@itwin/core-geometry 4.0.0-dev.7 → 4.0.0-dev.8

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Files changed (53) 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/CoincidentGeometryOps.d.ts +1 -0
  14. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  15. package/lib/cjs/geometry3d/CoincidentGeometryOps.js +3 -0
  16. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  17. package/lib/cjs/geometry3d/Matrix3d.d.ts +171 -118
  18. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  19. package/lib/cjs/geometry3d/Matrix3d.js +448 -417
  20. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  21. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -1
  22. package/lib/cjs/geometry3d/Point3dVector3d.js +1 -1
  23. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  24. package/lib/cjs/geometry3d/Segment1d.d.ts +1 -1
  25. package/lib/cjs/geometry3d/Segment1d.js +1 -1
  26. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  27. package/lib/esm/Geometry.d.ts +3 -3
  28. package/lib/esm/Geometry.d.ts.map +1 -1
  29. package/lib/esm/Geometry.js +27 -11
  30. package/lib/esm/Geometry.js.map +1 -1
  31. package/lib/esm/curve/CurveCurve.d.ts +11 -8
  32. package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
  33. package/lib/esm/curve/CurveCurve.js +16 -12
  34. package/lib/esm/curve/CurveCurve.js.map +1 -1
  35. package/lib/esm/curve/CurveCurveIntersectXY.d.ts +5 -1
  36. package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  37. package/lib/esm/curve/CurveCurveIntersectXY.js +11 -10
  38. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  39. package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts +1 -0
  40. package/lib/esm/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  41. package/lib/esm/geometry3d/CoincidentGeometryOps.js +3 -0
  42. package/lib/esm/geometry3d/CoincidentGeometryOps.js.map +1 -1
  43. package/lib/esm/geometry3d/Matrix3d.d.ts +171 -118
  44. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  45. package/lib/esm/geometry3d/Matrix3d.js +448 -417
  46. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  47. package/lib/esm/geometry3d/Point3dVector3d.d.ts +1 -1
  48. package/lib/esm/geometry3d/Point3dVector3d.js +1 -1
  49. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  50. package/lib/esm/geometry3d/Segment1d.d.ts +1 -1
  51. package/lib/esm/geometry3d/Segment1d.js +1 -1
  52. package/lib/esm/geometry3d/Segment1d.js.map +1 -1
  53. package/package.json +4 -4
@@ -15,6 +15,7 @@ const Point2dVector2d_1 = require("./Point2dVector2d");
15
15
  const Point3dVector3d_1 = require("./Point3dVector3d");
16
16
  const Transform_1 = require("./Transform");
17
17
  /* eslint-disable @itwin/prefer-get */
18
+ // cSpell:words XXYZ YXYZ ZXYZ
18
19
  /**
19
20
  * PackedMatrix3dOps contains static methods for matrix operations where the matrix is a Float64Array.
20
21
  * * The Float64Array contains the matrix entries in row-major order
@@ -643,7 +644,8 @@ class Matrix3d {
643
644
  return undefined;
644
645
  }
645
646
  /**
646
- * Construct a rigid matrix using vectorA and its 2 perpendicular.
647
+ * Construct a rigid matrix (orthogonal matrix with +1 determinant) using vectorA and its 2 perpendicular.
648
+ * * If axisOrder is not passed then `AxisOrder = AxisOrder.ZXY` is used as default.
647
649
  * * This function internally uses createPerpendicularVectorFavorXYPlane and createRigidFromColumns.
648
650
  */
649
651
  static createRigidHeadsUp(vectorA, axisOrder = Geometry_1.AxisOrder.ZXY, result) {
@@ -655,7 +657,7 @@ class Matrix3d {
655
657
  }
656
658
  return Matrix3d.createIdentity(result);
657
659
  }
658
- /** Return the matrix for rotation of `angle` around `axis` */
660
+ /** Return the matrix for rotation of `angle` around desired `axis` */
659
661
  static createRotationAroundVector(axis, angle, result) {
660
662
  // Rodriguez formula (matrix form), https://mathworld.wolfram.com/RodriguesRotationFormula.html
661
663
  const c = angle.cos();
@@ -669,7 +671,7 @@ class Matrix3d {
669
671
  }
670
672
  return undefined;
671
673
  }
672
- /** Returns a rotation of specified angle around an axis
674
+ /** Returns a rotation of specified angle around one of the main axis (X,Y,Z).
673
675
  * @param axisIndex index of axis (AxisIndex.X, AxisIndex.Y, AxisIndex.Z) kept fixed by the rotation.
674
676
  * @param angle angle of rotation
675
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  * @param result optional result matrix.
@@ -692,14 +694,33 @@ class Matrix3d {
692
694
  return myResult;
693
695
  }
694
696
  /**
695
- * Replace current columns Ui and Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
696
- * * There is no checking for i,j being 0,1,2.
697
- * * This is used in compute intensive inner loops
698
- * @param i first row index. **must be 0,1,2** (unchecked)
699
- * @param j second row index. **must be 0,1,2** (unchecked)
700
- * @param c fist coefficient
701
- * @param s second coefficient
702
- */
697
+ * Replace current rows Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
698
+ * * There is no checking for i,j being 0,1,2.
699
+ * @param i first row index. **must be 0,1,2** (unchecked)
700
+ * @param j second row index. **must be 0,1,2** (unchecked)
701
+ * @param c fist coefficient
702
+ * @param s second coefficient
703
+ */
704
+ applyGivensRowOp(i, j, c, s) {
705
+ let ii = 3 * i;
706
+ let jj = 3 * j;
707
+ const limit = ii + 3;
708
+ for (; ii < limit; ii++, jj++) {
709
+ const a = this.coffs[ii];
710
+ const b = this.coffs[jj];
711
+ this.coffs[ii] = a * c + b * s;
712
+ this.coffs[jj] = -a * s + b * c;
713
+ }
714
+ }
715
+ /**
716
+ * Replace current columns Ui and Uj with (c*Ui + s*Uj) and (c*Uj - s*Ui).
717
+ * * There is no checking for i,j being 0,1,2.
718
+ * * This is used in compute intensive inner loops
719
+ * @param i first row index. **must be 0,1,2** (unchecked)
720
+ * @param j second row index. **must be 0,1,2** (unchecked)
721
+ * @param c fist coefficient
722
+ * @param s second coefficient
723
+ */
703
724
  applyGivensColumnOp(i, j, c, s) {
704
725
  const limit = i + 9;
705
726
  for (; i < limit; i += 3, j += 3) {
@@ -710,12 +731,12 @@ class Matrix3d {
710
731
  }
711
732
  }
712
733
  /**
713
- * Create a matrix from column vectors.
714
- * ```
715
- * equation
716
- * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
717
- * ```
718
- */
734
+ * Create a matrix from column vectors.
735
+ * ```
736
+ * equation
737
+ * \begin{bmatrix}U_x & V_x & W_x \\ U_y & V_y & W_y \\ U_z & V_z & W_z \end{bmatrix}
738
+ * ```
739
+ */
719
740
  static createColumns(vectorU, vectorV, vectorW, result) {
720
741
  return Matrix3d.createRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z, result);
721
742
  }
@@ -732,8 +753,9 @@ class Matrix3d {
732
753
  * * ColumnX points in the rightVector direction
733
754
  * * ColumnY points in the upVector direction
734
755
  * * ColumnZ is a unit cross product of ColumnX and ColumnY.
735
- * * Optionally rotate the standard cube by 45 degrees ccw around Y to bring its left or right vertical edge to center.
736
- * * Optionally rotate the standard cube by 35.264 degrees ccw around X (isometric rotation).
756
+ * * Optionally rotate by 45 degrees around `upVector` to bring its left or right vertical edge to center.
757
+ * * Optionally rotate by arctan(1/sqrt(2)) ~ 35.264 degrees around `rightVector` to bring the top or bottom
758
+ * horizontal edge of the view to the center (for isometric views).
737
759
  * * This is expected to be used with various principal unit vectors that are perpendicular to each other.
738
760
  * * STANDARD TOP VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(), 0, 0)
739
761
  * * STANDARD FRONT VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 0, 0)
@@ -741,16 +763,20 @@ class Matrix3d {
741
763
  * * STANDARD RIGHT VIEW: createViewedAxes(Vector3d.unitY(), Vector3d.unitZ(), 0, 0)
742
764
  * * STANDARD LEFT VIEW: createViewedAxes(Vector3d.unitY(-1), Vector3d.unitZ(), 0, 0)
743
765
  * * STANDARD BOTTOM VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(-1), 0, 0)
766
+ * * STANDARD ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), -1, 1)
767
+ * * STANDARD RIGHT ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 1, 1)
768
+ * * Front, right, back, left, top, and bottom standard views are views from faces of the cube
769
+ * and iso and right iso standard views are views from corners of the cube.
744
770
  * * Note: createViewedAxes is column-based so always returns local to world
745
771
  *
746
772
  * @param rightVector ColumnX of the returned matrix. Expected to be perpendicular to upVector.
747
773
  * @param upVector ColumnY of the returned matrix. Expected to be perpendicular to rightVector.
748
- * @param leftNoneRight Specifies the ccw rotation around Y axis. Normally one of "-1", "0", and "1", where
749
- * "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
774
+ * @param leftNoneRight Specifies the ccw rotation around `upVector` axis. Normally one of "-1", "0", and "1",
775
+ * where "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation,
750
776
  * and "1" indicates rotation by 45 degrees to bring the right vertical edge to center. Other numbers are
751
777
  * used as multiplier for this 45 degree rotation.
752
- * @param topNoneBottom Specifies the ccw rotation around X axis. Normally one of "-1", "0", and "1", where
753
- * "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
778
+ * @param topNoneBottom Specifies the ccw rotation around `rightVector` axis. Normally one of "-1", "0", and "1",
779
+ * where "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation,
754
780
  * and "1" indicates isometric rotation (35.264 degrees) to bring the top downward. Other numbers are
755
781
  * used as multiplier for the 35.264 degree rotation.
756
782
  * @returns matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified
@@ -788,9 +814,11 @@ class Matrix3d {
788
814
  * * Default is TOP view (`local X = world X`, `local Y = world Y`, `local Z = world Z`).
789
815
  * * To change view from the TOP to one of the other 7 standard views, we need to multiply "world data" to
790
816
  * the corresponding matrix1 provided by `createStandardWorldToView(index, false)` and then
791
- * `matrix1.multiply(world data)` will returns "local data".
817
+ * `matrix1.multiply(world data)` will return "local data".
792
818
  * * To change view back to the TOP, we need to multiply "local data" to the corresponding matrix2 provided
793
819
  * by `createStandardWorldToView(index, true)` and then `matrix2.multiply(local data)` will returns "world data".
820
+ * * Note: No matter how you rotate the world axis, local X is always pointing right, local Y is always pointing up,
821
+ * and local Z is always pointing toward you.
794
822
  *
795
823
  * @param index standard view index `StandardViewIndex.Top, Bottom, Left, Right, Front, Back, Iso, RightIso`
796
824
  * @param invert if false (default), the return matrix is world to local (view) and if true, the the return
@@ -799,343 +827,182 @@ class Matrix3d {
799
827
  */
800
828
  static createStandardWorldToView(index, invert = false, result) {
801
829
  switch (index) {
802
- // start with TOP view, ccw rotation by 180 degrees around X
830
+ // Start with TOP view, ccw rotation by 180 degrees around X
803
831
  case Geometry_1.StandardViewIndex.Bottom:
804
832
  result = Matrix3d.createRowValues(1, 0, 0, 0, -1, 0, 0, 0, -1);
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 Geometry_1.StandardViewIndex.Left:
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 and by -90 degrees around Z
838
+ // Start with TOP view, ccw rotation by -90 degrees around X and by -90 degrees around Z
811
839
  case Geometry_1.StandardViewIndex.Right:
812
840
  result = Matrix3d.createRowValues(0, 1, 0, 0, 0, 1, 1, 0, 0);
813
841
  break;
814
- // start with TOP view, ccw rotation by -90 degrees around X
842
+ // Start with TOP view, ccw rotation by -90 degrees around X
815
843
  case Geometry_1.StandardViewIndex.Front:
816
844
  result = Matrix3d.createRowValues(1, 0, 0, 0, 0, 1, 0, -1, 0);
817
845
  break;
818
- // start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
846
+ // Start with TOP view, ccw rotation by -90 degrees around X and by 180 degrees around Z
819
847
  case Geometry_1.StandardViewIndex.Back:
820
848
  result = Matrix3d.createRowValues(-1, 0, 0, 0, 0, 1, 0, 1, 0);
821
849
  break;
850
+ /**
851
+ * Isometric view
852
+ * Start with FRONT view, ccw rotation by -45 degrees around Y and by arctan(1/sqrt(2)) ~ 35.264 degrees around X
853
+ * cos(45) = 1/sqrt(2) = 0.70710678118 and sin(45) = 1/sqrt(2) = 0.70710678118
854
+ * cos(35.264) = 2/sqrt(6) = 0.81649658092 and sin(35.264) = 1/sqrt(3) = 0.57735026919
855
+ * More info: https://en.wikipedia.org/wiki/Isometric_projection
856
+ */
822
857
  case Geometry_1.StandardViewIndex.Iso:
823
- // start with FRONT view, ccw rotation by -45 degrees around Y and by 35.264 degrees around X
824
858
  result = Matrix3d.createRowValues(0.707106781186548, -0.70710678118654757, 0.00000000000000000, 0.408248290463863, 0.40824829046386302, 0.81649658092772603, -0.577350269189626, -0.57735026918962573, 0.57735026918962573);
825
859
  break;
860
+ // Start with FRONT view, ccw rotation by 45 degrees around Y and by 35.264 degrees around X
826
861
  case Geometry_1.StandardViewIndex.RightIso:
827
862
  result = Matrix3d.createRowValues(0.707106781186548, 0.70710678118654757, 0.00000000000000000, -0.408248290463863, 0.40824829046386302, 0.81649658092772603, 0.577350269189626, -0.57735026918962573, 0.57735026918962573);
828
863
  break;
829
- case Geometry_1.StandardViewIndex.Top: // no rotation
864
+ // no rotation
865
+ case Geometry_1.StandardViewIndex.Top:
830
866
  default:
831
867
  result = Matrix3d.createIdentity(result);
832
868
  }
833
869
  if (invert)
834
- result.transposeInPlace();
870
+ result.transposeInPlace(); // matrix is rigid so transpose and inverse are the same
835
871
  return result;
836
872
  }
837
- /*
838
- // this implementation has problems distinguishing failure (normalize) from small angle.
839
- public getAxisAndAngleOfRotation(): { axis: Vector3d, angle: Angle, error: boolean } {
840
-
841
- const result = { axis: Vector3d.unitZ(), angle: Angle.createRadians(0), error: true };
842
- if (this.isIdentity) {
843
- result.error = false;
844
- return result;
845
- }
846
- if (!this.isRigid())
847
- return result;
848
- const QMinusI = this.clone();
849
- QMinusI.coffs[0] -= 1.0;
850
- QMinusI.coffs[4] -= 1.0;
851
- QMinusI.coffs[8] -= 1.0;
852
- // Each column of (Q - I) is the motion of the corresponding axis vector
853
- // during the rotation.
854
- // Only one of the three axes can really be close to the rotation axis.
855
- const delta0 = QMinusI.columnX();
856
- const delta1 = QMinusI.columnY();
857
- const delta2 = QMinusI.columnZ();
858
- const cross01 = delta0.crossProduct(delta1);
859
- const cross12 = delta1.crossProduct(delta2);
860
- const cross20 = delta2.crossProduct(delta0);
861
-
862
- const aa01 = cross01.magnitudeSquared();
863
- const aa12 = cross12.magnitudeSquared();
864
- const aa20 = cross20.magnitudeSquared();
865
-
866
- const cross = cross01.clone(); // This will end up as the biggest cross product
867
- const v0 = delta0.clone(); // This will end up as one of the two largest delta vectors
868
- let aaMax = aa01;
869
- if (aa12 > aaMax) {
870
- cross.setFrom(cross12);
871
- aaMax = aa12;
872
- v0.setFrom(delta1);
873
- }
874
- if (aa20 > aaMax) {
875
- cross.setFrom(cross20);
876
- aaMax = aa20;
877
- v0.setFrom(delta2);
878
- }
879
-
880
- if (aaMax === 0.0) {
881
- // The vectors did not move. Just accept the zero rotation, with error flag set.
882
- return result;
883
- }
884
-
885
- v0.normalizeInPlace();
886
- // V0 is a unit vector perpendicular to the rotation axis.
887
- // Rotate it. Its image V1 is also a unit vector, and the angle from V0 to V1 is the quat angle.
888
- // CrossProduct is axis vector times sine of angle.
889
- // Dot Product is cosine of angle.
890
- // V2 is zero in 180 degree case, so we use the Cross from the search as the axis
891
- // as direction, being careful to keep sine positive.
892
- const v1 = this.multiplyVector(v0);
893
- const v2 = v0.crossProduct(v1);
894
- const sine = v2.magnitude();
895
- if (v2.dotProduct(cross) < 0.0)
896
- cross.scaleInPlace(-1.0);
897
- const cosine = v0.dotProduct(v1);
898
- result.angle.setRadians(Math.atan2(sine, cosine));
899
- result.axis.setFrom(cross);
900
- result.error = !result.axis.tryNormalizeInPlace();
901
- return result
902
- }
903
- */
873
+ /**
874
+ * Apply (in place) a jacobi update that zeros out this.at(i,j).
875
+ * @param i row index of zeroed member
876
+ * @param j column index of zeroed member
877
+ * @param k other row/column index (different from i and j)
878
+ * @param leftEigenVectors a matrix that its columns will be filled by eigenvectors of this Matrix3d
879
+ * (allocated by caller, computed and filled by this function)
880
+ */
881
+ applyFastSymmetricJacobiUpdate(i, j, k, leftEigenVectors) {
882
+ const indexII = 4 * i;
883
+ const indexJJ = 4 * j;
884
+ const indexIJ = 3 * i + j;
885
+ const indexIK = 3 * i + k;
886
+ const indexJK = 3 * j + k;
887
+ const dotUU = this.coffs[indexII];
888
+ const dotVV = this.coffs[indexJJ];
889
+ const dotUV = this.coffs[indexIJ];
890
+ const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(dotUU - dotVV, 2.0 * dotUV);
891
+ if (Math.abs(dotUV) < 1.0e-15 * (dotUU + dotVV))
892
+ return 0.0;
893
+ const c = jacobi.c;
894
+ const s = jacobi.s;
895
+ const cc = c * c;
896
+ const ss = s * s;
897
+ const sc2 = 2.0 * c * s;
898
+ this.coffs[indexII] = cc * dotUU + sc2 * dotUV + ss * dotVV;
899
+ this.coffs[indexJJ] = ss * dotUU - sc2 * dotUV + cc * dotVV;
900
+ this.coffs[indexIJ] = 0.0;
901
+ const a = this.coffs[indexIK];
902
+ const b = this.coffs[indexJK];
903
+ this.coffs[indexIK] = a * c + b * s;
904
+ this.coffs[indexJK] = -s * a + c * b;
905
+ this.coffs[3 * j + i] = 0.0;
906
+ this.coffs[3 * k + i] = this.coffs[indexIK];
907
+ this.coffs[3 * k + j] = this.coffs[indexJK];
908
+ leftEigenVectors.applyGivensColumnOp(i, j, c, s);
909
+ return Math.abs(dotUV);
910
+ }
911
+ /**
912
+ * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
913
+ * The upper triangle is mirrored to lower triangle to enforce symmetry.
914
+ * @param leftEigenvectors a matrix that its columns will be filled by eigenvectors of this Matrix3d
915
+ * (allocated by caller, computed and filled by this function)
916
+ * @param lambda a vector that its entries will be filled by eigenvalues of this Matrix3d
917
+ * (allocated by caller, computed and filled by this function)
918
+ */
919
+ fastSymmetricEigenvalues(leftEigenvectors, lambda) {
920
+ const matrix = this.clone();
921
+ leftEigenvectors.setIdentity();
922
+ const tolerance = 1.0e-12 * this.sumSquares();
923
+ for (let iteration = 0; iteration < 7; iteration++) {
924
+ const sum = matrix.applyFastSymmetricJacobiUpdate(0, 1, 2, leftEigenvectors)
925
+ + matrix.applyFastSymmetricJacobiUpdate(0, 2, 1, leftEigenvectors)
926
+ + matrix.applyFastSymmetricJacobiUpdate(1, 2, 0, leftEigenvectors);
927
+ // console.log("symmetric sum", sum);
928
+ // console.log ("sum", sum);
929
+ if (sum < tolerance) {
930
+ // console.log("symmetric iterations", iteration);
931
+ lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
932
+ return true;
933
+ }
934
+ }
935
+ return false;
936
+ }
904
937
  /**
905
938
  * Compute the (unit vector) axis and angle of rotation.
939
+ * * math details can be found at docs/learning/geometry/Angle.md
906
940
  * @returns Returns axis and angle of rotation with result.ok === true when the conversion succeeded.
907
941
  */
908
942
  getAxisAndAngleOfRotation() {
909
943
  const trace = this.coffs[0] + this.coffs[4] + this.coffs[8];
910
- // trace = (xx + yy * zz) * (1-c) + 3 * c = 1 + 2c ==> c = (trace-1) / 2
911
- const skewXY = this.coffs[3] - this.coffs[1]; // == 2sz
912
- const skewYZ = this.coffs[7] - this.coffs[5]; // == 2sx
913
- const skewZX = this.coffs[2] - this.coffs[6]; // == 2sy
914
- const c = (trace - 1.0) / 2.0;
915
- const s = Geometry_1.Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0;
916
- const e = c * c + s * s - 1.0;
944
+ const skewXY = this.coffs[3] - this.coffs[1]; // 2*z*sin
945
+ const skewYZ = this.coffs[7] - this.coffs[5]; // 2*y*sin
946
+ const skewZX = this.coffs[2] - this.coffs[6]; // 2*x*sin
947
+ // trace = (m00^2 + m11^2 + m22^2) * (1-cos) + 3cos = (1-cos) + 3cos = 1 + 2cos ==> cos = (trace-1) / 2
948
+ const c = (trace - 1.0) / 2.0; // cosine
949
+ const s = Geometry_1.Geometry.hypotenuseXYZ(skewXY, skewYZ, skewZX) / 2.0; // sine
950
+ const e = c * c + s * s - 1.0; // s^2 + c^2 = 1
951
+ // if s^2 + c^2 != 1 then we have a bad matrix so return false
917
952
  if (Math.abs(e) > Geometry_1.Geometry.smallAngleRadians) {
918
- // the sine and cosine are not a unit circle point. bad matrix . ..
919
953
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: false };
920
954
  }
955
+ // sin is close to 0 then we got to special cases (angle 0 or 180) which needs to be handled differently
921
956
  if (Math.abs(s) < Geometry_1.Geometry.smallAngleRadians) {
922
- // There is no significant skew.
923
- // The matrix is symmetric
924
- // So it has simple eigenvalues -- either (1,1,1) or (1,-1,-1).
925
- if (c > 0) // no rotation
957
+ if (c > 0) // sin = 0 and cos = 1 so angle = 0 (i.e., no rotation)
926
958
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: true };
927
- // 180 degree flip around some axis ?
928
- // Look for the simple case of a principal rotation ...
929
- // look for a pair of (-1) entries on the diagonal ...
959
+ /**
960
+ * If sin = 0 and cos = -1 then angle = 180 (i.e., 180 degree rotation around some axis)
961
+ * then the rotation matrix becomes
962
+ * 2x^2-1 2xy 2xz
963
+ * 2xy 2y^2-1 2yz
964
+ * 2xz 2yz 2z^2-1
965
+ * Note that the matrix is symmetric.
966
+ * If rotation is around one the standard basis then non-diagonal entries become 0 and we
967
+ * have one 1 and two -1s on the diagonal.
968
+ * If rotation is around an axis other than standard basis, then the axis is the eigenvector
969
+ * of the rotation matrix with eigenvalue = 1.
970
+ */
930
971
  const axx = this.coffs[0];
931
972
  const ayy = this.coffs[4];
932
973
  const azz = this.coffs[8];
933
- const theta180 = Angle_1.Angle.createDegrees(180);
934
- // Look for principal axis flips as a special case . ..
974
+ // Look for a pair of "-1" entries on the diagonal (for rotation around the basis X,Y,Z axis)
935
975
  if (Geometry_1.Geometry.isAlmostEqualNumber(-1.0, ayy) && Geometry_1.Geometry.isAlmostEqualNumber(-1, azz)) {
936
- // rotate around
937
- return { axis: Point3dVector3d_1.Vector3d.create(1, 0, 0), angle: theta180, ok: true };
976
+ return { axis: Point3dVector3d_1.Vector3d.create(1, 0, 0), angle: Angle_1.Angle.createDegrees(180), ok: true };
938
977
  }
939
978
  else if (Geometry_1.Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry_1.Geometry.isAlmostEqualNumber(-1, azz)) {
940
- return { axis: Point3dVector3d_1.Vector3d.create(0, 1, 0), angle: theta180, ok: true };
979
+ return { axis: Point3dVector3d_1.Vector3d.create(0, 1, 0), angle: Angle_1.Angle.createDegrees(180), ok: true };
941
980
  }
942
981
  else if (Geometry_1.Geometry.isAlmostEqualNumber(-1.0, axx) && Geometry_1.Geometry.isAlmostEqualNumber(-1, ayy)) {
943
- return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: theta180, ok: true };
982
+ return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createDegrees(180), ok: true };
944
983
  }
945
- // 180 degree flip around some other axis ...
946
- // eigenvalues will have 1.0 once, -1.0 twice.
947
- // These cases look for each place (x,y,z) that the 1.0 might appear.
948
- // But fastSymmetricEigenvalues reliably always seems to put the 1.0 as the x eigenvalue.
949
- // so only the getColumn(0) return seems reachable in unit tests.
984
+ // Look for eigenvector with eigenvalue = 1
950
985
  const eigenvectors = Matrix3d.createIdentity();
951
986
  const eigenvalues = Point3dVector3d_1.Vector3d.create(0, 0, 0);
952
987
  if (this.fastSymmetricEigenvalues(eigenvectors, eigenvalues)) {
953
988
  for (let axisIndex = 0; axisIndex < 2; axisIndex++) {
954
989
  const lambda = eigenvalues.at(axisIndex);
955
990
  if (Geometry_1.Geometry.isAlmostEqualNumber(1, lambda))
956
- return { axis: eigenvectors.getColumn(axisIndex), angle: theta180, ok: true };
991
+ return { axis: eigenvectors.getColumn(axisIndex), angle: Angle_1.Angle.createDegrees(180), ok: true };
957
992
  }
958
- // Don't know if this can be reached ....
993
+ // if no eigenvalue = 1 was found return false
959
994
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: false };
960
995
  }
996
+ // if no axis was found return false
961
997
  return { axis: Point3dVector3d_1.Vector3d.create(0, 0, 1), angle: Angle_1.Angle.createRadians(0), ok: false };
962
998
  }
999
+ // good matrix and non-zero sine
963
1000
  const a = 1.0 / (2.0 * s);
964
- const result = { axis: Point3dVector3d_1.Vector3d.create(skewYZ * a, skewZX * a, skewXY * a), angle: Angle_1.Angle.createAtan2(s, c), ok: true };
965
- return result;
966
- }
967
- /**
968
- * Returns a matrix that rotates from vectorA to vectorB.
969
- */
970
- static createRotationVectorToVector(vectorA, vectorB, result) {
971
- return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
972
- }
973
- /**
974
- * Return a matrix that rotates a fraction of the angular sweep from vectorA to vectorB.
975
- * @param vectorA initial vector position
976
- * @param fraction fractional rotation. 1.0 is "all the way"
977
- * @param vectorB final vector position
978
- * @param result optional result matrix.
979
- */
980
- static createPartialRotationVectorToVector(vectorA, fraction, vectorB, result) {
981
- let upVector = vectorA.unitCrossProduct(vectorB);
982
- if (upVector) { // the usual case --
983
- return Matrix3d.createRotationAroundVector(upVector, Angle_1.Angle.createRadians(fraction * vectorA.planarAngleTo(vectorB, upVector).radians));
984
- }
985
- // fail if either vector is zero ...
986
- if (Geometry_1.Geometry.isSmallMetricDistance(vectorA.magnitude())
987
- || Geometry_1.Geometry.isSmallMetricDistance(vectorB.magnitude()))
988
- return undefined;
989
- // nonzero but aligned vectors ...
990
- if (vectorA.dotProduct(vectorB) > 0.0)
991
- return Matrix3d.createIdentity(result);
992
- // nonzero opposing vectors ..
993
- upVector = Matrix3d.createPerpendicularVectorFavorPlaneContainingZ(vectorA, upVector);
994
- return Matrix3d.createRotationAroundVector(upVector, Angle_1.Angle.createRadians(fraction * Math.PI));
995
- }
996
- /** Create a 90 degree rotation around a principal axis */
997
- static create90DegreeRotationAroundAxis(axisIndex) {
998
- axisIndex = Geometry_1.Geometry.cyclic3dAxis(axisIndex);
999
- if (axisIndex === 0) {
1000
- const retVal = Matrix3d.createRowValues(1, 0, 0, 0, 0, -1, 0, 1, 0);
1001
- retVal.setupInverseTranspose();
1002
- return retVal;
1003
- }
1004
- else if (axisIndex === 1) {
1005
- const retVal = Matrix3d.createRowValues(0, 0, 1, 0, 1, 0, -1, 0, 0);
1006
- retVal.setupInverseTranspose();
1007
- return retVal;
1008
- }
1009
- else {
1010
- const retVal = Matrix3d.createRowValues(0, -1, 0, 1, 0, 0, 0, 0, 1);
1011
- retVal.setupInverseTranspose();
1012
- return retVal;
1013
- }
1014
- }
1015
- /** Return (a copy of) the X column */
1016
- columnX(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result); }
1017
- /** Return (a copy of)the Y column */
1018
- columnY(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result); }
1019
- /** Return (a copy of)the Z column */
1020
- columnZ(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result); }
1021
- /** Return the X column magnitude squared */
1022
- columnXMagnitudeSquared() { return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1023
- /** Return the Y column magnitude squared */
1024
- columnYMagnitudeSquared() { return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1025
- /** Return the Z column magnitude squared */
1026
- columnZMagnitudeSquared() { return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1027
- /** Return the X column magnitude */
1028
- columnXMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]); }
1029
- /** Return the Y column magnitude */
1030
- columnYMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]); }
1031
- /** Return the Z column magnitude */
1032
- columnZMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]); }
1033
- /** Return magnitude of columnX cross columnY. */
1034
- columnXYCrossProductMagnitude() {
1035
- return Geometry_1.Geometry.crossProductMagnitude(this.coffs[0], this.coffs[3], this.coffs[6], this.coffs[1], this.coffs[4], this.coffs[7]);
1036
- }
1037
- /** Return the X row magnitude d */
1038
- rowXMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]); }
1039
- /** Return the Y row magnitude */
1040
- rowYMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]); }
1041
- /** Return the Z row magnitude */
1042
- rowZMagnitude() { return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]); }
1043
- /** Return the dot product of column X with column Y */
1044
- /** Return the dot product of column X with column Y */
1045
- columnXDotColumnY() {
1046
- return this.coffs[0] * this.coffs[1]
1047
- + this.coffs[3] * this.coffs[4]
1048
- + this.coffs[6] * this.coffs[7];
1049
- }
1050
- /**
1051
- * Dot product of an indexed column with a vector given as x,y,z
1052
- * @param columnIndex index of column. Must be 0,1,2
1053
- * @param x x component of vector
1054
- * @param y y component of vector
1055
- * @param z z component of vector
1056
- */
1057
- columnDotXYZ(columnIndex, x, y, z) {
1058
- return this.coffs[columnIndex] * x + this.coffs[columnIndex + 3] * y + this.coffs[columnIndex + 6] * z;
1059
- }
1060
- /** Return (a copy of) the X row */
1061
- rowX(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result); }
1062
- /** Return (a copy of) the Y row */
1063
- rowY(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result); }
1064
- /** Return (a copy of) the Z row */
1065
- rowZ(result) { return Point3dVector3d_1.Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result); }
1066
- /** Return the dot product of the vector parameter with the X column. */
1067
- dotColumnX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6]; }
1068
- /** Return the dot product of the vector parameter with the Y column. */
1069
- dotColumnY(vector) { return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7]; }
1070
- /** Return the dot product of the vector parameter with the Z column. */
1071
- dotColumnZ(vector) { return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8]; }
1072
- /** Return the dot product of the vector parameter with the X row. */
1073
- dotRowX(vector) { return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2]; }
1074
- /** Return the dot product of the vector parameter with the Y row. */
1075
- dotRowY(vector) { return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5]; }
1076
- /** Return the dot product of the vector parameter with the Z row. */
1077
- dotRowZ(vector) { return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8]; }
1078
- // cSpell:words XXYZ YXYZ ZXYZ XYZAs Eigen
1079
- /** Return the dot product of the x,y,z with the X row. */
1080
- dotRowXXYZ(x, y, z) { return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2]; }
1081
- /** Return the dot product of the x,y,z with the Y row. */
1082
- dotRowYXYZ(x, y, z) { return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5]; }
1083
- /** Return the dot product of the x,y,z with the Z row. */
1084
- dotRowZXYZ(x, y, z) { return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8]; }
1085
- /** Return the (vector) cross product of the Z column with the vector parameter. */
1086
- columnZCrossVector(vector, result) {
1087
- return Geometry_1.Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1088
- }
1089
- /*
1090
- * Replace current rows Ui Uj with (c*Ui - s*Uj) and (c*Uj + s*Ui).
1091
- * @param i first row index. must be 0,1,2 (unchecked)
1092
- * @param j second row index. must be 0,1,2 (unchecked)
1093
- * @param c fist coefficient
1094
- * @param s second coefficient
1095
- */
1096
- applyGivensRowOp(i, j, c, s) {
1097
- let ii = 3 * i;
1098
- let jj = 3 * j;
1099
- const limit = ii + 3;
1100
- for (; ii < limit; ii++, jj++) {
1101
- const a = this.coffs[ii];
1102
- const b = this.coffs[jj];
1103
- this.coffs[ii] = a * c + b * s;
1104
- this.coffs[jj] = -a * s + b * c;
1105
- }
1106
- }
1107
- /**
1108
- * create a rigid coordinate frame column z parallel to (_x_,_y_,_z_) and column x in the xy plane.
1109
- * * column z points from origin to x,y,z
1110
- * * column x is perpendicular and in the xy plane
1111
- * * column y is perpendicular to both. It is the "up" vector on the view plane.
1112
- * * Multiplying a world vector times the transpose of this matrix transforms into the view xy
1113
- * * Multiplying the matrix times the an in-view vector transforms the vector to world.
1114
- * @param x eye x coordinate
1115
- * @param y eye y coordinate
1116
- * @param z eye z coordinate
1117
- * @param result
1118
- */
1119
- static createRigidViewAxesZTowardsEye(x, y, z, result) {
1120
- result = Matrix3d.createIdentity(result);
1121
- const rxy = Geometry_1.Geometry.hypotenuseXY(x, y);
1122
- if (Geometry_1.Geometry.isSmallMetricDistance(rxy)) {
1123
- // special case for top or bottom view.
1124
- if (z < 0.0)
1125
- result.scaleColumnsInPlace(1.0, -1, -1.0);
1126
- }
1127
- else {
1128
- // const d = Geometry.hypotenuseSquaredXYZ(x, y, z);
1129
- const c = x / rxy;
1130
- const s = y / rxy;
1131
- result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
1132
- if (z !== 0.0) {
1133
- const r = Geometry_1.Geometry.hypotenuseXYZ(x, y, z);
1134
- const s1 = z / r;
1135
- const c1 = rxy / r;
1136
- result.applyGivensColumnOp(1, 2, c1, -s1);
1137
- }
1138
- }
1001
+ const result = {
1002
+ axis: Point3dVector3d_1.Vector3d.create(skewYZ * a, skewZX * a, skewXY * a),
1003
+ angle: Angle_1.Angle.createAtan2(s, c),
1004
+ ok: true,
1005
+ };
1139
1006
  return result;
1140
1007
  }
1141
1008
  /** Rotate so columns i and j become perpendicular */
@@ -1167,8 +1034,7 @@ class Matrix3d {
1167
1034
  factorPerpendicularColumns(matrixC, matrixU) {
1168
1035
  matrixC.setFrom(this);
1169
1036
  matrixU.setIdentity();
1170
- const ss = this.sumSquares();
1171
- const tolerance = 1.0e-12 * ss;
1037
+ const tolerance = 1.0e-12 * this.sumSquares();
1172
1038
  for (let iteration = 0; iteration < 7; iteration++) {
1173
1039
  const sum = matrixC.applyJacobiColumnRotation(0, 1, matrixU)
1174
1040
  + matrixC.applyJacobiColumnRotation(0, 2, matrixU)
@@ -1259,8 +1125,7 @@ class Matrix3d {
1259
1125
  matrix.coffs[3] = matrix.coffs[1];
1260
1126
  matrix.coffs[6] = matrix.coffs[2];
1261
1127
  matrix.coffs[7] = matrix.coffs[5];
1262
- const ss = this.sumSquares();
1263
- const tolerance = 1.0e-12 * ss;
1128
+ const tolerance = 1.0e-12 * this.sumSquares();
1264
1129
  for (let iteration = 0; iteration < 7; iteration++) {
1265
1130
  const sum = leftEigenvectors.applySymmetricJacobi(0, 1, matrix)
1266
1131
  + leftEigenvectors.applySymmetricJacobi(0, 2, matrix)
@@ -1275,68 +1140,174 @@ class Matrix3d {
1275
1140
  }
1276
1141
  return false;
1277
1142
  }
1278
- /** Apply (in place a jacobi update that zeros out this.at(i,j).
1279
- *
1143
+ /**
1144
+ * Return a matrix that rotates a fraction of the angular sweep from vectorA to vectorB.
1145
+ * @param vectorA initial vector position
1146
+ * @param fraction fractional rotation (1 means rotate all the way)
1147
+ * @param vectorB final vector position
1148
+ * @param result optional result matrix.
1280
1149
  */
1281
- applyFastSymmetricJacobiUpdate(i, // row index of zeroed member
1282
- j, // column index of zeroed member
1283
- k, // other row/column index (different from i and j)
1284
- leftEigenVectors) {
1285
- const indexII = 4 * i;
1286
- const indexJJ = 4 * j;
1287
- const indexIJ = 3 * i + j;
1288
- const indexIK = 3 * i + k;
1289
- const indexJK = 3 * j + k;
1290
- const dotUU = this.coffs[indexII];
1291
- const dotVV = this.coffs[indexJJ];
1292
- const dotUV = this.coffs[indexIJ];
1293
- const jacobi = Angle_1.Angle.trigValuesToHalfAngleTrigValues(dotUU - dotVV, 2.0 * dotUV);
1294
- if (Math.abs(dotUV) < 1.0e-15 * (dotUU + dotVV))
1295
- return 0.0;
1296
- const c = jacobi.c;
1297
- const s = jacobi.s;
1298
- const cc = c * c;
1299
- const ss = s * s;
1300
- const sc2 = 2.0 * c * s;
1301
- this.coffs[indexII] = cc * dotUU + sc2 * dotUV + ss * dotVV;
1302
- this.coffs[indexJJ] = ss * dotUU - sc2 * dotUV + cc * dotVV;
1303
- this.coffs[indexIJ] = 0.0;
1304
- const a = this.coffs[indexIK];
1305
- const b = this.coffs[indexJK];
1306
- this.coffs[indexIK] = a * c + b * s;
1307
- this.coffs[indexJK] = -s * a + c * b;
1308
- this.coffs[3 * j + i] = 0.0;
1309
- this.coffs[3 * k + i] = this.coffs[indexIK];
1310
- this.coffs[3 * k + j] = this.coffs[indexJK];
1311
- leftEigenVectors.applyGivensColumnOp(i, j, c, s);
1312
- return Math.abs(dotUV);
1150
+ static createPartialRotationVectorToVector(vectorA, fraction, vectorB, result) {
1151
+ let upVector = vectorA.unitCrossProduct(vectorB);
1152
+ // the usual case (both vectors and also their cross product is non-zero)
1153
+ if (upVector) {
1154
+ return Matrix3d.createRotationAroundVector(upVector, Angle_1.Angle.createRadians(fraction * vectorA.planarAngleTo(vectorB, upVector).radians));
1155
+ }
1156
+ // if either vector is zero
1157
+ if (Geometry_1.Geometry.isSmallMetricDistance(vectorA.magnitude())
1158
+ || Geometry_1.Geometry.isSmallMetricDistance(vectorB.magnitude()))
1159
+ return undefined;
1160
+ // aligned vectors (cross product = 0, dot product > 0)
1161
+ if (vectorA.dotProduct(vectorB) > 0.0)
1162
+ return Matrix3d.createIdentity(result);
1163
+ // opposing vectors (cross product = 0, dot product < 0)
1164
+ upVector = Matrix3d.createPerpendicularVectorFavorPlaneContainingZ(vectorA, upVector);
1165
+ return Matrix3d.createRotationAroundVector(upVector, Angle_1.Angle.createRadians(fraction * Math.PI));
1166
+ }
1167
+ /** Returns a matrix that rotates from vectorA to vectorB. */
1168
+ static createRotationVectorToVector(vectorA, vectorB, result) {
1169
+ return this.createPartialRotationVectorToVector(vectorA, 1.0, vectorB, result);
1170
+ }
1171
+ /** Create a 90 degree rotation around a principal axis */
1172
+ static create90DegreeRotationAroundAxis(axisIndex) {
1173
+ axisIndex = Geometry_1.Geometry.cyclic3dAxis(axisIndex);
1174
+ if (axisIndex === 0) {
1175
+ const retVal = Matrix3d.createRowValues(1, 0, 0, 0, 0, -1, 0, 1, 0);
1176
+ retVal.setupInverseTranspose();
1177
+ return retVal;
1178
+ }
1179
+ else if (axisIndex === 1) {
1180
+ const retVal = Matrix3d.createRowValues(0, 0, 1, 0, 1, 0, -1, 0, 0);
1181
+ retVal.setupInverseTranspose();
1182
+ return retVal;
1183
+ }
1184
+ else {
1185
+ const retVal = Matrix3d.createRowValues(0, -1, 0, 1, 0, 0, 0, 0, 1);
1186
+ retVal.setupInverseTranspose();
1187
+ return retVal;
1188
+ }
1189
+ }
1190
+ /** Return (a copy of) the X column */
1191
+ columnX(result) {
1192
+ return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[3], this.coffs[6], result);
1193
+ }
1194
+ /** Return (a copy of) the Y column */
1195
+ columnY(result) {
1196
+ return Point3dVector3d_1.Vector3d.create(this.coffs[1], this.coffs[4], this.coffs[7], result);
1197
+ }
1198
+ /** Return (a copy of) the Z column */
1199
+ columnZ(result) {
1200
+ return Point3dVector3d_1.Vector3d.create(this.coffs[2], this.coffs[5], this.coffs[8], result);
1201
+ }
1202
+ /** Return the X column magnitude squared */
1203
+ columnXMagnitudeSquared() {
1204
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1205
+ }
1206
+ /** Return the Y column magnitude squared */
1207
+ columnYMagnitudeSquared() {
1208
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1209
+ }
1210
+ /** Return the Z column magnitude squared */
1211
+ columnZMagnitudeSquared() {
1212
+ return Geometry_1.Geometry.hypotenuseSquaredXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1213
+ }
1214
+ /** Return the X column magnitude */
1215
+ columnXMagnitude() {
1216
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[3], this.coffs[6]);
1217
+ }
1218
+ /** Return the Y column magnitude */
1219
+ columnYMagnitude() {
1220
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[1], this.coffs[4], this.coffs[7]);
1221
+ }
1222
+ /** Return the Z column magnitude */
1223
+ columnZMagnitude() {
1224
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[2], this.coffs[5], this.coffs[8]);
1225
+ }
1226
+ /** Return magnitude of columnX cross columnY. */
1227
+ columnXYCrossProductMagnitude() {
1228
+ return Geometry_1.Geometry.crossProductMagnitude(this.coffs[0], this.coffs[3], this.coffs[6], this.coffs[1], this.coffs[4], this.coffs[7]);
1229
+ }
1230
+ /** Return the X row magnitude */
1231
+ rowXMagnitude() {
1232
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[0], this.coffs[1], this.coffs[2]);
1233
+ }
1234
+ /** Return the Y row magnitude */
1235
+ rowYMagnitude() {
1236
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[3], this.coffs[4], this.coffs[5]);
1237
+ }
1238
+ /** Return the Z row magnitude */
1239
+ rowZMagnitude() {
1240
+ return Geometry_1.Geometry.hypotenuseXYZ(this.coffs[6], this.coffs[7], this.coffs[8]);
1241
+ }
1242
+ /** Return the dot product of column X with column Y */
1243
+ columnXDotColumnY() {
1244
+ return this.coffs[0] * this.coffs[1]
1245
+ + this.coffs[3] * this.coffs[4]
1246
+ + this.coffs[6] * this.coffs[7];
1313
1247
  }
1314
1248
  /**
1315
- * Factor this (symmetrized) as a product U * lambda * UT where U is orthogonal, lambda is diagonal.
1316
- * The upper triangle is mirrored to lower triangle to enforce symmetry.
1317
- * @param matrixC (allocate by caller, computed here)
1318
- * @param factor (allocate by caller, computed here)
1249
+ * Dot product of an indexed column with a vector given as x,y,z
1250
+ * @param columnIndex index of column. Must be 0,1,2.
1251
+ * @param x x component of vector
1252
+ * @param y y component of vector
1253
+ * @param z z component of vector
1319
1254
  */
1320
- fastSymmetricEigenvalues(leftEigenvectors, lambda) {
1321
- const matrix = this.clone();
1322
- leftEigenvectors.setIdentity();
1323
- const ss = this.sumSquares();
1324
- const tolerance = 1.0e-12 * ss;
1325
- for (let iteration = 0; iteration < 7; iteration++) {
1326
- const sum = matrix.applyFastSymmetricJacobiUpdate(0, 1, 2, leftEigenvectors)
1327
- + matrix.applyFastSymmetricJacobiUpdate(0, 2, 1, leftEigenvectors)
1328
- + matrix.applyFastSymmetricJacobiUpdate(1, 2, 0, leftEigenvectors);
1329
- // console.log("symmetric sum", sum);
1330
- // console.log (" sum", sum);
1331
- if (sum < tolerance) {
1332
- // console.log("symmetric iterations", iteration);
1333
- lambda.set(matrix.at(0, 0), matrix.at(1, 1), matrix.at(2, 2));
1334
- return true;
1335
- }
1336
- }
1337
- return false;
1255
+ columnDotXYZ(columnIndex, x, y, z) {
1256
+ return this.coffs[columnIndex] * x + this.coffs[columnIndex + 3] * y + this.coffs[columnIndex + 6] * z;
1257
+ }
1258
+ /** Return (a copy of) the X row */
1259
+ rowX(result) {
1260
+ return Point3dVector3d_1.Vector3d.create(this.coffs[0], this.coffs[1], this.coffs[2], result);
1261
+ }
1262
+ /** Return (a copy of) the Y row */
1263
+ rowY(result) {
1264
+ return Point3dVector3d_1.Vector3d.create(this.coffs[3], this.coffs[4], this.coffs[5], result);
1338
1265
  }
1339
- /** Install data from xyz parts of Point4d (w part of Point4d ignored) */
1266
+ /** Return (a copy of) the Z row */
1267
+ rowZ(result) {
1268
+ return Point3dVector3d_1.Vector3d.create(this.coffs[6], this.coffs[7], this.coffs[8], result);
1269
+ }
1270
+ /** Return the dot product of the vector parameter with the X column. */
1271
+ dotColumnX(vector) {
1272
+ return vector.x * this.coffs[0] + vector.y * this.coffs[3] + vector.z * this.coffs[6];
1273
+ }
1274
+ /** Return the dot product of the vector parameter with the Y column. */
1275
+ dotColumnY(vector) {
1276
+ return vector.x * this.coffs[1] + vector.y * this.coffs[4] + vector.z * this.coffs[7];
1277
+ }
1278
+ /** Return the dot product of the vector parameter with the Z column. */
1279
+ dotColumnZ(vector) {
1280
+ return vector.x * this.coffs[2] + vector.y * this.coffs[5] + vector.z * this.coffs[8];
1281
+ }
1282
+ /** Return the dot product of the vector parameter with the X row. */
1283
+ dotRowX(vector) {
1284
+ return vector.x * this.coffs[0] + vector.y * this.coffs[1] + vector.z * this.coffs[2];
1285
+ }
1286
+ /** Return the dot product of the vector parameter with the Y row. */
1287
+ dotRowY(vector) {
1288
+ return vector.x * this.coffs[3] + vector.y * this.coffs[4] + vector.z * this.coffs[5];
1289
+ }
1290
+ /** Return the dot product of the vector parameter with the Z row. */
1291
+ dotRowZ(vector) {
1292
+ return vector.x * this.coffs[6] + vector.y * this.coffs[7] + vector.z * this.coffs[8];
1293
+ }
1294
+ /** Return the dot product of the x,y,z with the X row. */
1295
+ dotRowXXYZ(x, y, z) {
1296
+ return x * this.coffs[0] + y * this.coffs[1] + z * this.coffs[2];
1297
+ }
1298
+ /** Return the dot product of the x,y,z with the Y row. */
1299
+ dotRowYXYZ(x, y, z) {
1300
+ return x * this.coffs[3] + y * this.coffs[4] + z * this.coffs[5];
1301
+ }
1302
+ /** Return the dot product of the x,y,z with the Z row. */
1303
+ dotRowZXYZ(x, y, z) {
1304
+ return x * this.coffs[6] + y * this.coffs[7] + z * this.coffs[8];
1305
+ }
1306
+ /** Return the cross product of the Z column with the vector parameter. */
1307
+ columnZCrossVector(vector, result) {
1308
+ return Geometry_1.Geometry.crossProductXYZXYZ(this.coffs[2], this.coffs[5], this.coffs[8], vector.x, vector.y, vector.z, result);
1309
+ }
1310
+ /** Set data from xyz parts of Point4d (w part of Point4d ignored) */
1340
1311
  setColumnsPoint4dXYZ(vectorU, vectorV, vectorW) {
1341
1312
  this.inverseState = InverseMatrixState.unknown;
1342
1313
  this.setRowValues(vectorU.x, vectorV.x, vectorW.x, vectorU.y, vectorV.y, vectorW.y, vectorU.z, vectorV.z, vectorW.z);
@@ -1360,16 +1331,22 @@ class Matrix3d {
1360
1331
  this.coffs[index + 6] = 0.0;
1361
1332
  }
1362
1333
  }
1363
- /** Set all columns of the matrix. Any undefined vector is zeros. */
1334
+ /**
1335
+ * Set all columns of the matrix. Any undefined vector is zeros.
1336
+ * @param vectorX values for column 0
1337
+ * @param vectorY values for column 1
1338
+ * @param vectorZ optional values for column 2 (it's optional in case column 2 is 000, which is a
1339
+ * projection onto the xy-plane)
1340
+ */
1364
1341
  setColumns(vectorX, vectorY, vectorZ) {
1365
1342
  this.setColumn(0, vectorX);
1366
1343
  this.setColumn(1, vectorY);
1367
1344
  this.setColumn(2, vectorZ);
1368
1345
  }
1369
1346
  /**
1370
- * set entries in one row of the matrix.
1371
- * @param rowIndex row index. this is interpreted cyclically.
1372
- * @param value x,yz, values for row. If undefined, zeros are installed.
1347
+ * Set entries in one row of the matrix.
1348
+ * @param rowIndex row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1349
+ * @param value x,y,z values for row.
1373
1350
  */
1374
1351
  setRow(rowIndex, value) {
1375
1352
  const index = 3 * Geometry_1.Geometry.cyclic3dAxis(rowIndex);
@@ -1378,21 +1355,26 @@ class Matrix3d {
1378
1355
  this.coffs[index + 2] = value.z;
1379
1356
  this.inverseState = InverseMatrixState.unknown;
1380
1357
  }
1381
- /** Return a (copy of) a column of the matrix.
1382
- * @param i column index. This is corrected to 012 by Geometry.cyclic3dAxis.
1358
+ /**
1359
+ * Return (a copy of) a column of the matrix.
1360
+ * @param i column index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1361
+ * @param result optional preallocated result.
1383
1362
  */
1384
1363
  getColumn(columnIndex, result) {
1385
1364
  const index = Geometry_1.Geometry.cyclic3dAxis(columnIndex);
1386
1365
  return Point3dVector3d_1.Vector3d.create(this.coffs[index], this.coffs[index + 3], this.coffs[index + 6], result);
1387
1366
  }
1388
- /** Return a (copy of) a row of the matrix.
1389
- * @param i row index. This is corrected to 012 by Geometry.cyclic3dAxis.
1367
+ /**
1368
+ * Return a (copy of) a row of the matrix.
1369
+ * @param i row index. This is interpreted cyclically (using Geometry.cyclic3dAxis).
1370
+ * @param result optional preallocated result.
1390
1371
  */
1391
1372
  getRow(columnIndex, result) {
1392
1373
  const index = 3 * Geometry_1.Geometry.cyclic3dAxis(columnIndex);
1393
1374
  return Point3dVector3d_1.Vector3d.create(this.coffs[index], this.coffs[index + 1], this.coffs[index + 2], result);
1394
1375
  }
1395
- /** Create a matrix from row vectors.
1376
+ /**
1377
+ * Create a matrix from row vectors.
1396
1378
  * ```
1397
1379
  * equation
1398
1380
  * \begin{bmatrix}U_x & U_y & U_z \\ V_x & V_y & V_z \\ W_x & W_y & W_z \end{bmatrix}
@@ -1401,13 +1383,18 @@ class Matrix3d {
1401
1383
  static createRows(vectorU, vectorV, vectorW, result) {
1402
1384
  return Matrix3d.createRowValues(vectorU.x, vectorU.y, vectorU.z, vectorV.x, vectorV.y, vectorV.z, vectorW.x, vectorW.y, vectorW.z, result);
1403
1385
  }
1404
- /** Create a matrix that scales along a specified direction.
1405
- * * The scale factor can be negative.
1406
- * * A scale of -1.0 (negative one) is a mirror across the plane perpendicular to the vector.
1386
+ /**
1387
+ * Create a matrix that scales along a specified `direction`. This means if you multiply the returned matrix
1388
+ * by a `vector`, you get `directional scale` of that `vector`. Suppose `plane` is the plane perpendicular
1389
+ * to the `direction`. When scale = 0, `directional scale` is projection of the `vector` to the `plane`.
1390
+ * When scale = 1, `directional scale` is the `vector` itself. When scale = -1, `directional scale` is
1391
+ * mirror of the `vector` across the `plane`. In general, When scale != 0, the result is computed by first
1392
+ * projecting the `vector` to the `plane`, then translating that projection along the `direction` (if scale > 0)
1393
+ * or in opposite direction (if scale < 0).
1407
1394
  * ```
1408
1395
  * equation
1409
- * \text{The matrix is } I - (s-1) U U^T
1410
- * \\ \text{with }U\text{ being the unit vector in the direction of the input vector.}
1396
+ * \text{The matrix is } I + (s-1) D D^T
1397
+ * \\ \text{with }D\text{ being the normalized direction vector and }s\text{ being the scale.}
1411
1398
  * ```
1412
1399
  */
1413
1400
  static createDirectionalScale(direction, scale, result) {
@@ -1416,19 +1403,13 @@ class Matrix3d {
1416
1403
  const x = unit.x;
1417
1404
  const y = unit.y;
1418
1405
  const z = unit.z;
1419
- const a = (scale - 1);
1406
+ const a = scale - 1;
1420
1407
  return Matrix3d.createRowValues(1 + a * x * x, a * x * y, a * x * z, a * y * x, 1 + a * y * y, a * y * z, a * z * x, a * z * y, 1 + a * z * z, result);
1421
1408
  }
1422
1409
  return Matrix3d.createUniformScale(scale);
1423
1410
  }
1424
- /* Create a matrix with the indicated column in the (normalized) direction, and the other two columns perpendicular. All columns are normalized.
1425
- * * The direction vector is normalized and appears in column axisIndex
1426
- * * If the direction vector is not close to Z, the "next" column ((axisIndex + 1) mod 3) will be in the XY plane in the direction of (direction cross Z)
1427
- * * If the direction vector is close to Z, the "next" column ((axisIndex + 1) mode 3) will be in the direction of (direction cross Y)
1428
- */
1429
- // static create1Vector(direction: Vector3d, axisIndex: number): Matrix3d;
1430
- // static createFromXYVectors(vectorX: Vector3d, vectorY: Vector3d, axisIndex: number): Matrix3d;
1431
- /** Multiply the matrix * vector, treating the vector is a column vector on the right.
1411
+ /**
1412
+ * Multiply `matrix * vector`, treating the vector is a column vector on the right.
1432
1413
  * ```
1433
1414
  * equation
1434
1415
  * \matrixXY{A}\columnSubXYZ{U}
@@ -1439,36 +1420,38 @@ class Matrix3d {
1439
1420
  const x = vectorU.x;
1440
1421
  const y = vectorU.y;
1441
1422
  const z = vectorU.z;
1442
- return Point3dVector3d_1.Vector3d.create((this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z), (this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z), (this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z), result);
1423
+ return Point3dVector3d_1.Vector3d.create(this.coffs[0] * x + this.coffs[1] * y + this.coffs[2] * z, this.coffs[3] * x + this.coffs[4] * y + this.coffs[5] * z, this.coffs[6] * x + this.coffs[7] * y + this.coffs[8] * z, result);
1443
1424
  }
1444
- /** Multiply matrix * vector for each array member, i.e. the vector is a column vector on the right.
1445
- * @return the vector result
1425
+ /**
1426
+ * Multiply `matrix * vector` in place for vector in the array, i.e. treating the vector is a column
1427
+ * vector on the right.
1428
+ * * Each `vector` is updated to be `matrix * vector`
1446
1429
  */
1447
1430
  multiplyVectorArrayInPlace(data) {
1448
1431
  for (const v of data)
1449
- v.set((this.coffs[0] * v.x + this.coffs[1] * v.y + this.coffs[2] * v.z), (this.coffs[3] * v.x + this.coffs[4] * v.y + this.coffs[5] * v.z), (this.coffs[6] * v.x + this.coffs[7] * v.y + this.coffs[8] * v.z));
1432
+ v.set(this.coffs[0] * v.x + this.coffs[1] * v.y + this.coffs[2] * v.z, this.coffs[3] * v.x + this.coffs[4] * v.y + this.coffs[5] * v.z, this.coffs[6] * v.x + this.coffs[7] * v.y + this.coffs[8] * v.z);
1450
1433
  }
1451
- /** compute `origin - matrix * vector` */
1434
+ /** Compute `origin - matrix * vector` */
1452
1435
  static xyzMinusMatrixTimesXYZ(origin, matrix, vector, result) {
1453
1436
  const x = vector.x;
1454
1437
  const y = vector.y;
1455
1438
  const z = vector.z;
1456
1439
  return Point3dVector3d_1.Point3d.create(origin.x - (matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z), origin.y - (matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z), origin.z - (matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z), result);
1457
1440
  }
1458
- /** compute `origin + matrix * vector` using only the xy parts of the inputs. */
1441
+ /** Compute `origin + matrix * vector` using only the xy parts of the inputs. */
1459
1442
  static xyPlusMatrixTimesXY(origin, matrix, vector, result) {
1460
1443
  const x = vector.x;
1461
1444
  const y = vector.y;
1462
1445
  return Point2dVector2d_1.Point2d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y, result);
1463
1446
  }
1464
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1447
+ /** Compute `origin + matrix * vector` using all xyz parts of the inputs. */
1465
1448
  static xyzPlusMatrixTimesXYZ(origin, matrix, vector, result) {
1466
1449
  const x = vector.x;
1467
1450
  const y = vector.y;
1468
1451
  const z = vector.z;
1469
1452
  return Point3dVector3d_1.Point3d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, result);
1470
1453
  }
1471
- /** compute `origin + matrix * vector` using all xyz parts of the inputs. */
1454
+ /** Updates vector to be `origin + matrix * vector` using all xyz parts of the inputs. */
1472
1455
  static xyzPlusMatrixTimesXYZInPlace(origin, matrix, vector) {
1473
1456
  const x = vector.x;
1474
1457
  const y = vector.y;
@@ -1477,61 +1460,72 @@ class Matrix3d {
1477
1460
  vector.y = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1478
1461
  vector.z = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1479
1462
  }
1480
- /** compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1463
+ /** Compute `origin + matrix * vector` where the final vector is given as direct x,y,z coordinates */
1481
1464
  static xyzPlusMatrixTimesCoordinates(origin, matrix, x, y, z, result) {
1482
1465
  return Point3dVector3d_1.Point3d.create(origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, result);
1483
1466
  }
1484
1467
  /**
1485
1468
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1486
- * Multiply times point with coordinates `[x,y,z,w]`
1469
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1470
+ * ```
1471
+ * equation
1472
+ * \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}
1473
+ * ```
1487
1474
  * @param origin translation part (xyz in column 3)
1488
1475
  * @param matrix matrix part (leading 3x3)
1489
1476
  * @param x x part of multiplied point
1490
1477
  * @param y y part of multiplied point
1491
1478
  * @param z z part of multiplied point
1492
1479
  * @param w w part of multiplied point
1493
- * @param result optional result.
1480
+ * @param result optional preallocated result.
1494
1481
  */
1495
1482
  static xyzPlusMatrixTimesWeightedCoordinates(origin, matrix, x, y, z, w, result) {
1496
- return Point4d_1.Point4d.create(w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z, w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z, w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z, w, result);
1483
+ return Point4d_1.Point4d.create(matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w, matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w, matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w, w, result);
1497
1484
  }
1498
1485
  /**
1499
1486
  * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1500
- * Multiply times point with coordinates `[x,y,z,w]`
1487
+ * Multiply the 4x4 matrix by `[x,y,z,w]`
1488
+ * ```
1489
+ * equation
1490
+ * \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}
1491
+ * ```
1501
1492
  * @param origin translation part (xyz in column 3)
1502
1493
  * @param matrix matrix part (leading 3x3)
1503
1494
  * @param x x part of multiplied point
1504
1495
  * @param y y part of multiplied point
1505
1496
  * @param z z part of multiplied point
1506
1497
  * @param w w part of multiplied point
1507
- * @param result optional result.
1498
+ * @param result optional preallocated result.
1508
1499
  */
1509
1500
  static xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(origin, matrix, x, y, z, w, result) {
1510
1501
  if (!result)
1511
1502
  result = new Float64Array(4);
1512
- result[0] = w * origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1513
- result[1] = w * origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1514
- result[2] = w * origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1503
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x * w;
1504
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y * w;
1505
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z * w;
1515
1506
  result[3] = w;
1516
1507
  return result;
1517
1508
  }
1518
1509
  /**
1519
- * Treat the 3x3 matrix and origin as upper 3x4 part of a 4x4 matrix, with 0001 as the final row.
1520
- * Multiply times point with coordinates `[x,y,z,w]`
1510
+ * Treat the 3x3 matrix and origin as a 3x4 matrix.
1511
+ * * Multiply the 3x4 matrix by `[x,y,z,1]`
1512
+ * ```
1513
+ * equation
1514
+ * \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}
1515
+ * ```
1521
1516
  * @param origin translation part (xyz in column 3)
1522
1517
  * @param matrix matrix part (leading 3x3)
1523
1518
  * @param x x part of multiplied point
1524
1519
  * @param y y part of multiplied point
1525
1520
  * @param z z part of multiplied point
1526
- * @param w w part of multiplied point
1527
- * @param result optional result.
1521
+ * @param result optional preallocated result.
1528
1522
  */
1529
1523
  static xyzPlusMatrixTimesCoordinatesToFloat64Array(origin, matrix, x, y, z, result) {
1530
1524
  if (!result)
1531
1525
  result = new Float64Array(3);
1532
- result[0] = origin.x + matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z;
1533
- result[1] = origin.y + matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z;
1534
- result[2] = origin.z + matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z;
1526
+ result[0] = matrix.coffs[0] * x + matrix.coffs[1] * y + matrix.coffs[2] * z + origin.x;
1527
+ result[1] = matrix.coffs[3] * x + matrix.coffs[4] * y + matrix.coffs[5] * z + origin.y;
1528
+ result[2] = matrix.coffs[6] * x + matrix.coffs[7] * y + matrix.coffs[8] * z + origin.z;
1535
1529
  return result;
1536
1530
  }
1537
1531
  /**
@@ -1551,9 +1545,9 @@ class Matrix3d {
1551
1545
  const x = vector.x;
1552
1546
  const y = vector.y;
1553
1547
  const z = vector.z;
1554
- result.x = (this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z);
1555
- result.y = (this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z);
1556
- result.z = (this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z);
1548
+ result.x = this.coffs[0] * x + this.coffs[3] * y + this.coffs[6] * z;
1549
+ result.y = this.coffs[1] * x + this.coffs[4] * y + this.coffs[7] * z;
1550
+ result.z = this.coffs[2] * x + this.coffs[5] * y + this.coffs[8] * z;
1557
1551
  return result;
1558
1552
  }
1559
1553
  /** Multiply the matrix * (x,y,z), i.e. the vector (x,y,z) is a column vector on the right.
@@ -2081,7 +2075,7 @@ class Matrix3d {
2081
2075
  * @param scaleX scale factor for column x
2082
2076
  * @param scaleY scale factor for column y
2083
2077
  * @param scaleZ scale factor for column z
2084
- * @param result optional result.
2078
+ * @param result optional preallocated result.
2085
2079
  */
2086
2080
  scaleColumns(scaleX, scaleY, scaleZ, result) {
2087
2081
  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);
@@ -2102,7 +2096,7 @@ class Matrix3d {
2102
2096
  this.coffs[7] *= scaleY;
2103
2097
  this.coffs[8] *= scaleZ;
2104
2098
  if (this.inverseState === InverseMatrixState.inverseStored && this.inverseCoffs !== undefined) {
2105
- // apply reciprocal scales to the ROWS of the inverse . . .
2099
+ // apply reverse scales to the ROWS of the inverse
2106
2100
  const divX = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleX);
2107
2101
  const divY = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleY);
2108
2102
  const divZ = Geometry_1.Geometry.conditionalDivideFraction(1.0, scaleZ);
@@ -2125,7 +2119,7 @@ class Matrix3d {
2125
2119
  * @param scaleX scale factor for row x
2126
2120
  * @param scaleY scale factor for row y
2127
2121
  * @param scaleZ scale factor for row z
2128
- * @param result optional result.
2122
+ * @param result optional preallocated result.
2129
2123
  */
2130
2124
  scaleRows(scaleX, scaleY, scaleZ, result) {
2131
2125
  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);
@@ -2169,12 +2163,49 @@ class Matrix3d {
2169
2163
  }
2170
2164
  /** create a Matrix3d whose values are uniformly scaled from this.
2171
2165
  * @param scale scale factor to apply.
2172
- * @param result optional result.
2166
+ * @param result optional preallocated result.
2173
2167
  * @returns Return the new or repopulated matrix
2174
2168
  */
2175
2169
  scale(scale, result) {
2176
2170
  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);
2177
2171
  }
2172
+ /**
2173
+ * Create a rigid matrix (columns and rows are unit length and pairwise perpendicular) for
2174
+ * the given eye coordinate.
2175
+ * * column z is parallel to x,y,z
2176
+ * * column x is perpendicular to column z and is in the xy plane
2177
+ * * column y is perpendicular to both. It is the "up" vector on the view plane.
2178
+ * * Multiplying the returned matrix times a local (view) vector gives the world vector.
2179
+ * * Multiplying transpose of the returned matrix times a world vector gives the local
2180
+ * (view) vector.
2181
+ * @param x eye x coordinate
2182
+ * @param y eye y coordinate
2183
+ * @param z eye z coordinate
2184
+ * @param result optional preallocated result
2185
+ */
2186
+ static createRigidViewAxesZTowardsEye(x, y, z, result) {
2187
+ result = Matrix3d.createIdentity(result);
2188
+ const rxy = Geometry_1.Geometry.hypotenuseXY(x, y);
2189
+ // if coordinate is (0,0,z), i.e., Top or Bottom view
2190
+ if (Geometry_1.Geometry.isSmallMetricDistance(rxy)) {
2191
+ if (z < 0.0)
2192
+ result.scaleColumnsInPlace(1.0, -1.0, -1.0);
2193
+ }
2194
+ else {
2195
+ const c = x / rxy;
2196
+ const s = y / rxy;
2197
+ // if coordinate is (x,y,0), i.e., Front or Back or Left or Right view
2198
+ result.setRowValues(-s, 0, c, c, 0, s, 0, 1, 0);
2199
+ // if coordinate is (x,y,z), i.e., other views such as Iso or RightIso
2200
+ if (z !== 0.0) {
2201
+ const r = Geometry_1.Geometry.hypotenuseXYZ(x, y, z);
2202
+ const s1 = z / r;
2203
+ const c1 = rxy / r;
2204
+ result.applyGivensColumnOp(1, 2, c1, -s1);
2205
+ }
2206
+ }
2207
+ return result;
2208
+ }
2178
2209
  /** Return the determinant of this matrix. */
2179
2210
  determinant() {
2180
2211
  return this.coffs[0] * this.coffs[4] * this.coffs[8]