = Plane3dByOriginAndVectors.createXYPlane(result);\n if (Geometry.isSmallMetricDistance(w))\n return result;\n const dw = 1.0 / w;\n const au = vectorUw[3] * dw * dw;\n const av = vectorVw[3] * dw * dw;\n // for homogeneous function X, with w its weight:\n // (X/w) is the cartesian point.\n // (X/w)' = (X' w - X w')/(w*w)\n // = X'/w - (X/w)(w'/w)\n // = X'/w - X w'/w^2)\n // The w parts of the formal xyzw sums are identically 0.\n // Here the X' and its w' are taken from each vectorUw and vectorVw\n result.origin.set(originW[0] * dw, originW[1] * dw, originW[2] * dw);\n Vector3d.createAdd2ScaledXYZ(vectorUw[0], vectorUw[1], vectorUw[2], dw, originW[0], originW[1], originW[2], -au, result.vectorU);\n Vector3d.createAdd2ScaledXYZ(vectorVw[0], vectorVw[1], vectorVw[2], dw, originW[0], originW[1], originW[2], -av, result.vectorV);\n return result;\n }\n /**\n * Evaluate a point a grid coordinates on the plane.\n * * The computed point is `origin + vectorU * u + vectorV * v`\n * @param u coordinate along vectorU\n * @param v coordinate along vectorV\n * @param result optional result destination.\n * @returns Return the computed coordinate.\n */\n public fractionToPoint(u: number, v: number, result?: Point3d): Point3d {\n return this.origin.plus2Scaled(this.vectorU, u, this.vectorV, v, result);\n }\n /** Return the vector from the plane origin to parametric coordinate (u.v) */\n public fractionToVector(u: number, v: number, result?: Vector3d): Vector3d {\n return Vector3d.createAdd2Scaled(this.vectorU, u, this.vectorV, v, result);\n }\n /** Set coordinates from a json object such as `{origin: [1,2,3], vectorU:[4,5,6], vectorV[3,2,1]}` */\n public setFromJSON(json?: any) {\n if (!json || !json.origin || !json.vectorV) {\n this.origin.set(0, 0, 0);\n this.vectorU.set(1, 0, 0);\n this.vectorV.set(0, 1, 0);\n } else {\n this.origin.setFromJSON(json.origin);\n this.vectorU.setFromJSON(json.vectorU);\n this.vectorV.setFromJSON(json.vectorV);\n }\n }\n /**\n * Convert an Angle to a JSON object.\n * @return {*} [origin,normal]\n */\n public toJSON(): any {\n return {\n origin: this.origin.toJSON(),\n vectorU: this.vectorU.toJSON(),\n vectorV: this.vectorV.toJSON(),\n };\n }\n /** create a new plane. See `setFromJSON` for layout example. */\n public static fromJSON(json?: any): Plane3dByOriginAndVectors {\n const result = Plane3dByOriginAndVectors.createXYPlane();\n result.setFromJSON(json);\n return result;\n }\n /** Test origin and vectors for isAlmostEqual with `other` */\n public isAlmostEqual(other: Plane3dByOriginAndVectors): boolean {\n return this.origin.isAlmostEqual(other.origin)\n && this.vectorU.isAlmostEqual(other.vectorU)\n && this.vectorV.isAlmostEqual(other.vectorV);\n }\n /** Normalize both `vectorU` and `vectorV` in place.\n * * Return true if both succeeded.\n */\n public normalizeInPlace(): boolean {\n const okU = this.vectorU.normalizeInPlace();\n const okV = this.vectorV.normalizeInPlace();\n return okU && okV;\n }\n /**\n * Return (if possible) a unit normal to the plane.\n */\n public unitNormal(result?: Vector3d): Vector3d | undefined {\n return this.vectorU.unitCrossProduct(this.vectorV, result);\n }\n private static _workVector: Vector3d;\n /**\n * Return (if possible) a ray with origin at plane origin, direction as unit normal to the plane.\n */\n public unitNormalRay(result?: Ray3d): Ray3d | undefined {\n if (!Plane3dByOriginAndVectors._workVector)\n Plane3dByOriginAndVectors._workVector = Vector3d.create();\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV, Plane3dByOriginAndVectors._workVector);\n if (unitNormal === undefined)\n return undefined;\n return Ray3d.create(this.origin, unitNormal, result);\n }\n\n /**\n * Create a rigid frame (i.e. frenet frame) with\n * * origin at the plane origin\n * * x axis along the (normalized) vectorU\n * * y axis normalized vectorU to vectorV plane, and perpendicular to x axis\n * * z axis perpendicular to both.\n * @param result optional result\n */\n public toRigidFrame(result?: Transform): Transform | undefined {\n return Transform.createRigidFromOriginAndColumns(this.origin, this.vectorU, this.vectorV, AxisOrder.XYZ, result);\n }\n\n /**\n * Apply the transform to the origin and vectors in place.\n */\n public transformInPlace(transform: Transform) {\n transform.multiplyPoint3d(this.origin, this.origin);\n transform.multiplyVector (this.vectorU, this.vectorU);\n transform.multiplyVector (this.vectorV, this.vectorV);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Ray3d } from \"./Ray3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * A Plane3dByOriginAndVectors is an origin and a pair of vectors.\r\n * This defines a plane with a (possibly skewed) uv coordinate grid\r\n * * The grid directions (`vectorU` and `vectorV`)\r\n * * are NOT required to be unit vectors.\r\n * * are NOT required to be perpendicular vectors.\r\n * @public\r\n */\r\nexport class Plane3dByOriginAndVectors implements BeJSONFunctions {\r\n /** origin of plane grid */\r\n public origin: Point3d;\r\n /** u direction in plane grid */\r\n public vectorU: Vector3d;\r\n /** v direction in plane grid */\r\n public vectorV: Vector3d;\r\n private constructor(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d) {\r\n this.origin = origin;\r\n this.vectorU = vectorU;\r\n this.vectorV = vectorV;\r\n }\r\n /** create a new plane from origin and vectors. */\r\n public static createOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.vectorU.setFrom(vectorU);\r\n result.vectorV.setFrom(vectorV);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndVectors(origin.clone(), vectorU.clone(), vectorV.clone());\r\n }\r\n /** clone to a new plane. */\r\n public clone(): Plane3dByOriginAndVectors {\r\n return new Plane3dByOriginAndVectors(this.origin.clone(), this.vectorU.clone(), this.vectorV.clone());\r\n }\r\n\r\n /**\r\n * Return a Plane3dByOriginAndVectors, with\r\n * * origin is the translation (aka origin) from the Transform\r\n * * vectorU is the X column of the transform\r\n * * vectorV is the Y column of the transform.\r\n * @param transform source transform\r\n * @param xLength optional length to impose on vectorU.\r\n * @param yLength optional length to impose on vectorV.\r\n * @param result optional preexisting result\r\n */\r\n public static createFromTransformColumnsXYAndLengths(transform: Transform,\r\n xLength: number | undefined, yLength: number | undefined,\r\n result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n if (result) {\r\n result.origin.setFrom(transform.getOrigin());\r\n transform.matrix.columnX(result.vectorU);\r\n transform.matrix.columnY(result.vectorV);\r\n } else {\r\n result = new Plane3dByOriginAndVectors(\r\n transform.getOrigin(),\r\n transform.matrix.columnX(),\r\n transform.matrix.columnY());\r\n }\r\n if (xLength !== undefined)\r\n result.vectorU.scaleToLength(xLength, result.vectorU);\r\n if (yLength !== undefined)\r\n result.vectorV.scaleToLength(yLength, result.vectorV);\r\n return result;\r\n }\r\n /** Capture origin and directions in a new plane. */\r\n public static createCapture(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n if (!result)\r\n return new Plane3dByOriginAndVectors(origin, vectorU, vectorV);\r\n result.origin = origin;\r\n result.vectorU = vectorU;\r\n result.vectorV = vectorV;\r\n return result;\r\n }\r\n\r\n /** Set all origin and both vectors from direct numeric parameters */\r\n public setOriginAndVectorsXYZ(x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): Plane3dByOriginAndVectors {\r\n this.origin.set(x0, y0, z0);\r\n this.vectorU.set(ux, uy, uz);\r\n this.vectorV.set(vx, vy, vz);\r\n return this;\r\n }\r\n /** Set all origin and both vectors from coordinates in given origin and vectors.\r\n * * Note that coordinates are copied out of the parameters -- the given parameters are NOT retained by reference.\r\n */\r\n public setOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d): Plane3dByOriginAndVectors {\r\n this.origin.setFrom(origin);\r\n this.vectorU.setFrom(vectorU);\r\n this.vectorV.setFrom(vectorV);\r\n return this;\r\n }\r\n /** Create a new plane from direct numeric parameters */\r\n public static createOriginAndVectorsXYZ(x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n if (result)\r\n return result.setOriginAndVectorsXYZ(x0, y0, z0, ux, uy, uz, vx, vy, vz);\r\n return new Plane3dByOriginAndVectors(Point3d.create(x0, y0, z0), Vector3d.create(ux, uy, uz), Vector3d.create(vx, vy, vz));\r\n }\r\n /** Define a plane by three points in the plane.\r\n * @param origin origin for the parameterization.\r\n * @param targetU target point for the vectorU starting at the origin.\r\n * @param targetV target point for the vectorV originating at the origin.\r\n * @param result optional result.\r\n */\r\n public static createOriginAndTargets(origin: Point3d, targetU: Point3d, targetV: Point3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(origin.x, origin.y, origin.z, targetU.x - origin.x, targetU.y - origin.y, targetU.z - origin.z, targetV.x - origin.x, targetV.y - origin.y, targetV.z - origin.z, result);\r\n }\r\n /** Create a plane with origin at 000, unit vectorU in x direction, and unit vectorV in the y direction. */\r\n public static createXYPlane(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(0, 0, 0, 1, 0, 0, 0, 1, 0, result);\r\n }\r\n /** create a plane from data presented as Float64Arrays.\r\n * @param origin x,y,z of origin.\r\n * @param vectorU x,y,z of vectorU\r\n * @param vectorV x,y,z of vectorV\r\n */\r\n public static createOriginAndVectorsArrays(origin: Float64Array, vectorU: Float64Array, vectorV: Float64Array, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(origin[0], origin[1], origin[2], vectorU[0], vectorU[1], vectorU[2], vectorV[0], vectorV[1], vectorV[2], result);\r\n }\r\n /** create a plane from data presented as Float64Array with weights\r\n * @param origin x,y,z,w of origin.\r\n * @param vectorU x,y,z,w of vectorU\r\n * @param vectorV x,y,z,w of vectorV\r\n */\r\n public static createOriginAndVectorsWeightedArrays(originW: Float64Array, vectorUw: Float64Array, vectorVw: Float64Array, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const w = originW[3];\r\n result = Plane3dByOriginAndVectors.createXYPlane(result);\r\n if (Geometry.isSmallMetricDistance(w))\r\n return result;\r\n const dw = 1.0 / w;\r\n const au = vectorUw[3] * dw * dw;\r\n const av = vectorVw[3] * dw * dw;\r\n // for homogeneous function X, with w its weight:\r\n // (X/w) is the cartesian point.\r\n // (X/w)' = (X' w - X w')/(w*w)\r\n // = X'/w - (X/w)(w'/w)\r\n // = X'/w - X w'/w^2)\r\n // The w parts of the formal xyzw sums are identically 0.\r\n // Here the X' and its w' are taken from each vectorUw and vectorVw\r\n result.origin.set(originW[0] * dw, originW[1] * dw, originW[2] * dw);\r\n Vector3d.createAdd2ScaledXYZ(vectorUw[0], vectorUw[1], vectorUw[2], dw, originW[0], originW[1], originW[2], -au, result.vectorU);\r\n Vector3d.createAdd2ScaledXYZ(vectorVw[0], vectorVw[1], vectorVw[2], dw, originW[0], originW[1], originW[2], -av, result.vectorV);\r\n return result;\r\n }\r\n /**\r\n * Evaluate a point a grid coordinates on the plane.\r\n * * The computed point is `origin + vectorU * u + vectorV * v`\r\n * @param u coordinate along vectorU\r\n * @param v coordinate along vectorV\r\n * @param result optional result destination.\r\n * @returns Return the computed coordinate.\r\n */\r\n public fractionToPoint(u: number, v: number, result?: Point3d): Point3d {\r\n return this.origin.plus2Scaled(this.vectorU, u, this.vectorV, v, result);\r\n }\r\n /** Return the vector from the plane origin to parametric coordinate (u.v) */\r\n public fractionToVector(u: number, v: number, result?: Vector3d): Vector3d {\r\n return Vector3d.createAdd2Scaled(this.vectorU, u, this.vectorV, v, result);\r\n }\r\n /** Set coordinates from a json object such as `{origin: [1,2,3], vectorU:[4,5,6], vectorV[3,2,1]}` */\r\n public setFromJSON(json?: any) {\r\n if (!json || !json.origin || !json.vectorV) {\r\n this.origin.set(0, 0, 0);\r\n this.vectorU.set(1, 0, 0);\r\n this.vectorV.set(0, 1, 0);\r\n } else {\r\n this.origin.setFromJSON(json.origin);\r\n this.vectorU.setFromJSON(json.vectorU);\r\n this.vectorV.setFromJSON(json.vectorV);\r\n }\r\n }\r\n /**\r\n * Convert an Angle to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any {\r\n return {\r\n origin: this.origin.toJSON(),\r\n vectorU: this.vectorU.toJSON(),\r\n vectorV: this.vectorV.toJSON(),\r\n };\r\n }\r\n /** create a new plane. See `setFromJSON` for layout example. */\r\n public static fromJSON(json?: any): Plane3dByOriginAndVectors {\r\n const result = Plane3dByOriginAndVectors.createXYPlane();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Test origin and vectors for isAlmostEqual with `other` */\r\n public isAlmostEqual(other: Plane3dByOriginAndVectors): boolean {\r\n return this.origin.isAlmostEqual(other.origin)\r\n && this.vectorU.isAlmostEqual(other.vectorU)\r\n && this.vectorV.isAlmostEqual(other.vectorV);\r\n }\r\n /** Normalize both `vectorU` and `vectorV` in place.\r\n * * Return true if both succeeded.\r\n */\r\n public normalizeInPlace(): boolean {\r\n const okU = this.vectorU.normalizeInPlace();\r\n const okV = this.vectorV.normalizeInPlace();\r\n return okU && okV;\r\n }\r\n /**\r\n * Return (if possible) a unit normal to the plane.\r\n */\r\n public unitNormal(result?: Vector3d): Vector3d | undefined {\r\n return this.vectorU.unitCrossProduct(this.vectorV, result);\r\n }\r\n private static _workVector: Vector3d;\r\n /**\r\n * Return (if possible) a ray with origin at plane origin, direction as unit normal to the plane.\r\n */\r\n public unitNormalRay(result?: Ray3d): Ray3d | undefined {\r\n if (!Plane3dByOriginAndVectors._workVector)\r\n Plane3dByOriginAndVectors._workVector = Vector3d.create();\r\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV, Plane3dByOriginAndVectors._workVector);\r\n if (unitNormal === undefined)\r\n return undefined;\r\n return Ray3d.create(this.origin, unitNormal, result);\r\n }\r\n\r\n /**\r\n * Create a rigid frame (i.e. frenet frame) with\r\n * * origin at the plane origin\r\n * * x axis along the (normalized) vectorU\r\n * * y axis normalized vectorU to vectorV plane, and perpendicular to x axis\r\n * * z axis perpendicular to both.\r\n * @param result optional result\r\n */\r\n public toRigidFrame(result?: Transform): Transform | undefined {\r\n return Transform.createRigidFromOriginAndColumns(this.origin, this.vectorU, this.vectorV, AxisOrder.XYZ, result);\r\n }\r\n\r\n /**\r\n * Apply the transform to the origin and vectors in place.\r\n */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector (this.vectorU, this.vectorU);\r\n transform.multiplyVector (this.vectorV, this.vectorV);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\n\nimport { IndexedXYCollection } from \"./IndexedXYCollection\";\nimport { Point2d, Vector2d, XY } from \"./Point2dVector2d\";\nimport { XAndY } from \"./XYZProps\";\n\n/**\n * Helper object to access members of a Point2d[] in geometric calculations.\n * * The collection holds only a reference to the actual array.\n * * The actual array may be replaced by the user as needed.\n * * When replaced, there is no cached data to be updated.\n * @public\n*/\nexport class Point2dArrayCarrier extends IndexedXYCollection {\n /** reference to array being queried. */\n public data: Point2d[];\n /** CAPTURE caller supplied array ... */\n public constructor(data: Point2d[]) {\n super();\n this.data = data;\n }\n /** test if index is valid */\n public isValidIndex(index: number): boolean {\n return index >= 0 && index < this.data.length;\n }\n /**\n * Access by index, returning strongly typed Point2d\n * * This returns the xy value but NOT reference to the point in the \"carried\" array.\n * @param index index of point within the array\n * @param result caller-allocated destination\n * @returns undefined if the index is out of bounds\n */\n public override getPoint2dAtCheckedPointIndex(index: number, result?: Point2d): Point2d | undefined {\n if (this.isValidIndex(index)) {\n const source = this.data[index];\n return Point2d.create(source.x, source.y, result);\n }\n return undefined;\n }\n /**\n * Access by index, returning strongly typed Vector2d\n * @param index index of point within the array\n * @param result caller-allocated destination\n * @returns undefined if the index is out of bounds\n */\n public override getVector2dAtCheckedVectorIndex(index: number, result?: Vector2d): Vector2d | undefined {\n if (this.isValidIndex(index)) {\n const source = this.data[index];\n return Vector2d.create(source.x, source.y, result);\n }\n return undefined;\n }\n /**\n * Return a vector from the point at indexA to the point at indexB\n * @param indexA index of point within the array\n * @param indexB index of point within the array\n * @param result caller-allocated vector.\n * @returns undefined if either index is out of bounds\n */\n public override vectorIndexIndex(indexA: number, indexB: number, result?: Vector2d): Vector2d | undefined {\n if (this.isValidIndex(indexA) && this.isValidIndex(indexB))\n return Vector2d.createStartEnd(this.data[indexA], this.data[indexB], result);\n return undefined;\n }\n /**\n * Return a vector from given origin to point at indexB\n * @param origin origin for vector\n * @param indexB index of point within the array\n * @param result caller-allocated vector.\n * @returns undefined if index is out of bounds\n */\n public override vectorXAndYIndex(origin: XAndY, indexB: number, result?: Vector2d): Vector2d | undefined {\n if (this.isValidIndex(indexB))\n return Vector2d.createStartEnd(origin, this.data[indexB], result);\n return undefined;\n }\n\n /**\n * Return the cross product of vectors from origin to points at indexA and indexB\n * @param origin origin for vector\n * @param indexA index of first target within the array\n * @param indexB index of second target within the array\n * @param result caller-allocated vector.\n * @returns undefined if either index is out of bounds\n */\n public override crossProductXAndYIndexIndex(origin: XAndY, indexA: number, indexB: number): number | undefined {\n if (this.isValidIndex(indexA) && this.isValidIndex(indexB))\n return XY.crossProductToPoints(origin, this.data[indexA], this.data[indexB]);\n return undefined;\n }\n /**\n * Return the cross product of vectors from point at originIndex to points at indexA and indexB\n * @param originIndex index of origin\n * @param indexA index of first target within the array\n * @param indexB index of second target within the array\n * @param result caller-allocated vector.\n * @returns return true if indexA, indexB both valid\n */\n public override crossProductIndexIndexIndex(originIndex: number, indexA: number, indexB: number): number | undefined {\n if (this.isValidIndex(originIndex) && this.isValidIndex(indexA) && this.isValidIndex(indexB))\n return XY.crossProductToPoints(this.data[originIndex], this.data[indexA], this.data[indexB]);\n return undefined;\n }\n /**\n * read-only property for number of XYZ in the collection.\n */\n public override get length(): number {\n return this.data.length;\n }\n\n /**\n * Get x coordinate by point index, with no index checking\n * @param pointIndex index to access\n */\n public override getXAtUncheckedPointIndex(pointIndex: number): number {\n return this.data[pointIndex].x;\n }\n\n /**\n * Get y coordinate by point index, with no index checking\n * @param pointIndex index to access\n */\n public override getYAtUncheckedPointIndex(pointIndex: number): number {\n return this.data[pointIndex].y;\n }\n}\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\n\r\nimport { IndexedXYCollection } from \"./IndexedXYCollection\";\r\nimport { Point2d, Vector2d, XY } from \"./Point2dVector2d\";\r\nimport { XAndY } from \"./XYZProps\";\r\n\r\n/**\r\n * Helper object to access members of a Point2d[] in geometric calculations.\r\n * * The collection holds only a reference to the actual array.\r\n * * The actual array may be replaced by the user as needed.\r\n * * When replaced, there is no cached data to be updated.\r\n * @public\r\n*/\r\nexport class Point2dArrayCarrier extends IndexedXYCollection {\r\n /** reference to array being queried. */\r\n public data: Point2d[];\r\n /** CAPTURE caller supplied array ... */\r\n public constructor(data: Point2d[]) {\r\n super();\r\n this.data = data;\r\n }\r\n /** test if index is valid */\r\n public isValidIndex(index: number): boolean {\r\n return index >= 0 && index < this.data.length;\r\n }\r\n /**\r\n * Access by index, returning strongly typed Point2d\r\n * * This returns the xy value but NOT reference to the point in the \"carried\" array.\r\n * @param index index of point within the array\r\n * @param result caller-allocated destination\r\n * @returns undefined if the index is out of bounds\r\n */\r\n public override getPoint2dAtCheckedPointIndex(index: number, result?: Point2d): Point2d | undefined {\r\n if (this.isValidIndex(index)) {\r\n const source = this.data[index];\r\n return Point2d.create(source.x, source.y, result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Access by index, returning strongly typed Vector2d\r\n * @param index index of point within the array\r\n * @param result caller-allocated destination\r\n * @returns undefined if the index is out of bounds\r\n */\r\n public override getVector2dAtCheckedVectorIndex(index: number, result?: Vector2d): Vector2d | undefined {\r\n if (this.isValidIndex(index)) {\r\n const source = this.data[index];\r\n return Vector2d.create(source.x, source.y, result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Return a vector from the point at indexA to the point at indexB\r\n * @param indexA index of point within the array\r\n * @param indexB index of point within the array\r\n * @param result caller-allocated vector.\r\n * @returns undefined if either index is out of bounds\r\n */\r\n public override vectorIndexIndex(indexA: number, indexB: number, result?: Vector2d): Vector2d | undefined {\r\n if (this.isValidIndex(indexA) && this.isValidIndex(indexB))\r\n return Vector2d.createStartEnd(this.data[indexA], this.data[indexB], result);\r\n return undefined;\r\n }\r\n /**\r\n * Return a vector from given origin to point at indexB\r\n * @param origin origin for vector\r\n * @param indexB index of point within the array\r\n * @param result caller-allocated vector.\r\n * @returns undefined if index is out of bounds\r\n */\r\n public override vectorXAndYIndex(origin: XAndY, indexB: number, result?: Vector2d): Vector2d | undefined {\r\n if (this.isValidIndex(indexB))\r\n return Vector2d.createStartEnd(origin, this.data[indexB], result);\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Return the cross product of vectors from origin to points at indexA and indexB\r\n * @param origin origin for vector\r\n * @param indexA index of first target within the array\r\n * @param indexB index of second target within the array\r\n * @param result caller-allocated vector.\r\n * @returns undefined if either index is out of bounds\r\n */\r\n public override crossProductXAndYIndexIndex(origin: XAndY, indexA: number, indexB: number): number | undefined {\r\n if (this.isValidIndex(indexA) && this.isValidIndex(indexB))\r\n return XY.crossProductToPoints(origin, this.data[indexA], this.data[indexB]);\r\n return undefined;\r\n }\r\n /**\r\n * Return the cross product of vectors from point at originIndex to points at indexA and indexB\r\n * @param originIndex index of origin\r\n * @param indexA index of first target within the array\r\n * @param indexB index of second target within the array\r\n * @param result caller-allocated vector.\r\n * @returns return true if indexA, indexB both valid\r\n */\r\n public override crossProductIndexIndexIndex(originIndex: number, indexA: number, indexB: number): number | undefined {\r\n if (this.isValidIndex(originIndex) && this.isValidIndex(indexA) && this.isValidIndex(indexB))\r\n return XY.crossProductToPoints(this.data[originIndex], this.data[indexA], this.data[indexB]);\r\n return undefined;\r\n }\r\n /**\r\n * read-only property for number of XYZ in the collection.\r\n */\r\n public override get length(): number {\r\n return this.data.length;\r\n }\r\n\r\n /**\r\n * Get x coordinate by point index, with no index checking\r\n * @param pointIndex index to access\r\n */\r\n public override getXAtUncheckedPointIndex(pointIndex: number): number {\r\n return this.data[pointIndex].x;\r\n }\r\n\r\n /**\r\n * Get y coordinate by point index, with no index checking\r\n * @param pointIndex index to access\r\n */\r\n public override getYAtUncheckedPointIndex(pointIndex: number): number {\r\n return this.data[pointIndex].y;\r\n }\r\n}\r\n"]}