@itwin/core-geometry 4.0.0-dev.6 → 4.0.0-dev.8

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 (119) hide show
  1. package/lib/cjs/Geometry.d.ts +3 -3
  2. package/lib/cjs/Geometry.d.ts.map +1 -1
  3. package/lib/cjs/Geometry.js +27 -11
  4. package/lib/cjs/Geometry.js.map +1 -1
  5. package/lib/cjs/curve/CurveCurve.d.ts +11 -8
  6. package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
  7. package/lib/cjs/curve/CurveCurve.js +16 -12
  8. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  9. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts +5 -1
  10. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  11. package/lib/cjs/curve/CurveCurveIntersectXY.js +11 -10
  12. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  13. package/lib/cjs/geometry3d/Angle.d.ts +18 -0
  14. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  15. package/lib/cjs/geometry3d/Angle.js +38 -0
  16. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  17. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts +1 -0
  18. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  19. package/lib/cjs/geometry3d/CoincidentGeometryOps.js +3 -0
  20. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  21. package/lib/cjs/geometry3d/Matrix3d.d.ts +171 -118
  22. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  23. package/lib/cjs/geometry3d/Matrix3d.js +448 -417
  24. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  25. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +12 -13
  26. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  27. package/lib/cjs/geometry3d/Point3dVector3d.js +15 -13
  28. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  29. package/lib/cjs/geometry3d/Segment1d.d.ts +1 -1
  30. package/lib/cjs/geometry3d/Segment1d.js +1 -1
  31. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  32. package/lib/cjs/numerics/Polynomials.d.ts +12 -0
  33. package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
  34. package/lib/cjs/numerics/Polynomials.js +14 -0
  35. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  36. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +1 -0
  37. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  38. package/lib/cjs/polyface/PolyfaceBuilder.js +46 -6
  39. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  40. package/lib/cjs/polyface/PolyfaceQuery.d.ts +54 -0
  41. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  42. package/lib/cjs/polyface/PolyfaceQuery.js +71 -1
  43. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  44. package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts +202 -0
  45. package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -0
  46. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js +1038 -0
  47. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -0
  48. package/lib/cjs/serialization/GeometrySamples.d.ts +4 -1
  49. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  50. package/lib/cjs/serialization/GeometrySamples.js +14 -6
  51. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  52. package/lib/cjs/topology/Graph.d.ts +113 -7
  53. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  54. package/lib/cjs/topology/Graph.js +185 -7
  55. package/lib/cjs/topology/Graph.js.map +1 -1
  56. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +38 -0
  57. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -0
  58. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js +82 -0
  59. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -0
  60. package/lib/esm/Geometry.d.ts +3 -3
  61. package/lib/esm/Geometry.d.ts.map +1 -1
  62. package/lib/esm/Geometry.js +27 -11
  63. package/lib/esm/Geometry.js.map +1 -1
  64. package/lib/esm/curve/CurveCurve.d.ts +11 -8
  65. package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
  66. package/lib/esm/curve/CurveCurve.js +16 -12
  67. package/lib/esm/curve/CurveCurve.js.map +1 -1
  68. package/lib/esm/curve/CurveCurveIntersectXY.d.ts +5 -1
  69. package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  70. package/lib/esm/curve/CurveCurveIntersectXY.js +11 -10
  71. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  72. package/lib/esm/geometry3d/Angle.d.ts +18 -0
  73. package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
  74. package/lib/esm/geometry3d/Angle.js +38 -0
  75. package/lib/esm/geometry3d/Angle.js.map +1 -1
  76. package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts +1 -0
  77. package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  78. package/lib/esm/geometry3d/CoincidentGeometryOps.js +3 -0
  79. package/lib/esm/geometry3d/CoincidentGeometryOps.js.map +1 -1
  80. package/lib/esm/geometry3d/Matrix3d.d.ts +171 -118
  81. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  82. package/lib/esm/geometry3d/Matrix3d.js +448 -417
  83. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  84. package/lib/esm/geometry3d/Point3dVector3d.d.ts +12 -13
  85. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  86. package/lib/esm/geometry3d/Point3dVector3d.js +15 -13
  87. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  88. package/lib/esm/geometry3d/Segment1d.d.ts +1 -1
  89. package/lib/esm/geometry3d/Segment1d.js +1 -1
  90. package/lib/esm/geometry3d/Segment1d.js.map +1 -1
  91. package/lib/esm/numerics/Polynomials.d.ts +12 -0
  92. package/lib/esm/numerics/Polynomials.d.ts.map +1 -1
  93. package/lib/esm/numerics/Polynomials.js +14 -0
  94. package/lib/esm/numerics/Polynomials.js.map +1 -1
  95. package/lib/esm/polyface/PolyfaceBuilder.d.ts +1 -0
  96. package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
  97. package/lib/esm/polyface/PolyfaceBuilder.js +46 -6
  98. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  99. package/lib/esm/polyface/PolyfaceQuery.d.ts +54 -0
  100. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  101. package/lib/esm/polyface/PolyfaceQuery.js +69 -0
  102. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  103. package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts +202 -0
  104. package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -0
  105. package/lib/esm/polyface/multiclip/OffsetMeshContext.js +1032 -0
  106. package/lib/esm/polyface/multiclip/OffsetMeshContext.js.map +1 -0
  107. package/lib/esm/serialization/GeometrySamples.d.ts +4 -1
  108. package/lib/esm/serialization/GeometrySamples.d.ts.map +1 -1
  109. package/lib/esm/serialization/GeometrySamples.js +14 -6
  110. package/lib/esm/serialization/GeometrySamples.js.map +1 -1
  111. package/lib/esm/topology/Graph.d.ts +113 -7
  112. package/lib/esm/topology/Graph.d.ts.map +1 -1
  113. package/lib/esm/topology/Graph.js +185 -7
  114. package/lib/esm/topology/Graph.js.map +1 -1
  115. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +38 -0
  116. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -0
  117. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js +78 -0
  118. package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -0
  119. package/package.json +4 -4
@@ -12,6 +12,7 @@ import { Point2d } from "./Point2dVector2d";
12
12
  import { Point3d, Vector3d } from "./Point3dVector3d";
13
13
  import { Transform } from "./Transform";
14
14
  /* eslint-disable @itwin/prefer-get */
15
+ // cSpell:words XXYZ YXYZ ZXYZ
15
16
  /**
16
17
  * PackedMatrix3dOps contains static methods for matrix operations where the matrix is a Float64Array.
17
18
  * * The Float64Array contains the matrix entries in row-major order
@@ -639,7 +640,8 @@ export class Matrix3d {
639
640
  return undefined;
640
641
  }
641
642
  /**
642
- * Construct a rigid matrix using vectorA and its 2 perpendicular.
643
+ * Construct a rigid matrix (orthogonal matrix with +1 determinant) using vectorA and its 2 perpendicular.
644
+ * * If axisOrder is not passed then `AxisOrder = AxisOrder.ZXY` is used as default.
643
645
  * * This function internally uses createPerpendicularVectorFavorXYPlane and createRigidFromColumns.
644
646
  */
645
647
  static createRigidHeadsUp(vectorA, axisOrder = AxisOrder.ZXY, result) {
@@ -651,7 +653,7 @@ export class Matrix3d {
651
653
  }
652
654
  return Matrix3d.createIdentity(result);
653
655
  }
654
- /** Return the matrix for rotation of `angle` around `axis` */
656
+ /** Return the matrix for rotation of `angle` around desired `axis` */
655
657
  static createRotationAroundVector(axis, angle, result) {
656
658
  // Rodriguez formula (matrix form), https://mathworld.wolfram.com/RodriguesRotationFormula.html
657
659
  const c = angle.cos();
@@ -665,7 +667,7 @@ export class Matrix3d {
665
667
  }
666
668
  return undefined;
667
669
  }
668
- /** Returns a rotation of specified angle around an axis
670
+ /** Returns a rotation of specified angle around one of the main axis (X,Y,Z).
669
671
  * @param axisIndex index of axis (AxisIndex.X, AxisIndex.Y, AxisIndex.Z) kept fixed by the rotation.
670
672
  * @param angle angle of rotation
671
673
  * @param result optional result matrix.
@@ -688,14 +690,33 @@ export class Matrix3d {
688
690
  return myResult;
689
691
  }
690
692
  /**
691
- * Replace current columns Ui and Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
692
- * * There is no checking for i,j being 0,1,2.
693
- * * This is used in compute intensive inner loops
694
- * @param i first row index. **must be 0,1,2** (unchecked)
695
- * @param j second row index. **must be 0,1,2** (unchecked)
696
- * @param c fist coefficient
697
- * @param s second coefficient
698
- */
693
+ * Replace current rows Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
694
+ * * There is no checking for i,j being 0,1,2.
695
+ * @param i first row index. **must be 0,1,2** (unchecked)
696
+ * @param j second row index. **must be 0,1,2** (unchecked)
697
+ * @param c fist coefficient
698
+ * @param s second coefficient
699
+ */
700
+ applyGivensRowOp(i, j, c, s) {
701
+ let ii = 3 * i;
702
+ let jj = 3 * j;
703
+ const limit = ii + 3;
704
+ for (; ii < limit; ii++, jj++) {
705
+ const a = this.coffs[ii];
706
+ const b = this.coffs[jj];
707
+ this.coffs[ii] = a * c + b * s;
708
+ this.coffs[jj] = -a * s + b * c;
709
+ }
710
+ }
711
+ /**
712
+ * Replace current columns Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
713
+ * * There is no checking for i,j being 0,1,2.
714
+ * * This is used in compute intensive inner loops
715
+ * @param i first row index. **must be 0,1,2** (unchecked)
716
+ * @param j second row index. **must be 0,1,2** (unchecked)
717
+ * @param c fist coefficient
718
+ * @param s second coefficient
719
+ */
699
720
  applyGivensColumnOp(i, j, c, s) {
700
721
  const limit = i + 9;
701
722
  for (; i < limit; i += 3, j += 3) {
@@ -706,12 +727,12 @@ export class Matrix3d {
706
727
  }
707
728
  }
708
729
  /**
709
- * Create a matrix from column vectors.
710
- * ```
711
- * equation
712
- * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
713
- * ```
714
- */
730
+ * Create a matrix from column vectors.
731
+ * ```
732
+ * equation
733
+ * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
734
+ * ```
735
+ */
715
736
  static createColumns(vectorU, vectorV, vectorW, result) {
716
737
  return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z, result);
717
738
  }
@@ -728,8 +749,9 @@ export class Matrix3d {
728
749
  * * ColumnX points in the rightVector direction
729
750
  * * ColumnY points in the upVector direction
730
751
  * * ColumnZ is a unit cross product of ColumnX and ColumnY.
731
- * * Optionally rotate the standard cube by 45 degrees ccw around Y to bring its left or right vertical edge to center.
732
- * * Optionally rotate the standard cube by 35.264 degrees ccw around X (isometric rotation).
752
+ * * Optionally rotate by 45 degrees around `upVector` to bring its left or right vertical edge to center.
753
+ * * Optionally rotate by arctan(1/sqrt(2)) ~ 35.264 degrees around `rightVector` to bring the top or bottom
754
+ * horizontal edge of the view to the center (for isometric views).
733
755
  * * This is expected to be used with various principal unit vectors that are perpendicular to each other.
734
756
  * * STANDARD TOP VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(), 0, 0)
735
757
  * * STANDARD FRONT VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 0, 0)
@@ -737,16 +759,20 @@ export class Matrix3d {
737
759
  * * STANDARD RIGHT VIEW: createViewedAxes(Vector3d.unitY(), Vector3d.unitZ(), 0, 0)
738
760
  * * STANDARD LEFT VIEW: createViewedAxes(Vector3d.unitY(-1), Vector3d.unitZ(), 0, 0)
739
761
  * * STANDARD BOTTOM VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(-1), 0, 0)
762
+ * * STANDARD ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), -1, 1)
763
+ * * STANDARD RIGHT ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 1, 1)
764
+ * * Front, right, back, left, top, and bottom standard views are views from faces of the cube
765
+ * and iso and right iso standard views are views from corners of the cube.
740
766
  * * Note: createViewedAxes is column-based so always returns local to world
741
767
  *
742
768
  * @param rightVector ColumnX of the returned matrix. Expected to be perpendicular to upVector.
743
769
  * @param upVector ColumnY of the returned matrix. Expected to be perpendicular to rightVector.
744
- * @param leftNoneRight Specifies the ccw rotation around Y axis. Normally one of "-1", "0", and "1", where
745
- * "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
770
+ * @param leftNoneRight Specifies the ccw rotation around `upVector` axis. Normally one of "-1", "0", and "1",
771
+ * where "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
746
772
  * and "1" indicates rotation by 45 degrees to bring the right vertical edge to center. Other numbers are
747
773
  * used as multiplier for this 45 degree rotation.
748
- * @param topNoneBottom Specifies the ccw rotation around X axis. Normally one of "-1", "0", and "1", where
749
- * "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
774
+ * @param topNoneBottom Specifies the ccw rotation around `rightVector` axis. Normally one of "-1", "0", and "1",
775
+ * where "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
750
776
  * and "1" indicates isometric rotation (35.264 degrees) to bring the top downward. Other numbers are
751
777
  * used as multiplier for the 35.264 degree rotation.
752
778
  * @returns matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified
@@ -784,9 +810,11 @@ export class Matrix3d {
784
810
  * * Default is TOP view (`local X = world X`, `local Y = world Y`, `local Z = world Z`).
785
811
  * * To change view from the TOP to one of the other 7 standard views, we need to multiply "world data" to
786
812
  * the corresponding matrix1 provided by `createStandardWorldToView(index, false)` and then
787
- * `matrix1.multiply(world data)` will returns "local data".
813
+ * `matrix1.multiply(world data)` will return "local data".
788
814
  * * To change view back to the TOP, we need to multiply "local data" to the corresponding matrix2 provided
789
815
  * by `createStandardWorldToView(index, true)` and then `matrix2.multiply(local data)` will returns "world data".
816
+ * * Note: No matter how you rotate the world axis, local X is always pointing right, local Y is always pointing up,
817
+ * and local Z is always pointing toward you.
790
818
  *
791
819
  * @param index standard view index `StandardViewIndex.Top, Bottom, Left, Right, Front, Back, Iso, RightIso`
792
820
  * @param invert if false (default), the return matrix is world to local (view) and if true, the the return
@@ -795,343 +823,182 @@ export class Matrix3d {
795
823
  */
796
824
  static createStandardWorldToView(index, invert = false, result) {
797
825
  switch (index) {
798
- // start with TOP view, ccw rotation by 180 degrees around X
826
+ // Start with TOP view, ccw rotation by 180 degrees around X
799
827
  case StandardViewIndex.Bottom:
800
828
  result = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);
801
829
  break;
802
- // start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
830
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 90 degrees around Z
803
831
  case StandardViewIndex.Left:
804
832
  result = Matrix3d.createRowValues(0, -1, 0, 0, 0, 1, -1, 0, 0);
805
833
  break;
806
- // start with TOP view, ccw rotation by -90 degrees around X and by -90 degrees around Z
834
+ // Start with TOP view, ccw rotation by -90 degrees around X and by -90 degrees around Z
807
835
  case StandardViewIndex.Right:
808
836
  result = Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0);
809
837
  break;
810
- // start with TOP view, ccw rotation by -90 degrees around X
838
+ // Start with TOP view, ccw rotation by -90 degrees around X
811
839
  case StandardViewIndex.Front:
812
840
  result = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);
813
841
  break;
814
- // start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
842
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
815
843
  case StandardViewIndex.Back:
816
844
  result = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);
817
845
  break;
846
+ /**
847
+ * Isometric view
848
+ * Start with FRONT view, ccw rotation by -45 degrees around Y and by arctan(1/sqrt(2)) ~ 35.264 degrees around X
849
+ * cos(45) = 1/sqrt(2) = 0.70710678118 and sin(45) = 1/sqrt(2) = 0.70710678118
850
+ * cos(35.264) = 2/sqrt(6) = 0.81649658092 and sin(35.264) = 1/sqrt(3) = 0.57735026919
851
+ * More info: https://en.wikipedia.org/wiki/Isometric_projection
852
+ */
818
853
  case StandardViewIndex.Iso:
819
- // start with FRONT view, ccw rotation by -45 degrees around Y and by 35.264 degrees around X
820
854
  result = Matrix3d.createRowValues(0.707106781186548, -0.70710678118654757, 0.00000000000000000, 0.408248290463863, 0.40824829046386302, 0.81649658092772603, -0.577350269189626, -0.57735026918962573, 0.57735026918962573);
821
855
  break;
856
+ // Start with FRONT view, ccw rotation by 45 degrees around Y and by 35.264 degrees around X
822
857
  case StandardViewIndex.RightIso:
823
858
  result = Matrix3d.createRowValues(0.707106781186548, 0.70710678118654757, 0.00000000000000000, -0.408248290463863, 0.40824829046386302, 0.81649658092772603, 0.577350269189626, -0.57735026918962573, 0.57735026918962573);
824
859
  break;
825
- case StandardViewIndex.Top: // no rotation
860
+ // no rotation
861
+ case StandardViewIndex.Top:
826
862
  default:
827
863
  result = Matrix3d.createIdentity(result);
828
864
  }
829
865
  if (invert)
830
- result.transposeInPlace();
866
+ result.transposeInPlace(); // matrix is rigid so transpose and inverse are the same
831
867
  return result;
832
868
  }
833
- /*
834
- // this implementation has problems distinguishing failure (normalize) from small angle.
835
- public getAxisAndAngleOfRotation(): { axis: Vector3d, angle: Angle, error: boolean } {
836
-
837
- const result = { axis: Vector3d.unitZ(), angle: Angle.createRadians(0), error: true };
838
- if (this.isIdentity) {
839
- result.error = false;
840
- return result;
841
- }
842
- if (!this.isRigid())
843
- return result;
844
- const QMinusI = this.clone();
845
- QMinusI.coffs[0] -= 1.0;
846
- QMinusI.coffs[4] -= 1.0;
847
- QMinusI.coffs[8] -= 1.0;
848
- // Each column of (Q - I) is the motion of the corresponding axis vector
849
- // during the rotation.
850
- // Only one of the three axes can really be close to the rotation axis.
851
- const delta0 = QMinusI.columnX();
852
- const delta1 = QMinusI.columnY();
853
- const delta2 = QMinusI.columnZ();
854
- const cross01 = delta0.crossProduct(delta1);
855
- const cross12 = delta1.crossProduct(delta2);
856
- const cross20 = delta2.crossProduct(delta0);
857
-
858
- const aa01 = cross01.magnitudeSquared();
859
- const aa12 = cross12.magnitudeSquared();
860
- const aa20 = cross20.magnitudeSquared();
861
-
862
- const cross = cross01.clone(); // This will end up as the biggest cross product
863
- const v0 = delta0.clone(); // This will end up as one of the two largest delta vectors
864
- let aaMax = aa01;
865
- if (aa12 > aaMax) {
866
- cross.setFrom(cross12);
867
- aaMax = aa12;
868
- v0.setFrom(delta1);
869
- }
870
- if (aa20 > aaMax) {
871
- cross.setFrom(cross20);
872
- aaMax = aa20;
873
- v0.setFrom(delta2);
874
- }
875
-
876
- if (aaMax === 0.0) {
877
- // The vectors did not move. Just accept the zero rotation, with error flag set.
878
- return result;
879
- }
880
-
881
- v0.normalizeInPlace();
882
- // V0 is a unit vector perpendicular to the rotation axis.
883
- // Rotate it. Its image V1 is also a unit vector, and the angle from V0 to V1 is the quat angle.
884
- // CrossProduct is axis vector times sine of angle.
885
- // Dot Product is cosine of angle.
886
- // V2 is zero in 180 degree case, so we use the Cross from the search as the axis
887
- // as direction, being careful to keep sine positive.
888
- const v1 = this.multiplyVector(v0);
889
- const v2 = v0.crossProduct(v1);
890
- const sine = v2.magnitude();
891
- if (v2.dotProduct(cross) < 0.0)
892
- cross.scaleInPlace(-1.0);
893
- const cosine = v0.dotProduct(v1);
894
- result.angle.setRadians(Math.atan2(sine, cosine));
895
- result.axis.setFrom(cross);
896
- result.error = !result.axis.tryNormalizeInPlace();
897
- return result
898
- }
899
- */
869
+ /**
870
+ * Apply (in place) a jacobi update that zeros out this.at(i,j).
871
+ * @param i row index of zeroed member
872
+ * @param j column index of zeroed member
873
+ * @param k other row/column index (different from i and j)
874
+ * @param leftEigenVectors a matrix that its columns will be filled by eigenvectors of this Matrix3d
875
+ * (allocated by caller, computed and filled by this function)
876
+ */
877
+ applyFastSymmetricJacobiUpdate(i, j, k, leftEigenVectors) {
878
+ const indexII = 4 * i;
879
+ const indexJJ = 4 * j;
880
+ const indexIJ = 3 * i + j;
881
+ const indexIK = 3 * i + k;
882
+ const indexJK = 3 * j + k;
883
+ const dotUU = this.coffs[indexII];
884
+ const dotVV = this.coffs[indexJJ];
885
+ const dotUV = this.coffs[indexIJ];
886
+ const jacobi = Angle.trigValuesToHalfAngleTrigValues(dotUU - dotVV, 2.0 * dotUV);
887
+ if (Math.abs(dotUV) < 1.0e-15 * (dotUU + dotVV))
888
+ return 0.0;
889
+ const c = jacobi.c;
890
+ const s = jacobi.s;
891
+ const cc = c * c;
892
+ const ss = s * s;
893
+ const sc2 = 2.0 * c * s;
894
+ this.coffs[indexII] = cc * dotUU + sc2 * dotUV + ss * dotVV;
895
+ this.coffs[indexJJ] = ss * dotUU - sc2 * dotUV + cc * dotVV;
896
+ this.coffs[indexIJ] = 0.0;
897
+ const a = this.coffs[indexIK];
898
+ const b = this.coffs[indexJK];
899
+ this.coffs[indexIK] = a * c + b * s;
900
+ this.coffs[indexJK] = -s * a + c * b;
901
+ this.coffs[3 * j + i] = 0.0;
902
+ this.coffs[3 * k + i] = this.coffs[indexIK];
903
+ this.coffs[3 * k + j] = this.coffs[indexJK];
904
+ leftEigenVectors.applyGivensColumnOp(i, j, c, s);
905
+ return Math.abs(dotUV);
906
+ }
907
+ /**
908
+ * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
909
+ * The upper triangle is mirrored to lower triangle to enforce symmetry.
910
+ * @param leftEigenvectors a matrix that its columns will be filled by eigenvectors of this Matrix3d
911
+ * (allocated by caller, computed and filled by this function)
912
+ * @param lambda a vector that its entries will be filled by eigenvalues of this Matrix3d
913
+ * (allocated by caller, computed and filled by this function)
914
+ */
915
+ fastSymmetricEigenvalues(leftEigenvectors, lambda) {
916
+ const matrix = this.clone();
917
+ leftEigenvectors.setIdentity();
918
+ const tolerance = 1.0e-12 * this.sumSquares();
919
+ for (let iteration = 0; iteration < 7; iteration++) {
920
+ const sum = matrix.applyFastSymmetricJacobiUpdate(0, 1, 2, leftEigenvectors)
921
+ + matrix.applyFastSymmetricJacobiUpdate(0, 2, 1, leftEigenvectors)
922
+ + matrix.applyFastSymmetricJacobiUpdate(1, 2, 0, leftEigenvectors);
923
+ // console.log("symmetric sum", sum);
924
+ // console.log ("sum", sum);
925
+ if (sum < tolerance) {
926
+ // console.log("symmetric iterations", iteration);
927
+ lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
928
+ return true;
929
+ }
930
+ }
931
+ return false;
932
+ }
900
933
  /**
901
934
  * Compute the (unit vector) axis and angle of rotation.
935
+ * * math details can be found at docs/learning/geometry/Angle.md
902
936
  * @returns Returns axis and angle of rotation with result.ok === true when the conversion succeeded.
903
937
  */
904
938
  getAxisAndAngleOfRotation() {
905
939
  const trace = this.coffs[0] + this.coffs[4] + this.coffs[8];
906
- // trace = (xx + yy * zz) * (1-c) + 3 * c = 1 + 2c ==> c = (trace-1) / 2
907
- const skewXY = this.coffs[3] - this.coffs[1]; // == 2sz
908
- const skewYZ = this.coffs[7] - this.coffs[5]; // == 2sx
909
- const skewZX = this.coffs[2] - this.coffs[6]; // == 2sy
910
- const c = (trace - 1.0) / 2.0;
911
- const s = Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0;
912
- const e = c * c + s * s - 1.0;
940
+ const skewXY = this.coffs[3] - this.coffs[1]; // 2*z*sin
941
+ const skewYZ = this.coffs[7] - this.coffs[5]; // 2*y*sin
942
+ const skewZX = this.coffs[2] - this.coffs[6]; // 2*x*sin
943
+ // trace = (m00^2 + m11^2 + m22^2) * (1-cos) + 3cos = (1-cos) + 3cos = 1 + 2cos ==> cos = (trace-1) / 2
944
+ const c = (trace - 1.0) / 2.0; // cosine
945
+ const s = Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0; // sine
946
+ const e = c * c + s * s - 1.0; // s^2 + c^2 = 1
947
+ // if s^2 + c^2 != 1 then we have a bad matrix so return false
913
948
  if (Math.abs(e) > Geometry.smallAngleRadians) {
914
- // the sine and cosine are not a unit circle point. bad matrix . ..
915
949
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: false };
916
950
  }
951
+ // sin is close to 0 then we got to special cases (angle 0 or 180) which needs to be handled differently
917
952
  if (Math.abs(s) < Geometry.smallAngleRadians) {
918
- // There is no significant skew.
919
- // The matrix is symmetric
920
- // So it has simple eigenvalues -- either (1,1,1) or (1,-1,-1).
921
- if (c > 0) // no rotation
953
+ if (c > 0) // sin = 0 and cos = 1 so angle = 0 (i.e., no rotation)
922
954
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: true };
923
- // 180 degree flip around some axis ?
924
- // Look for the simple case of a principal rotation ...
925
- // look for a pair of (-1) entries on the diagonal ...
955
+ /**
956
+ * If sin = 0 and cos = -1 then angle = 180 (i.e., 180 degree rotation around some axis)
957
+ * then the rotation matrix becomes
958
+ * 2x^2-1 2xy 2xz
959
+ * 2xy 2y^2-1 2yz
960
+ * 2xz 2yz 2z^2-1
961
+ * Note that the matrix is symmetric.
962
+ * If rotation is around one the standard basis then non-diagonal entries become 0 and we
963
+ * have one 1 and two -1s on the diagonal.
964
+ * If rotation is around an axis other than standard basis, then the axis is the eigenvector
965
+ * of the rotation matrix with eigenvalue = 1.
966
+ */
926
967
  const axx = this.coffs[0];
927
968
  const ayy = this.coffs[4];
928
969
  const azz = this.coffs[8];
929
- const theta180 = Angle.createDegrees(180);
930
- // Look for principal axis flips as a special case . ..
970
+ // Look for a pair of "-1" entries on the diagonal (for rotation around the basis X,Y,Z axis)
931
971
  if (Geometry.isAlmostEqualNumber(-1.0, ayy) && Geometry.isAlmostEqualNumber(-1, azz)) {
932
- // rotate around
933
- return { axis: Vector3d.create(1, 0, 0), angle: theta180, ok: true };
972
+ return { axis: Vector3d.create(1, 0, 0), angle: Angle.createDegrees(180), ok: true };
934
973
  }
935
974
  else if (Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry.isAlmostEqualNumber(-1, azz)) {
936
- return { axis: Vector3d.create(0, 1, 0), angle: theta180, ok: true };
975
+ return { axis: Vector3d.create(0, 1, 0), angle: Angle.createDegrees(180), ok: true };
937
976
  }
938
977
  else if (Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry.isAlmostEqualNumber(-1, ayy)) {
939
- return { axis: Vector3d.create(0, 0, 1), angle: theta180, ok: true };
978
+ return { axis: Vector3d.create(0, 0, 1), angle: Angle.createDegrees(180), ok: true };
940
979
  }
941
- // 180 degree flip around some other axis ...
942
- // eigenvalues will have 1.0 once, -1.0 twice.
943
- // These cases look for each place (x,y,z) that the 1.0 might appear.
944
- // But fastSymmetricEigenvalues reliably always seems to put the 1.0 as the x eigenvalue.
945
- // so only the getColumn(0) return seems reachable in unit tests.
980
+ // Look for eigenvector with eigenvalue = 1
946
981
  const eigenvectors = Matrix3d.createIdentity();
947
982
  const eigenvalues = Vector3d.create(0, 0, 0);
948
983
  if (this.fastSymmetricEigenvalues(eigenvectors, eigenvalues)) {
949
984
  for (let axisIndex = 0; axisIndex < 2; axisIndex++) {
950
985
  const lambda = eigenvalues.at(axisIndex);
951
986
  if (Geometry.isAlmostEqualNumber(1, lambda))
952
- return { axis: eigenvectors.getColumn(axisIndex), angle: theta180, ok: true };
987
+ return { axis: eigenvectors.getColumn(axisIndex), angle: Angle.createDegrees(180), ok: true };
953
988
  }
954
- // Don't know if this can be reached ....
989
+ // if no eigenvalue = 1 was found return false
955
990
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: false };
956
991
  }
992
+ // if no axis was found return false
957
993
  return { axis: Vector3d.create(0, 0, 1), angle: Angle.createRadians(0), ok: false };
958
994
  }
995
+ // good matrix and non-zero sine
959
996
  const a = 1.0 / (2.0 * s);
960
- const result = { axis: Vector3d.create(skewYZ * a, skewZX * a, skewXY * a), angle: Angle.createAtan2(s, c), ok: true };
961
- return result;
962
- }
963
- /**
964
- * Returns a matrix that rotates from vectorA to vectorB.
965
- */
966
- static createRotationVectorToVector(vectorA, vectorB, result) {
967
- return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
968
- }
969
- /**
970
- * Return a matrix that rotates a fraction of the angular sweep from vectorA to vectorB.
971
- * @param vectorA initial vector position
972
- * @param fraction fractional rotation. 1.0 is "all the way"
973
- * @param vectorB final vector position
974
- * @param result optional result matrix.
975
- */
976
- static createPartialRotationVectorToVector(vectorA, fraction, vectorB, result) {
977
- let upVector = vectorA.unitCrossProduct(vectorB);
978
- if (upVector) { // the usual case --
979
- return Matrix3d.createRotationAroundVector(upVector, Angle.createRadians(fraction * vectorA.planarAngleTo(vectorB, upVector).radians));
980
- }
981
- // fail if either vector is zero ...
982
- if (Geometry.isSmallMetricDistance(vectorA.magnitude())
983
- || Geometry.isSmallMetricDistance(vectorB.magnitude()))
984
- return undefined;
985
- // nonzero but aligned vectors ...
986
- if (vectorA.dotProduct(vectorB) > 0.0)
987
- return Matrix3d.createIdentity(result);
988
- // nonzero opposing vectors ..
989
- upVector = Matrix3d.createPerpendicularVectorFavorPlaneContainingZ(vectorA, upVector);
990
- return Matrix3d.createRotationAroundVector(upVector, Angle.createRadians(fraction * Math.PI));
991
- }
992
- /** Create a 90 degree rotation around a principal axis */
993
- static create90DegreeRotationAroundAxis(axisIndex) {
994
- axisIndex = Geometry.cyclic3dAxis(axisIndex);
995
- if (axisIndex === 0) {
996
- const retVal = Matrix3d.createRowValues(1, 0, 0, 0, 0, -1, 0, 1, 0);
997
- retVal.setupInverseTranspose();
998
- return retVal;
999
- }
1000
- else if (axisIndex === 1) {
1001
- const retVal = Matrix3d.createRowValues(0, 0, 1, 0, 1, 0, -1, 0, 0);
1002
- retVal.setupInverseTranspose();
1003
- return retVal;
1004
- }
1005
- else {
1006
- const retVal = Matrix3d.createRowValues(0, -1, 0, 1, 0, 0, 0, 0, 1);
1007
- retVal.setupInverseTranspose();
1008
- return retVal;
1009
- }
1010
- }
1011
- /** Return (a copy of) the X column */
1012
- columnX(result) { return Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result); }
1013
- /** Return (a copy of)the Y column */
1014
- columnY(result) { return Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result); }
1015
- /** Return (a copy of)the Z column */
1016
- columnZ(result) { return Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result); }
1017
- /** Return the X column magnitude squared */
1018
- columnXMagnitudeSquared() { return Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1019
- /** Return the Y column magnitude squared */
1020
- columnYMagnitudeSquared() { return Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1021
- /** Return the Z column magnitude squared */
1022
- columnZMagnitudeSquared() { return Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1023
- /** Return the X column magnitude */
1024
- columnXMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1025
- /** Return the Y column magnitude */
1026
- columnYMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1027
- /** Return the Z column magnitude */
1028
- columnZMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1029
- /** Return magnitude of columnX cross columnY. */
1030
- columnXYCrossProductMagnitude() {
1031
- return Geometry.crossProductMagnitude(this.coffs[0], this.coffs[3], this.coffs[6], this.coffs[1], this.coffs[4], this.coffs[7]);
1032
- }
1033
- /** Return the X row magnitude d */
1034
- rowXMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]); }
1035
- /** Return the Y row magnitude */
1036
- rowYMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]); }
1037
- /** Return the Z row magnitude */
1038
- rowZMagnitude() { return Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]); }
1039
- /** Return the dot product of column X with column Y */
1040
- /** Return the dot product of column X with column Y */
1041
- columnXDotColumnY() {
1042
- return this.coffs[0] * this.coffs[1]
1043
- + this.coffs[3] * this.coffs[4]
1044
- + this.coffs[6] * this.coffs[7];
1045
- }
1046
- /**
1047
- * Dot product of an indexed column with a vector given as x,y,z
1048
- * @param columnIndex index of column. Must be 0,1,2
1049
- * @param x x component of vector
1050
- * @param y y component of vector
1051
- * @param z z component of vector
1052
- */
1053
- columnDotXYZ(columnIndex, x, y, z) {
1054
- return this.coffs[columnIndex] * x + this.coffs[columnIndex + 3] * y + this.coffs[columnIndex + 6] * z;
1055
- }
1056
- /** Return (a copy of) the X row */
1057
- rowX(result) { return Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result); }
1058
- /** Return (a copy of) the Y row */
1059
- rowY(result) { return Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result); }
1060
- /** Return (a copy of) the Z row */
1061
- rowZ(result) { return Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result); }
1062
- /** Return the dot product of the vector parameter with the X column. */
1063
- dotColumnX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6]; }
1064
- /** Return the dot product of the vector parameter with the Y column. */
1065
- dotColumnY(vector) { return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7]; }
1066
- /** Return the dot product of the vector parameter with the Z column. */
1067
- dotColumnZ(vector) { return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8]; }
1068
- /** Return the dot product of the vector parameter with the X row. */
1069
- dotRowX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2]; }
1070
- /** Return the dot product of the vector parameter with the Y row. */
1071
- dotRowY(vector) { return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5]; }
1072
- /** Return the dot product of the vector parameter with the Z row. */
1073
- dotRowZ(vector) { return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8]; }
1074
- // cSpell:words XXYZ YXYZ ZXYZ XYZAs Eigen
1075
- /** Return the dot product of the x,y,z with the X row. */
1076
- dotRowXXYZ(x, y, z) { return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2]; }
1077
- /** Return the dot product of the x,y,z with the Y row. */
1078
- dotRowYXYZ(x, y, z) { return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5]; }
1079
- /** Return the dot product of the x,y,z with the Z row. */
1080
- dotRowZXYZ(x, y, z) { return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8]; }
1081
- /** Return the (vector) cross product of the Z column with the vector parameter. */
1082
- columnZCrossVector(vector, result) {
1083
- return Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1084
- }
1085
- /*
1086
- * Replace current rows Ui Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
1087
- * @param i first row index. must be 0,1,2 (unchecked)
1088
- * @param j second row index. must be 0,1,2 (unchecked)
1089
- * @param c fist coefficient
1090
- * @param s second coefficient
1091
- */
1092
- applyGivensRowOp(i, j, c, s) {
1093
- let ii = 3 * i;
1094
- let jj = 3 * j;
1095
- const limit = ii + 3;
1096
- for (; ii < limit; ii++, jj++) {
1097
- const a = this.coffs[ii];
1098
- const b = this.coffs[jj];
1099
- this.coffs[ii] = a * c + b * s;
1100
- this.coffs[jj] = -a * s + b * c;
1101
- }
1102
- }
1103
- /**
1104
- * create a rigid coordinate frame column z parallel to (_x_,_y_,_z_) and column x in the xy plane.
1105
- * * column z points from origin to x,y,z
1106
- * * column x is perpendicular and in the xy plane
1107
- * * column y is perpendicular to both. It is the "up" vector on the view plane.
1108
- * * Multiplying a world vector times the transpose of this matrix transforms into the view xy
1109
- * * Multiplying the matrix times the an in-view vector transforms the vector to world.
1110
- * @param x eye x coordinate
1111
- * @param y eye y coordinate
1112
- * @param z eye z coordinate
1113
- * @param result
1114
- */
1115
- static createRigidViewAxesZTowardsEye(x, y, z, result) {
1116
- result = Matrix3d.createIdentity(result);
1117
- const rxy = Geometry.hypotenuseXY(x, y);
1118
- if (Geometry.isSmallMetricDistance(rxy)) {
1119
- // special case for top or bottom view.
1120
- if (z < 0.0)
1121
- result.scaleColumnsInPlace(1.0, -1, -1.0);
1122
- }
1123
- else {
1124
- // const d = Geometry.hypotenuseSquaredXYZ(x, y, z);
1125
- const c = x / rxy;
1126
- const s = y / rxy;
1127
- result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
1128
- if (z !== 0.0) {
1129
- const r = Geometry.hypotenuseXYZ(x, y, z);
1130
- const s1 = z / r;
1131
- const c1 = rxy / r;
1132
- result.applyGivensColumnOp(1, 2, c1, -s1);
1133
- }
1134
- }
997
+ const result = {
998
+ axis: Vector3d.create(skewYZ * a, skewZX * a, skewXY * a),
999
+ angle: Angle.createAtan2(s, c),
1000
+ ok: true,
1001
+ };
1135
1002
  return result;
1136
1003
  }
1137
1004
  /** Rotate so columns i and j become perpendicular */
@@ -1163,8 +1030,7 @@ export class Matrix3d {
1163
1030
  factorPerpendicularColumns(matrixC, matrixU) {
1164
1031
  matrixC.setFrom(this);
1165
1032
  matrixU.setIdentity();
1166
- const ss = this.sumSquares();
1167
- const tolerance = 1.0e-12 * ss;
1033
+ const tolerance = 1.0e-12 * this.sumSquares();
1168
1034
  for (let iteration = 0; iteration < 7; iteration++) {
1169
1035
  const sum = matrixC.applyJacobiColumnRotation(0, 1, matrixU)
1170
1036
  + matrixC.applyJacobiColumnRotation(0, 2, matrixU)
@@ -1255,8 +1121,7 @@ export class Matrix3d {
1255
1121
  matrix.coffs[3] = matrix.coffs[1];
1256
1122
  matrix.coffs[6] = matrix.coffs[2];
1257
1123
  matrix.coffs[7] = matrix.coffs[5];
1258
- const ss = this.sumSquares();
1259
- const tolerance = 1.0e-12 * ss;
1124
+ const tolerance = 1.0e-12 * this.sumSquares();
1260
1125
  for (let iteration = 0; iteration < 7; iteration++) {
1261
1126
  const sum = leftEigenvectors.applySymmetricJacobi(0, 1, matrix)
1262
1127
  + leftEigenvectors.applySymmetricJacobi(0, 2, matrix)
@@ -1271,68 +1136,174 @@ export class Matrix3d {
1271
1136
  }
1272
1137
  return false;
1273
1138
  }
1274
- /** Apply (in place a jacobi update that zeros out this.at(i,j).
1275
- *
1139
+ /**
1140
+ * Return a matrix that rotates a fraction of the angular sweep from vectorA to vectorB.
1141
+ * @param vectorA initial vector position
1142
+ * @param fraction fractional rotation (1 means rotate all the way)
1143
+ * @param vectorB final vector position
1144
+ * @param result optional result matrix.
1276
1145
  */
1277
- applyFastSymmetricJacobiUpdate(i, // row index of zeroed member
1278
- j, // column index of zeroed member
1279
- k, // other row/column index (different from i and j)
1280
- leftEigenVectors) {
1281
- const indexII = 4 * i;
1282
- const indexJJ = 4 * j;
1283
- const indexIJ = 3 * i + j;
1284
- const indexIK = 3 * i + k;
1285
- const indexJK = 3 * j + k;
1286
- const dotUU = this.coffs[indexII];
1287
- const dotVV = this.coffs[indexJJ];
1288
- const dotUV = this.coffs[indexIJ];
1289
- const jacobi = Angle.trigValuesToHalfAngleTrigValues(dotUU - dotVV, 2.0 * dotUV);
1290
- if (Math.abs(dotUV) < 1.0e-15 * (dotUU + dotVV))
1291
- return 0.0;
1292
- const c = jacobi.c;
1293
- const s = jacobi.s;
1294
- const cc = c * c;
1295
- const ss = s * s;
1296
- const sc2 = 2.0 * c * s;
1297
- this.coffs[indexII] = cc * dotUU + sc2 * dotUV + ss * dotVV;
1298
- this.coffs[indexJJ] = ss * dotUU - sc2 * dotUV + cc * dotVV;
1299
- this.coffs[indexIJ] = 0.0;
1300
- const a = this.coffs[indexIK];
1301
- const b = this.coffs[indexJK];
1302
- this.coffs[indexIK] = a * c + b * s;
1303
- this.coffs[indexJK] = -s * a + c * b;
1304
- this.coffs[3 * j + i] = 0.0;
1305
- this.coffs[3 * k + i] = this.coffs[indexIK];
1306
- this.coffs[3 * k + j] = this.coffs[indexJK];
1307
- leftEigenVectors.applyGivensColumnOp(i, j, c, s);
1308
- return Math.abs(dotUV);
1146
+ static createPartialRotationVectorToVector(vectorA, fraction, vectorB, result) {
1147
+ let upVector = vectorA.unitCrossProduct(vectorB);
1148
+ // the usual case (both vectors and also their cross product is non-zero)
1149
+ if (upVector) {
1150
+ return Matrix3d.createRotationAroundVector(upVector, Angle.createRadians(fraction * vectorA.planarAngleTo(vectorB, upVector).radians));
1151
+ }
1152
+ // if either vector is zero
1153
+ if (Geometry.isSmallMetricDistance(vectorA.magnitude())
1154
+ || Geometry.isSmallMetricDistance(vectorB.magnitude()))
1155
+ return undefined;
1156
+ // aligned vectors (cross product = 0, dot product > 0)
1157
+ if (vectorA.dotProduct(vectorB) > 0.0)
1158
+ return Matrix3d.createIdentity(result);
1159
+ // opposing vectors (cross product = 0, dot product < 0)
1160
+ upVector = Matrix3d.createPerpendicularVectorFavorPlaneContainingZ(vectorA, upVector);
1161
+ return Matrix3d.createRotationAroundVector(upVector, Angle.createRadians(fraction * Math.PI));
1162
+ }
1163
+ /** Returns a matrix that rotates from vectorA to vectorB. */
1164
+ static createRotationVectorToVector(vectorA, vectorB, result) {
1165
+ return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
1166
+ }
1167
+ /** Create a 90 degree rotation around a principal axis */
1168
+ static create90DegreeRotationAroundAxis(axisIndex) {
1169
+ axisIndex = Geometry.cyclic3dAxis(axisIndex);
1170
+ if (axisIndex === 0) {
1171
+ const retVal = Matrix3d.createRowValues(1, 0, 0, 0, 0, -1, 0, 1, 0);
1172
+ retVal.setupInverseTranspose();
1173
+ return retVal;
1174
+ }
1175
+ else if (axisIndex === 1) {
1176
+ const retVal = Matrix3d.createRowValues(0, 0, 1, 0, 1, 0, -1, 0, 0);
1177
+ retVal.setupInverseTranspose();
1178
+ return retVal;
1179
+ }
1180
+ else {
1181
+ const retVal = Matrix3d.createRowValues(0, -1, 0, 1, 0, 0, 0, 0, 1);
1182
+ retVal.setupInverseTranspose();
1183
+ return retVal;
1184
+ }
1185
+ }
1186
+ /** Return (a copy of) the X column */
1187
+ columnX(result) {
1188
+ return Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result);
1189
+ }
1190
+ /** Return (a copy of) the Y column */
1191
+ columnY(result) {
1192
+ return Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result);
1193
+ }
1194
+ /** Return (a copy of) the Z column */
1195
+ columnZ(result) {
1196
+ return Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result);
1197
+ }
1198
+ /** Return the X column magnitude squared */
1199
+ columnXMagnitudeSquared() {
1200
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1201
+ }
1202
+ /** Return the Y column magnitude squared */
1203
+ columnYMagnitudeSquared() {
1204
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1205
+ }
1206
+ /** Return the Z column magnitude squared */
1207
+ columnZMagnitudeSquared() {
1208
+ return Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1209
+ }
1210
+ /** Return the X column magnitude */
1211
+ columnXMagnitude() {
1212
+ return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1213
+ }
1214
+ /** Return the Y column magnitude */
1215
+ columnYMagnitude() {
1216
+ return Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1217
+ }
1218
+ /** Return the Z column magnitude */
1219
+ columnZMagnitude() {
1220
+ return Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1221
+ }
1222
+ /** Return magnitude of columnX cross columnY. */
1223
+ columnXYCrossProductMagnitude() {
1224
+ return Geometry.crossProductMagnitude(this.coffs[0], this.coffs[3], this.coffs[6], this.coffs[1], this.coffs[4], this.coffs[7]);
1225
+ }
1226
+ /** Return the X row magnitude */
1227
+ rowXMagnitude() {
1228
+ return Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]);
1229
+ }
1230
+ /** Return the Y row magnitude */
1231
+ rowYMagnitude() {
1232
+ return Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]);
1233
+ }
1234
+ /** Return the Z row magnitude */
1235
+ rowZMagnitude() {
1236
+ return Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]);
1237
+ }
1238
+ /** Return the dot product of column X with column Y */
1239
+ columnXDotColumnY() {
1240
+ return this.coffs[0] * this.coffs[1]
1241
+ + this.coffs[3] * this.coffs[4]
1242
+ + this.coffs[6] * this.coffs[7];
1309
1243
  }
1310
1244
  /**
1311
- * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
1312
- * The upper triangle is mirrored to lower triangle to enforce symmetry.
1313
- * @param matrixC (allocate by caller, computed here)
1314
- * @param factor (allocate by caller, computed here)
1245
+ * Dot product of an indexed column with a vector given as x,y,z
1246
+ * @param columnIndex index of column. Must be 0,1,2.
1247
+ * @param x x component of vector
1248
+ * @param y y component of vector
1249
+ * @param z z component of vector
1315
1250
  */
1316
- fastSymmetricEigenvalues(leftEigenvectors, lambda) {
1317
- const matrix = this.clone();
1318
- leftEigenvectors.setIdentity();
1319
- const ss = this.sumSquares();
1320
- const tolerance = 1.0e-12 * ss;
1321
- for (let iteration = 0; iteration < 7; iteration++) {
1322
- const sum = matrix.applyFastSymmetricJacobiUpdate(0, 1, 2, leftEigenvectors)
1323
- + matrix.applyFastSymmetricJacobiUpdate(0, 2, 1, leftEigenvectors)
1324
- + matrix.applyFastSymmetricJacobiUpdate(1, 2, 0, leftEigenvectors);
1325
- // console.log("symmetric sum", sum);
1326
- // console.log (" sum", sum);
1327
- if (sum < tolerance) {
1328
- // console.log("symmetric iterations", iteration);
1329
- lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1330
- return true;
1331
- }
1332
- }
1333
- return false;
1251
+ columnDotXYZ(columnIndex, x, y, z) {
1252
+ return this.coffs[columnIndex] * x + this.coffs[columnIndex + 3] * y + this.coffs[columnIndex + 6] * z;
1253
+ }
1254
+ /** Return (a copy of) the X row */
1255
+ rowX(result) {
1256
+ return Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result);
1257
+ }
1258
+ /** Return (a copy of) the Y row */
1259
+ rowY(result) {
1260
+ return Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result);
1334
1261
  }
1335
- /** Install data from xyz parts of Point4d (w part of Point4d ignored) */
1262
+ /** Return (a copy of) the Z row */
1263
+ rowZ(result) {
1264
+ return Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result);
1265
+ }
1266
+ /** Return the dot product of the vector parameter with the X column. */
1267
+ dotColumnX(vector) {
1268
+ return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6];
1269
+ }
1270
+ /** Return the dot product of the vector parameter with the Y column. */
1271
+ dotColumnY(vector) {
1272
+ return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7];
1273
+ }
1274
+ /** Return the dot product of the vector parameter with the Z column. */
1275
+ dotColumnZ(vector) {
1276
+ return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8];
1277
+ }
1278
+ /** Return the dot product of the vector parameter with the X row. */
1279
+ dotRowX(vector) {
1280
+ return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2];
1281
+ }
1282
+ /** Return the dot product of the vector parameter with the Y row. */
1283
+ dotRowY(vector) {
1284
+ return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5];
1285
+ }
1286
+ /** Return the dot product of the vector parameter with the Z row. */
1287
+ dotRowZ(vector) {
1288
+ return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8];
1289
+ }
1290
+ /** Return the dot product of the x,y,z with the X row. */
1291
+ dotRowXXYZ(x, y, z) {
1292
+ return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2];
1293
+ }
1294
+ /** Return the dot product of the x,y,z with the Y row. */
1295
+ dotRowYXYZ(x, y, z) {
1296
+ return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5];
1297
+ }
1298
+ /** Return the dot product of the x,y,z with the Z row. */
1299
+ dotRowZXYZ(x, y, z) {
1300
+ return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8];
1301
+ }
1302
+ /** Return the cross product of the Z column with the vector parameter. */
1303
+ columnZCrossVector(vector, result) {
1304
+ return Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1305
+ }
1306
+ /** Set data from xyz parts of Point4d (w part of Point4d ignored) */
1336
1307
  setColumnsPoint4dXYZ(vectorU, vectorV, vectorW) {
1337
1308
  this.inverseState = InverseMatrixState.unknown;
1338
1309
  this.setRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z);
@@ -1356,16 +1327,22 @@ export class Matrix3d {
1356
1327
  this.coffs[index + 6] = 0.0;
1357
1328
  }
1358
1329
  }
1359
- /** Set all columns of the matrix. Any undefined vector is zeros. */
1330
+ /**
1331
+ * Set all columns of the matrix. Any undefined vector is zeros.
1332
+ * @param vectorX values for column 0
1333
+ * @param vectorY values for column 1
1334
+ * @param vectorZ optional values for column 2 (it's optional in case column 2 is 000, which is a
1335
+ * projection onto the xy-plane)
1336
+ */
1360
1337
  setColumns(vectorX, vectorY, vectorZ) {
1361
1338
  this.setColumn(0, vectorX);
1362
1339
  this.setColumn(1, vectorY);
1363
1340
  this.setColumn(2, vectorZ);
1364
1341
  }
1365
1342
  /**
1366
- * set entries in one row of the matrix.
1367
- * @param rowIndex row index. this is interpreted cyclically.
1368
- * @param value x,yz, values for row. If undefined, zeros are installed.
1343
+ * Set entries in one row of the matrix.
1344
+ * @param rowIndex row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1345
+ * @param value x,y,z values for row.
1369
1346
  */
1370
1347
  setRow(rowIndex, value) {
1371
1348
  const index = 3 * Geometry.cyclic3dAxis(rowIndex);
@@ -1374,21 +1351,26 @@ export class Matrix3d {
1374
1351
  this.coffs[index + 2] = value.z;
1375
1352
  this.inverseState = InverseMatrixState.unknown;
1376
1353
  }
1377
- /** Return a (copy of) a column of the matrix.
1378
- * @param i column index. This is corrected to 012 by Geometry.cyclic3dAxis.
1354
+ /**
1355
+ * Return (a copy of) a column of the matrix.
1356
+ * @param i column index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1357
+ * @param result optional preallocated result.
1379
1358
  */
1380
1359
  getColumn(columnIndex, result) {
1381
1360
  const index = Geometry.cyclic3dAxis(columnIndex);
1382
1361
  return Vector3d.create(this.coffs[index], this.coffs[index + 3], this.coffs[index + 6], result);
1383
1362
  }
1384
- /** Return a (copy of) a row of the matrix.
1385
- * @param i row index. This is corrected to 012 by Geometry.cyclic3dAxis.
1363
+ /**
1364
+ * Return a (copy of) a row of the matrix.
1365
+ * @param i row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1366
+ * @param result optional preallocated result.
1386
1367
  */
1387
1368
  getRow(columnIndex, result) {
1388
1369
  const index = 3 * Geometry.cyclic3dAxis(columnIndex);
1389
1370
  return Vector3d.create(this.coffs[index], this.coffs[index + 1], this.coffs[index + 2], result);
1390
1371
  }
1391
- /** Create a matrix from row vectors.
1372
+ /**
1373
+ * Create a matrix from row vectors.
1392
1374
  * ```
1393
1375
  * equation
1394
1376
  * \begin{bmatrix}U_x & U_y & U_z \\ V_x & V_y & V_z \\ W_x & W_y & W_z \end{bmatrix}
@@ -1397,13 +1379,18 @@ export class Matrix3d {
1397
1379
  static createRows(vectorU, vectorV, vectorW, result) {
1398
1380
  return Matrix3d.createRowValues(vectorU.x, vectorU.y, vectorU.z, vectorV.x, vectorV.y, vectorV.z, vectorW.x, vectorW.y, vectorW.z, result);
1399
1381
  }
1400
- /** Create a matrix that scales along a specified direction.
1401
- * * The scale factor can be negative.
1402
- * * A scale of -1.0 (negative one) is a mirror across the plane perpendicular to the vector.
1382
+ /**
1383
+ * Create a matrix that scales along a specified `direction`. This means if you multiply the returned matrix
1384
+ * by a `vector`, you get `directional scale` of that `vector`. Suppose `plane` is the plane perpendicular
1385
+ * to the `direction`. When scale = 0, `directional scale` is projection of the `vector` to the `plane`.
1386
+ * When scale = 1, `directional scale` is the `vector` itself. When scale = -1, `directional scale` is
1387
+ * mirror of the `vector` across the `plane`. In general, When scale != 0, the result is computed by first
1388
+ * projecting the `vector` to the `plane`, then translating that projection along the `direction` (if scale > 0)
1389
+ * or in opposite direction (if scale < 0).
1403
1390
  * ```
1404
1391
  * equation
1405
- * \text{The matrix is } I - (s-1) U U^T
1406
- * \\ \text{with }U\text{ being the unit vector in the direction of the input vector.}
1392
+ * \text{The matrix is } I + (s-1) D D^T
1393
+ * \\ \text{with }D\text{ being the normalized direction vector and }s\text{ being the scale.}
1407
1394
  * ```
1408
1395
  */
1409
1396
  static createDirectionalScale(direction, scale, result) {
@@ -1412,19 +1399,13 @@ export class Matrix3d {
1412
1399
  const x = unit.x;
1413
1400
  const y = unit.y;
1414
1401
  const z = unit.z;
1415
- const a = (scale - 1);
1402
+ const a = scale - 1;
1416
1403
  return Matrix3d.createRowValues(1 + a * x * x, a * x * y, a * x * z, a * y * x, 1 + a * y * y, a * y * z, a * z * x, a * z * y, 1 + a * z * z, result);
1417
1404
  }
1418
1405
  return Matrix3d.createUniformScale(scale);
1419
1406
  }
1420
- /* Create a matrix with the indicated column in the (normalized) direction, and the other two columns perpendicular. All columns are normalized.
1421
- * * The direction vector is normalized and appears in column axisIndex
1422
- * * If the direction vector is not close to Z, the "next" column ((axisIndex + 1) mod 3) will be in the XY plane in the direction of (direction cross Z)
1423
- * * If the direction vector is close to Z, the "next" column ((axisIndex + 1) mode 3) will be in the direction of (direction cross Y)
1424
- */
1425
- // static create1Vector(direction: Vector3d, axisIndex: number): Matrix3d;
1426
- // static createFromXYVectors(vectorX: Vector3d, vectorY: Vector3d, axisIndex: number): Matrix3d;
1427
- /** Multiply the matrix * vector, treating the vector is a column vector on the right.
1407
+ /**
1408
+ * Multiply `matrix * vector`, treating the vector is a column vector on the right.
1428
1409
  * ```
1429
1410
  * equation
1430
1411
  * \matrixXY{A}\columnSubXYZ{U}
@@ -1435,36 +1416,38 @@ export class Matrix3d {
1435
1416
  const x = vectorU.x;
1436
1417
  const y = vectorU.y;
1437
1418
  const z = vectorU.z;
1438
- return Vector3d.create((this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z), (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z), (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z), result);
1419
+ return Vector3d.create(this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z, this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z, this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z, result);
1439
1420
  }
1440
- /** Multiply matrix * vector for each array member, i.e. the vector is a column vector on the right.
1441
- * @return the vector result
1421
+ /**
1422
+ * Multiply `matrix * vector` in place for vector in the array, i.e. treating the vector is a column
1423
+ * vector on the right.
1424
+ * * Each `vector` is updated to be `matrix * vector`
1442
1425
  */
1443
1426
  multiplyVectorArrayInPlace(data) {
1444
1427
  for (const v of data)
1445
- v.set((this.coffs[0] * v.x + this.coffs[1] * v.y + this.coffs[2] * v.z), (this.coffs[3] * v.x + this.coffs[4] * v.y + this.coffs[5] * v.z), (this.coffs[6] * v.x + this.coffs[7] * v.y + this.coffs[8] * v.z));
1428
+ v.set(this.coffs[0] * v.x + this.coffs[1] * v.y + this.coffs[2] * v.z, this.coffs[3] * v.x + this.coffs[4] * v.y + this.coffs[5] * v.z, this.coffs[6] * v.x + this.coffs[7] * v.y + this.coffs[8] * v.z);
1446
1429
  }
1447
- /** compute `origin - matrix * vector` */
1430
+ /** Compute `origin - matrix * vector` */
1448
1431
  static xyzMinusMatrixTimesXYZ(origin, matrix, vector, result) {
1449
1432
  const x = vector.x;
1450
1433
  const y = vector.y;
1451
1434
  const z = vector.z;
1452
1435
  return Point3d.create(origin.x - (matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z), origin.y - (matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z), origin.z - (matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z), result);
1453
1436
  }
1454
- /** compute `origin + matrix * vector` using only the xy parts of the inputs. */
1437
+ /** Compute `origin + matrix * vector` using only the xy parts of the inputs. */
1455
1438
  static xyPlusMatrixTimesXY(origin, matrix, vector, result) {
1456
1439
  const x = vector.x;
1457
1440
  const y = vector.y;
1458
1441
  return Point2d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y, result);
1459
1442
  }
1460
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1443
+ /** Compute `origin + matrix * vector` using all xyz parts of the inputs. */
1461
1444
  static xyzPlusMatrixTimesXYZ(origin, matrix, vector, result) {
1462
1445
  const x = vector.x;
1463
1446
  const y = vector.y;
1464
1447
  const z = vector.z;
1465
1448
  return Point3d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, result);
1466
1449
  }
1467
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1450
+ /** Updates vector to be `origin + matrix * vector` using all xyz parts of the inputs. */
1468
1451
  static xyzPlusMatrixTimesXYZInPlace(origin, matrix, vector) {
1469
1452
  const x = vector.x;
1470
1453
  const y = vector.y;
@@ -1473,61 +1456,72 @@ export class Matrix3d {
1473
1456
  vector.y = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1474
1457
  vector.z = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1475
1458
  }
1476
- /** compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1459
+ /** Compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1477
1460
  static xyzPlusMatrixTimesCoordinates(origin, matrix, x, y, z, result) {
1478
1461
  return Point3d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, result);
1479
1462
  }
1480
1463
  /**
1481
1464
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1482
- * Multiply times point with coordinates `[x,y,z,w]`
1465
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1466
+ * ```
1467
+ * equation
1468
+ * \begin{bmatrix}M_0 & M_1 & M_2 & Ox \\ M_3 & M_4 & M_5 & Oy \\ M_6 & M_7 & M_8 & Oz \\ 0 & 0 & 0 & 1\end{bmatrix} * \begin{bmatrix}x \\ y \\ z \\ w\end{bmatrix}
1469
+ * ```
1483
1470
  * @param origin translation part (xyz in column 3)
1484
1471
  * @param matrix matrix part (leading 3x3)
1485
1472
  * @param x x part of multiplied point
1486
1473
  * @param y y part of multiplied point
1487
1474
  * @param z z part of multiplied point
1488
1475
  * @param w w part of multiplied point
1489
- * @param result optional result.
1476
+ * @param result optional preallocated result.
1490
1477
  */
1491
1478
  static xyzPlusMatrixTimesWeightedCoordinates(origin, matrix, x, y, z, w, result) {
1492
- return Point4d.create(w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, w, result);
1479
+ return Point4d.create(matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w, matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w, matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w, w, result);
1493
1480
  }
1494
1481
  /**
1495
1482
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1496
- * Multiply times point with coordinates `[x,y,z,w]`
1483
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1484
+ * ```
1485
+ * equation
1486
+ * \begin{bmatrix}M_0 & M_1 & M_2 & Ox \\ M_3 & M_4 & M_5 & Oy \\ M_6 & M_7 & M_8 & Oz \\ 0 & 0 & 0 & 1\end{bmatrix} * \begin{bmatrix}x \\ y \\ z \\ w\end{bmatrix}
1487
+ * ```
1497
1488
  * @param origin translation part (xyz in column 3)
1498
1489
  * @param matrix matrix part (leading 3x3)
1499
1490
  * @param x x part of multiplied point
1500
1491
  * @param y y part of multiplied point
1501
1492
  * @param z z part of multiplied point
1502
1493
  * @param w w part of multiplied point
1503
- * @param result optional result.
1494
+ * @param result optional preallocated result.
1504
1495
  */
1505
1496
  static xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(origin, matrix, x, y, z, w, result) {
1506
1497
  if (!result)
1507
1498
  result = new Float64Array(4);
1508
- result[0] = w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1509
- result[1] = w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1510
- result[2] = w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1499
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w;
1500
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w;
1501
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w;
1511
1502
  result[3] = w;
1512
1503
  return result;
1513
1504
  }
1514
1505
  /**
1515
- * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1516
- * Multiply times point with coordinates `[x,y,z,w]`
1506
+ * Treat the 3x3 matrix and origin as a 3x4 matrix.
1507
+ * * Multiply the 3x4 matrix by `[x,y,z,1]`
1508
+ * ```
1509
+ * equation
1510
+ * \begin{bmatrix}M_0 & M_1 & M_2 & Ox \\ M_3 & M_4 & M_5 & Oy \\ M_6 & M_7 & M_8 & Oz\end{bmatrix} * \begin{bmatrix}x \\ y \\ z \\ 1\end{bmatrix}
1511
+ * ```
1517
1512
  * @param origin translation part (xyz in column 3)
1518
1513
  * @param matrix matrix part (leading 3x3)
1519
1514
  * @param x x part of multiplied point
1520
1515
  * @param y y part of multiplied point
1521
1516
  * @param z z part of multiplied point
1522
- * @param w w part of multiplied point
1523
- * @param result optional result.
1517
+ * @param result optional preallocated result.
1524
1518
  */
1525
1519
  static xyzPlusMatrixTimesCoordinatesToFloat64Array(origin, matrix, x, y, z, result) {
1526
1520
  if (!result)
1527
1521
  result = new Float64Array(3);
1528
- result[0] = origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1529
- result[1] = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1530
- result[2] = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1522
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x;
1523
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y;
1524
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z;
1531
1525
  return result;
1532
1526
  }
1533
1527
  /**
@@ -1547,9 +1541,9 @@ export class Matrix3d {
1547
1541
  const x = vector.x;
1548
1542
  const y = vector.y;
1549
1543
  const z = vector.z;
1550
- result.x = (this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z);
1551
- result.y = (this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z);
1552
- result.z = (this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z);
1544
+ result.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1545
+ result.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1546
+ result.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1553
1547
  return result;
1554
1548
  }
1555
1549
  /** Multiply the matrix * (x,y,z), i.e. the vector (x,y,z) is a column vector on the right.
@@ -2077,7 +2071,7 @@ export class Matrix3d {
2077
2071
  * @param scaleX scale factor for column x
2078
2072
  * @param scaleY scale factor for column y
2079
2073
  * @param scaleZ scale factor for column z
2080
- * @param result optional result.
2074
+ * @param result optional preallocated result.
2081
2075
  */
2082
2076
  scaleColumns(scaleX, scaleY, scaleZ, result) {
2083
2077
  return Matrix3d.createRowValues(this.coffs[0] * scaleX, this.coffs[1] * scaleY, this.coffs[2] * scaleZ, this.coffs[3] * scaleX, this.coffs[4] * scaleY, this.coffs[5] * scaleZ, this.coffs[6] * scaleX, this.coffs[7] * scaleY, this.coffs[8] * scaleZ, result);
@@ -2098,7 +2092,7 @@ export class Matrix3d {
2098
2092
  this.coffs[7] *= scaleY;
2099
2093
  this.coffs[8] *= scaleZ;
2100
2094
  if (this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined) {
2101
- // apply reciprocal scales to the ROWS of the inverse . . .
2095
+ // apply reverse scales to the ROWS of the inverse
2102
2096
  const divX = Geometry.conditionalDivideFraction(1.0, scaleX);
2103
2097
  const divY = Geometry.conditionalDivideFraction(1.0, scaleY);
2104
2098
  const divZ = Geometry.conditionalDivideFraction(1.0, scaleZ);
@@ -2121,7 +2115,7 @@ export class Matrix3d {
2121
2115
  * @param scaleX scale factor for row x
2122
2116
  * @param scaleY scale factor for row y
2123
2117
  * @param scaleZ scale factor for row z
2124
- * @param result optional result.
2118
+ * @param result optional preallocated result.
2125
2119
  */
2126
2120
  scaleRows(scaleX, scaleY, scaleZ, result) {
2127
2121
  return Matrix3d.createRowValues(this.coffs[0] * scaleX, this.coffs[1] * scaleX, this.coffs[2] * scaleX, this.coffs[3] * scaleY, this.coffs[4] * scaleY, this.coffs[5] * scaleY, this.coffs[6] * scaleZ, this.coffs[7] * scaleZ, this.coffs[8] * scaleZ, result);
@@ -2165,12 +2159,49 @@ export class Matrix3d {
2165
2159
  }
2166
2160
  /** create a Matrix3d whose values are uniformly scaled from this.
2167
2161
  * @param scale scale factor to apply.
2168
- * @param result optional result.
2162
+ * @param result optional preallocated result.
2169
2163
  * @returns Return the new or repopulated matrix
2170
2164
  */
2171
2165
  scale(scale, result) {
2172
2166
  return Matrix3d.createRowValues(this.coffs[0] * scale, this.coffs[1] * scale, this.coffs[2] * scale, this.coffs[3] * scale, this.coffs[4] * scale, this.coffs[5] * scale, this.coffs[6] * scale, this.coffs[7] * scale, this.coffs[8] * scale, result);
2173
2167
  }
2168
+ /**
2169
+ * Create a rigid matrix (columns and rows are unit length and pairwise perpendicular) for
2170
+ * the given eye coordinate.
2171
+ * * column z is parallel to x,y,z
2172
+ * * column x is perpendicular to column z and is in the xy plane
2173
+ * * column y is perpendicular to both. It is the "up" vector on the view plane.
2174
+ * * Multiplying the returned matrix times a local (view) vector gives the world vector.
2175
+ * * Multiplying transpose of the returned matrix times a world vector gives the local
2176
+ * (view) vector.
2177
+ * @param x eye x coordinate
2178
+ * @param y eye y coordinate
2179
+ * @param z eye z coordinate
2180
+ * @param result optional preallocated result
2181
+ */
2182
+ static createRigidViewAxesZTowardsEye(x, y, z, result) {
2183
+ result = Matrix3d.createIdentity(result);
2184
+ const rxy = Geometry.hypotenuseXY(x, y);
2185
+ // if coordinate is (0,0,z), i.e., Top or Bottom view
2186
+ if (Geometry.isSmallMetricDistance(rxy)) {
2187
+ if (z < 0.0)
2188
+ result.scaleColumnsInPlace(1.0, -1.0, -1.0);
2189
+ }
2190
+ else {
2191
+ const c = x / rxy;
2192
+ const s = y / rxy;
2193
+ // if coordinate is (x,y,0), i.e., Front or Back or Left or Right view
2194
+ result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
2195
+ // if coordinate is (x,y,z), i.e., other views such as Iso or RightIso
2196
+ if (z !== 0.0) {
2197
+ const r = Geometry.hypotenuseXYZ(x, y, z);
2198
+ const s1 = z / r;
2199
+ const c1 = rxy / r;
2200
+ result.applyGivensColumnOp(1, 2, c1, -s1);
2201
+ }
2202
+ }
2203
+ return result;
2204
+ }
2174
2205
  /** Return the determinant of this matrix. */
2175
2206
  determinant() {
2176
2207
  return this.coffs[0] * this.coffs[4] * this.coffs[8]