@itwin/core-geometry 4.10.0-dev.8 → 4.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +29 -1
- package/lib/cjs/Constant.js.map +1 -1
- package/lib/cjs/Geometry.js +2 -2
- package/lib/cjs/Geometry.js.map +1 -1
- package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BSpline1dNd.d.ts.map +1 -1
- package/lib/cjs/bspline/BSpline1dNd.js +0 -1
- package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.d.ts +5 -3
- package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.js +5 -4
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
- package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/cjs/bspline/KnotVector.js.map +1 -1
- package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
- package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
- package/lib/cjs/clipping/ClipPlane.js.map +1 -1
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/clipping/ClipVector.js +1 -1
- package/lib/cjs/clipping/ClipVector.js.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/cjs/core-geometry.d.ts +1 -1
- package/lib/cjs/core-geometry.d.ts.map +1 -1
- package/lib/cjs/core-geometry.js +1 -1
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/curve/Arc3d.d.ts +136 -128
- package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
- package/lib/cjs/curve/Arc3d.js +177 -152
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
- package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +7 -5
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +9 -7
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.d.ts +21 -2
- package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCollection.js +45 -10
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveExtendMode.d.ts +18 -15
- package/lib/cjs/curve/CurveExtendMode.d.ts.map +1 -1
- package/lib/cjs/curve/CurveExtendMode.js +18 -17
- package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
- package/lib/cjs/curve/CurveFactory.d.ts +11 -13
- package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
- package/lib/cjs/curve/CurveFactory.js +19 -46
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
- package/lib/cjs/curve/CurveOps.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.d.ts +9 -5
- package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.js +9 -5
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/CurveProcessor.d.ts.map +1 -1
- package/lib/cjs/curve/CurveProcessor.js +0 -1
- package/lib/cjs/curve/CurveProcessor.js.map +1 -1
- package/lib/cjs/curve/CurveTypes.js.map +1 -1
- package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/cjs/curve/GeometryQuery.js.map +1 -1
- package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineSegment3d.js +2 -3
- package/lib/cjs/curve/LineSegment3d.js.map +1 -1
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/OffsetOptions.d.ts.map +1 -1
- package/lib/cjs/curve/OffsetOptions.js +4 -4
- package/lib/cjs/curve/OffsetOptions.js.map +1 -1
- package/lib/cjs/curve/ParityRegion.js.map +1 -1
- package/lib/cjs/curve/Path.d.ts +14 -0
- package/lib/cjs/curve/Path.d.ts.map +1 -1
- package/lib/cjs/curve/Path.js +27 -0
- package/lib/cjs/curve/Path.js.map +1 -1
- package/lib/cjs/curve/PointString3d.d.ts.map +1 -1
- package/lib/cjs/curve/PointString3d.js +0 -1
- package/lib/cjs/curve/PointString3d.js.map +1 -1
- package/lib/cjs/curve/ProxyCurve.js.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
- package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
- package/lib/cjs/curve/StrokeOptions.js +0 -1
- package/lib/cjs/curve/StrokeOptions.js.map +1 -1
- package/lib/cjs/curve/UnionRegion.js.map +1 -1
- package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +5 -6
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +10 -10
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js +4 -4
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.d.ts +18 -18
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js +46 -42
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +5 -4
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
- package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
- package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
- package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
- package/lib/cjs/geometry3d/Angle.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.d.ts +10 -6
- package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js +15 -12
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
- package/lib/cjs/geometry3d/BilinearPatch.js +4 -4
- package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
- package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
- package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.js +0 -1
- package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
- package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYCollection.d.ts.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.d.ts +28 -17
- package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js +36 -17
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.js +2 -3
- package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +6 -5
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +6 -5
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js +0 -1
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js +2 -4
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
- package/lib/cjs/geometry3d/Range.js.map +1 -1
- package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js +2 -2
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
- package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
- package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
- package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/cjs/geometry4d/Map4d.d.ts +5 -5
- package/lib/cjs/geometry4d/Map4d.js +5 -5
- package/lib/cjs/geometry4d/Map4d.js.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.d.ts +4 -7
- package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.js +4 -7
- package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
- package/lib/cjs/geometry4d/MomentData.js.map +1 -1
- package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
- package/lib/cjs/geometry4d/Point4d.d.ts.map +1 -1
- package/lib/cjs/geometry4d/Point4d.js +2 -1
- package/lib/cjs/geometry4d/Point4d.js.map +1 -1
- package/lib/cjs/numerics/BandedSystem.js.map +1 -1
- package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
- package/lib/cjs/numerics/BezierPolynomials.js +0 -1
- package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
- package/lib/cjs/numerics/Complex.js.map +1 -1
- package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
- package/lib/cjs/numerics/Newton.d.ts +3 -0
- package/lib/cjs/numerics/Newton.d.ts.map +1 -1
- package/lib/cjs/numerics/Newton.js +2 -5
- package/lib/cjs/numerics/Newton.js.map +1 -1
- package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
- package/lib/cjs/numerics/PolarData.js.map +1 -1
- package/lib/cjs/numerics/Polynomials.d.ts +46 -201
- package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
- package/lib/cjs/numerics/Polynomials.js +132 -445
- package/lib/cjs/numerics/Polynomials.js.map +1 -1
- package/lib/cjs/numerics/Quadrature.js.map +1 -1
- package/lib/cjs/numerics/Range1dArray.js +2 -2
- package/lib/cjs/numerics/Range1dArray.js.map +1 -1
- package/lib/cjs/numerics/SmallSystem.d.ts +164 -0
- package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -0
- package/lib/cjs/numerics/SmallSystem.js +321 -0
- package/lib/cjs/numerics/SmallSystem.js.map +1 -0
- package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
- package/lib/cjs/numerics/UnionFind.js.map +1 -1
- package/lib/cjs/numerics/UsageSums.js.map +1 -1
- package/lib/cjs/polyface/AuxData.d.ts.map +1 -1
- package/lib/cjs/polyface/AuxData.js.map +1 -1
- package/lib/cjs/polyface/BoxTopology.js.map +1 -1
- package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
- package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
- package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
- package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
- package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +0 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
- package/lib/cjs/polyface/Polyface.d.ts +2 -2
- package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
- package/lib/cjs/polyface/Polyface.js +0 -1
- package/lib/cjs/polyface/Polyface.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.d.ts +3 -3
- package/lib/cjs/polyface/PolyfaceClip.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js +1 -2
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +0 -1
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
- package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
- package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
- package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
- package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.d.ts.map +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js +7 -7
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
- package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
- package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
- package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
- package/lib/cjs/serialization/BGFBReader.js.map +1 -1
- package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
- package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
- package/lib/cjs/serialization/DeepCompare.d.ts.map +1 -1
- package/lib/cjs/serialization/DeepCompare.js +0 -1
- package/lib/cjs/serialization/DeepCompare.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
- package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
- package/lib/cjs/solid/Box.js.map +1 -1
- package/lib/cjs/solid/Cone.js.map +1 -1
- package/lib/cjs/solid/LinearSweep.js.map +1 -1
- package/lib/cjs/solid/RotationalSweep.js.map +1 -1
- package/lib/cjs/solid/RuledSweep.js.map +1 -1
- package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
- package/lib/cjs/solid/Sphere.js.map +1 -1
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/cjs/solid/TorusPipe.js.map +1 -1
- package/lib/cjs/topology/ChainMerge.js.map +1 -1
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- package/lib/esm/serialization/BGFBReader.js.map +1 -1
- package/lib/esm/serialization/BGFBWriter.js.map +1 -1
- package/lib/esm/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
- package/lib/esm/serialization/DeepCompare.d.ts.map +1 -1
- package/lib/esm/serialization/DeepCompare.js +0 -1
- package/lib/esm/serialization/DeepCompare.js.map +1 -1
- package/lib/esm/serialization/GeometrySamples.js.map +1 -1
- package/lib/esm/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/esm/serialization/SerializationHelpers.js.map +1 -1
- package/lib/esm/solid/Box.js.map +1 -1
- package/lib/esm/solid/Cone.js.map +1 -1
- package/lib/esm/solid/LinearSweep.js.map +1 -1
- package/lib/esm/solid/RotationalSweep.js.map +1 -1
- package/lib/esm/solid/RuledSweep.js.map +1 -1
- package/lib/esm/solid/SolidPrimitive.js.map +1 -1
- package/lib/esm/solid/Sphere.js.map +1 -1
- package/lib/esm/solid/SweepContour.js.map +1 -1
- package/lib/esm/solid/TorusPipe.js.map +1 -1
- package/lib/esm/topology/ChainMerge.js.map +1 -1
- package/lib/esm/topology/Graph.d.ts.map +1 -1
- package/lib/esm/topology/Graph.js +1 -1
- package/lib/esm/topology/Graph.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSpineContext.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphValidation.js.map +1 -1
- package/lib/esm/topology/HalfEdgeMarkSet.js.map +1 -1
- package/lib/esm/topology/HalfEdgeNodeXYZUV.js.map +1 -1
- package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
- package/lib/esm/topology/HalfEdgePositionDetail.js.map +1 -1
- package/lib/esm/topology/HalfEdgePriorityQueue.js.map +1 -1
- package/lib/esm/topology/InsertAndRetriangulateContext.js +1 -1
- package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
- package/lib/esm/topology/MaskManager.js.map +1 -1
- package/lib/esm/topology/Merging.d.ts +1 -1
- package/lib/esm/topology/Merging.d.ts.map +1 -1
- package/lib/esm/topology/Merging.js +1 -1
- package/lib/esm/topology/Merging.js.map +1 -1
- package/lib/esm/topology/RegularizeFace.js.map +1 -1
- package/lib/esm/topology/SignedDataSummary.js.map +1 -1
- package/lib/esm/topology/SpaceTriangulation.js.map +1 -1
- package/lib/esm/topology/Triangulation.js.map +1 -1
- package/lib/esm/topology/XYParitySearchContext.js.map +1 -1
- package/package.json +11 -23
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"use strict";
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
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* See LICENSE.md in the project root for license terms and full copyright notice.
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*--------------------------------------------------------------------------------------------*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.SmallSystem = void 0;
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/** @packageDocumentation
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* @module Numerics
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*/
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const Geometry_1 = require("../Geometry");
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const Point2dVector2d_1 = require("../geometry3d/Point2dVector2d");
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const Point3dVector3d_1 = require("../geometry3d/Point3dVector3d");
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const Polynomials_1 = require("./Polynomials");
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// cspell:word XYUV
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/**
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* static methods for commonly appearing sets of equations in 2 or 3 variables
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* @public
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*/
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class SmallSystem {
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/**
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* Return true if lines (a0,a1) to (b0, b1) have a simple intersection.
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* Return the fractional (not xy) coordinates in result.x, result.y
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* @param a0 start point of line a
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* @param a1 end point of line a
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* @param b0 start point of line b
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* @param b1 end point of line b
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* @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
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*/
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static lineSegment2dXYTransverseIntersectionUnbounded(a0, a1, b0, b1, result) {
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const ux = a1.x - a0.x;
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const uy = a1.y - a0.y;
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const vx = b1.x - b0.x;
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const vy = b1.y - b0.y;
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const cx = b0.x - a0.x;
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const cy = b0.y - a0.y;
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const uv = Geometry_1.Geometry.crossProductXYXY(ux, uy, vx, vy);
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const cv = Geometry_1.Geometry.crossProductXYXY(cx, cy, vx, vy);
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const cu = Geometry_1.Geometry.crossProductXYXY(ux, uy, cx, cy);
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const s = Geometry_1.Geometry.conditionalDivideFraction(cv, uv);
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const t = Geometry_1.Geometry.conditionalDivideFraction(cu, uv);
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if (s !== undefined && t !== undefined) {
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result.set(s, -t);
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return true;
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}
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result.set(0, 0);
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return false;
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}
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/**
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* * (ax0,ay0) to (ax0+ux,ay0+uy) are line A.
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* * (bx0,by0) to (bx0+vx,by0+vy) are lineB.
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* * Return true if the lines have a simple intersection.
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* * Return the fractional (not xy) coordinates in result.x, result.y
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* @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
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*/
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static lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy, bx0, by0, vx, vy, result) {
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const cx = bx0 - ax0;
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const cy = by0 - ay0;
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const uv = Geometry_1.Geometry.crossProductXYXY(ux, uy, vx, vy);
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const cv = Geometry_1.Geometry.crossProductXYXY(cx, cy, vx, vy);
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const cu = Geometry_1.Geometry.crossProductXYXY(ux, uy, cx, cy);
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const s = Geometry_1.Geometry.conditionalDivideFraction(cv, uv);
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const t = Geometry_1.Geometry.conditionalDivideFraction(cu, uv);
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if (s !== undefined && t !== undefined) {
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result.set(s, -t);
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return true;
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}
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result.set(0, 0);
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return false;
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}
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/**
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* Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts
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* Return the fractional (not xy) coordinates in result.x, result.y
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* @param a0 start point of line a
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* @param a1 end point of line a
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* @param b0 start point of line b
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* @param b1 end point of line b
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* @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
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*/
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static lineSegment3dXYTransverseIntersectionUnbounded(a0, a1, b0, b1, result) {
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const ux = a1.x - a0.x;
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const uy = a1.y - a0.y;
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const vx = b1.x - b0.x;
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const vy = b1.y - b0.y;
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const cx = b0.x - a0.x;
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const cy = b0.y - a0.y;
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const uv = Geometry_1.Geometry.crossProductXYXY(ux, uy, vx, vy);
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const cv = Geometry_1.Geometry.crossProductXYXY(cx, cy, vx, vy);
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const cu = Geometry_1.Geometry.crossProductXYXY(ux, uy, cx, cy);
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const s = Geometry_1.Geometry.conditionalDivideFraction(cv, uv);
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const t = Geometry_1.Geometry.conditionalDivideFraction(cu, uv);
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if (s !== undefined && t !== undefined) {
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result.set(s, -t);
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return true;
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}
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result.set(0, 0);
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return false;
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}
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/**
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* Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points
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* Return the fractional (not xy) coordinates in result.x, result.y
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* @param hA0 homogeneous start point of line a
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* @param hA1 homogeneous end point of line a
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* @param hB0 homogeneous start point of line b
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* @param hB1 homogeneous end point of line b
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* @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
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*/
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static lineSegment3dHXYTransverseIntersectionUnbounded(hA0, hA1, hB0, hB1, result) {
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// Considering only x,y,w parts....
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// Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`
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// PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)
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const alpha0 = Geometry_1.Geometry.tripleProduct(hA0.x, hA1.x, hB0.x, hA0.y, hA1.y, hB0.y, hA0.w, hA1.w, hB0.w);
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const alpha1 = Geometry_1.Geometry.tripleProduct(hA0.x, hA1.x, hB1.x, hA0.y, hA1.y, hB1.y, hA0.w, hA1.w, hB1.w);
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const fractionB = Geometry_1.Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);
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if (fractionB !== undefined) {
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const beta0 = Geometry_1.Geometry.tripleProduct(hB0.x, hB1.x, hA0.x, hB0.y, hB1.y, hA0.y, hB0.w, hB1.w, hA0.w);
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const beta1 = Geometry_1.Geometry.tripleProduct(hB0.x, hB1.x, hA1.x, hB0.y, hB1.y, hA1.y, hB0.w, hB1.w, hA1.w);
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const fractionA = Geometry_1.Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);
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if (fractionA !== undefined)
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return Point2dVector2d_1.Vector2d.create(fractionA, fractionB, result);
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}
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return undefined;
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}
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/**
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* Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.
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* @param hA0 homogeneous start point of line a
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* @param hA1 homogeneous end point of line a
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* @param spacePoint homogeneous point in space
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*/
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static lineSegment3dHXYClosestPointUnbounded(hA0, hA1, spacePoint) {
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// Considering only x,y,w parts....
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// weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.
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// The perpendicular (pure vector) W = (-y,x) flip is the direction of projection
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// Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`
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// PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.
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const tx = hA1.x * hA0.w - hA0.x * hA1.w;
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const ty = hA1.y * hA0.w - hA0.y * hA1.w;
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const det0 = Geometry_1.Geometry.tripleProduct(hA0.x, -ty, spacePoint.x, hA0.y, tx, spacePoint.y, hA0.w, 0, spacePoint.w);
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const det1 = Geometry_1.Geometry.tripleProduct(hA1.x, -ty, spacePoint.x, hA1.y, tx, spacePoint.y, hA1.w, 0, spacePoint.w);
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return Geometry_1.Geometry.conditionalDivideFraction(-det0, det1 - det0);
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}
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/**
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* Return the line fraction at which the line is closest to a space point as viewed in xy only.
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* @param pointA0 start point
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* @param pointA1 end point
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* @param spacePoint point in space
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*/
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static lineSegment3dXYClosestPointUnbounded(pointA0, pointA1, spacePoint) {
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// Considering only x,y parts....
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const ux = pointA1.x - pointA0.x;
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const uy = pointA1.y - pointA0.y;
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const uu = ux * ux + uy * uy;
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const vx = spacePoint.x - pointA0.x;
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const vy = spacePoint.y - pointA0.y;
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const uv = ux * vx + uy * vy;
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return Geometry_1.Geometry.conditionalDivideFraction(uv, uu);
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}
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/**
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* Return the line fraction at which the line is closest to a space point
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* @param pointA0 start point
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* @param pointA1 end point
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* @param spacePoint point in space
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*/
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static lineSegment3dClosestPointUnbounded(pointA0, pointA1, spacePoint) {
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const ux = pointA1.x - pointA0.x;
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const uy = pointA1.y - pointA0.y;
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const uz = pointA1.z - pointA0.z;
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const uu = ux * ux + uy * uy + uz * uz;
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const vx = spacePoint.x - pointA0.x;
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const vy = spacePoint.y - pointA0.y;
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const vz = spacePoint.z - pointA0.z;
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const uv = ux * vx + uy * vy + uz * vz;
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return Geometry_1.Geometry.conditionalDivideFraction(uv, uu);
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}
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/**
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* Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d
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* Return the fractional (not xy) coordinates in result.x, result.y
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* @param a0 start point of line a
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* @param a1 end point of line a
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* @param b0 start point of line b
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* @param b1 end point of line b
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* @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
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*/
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static lineSegment3dClosestApproachUnbounded(a0, a1, b0, b1, result) {
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return this.ray3dXYZUVWClosestApproachUnbounded(a0.x, a0.y, a0.z, a1.x - a0.x, a1.y - a0.y, a1.z - a0.z, b0.x, b0.y, b0.z, b1.x - b0.x, b1.y - b0.y, b1.z - b0.z, result);
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}
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/**
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* Return true if the given rays have closest approach (go by each other) in 3d
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* Return the fractional (not xy) coordinates as x and y parts of a Point2d.
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* @param ax x-coordinate of the origin of the first ray
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* @param ay y-coordinate of the origin of the first ray
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* @param az z-coordinate of the origin of the first ray
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* @param au x-coordinate of the direction vector of the first ray
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* @param av y-coordinate of the direction vector of the first ray
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* @param aw z-coordinate of the direction vector of the first ray
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* @param bx x-coordinate of the origin of the second ray
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* @param by y-coordinate of the origin of the second ray
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* @param bz z-coordinate of the origin of the second ray
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* @param bu x-coordinate of the direction vector of the second ray
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* @param bv y-coordinate of the direction vector of the second ray
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* @param bw z-coordinate of the direction vector of the second ray
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* @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
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*/
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static ray3dXYZUVWClosestApproachUnbounded(ax, ay, az, au, av, aw, bx, by, bz, bu, bv, bw, result) {
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const cx = bx - ax;
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const cy = by - ay;
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const cz = bz - az;
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const uu = Geometry_1.Geometry.hypotenuseSquaredXYZ(au, av, aw);
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const vv = Geometry_1.Geometry.hypotenuseSquaredXYZ(bu, bv, bw);
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const uv = Geometry_1.Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);
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const cu = Geometry_1.Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);
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const cv = Geometry_1.Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);
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return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);
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}
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/**
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* Solve the pair of linear equations
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217
|
+
* * `ux * x + vx * y = cx`
|
|
218
|
+
* * `uy * x + vy * y = cy`
|
|
219
|
+
* @param ux xx coefficient
|
|
220
|
+
* @param vx xy coefficient
|
|
221
|
+
* @param uy yx coefficient
|
|
222
|
+
* @param vy yy coefficient
|
|
223
|
+
* @param cx x right hand side
|
|
224
|
+
* @param cy y right hand side
|
|
225
|
+
* @param result (x,y) solution (MUST be preallocated by caller)
|
|
226
|
+
*/
|
|
227
|
+
static linearSystem2d(ux, vx, // first row of matrix
|
|
228
|
+
uy, vy, // second row of matrix
|
|
229
|
+
cx, cy, // right side
|
|
230
|
+
result) {
|
|
231
|
+
const uv = Geometry_1.Geometry.crossProductXYXY(ux, uy, vx, vy);
|
|
232
|
+
const cv = Geometry_1.Geometry.crossProductXYXY(cx, cy, vx, vy);
|
|
233
|
+
const cu = Geometry_1.Geometry.crossProductXYXY(ux, uy, cx, cy);
|
|
234
|
+
const s = Geometry_1.Geometry.conditionalDivideFraction(cv, uv);
|
|
235
|
+
const t = Geometry_1.Geometry.conditionalDivideFraction(cu, uv);
|
|
236
|
+
if (s !== undefined && t !== undefined) {
|
|
237
|
+
result.set(s, t);
|
|
238
|
+
return true;
|
|
239
|
+
}
|
|
240
|
+
result.set(0, 0);
|
|
241
|
+
return false;
|
|
242
|
+
}
|
|
243
|
+
/**
|
|
244
|
+
* Solve a linear system:
|
|
245
|
+
* * x equation: `axx * u + axy * v + axz * w = cx`
|
|
246
|
+
* * y equation: `ayx * u + ayy * v + ayz * w = cy`
|
|
247
|
+
* * z equation: `azx * u + azy * v + azz * w = cz`
|
|
248
|
+
* @param axx row 0, column 0 coefficient
|
|
249
|
+
* @param axy row 0, column 1 coefficient
|
|
250
|
+
* @param axz row 0, column 1 coefficient
|
|
251
|
+
* @param ayx row 1, column 0 coefficient
|
|
252
|
+
* @param ayy row 1, column 1 coefficient
|
|
253
|
+
* @param ayz row 1, column 2 coefficient
|
|
254
|
+
* @param azx row 2, column 0 coefficient
|
|
255
|
+
* @param azy row 2, column 1 coefficient
|
|
256
|
+
* @param azz row 2, column 2 coefficient
|
|
257
|
+
* @param cx right hand side row 0 coefficient
|
|
258
|
+
* @param cy right hand side row 1 coefficient
|
|
259
|
+
* @param cz right hand side row 2 coefficient
|
|
260
|
+
* @param result optional result.
|
|
261
|
+
* @returns solution vector (u,v,w) or `undefined` if system is singular.
|
|
262
|
+
*/
|
|
263
|
+
static linearSystem3d(axx, axy, axz, // first row of matrix
|
|
264
|
+
ayx, ayy, ayz, // second row of matrix
|
|
265
|
+
azx, azy, azz, // second row of matrix
|
|
266
|
+
cx, cy, cz, // right side
|
|
267
|
+
result) {
|
|
268
|
+
// determinants of various combinations of columns ...
|
|
269
|
+
const detXYZ = Geometry_1.Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);
|
|
270
|
+
const detCYZ = Geometry_1.Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);
|
|
271
|
+
const detXCZ = Geometry_1.Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);
|
|
272
|
+
const detXYC = Geometry_1.Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);
|
|
273
|
+
const s = Geometry_1.Geometry.conditionalDivideFraction(detCYZ, detXYZ);
|
|
274
|
+
const t = Geometry_1.Geometry.conditionalDivideFraction(detXCZ, detXYZ);
|
|
275
|
+
const u = Geometry_1.Geometry.conditionalDivideFraction(detXYC, detXYZ);
|
|
276
|
+
if (s !== undefined && t !== undefined && u !== undefined) {
|
|
277
|
+
return Point3dVector3d_1.Vector3d.create(s, t, u, result);
|
|
278
|
+
}
|
|
279
|
+
return undefined;
|
|
280
|
+
}
|
|
281
|
+
/**
|
|
282
|
+
* Compute the intersection of three planes.
|
|
283
|
+
* @param xyzA point on the first plane
|
|
284
|
+
* @param normalA normal of the first plane
|
|
285
|
+
* @param xyzB point on the second plane
|
|
286
|
+
* @param normalB normal of the second plane
|
|
287
|
+
* @param xyzC point on the third plane
|
|
288
|
+
* @param normalC normal of the third plane
|
|
289
|
+
* @param result optional result
|
|
290
|
+
* @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.
|
|
291
|
+
*/
|
|
292
|
+
static intersect3Planes(xyzA, normalA, xyzB, normalB, xyzC, normalC, result) {
|
|
293
|
+
return this.linearSystem3d(normalA.x, normalA.y, normalA.z, normalB.x, normalB.y, normalB.z, normalC.x, normalC.y, normalC.z, Geometry_1.Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z), Geometry_1.Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z), Geometry_1.Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);
|
|
294
|
+
}
|
|
295
|
+
/**
|
|
296
|
+
* * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`
|
|
297
|
+
* @param rowA row that does not change
|
|
298
|
+
* @param pivotIndex index of pivot (divisor) in rowA.
|
|
299
|
+
* @param rowB row where elimination occurs.
|
|
300
|
+
*/
|
|
301
|
+
static eliminateFromPivot(rowA, pivotIndex, rowB, a) {
|
|
302
|
+
const n = rowA.length;
|
|
303
|
+
let q = Geometry_1.Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);
|
|
304
|
+
if (q === undefined)
|
|
305
|
+
return false;
|
|
306
|
+
q *= a;
|
|
307
|
+
for (let j = pivotIndex + 1; j < n; j++)
|
|
308
|
+
rowB[j] += q * rowA[j];
|
|
309
|
+
return true;
|
|
310
|
+
}
|
|
311
|
+
/**
|
|
312
|
+
* Solve a pair of bilinear equations
|
|
313
|
+
* * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`
|
|
314
|
+
* * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`
|
|
315
|
+
*/
|
|
316
|
+
static solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1) {
|
|
317
|
+
return Polynomials_1.BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);
|
|
318
|
+
}
|
|
319
|
+
}
|
|
320
|
+
exports.SmallSystem = SmallSystem;
|
|
321
|
+
//# sourceMappingURL=SmallSystem.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { XAndY } from \"../geometry3d/XYZProps\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { BilinearPolynomial } from \"./Polynomials\";\n\n// cspell:word XYUV\n\n/**\n * static methods for commonly appearing sets of equations in 2 or 3 variables\n * @public\n */\nexport class SmallSystem {\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment2dXYTransverseIntersectionUnbounded(a0: Point2d, a1: Point2d, b0: Point2d, b1: Point2d,\n result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * * (ax0,ay0) to (ax0+ux,ay0+uy) are line A.\n * * (bx0,by0) to (bx0+vx,by0+vy) are lineB.\n * * Return true if the lines have a simple intersection.\n * * Return the fractional (not xy) coordinates in result.x, result.y\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegmentXYUVTransverseIntersectionUnbounded(\n ax0: number, ay0: number, ux: number, uy: number,\n bx0: number, by0: number, vx: number, vy: number,\n result: Vector2d): boolean {\n\n const cx = bx0 - ax0;\n const cy = by0 - ay0;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dXYTransverseIntersectionUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param hA0 homogeneous start point of line a\n * @param hA1 homogeneous end point of line a\n * @param hB0 homogeneous start point of line b\n * @param hB1 homogeneous end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dHXYTransverseIntersectionUnbounded(hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d): Vector2d | undefined {\n // Considering only x,y,w parts....\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\n const alpha0 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB0.x,\n hA0.y, hA1.y, hB0.y,\n hA0.w, hA1.w, hB0.w);\n const alpha1 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB1.x,\n hA0.y, hA1.y, hB1.y,\n hA0.w, hA1.w, hB1.w);\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\n if (fractionB !== undefined) {\n const beta0 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA0.x,\n hB0.y, hB1.y, hA0.y,\n hB0.w, hB1.w, hA0.w);\n const beta1 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA1.x,\n hB0.y, hB1.y, hA1.y,\n hB0.w, hB1.w, hA1.w);\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\n if (fractionA !== undefined)\n return Vector2d.create(fractionA, fractionB, result);\n }\n return undefined;\n }\n\n /**\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\n * @param hA0 homogeneous start point of line a\n * @param hA1 homogeneous end point of line a\n * @param spacePoint homogeneous point in space\n */\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\n // Considering only x,y,w parts....\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\n const det0 = Geometry.tripleProduct(\n hA0.x, -ty, spacePoint.x,\n hA0.y, tx, spacePoint.y,\n hA0.w, 0, spacePoint.w);\n const det1 = Geometry.tripleProduct(\n hA1.x, -ty, spacePoint.x,\n hA1.y, tx, spacePoint.y,\n hA1.w, 0, spacePoint.w);\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\n // Considering only x,y parts....\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uu = ux * ux + uy * uy;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const uv = ux * vx + uy * vy;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uz = pointA1.z - pointA0.z;\n const uu = ux * ux + uy * uy + uz * uz;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const vz = spacePoint.z - pointA0.z;\n const uv = ux * vx + uy * vy + uz * vz;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dClosestApproachUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n return this.ray3dXYZUVWClosestApproachUnbounded(\n a0.x, a0.y, a0.z,\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\n b0.x, b0.y, b0.z,\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\n result);\n }\n /**\n * Return true if the given rays have closest approach (go by each other) in 3d\n * Return the fractional (not xy) coordinates as x and y parts of a Point2d.\n * @param ax x-coordinate of the origin of the first ray\n * @param ay y-coordinate of the origin of the first ray\n * @param az z-coordinate of the origin of the first ray\n * @param au x-coordinate of the direction vector of the first ray\n * @param av y-coordinate of the direction vector of the first ray\n * @param aw z-coordinate of the direction vector of the first ray\n * @param bx x-coordinate of the origin of the second ray\n * @param by y-coordinate of the origin of the second ray\n * @param bz z-coordinate of the origin of the second ray\n * @param bu x-coordinate of the direction vector of the second ray\n * @param bv y-coordinate of the direction vector of the second ray\n * @param bw z-coordinate of the direction vector of the second ray\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static ray3dXYZUVWClosestApproachUnbounded(\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\n result: Vector2d): boolean {\n\n const cx = bx - ax;\n const cy = by - ay;\n const cz = bz - az;\n\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\n }\n /**\n * Solve the pair of linear equations\n * * `ux * x + vx * y = cx`\n * * `uy * x + vy * y = cy`\n * @param ux xx coefficient\n * @param vx xy coefficient\n * @param uy yx coefficient\n * @param vy yy coefficient\n * @param cx x right hand side\n * @param cy y right hand side\n * @param result (x,y) solution (MUST be preallocated by caller)\n */\n public static linearSystem2d(\n ux: number, vx: number, // first row of matrix\n uy: number, vy: number, // second row of matrix\n cx: number, cy: number, // right side\n result: Vector2d,\n ): boolean {\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Solve a linear system:\n * * x equation: `axx * u + axy * v + axz * w = cx`\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\n * * z equation: `azx * u + azy * v + azz * w = cz`\n * @param axx row 0, column 0 coefficient\n * @param axy row 0, column 1 coefficient\n * @param axz row 0, column 1 coefficient\n * @param ayx row 1, column 0 coefficient\n * @param ayy row 1, column 1 coefficient\n * @param ayz row 1, column 2 coefficient\n * @param azx row 2, column 0 coefficient\n * @param azy row 2, column 1 coefficient\n * @param azz row 2, column 2 coefficient\n * @param cx right hand side row 0 coefficient\n * @param cy right hand side row 1 coefficient\n * @param cz right hand side row 2 coefficient\n * @param result optional result.\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\n */\n public static linearSystem3d(\n axx: number, axy: number, axz: number, // first row of matrix\n ayx: number, ayy: number, ayz: number, // second row of matrix\n azx: number, azy: number, azz: number, // second row of matrix\n cx: number, cy: number, cz: number, // right side\n result?: Vector3d,\n ): Vector3d | undefined {\n // determinants of various combinations of columns ...\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\n if (s !== undefined && t !== undefined && u !== undefined) {\n return Vector3d.create(s, t, u, result);\n }\n return undefined;\n }\n /**\n * Compute the intersection of three planes.\n * @param xyzA point on the first plane\n * @param normalA normal of the first plane\n * @param xyzB point on the second plane\n * @param normalB normal of the second plane\n * @param xyzC point on the third plane\n * @param normalC normal of the third plane\n * @param result optional result\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\n */\n public static intersect3Planes(\n xyzA: Point3d, normalA: Vector3d,\n xyzB: Point3d, normalB: Vector3d,\n xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined {\n return this.linearSystem3d(\n normalA.x, normalA.y, normalA.z,\n normalB.x, normalB.y, normalB.z,\n normalC.x, normalC.y, normalC.z,\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);\n }\n\n /**\n * * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`\n * @param rowA row that does not change\n * @param pivotIndex index of pivot (divisor) in rowA.\n * @param rowB row where elimination occurs.\n */\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\n const n = rowA.length;\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\n if (q === undefined) return false;\n q *= a;\n for (let j = pivotIndex + 1; j < n; j++)\n rowB[j] += q * rowA[j];\n return true;\n }\n /**\n * Solve a pair of bilinear equations\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\n */\n public static solveBilinearPair(\n a0: number, b0: number, c0: number, d0: number,\n a1: number, b1: number, c1: number, d1: number,\n ): Point2d[] | undefined {\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\n }\n}\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 Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\n\r\n// Enumerated type lies outside of TriDiagonalSystem, as TSLint prevented declaration within class\r\nenum DataState {\r\n RawMatrix,\r\n FactorOK,\r\n FactorFailed,\r\n}\r\n/**\r\n * Linear system operations on a matrix with data only on the diagonal and its immediate left and right neighbors\r\n * @internal\r\n */\r\nexport class TriDiagonalSystem {\r\n\r\n // Lower diagonal, indexed by rows\r\n private _aLeft: Float64Array;\r\n // Upper diagonal, indexed by rows\r\n private _aRight: Float64Array;\r\n // Main diagonal, indexed by rows\r\n private _aDiag: Float64Array;\r\n // Right side vector\r\n private _b: Float64Array;\r\n // Solution vector\r\n private _x: Float64Array;\r\n\r\n private _dataState!: DataState;\r\n\r\n constructor(n: number) {\r\n this._aLeft = new Float64Array(n);\r\n this._aDiag = new Float64Array(n);\r\n this._aRight = new Float64Array(n);\r\n this._b = new Float64Array(n);\r\n this._x = new Float64Array(n);\r\n this.reset();\r\n }\r\n\r\n /** Reset to RawMatrix state with all coefficients zero */\r\n public reset() {\r\n this._dataState = DataState.RawMatrix;\r\n const n = this._aDiag.length;\r\n for (let i = 0; i < n; i++) {\r\n this._aLeft[i] = this._aRight[i] = this._aDiag[i] = this._b[i] = this._x[i] = 0.0;\r\n }\r\n }\r\n /** Install data in a row of the matrix */\r\n public setRow(row: number, left: number, diag: number, right: number) {\r\n this._aLeft[row] = left;\r\n this._aDiag[row] = diag;\r\n this._aRight[row] = right;\r\n }\r\n /** Add to row of matrix */\r\n public addToRow(row: number, left: number, diag: number, right: number) {\r\n this._aLeft[row] += left;\r\n this._aDiag[row] += diag;\r\n this._aRight[row] += right;\r\n }\r\n /** Install data in the right side (B) vector */\r\n public setB(row: number, bb: number) {\r\n this._b[row] = bb;\r\n }\r\n /** Add to an entry in the right side (B) vector */\r\n public addToB(row: number, bb: number) {\r\n this._b[row] += bb;\r\n }\r\n /** Access data from the right side (B) vector */\r\n public getB(row: number): number {\r\n return this._b[row];\r\n }\r\n /** Install data in the solution (X) vector */\r\n public setX(row: number, xx: number) {\r\n this._x[row] = xx;\r\n }\r\n /** Access data from the solution (X) vector */\r\n public getX(row: number): number {\r\n return this._x[row];\r\n }\r\n /** Get method for matrix and vector order */\r\n public order(): number {\r\n return this._aDiag.length;\r\n }\r\n /** Compute product of AX and save as B */\r\n public multiplyAX(): boolean {\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n } else if (this._dataState === DataState.FactorOK) {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n for (let i = 0; i < nm1; i++) {\r\n this._b[i] = this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\r\n }\r\n this._b[nm1] = this._aDiag[nm1] * this._x[nm1];\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n this._b[i] += this._aLeft[i] * this._b[i - 1];\r\n }\r\n\r\n return true;\r\n } else {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n this._b[0] = this._aDiag[0] * this._x[0] + this._aRight[0] * this._x[1];\r\n let i;\r\n for (i = 1; i < nm1; i++) {\r\n this._b[i] = this._aLeft[i] * this._x[i - 1] + this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\r\n }\r\n this._b[nm1] = this._aLeft[nm1] * this._x[n - 2] + this._aDiag[i] * this._x[nm1];\r\n return true;\r\n }\r\n }\r\n\r\n /** Compute product of AX and save as B */\r\n public multiplyAXPoints(pointX: Point3d[], pointB: Point3d[]): boolean {\r\n pointB.length = 0;\r\n while (pointB.length < pointX.length)\r\n pointB.push(Point3d.create());\r\n pointB.length = pointX.length;\r\n\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n } else if (this._dataState === DataState.FactorOK) {\r\n\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n for (let i = 0; i < nm1; i++) {\r\n Point3d.createAdd2Scaled(pointX[i], this._aDiag[i], pointX[i + 1], this._aRight[i], pointB[i]);\r\n }\r\n Point3d.createScale(pointX[nm1], this._aDiag[nm1], pointB[nm1]);\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n pointB[i].plusScaled(pointB[i - 1], this._aLeft[i], pointB[i]);\r\n }\r\n\r\n return true;\r\n } else {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n Point3d.createAdd2Scaled(pointX[0], this._aDiag[0], pointX[1], this._aRight[0], pointB[0]);\r\n let i;\r\n for (i = 1; i < nm1; i++) {\r\n Point3d.createAdd3Scaled(\r\n pointX[i - 1], this._aLeft[i], pointX[i], this._aDiag[i],\r\n pointX[i + 1], this._aRight[i],\r\n pointB[i]);\r\n }\r\n Point3d.createAdd2Scaled(pointX[n - 2], this._aLeft[nm1], pointX[nm1], this._aDiag[nm1], pointB[nm1]);\r\n return true;\r\n }\r\n }\r\n\r\n /** Multiply the stored factors together to return to plain matrix form */\r\n public defactor(): boolean {\r\n if (this._dataState === DataState.RawMatrix) {\r\n return true;\r\n }\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n }\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n this._aDiag[i] += this._aLeft[i] * this._aRight[i - 1];\r\n this._aLeft[i] *= this._aDiag[i - 1];\r\n }\r\n this._dataState = DataState.RawMatrix;\r\n return true;\r\n }\r\n /** Factor the tridiagonal matrix to LU parts. b, x, not altered */\r\n public factor(): boolean {\r\n if (this._dataState === DataState.FactorOK) {\r\n return true;\r\n }\r\n if (this._dataState !== DataState.RawMatrix) {\r\n return false;\r\n }\r\n this._dataState = DataState.FactorFailed;\r\n\r\n const n1 = this._aDiag.length - 1; // Last pivot index\r\n // Eliminate in subdiagonal.\r\n for (let i = 0; i < n1; i++) {\r\n const r = Geometry.conditionalDivideFraction(this._aLeft[i + 1], this._aDiag[i]);\r\n if (r === undefined)\r\n return false;\r\n this._aLeft[i + 1] = r;\r\n this._aDiag[i + 1] -= r * this._aRight[i];\r\n }\r\n this._dataState = DataState.FactorOK;\r\n return true;\r\n }\r\n /** Solve AX=B. A is left in factored state. B unchanged. */\r\n public factorAndBackSubstitute(): boolean {\r\n const n = this._aDiag.length;\r\n const n1 = n - 1;\r\n if (!this.factor())\r\n return false;\r\n\r\n // Apply L inverse to B, same sequence as was done to A:\r\n for (let i = 0; i < n; i++) {\r\n this._x[i] = this._b[i];\r\n }\r\n for (let i = 1; i < n; i++) {\r\n this._x[i] -= this._aLeft[i] * this._x[i - 1];\r\n }\r\n\r\n // Print (\"LU L Inverse B B\");\r\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\r\n // All diagonals are known to be nonzero. Really. Really???\r\n this._x[n1] /= this._aDiag[n1];\r\n\r\n for (let i = n1 - 1; i >= 0; i--) {\r\n this._x[i] = (this._x[i] - this._aRight[i] * this._x[i + 1]) / this._aDiag[i];\r\n }\r\n\r\n return true;\r\n }\r\n /** Solve AX=B. A is left in factored state. B unchanged. vectorB and vectorX may be the same array */\r\n public factorAndBackSubstitutePointArrays(vectorB: Point3d[], vectorX: Point3d[]): boolean {\r\n const n = this._aDiag.length;\r\n if (vectorB.length < n)\r\n return false;\r\n\r\n while (vectorX.length < n)\r\n vectorX.push(Point3d.create(0, 0, 0));\r\n vectorX.length = n;\r\n const n1 = n - 1;\r\n if (!this.factor())\r\n return false;\r\n\r\n // Apply L inverse to B, same sequence as was done to A:\r\n if (vectorB !== vectorX) {\r\n for (let i = 0; i < n; i++) {\r\n vectorX[i].setFrom(vectorB[i]);\r\n }\r\n }\r\n\r\n let a: number;\r\n let b: number;\r\n for (let i = 1; i < n; i++) {\r\n a = this._aLeft[i];\r\n vectorX[i].x -= a * vectorX[i - 1].x;\r\n vectorX[i].y -= a * vectorX[i - 1].y;\r\n vectorX[i].z -= a * vectorX[i - 1].z;\r\n }\r\n\r\n // Print (\"LU L inverse B\");\r\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\r\n // All diagonals are known to be nonzero. Really. Really???\r\n b = 1.0 / this._aDiag[n1];\r\n vectorX[n1].x *= b;\r\n vectorX[n1].y *= b;\r\n vectorX[n1].z *= b;\r\n\r\n for (let i = n1 - 1; i >= 0; i--) {\r\n a = this._aRight[i];\r\n b = 1.0 / this._aDiag[i];\r\n vectorX[i].x = (vectorX[i].x - a * vectorX[i + 1].x) * b;\r\n vectorX[i].y = (vectorX[i].y - a * vectorX[i + 1].y) * b;\r\n vectorX[i].z = (vectorX[i].z - a * vectorX[i + 1].z) * b;\r\n }\r\n\r\n return true;\r\n }\r\n /** Allocate a complete copy */\r\n public copy(): TriDiagonalSystem {\r\n const n = this._aDiag.length;\r\n const B = new TriDiagonalSystem(n);\r\n for (let i = 0; i < n; i++) {\r\n B._aLeft[i] = this._aLeft[i];\r\n B._aDiag[i] = this._aDiag[i];\r\n B._aRight[i] = this._aRight[i];\r\n B._x[i] = this._x[i];\r\n B._b[i] = this._b[i];\r\n }\r\n B._dataState = this._dataState;\r\n return B;\r\n }\r\n\r\n /** return an array form that may be useful for display ... */\r\n public flatten(): any {\r\n const n = this._aDiag.length;\r\n const data = [];\r\n\r\n for (let i = 0; i < n; i++) {\r\n data.push(\r\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], this._b[i]]);\r\n }\r\n return data;\r\n }\r\n\r\n /** return an array form that may be useful for display ... */\r\n public flattenWithPoints(xyzB: Point3d[]): any {\r\n const n = this._aDiag.length;\r\n const data = [];\r\n\r\n for (let i = 0; i < n; i++) {\r\n data.push(\r\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], xyzB[i].toJSON()]);\r\n }\r\n return data;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\n\n// Enumerated type lies outside of TriDiagonalSystem, as TSLint prevented declaration within class\nenum DataState {\n RawMatrix,\n FactorOK,\n FactorFailed,\n}\n/**\n * Linear system operations on a matrix with data only on the diagonal and its immediate left and right neighbors\n * @internal\n */\nexport class TriDiagonalSystem {\n\n // Lower diagonal, indexed by rows\n private _aLeft: Float64Array;\n // Upper diagonal, indexed by rows\n private _aRight: Float64Array;\n // Main diagonal, indexed by rows\n private _aDiag: Float64Array;\n // Right side vector\n private _b: Float64Array;\n // Solution vector\n private _x: Float64Array;\n\n private _dataState!: DataState;\n\n constructor(n: number) {\n this._aLeft = new Float64Array(n);\n this._aDiag = new Float64Array(n);\n this._aRight = new Float64Array(n);\n this._b = new Float64Array(n);\n this._x = new Float64Array(n);\n this.reset();\n }\n\n /** Reset to RawMatrix state with all coefficients zero */\n public reset() {\n this._dataState = DataState.RawMatrix;\n const n = this._aDiag.length;\n for (let i = 0; i < n; i++) {\n this._aLeft[i] = this._aRight[i] = this._aDiag[i] = this._b[i] = this._x[i] = 0.0;\n }\n }\n /** Install data in a row of the matrix */\n public setRow(row: number, left: number, diag: number, right: number) {\n this._aLeft[row] = left;\n this._aDiag[row] = diag;\n this._aRight[row] = right;\n }\n /** Add to row of matrix */\n public addToRow(row: number, left: number, diag: number, right: number) {\n this._aLeft[row] += left;\n this._aDiag[row] += diag;\n this._aRight[row] += right;\n }\n /** Install data in the right side (B) vector */\n public setB(row: number, bb: number) {\n this._b[row] = bb;\n }\n /** Add to an entry in the right side (B) vector */\n public addToB(row: number, bb: number) {\n this._b[row] += bb;\n }\n /** Access data from the right side (B) vector */\n public getB(row: number): number {\n return this._b[row];\n }\n /** Install data in the solution (X) vector */\n public setX(row: number, xx: number) {\n this._x[row] = xx;\n }\n /** Access data from the solution (X) vector */\n public getX(row: number): number {\n return this._x[row];\n }\n /** Get method for matrix and vector order */\n public order(): number {\n return this._aDiag.length;\n }\n /** Compute product of AX and save as B */\n public multiplyAX(): boolean {\n if (this._dataState === DataState.FactorFailed) {\n return false;\n } else if (this._dataState === DataState.FactorOK) {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n for (let i = 0; i < nm1; i++) {\n this._b[i] = this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\n }\n this._b[nm1] = this._aDiag[nm1] * this._x[nm1];\n\n for (let i = nm1; i > 0; i--) {\n this._b[i] += this._aLeft[i] * this._b[i - 1];\n }\n\n return true;\n } else {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n this._b[0] = this._aDiag[0] * this._x[0] + this._aRight[0] * this._x[1];\n let i;\n for (i = 1; i < nm1; i++) {\n this._b[i] = this._aLeft[i] * this._x[i - 1] + this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\n }\n this._b[nm1] = this._aLeft[nm1] * this._x[n - 2] + this._aDiag[i] * this._x[nm1];\n return true;\n }\n }\n\n /** Compute product of AX and save as B */\n public multiplyAXPoints(pointX: Point3d[], pointB: Point3d[]): boolean {\n pointB.length = 0;\n while (pointB.length < pointX.length)\n pointB.push(Point3d.create());\n pointB.length = pointX.length;\n\n if (this._dataState === DataState.FactorFailed) {\n return false;\n } else if (this._dataState === DataState.FactorOK) {\n\n const n = this._aDiag.length;\n const nm1 = n - 1;\n for (let i = 0; i < nm1; i++) {\n Point3d.createAdd2Scaled(pointX[i], this._aDiag[i], pointX[i + 1], this._aRight[i], pointB[i]);\n }\n Point3d.createScale(pointX[nm1], this._aDiag[nm1], pointB[nm1]);\n\n for (let i = nm1; i > 0; i--) {\n pointB[i].plusScaled(pointB[i - 1], this._aLeft[i], pointB[i]);\n }\n\n return true;\n } else {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n Point3d.createAdd2Scaled(pointX[0], this._aDiag[0], pointX[1], this._aRight[0], pointB[0]);\n let i;\n for (i = 1; i < nm1; i++) {\n Point3d.createAdd3Scaled(\n pointX[i - 1], this._aLeft[i], pointX[i], this._aDiag[i],\n pointX[i + 1], this._aRight[i],\n pointB[i]);\n }\n Point3d.createAdd2Scaled(pointX[n - 2], this._aLeft[nm1], pointX[nm1], this._aDiag[nm1], pointB[nm1]);\n return true;\n }\n }\n\n /** Multiply the stored factors together to return to plain matrix form */\n public defactor(): boolean {\n if (this._dataState === DataState.RawMatrix) {\n return true;\n }\n if (this._dataState === DataState.FactorFailed) {\n return false;\n }\n const n = this._aDiag.length;\n const nm1 = n - 1;\n\n for (let i = nm1; i > 0; i--) {\n this._aDiag[i] += this._aLeft[i] * this._aRight[i - 1];\n this._aLeft[i] *= this._aDiag[i - 1];\n }\n this._dataState = DataState.RawMatrix;\n return true;\n }\n /** Factor the tridiagonal matrix to LU parts. b, x, not altered */\n public factor(): boolean {\n if (this._dataState === DataState.FactorOK) {\n return true;\n }\n if (this._dataState !== DataState.RawMatrix) {\n return false;\n }\n this._dataState = DataState.FactorFailed;\n\n const n1 = this._aDiag.length - 1; // Last pivot index\n // Eliminate in subdiagonal.\n for (let i = 0; i < n1; i++) {\n const r = Geometry.conditionalDivideFraction(this._aLeft[i + 1], this._aDiag[i]);\n if (r === undefined)\n return false;\n this._aLeft[i + 1] = r;\n this._aDiag[i + 1] -= r * this._aRight[i];\n }\n this._dataState = DataState.FactorOK;\n return true;\n }\n /** Solve AX=B. A is left in factored state. B unchanged. */\n public factorAndBackSubstitute(): boolean {\n const n = this._aDiag.length;\n const n1 = n - 1;\n if (!this.factor())\n return false;\n\n // Apply L inverse to B, same sequence as was done to A:\n for (let i = 0; i < n; i++) {\n this._x[i] = this._b[i];\n }\n for (let i = 1; i < n; i++) {\n this._x[i] -= this._aLeft[i] * this._x[i - 1];\n }\n\n // Print (\"LU L Inverse B B\");\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\n // All diagonals are known to be nonzero. Really. Really???\n this._x[n1] /= this._aDiag[n1];\n\n for (let i = n1 - 1; i >= 0; i--) {\n this._x[i] = (this._x[i] - this._aRight[i] * this._x[i + 1]) / this._aDiag[i];\n }\n\n return true;\n }\n /** Solve AX=B. A is left in factored state. B unchanged. vectorB and vectorX may be the same array */\n public factorAndBackSubstitutePointArrays(vectorB: Point3d[], vectorX: Point3d[]): boolean {\n const n = this._aDiag.length;\n if (vectorB.length < n)\n return false;\n\n while (vectorX.length < n)\n vectorX.push(Point3d.create(0, 0, 0));\n vectorX.length = n;\n const n1 = n - 1;\n if (!this.factor())\n return false;\n\n // Apply L inverse to B, same sequence as was done to A:\n if (vectorB !== vectorX) {\n for (let i = 0; i < n; i++) {\n vectorX[i].setFrom(vectorB[i]);\n }\n }\n\n let a: number;\n let b: number;\n for (let i = 1; i < n; i++) {\n a = this._aLeft[i];\n vectorX[i].x -= a * vectorX[i - 1].x;\n vectorX[i].y -= a * vectorX[i - 1].y;\n vectorX[i].z -= a * vectorX[i - 1].z;\n }\n\n // Print (\"LU L inverse B\");\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\n // All diagonals are known to be nonzero. Really. Really???\n b = 1.0 / this._aDiag[n1];\n vectorX[n1].x *= b;\n vectorX[n1].y *= b;\n vectorX[n1].z *= b;\n\n for (let i = n1 - 1; i >= 0; i--) {\n a = this._aRight[i];\n b = 1.0 / this._aDiag[i];\n vectorX[i].x = (vectorX[i].x - a * vectorX[i + 1].x) * b;\n vectorX[i].y = (vectorX[i].y - a * vectorX[i + 1].y) * b;\n vectorX[i].z = (vectorX[i].z - a * vectorX[i + 1].z) * b;\n }\n\n return true;\n }\n /** Allocate a complete copy */\n public copy(): TriDiagonalSystem {\n const n = this._aDiag.length;\n const B = new TriDiagonalSystem(n);\n for (let i = 0; i < n; i++) {\n B._aLeft[i] = this._aLeft[i];\n B._aDiag[i] = this._aDiag[i];\n B._aRight[i] = this._aRight[i];\n B._x[i] = this._x[i];\n B._b[i] = this._b[i];\n }\n B._dataState = this._dataState;\n return B;\n }\n\n /** return an array form that may be useful for display ... */\n public flatten(): any {\n const n = this._aDiag.length;\n const data = [];\n\n for (let i = 0; i < n; i++) {\n data.push(\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], this._b[i]]);\n }\n return data;\n }\n\n /** return an array form that may be useful for display ... */\n public flattenWithPoints(xyzB: Point3d[]): any {\n const n = this._aDiag.length;\n const data = [];\n\n for (let i = 0; i < n; i++) {\n data.push(\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], xyzB[i].toJSON()]);\n }\n return data;\n }\n}\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/**\n * Implement the classic UnionFind algorithm, viz https://en.wikipedia.org/wiki/Disjoint-set_data_structure\n * * Each of the entities being merged exists as an entry in an array.\n * * The index in the array is the (only!) identification of the entity.\n * * The array entry is the index of a parent in the merge process.\n * * New entries are created as singletons pointing to themselves.\n * * Merge (i,j) merges the collections containing entries (i) and (j) into a single collection.\n * * The merge process updates the indices \"above\" (i) and (j)\n * * The whole process is extraordinarily efficient regardless of the order that the (i,j) merges are announced.\n * @internal\n */\nexport class UnionFindContext {\n private _parentArray: number[];\n /** Create a set initialized with numLeaf singleton subsets */\n public constructor(numLeaf: number = 0) {\n this._parentArray = [];\n for (let i = 0; i < numLeaf; i++)\n this._parentArray.push(i);\n }\n /** Return the number of leaves. */\n public get length(): number { return this._parentArray.length; }\n /** test if index is within the valid index range. */\n public isValidIndex(index: number): boolean {\n return 0 <= index && index < this._parentArray.length;\n }\n /** Return the index of a new singleton set */\n public addLeaf(): number {\n const index = this._parentArray.length;\n this._parentArray.push(index);\n return index;\n }\n /**\n * * follow links to parent\n * * after finding the parent, repeat the search and reset parents along the way.\n * * If index is invalid, return index unchanged.\n * @param index start of search\n */\n public findRoot(index: number): number {\n if (!this.isValidIndex(index))\n return index;\n let currentIndex = index;\n let nextIndex = this._parentArray[index];\n while (nextIndex !== currentIndex) {\n currentIndex = nextIndex;\n nextIndex = this._parentArray[currentIndex];\n }\n const rootIndex = currentIndex;\n // sweep up again and shorten the paths.\n currentIndex = index;\n while (currentIndex !== rootIndex) {\n nextIndex = this._parentArray[currentIndex];\n this._parentArray[currentIndex] = rootIndex;\n currentIndex = nextIndex;\n }\n return rootIndex;\n }\n\n /** Merge the subsets containing index (i) and (j)\n * * Look up the root of each.\n * * Fix up the path to the root so it points to the root.\n * * Return the root index of the merged set.\n * * If either index is invalid return index i with no changes.\n */\n public mergeSubsets(i: number, j: number): number {\n if (!this.isValidIndex(i) || !this.isValidIndex(j))\n return i;\n const rootIndexI = this.findRoot(i);\n const rootIndexJ = this.findRoot(j);\n if (rootIndexI !== rootIndexJ)\n this._parentArray[rootIndexI] = rootIndexJ;\n // cleanup a little more ...\n return this.findRoot(i);\n }\n /** Return the immediate parent of index (i), with no fixups\n * * If index is invalid, return it.\n */\n public askParent(index: number): number {\n if (!this.isValidIndex(index))\n return index;\n return this._parentArray[index];\n }\n /** Return the number of entries which are their own parent. */\n public countRoots(): number {\n let numRoot = 0;\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++)\n if (this._parentArray[i] === i)\n numRoot++;\n return numRoot;\n }\n /** Return the number of entries whose parent is not a root. */\n public countNonTrivialPaths(): number {\n let numLong = 0;\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++) {\n const j = this._parentArray[i];\n if (j !== i && this._parentArray[j] !== j)\n numLong++;\n }\n return numLong;\n }\n /** Return an array of all root indices.\n * * This array is sorted.\n */\n public collectRootIndices(): number[] {\n const roots = [];\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++) {\n if (this._parentArray[i] === i)\n roots.push(i);\n }\n return roots;\n }\n}\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\nimport { Geometry } from \"../Geometry\";\nimport { Range1d } from \"../geometry3d/Range\";\n\n/**\n * Accumulator for computing average and standard deviations.\n * * Usual usage pattern:\n * * create with `sums = new UsageSums ()`\n * * announce data values with any combination of\n * * `sums.accumulate (x: number)`\n * * `sums.accumulateArray (data: numberArray)`\n * * query properties at any time:\n * * `sums.mean`\n * * `sums.count`\n * * `sums.meanSquare`\n * * `sums.standardDeviation`\n * * `sums.minMax`\n * * Optional `origin`\n * * if `origin` is nonzero:\n * * when a value `x` is announced to the `accumulate(x)` method, the value used for sums is `(x-origin)`\n * * All queries (mean, minMax, meanSquare, standardDeviation) return values relative to the origin.\n * * The origin can be reset in two different ways:\n * * `setOrigin(a)` sets the saved origin value to `a`, but leaves sums unchanged.\n * * This affects subsequence how sums are changed by `announce(x)`\n * * `shiftOriginAndSums` sets the origin (like `sums.setOrigin (a))` and also corrects all sums and minMax so they appear that the new origin had been in effect during all prior `accumulate(x)` calls.\n * @internal\n */\nexport class UsageSums {\n /** number of values accumulated. */\n private _count: number;\n /** Sum of values sent to `accumulate` (with origin subtracted away) */\n private _sumX: number;\n private _sumXX: number;\n private _minMax: Range1d;\n /** working origin.\n * * All other values -- sum0, sum1, sum2, min,max -- are \"from this origin\"\n */\n private _origin: number;\n\n /** Constructor:\n * * All sums 0\n * * min and max set to extreme values.\n * * origin assigned.\n */\n public constructor(origin: number = 0) {\n this._minMax = Range1d.createNull();\n this._count = this._sumX = this._sumXX = 0;\n this._origin = origin;\n }\n /** Return the number of samples seen */\n public get count(): number { return this._count; }\n /** return the mean of all samples.\n * * Return 0 if no samples\n */\n public get mean(): number { return this._count > 0 ? this._sumX / this._count : 0.0; }\n /** Return the mean of squared samples.\n * * Return 0 if no samples.\n */\n public get meanSquare(): number { return this._count > 0 ? this._sumXX / this._count : 0.0; }\n public get minMax(): Range1d { return this._minMax.clone(); }\n\n /**\n * Return the \"biased standard deviation\" (https://en.wikipedia.org/wiki/Standard_deviation)\n * * This is zero if count is zero.\n */\n public get standardDeviation(): number {\n if (this._count < 1)\n return 0.0;\n const xBar = this.mean;\n const sumXX = this._sumXX;\n const sumX = this._sumX;\n return Math.sqrt((sumXX - 2 * xBar * sumX + this._count * xBar * xBar) / this._count);\n }\n /** Reinitialize all sums.\n * * origin is unchanged\n */\n public clearSums() {\n this._count = this._sumX = this._sumXX = 0;\n this._minMax.setNull();\n }\n /**\n * return the origin being used in the `accumulate(x)` method.\n */\n public get origin(): number { return this._origin; }\n /**\n * Reset the origin.\n * * Former sums are unchanged !!\n * @param origin new origin\n */\n public setOrigin(origin: number) {\n this._origin = origin;\n }\n /**\n * * reset the origin\n * * adjust all sums to what they would be if the new origin had been in effect.\n */\n public shiftOriginAndSums(origin: number) {\n const delta = origin - this._origin;\n this._origin = origin;\n // adjust sumXX first to get old sumX value before it is modified.\n this._sumXX = this._sumXX - 2 * delta * this._sumX + this._count * delta * delta;\n this._sumX = this._sumX - this._count * delta;\n this._minMax.cloneTranslated(-delta, this._minMax);\n }\n /** Accumulate a single value */\n public accumulate(x: number) {\n x = x - this._origin;\n this._count += 1;\n this._sumX += x;\n this._sumXX += x * x;\n this._minMax.extendX(x);\n }\n /** Accumulate a single value */\n public accumulateArray(xArray: number[]) {\n for (const x of xArray)\n this.accumulate(x);\n }\n /** Clone all content (origin, count, sums, minMax) */\n public clone(result?: UsageSums): UsageSums {\n if (!result)\n result = new UsageSums();\n this._minMax.clone(result._minMax);\n result._count = this._count;\n result._origin = this._origin;\n result._sumX = this._sumX;\n result._sumXX = this._sumXX;\n return result;\n }\n /** Compare all content. */\n public isAlmostEqual(other: UsageSums): boolean {\n return Geometry.isAlmostEqualNumber(this._sumX, other._sumX)\n && Geometry.isAlmostEqualNumber(this._sumXX, other._sumXX)\n && Geometry.isAlmostEqualNumber(this._origin, other._origin)\n && this._count === other._count\n && this._minMax.isAlmostEqual(other._minMax);\n }\n}\n"]}
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