@itwin/core-geometry 4.1.0-dev.4 → 4.1.0-dev.40

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (570) hide show
  1. package/CHANGELOG.md +32 -1
  2. package/lib/cjs/Constant.js.map +1 -1
  3. package/lib/cjs/Geometry.js.map +1 -1
  4. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  5. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  7. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  9. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  10. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  11. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  12. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  13. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  14. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  15. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  16. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  17. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  18. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  19. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  20. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  21. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  22. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  23. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  24. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  25. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  26. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  27. package/lib/cjs/core-geometry.d.ts +1 -0
  28. package/lib/cjs/core-geometry.d.ts.map +1 -1
  29. package/lib/cjs/core-geometry.js +4 -1
  30. package/lib/cjs/core-geometry.js.map +1 -1
  31. package/lib/cjs/curve/Arc3d.d.ts +71 -86
  32. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  33. package/lib/cjs/curve/Arc3d.js +110 -96
  34. package/lib/cjs/curve/Arc3d.js.map +1 -1
  35. package/lib/cjs/curve/ChainCollectorContext.js.map +1 -1
  36. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  37. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  38. package/lib/cjs/curve/CurveChain.js.map +1 -1
  39. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +61 -41
  40. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  41. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +69 -46
  42. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  43. package/lib/cjs/curve/CurveCollection.d.ts +73 -46
  44. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  45. package/lib/cjs/curve/CurveCollection.js +100 -64
  46. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  47. package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
  48. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  49. package/lib/cjs/curve/CurveCurveCloseApproachXY.js.map +1 -1
  50. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  51. package/lib/cjs/curve/CurveCurveIntersectXYZ.js.map +1 -1
  52. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  53. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  54. package/lib/cjs/curve/CurveLocationDetail.d.ts +45 -46
  55. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  56. package/lib/cjs/curve/CurveLocationDetail.js +39 -41
  57. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  58. package/lib/cjs/curve/CurvePrimitive.d.ts +138 -92
  59. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  60. package/lib/cjs/curve/CurvePrimitive.js +115 -75
  61. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  62. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  63. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  64. package/lib/cjs/curve/GeometryQuery.d.ts +26 -20
  65. package/lib/cjs/curve/GeometryQuery.d.ts.map +1 -1
  66. package/lib/cjs/curve/GeometryQuery.js +11 -9
  67. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  68. package/lib/cjs/curve/LineSegment3d.d.ts +38 -27
  69. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  70. package/lib/cjs/curve/LineSegment3d.js +77 -39
  71. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  72. package/lib/cjs/curve/LineString3d.d.ts +70 -51
  73. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  74. package/lib/cjs/curve/LineString3d.js +120 -71
  75. package/lib/cjs/curve/LineString3d.js.map +1 -1
  76. package/lib/cjs/curve/Loop.d.ts +7 -5
  77. package/lib/cjs/curve/Loop.d.ts.map +1 -1
  78. package/lib/cjs/curve/Loop.js +18 -6
  79. package/lib/cjs/curve/Loop.js.map +1 -1
  80. package/lib/cjs/curve/ParityRegion.d.ts +7 -7
  81. package/lib/cjs/curve/ParityRegion.d.ts.map +1 -1
  82. package/lib/cjs/curve/ParityRegion.js +19 -11
  83. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  84. package/lib/cjs/curve/Path.d.ts +6 -6
  85. package/lib/cjs/curve/Path.d.ts.map +1 -1
  86. package/lib/cjs/curve/Path.js +15 -9
  87. package/lib/cjs/curve/Path.js.map +1 -1
  88. package/lib/cjs/curve/PointString3d.js.map +1 -1
  89. package/lib/cjs/curve/ProxyCurve.d.ts +4 -6
  90. package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -1
  91. package/lib/cjs/curve/ProxyCurve.js +7 -7
  92. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  93. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  94. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  95. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  96. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  97. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  98. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  99. package/lib/cjs/curve/Query/StrokeCountMap.d.ts +14 -13
  100. package/lib/cjs/curve/Query/StrokeCountMap.d.ts.map +1 -1
  101. package/lib/cjs/curve/Query/StrokeCountMap.js +9 -8
  102. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  103. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  104. package/lib/cjs/curve/RegionOps.d.ts +69 -47
  105. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  106. package/lib/cjs/curve/RegionOps.js +70 -47
  107. package/lib/cjs/curve/RegionOps.js.map +1 -1
  108. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  109. package/lib/cjs/curve/StrokeOptions.d.ts +29 -21
  110. package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
  111. package/lib/cjs/curve/StrokeOptions.js +50 -24
  112. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  113. package/lib/cjs/curve/UnionRegion.d.ts +6 -5
  114. package/lib/cjs/curve/UnionRegion.d.ts.map +1 -1
  115. package/lib/cjs/curve/UnionRegion.js +17 -8
  116. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  117. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  118. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  119. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  120. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  121. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  122. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  123. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  124. package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts +2 -1
  125. package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts.map +1 -1
  126. package/lib/cjs/curve/internalContexts/GapSearchContext.js +6 -2
  127. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  128. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +4 -0
  129. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
  130. package/lib/cjs/curve/internalContexts/MultiChainCollector.js +5 -2
  131. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  132. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  133. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts +14 -8
  134. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts.map +1 -1
  135. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js +14 -8
  136. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  137. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts +56 -34
  138. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  139. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +152 -87
  140. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  141. package/lib/cjs/curve/internalContexts/SumLengthsContext.d.ts.map +1 -1
  142. package/lib/cjs/curve/internalContexts/SumLengthsContext.js +4 -1
  143. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  144. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  145. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  146. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  147. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  148. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  149. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  150. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  151. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  152. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  153. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  154. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  155. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  156. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  157. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  158. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  159. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  160. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  161. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  162. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  163. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  164. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  165. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  166. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  167. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  168. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  169. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  170. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  171. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  172. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  173. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  174. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  175. package/lib/cjs/geometry3d/Matrix3d.d.ts +2 -2
  176. package/lib/cjs/geometry3d/Matrix3d.js +2 -2
  177. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  178. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  179. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  180. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  181. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts +36 -32
  182. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts.map +1 -1
  183. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js +35 -32
  184. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  185. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  186. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  187. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  188. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  189. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  190. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  191. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  192. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  193. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  194. package/lib/cjs/geometry3d/Range.d.ts +133 -93
  195. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  196. package/lib/cjs/geometry3d/Range.js +296 -144
  197. package/lib/cjs/geometry3d/Range.js.map +1 -1
  198. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  199. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  200. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  201. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  202. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  203. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  204. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  205. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  206. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  207. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  208. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  209. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  210. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  211. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  212. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  213. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  214. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  215. package/lib/cjs/numerics/Complex.js.map +1 -1
  216. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  217. package/lib/cjs/numerics/Newton.js.map +1 -1
  218. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  219. package/lib/cjs/numerics/PolarData.js.map +1 -1
  220. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  221. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  222. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  223. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  224. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  225. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  226. package/lib/cjs/polyface/AuxData.js.map +1 -1
  227. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  228. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  229. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  230. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  231. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  232. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  233. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  234. package/lib/cjs/polyface/Polyface.js.map +1 -1
  235. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  236. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  237. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  238. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  239. package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
  240. package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
  241. package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
  242. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  243. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  244. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  245. package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
  246. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  247. package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
  248. package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
  249. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  250. package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
  251. package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
  252. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  253. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  254. package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
  255. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  256. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  257. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  258. package/lib/cjs/solid/Box.js.map +1 -1
  259. package/lib/cjs/solid/Cone.js.map +1 -1
  260. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  261. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  262. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  263. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  264. package/lib/cjs/solid/Sphere.js.map +1 -1
  265. package/lib/cjs/solid/SweepContour.js.map +1 -1
  266. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  267. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  268. package/lib/cjs/topology/Graph.js.map +1 -1
  269. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
  270. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  271. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  272. package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
  273. package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
  274. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  275. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  276. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  277. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  278. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  279. package/lib/cjs/topology/MaskManager.js.map +1 -1
  280. package/lib/cjs/topology/Merging.js.map +1 -1
  281. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  282. package/lib/cjs/topology/SignedDataSummary.js.map +1 -1
  283. package/lib/cjs/topology/SpaceTriangulation.js.map +1 -1
  284. package/lib/cjs/topology/Triangulation.js.map +1 -1
  285. package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
  286. package/lib/esm/Constant.js.map +1 -1
  287. package/lib/esm/Geometry.js.map +1 -1
  288. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  289. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  290. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  291. package/lib/esm/bspline/BSplineCurve3dH.js.map +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 { AxisOrder, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\n\r\n/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */\r\n\r\n/**\r\n * Represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.\r\n * * This class accommodates application-specific interpretation of \"multiplying 3 rotation matrices\" with regard to\r\n * * Whether a \"vector\" is a \"row\" or a \"column\"\r\n * * The order in which the X,Y,Z rotations are applied.\r\n * * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and\r\n * createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default\r\n * rotation is counterclockwise.\r\n * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.\r\n * @alpha\r\n */\r\nexport class OrderedRotationAngles {\r\n /** rotation around x */\r\n private _x: Angle;\r\n /** rotation around y */\r\n private _y: Angle;\r\n /** rotation around z */\r\n private _z: Angle;\r\n /** rotation order. For example XYZ means to rotate around x axis first, then y axis, and finally Z axis */\r\n private _order: AxisOrder;\r\n /** treat vectors as matrix columns */\r\n private static _sTreatVectorsAsColumns: boolean = false;\r\n /** constructor */\r\n private constructor(x: Angle, y: Angle, z: Angle, axisOrder: AxisOrder) {\r\n this._x = x;\r\n this._y = y;\r\n this._z = z;\r\n this._order = axisOrder;\r\n }\r\n /** (Property accessor) Return the `AxisOrder` controlling matrix multiplication order. */\r\n public get order(): AxisOrder {\r\n return this._order;\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around x. */\r\n public get xAngle(): Angle {\r\n return this._x.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around y. */\r\n public get yAngle(): Angle {\r\n return this._y.clone();\r\n }\r\n /** (Property accessor) Return the strongly typed angle of rotation around z. */\r\n public get zAngle(): Angle {\r\n return this._z.clone();\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in degrees */\r\n public get xDegrees(): number {\r\n return this._x.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in degrees */\r\n public get xRadians(): number {\r\n return this._x.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in degrees */\r\n public get yDegrees(): number {\r\n return this._y.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around x, in radians */\r\n public get yRadians(): number {\r\n return this._y.radians;\r\n }\r\n /** (Property accessor) Return the angle of rotation around y, in radians */\r\n public get zDegrees(): number {\r\n return this._z.degrees;\r\n }\r\n /** (Property accessor) Return the angle of rotation around z, in radians */\r\n public get zRadians(): number {\r\n return this._z.radians;\r\n }\r\n /** The flag controlling whether vectors are treated as rows or as columns */\r\n public static get treatVectorsAsColumns(): boolean {\r\n return OrderedRotationAngles._sTreatVectorsAsColumns;\r\n }\r\n public static set treatVectorsAsColumns(value: boolean) {\r\n OrderedRotationAngles._sTreatVectorsAsColumns = value;\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when\r\n * rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * @param xRadians rotation around x\r\n * @param yRadians rotation around y\r\n * @param zRadians rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeRotationAroundStandardAxes\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createRadians(xRadians: number, yRadians: number, zRadians: number, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n if (!xyzRotationIsClockwise) {\r\n xyzRotationIsClockwise = [false, false, false];\r\n }\r\n const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;\r\n const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;\r\n const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;\r\n if (result) {\r\n result._x.setRadians(xRadian);\r\n result._y.setRadians(yRadian);\r\n result._z.setRadians(zRadian);\r\n result._order = order;\r\n return result;\r\n }\r\n return new OrderedRotationAngles(\r\n Angle.createRadians(xRadian),\r\n Angle.createRadians(yRadian),\r\n Angle.createRadians(zRadian),\r\n order\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply\r\n * them when rotating.\r\n * @param xDegrees rotation around x\r\n * @param yDegrees rotation around y\r\n * @param zDegrees rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied.\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createDegrees(xDegrees: number, yDegrees: number, zDegrees: number, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n return OrderedRotationAngles.createRadians(\r\n Angle.degreesToRadians(xDegrees),\r\n Angle.degreesToRadians(yDegrees),\r\n Angle.degreesToRadians(zDegrees),\r\n order,\r\n xyzRotationIsClockwise,\r\n result\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,\r\n * and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * @param xRotation rotation around x\r\n * @param yRotation rotation around y\r\n * @param zRotation rotation around z\r\n * @param order left to right order of axis names identifies the order that rotations are applied\r\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\r\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\r\n * matrix multiplication would be zRot*yRot*xRot\r\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\r\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\r\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\r\n * @param result caller-allocated OrderedRotationAngles\r\n */\r\n public static createAngles(xRotation: Angle, yRotation: Angle, zRotation: Angle, order: AxisOrder,\r\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\r\n return OrderedRotationAngles.createRadians(\r\n xRotation.radians,\r\n yRotation.radians,\r\n zRotation.radians,\r\n order,\r\n xyzRotationIsClockwise,\r\n result\r\n );\r\n }\r\n /**\r\n * Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations\r\n * that the matrix derives from.\r\n * * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,\r\n * it assumes all x, y, and z rotations are counterclockwise.\r\n * * In the failure case the method's return value is `undefined`.\r\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\r\n * a set of angles.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, order: AxisOrder, result?: OrderedRotationAngles):\r\n OrderedRotationAngles | undefined {\r\n // treat vector as columns\r\n let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];\r\n let m21 = matrix.coffs[3], m22 = matrix.coffs[4], m23 = matrix.coffs[5];\r\n let m31 = matrix.coffs[6], m32 = matrix.coffs[7], m33 = matrix.coffs[8];\r\n // treat vector as rows\r\n if (!OrderedRotationAngles.treatVectorsAsColumns) {\r\n m11 = matrix.coffs[0], m12 = matrix.coffs[3], m13 = matrix.coffs[6];\r\n m21 = matrix.coffs[1], m22 = matrix.coffs[4], m23 = matrix.coffs[7];\r\n m31 = matrix.coffs[2], m32 = matrix.coffs[5], m33 = matrix.coffs[8];\r\n }\r\n\r\n let xRad: number;\r\n let yRad: number;\r\n let zRad: number;\r\n\r\n switch (order) {\r\n case AxisOrder.XYZ: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, -m31))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m31) < 0.99999) {\r\n xRad = Math.atan2(m32, m33);\r\n zRad = Math.atan2(m21, m11);\r\n } else {\r\n /**\r\n * If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.\r\n * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.\r\n * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).\r\n * Therefore, rotation matrix becomes\r\n * Matrix3d.createRowValues(\r\n * 0, +-sx, +-cx,\r\n * 0, cx, -sx,\r\n * -+1, 0, 0\r\n * );\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n */\r\n xRad = Math.atan2(-m23, m22);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.YXZ: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, m32))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m32) < 0.99999) {\r\n yRad = Math.atan2(-m31, m33);\r\n zRad = Math.atan2(-m12, m22);\r\n } else {\r\n yRad = Math.atan2(m13, m11);\r\n zRad = 0;\r\n }\r\n break;\r\n } case AxisOrder.ZXY: {\r\n xRad = Math.asin(Math.max(-1, Math.min(1, -m23))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m23) < 0.99999) {\r\n yRad = Math.atan2(m13, m33);\r\n zRad = Math.atan2(m21, m22);\r\n } else {\r\n yRad = 0;\r\n zRad = Math.atan2(-m12, m11);\r\n }\r\n break;\r\n } case AxisOrder.ZYX: {\r\n yRad = Math.asin(Math.max(-1, Math.min(1, m13))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m13) < 0.99999) {\r\n xRad = Math.atan2(-m23, m33);\r\n zRad = Math.atan2(-m12, m11);\r\n } else {\r\n xRad = 0;\r\n zRad = Math.atan2(m21, m22);\r\n }\r\n break;\r\n } case AxisOrder.YZX: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, -m12))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m12) < 0.99999) {\r\n xRad = Math.atan2(m32, m22);\r\n yRad = Math.atan2(m13, m11);\r\n } else {\r\n xRad = 0;\r\n yRad = Math.atan2(-m31, m33);\r\n }\r\n break;\r\n } case AxisOrder.XZY: {\r\n zRad = Math.asin(Math.max(-1, Math.min(1, m21))); // limit asin domain to [-1,1]\r\n\r\n if (Math.abs(m21) < 0.99999) {\r\n xRad = Math.atan2(-m23, m22);\r\n yRad = Math.atan2(-m31, m11);\r\n } else {\r\n xRad = Math.atan2(m32, m33);\r\n yRad = 0;\r\n }\r\n break;\r\n } default: {\r\n xRad = yRad = zRad = 0;\r\n }\r\n }\r\n const xyzRotationIsClockwise: [boolean, boolean, boolean] = [false, false, false];\r\n const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n /**\r\n * Below tolerance loosened to allow sanity check to pass for\r\n *\r\n * OrderedRotationAngles.createFromMatrix3d(\r\n * OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),\r\n * AxisOrder.XYZ\r\n * );\r\n *\r\n * with treatVectorsAsColumns = true.\r\n */\r\n return (matrix.maxDiff(matrix1) < 10 * Geometry.smallFraction) ? angles : undefined;\r\n }\r\n /**\r\n * Create a 3x3 rotational matrix from this OrderedRotationAngles.\r\n ** math details can be found at docs/learning/geometry/Angle.md\r\n **/\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const rot = (result !== undefined) ? result : new Matrix3d();\r\n const axisOrder = this.order;\r\n const x = this.xAngle, y = this.yAngle, z = this.zAngle;\r\n\r\n const cx = x.cos(), sx = x.sin();\r\n const cy = y.cos(), sy = y.sin();\r\n const cz = z.cos(), sz = z.sin();\r\n\r\n const cxcz = cx * cz, cxsz = cx * sz, cxcy = cx * cy, cxsy = cx * sy;\r\n const sxcz = sx * cz, sxsz = sx * sz, sxcy = sx * cy, sxsy = sx * sy;\r\n const cycz = cy * cz, cysz = cy * sz, sycz = sy * cz, sysz = sy * sz;\r\n\r\n // the rotation matrix we build below is created using column-based base rotation matrixes\r\n if (axisOrder === AxisOrder.XYZ) {\r\n rot.setRowValues(\r\n cy * cz, sxcz * sy - cxsz, cxcz * sy + sxsz,\r\n cy * sz, cxcz + sxsz * sy, cxsz * sy - sxcz,\r\n -sy, sx * cy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YXZ) {\r\n rot.setRowValues(\r\n cycz - sysz * sx, -cx * sz, cysz * sx + sycz,\r\n sycz * sx + cysz, cx * cz, sysz - cycz * sx,\r\n -cx * sy, sx, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZXY) {\r\n rot.setRowValues(\r\n cycz + sysz * sx, sycz * sx - cysz, cx * sy,\r\n cx * sz, cx * cz, -sx,\r\n cysz * sx - sycz, cycz * sx + sysz, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.ZYX) {\r\n rot.setRowValues(\r\n cy * cz, -cy * sz, sy,\r\n sxcz * sy + cxsz, cxcz - sxsz * sy, -sx * cy,\r\n sxsz - cxcz * sy, sxcz + cxsz * sy, cx * cy,\r\n );\r\n } else if (axisOrder === AxisOrder.YZX) {\r\n rot.setRowValues(\r\n cy * cz, -sz, sy * cz,\r\n sxsy + cxcy * sz, cx * cz, cxsy * sz - sxcy,\r\n sxcy * sz - cxsy, sx * cz, cxcy + sxsy * sz,\r\n );\r\n } else if (axisOrder === AxisOrder.XZY) {\r\n rot.setRowValues(\r\n cy * cz, sxsy - cxcy * sz, cxsy + sxcy * sz,\r\n sz, cx * cz, -sx * cz,\r\n -sy * cz, sxcy + cxsy * sz, cxcy - sxsy * sz,\r\n );\r\n } else {\r\n rot.setIdentity();\r\n }\r\n // if we need row-based rotation matrix, we transpose the rotation matrix\r\n if (!OrderedRotationAngles.treatVectorsAsColumns)\r\n rot.transposeInPlace();\r\n\r\n return rot;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, Geometry } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\n\n/* cspell:word cxcz, cxsz, cxcy, cxsy, sxcz, sxsz, sxcy, sxsy, cycz, cysz, sycz, sysz */\n\n/**\n * Represents a non-trivial rotation using three simple axis rotation angles and an order in which to apply them.\n * * This class accommodates application-specific interpretation of \"multiplying 3 rotation matrices\" with regard to\n * * Whether a \"vector\" is a \"row\" or a \"column\"\n * * The order in which the X,Y,Z rotations are applied.\n * * This class bakes in angle rotation directions via create functions (i.e., createRadians, createDegrees, and\n * createAngles) so you can define each of the 3 rotations to be clockwise or counterclockwise. The default\n * rotation is counterclockwise.\n * * Within the imodel geometry library, the preferred rotation order is encapsulated in `YawPitchRollAngles`.\n * @alpha\n */\nexport class OrderedRotationAngles {\n /** rotation around x */\n private _x: Angle;\n /** rotation around y */\n private _y: Angle;\n /** rotation around z */\n private _z: Angle;\n /** rotation order. For example XYZ means to rotate around x axis first, then y axis, and finally Z axis */\n private _order: AxisOrder;\n /** treat vectors as matrix columns */\n private static _sTreatVectorsAsColumns: boolean = false;\n /** constructor */\n private constructor(x: Angle, y: Angle, z: Angle, axisOrder: AxisOrder) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._order = axisOrder;\n }\n /** (Property accessor) Return the `AxisOrder` controlling matrix multiplication order. */\n public get order(): AxisOrder {\n return this._order;\n }\n /** (Property accessor) Return the strongly typed angle of rotation around x. */\n public get xAngle(): Angle {\n return this._x.clone();\n }\n /** (Property accessor) Return the strongly typed angle of rotation around y. */\n public get yAngle(): Angle {\n return this._y.clone();\n }\n /** (Property accessor) Return the strongly typed angle of rotation around z. */\n public get zAngle(): Angle {\n return this._z.clone();\n }\n /** (Property accessor) Return the angle of rotation around x, in degrees */\n public get xDegrees(): number {\n return this._x.degrees;\n }\n /** (Property accessor) Return the angle of rotation around y, in degrees */\n public get xRadians(): number {\n return this._x.radians;\n }\n /** (Property accessor) Return the angle of rotation around z, in degrees */\n public get yDegrees(): number {\n return this._y.degrees;\n }\n /** (Property accessor) Return the angle of rotation around x, in radians */\n public get yRadians(): number {\n return this._y.radians;\n }\n /** (Property accessor) Return the angle of rotation around y, in radians */\n public get zDegrees(): number {\n return this._z.degrees;\n }\n /** (Property accessor) Return the angle of rotation around z, in radians */\n public get zRadians(): number {\n return this._z.radians;\n }\n /** The flag controlling whether vectors are treated as rows or as columns */\n public static get treatVectorsAsColumns(): boolean {\n return OrderedRotationAngles._sTreatVectorsAsColumns;\n }\n public static set treatVectorsAsColumns(value: boolean) {\n OrderedRotationAngles._sTreatVectorsAsColumns = value;\n }\n /**\n * Create an OrderedRotationAngles from three angles (in radians), an ordering in which to apply them when\n * rotating, and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\n * @param xRadians rotation around x\n * @param yRadians rotation around y\n * @param zRadians rotation around z\n * @param order left to right order of axis names identifies the order that rotations are applied.\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\n * matrix multiplication would be zRot*yRot*xRot\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeRotationAroundStandardAxes\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\n * @param result caller-allocated OrderedRotationAngles\n */\n public static createRadians(xRadians: number, yRadians: number, zRadians: number, order: AxisOrder,\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\n if (!xyzRotationIsClockwise) {\n xyzRotationIsClockwise = [false, false, false];\n }\n const xRadian = xyzRotationIsClockwise[0] ? -xRadians : xRadians;\n const yRadian = xyzRotationIsClockwise[1] ? -yRadians : yRadians;\n const zRadian = xyzRotationIsClockwise[2] ? -zRadians : zRadians;\n if (result) {\n result._x.setRadians(xRadian);\n result._y.setRadians(yRadian);\n result._z.setRadians(zRadian);\n result._order = order;\n return result;\n }\n return new OrderedRotationAngles(\n Angle.createRadians(xRadian),\n Angle.createRadians(yRadian),\n Angle.createRadians(zRadian),\n order\n );\n }\n /**\n * Create an OrderedRotationAngles from three angles (in degrees) and an ordering in which to apply\n * them when rotating.\n * @param xDegrees rotation around x\n * @param yDegrees rotation around y\n * @param zDegrees rotation around z\n * @param order left to right order of axis names identifies the order that rotations are applied.\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\n * matrix multiplication would be zRot*yRot*xRot\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\n * @param result caller-allocated OrderedRotationAngles\n */\n public static createDegrees(xDegrees: number, yDegrees: number, zDegrees: number, order: AxisOrder,\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\n return OrderedRotationAngles.createRadians(\n Angle.degreesToRadians(xDegrees),\n Angle.degreesToRadians(yDegrees),\n Angle.degreesToRadians(zDegrees),\n order,\n xyzRotationIsClockwise,\n result\n );\n }\n /**\n * Create an OrderedRotationAngles from three angles, an ordering in which to apply them when rotating,\n * and a flag triple controlling whether direction of x,y,z is clockwise or counterclockwise.\n * @param xRotation rotation around x\n * @param yRotation rotation around y\n * @param zRotation rotation around z\n * @param order left to right order of axis names identifies the order that rotations are applied\n * For example XYZ means to rotate around x axis first, then y axis, and finally Z axis.\n * * Note that rotation order is reverse of rotation matrix multiplication so for XYZ the rotation\n * matrix multiplication would be zRot*yRot*xRot\n * @param xyzRotationIsClockwise the flags controlling whether direction of x,y,z is clockwise or counterclockwise.\n * rotation direction of x,y,z: true ---> clockwise - false ---> counterclockwise.\n * * if xyzRotationIsClockwise is undefined it's set to [false, false, false].\n * @param result caller-allocated OrderedRotationAngles\n */\n public static createAngles(xRotation: Angle, yRotation: Angle, zRotation: Angle, order: AxisOrder,\n xyzRotationIsClockwise?: [boolean, boolean, boolean], result?: OrderedRotationAngles): OrderedRotationAngles {\n return OrderedRotationAngles.createRadians(\n xRotation.radians,\n yRotation.radians,\n zRotation.radians,\n order,\n xyzRotationIsClockwise,\n result\n );\n }\n /**\n * Create an OrderedRotationAngles from a 3x3 rotational matrix, given the ordering of axis rotations\n * that the matrix derives from.\n * * This function creates an OrderedRotationAngles with default angle rotation directions, i.e.,\n * it assumes all x, y, and z rotations are counterclockwise.\n * * In the failure case the method's return value is `undefined`.\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\n * a set of angles.\n */\n public static createFromMatrix3d(matrix: Matrix3d, order: AxisOrder, result?: OrderedRotationAngles):\n OrderedRotationAngles | undefined {\n // treat vector as columns\n let m11 = matrix.coffs[0], m12 = matrix.coffs[1], m13 = matrix.coffs[2];\n let m21 = matrix.coffs[3], m22 = matrix.coffs[4], m23 = matrix.coffs[5];\n let m31 = matrix.coffs[6], m32 = matrix.coffs[7], m33 = matrix.coffs[8];\n // treat vector as rows\n if (!OrderedRotationAngles.treatVectorsAsColumns) {\n m11 = matrix.coffs[0], m12 = matrix.coffs[3], m13 = matrix.coffs[6];\n m21 = matrix.coffs[1], m22 = matrix.coffs[4], m23 = matrix.coffs[7];\n m31 = matrix.coffs[2], m32 = matrix.coffs[5], m33 = matrix.coffs[8];\n }\n\n let xRad: number;\n let yRad: number;\n let zRad: number;\n\n switch (order) {\n case AxisOrder.XYZ: {\n yRad = Math.asin(Math.max(-1, Math.min(1, -m31))); // limit asin domain to [-1,1]\n\n if (Math.abs(m31) < 0.99999) {\n xRad = Math.atan2(m32, m33);\n zRad = Math.atan2(m21, m11);\n } else {\n /**\n * If Math.abs(m31) = 1 then yRad = +-90 degrees and therefore, we have a gimbal lock.\n * This means xRad and zRad can be anything as long as their sum xRad + zRad is constant.\n * so we can pick zRad = 0 and calculate xRad (or pick xRad = 0 and calculate zRad).\n * Therefore, rotation matrix becomes\n * Matrix3d.createRowValues(\n * 0, +-sx, +-cx,\n * 0, cx, -sx,\n * -+1, 0, 0\n * );\n * Math details can be found\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\n */\n xRad = Math.atan2(-m23, m22);\n zRad = 0;\n }\n break;\n } case AxisOrder.YXZ: {\n xRad = Math.asin(Math.max(-1, Math.min(1, m32))); // limit asin domain to [-1,1]\n\n if (Math.abs(m32) < 0.99999) {\n yRad = Math.atan2(-m31, m33);\n zRad = Math.atan2(-m12, m22);\n } else {\n yRad = Math.atan2(m13, m11);\n zRad = 0;\n }\n break;\n } case AxisOrder.ZXY: {\n xRad = Math.asin(Math.max(-1, Math.min(1, -m23))); // limit asin domain to [-1,1]\n\n if (Math.abs(m23) < 0.99999) {\n yRad = Math.atan2(m13, m33);\n zRad = Math.atan2(m21, m22);\n } else {\n yRad = 0;\n zRad = Math.atan2(-m12, m11);\n }\n break;\n } case AxisOrder.ZYX: {\n yRad = Math.asin(Math.max(-1, Math.min(1, m13))); // limit asin domain to [-1,1]\n\n if (Math.abs(m13) < 0.99999) {\n xRad = Math.atan2(-m23, m33);\n zRad = Math.atan2(-m12, m11);\n } else {\n xRad = 0;\n zRad = Math.atan2(m21, m22);\n }\n break;\n } case AxisOrder.YZX: {\n zRad = Math.asin(Math.max(-1, Math.min(1, -m12))); // limit asin domain to [-1,1]\n\n if (Math.abs(m12) < 0.99999) {\n xRad = Math.atan2(m32, m22);\n yRad = Math.atan2(m13, m11);\n } else {\n xRad = 0;\n yRad = Math.atan2(-m31, m33);\n }\n break;\n } case AxisOrder.XZY: {\n zRad = Math.asin(Math.max(-1, Math.min(1, m21))); // limit asin domain to [-1,1]\n\n if (Math.abs(m21) < 0.99999) {\n xRad = Math.atan2(-m23, m22);\n yRad = Math.atan2(-m31, m11);\n } else {\n xRad = Math.atan2(m32, m33);\n yRad = 0;\n }\n break;\n } default: {\n xRad = yRad = zRad = 0;\n }\n }\n const xyzRotationIsClockwise: [boolean, boolean, boolean] = [false, false, false];\n const angles = OrderedRotationAngles.createRadians(xRad, yRad, zRad, order, xyzRotationIsClockwise, result);\n // sanity check\n const matrix1 = angles.toMatrix3d();\n /**\n * Below tolerance loosened to allow sanity check to pass for\n *\n * OrderedRotationAngles.createFromMatrix3d(\n * OrderedRotationAngles.createDegrees(0, 89.999, 0.001, AxisOrder.XYZ).toMatrix3d(),\n * AxisOrder.XYZ\n * );\n *\n * with treatVectorsAsColumns = true.\n */\n return (matrix.maxDiff(matrix1) < 10 * Geometry.smallFraction) ? angles : undefined;\n }\n /**\n * Create a 3x3 rotational matrix from this OrderedRotationAngles.\n ** math details can be found at docs/learning/geometry/Angle.md\n **/\n public toMatrix3d(result?: Matrix3d): Matrix3d {\n const rot = (result !== undefined) ? result : new Matrix3d();\n const axisOrder = this.order;\n const x = this.xAngle, y = this.yAngle, z = this.zAngle;\n\n const cx = x.cos(), sx = x.sin();\n const cy = y.cos(), sy = y.sin();\n const cz = z.cos(), sz = z.sin();\n\n const cxcz = cx * cz, cxsz = cx * sz, cxcy = cx * cy, cxsy = cx * sy;\n const sxcz = sx * cz, sxsz = sx * sz, sxcy = sx * cy, sxsy = sx * sy;\n const cycz = cy * cz, cysz = cy * sz, sycz = sy * cz, sysz = sy * sz;\n\n // the rotation matrix we build below is created using column-based base rotation matrixes\n if (axisOrder === AxisOrder.XYZ) {\n rot.setRowValues(\n cy * cz, sxcz * sy - cxsz, cxcz * sy + sxsz,\n cy * sz, cxcz + sxsz * sy, cxsz * sy - sxcz,\n -sy, sx * cy, cx * cy,\n );\n } else if (axisOrder === AxisOrder.YXZ) {\n rot.setRowValues(\n cycz - sysz * sx, -cx * sz, cysz * sx + sycz,\n sycz * sx + cysz, cx * cz, sysz - cycz * sx,\n -cx * sy, sx, cx * cy,\n );\n } else if (axisOrder === AxisOrder.ZXY) {\n rot.setRowValues(\n cycz + sysz * sx, sycz * sx - cysz, cx * sy,\n cx * sz, cx * cz, -sx,\n cysz * sx - sycz, cycz * sx + sysz, cx * cy,\n );\n } else if (axisOrder === AxisOrder.ZYX) {\n rot.setRowValues(\n cy * cz, -cy * sz, sy,\n sxcz * sy + cxsz, cxcz - sxsz * sy, -sx * cy,\n sxsz - cxcz * sy, sxcz + cxsz * sy, cx * cy,\n );\n } else if (axisOrder === AxisOrder.YZX) {\n rot.setRowValues(\n cy * cz, -sz, sy * cz,\n sxsy + cxcy * sz, cx * cz, cxsy * sz - sxcy,\n sxcy * sz - cxsy, sx * cz, cxcy + sxsy * sz,\n );\n } else if (axisOrder === AxisOrder.XZY) {\n rot.setRowValues(\n cy * cz, sxsy - cxcy * sz, cxsy + sxcy * sz,\n sz, cx * cz, -sx * cz,\n -sy * cz, sxcy + cxsy * sz, cxcy - sxsy * sz,\n );\n } else {\n rot.setIdentity();\n }\n // if we need row-based rotation matrix, we transpose the rotation matrix\n if (!OrderedRotationAngles.treatVectorsAsColumns)\n rot.transposeInPlace();\n\n return rot;\n }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"Plane3d.js","sourceRoot":"","sources":["../../../src/geometry3d/Plane3d.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AACH,OAAO,EAAE,QAAQ,EAA0B,MAAM,aAAa,CAAC;AAE/D,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAEtD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AACH,MAAM,OAAgB,OAAO;IAM3B,4EAA4E;IACrE,cAAc,CAAC,UAAmB,EAAE,YAAoB,QAAQ,CAAC,mBAAmB;QACzF,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,IAAI,SAAS,CAAC;IAC1D,CAAC;IACD;;;MAGE;IACK,gBAAgB,CAAC,KAAc,EAAE,YAAoB,QAAQ,CAAC,mBAAmB;QACtF,OAAO,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,SAAS,CAAC,CAAC;IAC/D,CAAC;IACD;;;MAGE;IACK,mBAAmB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,YAAoB,QAAQ,CAAC,mBAAmB;QAC1G,OAAO,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;IACpE,CAAC;IAmBD;;;;;OAKG;IACI,aAAa,CAAC,MAAiB;QACpC,OAAO,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,MAAM,CAAC,CAAC;IAC3F,CAAC;IACD;;;;;SAKK;IACE,kBAAkB,CAAC,MAAgB;QACxC,OAAO,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC;IACnE,CAAC;CA6BF","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\n\r\n/**\r\n * Plane3d is the abstract base class for multiple 3d plane representations:\r\n * * [[Plane3dByOriginAndUnitNormal]] -- plane defined by origin and normal, with no preferred in-plane directions\r\n * * [[Plane3dByOriginAndVectors]] -- plane defined by origin and 2 vectors in the plane, with normal implied by the vectors' cross product\r\n * * [[Point4d]] -- homogeneous form of xyzw plane.\r\n * * [[ClipPlane]] -- implicit plane with additional markup as used by compound clip structures such as [[ConvexClipPlaneSet]] and [[UnionOfConvexClipPlaneSets]]\r\n *\r\n * As an abstract base class, Plane3d demands that its derived classes implement queries to answer questions\r\n * about the plane's normal and the altitude of points above or below the plane. (Altitude is measured perpendicular to the plane.)\r\n * These abstract methods are:\r\n * * altitude(Point3d), altitudeXYZ(x,y,z), and altitudeXYZW(Point4d) -- evaluate altitude\r\n * * normalX(), normalY(), normalZ() -- return components of the plane's normal vector.\r\n * * velocity(Vector3d), velocityXYZ(x,y,z) -- return dot product of the input vector with the plane normal.\r\n * * projectPointToPlane (spacePoint: Point3d) -- return projection of spacePoint into the plane.\r\n *\r\n * The Plane3d base class also provides implementations of several queries which it can implement by calling the abstract queries.\r\n * * Derived classes may choose to override these default implementations using private knowledge of what they have stored.\r\n * * isPointInPlane(spacePoint, tolerance?) -- test if spacePoint is in the plane with tolerance. Default tolerance is small metric distance\r\n * * classifyAltitude (spacePoint, tolerance?), classifyAltitudeXYZ (x,y,z,tolerance?) -- return -1,0,1 indicating if spacePoint's altitude\r\n * is negative, near zero, or positive.\r\n *\r\n * Notes about scaling and signs in methods that compute altitudes, normal components and velocities:\r\n * * The term \"altitude\" indicates a _signed_ distance from the plane.\r\n * * altitude zero is _on_ the plane\r\n * * positive altitudes are on one side\r\n * * negatives are on the other.\r\n * * Altitude values and normal components are not strictly required to be true cartesian distance. If the calling code happens to use \"distance scaled by 1000X\" it\r\n * understands that it can be OK for its plane implementation to have that scaling.\r\n * * By convention, derived classes whose definitions (normals and vectors in plane) are simple cartesian are expected\r\n * to return true distances. This applies to:\r\n * * [[Plane3dByOriginAndUnitNormal]] and [[ClipPlane]]\r\n * * These maintain a stored unit normal so the altitude calculations are inherently true cartesian distance.\r\n * * [[Plane3dByOriginAndVectors]] -- this is a bit expensive because\r\n * * the normal is the cross product of the defining vectors.\r\n * * that cross product is not typically unit\r\n * * normalization adds to the cost of computing off-plane distances\r\n * * Since a main purpose of using this class is often to navigate a skewed, non-unit grid, occasional off-plane queries are not likely to be important.\r\n * * \"4 dimensional\" (homogeneous coordinate planes) ([[Point4d]] and [[PlaneByOriginAndVectors4d]])\r\n * * typically do _not_ force their coefficients to any distance-based normalization\r\n * * are typically used for calculations in spaces with skewing effects do to perspective, and true distances are not required.\r\n * * In all classes, the `weightedAltitude` method is free to be scaled distance.\r\n * @public\r\n */\r\nexport abstract class Plane3d implements PlaneAltitudeEvaluator {\r\n /** Return the altitude of spacePoint above or below the plane. (Below is negative)\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n */\r\n public abstract altitude(spacePoint: Point3d): number;\r\n\r\n /** Returns true if spacePoint is within distance tolerance of the plane. */\r\n public isPointInPlane(spacePoint: Point3d, tolerance: number = Geometry.smallMetricDistance): boolean {\r\n return Math.abs(this.altitude(spacePoint)) <= tolerance;\r\n }\r\n /** return a value -1, 0, 1 giving a signed indicator of whether the toleranced altitude of the point is\r\n * negative, near zero, or positive.\r\n *\r\n */\r\n public classifyAltitude(point: Point3d, tolerance: number = Geometry.smallMetricDistance): -1 | 0 | 1 {\r\n return Geometry.split3Way01(this.altitude(point), tolerance);\r\n }\r\n /** return a value -1, 0, 1 giving a signed indicator of whether the toleranced altitude of x,y,z is\r\n * negative, near zero, or positive.\r\n *\r\n */\r\n public classifyAltitudeXYZ(x: number, y: number, z: number, tolerance: number = Geometry.smallMetricDistance): -1 | 0 | 1 {\r\n return Geometry.split3Way01(this.altitudeXYZ(x, y, z), tolerance);\r\n }\r\n /**\r\n * Return the x component of the normal used to evaluate altitude.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract normalX(): number;\r\n /**\r\n * Return the y component of the normal used to evaluate altitude.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract normalY(): number;\r\n /**\r\n * Return the z component of the normal used to evaluate altitude.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract normalZ(): number;\r\n /**\r\n * Return the unit normal for the plane.\r\n * * The abstract base class implementation assembles the normal from normalX, normalY, normalZ calls.\r\n * * Derived classes should (but are not required to) override for maximum efficiency if the separate normal calls cause repeated normalization.\r\n * @param result\r\n */\r\n public getUnitNormal(result?: Vector3d): Vector3d | undefined {\r\n return Vector3d.createNormalized(this.normalX(), this.normalY(), this.normalZ(), result);\r\n }\r\n /**\r\n * Return any point on the plane.\r\n * * Default implementation projects the origin (0,0,0) to the plane.\r\n * * Classes that have a preferred origin for their plane should override.\r\n * * Classes with a purely implicit equation of their plane can accept the default implementation\r\n * */\r\n public getAnyPointOnPlane(result?: Point3d): Point3d {\r\n return this.projectPointToPlane(Point3d.create(0, 0, 0), result);\r\n }\r\n /** Return the altitude of weighted spacePoint above or below the plane. (Below is negative)\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract weightedAltitude(spacePoint: Point4d): number;\r\n\r\n /** Return the dot product of spaceVector (x,y,z) with the plane's unit normal. This tells the rate of change of altitude\r\n * for a point moving at speed one along the spaceVector.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract velocityXYZ(x: number, y: number, z: number): number;\r\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\r\n * for a point moving at speed one along the spaceVector.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract velocity(spaceVector: Vector3d): number;\r\n /** Return the altitude of a point given as separate x,y,z components.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n * * See [[Plane3d]] note about scaling.\r\n */\r\n public abstract altitudeXYZ(x: number, y: number, z: number): number;\r\n\r\n /** Return the projection of spacePoint onto the plane.\r\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\r\n */\r\n public abstract projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d;\r\n}\r\n"]}
1
+ {"version":3,"file":"Plane3d.js","sourceRoot":"","sources":["../../../src/geometry3d/Plane3d.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AACH,OAAO,EAAE,QAAQ,EAA0B,MAAM,aAAa,CAAC;AAE/D,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAEtD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AACH,MAAM,OAAgB,OAAO;IAM3B,4EAA4E;IACrE,cAAc,CAAC,UAAmB,EAAE,YAAoB,QAAQ,CAAC,mBAAmB;QACzF,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,IAAI,SAAS,CAAC;IAC1D,CAAC;IACD;;;MAGE;IACK,gBAAgB,CAAC,KAAc,EAAE,YAAoB,QAAQ,CAAC,mBAAmB;QACtF,OAAO,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,SAAS,CAAC,CAAC;IAC/D,CAAC;IACD;;;MAGE;IACK,mBAAmB,CAAC,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,YAAoB,QAAQ,CAAC,mBAAmB;QAC1G,OAAO,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC;IACpE,CAAC;IAmBD;;;;;OAKG;IACI,aAAa,CAAC,MAAiB;QACpC,OAAO,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,MAAM,CAAC,CAAC;IAC3F,CAAC;IACD;;;;;SAKK;IACE,kBAAkB,CAAC,MAAgB;QACxC,OAAO,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC;IACnE,CAAC;CA6BF","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\n\n/**\n * Plane3d is the abstract base class for multiple 3d plane representations:\n * * [[Plane3dByOriginAndUnitNormal]] -- plane defined by origin and normal, with no preferred in-plane directions\n * * [[Plane3dByOriginAndVectors]] -- plane defined by origin and 2 vectors in the plane, with normal implied by the vectors' cross product\n * * [[Point4d]] -- homogeneous form of xyzw plane.\n * * [[ClipPlane]] -- implicit plane with additional markup as used by compound clip structures such as [[ConvexClipPlaneSet]] and [[UnionOfConvexClipPlaneSets]]\n *\n * As an abstract base class, Plane3d demands that its derived classes implement queries to answer questions\n * about the plane's normal and the altitude of points above or below the plane. (Altitude is measured perpendicular to the plane.)\n * These abstract methods are:\n * * altitude(Point3d), altitudeXYZ(x,y,z), and altitudeXYZW(Point4d) -- evaluate altitude\n * * normalX(), normalY(), normalZ() -- return components of the plane's normal vector.\n * * velocity(Vector3d), velocityXYZ(x,y,z) -- return dot product of the input vector with the plane normal.\n * * projectPointToPlane (spacePoint: Point3d) -- return projection of spacePoint into the plane.\n *\n * The Plane3d base class also provides implementations of several queries which it can implement by calling the abstract queries.\n * * Derived classes may choose to override these default implementations using private knowledge of what they have stored.\n * * isPointInPlane(spacePoint, tolerance?) -- test if spacePoint is in the plane with tolerance. Default tolerance is small metric distance\n * * classifyAltitude (spacePoint, tolerance?), classifyAltitudeXYZ (x,y,z,tolerance?) -- return -1,0,1 indicating if spacePoint's altitude\n * is negative, near zero, or positive.\n *\n * Notes about scaling and signs in methods that compute altitudes, normal components and velocities:\n * * The term \"altitude\" indicates a _signed_ distance from the plane.\n * * altitude zero is _on_ the plane\n * * positive altitudes are on one side\n * * negatives are on the other.\n * * Altitude values and normal components are not strictly required to be true cartesian distance. If the calling code happens to use \"distance scaled by 1000X\" it\n * understands that it can be OK for its plane implementation to have that scaling.\n * * By convention, derived classes whose definitions (normals and vectors in plane) are simple cartesian are expected\n * to return true distances. This applies to:\n * * [[Plane3dByOriginAndUnitNormal]] and [[ClipPlane]]\n * * These maintain a stored unit normal so the altitude calculations are inherently true cartesian distance.\n * * [[Plane3dByOriginAndVectors]] -- this is a bit expensive because\n * * the normal is the cross product of the defining vectors.\n * * that cross product is not typically unit\n * * normalization adds to the cost of computing off-plane distances\n * * Since a main purpose of using this class is often to navigate a skewed, non-unit grid, occasional off-plane queries are not likely to be important.\n * * \"4 dimensional\" (homogeneous coordinate planes) ([[Point4d]] and [[PlaneByOriginAndVectors4d]])\n * * typically do _not_ force their coefficients to any distance-based normalization\n * * are typically used for calculations in spaces with skewing effects do to perspective, and true distances are not required.\n * * In all classes, the `weightedAltitude` method is free to be scaled distance.\n * @public\n */\nexport abstract class Plane3d implements PlaneAltitudeEvaluator {\n /** Return the altitude of spacePoint above or below the plane. (Below is negative)\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n */\n public abstract altitude(spacePoint: Point3d): number;\n\n /** Returns true if spacePoint is within distance tolerance of the plane. */\n public isPointInPlane(spacePoint: Point3d, tolerance: number = Geometry.smallMetricDistance): boolean {\n return Math.abs(this.altitude(spacePoint)) <= tolerance;\n }\n /** return a value -1, 0, 1 giving a signed indicator of whether the toleranced altitude of the point is\n * negative, near zero, or positive.\n *\n */\n public classifyAltitude(point: Point3d, tolerance: number = Geometry.smallMetricDistance): -1 | 0 | 1 {\n return Geometry.split3Way01(this.altitude(point), tolerance);\n }\n /** return a value -1, 0, 1 giving a signed indicator of whether the toleranced altitude of x,y,z is\n * negative, near zero, or positive.\n *\n */\n public classifyAltitudeXYZ(x: number, y: number, z: number, tolerance: number = Geometry.smallMetricDistance): -1 | 0 | 1 {\n return Geometry.split3Way01(this.altitudeXYZ(x, y, z), tolerance);\n }\n /**\n * Return the x component of the normal used to evaluate altitude.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract normalX(): number;\n /**\n * Return the y component of the normal used to evaluate altitude.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract normalY(): number;\n /**\n * Return the z component of the normal used to evaluate altitude.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract normalZ(): number;\n /**\n * Return the unit normal for the plane.\n * * The abstract base class implementation assembles the normal from normalX, normalY, normalZ calls.\n * * Derived classes should (but are not required to) override for maximum efficiency if the separate normal calls cause repeated normalization.\n * @param result\n */\n public getUnitNormal(result?: Vector3d): Vector3d | undefined {\n return Vector3d.createNormalized(this.normalX(), this.normalY(), this.normalZ(), result);\n }\n /**\n * Return any point on the plane.\n * * Default implementation projects the origin (0,0,0) to the plane.\n * * Classes that have a preferred origin for their plane should override.\n * * Classes with a purely implicit equation of their plane can accept the default implementation\n * */\n public getAnyPointOnPlane(result?: Point3d): Point3d {\n return this.projectPointToPlane(Point3d.create(0, 0, 0), result);\n }\n /** Return the altitude of weighted spacePoint above or below the plane. (Below is negative)\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract weightedAltitude(spacePoint: Point4d): number;\n\n /** Return the dot product of spaceVector (x,y,z) with the plane's unit normal. This tells the rate of change of altitude\n * for a point moving at speed one along the spaceVector.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract velocityXYZ(x: number, y: number, z: number): number;\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\n * for a point moving at speed one along the spaceVector.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract velocity(spaceVector: Vector3d): number;\n /** Return the altitude of a point given as separate x,y,z components.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n * * See [[Plane3d]] note about scaling.\n */\n public abstract altitudeXYZ(x: number, y: number, z: number): number;\n\n /** Return the projection of spacePoint onto the plane.\n * * MUST BE IMPLEMENTED BY DERIVED CLASSES\n */\n public abstract projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d;\n}\n"]}
@@ -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 { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Plane3d } from \"./Plane3d\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\nimport { XAndY } from \"./XYZProps\";\r\n\r\n/**\r\n * A plane defined by\r\n * * Any point on the plane.\r\n * * a unit normal.\r\n * @public\r\n */\r\nexport class Plane3dByOriginAndUnitNormal extends Plane3d implements BeJSONFunctions {\r\n private _origin: Point3d;\r\n private _normal: Vector3d;\r\n // constructor captures references !!!\r\n private constructor(origin: Point3d, normal: Vector3d) {\r\n super();\r\n this._origin = origin;\r\n this._normal = normal;\r\n }\r\n // This is private because it does not check validity of the unit vector.\r\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\r\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, z), Vector3d.create(u, v, w));\r\n }\r\n /**\r\n * Create a plane parallel to the XY plane\r\n * @param origin optional plane origin. If omitted, the origin is placed at 000\r\n */\r\n public static createXYPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\r\n if (origin)\r\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 0, 1);\r\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 0, 1);\r\n }\r\n /**\r\n * Create a plane parallel to the YZ plane\r\n * @param origin optional plane origin. If omitted, the origin is placed at 000\r\n */\r\n public static createYZPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\r\n if (origin)\r\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 1, 0, 0);\r\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 1, 0, 0);\r\n }\r\n /**\r\n * Create a plane parallel to the ZX plane\r\n * @param origin optional plane origin. If omitted, the origin is placed at 000\r\n */\r\n public static createZXPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\r\n if (origin)\r\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 1, 0);\r\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 1, 0);\r\n }\r\n /** Create a new Plane3dByOriginAndUnitNormal with given origin and normal.\r\n * * The inputs are NOT captured.\r\n * * Returns undefined if `normal.normalize()` returns undefined.\r\n */\r\n public static create(origin: Point3d, normal: Vector3d, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n if (result) {\r\n if (normal.normalize(result._normal) === undefined)\r\n return undefined;\r\n origin.clone(result._origin);\r\n return result;\r\n }\r\n const normalized = normal.normalize();\r\n if (normalized === undefined)\r\n return undefined;\r\n return new Plane3dByOriginAndUnitNormal(origin.clone(), normalized);\r\n }\r\n /** Create a new Plane3dByOriginAndUnitNormal from a variety of plane types.\r\n * * The inputs are NOT captured.\r\n * * Returns undefined if `source.getUnitNormal()` returns undefined.\r\n */\r\n public static createFrom(source: Plane3d, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n if (source instanceof Plane3dByOriginAndUnitNormal)\r\n return source.clone(result);\r\n if (result) {\r\n if (source.getUnitNormal(result._normal) === undefined)\r\n return undefined;\r\n source.getAnyPointOnPlane(result._origin);\r\n return result;\r\n }\r\n const normal = source.getUnitNormal();\r\n if (normal === undefined)\r\n return undefined;\r\n const origin = source.getAnyPointOnPlane();\r\n return new Plane3dByOriginAndUnitNormal(origin, normal);\r\n }\r\n\r\n /** create a new Plane3dByOriginAndUnitNormal with direct coordinates of origin and normal.\r\n * * Returns undefined if the normal vector is all zeros.\r\n * * If unable to normalize return undefined. (And if result is given it is left unchanged)\r\n */\r\n public static createXYZUVW(ax: number, ay: number, az: number, ux: number, uy: number, uz: number, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n const magU = Geometry.hypotenuseXYZ(ux, uy, uz);\r\n if (magU < Geometry.smallMetricDistance)\r\n return undefined;\r\n if (result) {\r\n result._origin.set(ax, ay, az);\r\n result._normal.set(ux / magU, uy / magU, uz / magU);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(Point3d.create(ax, ay, az), Vector3d.create(ux / magU, uy / magU, uz / magU));\r\n }\r\n /** create a new Plane3dByOriginAndUnitNormal with unit normal (a) in the xy plane (b) perpendicular to the line defined by xy parts of origin to target.\r\n * * origin and normal both have z = 0.\r\n * * The inputs are NOT captured.\r\n * * Returns undefined if the normal vector is all zeros.\r\n */\r\n public static createOriginAndTargetXY(origin: XAndY, target: XAndY, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\r\n const ux = target.x - origin.x;\r\n const uy = target.y - origin.y;\r\n return this.createXYZUVW(origin.x, origin.y, 0.0, uy, -ux, 0.0, result);\r\n }\r\n\r\n /** create a new Plane3dByOriginAndUnitNormal with xy origin (at z=0) and normal angle in xy plane.\r\n * * Returns undefined if the normal vector is all zeros.\r\n */\r\n public static createXYAngle(x: number, y: number, normalAngleFromX: Angle, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\r\n if (result) {\r\n result._origin.set(x, y, 0.0);\r\n result._normal.set(normalAngleFromX.cos(), normalAngleFromX.sin(), 0.0);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, 0), Vector3d.create(normalAngleFromX.cos(), normalAngleFromX.sin()));\r\n }\r\n\r\n /** Create a plane defined by two points and an in-plane vector.\r\n * @param pointA any point in the plane\r\n * @param pointB any other point in the plane\r\n * @param vector any vector in the plane but not parallel to the vector from pointA to pointB\r\n */\r\n public static createPointPointVectorInPlane(pointA: Point3d, pointB: Point3d, vector: Vector3d): Plane3dByOriginAndUnitNormal | undefined {\r\n const cross = vector.crossProductStartEnd(pointA, pointB);\r\n if (cross.tryNormalizeInPlace())\r\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\r\n return undefined;\r\n }\r\n\r\n /** Create a plane defined by three points.\r\n * @param pointA any point in the plane. This will be the origin.\r\n * @param pointB any other point in the plane\r\n * @param pointC any third point in the plane but not on the line of pointA and pointB\r\n */\r\n public static createOriginAndTargets(pointA: Point3d, pointB: Point3d, pointC: Point3d): Plane3dByOriginAndUnitNormal | undefined {\r\n const cross = pointA.crossProductToPoints(pointB, pointC);\r\n if (cross.tryNormalizeInPlace())\r\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\r\n return undefined;\r\n }\r\n\r\n /** Create a plane defined by a point and two vectors in the plane\r\n * @param pointA any point in the plane\r\n * @param vectorB any vector in the plane\r\n * @param vectorC any vector in the plane but not parallel to vectorB\r\n */\r\n public static createOriginAndVectors(pointA: Point3d, vectorB: Vector3d, vectorC: Vector3d): Plane3dByOriginAndUnitNormal | undefined {\r\n const cross = vectorB.crossProduct(vectorC);\r\n if (cross.tryNormalizeInPlace())\r\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\r\n return undefined;\r\n }\r\n\r\n /** test for (toleranced) equality with `other` */\r\n public isAlmostEqual(other: Plane3dByOriginAndUnitNormal): boolean {\r\n return this._origin.isAlmostEqual(other._origin) && this._normal.isAlmostEqual(other._normal);\r\n }\r\n /** Parse a json fragment `{origin: [x,y,z], normal: [ux,uy,uz]}` */\r\n public setFromJSON(json?: any) {\r\n if (!json) {\r\n this._origin.set(0, 0, 0);\r\n this._normal.set(0, 0, 1);\r\n } else {\r\n this._origin.setFromJSON(json.origin);\r\n this._normal.setFromJSON(json.normal);\r\n }\r\n }\r\n /**\r\n * Convert to a JSON object.\r\n * @return {*} [origin,normal]\r\n */\r\n public toJSON(): any { return { origin: this._origin.toJSON(), normal: this._normal.toJSON() }; }\r\n /** create a new Plane3dByOriginAndUnitNormal from json fragment.\r\n * * See `Plane3dByOriginAndUnitNormal.setFromJSON`\r\n */\r\n public static fromJSON(json?: any): Plane3dByOriginAndUnitNormal {\r\n const result = Plane3dByOriginAndUnitNormal.createXYPlane();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Return a reference to the origin. */\r\n public getOriginRef(): Point3d { return this._origin; }\r\n /** Return a reference to the unit normal. */\r\n public getNormalRef(): Vector3d { return this._normal; }\r\n\r\n /** Return coordinate axes (as a transform) with\r\n * * origin at plane origin\r\n * * z axis in direction of plane normal.\r\n * * x,y axes in plane.\r\n */\r\n public getLocalToWorld(): Transform {\r\n const axes = Matrix3d.createRigidHeadsUp(this._normal, AxisOrder.ZXY);\r\n return Transform.createRefs(this._origin.clone(), axes);\r\n }\r\n /** Return a (singular) transform which projects points to this plane.\r\n */\r\n public getProjectionToPlane(): Transform {\r\n const axes = Matrix3d.createIdentity();\r\n axes.addScaledOuterProductInPlace(this._normal, this._normal, -1.0);\r\n axes.markSingular();\r\n return Transform.createFixedPointAndMatrix(this._origin, axes);\r\n }\r\n\r\n /** Copy coordinates from the given origin and normal. */\r\n public set(origin: Point3d, normal: Vector3d): void {\r\n this._origin.setFrom(origin);\r\n this._normal.setFrom(normal);\r\n }\r\n /** return a deep clone (point and normal cloned) */\r\n public clone(result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\r\n if (result) {\r\n result.set(this._origin, this._normal);\r\n return result;\r\n }\r\n return new Plane3dByOriginAndUnitNormal(this._origin.clone(), this._normal.clone());\r\n }\r\n /** Create a clone and return the transform of the clone. */\r\n public cloneTransformed(transform: Transform, inverse: boolean = false): Plane3dByOriginAndUnitNormal | undefined {\r\n const result = this.clone();\r\n if (inverse) {\r\n transform.multiplyInversePoint3d(result._origin, result._origin);\r\n if (transform.matrix.multiplyTransposeVector(result._normal, result._normal) !== undefined\r\n && result._normal.normalizeInPlace())\r\n return result;\r\n } else {\r\n transform.multiplyPoint3d(result._origin, result._origin);\r\n if (transform.matrix.multiplyInverseTranspose(result._normal, result._normal) !== undefined\r\n && result._normal.normalizeInPlace())\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /** Copy data from the given plane. */\r\n public setFrom(source: Plane3dByOriginAndUnitNormal): void {\r\n this.set(source._origin, source._normal);\r\n }\r\n /** Return the altitude of spacePoint above or below the plane. (Below is negative) */\r\n public altitude(spacePoint: Point3d): number { return this._normal.dotProductStartEnd(this._origin, spacePoint); }\r\n /** Return the altitude of point (x,y) given xy parts using only the xy parts of origin and unit normal */\r\n public altitudeXY(x: number, y: number): number {\r\n return (x - this._origin.x) * this._normal.x + (y - this._origin.y) * this._normal.y;\r\n }\r\n /**\r\n * Return the x component of the normal used to evaluate altitude.\r\n */\r\n public normalX(): number { return this._normal.x; }\r\n /**\r\n * Return the x component of the normal used to evaluate altitude.\r\n */\r\n public normalY(): number { return this._normal.y; }\r\n /**\r\n * Return the z component of the normal used to evaluate altitude.\r\n */\r\n public normalZ(): number { return this._normal.z; }\r\n /**\r\n * Return (a clone of) the unit normal.\r\n */\r\n public override getUnitNormal(result?: Vector3d): Vector3d | undefined {\r\n return this._normal.clone(result);\r\n }\r\n /**\r\n * Return (a clone of) the origin.\r\n */\r\n public override getAnyPointOnPlane(result?: Point3d): Point3d {\r\n return this._origin.clone(result);\r\n }\r\n /** Return the signed altitude of weighted spacePoint above or below the plane. (Below is negative) */\r\n public weightedAltitude(spacePoint: Point4d): number {\r\n return this._normal.dotProductStart3dEnd4d(this._origin, spacePoint);\r\n }\r\n\r\n /** return any point at specified (signed) altitude. */\r\n public altitudeToPoint(altitude: number, result?: Point3d): Point3d {\r\n return this._origin.plusScaled(this._normal, altitude, result);\r\n }\r\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\r\n * for a point moving at speed one along the spaceVector.\r\n */\r\n public velocityXYZ(x: number, y: number, z: number): number { return this._normal.dotProductXYZ(x, y, z); }\r\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\r\n * for a point moving at speed one along the spaceVector.\r\n */\r\n public velocity(spaceVector: Vector3d): number { return this._normal.dotProduct(spaceVector); }\r\n /** Return the altitude of a point given as separate x,y,z components. */\r\n public altitudeXYZ(x: number, y: number, z: number): number {\r\n return this._normal.dotProductStartEndXYZ(this._origin, x, y, z);\r\n }\r\n /** Return the altitude of a point given as separate x,y,z,w components. */\r\n public altitudeXYZW(x: number, y: number, z: number, w: number): number {\r\n return this._normal.dotProductStartEndXYZW(this._origin, x, y, z, w);\r\n }\r\n /** Return the projection of spacePoint onto the plane. */\r\n public projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d {\r\n return spacePoint.plusScaled(this._normal, -this._normal.dotProductStartEnd(this._origin, spacePoint), result);\r\n }\r\n /** Returns true if spacePoint is within distance tolerance of the plane.\r\n * * This logic is identical to the [[Plane3d]] method but avoids a level of function call.\r\n */\r\n public override isPointInPlane(spacePoint: Point3d, tolerance: number = Geometry.smallMetricDistance): boolean {\r\n const altitude = this._normal.dotProductStartEnd(this._origin, spacePoint);\r\n return Math.abs(altitude) <= tolerance;\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\nimport { Plane3d } from \"./Plane3d\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Transform } from \"./Transform\";\nimport { XAndY } from \"./XYZProps\";\n\n/**\n * A plane defined by\n * * Any point on the plane.\n * * a unit normal.\n * @public\n */\nexport class Plane3dByOriginAndUnitNormal extends Plane3d implements BeJSONFunctions {\n private _origin: Point3d;\n private _normal: Vector3d;\n // constructor captures references !!!\n private constructor(origin: Point3d, normal: Vector3d) {\n super();\n this._origin = origin;\n this._normal = normal;\n }\n // This is private because it does not check validity of the unit vector.\n private static _create(x: number, y: number, z: number, u: number, v: number, w: number) {\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, z), Vector3d.create(u, v, w));\n }\n /**\n * Create a plane parallel to the XY plane\n * @param origin optional plane origin. If omitted, the origin is placed at 000\n */\n public static createXYPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\n if (origin)\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 0, 1);\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 0, 1);\n }\n /**\n * Create a plane parallel to the YZ plane\n * @param origin optional plane origin. If omitted, the origin is placed at 000\n */\n public static createYZPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\n if (origin)\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 1, 0, 0);\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 1, 0, 0);\n }\n /**\n * Create a plane parallel to the ZX plane\n * @param origin optional plane origin. If omitted, the origin is placed at 000\n */\n public static createZXPlane(origin?: Point3d): Plane3dByOriginAndUnitNormal {\n if (origin)\n return Plane3dByOriginAndUnitNormal._create(origin.x, origin.y, origin.z, 0, 1, 0);\n return Plane3dByOriginAndUnitNormal._create(0, 0, 0, 0, 1, 0);\n }\n /** Create a new Plane3dByOriginAndUnitNormal with given origin and normal.\n * * The inputs are NOT captured.\n * * Returns undefined if `normal.normalize()` returns undefined.\n */\n public static create(origin: Point3d, normal: Vector3d, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n if (result) {\n if (normal.normalize(result._normal) === undefined)\n return undefined;\n origin.clone(result._origin);\n return result;\n }\n const normalized = normal.normalize();\n if (normalized === undefined)\n return undefined;\n return new Plane3dByOriginAndUnitNormal(origin.clone(), normalized);\n }\n /** Create a new Plane3dByOriginAndUnitNormal from a variety of plane types.\n * * The inputs are NOT captured.\n * * Returns undefined if `source.getUnitNormal()` returns undefined.\n */\n public static createFrom(source: Plane3d, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n if (source instanceof Plane3dByOriginAndUnitNormal)\n return source.clone(result);\n if (result) {\n if (source.getUnitNormal(result._normal) === undefined)\n return undefined;\n source.getAnyPointOnPlane(result._origin);\n return result;\n }\n const normal = source.getUnitNormal();\n if (normal === undefined)\n return undefined;\n const origin = source.getAnyPointOnPlane();\n return new Plane3dByOriginAndUnitNormal(origin, normal);\n }\n\n /** create a new Plane3dByOriginAndUnitNormal with direct coordinates of origin and normal.\n * * Returns undefined if the normal vector is all zeros.\n * * If unable to normalize return undefined. (And if result is given it is left unchanged)\n */\n public static createXYZUVW(ax: number, ay: number, az: number, ux: number, uy: number, uz: number, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n const magU = Geometry.hypotenuseXYZ(ux, uy, uz);\n if (magU < Geometry.smallMetricDistance)\n return undefined;\n if (result) {\n result._origin.set(ax, ay, az);\n result._normal.set(ux / magU, uy / magU, uz / magU);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(Point3d.create(ax, ay, az), Vector3d.create(ux / magU, uy / magU, uz / magU));\n }\n /** create a new Plane3dByOriginAndUnitNormal with unit normal (a) in the xy plane (b) perpendicular to the line defined by xy parts of origin to target.\n * * origin and normal both have z = 0.\n * * The inputs are NOT captured.\n * * Returns undefined if the normal vector is all zeros.\n */\n public static createOriginAndTargetXY(origin: XAndY, target: XAndY, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal | undefined {\n const ux = target.x - origin.x;\n const uy = target.y - origin.y;\n return this.createXYZUVW(origin.x, origin.y, 0.0, uy, -ux, 0.0, result);\n }\n\n /** create a new Plane3dByOriginAndUnitNormal with xy origin (at z=0) and normal angle in xy plane.\n * * Returns undefined if the normal vector is all zeros.\n */\n public static createXYAngle(x: number, y: number, normalAngleFromX: Angle, result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\n if (result) {\n result._origin.set(x, y, 0.0);\n result._normal.set(normalAngleFromX.cos(), normalAngleFromX.sin(), 0.0);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(Point3d.create(x, y, 0), Vector3d.create(normalAngleFromX.cos(), normalAngleFromX.sin()));\n }\n\n /** Create a plane defined by two points and an in-plane vector.\n * @param pointA any point in the plane\n * @param pointB any other point in the plane\n * @param vector any vector in the plane but not parallel to the vector from pointA to pointB\n */\n public static createPointPointVectorInPlane(pointA: Point3d, pointB: Point3d, vector: Vector3d): Plane3dByOriginAndUnitNormal | undefined {\n const cross = vector.crossProductStartEnd(pointA, pointB);\n if (cross.tryNormalizeInPlace())\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\n return undefined;\n }\n\n /** Create a plane defined by three points.\n * @param pointA any point in the plane. This will be the origin.\n * @param pointB any other point in the plane\n * @param pointC any third point in the plane but not on the line of pointA and pointB\n */\n public static createOriginAndTargets(pointA: Point3d, pointB: Point3d, pointC: Point3d): Plane3dByOriginAndUnitNormal | undefined {\n const cross = pointA.crossProductToPoints(pointB, pointC);\n if (cross.tryNormalizeInPlace())\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\n return undefined;\n }\n\n /** Create a plane defined by a point and two vectors in the plane\n * @param pointA any point in the plane\n * @param vectorB any vector in the plane\n * @param vectorC any vector in the plane but not parallel to vectorB\n */\n public static createOriginAndVectors(pointA: Point3d, vectorB: Vector3d, vectorC: Vector3d): Plane3dByOriginAndUnitNormal | undefined {\n const cross = vectorB.crossProduct(vectorC);\n if (cross.tryNormalizeInPlace())\n return new Plane3dByOriginAndUnitNormal(pointA, cross);\n return undefined;\n }\n\n /** test for (toleranced) equality with `other` */\n public isAlmostEqual(other: Plane3dByOriginAndUnitNormal): boolean {\n return this._origin.isAlmostEqual(other._origin) && this._normal.isAlmostEqual(other._normal);\n }\n /** Parse a json fragment `{origin: [x,y,z], normal: [ux,uy,uz]}` */\n public setFromJSON(json?: any) {\n if (!json) {\n this._origin.set(0, 0, 0);\n this._normal.set(0, 0, 1);\n } else {\n this._origin.setFromJSON(json.origin);\n this._normal.setFromJSON(json.normal);\n }\n }\n /**\n * Convert to a JSON object.\n * @return {*} [origin,normal]\n */\n public toJSON(): any { return { origin: this._origin.toJSON(), normal: this._normal.toJSON() }; }\n /** create a new Plane3dByOriginAndUnitNormal from json fragment.\n * * See `Plane3dByOriginAndUnitNormal.setFromJSON`\n */\n public static fromJSON(json?: any): Plane3dByOriginAndUnitNormal {\n const result = Plane3dByOriginAndUnitNormal.createXYPlane();\n result.setFromJSON(json);\n return result;\n }\n /** Return a reference to the origin. */\n public getOriginRef(): Point3d { return this._origin; }\n /** Return a reference to the unit normal. */\n public getNormalRef(): Vector3d { return this._normal; }\n\n /** Return coordinate axes (as a transform) with\n * * origin at plane origin\n * * z axis in direction of plane normal.\n * * x,y axes in plane.\n */\n public getLocalToWorld(): Transform {\n const axes = Matrix3d.createRigidHeadsUp(this._normal, AxisOrder.ZXY);\n return Transform.createRefs(this._origin.clone(), axes);\n }\n /** Return a (singular) transform which projects points to this plane.\n */\n public getProjectionToPlane(): Transform {\n const axes = Matrix3d.createIdentity();\n axes.addScaledOuterProductInPlace(this._normal, this._normal, -1.0);\n axes.markSingular();\n return Transform.createFixedPointAndMatrix(this._origin, axes);\n }\n\n /** Copy coordinates from the given origin and normal. */\n public set(origin: Point3d, normal: Vector3d): void {\n this._origin.setFrom(origin);\n this._normal.setFrom(normal);\n }\n /** return a deep clone (point and normal cloned) */\n public clone(result?: Plane3dByOriginAndUnitNormal): Plane3dByOriginAndUnitNormal {\n if (result) {\n result.set(this._origin, this._normal);\n return result;\n }\n return new Plane3dByOriginAndUnitNormal(this._origin.clone(), this._normal.clone());\n }\n /** Create a clone and return the transform of the clone. */\n public cloneTransformed(transform: Transform, inverse: boolean = false): Plane3dByOriginAndUnitNormal | undefined {\n const result = this.clone();\n if (inverse) {\n transform.multiplyInversePoint3d(result._origin, result._origin);\n if (transform.matrix.multiplyTransposeVector(result._normal, result._normal) !== undefined\n && result._normal.normalizeInPlace())\n return result;\n } else {\n transform.multiplyPoint3d(result._origin, result._origin);\n if (transform.matrix.multiplyInverseTranspose(result._normal, result._normal) !== undefined\n && result._normal.normalizeInPlace())\n return result;\n }\n return undefined;\n }\n /** Copy data from the given plane. */\n public setFrom(source: Plane3dByOriginAndUnitNormal): void {\n this.set(source._origin, source._normal);\n }\n /** Return the altitude of spacePoint above or below the plane. (Below is negative) */\n public altitude(spacePoint: Point3d): number { return this._normal.dotProductStartEnd(this._origin, spacePoint); }\n /** Return the altitude of point (x,y) given xy parts using only the xy parts of origin and unit normal */\n public altitudeXY(x: number, y: number): number {\n return (x - this._origin.x) * this._normal.x + (y - this._origin.y) * this._normal.y;\n }\n /**\n * Return the x component of the normal used to evaluate altitude.\n */\n public normalX(): number { return this._normal.x; }\n /**\n * Return the x component of the normal used to evaluate altitude.\n */\n public normalY(): number { return this._normal.y; }\n /**\n * Return the z component of the normal used to evaluate altitude.\n */\n public normalZ(): number { return this._normal.z; }\n /**\n * Return (a clone of) the unit normal.\n */\n public override getUnitNormal(result?: Vector3d): Vector3d | undefined {\n return this._normal.clone(result);\n }\n /**\n * Return (a clone of) the origin.\n */\n public override getAnyPointOnPlane(result?: Point3d): Point3d {\n return this._origin.clone(result);\n }\n /** Return the signed altitude of weighted spacePoint above or below the plane. (Below is negative) */\n public weightedAltitude(spacePoint: Point4d): number {\n return this._normal.dotProductStart3dEnd4d(this._origin, spacePoint);\n }\n\n /** return any point at specified (signed) altitude. */\n public altitudeToPoint(altitude: number, result?: Point3d): Point3d {\n return this._origin.plusScaled(this._normal, altitude, result);\n }\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\n * for a point moving at speed one along the spaceVector.\n */\n public velocityXYZ(x: number, y: number, z: number): number { return this._normal.dotProductXYZ(x, y, z); }\n /** Return the dot product of spaceVector with the plane's unit normal. This tells the rate of change of altitude\n * for a point moving at speed one along the spaceVector.\n */\n public velocity(spaceVector: Vector3d): number { return this._normal.dotProduct(spaceVector); }\n /** Return the altitude of a point given as separate x,y,z components. */\n public altitudeXYZ(x: number, y: number, z: number): number {\n return this._normal.dotProductStartEndXYZ(this._origin, x, y, z);\n }\n /** Return the altitude of a point given as separate x,y,z,w components. */\n public altitudeXYZW(x: number, y: number, z: number, w: number): number {\n return this._normal.dotProductStartEndXYZW(this._origin, x, y, z, w);\n }\n /** Return the projection of spacePoint onto the plane. */\n public projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d {\n return spacePoint.plusScaled(this._normal, -this._normal.dotProductStartEnd(this._origin, spacePoint), result);\n }\n /** Returns true if spacePoint is within distance tolerance of the plane.\n * * This logic is identical to the [[Plane3d]] method but avoids a level of function call.\n */\n public override isPointInPlane(spacePoint: Point3d, tolerance: number = Geometry.smallMetricDistance): boolean {\n const altitude = this._normal.dotProductStartEnd(this._origin, spacePoint);\n return Math.abs(altitude) <= tolerance;\n }\n}\n"]}
@@ -15,25 +15,28 @@ import { XYAndZ } from "./XYZProps";
15
15
  * * are NOT required to be unit vectors.
16
16
  * * are NOT required to be perpendicular vectors.
17
17
  * * The skewed, non-uniform scaling of the grid directions is the primary focus of this class.
18
- * * Queries of altitude, velocity, normalX, normalY, and normalZ use the NORMALIZED cross product of vectorU and vectorV as plane normal.
18
+ * * Queries of altitude, velocity, normalX, normalY, and normalZ use the NORMALIZED cross product of vectorU
19
+ * and vectorV as plane normal.
19
20
  * * Hence these are cartesian distances.
20
21
  * * If numerous calls to these are expected, the repeated normalization may be a performance issue.
21
- * * Using a [[Plane3dByOriginAndUnitNormal]] or the rigid transform returned by [[toRigidFrame]] would provide better performance.
22
+ * * Using a [[Plane3dByOriginAndUnitNormal]] or the rigid transform returned by [[toRigidFrame]] would provide
23
+ * better performance.
22
24
  * @public
23
25
  */
24
26
  export declare class Plane3dByOriginAndVectors extends Plane3d implements BeJSONFunctions {
25
- /** origin of plane grid */
27
+ /** Origin of plane grid */
26
28
  origin: Point3d;
27
29
  /** u direction in plane grid */
28
30
  vectorU: Vector3d;
29
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  /** v direction in plane grid */
30
32
  vectorV: Vector3d;
31
33
  private constructor();
32
- /** create a new plane from origin and 2 in-plane vectors. */
34
+ /** Create a new plane from origin and 2 in-plane vectors. */
33
35
  static createOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
34
- /** clone to a new plane. */
36
+ /** Clone to a new plane. */
35
37
  clone(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
36
- /** create a new Plane3dByOriginAndVectors from a variety of plane types.
38
+ /**
39
+ * Create a new Plane3dByOriginAndVectors from a variety of plane types.
37
40
  * * The input is NOT captured.
38
41
  */
39
42
  static createFrom(source: Plane3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined;
@@ -52,13 +55,15 @@ export declare class Plane3dByOriginAndVectors extends Plane3d implements BeJSON
52
55
  static createCapture(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
53
56
  /** Set all origin and both vectors from direct numeric parameters */
54
57
  setOriginAndVectorsXYZ(x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number): Plane3dByOriginAndVectors;
55
- /** Set all origin and both vectors from coordinates in given origin and vectors.
58
+ /**
59
+ * Set all origin and both vectors from coordinates in given origin and vectors.
56
60
  * * Note that coordinates are copied out of the parameters -- the given parameters are NOT retained by reference.
57
61
  */
58
62
  setOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d): Plane3dByOriginAndVectors;
59
63
  /** Create a new plane from direct numeric parameters */
60
64
  static createOriginAndVectorsXYZ(x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
61
- /** Define a plane by three points in the plane.
65
+ /**
66
+ * Define a plane by three points in the plane.
62
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  * @param origin origin for the parameterization.
63
68
  * @param targetU target point for the vectorU starting at the origin.
64
69
  * @param targetV target point for the vectorV originating at the origin.
@@ -67,13 +72,15 @@ export declare class Plane3dByOriginAndVectors extends Plane3d implements BeJSON
67
72
  static createOriginAndTargets(origin: Point3d, targetU: Point3d, targetV: Point3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
68
73
  /** Create a plane with origin at 000, unit vectorU in x direction, and unit vectorV in the y direction. */
69
74
  static createXYPlane(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
70
- /** create a plane from data presented as Float64Arrays.
75
+ /**
76
+ * Create a plane from data presented as Float64Arrays.
71
77
  * @param origin x,y,z of origin.
72
78
  * @param vectorU x,y,z of vectorU
73
79
  * @param vectorV x,y,z of vectorV
74
80
  */
75
81
  static createOriginAndVectorsArrays(origin: Float64Array, vectorU: Float64Array, vectorV: Float64Array, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
76
- /** create a plane from data presented as Float64Array with weights
82
+ /**
83
+ * Create a plane from data presented as Float64Array with weights
77
84
  * @param origin x,y,z,w of origin.
78
85
  * @param vectorU x,y,z,w of vectorU
79
86
  * @param vectorV x,y,z,w of vectorV
@@ -97,17 +104,16 @@ export declare class Plane3dByOriginAndVectors extends Plane3d implements BeJSON
97
104
  * @return {*} [origin,normal]
98
105
  */
99
106
  toJSON(): any;
100
- /** create a new plane. See `setFromJSON` for layout example. */
107
+ /** Create a new plane. See `setFromJSON` for layout example. */
101
108
  static fromJSON(json?: any): Plane3dByOriginAndVectors;
102
109
  /** Test origin and vectors for isAlmostEqual with `other` */
103
110
  isAlmostEqual(other: Plane3dByOriginAndVectors): boolean;
104
- /** Normalize both `vectorU` and `vectorV` in place. This does NOT make them perpendicular.
111
+ /**
112
+ * Normalize both `vectorU` and `vectorV` in place. This does NOT make them perpendicular.
105
113
  * * Return true if both succeeded.
106
114
  */
107
115
  normalizeInPlace(): boolean;
108
- /**
109
- * Return (if possible) a unit normal to the plane.
110
- */
116
+ /** Return (if possible) a unit normal to the plane */
111
117
  getUnitNormal(result?: Vector3d): Vector3d | undefined;
112
118
  /**
113
119
  * Return (if possible) a unit normal to the plane.
@@ -119,9 +125,7 @@ export declare class Plane3dByOriginAndVectors extends Plane3d implements BeJSON
119
125
  */
120
126
  getAnyPointOnPlane(result?: Point3d): Point3d;
121
127
  private static _workVector;
122
- /**
123
- * Return (if possible) a ray with origin at plane origin, direction as unit normal to the plane.
124
- */
128
+ /** Return (if possible) a ray with origin at plane origin, direction as unit normal to the plane */
125
129
  unitNormalRay(result?: Ray3d): Ray3d | undefined;
126
130
  /**
127
131
  * Create a rigid frame (i.e. frenet frame) with
@@ -132,35 +136,35 @@ export declare class Plane3dByOriginAndVectors extends Plane3d implements BeJSON
132
136
  * @param result optional result
133
137
  */
134
138
  toRigidFrame(result?: Transform): Transform | undefined;
135
- /**
136
- * Apply the transform to the origin and vectors in place.
137
- */
139
+ /** Apply the transform to the origin and vectors in place */
138
140
  transformInPlace(transform: Transform): void;
139
141
  /**
140
142
  * Return x component of the (normalized!) {vectorU CROSS vectorV}.
141
143
  * Return 0 if the cross product is zero.
142
- * */
144
+ */
143
145
  normalX(): number;
144
146
  /**
145
- * Return y component of the (normalized!) {vectorU CROSS vectorV}.
146
- * Return 0 if the cross product is zero.
147
- * */
147
+ * Return y component of the (normalized!) {vectorU CROSS vectorV}.
148
+ * Return 0 if the cross product is zero.
149
+ */
148
150
  normalY(): number;
149
151
  /**
150
152
  * Return z component of the (normalized!) {vectorU CROSS vectorV}.
151
153
  * Return 0 if the cross product is zero.
152
- * */
154
+ */
153
155
  normalZ(): number;
154
- /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */
156
+ /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */
155
157
  altitude(xyz: XYAndZ): number;
156
- /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */
158
+ /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */
157
159
  altitudeXYZ(x: number, y: number, z: number): number;
158
- /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */
160
+ /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */
159
161
  velocity(xyzVector: XYAndZ): number;
160
- /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */
162
+ /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */
161
163
  velocityXYZ(x: number, y: number, z: number): number;
162
- /** Return triple product of homogeneous difference {(xyzw - w * origin)} with vectorU and vectorV.
163
- * * In the usual manner of homogeneous calculations, this is proportional to true cartesian distance from the plane but is not a physical distance.
164
+ /**
165
+ * Return triple product of homogeneous difference {(xyzw - w * origin)} with vectorU and vectorV.
166
+ * * In the usual manner of homogeneous calculations, this is proportional to true cartesian distance from the
167
+ * plane but is not a physical distance.
164
168
  */
165
169
  weightedAltitude(xyzw: Point4d): number;
166
170
  /**
@@ -1 +1 @@
1
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