@itwin/core-geometry 4.1.0-dev.8 → 4.1.0-dev.80

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 (896) hide show
  1. package/CHANGELOG.md +87 -1
  2. package/lib/cjs/Constant.js.map +1 -1
  3. package/lib/cjs/Geometry.js.map +1 -1
  4. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  5. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.d.ts +1 -1
  7. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurve.js +2 -2
  9. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  10. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  11. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  12. package/lib/cjs/bspline/BSplineSurface.d.ts.map +1 -1
  13. package/lib/cjs/bspline/BSplineSurface.js +1 -1
  14. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  15. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  16. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  17. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  18. package/lib/cjs/bspline/BezierCurveBase.d.ts +1 -1
  19. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  20. package/lib/cjs/bspline/BezierCurveBase.js +2 -2
  21. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  22. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  23. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  24. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  25. package/lib/cjs/clipping/AlternatingConvexClipTree.d.ts +15 -17
  26. package/lib/cjs/clipping/AlternatingConvexClipTree.d.ts.map +1 -1
  27. package/lib/cjs/clipping/AlternatingConvexClipTree.js +24 -20
  28. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  29. package/lib/cjs/clipping/BooleanClipFactory.d.ts +28 -28
  30. package/lib/cjs/clipping/BooleanClipFactory.d.ts.map +1 -1
  31. package/lib/cjs/clipping/BooleanClipFactory.js +28 -28
  32. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  33. package/lib/cjs/clipping/BooleanClipNode.d.ts +11 -11
  34. package/lib/cjs/clipping/BooleanClipNode.d.ts.map +1 -1
  35. package/lib/cjs/clipping/BooleanClipNode.js +11 -11
  36. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  37. package/lib/cjs/clipping/ClipPlane.d.ts +73 -76
  38. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  39. package/lib/cjs/clipping/ClipPlane.js +105 -86
  40. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  41. package/lib/cjs/clipping/ClipPrimitive.d.ts +78 -47
  42. package/lib/cjs/clipping/ClipPrimitive.d.ts.map +1 -1
  43. package/lib/cjs/clipping/ClipPrimitive.js +112 -54
  44. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  45. package/lib/cjs/clipping/ClipUtils.d.ts +54 -44
  46. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  47. package/lib/cjs/clipping/ClipUtils.js +33 -29
  48. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  49. package/lib/cjs/clipping/ClipVector.d.ts +39 -25
  50. package/lib/cjs/clipping/ClipVector.d.ts.map +1 -1
  51. package/lib/cjs/clipping/ClipVector.js +35 -23
  52. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  53. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +61 -38
  54. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  55. package/lib/cjs/clipping/ConvexClipPlaneSet.js +64 -41
  56. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  57. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +49 -30
  58. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  59. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +50 -30
  60. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  61. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.d.ts +2 -2
  62. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.d.ts.map +1 -1
  63. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js +2 -2
  64. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  65. package/lib/cjs/core-geometry.d.ts +5 -1
  66. package/lib/cjs/core-geometry.d.ts.map +1 -1
  67. package/lib/cjs/core-geometry.js +5 -1
  68. package/lib/cjs/core-geometry.js.map +1 -1
  69. package/lib/cjs/curve/Arc3d.d.ts +4 -3
  70. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  71. package/lib/cjs/curve/Arc3d.js +7 -5
  72. package/lib/cjs/curve/Arc3d.js.map +1 -1
  73. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  74. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  75. package/lib/cjs/curve/CurveChain.js.map +1 -1
  76. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +62 -42
  77. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  78. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +71 -48
  79. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  80. package/lib/cjs/curve/CurveCollection.d.ts +36 -26
  81. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  82. package/lib/cjs/curve/CurveCollection.js +46 -39
  83. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  84. package/lib/cjs/curve/CurveCurve.d.ts +6 -2
  85. package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
  86. package/lib/cjs/curve/CurveCurve.js +13 -9
  87. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  88. package/lib/cjs/curve/CurveCurveCloseApproachXY.d.ts +74 -68
  89. package/lib/cjs/curve/CurveCurveCloseApproachXY.d.ts.map +1 -1
  90. package/lib/cjs/curve/CurveCurveCloseApproachXY.js +100 -108
  91. package/lib/cjs/curve/CurveCurveCloseApproachXY.js.map +1 -1
  92. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts +46 -48
  93. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  94. package/lib/cjs/curve/CurveCurveIntersectXY.js +72 -61
  95. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  96. package/lib/cjs/curve/CurveCurveIntersectXYZ.d.ts +32 -38
  97. package/lib/cjs/curve/CurveCurveIntersectXYZ.d.ts.map +1 -1
  98. package/lib/cjs/curve/CurveCurveIntersectXYZ.js +86 -97
  99. package/lib/cjs/curve/CurveCurveIntersectXYZ.js.map +1 -1
  100. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  101. package/lib/cjs/curve/CurveFactory.d.ts +67 -3
  102. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  103. package/lib/cjs/curve/CurveFactory.js +75 -7
  104. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  105. package/lib/cjs/curve/CurveLocationDetail.d.ts +6 -6
  106. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  107. package/lib/cjs/curve/CurveLocationDetail.js +9 -7
  108. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  109. package/lib/cjs/curve/CurveOps.d.ts +77 -0
  110. package/lib/cjs/curve/CurveOps.d.ts.map +1 -0
  111. package/lib/cjs/curve/CurveOps.js +160 -0
  112. package/lib/cjs/curve/CurveOps.js.map +1 -0
  113. package/lib/cjs/curve/CurvePrimitive.d.ts +26 -18
  114. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  115. package/lib/cjs/curve/CurvePrimitive.js +4 -3
  116. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  117. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  118. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  119. package/lib/cjs/curve/GeometryQuery.d.ts +2 -2
  120. package/lib/cjs/curve/GeometryQuery.d.ts.map +1 -1
  121. package/lib/cjs/curve/GeometryQuery.js +2 -2
  122. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  123. package/lib/cjs/curve/LineSegment3d.d.ts +7 -5
  124. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  125. package/lib/cjs/curve/LineSegment3d.js +6 -6
  126. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  127. package/lib/cjs/curve/LineString3d.d.ts +2 -2
  128. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  129. package/lib/cjs/curve/LineString3d.js +3 -3
  130. package/lib/cjs/curve/LineString3d.js.map +1 -1
  131. package/lib/cjs/curve/Loop.d.ts +7 -5
  132. package/lib/cjs/curve/Loop.d.ts.map +1 -1
  133. package/lib/cjs/curve/Loop.js +18 -6
  134. package/lib/cjs/curve/Loop.js.map +1 -1
  135. package/lib/cjs/curve/OffsetOptions.d.ts +97 -0
  136. package/lib/cjs/curve/OffsetOptions.d.ts.map +1 -0
  137. package/lib/cjs/curve/OffsetOptions.js +166 -0
  138. package/lib/cjs/curve/OffsetOptions.js.map +1 -0
  139. package/lib/cjs/curve/ParityRegion.d.ts +7 -7
  140. package/lib/cjs/curve/ParityRegion.d.ts.map +1 -1
  141. package/lib/cjs/curve/ParityRegion.js +19 -11
  142. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  143. package/lib/cjs/curve/Path.d.ts +6 -6
  144. package/lib/cjs/curve/Path.d.ts.map +1 -1
  145. package/lib/cjs/curve/Path.js +15 -9
  146. package/lib/cjs/curve/Path.js.map +1 -1
  147. package/lib/cjs/curve/PointString3d.js.map +1 -1
  148. package/lib/cjs/curve/ProxyCurve.d.ts +5 -7
  149. package/lib/cjs/curve/ProxyCurve.d.ts.map +1 -1
  150. package/lib/cjs/curve/ProxyCurve.js +7 -7
  151. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  152. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  153. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  154. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  155. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  156. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  157. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  158. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  159. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  160. package/lib/cjs/curve/RegionOps.d.ts +76 -56
  161. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  162. package/lib/cjs/curve/RegionOps.js +83 -60
  163. package/lib/cjs/curve/RegionOps.js.map +1 -1
  164. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +2 -2
  165. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  166. package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
  167. package/lib/cjs/curve/StrokeOptions.js +6 -2
  168. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  169. package/lib/cjs/curve/UnionRegion.d.ts +6 -5
  170. package/lib/cjs/curve/UnionRegion.d.ts.map +1 -1
  171. package/lib/cjs/curve/UnionRegion.js +17 -8
  172. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  173. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  174. package/lib/cjs/curve/{ChainCollectorContext.d.ts → internalContexts/ChainCollectorContext.d.ts} +4 -4
  175. package/lib/cjs/curve/internalContexts/ChainCollectorContext.d.ts.map +1 -0
  176. package/lib/cjs/curve/{ChainCollectorContext.js → internalContexts/ChainCollectorContext.js} +4 -4
  177. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -0
  178. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  179. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  180. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  181. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  182. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  183. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  184. package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts +2 -1
  185. package/lib/cjs/curve/internalContexts/GapSearchContext.d.ts.map +1 -1
  186. package/lib/cjs/curve/internalContexts/GapSearchContext.js +6 -2
  187. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  188. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +59 -70
  189. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
  190. package/lib/cjs/curve/internalContexts/MultiChainCollector.js +130 -220
  191. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  192. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  193. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts +14 -8
  194. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.d.ts.map +1 -1
  195. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js +14 -8
  196. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  197. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts +23 -95
  198. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  199. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +89 -178
  200. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  201. package/lib/cjs/curve/internalContexts/SumLengthsContext.d.ts.map +1 -1
  202. package/lib/cjs/curve/internalContexts/SumLengthsContext.js +4 -1
  203. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  204. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  205. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  206. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  207. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  208. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  209. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  210. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  211. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +1 -1
  212. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  213. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  214. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  215. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  216. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  217. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +1 -1
  218. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  219. package/lib/cjs/curve/spiral/TransitionSpiral3d.js +2 -2
  220. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  221. package/lib/cjs/curve/spiral/XYCurveEvaluator.js +1 -1
  222. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  223. package/lib/cjs/geometry3d/Angle.d.ts +9 -0
  224. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  225. package/lib/cjs/geometry3d/Angle.js +13 -0
  226. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  227. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  228. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  229. package/lib/cjs/geometry3d/BilinearPatch.d.ts +43 -48
  230. package/lib/cjs/geometry3d/BilinearPatch.d.ts.map +1 -1
  231. package/lib/cjs/geometry3d/BilinearPatch.js +51 -55
  232. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  233. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  234. package/lib/cjs/geometry3d/Ellipsoid.d.ts +1 -1
  235. package/lib/cjs/geometry3d/Ellipsoid.js +1 -1
  236. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  237. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  238. package/lib/cjs/geometry3d/FrameBuilder.js +13 -11
  239. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  240. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  241. package/lib/cjs/geometry3d/GeometryHandler.d.ts +103 -97
  242. package/lib/cjs/geometry3d/GeometryHandler.d.ts.map +1 -1
  243. package/lib/cjs/geometry3d/GeometryHandler.js +247 -124
  244. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  245. package/lib/cjs/geometry3d/GrowableBlockedArray.d.ts.map +1 -1
  246. package/lib/cjs/geometry3d/GrowableBlockedArray.js +1 -1
  247. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  248. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  249. package/lib/cjs/geometry3d/GrowableFloat64Array.js +1 -1
  250. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  251. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  252. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  253. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  254. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  255. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  256. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  257. package/lib/cjs/geometry3d/Matrix3d.d.ts +18 -0
  258. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  259. package/lib/cjs/geometry3d/Matrix3d.js +32 -5
  260. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  261. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  262. package/lib/cjs/geometry3d/Plane3d.d.ts +41 -32
  263. package/lib/cjs/geometry3d/Plane3d.d.ts.map +1 -1
  264. package/lib/cjs/geometry3d/Plane3d.js +11 -8
  265. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  266. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +37 -34
  267. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  268. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +65 -43
  269. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  270. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts +36 -32
  271. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts.map +1 -1
  272. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js +37 -32
  273. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  274. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  275. package/lib/cjs/geometry3d/Point2dVector2d.d.ts +8 -9
  276. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  277. package/lib/cjs/geometry3d/Point2dVector2d.js +9 -10
  278. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  279. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  280. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +12 -4
  281. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  282. package/lib/cjs/geometry3d/Point3dVector3d.js +18 -5
  283. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  284. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  285. package/lib/cjs/geometry3d/PointHelpers.js +5 -5
  286. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  287. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  288. package/lib/cjs/geometry3d/PolygonOps.d.ts +6 -2
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  872. package/lib/esm/topology/HalfEdgeGraphSpineContext.js +1 -1
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  875. package/lib/esm/topology/HalfEdgeMarkSet.js.map +1 -1
  876. package/lib/esm/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  877. package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  878. package/lib/esm/topology/HalfEdgePositionDetail.js.map +1 -1
  879. package/lib/esm/topology/HalfEdgePriorityQueue.d.ts.map +1 -1
  880. package/lib/esm/topology/HalfEdgePriorityQueue.js +1 -1
  881. package/lib/esm/topology/HalfEdgePriorityQueue.js.map +1 -1
  882. package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
  883. package/lib/esm/topology/MaskManager.js.map +1 -1
  884. package/lib/esm/topology/Merging.js.map +1 -1
  885. package/lib/esm/topology/RegularizeFace.js +3 -3
  886. package/lib/esm/topology/RegularizeFace.js.map +1 -1
  887. package/lib/esm/topology/SignedDataSummary.js.map +1 -1
  888. package/lib/esm/topology/SpaceTriangulation.js.map +1 -1
  889. package/lib/esm/topology/Triangulation.js +1 -1
  890. package/lib/esm/topology/Triangulation.js.map +1 -1
  891. package/lib/esm/topology/XYParitySearchContext.js.map +1 -1
  892. package/package.json +6 -17
  893. package/lib/cjs/curve/ChainCollectorContext.d.ts.map +0 -1
  894. package/lib/cjs/curve/ChainCollectorContext.js.map +0 -1
  895. package/lib/esm/curve/ChainCollectorContext.d.ts.map +0 -1
  896. package/lib/esm/curve/ChainCollectorContext.js.map +0 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * After each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * to build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** clear all accumulated point and vector data */\r\n public clear() { this._origin = undefined; this._vector0 = undefined; this._vector1 = undefined; this._vector2 = undefined; }\r\n constructor() { this.clear(); }\r\n /** Try to assemble the data into a non-singular transform.\r\n *\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n if (!allowLeftHanded) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean { return this._origin !== undefined; }\r\n /** Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /** announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.*/\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n\r\n if (!this._vector0) { this._vector0 = vector.clone(this._vector0); return 1; }\r\n\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /** Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes\r\n * sufficient for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1) return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const ray = data.fractionToPointAndDerivative(0.0);\r\n this.announcePoint(ray.origin);\r\n this.announceVector(ray.direction);\r\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data instanceof InterpolationCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (i < data.options.fitPoints.length) {\r\n point.setFrom(data.options.fitPoints[i]);\r\n this.announcePoint(point);\r\n } else break;\r\n }\r\n } else { // unimplemented CurvePrimitive type\r\n const frame = data.fractionToFrenetFrame(0.0);\r\n if (undefined !== frame) {\r\n this.announcePoint(frame.getOrigin());\r\n this.announceVector(frame.matrix.getColumn(0));\r\n this.announceVector(frame.matrix.getColumn(1));\r\n }\r\n }\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n }\r\n }\r\n /** create a localToWorld frame for the given data.\r\n *\r\n * * origin is at first point\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n const result = builder.getValidatedFrame(false);\r\n if (result !== undefined) {\r\n if (defaultUpVector) {\r\n if (result.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n result.matrix.scaleColumnsInPlace(1, -1, -1);\r\n }\r\n return result;\r\n }\r\n }\r\n // try direct evaluation of curve primitives?\r\n for (const data of params) {\r\n if (data instanceof CurveCollection) {\r\n const children = data.children;\r\n if (children) {\r\n for (const curve of children) {\r\n if (curve instanceof CurvePrimitive) {\r\n const frenetFrame = curve.fractionToFrenetFrame(0.0);\r\n if (frenetFrame)\r\n return frenetFrame;\r\n }\r\n }\r\n }\r\n }\r\n\r\n }\r\n return undefined;\r\n }\r\n /** create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n const localToWorld = builder.getValidatedFrame(false);\r\n if (localToWorld !== undefined)\r\n return localToWorld;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * try to create a frame whose xy plane is through points.\r\n *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0].clone();\r\n const vector01 = Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createRefs(origin, matrix);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points);\r\n if (ray) {\r\n return ray.toRigidZFrame();\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range [in] range to inspect\r\n * @param fractionX [in] fractional coordinate of frame origin x\r\n * @param fractionY [in] fractional coordinate of frame origin y\r\n * @param fractionZ [in] fractional coordinate of frame origin z\r\n * @param scaleSelect [in] selects size of localToWorld axes.\r\n * @param defaultAxisLength [in] if true and any axis length is 0, that axis vector takes this physical length.\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity();\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n return Transform.createRefs(range.fractionToPoint(fractionX, fractionY, fractionZ), Matrix3d.createScale(a, b, c));\r\n }\r\n\r\n}\r\n"]}
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 Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\n// import { Point2d } from \"./Geometry2d\";\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\nimport { Arc3d } from \"../curve/Arc3d\";\nimport { CurveCollection } from \"../curve/CurveCollection\";\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\nimport { LineString3d } from \"../curve/LineString3d\";\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Point3dArray } from \"./PointHelpers\";\nimport { PolygonOps } from \"./PolygonOps\";\nimport { Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\n\n/**\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\n *\n * * For the common case of building a right handed frame:\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\n * * the frame will be fully determined by an origin and two vectors.\n * * the first call to announcePoint will set the origin.\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\n * * After each announcement, call getValidatedFrame(false)\n * * getValidatedFrame will succeed when it has two independent vectors.\n * * to build a left handed frame,\n * * an origin and 3 independent vectors are required.\n * * announce as above, but query with getValidatedFrame (true).\n * * this will use the third vector to select right or left handed frame.\n * @public\n */\nexport class FrameBuilder {\n private _origin: undefined | Point3d;\n private _vector0: undefined | Vector3d;\n private _vector1: undefined | Vector3d;\n private _vector2: undefined | Vector3d;\n // test if both vectors are defined and have significant angle between.\n private areStronglyIndependentVectors(vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians): boolean {\n if (vector0 !== undefined && vector1 !== undefined) {\n const q = vector0.smallerUnorientedRadiansTo(vector1);\n return q > radiansTolerance;\n }\n return false;\n }\n /** clear all accumulated point and vector data */\n public clear() { this._origin = undefined; this._vector0 = undefined; this._vector1 = undefined; this._vector2 = undefined; }\n constructor() { this.clear(); }\n /** Try to assemble the data into a non-singular transform.\n *\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\n */\n public getValidatedFrame(allowLeftHanded: boolean = false): Transform | undefined {\n if (this._origin && this._vector0 && this._vector1) {\n if (!allowLeftHanded) {\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\n if (matrix)\n return Transform.createOriginAndMatrix(this._origin, matrix);\n // uh oh -- vector1 was not really independent. clear everything after vector0.\n this._vector1 = this._vector2 = undefined;\n } else if (this._vector2) {\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\n if (matrix) {\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\n matrix.scaleColumns(1.0, 1.0, -1.0);\n return Transform.createOriginAndMatrix(this._origin, matrix);\n }\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\n const vector2 = this._vector2;\n this._vector1 = this._vector2 = undefined;\n this.announceVector(vector2);\n }\n }\n return undefined;\n }\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\n public applyDefaultUpVector(vector?: Vector3d) {\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\n this._vector1 = vector.crossProduct(this._vector0);\n }\n }\n /** Ask if there is a defined origin for the evolving frame */\n public get hasOrigin(): boolean { return this._origin !== undefined; }\n /** Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\n */\n public savedVectorCount(): number {\n if (!this._vector0)\n return 0;\n if (!this._vector1)\n return 1;\n if (!this._vector2)\n return 2;\n return 3;\n }\n /** announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.*/\n public announcePoint(point: Point3d): number {\n if (!this._origin) {\n this._origin = point.clone();\n return this.savedVectorCount();\n }\n // the new point may provide an additional vector\n if (this._origin.isAlmostEqual(point))\n return this.savedVectorCount();\n return this.announceVector(this._origin.vectorTo(point));\n }\n /** announce a new vector. */\n public announceVector(vector: Vector3d): number {\n if (vector.isAlmostZero)\n return this.savedVectorCount();\n\n if (!this._vector0) { this._vector0 = vector.clone(this._vector0); return 1; }\n\n if (!this._vector1) {\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\n this._vector1 = vector.clone(this._vector1);\n return 2;\n }\n return 1;\n }\n\n // vector0 and vector1 are independent.\n if (!this._vector2) {\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\n this._vector2 = vector.clone(this._vector2);\n return 3;\n }\n return 2;\n }\n // fall through if prior vectors are all there -- no need for the new one.\n return 3;\n }\n /** Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes\n * sufficient for a coordinate system.\n */\n public announce(data: any) {\n if (this.savedVectorCount() > 1) return;\n if (data instanceof Point3d)\n this.announcePoint(data);\n else if (data instanceof Vector3d)\n this.announceVector(data);\n else if (Array.isArray(data)) {\n for (const child of data) {\n if (this.savedVectorCount() > 1)\n break;\n this.announce(child);\n }\n } else if (data instanceof CurvePrimitive) {\n if (data instanceof LineSegment3d) {\n this.announcePoint(data.startPoint());\n this.announcePoint(data.endPoint());\n } else if (data instanceof Arc3d) {\n const ray = data.fractionToPointAndDerivative(0.0);\n this.announcePoint(ray.origin);\n this.announceVector(ray.direction);\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\n } else if (data instanceof LineString3d) {\n for (const point of data.points) {\n this.announcePoint(point);\n if (this.savedVectorCount() > 1)\n break;\n }\n } else if (data instanceof BSplineCurve3d) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (data.getPolePoint3d(i, point) instanceof Point3d)\n this.announcePoint(point);\n else break;\n }\n } else if (data instanceof InterpolationCurve3d) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (i < data.options.fitPoints.length) {\n point.setFrom(data.options.fitPoints[i]);\n this.announcePoint(point);\n } else break;\n }\n } else { // unimplemented CurvePrimitive type\n const frame = data.fractionToFrenetFrame(0.0);\n if (undefined !== frame) {\n this.announcePoint(frame.getOrigin());\n this.announceVector(frame.matrix.getColumn(0));\n this.announceVector(frame.matrix.getColumn(1));\n }\n }\n } else if (data instanceof CurveCollection) {\n if (data.children)\n for (const child of data.children) {\n this.announce(child);\n if (this.savedVectorCount() > 1)\n break;\n }\n } else if (data instanceof GrowableXYZArray) {\n const point = Point3d.create();\n for (let i = 0; this.savedVectorCount() < 2; i++) {\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\n this.announcePoint(point);\n else break;\n }\n }\n }\n /** create a localToWorld frame for the given data.\n *\n * * origin is at first point\n * * x axis in direction of first nonzero vector present or implied by the input.\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\n */\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\n const builder = new FrameBuilder();\n for (const data of params) {\n builder.announce(data);\n builder.applyDefaultUpVector(defaultUpVector);\n const result = builder.getValidatedFrame(false);\n if (result !== undefined) {\n if (defaultUpVector) {\n if (result.matrix.dotColumnZ(defaultUpVector) < 0.0)\n result.matrix.scaleColumnsInPlace(1, -1, -1);\n }\n return result;\n }\n }\n\n const evaluatePrimitiveFrame = (curve: CurvePrimitive): Transform | undefined => {\n return curve.fractionToFrenetFrame(0.0);\n };\n\n // try direct evaluation of curve primitives using the above lambda\n for (const data of params) {\n if (data instanceof CurvePrimitive) {\n return evaluatePrimitiveFrame(data);\n } else if (data instanceof CurveCollection) {\n const children = data.collectCurvePrimitives();\n for (const curve of children) {\n const frenetFrame = evaluatePrimitiveFrame(curve);\n if (frenetFrame)\n return frenetFrame;\n }\n }\n }\n return undefined;\n }\n /** create a transform containing points or vectors in the given data.\n * * The xy columns of the transform contain the first points or vectors of the data.\n * * The z column is perpendicular to that xy plane.\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\n */\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\n const builder = new FrameBuilder();\n for (const data of params) {\n builder.announce(data);\n const localToWorld = builder.getValidatedFrame(false);\n if (localToWorld !== undefined)\n return localToWorld;\n }\n return undefined;\n }\n\n /**\n * try to create a frame whose xy plane is through points.\n *\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\n * point most distant from that line.\n * @param points array of points\n */\n public static createFrameToDistantPoints(points: Point3d[]): Transform | undefined {\n if (points.length > 2) {\n const origin = points[0].clone();\n const vector01 = Vector3d.create();\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\n const vector02 = Vector3d.create();\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\n const matrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ);\n if (matrix)\n return Transform.createRefs(origin, matrix);\n }\n return undefined;\n }\n /**\n * try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\n *\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\n * point most distant from that line.\n * @param points array of points\n */\n public static createFrameWithCCWPolygon(points: Point3d[]): Transform | undefined {\n if (points.length > 2) {\n const ray = PolygonOps.centroidAreaNormal(points);\n if (ray) {\n return ray.toRigidZFrame();\n }\n }\n return undefined;\n }\n /**\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\n * @param range [in] range to inspect\n * @param fractionX [in] fractional coordinate of frame origin x\n * @param fractionY [in] fractional coordinate of frame origin y\n * @param fractionZ [in] fractional coordinate of frame origin z\n * @param scaleSelect [in] selects size of localToWorld axes.\n * @param defaultAxisLength [in] if true and any axis length is 0, that axis vector takes this physical length.\n */\n public static createLocalToWorldTransformInRange(\n range: Range3d,\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\n fractionX: number = 0,\n fractionY: number = 0,\n fractionZ: number = 0,\n defaultAxisLength: number = 1.0): Transform {\n if (range.isNull)\n return Transform.createIdentity();\n let a = 1.0;\n let b = 1.0;\n let c = 1.0;\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\n }\n return Transform.createRefs(range.fractionToPoint(fractionX, fractionY, fractionZ), Matrix3d.createScale(a, b, c));\n }\n\n}\n"]}
@@ -1 +1 @@
1
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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 Solid\r\n */\r\n\r\nimport { AxisOrder, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * context for constructing smooth motion a startFrustum and endFrustum.\r\n * The externally interesting calls are\r\n * * Create a context to shift corner0 to corner1, with the(NPC coordinate) point(fractionU, fractionV, fractionW) moving along its connecting segment, all other points rotating smoothly from the start orientation to end orientation:\r\n * `const context = SmoothTransformBetweenFrusta (cornerA, cornerB)`\r\n * * Get any intermediate 8 corners(at fraction) with `context.fractionToWorldCorners(fraction)`\r\n * * Frustum corners are ordered by \"x varies fastest, then y, then z\", hence (xyz) order on nondimensional space is\r\n * * (left lower rear) (000)\r\n * * (right lower rear) (100)\r\n * * (left upper rear) (010)\r\n * * (right upper rear) (100)\r\n * * (left lower front) (001)\r\n * * (right lower front) (101)\r\n * * (left upper front) (011)\r\n * * (right upper front) (101)\r\n * * which uses names\r\n * * (left,right) for horizontal (x)\r\n * * (bottom, top) for vertical (y)\r\n * * (rear, front) for back and front planes (z)\r\n * @public\r\n */\r\nexport class SmoothTransformBetweenFrusta {\r\n // raw frusta:\r\n private _localCornerA: Point3d[];\r\n private _localCornerB: Point3d[];\r\n\r\n private _localToWorldA: Transform;\r\n private _localToWorldB: Transform;\r\n /** (property accessor) rigid frame at start of motion */\r\n public get localToWorldA(): Transform { return this._localToWorldA; }\r\n /** (property accessor) rigid frame at end of motion */\r\n public get localToWorldB(): Transform { return this._localToWorldB; }\r\n private _rotationAxis: Vector3d;\r\n private _rotationAngle: Angle;\r\n\r\n /**\r\n * CAPTURE local corners, pickup and putdown frames, and rotation-around-vector data\r\n * @param localCornerA\r\n * @param localCornerB\r\n * @param localToWordA\r\n * @param localToWordB\r\n * @param rotationAxis\r\n * @param rotationAngle\r\n */\r\n private constructor(localToWorldA: Transform, localCornerA: Point3d[], localToWorldB: Transform, localCornerB: Point3d[], rotationAxis: Vector3d, rotationAngle: Angle) {\r\n this._localCornerA = localCornerA;\r\n this._localCornerB = localCornerB;\r\n this._localToWorldA = localToWorldA;\r\n this._localToWorldB = localToWorldB;\r\n this._rotationAxis = rotationAxis;\r\n this._rotationAngle = rotationAngle;\r\n }\r\n\r\n /**\r\n * Set up rotation data for smooth transition from 8 point frusta cornerA and cornerB\r\n * @param cornerA\r\n * @param cornerB\r\n */\r\n public static create(cornerA: Point3d[], cornerB: Point3d[], preferSimpleRotation: boolean = true): SmoothTransformBetweenFrusta | undefined {\r\n const localToWorldA = Point3dArray.evaluateTrilinearDerivativeTransform(cornerA, 0.5, 0.5, 0.5);\r\n const localToWorldB = Point3dArray.evaluateTrilinearDerivativeTransform(cornerB, 0.5, 0.5, 0.5);\r\n const rigidA = Transform.createOriginAndMatrix(localToWorldA.origin, Matrix3d.createRigidFromMatrix3d(localToWorldA.matrix, AxisOrder.ZXY));\r\n const rigidB = Transform.createOriginAndMatrix(localToWorldB.origin, Matrix3d.createRigidFromMatrix3d(localToWorldB.matrix, AxisOrder.ZXY));\r\n if (rigidA.matrix.computeCachedInverse(true) && rigidB.matrix.computeCachedInverse(true)) {\r\n const spinMatrix = rigidB.matrix.multiplyMatrixMatrixInverse(rigidA.matrix)!;\r\n const spinAxis = spinMatrix.getAxisAndAngleOfRotation();\r\n const localCornerA = rigidA.multiplyInversePoint3dArray(cornerA)!;\r\n const localCornerB = rigidB.multiplyInversePoint3dArray(cornerB)!;\r\n /** Is this a pure rotation -- i.e. no clip volume resizing for camera or clip changes */\r\n if (preferSimpleRotation && Point3dArray.isAlmostEqual(localCornerA, localCornerB) && !spinAxis.angle.isAlmostZero) {\r\n // world vectors\r\n const worldOriginShift = Vector3d.createStartEnd(localToWorldA.origin, localToWorldB.origin);\r\n const chordMidPoint = localToWorldA.getOrigin().interpolate(0.5, localToWorldB.getOrigin());\r\n const bisector = spinAxis.axis.unitCrossProduct(worldOriginShift);\r\n if (bisector) {\r\n const halfChordLength = 0.5 * worldOriginShift.magnitude();\r\n const alpha = Geometry.conditionalDivideFraction(halfChordLength, Math.tan(spinAxis.angle.radians * 0.5));\r\n if (alpha !== undefined) {\r\n const spinCenter = chordMidPoint.plusScaled(bisector, alpha);\r\n const rigidA1 = Transform.createOriginAndMatrix(spinCenter, rigidA.matrix);\r\n const rigidB1 = Transform.createOriginAndMatrix(spinCenter, rigidB.matrix);\r\n const localCornerA1 = rigidA1.multiplyInversePoint3dArray(cornerA)!;\r\n const localCornerB1 = rigidB1.multiplyInversePoint3dArray(cornerB)!;\r\n return new SmoothTransformBetweenFrusta(rigidA1, localCornerA1, rigidB1, localCornerB1,\r\n spinAxis.axis, spinAxis.angle);\r\n }\r\n }\r\n }\r\n return new SmoothTransformBetweenFrusta(rigidA, localCornerA, rigidB, localCornerB,\r\n spinAxis.axis, spinAxis.angle);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** interpolate local corner coordinates at fractional move from m_localFrustum0 to m_localFrustum1 */\r\n public interpolateLocalCorners(fraction: number, result?: Point3d[]): Point3d[] {\r\n result = result || [];\r\n result.length = 0;\r\n const n = this._localCornerA.length;\r\n for (let i = 0; i < n; i++) {\r\n result.push(this._localCornerA[i].interpolate(fraction, this._localCornerB[i]));\r\n }\r\n return result;\r\n }\r\n /**\r\n * After initialization, call this for various intermediate fractions.\r\n * The returned corner points are in world coordinates \"between\" start and end positions.\r\n */\r\n public fractionToWorldCorners(fraction: number, result?: Point3d[]): Point3d[] {\r\n const corners = this.interpolateLocalCorners(fraction, result);\r\n const fractionalRotation = Matrix3d.createRotationAroundVector(this._rotationAxis,\r\n this._rotationAngle.cloneScaled(fraction))!;\r\n const axes0 = this._localToWorldA.matrix;\r\n const fractionalAxes = fractionalRotation.multiplyMatrixMatrix(axes0);\r\n const fractionalOrigin = this._localToWorldA.getOrigin().interpolate(fraction, this._localToWorldB.origin);\r\n const putdownFrame = Transform.createOriginAndMatrix(fractionalOrigin, fractionalAxes);\r\n putdownFrame.multiplyPoint3dArray(corners, corners);\r\n return corners;\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Solid\n */\n\nimport { AxisOrder, Geometry } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Point3dArray } from \"./PointHelpers\";\nimport { Transform } from \"./Transform\";\n\n/**\n * context for constructing smooth motion a startFrustum and endFrustum.\n * The externally interesting calls are\n * * Create a context to shift corner0 to corner1, with the(NPC coordinate) point(fractionU, fractionV, fractionW) moving along its connecting segment, all other points rotating smoothly from the start orientation to end orientation:\n * `const context = SmoothTransformBetweenFrusta (cornerA, cornerB)`\n * * Get any intermediate 8 corners(at fraction) with `context.fractionToWorldCorners(fraction)`\n * * Frustum corners are ordered by \"x varies fastest, then y, then z\", hence (xyz) order on nondimensional space is\n * * (left lower rear) (000)\n * * (right lower rear) (100)\n * * (left upper rear) (010)\n * * (right upper rear) (100)\n * * (left lower front) (001)\n * * (right lower front) (101)\n * * (left upper front) (011)\n * * (right upper front) (101)\n * * which uses names\n * * (left,right) for horizontal (x)\n * * (bottom, top) for vertical (y)\n * * (rear, front) for back and front planes (z)\n * @public\n */\nexport class SmoothTransformBetweenFrusta {\n // raw frusta:\n private _localCornerA: Point3d[];\n private _localCornerB: Point3d[];\n\n private _localToWorldA: Transform;\n private _localToWorldB: Transform;\n /** (property accessor) rigid frame at start of motion */\n public get localToWorldA(): Transform { return this._localToWorldA; }\n /** (property accessor) rigid frame at end of motion */\n public get localToWorldB(): Transform { return this._localToWorldB; }\n private _rotationAxis: Vector3d;\n private _rotationAngle: Angle;\n\n /**\n * CAPTURE local corners, pickup and putdown frames, and rotation-around-vector data\n * @param localCornerA\n * @param localCornerB\n * @param localToWordA\n * @param localToWordB\n * @param rotationAxis\n * @param rotationAngle\n */\n private constructor(localToWorldA: Transform, localCornerA: Point3d[], localToWorldB: Transform, localCornerB: Point3d[], rotationAxis: Vector3d, rotationAngle: Angle) {\n this._localCornerA = localCornerA;\n this._localCornerB = localCornerB;\n this._localToWorldA = localToWorldA;\n this._localToWorldB = localToWorldB;\n this._rotationAxis = rotationAxis;\n this._rotationAngle = rotationAngle;\n }\n\n /**\n * Set up rotation data for smooth transition from 8 point frusta cornerA and cornerB\n * @param cornerA\n * @param cornerB\n */\n public static create(cornerA: Point3d[], cornerB: Point3d[], preferSimpleRotation: boolean = true): SmoothTransformBetweenFrusta | undefined {\n const localToWorldA = Point3dArray.evaluateTrilinearDerivativeTransform(cornerA, 0.5, 0.5, 0.5);\n const localToWorldB = Point3dArray.evaluateTrilinearDerivativeTransform(cornerB, 0.5, 0.5, 0.5);\n const rigidA = Transform.createOriginAndMatrix(localToWorldA.origin, Matrix3d.createRigidFromMatrix3d(localToWorldA.matrix, AxisOrder.ZXY));\n const rigidB = Transform.createOriginAndMatrix(localToWorldB.origin, Matrix3d.createRigidFromMatrix3d(localToWorldB.matrix, AxisOrder.ZXY));\n if (rigidA.matrix.computeCachedInverse(true) && rigidB.matrix.computeCachedInverse(true)) {\n const spinMatrix = rigidB.matrix.multiplyMatrixMatrixInverse(rigidA.matrix)!;\n const spinAxis = spinMatrix.getAxisAndAngleOfRotation();\n const localCornerA = rigidA.multiplyInversePoint3dArray(cornerA)!;\n const localCornerB = rigidB.multiplyInversePoint3dArray(cornerB)!;\n /** Is this a pure rotation -- i.e. no clip volume resizing for camera or clip changes */\n if (preferSimpleRotation && Point3dArray.isAlmostEqual(localCornerA, localCornerB) && !spinAxis.angle.isAlmostZero) {\n // world vectors\n const worldOriginShift = Vector3d.createStartEnd(localToWorldA.origin, localToWorldB.origin);\n const chordMidPoint = localToWorldA.getOrigin().interpolate(0.5, localToWorldB.getOrigin());\n const bisector = spinAxis.axis.unitCrossProduct(worldOriginShift);\n if (bisector) {\n const halfChordLength = 0.5 * worldOriginShift.magnitude();\n const alpha = Geometry.conditionalDivideFraction(halfChordLength, Math.tan(spinAxis.angle.radians * 0.5));\n if (alpha !== undefined) {\n const spinCenter = chordMidPoint.plusScaled(bisector, alpha);\n const rigidA1 = Transform.createOriginAndMatrix(spinCenter, rigidA.matrix);\n const rigidB1 = Transform.createOriginAndMatrix(spinCenter, rigidB.matrix);\n const localCornerA1 = rigidA1.multiplyInversePoint3dArray(cornerA)!;\n const localCornerB1 = rigidB1.multiplyInversePoint3dArray(cornerB)!;\n return new SmoothTransformBetweenFrusta(rigidA1, localCornerA1, rigidB1, localCornerB1,\n spinAxis.axis, spinAxis.angle);\n }\n }\n }\n return new SmoothTransformBetweenFrusta(rigidA, localCornerA, rigidB, localCornerB,\n spinAxis.axis, spinAxis.angle);\n }\n return undefined;\n }\n\n /** interpolate local corner coordinates at fractional move from m_localFrustum0 to m_localFrustum1 */\n public interpolateLocalCorners(fraction: number, result?: Point3d[]): Point3d[] {\n result = result || [];\n result.length = 0;\n const n = this._localCornerA.length;\n for (let i = 0; i < n; i++) {\n result.push(this._localCornerA[i].interpolate(fraction, this._localCornerB[i]));\n }\n return result;\n }\n /**\n * After initialization, call this for various intermediate fractions.\n * The returned corner points are in world coordinates \"between\" start and end positions.\n */\n public fractionToWorldCorners(fraction: number, result?: Point3d[]): Point3d[] {\n const corners = this.interpolateLocalCorners(fraction, result);\n const fractionalRotation = Matrix3d.createRotationAroundVector(this._rotationAxis,\n this._rotationAngle.cloneScaled(fraction))!;\n const axes0 = this._localToWorldA.matrix;\n const fractionalAxes = fractionalRotation.multiplyMatrixMatrix(axes0);\n const fractionalOrigin = this._localToWorldA.getOrigin().interpolate(fraction, this._localToWorldB.origin);\n const putdownFrame = Transform.createOriginAndMatrix(fractionalOrigin, fractionalAxes);\n putdownFrame.multiplyPoint3dArray(corners, corners);\n return corners;\n }\n}\n"]}
@@ -34,142 +34,143 @@ import { Plane3dByOriginAndVectors } from "./Plane3dByOriginAndVectors";
34
34
  import { Vector2d } from "./Point2dVector2d";
35
35
  import { Point3d, Vector3d } from "./Point3dVector3d";
36
36
  /**
37
- * * `GeometryHandler` defines the base abstract methods for double-dispatch geometry computation.
37
+ * `GeometryHandler` defines the base abstract methods for double-dispatch geometry computation.
38
38
  * * User code that wants to handle one or all of the commonly known geometry types implements a handler class.
39
- * * User code that does not handle all types is most likely to start with `NullGeometryHandler`, which will provide no-action implementations for all types.
39
+ * * User code that does not handle all types is most likely to start with `NullGeometryHandler`, which will provide
40
+ * No-action implementations for all types.
40
41
  * @public
41
42
  */
42
43
  export declare abstract class GeometryHandler {
43
- /** handle strongly typed [[LineSegment3d]] */
44
+ /** Handle strongly typed [[LineSegment3d]] */
44
45
  abstract handleLineSegment3d(g: LineSegment3d): any;
45
- /** handle strongly typed [[LineString3d]] */
46
+ /** Handle strongly typed [[LineString3d]] */
46
47
  abstract handleLineString3d(g: LineString3d): any;
47
- /** handle strongly typed [[Arc3d]] */
48
+ /** Handle strongly typed [[Arc3d]] */
48
49
  abstract handleArc3d(g: Arc3d): any;
49
- /** handle strongly typed [[CurveCollection]] */
50
+ /** Handle strongly typed [[CurveCollection]] */
50
51
  handleCurveCollection(_g: CurveCollection): any;
51
- /** handle strongly typed [[BSplineCurve3d]] */
52
+ /** Handle strongly typed [[BSplineCurve3d]] */
52
53
  abstract handleBSplineCurve3d(g: BSplineCurve3d): any;
53
- /** handle strongly typed [[InterpolationCurve3d]] */
54
+ /** Handle strongly typed [[InterpolationCurve3d]] */
54
55
  abstract handleInterpolationCurve3d(g: InterpolationCurve3d): any;
55
- /** handle strongly typed [[AkimaCurve3d]] */
56
+ /** Handle strongly typed [[AkimaCurve3d]] */
56
57
  abstract handleAkimaCurve3d(g: AkimaCurve3d): any;
57
- /** handle strongly typed [[BSplineCurve3dH]] */
58
+ /** Handle strongly typed [[BSplineCurve3dH]] */
58
59
  abstract handleBSplineCurve3dH(g: BSplineCurve3dH): any;
59
- /** handle strongly typed [[BSplineSurface3d]] */
60
+ /** Handle strongly typed [[BSplineSurface3d]] */
60
61
  abstract handleBSplineSurface3d(g: BSplineSurface3d): any;
61
- /** handle strongly typed [[CoordinateXYZ]] */
62
+ /** Handle strongly typed [[CoordinateXYZ]] */
62
63
  abstract handleCoordinateXYZ(g: CoordinateXYZ): any;
63
- /** handle strongly typed [[BSplineSurface3dH]] */
64
+ /** Handle strongly typed [[BSplineSurface3dH]] */
64
65
  abstract handleBSplineSurface3dH(g: BSplineSurface3dH): any;
65
- /** handle strongly typed [[IndexedPolyface]] */
66
+ /** Handle strongly typed [[IndexedPolyface]] */
66
67
  abstract handleIndexedPolyface(g: IndexedPolyface): any;
67
- /** handle strongly typed [[TransitionSpiral3d]]
68
+ /**
69
+ * Handle strongly typed [[TransitionSpiral3d]]
68
70
  * @alpha
69
71
  */
70
72
  abstract handleTransitionSpiral(g: TransitionSpiral3d): any;
71
- /** handle strongly typed Path (base class method calls handleCurveCollection) */
73
+ /** Handle strongly typed Path (base class method calls handleCurveCollection) */
72
74
  handlePath(g: Path): any;
73
- /** handle strongly typed Loop (base class method calls handleCurveCollection) */
75
+ /** Handle strongly typed Loop (base class method calls handleCurveCollection) */
74
76
  handleLoop(g: Loop): any;
75
- /** handle strongly typed ParityRegion (base class method calls handleCurveCollection) */
77
+ /** Handle strongly typed ParityRegion (base class method calls handleCurveCollection) */
76
78
  handleParityRegion(g: ParityRegion): any;
77
- /** handle strongly typed UnionRegion (base class method calls handleCurveCollection) */
79
+ /** Handle strongly typed UnionRegion (base class method calls handleCurveCollection) */
78
80
  handleUnionRegion(g: UnionRegion): any;
79
- /** handle strongly typed BagOfCurves (base class method calls handleCurveCollection) */
81
+ /** Handle strongly typed BagOfCurves (base class method calls handleCurveCollection) */
80
82
  handleBagOfCurves(g: BagOfCurves): any;
81
- /** handle strongly typed BagOfCurves (base class method calls handleCurveCollection) */
82
- /** handle strongly typed Sphere */
83
+ /** Handle strongly typed Sphere */
83
84
  abstract handleSphere(g: Sphere): any;
84
- /** handle strongly typed Cone */
85
+ /** Handle strongly typed Cone */
85
86
  abstract handleCone(g: Cone): any;
86
- /** handle strongly typed Box */
87
+ /** Handle strongly typed Box */
87
88
  abstract handleBox(g: Box): any;
88
- /** handle strongly typed TorusPipe */
89
+ /** Handle strongly typed TorusPipe */
89
90
  abstract handleTorusPipe(g: TorusPipe): any;
90
- /** handle strongly typed LinearSweep */
91
+ /** Handle strongly typed LinearSweep */
91
92
  abstract handleLinearSweep(g: LinearSweep): any;
92
- /** handle strongly typed RotationalSweep */
93
+ /** Handle strongly typed RotationalSweep */
93
94
  abstract handleRotationalSweep(g: RotationalSweep): any;
94
- /** handle strongly typed RuledSweep */
95
+ /** Handle strongly typed RuledSweep */
95
96
  abstract handleRuledSweep(g: RuledSweep): any;
96
- /** handle strongly typed PointString3d */
97
+ /** Handle strongly typed PointString3d */
97
98
  abstract handlePointString3d(g: PointString3d): any;
98
- /** handle strongly typed BezierCurve3d */
99
+ /** Handle strongly typed BezierCurve3d */
99
100
  abstract handleBezierCurve3d(g: BezierCurve3d): any;
100
- /** handle strongly typed BezierCurve3dH */
101
+ /** Handle strongly typed BezierCurve3dH */
101
102
  abstract handleBezierCurve3dH(g: BezierCurve3dH): any;
102
103
  }
103
104
  /**
104
- * `NullGeometryHandler` is a base class for dispatching various geometry types to
105
- * application specific implementation of some service.
106
- *
105
+ * `NullGeometryHandler` is a base class for dispatching various geometry types to application specific implementation
106
+ * of some service.
107
107
  * To use:
108
108
  * * Derive a class from `NullGeometryHandler`
109
- * * Reimplement any or all of the specific `handleXXXX` methods
109
+ * * Re-implement any or all of the specific `handleXXXX` methods
110
110
  * * Create a handler instance `myHandler`
111
- * * To send a `GeometryQuery` object `candidateGeometry` through the (fast) dispatch, invoke `candidateGeometry.dispatchToHandler (myHandler)
111
+ * * To send a `GeometryQuery` object `candidateGeometry` through the (fast) dispatch, invoke
112
+ * `candidateGeometry.dispatchToHandler (myHandler).
112
113
  * * The appropriate method or methods will get called with a strongly typed `_g ` value.
113
114
  * @public
114
115
  */
115
116
  export declare class NullGeometryHandler extends GeometryHandler {
116
- /** no-action implementation */
117
+ /** No-action implementation */
117
118
  handleLineSegment3d(_g: LineSegment3d): any;
118
- /** no-action implementation */
119
+ /** No-action implementation */
119
120
  handleLineString3d(_g: LineString3d): any;
120
- /** no-action implementation */
121
+ /** No-action implementation */
121
122
  handleArc3d(_g: Arc3d): any;
122
- /** no-action implementation */
123
+ /** No-action implementation */
123
124
  handleCurveCollection(_g: CurveCollection): any;
124
- /** no-action implementation */
125
+ /** No-action implementation */
125
126
  handleBSplineCurve3d(_g: BSplineCurve3d): any;
126
- /** no-action implementation */
127
+ /** No-action implementation */
127
128
  handleInterpolationCurve3d(_g: InterpolationCurve3d): any;
128
- /** no-action implementation */
129
+ /** No-action implementation */
129
130
  handleAkimaCurve3d(_g: AkimaCurve3d): any;
130
- /** no-action implementation */
131
+ /** No-action implementation */
131
132
  handleBSplineCurve3dH(_g: BSplineCurve3dH): any;
132
- /** no-action implementation */
133
+ /** No-action implementation */
133
134
  handleBSplineSurface3d(_g: BSplineSurface3d): any;
134
- /** no-action implementation */
135
+ /** No-action implementation */
135
136
  handleCoordinateXYZ(_g: CoordinateXYZ): any;
136
- /** no-action implementation */
137
+ /** No-action implementation */
137
138
  handleBSplineSurface3dH(_g: BSplineSurface3dH): any;
138
- /** no-action implementation */
139
+ /** No-action implementation */
139
140
  handleIndexedPolyface(_g: IndexedPolyface): any;
140
- /** no-action implementation
141
+ /** No-action implementation
141
142
  * @alpha
142
143
  */
143
144
  handleTransitionSpiral(_g: TransitionSpiral3d): any;
144
- /** no-action implementation */
145
+ /** No-action implementation */
145
146
  handlePath(_g: Path): any;
146
- /** no-action implementation */
147
+ /** No-action implementation */
147
148
  handleLoop(_g: Loop): any;
148
- /** no-action implementation */
149
+ /** No-action implementation */
149
150
  handleParityRegion(_g: ParityRegion): any;
150
- /** no-action implementation */
151
+ /** No-action implementation */
151
152
  handleUnionRegion(_g: UnionRegion): any;
152
- /** no-action implementation */
153
+ /** No-action implementation */
153
154
  handleBagOfCurves(_g: BagOfCurves): any;
154
- /** no-action implementation */
155
+ /** No-action implementation */
155
156
  handleSphere(_g: Sphere): any;
156
- /** no-action implementation */
157
+ /** No-action implementation */
157
158
  handleCone(_g: Cone): any;
158
- /** no-action implementation */
159
+ /** No-action implementation */
159
160
  handleBox(_g: Box): any;
160
- /** no-action implementation */
161
+ /** No-action implementation */
161
162
  handleTorusPipe(_g: TorusPipe): any;
162
- /** no-action implementation */
163
+ /** No-action implementation */
163
164
  handleLinearSweep(_g: LinearSweep): any;
164
- /** no-action implementation */
165
+ /** No-action implementation */
165
166
  handleRotationalSweep(_g: RotationalSweep): any;
166
- /** no-action implementation */
167
+ /** No-action implementation */
167
168
  handleRuledSweep(_g: RuledSweep): any;
168
- /** no-action implementation */
169
+ /** No-action implementation */
169
170
  handlePointString3d(_g: PointString3d): any;
170
- /** no-action implementation */
171
+ /** No-action implementation */
171
172
  handleBezierCurve3d(_g: BezierCurve3d): any;
172
- /** no-action implementation */
173
+ /** No-action implementation */
173
174
  handleBezierCurve3dH(_g: BezierCurve3dH): any;
174
175
  }
175
176
  /**
@@ -177,29 +178,29 @@ export declare class NullGeometryHandler extends GeometryHandler {
177
178
  * @public
178
179
  */
179
180
  export declare class RecurseToCurvesGeometryHandler extends GeometryHandler {
180
- /** no-action implementation */
181
+ /** No-action implementation */
181
182
  handleLineSegment3d(_g: LineSegment3d): any;
182
- /** no-action implementation */
183
+ /** No-action implementation */
183
184
  handleLineString3d(_g: LineString3d): any;
184
- /** no-action implementation */
185
+ /** No-action implementation */
185
186
  handleArc3d(_g: Arc3d): any;
186
- /** no-action implementation */
187
+ /** No-action implementation */
187
188
  handleBSplineCurve3d(_g: BSplineCurve3d): any;
188
- /** no-action implementation */
189
+ /** No-action implementation */
189
190
  handleInterpolationCurve3d(_g: InterpolationCurve3d): any;
190
- /** no-action implementation */
191
+ /** No-action implementation */
191
192
  handleAkimaCurve3d(_g: AkimaCurve3d): any;
192
- /** no-action implementation */
193
+ /** No-action implementation */
193
194
  handleBSplineCurve3dH(_g: BSplineCurve3dH): any;
194
- /** no-action implementation */
195
+ /** No-action implementation */
195
196
  handleBSplineSurface3d(_g: BSplineSurface3d): any;
196
- /** no-action implementation */
197
+ /** No-action implementation */
197
198
  handleCoordinateXYZ(_g: CoordinateXYZ): any;
198
- /** no-action implementation */
199
+ /** No-action implementation */
199
200
  handleBSplineSurface3dH(_g: BSplineSurface3dH): any;
200
- /** no-action implementation */
201
+ /** No-action implementation */
201
202
  handleIndexedPolyface(_g: IndexedPolyface): any;
202
- /** no-action implementation
203
+ /** No-action implementation
203
204
  * @alpha
204
205
  */
205
206
  handleTransitionSpiral(_g: TransitionSpiral3d): any;
@@ -217,28 +218,29 @@ export declare class RecurseToCurvesGeometryHandler extends GeometryHandler {
217
218
  handleUnionRegion(g: UnionRegion): any;
218
219
  /** Recurse to children */
219
220
  handleBagOfCurves(g: BagOfCurves): any;
220
- /** no-action implementation */
221
+ /** No-action implementation */
221
222
  handleSphere(_g: Sphere): any;
222
- /** no-action implementation */
223
+ /** No-action implementation */
223
224
  handleCone(_g: Cone): any;
224
- /** no-action implementation */
225
+ /** No-action implementation */
225
226
  handleBox(_g: Box): any;
226
- /** no-action implementation */
227
+ /** No-action implementation */
227
228
  handleTorusPipe(_g: TorusPipe): any;
228
- /** no-action implementation */
229
+ /** No-action implementation */
229
230
  handleLinearSweep(_g: LinearSweep): any;
230
- /** no-action implementation */
231
+ /** No-action implementation */
231
232
  handleRotationalSweep(_g: RotationalSweep): any;
232
- /** no-action implementation */
233
+ /** No-action implementation */
233
234
  handleRuledSweep(_g: RuledSweep): any;
234
- /** no-action implementation */
235
+ /** No-action implementation */
235
236
  handlePointString3d(_g: PointString3d): any;
236
- /** no-action implementation */
237
+ /** No-action implementation */
237
238
  handleBezierCurve3d(_g: BezierCurve3d): any;
238
- /** no-action implementation */
239
+ /** No-action implementation */
239
240
  handleBezierCurve3dH(_g: BezierCurve3dH): any;
240
241
  }
241
- /** IStrokeHandler is an interface with methods to receive data about curves being stroked.
242
+ /**
243
+ * IStrokeHandler is an interface with methods to receive data about curves being stroked.
242
244
  * CurvePrimitives emitStrokes () methods emit calls to a handler object with these methods.
243
245
  * The various CurvePrimitive types are free to announce either single points (announcePoint), linear fragments,
244
246
  * or fractional intervals of the parent curve.
@@ -256,19 +258,23 @@ export declare class RecurseToCurvesGeometryHandler extends GeometryHandler {
256
258
  * @public
257
259
  */
258
260
  export interface IStrokeHandler {
259
- /** announce a parent curve primitive
260
- * * startParentCurvePrimitive() ...endParentCurvePrimitive() are wrapped around startCurvePrimitive and endCurvePrimitive when the interior primitive is a proxy.
261
+ /**
262
+ * Announce a parent curve primitive
263
+ * * startParentCurvePrimitive() ...endParentCurvePrimitive() are wrapped around startCurvePrimitive and
264
+ * endCurvePrimitive when the interior primitive is a proxy.
261
265
  */
262
266
  startParentCurvePrimitive(cp: CurvePrimitive): void;
263
267
  /** Announce the curve primitive that will be described in subsequent calls. */
264
268
  startCurvePrimitive(cp: CurvePrimitive): void;
265
269
  /**
266
- * announce a single point with its fraction and tangent.
270
+ * Announce a single point with its fraction and tangent.
267
271
  * * (IMPORTANT) the same Point3d and Vector3d will be reset and passed on multiple calls.
268
- * * (THEREFORE) if the implementation is saving coordinates, it must copy the xyz data out into its own data structure rather than save the references.
272
+ * * (THEREFORE) if the implementation is saving coordinates, it must copy the xyz data out into its own data
273
+ * structure rather than save the references.
269
274
  */
270
275
  announcePointTangent(xyz: Point3d, fraction: number, tangent: Vector3d): void;
271
- /** Announce that curve primitive cp should be evaluated in the specified fraction interval.
276
+ /**
277
+ * Announce that curve primitive cp should be evaluated in the specified fraction interval.
272
278
  * * Note that this method is permitted (expected) to provide pre-stroked data if available.
273
279
  * * In th pre-stroked case, the cp passed to the handler will be the stroked image, not the original.
274
280
  * * Callers that want summary data should implement (and return true from) needPrimaryDataForStrokes
@@ -304,18 +310,18 @@ export interface IStrokeHandler {
304
310
  */
305
311
  export interface UVSurface {
306
312
  /**
307
- * Convert fractional u and v coordinates to surface point
313
+ * Convert fractional u and v coordinates to surface point.
308
314
  * @param uFraction fractional coordinate in u direction
309
- * @param vFraction fractional coordinate in the v direction
315
+ * @param vFraction fractional coordinate in v direction
310
316
  * @param result optional pre-allocated point
311
317
  */
312
318
  uvFractionToPoint(uFraction: number, vFraction: number, result?: Point3d): Point3d;
313
319
  /**
314
320
  * Convert fractional u and v coordinates to surface point and in-surface tangent directions.
315
- * * Remark: the vectors are expected to be non-zero tangents which can be crossed to get a normal.
316
- * * Hence the are NOT precisely either (a) partial derivatives or (b) frenet vectors
321
+ * * The vectors are expected to be non-zero tangents which can be crossed to get a normal.
322
+ * * Hence they are not necessarily (a) partial derivatives or (b) Frenet vectors.
317
323
  * @param uFraction fractional coordinate in u direction
318
- * @param vFraction fractional coordinate in the v direction
324
+ * @param vFraction fractional coordinate in v direction
319
325
  * @param result optional pre-allocated carrier for point and vectors
320
326
  */
321
327
  uvFractionToPointAndTangents(uFraction: number, vFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors;
@@ -1 +1 @@
1
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