@itwin/core-geometry 4.10.0-dev.3 → 4.10.0-dev.31

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Files changed (208) hide show
  1. package/CHANGELOG.md +36 -1
  2. package/lib/cjs/Geometry.d.ts +2 -2
  3. package/lib/cjs/Geometry.js +2 -2
  4. package/lib/cjs/Geometry.js.map +1 -1
  5. package/lib/cjs/clipping/ClipPrimitive.d.ts +7 -7
  6. package/lib/cjs/clipping/ClipPrimitive.d.ts.map +1 -1
  7. package/lib/cjs/clipping/ClipPrimitive.js +1 -1
  8. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  9. package/lib/cjs/core-geometry.d.ts +1 -1
  10. package/lib/cjs/core-geometry.d.ts.map +1 -1
  11. package/lib/cjs/core-geometry.js +1 -1
  12. package/lib/cjs/core-geometry.js.map +1 -1
  13. package/lib/cjs/curve/Arc3d.d.ts +21 -10
  14. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  15. package/lib/cjs/curve/Arc3d.js +66 -38
  16. package/lib/cjs/curve/Arc3d.js.map +1 -1
  17. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +27 -8
  18. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  19. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +44 -25
  20. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  21. package/lib/cjs/curve/CurveFactory.d.ts +11 -13
  22. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  23. package/lib/cjs/curve/CurveFactory.js +19 -46
  24. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  25. package/lib/cjs/curve/LineSegment3d.js +2 -2
  26. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  27. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
  28. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +5 -4
  29. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  30. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts +1 -0
  31. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  32. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +40 -65
  33. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  34. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.d.ts +22 -7
  35. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -1
  36. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js +131 -70
  37. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  38. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -1
  39. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js +14 -11
  40. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  41. package/lib/cjs/geometry3d/Angle.d.ts +5 -5
  42. package/lib/cjs/geometry3d/Angle.js +5 -5
  43. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  44. package/lib/cjs/geometry3d/AngleSweep.d.ts +101 -13
  45. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  46. package/lib/cjs/geometry3d/AngleSweep.js +156 -57
  47. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  48. package/lib/cjs/geometry3d/BilinearPatch.js +4 -4
  49. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  50. package/lib/cjs/geometry3d/Matrix3d.d.ts +35 -31
  51. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  52. package/lib/cjs/geometry3d/Matrix3d.js +55 -31
  53. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  54. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +6 -5
  55. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  56. package/lib/cjs/geometry3d/Point3dVector3d.js +6 -5
  57. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  58. package/lib/cjs/geometry3d/PolygonOps.js +2 -2
  59. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  60. package/lib/cjs/geometry3d/Ray3d.js +2 -2
  61. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  62. package/lib/cjs/geometry3d/Transform.d.ts +4 -2
  63. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  64. package/lib/cjs/geometry3d/Transform.js +4 -2
  65. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  66. package/lib/cjs/geometry4d/Map4d.d.ts +5 -5
  67. package/lib/cjs/geometry4d/Map4d.js +5 -5
  68. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  69. package/lib/cjs/geometry4d/Matrix4d.d.ts +4 -7
  70. package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
  71. package/lib/cjs/geometry4d/Matrix4d.js +4 -7
  72. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  73. package/lib/cjs/geometry4d/Point4d.d.ts.map +1 -1
  74. package/lib/cjs/geometry4d/Point4d.js +2 -1
  75. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  76. package/lib/cjs/numerics/Newton.d.ts +3 -0
  77. package/lib/cjs/numerics/Newton.d.ts.map +1 -1
  78. package/lib/cjs/numerics/Newton.js +2 -5
  79. package/lib/cjs/numerics/Newton.js.map +1 -1
  80. package/lib/cjs/numerics/Polynomials.d.ts +46 -201
  81. package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
  82. package/lib/cjs/numerics/Polynomials.js +132 -445
  83. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  84. package/lib/cjs/numerics/SmallSystem.d.ts +164 -0
  85. package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -0
  86. package/lib/cjs/numerics/SmallSystem.js +321 -0
  87. package/lib/cjs/numerics/SmallSystem.js.map +1 -0
  88. package/lib/cjs/polyface/PolyfaceClip.d.ts +3 -3
  89. package/lib/cjs/polyface/PolyfaceClip.d.ts.map +1 -1
  90. package/lib/cjs/polyface/PolyfaceClip.js +1 -1
  91. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  92. package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts +1 -1
  93. package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -1
  94. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js +7 -7
  95. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  96. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  97. package/lib/cjs/topology/Graph.js +2 -2
  98. package/lib/cjs/topology/Graph.js.map +1 -1
  99. package/lib/cjs/topology/InsertAndRetriangulateContext.js +2 -2
  100. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  101. package/lib/cjs/topology/Merging.d.ts +1 -1
  102. package/lib/cjs/topology/Merging.d.ts.map +1 -1
  103. package/lib/cjs/topology/Merging.js +2 -2
  104. package/lib/cjs/topology/Merging.js.map +1 -1
  105. package/lib/esm/Geometry.d.ts +2 -2
  106. package/lib/esm/Geometry.js +2 -2
  107. package/lib/esm/Geometry.js.map +1 -1
  108. package/lib/esm/clipping/ClipPrimitive.d.ts +7 -7
  109. package/lib/esm/clipping/ClipPrimitive.d.ts.map +1 -1
  110. package/lib/esm/clipping/ClipPrimitive.js +1 -1
  111. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  112. package/lib/esm/core-geometry.d.ts +1 -1
  113. package/lib/esm/core-geometry.d.ts.map +1 -1
  114. package/lib/esm/core-geometry.js +1 -1
  115. package/lib/esm/core-geometry.js.map +1 -1
  116. package/lib/esm/curve/Arc3d.d.ts +21 -10
  117. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  118. package/lib/esm/curve/Arc3d.js +66 -38
  119. package/lib/esm/curve/Arc3d.js.map +1 -1
  120. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +27 -8
  121. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  122. package/lib/esm/curve/CurveChainWithDistanceIndex.js +44 -25
  123. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  124. package/lib/esm/curve/CurveFactory.d.ts +11 -13
  125. package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
  126. package/lib/esm/curve/CurveFactory.js +17 -44
  127. package/lib/esm/curve/CurveFactory.js.map +1 -1
  128. package/lib/esm/curve/LineSegment3d.js +1 -1
  129. package/lib/esm/curve/LineSegment3d.js.map +1 -1
  130. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
  131. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js +4 -3
  132. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  133. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts +1 -0
  134. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  135. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js +35 -60
  136. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  137. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.d.ts +22 -7
  138. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -1
  139. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js +130 -69
  140. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  141. package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -1
  142. package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js +14 -11
  143. package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  144. package/lib/esm/geometry3d/Angle.d.ts +5 -5
  145. package/lib/esm/geometry3d/Angle.js +5 -5
  146. package/lib/esm/geometry3d/Angle.js.map +1 -1
  147. package/lib/esm/geometry3d/AngleSweep.d.ts +101 -13
  148. package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
  149. package/lib/esm/geometry3d/AngleSweep.js +156 -57
  150. package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
  151. package/lib/esm/geometry3d/BilinearPatch.js +1 -1
  152. package/lib/esm/geometry3d/BilinearPatch.js.map +1 -1
  153. package/lib/esm/geometry3d/Matrix3d.d.ts +35 -31
  154. package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
  155. package/lib/esm/geometry3d/Matrix3d.js +55 -31
  156. package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
  157. package/lib/esm/geometry3d/Point3dVector3d.d.ts +6 -5
  158. package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
  159. package/lib/esm/geometry3d/Point3dVector3d.js +6 -5
  160. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  161. package/lib/esm/geometry3d/PolygonOps.js +2 -2
  162. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  163. package/lib/esm/geometry3d/Ray3d.js +1 -1
  164. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  165. package/lib/esm/geometry3d/Transform.d.ts +4 -2
  166. package/lib/esm/geometry3d/Transform.d.ts.map +1 -1
  167. package/lib/esm/geometry3d/Transform.js +4 -2
  168. package/lib/esm/geometry3d/Transform.js.map +1 -1
  169. package/lib/esm/geometry4d/Map4d.d.ts +5 -5
  170. package/lib/esm/geometry4d/Map4d.js +5 -5
  171. package/lib/esm/geometry4d/Map4d.js.map +1 -1
  172. package/lib/esm/geometry4d/Matrix4d.d.ts +4 -7
  173. package/lib/esm/geometry4d/Matrix4d.d.ts.map +1 -1
  174. package/lib/esm/geometry4d/Matrix4d.js +4 -7
  175. package/lib/esm/geometry4d/Matrix4d.js.map +1 -1
  176. package/lib/esm/geometry4d/Point4d.d.ts.map +1 -1
  177. package/lib/esm/geometry4d/Point4d.js +2 -1
  178. package/lib/esm/geometry4d/Point4d.js.map +1 -1
  179. package/lib/esm/numerics/Newton.d.ts +3 -0
  180. package/lib/esm/numerics/Newton.d.ts.map +1 -1
  181. package/lib/esm/numerics/Newton.js +1 -4
  182. package/lib/esm/numerics/Newton.js.map +1 -1
  183. package/lib/esm/numerics/Polynomials.d.ts +46 -201
  184. package/lib/esm/numerics/Polynomials.d.ts.map +1 -1
  185. package/lib/esm/numerics/Polynomials.js +132 -444
  186. package/lib/esm/numerics/Polynomials.js.map +1 -1
  187. package/lib/esm/numerics/SmallSystem.d.ts +164 -0
  188. package/lib/esm/numerics/SmallSystem.d.ts.map +1 -0
  189. package/lib/esm/numerics/SmallSystem.js +317 -0
  190. package/lib/esm/numerics/SmallSystem.js.map +1 -0
  191. package/lib/esm/polyface/PolyfaceClip.d.ts +3 -3
  192. package/lib/esm/polyface/PolyfaceClip.d.ts.map +1 -1
  193. package/lib/esm/polyface/PolyfaceClip.js +1 -1
  194. package/lib/esm/polyface/PolyfaceClip.js.map +1 -1
  195. package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts +1 -1
  196. package/lib/esm/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -1
  197. package/lib/esm/polyface/multiclip/OffsetMeshContext.js +4 -4
  198. package/lib/esm/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  199. package/lib/esm/topology/Graph.d.ts.map +1 -1
  200. package/lib/esm/topology/Graph.js +1 -1
  201. package/lib/esm/topology/Graph.js.map +1 -1
  202. package/lib/esm/topology/InsertAndRetriangulateContext.js +1 -1
  203. package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
  204. package/lib/esm/topology/Merging.d.ts +1 -1
  205. package/lib/esm/topology/Merging.d.ts.map +1 -1
  206. package/lib/esm/topology/Merging.js +1 -1
  207. package/lib/esm/topology/Merging.js.map +1 -1
  208. package/package.json +7 -19
@@ -216,9 +216,10 @@ class AngleSweep {
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  /**
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  * Return 2PI divided by the sweep radians (i.e. 360 degrees divided by sweep angle).
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  * * This is the number of fractional intervals required to cover a whole circle.
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+ * @returns period of the sweep, or 1 if sweep is empty.
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  */
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  fractionPeriod() {
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- return Geometry_1.Geometry.safeDivideFraction(Math.PI * 2.0, Math.abs(this._radians1 - this._radians0), 1.0);
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+ return this.isEmpty ? 1.0 : Angle_1.Angle.pi2Radians / Math.abs(this._radians1 - this._radians0);
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  }
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  /**
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  * Return the fractionalized position of the given angle (as Angle) computed without consideration of
@@ -231,68 +232,100 @@ class AngleSweep {
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  * * fraction larger than one for angles "before" the start angle if start > end
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  * * negative fraction for angles "after" the end angle if start > end
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  * * does not allow period shift
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+ * @returns unbounded fraction, or 1 if sweep is empty.
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  */
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  angleToUnboundedFraction(theta) {
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- return Geometry_1.Geometry.safeDivideFraction(theta.radians - this._radians0, this._radians1 - this._radians0, 1.0);
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+ return this.isEmpty ? 1.0 : (theta.radians - this._radians0) / (this._radians1 - this._radians0);
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+ }
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+ /**
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+ * Convert a sweep fraction to the equivalent period-shifted fraction inside the sweep, or within one period of zero
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+ * on the desired side.
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+ * @param fraction fraction of the sweep.
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+ * @param radians0 start angle of sweep (in radians).
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+ * @param radians1 end angle of sweep (in radians).
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+ * @param toNegativeFraction return an exterior fraction period-shifted to within one period of the start (true) or
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+ * end (false) of the sweep.
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+ * @returns period-shifted fraction. If `fraction` is already in [0,1], or the sweep is empty, then `fraction` is
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+ * returned unchanged.
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+ */
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+ static fractionToSignedPeriodicFractionStartEnd(fraction, radians0, radians1, toNegativeFraction) {
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+ const sweep = radians1 - radians0;
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+ if (Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(0, sweep))
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+ return fraction; // empty sweep
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+ if (Geometry_1.Geometry.isIn01(fraction))
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+ return fraction;
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+ const period = Angle_1.Angle.pi2Radians / Math.abs(sweep);
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+ fraction = fraction % period; // period-shifted equivalent fraction closest to 0 with same sign as fraction
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+ if (fraction + period < 1)
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+ fraction += period; // it's really an interior fraction
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+ if (Geometry_1.Geometry.isIn01(fraction) || (toNegativeFraction && fraction < 0) || (!toNegativeFraction && fraction > 1))
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+ return fraction;
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+ return toNegativeFraction ? fraction - period : fraction + period; // shift to other side of sweep
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+ }
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+ /**
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+ * Convert a sweep fraction to the equivalent period-shifted fraction inside this sweep, or within one period of
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+ * zero on the desired side.
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+ * @param fraction fraction of the sweep.
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+ * @param toNegativeFraction return an exterior fraction period-shifted to within one period of the start (true) or
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+ * end (false) of the sweep.
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+ * @returns period-shifted fraction. If `fraction` is already in [0,1], or the sweep is empty, then `fraction` is
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+ * returned unchanged.
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+ */
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+ fractionToSignedPeriodicFraction(fraction, toNegativeFraction) {
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+ return AngleSweep.fractionToSignedPeriodicFractionStartEnd(fraction, this._radians0, this._radians1, toNegativeFraction);
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  }
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  /**
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  * Return the fractionalized position of the given angle (as radians), computed with consideration of 2PI period.
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  * * consider radians0 as `start` angle of the sweep and radians1 as `end` angle of the sweep
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- * * fraction is always positive
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  * * the start angle is at fraction 0
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  * * the end angle is at fraction 1
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  * * interior angles are between 0 and 1
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  * * all exterior angles are at fractions greater than 1
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  * * allows period shift
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+ * @param radians input angle (in radians)
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+ * @param radians0 start angle of sweep (in radians)
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+ * @param radians1 end angle of sweep (in radians)
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+ * @param zeroSweepDefault return value when the sweep is empty (default 0)
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+ * @returns nonnegative fraction, or `zeroSweepDefault` if the sweep is empty.
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  */
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  static radiansToPositivePeriodicFractionStartEnd(radians, radians0, radians1, zeroSweepDefault = 0.0) {
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- if (Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(radians0, radians1)) {
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- // for 2nPi sweep, allow matching without period shift, else we never return 1.0
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- if (Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0))
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- return 0.0;
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- if (Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians1))
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- return 1.0;
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- }
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- else {
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- if (Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians0))
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- return 0.0;
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- if (Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians1))
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- return 1.0;
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+ const zeroSweepMarker = Geometry_1.Geometry.largeCoordinateResult;
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+ let fraction = this.radiansToSignedPeriodicFractionStartEnd(radians, radians0, radians1, zeroSweepMarker);
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+ if (fraction === zeroSweepMarker)
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+ return zeroSweepDefault;
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+ if (fraction < 0) {
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+ const period = Angle_1.Angle.pi2Radians / Math.abs(radians1 - radians0);
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+ fraction += period;
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  }
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- const sweep = radians1 - radians0;
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- const delta = radians - radians0;
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- if (sweep > 0) {
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- const delta1 = Angle_1.Angle.adjustRadians0To2Pi(delta);
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- const fraction1 = Geometry_1.Geometry.safeDivideFraction(delta1, sweep, zeroSweepDefault);
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- return fraction1;
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- }
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- const delta2 = Angle_1.Angle.adjustRadians0To2Pi(-delta);
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- const fraction2 = Geometry_1.Geometry.safeDivideFraction(delta2, -sweep, zeroSweepDefault);
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- return fraction2;
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+ return fraction;
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  }
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  /**
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  * Return the fractionalized position of the given angle (as radians), computed with consideration of 2PI period.
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- * * fraction is always positive
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  * * the start angle is at fraction 0
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  * * the end angle is at fraction 1
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  * * interior angles are between 0 and 1
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  * * all exterior angles are at fractions greater than 1
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  * * allows period shift
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+ * @param radians input angle (in radians)
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+ * @param zeroSweepDefault return value when this sweep is empty (default 0)
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+ * @returns nonnegative fraction, or `zeroSweepDefault` if the sweep is empty.
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  */
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  radiansToPositivePeriodicFraction(radians, zeroSweepDefault = 0.0) {
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  return AngleSweep.radiansToPositivePeriodicFractionStartEnd(radians, this._radians0, this._radians1, zeroSweepDefault);
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  }
285
316
  /**
286
317
  * Return the fractionalized position of the given angle (as Angle), computed with consideration of 2PI period.
287
- * * fraction is always positive
288
318
  * * the start angle is at fraction 0
289
319
  * * the end angle is at fraction 1
290
320
  * * interior angles are between 0 and 1
291
321
  * * all exterior angles are at fractions greater than 1
292
322
  * * allows period shift
323
+ * @param theta input angle
324
+ * @param zeroSweepDefault return value when this sweep is empty (default 0)
325
+ * @returns nonnegative fraction, or `zeroSweepDefault` if the sweep is empty.
293
326
  */
294
- angleToPositivePeriodicFraction(theta) {
295
- return this.radiansToPositivePeriodicFraction(theta.radians);
327
+ angleToPositivePeriodicFraction(theta, zeroSweepDefault = 0.0) {
328
+ return this.radiansToPositivePeriodicFraction(theta.radians, zeroSweepDefault);
296
329
  }
297
330
  /**
298
331
  * Return the fractionalized position of the given array of angles (as radian), computed with consideration of 2PI period.
@@ -318,10 +351,18 @@ class AngleSweep {
318
351
  * * negative fraction for angles "before" the start angle
319
352
  * * fraction larger than one for angles "after" the end angle
320
353
  * * allows period shift
354
+ * @param radians input angle (in radians)
355
+ * @param radians0 start angle of sweep (in radians)
356
+ * @param radians1 end angle of sweep (in radians)
357
+ * @param zeroSweepDefault return value when the sweep is empty (default 0)
358
+ * @returns fraction, or `zeroSweepDefault` if the sweep is empty.
321
359
  */
322
- static radiansToSignedPeriodicFractionStartEnd(radians, radians0, radians1) {
360
+ static radiansToSignedPeriodicFractionStartEnd(radians, radians0, radians1, zeroSweepDefault = 0.0) {
361
+ const sweep = radians1 - radians0;
362
+ if (Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(0, sweep))
363
+ return zeroSweepDefault;
323
364
  if (Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(radians0, radians1)) {
324
- // for 2nPi sweep, allow matching without period shift, else we never return 1.0
365
+ // for sweep = 2nPi !== 0, allow matching without period shift, else we never return 1.0
325
366
  if (Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0))
326
367
  return 0.0;
327
368
  if (Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians1))
@@ -333,16 +374,8 @@ class AngleSweep {
333
374
  if (Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians1))
334
375
  return 1.0;
335
376
  }
336
- const sweep = radians1 - radians0;
337
- const delta = radians - radians0 - 0.5 * sweep; // measure from middle of interval
338
- if (sweep > 0) {
339
- const delta1 = Angle_1.Angle.adjustRadiansMinusPiPlusPi(delta);
340
- const fraction1 = 0.5 + Geometry_1.Geometry.safeDivideFraction(delta1, sweep, 0.0);
341
- return fraction1;
342
- }
343
- const delta2 = Angle_1.Angle.adjustRadiansMinusPiPlusPi(-delta);
344
- const fraction = 0.5 + Geometry_1.Geometry.safeDivideFraction(delta2, -sweep, 0.0);
345
- return fraction;
377
+ const fraction = (radians - radians0) / sweep;
378
+ return this.fractionToSignedPeriodicFractionStartEnd(fraction, radians0, radians1, fraction < 0);
346
379
  }
347
380
  /**
348
381
  * Return the fractionalized position of the given angle (as radians) computed with consideration of
@@ -353,9 +386,12 @@ class AngleSweep {
353
386
  * * negative fraction for angles "before" the start angle
354
387
  * * fraction larger than one for angles "after" the end angle
355
388
  * * allows period shift
389
+ * @param radians input angle (in radians)
390
+ * @param zeroSweepDefault return value when this sweep is empty (default 0)
391
+ * @returns fraction, or `zeroSweepDefault` if this sweep is empty.
356
392
  */
357
- radiansToSignedPeriodicFraction(radians) {
358
- return AngleSweep.radiansToSignedPeriodicFractionStartEnd(radians, this._radians0, this._radians1);
393
+ radiansToSignedPeriodicFraction(radians, zeroSweepDefault = 0.0) {
394
+ return AngleSweep.radiansToSignedPeriodicFractionStartEnd(radians, this._radians0, this._radians1, zeroSweepDefault);
359
395
  }
360
396
  /**
361
397
  * Return the fractionalized position of the given angle (as Angle) computed with consideration of
@@ -366,9 +402,69 @@ class AngleSweep {
366
402
  * * negative fraction for angles "before" the start angle
367
403
  * * fraction larger than one for angles "after" the end angle
368
404
  * * allows period shift
405
+ * @param theta input angle
406
+ * @param zeroSweepDefault return value when this sweep is empty (default 0)
407
+ * @returns fraction, or `zeroSweepDefault` if this sweep is empty.
408
+ */
409
+ angleToSignedPeriodicFraction(theta, zeroSweepDefault = 0.0) {
410
+ return this.radiansToSignedPeriodicFraction(theta.radians, zeroSweepDefault);
411
+ }
412
+ /**
413
+ * Return the fractionalized position of the given radian angle with respect to the sweep.
414
+ * * The start angle returns fraction 0
415
+ * * The end angle returns fraction 1
416
+ * * Interior angles (and their multiples of 2PI) return fractions in [0,1].
417
+ * * Exterior angles return fractions outside [0,1] according to `toNegativeFraction`.
418
+ * @param radians input angle (in radians)
419
+ * @param radians0 start angle of sweep (in radians)
420
+ * @param radians1 end angle of sweep (in radians)
421
+ * @param toNegativeFraction convert an exterior angle to a negative number (true), or to
422
+ * a number greater than one (false, default). If false, this is just [[radiansToPositivePeriodicFractionStartEnd]].
423
+ * @param zeroSweepDefault return value when the sweep is empty (default 0).
424
+ * @returns fraction, or `zeroSweepDefault` if the sweep is empty
425
+ */
426
+ static radiansToSignedFractionStartEnd(radians, radians0, radians1, toNegativeFraction = false, zeroSweepDefault = 0.0) {
427
+ const zeroSweepMarker = Geometry_1.Geometry.largeCoordinateResult;
428
+ let fraction = this.radiansToSignedPeriodicFractionStartEnd(radians, radians0, radians1, zeroSweepMarker);
429
+ if (fraction === zeroSweepMarker)
430
+ return zeroSweepDefault;
431
+ if ((toNegativeFraction && fraction > 1) || (!toNegativeFraction && fraction < 0)) {
432
+ let period = Angle_1.Angle.pi2Radians / Math.abs(radians1 - radians0);
433
+ if (toNegativeFraction)
434
+ period = -period;
435
+ fraction += period;
436
+ }
437
+ return fraction;
438
+ }
439
+ /**
440
+ * Return the fractionalized position of the given radian angle with respect to this sweep.
441
+ * * The start angle returns fraction 0
442
+ * * The end angle returns fraction 1
443
+ * * Interior angles (and their multiples of 2PI) return fractions in [0,1].
444
+ * * Exterior angles return fractions outside [0,1] according to `toNegativeFraction`.
445
+ * @param radians input angle (in radians)
446
+ * @param toNegativeFraction convert an exterior angle to a negative number (true), or to
447
+ * a number greater than one (false, default). If false, this is just [[radiansToPositivePeriodicFraction]].
448
+ * @param zeroSweepDefault return value when this sweep is empty (default 0).
449
+ * @returns fraction, or `zeroSweepDefault` if this sweep is empty
450
+ */
451
+ radiansToSignedFraction(radians, toNegativeFraction = false, zeroSweepDefault = 0.0) {
452
+ return AngleSweep.radiansToSignedFractionStartEnd(radians, this._radians0, this._radians1, toNegativeFraction, zeroSweepDefault);
453
+ }
454
+ /**
455
+ * Return the fractionalized position of the given angle with respect to this sweep.
456
+ * * The start angle returns fraction 0
457
+ * * The end angle returns fraction 1
458
+ * * Interior angles (and their multiples of 2PI) return fractions in [0,1].
459
+ * * Exterior angles return fractions outside [0,1] according to `toNegativeFraction`.
460
+ * @param theta input angle
461
+ * @param toNegativeFraction convert an exterior angle to a negative number (true), or to
462
+ * a number greater than one (false, default). If false, this is just [[angleToPositivePeriodicFraction]].
463
+ * @param zeroSweepDefault return value when this sweep is empty (default 0).
464
+ * @returns fraction, or `zeroSweepDefault` if this sweep is empty
369
465
  */
370
- angleToSignedPeriodicFraction(theta) {
371
- return this.radiansToSignedPeriodicFraction(theta.radians);
466
+ angleToSignedFraction(theta, toNegativeFraction = false, zeroSweepDefault = 0.0) {
467
+ return this.radiansToSignedFraction(theta.radians, toNegativeFraction, zeroSweepDefault);
372
468
  }
373
469
  /** Test if the given angle (as radians) is within sweep (between radians0 and radians1) */
374
470
  static isRadiansInStartEnd(radians, radians0, radians1, allowPeriodShift = true) {
@@ -419,28 +515,31 @@ class AngleSweep {
419
515
  }
420
516
  /**
421
517
  * Convert an AngleSweep to a JSON object.
422
- * @return {*} {degrees: [startAngleInDegrees, endAngleInDegrees}
518
+ * @return {*} [startAngleInDegrees, endAngleInDegrees]
423
519
  */
424
520
  toJSON() {
425
521
  return [this.startDegrees, this.endDegrees];
426
522
  }
427
523
  /**
428
- * Test if this angle sweep and other angle sweep match with radians tolerance.
429
- * * Period shifts are allowed.
524
+ * Test if two angle sweeps match within the given tolerance.
525
+ * * Period shifts are allowed, but orientations must be the same.
526
+ * @param other sweep to compare to this instance
527
+ * @param radianTol optional radian tolerance, default value `Geometry.smallAngleRadians`
430
528
  */
431
- isAlmostEqualAllowPeriodShift(other) {
432
- // We compare angle sweeps by checking if start angle and sweep match. We cannot compare start and end because for
433
- // example (0, 90) and (360, 90) have the same start (we allow period shift) and end but are not same angle sweeps.
434
- return Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians0, other._radians0)
435
- && Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0);
529
+ isAlmostEqualAllowPeriodShift(other, radianTol = Geometry_1.Geometry.smallAngleRadians) {
530
+ return this.isCCW === other.isCCW // this rules out equating opposite sweeps like [0,-100] and [0,260]
531
+ && Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians0, other._radians0, radianTol)
532
+ && Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0, radianTol);
436
533
  }
437
534
  /**
438
- * Test if this angle sweep and other angle sweep match with radians tolerance.
535
+ * Test if two angle sweeps match within the given tolerance.
439
536
  * * Period shifts are not allowed.
537
+ * @param other sweep to compare to this instance
538
+ * @param radianTol optional radian tolerance, default value `Geometry.smallAngleRadians`
440
539
  */
441
- isAlmostEqualNoPeriodShift(other) {
442
- return Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(this._radians0, other._radians0)
443
- && Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0);
540
+ isAlmostEqualNoPeriodShift(other, radianTol = Geometry_1.Geometry.smallAngleRadians) {
541
+ return Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(this._radians0, other._radians0, radianTol)
542
+ && Angle_1.Angle.isAlmostEqualRadiansNoPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0, radianTol);
444
543
  }
445
544
  /**
446
545
  * Test if start and end angles match with radians tolerance.
@@ -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 CartesianGeometry\r\n */\r\n\r\nimport { AngleSweepProps, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { GrowableFloat64Array } from \"./GrowableFloat64Array\";\r\n\r\n/**\r\n * An `AngleSweep` is a pair of angles at start and end of an interval.\r\n *\r\n * * For stroking purposes, the \"included interval\" is all angles numerically reached\r\n * by theta = start + f*(end-start), where f is between 0 and 1.\r\n * * This stroking formula is simple numbers -- 2PI shifts are not involved.\r\n * * 2PI shifts do become important in the reverse mapping of an angle to a fraction.\r\n * * If \"start < end\" the angle proceeds CCW around the unit circle.\r\n * * If \"end < start\" the angle proceeds CW around the unit circle.\r\n * * Angles beyond 360 are fine as endpoints.\r\n * * (350,370) covers the same unit angles as (-10,10).\r\n * * (370,350) covers the same unit angles as (10,-10).\r\n * * math details related fraction API can be found at docs/learning/geometry/Angle.md\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/AngleSweep\r\n * @public\r\n */\r\nexport class AngleSweep implements BeJSONFunctions {\r\n private _radians0: number;\r\n private _radians1: number;\r\n /** Read-property for degrees at the start of this AngleSweep. */\r\n public get startDegrees() {\r\n return Angle.radiansToDegrees(this._radians0);\r\n }\r\n /** Read-property for degrees at the end of this AngleSweep. */\r\n public get endDegrees() {\r\n return Angle.radiansToDegrees(this._radians1);\r\n }\r\n /** Read-property for signed start-to-end sweep in degrees. */\r\n public get sweepDegrees() {\r\n return Angle.radiansToDegrees(this._radians1 - this._radians0);\r\n }\r\n /** Read-property for degrees at the start of this AngleSweep. */\r\n public get startRadians() {\r\n return this._radians0;\r\n }\r\n /** Read-property for degrees at the end of this AngleSweep. */\r\n public get endRadians() {\r\n return this._radians1;\r\n }\r\n /** Read-property for signed start-to-end sweep in radians. */\r\n public get sweepRadians() {\r\n return this._radians1 - this._radians0;\r\n }\r\n /** Whether the sweep angles are within smallAngle tolerance, without period shift. */\r\n public get isEmpty() {\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0, this.sweepRadians);\r\n }\r\n /** Return the (strongly typed) start angle */\r\n public get startAngle() {\r\n return Angle.createRadians(this._radians0);\r\n }\r\n /** Return the (strongly typed) end angle */\r\n public get endAngle() {\r\n return Angle.createRadians(this._radians1);\r\n }\r\n /**\r\n * Create a sweep as one of\r\n * * A clone of a given sweep\r\n * * 0 to given angle\r\n * * full circle if no arg given (sweep 0 to 360 degrees)\r\n */\r\n public static create(data?: AngleSweep | Angle): AngleSweep {\r\n if (data instanceof AngleSweep)\r\n return data.clone();\r\n if (data instanceof Angle)\r\n return new AngleSweep(0, data.radians);\r\n return AngleSweep.create360();\r\n }\r\n /**\r\n * (private) constructor with start and end angles in radians.\r\n * * Use explicitly named static methods to clarify intent and units of inputs:\r\n *\r\n * * createStartEndRadians (startRadians:number, endRadians:number)\r\n * * createStartEndDegrees (startDegrees:number, endDegrees:number)\r\n * * createStartEnd (startAngle:Angle, endAngle:Angle)\r\n * * createStartSweepRadians (startRadians:number, sweepRadians:number)\r\n * * createStartSweepDegrees (startDegrees:number, sweepDegrees:number)\r\n * * createStartSweep (startAngle:Angle, sweepAngle:Angle)\r\n */\r\n private constructor(startRadians: number = 0, endRadians: number = 0) {\r\n this._radians0 = startRadians;\r\n this._radians1 = endRadians;\r\n }\r\n /**\r\n * Directly set the start and end angles in radians\r\n * * If the difference between startRadians and endRadians is greater than 360, the function limits the angle sweep to 360.\r\n */\r\n public setStartEndRadians(startRadians: number = 0, endRadians: number = 2.0 * Math.PI) {\r\n const delta = endRadians - startRadians;\r\n if (Angle.isFullCircleRadians(delta)) {\r\n endRadians = startRadians + (delta > 0 ? 2.0 : -2.0) * Math.PI;\r\n }\r\n this._radians0 = startRadians;\r\n this._radians1 = endRadians;\r\n }\r\n /** Directly set the start and end angles in degrees */\r\n public setStartEndDegrees(startDegrees: number = 0, endDegrees: number = 360.0) {\r\n this.setStartEndRadians(Angle.degreesToRadians(startDegrees), Angle.degreesToRadians(endDegrees));\r\n }\r\n /**\r\n * Create an AngleSweep from start and end angles given in radians.\r\n * * If the difference between startRadians and endRadians is greater than 360, the function limits the angle sweep to 360.\r\n */\r\n public static createStartEndRadians(startRadians: number = 0, endRadians: number = 2.0 * Math.PI, result?: AngleSweep): AngleSweep {\r\n result = result ? result : new AngleSweep();\r\n result.setStartEndRadians(startRadians, endRadians);\r\n return result;\r\n }\r\n /** Return the angle obtained by subtracting radians from this angle. */\r\n public cloneMinusRadians(radians: number): AngleSweep {\r\n return new AngleSweep(this._radians0 - radians, this._radians1 - radians);\r\n }\r\n /** Create an AngleSweep from start and end angles given in degrees. */\r\n public static createStartEndDegrees(startDegrees: number = 0, endDegrees: number = 360, result?: AngleSweep): AngleSweep {\r\n return AngleSweep.createStartEndRadians(Angle.degreesToRadians(startDegrees), Angle.degreesToRadians(endDegrees), result);\r\n }\r\n /** Create an angle sweep from strongly typed start and end angles */\r\n public static createStartEnd(startAngle: Angle, endAngle: Angle, result?: AngleSweep): AngleSweep {\r\n result = result ? result : new AngleSweep();\r\n result.setStartEndRadians(startAngle.radians, endAngle.radians);\r\n return result;\r\n }\r\n /** Create an AngleSweep from start and end angles given in radians. */\r\n public static createStartSweepRadians(startRadians: number = 0, sweepRadians: number = Math.PI, result?: AngleSweep): AngleSweep {\r\n result = result ? result : new AngleSweep();\r\n result.setStartEndRadians(startRadians, startRadians + sweepRadians);\r\n return result;\r\n }\r\n /** Create an AngleSweep from start and sweep given in degrees. */\r\n public static createStartSweepDegrees(startDegrees: number = 0, sweepDegrees: number = 360, result?: AngleSweep): AngleSweep {\r\n return AngleSweep.createStartEndRadians(Angle.degreesToRadians(startDegrees), Angle.degreesToRadians(startDegrees + sweepDegrees), result);\r\n }\r\n /** Create an angle sweep with limits given as (strongly typed) angles for start and sweep */\r\n public static createStartSweep(startAngle: Angle, sweepAngle: Angle, result?: AngleSweep): AngleSweep {\r\n return AngleSweep.createStartSweepRadians(startAngle.radians, sweepAngle.radians, result);\r\n }\r\n /** Return a sweep with limits interpolated between this and other. */\r\n public interpolate(fraction: number, other: AngleSweep): AngleSweep {\r\n return new AngleSweep(\r\n Geometry.interpolate(this._radians0, fraction, other._radians0),\r\n Geometry.interpolate(this._radians1, fraction, other._radians1),\r\n );\r\n }\r\n /** Copy from other AngleSweep. */\r\n public setFrom(other: AngleSweep) {\r\n this._radians0 = other._radians0;\r\n this._radians1 = other._radians1;\r\n }\r\n /** Create a full circle sweep (CCW). startRadians defaults to 0 */\r\n public static create360(startRadians?: number): AngleSweep {\r\n startRadians = startRadians ? startRadians : 0.0;\r\n return new AngleSweep(startRadians, startRadians + 2.0 * Math.PI);\r\n }\r\n /** Create a sweep from the south pole to the north pole (-90 to +90). */\r\n public static createFullLatitude() {\r\n return AngleSweep.createStartEndRadians(-0.5 * Math.PI, 0.5 * Math.PI);\r\n }\r\n /** Reverse the start and end angle in place. */\r\n public reverseInPlace() {\r\n const tmp = this._radians0;\r\n this._radians0 = this._radians1;\r\n this._radians1 = tmp;\r\n }\r\n /**\r\n * Return a sweep for the \"other\" part of the circle.\r\n * @param reverseDirection true to move backwards (CW) from start to end, false to more forwards (CCW) from start to end.\r\n */\r\n public cloneComplement(reverseDirection: boolean = false, result?: AngleSweep): AngleSweep {\r\n const s = this.sweepRadians >= 0 ? 2.0 : -2.0;\r\n if (reverseDirection)\r\n return AngleSweep.createStartEndRadians(this.startRadians, this.endRadians - s * Math.PI, result);\r\n else\r\n return AngleSweep.createStartEndRadians(this.endRadians, this.startRadians + s * Math.PI, result);\r\n }\r\n /** Restrict start and end angles into the range (-90,+90) in degrees */\r\n public capLatitudeInPlace() {\r\n const limit = 0.5 * Math.PI;\r\n this._radians0 = Geometry.clampToStartEnd(this._radians0, -limit, limit);\r\n this._radians1 = Geometry.clampToStartEnd(this._radians1, -limit, limit);\r\n }\r\n /** Ask if the sweep is counterclockwise, i.e. positive sweep */\r\n public get isCCW(): boolean {\r\n return this._radians1 >= this._radians0;\r\n }\r\n /** Ask if the sweep is a full circle. */\r\n public get isFullCircle(): boolean {\r\n return Angle.isFullCircleRadians(this.sweepRadians);\r\n }\r\n /** Ask if the sweep is a full sweep from south pole to north pole. */\r\n public get isFullLatitudeSweep(): boolean {\r\n const a = Math.PI * 0.5;\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(this._radians0, -a)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(this._radians1, a);\r\n }\r\n /** Return a clone of this sweep. */\r\n public clone(): AngleSweep {\r\n return new AngleSweep(this._radians0, this._radians1);\r\n }\r\n /** Convert fractional position in the sweep to radians. */\r\n public fractionToRadians(fraction: number): number {\r\n return fraction < 0.5 ?\r\n this._radians0 + fraction * (this._radians1 - this._radians0) :\r\n this._radians1 + (fraction - 1.0) * (this._radians1 - this._radians0);\r\n }\r\n /** Convert fractional position in the sweep to strongly typed Angle object. */\r\n public fractionToAngle(fraction: number) {\r\n return Angle.createRadians(this.fractionToRadians(fraction));\r\n }\r\n /**\r\n * Return 2PI divided by the sweep radians (i.e. 360 degrees divided by sweep angle).\r\n * * This is the number of fractional intervals required to cover a whole circle.\r\n */\r\n public fractionPeriod(): number {\r\n return Geometry.safeDivideFraction(Math.PI * 2.0, Math.abs(this._radians1 - this._radians0), 1.0);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as Angle) computed without consideration of\r\n * 2PI period and without consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle if start < end\r\n * * fraction larger than one for angles \"after\" the end angle if start < end\r\n * * fraction larger than one for angles \"before\" the start angle if start > end\r\n * * negative fraction for angles \"after\" the end angle if start > end\r\n * * does not allow period shift\r\n */\r\n public angleToUnboundedFraction(theta: Angle): number {\r\n return Geometry.safeDivideFraction(theta.radians - this._radians0, this._radians1 - this._radians0, 1.0);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians), computed with consideration of 2PI period.\r\n * * consider radians0 as `start` angle of the sweep and radians1 as `end` angle of the sweep\r\n * * fraction is always positive\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n */\r\n public static radiansToPositivePeriodicFractionStartEnd(radians: number, radians0: number, radians1: number, zeroSweepDefault: number = 0.0): number {\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians0, radians1)) {\r\n // for 2nPi sweep, allow matching without period shift, else we never return 1.0\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0))\r\n return 0.0;\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians1))\r\n return 1.0;\r\n } else {\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians0))\r\n return 0.0;\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians1))\r\n return 1.0;\r\n }\r\n const sweep = radians1 - radians0;\r\n const delta = radians - radians0;\r\n if (sweep > 0) {\r\n const delta1 = Angle.adjustRadians0To2Pi(delta);\r\n const fraction1 = Geometry.safeDivideFraction(delta1, sweep, zeroSweepDefault);\r\n return fraction1;\r\n }\r\n const delta2 = Angle.adjustRadians0To2Pi(-delta);\r\n const fraction2 = Geometry.safeDivideFraction(delta2, -sweep, zeroSweepDefault);\r\n return fraction2;\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians), computed with consideration of 2PI period.\r\n * * fraction is always positive\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n */\r\n public radiansToPositivePeriodicFraction(radians: number, zeroSweepDefault: number = 0.0): number {\r\n return AngleSweep.radiansToPositivePeriodicFractionStartEnd(radians, this._radians0, this._radians1, zeroSweepDefault);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as Angle), computed with consideration of 2PI period.\r\n * * fraction is always positive\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n */\r\n public angleToPositivePeriodicFraction(theta: Angle): number {\r\n return this.radiansToPositivePeriodicFraction(theta.radians);\r\n }\r\n /**\r\n * Return the fractionalized position of the given array of angles (as radian), computed with consideration of 2PI period.\r\n * * fraction is always positive\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n */\r\n public radiansArrayToPositivePeriodicFractions(data: GrowableFloat64Array) {\r\n const n = data.length;\r\n for (let i = 0; i < n; i++) {\r\n data.reassign(i, this.radiansToPositivePeriodicFraction(data.atUncheckedIndex(i)));\r\n }\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians) computed with consideration of\r\n * 2PI period and with consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle\r\n * * fraction larger than one for angles \"after\" the end angle\r\n * * allows period shift\r\n */\r\n public static radiansToSignedPeriodicFractionStartEnd(radians: number, radians0: number, radians1: number): number {\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians0, radians1)) {\r\n // for 2nPi sweep, allow matching without period shift, else we never return 1.0\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0))\r\n return 0.0;\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians1))\r\n return 1.0;\r\n } else {\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians0))\r\n return 0.0;\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians1))\r\n return 1.0;\r\n }\r\n const sweep = radians1 - radians0;\r\n const delta = radians - radians0 - 0.5 * sweep; // measure from middle of interval\r\n if (sweep > 0) {\r\n const delta1 = Angle.adjustRadiansMinusPiPlusPi(delta);\r\n const fraction1 = 0.5 + Geometry.safeDivideFraction(delta1, sweep, 0.0);\r\n return fraction1;\r\n }\r\n const delta2 = Angle.adjustRadiansMinusPiPlusPi(-delta);\r\n const fraction = 0.5 + Geometry.safeDivideFraction(delta2, -sweep, 0.0);\r\n return fraction;\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians) computed with consideration of\r\n * 2PI period and with consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle\r\n * * fraction larger than one for angles \"after\" the end angle\r\n * * allows period shift\r\n */\r\n public radiansToSignedPeriodicFraction(radians: number): number {\r\n return AngleSweep.radiansToSignedPeriodicFractionStartEnd(radians, this._radians0, this._radians1);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as Angle) computed with consideration of\r\n * 2PI period and with consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle\r\n * * fraction larger than one for angles \"after\" the end angle\r\n * * allows period shift\r\n */\r\n public angleToSignedPeriodicFraction(theta: Angle): number {\r\n return this.radiansToSignedPeriodicFraction(theta.radians);\r\n }\r\n /** Test if the given angle (as radians) is within sweep (between radians0 and radians1) */\r\n public static isRadiansInStartEnd(radians: number, radians0: number, radians1: number, allowPeriodShift: boolean = true): boolean {\r\n const delta0 = radians - radians0;\r\n const delta1 = radians - radians1;\r\n if (delta0 * delta1 <= 0.0)\r\n return true;\r\n if (radians0 === radians1)\r\n return allowPeriodShift ? Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians0) : Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0);\r\n return allowPeriodShift ? this.radiansToPositivePeriodicFractionStartEnd(radians, radians0, radians1, 1000.0) <= 1.0 : false;\r\n }\r\n /** Test if the given angle (as radians) is within sweep */\r\n public isRadiansInSweep(radians: number, allowPeriodShift: boolean = true): boolean {\r\n return AngleSweep.isRadiansInStartEnd(radians, this.startRadians, this.endRadians, allowPeriodShift);\r\n }\r\n /** Test if the given angle (as Angle) is within the sweep */\r\n public isAngleInSweep(angle: Angle): boolean {\r\n return this.isRadiansInSweep(angle.radians);\r\n }\r\n /**\r\n * Set this AngleSweep from various sources:\r\n * * if json is undefined, a full-circle sweep is returned.\r\n * * If json is an AngleSweep object, it is cloned\r\n * * If json is an array of 2 numbers, those numbers are start and end angles in degrees.\r\n * * If `json.degrees` is an array of 2 numbers, those numbers are start and end angles in degrees.\r\n * * If `json.radians` is an array of 2 numbers, those numbers are start and end angles in radians.\r\n * * Otherwise, a full-circle sweep is returned.\r\n */\r\n public setFromJSON(json?: any) {\r\n if (!json)\r\n this.setStartEndRadians(); // default full circle\r\n else if (json instanceof AngleSweep)\r\n this.setFrom(json);\r\n else if (Geometry.isNumberArray(json.degrees, 2))\r\n this.setStartEndDegrees(json.degrees[0], json.degrees[1]);\r\n else if (Geometry.isNumberArray(json.radians, 2))\r\n this.setStartEndRadians(json.radians[0], json.radians[1]);\r\n else if (Geometry.isNumberArray(json, 2))\r\n this.setStartEndDegrees(json[0], json[1]);\r\n else\r\n this.setStartEndRadians(); // default full circle\r\n }\r\n /** Create an AngleSweep from a json object. */\r\n public static fromJSON(json?: AngleSweepProps): AngleSweep {\r\n const result = AngleSweep.create360();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Convert an AngleSweep to a JSON object.\r\n * @return {*} {degrees: [startAngleInDegrees, endAngleInDegrees}\r\n */\r\n public toJSON(): any {\r\n return [this.startDegrees, this.endDegrees];\r\n }\r\n /**\r\n * Test if this angle sweep and other angle sweep match with radians tolerance.\r\n * * Period shifts are allowed.\r\n */\r\n public isAlmostEqualAllowPeriodShift(other: AngleSweep): boolean {\r\n // We compare angle sweeps by checking if start angle and sweep match. We cannot compare start and end because for\r\n // example (0, 90) and (360, 90) have the same start (we allow period shift) and end but are not same angle sweeps.\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians0, other._radians0)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0);\r\n }\r\n /**\r\n * Test if this angle sweep and other angle sweep match with radians tolerance.\r\n * * Period shifts are not allowed.\r\n */\r\n public isAlmostEqualNoPeriodShift(other: AngleSweep): boolean {\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(this._radians0, other._radians0)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0);\r\n }\r\n /**\r\n * Test if start and end angles match with radians tolerance.\r\n * * Period shifts are not allowed.\r\n * * This function is equivalent to isAlmostEqualNoPeriodShift. It is present for consistency with other classes.\r\n * However, it is recommended to use isAlmostEqualNoPeriodShift which has a clearer name.\r\n */\r\n public isAlmostEqual(other: AngleSweep): boolean {\r\n return this.isAlmostEqualNoPeriodShift(other);\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 CartesianGeometry\r\n */\r\n\r\nimport { AngleSweepProps, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { GrowableFloat64Array } from \"./GrowableFloat64Array\";\r\n\r\n/**\r\n * An `AngleSweep` is a pair of angles at start and end of an interval.\r\n *\r\n * * For stroking purposes, the \"included interval\" is all angles numerically reached\r\n * by theta = start + f*(end-start), where f is between 0 and 1.\r\n * * This stroking formula is simple numbers -- 2PI shifts are not involved.\r\n * * 2PI shifts do become important in the reverse mapping of an angle to a fraction.\r\n * * If \"start < end\" the angle proceeds CCW around the unit circle.\r\n * * If \"end < start\" the angle proceeds CW around the unit circle.\r\n * * Angles beyond 360 are fine as endpoints.\r\n * * (350,370) covers the same unit angles as (-10,10).\r\n * * (370,350) covers the same unit angles as (10,-10).\r\n * * math details related fraction API can be found at docs/learning/geometry/Angle.md\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/AngleSweep\r\n * @public\r\n */\r\nexport class AngleSweep implements BeJSONFunctions {\r\n private _radians0: number;\r\n private _radians1: number;\r\n /** Read-property for degrees at the start of this AngleSweep. */\r\n public get startDegrees() {\r\n return Angle.radiansToDegrees(this._radians0);\r\n }\r\n /** Read-property for degrees at the end of this AngleSweep. */\r\n public get endDegrees() {\r\n return Angle.radiansToDegrees(this._radians1);\r\n }\r\n /** Read-property for signed start-to-end sweep in degrees. */\r\n public get sweepDegrees() {\r\n return Angle.radiansToDegrees(this._radians1 - this._radians0);\r\n }\r\n /** Read-property for degrees at the start of this AngleSweep. */\r\n public get startRadians() {\r\n return this._radians0;\r\n }\r\n /** Read-property for degrees at the end of this AngleSweep. */\r\n public get endRadians() {\r\n return this._radians1;\r\n }\r\n /** Read-property for signed start-to-end sweep in radians. */\r\n public get sweepRadians() {\r\n return this._radians1 - this._radians0;\r\n }\r\n /** Whether the sweep angles are within smallAngle tolerance, without period shift. */\r\n public get isEmpty() {\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0, this.sweepRadians);\r\n }\r\n /** Return the (strongly typed) start angle */\r\n public get startAngle() {\r\n return Angle.createRadians(this._radians0);\r\n }\r\n /** Return the (strongly typed) end angle */\r\n public get endAngle() {\r\n return Angle.createRadians(this._radians1);\r\n }\r\n /**\r\n * Create a sweep as one of\r\n * * A clone of a given sweep\r\n * * 0 to given angle\r\n * * full circle if no arg given (sweep 0 to 360 degrees)\r\n */\r\n public static create(data?: AngleSweep | Angle): AngleSweep {\r\n if (data instanceof AngleSweep)\r\n return data.clone();\r\n if (data instanceof Angle)\r\n return new AngleSweep(0, data.radians);\r\n return AngleSweep.create360();\r\n }\r\n /**\r\n * (private) constructor with start and end angles in radians.\r\n * * Use explicitly named static methods to clarify intent and units of inputs:\r\n *\r\n * * createStartEndRadians (startRadians:number, endRadians:number)\r\n * * createStartEndDegrees (startDegrees:number, endDegrees:number)\r\n * * createStartEnd (startAngle:Angle, endAngle:Angle)\r\n * * createStartSweepRadians (startRadians:number, sweepRadians:number)\r\n * * createStartSweepDegrees (startDegrees:number, sweepDegrees:number)\r\n * * createStartSweep (startAngle:Angle, sweepAngle:Angle)\r\n */\r\n private constructor(startRadians: number = 0, endRadians: number = 0) {\r\n this._radians0 = startRadians;\r\n this._radians1 = endRadians;\r\n }\r\n /**\r\n * Directly set the start and end angles in radians\r\n * * If the difference between startRadians and endRadians is greater than 360, the function limits the angle sweep to 360.\r\n */\r\n public setStartEndRadians(startRadians: number = 0, endRadians: number = 2.0 * Math.PI) {\r\n const delta = endRadians - startRadians;\r\n if (Angle.isFullCircleRadians(delta)) {\r\n endRadians = startRadians + (delta > 0 ? 2.0 : -2.0) * Math.PI;\r\n }\r\n this._radians0 = startRadians;\r\n this._radians1 = endRadians;\r\n }\r\n /** Directly set the start and end angles in degrees */\r\n public setStartEndDegrees(startDegrees: number = 0, endDegrees: number = 360.0) {\r\n this.setStartEndRadians(Angle.degreesToRadians(startDegrees), Angle.degreesToRadians(endDegrees));\r\n }\r\n /**\r\n * Create an AngleSweep from start and end angles given in radians.\r\n * * If the difference between startRadians and endRadians is greater than 360, the function limits the angle sweep to 360.\r\n */\r\n public static createStartEndRadians(startRadians: number = 0, endRadians: number = 2.0 * Math.PI, result?: AngleSweep): AngleSweep {\r\n result = result ? result : new AngleSweep();\r\n result.setStartEndRadians(startRadians, endRadians);\r\n return result;\r\n }\r\n /** Return the angle obtained by subtracting radians from this angle. */\r\n public cloneMinusRadians(radians: number): AngleSweep {\r\n return new AngleSweep(this._radians0 - radians, this._radians1 - radians);\r\n }\r\n /** Create an AngleSweep from start and end angles given in degrees. */\r\n public static createStartEndDegrees(startDegrees: number = 0, endDegrees: number = 360, result?: AngleSweep): AngleSweep {\r\n return AngleSweep.createStartEndRadians(Angle.degreesToRadians(startDegrees), Angle.degreesToRadians(endDegrees), result);\r\n }\r\n /** Create an angle sweep from strongly typed start and end angles */\r\n public static createStartEnd(startAngle: Angle, endAngle: Angle, result?: AngleSweep): AngleSweep {\r\n result = result ? result : new AngleSweep();\r\n result.setStartEndRadians(startAngle.radians, endAngle.radians);\r\n return result;\r\n }\r\n /** Create an AngleSweep from start and end angles given in radians. */\r\n public static createStartSweepRadians(startRadians: number = 0, sweepRadians: number = Math.PI, result?: AngleSweep): AngleSweep {\r\n result = result ? result : new AngleSweep();\r\n result.setStartEndRadians(startRadians, startRadians + sweepRadians);\r\n return result;\r\n }\r\n /** Create an AngleSweep from start and sweep given in degrees. */\r\n public static createStartSweepDegrees(startDegrees: number = 0, sweepDegrees: number = 360, result?: AngleSweep): AngleSweep {\r\n return AngleSweep.createStartEndRadians(Angle.degreesToRadians(startDegrees), Angle.degreesToRadians(startDegrees + sweepDegrees), result);\r\n }\r\n /** Create an angle sweep with limits given as (strongly typed) angles for start and sweep */\r\n public static createStartSweep(startAngle: Angle, sweepAngle: Angle, result?: AngleSweep): AngleSweep {\r\n return AngleSweep.createStartSweepRadians(startAngle.radians, sweepAngle.radians, result);\r\n }\r\n /** Return a sweep with limits interpolated between this and other. */\r\n public interpolate(fraction: number, other: AngleSweep): AngleSweep {\r\n return new AngleSweep(\r\n Geometry.interpolate(this._radians0, fraction, other._radians0),\r\n Geometry.interpolate(this._radians1, fraction, other._radians1),\r\n );\r\n }\r\n /** Copy from other AngleSweep. */\r\n public setFrom(other: AngleSweep) {\r\n this._radians0 = other._radians0;\r\n this._radians1 = other._radians1;\r\n }\r\n /** Create a full circle sweep (CCW). startRadians defaults to 0 */\r\n public static create360(startRadians?: number): AngleSweep {\r\n startRadians = startRadians ? startRadians : 0.0;\r\n return new AngleSweep(startRadians, startRadians + 2.0 * Math.PI);\r\n }\r\n /** Create a sweep from the south pole to the north pole (-90 to +90). */\r\n public static createFullLatitude() {\r\n return AngleSweep.createStartEndRadians(-0.5 * Math.PI, 0.5 * Math.PI);\r\n }\r\n /** Reverse the start and end angle in place. */\r\n public reverseInPlace() {\r\n const tmp = this._radians0;\r\n this._radians0 = this._radians1;\r\n this._radians1 = tmp;\r\n }\r\n /**\r\n * Return a sweep for the \"other\" part of the circle.\r\n * @param reverseDirection true to move backwards (CW) from start to end, false to more forwards (CCW) from start to end.\r\n */\r\n public cloneComplement(reverseDirection: boolean = false, result?: AngleSweep): AngleSweep {\r\n const s = this.sweepRadians >= 0 ? 2.0 : -2.0;\r\n if (reverseDirection)\r\n return AngleSweep.createStartEndRadians(this.startRadians, this.endRadians - s * Math.PI, result);\r\n else\r\n return AngleSweep.createStartEndRadians(this.endRadians, this.startRadians + s * Math.PI, result);\r\n }\r\n /** Restrict start and end angles into the range (-90,+90) in degrees */\r\n public capLatitudeInPlace() {\r\n const limit = 0.5 * Math.PI;\r\n this._radians0 = Geometry.clampToStartEnd(this._radians0, -limit, limit);\r\n this._radians1 = Geometry.clampToStartEnd(this._radians1, -limit, limit);\r\n }\r\n /** Ask if the sweep is counterclockwise, i.e. positive sweep */\r\n public get isCCW(): boolean {\r\n return this._radians1 >= this._radians0;\r\n }\r\n /** Ask if the sweep is a full circle. */\r\n public get isFullCircle(): boolean {\r\n return Angle.isFullCircleRadians(this.sweepRadians);\r\n }\r\n /** Ask if the sweep is a full sweep from south pole to north pole. */\r\n public get isFullLatitudeSweep(): boolean {\r\n const a = Math.PI * 0.5;\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(this._radians0, -a)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(this._radians1, a);\r\n }\r\n /** Return a clone of this sweep. */\r\n public clone(): AngleSweep {\r\n return new AngleSweep(this._radians0, this._radians1);\r\n }\r\n /** Convert fractional position in the sweep to radians. */\r\n public fractionToRadians(fraction: number): number {\r\n return fraction < 0.5 ?\r\n this._radians0 + fraction * (this._radians1 - this._radians0) :\r\n this._radians1 + (fraction - 1.0) * (this._radians1 - this._radians0);\r\n }\r\n /** Convert fractional position in the sweep to strongly typed Angle object. */\r\n public fractionToAngle(fraction: number) {\r\n return Angle.createRadians(this.fractionToRadians(fraction));\r\n }\r\n /**\r\n * Return 2PI divided by the sweep radians (i.e. 360 degrees divided by sweep angle).\r\n * * This is the number of fractional intervals required to cover a whole circle.\r\n * @returns period of the sweep, or 1 if sweep is empty.\r\n */\r\n public fractionPeriod(): number {\r\n return this.isEmpty ? 1.0 : Angle.pi2Radians / Math.abs(this._radians1 - this._radians0);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as Angle) computed without consideration of\r\n * 2PI period and without consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle if start < end\r\n * * fraction larger than one for angles \"after\" the end angle if start < end\r\n * * fraction larger than one for angles \"before\" the start angle if start > end\r\n * * negative fraction for angles \"after\" the end angle if start > end\r\n * * does not allow period shift\r\n * @returns unbounded fraction, or 1 if sweep is empty.\r\n */\r\n public angleToUnboundedFraction(theta: Angle): number {\r\n return this.isEmpty ? 1.0 : (theta.radians - this._radians0) / (this._radians1 - this._radians0);\r\n }\r\n\r\n /**\r\n * Convert a sweep fraction to the equivalent period-shifted fraction inside the sweep, or within one period of zero\r\n * on the desired side.\r\n * @param fraction fraction of the sweep.\r\n * @param radians0 start angle of sweep (in radians).\r\n * @param radians1 end angle of sweep (in radians).\r\n * @param toNegativeFraction return an exterior fraction period-shifted to within one period of the start (true) or\r\n * end (false) of the sweep.\r\n * @returns period-shifted fraction. If `fraction` is already in [0,1], or the sweep is empty, then `fraction` is\r\n * returned unchanged.\r\n */\r\n public static fractionToSignedPeriodicFractionStartEnd(fraction: number, radians0: number, radians1: number, toNegativeFraction: boolean): number {\r\n const sweep = radians1 - radians0;\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(0, sweep))\r\n return fraction; // empty sweep\r\n if (Geometry.isIn01(fraction))\r\n return fraction;\r\n const period = Angle.pi2Radians / Math.abs(sweep);\r\n fraction = fraction % period; // period-shifted equivalent fraction closest to 0 with same sign as fraction\r\n if (fraction + period < 1)\r\n fraction += period; // it's really an interior fraction\r\n if (Geometry.isIn01(fraction) || (toNegativeFraction && fraction < 0) || (!toNegativeFraction && fraction > 1))\r\n return fraction;\r\n return toNegativeFraction ? fraction - period : fraction + period; // shift to other side of sweep\r\n }\r\n /**\r\n * Convert a sweep fraction to the equivalent period-shifted fraction inside this sweep, or within one period of\r\n * zero on the desired side.\r\n * @param fraction fraction of the sweep.\r\n * @param toNegativeFraction return an exterior fraction period-shifted to within one period of the start (true) or\r\n * end (false) of the sweep.\r\n * @returns period-shifted fraction. If `fraction` is already in [0,1], or the sweep is empty, then `fraction` is\r\n * returned unchanged.\r\n */\r\n public fractionToSignedPeriodicFraction(fraction: number, toNegativeFraction: boolean): number {\r\n return AngleSweep.fractionToSignedPeriodicFractionStartEnd(fraction, this._radians0, this._radians1, toNegativeFraction);\r\n }\r\n\r\n /**\r\n * Return the fractionalized position of the given angle (as radians), computed with consideration of 2PI period.\r\n * * consider radians0 as `start` angle of the sweep and radians1 as `end` angle of the sweep\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n * @param radians input angle (in radians)\r\n * @param radians0 start angle of sweep (in radians)\r\n * @param radians1 end angle of sweep (in radians)\r\n * @param zeroSweepDefault return value when the sweep is empty (default 0)\r\n * @returns nonnegative fraction, or `zeroSweepDefault` if the sweep is empty.\r\n */\r\n public static radiansToPositivePeriodicFractionStartEnd(radians: number, radians0: number, radians1: number, zeroSweepDefault: number = 0.0): number {\r\n const zeroSweepMarker = Geometry.largeCoordinateResult;\r\n let fraction = this.radiansToSignedPeriodicFractionStartEnd(radians, radians0, radians1, zeroSweepMarker);\r\n if (fraction === zeroSweepMarker)\r\n return zeroSweepDefault;\r\n if (fraction < 0) {\r\n const period = Angle.pi2Radians / Math.abs(radians1 - radians0);\r\n fraction += period;\r\n }\r\n return fraction;\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians), computed with consideration of 2PI period.\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n * @param radians input angle (in radians)\r\n * @param zeroSweepDefault return value when this sweep is empty (default 0)\r\n * @returns nonnegative fraction, or `zeroSweepDefault` if the sweep is empty.\r\n */\r\n public radiansToPositivePeriodicFraction(radians: number, zeroSweepDefault: number = 0.0): number {\r\n return AngleSweep.radiansToPositivePeriodicFractionStartEnd(radians, this._radians0, this._radians1, zeroSweepDefault);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as Angle), computed with consideration of 2PI period.\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n * @param theta input angle\r\n * @param zeroSweepDefault return value when this sweep is empty (default 0)\r\n * @returns nonnegative fraction, or `zeroSweepDefault` if the sweep is empty.\r\n */\r\n public angleToPositivePeriodicFraction(theta: Angle, zeroSweepDefault: number = 0.0): number {\r\n return this.radiansToPositivePeriodicFraction(theta.radians, zeroSweepDefault);\r\n }\r\n /**\r\n * Return the fractionalized position of the given array of angles (as radian), computed with consideration of 2PI period.\r\n * * fraction is always positive\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * all exterior angles are at fractions greater than 1\r\n * * allows period shift\r\n */\r\n public radiansArrayToPositivePeriodicFractions(data: GrowableFloat64Array) {\r\n const n = data.length;\r\n for (let i = 0; i < n; i++) {\r\n data.reassign(i, this.radiansToPositivePeriodicFraction(data.atUncheckedIndex(i)));\r\n }\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians) computed with consideration of\r\n * 2PI period and with consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle\r\n * * fraction larger than one for angles \"after\" the end angle\r\n * * allows period shift\r\n * @param radians input angle (in radians)\r\n * @param radians0 start angle of sweep (in radians)\r\n * @param radians1 end angle of sweep (in radians)\r\n * @param zeroSweepDefault return value when the sweep is empty (default 0)\r\n * @returns fraction, or `zeroSweepDefault` if the sweep is empty.\r\n */\r\n public static radiansToSignedPeriodicFractionStartEnd(radians: number, radians0: number, radians1: number, zeroSweepDefault: number = 0.0): number {\r\n const sweep = radians1 - radians0;\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(0, sweep))\r\n return zeroSweepDefault;\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians0, radians1)) {\r\n // for sweep = 2nPi !== 0, allow matching without period shift, else we never return 1.0\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0))\r\n return 0.0;\r\n if (Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians1))\r\n return 1.0;\r\n } else {\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians0))\r\n return 0.0;\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians1))\r\n return 1.0;\r\n }\r\n const fraction = (radians - radians0) / sweep;\r\n return this.fractionToSignedPeriodicFractionStartEnd(fraction, radians0, radians1, fraction < 0);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as radians) computed with consideration of\r\n * 2PI period and with consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle\r\n * * fraction larger than one for angles \"after\" the end angle\r\n * * allows period shift\r\n * @param radians input angle (in radians)\r\n * @param zeroSweepDefault return value when this sweep is empty (default 0)\r\n * @returns fraction, or `zeroSweepDefault` if this sweep is empty.\r\n */\r\n public radiansToSignedPeriodicFraction(radians: number, zeroSweepDefault: number = 0.0): number {\r\n return AngleSweep.radiansToSignedPeriodicFractionStartEnd(radians, this._radians0, this._radians1, zeroSweepDefault);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle (as Angle) computed with consideration of\r\n * 2PI period and with consideration of angle sweep direction (CW or CCW).\r\n * * the start angle is at fraction 0\r\n * * the end angle is at fraction 1\r\n * * interior angles are between 0 and 1\r\n * * negative fraction for angles \"before\" the start angle\r\n * * fraction larger than one for angles \"after\" the end angle\r\n * * allows period shift\r\n * @param theta input angle\r\n * @param zeroSweepDefault return value when this sweep is empty (default 0)\r\n * @returns fraction, or `zeroSweepDefault` if this sweep is empty.\r\n */\r\n public angleToSignedPeriodicFraction(theta: Angle, zeroSweepDefault: number = 0.0): number {\r\n return this.radiansToSignedPeriodicFraction(theta.radians, zeroSweepDefault);\r\n }\r\n\r\n /**\r\n * Return the fractionalized position of the given radian angle with respect to the sweep.\r\n * * The start angle returns fraction 0\r\n * * The end angle returns fraction 1\r\n * * Interior angles (and their multiples of 2PI) return fractions in [0,1].\r\n * * Exterior angles return fractions outside [0,1] according to `toNegativeFraction`.\r\n * @param radians input angle (in radians)\r\n * @param radians0 start angle of sweep (in radians)\r\n * @param radians1 end angle of sweep (in radians)\r\n * @param toNegativeFraction convert an exterior angle to a negative number (true), or to\r\n * a number greater than one (false, default). If false, this is just [[radiansToPositivePeriodicFractionStartEnd]].\r\n * @param zeroSweepDefault return value when the sweep is empty (default 0).\r\n * @returns fraction, or `zeroSweepDefault` if the sweep is empty\r\n */\r\n public static radiansToSignedFractionStartEnd(radians: number, radians0: number, radians1: number, toNegativeFraction: boolean = false, zeroSweepDefault: number = 0.0): number {\r\n const zeroSweepMarker = Geometry.largeCoordinateResult;\r\n let fraction = this.radiansToSignedPeriodicFractionStartEnd(radians, radians0, radians1, zeroSweepMarker);\r\n if (fraction === zeroSweepMarker)\r\n return zeroSweepDefault;\r\n if ((toNegativeFraction && fraction > 1) || (!toNegativeFraction && fraction < 0)) {\r\n let period = Angle.pi2Radians / Math.abs(radians1 - radians0);\r\n if (toNegativeFraction)\r\n period = -period;\r\n fraction += period;\r\n }\r\n return fraction;\r\n }\r\n /**\r\n * Return the fractionalized position of the given radian angle with respect to this sweep.\r\n * * The start angle returns fraction 0\r\n * * The end angle returns fraction 1\r\n * * Interior angles (and their multiples of 2PI) return fractions in [0,1].\r\n * * Exterior angles return fractions outside [0,1] according to `toNegativeFraction`.\r\n * @param radians input angle (in radians)\r\n * @param toNegativeFraction convert an exterior angle to a negative number (true), or to\r\n * a number greater than one (false, default). If false, this is just [[radiansToPositivePeriodicFraction]].\r\n * @param zeroSweepDefault return value when this sweep is empty (default 0).\r\n * @returns fraction, or `zeroSweepDefault` if this sweep is empty\r\n */\r\n public radiansToSignedFraction(radians: number, toNegativeFraction: boolean = false, zeroSweepDefault: number = 0.0): number {\r\n return AngleSweep.radiansToSignedFractionStartEnd(radians, this._radians0, this._radians1, toNegativeFraction, zeroSweepDefault);\r\n }\r\n /**\r\n * Return the fractionalized position of the given angle with respect to this sweep.\r\n * * The start angle returns fraction 0\r\n * * The end angle returns fraction 1\r\n * * Interior angles (and their multiples of 2PI) return fractions in [0,1].\r\n * * Exterior angles return fractions outside [0,1] according to `toNegativeFraction`.\r\n * @param theta input angle\r\n * @param toNegativeFraction convert an exterior angle to a negative number (true), or to\r\n * a number greater than one (false, default). If false, this is just [[angleToPositivePeriodicFraction]].\r\n * @param zeroSweepDefault return value when this sweep is empty (default 0).\r\n * @returns fraction, or `zeroSweepDefault` if this sweep is empty\r\n */\r\n public angleToSignedFraction(theta: Angle, toNegativeFraction: boolean = false, zeroSweepDefault: number = 0.0): number {\r\n return this.radiansToSignedFraction(theta.radians, toNegativeFraction, zeroSweepDefault);\r\n }\r\n\r\n /** Test if the given angle (as radians) is within sweep (between radians0 and radians1) */\r\n public static isRadiansInStartEnd(radians: number, radians0: number, radians1: number, allowPeriodShift: boolean = true): boolean {\r\n const delta0 = radians - radians0;\r\n const delta1 = radians - radians1;\r\n if (delta0 * delta1 <= 0.0)\r\n return true;\r\n if (radians0 === radians1)\r\n return allowPeriodShift ? Angle.isAlmostEqualRadiansAllowPeriodShift(radians, radians0) : Angle.isAlmostEqualRadiansNoPeriodShift(radians, radians0);\r\n return allowPeriodShift ? this.radiansToPositivePeriodicFractionStartEnd(radians, radians0, radians1, 1000.0) <= 1.0 : false;\r\n }\r\n /** Test if the given angle (as radians) is within sweep */\r\n public isRadiansInSweep(radians: number, allowPeriodShift: boolean = true): boolean {\r\n return AngleSweep.isRadiansInStartEnd(radians, this.startRadians, this.endRadians, allowPeriodShift);\r\n }\r\n /** Test if the given angle (as Angle) is within the sweep */\r\n public isAngleInSweep(angle: Angle): boolean {\r\n return this.isRadiansInSweep(angle.radians);\r\n }\r\n /**\r\n * Set this AngleSweep from various sources:\r\n * * if json is undefined, a full-circle sweep is returned.\r\n * * If json is an AngleSweep object, it is cloned\r\n * * If json is an array of 2 numbers, those numbers are start and end angles in degrees.\r\n * * If `json.degrees` is an array of 2 numbers, those numbers are start and end angles in degrees.\r\n * * If `json.radians` is an array of 2 numbers, those numbers are start and end angles in radians.\r\n * * Otherwise, a full-circle sweep is returned.\r\n */\r\n public setFromJSON(json?: any) {\r\n if (!json)\r\n this.setStartEndRadians(); // default full circle\r\n else if (json instanceof AngleSweep)\r\n this.setFrom(json);\r\n else if (Geometry.isNumberArray(json.degrees, 2))\r\n this.setStartEndDegrees(json.degrees[0], json.degrees[1]);\r\n else if (Geometry.isNumberArray(json.radians, 2))\r\n this.setStartEndRadians(json.radians[0], json.radians[1]);\r\n else if (Geometry.isNumberArray(json, 2))\r\n this.setStartEndDegrees(json[0], json[1]);\r\n else\r\n this.setStartEndRadians(); // default full circle\r\n }\r\n /** Create an AngleSweep from a json object. */\r\n public static fromJSON(json?: AngleSweepProps): AngleSweep {\r\n const result = AngleSweep.create360();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Convert an AngleSweep to a JSON object.\r\n * @return {*} [startAngleInDegrees, endAngleInDegrees]\r\n */\r\n public toJSON(): any {\r\n return [this.startDegrees, this.endDegrees];\r\n }\r\n /**\r\n * Test if two angle sweeps match within the given tolerance.\r\n * * Period shifts are allowed, but orientations must be the same.\r\n * @param other sweep to compare to this instance\r\n * @param radianTol optional radian tolerance, default value `Geometry.smallAngleRadians`\r\n */\r\n public isAlmostEqualAllowPeriodShift(other: AngleSweep, radianTol: number = Geometry.smallAngleRadians): boolean {\r\n return this.isCCW === other.isCCW // this rules out equating opposite sweeps like [0,-100] and [0,260]\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians0, other._radians0, radianTol)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0, radianTol);\r\n }\r\n /**\r\n * Test if two angle sweeps match within the given tolerance.\r\n * * Period shifts are not allowed.\r\n * @param other sweep to compare to this instance\r\n * @param radianTol optional radian tolerance, default value `Geometry.smallAngleRadians`\r\n */\r\n public isAlmostEqualNoPeriodShift(other: AngleSweep, radianTol: number = Geometry.smallAngleRadians): boolean {\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(this._radians0, other._radians0, radianTol)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(this._radians1 - this._radians0, other._radians1 - other._radians0, radianTol);\r\n }\r\n /**\r\n * Test if start and end angles match with radians tolerance.\r\n * * Period shifts are not allowed.\r\n * * This function is equivalent to isAlmostEqualNoPeriodShift. It is present for consistency with other classes.\r\n * However, it is recommended to use isAlmostEqualNoPeriodShift which has a clearer name.\r\n */\r\n public isAlmostEqual(other: AngleSweep): boolean {\r\n return this.isAlmostEqualNoPeriodShift(other);\r\n }\r\n}\r\n"]}
@@ -11,7 +11,7 @@ exports.BilinearPatch = void 0;
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  const SurfaceLocationDetail_1 = require("../bspline/SurfaceLocationDetail");
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  const CurveLocationDetail_1 = require("../curve/CurveLocationDetail");
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  const Geometry_1 = require("../Geometry");
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- const Polynomials_1 = require("../numerics/Polynomials");
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+ const SmallSystem_1 = require("../numerics/SmallSystem");
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  const Plane3dByOriginAndVectors_1 = require("./Plane3dByOriginAndVectors");
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  const Point3dVector3d_1 = require("./Point3dVector3d");
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  // cspell:word uparrow, rightarrow
@@ -173,9 +173,9 @@ class BilinearPatch {
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  // swap rows so that the equation with largest ray.direction coefficient is first.
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  BilinearPatch.conditionalPivot(0, coffs, 0, 1);
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  BilinearPatch.conditionalPivot(0, coffs, 0, 2);
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- Polynomials_1.SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[1], -1.0);
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- Polynomials_1.SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[2], -1.0);
178
- const uvArray = Polynomials_1.SmallSystem.solveBilinearPair(coffs[1][1], coffs[1][2], coffs[1][3], coffs[1][4], coffs[2][1], coffs[2][2], coffs[2][3], coffs[2][4]);
176
+ SmallSystem_1.SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[1], -1.0);
177
+ SmallSystem_1.SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[2], -1.0);
178
+ const uvArray = SmallSystem_1.SmallSystem.solveBilinearPair(coffs[1][1], coffs[1][2], coffs[1][3], coffs[1][4], coffs[2][1], coffs[2][2], coffs[2][3], coffs[2][4]);
179
179
  if (uvArray) {
180
180
  const result = [];
181
181
  for (const uv of uvArray) {
@@ -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 Solid\r\n */\r\n\r\nimport { CurveAndSurfaceLocationDetail, UVSurfaceLocationDetail } from \"../bspline/SurfaceLocationDetail\";\r\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { UVSurface } from \"./GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"./Plane3dByOriginAndVectors\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Ray3d } from \"./Ray3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word uparrow, rightarrow\r\n\r\n/**\r\n * A bilinear patch is a surface defined by its 4 corner points.\r\n * * The corner points do not have to be coplanar, but if they are, the quadrilateral should be convex to avoid a self-intersecting surface.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * v\\text{-direction}\\\\\r\n * \\uparrow\\\\\r\n * \\text{point01} &\\cdots &\\text{A1} &\\cdots &\\text{point11}\\\\\r\n * \\vdots &&\\vdots &&\\vdots\\\\\r\n * \\text{B0} &\\cdots &\\text{X} &\\cdots &\\text{B1}\\\\\r\n * \\vdots &&\\vdots &&\\vdots\\\\\r\n * \\text{point00} &\\cdots &\\text{A0} &\\cdots &\\text{point10} &\\rightarrow~u\\text{-direction}\r\n * \\end{matrix}\r\n * ```\r\n * * To evaluate the point at (u,v), the following are equivalent:\r\n * * interpolate first with u then with v:\r\n * * A0 = interpolate between point00 and point10 at fraction u\r\n * * A1 = interpolate between point01 and point11 at fraction u\r\n * * X = interpolate between A0 and A1 at fraction v\r\n * * interpolate first with v then with u:\r\n * * B0 = interpolate between point00 and point01 at fraction v\r\n * * B1 = interpolate between point10 and point11 at fraction v\r\n * * X = interpolate between B0 and B1 at fraction u\r\n * * sum all at once:\r\n * * X = (1-u)(1-v)point00 + (1-u)(v)point01 + (u)(1-v)point10 + (u)(v)point11\r\n * @public\r\n */\r\nexport class BilinearPatch implements UVSurface {\r\n /** corner at parametric coordinate (0,0) */\r\n public point00: Point3d;\r\n /** corner at parametric coordinate (1,0) */\r\n public point10: Point3d;\r\n /** corner at parametric coordinate (0,1) */\r\n public point01: Point3d;\r\n /** corner at parametric coordinate (1,1) */\r\n public point11: Point3d;\r\n /**\r\n * Capture (not clone) corners to create a new BilinearPatch.\r\n * @param point00 Point at uv=0,0\r\n * @param point10 Point at uv=1,0\r\n * @param point10 Point at uv=0,1\r\n * @param point11 Point at uv=1,1\r\n */\r\n public constructor(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\r\n this.point00 = point00;\r\n this.point10 = point10;\r\n this.point01 = point01;\r\n this.point11 = point11;\r\n }\r\n /**\r\n * Clone (not capture) corners to create a new BilinearPatch.\r\n * @param point00 Point at uv=0,0\r\n * @param point10 Point at uv=1,0\r\n * @param point10 Point at uv=0,1\r\n * @param point11 Point at uv=1,1\r\n */\r\n public static create(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\r\n return new BilinearPatch(point00.clone(), point10.clone(), point01.clone(), point11.clone());\r\n }\r\n /** Create a patch from xyz values of the 4 corners. */\r\n public static createXYZ(\r\n x00: number, y00: number, z00: number,\r\n x10: number, y10: number, z10: number,\r\n x01: number, y01: number, z01: number,\r\n x11: number, y11: number, z11: number,\r\n ) {\r\n return new BilinearPatch(\r\n Point3d.create(x00, y00, z00),\r\n Point3d.create(x10, y10, z10),\r\n Point3d.create(x01, y01, z01),\r\n Point3d.create(x11, y11, z11),\r\n );\r\n }\r\n /** Return a cloned patch. */\r\n public clone(): BilinearPatch {\r\n return new BilinearPatch(\r\n this.point00.clone(),\r\n this.point10.clone(),\r\n this.point01.clone(),\r\n this.point11.clone(),\r\n );\r\n }\r\n /** Test equality of the 4 points. */\r\n public isAlmostEqual(other: BilinearPatch): boolean {\r\n return this.point00.isAlmostEqual(other.point00)\r\n && this.point10.isAlmostEqual(other.point10)\r\n && this.point01.isAlmostEqual(other.point01)\r\n && this.point11.isAlmostEqual(other.point11);\r\n }\r\n /** Apply the transform to each point. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n transform.multiplyPoint3d(this.point00, this.point00);\r\n transform.multiplyPoint3d(this.point10, this.point10);\r\n transform.multiplyPoint3d(this.point01, this.point01);\r\n transform.multiplyPoint3d(this.point11, this.point11);\r\n return true;\r\n }\r\n /** Return a cloned and transformed patch. */\r\n public cloneTransformed(transform: Transform): BilinearPatch | undefined {\r\n const result = this.clone();\r\n result.tryTransformInPlace(transform);\r\n return result;\r\n }\r\n /** Extend a range by the range of the (optionally transformed) patch. */\r\n public extendRange(range: Range3d, transform?: Transform) {\r\n if (transform) {\r\n range.extendTransformedPoint(transform, this.point00);\r\n range.extendTransformedPoint(transform, this.point10);\r\n range.extendTransformedPoint(transform, this.point01);\r\n range.extendTransformedPoint(transform, this.point11);\r\n } else {\r\n range.extendPoint(this.point00);\r\n range.extendPoint(this.point10);\r\n range.extendPoint(this.point01);\r\n range.extendPoint(this.point11);\r\n }\r\n }\r\n /**\r\n * Convert fractional u and v coordinates to surface point\r\n * @param u fractional coordinate in u direction\r\n * @param v fractional coordinate in v direction\r\n * @param result optional pre-allocated point\r\n */\r\n public uvFractionToPoint(u: number, v: number, result?: Point3d): Point3d {\r\n const f00 = (1.0 - u) * (1.0 - v);\r\n const f10 = u * (1.0 - v);\r\n const f01 = (1.0 - u) * v;\r\n const f11 = u * v;\r\n return Point3d.create(\r\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\r\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\r\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\r\n result,\r\n );\r\n }\r\n /** Evaluate as a uv surface, returning point and two derivative vectors.\r\n * @param u fractional coordinate in u direction\r\n * @param v fractional coordinate in v direction\r\n * @param result optional pre-allocated carrier for point and vectors\r\n */\r\n public uvFractionToPointAndTangents(u: number, v: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const u0 = 1.0 - u;\r\n const v0 = 1.0 - v;\r\n const f00 = u0 * v0;\r\n const f10 = u * v0;\r\n const f01 = u0 * v;\r\n const f11 = u * v;\r\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\r\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\r\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\r\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\r\n // u derivative ..\r\n v0 * (this.point10.x - this.point00.x) + v * (this.point11.x - this.point01.x),\r\n v0 * (this.point10.y - this.point00.y) + v * (this.point11.y - this.point01.y),\r\n v0 * (this.point10.z - this.point00.z) + v * (this.point11.z - this.point01.z),\r\n // v derivative ..\r\n u0 * (this.point01.x - this.point00.x) + u * (this.point11.x - this.point10.x),\r\n u0 * (this.point01.y - this.point00.y) + u * (this.point11.y - this.point10.y),\r\n u0 * (this.point01.z - this.point00.z) + u * (this.point11.z - this.point10.z),\r\n result,\r\n );\r\n }\r\n /** If data[iB][pivotColumn] is larger in absolute value than data[iA][pivotColumn], then swap rows iA and iB. */\r\n private static conditionalPivot(pivotColumn: number, data: Float64Array[], iA: number, iB: number) {\r\n if (Math.abs(data[iB][pivotColumn]) > Math.abs(data[iA][pivotColumn])) {\r\n const q = data[iA];\r\n data[iA] = data[iB];\r\n data[iB] = q;\r\n }\r\n }\r\n /**\r\n * Compute the points of intersection with a ray.\r\n * @param ray ray in space\r\n * @returns 1 or 2 points if there are intersections, undefined if no intersections\r\n */\r\n public intersectRay(ray: Ray3d): CurveAndSurfaceLocationDetail[] | undefined {\r\n const vectorU = this.point10.minus(this.point00);\r\n const vectorV = this.point01.minus(this.point00);\r\n const vectorW = this.point11.minus(this.point10);\r\n vectorW.subtractInPlace(vectorV);\r\n // We seek t, u, v such that:\r\n // `ray.origin + t*ray.direction = point00 + u*vectorU + v*vectorV + u*v*vectorW`\r\n // For typical direction as x, the scalar equation with coefficient order for arrays is:\r\n // `0 = -t*ray.direction.x + (point00.x - ray.origin.x) + u*vectorU.x + v*vectorV.x + u*v*vectorW.x`\r\n // and this particular equation is invoked to compute t when u and v are known.\r\n const coffs = [\r\n new Float64Array([-ray.direction.x, this.point00.x - ray.origin.x, vectorU.x, vectorV.x, vectorW.x]),\r\n new Float64Array([-ray.direction.y, this.point00.y - ray.origin.y, vectorU.y, vectorV.y, vectorW.y]),\r\n new Float64Array([-ray.direction.z, this.point00.z - ray.origin.z, vectorU.z, vectorV.z, vectorW.z]),\r\n ];\r\n // swap rows so that the equation with largest ray.direction coefficient is first.\r\n BilinearPatch.conditionalPivot(0, coffs, 0, 1);\r\n BilinearPatch.conditionalPivot(0, coffs, 0, 2);\r\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[1], -1.0);\r\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[2], -1.0);\r\n const uvArray = SmallSystem.solveBilinearPair(\r\n coffs[1][1], coffs[1][2], coffs[1][3], coffs[1][4],\r\n coffs[2][1], coffs[2][2], coffs[2][3], coffs[2][4],\r\n );\r\n if (uvArray) {\r\n const result: CurveAndSurfaceLocationDetail[] = [];\r\n for (const uv of uvArray) {\r\n const t = -(coffs[0][1] + coffs[0][2] * uv.x + (coffs[0][3] + coffs[0][4] * uv.x) * uv.y) / coffs[0][0];\r\n const point = ray.fractionToPoint(t);\r\n result.push(new CurveAndSurfaceLocationDetail(\r\n CurveLocationDetail.createRayFractionPoint(ray, t, point),\r\n UVSurfaceLocationDetail.createSurfaceUVPoint(this, uv, point)),\r\n );\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /** Returns the larger of the u-direction edge lengths at v=0 and v=1. */\r\n public maxUEdgeLength(): number {\r\n return Geometry.maxXY(this.point00.distance(this.point10), this.point01.distance(this.point11));\r\n }\r\n /** Returns the larger of the v-direction edge lengths at u=0 and u=1. */\r\n public maxVEdgeLength(): number {\r\n return Geometry.maxXY(this.point00.distance(this.point01), this.point10.distance(this.point11));\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 Solid\r\n */\r\n\r\nimport { CurveAndSurfaceLocationDetail, UVSurfaceLocationDetail } from \"../bspline/SurfaceLocationDetail\";\r\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { UVSurface } from \"./GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"./Plane3dByOriginAndVectors\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Ray3d } from \"./Ray3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word uparrow, rightarrow\r\n\r\n/**\r\n * A bilinear patch is a surface defined by its 4 corner points.\r\n * * The corner points do not have to be coplanar, but if they are, the quadrilateral should be convex to avoid a self-intersecting surface.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * v\\text{-direction}\\\\\r\n * \\uparrow\\\\\r\n * \\text{point01} &\\cdots &\\text{A1} &\\cdots &\\text{point11}\\\\\r\n * \\vdots &&\\vdots &&\\vdots\\\\\r\n * \\text{B0} &\\cdots &\\text{X} &\\cdots &\\text{B1}\\\\\r\n * \\vdots &&\\vdots &&\\vdots\\\\\r\n * \\text{point00} &\\cdots &\\text{A0} &\\cdots &\\text{point10} &\\rightarrow~u\\text{-direction}\r\n * \\end{matrix}\r\n * ```\r\n * * To evaluate the point at (u,v), the following are equivalent:\r\n * * interpolate first with u then with v:\r\n * * A0 = interpolate between point00 and point10 at fraction u\r\n * * A1 = interpolate between point01 and point11 at fraction u\r\n * * X = interpolate between A0 and A1 at fraction v\r\n * * interpolate first with v then with u:\r\n * * B0 = interpolate between point00 and point01 at fraction v\r\n * * B1 = interpolate between point10 and point11 at fraction v\r\n * * X = interpolate between B0 and B1 at fraction u\r\n * * sum all at once:\r\n * * X = (1-u)(1-v)point00 + (1-u)(v)point01 + (u)(1-v)point10 + (u)(v)point11\r\n * @public\r\n */\r\nexport class BilinearPatch implements UVSurface {\r\n /** corner at parametric coordinate (0,0) */\r\n public point00: Point3d;\r\n /** corner at parametric coordinate (1,0) */\r\n public point10: Point3d;\r\n /** corner at parametric coordinate (0,1) */\r\n public point01: Point3d;\r\n /** corner at parametric coordinate (1,1) */\r\n public point11: Point3d;\r\n /**\r\n * Capture (not clone) corners to create a new BilinearPatch.\r\n * @param point00 Point at uv=0,0\r\n * @param point10 Point at uv=1,0\r\n * @param point10 Point at uv=0,1\r\n * @param point11 Point at uv=1,1\r\n */\r\n public constructor(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\r\n this.point00 = point00;\r\n this.point10 = point10;\r\n this.point01 = point01;\r\n this.point11 = point11;\r\n }\r\n /**\r\n * Clone (not capture) corners to create a new BilinearPatch.\r\n * @param point00 Point at uv=0,0\r\n * @param point10 Point at uv=1,0\r\n * @param point10 Point at uv=0,1\r\n * @param point11 Point at uv=1,1\r\n */\r\n public static create(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\r\n return new BilinearPatch(point00.clone(), point10.clone(), point01.clone(), point11.clone());\r\n }\r\n /** Create a patch from xyz values of the 4 corners. */\r\n public static createXYZ(\r\n x00: number, y00: number, z00: number,\r\n x10: number, y10: number, z10: number,\r\n x01: number, y01: number, z01: number,\r\n x11: number, y11: number, z11: number,\r\n ) {\r\n return new BilinearPatch(\r\n Point3d.create(x00, y00, z00),\r\n Point3d.create(x10, y10, z10),\r\n Point3d.create(x01, y01, z01),\r\n Point3d.create(x11, y11, z11),\r\n );\r\n }\r\n /** Return a cloned patch. */\r\n public clone(): BilinearPatch {\r\n return new BilinearPatch(\r\n this.point00.clone(),\r\n this.point10.clone(),\r\n this.point01.clone(),\r\n this.point11.clone(),\r\n );\r\n }\r\n /** Test equality of the 4 points. */\r\n public isAlmostEqual(other: BilinearPatch): boolean {\r\n return this.point00.isAlmostEqual(other.point00)\r\n && this.point10.isAlmostEqual(other.point10)\r\n && this.point01.isAlmostEqual(other.point01)\r\n && this.point11.isAlmostEqual(other.point11);\r\n }\r\n /** Apply the transform to each point. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n transform.multiplyPoint3d(this.point00, this.point00);\r\n transform.multiplyPoint3d(this.point10, this.point10);\r\n transform.multiplyPoint3d(this.point01, this.point01);\r\n transform.multiplyPoint3d(this.point11, this.point11);\r\n return true;\r\n }\r\n /** Return a cloned and transformed patch. */\r\n public cloneTransformed(transform: Transform): BilinearPatch | undefined {\r\n const result = this.clone();\r\n result.tryTransformInPlace(transform);\r\n return result;\r\n }\r\n /** Extend a range by the range of the (optionally transformed) patch. */\r\n public extendRange(range: Range3d, transform?: Transform) {\r\n if (transform) {\r\n range.extendTransformedPoint(transform, this.point00);\r\n range.extendTransformedPoint(transform, this.point10);\r\n range.extendTransformedPoint(transform, this.point01);\r\n range.extendTransformedPoint(transform, this.point11);\r\n } else {\r\n range.extendPoint(this.point00);\r\n range.extendPoint(this.point10);\r\n range.extendPoint(this.point01);\r\n range.extendPoint(this.point11);\r\n }\r\n }\r\n /**\r\n * Convert fractional u and v coordinates to surface point\r\n * @param u fractional coordinate in u direction\r\n * @param v fractional coordinate in v direction\r\n * @param result optional pre-allocated point\r\n */\r\n public uvFractionToPoint(u: number, v: number, result?: Point3d): Point3d {\r\n const f00 = (1.0 - u) * (1.0 - v);\r\n const f10 = u * (1.0 - v);\r\n const f01 = (1.0 - u) * v;\r\n const f11 = u * v;\r\n return Point3d.create(\r\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\r\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\r\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\r\n result,\r\n );\r\n }\r\n /** Evaluate as a uv surface, returning point and two derivative vectors.\r\n * @param u fractional coordinate in u direction\r\n * @param v fractional coordinate in v direction\r\n * @param result optional pre-allocated carrier for point and vectors\r\n */\r\n public uvFractionToPointAndTangents(u: number, v: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const u0 = 1.0 - u;\r\n const v0 = 1.0 - v;\r\n const f00 = u0 * v0;\r\n const f10 = u * v0;\r\n const f01 = u0 * v;\r\n const f11 = u * v;\r\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\r\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\r\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\r\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\r\n // u derivative ..\r\n v0 * (this.point10.x - this.point00.x) + v * (this.point11.x - this.point01.x),\r\n v0 * (this.point10.y - this.point00.y) + v * (this.point11.y - this.point01.y),\r\n v0 * (this.point10.z - this.point00.z) + v * (this.point11.z - this.point01.z),\r\n // v derivative ..\r\n u0 * (this.point01.x - this.point00.x) + u * (this.point11.x - this.point10.x),\r\n u0 * (this.point01.y - this.point00.y) + u * (this.point11.y - this.point10.y),\r\n u0 * (this.point01.z - this.point00.z) + u * (this.point11.z - this.point10.z),\r\n result,\r\n );\r\n }\r\n /** If data[iB][pivotColumn] is larger in absolute value than data[iA][pivotColumn], then swap rows iA and iB. */\r\n private static conditionalPivot(pivotColumn: number, data: Float64Array[], iA: number, iB: number) {\r\n if (Math.abs(data[iB][pivotColumn]) > Math.abs(data[iA][pivotColumn])) {\r\n const q = data[iA];\r\n data[iA] = data[iB];\r\n data[iB] = q;\r\n }\r\n }\r\n /**\r\n * Compute the points of intersection with a ray.\r\n * @param ray ray in space\r\n * @returns 1 or 2 points if there are intersections, undefined if no intersections\r\n */\r\n public intersectRay(ray: Ray3d): CurveAndSurfaceLocationDetail[] | undefined {\r\n const vectorU = this.point10.minus(this.point00);\r\n const vectorV = this.point01.minus(this.point00);\r\n const vectorW = this.point11.minus(this.point10);\r\n vectorW.subtractInPlace(vectorV);\r\n // We seek t, u, v such that:\r\n // `ray.origin + t*ray.direction = point00 + u*vectorU + v*vectorV + u*v*vectorW`\r\n // For typical direction as x, the scalar equation with coefficient order for arrays is:\r\n // `0 = -t*ray.direction.x + (point00.x - ray.origin.x) + u*vectorU.x + v*vectorV.x + u*v*vectorW.x`\r\n // and this particular equation is invoked to compute t when u and v are known.\r\n const coffs = [\r\n new Float64Array([-ray.direction.x, this.point00.x - ray.origin.x, vectorU.x, vectorV.x, vectorW.x]),\r\n new Float64Array([-ray.direction.y, this.point00.y - ray.origin.y, vectorU.y, vectorV.y, vectorW.y]),\r\n new Float64Array([-ray.direction.z, this.point00.z - ray.origin.z, vectorU.z, vectorV.z, vectorW.z]),\r\n ];\r\n // swap rows so that the equation with largest ray.direction coefficient is first.\r\n BilinearPatch.conditionalPivot(0, coffs, 0, 1);\r\n BilinearPatch.conditionalPivot(0, coffs, 0, 2);\r\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[1], -1.0);\r\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[2], -1.0);\r\n const uvArray = SmallSystem.solveBilinearPair(\r\n coffs[1][1], coffs[1][2], coffs[1][3], coffs[1][4],\r\n coffs[2][1], coffs[2][2], coffs[2][3], coffs[2][4],\r\n );\r\n if (uvArray) {\r\n const result: CurveAndSurfaceLocationDetail[] = [];\r\n for (const uv of uvArray) {\r\n const t = -(coffs[0][1] + coffs[0][2] * uv.x + (coffs[0][3] + coffs[0][4] * uv.x) * uv.y) / coffs[0][0];\r\n const point = ray.fractionToPoint(t);\r\n result.push(new CurveAndSurfaceLocationDetail(\r\n CurveLocationDetail.createRayFractionPoint(ray, t, point),\r\n UVSurfaceLocationDetail.createSurfaceUVPoint(this, uv, point)),\r\n );\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /** Returns the larger of the u-direction edge lengths at v=0 and v=1. */\r\n public maxUEdgeLength(): number {\r\n return Geometry.maxXY(this.point00.distance(this.point10), this.point01.distance(this.point11));\r\n }\r\n /** Returns the larger of the v-direction edge lengths at u=0 and u=1. */\r\n public maxVEdgeLength(): number {\r\n return Geometry.maxXY(this.point00.distance(this.point01), this.point10.distance(this.point11));\r\n }\r\n}\r\n"]}