@itwin/core-geometry 4.10.0-dev.31 → 4.10.0-dev.33

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Files changed (207) hide show
  1. package/lib/cjs/Geometry.js +2 -2
  2. package/lib/cjs/Geometry.js.map +1 -1
  3. package/lib/cjs/bspline/BSpline1dNd.d.ts.map +1 -1
  4. package/lib/cjs/bspline/BSpline1dNd.js +0 -1
  5. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.d.ts +5 -3
  7. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurve.js +5 -4
  9. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  10. package/lib/cjs/clipping/ClipVector.js +1 -1
  11. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  12. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  13. package/lib/cjs/curve/Arc3d.js.map +1 -1
  14. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +7 -5
  15. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  16. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +9 -7
  17. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  18. package/lib/cjs/curve/CurveCollection.d.ts +21 -2
  19. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  20. package/lib/cjs/curve/CurveCollection.js +45 -10
  21. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  22. package/lib/cjs/curve/CurveExtendMode.d.ts +18 -15
  23. package/lib/cjs/curve/CurveExtendMode.d.ts.map +1 -1
  24. package/lib/cjs/curve/CurveExtendMode.js +18 -17
  25. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  26. package/lib/cjs/curve/CurvePrimitive.d.ts +9 -5
  27. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  28. package/lib/cjs/curve/CurvePrimitive.js +9 -5
  29. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  30. package/lib/cjs/curve/CurveProcessor.d.ts.map +1 -1
  31. package/lib/cjs/curve/CurveProcessor.js +0 -1
  32. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  33. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  34. package/lib/cjs/curve/LineSegment3d.js +0 -1
  35. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  36. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  37. package/lib/cjs/curve/OffsetOptions.d.ts.map +1 -1
  38. package/lib/cjs/curve/OffsetOptions.js +4 -4
  39. package/lib/cjs/curve/OffsetOptions.js.map +1 -1
  40. package/lib/cjs/curve/Path.d.ts +14 -0
  41. package/lib/cjs/curve/Path.d.ts.map +1 -1
  42. package/lib/cjs/curve/Path.js +27 -0
  43. package/lib/cjs/curve/Path.js.map +1 -1
  44. package/lib/cjs/curve/PointString3d.d.ts.map +1 -1
  45. package/lib/cjs/curve/PointString3d.js +0 -1
  46. package/lib/cjs/curve/PointString3d.js.map +1 -1
  47. package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
  48. package/lib/cjs/curve/StrokeOptions.js +0 -1
  49. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  50. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
  51. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +0 -2
  52. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  53. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  54. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +0 -1
  55. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  56. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -1
  57. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js +0 -1
  58. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  59. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +5 -4
  60. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  61. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  62. package/lib/cjs/geometry3d/FrameBuilder.js +0 -1
  63. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  64. package/lib/cjs/geometry3d/IndexedXYCollection.d.ts.map +1 -1
  65. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  66. package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  67. package/lib/cjs/geometry3d/Point2dArrayCarrier.js +2 -3
  68. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  69. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  70. package/lib/cjs/geometry3d/PointHelpers.js +0 -1
  71. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  72. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  73. package/lib/cjs/geometry3d/PolygonOps.js +1 -3
  74. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  75. package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
  76. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  77. package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
  78. package/lib/cjs/numerics/BezierPolynomials.js +0 -1
  79. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  80. package/lib/cjs/numerics/Range1dArray.js +2 -2
  81. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  82. package/lib/cjs/polyface/AuxData.d.ts.map +1 -1
  83. package/lib/cjs/polyface/AuxData.js.map +1 -1
  84. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  85. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +0 -1
  86. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  87. package/lib/cjs/polyface/Polyface.d.ts +2 -2
  88. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  89. package/lib/cjs/polyface/Polyface.js +0 -1
  90. package/lib/cjs/polyface/Polyface.js.map +1 -1
  91. package/lib/cjs/polyface/PolyfaceBuilder.js +1 -1
  92. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  93. package/lib/cjs/polyface/PolyfaceClip.d.ts.map +1 -1
  94. package/lib/cjs/polyface/PolyfaceClip.js +0 -1
  95. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  96. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  97. package/lib/cjs/polyface/PolyfaceQuery.js +0 -1
  98. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  99. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  100. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  101. package/lib/cjs/serialization/DeepCompare.d.ts.map +1 -1
  102. package/lib/cjs/serialization/DeepCompare.js +0 -1
  103. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  104. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  105. package/lib/esm/Geometry.js +2 -2
  106. package/lib/esm/Geometry.js.map +1 -1
  107. package/lib/esm/bspline/BSpline1dNd.d.ts.map +1 -1
  108. package/lib/esm/bspline/BSpline1dNd.js +0 -1
  109. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  110. package/lib/esm/bspline/BSplineCurve.d.ts +5 -3
  111. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  112. package/lib/esm/bspline/BSplineCurve.js +5 -4
  113. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  114. package/lib/esm/clipping/ClipVector.js +1 -1
  115. package/lib/esm/clipping/ClipVector.js.map +1 -1
  116. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  117. package/lib/esm/curve/Arc3d.js.map +1 -1
  118. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +7 -5
  119. package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  120. package/lib/esm/curve/CurveChainWithDistanceIndex.js +9 -7
  121. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  122. package/lib/esm/curve/CurveCollection.d.ts +21 -2
  123. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  124. package/lib/esm/curve/CurveCollection.js +45 -10
  125. package/lib/esm/curve/CurveCollection.js.map +1 -1
  126. package/lib/esm/curve/CurveExtendMode.d.ts +18 -15
  127. package/lib/esm/curve/CurveExtendMode.d.ts.map +1 -1
  128. package/lib/esm/curve/CurveExtendMode.js +18 -17
  129. package/lib/esm/curve/CurveExtendMode.js.map +1 -1
  130. package/lib/esm/curve/CurvePrimitive.d.ts +9 -5
  131. package/lib/esm/curve/CurvePrimitive.d.ts.map +1 -1
  132. package/lib/esm/curve/CurvePrimitive.js +9 -5
  133. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  134. package/lib/esm/curve/CurveProcessor.d.ts.map +1 -1
  135. package/lib/esm/curve/CurveProcessor.js +0 -1
  136. package/lib/esm/curve/CurveProcessor.js.map +1 -1
  137. package/lib/esm/curve/LineSegment3d.d.ts.map +1 -1
  138. package/lib/esm/curve/LineSegment3d.js +0 -1
  139. package/lib/esm/curve/LineSegment3d.js.map +1 -1
  140. package/lib/esm/curve/LineString3d.d.ts.map +1 -1
  141. package/lib/esm/curve/OffsetOptions.d.ts.map +1 -1
  142. package/lib/esm/curve/OffsetOptions.js +4 -4
  143. package/lib/esm/curve/OffsetOptions.js.map +1 -1
  144. package/lib/esm/curve/Path.d.ts +14 -0
  145. package/lib/esm/curve/Path.d.ts.map +1 -1
  146. package/lib/esm/curve/Path.js +27 -0
  147. package/lib/esm/curve/Path.js.map +1 -1
  148. package/lib/esm/curve/PointString3d.d.ts.map +1 -1
  149. package/lib/esm/curve/PointString3d.js +0 -1
  150. package/lib/esm/curve/PointString3d.js.map +1 -1
  151. package/lib/esm/curve/StrokeOptions.d.ts.map +1 -1
  152. package/lib/esm/curve/StrokeOptions.js +0 -1
  153. package/lib/esm/curve/StrokeOptions.js.map +1 -1
  154. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
  155. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js +0 -2
  156. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  157. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  158. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js +0 -1
  159. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  160. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -1
  161. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js +0 -1
  162. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  163. package/lib/esm/curve/internalContexts/PolygonOffsetContext.js +5 -4
  164. package/lib/esm/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  165. package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
  166. package/lib/esm/geometry3d/FrameBuilder.js +0 -1
  167. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  168. package/lib/esm/geometry3d/IndexedXYCollection.d.ts.map +1 -1
  169. package/lib/esm/geometry3d/IndexedXYCollection.js.map +1 -1
  170. package/lib/esm/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
  171. package/lib/esm/geometry3d/Point2dArrayCarrier.js +0 -1
  172. package/lib/esm/geometry3d/Point2dArrayCarrier.js.map +1 -1
  173. package/lib/esm/geometry3d/PointHelpers.d.ts.map +1 -1
  174. package/lib/esm/geometry3d/PointHelpers.js +0 -1
  175. package/lib/esm/geometry3d/PointHelpers.js.map +1 -1
  176. package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
  177. package/lib/esm/geometry3d/PolygonOps.js +1 -3
  178. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  179. package/lib/esm/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
  180. package/lib/esm/geometry3d/YawPitchRollAngles.js.map +1 -1
  181. package/lib/esm/numerics/BezierPolynomials.d.ts.map +1 -1
  182. package/lib/esm/numerics/BezierPolynomials.js +0 -1
  183. package/lib/esm/numerics/BezierPolynomials.js.map +1 -1
  184. package/lib/esm/polyface/AuxData.d.ts.map +1 -1
  185. package/lib/esm/polyface/AuxData.js.map +1 -1
  186. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  187. package/lib/esm/polyface/IndexedPolyfaceVisitor.js +0 -1
  188. package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  189. package/lib/esm/polyface/Polyface.d.ts +2 -2
  190. package/lib/esm/polyface/Polyface.d.ts.map +1 -1
  191. package/lib/esm/polyface/Polyface.js +0 -1
  192. package/lib/esm/polyface/Polyface.js.map +1 -1
  193. package/lib/esm/polyface/PolyfaceBuilder.js +1 -1
  194. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  195. package/lib/esm/polyface/PolyfaceClip.d.ts.map +1 -1
  196. package/lib/esm/polyface/PolyfaceClip.js +0 -1
  197. package/lib/esm/polyface/PolyfaceClip.js.map +1 -1
  198. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  199. package/lib/esm/polyface/PolyfaceQuery.js +0 -1
  200. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  201. package/lib/esm/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  202. package/lib/esm/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  203. package/lib/esm/serialization/DeepCompare.d.ts.map +1 -1
  204. package/lib/esm/serialization/DeepCompare.js +0 -1
  205. package/lib/esm/serialization/DeepCompare.js.map +1 -1
  206. package/lib/esm/topology/Graph.d.ts.map +1 -1
  207. package/package.json +7 -7
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleProps, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word Tait\r\n\r\n/**\r\n * Angle properties of a `YawPitchRoll` orientation\r\n * @public\r\n */\r\nexport interface YawPitchRollProps {\r\n /** yaw field */\r\n yaw?: AngleProps;\r\n /** pitch field */\r\n pitch?: AngleProps;\r\n /** roll field */\r\n roll?: AngleProps;\r\n}\r\n\r\n/**\r\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\r\n * (https://en.wikipedia.org/wiki/Euler_angles).\r\n * * The matrix construction can be replicated by this logic:\r\n * * xyz coordinates have\r\n * * x forward\r\n * * y to left\r\n * * z up\r\n * * Note that this is a right handed coordinate system.\r\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\r\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\r\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\r\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\r\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\r\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\r\n * * The YPR matrix is the product\r\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\r\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\r\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\r\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\r\n * @public\r\n */\r\nexport class YawPitchRollAngles {\r\n /** The yaw angle: counterclockwise rotation angle around z */\r\n public yaw: Angle;\r\n /** The pitch angle: **clockwise** rotation angle around y */\r\n public pitch: Angle;\r\n /** The roll angle: counterclockwise rotation angle around x */\r\n public roll: Angle;\r\n /**\r\n * Constructor\r\n * @param yaw counterclockwise rotation angle around z\r\n * @param pitch **clockwise** rotation angle around y\r\n * @param roll counterclockwise rotation angle around x\r\n */\r\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\r\n this.yaw = yaw;\r\n this.pitch = pitch;\r\n this.roll = roll;\r\n }\r\n /** Freeze this YawPitchRollAngles */\r\n public freeze(): Readonly<this> {\r\n this.yaw.freeze();\r\n this.pitch.freeze();\r\n this.roll.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in degrees.\r\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\r\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\r\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\r\n */\r\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createDegrees(yawDegrees),\r\n Angle.createDegrees(pitchDegrees),\r\n Angle.createDegrees(rollDegrees),\r\n );\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in radians.\r\n * @param yawRadians counterclockwise rotation angle (in radians) around z\r\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\r\n * @param rollRadians counterclockwise rotation angle (in radians) around x\r\n */\r\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createRadians(yawRadians),\r\n Angle.createRadians(pitchRadians),\r\n Angle.createRadians(rollRadians),\r\n );\r\n }\r\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\r\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\r\n json = json ? json : {};\r\n return new YawPitchRollAngles(\r\n Angle.fromJSON(json.yaw),\r\n Angle.fromJSON(json.pitch),\r\n Angle.fromJSON(json.roll),\r\n );\r\n }\r\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\r\n public setFromJSON(json?: YawPitchRollProps): void {\r\n json = json ? json : {};\r\n this.yaw = Angle.fromJSON(json.yaw);\r\n this.pitch = Angle.fromJSON(json.pitch);\r\n this.roll = Angle.fromJSON(json.roll);\r\n }\r\n /**\r\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\r\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\r\n */\r\n public toJSON(): YawPitchRollProps {\r\n const val: YawPitchRollProps = {};\r\n if (!this.pitch.isAlmostZero)\r\n val.pitch = this.pitch.toJSON();\r\n if (!this.roll.isAlmostZero)\r\n val.roll = this.roll.toJSON();\r\n if (!this.yaw.isAlmostZero)\r\n val.yaw = this.yaw.toJSON();\r\n return val;\r\n }\r\n /**\r\n * Install all rotations from `other` into `this`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public setFrom(other: YawPitchRollAngles) {\r\n this.yaw.setFrom(other.yaw);\r\n this.pitch.setFrom(other.pitch);\r\n this.roll.setFrom(other.roll);\r\n }\r\n /**\r\n * Compare angles between `this` and `other`.\r\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public isAlmostEqual(other: YawPitchRollAngles) {\r\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\r\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\r\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\r\n }\r\n /** Make a copy of this YawPitchRollAngles */\r\n public clone() {\r\n return new YawPitchRollAngles(\r\n this.yaw.clone(),\r\n this.pitch.clone(),\r\n this.roll.clone(),\r\n );\r\n }\r\n /**\r\n * Expand the angles into a (rigid rotation) matrix.\r\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\r\n * * The rigid matrix is always a right handed coordinate system.\r\n * @param result optional pre-allocated `Matrix3d`\r\n */\r\n public toMatrix3d(result?: Matrix3d) {\r\n const cz = Math.cos(this.yaw.radians);\r\n const sz = Math.sin(this.yaw.radians);\r\n const cy = Math.cos(this.pitch.radians);\r\n const sy = Math.sin(this.pitch.radians);\r\n const cx = Math.cos(this.roll.radians);\r\n const sx = Math.sin(this.roll.radians);\r\n /**\r\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\r\n * rX, rY, and rZ are base rotation matrixes:\r\n *\r\n * const rX = Matrix3d.createRowValues(\r\n * 1, 0, 0,\r\n * 0, Math.cos(x), -Math.sin(x),\r\n * 0, Math.sin(x), Math.cos(x),\r\n * );\r\n * const rY = Matrix3d.createRowValues(\r\n * Math.cos(y), 0, Math.sin(y),\r\n * 0, 1, 0,\r\n * -Math.sin(y), 0, Math.cos(y),\r\n * );\r\n * const rZ = Matrix3d.createRowValues(\r\n * Math.cos(z), -Math.sin(z), 0,\r\n * Math.sin(z), Math.cos(z), 0,\r\n * 0, 0, 1,\r\n * );\r\n *\r\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\r\n * can use transpose of rY in the matrix multiplication to get the same result)\r\n */\r\n return Matrix3d.createRowValues(\r\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n sy, cy * sx, cy * cx,\r\n result,\r\n );\r\n }\r\n /**\r\n * Returns true if this rotation does nothing.\r\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\r\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\r\n */\r\n public isIdentity(allowPeriodShift: boolean = true): boolean {\r\n if (allowPeriodShift)\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\r\n else\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\r\n }\r\n /** Return the largest angle in radians */\r\n public maxAbsRadians(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the sum of the angles in squared radians */\r\n public sumSquaredRadians(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the largest difference of angles (in radians) between this and other */\r\n public maxDiffRadians(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.radians - other.yaw.radians,\r\n this.pitch.radians - other.pitch.radians,\r\n this.roll.radians - other.roll.radians,\r\n );\r\n }\r\n /** Return the largest angle in degrees. */\r\n public maxAbsDegrees(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the sum of squared angles in degrees. */\r\n public sumSquaredDegrees(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the largest difference of angles (in degrees) between this and other */\r\n public maxDiffDegrees(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.degrees - other.yaw.degrees,\r\n this.pitch.degrees - other.pitch.degrees,\r\n this.roll.degrees - other.roll.degrees,\r\n );\r\n }\r\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\r\n public static tryFromTransform(transform: Transform): {\r\n origin: Point3d;\r\n angles: YawPitchRollAngles | undefined;\r\n } {\r\n return {\r\n origin: Point3d.createFrom(transform.origin),\r\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\r\n };\r\n }\r\n /**\r\n * Attempts to create a YawPitchRollAngles object from a Matrix3d.\r\n * @param matrix rigid matrix to process. Caller can test for rigidity with [[Matrix3d.isRigid]] and\r\n * ensure rigid input with [[Matrix3d.createRigidFromMatrix3d]] or [[Matrix3d.makeRigid]].\r\n * @param result optional pre-allocated object to populate and return.\r\n * @returns computed angles, or undefined if `matrix` is not rigid.\r\n * * Even when undefined is returned, `result` (if supplied) is populated with angles that may be used with caution:\r\n * their usefulness decreases the further `matrix` is from being rigid.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\r\n /**\r\n * The rotation matrix form is\r\n *\r\n * Matrix3d.createRowValues(\r\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n * sy, cy * sx, cy * cx\r\n * );\r\n *\r\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\r\n */\r\n const sy = matrix.at(2, 0); // sin(y)\r\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\r\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\r\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\r\n const angles = result ? result : new YawPitchRollAngles();\r\n /**\r\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\r\n * This means x and z can be anything as long as their sum x + z is constant.\r\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n *\r\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\r\n *\r\n * Matrix3d.createRowValues(\r\n * 0, -sz, -+cz,\r\n * 0, cz, -+sz,\r\n * +-1, 0, 0\r\n * );\r\n *\r\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\r\n */\r\n if (cy < Geometry.smallAngleRadians) {\r\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\r\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\r\n angles.roll = Angle.createRadians(0.0);\r\n } else {\r\n /**\r\n * positive cosine\r\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\r\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\r\n */\r\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\r\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\r\n // similar with negative cosine\r\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\r\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\r\n // create YPR\r\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\r\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\r\n // decide to pick yprA or yprB with smallest magnitude angles\r\n const absFactor = 0.95;\r\n const maxRadiansA = yprA.maxAbsRadians();\r\n const maxRadiansB = yprB.maxAbsRadians();\r\n if (maxRadiansA < absFactor * maxRadiansB) {\r\n angles.setFrom(yprA);\r\n } else if (maxRadiansB < absFactor * maxRadiansA) {\r\n angles.setFrom(yprB);\r\n } else {\r\n const sumA = yprA.sumSquaredRadians();\r\n const sumB = yprB.sumSquaredRadians();\r\n if (sumA <= sumB) {\r\n angles.setFrom(yprA);\r\n } else {\r\n angles.setFrom(yprB);\r\n }\r\n }\r\n }\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n return matrix.isAlmostEqual(matrix1) ? angles : undefined;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleProps, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word Tait\r\n\r\n/**\r\n * Angle properties of a `YawPitchRoll` orientation\r\n * @public\r\n */\r\nexport interface YawPitchRollProps {\r\n /** yaw field */\r\n yaw?: AngleProps;\r\n /** pitch field */\r\n pitch?: AngleProps;\r\n /** roll field */\r\n roll?: AngleProps;\r\n}\r\n\r\n/**\r\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\r\n * (https://en.wikipedia.org/wiki/Euler_angles).\r\n * * The matrix construction can be replicated by this logic:\r\n * * xyz coordinates have\r\n * * x forward\r\n * * y to left\r\n * * z up\r\n * * Note that this is a right handed coordinate system.\r\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\r\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\r\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\r\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\r\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\r\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\r\n * * The YPR matrix is the product\r\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\r\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\r\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\r\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\r\n * @public\r\n */\r\nexport class YawPitchRollAngles {\r\n /** The yaw angle: counterclockwise rotation angle around z */\r\n public yaw: Angle;\r\n /** The pitch angle: **clockwise** rotation angle around y */\r\n public pitch: Angle;\r\n /** The roll angle: counterclockwise rotation angle around x */\r\n public roll: Angle;\r\n /**\r\n * Constructor\r\n * @param yaw counterclockwise rotation angle around z\r\n * @param pitch **clockwise** rotation angle around y\r\n * @param roll counterclockwise rotation angle around x\r\n */\r\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\r\n this.yaw = yaw;\r\n this.pitch = pitch;\r\n this.roll = roll;\r\n }\r\n /** Freeze this YawPitchRollAngles */\r\n public freeze(): Readonly<this> {\r\n this.yaw.freeze();\r\n this.pitch.freeze();\r\n this.roll.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in degrees.\r\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\r\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\r\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\r\n */\r\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createDegrees(yawDegrees),\r\n Angle.createDegrees(pitchDegrees),\r\n Angle.createDegrees(rollDegrees),\r\n );\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in radians.\r\n * @param yawRadians counterclockwise rotation angle (in radians) around z\r\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\r\n * @param rollRadians counterclockwise rotation angle (in radians) around x\r\n */\r\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createRadians(yawRadians),\r\n Angle.createRadians(pitchRadians),\r\n Angle.createRadians(rollRadians),\r\n );\r\n }\r\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\r\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\r\n json = json ? json : {};\r\n return new YawPitchRollAngles(\r\n Angle.fromJSON(json.yaw),\r\n Angle.fromJSON(json.pitch),\r\n Angle.fromJSON(json.roll),\r\n );\r\n }\r\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\r\n public setFromJSON(json?: YawPitchRollProps): void {\r\n json = json ? json : {};\r\n this.yaw = Angle.fromJSON(json.yaw);\r\n this.pitch = Angle.fromJSON(json.pitch);\r\n this.roll = Angle.fromJSON(json.roll);\r\n }\r\n /**\r\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\r\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\r\n */\r\n public toJSON(): YawPitchRollProps {\r\n const val: YawPitchRollProps = {};\r\n if (!this.pitch.isAlmostZero)\r\n val.pitch = this.pitch.toJSON();\r\n if (!this.roll.isAlmostZero)\r\n val.roll = this.roll.toJSON();\r\n if (!this.yaw.isAlmostZero)\r\n val.yaw = this.yaw.toJSON();\r\n return val;\r\n }\r\n /**\r\n * Install all rotations from `other` into `this`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public setFrom(other: YawPitchRollAngles) {\r\n this.yaw.setFrom(other.yaw);\r\n this.pitch.setFrom(other.pitch);\r\n this.roll.setFrom(other.roll);\r\n }\r\n /**\r\n * Compare angles between `this` and `other`.\r\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public isAlmostEqual(other: YawPitchRollAngles): boolean {\r\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\r\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\r\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\r\n }\r\n /** Make a copy of this YawPitchRollAngles */\r\n public clone(): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n this.yaw.clone(),\r\n this.pitch.clone(),\r\n this.roll.clone(),\r\n );\r\n }\r\n /**\r\n * Expand the angles into a (rigid rotation) matrix.\r\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\r\n * * The rigid matrix is always a right handed coordinate system.\r\n * @param result optional pre-allocated `Matrix3d`\r\n */\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const cz = Math.cos(this.yaw.radians);\r\n const sz = Math.sin(this.yaw.radians);\r\n const cy = Math.cos(this.pitch.radians);\r\n const sy = Math.sin(this.pitch.radians);\r\n const cx = Math.cos(this.roll.radians);\r\n const sx = Math.sin(this.roll.radians);\r\n /**\r\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\r\n * rX, rY, and rZ are base rotation matrixes:\r\n *\r\n * const rX = Matrix3d.createRowValues(\r\n * 1, 0, 0,\r\n * 0, Math.cos(x), -Math.sin(x),\r\n * 0, Math.sin(x), Math.cos(x),\r\n * );\r\n * const rY = Matrix3d.createRowValues(\r\n * Math.cos(y), 0, Math.sin(y),\r\n * 0, 1, 0,\r\n * -Math.sin(y), 0, Math.cos(y),\r\n * );\r\n * const rZ = Matrix3d.createRowValues(\r\n * Math.cos(z), -Math.sin(z), 0,\r\n * Math.sin(z), Math.cos(z), 0,\r\n * 0, 0, 1,\r\n * );\r\n *\r\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\r\n * can use transpose of rY in the matrix multiplication to get the same result)\r\n */\r\n return Matrix3d.createRowValues(\r\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n sy, cy * sx, cy * cx,\r\n result,\r\n );\r\n }\r\n /**\r\n * Returns true if this rotation does nothing.\r\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\r\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\r\n */\r\n public isIdentity(allowPeriodShift: boolean = true): boolean {\r\n if (allowPeriodShift)\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\r\n else\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\r\n }\r\n /** Return the largest angle in radians */\r\n public maxAbsRadians(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the sum of the angles in squared radians */\r\n public sumSquaredRadians(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the largest difference of angles (in radians) between this and other */\r\n public maxDiffRadians(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.radians - other.yaw.radians,\r\n this.pitch.radians - other.pitch.radians,\r\n this.roll.radians - other.roll.radians,\r\n );\r\n }\r\n /** Return the largest angle in degrees. */\r\n public maxAbsDegrees(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the sum of squared angles in degrees. */\r\n public sumSquaredDegrees(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the largest difference of angles (in degrees) between this and other */\r\n public maxDiffDegrees(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.degrees - other.yaw.degrees,\r\n this.pitch.degrees - other.pitch.degrees,\r\n this.roll.degrees - other.roll.degrees,\r\n );\r\n }\r\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\r\n public static tryFromTransform(transform: Transform): {\r\n origin: Point3d;\r\n angles: YawPitchRollAngles | undefined;\r\n } {\r\n return {\r\n origin: Point3d.createFrom(transform.origin),\r\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\r\n };\r\n }\r\n /**\r\n * Attempts to create a YawPitchRollAngles object from a Matrix3d.\r\n * @param matrix rigid matrix to process. Caller can test for rigidity with [[Matrix3d.isRigid]] and\r\n * ensure rigid input with [[Matrix3d.createRigidFromMatrix3d]] or [[Matrix3d.makeRigid]].\r\n * @param result optional pre-allocated object to populate and return.\r\n * @returns computed angles, or undefined if `matrix` is not rigid.\r\n * * Even when undefined is returned, `result` (if supplied) is populated with angles that may be used with caution:\r\n * their usefulness decreases the further `matrix` is from being rigid.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\r\n /**\r\n * The rotation matrix form is\r\n *\r\n * Matrix3d.createRowValues(\r\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n * sy, cy * sx, cy * cx\r\n * );\r\n *\r\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\r\n */\r\n const sy = matrix.at(2, 0); // sin(y)\r\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\r\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\r\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\r\n const angles = result ? result : new YawPitchRollAngles();\r\n /**\r\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\r\n * This means x and z can be anything as long as their sum x + z is constant.\r\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n *\r\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\r\n *\r\n * Matrix3d.createRowValues(\r\n * 0, -sz, -+cz,\r\n * 0, cz, -+sz,\r\n * +-1, 0, 0\r\n * );\r\n *\r\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\r\n */\r\n if (cy < Geometry.smallAngleRadians) {\r\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\r\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\r\n angles.roll = Angle.createRadians(0.0);\r\n } else {\r\n /**\r\n * positive cosine\r\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\r\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\r\n */\r\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\r\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\r\n // similar with negative cosine\r\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\r\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\r\n // create YPR\r\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\r\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\r\n // decide to pick yprA or yprB with smallest magnitude angles\r\n const absFactor = 0.95;\r\n const maxRadiansA = yprA.maxAbsRadians();\r\n const maxRadiansB = yprB.maxAbsRadians();\r\n if (maxRadiansA < absFactor * maxRadiansB) {\r\n angles.setFrom(yprA);\r\n } else if (maxRadiansB < absFactor * maxRadiansA) {\r\n angles.setFrom(yprB);\r\n } else {\r\n const sumA = yprA.sumSquaredRadians();\r\n const sumB = yprB.sumSquaredRadians();\r\n if (sumA <= sumB) {\r\n angles.setFrom(yprA);\r\n } else {\r\n angles.setFrom(yprB);\r\n }\r\n }\r\n }\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n return matrix.isAlmostEqual(matrix1) ? angles : undefined;\r\n }\r\n}\r\n"]}
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1
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@@ -9,7 +9,6 @@
9
9
  import { Geometry } from "../Geometry";
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  import { PascalCoefficients } from "./PascalCoefficients";
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  import { AnalyticRoots, Degree2PowerPolynomial } from "./Polynomials";
12
- /* eslint-disable @typescript-eslint/naming-convention */
13
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  /**
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  * * BezierCoffs is an abstract base class for one-dimensional (u to f(u)) Bezier polynomials.
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  * * The base class carries a Float64Array with coefficients.