@itwin/core-geometry 4.1.0-dev.7 → 4.1.0-dev.70

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 (542) hide show
  1. package/CHANGELOG.md +82 -1
  2. package/lib/cjs/Geometry.js.map +1 -1
  3. package/lib/cjs/bspline/BSplineCurve.d.ts +1 -1
  4. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  5. package/lib/cjs/bspline/BSplineCurve.js +2 -2
  6. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  7. package/lib/cjs/bspline/BSplineSurface.d.ts.map +1 -1
  8. package/lib/cjs/bspline/BSplineSurface.js +1 -1
  9. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  10. package/lib/cjs/bspline/BezierCurveBase.d.ts +1 -1
  11. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  12. package/lib/cjs/bspline/BezierCurveBase.js +2 -2
  13. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  14. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  15. package/lib/cjs/clipping/ClipPrimitive.d.ts.map +1 -1
  16. package/lib/cjs/clipping/ClipPrimitive.js +2 -0
  17. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  18. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  19. package/lib/cjs/core-geometry.d.ts +3 -1
  20. package/lib/cjs/core-geometry.d.ts.map +1 -1
  21. package/lib/cjs/core-geometry.js +3 -1
  22. package/lib/cjs/core-geometry.js.map +1 -1
  23. package/lib/cjs/curve/Arc3d.d.ts +2 -1
  24. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  25. package/lib/cjs/curve/Arc3d.js +3 -2
  26. package/lib/cjs/curve/Arc3d.js.map +1 -1
  27. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +62 -42
  28. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  29. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +71 -48
  30. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  31. package/lib/cjs/curve/CurveCollection.d.ts +36 -26
  32. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  33. package/lib/cjs/curve/CurveCollection.js +46 -39
  34. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  35. package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
  36. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  37. package/lib/cjs/curve/CurveFactory.d.ts +67 -3
  38. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  39. package/lib/cjs/curve/CurveFactory.js +75 -7
  40. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  41. package/lib/cjs/curve/CurveLocationDetail.d.ts +6 -6
  42. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  43. package/lib/cjs/curve/CurveLocationDetail.js +9 -7
  44. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  45. package/lib/cjs/curve/CurveOps.d.ts +77 -0
  46. package/lib/cjs/curve/CurveOps.d.ts.map +1 -0
  47. package/lib/cjs/curve/CurveOps.js +160 -0
  48. package/lib/cjs/curve/CurveOps.js.map +1 -0
  49. package/lib/cjs/curve/CurvePrimitive.d.ts +17 -16
  50. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  51. package/lib/cjs/curve/CurvePrimitive.js +4 -3
  52. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  53. package/lib/cjs/curve/GeometryQuery.d.ts +2 -2
  54. package/lib/cjs/curve/GeometryQuery.d.ts.map +1 -1
  55. package/lib/cjs/curve/GeometryQuery.js +2 -2
  56. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  57. package/lib/cjs/curve/LineSegment3d.d.ts +7 -5
  58. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  59. package/lib/cjs/curve/LineSegment3d.js +6 -6
  60. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  61. package/lib/cjs/curve/LineString3d.d.ts +2 -2
  62. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  63. package/lib/cjs/curve/LineString3d.js +3 -3
  64. package/lib/cjs/curve/LineString3d.js.map +1 -1
  65. package/lib/cjs/curve/Loop.d.ts +7 -5
  66. package/lib/cjs/curve/Loop.d.ts.map +1 -1
  67. package/lib/cjs/curve/Loop.js +18 -6
  68. package/lib/cjs/curve/Loop.js.map +1 -1
  69. package/lib/cjs/curve/OffsetOptions.d.ts +97 -0
  70. package/lib/cjs/curve/OffsetOptions.d.ts.map +1 -0
  71. package/lib/cjs/curve/OffsetOptions.js +166 -0
  72. package/lib/cjs/curve/OffsetOptions.js.map +1 -0
  73. package/lib/cjs/curve/ParityRegion.d.ts +7 -7
  74. package/lib/cjs/curve/ParityRegion.d.ts.map +1 -1
  75. package/lib/cjs/curve/ParityRegion.js +19 -11
  76. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  77. package/lib/cjs/curve/Path.d.ts +6 -6
  78. package/lib/cjs/curve/Path.d.ts.map +1 -1
  79. package/lib/cjs/curve/Path.js +15 -9
  80. package/lib/cjs/curve/Path.js.map +1 -1
  81. package/lib/cjs/curve/ProxyCurve.d.ts +5 -7
  82. package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -1
  83. package/lib/cjs/curve/ProxyCurve.js +7 -7
  84. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  85. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  86. package/lib/cjs/curve/RegionOps.d.ts +76 -56
  87. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  88. package/lib/cjs/curve/RegionOps.js +83 -60
  89. package/lib/cjs/curve/RegionOps.js.map +1 -1
  90. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +2 -2
  91. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  92. package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
  93. package/lib/cjs/curve/StrokeOptions.js +6 -2
  94. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  95. package/lib/cjs/curve/UnionRegion.d.ts +6 -5
  96. package/lib/cjs/curve/UnionRegion.d.ts.map +1 -1
  97. package/lib/cjs/curve/UnionRegion.js +17 -8
  98. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  99. package/lib/cjs/curve/{ChainCollectorContext.d.ts → internalContexts/ChainCollectorContext.d.ts} +4 -4
  100. package/lib/cjs/curve/internalContexts/ChainCollectorContext.d.ts.map +1 -0
  101. package/lib/cjs/curve/{ChainCollectorContext.js → internalContexts/ChainCollectorContext.js} +4 -4
  102. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -0
  103. package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts +2 -1
  104. package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts.map +1 -1
  105. package/lib/cjs/curve/internalContexts/GapSearchContext.js +6 -2
  106. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  107. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +59 -70
  108. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
  109. package/lib/cjs/curve/internalContexts/MultiChainCollector.js +130 -220
  110. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  111. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts +14 -8
  112. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts.map +1 -1
  113. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js +14 -8
  114. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  115. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts +23 -95
  116. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  117. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +89 -178
  118. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  119. package/lib/cjs/curve/internalContexts/SumLengthsContext.d.ts.map +1 -1
  120. package/lib/cjs/curve/internalContexts/SumLengthsContext.js +4 -1
  121. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  122. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +1 -1
  123. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  124. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +1 -1
  125. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  126. package/lib/cjs/curve/spiral/TransitionSpiral3d.js +2 -2
  127. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  128. package/lib/cjs/curve/spiral/XYCurveEvaluator.js +1 -1
  129. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  130. package/lib/cjs/geometry3d/Angle.d.ts +9 -0
  131. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  132. package/lib/cjs/geometry3d/Angle.js +13 -0
  133. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  134. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  135. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  136. package/lib/cjs/geometry3d/BilinearPatch.d.ts +43 -48
  137. package/lib/cjs/geometry3d/BilinearPatch.d.ts.map +1 -1
  138. package/lib/cjs/geometry3d/BilinearPatch.js +51 -55
  139. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  140. package/lib/cjs/geometry3d/Ellipsoid.d.ts +1 -1
  141. package/lib/cjs/geometry3d/Ellipsoid.js +1 -1
  142. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  143. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  144. package/lib/cjs/geometry3d/FrameBuilder.js +13 -11
  145. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  146. package/lib/cjs/geometry3d/GeometryHandler.d.ts +5 -5
  147. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  148. package/lib/cjs/geometry3d/GrowableBlockedArray.d.ts.map +1 -1
  149. package/lib/cjs/geometry3d/GrowableBlockedArray.js +1 -1
  150. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  151. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  152. package/lib/cjs/geometry3d/GrowableFloat64Array.js +1 -1
  153. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  154. package/lib/cjs/geometry3d/Matrix3d.d.ts +18 -0
  155. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  156. package/lib/cjs/geometry3d/Matrix3d.js +32 -5
  157. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  158. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  159. package/lib/cjs/geometry3d/Plane3d.d.ts +41 -32
  160. package/lib/cjs/geometry3d/Plane3d.d.ts.map +1 -1
  161. package/lib/cjs/geometry3d/Plane3d.js +11 -8
  162. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  163. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +37 -34
  164. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  165. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +65 -43
  166. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  167. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts +36 -32
  168. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts.map +1 -1
  169. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js +37 -32
  170. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  171. package/lib/cjs/geometry3d/Point2dVector2d.d.ts +8 -9
  172. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  173. package/lib/cjs/geometry3d/Point2dVector2d.js +9 -10
  174. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  175. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  176. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +12 -4
  177. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  178. package/lib/cjs/geometry3d/Point3dVector3d.js +18 -5
  179. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  180. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  181. package/lib/cjs/geometry3d/PointHelpers.js +5 -5
  182. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  183. package/lib/cjs/geometry3d/PolygonOps.d.ts +1 -2
  184. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  185. package/lib/cjs/geometry3d/PolygonOps.js +2 -3
  186. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  187. package/lib/cjs/geometry3d/PolylineOps.d.ts +16 -1
  188. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  189. package/lib/cjs/geometry3d/PolylineOps.js +55 -0
  190. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  191. package/lib/cjs/geometry3d/Range.d.ts +134 -94
  192. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  193. package/lib/cjs/geometry3d/Range.js +297 -145
  194. package/lib/cjs/geometry3d/Range.js.map +1 -1
  195. package/lib/cjs/geometry3d/Ray2d.d.ts +69 -0
  196. package/lib/cjs/geometry3d/Ray2d.d.ts.map +1 -0
  197. package/lib/cjs/geometry3d/Ray2d.js +146 -0
  198. package/lib/cjs/geometry3d/Ray2d.js.map +1 -0
  199. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  200. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  201. package/lib/cjs/geometry3d/Transform.d.ts +10 -3
  202. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  203. package/lib/cjs/geometry3d/Transform.js +18 -6
  204. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  205. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  206. package/lib/cjs/numerics/ConvexPolygon2d.d.ts +7 -49
  207. package/lib/cjs/numerics/ConvexPolygon2d.d.ts.map +1 -1
  208. package/lib/cjs/numerics/ConvexPolygon2d.js +16 -107
  209. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  210. package/lib/cjs/numerics/Newton.js.map +1 -1
  211. package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
  212. package/lib/cjs/numerics/Polynomials.js +0 -2
  213. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  214. package/lib/cjs/numerics/Quadrature.js +5 -5
  215. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  216. package/lib/cjs/polyface/IndexedEdgeMatcher.js +1 -1
  217. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  218. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  219. package/lib/cjs/polyface/PolyfaceBuilder.js +2 -2
  220. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  221. package/lib/cjs/polyface/PolyfaceQuery.d.ts +73 -12
  222. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  223. package/lib/cjs/polyface/PolyfaceQuery.js +117 -31
  224. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  225. package/lib/cjs/polyface/TaggedNumericData.js +1 -1
  226. package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
  227. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js +2 -2
  228. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  229. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  230. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.d.ts +11 -0
  231. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.d.ts.map +1 -1
  232. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js +79 -1
  233. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  234. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  235. package/lib/cjs/serialization/GeometrySamples.d.ts +11 -0
  236. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  237. package/lib/cjs/serialization/GeometrySamples.js +30 -0
  238. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  239. package/lib/cjs/serialization/IModelJsonSchema.d.ts +2 -7
  240. package/lib/cjs/serialization/IModelJsonSchema.d.ts.map +1 -1
  241. package/lib/cjs/serialization/IModelJsonSchema.js +2 -7
  242. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  243. package/lib/cjs/solid/LinearSweep.d.ts +2 -1
  244. package/lib/cjs/solid/LinearSweep.d.ts.map +1 -1
  245. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  246. package/lib/cjs/solid/RotationalSweep.d.ts +2 -1
  247. package/lib/cjs/solid/RotationalSweep.d.ts.map +1 -1
  248. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  249. package/lib/cjs/solid/RuledSweep.d.ts +2 -1
  250. package/lib/cjs/solid/RuledSweep.d.ts.map +1 -1
  251. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  252. package/lib/cjs/solid/SweepContour.d.ts +2 -2
  253. package/lib/cjs/solid/SweepContour.d.ts.map +1 -1
  254. package/lib/cjs/solid/SweepContour.js +9 -0
  255. package/lib/cjs/solid/SweepContour.js.map +1 -1
  256. package/lib/cjs/topology/ChainMerge.js +1 -1
  257. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  258. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  259. package/lib/cjs/topology/HalfEdgeGraphSearch.js +1 -1
  260. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  261. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js +1 -1
  262. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  263. package/lib/cjs/topology/HalfEdgePriorityQueue.d.ts.map +1 -1
  264. package/lib/cjs/topology/HalfEdgePriorityQueue.js +1 -1
  265. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  266. package/lib/cjs/topology/RegularizeFace.js +3 -3
  267. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  268. package/lib/cjs/topology/Triangulation.js +1 -1
  269. package/lib/cjs/topology/Triangulation.js.map +1 -1
  270. package/lib/esm/Geometry.js.map +1 -1
  271. package/lib/esm/bspline/BSplineCurve.d.ts +1 -1
  272. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  273. package/lib/esm/bspline/BSplineCurve.js +1 -1
  274. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  275. package/lib/esm/bspline/BSplineSurface.d.ts.map +1 -1
  276. package/lib/esm/bspline/BSplineSurface.js +1 -1
  277. package/lib/esm/bspline/BSplineSurface.js.map +1 -1
  278. package/lib/esm/bspline/BezierCurveBase.d.ts +1 -1
  279. package/lib/esm/bspline/BezierCurveBase.d.ts.map +1 -1
  280. package/lib/esm/bspline/BezierCurveBase.js +1 -1
  281. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  282. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  283. package/lib/esm/clipping/ClipPrimitive.d.ts.map +1 -1
  284. package/lib/esm/clipping/ClipPrimitive.js +2 -0
  285. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  286. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  287. package/lib/esm/core-geometry.d.ts +3 -1
  288. package/lib/esm/core-geometry.d.ts.map +1 -1
  289. package/lib/esm/core-geometry.js +3 -1
  290. package/lib/esm/core-geometry.js.map +1 -1
  291. package/lib/esm/curve/Arc3d.d.ts +2 -1
  292. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  293. package/lib/esm/curve/Arc3d.js +2 -1
  294. package/lib/esm/curve/Arc3d.js.map +1 -1
  295. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +62 -42
  296. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  297. package/lib/esm/curve/CurveChainWithDistanceIndex.js +70 -47
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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 Topology\r\n */\r\n\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask, HalfEdgeToBooleanFunction, NodeToNumberFunction } from \"./Graph\";\r\nimport { SignedDataSummary } from \"./SignedDataSummary\";\r\nimport { XYParitySearchContext } from \"./XYParitySearchContext\";\r\n\r\n/**\r\n * Interface for an object that executes boolean tests on edges.\r\n */\r\nexport interface HalfEdgeTestObject {\r\n testEdge(h: HalfEdge): boolean;\r\n}\r\n/**\r\n */\r\nexport class HalfEdgeMaskTester {\r\n private _targetMask: HalfEdgeMask;\r\n private _targetValue: boolean;\r\n /**\r\n *\r\n * @param mask mask to test in `testEdge` function\r\n * @param targetValue value to match for true return\r\n */\r\n public constructor(mask: HalfEdgeMask, targetValue: boolean = true) {\r\n this._targetMask = mask;\r\n this._targetValue = targetValue;\r\n }\r\n /** Return true if the value of the targetMask matches the targetValue */\r\n public testEdge(edge: HalfEdge): boolean {\r\n return edge.isMaskSet(this._targetMask) === this._targetValue;\r\n }\r\n\r\n}\r\n// Search services for HalfEdgeGraph\r\nexport class HalfEdgeGraphSearch {\r\n\r\n /**\r\n * * for each node of face, set the mask push to allNodesStack\r\n * * push the faceSeed on onePerFaceStack[]\r\n */\r\n private static pushAndMaskAllNodesInFace(faceSeed: HalfEdge, mask: number, allNodeStack: HalfEdge[], onePerFaceStack: HalfEdge[]) {\r\n onePerFaceStack.push(faceSeed);\r\n faceSeed.collectAroundFace((node: HalfEdge) => {\r\n node.setMask(mask);\r\n allNodeStack.push(node);\r\n });\r\n }\r\n\r\n /**\r\n * Search an array of faceSeed nodes for the face with the most negative area.\r\n * @param oneCandidateNodePerFace array containing one node from each face to be considered.\r\n * @returns node on the minimum area face, or undefined if no such face (e.g., all faces have zero area).\r\n */\r\n public static findMinimumAreaFace(oneCandidateNodePerFace: HalfEdgeGraph | HalfEdge[], faceAreaFunction?: NodeToNumberFunction): HalfEdge | undefined {\r\n const summary = HalfEdgeGraphSearch.collectFaceAreaSummary(oneCandidateNodePerFace, false, faceAreaFunction);\r\n return summary.largestNegativeItem;\r\n }\r\n\r\n /**\r\n * static method for face area computation -- useful as function parameter in collect FaceAreaSummary.\r\n * * This simply calls `node.signedFaceArea ()`\r\n * @param node instance for signedFaceArea call.\r\n */\r\n public static signedFaceArea(node: HalfEdge): number { return node.signedFaceArea(); }\r\n /**\r\n *\r\n * Return a summary structure data about face (or other numeric quantity if the caller's areaFunction returns other value)\r\n * * The default areaFunction computes area of polygonal face.\r\n * * Callers with curved edge graphs must supply their own area function.\r\n * @param source graph or array of nodes to examine\r\n * @param collectAllNodes flag to pass to the SignedDataSummary constructor to control collection of nodes.\r\n * @param areaFunction function to all to obtain area (or other numeric value)\r\n */\r\n public static collectFaceAreaSummary(source: HalfEdgeGraph | HalfEdge[], collectAllNodes: boolean = false,\r\n areaFunction: NodeToNumberFunction = HalfEdgeGraphSearch.signedFaceArea): SignedDataSummary<HalfEdge> {\r\n const result = new SignedDataSummary<HalfEdge>(collectAllNodes);\r\n let allFaces: HalfEdge[];\r\n\r\n if (source instanceof HalfEdgeGraph)\r\n allFaces = source.collectFaceLoops();\r\n else\r\n allFaces = source;\r\n\r\n for (const node of allFaces) {\r\n const area = areaFunction(node);\r\n result.announceItem(node, area);\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * * Test if the graph is triangulated.\r\n * * Return false if:\r\n * * Positive area face with more than 3 edges\r\n * * more than 1 negative area face with `allowMultipleNegativeAreaFaces` false\r\n * * 2-edge faces are ignored.\r\n */\r\n public static isTriangulatedCCW(source: HalfEdgeGraph | HalfEdge[], allowMultipleNegativeAreaFaces: boolean = true, numPositiveExceptionsAllowed = 0): boolean {\r\n let allFaces: HalfEdge[];\r\n\r\n if (source instanceof HalfEdgeGraph)\r\n allFaces = source.collectFaceLoops();\r\n else\r\n allFaces = source;\r\n let numNegative = 0;\r\n let numPositiveExceptions = 0;\r\n for (const node of allFaces) {\r\n const numEdges = node.countEdgesAroundFace();\r\n if (numEdges >= 3) {\r\n const area = node.signedFaceArea();\r\n if (area > 0) {\r\n if (numEdges > 3) {\r\n numPositiveExceptions++;\r\n if (numPositiveExceptions > numPositiveExceptionsAllowed)\r\n return false;\r\n }\r\n } else {\r\n numNegative++;\r\n if (numNegative > 1) {\r\n if (!allowMultipleNegativeAreaFaces)\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Search to all accessible faces from given seed.\r\n * * The returned array contains one representative node in each face of the connected component.\r\n * * If (nonnull) parity mask is given, on return:\r\n * * It is entirely set or entirely clear around each face\r\n * * It is entirely set on all faces that are an even number of face-to-face steps away from the seed.\r\n * * It is entirely clear on all faces that are an odd number of face-to-face steps away from the seed.\r\n * @param seedEdge first edge to search.\r\n * @param visitMask mask applied to all faces as visited.\r\n * @param parityMask mask to apply (a) to first face, (b) to faces with alternating parity during the search.\r\n */\r\n private static parityFloodFromSeed(seedEdge: HalfEdge, visitMask: HalfEdgeMask, parityEdgeTester: HalfEdgeTestObject | undefined, parityMask: HalfEdgeMask): HalfEdge[] {\r\n const faces: HalfEdge[] = [];\r\n if (seedEdge.isMaskSet(visitMask)) return faces; // empty\r\n\r\n const allMasks = parityMask | visitMask;\r\n const stack: HalfEdge[] = [];\r\n // arbitrarily call the seed face exterior ... others will alternate as visited.\r\n HalfEdgeGraphSearch.pushAndMaskAllNodesInFace(seedEdge, allMasks, stack, faces); // Start with exterior as mask\r\n while (stack.length > 0) {\r\n const p = stack.pop()!;\r\n const mate = p.edgeMate;\r\n if (!mate)\r\n continue;\r\n if (!mate.isMaskSet(visitMask)) {\r\n let newState = p.isMaskSet(parityMask);\r\n if (!parityEdgeTester || parityEdgeTester.testEdge(p))\r\n newState = !newState;\r\n HalfEdgeGraphSearch.pushAndMaskAllNodesInFace(mate, newState ? allMasks : visitMask, stack, faces);\r\n }\r\n }\r\n return faces;\r\n }\r\n /**\r\n * * Search the given faces for the one with the minimum area.\r\n * * If the mask in that face is OFF, toggle it on (all half edges of) all the faces.\r\n * * In a properly merged planar subdivision there should be only one true negative area face per component.\r\n * @param graph parent graph\r\n * @param parityMask mask which was previously set with alternating parity, but with an arbitrary start face.\r\n * @param faces array of faces to search.\r\n */\r\n private static correctParityInSingleComponent(_graph: HalfEdgeGraph, mask: HalfEdgeMask, faces: HalfEdge[]) {\r\n const exteriorHalfEdge = HalfEdgeGraphSearch.findMinimumAreaFace(faces);\r\n if (!exteriorHalfEdge) {\r\n } else if (exteriorHalfEdge.isMaskSet(mask)) {\r\n // all should be well .. nothing to do.\r\n } else {\r\n // TOGGLE around the face (assuming all are consistent with the seed)\r\n for (const faceSeed of faces) {\r\n if (faceSeed.isMaskSet(mask)) {\r\n faceSeed.clearMaskAroundFace(mask);\r\n } else {\r\n faceSeed.setMaskAroundFace(mask);\r\n }\r\n }\r\n }\r\n }\r\n /** Apply correctParityInSingleComponent to each array in components. (Quick exit if mask in NULL_MASK) */\r\n private static correctParityInComponentArrays(graph: HalfEdgeGraph, mask: HalfEdgeMask, components: HalfEdge[][]) {\r\n if (mask === HalfEdgeMask.NULL_MASK)\r\n return;\r\n for (const facesInComponent of components)\r\n HalfEdgeGraphSearch.correctParityInSingleComponent(graph, mask, facesInComponent);\r\n }\r\n /**\r\n * Collect arrays gathering faces by connected component.\r\n * @param graph graph to inspect\r\n * @param parityEdgeTester (optional) function to test if an edge is a parity change (e.g., a boundary edge).\r\n * @param parityMask (optional, along with parityEdgeTester) mask to apply indicating parity. If this is Mask.NULL_MASK, there is no record of parity.\r\n */\r\n public static collectConnectedComponentsWithExteriorParityMasks(graph: HalfEdgeGraph, parityEdgeTester: HalfEdgeTestObject | undefined, parityMask: HalfEdgeMask = HalfEdgeMask.NULL_MASK): HalfEdge[][] {\r\n const components = [];\r\n const visitMask = HalfEdgeMask.VISITED;\r\n const allMasks = parityMask | visitMask;\r\n graph.clearMask(allMasks);\r\n for (const faceSeed of graph.allHalfEdges) {\r\n if (!faceSeed.isMaskSet(HalfEdgeMask.VISITED)) {\r\n const newFaces = HalfEdgeGraphSearch.parityFloodFromSeed(faceSeed, visitMask, parityEdgeTester, parityMask);\r\n components.push(newFaces);\r\n }\r\n }\r\n HalfEdgeGraphSearch.correctParityInComponentArrays(graph, parityMask, components);\r\n return components;\r\n }\r\n /**\r\n * Test if (x,y) is inside (1), on an edge (0) or outside (-1) a face.\r\n * @param seedNode any node on the face loop\r\n * @param x x coordinate of test point.\r\n * @param y y coordinate of test point.\r\n */\r\n public static pointInOrOnFaceXY(seedNode: HalfEdge, x: number, y: number): number | undefined {\r\n const context = new XYParitySearchContext(x, y);\r\n // walk around looking for an accepted node to start the search (seedNode is usually ok!)\r\n let nodeA = seedNode;\r\n let nodeB = seedNode.faceSuccessor;\r\n for (; ; nodeA = nodeB) {\r\n if (context.tryStartEdge(nodeA.x, nodeA.y, nodeB.x, nodeB.y))\r\n break;\r\n if (nodeB === seedNode) {\r\n // umm.. the face is all on the x axis?\r\n return context.classifyCounts();\r\n }\r\n nodeB = nodeA.faceSuccessor;\r\n }\r\n\r\n // nodeB is the real start node for search ... emit ends of each edge around the face,\r\n // stopping after emitting nodeB as an edge end.\r\n let node = nodeB.faceSuccessor;\r\n for (; ;) {\r\n if (!context.advance(node.x, node.y)) {\r\n return context.classifyCounts();\r\n }\r\n if (node === nodeB)\r\n break;\r\n node = node.faceSuccessor;\r\n }\r\n return context.classifyCounts();\r\n }\r\n /**\r\n * Announce nodes that are \"extended face boundary\" by conditions (usually mask of node and mate) in test functions.\r\n * * After each node, the next candidate in reached by looking \"around the head vertex loop\" for the next boundary.\r\n * * \"Around the vertex\" from nodeA means\r\n * * First look at nodeA.faceSuccessor;\r\n * * Then look at vertexPredecessor around that vertex loop.\r\n * * Each accepted node is passed to announceNode, and marked with the visit mask.\r\n * * The counter of the announceEdge function is zero for the first edge, then increases with each edge.\r\n * @param seed start node.\r\n * @param isBoundaryEdge\r\n * @param announceEdge\r\n */\r\n public static collectExtendedBoundaryLoopFromSeed(seed: HalfEdge, visitMask: HalfEdgeMask, isBoundaryEdge: HalfEdgeToBooleanFunction,\r\n announceEdge: (edge: HalfEdge, counter: number) => void) {\r\n let counter = 0;\r\n while (!seed.getMask(visitMask) && isBoundaryEdge(seed)) {\r\n announceEdge(seed, counter++);\r\n seed.setMask(visitMask);\r\n const vertexBase = seed.faceSuccessor;\r\n let candidateAroundVertex = vertexBase;\r\n for (; ;) {\r\n if (candidateAroundVertex.getMask(visitMask))\r\n return;\r\n if (isBoundaryEdge(candidateAroundVertex)) {\r\n seed = candidateAroundVertex;\r\n break;\r\n }\r\n candidateAroundVertex = candidateAroundVertex.vertexPredecessor;\r\n if (candidateAroundVertex === vertexBase)\r\n break;\r\n }\r\n }\r\n }\r\n /**\r\n * Collect arrays of nodes \"around the boundary\" of a graph with extraneous (non-boundary) edges.\r\n * * The \"boundary\" is nodes that do NOT have the exterior mask, but whose mates DO have the exterior mask.\r\n * * After each node, the next candidate in reached by looking \"around the head vertex loop\" for the next boundary.\r\n * * \"Around the vertex\" from nodeA means\r\n * * First look at nodeA.faceSuccessor;\r\n * * Then look at vertexPredecessor around that vertex loop.\r\n * * Each accepted node is passed to announceNode, and marked with the visit mask.\r\n * @param seed start node.\r\n * @param isBoundaryNode\r\n * @param announceNode\r\n */\r\n public static collectExtendedBoundaryLoopsInGraph(graph: HalfEdgeGraph, exteriorMask: HalfEdgeMask): HalfEdge[][] {\r\n const loops: HalfEdge[][] = [];\r\n const visitMask = graph.grabMask(true);\r\n const isBoundaryEdge = (edge: HalfEdge): boolean => {\r\n return edge.getMask(exteriorMask) === 0 && edge.edgeMate.getMask(exteriorMask) !== 0;\r\n };\r\n const announceEdgeInBoundary = (edge: HalfEdge, counter: number) => {\r\n if (counter === 0)\r\n loops.push([]);\r\n loops[loops.length - 1].push(edge);\r\n };\r\n for (const seed of graph.allHalfEdges) {\r\n this.collectExtendedBoundaryLoopFromSeed(seed, visitMask, isBoundaryEdge, announceEdgeInBoundary);\r\n }\r\n graph.dropMask(visitMask);\r\n return loops;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask, HalfEdgeToBooleanFunction, NodeToNumberFunction } from \"./Graph\";\r\nimport { SignedDataSummary } from \"./SignedDataSummary\";\r\nimport { XYParitySearchContext } from \"./XYParitySearchContext\";\r\n\r\n/**\r\n * Interface for an object that executes boolean tests on edges.\r\n */\r\nexport interface HalfEdgeTestObject {\r\n testEdge(h: HalfEdge): boolean;\r\n}\r\n/**\r\n */\r\nexport class HalfEdgeMaskTester {\r\n private _targetMask: HalfEdgeMask;\r\n private _targetValue: boolean;\r\n /**\r\n *\r\n * @param mask mask to test in `testEdge` function\r\n * @param targetValue value to match for true return\r\n */\r\n public constructor(mask: HalfEdgeMask, targetValue: boolean = true) {\r\n this._targetMask = mask;\r\n this._targetValue = targetValue;\r\n }\r\n /** Return true if the value of the targetMask matches the targetValue */\r\n public testEdge(edge: HalfEdge): boolean {\r\n return edge.isMaskSet(this._targetMask) === this._targetValue;\r\n }\r\n\r\n}\r\n// Search services for HalfEdgeGraph\r\nexport class HalfEdgeGraphSearch {\r\n\r\n /**\r\n * * for each node of face, set the mask push to allNodesStack\r\n * * push the faceSeed on onePerFaceStack[]\r\n */\r\n private static pushAndMaskAllNodesInFace(faceSeed: HalfEdge, mask: number, allNodeStack: HalfEdge[], onePerFaceStack: HalfEdge[]) {\r\n onePerFaceStack.push(faceSeed);\r\n faceSeed.collectAroundFace((node: HalfEdge) => {\r\n node.setMask(mask);\r\n allNodeStack.push(node);\r\n });\r\n }\r\n\r\n /**\r\n * Search an array of faceSeed nodes for the face with the most negative area.\r\n * @param oneCandidateNodePerFace array containing one node from each face to be considered.\r\n * @returns node on the minimum area face, or undefined if no such face (e.g., all faces have zero area).\r\n */\r\n public static findMinimumAreaFace(oneCandidateNodePerFace: HalfEdgeGraph | HalfEdge[], faceAreaFunction?: NodeToNumberFunction): HalfEdge | undefined {\r\n const summary = HalfEdgeGraphSearch.collectFaceAreaSummary(oneCandidateNodePerFace, false, faceAreaFunction);\r\n return summary.largestNegativeItem;\r\n }\r\n\r\n /**\r\n * static method for face area computation -- useful as function parameter in collect FaceAreaSummary.\r\n * * This simply calls `node.signedFaceArea ()`\r\n * @param node instance for signedFaceArea call.\r\n */\r\n public static signedFaceArea(node: HalfEdge): number { return node.signedFaceArea(); }\r\n /**\r\n *\r\n * Return a summary structure data about face (or other numeric quantity if the caller's areaFunction returns other value)\r\n * * The default areaFunction computes area of polygonal face.\r\n * * Callers with curved edge graphs must supply their own area function.\r\n * @param source graph or array of nodes to examine\r\n * @param collectAllNodes flag to pass to the SignedDataSummary constructor to control collection of nodes.\r\n * @param areaFunction function to all to obtain area (or other numeric value)\r\n */\r\n public static collectFaceAreaSummary(source: HalfEdgeGraph | HalfEdge[], collectAllNodes: boolean = false,\r\n areaFunction: NodeToNumberFunction = (node) => HalfEdgeGraphSearch.signedFaceArea(node)): SignedDataSummary<HalfEdge> {\r\n const result = new SignedDataSummary<HalfEdge>(collectAllNodes);\r\n let allFaces: HalfEdge[];\r\n\r\n if (source instanceof HalfEdgeGraph)\r\n allFaces = source.collectFaceLoops();\r\n else\r\n allFaces = source;\r\n\r\n for (const node of allFaces) {\r\n const area = areaFunction(node);\r\n result.announceItem(node, area);\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * * Test if the graph is triangulated.\r\n * * Return false if:\r\n * * Positive area face with more than 3 edges\r\n * * more than 1 negative area face with `allowMultipleNegativeAreaFaces` false\r\n * * 2-edge faces are ignored.\r\n */\r\n public static isTriangulatedCCW(source: HalfEdgeGraph | HalfEdge[], allowMultipleNegativeAreaFaces: boolean = true, numPositiveExceptionsAllowed = 0): boolean {\r\n let allFaces: HalfEdge[];\r\n\r\n if (source instanceof HalfEdgeGraph)\r\n allFaces = source.collectFaceLoops();\r\n else\r\n allFaces = source;\r\n let numNegative = 0;\r\n let numPositiveExceptions = 0;\r\n for (const node of allFaces) {\r\n const numEdges = node.countEdgesAroundFace();\r\n if (numEdges >= 3) {\r\n const area = node.signedFaceArea();\r\n if (area > 0) {\r\n if (numEdges > 3) {\r\n numPositiveExceptions++;\r\n if (numPositiveExceptions > numPositiveExceptionsAllowed)\r\n return false;\r\n }\r\n } else {\r\n numNegative++;\r\n if (numNegative > 1) {\r\n if (!allowMultipleNegativeAreaFaces)\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Search to all accessible faces from given seed.\r\n * * The returned array contains one representative node in each face of the connected component.\r\n * * If (nonnull) parity mask is given, on return:\r\n * * It is entirely set or entirely clear around each face\r\n * * It is entirely set on all faces that are an even number of face-to-face steps away from the seed.\r\n * * It is entirely clear on all faces that are an odd number of face-to-face steps away from the seed.\r\n * @param seedEdge first edge to search.\r\n * @param visitMask mask applied to all faces as visited.\r\n * @param parityMask mask to apply (a) to first face, (b) to faces with alternating parity during the search.\r\n */\r\n private static parityFloodFromSeed(seedEdge: HalfEdge, visitMask: HalfEdgeMask, parityEdgeTester: HalfEdgeTestObject | undefined, parityMask: HalfEdgeMask): HalfEdge[] {\r\n const faces: HalfEdge[] = [];\r\n if (seedEdge.isMaskSet(visitMask)) return faces; // empty\r\n\r\n const allMasks = parityMask | visitMask;\r\n const stack: HalfEdge[] = [];\r\n // arbitrarily call the seed face exterior ... others will alternate as visited.\r\n HalfEdgeGraphSearch.pushAndMaskAllNodesInFace(seedEdge, allMasks, stack, faces); // Start with exterior as mask\r\n while (stack.length > 0) {\r\n const p = stack.pop()!;\r\n const mate = p.edgeMate;\r\n if (!mate)\r\n continue;\r\n if (!mate.isMaskSet(visitMask)) {\r\n let newState = p.isMaskSet(parityMask);\r\n if (!parityEdgeTester || parityEdgeTester.testEdge(p))\r\n newState = !newState;\r\n HalfEdgeGraphSearch.pushAndMaskAllNodesInFace(mate, newState ? allMasks : visitMask, stack, faces);\r\n }\r\n }\r\n return faces;\r\n }\r\n /**\r\n * * Search the given faces for the one with the minimum area.\r\n * * If the mask in that face is OFF, toggle it on (all half edges of) all the faces.\r\n * * In a properly merged planar subdivision there should be only one true negative area face per component.\r\n * @param graph parent graph\r\n * @param parityMask mask which was previously set with alternating parity, but with an arbitrary start face.\r\n * @param faces array of faces to search.\r\n */\r\n private static correctParityInSingleComponent(_graph: HalfEdgeGraph, mask: HalfEdgeMask, faces: HalfEdge[]) {\r\n const exteriorHalfEdge = HalfEdgeGraphSearch.findMinimumAreaFace(faces);\r\n if (!exteriorHalfEdge) {\r\n } else if (exteriorHalfEdge.isMaskSet(mask)) {\r\n // all should be well .. nothing to do.\r\n } else {\r\n // TOGGLE around the face (assuming all are consistent with the seed)\r\n for (const faceSeed of faces) {\r\n if (faceSeed.isMaskSet(mask)) {\r\n faceSeed.clearMaskAroundFace(mask);\r\n } else {\r\n faceSeed.setMaskAroundFace(mask);\r\n }\r\n }\r\n }\r\n }\r\n /** Apply correctParityInSingleComponent to each array in components. (Quick exit if mask in NULL_MASK) */\r\n private static correctParityInComponentArrays(graph: HalfEdgeGraph, mask: HalfEdgeMask, components: HalfEdge[][]) {\r\n if (mask === HalfEdgeMask.NULL_MASK)\r\n return;\r\n for (const facesInComponent of components)\r\n HalfEdgeGraphSearch.correctParityInSingleComponent(graph, mask, facesInComponent);\r\n }\r\n /**\r\n * Collect arrays gathering faces by connected component.\r\n * @param graph graph to inspect\r\n * @param parityEdgeTester (optional) function to test if an edge is a parity change (e.g., a boundary edge).\r\n * @param parityMask (optional, along with parityEdgeTester) mask to apply indicating parity. If this is Mask.NULL_MASK, there is no record of parity.\r\n */\r\n public static collectConnectedComponentsWithExteriorParityMasks(graph: HalfEdgeGraph, parityEdgeTester: HalfEdgeTestObject | undefined, parityMask: HalfEdgeMask = HalfEdgeMask.NULL_MASK): HalfEdge[][] {\r\n const components = [];\r\n const visitMask = HalfEdgeMask.VISITED;\r\n const allMasks = parityMask | visitMask;\r\n graph.clearMask(allMasks);\r\n for (const faceSeed of graph.allHalfEdges) {\r\n if (!faceSeed.isMaskSet(HalfEdgeMask.VISITED)) {\r\n const newFaces = HalfEdgeGraphSearch.parityFloodFromSeed(faceSeed, visitMask, parityEdgeTester, parityMask);\r\n components.push(newFaces);\r\n }\r\n }\r\n HalfEdgeGraphSearch.correctParityInComponentArrays(graph, parityMask, components);\r\n return components;\r\n }\r\n /**\r\n * Test if (x,y) is inside (1), on an edge (0) or outside (-1) a face.\r\n * @param seedNode any node on the face loop\r\n * @param x x coordinate of test point.\r\n * @param y y coordinate of test point.\r\n */\r\n public static pointInOrOnFaceXY(seedNode: HalfEdge, x: number, y: number): number | undefined {\r\n const context = new XYParitySearchContext(x, y);\r\n // walk around looking for an accepted node to start the search (seedNode is usually ok!)\r\n let nodeA = seedNode;\r\n let nodeB = seedNode.faceSuccessor;\r\n for (; ; nodeA = nodeB) {\r\n if (context.tryStartEdge(nodeA.x, nodeA.y, nodeB.x, nodeB.y))\r\n break;\r\n if (nodeB === seedNode) {\r\n // umm.. the face is all on the x axis?\r\n return context.classifyCounts();\r\n }\r\n nodeB = nodeA.faceSuccessor;\r\n }\r\n\r\n // nodeB is the real start node for search ... emit ends of each edge around the face,\r\n // stopping after emitting nodeB as an edge end.\r\n let node = nodeB.faceSuccessor;\r\n for (; ;) {\r\n if (!context.advance(node.x, node.y)) {\r\n return context.classifyCounts();\r\n }\r\n if (node === nodeB)\r\n break;\r\n node = node.faceSuccessor;\r\n }\r\n return context.classifyCounts();\r\n }\r\n /**\r\n * Announce nodes that are \"extended face boundary\" by conditions (usually mask of node and mate) in test functions.\r\n * * After each node, the next candidate in reached by looking \"around the head vertex loop\" for the next boundary.\r\n * * \"Around the vertex\" from nodeA means\r\n * * First look at nodeA.faceSuccessor;\r\n * * Then look at vertexPredecessor around that vertex loop.\r\n * * Each accepted node is passed to announceNode, and marked with the visit mask.\r\n * * The counter of the announceEdge function is zero for the first edge, then increases with each edge.\r\n * @param seed start node.\r\n * @param isBoundaryEdge\r\n * @param announceEdge\r\n */\r\n public static collectExtendedBoundaryLoopFromSeed(seed: HalfEdge, visitMask: HalfEdgeMask, isBoundaryEdge: HalfEdgeToBooleanFunction,\r\n announceEdge: (edge: HalfEdge, counter: number) => void) {\r\n let counter = 0;\r\n while (!seed.getMask(visitMask) && isBoundaryEdge(seed)) {\r\n announceEdge(seed, counter++);\r\n seed.setMask(visitMask);\r\n const vertexBase = seed.faceSuccessor;\r\n let candidateAroundVertex = vertexBase;\r\n for (; ;) {\r\n if (candidateAroundVertex.getMask(visitMask))\r\n return;\r\n if (isBoundaryEdge(candidateAroundVertex)) {\r\n seed = candidateAroundVertex;\r\n break;\r\n }\r\n candidateAroundVertex = candidateAroundVertex.vertexPredecessor;\r\n if (candidateAroundVertex === vertexBase)\r\n break;\r\n }\r\n }\r\n }\r\n /**\r\n * Collect arrays of nodes \"around the boundary\" of a graph with extraneous (non-boundary) edges.\r\n * * The \"boundary\" is nodes that do NOT have the exterior mask, but whose mates DO have the exterior mask.\r\n * * After each node, the next candidate in reached by looking \"around the head vertex loop\" for the next boundary.\r\n * * \"Around the vertex\" from nodeA means\r\n * * First look at nodeA.faceSuccessor;\r\n * * Then look at vertexPredecessor around that vertex loop.\r\n * * Each accepted node is passed to announceNode, and marked with the visit mask.\r\n * @param seed start node.\r\n * @param isBoundaryNode\r\n * @param announceNode\r\n */\r\n public static collectExtendedBoundaryLoopsInGraph(graph: HalfEdgeGraph, exteriorMask: HalfEdgeMask): HalfEdge[][] {\r\n const loops: HalfEdge[][] = [];\r\n const visitMask = graph.grabMask(true);\r\n const isBoundaryEdge = (edge: HalfEdge): boolean => {\r\n return edge.getMask(exteriorMask) === 0 && edge.edgeMate.getMask(exteriorMask) !== 0;\r\n };\r\n const announceEdgeInBoundary = (edge: HalfEdge, counter: number) => {\r\n if (counter === 0)\r\n loops.push([]);\r\n loops[loops.length - 1].push(edge);\r\n };\r\n for (const seed of graph.allHalfEdges) {\r\n this.collectExtendedBoundaryLoopFromSeed(seed, visitMask, isBoundaryEdge, announceEdgeInBoundary);\r\n }\r\n graph.dropMask(visitMask);\r\n return loops;\r\n }\r\n}\r\n"]}
@@ -208,7 +208,7 @@ class HalfEdgeGraphSpineContext {
208
208
  if (b > minA)
209
209
  candidates.push(new NodeSortKey(node, b));
210
210
  }
211
- candidates.sort(NodeSortKey.compareForSort);
211
+ candidates.sort((dataA, dataB) => NodeSortKey.compareForSort(dataA, dataB));
212
212
  let key;
213
213
  while (undefined !== (key = candidates.pop())) {
214
214
  const pA = key.node;
@@ -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/** @packageDocumentation\r\n * @module Topology\r\n */\r\nimport { Geometry } from \"../Geometry\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { HalfEdgeGraphMerge } from \"./Merging\";\r\nimport { Triangulator } from \"./Triangulation\";\r\nimport { RegularizationContext } from \"./RegularizeFace\";\r\nimport { HalfEdgeGraphSearch, HalfEdgeMaskTester } from \"./HalfEdgeGraphSearch\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\n// cSpell:disable\r\n// const sSpineRelTol = 1.0e-8;\r\n// const sSpineGraphAbsTol = 0.0;\r\n// const sSpineGraphRelTol = 1.0e-10;\r\n\r\nfunction createNPoints(n: number): Point3d[] {\r\n const points = [];\r\n for (let i = 0; i < n; i++)\r\n points.push(Point3d.create(0, 0, 0));\r\n return points;\r\n}\r\nfunction createNVectors(n: number): Vector3d[] {\r\n const points = [];\r\n for (let i = 0; i < n; i++)\r\n points.push(Vector3d.create(0, 0, 0));\r\n return points;\r\n}\r\n// Local struct to pair a graph node with a double as a sort key for std::sort\r\nclass NodeSortKey {\r\n private _a: number;\r\n private _node: HalfEdge;\r\n public get node() { return this._node; }\r\n\r\n public constructor(node: HalfEdge, b: number) {\r\n this._node = node;\r\n this._a = b;\r\n }\r\n public static compareForSort(dataA: NodeSortKey, dataB: NodeSortKey): number { return dataA._a - dataB._a; }\r\n}\r\n\r\n/**\r\n * Context manager to hold a vu graph and do spine operations\r\n *\r\n * Spine calculations determine both (a) a \"skeletal\" network of linework that follows the interior\r\n * path through within the boundaries, and (b) a block decomposition into quads and triangles.\r\n *\r\n * Usage pattern:\r\n * ```\r\n * const sc = new HalfEdgeGraphSpineContext();\r\n * // Data setup ....\r\n * foreach polygon or polyline\r\n * {\r\n * sc.InsertEdges (edgePoints, bClosed)\r\n * }\r\n * // Analysis steps ...\r\n * * bParity = true to treat the data as a \"polygon\". The interior is determined by parity rules\r\n * and the triangulation and spine are only constructed \"inside\"\r\n * * bParity = false if \"all\" spaces are to be triangulated and spined.\r\n * * minSplitRadians -- suggested value 0.3. If this value is large, it will encourage add internal\r\n * * edges from a vertex to an edge 'across' the polygon even if it creates small angles.\r\n * * minDiagonalAngle -- suggested value 1.0. If this value is large (up to about 1.5 as max) it favors\r\n * * using triangles to navigate turns. If it is small, it favors using skewed quadrilaterals.\r\n * sc.TriangulateForSpine (bParity, minSplitRadians)\r\n * sc.MarkBoxes (true, minDiagonalAngle);\r\n * edges = sc.GetSpineEdges ();\r\n * ```\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphSpineContext {\r\n /** The Evolving graph */\r\n private _spineGraph: HalfEdgeGraph;\r\n /** mask marking edges that have been paired into quads */\r\n private _diagonalMask: HalfEdgeMask;\r\n private _boxMask: HalfEdgeMask;\r\n public get graph() { return this._spineGraph; }\r\n /**\r\n * Create a context with an empty graph.\r\n * * Reserve masks for specialized markup.\r\n */\r\n public constructor() {\r\n this._spineGraph = new HalfEdgeGraph();\r\n // vu_setTol (_spineGraph, sSpineGraphAbsTol, sSpineGraphRelTol);\r\n this._diagonalMask = this._spineGraph.grabMask();\r\n this._boxMask = this._spineGraph.grabMask();\r\n }\r\n\r\n /**\r\n * Release resources to the graph.\r\n */\r\n public teardown() {\r\n this._spineGraph.dropMask(this._diagonalMask);\r\n this._spineGraph.dropMask(this._boxMask);\r\n this._spineGraph.decommission();\r\n }\r\n\r\n // an edge (as new bvector<DPoint3d> at back, with cloned points>\r\n private addEdge(xyzOut: Point3d[][], xyzA: Point3d, xyzB: Point3d) {\r\n const newArray = [];\r\n newArray.push(xyzA.clone());\r\n newArray.push(xyzB.clone());\r\n xyzOut.push(newArray);\r\n }\r\n\r\n private getBoxCorners(diagonalNode: HalfEdge,\r\n nodes: HalfEdge[],\r\n points: Point3d[]): boolean {\r\n const diagonalMate = diagonalNode.edgeMate;\r\n nodes.length = 0;\r\n points.length = 0;\r\n if (!diagonalNode.getMask(HalfEdgeMask.BOUNDARY_EDGE)\r\n && diagonalNode.countEdgesAroundFace() === 3\r\n && diagonalMate.countEdgesAroundFace() === 3) {\r\n const nodeA = diagonalMate.faceSuccessor;\r\n nodes.push(nodeA);\r\n nodes.push(nodeA.faceSuccessor);\r\n const nodeB = diagonalNode.faceSuccessor;\r\n nodes.push(nodeB);\r\n nodes.push(nodeB.faceSuccessor);\r\n for (let i = 0; i < 4; i++)\r\n points.push(Point3d.create(nodes[i].x, nodes[i].y));\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n // Compute bisectors of the quad.\r\n // function key is the smaller absolute angle between the bisectors.\r\n // (pi/2 is max possible value).\r\n private diagonalKeyFunc(pDiagonalNode: HalfEdge): number {\r\n\r\n const nodes: HalfEdge[] = [];\r\n const points: Point3d[] = [];\r\n if (this.getBoxCorners(pDiagonalNode, nodes, points)) {\r\n const xyzA = points[0];\r\n const xyzB = points[1];\r\n const xyzC = points[2];\r\n const xyzD = points[3];\r\n const xyzAB = xyzA.interpolate(0.5, xyzB);\r\n const xyzBC = xyzB.interpolate(0.5, xyzC);\r\n const xyzCD = xyzC.interpolate(0.5, xyzD);\r\n const xyzDA = xyzD.interpolate(0.5, xyzA);\r\n\r\n const vectorAB = Vector3d.createStartEnd(xyzA, xyzB);\r\n const vectorBC = Vector3d.createStartEnd(xyzB, xyzC);\r\n const vectorCD = Vector3d.createStartEnd(xyzC, xyzD);\r\n const vectorDA = Vector3d.createStartEnd(xyzD, xyzA);\r\n\r\n const vectorABToCD = Vector3d.createStartEnd(xyzCD, xyzAB);\r\n const vectorBCToDA = Vector3d.createStartEnd(xyzDA, xyzBC);\r\n vectorABToCD.z = 0.0;\r\n vectorBCToDA.z = 0.0;\r\n const thetaAB = vectorABToCD.smallerUnorientedAngleTo(vectorAB).radians;\r\n const thetaBC = vectorBCToDA.smallerUnorientedAngleTo(vectorBC).radians;\r\n const thetaCD = vectorABToCD.smallerUnorientedAngleTo(vectorCD).radians;\r\n const thetaDA = vectorBCToDA.smallerUnorientedAngleTo(vectorDA).radians;\r\n\r\n const alpha = thetaAB < thetaCD ? thetaAB : thetaCD;\r\n const beta = thetaBC < thetaDA ? thetaBC : thetaDA;\r\n return alpha < beta ? alpha : beta;\r\n }\r\n\r\n return Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n // Select a branch point in a triangle.\r\n // This may be the centroid or the midpoint of an edge joining midpoints of a pair of edges.\r\n private selectTriangleInteriorPoint(pXYZ: Point3d[]): Point3d {\r\n\r\n const xyz = createNPoints(6);\r\n const xyzMid = createNPoints(6); // Midpoints of each edge.\r\n const interiorCandidate = createNPoints(4); // for i in {012}, [i] is midpoint of midpoint[i+1] and midpoint[i+2].\r\n // [3] is centroid.\r\n const edgeVector = createNVectors(6);\r\n const centroid = Point3d.create();\r\n for (let i = 0; i < 3; i++) {\r\n xyz[i] = xyz[i + 3] = pXYZ[i];\r\n centroid.addInPlace(xyz[i]);\r\n }\r\n centroid.scaleInPlace(1.0 / 3.0);\r\n\r\n // Edge midpoints ...\r\n for (let i = 0; i < 3; i++) {\r\n xyzMid[i] = xyz[i].interpolate(0.5, xyz[i + 1]);\r\n xyzMid[i + 3] = xyzMid[i];\r\n edgeVector[i] = Vector3d.createStartEnd(xyz[i], xyz[i + 1]); // use wraparound\r\n edgeVector[i + 3] = edgeVector[i];\r\n }\r\n\r\n // Midpoints of midpoint-to-midpoint connections ..\r\n for (let i = 0; i < 3; i++) {\r\n const i1 = i + 1;\r\n const i2 = i + 2;\r\n interiorCandidate[i] = xyzMid[i1].interpolate(0.5, xyzMid[i2]);\r\n }\r\n\r\n interiorCandidate[3] = centroid;\r\n\r\n let bestAngle = Number.NEGATIVE_INFINITY;\r\n let bestIndex = -1;\r\n const theta: number[] = [0, 0, 0];\r\n let thetaMin;\r\n for (let k: number = 0; k < 4; k++) {\r\n // Measure angles from edge midpoints towards interior candidate.\r\n thetaMin = Number.POSITIVE_INFINITY;\r\n for (let i: number = 0; i < 3; i++) {\r\n const edgeToInterior = Vector3d.createStartEnd(xyzMid[i], interiorCandidate[k]);\r\n theta[i] = edgeVector[i].smallerUnorientedAngleTo(edgeToInterior).radians;\r\n if (theta[i] < thetaMin)\r\n thetaMin = theta[i];\r\n }\r\n if (thetaMin > bestAngle) {\r\n bestAngle = thetaMin;\r\n bestIndex = k;\r\n }\r\n }\r\n return interiorCandidate[bestIndex];\r\n }\r\n\r\n private markBox(pA: HalfEdge): void {\r\n\r\n const pB = pA.edgeMate;\r\n pA.setMask(this._diagonalMask);\r\n pB.setMask(this._diagonalMask);\r\n pA.setMaskAroundFace(this._boxMask);\r\n pB.setMaskAroundFace(this._boxMask);\r\n }\r\n\r\n private setSortedDiagonalMasks(minA: number): number {\r\n\r\n const candidates: NodeSortKey[] = [];\r\n let numDiagonal = 0;\r\n for (const node of this._spineGraph.allHalfEdges) {\r\n const b = this.diagonalKeyFunc(node);\r\n if (b > minA)\r\n candidates.push(new NodeSortKey(node, b));\r\n }\r\n\r\n candidates.sort(NodeSortKey.compareForSort);\r\n\r\n let key;\r\n while (undefined !== (key = candidates.pop())) {\r\n const pA = key.node;\r\n const pB = pA.edgeMate;\r\n if (!pA.getMask(this._boxMask)\r\n && !pB.getMask(this._boxMask)) {\r\n this.markBox(pA);\r\n numDiagonal++;\r\n }\r\n }\r\n return numDiagonal;\r\n }\r\n\r\n /// <param name=\"xyzA\">Vertex whose angle is being split</param>\r\n private splitOK(xyzA: Point3d, xyzB: Point3d, xyzQ: Point3d, xyzC: Point3d, minAngle: number): boolean {\r\n\r\n const vectorAB = Vector3d.createStartEnd(xyzA, xyzB);\r\n const vectorAQ = Vector3d.createStartEnd(xyzA, xyzQ);\r\n const vectorAC = Vector3d.createStartEnd(xyzA, xyzC);\r\n const angleBAQ = vectorAB.angleToXY(vectorAQ).radians;\r\n const angleQAC = vectorAQ.angleToXY(vectorAC).radians;\r\n return Math.abs(angleBAQ) > minAngle && Math.abs(angleQAC) > minAngle;\r\n }\r\n\r\n // Search a triangulation for vertices which have\r\n // (a) pre-split angle greater than 90 degrees\r\n // (b) the opposite edge is a boundary.\r\n // (c) each post split angle is less than minSplitRadians\r\n // Drop a perpenedicular to that boundary.\r\n // return the number of edges added.\r\n private addPerpendicularsToBoundaries(minSplitRadians: number, minCandidateRadians: number): number {\r\n\r\n let numAdd = 0;\r\n for (const pA of this._spineGraph.allHalfEdges) {\r\n const pB = pA.faceSuccessor;\r\n const pC = pB.faceSuccessor;\r\n if (!pA.getMask(HalfEdgeMask.EXTERIOR)\r\n && !pA.getMask(HalfEdgeMask.BOUNDARY_EDGE) // ?? prevent deep recursion\r\n && !pC.getMask(HalfEdgeMask.BOUNDARY_EDGE) // ?? prevent deep recursion\r\n && pB.getMask(HalfEdgeMask.BOUNDARY_EDGE)\r\n && pC.faceSuccessor === pA\r\n ) {\r\n const vectorAB = pA.getVector2dAlongEdge();\r\n const vectorBC = pB.getVector2dAlongEdge();\r\n const vectorCA = pC.getVector2dAlongEdge();\r\n const candidateRadians = Math.PI - vectorCA.angleTo(vectorAB).radians;\r\n // const candidateDot = vectorCA.DotProduct (vectorAB);\r\n if (candidateRadians > minCandidateRadians) { // vectorCA.DotProduct (vectorAB) > 0.0)\r\n const bb = vectorBC.dotProduct(vectorBC);\r\n const ba = -vectorBC.dotProduct(vectorAB);\r\n const s = Geometry.conditionalDivideFraction(ba, bb);\r\n if (s !== undefined && s > 0.0 && s < 1.0) {\r\n const xyzA = pA.getPoint3d();\r\n const xyzB = pB.getPoint3d();\r\n const xyzC = pC.getPoint3d();\r\n const xyzE = xyzB.interpolate(s, xyzC);\r\n if (this.splitOK(xyzA, xyzB, xyzE, xyzC, minSplitRadians)) {\r\n const pE = this._spineGraph.splitEdgeAtFraction(pB, s);\r\n const pA1 = this._spineGraph.createEdgeHalfEdgeHalfEdge(pA, 0, pE, 0);\r\n pA1.setXYZFrom(pA);\r\n pE.setXYZAroundVertex(xyzE.x, xyzE.y, xyzE.z);\r\n numAdd++;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return numAdd;\r\n }\r\n\r\n private getSpineEdgesInQuad(\r\n pFace: HalfEdge,\r\n xyzOut: Point3d[][],\r\n bIncludeInterior: boolean,\r\n // true to include the edge to boundary when the qued is a dead end.\r\n bIncludeFinal: boolean,\r\n // true to include the two adjacent edges to boundary if the quad is at a corner.\r\n bIncludeCornerSpokes: boolean): boolean {\r\n\r\n if (pFace.countEdgesAroundFace() !== 4)\r\n return false;\r\n const pNode: HalfEdge[] = [];\r\n const xyz = createNPoints(8);\r\n const midpoint = createNPoints(8);\r\n pNode[0] = pNode[4] = pFace;\r\n pNode[1] = pNode[5] = pNode[0].faceSuccessor;\r\n pNode[2] = pNode[6] = pNode[1].faceSuccessor;\r\n pNode[3] = pNode[7] = pNode[2].faceSuccessor;\r\n let numBoundary = 0;\r\n let numInterior = 0;\r\n const iBoundary: number[] = [];\r\n const iInterior: number[] = [];\r\n const bIsBoundary: boolean[] = [];\r\n const centroid = Point3d.create();\r\n for (let i: number = 0; i < 4; i++) {\r\n bIsBoundary[i] = 0 !== pNode[i].getMask(HalfEdgeMask.BOUNDARY_EDGE);\r\n if (pNode[i].getMask(HalfEdgeMask.BOUNDARY_EDGE))\r\n iBoundary[numBoundary++] = i;\r\n else\r\n iInterior[numInterior++] = i;\r\n xyz[i] = pNode[i].getPoint3d();\r\n xyz[i + 4] = xyz[i];\r\n centroid.addInPlace(xyz[i]);\r\n }\r\n for (let i: number = 0; i < 4; i++) {\r\n midpoint[i] = xyz[i].interpolate(0.5, xyz[i + 1]);\r\n midpoint[i + 4] = midpoint[i];\r\n }\r\n\r\n centroid.scaleInPlace(0.25);\r\n if (numBoundary === 0 || numBoundary === 1) {\r\n for (let i: number = 0; i < numInterior; i++)\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, midpoint[iInterior[i]], centroid);\r\n } else if (numBoundary === 4) {\r\n for (let i: number = 0; i < numBoundary; i++)\r\n if (bIncludeFinal)\r\n this.addEdge(xyzOut, midpoint[i], centroid);\r\n } else if (numBoundary === 2) {\r\n if (iInterior[1] === iInterior[0] + 2) {\r\n // Spine enters one end, exits the other ..\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, midpoint[iInterior[0]], midpoint[iInterior[1]]);\r\n } else {\r\n // Block sits as exterior corner. Let the two spines continue to their opposite faces ..\r\n for (let i: number = 0; i < 4; i++)\r\n if ((bIsBoundary[i] && bIncludeCornerSpokes)\r\n || (!bIsBoundary[i] && bIncludeInterior))\r\n this.addEdge(xyzOut, midpoint[i], centroid);\r\n }\r\n } else if (numBoundary === 3) {\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, midpoint[iInterior[0]], centroid);\r\n if (bIncludeFinal)\r\n this.addEdge(xyzOut, centroid, midpoint[iInterior[0] + 2]);\r\n }\r\n return true;\r\n }\r\n\r\n private getSpineEdgesInTriangle(\r\n pFace: HalfEdge, xyzOut: Point3d[][],\r\n bIncludeInterior: boolean,\r\n bIncludeFinal: boolean): boolean {\r\n\r\n if (pFace.countEdgesAroundFace() !== 3)\r\n return false;\r\n let n = 0;\r\n const xyzMidpoint = createNPoints(6);\r\n const xyz = createNPoints(6);\r\n const xyzCentroid = Point3d.createZero();\r\n const isBoundary: boolean[] = [];\r\n let numBoundary = 0;\r\n let lastBoundary = -1;\r\n let lastInterior = -1;\r\n let currentEdge = pFace;\r\n do {\r\n xyz[n] = currentEdge.getPoint3d();\r\n xyzCentroid.addInPlace(xyz[n]);\r\n isBoundary[n] = false;\r\n if (currentEdge.getMask(HalfEdgeMask.BOUNDARY_EDGE)) {\r\n isBoundary[n] = true;\r\n numBoundary++;\r\n lastBoundary = n;\r\n } else {\r\n lastInterior = n;\r\n }\r\n xyz[n + 3] = xyz[n];\r\n isBoundary[n + 3] = isBoundary[n];\r\n n++;\r\n } while ((currentEdge = currentEdge.faceSuccessor) !== pFace);\r\n\r\n for (let i: number = 0; i < 3; i++) {\r\n xyzMidpoint[i] = xyz[i].interpolate(0.5, xyz[i + 1]);\r\n xyzMidpoint[i + 3] = xyzMidpoint[i];\r\n }\r\n\r\n xyzCentroid.scaleInPlace(1.0 / 3.0);\r\n\r\n if (numBoundary === 0) {\r\n // Interior branch\r\n const xyzInterior = this.selectTriangleInteriorPoint(xyz);\r\n if (bIncludeInterior) {\r\n this.addEdge(xyzOut, xyzMidpoint[0], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[1], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[2], xyzInterior);\r\n }\r\n } else if (numBoundary === 1) {\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, xyzMidpoint[lastBoundary + 1], xyzMidpoint[lastBoundary + 2]);\r\n } else if (numBoundary === 2) {\r\n if (bIncludeFinal && lastInterior >= 0)\r\n this.addEdge(xyzOut, xyzMidpoint[lastInterior], xyz[lastInterior + 2]);\r\n } else if (numBoundary === 3) {\r\n const xyzInterior = this.selectTriangleInteriorPoint(xyz);\r\n if (bIncludeFinal) {\r\n this.addEdge(xyzOut, xyzMidpoint[0], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[1], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[2], xyzInterior);\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /** Add a polyline to the graph.\r\n * * This may be called multiple times\r\n */\r\n public insertEdges(xyzIn: Point3d[], bClosed: boolean): void {\r\n let pPreviousB, pFirstA;\r\n for (let i: number = 1; i < xyzIn.length; i++) {\r\n const nodeA = this._spineGraph.createEdgeXYZXYZ(\r\n xyzIn[i - 1].x, xyzIn[i - 1].y, 0, 0,\r\n xyzIn[i].x, xyzIn[i].y, 0, 0);\r\n const nodeB = nodeA.faceSuccessor;\r\n nodeA.setMask(HalfEdgeMask.BOUNDARY_EDGE);\r\n nodeB.setMask(HalfEdgeMask.BOUNDARY_EDGE);\r\n if (pPreviousB === undefined) {\r\n pFirstA = nodeA;\r\n } else {\r\n HalfEdge.pinch(pPreviousB, nodeA);\r\n }\r\n pPreviousB = nodeB;\r\n }\r\n if (bClosed && pFirstA !== undefined && pPreviousB !== undefined)\r\n HalfEdge.pinch(pPreviousB, pFirstA);\r\n }\r\n /**\r\n * Look for trivial (2 edge) faces that have exteriorMask and non-masked on both sides.\r\n * * clear the mask\r\n * @param exteriorMask\r\n */\r\n private purgeNullFaces(exteriorMask: HalfEdgeMask) {\r\n for (const nodeA of this._spineGraph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n if (nodeB !== nodeA && nodeC === nodeA) {\r\n if (nodeA.getMask(exteriorMask) && nodeB.getMask(exteriorMask)) {\r\n const mateA = nodeA.edgeMate;\r\n const mateB = nodeB.edgeMate;\r\n if (!mateA.getMask(exteriorMask) && !mateB.getMask(exteriorMask)) {\r\n nodeA.clearMask(exteriorMask);\r\n nodeB.clearMask(exteriorMask);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n private static _regularize1 = true;\r\n private static _regularize2 = false;\r\n /**\r\n * Triangulate the graph for the edges that have been inserted.\r\n * @param applyParity if true ()\r\n * @param minSplitRadians smallest allowed angle in the split sector that is split.\r\n */\r\n public triangulateForSpine(applyParity: boolean = true, minSplitRadians: number = 0.3): void {\r\n\r\n const sMaxSplit = 20;\r\n const sMinCandidateRadians = 1.0;\r\n let numSplit = 0;\r\n HalfEdgeGraphMerge.splitIntersectingEdges(this.graph);\r\n HalfEdgeGraphMerge.clusterAndMergeXYTheta(this.graph);\r\n\r\n const context1 = new RegularizationContext(this.graph);\r\n context1.regularizeGraph(HalfEdgeGraphSpineContext._regularize1, false);\r\n const context2 = new RegularizationContext(this.graph);\r\n context2.regularizeGraph(false, HalfEdgeGraphSpineContext._regularize2);\r\n if (applyParity) {\r\n HalfEdgeGraphSearch.collectConnectedComponentsWithExteriorParityMasks(this.graph,\r\n new HalfEdgeMaskTester(HalfEdgeMask.BOUNDARY_EDGE), HalfEdgeMask.EXTERIOR);\r\n this.purgeNullFaces(HalfEdgeMask.EXTERIOR);\r\n }\r\n\r\n Triangulator.triangulateAllPositiveAreaFaces(this.graph);\r\n Triangulator.flipTriangles(this.graph);\r\n\r\n while (numSplit++ < sMaxSplit) {\r\n const numPerp = this.addPerpendicularsToBoundaries(minSplitRadians, sMinCandidateRadians);\r\n if (numPerp <= 0)\r\n break;\r\n Triangulator.flipTriangles(this.graph);\r\n }\r\n }\r\n\r\n // Find pseudo spine edges\r\n // Optionally include pure internal midline segments.\r\n // Optionally include midline segments into \"dead end\"\r\n // Optionally include adjacent spokes to corner.\r\n /**\r\n * Retrieve edges of the spine as arrays of points.\r\n * @param bIncludeInterior true to include fully internal segments\r\n * @param bIncludeFinal true to include segments that terminate at a boundary\r\n * @param bIncludeCornerSpokes\r\n * @return array of line data.\r\n */\r\n public getSpineEdges(bIncludeInterior: boolean = true, bIncludeFinal: boolean = true, bIncludeCornerSpokes: boolean = true): Point3d[][] {\r\n const xyzOut: Point3d[][] = [];\r\n this._spineGraph.announceFaceLoops(\r\n (_graph: HalfEdgeGraph, faceSeed: HalfEdge) => {\r\n if (!faceSeed.getMask(HalfEdgeMask.EXTERIOR)) {\r\n if (this.getSpineEdgesInTriangle(faceSeed, xyzOut, bIncludeInterior, bIncludeFinal)) {\r\n } else if (this.getSpineEdgesInQuad(faceSeed, xyzOut, bIncludeInterior, bIncludeFinal, bIncludeCornerSpokes)) {\r\n }\r\n }\r\n return true;\r\n });\r\n return xyzOut;\r\n }\r\n\r\n /**\r\n * Intermediate markup step to identify quads between corresponding boundary edges.\r\n * * search for and mark triangle edges that should be treated as diagonal of a quad\r\n * * Angle logic is:\r\n * * In a candidate quad (formed by joining triangles that share an edge)\r\n * * form segments between opposite edges of the quad.\r\n * * compute angles between these segments and the edges of their quads.\r\n * * if this angle is larger than minAngleRadians, accept this as a quad.\r\n * * recommended angle is between 15 and 5 degrees; 50 degrees is typical\r\n * @param bDeleteDiagonals if true, eliminate the diagonals.\r\n * @param minAngleRadians angle tolerance, as described above.\r\n */\r\n public consolidateTrianglesToQuads(bDeleteDiagonals: boolean, minAngle: Angle = Angle.createDegrees(50)): number {\r\n\r\n const numDiagonal = this.setSortedDiagonalMasks(minAngle.radians);\r\n if (bDeleteDiagonals && numDiagonal > 0) {\r\n this.graph.yankAndDeleteEdges(\r\n (node: HalfEdge) => node.getMask(this._diagonalMask));\r\n }\r\n return numDiagonal;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\nimport { Geometry } from \"../Geometry\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { HalfEdgeGraphMerge } from \"./Merging\";\r\nimport { Triangulator } from \"./Triangulation\";\r\nimport { RegularizationContext } from \"./RegularizeFace\";\r\nimport { HalfEdgeGraphSearch, HalfEdgeMaskTester } from \"./HalfEdgeGraphSearch\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\n// cSpell:disable\r\n// const sSpineRelTol = 1.0e-8;\r\n// const sSpineGraphAbsTol = 0.0;\r\n// const sSpineGraphRelTol = 1.0e-10;\r\n\r\nfunction createNPoints(n: number): Point3d[] {\r\n const points = [];\r\n for (let i = 0; i < n; i++)\r\n points.push(Point3d.create(0, 0, 0));\r\n return points;\r\n}\r\nfunction createNVectors(n: number): Vector3d[] {\r\n const points = [];\r\n for (let i = 0; i < n; i++)\r\n points.push(Vector3d.create(0, 0, 0));\r\n return points;\r\n}\r\n// Local struct to pair a graph node with a double as a sort key for std::sort\r\nclass NodeSortKey {\r\n private _a: number;\r\n private _node: HalfEdge;\r\n public get node() { return this._node; }\r\n\r\n public constructor(node: HalfEdge, b: number) {\r\n this._node = node;\r\n this._a = b;\r\n }\r\n public static compareForSort(dataA: NodeSortKey, dataB: NodeSortKey): number { return dataA._a - dataB._a; }\r\n}\r\n\r\n/**\r\n * Context manager to hold a vu graph and do spine operations\r\n *\r\n * Spine calculations determine both (a) a \"skeletal\" network of linework that follows the interior\r\n * path through within the boundaries, and (b) a block decomposition into quads and triangles.\r\n *\r\n * Usage pattern:\r\n * ```\r\n * const sc = new HalfEdgeGraphSpineContext();\r\n * // Data setup ....\r\n * foreach polygon or polyline\r\n * {\r\n * sc.InsertEdges (edgePoints, bClosed)\r\n * }\r\n * // Analysis steps ...\r\n * * bParity = true to treat the data as a \"polygon\". The interior is determined by parity rules\r\n * and the triangulation and spine are only constructed \"inside\"\r\n * * bParity = false if \"all\" spaces are to be triangulated and spined.\r\n * * minSplitRadians -- suggested value 0.3. If this value is large, it will encourage add internal\r\n * * edges from a vertex to an edge 'across' the polygon even if it creates small angles.\r\n * * minDiagonalAngle -- suggested value 1.0. If this value is large (up to about 1.5 as max) it favors\r\n * * using triangles to navigate turns. If it is small, it favors using skewed quadrilaterals.\r\n * sc.TriangulateForSpine (bParity, minSplitRadians)\r\n * sc.MarkBoxes (true, minDiagonalAngle);\r\n * edges = sc.GetSpineEdges ();\r\n * ```\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphSpineContext {\r\n /** The Evolving graph */\r\n private _spineGraph: HalfEdgeGraph;\r\n /** mask marking edges that have been paired into quads */\r\n private _diagonalMask: HalfEdgeMask;\r\n private _boxMask: HalfEdgeMask;\r\n public get graph() { return this._spineGraph; }\r\n /**\r\n * Create a context with an empty graph.\r\n * * Reserve masks for specialized markup.\r\n */\r\n public constructor() {\r\n this._spineGraph = new HalfEdgeGraph();\r\n // vu_setTol (_spineGraph, sSpineGraphAbsTol, sSpineGraphRelTol);\r\n this._diagonalMask = this._spineGraph.grabMask();\r\n this._boxMask = this._spineGraph.grabMask();\r\n }\r\n\r\n /**\r\n * Release resources to the graph.\r\n */\r\n public teardown() {\r\n this._spineGraph.dropMask(this._diagonalMask);\r\n this._spineGraph.dropMask(this._boxMask);\r\n this._spineGraph.decommission();\r\n }\r\n\r\n // an edge (as new bvector<DPoint3d> at back, with cloned points>\r\n private addEdge(xyzOut: Point3d[][], xyzA: Point3d, xyzB: Point3d) {\r\n const newArray = [];\r\n newArray.push(xyzA.clone());\r\n newArray.push(xyzB.clone());\r\n xyzOut.push(newArray);\r\n }\r\n\r\n private getBoxCorners(diagonalNode: HalfEdge,\r\n nodes: HalfEdge[],\r\n points: Point3d[]): boolean {\r\n const diagonalMate = diagonalNode.edgeMate;\r\n nodes.length = 0;\r\n points.length = 0;\r\n if (!diagonalNode.getMask(HalfEdgeMask.BOUNDARY_EDGE)\r\n && diagonalNode.countEdgesAroundFace() === 3\r\n && diagonalMate.countEdgesAroundFace() === 3) {\r\n const nodeA = diagonalMate.faceSuccessor;\r\n nodes.push(nodeA);\r\n nodes.push(nodeA.faceSuccessor);\r\n const nodeB = diagonalNode.faceSuccessor;\r\n nodes.push(nodeB);\r\n nodes.push(nodeB.faceSuccessor);\r\n for (let i = 0; i < 4; i++)\r\n points.push(Point3d.create(nodes[i].x, nodes[i].y));\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n // Compute bisectors of the quad.\r\n // function key is the smaller absolute angle between the bisectors.\r\n // (pi/2 is max possible value).\r\n private diagonalKeyFunc(pDiagonalNode: HalfEdge): number {\r\n\r\n const nodes: HalfEdge[] = [];\r\n const points: Point3d[] = [];\r\n if (this.getBoxCorners(pDiagonalNode, nodes, points)) {\r\n const xyzA = points[0];\r\n const xyzB = points[1];\r\n const xyzC = points[2];\r\n const xyzD = points[3];\r\n const xyzAB = xyzA.interpolate(0.5, xyzB);\r\n const xyzBC = xyzB.interpolate(0.5, xyzC);\r\n const xyzCD = xyzC.interpolate(0.5, xyzD);\r\n const xyzDA = xyzD.interpolate(0.5, xyzA);\r\n\r\n const vectorAB = Vector3d.createStartEnd(xyzA, xyzB);\r\n const vectorBC = Vector3d.createStartEnd(xyzB, xyzC);\r\n const vectorCD = Vector3d.createStartEnd(xyzC, xyzD);\r\n const vectorDA = Vector3d.createStartEnd(xyzD, xyzA);\r\n\r\n const vectorABToCD = Vector3d.createStartEnd(xyzCD, xyzAB);\r\n const vectorBCToDA = Vector3d.createStartEnd(xyzDA, xyzBC);\r\n vectorABToCD.z = 0.0;\r\n vectorBCToDA.z = 0.0;\r\n const thetaAB = vectorABToCD.smallerUnorientedAngleTo(vectorAB).radians;\r\n const thetaBC = vectorBCToDA.smallerUnorientedAngleTo(vectorBC).radians;\r\n const thetaCD = vectorABToCD.smallerUnorientedAngleTo(vectorCD).radians;\r\n const thetaDA = vectorBCToDA.smallerUnorientedAngleTo(vectorDA).radians;\r\n\r\n const alpha = thetaAB < thetaCD ? thetaAB : thetaCD;\r\n const beta = thetaBC < thetaDA ? thetaBC : thetaDA;\r\n return alpha < beta ? alpha : beta;\r\n }\r\n\r\n return Number.NEGATIVE_INFINITY;\r\n }\r\n\r\n // Select a branch point in a triangle.\r\n // This may be the centroid or the midpoint of an edge joining midpoints of a pair of edges.\r\n private selectTriangleInteriorPoint(pXYZ: Point3d[]): Point3d {\r\n\r\n const xyz = createNPoints(6);\r\n const xyzMid = createNPoints(6); // Midpoints of each edge.\r\n const interiorCandidate = createNPoints(4); // for i in {012}, [i] is midpoint of midpoint[i+1] and midpoint[i+2].\r\n // [3] is centroid.\r\n const edgeVector = createNVectors(6);\r\n const centroid = Point3d.create();\r\n for (let i = 0; i < 3; i++) {\r\n xyz[i] = xyz[i + 3] = pXYZ[i];\r\n centroid.addInPlace(xyz[i]);\r\n }\r\n centroid.scaleInPlace(1.0 / 3.0);\r\n\r\n // Edge midpoints ...\r\n for (let i = 0; i < 3; i++) {\r\n xyzMid[i] = xyz[i].interpolate(0.5, xyz[i + 1]);\r\n xyzMid[i + 3] = xyzMid[i];\r\n edgeVector[i] = Vector3d.createStartEnd(xyz[i], xyz[i + 1]); // use wraparound\r\n edgeVector[i + 3] = edgeVector[i];\r\n }\r\n\r\n // Midpoints of midpoint-to-midpoint connections ..\r\n for (let i = 0; i < 3; i++) {\r\n const i1 = i + 1;\r\n const i2 = i + 2;\r\n interiorCandidate[i] = xyzMid[i1].interpolate(0.5, xyzMid[i2]);\r\n }\r\n\r\n interiorCandidate[3] = centroid;\r\n\r\n let bestAngle = Number.NEGATIVE_INFINITY;\r\n let bestIndex = -1;\r\n const theta: number[] = [0, 0, 0];\r\n let thetaMin;\r\n for (let k: number = 0; k < 4; k++) {\r\n // Measure angles from edge midpoints towards interior candidate.\r\n thetaMin = Number.POSITIVE_INFINITY;\r\n for (let i: number = 0; i < 3; i++) {\r\n const edgeToInterior = Vector3d.createStartEnd(xyzMid[i], interiorCandidate[k]);\r\n theta[i] = edgeVector[i].smallerUnorientedAngleTo(edgeToInterior).radians;\r\n if (theta[i] < thetaMin)\r\n thetaMin = theta[i];\r\n }\r\n if (thetaMin > bestAngle) {\r\n bestAngle = thetaMin;\r\n bestIndex = k;\r\n }\r\n }\r\n return interiorCandidate[bestIndex];\r\n }\r\n\r\n private markBox(pA: HalfEdge): void {\r\n\r\n const pB = pA.edgeMate;\r\n pA.setMask(this._diagonalMask);\r\n pB.setMask(this._diagonalMask);\r\n pA.setMaskAroundFace(this._boxMask);\r\n pB.setMaskAroundFace(this._boxMask);\r\n }\r\n\r\n private setSortedDiagonalMasks(minA: number): number {\r\n\r\n const candidates: NodeSortKey[] = [];\r\n let numDiagonal = 0;\r\n for (const node of this._spineGraph.allHalfEdges) {\r\n const b = this.diagonalKeyFunc(node);\r\n if (b > minA)\r\n candidates.push(new NodeSortKey(node, b));\r\n }\r\n\r\n candidates.sort((dataA, dataB) => NodeSortKey.compareForSort(dataA, dataB));\r\n\r\n let key;\r\n while (undefined !== (key = candidates.pop())) {\r\n const pA = key.node;\r\n const pB = pA.edgeMate;\r\n if (!pA.getMask(this._boxMask)\r\n && !pB.getMask(this._boxMask)) {\r\n this.markBox(pA);\r\n numDiagonal++;\r\n }\r\n }\r\n return numDiagonal;\r\n }\r\n\r\n /// <param name=\"xyzA\">Vertex whose angle is being split</param>\r\n private splitOK(xyzA: Point3d, xyzB: Point3d, xyzQ: Point3d, xyzC: Point3d, minAngle: number): boolean {\r\n\r\n const vectorAB = Vector3d.createStartEnd(xyzA, xyzB);\r\n const vectorAQ = Vector3d.createStartEnd(xyzA, xyzQ);\r\n const vectorAC = Vector3d.createStartEnd(xyzA, xyzC);\r\n const angleBAQ = vectorAB.angleToXY(vectorAQ).radians;\r\n const angleQAC = vectorAQ.angleToXY(vectorAC).radians;\r\n return Math.abs(angleBAQ) > minAngle && Math.abs(angleQAC) > minAngle;\r\n }\r\n\r\n // Search a triangulation for vertices which have\r\n // (a) pre-split angle greater than 90 degrees\r\n // (b) the opposite edge is a boundary.\r\n // (c) each post split angle is less than minSplitRadians\r\n // Drop a perpenedicular to that boundary.\r\n // return the number of edges added.\r\n private addPerpendicularsToBoundaries(minSplitRadians: number, minCandidateRadians: number): number {\r\n\r\n let numAdd = 0;\r\n for (const pA of this._spineGraph.allHalfEdges) {\r\n const pB = pA.faceSuccessor;\r\n const pC = pB.faceSuccessor;\r\n if (!pA.getMask(HalfEdgeMask.EXTERIOR)\r\n && !pA.getMask(HalfEdgeMask.BOUNDARY_EDGE) // ?? prevent deep recursion\r\n && !pC.getMask(HalfEdgeMask.BOUNDARY_EDGE) // ?? prevent deep recursion\r\n && pB.getMask(HalfEdgeMask.BOUNDARY_EDGE)\r\n && pC.faceSuccessor === pA\r\n ) {\r\n const vectorAB = pA.getVector2dAlongEdge();\r\n const vectorBC = pB.getVector2dAlongEdge();\r\n const vectorCA = pC.getVector2dAlongEdge();\r\n const candidateRadians = Math.PI - vectorCA.angleTo(vectorAB).radians;\r\n // const candidateDot = vectorCA.DotProduct (vectorAB);\r\n if (candidateRadians > minCandidateRadians) { // vectorCA.DotProduct (vectorAB) > 0.0)\r\n const bb = vectorBC.dotProduct(vectorBC);\r\n const ba = -vectorBC.dotProduct(vectorAB);\r\n const s = Geometry.conditionalDivideFraction(ba, bb);\r\n if (s !== undefined && s > 0.0 && s < 1.0) {\r\n const xyzA = pA.getPoint3d();\r\n const xyzB = pB.getPoint3d();\r\n const xyzC = pC.getPoint3d();\r\n const xyzE = xyzB.interpolate(s, xyzC);\r\n if (this.splitOK(xyzA, xyzB, xyzE, xyzC, minSplitRadians)) {\r\n const pE = this._spineGraph.splitEdgeAtFraction(pB, s);\r\n const pA1 = this._spineGraph.createEdgeHalfEdgeHalfEdge(pA, 0, pE, 0);\r\n pA1.setXYZFrom(pA);\r\n pE.setXYZAroundVertex(xyzE.x, xyzE.y, xyzE.z);\r\n numAdd++;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return numAdd;\r\n }\r\n\r\n private getSpineEdgesInQuad(\r\n pFace: HalfEdge,\r\n xyzOut: Point3d[][],\r\n bIncludeInterior: boolean,\r\n // true to include the edge to boundary when the qued is a dead end.\r\n bIncludeFinal: boolean,\r\n // true to include the two adjacent edges to boundary if the quad is at a corner.\r\n bIncludeCornerSpokes: boolean): boolean {\r\n\r\n if (pFace.countEdgesAroundFace() !== 4)\r\n return false;\r\n const pNode: HalfEdge[] = [];\r\n const xyz = createNPoints(8);\r\n const midpoint = createNPoints(8);\r\n pNode[0] = pNode[4] = pFace;\r\n pNode[1] = pNode[5] = pNode[0].faceSuccessor;\r\n pNode[2] = pNode[6] = pNode[1].faceSuccessor;\r\n pNode[3] = pNode[7] = pNode[2].faceSuccessor;\r\n let numBoundary = 0;\r\n let numInterior = 0;\r\n const iBoundary: number[] = [];\r\n const iInterior: number[] = [];\r\n const bIsBoundary: boolean[] = [];\r\n const centroid = Point3d.create();\r\n for (let i: number = 0; i < 4; i++) {\r\n bIsBoundary[i] = 0 !== pNode[i].getMask(HalfEdgeMask.BOUNDARY_EDGE);\r\n if (pNode[i].getMask(HalfEdgeMask.BOUNDARY_EDGE))\r\n iBoundary[numBoundary++] = i;\r\n else\r\n iInterior[numInterior++] = i;\r\n xyz[i] = pNode[i].getPoint3d();\r\n xyz[i + 4] = xyz[i];\r\n centroid.addInPlace(xyz[i]);\r\n }\r\n for (let i: number = 0; i < 4; i++) {\r\n midpoint[i] = xyz[i].interpolate(0.5, xyz[i + 1]);\r\n midpoint[i + 4] = midpoint[i];\r\n }\r\n\r\n centroid.scaleInPlace(0.25);\r\n if (numBoundary === 0 || numBoundary === 1) {\r\n for (let i: number = 0; i < numInterior; i++)\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, midpoint[iInterior[i]], centroid);\r\n } else if (numBoundary === 4) {\r\n for (let i: number = 0; i < numBoundary; i++)\r\n if (bIncludeFinal)\r\n this.addEdge(xyzOut, midpoint[i], centroid);\r\n } else if (numBoundary === 2) {\r\n if (iInterior[1] === iInterior[0] + 2) {\r\n // Spine enters one end, exits the other ..\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, midpoint[iInterior[0]], midpoint[iInterior[1]]);\r\n } else {\r\n // Block sits as exterior corner. Let the two spines continue to their opposite faces ..\r\n for (let i: number = 0; i < 4; i++)\r\n if ((bIsBoundary[i] && bIncludeCornerSpokes)\r\n || (!bIsBoundary[i] && bIncludeInterior))\r\n this.addEdge(xyzOut, midpoint[i], centroid);\r\n }\r\n } else if (numBoundary === 3) {\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, midpoint[iInterior[0]], centroid);\r\n if (bIncludeFinal)\r\n this.addEdge(xyzOut, centroid, midpoint[iInterior[0] + 2]);\r\n }\r\n return true;\r\n }\r\n\r\n private getSpineEdgesInTriangle(\r\n pFace: HalfEdge, xyzOut: Point3d[][],\r\n bIncludeInterior: boolean,\r\n bIncludeFinal: boolean): boolean {\r\n\r\n if (pFace.countEdgesAroundFace() !== 3)\r\n return false;\r\n let n = 0;\r\n const xyzMidpoint = createNPoints(6);\r\n const xyz = createNPoints(6);\r\n const xyzCentroid = Point3d.createZero();\r\n const isBoundary: boolean[] = [];\r\n let numBoundary = 0;\r\n let lastBoundary = -1;\r\n let lastInterior = -1;\r\n let currentEdge = pFace;\r\n do {\r\n xyz[n] = currentEdge.getPoint3d();\r\n xyzCentroid.addInPlace(xyz[n]);\r\n isBoundary[n] = false;\r\n if (currentEdge.getMask(HalfEdgeMask.BOUNDARY_EDGE)) {\r\n isBoundary[n] = true;\r\n numBoundary++;\r\n lastBoundary = n;\r\n } else {\r\n lastInterior = n;\r\n }\r\n xyz[n + 3] = xyz[n];\r\n isBoundary[n + 3] = isBoundary[n];\r\n n++;\r\n } while ((currentEdge = currentEdge.faceSuccessor) !== pFace);\r\n\r\n for (let i: number = 0; i < 3; i++) {\r\n xyzMidpoint[i] = xyz[i].interpolate(0.5, xyz[i + 1]);\r\n xyzMidpoint[i + 3] = xyzMidpoint[i];\r\n }\r\n\r\n xyzCentroid.scaleInPlace(1.0 / 3.0);\r\n\r\n if (numBoundary === 0) {\r\n // Interior branch\r\n const xyzInterior = this.selectTriangleInteriorPoint(xyz);\r\n if (bIncludeInterior) {\r\n this.addEdge(xyzOut, xyzMidpoint[0], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[1], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[2], xyzInterior);\r\n }\r\n } else if (numBoundary === 1) {\r\n if (bIncludeInterior)\r\n this.addEdge(xyzOut, xyzMidpoint[lastBoundary + 1], xyzMidpoint[lastBoundary + 2]);\r\n } else if (numBoundary === 2) {\r\n if (bIncludeFinal && lastInterior >= 0)\r\n this.addEdge(xyzOut, xyzMidpoint[lastInterior], xyz[lastInterior + 2]);\r\n } else if (numBoundary === 3) {\r\n const xyzInterior = this.selectTriangleInteriorPoint(xyz);\r\n if (bIncludeFinal) {\r\n this.addEdge(xyzOut, xyzMidpoint[0], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[1], xyzInterior);\r\n this.addEdge(xyzOut, xyzMidpoint[2], xyzInterior);\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /** Add a polyline to the graph.\r\n * * This may be called multiple times\r\n */\r\n public insertEdges(xyzIn: Point3d[], bClosed: boolean): void {\r\n let pPreviousB, pFirstA;\r\n for (let i: number = 1; i < xyzIn.length; i++) {\r\n const nodeA = this._spineGraph.createEdgeXYZXYZ(\r\n xyzIn[i - 1].x, xyzIn[i - 1].y, 0, 0,\r\n xyzIn[i].x, xyzIn[i].y, 0, 0);\r\n const nodeB = nodeA.faceSuccessor;\r\n nodeA.setMask(HalfEdgeMask.BOUNDARY_EDGE);\r\n nodeB.setMask(HalfEdgeMask.BOUNDARY_EDGE);\r\n if (pPreviousB === undefined) {\r\n pFirstA = nodeA;\r\n } else {\r\n HalfEdge.pinch(pPreviousB, nodeA);\r\n }\r\n pPreviousB = nodeB;\r\n }\r\n if (bClosed && pFirstA !== undefined && pPreviousB !== undefined)\r\n HalfEdge.pinch(pPreviousB, pFirstA);\r\n }\r\n /**\r\n * Look for trivial (2 edge) faces that have exteriorMask and non-masked on both sides.\r\n * * clear the mask\r\n * @param exteriorMask\r\n */\r\n private purgeNullFaces(exteriorMask: HalfEdgeMask) {\r\n for (const nodeA of this._spineGraph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n if (nodeB !== nodeA && nodeC === nodeA) {\r\n if (nodeA.getMask(exteriorMask) && nodeB.getMask(exteriorMask)) {\r\n const mateA = nodeA.edgeMate;\r\n const mateB = nodeB.edgeMate;\r\n if (!mateA.getMask(exteriorMask) && !mateB.getMask(exteriorMask)) {\r\n nodeA.clearMask(exteriorMask);\r\n nodeB.clearMask(exteriorMask);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n private static _regularize1 = true;\r\n private static _regularize2 = false;\r\n /**\r\n * Triangulate the graph for the edges that have been inserted.\r\n * @param applyParity if true ()\r\n * @param minSplitRadians smallest allowed angle in the split sector that is split.\r\n */\r\n public triangulateForSpine(applyParity: boolean = true, minSplitRadians: number = 0.3): void {\r\n\r\n const sMaxSplit = 20;\r\n const sMinCandidateRadians = 1.0;\r\n let numSplit = 0;\r\n HalfEdgeGraphMerge.splitIntersectingEdges(this.graph);\r\n HalfEdgeGraphMerge.clusterAndMergeXYTheta(this.graph);\r\n\r\n const context1 = new RegularizationContext(this.graph);\r\n context1.regularizeGraph(HalfEdgeGraphSpineContext._regularize1, false);\r\n const context2 = new RegularizationContext(this.graph);\r\n context2.regularizeGraph(false, HalfEdgeGraphSpineContext._regularize2);\r\n if (applyParity) {\r\n HalfEdgeGraphSearch.collectConnectedComponentsWithExteriorParityMasks(this.graph,\r\n new HalfEdgeMaskTester(HalfEdgeMask.BOUNDARY_EDGE), HalfEdgeMask.EXTERIOR);\r\n this.purgeNullFaces(HalfEdgeMask.EXTERIOR);\r\n }\r\n\r\n Triangulator.triangulateAllPositiveAreaFaces(this.graph);\r\n Triangulator.flipTriangles(this.graph);\r\n\r\n while (numSplit++ < sMaxSplit) {\r\n const numPerp = this.addPerpendicularsToBoundaries(minSplitRadians, sMinCandidateRadians);\r\n if (numPerp <= 0)\r\n break;\r\n Triangulator.flipTriangles(this.graph);\r\n }\r\n }\r\n\r\n // Find pseudo spine edges\r\n // Optionally include pure internal midline segments.\r\n // Optionally include midline segments into \"dead end\"\r\n // Optionally include adjacent spokes to corner.\r\n /**\r\n * Retrieve edges of the spine as arrays of points.\r\n * @param bIncludeInterior true to include fully internal segments\r\n * @param bIncludeFinal true to include segments that terminate at a boundary\r\n * @param bIncludeCornerSpokes\r\n * @return array of line data.\r\n */\r\n public getSpineEdges(bIncludeInterior: boolean = true, bIncludeFinal: boolean = true, bIncludeCornerSpokes: boolean = true): Point3d[][] {\r\n const xyzOut: Point3d[][] = [];\r\n this._spineGraph.announceFaceLoops(\r\n (_graph: HalfEdgeGraph, faceSeed: HalfEdge) => {\r\n if (!faceSeed.getMask(HalfEdgeMask.EXTERIOR)) {\r\n if (this.getSpineEdgesInTriangle(faceSeed, xyzOut, bIncludeInterior, bIncludeFinal)) {\r\n } else if (this.getSpineEdgesInQuad(faceSeed, xyzOut, bIncludeInterior, bIncludeFinal, bIncludeCornerSpokes)) {\r\n }\r\n }\r\n return true;\r\n });\r\n return xyzOut;\r\n }\r\n\r\n /**\r\n * Intermediate markup step to identify quads between corresponding boundary edges.\r\n * * search for and mark triangle edges that should be treated as diagonal of a quad\r\n * * Angle logic is:\r\n * * In a candidate quad (formed by joining triangles that share an edge)\r\n * * form segments between opposite edges of the quad.\r\n * * compute angles between these segments and the edges of their quads.\r\n * * if this angle is larger than minAngleRadians, accept this as a quad.\r\n * * recommended angle is between 15 and 5 degrees; 50 degrees is typical\r\n * @param bDeleteDiagonals if true, eliminate the diagonals.\r\n * @param minAngleRadians angle tolerance, as described above.\r\n */\r\n public consolidateTrianglesToQuads(bDeleteDiagonals: boolean, minAngle: Angle = Angle.createDegrees(50)): number {\r\n\r\n const numDiagonal = this.setSortedDiagonalMasks(minAngle.radians);\r\n if (bDeleteDiagonals && numDiagonal > 0) {\r\n this.graph.yankAndDeleteEdges(\r\n (node: HalfEdge) => node.getMask(this._diagonalMask));\r\n }\r\n return numDiagonal;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"HalfEdgePriorityQueue.d.ts","sourceRoot":"","sources":["../../../src/topology/HalfEdgePriorityQueue.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH,OAAO,EAAE,iBAAiB,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACvE,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAGnC;;;;;;;;GAQG;AACH,qBAAa,qCAAqC;IACzC,aAAa,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC;IACvC,WAAW,EAAE,QAAQ,EAAE,CAAC;gBAE7B,OAAO,GAAE,iBAAiB,CAAC,QAAQ,CAAqC;IAI1E,qEAAqE;IAC9D,eAAe,IAAI,QAAQ,GAAG,SAAS;IAO9C;;;;OAIG;IACI,oBAAoB,CAAC,CAAC,EAAE,MAAM;IAOrC;;;;OAIG;IACI,6BAA6B,CAAC,CAAC,EAAE,MAAM;CAiB/C"}
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+ {"version":3,"file":"HalfEdgePriorityQueue.d.ts","sourceRoot":"","sources":["../../../src/topology/HalfEdgePriorityQueue.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH,OAAO,EAAE,iBAAiB,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACvE,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAGnC;;;;;;;;GAQG;AACH,qBAAa,qCAAqC;IACzC,aAAa,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC;IACvC,WAAW,EAAE,QAAQ,EAAE,CAAC;gBAE7B,OAAO,GAAE,iBAAiB,CAAC,QAAQ,CAAqD;IAI1F,qEAAqE;IAC9D,eAAe,IAAI,QAAQ,GAAG,SAAS;IAO9C;;;;OAIG;IACI,oBAAoB,CAAC,CAAC,EAAE,MAAM;IAOrC;;;;OAIG;IACI,6BAA6B,CAAC,CAAC,EAAE,MAAM;CAiB/C"}
@@ -17,7 +17,7 @@ import { HalfEdgeGraphOps } from "./Merging";
17
17
  * @internal
18
18
  */
19
19
  export class HalfEdgePriorityQueueWithPartnerArray {
20
- constructor(compare = HalfEdgeGraphOps.compareNodesYXUp) {
20
+ constructor(compare = (a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b)) {
21
21
  this.priorityQueue = new PriorityQueue(compare);
22
22
  this.activeEdges = [];
23
23
  }
@@ -1 +1 @@
1
- {"version":3,"file":"HalfEdgePriorityQueue.js","sourceRoot":"","sources":["../../../src/topology/HalfEdgePriorityQueue.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAE/F;;GAEG;AACH,OAAO,EAAqB,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,WAAW,CAAC;AAE7C;;;;;;;;GAQG;AACH,MAAM,OAAO,qCAAqC;IAGhD,YACE,UAAuC,gBAAgB,CAAC,gBAAgB;QACxE,IAAI,CAAC,aAAa,GAAG,IAAI,aAAa,CAAC,OAAO,CAAC,CAAC;QAChD,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;IACxB,CAAC;IACD,qEAAqE;IAC9D,eAAe;QACpB,IAAI,IAAI,CAAC,aAAa,CAAC,OAAO;YAC5B,OAAO,SAAS,CAAC;QACnB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,EAAG,CAAC;QACpC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QACzB,OAAO,CAAC,CAAC;IACX,CAAC;IACD;;;;OAIG;IACI,oBAAoB,CAAC,CAAS;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;QAClC,IAAI,CAAC,GAAG,CAAC,EAAE;YACT,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,EAAG,CAAC;YAClC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;SACzB;IACH,CAAC;IACD;;;;OAIG;IACI,6BAA6B,CAAC,CAAS;QAC5C,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;QAClC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YAC1B,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;YAC9B,MAAM,EAAE,GAAG,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC;YAC7B,IAAI,EAAE,IAAI,CAAC,EAAE;gBACX,+BAA+B;gBAC/B,IAAI,OAAO,GAAG,CAAC;oBACb,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;gBAChC,OAAO,EAAE,CAAC;aACX;iBAAM;gBACL,mBAAmB;aACpB;SACF;QACD,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,OAAO,CAAC;IACpC,CAAC;CACF","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 Topology\r\n */\r\nimport { OrderedComparator, PriorityQueue } from \"@itwin/core-bentley\";\r\nimport { HalfEdge } from \"./Graph\";\r\nimport { HalfEdgeGraphOps } from \"./Merging\";\r\n\r\n/**\r\n * * Combination of a priority queue of HalfEdges with\r\n * * Additional \"active\" array to carry edges that have been removed from the queue but are still to be\r\n * inspected (possibly many times)\r\n * * The priority queue default sort is Y-then-X lexical sort.\r\n * * Caller has direct access to the queue and array.\r\n * * Methods are added here only to do things that involve both the queue and the array.\r\n * @internal\r\n */\r\nexport class HalfEdgePriorityQueueWithPartnerArray {\r\n public priorityQueue: PriorityQueue<HalfEdge>;\r\n public activeEdges: HalfEdge[];\r\n public constructor(\r\n compare: OrderedComparator<HalfEdge> = HalfEdgeGraphOps.compareNodesYXUp) {\r\n this.priorityQueue = new PriorityQueue(compare);\r\n this.activeEdges = [];\r\n }\r\n /** Read a member from the queue and transfer to the active array. */\r\n public popQueueToArray(): HalfEdge | undefined {\r\n if (this.priorityQueue.isEmpty)\r\n return undefined;\r\n const x = this.priorityQueue.pop()!;\r\n this.activeEdges.push(x);\r\n return x;\r\n }\r\n /** Pop the last entry and put it back as replacement for current entry at index i.\r\n * * Effectively remove active member at index i\r\n * * The array order is changed.\r\n * * constant time.\r\n */\r\n public popArrayToArrayIndex(i: number) {\r\n const n = this.activeEdges.length;\r\n if (i < n) {\r\n const x = this.activeEdges.pop()!;\r\n this.activeEdges[i] = x;\r\n }\r\n }\r\n /**\r\n * * Scan the active array.\r\n * * remove edges whose top y is below y\r\n * * (pack all remaining ones back towards the beginning)\r\n */\r\n public removeArrayMembersWithY1Below(y: number) {\r\n let numKeep = 0;\r\n const n = this.activeEdges.length;\r\n for (let i = 0; i < n; i++) {\r\n const q = this.activeEdges[i];\r\n const yB = q.faceSuccessor.y;\r\n if (yB >= y) {\r\n // copy [i] forward to [target]\r\n if (numKeep < i)\r\n this.activeEdges[numKeep] = q;\r\n numKeep++;\r\n } else {\r\n // let it go by !!!\r\n }\r\n }\r\n this.activeEdges.length = numKeep;\r\n }\r\n}\r\n"]}
1
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@@ -206,7 +206,7 @@ export class RegularizationContext {
206
206
  }
207
207
  downwardConnectionFromBottomPeak(node) {
208
208
  let connectTo;
209
- const upFunction = HalfEdgeGraphOps.compareNodesYXUp;
209
+ const upFunction = (a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b);
210
210
  const upEdgeBase = this.findTopVisibleEdge(node, this.upEdges, 1.0);
211
211
  const downEdgeBase = this.findTopVisibleEdge(node, this.downEdges, -1.0);
212
212
  connectTo = this.updateMaxNode(connectTo, upEdgeBase, upFunction);
@@ -259,7 +259,7 @@ export class RegularizationContext {
259
259
  */
260
260
  runRegularization(upSweep = true, downSweep = true) {
261
261
  if (upSweep) {
262
- this.bottomPeaks.sort(HalfEdgeGraphOps.compareNodesYXUp);
262
+ this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));
263
263
  for (const bottomPeak of this.bottomPeaks) {
264
264
  // GeometryCoreTestIO.consoleLog("SEARCH", bottomPeak.id, [bottomPeak.x, bottomPeak.y]);
265
265
  if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))
@@ -276,7 +276,7 @@ export class RegularizationContext {
276
276
  this.negateXY();
277
277
  // swap the various p and down seeds ....
278
278
  this.swapArrays();
279
- this.bottomPeaks.sort(HalfEdgeGraphOps.compareNodesYXUp);
279
+ this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));
280
280
  for (const bottomPeak of this.bottomPeaks) {
281
281
  if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))
282
282
  continue;
@@ -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 Topology\r\n */\r\n\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgeGraphOps } from \"./Merging\";\r\n\r\n/**\r\n * * Context for regularizing single faces.\r\n * @internal\r\n */\r\nexport class RegularizationContext {\r\n // For debugging use ... \"almost always\" undefined.\r\n // If defined, it is called with each inserted node pair.\r\n // scale will be either plus or minus one.\r\n // when it is negative, the node coordinates (both x and y) have been negated.\r\n // The call is made after full insertion into vertex loop.\r\n public static announceEdge?: (graph: HalfEdgeGraph, nodeA: HalfEdge, nodeB: HalfEdge, scale: number) => void;\r\n public constructor(graph: HalfEdgeGraph) {\r\n this.graph = graph;\r\n this.upEdges = [];\r\n this.downEdges = [];\r\n this.bottomPeaks = [];\r\n this.topPeaks = [];\r\n this.localMin = [];\r\n this.localMax = [];\r\n }\r\n\r\n /**\r\n * These are public only for testing.\r\n */\r\n public graph: HalfEdgeGraph;\r\n /** array of edges directed upward. Turn can be left or right, but is not large enough to be a min or max */\r\n public upEdges: HalfEdge[];\r\n /** array of edges directed downward, Turn can be left or right, but is not large enough to be a min or max */\r\n public downEdges: HalfEdge[];\r\n /** Array of edges whose start is an upward peak (right turn, inbound up, outbound down) */\r\n public topPeaks: HalfEdge[];\r\n /** Array of edges whose start is an downward peak (right turn, inbound down, outbound up) */\r\n public bottomPeaks: HalfEdge[];\r\n\r\n /** Array of edges at local minima (left turn, inbound down, outbound up). Ensuing chain is up */\r\n public localMin: HalfEdge[];\r\n /** Array of edges at local maxima (left turn, inbound up, outbound down). Ensuing chain is down */\r\n public localMax: HalfEdge[];\r\n /**\r\n * Collect (and classify) all the edges around a single face.\r\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\r\n * @param faceSeed face to examine\r\n */\r\n public collectVerticalEventsAroundFace(faceSeed: HalfEdge) {\r\n let nodeA = faceSeed;\r\n let nodeB;\r\n let nodeC;\r\n let abUp;\r\n let bcUp;\r\n this.upEdges.length = 0;\r\n this.downEdges.length = 0;\r\n this.topPeaks.length = 0;\r\n this.bottomPeaks.length = 0;\r\n this.localMin.length = 0;\r\n this.localMax.length = 0;\r\n do {\r\n nodeB = nodeA.faceSuccessor;\r\n nodeC = nodeB.faceSuccessor;\r\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\r\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\r\n if (abUp) {\r\n this.upEdges.push(nodeA);\r\n if (!bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\r\n this.localMax.push(nodeB);\r\n else\r\n this.topPeaks.push(nodeB);\r\n }\r\n\r\n } else { // ab is DOWN\r\n this.downEdges.push(nodeA);\r\n if (bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\r\n this.bottomPeaks.push(nodeB);\r\n else\r\n this.localMin.push(nodeB);\r\n }\r\n }\r\n nodeA = nodeB;\r\n } while (nodeA !== faceSeed);\r\n }\r\n\r\n /**\r\n * Collect (and classify) all the edges in an array.\r\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\r\n * @param candidateEdges array of edges.\r\n */\r\n public collectVerticalEventFromEdgesInAndArray(candidateEdges: HalfEdge[]) {\r\n let nodeA;\r\n let nodeB;\r\n let nodeC;\r\n let abUp;\r\n let bcUp;\r\n this.upEdges.length = 0;\r\n this.downEdges.length = 0;\r\n this.topPeaks.length = 0;\r\n this.bottomPeaks.length = 0;\r\n this.localMin.length = 0;\r\n this.localMax.length = 0;\r\n for (nodeA of candidateEdges) {\r\n nodeB = nodeA.faceSuccessor;\r\n nodeC = nodeB.faceSuccessor;\r\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\r\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\r\n if (abUp) {\r\n this.upEdges.push(nodeA);\r\n if (!bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\r\n this.localMax.push(nodeB);\r\n else\r\n this.topPeaks.push(nodeB);\r\n }\r\n\r\n } else { // ab is DOWN\r\n this.downEdges.push(nodeA);\r\n if (bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\r\n this.bottomPeaks.push(nodeB);\r\n else\r\n this.localMin.push(nodeB);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private swapArrays() {\r\n let save = this.downEdges; this.downEdges = this.upEdges; this.upEdges = save;\r\n save = this.localMax; this.localMax = this.localMin; this.localMin = save;\r\n save = this.topPeaks; this.topPeaks = this.bottomPeaks; this.bottomPeaks = save;\r\n }\r\n\r\n /**\r\n * Find the edge (among candidates) which is first struck by a \"rightward\" scan from node\r\n * * comparisonFunction determines scan sense\r\n * * HalfEdge.compareNodeYXTheta is an upward scan.\r\n * * HalfEdge.compareNodeYXThetaDownward is a downward scan.\r\n * @param node\r\n * @param candidates Array of nodes to search\r\n * @param nodeComparisonFunction function for lexical comparison.\r\n */\r\n private findTopVisibleEdge(node: HalfEdge, candidates: HalfEdge[],\r\n directionSign: number) {\r\n const y0 = node.y;\r\n const x0 = node.x;\r\n let dx;\r\n let distanceRight = Number.MAX_SAFE_INTEGER;\r\n let result: HalfEdge | undefined;\r\n for (const rightBase of candidates) {\r\n const rightTop = rightBase.faceSuccessor;\r\n if (rightBase === node || rightTop === node)\r\n continue;\r\n // for horizontal edge cases -- require edges ends to have strict sign change (no zeros!!)\r\n const cRight = HalfEdgeGraphOps.compareNodesYXUp(node, rightBase);\r\n const cTop = HalfEdgeGraphOps.compareNodesYXUp(node, rightTop);\r\n // GeometryCoreTestIO.consoleLog(node.id, rightBase.id, rightTop.id, cRight, cTop);\r\n if (cRight * cTop >= 0)\r\n continue;\r\n const fraction = HalfEdge.horizontalScanFraction01(rightBase, y0);\r\n if (fraction !== undefined) {\r\n dx = directionSign * (rightBase.fractionToX(fraction) - x0);\r\n if (dx > 0 && dx < distanceRight) {\r\n result = rightBase;\r\n distanceRight = dx;\r\n }\r\n }\r\n }\r\n return result;\r\n }\r\n /**\r\n *\r\n * @param downPeak a \"bottom\" node where the interior CCW loop has a local min\r\n * @param downEdgeStart (optional) node at the start (heading downwards!) of an edge that brackets downPeak on the left.\r\n * @param upEdgeStart (optional) node at the start (heading up!) of the edge that brackets downPeak on the right.\r\n */\r\n private highestUpPeakConnection(downPeak: HalfEdge, downEdgeStart: HalfEdge | undefined, upEdgeStart: HalfEdge | undefined): HalfEdge | undefined {\r\n let highestPeak;\r\n\r\n for (const upPeak of this.topPeaks) {\r\n const y0 = upPeak.y;\r\n const x0 = upPeak.x;\r\n // is upPeak higher than prior upPeak?\r\n if (highestPeak !== undefined && HalfEdgeGraphOps.compareNodesYXUp(upPeak, highestPeak) < 0)\r\n continue;\r\n // is upPeak BELOW downPeak, ABOVE both limit edges lower node, and between limit edge interiors.\r\n if (HalfEdgeGraphOps.compareNodesYXUp(upPeak, downPeak) < 0) {\r\n if (downEdgeStart) {\r\n const fraction = HalfEdge.horizontalScanFraction01(downEdgeStart, y0);\r\n if (fraction === undefined)\r\n continue;\r\n if (x0 <= downEdgeStart.fractionToX(fraction))\r\n continue;\r\n }\r\n if (upEdgeStart) {\r\n const fraction = HalfEdge.horizontalScanFraction01(upEdgeStart, y0);\r\n if (fraction === undefined)\r\n continue;\r\n if (upEdgeStart.fractionToX(fraction) <= x0)\r\n continue;\r\n }\r\n highestPeak = upPeak;\r\n }\r\n }\r\n return highestPeak;\r\n }\r\n\r\n private updateMaxNode(maxNode: HalfEdge | undefined, candidate: HalfEdge | undefined, compare: (a: HalfEdge, b: HalfEdge) => number): HalfEdge | undefined {\r\n if (!maxNode)\r\n return candidate;\r\n if (!candidate)\r\n return maxNode;\r\n // both are defined .. look for positive compare ...\r\n if (compare(maxNode, candidate) < 0)\r\n return candidate;\r\n return maxNode;\r\n }\r\n private negateXY() {\r\n for (const node of this.graph.allHalfEdges) {\r\n node.x *= -1;\r\n node.y *= -1;\r\n }\r\n }\r\n private downwardConnectionFromBottomPeak(node: HalfEdge): HalfEdge | undefined {\r\n let connectTo;\r\n const upFunction = HalfEdgeGraphOps.compareNodesYXUp;\r\n const upEdgeBase = this.findTopVisibleEdge(node, this.upEdges, 1.0)!;\r\n const downEdgeBase = this.findTopVisibleEdge(node, this.downEdges, -1.0)!;\r\n connectTo = this.updateMaxNode(connectTo, upEdgeBase, upFunction);\r\n if (downEdgeBase)\r\n connectTo = this.updateMaxNode(connectTo, downEdgeBase.faceSuccessor, upFunction);\r\n const upPeakConnection = this.highestUpPeakConnection(node, downEdgeBase, upEdgeBase);\r\n if (upPeakConnection !== undefined)\r\n connectTo = this.updateMaxNode(connectTo, upPeakConnection, upFunction);\r\n return connectTo;\r\n }\r\n /** Search around the vertex of nodeA for a nodeA1 such that nodeB is visible in the sector at nodeA1 */\r\n private findVisibleSector(nodeA: HalfEdge, nodeB: HalfEdge): HalfEdge | undefined {\r\n let nodeA1 = nodeA;\r\n do {\r\n if (HalfEdge.isNodeVisibleInSector(nodeB, nodeA1))\r\n return nodeA1;\r\n nodeA1 = nodeA1.vertexSuccessor;\r\n } while (nodeA1 !== nodeA);\r\n return undefined;\r\n }\r\n /**\r\n * Create an edge from (some node around the vertex of) nodeA to (some node around the vertex of) nodeB.\r\n * * looking around the vertex for alternate insertion corrects cusp insertion errors.\r\n * @param nodeA\r\n * @param nodeB\r\n */\r\n private joinNodes(nodeA: HalfEdge, nodeB: HalfEdge, direction: number): HalfEdge | undefined {\r\n const nodeC = this.graph.createEdgeXYZXYZ(nodeA.x, nodeA.y, nodeA.z, 0, nodeB.x, nodeB.y, nodeB.z, 0);\r\n const nodeA1 = this.findVisibleSector(nodeA, nodeB);\r\n const nodeB1 = this.findVisibleSector(nodeB, nodeA);\r\n if (nodeA1 !== undefined && nodeB1 !== undefined) {\r\n HalfEdge.pinch(nodeA1, nodeC);\r\n HalfEdge.pinch(nodeB1, nodeC.edgeMate);\r\n if (RegularizationContext.announceEdge)\r\n RegularizationContext.announceEdge(this.graph, nodeA, nodeB, direction);\r\n return nodeC;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Regularize a single face.\r\n * * Insert edge from any downward interior vertex to something lower\r\n * * Insert an edge from each upward interior vertex to something higher.\r\n * * The face is split into smaller faces\r\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\r\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\r\n * @param faceSeed any representative half edge on the face\r\n * @param upSweep true to do the upward sweep.\r\n * @param downSweep true to do the downward sweep.\r\n */\r\n private runRegularization(upSweep: boolean = true, downSweep: boolean = true) {\r\n if (upSweep) {\r\n this.bottomPeaks.sort(HalfEdgeGraphOps.compareNodesYXUp);\r\n for (const bottomPeak of this.bottomPeaks) {\r\n // GeometryCoreTestIO.consoleLog(\"SEARCH\", bottomPeak.id, [bottomPeak.x, bottomPeak.y]);\r\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\r\n continue;\r\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\r\n if (target !== undefined) {\r\n // GeometryCoreTestIO.consoleLog(\"join\", bottomPeak.id, [bottomPeak.x, bottomPeak.y], target.id, [target.x, target.y]);\r\n this.joinNodes(bottomPeak, target, 1);\r\n }\r\n }\r\n }\r\n if (downSweep) {\r\n // flip the whole graph (ouch)\r\n this.negateXY();\r\n // swap the various p and down seeds ....\r\n this.swapArrays();\r\n this.bottomPeaks.sort(HalfEdgeGraphOps.compareNodesYXUp);\r\n for (const bottomPeak of this.bottomPeaks) {\r\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\r\n continue;\r\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\r\n if (target !== undefined) {\r\n this.joinNodes(bottomPeak, target, -1);\r\n }\r\n }\r\n this.negateXY();\r\n this.swapArrays();\r\n }\r\n }\r\n\r\n /**\r\n * Regularize a single face.\r\n * * Insert edge from any downward interior vertex to something lower\r\n * * Insert an edge from each upward interior vertex to something higher.\r\n * * The face is split into smaller faces\r\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\r\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\r\n * @param faceSeed any representative half edge on the face\r\n * @param upSweep true to do the upward sweep.\r\n * @param downSweep true to do the downward sweep.\r\n */\r\n public regularizeFace(faceSeed: HalfEdge, upSweep: boolean = true, downSweep: boolean = true) {\r\n this.collectVerticalEventsAroundFace(faceSeed);\r\n this.runRegularization(upSweep, downSweep);\r\n }\r\n\r\n public regularizeGraph(upSweep: boolean = true, downSweep: boolean = true) {\r\n this.collectVerticalEventFromEdgesInAndArray(this.graph.allHalfEdges);\r\n this.runRegularization(upSweep, downSweep);\r\n }\r\n\r\n /** test if a single face is monotone; if so, return its (single) min */\r\n public static isMonotoneFace(seed: HalfEdge): HalfEdge | undefined {\r\n let numMin = 0;\r\n let numMax = 0;\r\n let nodeMin: HalfEdge | undefined;\r\n let nodeA = seed;\r\n do {\r\n const nodeB = nodeA.faceSuccessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n const ab = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB);\r\n const bc = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC);\r\n if (ab * bc <= 0) {\r\n if (ab > 0) {\r\n numMin++;\r\n nodeMin = nodeB;\r\n }\r\n if (bc > 0) {\r\n numMax++;\r\n }\r\n }\r\n } while ((nodeA = nodeA.faceSuccessor) !== seed);\r\n return numMin === 1 && numMax === 1 ? nodeMin : undefined;\r\n }\r\n /** Return faces filtered by area and test function.\r\n * * find one arbitrary representative of each face\r\n * * offer the candidate to the mutate function.\r\n * * collect results\r\n * @param mappedSeeds when filter returns a HalfEdge, collect it here\r\n * @param unmappedSeeds when filter does not return a half edge, collect the candidate.\r\n */\r\n public static collectMappedFaceRepresentatives(\r\n graph: HalfEdgeGraph,\r\n positiveAreaOnly: boolean,\r\n mutate: (seed: HalfEdge) => HalfEdge | undefined,\r\n mappedEdges: HalfEdge[] | undefined,\r\n unMappedSeeds: HalfEdge[] | undefined) {\r\n if (mappedEdges)\r\n mappedEdges.length = 0;\r\n if (unMappedSeeds)\r\n unMappedSeeds.length = 0;\r\n const mask = HalfEdgeMask.VISITED;\r\n graph.clearMask(mask);\r\n for (const seed of graph.allHalfEdges) {\r\n if (!seed.getMask(mask)) {\r\n seed.setMaskAroundFace(mask);\r\n if (!positiveAreaOnly || seed.signedFaceArea() > 0) {\r\n const edge = mutate(seed);\r\n if (edge) {\r\n if (mappedEdges)\r\n mappedEdges.push(edge);\r\n } else {\r\n if (unMappedSeeds)\r\n unMappedSeeds.push(seed);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgeGraphOps } from \"./Merging\";\r\n\r\n/**\r\n * * Context for regularizing single faces.\r\n * @internal\r\n */\r\nexport class RegularizationContext {\r\n // For debugging use ... \"almost always\" undefined.\r\n // If defined, it is called with each inserted node pair.\r\n // scale will be either plus or minus one.\r\n // when it is negative, the node coordinates (both x and y) have been negated.\r\n // The call is made after full insertion into vertex loop.\r\n public static announceEdge?: (graph: HalfEdgeGraph, nodeA: HalfEdge, nodeB: HalfEdge, scale: number) => void;\r\n public constructor(graph: HalfEdgeGraph) {\r\n this.graph = graph;\r\n this.upEdges = [];\r\n this.downEdges = [];\r\n this.bottomPeaks = [];\r\n this.topPeaks = [];\r\n this.localMin = [];\r\n this.localMax = [];\r\n }\r\n\r\n /**\r\n * These are public only for testing.\r\n */\r\n public graph: HalfEdgeGraph;\r\n /** array of edges directed upward. Turn can be left or right, but is not large enough to be a min or max */\r\n public upEdges: HalfEdge[];\r\n /** array of edges directed downward, Turn can be left or right, but is not large enough to be a min or max */\r\n public downEdges: HalfEdge[];\r\n /** Array of edges whose start is an upward peak (right turn, inbound up, outbound down) */\r\n public topPeaks: HalfEdge[];\r\n /** Array of edges whose start is an downward peak (right turn, inbound down, outbound up) */\r\n public bottomPeaks: HalfEdge[];\r\n\r\n /** Array of edges at local minima (left turn, inbound down, outbound up). Ensuing chain is up */\r\n public localMin: HalfEdge[];\r\n /** Array of edges at local maxima (left turn, inbound up, outbound down). Ensuing chain is down */\r\n public localMax: HalfEdge[];\r\n /**\r\n * Collect (and classify) all the edges around a single face.\r\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\r\n * @param faceSeed face to examine\r\n */\r\n public collectVerticalEventsAroundFace(faceSeed: HalfEdge) {\r\n let nodeA = faceSeed;\r\n let nodeB;\r\n let nodeC;\r\n let abUp;\r\n let bcUp;\r\n this.upEdges.length = 0;\r\n this.downEdges.length = 0;\r\n this.topPeaks.length = 0;\r\n this.bottomPeaks.length = 0;\r\n this.localMin.length = 0;\r\n this.localMax.length = 0;\r\n do {\r\n nodeB = nodeA.faceSuccessor;\r\n nodeC = nodeB.faceSuccessor;\r\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\r\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\r\n if (abUp) {\r\n this.upEdges.push(nodeA);\r\n if (!bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\r\n this.localMax.push(nodeB);\r\n else\r\n this.topPeaks.push(nodeB);\r\n }\r\n\r\n } else { // ab is DOWN\r\n this.downEdges.push(nodeA);\r\n if (bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\r\n this.bottomPeaks.push(nodeB);\r\n else\r\n this.localMin.push(nodeB);\r\n }\r\n }\r\n nodeA = nodeB;\r\n } while (nodeA !== faceSeed);\r\n }\r\n\r\n /**\r\n * Collect (and classify) all the edges in an array.\r\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\r\n * @param candidateEdges array of edges.\r\n */\r\n public collectVerticalEventFromEdgesInAndArray(candidateEdges: HalfEdge[]) {\r\n let nodeA;\r\n let nodeB;\r\n let nodeC;\r\n let abUp;\r\n let bcUp;\r\n this.upEdges.length = 0;\r\n this.downEdges.length = 0;\r\n this.topPeaks.length = 0;\r\n this.bottomPeaks.length = 0;\r\n this.localMin.length = 0;\r\n this.localMax.length = 0;\r\n for (nodeA of candidateEdges) {\r\n nodeB = nodeA.faceSuccessor;\r\n nodeC = nodeB.faceSuccessor;\r\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\r\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\r\n if (abUp) {\r\n this.upEdges.push(nodeA);\r\n if (!bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\r\n this.localMax.push(nodeB);\r\n else\r\n this.topPeaks.push(nodeB);\r\n }\r\n\r\n } else { // ab is DOWN\r\n this.downEdges.push(nodeA);\r\n if (bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\r\n this.bottomPeaks.push(nodeB);\r\n else\r\n this.localMin.push(nodeB);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private swapArrays() {\r\n let save = this.downEdges; this.downEdges = this.upEdges; this.upEdges = save;\r\n save = this.localMax; this.localMax = this.localMin; this.localMin = save;\r\n save = this.topPeaks; this.topPeaks = this.bottomPeaks; this.bottomPeaks = save;\r\n }\r\n\r\n /**\r\n * Find the edge (among candidates) which is first struck by a \"rightward\" scan from node\r\n * * comparisonFunction determines scan sense\r\n * * HalfEdge.compareNodeYXTheta is an upward scan.\r\n * * HalfEdge.compareNodeYXThetaDownward is a downward scan.\r\n * @param node\r\n * @param candidates Array of nodes to search\r\n * @param nodeComparisonFunction function for lexical comparison.\r\n */\r\n private findTopVisibleEdge(node: HalfEdge, candidates: HalfEdge[],\r\n directionSign: number) {\r\n const y0 = node.y;\r\n const x0 = node.x;\r\n let dx;\r\n let distanceRight = Number.MAX_SAFE_INTEGER;\r\n let result: HalfEdge | undefined;\r\n for (const rightBase of candidates) {\r\n const rightTop = rightBase.faceSuccessor;\r\n if (rightBase === node || rightTop === node)\r\n continue;\r\n // for horizontal edge cases -- require edges ends to have strict sign change (no zeros!!)\r\n const cRight = HalfEdgeGraphOps.compareNodesYXUp(node, rightBase);\r\n const cTop = HalfEdgeGraphOps.compareNodesYXUp(node, rightTop);\r\n // GeometryCoreTestIO.consoleLog(node.id, rightBase.id, rightTop.id, cRight, cTop);\r\n if (cRight * cTop >= 0)\r\n continue;\r\n const fraction = HalfEdge.horizontalScanFraction01(rightBase, y0);\r\n if (fraction !== undefined) {\r\n dx = directionSign * (rightBase.fractionToX(fraction) - x0);\r\n if (dx > 0 && dx < distanceRight) {\r\n result = rightBase;\r\n distanceRight = dx;\r\n }\r\n }\r\n }\r\n return result;\r\n }\r\n /**\r\n *\r\n * @param downPeak a \"bottom\" node where the interior CCW loop has a local min\r\n * @param downEdgeStart (optional) node at the start (heading downwards!) of an edge that brackets downPeak on the left.\r\n * @param upEdgeStart (optional) node at the start (heading up!) of the edge that brackets downPeak on the right.\r\n */\r\n private highestUpPeakConnection(downPeak: HalfEdge, downEdgeStart: HalfEdge | undefined, upEdgeStart: HalfEdge | undefined): HalfEdge | undefined {\r\n let highestPeak;\r\n\r\n for (const upPeak of this.topPeaks) {\r\n const y0 = upPeak.y;\r\n const x0 = upPeak.x;\r\n // is upPeak higher than prior upPeak?\r\n if (highestPeak !== undefined && HalfEdgeGraphOps.compareNodesYXUp(upPeak, highestPeak) < 0)\r\n continue;\r\n // is upPeak BELOW downPeak, ABOVE both limit edges lower node, and between limit edge interiors.\r\n if (HalfEdgeGraphOps.compareNodesYXUp(upPeak, downPeak) < 0) {\r\n if (downEdgeStart) {\r\n const fraction = HalfEdge.horizontalScanFraction01(downEdgeStart, y0);\r\n if (fraction === undefined)\r\n continue;\r\n if (x0 <= downEdgeStart.fractionToX(fraction))\r\n continue;\r\n }\r\n if (upEdgeStart) {\r\n const fraction = HalfEdge.horizontalScanFraction01(upEdgeStart, y0);\r\n if (fraction === undefined)\r\n continue;\r\n if (upEdgeStart.fractionToX(fraction) <= x0)\r\n continue;\r\n }\r\n highestPeak = upPeak;\r\n }\r\n }\r\n return highestPeak;\r\n }\r\n\r\n private updateMaxNode(maxNode: HalfEdge | undefined, candidate: HalfEdge | undefined, compare: (a: HalfEdge, b: HalfEdge) => number): HalfEdge | undefined {\r\n if (!maxNode)\r\n return candidate;\r\n if (!candidate)\r\n return maxNode;\r\n // both are defined .. look for positive compare ...\r\n if (compare(maxNode, candidate) < 0)\r\n return candidate;\r\n return maxNode;\r\n }\r\n private negateXY() {\r\n for (const node of this.graph.allHalfEdges) {\r\n node.x *= -1;\r\n node.y *= -1;\r\n }\r\n }\r\n private downwardConnectionFromBottomPeak(node: HalfEdge): HalfEdge | undefined {\r\n let connectTo;\r\n const upFunction = (a: HalfEdge, b: HalfEdge) => HalfEdgeGraphOps.compareNodesYXUp(a, b);\r\n const upEdgeBase = this.findTopVisibleEdge(node, this.upEdges, 1.0)!;\r\n const downEdgeBase = this.findTopVisibleEdge(node, this.downEdges, -1.0)!;\r\n connectTo = this.updateMaxNode(connectTo, upEdgeBase, upFunction);\r\n if (downEdgeBase)\r\n connectTo = this.updateMaxNode(connectTo, downEdgeBase.faceSuccessor, upFunction);\r\n const upPeakConnection = this.highestUpPeakConnection(node, downEdgeBase, upEdgeBase);\r\n if (upPeakConnection !== undefined)\r\n connectTo = this.updateMaxNode(connectTo, upPeakConnection, upFunction);\r\n return connectTo;\r\n }\r\n /** Search around the vertex of nodeA for a nodeA1 such that nodeB is visible in the sector at nodeA1 */\r\n private findVisibleSector(nodeA: HalfEdge, nodeB: HalfEdge): HalfEdge | undefined {\r\n let nodeA1 = nodeA;\r\n do {\r\n if (HalfEdge.isNodeVisibleInSector(nodeB, nodeA1))\r\n return nodeA1;\r\n nodeA1 = nodeA1.vertexSuccessor;\r\n } while (nodeA1 !== nodeA);\r\n return undefined;\r\n }\r\n /**\r\n * Create an edge from (some node around the vertex of) nodeA to (some node around the vertex of) nodeB.\r\n * * looking around the vertex for alternate insertion corrects cusp insertion errors.\r\n * @param nodeA\r\n * @param nodeB\r\n */\r\n private joinNodes(nodeA: HalfEdge, nodeB: HalfEdge, direction: number): HalfEdge | undefined {\r\n const nodeC = this.graph.createEdgeXYZXYZ(nodeA.x, nodeA.y, nodeA.z, 0, nodeB.x, nodeB.y, nodeB.z, 0);\r\n const nodeA1 = this.findVisibleSector(nodeA, nodeB);\r\n const nodeB1 = this.findVisibleSector(nodeB, nodeA);\r\n if (nodeA1 !== undefined && nodeB1 !== undefined) {\r\n HalfEdge.pinch(nodeA1, nodeC);\r\n HalfEdge.pinch(nodeB1, nodeC.edgeMate);\r\n if (RegularizationContext.announceEdge)\r\n RegularizationContext.announceEdge(this.graph, nodeA, nodeB, direction);\r\n return nodeC;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Regularize a single face.\r\n * * Insert edge from any downward interior vertex to something lower\r\n * * Insert an edge from each upward interior vertex to something higher.\r\n * * The face is split into smaller faces\r\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\r\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\r\n * @param faceSeed any representative half edge on the face\r\n * @param upSweep true to do the upward sweep.\r\n * @param downSweep true to do the downward sweep.\r\n */\r\n private runRegularization(upSweep: boolean = true, downSweep: boolean = true) {\r\n if (upSweep) {\r\n this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));\r\n for (const bottomPeak of this.bottomPeaks) {\r\n // GeometryCoreTestIO.consoleLog(\"SEARCH\", bottomPeak.id, [bottomPeak.x, bottomPeak.y]);\r\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\r\n continue;\r\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\r\n if (target !== undefined) {\r\n // GeometryCoreTestIO.consoleLog(\"join\", bottomPeak.id, [bottomPeak.x, bottomPeak.y], target.id, [target.x, target.y]);\r\n this.joinNodes(bottomPeak, target, 1);\r\n }\r\n }\r\n }\r\n if (downSweep) {\r\n // flip the whole graph (ouch)\r\n this.negateXY();\r\n // swap the various p and down seeds ....\r\n this.swapArrays();\r\n this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));\r\n for (const bottomPeak of this.bottomPeaks) {\r\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\r\n continue;\r\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\r\n if (target !== undefined) {\r\n this.joinNodes(bottomPeak, target, -1);\r\n }\r\n }\r\n this.negateXY();\r\n this.swapArrays();\r\n }\r\n }\r\n\r\n /**\r\n * Regularize a single face.\r\n * * Insert edge from any downward interior vertex to something lower\r\n * * Insert an edge from each upward interior vertex to something higher.\r\n * * The face is split into smaller faces\r\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\r\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\r\n * @param faceSeed any representative half edge on the face\r\n * @param upSweep true to do the upward sweep.\r\n * @param downSweep true to do the downward sweep.\r\n */\r\n public regularizeFace(faceSeed: HalfEdge, upSweep: boolean = true, downSweep: boolean = true) {\r\n this.collectVerticalEventsAroundFace(faceSeed);\r\n this.runRegularization(upSweep, downSweep);\r\n }\r\n\r\n public regularizeGraph(upSweep: boolean = true, downSweep: boolean = true) {\r\n this.collectVerticalEventFromEdgesInAndArray(this.graph.allHalfEdges);\r\n this.runRegularization(upSweep, downSweep);\r\n }\r\n\r\n /** test if a single face is monotone; if so, return its (single) min */\r\n public static isMonotoneFace(seed: HalfEdge): HalfEdge | undefined {\r\n let numMin = 0;\r\n let numMax = 0;\r\n let nodeMin: HalfEdge | undefined;\r\n let nodeA = seed;\r\n do {\r\n const nodeB = nodeA.faceSuccessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n const ab = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB);\r\n const bc = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC);\r\n if (ab * bc <= 0) {\r\n if (ab > 0) {\r\n numMin++;\r\n nodeMin = nodeB;\r\n }\r\n if (bc > 0) {\r\n numMax++;\r\n }\r\n }\r\n } while ((nodeA = nodeA.faceSuccessor) !== seed);\r\n return numMin === 1 && numMax === 1 ? nodeMin : undefined;\r\n }\r\n /** Return faces filtered by area and test function.\r\n * * find one arbitrary representative of each face\r\n * * offer the candidate to the mutate function.\r\n * * collect results\r\n * @param mappedSeeds when filter returns a HalfEdge, collect it here\r\n * @param unmappedSeeds when filter does not return a half edge, collect the candidate.\r\n */\r\n public static collectMappedFaceRepresentatives(\r\n graph: HalfEdgeGraph,\r\n positiveAreaOnly: boolean,\r\n mutate: (seed: HalfEdge) => HalfEdge | undefined,\r\n mappedEdges: HalfEdge[] | undefined,\r\n unMappedSeeds: HalfEdge[] | undefined) {\r\n if (mappedEdges)\r\n mappedEdges.length = 0;\r\n if (unMappedSeeds)\r\n unMappedSeeds.length = 0;\r\n const mask = HalfEdgeMask.VISITED;\r\n graph.clearMask(mask);\r\n for (const seed of graph.allHalfEdges) {\r\n if (!seed.getMask(mask)) {\r\n seed.setMaskAroundFace(mask);\r\n if (!positiveAreaOnly || seed.signedFaceArea() > 0) {\r\n const edge = mutate(seed);\r\n if (edge) {\r\n if (mappedEdges)\r\n mappedEdges.push(edge);\r\n } else {\r\n if (unMappedSeeds)\r\n unMappedSeeds.push(seed);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n}\r\n"]}
@@ -610,7 +610,7 @@ class Triangulator {
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  *
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  */
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  static spliceLeftMostNodesOfHoles(graph, outerNode, leftMostHoleLoopNode) {
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- leftMostHoleLoopNode.sort(Triangulator.compareX);
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+ leftMostHoleLoopNode.sort((a, b) => Triangulator.compareX(a, b));
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  let numFail = 0;
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  // process holes from left to right
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  for (const holeStart of leftMostHoleLoopNode) {