@itwin/core-geometry 4.0.0-dev.90 → 4.0.0-dev.92

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Files changed (59) hide show
  1. package/lib/cjs/Geometry.d.ts +2 -0
  2. package/lib/cjs/Geometry.d.ts.map +1 -1
  3. package/lib/cjs/Geometry.js +2 -0
  4. package/lib/cjs/Geometry.js.map +1 -1
  5. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  6. package/lib/cjs/geometry3d/Angle.js +1 -1
  7. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  8. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts +3 -0
  9. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  10. package/lib/cjs/geometry3d/BarycentricTriangle.js +14 -8
  11. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  12. package/lib/cjs/geometry3d/GrowableXYZArray.js +1 -1
  13. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  14. package/lib/cjs/geometry3d/Matrix3d.d.ts +9 -0
  15. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  16. package/lib/cjs/geometry3d/Matrix3d.js +17 -3
  17. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  18. package/lib/cjs/geometry3d/Ray3d.d.ts +21 -3
  19. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  20. package/lib/cjs/geometry3d/Ray3d.js +103 -9
  21. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  22. package/lib/cjs/geometry3d/Transform.d.ts +3 -3
  23. package/lib/cjs/geometry3d/Transform.js +3 -3
  24. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  25. package/lib/cjs/numerics/Newton.d.ts.map +1 -1
  26. package/lib/cjs/numerics/Newton.js +1 -1
  27. package/lib/cjs/numerics/Newton.js.map +1 -1
  28. package/lib/cjs/polyface/PolyfaceBuilder.js +1 -1
  29. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  30. package/lib/esm/Geometry.d.ts +2 -0
  31. package/lib/esm/Geometry.d.ts.map +1 -1
  32. package/lib/esm/Geometry.js +2 -0
  33. package/lib/esm/Geometry.js.map +1 -1
  34. package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
  35. package/lib/esm/geometry3d/Angle.js +1 -1
  36. package/lib/esm/geometry3d/Angle.js.map +1 -1
  37. package/lib/esm/geometry3d/BarycentricTriangle.d.ts +3 -0
  38. package/lib/esm/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  39. package/lib/esm/geometry3d/BarycentricTriangle.js +14 -8
  40. package/lib/esm/geometry3d/BarycentricTriangle.js.map +1 -1
  41. package/lib/esm/geometry3d/GrowableXYZArray.js +1 -1
  42. package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
  43. package/lib/esm/geometry3d/Matrix3d.d.ts +9 -0
  44. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  45. package/lib/esm/geometry3d/Matrix3d.js +17 -3
  46. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  47. package/lib/esm/geometry3d/Ray3d.d.ts +21 -3
  48. package/lib/esm/geometry3d/Ray3d.d.ts.map +1 -1
  49. package/lib/esm/geometry3d/Ray3d.js +103 -9
  50. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  51. package/lib/esm/geometry3d/Transform.d.ts +3 -3
  52. package/lib/esm/geometry3d/Transform.js +3 -3
  53. package/lib/esm/geometry3d/Transform.js.map +1 -1
  54. package/lib/esm/numerics/Newton.d.ts.map +1 -1
  55. package/lib/esm/numerics/Newton.js +1 -1
  56. package/lib/esm/numerics/Newton.js.map +1 -1
  57. package/lib/esm/polyface/PolyfaceBuilder.js +1 -1
  58. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  59. package/package.json +6 -7
@@ -22,6 +22,11 @@ export declare class Ray3d implements BeJSONFunctions {
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  direction: Vector3d;
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  /** Numeric annotation. */
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  a?: number;
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+ private static _workVector0?;
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+ private static _workVector1?;
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+ private static _workVector2?;
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+ private static _workVector3?;
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+ private static _workVector4?;
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  private constructor();
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  private static _create;
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  /** Create a ray on the x axis. */
@@ -76,10 +81,10 @@ export declare class Ray3d implements BeJSONFunctions {
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  set(origin: Point3d, direction: Vector3d): void;
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  /** Clone the ray. */
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  clone(result?: Ray3d): Ray3d;
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- /** Create a clone and return the transform of the clone. */
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- cloneTransformed(transform: Transform): Ray3d;
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+ /** Return a clone of the transformed instance */
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+ cloneTransformed(transform: Transform, result?: Ray3d): Ray3d;
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  /** Create a clone and return the inverse transform of the clone. */
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- cloneInverseTransformed(transform: Transform): Ray3d | undefined;
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+ cloneInverseTransformed(transform: Transform, result?: Ray3d): Ray3d | undefined;
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  /** Apply a transform in place. */
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  transformInPlace(transform: Transform): void;
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  /** Copy data from another ray. */
@@ -141,6 +146,19 @@ export declare class Ray3d implements BeJSONFunctions {
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  * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.isNull`.
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  */
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  intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d;
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+ /**
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+ * Compute the intersection of the ray with a triangle.
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+ * @param vertex0 first vertex of the triangle
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+ * @param vertex1 second vertex of the triangle
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+ * @param vertex2 third vertex of the triangle
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+ * @param distanceTol optional tolerance used to check if ray is parallel to the triangle or if we have line
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+ * intersection but not ray intersection (if tolerance is not provided, Geometry.smallMetricDistance is used)
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+ * @param parameterTol optional tolerance used to snap barycentric coordinates of the intersection point to
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+ * a triangle edge or vertex (if tolerance is not provided, Geometry.smallFloatingPoint is used)
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+ * @param result optional pre-allocated object to fill and return
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+ * @returns the intersection point if ray intersects the triangle. Otherwise, return undefined.
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+ */
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+ intersectionWithTriangle(vertex0: Point3d, vertex1: Point3d, vertex2: Point3d, distanceTol?: number, parameterTol?: number, result?: Point3d): Point3d | undefined;
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  /**
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  * Return the shortest vector `v` to `targetPoint` from the line defined by this ray.
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  * * If the projection of `targetPoint` onto the line defined by this ray is q, then `v  = targetPoint - q`.
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Ray3d.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/Ray3d.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH,OAAO,EAA+C,uBAAuB,EAAE,MAAM,8BAA8B,CAAC;AACpH,OAAO,EAAa,eAAe,EAAY,MAAM,aAAa,CAAC;AAGnE,OAAO,EAAE,4BAA4B,EAAE,MAAM,gCAAgC,CAAC;AAE9E,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AACtD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAC3C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AAGpC;;;;;;GAMG;AACH,qBAAa,KAAM,YAAW,eAAe;IAC3C,qBAAqB;IACd,MAAM,EAAE,OAAO,CAAC;IACvB,0EAA0E;IACnE,SAAS,EAAE,QAAQ,CAAC;IAC3B,0BAA0B;IACnB,CAAC,CAAC,EAAE,MAAM,CAAC;IAClB,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAW;IACvC,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAW;IACvC,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAW;IACvC,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAW;IACvC,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,CAAW;IAEvC,OAAO;IAKP,OAAO,CAAC,MAAM,CAAC,OAAO;IAGtB,kCAAkC;WACpB,WAAW,IAAI,KAAK;IAGlC,kCAAkC;WACpB,WAAW,IAAI,KAAK;IAGlC,kCAAkC;WACpB,WAAW,IAAI,KAAK;IAGlC,mCAAmC;WACrB,UAAU,CAAC,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAQ/C;;;;;OAKG;IACI,aAAa,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO;IAG3C,kHAAkH;IAC3G,iBAAiB,CAAC,UAAU,EAAE,OAAO,GAAG,MAAM;IAGrD,8GAA8G;IACvG,eAAe,CAAC,UAAU,EAAE,OAAO,GAAG,MAAM;IAOnD,sDAAsD;IAC/C,iBAAiB,CAAC,UAAU,EAAE,OAAO,GAAG,OAAO;IAUtD;;;OAGG;IACI,qBAAqB,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO;IAqBnD,8CAA8C;WAChC,MAAM,CAAC,MAAM,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAOjF;;;;;;OAMG;WACW,wBAAwB,CACpC,aAAa,EAAE,YAAY,EAAE,kBAAkB,EAAE,YAAY,EAAE,MAAM,CAAC,EAAE,KAAK,GAC5E,KAAK,GAAG,SAAS;IAmBpB,2DAA2D;WAC7C,YAAY,CACxB,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EACjD,UAAU,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAC1D,MAAM,CAAC,EAAE,KAAK,GACb,KAAK;IAQR,mDAAmD;WACrC,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,GAAG,KAAK;IAGxE,qEAAqE;WACvD,uBAAuB,CAAC,MAAM,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAW7G,sHAAsH;WACxG,cAAc,CAAC,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAQrF,8CAA8C;IACvC,YAAY,IAAI,OAAO;IAG9B,wDAAwD;IACjD,eAAe,IAAI,QAAQ;IAGlC,kDAAkD;IAC3C,GAAG,CAAC,MAAM,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,GAAG,IAAI;IAItD,qBAAqB;IACd,KAAK,CAAC,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAOnC,iDAAiD;IAC1C,gBAAgB,CAAC,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK;IAOpE,oEAAoE;IAC7D,uBAAuB,CAAC,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,KAAK,GAAG,KAAK,GAAG,SAAS;IAWvF,kCAAkC;IAC3B,gBAAgB,CAAC,SAAS,EAAE,SAAS;IAI5C,kCAAkC;IAC3B,OAAO,CAAC,MAAM,EAAE,KAAK,GAAG,IAAI;IAGnC;;;;OAIG;IACI,eAAe,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAGnE;;;OAGG;IACI,aAAa,IAAI,SAAS,GAAG,SAAS;IAI7C,8DAA8D;IACvD,WAAW,CAAC,IAAI,CAAC,EAAE,GAAG;IAS7B;;;OAGG;IACI,MAAM,IAAI,GAAG;IAGpB,+EAA+E;WACjE,QAAQ,CAAC,IAAI,CAAC,EAAE,GAAG;IAKjC;;;OAGG;IACI,+BAA+B,CAAC,SAAS,GAAE,MAAY,GAAG,OAAO;IASxE;;;;;;;;;;OAUG;IACI,iCAAiC,CAAC,CAAC,EAAE,MAAM,GAAG,OAAO;IAS5D,sDAAsD;IAC/C,QAAQ,CAAC,UAAU,EAAE,OAAO,GAAG,MAAM;IAS5C;;;;;;;;;;OAUG;IACI,qBAAqB,CAAC,KAAK,EAAE,4BAA4B,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,MAAM,GAAG,SAAS;IAgBvG;;;;OAIG;IACI,uBAAuB,CAAC,KAAK,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAWzE;;;;;;;;;;;MAWE;IACK,wBAAwB,CAC7B,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,WAAW,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAClH,OAAO,GAAG,SAAS;IAiFtB;;;OAGG;IACI,iCAAiC,CAAC,WAAW,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,QAAQ,GAAG,QAAQ;IAO1F;;;;;;;;;;;;OAYG;WACW,yBAAyB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,GAAG,uBAAuB;IA8B1F;;;;;;;;OAQG;WACW,0BAA0B,CACtC,GAAG,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,KAAK,GAC/E,KAAK;CAcT"}
@@ -16,6 +16,7 @@ const Point2dVector2d_1 = require("./Point2dVector2d");
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  const Point3dVector3d_1 = require("./Point3dVector3d");
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  const Range_1 = require("./Range");
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  const Transform_1 = require("./Transform");
19
+ // cspell:word Cramer
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  /**
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  * A Ray3d contains
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  * * an `origin` point.
@@ -192,17 +193,15 @@ class Ray3d {
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  }
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  return new Ray3d(this.origin.clone(), this.direction.clone());
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  }
195
- /** Create a clone and return the transform of the clone. */
196
- cloneTransformed(transform) {
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- return new Ray3d(transform.multiplyPoint3d(this.origin), transform.multiplyVector(this.direction));
196
+ /** Return a clone of the transformed instance */
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+ cloneTransformed(transform, result) {
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+ return Ray3d.create(transform.multiplyPoint3d(this.origin, result?.origin), transform.multiplyVector(this.direction, result?.direction), result);
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  }
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  /** Create a clone and return the inverse transform of the clone. */
200
- cloneInverseTransformed(transform) {
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- const origin = transform.multiplyInversePoint3d(this.origin);
202
- const direction = transform.matrix.multiplyInverseXYZAsVector3d(this.direction.x, this.direction.y, this.direction.z);
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- if (undefined !== origin && undefined !== direction)
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- return new Ray3d(origin, direction);
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- return undefined;
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+ cloneInverseTransformed(transform, result) {
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+ if (!transform.computeCachedInverse(true))
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+ return undefined;
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+ return Ray3d.create(transform.multiplyInversePoint3d(this.origin, result?.origin), transform.matrix.multiplyInverseXYZAsVector3d(this.direction.x, this.direction.y, this.direction.z, result?.direction), result);
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  }
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  /** Apply a transform in place. */
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  transformInPlace(transform) {
@@ -337,6 +336,101 @@ class Ray3d {
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  return interval;
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  return interval;
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  }
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+ /**
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+ * Compute the intersection of the ray with a triangle.
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+ * @param vertex0 first vertex of the triangle
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+ * @param vertex1 second vertex of the triangle
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+ * @param vertex2 third vertex of the triangle
344
+ * @param distanceTol optional tolerance used to check if ray is parallel to the triangle or if we have line
345
+ * intersection but not ray intersection (if tolerance is not provided, Geometry.smallMetricDistance is used)
346
+ * @param parameterTol optional tolerance used to snap barycentric coordinates of the intersection point to
347
+ * a triangle edge or vertex (if tolerance is not provided, Geometry.smallFloatingPoint is used)
348
+ * @param result optional pre-allocated object to fill and return
349
+ * @returns the intersection point if ray intersects the triangle. Otherwise, return undefined.
350
+ */
351
+ intersectionWithTriangle(vertex0, vertex1, vertex2, distanceTol, parameterTol, result) {
352
+ /**
353
+ * Suppose ray is shown by "rayOrigin + t*rayVector" and barycentric coordinate of point
354
+ * P = w*v0 + u*v1 + v*v2 = (1-u-v)*v0 + u*v1 + v*v2 = v0 + u*(v1-v0) + v*(v2-v0)
355
+ *
356
+ * Then if ray intersects triangle at a point we have
357
+ * v0 + u*(v1-v0) + v*(v2-v0) = rayOrigin + t*rayVector
358
+ * or
359
+ * -t*rayVector + u*(v1-v0) + v*(v2-v0) = rayOrigin - v0
360
+ *
361
+ * This equation can be reformulated as the following linear system:
362
+ *
363
+ * [ | | | ] [t] [ | ]
364
+ * [-rayVector v1-v0 v2-v0] [u] = [rayOrigin - v0]
365
+ * [ | | | ] [v] [ | ]
366
+ *
367
+ * Then to find t, u, and v use Cramer's Rule and also the fact that if matrix A = [c1,c2,c3], then
368
+ * det(A) = c1.(c2 x c3) which leads to
369
+ *
370
+ * t = [(rayOrigin - v0).((v1-v0) x (v2-v0))] / [-rayVector.((v1-v0) x (v2-v0))]
371
+ * u = [-rayVector.((rayOrigin - v0) x (v2-v0))] / [-rayVector.((v1-v0) x (v2-v0))]
372
+ * v = [-rayVector.((v1-v0) x (rayOrigin - v0))] / [-rayVector.((v1-v0) x (v2-v0))]
373
+ *
374
+ * Now note that swapping any 2 vectors c_i and c_j in formula c1.(c2 x c3) negates it. For example:
375
+ * c1.(c2 x c3) = -c3.(c2 x c1) = c2.(c3 x c1)
376
+ *
377
+ * This leads to the final formulas used in the following code:
378
+ * t = [(v2-v0).((rayOrigin - v0) x (v1-v0))] / [(v1-v0).(rayVector x (v2-v0))]
379
+ * u = [(rayOrigin - v0).(rayVector x (v2-v0))] / [(v1-v0).(rayVector x (v2-v0))]
380
+ * v = [-rayVector.((rayOrigin - v0) x (v1-v0))] / [(v1-v0).(rayVector x (v2-v0))]
381
+ *
382
+ * Note that we should verify 0 <= u,v,w <= 1. To do so we only need to check 0 <= u <= 1, 0 <= v, and u+v <= 1.
383
+ * That's because w = 1-(u+v) and if we have those 4 checks, it's guaranteed that v <= 1 and 0 <= u+v and so
384
+ * 0 <= w <= 1.
385
+ *
386
+ * More info be found at
387
+ * https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
388
+ */
389
+ if (distanceTol === undefined || distanceTol < 0) // we explicitly allow zero tolerance
390
+ distanceTol = Geometry_1.Geometry.smallMetricDistance;
391
+ if (parameterTol === undefined || parameterTol < 0) // we explicitly allow zero tolerance
392
+ parameterTol = Geometry_1.Geometry.smallFloatingPoint;
393
+ const edge1 = Ray3d._workVector0 = Point3dVector3d_1.Vector3d.createStartEnd(vertex0, vertex1, Ray3d._workVector0);
394
+ const edge2 = Ray3d._workVector1 = Point3dVector3d_1.Vector3d.createStartEnd(vertex0, vertex2, Ray3d._workVector1);
395
+ const h = Ray3d._workVector2 = this.direction.crossProduct(edge2, Ray3d._workVector2);
396
+ const a = edge1.dotProduct(h);
397
+ if (a >= -distanceTol && a <= distanceTol)
398
+ return undefined; // ray is parallel to the triangle (includes coplanar case)
399
+ const f = 1.0 / a;
400
+ const s = Ray3d._workVector3 = Point3dVector3d_1.Vector3d.createStartEnd(vertex0, this.origin, Ray3d._workVector3);
401
+ let u = f * s.dotProduct(h);
402
+ if (u < 0.0) {
403
+ if (u > -parameterTol)
404
+ u = 0.0;
405
+ else
406
+ return undefined; // ray does not intersect the triangle
407
+ }
408
+ else if (u > 1.0) {
409
+ if (u < 1.0 + parameterTol)
410
+ u = 1.0;
411
+ else
412
+ return undefined; // ray does not intersect the triangle
413
+ }
414
+ const q = Ray3d._workVector4 = s.crossProduct(edge1, Ray3d._workVector4);
415
+ let v = f * this.direction.dotProduct(q);
416
+ if (v < 0.0) {
417
+ if (v > -parameterTol)
418
+ v = 0.0;
419
+ else
420
+ return undefined; // ray does not intersect the triangle
421
+ }
422
+ else if (u + v > 1.0) {
423
+ if (u + v < 1.0 + parameterTol)
424
+ v = 1.0 - u;
425
+ else
426
+ return undefined; // ray does not intersect the triangle
427
+ }
428
+ // at this stage, we know the line (parameterized as the ray) intersects the triangle
429
+ const t = f * edge2.dotProduct(q);
430
+ if (t <= distanceTol) // line intersection but not ray intersection
431
+ return undefined;
432
+ return this.origin.plusScaled(this.direction, t, result); // ray intersection
433
+ }
340
434
  /**
341
435
  * Return the shortest vector `v` to `targetPoint` from the line defined by this ray.
342
436
  * * If the projection of `targetPoint` onto the line defined by this ray is q, then `v  = targetPoint - q`.
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { CurveCurveApproachType, CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Range1d, Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XYAndZ } from \"./XYZProps\";\r\n\r\n/**\r\n * A Ray3d contains\r\n * * an `origin` point.\r\n * * a `direction` vector (The vector is not required to be normalized).\r\n * * an optional weight (number).\r\n * @public\r\n */\r\nexport class Ray3d implements BeJSONFunctions {\r\n /** The ray origin */\r\n public origin: Point3d;\r\n /** The ray direction. This is commonly (but not always) a unit vector. */\r\n public direction: Vector3d;\r\n /** Numeric annotation. */\r\n public a?: number; // optional (e.g. weight)\r\n // constructor (captures references)\r\n private constructor(origin: Point3d, direction: Vector3d) {\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.a = undefined;\r\n }\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Ray3d(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /** Create a ray on the x axis. */\r\n public static createXAxis(): Ray3d {\r\n return Ray3d._create(0, 0, 0, 1, 0, 0);\r\n }\r\n /** Create a ray on the y axis. */\r\n public static createYAxis(): Ray3d {\r\n return Ray3d._create(0, 0, 0, 0, 1, 0);\r\n }\r\n /** Create a ray on the z axis. */\r\n public static createZAxis(): Ray3d {\r\n return Ray3d._create(0, 0, 0, 0, 0, 1);\r\n }\r\n /** Create a ray with all zeros. */\r\n public static createZero(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setZero();\r\n result.direction.setZero();\r\n return result;\r\n }\r\n return new Ray3d(Point3d.createZero(), Vector3d.createZero());\r\n }\r\n /**\r\n * Test for nearly equal Ray3d objects.\r\n * * This tests for near equality of origin and direction -- i.e. member-by-member comparison.\r\n * * Use [[isAlmostEqualPointSet]] to allow origins to be anywhere along the common ray and to have to allow the\r\n * directions to be scaled or opposing.\r\n */\r\n public isAlmostEqual(other: Ray3d): boolean {\r\n return this.origin.isAlmostEqual(other.origin) && this.direction.isAlmostEqual(other.direction);\r\n }\r\n /** Return the dot product of the ray's direction vector with a vector from the ray origin to the `spacePoint`. */\r\n public dotProductToPoint(spacePoint: Point3d): number {\r\n return this.direction.dotProductStartEnd(this.origin, spacePoint);\r\n }\r\n /** Return the fractional coordinate (along the direction vector) of the `spacePoint` projected to the ray. */\r\n public pointToFraction(spacePoint: Point3d): number {\r\n return Geometry.safeDivideFraction(\r\n this.dotProductToPoint(spacePoint),\r\n this.direction.magnitudeSquared(),\r\n 0\r\n );\r\n }\r\n /** Return the `spacePoint` projected onto the ray. */\r\n public projectPointToRay(spacePoint: Point3d): Point3d {\r\n /**\r\n * To project a point to the ray, we can create a vector called \"v\" from ray origin to the spacePoint and project\r\n * that vector to the ray direction vector \"r\". The projection is \"((v.r)/||r||^2) r\" where \"v.r\" is the dot\r\n * product. Note that pointToFraction returns \"(v.r)/||r||^2\".\r\n * Note: If r is the normal of a plane, then projection length \"(v.r)/||r||\" is the signed altitude of the\r\n * spacePoint with respect to the plane.\r\n */\r\n return this.origin.plusScaled(this.direction, this.pointToFraction(spacePoint));\r\n }\r\n /**\r\n * Test for nearly equal rays, allowing origin float and direction scaling.\r\n * * Use [[isAlmostEqual]] to require member-by-member comparison.\r\n */\r\n public isAlmostEqualPointSet(other: Ray3d): boolean {\r\n /**\r\n * This function tests two rays to determine if they define the same infinite lines.\r\n * So the origins can be different as long as they are on the infinite line (they can\r\n * \"float\") but the directions must be parallel or antiparallel.\r\n */\r\n if (!this.direction.isParallelTo(other.direction, true))\r\n return false;\r\n /**\r\n * In exact math, we consider a ray to have an infinite line as direction (not a finite vector).\r\n * Therefore, in exact math it is not possible for one origin to be on the other ray but not vice\r\n * versa. However, we test both ways because first check may pass due to round-off errors.\r\n */\r\n let workPoint = this.projectPointToRay(other.origin);\r\n if (!other.origin.isAlmostEqualMetric(workPoint))\r\n return false;\r\n workPoint = other.projectPointToRay(this.origin);\r\n if (!this.origin.isAlmostEqualMetric(workPoint))\r\n return false;\r\n return true;\r\n }\r\n /** Create a ray from origin and direction. */\r\n public static create(origin: Point3d, direction: Vector3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(origin, direction);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), direction.clone());\r\n }\r\n /**\r\n * Given a homogeneous point and its derivative components, construct a Ray3d with cartesian\r\n * coordinates and derivatives.\r\n * @param weightedPoint `[x,y,z,w]` parts of weighted point.\r\n * @param weightedDerivative `[x,y,z,w]` derivatives\r\n * @param result\r\n */\r\n public static createWeightedDerivative(\r\n weightedPoint: Float64Array, weightedDerivative: Float64Array, result?: Ray3d\r\n ): Ray3d | undefined {\r\n const w = weightedPoint[3];\r\n const dw = weightedDerivative[3];\r\n const x = weightedPoint[0];\r\n const y = weightedPoint[1];\r\n const z = weightedPoint[2];\r\n const dx = weightedDerivative[0] * w - weightedPoint[0] * dw;\r\n const dy = weightedDerivative[1] * w - weightedPoint[1] * dw;\r\n const dz = weightedDerivative[2] * w - weightedPoint[2] * dw;\r\n if (Geometry.isSmallMetricDistance(w))\r\n return undefined;\r\n const divW = 1.0 / w;\r\n const divWW = divW * divW;\r\n return Ray3d.createXYZUVW(\r\n x * divW, y * divW, z * divW,\r\n dx * divWW, dy * divWW, dz * divWW,\r\n result\r\n );\r\n }\r\n /** Create from coordinates of the origin and direction. */\r\n public static createXYZUVW(\r\n originX: number, originY: number, originZ: number,\r\n directionX: number, directionY: number, directionZ: number,\r\n result?: Ray3d\r\n ): Ray3d {\r\n if (result) {\r\n result.getOriginRef().set(originX, originY, originZ);\r\n result.getDirectionRef().set(directionX, directionY, directionZ);\r\n return result;\r\n }\r\n return new Ray3d(Point3d.create(originX, originY, originZ), Vector3d.create(directionX, directionY, directionZ));\r\n }\r\n /** Capture origin and direction in a new Ray3d. */\r\n public static createCapture(origin: Point3d, direction: Vector3d): Ray3d {\r\n return new Ray3d(origin, direction);\r\n }\r\n /** Create from (clones of) origin, direction, and numeric weight. */\r\n public static createPointVectorNumber(origin: Point3d, direction: Vector3d, a: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setFrom(direction);\r\n result.a = a;\r\n return result;\r\n }\r\n result = new Ray3d(origin.clone(), direction.clone());\r\n result.a = a;\r\n return result;\r\n }\r\n /** Create from origin and target. The direction vector is the full length (non-unit) vector from origin to target. */\r\n public static createStartEnd(origin: Point3d, target: Point3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setStartEnd(origin, target);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), Vector3d.createStartEnd(origin, target));\r\n }\r\n /** Return a reference to the ray's origin. */\r\n public getOriginRef(): Point3d {\r\n return this.origin;\r\n }\r\n /** Return a reference to the ray's direction vector. */\r\n public getDirectionRef(): Vector3d {\r\n return this.direction;\r\n }\r\n /** Copy coordinates from origin and direction. */\r\n public set(origin: Point3d, direction: Vector3d): void {\r\n this.origin.setFrom(origin);\r\n this.direction.setFrom(direction);\r\n }\r\n /** Clone the ray. */\r\n public clone(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(this.origin.clone(), this.direction.clone());\r\n return result;\r\n }\r\n return new Ray3d(this.origin.clone(), this.direction.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform): Ray3d {\r\n return new Ray3d(transform.multiplyPoint3d(this.origin), transform.multiplyVector(this.direction));\r\n }\r\n /** Create a clone and return the inverse transform of the clone. */\r\n public cloneInverseTransformed(transform: Transform): Ray3d | undefined {\r\n const origin = transform.multiplyInversePoint3d(this.origin);\r\n const direction = transform.matrix.multiplyInverseXYZAsVector3d(\r\n this.direction.x, this.direction.y, this.direction.z\r\n );\r\n if (undefined !== origin && undefined !== direction)\r\n return new Ray3d(origin, direction);\r\n return undefined;\r\n }\r\n /** Apply a transform in place. */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector(this.direction, this.direction);\r\n }\r\n /** Copy data from another ray. */\r\n public setFrom(source: Ray3d): void {\r\n this.set(source.origin, source.direction);\r\n }\r\n /**\r\n * Return a point at fractional position along the ray.\r\n * * fraction 0 is the ray origin.\r\n * * fraction 1 is at the end of the direction vector when placed at the origin.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d {\r\n return this.origin.plusScaled(this.direction, fraction, result);\r\n }\r\n /**\r\n * Return a transform for rigid axes at ray origin with z in ray direction.\r\n * * If the direction vector is zero, axes default to identity (from [[Matrix3d.createRigidHeadsUp]])\r\n */\r\n public toRigidZFrame(): Transform | undefined {\r\n const axes = Matrix3d.createRigidHeadsUp(this.direction, AxisOrder.ZXY);\r\n return Transform.createOriginAndMatrix(this.origin, axes);\r\n }\r\n /** Convert {origin:[x,y,z], direction:[u,v,w]} to a Ray3d. */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this.origin.set(0, 0, 0);\r\n this.direction.set(0, 0, 1);\r\n return;\r\n }\r\n this.origin.setFromJSON(json.origin);\r\n this.direction.setFromJSON(json.direction);\r\n }\r\n /**\r\n * Construct a JSON object from this Ray3d.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any {\r\n return { origin: this.origin.toJSON(), direction: this.direction.toJSON() };\r\n }\r\n /** Create a new ray from json object. See `setFromJSON` for json structure; */\r\n public static fromJSON(json?: any) {\r\n const result = Ray3d.createXAxis();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Try to scale the direction vector to a given `magnitude`.\r\n * * Returns `false` if the ray direction is a zero vector.\r\n */\r\n public trySetDirectionMagnitudeInPlace(magnitude: number = 1.0): boolean {\r\n if (this.direction.tryNormalizeInPlace()) {\r\n this.direction.scaleInPlace(magnitude);\r\n return true;\r\n }\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * Normalize the ray direction in place.\r\n * * If parameter `a` is clearly nonzero and the direction vector can be normalized,\r\n * * Save the parameter `a` as the optional `a` member of the ray.\r\n * * Normalize the ray's direction vector.\r\n * * If parameter `a` is nearly zero,\r\n * * Set the `a` member to zero.\r\n * * Set the ray's direction vector to zero.\r\n * @param a value to be saved (e.g,. area).\r\n * @returns `true` if `a` is nonzero and normalization was successful. Otherwise, return `false`.\r\n */\r\n public tryNormalizeInPlaceWithAreaWeight(a: number): boolean {\r\n const tolerance = Geometry.smallMetricDistanceSquared;\r\n this.a = a;\r\n if (Math.abs(a) > tolerance && this.direction.tryNormalizeInPlace(tolerance))\r\n return true;\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /** Return distance from the ray to point in space. */\r\n public distance(spacePoint: Point3d): number {\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.dotProductToPoint(spacePoint);\r\n const aa = Geometry.inverseMetricDistanceSquared(uu);\r\n if (aa)\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint) - uv * uv * aa);\r\n else\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint));\r\n }\r\n /**\r\n * Return the intersection parameter of the line defined by the ray with a `plane`.\r\n * * Stores the point of intersection in the `result` point (if passed as a parameter) and returns the parameter\r\n * along the ray where the intersection occurs. If we call the parameter 'f' then the point of intersection would\r\n * be `ray.origin + f * ray.direction`. Therefore:\r\n * * if ray intersects the plane at its origin, the function returns f = 0.\r\n * * if intersects at `ray.origin + ray.direction`, the function returns f = 1.\r\n * * if intersects behind the ray origin, the function returns f < 0.\r\n * * if intersects after `ray.origin + ray.direction`, the function returns f > 1.\r\n * * Returns `undefined` if the ray and plane are parallel or coplanar.\r\n */\r\n public intersectionWithPlane(plane: Plane3dByOriginAndUnitNormal, result?: Point3d): number | undefined {\r\n const vectorA = Vector3d.createStartEnd(plane.getOriginRef(), this.origin);\r\n const uDotN = this.direction.dotProduct(plane.getNormalRef());\r\n const nDotN = this.direction.magnitudeSquared();\r\n const aDotN = vectorA.dotProduct(plane.getNormalRef());\r\n const division = Geometry.conditionalDivideFraction(-aDotN, uDotN);\r\n if (undefined === division)\r\n return undefined;\r\n const division1 = Geometry.conditionalDivideFraction(nDotN, uDotN);\r\n if (undefined === division1)\r\n return undefined;\r\n if (result) {\r\n this.origin.plusScaled(this.direction, division, result);\r\n }\r\n return division;\r\n }\r\n /**\r\n * Find the intersection of the line defined by the ray with a Range3d.\r\n * * Return the range of parameters (on the ray) which are \"inside\" the range.\r\n * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.isNull`.\r\n */\r\n public intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d {\r\n if (range.isNull)\r\n return Range1d.createNull(result);\r\n const interval = Range1d.createXX(-Geometry.largeCoordinateResult, Geometry.largeCoordinateResult, result);\r\n if (interval.clipLinearMapToInterval(this.origin.x, this.direction.x, range.low.x, range.high.x)\r\n && interval.clipLinearMapToInterval(this.origin.y, this.direction.y, range.low.y, range.high.y)\r\n && interval.clipLinearMapToInterval(this.origin.z, this.direction.z, range.low.z, range.high.z)\r\n )\r\n return interval;\r\n return interval;\r\n }\r\n /**\r\n * Return the shortest vector `v` to `targetPoint` from the line defined by this ray.\r\n * * If the projection of `targetPoint` onto the line defined by this ray is q, then `v  = targetPoint - q`.\r\n */\r\n public perpendicularPartOfVectorToTarget(targetPoint: XYAndZ, result?: Vector3d): Vector3d {\r\n const vectorV = Vector3d.createStartEnd(this.origin, targetPoint);\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.direction.dotProductStartEnd(this.origin, targetPoint);\r\n const fraction = Geometry.safeDivideFraction(uv, uu, 0.0);\r\n return vectorV.plusScaled(this.direction, -fraction, result);\r\n }\r\n /**\r\n * Determine if two rays intersect, or are fully overlapped, or parallel but not coincident, or skew.\r\n * * Return a CurveLocationDetailPair which contains fraction and point on each ray and has\r\n * annotation (in member `approachType`) indicating one of these relationships:\r\n * * CurveCurveApproachType.Intersection -- the rays have a simple intersection, at fractions indicated\r\n * in detailA and detailB\r\n * * CurveCurveApproachType.PerpendicularChord -- there is pair of where the rays have closest approach.\r\n * The rays are skew in space.\r\n * * CurveCurveApproachType.CoincidentGeometry -- the rays are the same unbounded line in space. The\r\n * fractions and points are a representative single common point.\r\n * * CurveCurveApproachType.Parallel -- the rays are parallel (and not coincident). The two points are\r\n * at the minimum distance\r\n */\r\n public static closestApproachRay3dRay3d(rayA: Ray3d, rayB: Ray3d): CurveLocationDetailPair {\r\n const intersectionFractions = Vector2d.create();\r\n let fractionA, fractionB;\r\n let pointA, pointB;\r\n let pairType;\r\n if (SmallSystem.ray3dXYZUVWClosestApproachUnbounded(\r\n rayA.origin.x, rayA.origin.y, rayA.origin.z, rayA.direction.x, rayA.direction.y, rayA.direction.z,\r\n rayB.origin.x, rayB.origin.y, rayB.origin.z, rayB.direction.x, rayB.direction.y, rayB.direction.z,\r\n intersectionFractions)\r\n ) {\r\n fractionA = intersectionFractions.x;\r\n fractionB = intersectionFractions.y;\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ?\r\n CurveCurveApproachType.Intersection : CurveCurveApproachType.PerpendicularChord;\r\n } else {\r\n fractionB = 0.0;\r\n fractionA = rayA.pointToFraction(rayB.origin);\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ?\r\n CurveCurveApproachType.CoincidentGeometry : CurveCurveApproachType.ParallelGeometry;\r\n }\r\n const pair = CurveLocationDetailPair.createCapture(\r\n CurveLocationDetail.createRayFractionPoint(rayA, fractionA, rayA.fractionToPoint(fractionA)),\r\n CurveLocationDetail.createRayFractionPoint(rayB, fractionB, rayB.fractionToPoint(fractionB)));\r\n pair.approachType = pairType;\r\n return pair;\r\n }\r\n /**\r\n * Return a ray with `ray.origin` interpolated between `pt1` and `pt2` at the given `fraction`\r\n * and `ray.direction` set to the vector from `pt1` to `pt2` multiplied by the given `tangentScale`.\r\n * @param pt1 start point of the interpolation.\r\n * @param fraction fractional position between points.\r\n * @param pt2 end point of the interpolation.\r\n * @param tangentScale scale factor to apply to the startToEnd vector.\r\n * @param result optional receiver.\r\n */\r\n public static interpolatePointAndTangent(\r\n pt1: XYAndZ, fraction: number, pt2: XYAndZ, tangentScale: number, result?: Ray3d\r\n ): Ray3d {\r\n result = result ?? Ray3d.createZero();\r\n const dx = pt2.x - pt1.x;\r\n const dy = pt2.y - pt1.y;\r\n const dz = pt2.z - pt1.z;\r\n result.direction.set(tangentScale * dx, tangentScale * dy, tangentScale * dz);\r\n if (fraction <= 0.5)\r\n result.origin.set(pt1.x + fraction * dx, pt1.y + fraction * dy, pt1.z + fraction * dz);\r\n else {\r\n const t: number = fraction - 1.0;\r\n result.origin.set(pt2.x + t * dx, pt2.y + t * dy, pt2.z + t * dz);\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { CurveCurveApproachType, CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Range1d, Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XYAndZ } from \"./XYZProps\";\r\n\r\n// cspell:word Cramer\r\n/**\r\n * A Ray3d contains\r\n * * an `origin` point.\r\n * * a `direction` vector (The vector is not required to be normalized).\r\n * * an optional weight (number).\r\n * @public\r\n */\r\nexport class Ray3d implements BeJSONFunctions {\r\n /** The ray origin */\r\n public origin: Point3d;\r\n /** The ray direction. This is commonly (but not always) a unit vector. */\r\n public direction: Vector3d;\r\n /** Numeric annotation. */\r\n public a?: number; // optional (e.g. weight)\r\n private static _workVector0?: Vector3d;\r\n private static _workVector1?: Vector3d;\r\n private static _workVector2?: Vector3d;\r\n private static _workVector3?: Vector3d;\r\n private static _workVector4?: Vector3d;\r\n // constructor (captures references)\r\n private constructor(origin: Point3d, direction: Vector3d) {\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.a = undefined;\r\n }\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Ray3d(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /** Create a ray on the x axis. */\r\n public static createXAxis(): Ray3d {\r\n return Ray3d._create(0, 0, 0, 1, 0, 0);\r\n }\r\n /** Create a ray on the y axis. */\r\n public static createYAxis(): Ray3d {\r\n return Ray3d._create(0, 0, 0, 0, 1, 0);\r\n }\r\n /** Create a ray on the z axis. */\r\n public static createZAxis(): Ray3d {\r\n return Ray3d._create(0, 0, 0, 0, 0, 1);\r\n }\r\n /** Create a ray with all zeros. */\r\n public static createZero(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setZero();\r\n result.direction.setZero();\r\n return result;\r\n }\r\n return new Ray3d(Point3d.createZero(), Vector3d.createZero());\r\n }\r\n /**\r\n * Test for nearly equal Ray3d objects.\r\n * * This tests for near equality of origin and direction -- i.e. member-by-member comparison.\r\n * * Use [[isAlmostEqualPointSet]] to allow origins to be anywhere along the common ray and to have to allow the\r\n * directions to be scaled or opposing.\r\n */\r\n public isAlmostEqual(other: Ray3d): boolean {\r\n return this.origin.isAlmostEqual(other.origin) && this.direction.isAlmostEqual(other.direction);\r\n }\r\n /** Return the dot product of the ray's direction vector with a vector from the ray origin to the `spacePoint`. */\r\n public dotProductToPoint(spacePoint: Point3d): number {\r\n return this.direction.dotProductStartEnd(this.origin, spacePoint);\r\n }\r\n /** Return the fractional coordinate (along the direction vector) of the `spacePoint` projected to the ray. */\r\n public pointToFraction(spacePoint: Point3d): number {\r\n return Geometry.safeDivideFraction(\r\n this.dotProductToPoint(spacePoint),\r\n this.direction.magnitudeSquared(),\r\n 0\r\n );\r\n }\r\n /** Return the `spacePoint` projected onto the ray. */\r\n public projectPointToRay(spacePoint: Point3d): Point3d {\r\n /**\r\n * To project a point to the ray, we can create a vector called \"v\" from ray origin to the spacePoint and project\r\n * that vector to the ray direction vector \"r\". The projection is \"((v.r)/||r||^2) r\" where \"v.r\" is the dot\r\n * product. Note that pointToFraction returns \"(v.r)/||r||^2\".\r\n * Note: If r is the normal of a plane, then projection length \"(v.r)/||r||\" is the signed altitude of the\r\n * spacePoint with respect to the plane.\r\n */\r\n return this.origin.plusScaled(this.direction, this.pointToFraction(spacePoint));\r\n }\r\n /**\r\n * Test for nearly equal rays, allowing origin float and direction scaling.\r\n * * Use [[isAlmostEqual]] to require member-by-member comparison.\r\n */\r\n public isAlmostEqualPointSet(other: Ray3d): boolean {\r\n /**\r\n * This function tests two rays to determine if they define the same infinite lines.\r\n * So the origins can be different as long as they are on the infinite line (they can\r\n * \"float\") but the directions must be parallel or antiparallel.\r\n */\r\n if (!this.direction.isParallelTo(other.direction, true))\r\n return false;\r\n /**\r\n * In exact math, we consider a ray to have an infinite line as direction (not a finite vector).\r\n * Therefore, in exact math it is not possible for one origin to be on the other ray but not vice\r\n * versa. However, we test both ways because first check may pass due to round-off errors.\r\n */\r\n let workPoint = this.projectPointToRay(other.origin);\r\n if (!other.origin.isAlmostEqualMetric(workPoint))\r\n return false;\r\n workPoint = other.projectPointToRay(this.origin);\r\n if (!this.origin.isAlmostEqualMetric(workPoint))\r\n return false;\r\n return true;\r\n }\r\n /** Create a ray from origin and direction. */\r\n public static create(origin: Point3d, direction: Vector3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(origin, direction);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), direction.clone());\r\n }\r\n /**\r\n * Given a homogeneous point and its derivative components, construct a Ray3d with cartesian\r\n * coordinates and derivatives.\r\n * @param weightedPoint `[x,y,z,w]` parts of weighted point.\r\n * @param weightedDerivative `[x,y,z,w]` derivatives\r\n * @param result\r\n */\r\n public static createWeightedDerivative(\r\n weightedPoint: Float64Array, weightedDerivative: Float64Array, result?: Ray3d\r\n ): Ray3d | undefined {\r\n const w = weightedPoint[3];\r\n const dw = weightedDerivative[3];\r\n const x = weightedPoint[0];\r\n const y = weightedPoint[1];\r\n const z = weightedPoint[2];\r\n const dx = weightedDerivative[0] * w - weightedPoint[0] * dw;\r\n const dy = weightedDerivative[1] * w - weightedPoint[1] * dw;\r\n const dz = weightedDerivative[2] * w - weightedPoint[2] * dw;\r\n if (Geometry.isSmallMetricDistance(w))\r\n return undefined;\r\n const divW = 1.0 / w;\r\n const divWW = divW * divW;\r\n return Ray3d.createXYZUVW(\r\n x * divW, y * divW, z * divW,\r\n dx * divWW, dy * divWW, dz * divWW,\r\n result\r\n );\r\n }\r\n /** Create from coordinates of the origin and direction. */\r\n public static createXYZUVW(\r\n originX: number, originY: number, originZ: number,\r\n directionX: number, directionY: number, directionZ: number,\r\n result?: Ray3d\r\n ): Ray3d {\r\n if (result) {\r\n result.getOriginRef().set(originX, originY, originZ);\r\n result.getDirectionRef().set(directionX, directionY, directionZ);\r\n return result;\r\n }\r\n return new Ray3d(Point3d.create(originX, originY, originZ), Vector3d.create(directionX, directionY, directionZ));\r\n }\r\n /** Capture origin and direction in a new Ray3d. */\r\n public static createCapture(origin: Point3d, direction: Vector3d): Ray3d {\r\n return new Ray3d(origin, direction);\r\n }\r\n /** Create from (clones of) origin, direction, and numeric weight. */\r\n public static createPointVectorNumber(origin: Point3d, direction: Vector3d, a: number, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setFrom(direction);\r\n result.a = a;\r\n return result;\r\n }\r\n result = new Ray3d(origin.clone(), direction.clone());\r\n result.a = a;\r\n return result;\r\n }\r\n /** Create from origin and target. The direction vector is the full length (non-unit) vector from origin to target. */\r\n public static createStartEnd(origin: Point3d, target: Point3d, result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.origin.setFrom(origin);\r\n result.direction.setStartEnd(origin, target);\r\n return result;\r\n }\r\n return new Ray3d(origin.clone(), Vector3d.createStartEnd(origin, target));\r\n }\r\n /** Return a reference to the ray's origin. */\r\n public getOriginRef(): Point3d {\r\n return this.origin;\r\n }\r\n /** Return a reference to the ray's direction vector. */\r\n public getDirectionRef(): Vector3d {\r\n return this.direction;\r\n }\r\n /** Copy coordinates from origin and direction. */\r\n public set(origin: Point3d, direction: Vector3d): void {\r\n this.origin.setFrom(origin);\r\n this.direction.setFrom(direction);\r\n }\r\n /** Clone the ray. */\r\n public clone(result?: Ray3d): Ray3d {\r\n if (result) {\r\n result.set(this.origin.clone(), this.direction.clone());\r\n return result;\r\n }\r\n return new Ray3d(this.origin.clone(), this.direction.clone());\r\n }\r\n /** Return a clone of the transformed instance */\r\n public cloneTransformed(transform: Transform, result?: Ray3d): Ray3d {\r\n return Ray3d.create(\r\n transform.multiplyPoint3d(this.origin, result?.origin),\r\n transform.multiplyVector(this.direction, result?.direction),\r\n result\r\n );\r\n }\r\n /** Create a clone and return the inverse transform of the clone. */\r\n public cloneInverseTransformed(transform: Transform, result?: Ray3d): Ray3d | undefined {\r\n if (!transform.computeCachedInverse(true))\r\n return undefined;\r\n return Ray3d.create(\r\n transform.multiplyInversePoint3d(this.origin, result?.origin)!,\r\n transform.matrix.multiplyInverseXYZAsVector3d(\r\n this.direction.x, this.direction.y, this.direction.z, result?.direction\r\n )!,\r\n result\r\n );\r\n }\r\n /** Apply a transform in place. */\r\n public transformInPlace(transform: Transform) {\r\n transform.multiplyPoint3d(this.origin, this.origin);\r\n transform.multiplyVector(this.direction, this.direction);\r\n }\r\n /** Copy data from another ray. */\r\n public setFrom(source: Ray3d): void {\r\n this.set(source.origin, source.direction);\r\n }\r\n /**\r\n * Return a point at fractional position along the ray.\r\n * * fraction 0 is the ray origin.\r\n * * fraction 1 is at the end of the direction vector when placed at the origin.\r\n */\r\n public fractionToPoint(fraction: number, result?: Point3d): Point3d {\r\n return this.origin.plusScaled(this.direction, fraction, result);\r\n }\r\n /**\r\n * Return a transform for rigid axes at ray origin with z in ray direction.\r\n * * If the direction vector is zero, axes default to identity (from [[Matrix3d.createRigidHeadsUp]])\r\n */\r\n public toRigidZFrame(): Transform | undefined {\r\n const axes = Matrix3d.createRigidHeadsUp(this.direction, AxisOrder.ZXY);\r\n return Transform.createOriginAndMatrix(this.origin, axes);\r\n }\r\n /** Convert {origin:[x,y,z], direction:[u,v,w]} to a Ray3d. */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this.origin.set(0, 0, 0);\r\n this.direction.set(0, 0, 1);\r\n return;\r\n }\r\n this.origin.setFromJSON(json.origin);\r\n this.direction.setFromJSON(json.direction);\r\n }\r\n /**\r\n * Construct a JSON object from this Ray3d.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any {\r\n return { origin: this.origin.toJSON(), direction: this.direction.toJSON() };\r\n }\r\n /** Create a new ray from json object. See `setFromJSON` for json structure; */\r\n public static fromJSON(json?: any) {\r\n const result = Ray3d.createXAxis();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Try to scale the direction vector to a given `magnitude`.\r\n * * Returns `false` if the ray direction is a zero vector.\r\n */\r\n public trySetDirectionMagnitudeInPlace(magnitude: number = 1.0): boolean {\r\n if (this.direction.tryNormalizeInPlace()) {\r\n this.direction.scaleInPlace(magnitude);\r\n return true;\r\n }\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /**\r\n * Normalize the ray direction in place.\r\n * * If parameter `a` is clearly nonzero and the direction vector can be normalized,\r\n * * Save the parameter `a` as the optional `a` member of the ray.\r\n * * Normalize the ray's direction vector.\r\n * * If parameter `a` is nearly zero,\r\n * * Set the `a` member to zero.\r\n * * Set the ray's direction vector to zero.\r\n * @param a value to be saved (e.g,. area).\r\n * @returns `true` if `a` is nonzero and normalization was successful. Otherwise, return `false`.\r\n */\r\n public tryNormalizeInPlaceWithAreaWeight(a: number): boolean {\r\n const tolerance = Geometry.smallMetricDistanceSquared;\r\n this.a = a;\r\n if (Math.abs(a) > tolerance && this.direction.tryNormalizeInPlace(tolerance))\r\n return true;\r\n this.direction.setZero();\r\n this.a = 0.0;\r\n return false;\r\n }\r\n /** Return distance from the ray to point in space. */\r\n public distance(spacePoint: Point3d): number {\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.dotProductToPoint(spacePoint);\r\n const aa = Geometry.inverseMetricDistanceSquared(uu);\r\n if (aa)\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint) - uv * uv * aa);\r\n else\r\n return Math.sqrt(this.origin.distanceSquared(spacePoint));\r\n }\r\n /**\r\n * Return the intersection parameter of the line defined by the ray with a `plane`.\r\n * * Stores the point of intersection in the `result` point (if passed as a parameter) and returns the parameter\r\n * along the ray where the intersection occurs. If we call the parameter 'f' then the point of intersection would\r\n * be `ray.origin + f * ray.direction`. Therefore:\r\n * * if ray intersects the plane at its origin, the function returns f = 0.\r\n * * if intersects at `ray.origin + ray.direction`, the function returns f = 1.\r\n * * if intersects behind the ray origin, the function returns f < 0.\r\n * * if intersects after `ray.origin + ray.direction`, the function returns f > 1.\r\n * * Returns `undefined` if the ray and plane are parallel or coplanar.\r\n */\r\n public intersectionWithPlane(plane: Plane3dByOriginAndUnitNormal, result?: Point3d): number | undefined {\r\n const vectorA = Vector3d.createStartEnd(plane.getOriginRef(), this.origin);\r\n const uDotN = this.direction.dotProduct(plane.getNormalRef());\r\n const nDotN = this.direction.magnitudeSquared();\r\n const aDotN = vectorA.dotProduct(plane.getNormalRef());\r\n const division = Geometry.conditionalDivideFraction(-aDotN, uDotN);\r\n if (undefined === division)\r\n return undefined;\r\n const division1 = Geometry.conditionalDivideFraction(nDotN, uDotN);\r\n if (undefined === division1)\r\n return undefined;\r\n if (result) {\r\n this.origin.plusScaled(this.direction, division, result);\r\n }\r\n return division;\r\n }\r\n /**\r\n * Find the intersection of the line defined by the ray with a Range3d.\r\n * * Return the range of parameters (on the ray) which are \"inside\" the range.\r\n * * Note that a range is always returned; if there is no intersection it is indicated by the test `result.isNull`.\r\n */\r\n public intersectionWithRange3d(range: Range3d, result?: Range1d): Range1d {\r\n if (range.isNull)\r\n return Range1d.createNull(result);\r\n const interval = Range1d.createXX(-Geometry.largeCoordinateResult, Geometry.largeCoordinateResult, result);\r\n if (interval.clipLinearMapToInterval(this.origin.x, this.direction.x, range.low.x, range.high.x)\r\n && interval.clipLinearMapToInterval(this.origin.y, this.direction.y, range.low.y, range.high.y)\r\n && interval.clipLinearMapToInterval(this.origin.z, this.direction.z, range.low.z, range.high.z)\r\n )\r\n return interval;\r\n return interval;\r\n }\r\n /**\r\n * Compute the intersection of the ray with a triangle.\r\n * @param vertex0 first vertex of the triangle\r\n * @param vertex1 second vertex of the triangle\r\n * @param vertex2 third vertex of the triangle\r\n * @param distanceTol optional tolerance used to check if ray is parallel to the triangle or if we have line\r\n * intersection but not ray intersection (if tolerance is not provided, Geometry.smallMetricDistance is used)\r\n * @param parameterTol optional tolerance used to snap barycentric coordinates of the intersection point to\r\n * a triangle edge or vertex (if tolerance is not provided, Geometry.smallFloatingPoint is used)\r\n * @param result optional pre-allocated object to fill and return\r\n * @returns the intersection point if ray intersects the triangle. Otherwise, return undefined.\r\n */\r\n public intersectionWithTriangle(\r\n vertex0: Point3d, vertex1: Point3d, vertex2: Point3d, distanceTol?: number, parameterTol?: number, result?: Point3d\r\n ): Point3d | undefined {\r\n /**\r\n * Suppose ray is shown by \"rayOrigin + t*rayVector\" and barycentric coordinate of point\r\n * P = w*v0 + u*v1 + v*v2 = (1-u-v)*v0 + u*v1 + v*v2 = v0 + u*(v1-v0) + v*(v2-v0)\r\n *\r\n * Then if ray intersects triangle at a point we have\r\n * v0 + u*(v1-v0) + v*(v2-v0) = rayOrigin + t*rayVector\r\n * or\r\n * -t*rayVector + u*(v1-v0) + v*(v2-v0) = rayOrigin - v0\r\n *\r\n * This equation can be reformulated as the following linear system:\r\n *\r\n * [ | | | ] [t] [ | ]\r\n * [-rayVector v1-v0 v2-v0] [u] = [rayOrigin - v0]\r\n * [ | | | ] [v] [ | ]\r\n *\r\n * Then to find t, u, and v use Cramer's Rule and also the fact that if matrix A = [c1,c2,c3], then\r\n * det(A) = c1.(c2 x c3) which leads to\r\n *\r\n * t = [(rayOrigin - v0).((v1-v0) x (v2-v0))] / [-rayVector.((v1-v0) x (v2-v0))]\r\n * u = [-rayVector.((rayOrigin - v0) x (v2-v0))] / [-rayVector.((v1-v0) x (v2-v0))]\r\n * v = [-rayVector.((v1-v0) x (rayOrigin - v0))] / [-rayVector.((v1-v0) x (v2-v0))]\r\n *\r\n * Now note that swapping any 2 vectors c_i and c_j in formula c1.(c2 x c3) negates it. For example:\r\n * c1.(c2 x c3) = -c3.(c2 x c1) = c2.(c3 x c1)\r\n *\r\n * This leads to the final formulas used in the following code:\r\n * t = [(v2-v0).((rayOrigin - v0) x (v1-v0))] / [(v1-v0).(rayVector x (v2-v0))]\r\n * u = [(rayOrigin - v0).(rayVector x (v2-v0))] / [(v1-v0).(rayVector x (v2-v0))]\r\n * v = [-rayVector.((rayOrigin - v0) x (v1-v0))] / [(v1-v0).(rayVector x (v2-v0))]\r\n *\r\n * Note that we should verify 0 <= u,v,w <= 1. To do so we only need to check 0 <= u <= 1, 0 <= v, and u+v <= 1.\r\n * That's because w = 1-(u+v) and if we have those 4 checks, it's guaranteed that v <= 1 and 0 <= u+v and so\r\n * 0 <= w <= 1.\r\n *\r\n * More info be found at\r\n * https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm\r\n */\r\n if (distanceTol === undefined || distanceTol < 0) // we explicitly allow zero tolerance\r\n distanceTol = Geometry.smallMetricDistance;\r\n if (parameterTol === undefined || parameterTol < 0) // we explicitly allow zero tolerance\r\n parameterTol = Geometry.smallFloatingPoint;\r\n const edge1 = Ray3d._workVector0 = Vector3d.createStartEnd(vertex0, vertex1, Ray3d._workVector0);\r\n const edge2 = Ray3d._workVector1 = Vector3d.createStartEnd(vertex0, vertex2, Ray3d._workVector1);\r\n const h = Ray3d._workVector2 = this.direction.crossProduct(edge2, Ray3d._workVector2);\r\n const a = edge1.dotProduct(h);\r\n if (a >= -distanceTol && a <= distanceTol)\r\n return undefined; // ray is parallel to the triangle (includes coplanar case)\r\n const f = 1.0 / a;\r\n const s = Ray3d._workVector3 = Vector3d.createStartEnd(vertex0, this.origin, Ray3d._workVector3);\r\n let u = f * s.dotProduct(h);\r\n if (u < 0.0) {\r\n if (u > -parameterTol)\r\n u = 0.0;\r\n else\r\n return undefined; // ray does not intersect the triangle\r\n } else if (u > 1.0) {\r\n if (u < 1.0 + parameterTol)\r\n u = 1.0;\r\n else\r\n return undefined; // ray does not intersect the triangle\r\n }\r\n const q = Ray3d._workVector4 = s.crossProduct(edge1, Ray3d._workVector4);\r\n let v = f * this.direction.dotProduct(q);\r\n if (v < 0.0) {\r\n if (v > -parameterTol)\r\n v = 0.0;\r\n else\r\n return undefined; // ray does not intersect the triangle\r\n } else if (u + v > 1.0) {\r\n if (u + v < 1.0 + parameterTol)\r\n v = 1.0 - u;\r\n else\r\n return undefined; // ray does not intersect the triangle\r\n }\r\n // at this stage, we know the line (parameterized as the ray) intersects the triangle\r\n const t = f * edge2.dotProduct(q);\r\n if (t <= distanceTol) // line intersection but not ray intersection\r\n return undefined;\r\n return this.origin.plusScaled(this.direction, t, result); // ray intersection\r\n }\r\n /**\r\n * Return the shortest vector `v` to `targetPoint` from the line defined by this ray.\r\n * * If the projection of `targetPoint` onto the line defined by this ray is q, then `v  = targetPoint - q`.\r\n */\r\n public perpendicularPartOfVectorToTarget(targetPoint: XYAndZ, result?: Vector3d): Vector3d {\r\n const vectorV = Vector3d.createStartEnd(this.origin, targetPoint);\r\n const uu = this.direction.magnitudeSquared();\r\n const uv = this.direction.dotProductStartEnd(this.origin, targetPoint);\r\n const fraction = Geometry.safeDivideFraction(uv, uu, 0.0);\r\n return vectorV.plusScaled(this.direction, -fraction, result);\r\n }\r\n /**\r\n * Determine if two rays intersect, or are fully overlapped, or parallel but not coincident, or skew.\r\n * * Return a CurveLocationDetailPair which contains fraction and point on each ray and has\r\n * annotation (in member `approachType`) indicating one of these relationships:\r\n * * CurveCurveApproachType.Intersection -- the rays have a simple intersection, at fractions indicated\r\n * in detailA and detailB\r\n * * CurveCurveApproachType.PerpendicularChord -- there is pair of where the rays have closest approach.\r\n * The rays are skew in space.\r\n * * CurveCurveApproachType.CoincidentGeometry -- the rays are the same unbounded line in space. The\r\n * fractions and points are a representative single common point.\r\n * * CurveCurveApproachType.Parallel -- the rays are parallel (and not coincident). The two points are\r\n * at the minimum distance\r\n */\r\n public static closestApproachRay3dRay3d(rayA: Ray3d, rayB: Ray3d): CurveLocationDetailPair {\r\n const intersectionFractions = Vector2d.create();\r\n let fractionA, fractionB;\r\n let pointA, pointB;\r\n let pairType;\r\n if (SmallSystem.ray3dXYZUVWClosestApproachUnbounded(\r\n rayA.origin.x, rayA.origin.y, rayA.origin.z, rayA.direction.x, rayA.direction.y, rayA.direction.z,\r\n rayB.origin.x, rayB.origin.y, rayB.origin.z, rayB.direction.x, rayB.direction.y, rayB.direction.z,\r\n intersectionFractions)\r\n ) {\r\n fractionA = intersectionFractions.x;\r\n fractionB = intersectionFractions.y;\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ?\r\n CurveCurveApproachType.Intersection : CurveCurveApproachType.PerpendicularChord;\r\n } else {\r\n fractionB = 0.0;\r\n fractionA = rayA.pointToFraction(rayB.origin);\r\n pointA = rayA.fractionToPoint(fractionA);\r\n pointB = rayB.fractionToPoint(fractionB);\r\n pairType = pointA.isAlmostEqualMetric(pointB) ?\r\n CurveCurveApproachType.CoincidentGeometry : CurveCurveApproachType.ParallelGeometry;\r\n }\r\n const pair = CurveLocationDetailPair.createCapture(\r\n CurveLocationDetail.createRayFractionPoint(rayA, fractionA, rayA.fractionToPoint(fractionA)),\r\n CurveLocationDetail.createRayFractionPoint(rayB, fractionB, rayB.fractionToPoint(fractionB)));\r\n pair.approachType = pairType;\r\n return pair;\r\n }\r\n /**\r\n * Return a ray with `ray.origin` interpolated between `pt1` and `pt2` at the given `fraction`\r\n * and `ray.direction` set to the vector from `pt1` to `pt2` multiplied by the given `tangentScale`.\r\n * @param pt1 start point of the interpolation.\r\n * @param fraction fractional position between points.\r\n * @param pt2 end point of the interpolation.\r\n * @param tangentScale scale factor to apply to the startToEnd vector.\r\n * @param result optional receiver.\r\n */\r\n public static interpolatePointAndTangent(\r\n pt1: XYAndZ, fraction: number, pt2: XYAndZ, tangentScale: number, result?: Ray3d\r\n ): Ray3d {\r\n result = result ?? Ray3d.createZero();\r\n const dx = pt2.x - pt1.x;\r\n const dy = pt2.y - pt1.y;\r\n const dz = pt2.z - pt1.z;\r\n result.direction.set(tangentScale * dx, tangentScale * dy, tangentScale * dz);\r\n if (fraction <= 0.5)\r\n result.origin.set(pt1.x + fraction * dx, pt1.y + fraction * dy, pt1.z + fraction * dz);\r\n else {\r\n const t: number = fraction - 1.0;\r\n result.origin.set(pt2.x + t * dx, pt2.y + t * dy, pt2.z + t * dz);\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
@@ -90,7 +90,7 @@ export declare class Transform implements BeJSONFunctions {
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  /**
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  * Create a Transform with translation provided by x,y,z parts.
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  * * Translation Transform maps any vector `v` to `v + p` where `p = (x,y,z)`
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- * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/MoveCube
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+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeMove
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  * @param x x part of translation
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  * @param y y part of translation
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  * @param z z part of translation
@@ -101,7 +101,7 @@ export declare class Transform implements BeJSONFunctions {
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  /**
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  * Create a Transform with specified `translation` part.
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  * * Translation Transform maps any vector `v` to `v + translation`
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- * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/MoveCube
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+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeMove
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  * @param translation x,y,z parts of the translation
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  * @param result optional pre-allocated Transform
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  * @returns new or updated transform
@@ -154,7 +154,7 @@ export declare class Transform implements BeJSONFunctions {
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  * Create a Transform which leaves the fixedPoint unchanged and scales everything else around it by
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  * a single scale factor. The returned Transform maps a point `p` to `M*p + (f - M*f)`
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  * where `f` is the fixedPoint and M is the scale matrix (i.e., `Tp = M*(p-f) + f`).
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- * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/ScaleCube
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+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeScale
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  */
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  static createScaleAboutPoint(fixedPoint: Point3d, scale: number, result?: Transform): Transform;
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  /**
@@ -180,7 +180,7 @@ class Transform {
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  /**
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  * Create a Transform with translation provided by x,y,z parts.
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  * * Translation Transform maps any vector `v` to `v + p` where `p = (x,y,z)`
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- * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/MoveCube
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+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeMove
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  * @param x x part of translation
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  * @param y y part of translation
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  * @param z z part of translation
@@ -193,7 +193,7 @@ class Transform {
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  /**
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  * Create a Transform with specified `translation` part.
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  * * Translation Transform maps any vector `v` to `v + translation`
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- * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/MoveCube
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+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeMove
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  * @param translation x,y,z parts of the translation
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  * @param result optional pre-allocated Transform
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  * @returns new or updated transform
@@ -316,7 +316,7 @@ class Transform {
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  * Create a Transform which leaves the fixedPoint unchanged and scales everything else around it by
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  * a single scale factor. The returned Transform maps a point `p` to `M*p + (f - M*f)`
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  * where `f` is the fixedPoint and M is the scale matrix (i.e., `Tp = M*(p-f) + f`).
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- * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/ScaleCube
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+ * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeScale
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  */
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  static createScaleAboutPoint(fixedPoint, scale, result) {
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  const matrix = Matrix3d_1.Matrix3d.createScale(scale, scale, scale);