@itwin/core-geometry 4.2.0-dev.11 → 4.2.0-dev.13

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Files changed (187) hide show
  1. package/lib/cjs/clipping/AlternatingConvexClipTree.d.ts +4 -3
  2. package/lib/cjs/clipping/AlternatingConvexClipTree.d.ts.map +1 -1
  3. package/lib/cjs/clipping/AlternatingConvexClipTree.js +1 -1
  4. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  5. package/lib/cjs/clipping/BooleanClipNode.d.ts +4 -3
  6. package/lib/cjs/clipping/BooleanClipNode.d.ts.map +1 -1
  7. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  8. package/lib/cjs/clipping/ClipPlane.d.ts +2 -1
  9. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  10. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  11. package/lib/cjs/clipping/ClipUtils.d.ts +4 -4
  12. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  13. package/lib/cjs/clipping/ClipUtils.js +1 -1
  14. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  15. package/lib/cjs/clipping/ClipVector.d.ts +6 -5
  16. package/lib/cjs/clipping/ClipVector.d.ts.map +1 -1
  17. package/lib/cjs/clipping/ClipVector.js +1 -1
  18. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  19. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +3 -2
  20. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  21. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  22. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +2 -1
  23. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  24. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  25. package/lib/cjs/core-geometry.d.ts +0 -2
  26. package/lib/cjs/core-geometry.d.ts.map +1 -1
  27. package/lib/cjs/core-geometry.js +0 -2
  28. package/lib/cjs/core-geometry.js.map +1 -1
  29. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  30. package/lib/cjs/curve/Arc3d.js.map +1 -1
  31. package/lib/cjs/curve/CurveCollection.d.ts +1 -1
  32. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  33. package/lib/cjs/curve/CurveCollection.js +1 -3
  34. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  35. package/lib/cjs/curve/CurveCurve.d.ts +38 -26
  36. package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
  37. package/lib/cjs/curve/CurveCurve.js +70 -40
  38. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  39. package/lib/cjs/curve/CurveLocationDetail.d.ts +12 -1
  40. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  41. package/lib/cjs/curve/CurveLocationDetail.js +13 -2
  42. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  43. package/lib/cjs/curve/{CurveCurveCloseApproachXY.d.ts → internalContexts/CurveCurveCloseApproachXY.d.ts} +89 -48
  44. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -0
  45. package/lib/cjs/curve/{CurveCurveCloseApproachXY.js → internalContexts/CurveCurveCloseApproachXY.js} +196 -155
  46. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -0
  47. package/lib/{esm/curve → cjs/curve/internalContexts}/CurveCurveIntersectXY.d.ts +14 -27
  48. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -0
  49. package/lib/cjs/curve/{CurveCurveIntersectXY.js → internalContexts/CurveCurveIntersectXY.js} +19 -32
  50. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -0
  51. package/lib/cjs/curve/{CurveCurveIntersectXYZ.d.ts → internalContexts/CurveCurveIntersectXYZ.d.ts} +11 -12
  52. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -0
  53. package/lib/cjs/curve/{CurveCurveIntersectXYZ.js → internalContexts/CurveCurveIntersectXYZ.js} +12 -14
  54. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -0
  55. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts +1 -0
  56. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  57. package/lib/cjs/geometry3d/BarycentricTriangle.js +1 -0
  58. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  59. package/lib/cjs/geometry3d/FrameBuilder.d.ts +28 -11
  60. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  61. package/lib/cjs/geometry3d/FrameBuilder.js +57 -45
  62. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  63. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +0 -8
  64. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  65. package/lib/cjs/geometry3d/GrowableXYZArray.js +0 -16
  66. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  67. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +4 -4
  68. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  69. package/lib/cjs/geometry3d/IndexedXYZCollection.js +12 -0
  70. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  71. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  72. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  73. package/lib/cjs/geometry3d/PolygonOps.d.ts +1 -1
  74. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  75. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  76. package/lib/cjs/geometry3d/Ray3d.d.ts +3 -1
  77. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  78. package/lib/cjs/geometry3d/Ray3d.js +4 -3
  79. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  80. package/lib/cjs/geometry3d/ReusableObjectCache.d.ts +2 -1
  81. package/lib/cjs/geometry3d/ReusableObjectCache.d.ts.map +1 -1
  82. package/lib/cjs/geometry3d/ReusableObjectCache.js +1 -1
  83. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  84. package/lib/cjs/numerics/Polynomials.d.ts +2 -2
  85. package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
  86. package/lib/cjs/numerics/Polynomials.js +2 -2
  87. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  88. package/lib/esm/clipping/AlternatingConvexClipTree.d.ts +4 -3
  89. package/lib/esm/clipping/AlternatingConvexClipTree.d.ts.map +1 -1
  90. package/lib/esm/clipping/AlternatingConvexClipTree.js +1 -1
  91. package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
  92. package/lib/esm/clipping/BooleanClipNode.d.ts +4 -3
  93. package/lib/esm/clipping/BooleanClipNode.d.ts.map +1 -1
  94. package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
  95. package/lib/esm/clipping/ClipPlane.d.ts +2 -1
  96. package/lib/esm/clipping/ClipPlane.d.ts.map +1 -1
  97. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  98. package/lib/esm/clipping/ClipUtils.d.ts +4 -4
  99. package/lib/esm/clipping/ClipUtils.d.ts.map +1 -1
  100. package/lib/esm/clipping/ClipUtils.js +1 -1
  101. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  102. package/lib/esm/clipping/ClipVector.d.ts +6 -5
  103. package/lib/esm/clipping/ClipVector.d.ts.map +1 -1
  104. package/lib/esm/clipping/ClipVector.js +1 -1
  105. package/lib/esm/clipping/ClipVector.js.map +1 -1
  106. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +3 -2
  107. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  108. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  109. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts +2 -1
  110. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  111. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  112. package/lib/esm/core-geometry.d.ts +0 -2
  113. package/lib/esm/core-geometry.d.ts.map +1 -1
  114. package/lib/esm/core-geometry.js +0 -2
  115. package/lib/esm/core-geometry.js.map +1 -1
  116. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  117. package/lib/esm/curve/Arc3d.js.map +1 -1
  118. package/lib/esm/curve/CurveCollection.d.ts +1 -1
  119. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  120. package/lib/esm/curve/CurveCollection.js +1 -3
  121. package/lib/esm/curve/CurveCollection.js.map +1 -1
  122. package/lib/esm/curve/CurveCurve.d.ts +38 -26
  123. package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
  124. package/lib/esm/curve/CurveCurve.js +70 -40
  125. package/lib/esm/curve/CurveCurve.js.map +1 -1
  126. package/lib/esm/curve/CurveLocationDetail.d.ts +12 -1
  127. package/lib/esm/curve/CurveLocationDetail.d.ts.map +1 -1
  128. package/lib/esm/curve/CurveLocationDetail.js +11 -1
  129. package/lib/esm/curve/CurveLocationDetail.js.map +1 -1
  130. package/lib/esm/curve/{CurveCurveCloseApproachXY.d.ts → internalContexts/CurveCurveCloseApproachXY.d.ts} +89 -48
  131. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -0
  132. package/lib/esm/curve/{CurveCurveCloseApproachXY.js → internalContexts/CurveCurveCloseApproachXY.js} +196 -155
  133. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -0
  134. package/lib/{cjs/curve → esm/curve/internalContexts}/CurveCurveIntersectXY.d.ts +14 -27
  135. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -0
  136. package/lib/esm/curve/{CurveCurveIntersectXY.js → internalContexts/CurveCurveIntersectXY.js} +18 -30
  137. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -0
  138. package/lib/esm/curve/{CurveCurveIntersectXYZ.d.ts → internalContexts/CurveCurveIntersectXYZ.d.ts} +11 -12
  139. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.d.ts.map +1 -0
  140. package/lib/esm/curve/{CurveCurveIntersectXYZ.js → internalContexts/CurveCurveIntersectXYZ.js} +11 -13
  141. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -0
  142. package/lib/esm/geometry3d/BarycentricTriangle.d.ts +1 -0
  143. package/lib/esm/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  144. package/lib/esm/geometry3d/BarycentricTriangle.js +1 -0
  145. package/lib/esm/geometry3d/BarycentricTriangle.js.map +1 -1
  146. package/lib/esm/geometry3d/FrameBuilder.d.ts +28 -11
  147. package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
  148. package/lib/esm/geometry3d/FrameBuilder.js +57 -45
  149. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  150. package/lib/esm/geometry3d/GrowableXYZArray.d.ts +0 -8
  151. package/lib/esm/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  152. package/lib/esm/geometry3d/GrowableXYZArray.js +0 -16
  153. package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
  154. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts +4 -4
  155. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  156. package/lib/esm/geometry3d/IndexedXYZCollection.js +12 -0
  157. package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
  158. package/lib/esm/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  159. package/lib/esm/geometry3d/Point3dArrayCarrier.js.map +1 -1
  160. package/lib/esm/geometry3d/PolygonOps.d.ts +1 -1
  161. package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
  162. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  163. package/lib/esm/geometry3d/Ray3d.d.ts +3 -1
  164. package/lib/esm/geometry3d/Ray3d.d.ts.map +1 -1
  165. package/lib/esm/geometry3d/Ray3d.js +4 -3
  166. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  167. package/lib/esm/geometry3d/ReusableObjectCache.d.ts +2 -1
  168. package/lib/esm/geometry3d/ReusableObjectCache.d.ts.map +1 -1
  169. package/lib/esm/geometry3d/ReusableObjectCache.js +1 -1
  170. package/lib/esm/geometry3d/ReusableObjectCache.js.map +1 -1
  171. package/lib/esm/numerics/Polynomials.d.ts +2 -2
  172. package/lib/esm/numerics/Polynomials.d.ts.map +1 -1
  173. package/lib/esm/numerics/Polynomials.js +2 -2
  174. package/lib/esm/numerics/Polynomials.js.map +1 -1
  175. package/package.json +3 -3
  176. package/lib/cjs/curve/CurveCurveCloseApproachXY.d.ts.map +0 -1
  177. package/lib/cjs/curve/CurveCurveCloseApproachXY.js.map +0 -1
  178. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +0 -1
  179. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +0 -1
  180. package/lib/cjs/curve/CurveCurveIntersectXYZ.d.ts.map +0 -1
  181. package/lib/cjs/curve/CurveCurveIntersectXYZ.js.map +0 -1
  182. package/lib/esm/curve/CurveCurveCloseApproachXY.d.ts.map +0 -1
  183. package/lib/esm/curve/CurveCurveCloseApproachXY.js.map +0 -1
  184. package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +0 -1
  185. package/lib/esm/curve/CurveCurveIntersectXY.js.map +0 -1
  186. package/lib/esm/curve/CurveCurveIntersectXYZ.d.ts.map +0 -1
  187. package/lib/esm/curve/CurveCurveIntersectXYZ.js.map +0 -1
@@ -64,21 +64,24 @@ class FrameBuilder {
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  * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.
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  * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.
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  */
67
- getValidatedFrame(allowLeftHanded = false) {
67
+ getValidatedFrame(allowLeftHanded = false, result) {
68
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  if (this._origin && this._vector0 && this._vector1) {
69
+ const createRigidMatrix = (v0, v1) => {
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+ return FrameBuilder._workMatrix = Matrix3d_1.Matrix3d.createRigidFromColumns(v0, v1, Geometry_1.AxisOrder.XYZ, FrameBuilder._workMatrix);
71
+ };
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  if (!allowLeftHanded) {
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- const matrix = Matrix3d_1.Matrix3d.createRigidFromColumns(this._vector0, this._vector1, Geometry_1.AxisOrder.XYZ);
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+ const matrix = createRigidMatrix(this._vector0, this._vector1);
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  if (matrix)
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- return Transform_1.Transform.createOriginAndMatrix(this._origin, matrix);
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+ return Transform_1.Transform.createOriginAndMatrix(this._origin, matrix, result);
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  // uh oh -- vector1 was not really independent. clear everything after vector0.
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  this._vector1 = this._vector2 = undefined;
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  }
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  else if (this._vector2) {
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- const matrix = Matrix3d_1.Matrix3d.createRigidFromColumns(this._vector0, this._vector1, Geometry_1.AxisOrder.XYZ);
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+ const matrix = createRigidMatrix(this._vector0, this._vector1);
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  if (matrix) {
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  if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)
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  matrix.scaleColumns(1.0, 1.0, -1.0);
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- return Transform_1.Transform.createOriginAndMatrix(this._origin, matrix);
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+ return Transform_1.Transform.createOriginAndMatrix(this._origin, matrix, result);
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  }
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  // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??
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  const vector2 = this._vector2;
@@ -157,6 +160,8 @@ class FrameBuilder {
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  announce(data) {
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  if (this.savedVectorCount() > 1)
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  return;
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+ if (data === undefined)
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+ return;
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  if (data instanceof Point3dVector3d_1.Point3d)
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  this.announcePoint(data);
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  else if (data instanceof Point3dVector3d_1.Vector3d)
@@ -238,35 +243,40 @@ class FrameBuilder {
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  * * origin is at first point.
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  * * x axis in direction of first nonzero vector present or implied by the input.
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  * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.
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+ * * The calculation favors the first points found. It does not try to get a "best" plane.
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+ * @param defaultUpVector optional vector to cross with vector0 to create vector1 when it is unknown
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+ * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.
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+ * If the last argument is a `Transform`, it is populated with the computed frame and returned.
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+ * @returns computed localToWorld frame, or undefined if insufficient data.
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  */
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  static createRightHandedFrame(defaultUpVector, ...params) {
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+ // if last arg is a Transform, remove it from the array and use for the return value
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+ let frame = (params.length > 0 && params[params.length - 1] instanceof Transform_1.Transform) ? params.pop() : undefined;
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  const builder = new FrameBuilder();
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  for (const data of params) {
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  builder.announce(data);
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  builder.applyDefaultUpVector(defaultUpVector);
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- const result = builder.getValidatedFrame(false);
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- if (result !== undefined) {
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+ if (frame = builder.getValidatedFrame(false, frame)) {
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  if (defaultUpVector) {
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- if (result.matrix.dotColumnZ(defaultUpVector) < 0.0)
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- result.matrix.scaleColumnsInPlace(1, -1, -1);
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+ if (frame.matrix.dotColumnZ(defaultUpVector) < 0.0)
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+ frame.matrix.scaleColumnsInPlace(1, -1, -1);
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  }
253
- return result;
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+ return frame;
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  }
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  }
256
- const evaluatePrimitiveFrame = (curve) => {
257
- return curve.fractionToFrenetFrame(0.0);
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+ const evaluatePrimitiveFrame = (curve, result) => {
268
+ return curve.fractionToFrenetFrame(0.0, result);
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  };
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  // try direct evaluation of curve primitives using the above lambda
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  for (const data of params) {
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  if (data instanceof CurvePrimitive_1.CurvePrimitive) {
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- return evaluatePrimitiveFrame(data);
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+ return evaluatePrimitiveFrame(data, frame);
263
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  }
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  else if (data instanceof CurveCollection_1.CurveCollection) {
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  const children = data.collectCurvePrimitives();
266
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  for (const curve of children) {
267
- const frenetFrame = evaluatePrimitiveFrame(curve);
268
- if (frenetFrame)
269
- return frenetFrame;
278
+ if (frame = evaluatePrimitiveFrame(curve, frame))
279
+ return frame;
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  }
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  }
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  }
@@ -277,64 +287,64 @@ class FrameBuilder {
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  * * The xy columns of the transform contain the first points or vectors of the data.
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  * * The z column is perpendicular to that xy plane.
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  * * The calculation favors the first points found. It does not try to get a "best" plane.
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+ * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.
291
+ * If the last argument is a `Transform`, it is populated with the computed frame and returned.
292
+ * @returns computed localToWorld frame, or undefined if insufficient data.
280
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  */
281
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  static createRightHandedLocalToWorld(...params) {
282
- const builder = new FrameBuilder();
283
- for (const data of params) {
284
- builder.announce(data);
285
- const localToWorld = builder.getValidatedFrame(false);
286
- if (localToWorld !== undefined)
287
- return localToWorld;
288
- }
289
- return undefined;
295
+ return this.createRightHandedFrame(undefined, params);
290
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  }
291
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  /**
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  * Try to create a frame whose xy plane is through points.
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  * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y
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  * direction is toward the point most distant from that line.
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  * @param points array of points
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+ * @param result optional pre-allocated Transform to populate and return
303
+ * @returns localToWorld frame for the points, or undefined if insufficient data
296
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  */
297
- static createFrameToDistantPoints(points) {
305
+ static createFrameToDistantPoints(points, result) {
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  if (points.length > 2) {
299
- const origin = points[0].clone();
300
- const vector01 = Point3dVector3d_1.Vector3d.create();
307
+ const origin = points[0];
308
+ const vector01 = FrameBuilder._workVector0 ?? Point3dVector3d_1.Vector3d.create();
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  PointHelpers_1.Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);
302
- const vector02 = Point3dVector3d_1.Vector3d.create();
310
+ const vector02 = FrameBuilder._workVector1 ?? Point3dVector3d_1.Vector3d.create();
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  PointHelpers_1.Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);
304
- const matrix = Matrix3d_1.Matrix3d.createRigidFromColumns(vector01, vector02, Geometry_1.AxisOrder.XYZ);
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+ const matrix = FrameBuilder._workMatrix = Matrix3d_1.Matrix3d.createRigidFromColumns(vector01, vector02, Geometry_1.AxisOrder.XYZ, FrameBuilder._workMatrix);
305
313
  if (matrix)
306
- return Transform_1.Transform.createRefs(origin, matrix);
314
+ return Transform_1.Transform.createOriginAndMatrix(origin, matrix, result);
307
315
  }
308
316
  return undefined;
309
317
  }
310
318
  /**
311
319
  * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.
312
- *
313
320
  * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y
314
321
  * direction is toward the point most distant from that line.
315
322
  * @param points array of points
323
+ * @param result optional pre-allocated Transform to populate and return
324
+ * @returns localToWorld frame for the points, or undefined if insufficient data
316
325
  */
317
- static createFrameWithCCWPolygon(points) {
326
+ static createFrameWithCCWPolygon(points, result) {
318
327
  if (points.length > 2) {
319
- const ray = PolygonOps_1.PolygonOps.centroidAreaNormal(points);
320
- if (ray) {
321
- return ray.toRigidZFrame();
322
- }
328
+ const ray = PolygonOps_1.PolygonOps.centroidAreaNormal(points); // can't pass pre-allocated ray...
329
+ if (ray)
330
+ return ray.toRigidZFrame(result);
323
331
  }
324
332
  return undefined;
325
333
  }
326
334
  /**
327
335
  * Create the localToWorld transform from a range to axes of its parent coordinate system.
328
- * @param range [in] range to inspect
329
- * @param fractionX [in] fractional coordinate of frame origin x
330
- * @param fractionY [in] fractional coordinate of frame origin y
331
- * @param fractionZ [in] fractional coordinate of frame origin z
332
- * @param scaleSelect [in] selects size of localToWorld axes.
333
- * @param defaultAxisLength [in] if true and any axis length is 0, that axis vector takes this physical length.
336
+ * @param range range to inspect
337
+ * @param scaleSelect selects size of localToWorld axes.
338
+ * @param fractionX fractional coordinate of frame origin x
339
+ * @param fractionY fractional coordinate of frame origin y
340
+ * @param fractionZ fractional coordinate of frame origin z
341
+ * @param defaultAxisLength if true and any axis length is 0, that axis vector takes this physical length.
342
+ * @param result optional pre-allocated Transform to populate and return
343
+ * @returns localToWorld frame for the range
334
344
  */
335
- static createLocalToWorldTransformInRange(range, scaleSelect = Geometry_1.AxisScaleSelect.NonUniformRangeContainment, fractionX = 0, fractionY = 0, fractionZ = 0, defaultAxisLength = 1.0) {
345
+ static createLocalToWorldTransformInRange(range, scaleSelect = Geometry_1.AxisScaleSelect.NonUniformRangeContainment, fractionX = 0, fractionY = 0, fractionZ = 0, defaultAxisLength = 1.0, result) {
336
346
  if (range.isNull)
337
- return Transform_1.Transform.createIdentity();
347
+ return Transform_1.Transform.createIdentity(result);
338
348
  let a = 1.0;
339
349
  let b = 1.0;
340
350
  let c = 1.0;
@@ -346,7 +356,9 @@ class FrameBuilder {
346
356
  b = Geometry_1.Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry_1.Geometry.maxAbsDiff(fractionY, 0, 1);
347
357
  c = Geometry_1.Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry_1.Geometry.maxAbsDiff(fractionZ, 0, 1);
348
358
  }
349
- return Transform_1.Transform.createRefs(range.fractionToPoint(fractionX, fractionY, fractionZ), Matrix3d_1.Matrix3d.createScale(a, b, c));
359
+ const origin = FrameBuilder._workPoint = range.fractionToPoint(fractionX, fractionY, fractionZ, FrameBuilder._workPoint);
360
+ const matrix = FrameBuilder._workMatrix = Matrix3d_1.Matrix3d.createScale(a, b, c, FrameBuilder._workMatrix);
361
+ return Transform_1.Transform.createOriginAndMatrix(origin, matrix, result);
350
362
  }
351
363
  }
352
364
  exports.FrameBuilder = FrameBuilder;
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * after each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * To build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(\r\n vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians,\r\n ): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** Clear all accumulated point and vector data */\r\n public clear() {\r\n this._origin = undefined;\r\n this._vector0 = undefined;\r\n this._vector1 = undefined;\r\n this._vector2 = undefined;\r\n }\r\n constructor() {\r\n this.clear();\r\n }\r\n /**\r\n * Try to assemble the data into a non-singular transform.\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n if (!allowLeftHanded) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = Matrix3d.createRigidFromColumns(this._vector0, this._vector1, AxisOrder.XYZ);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean {\r\n return this._origin !== undefined;\r\n }\r\n /**\r\n * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /**\r\n * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.\r\n */\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** Announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n if (!this._vector0) {\r\n this._vector0 = vector.clone(this._vector0);\r\n return 1;\r\n }\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /**\r\n * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient\r\n * for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1) return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const ray = data.fractionToPointAndDerivative(0.0);\r\n this.announcePoint(ray.origin);\r\n this.announceVector(ray.direction);\r\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data instanceof InterpolationCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (i < data.options.fitPoints.length) {\r\n point.setFrom(data.options.fitPoints[i]);\r\n this.announcePoint(point);\r\n } else break;\r\n }\r\n } else { // unimplemented CurvePrimitive type\r\n const frame = data.fractionToFrenetFrame(0.0);\r\n if (undefined !== frame) {\r\n this.announcePoint(frame.getOrigin());\r\n this.announceVector(frame.matrix.getColumn(0));\r\n this.announceVector(frame.matrix.getColumn(1));\r\n }\r\n }\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n }\r\n }\r\n /**\r\n * Create a localToWorld frame for the given data.\r\n * * origin is at first point.\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n const result = builder.getValidatedFrame(false);\r\n if (result !== undefined) {\r\n if (defaultUpVector) {\r\n if (result.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n result.matrix.scaleColumnsInPlace(1, -1, -1);\r\n }\r\n return result;\r\n }\r\n }\r\n const evaluatePrimitiveFrame = (curve: CurvePrimitive): Transform | undefined => {\r\n return curve.fractionToFrenetFrame(0.0);\r\n };\r\n // try direct evaluation of curve primitives using the above lambda\r\n for (const data of params) {\r\n if (data instanceof CurvePrimitive) {\r\n return evaluatePrimitiveFrame(data);\r\n } else if (data instanceof CurveCollection) {\r\n const children = data.collectCurvePrimitives();\r\n for (const curve of children) {\r\n const frenetFrame = evaluatePrimitiveFrame(curve);\r\n if (frenetFrame)\r\n return frenetFrame;\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n const localToWorld = builder.getValidatedFrame(false);\r\n if (localToWorld !== undefined)\r\n return localToWorld;\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Try to create a frame whose xy plane is through points.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0].clone();\r\n const vector01 = Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ);\r\n if (matrix)\r\n return Transform.createRefs(origin, matrix);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n *\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[]): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points);\r\n if (ray) {\r\n return ray.toRigidZFrame();\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range [in] range to inspect\r\n * @param fractionX [in] fractional coordinate of frame origin x\r\n * @param fractionY [in] fractional coordinate of frame origin y\r\n * @param fractionZ [in] fractional coordinate of frame origin z\r\n * @param scaleSelect [in] selects size of localToWorld axes.\r\n * @param defaultAxisLength [in] if true and any axis length is 0, that axis vector takes this physical length.\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity();\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n return Transform.createRefs(range.fractionToPoint(fractionX, fractionY, fractionZ), Matrix3d.createScale(a, b, c));\r\n }\r\n}\r\n"]}
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---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * after each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * To build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n private static _workMatrix?: Matrix3d;\r\n private static _workVector0?: Vector3d;\r\n private static _workVector1?: Vector3d;\r\n private static _workPoint?: Point3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(\r\n vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians,\r\n ): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** Clear all accumulated point and vector data */\r\n public clear() {\r\n this._origin = undefined;\r\n this._vector0 = undefined;\r\n this._vector1 = undefined;\r\n this._vector2 = undefined;\r\n }\r\n constructor() {\r\n this.clear();\r\n }\r\n /**\r\n * Try to assemble the data into a non-singular transform.\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false, result?: Transform): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n const createRigidMatrix = (v0: Vector3d, v1: Vector3d): Matrix3d | undefined => {\r\n return FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(v0, v1, AxisOrder.XYZ, FrameBuilder._workMatrix);\r\n };\r\n if (!allowLeftHanded) {\r\n const matrix = createRigidMatrix(this._vector0, this._vector1);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = createRigidMatrix(this._vector0, this._vector1);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean {\r\n return this._origin !== undefined;\r\n }\r\n /**\r\n * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /**\r\n * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.\r\n */\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** Announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n if (!this._vector0) {\r\n this._vector0 = vector.clone(this._vector0);\r\n return 1;\r\n }\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /**\r\n * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient\r\n * for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1)\r\n return;\r\n if (data === undefined)\r\n return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const ray = data.fractionToPointAndDerivative(0.0);\r\n this.announcePoint(ray.origin);\r\n this.announceVector(ray.direction);\r\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data instanceof InterpolationCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (i < data.options.fitPoints.length) {\r\n point.setFrom(data.options.fitPoints[i]);\r\n this.announcePoint(point);\r\n } else break;\r\n }\r\n } else { // unimplemented CurvePrimitive type\r\n const frame = data.fractionToFrenetFrame(0.0);\r\n if (undefined !== frame) {\r\n this.announcePoint(frame.getOrigin());\r\n this.announceVector(frame.matrix.getColumn(0));\r\n this.announceVector(frame.matrix.getColumn(1));\r\n }\r\n }\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n }\r\n }\r\n /**\r\n * Create a localToWorld frame for the given data.\r\n * * origin is at first point.\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n * @param defaultUpVector optional vector to cross with vector0 to create vector1 when it is unknown\r\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\r\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\r\n * @returns computed localToWorld frame, or undefined if insufficient data.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n // if last arg is a Transform, remove it from the array and use for the return value\r\n let frame = (params.length > 0 && params[params.length - 1] instanceof Transform) ? params.pop() as Transform : undefined;\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n if (frame = builder.getValidatedFrame(false, frame)) {\r\n if (defaultUpVector) {\r\n if (frame.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n frame.matrix.scaleColumnsInPlace(1, -1, -1);\r\n }\r\n return frame;\r\n }\r\n }\r\n const evaluatePrimitiveFrame = (curve: CurvePrimitive, result?: Transform): Transform | undefined => {\r\n return curve.fractionToFrenetFrame(0.0, result);\r\n };\r\n // try direct evaluation of curve primitives using the above lambda\r\n for (const data of params) {\r\n if (data instanceof CurvePrimitive) {\r\n return evaluatePrimitiveFrame(data, frame);\r\n } else if (data instanceof CurveCollection) {\r\n const children = data.collectCurvePrimitives();\r\n for (const curve of children) {\r\n if (frame = evaluatePrimitiveFrame(curve, frame))\r\n return frame;\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\r\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\r\n * @returns computed localToWorld frame, or undefined if insufficient data.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n return this.createRightHandedFrame(undefined, params);\r\n }\r\n\r\n /**\r\n * Try to create a frame whose xy plane is through points.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the points, or undefined if insufficient data\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[], result?: Transform): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0];\r\n const vector01 = FrameBuilder._workVector0 ?? Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = FrameBuilder._workVector1 ?? Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ, FrameBuilder._workMatrix);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(origin, matrix, result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the points, or undefined if insufficient data\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[], result?: Transform): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points); // can't pass pre-allocated ray...\r\n if (ray)\r\n return ray.toRigidZFrame(result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range range to inspect\r\n * @param scaleSelect selects size of localToWorld axes.\r\n * @param fractionX fractional coordinate of frame origin x\r\n * @param fractionY fractional coordinate of frame origin y\r\n * @param fractionZ fractional coordinate of frame origin z\r\n * @param defaultAxisLength if true and any axis length is 0, that axis vector takes this physical length.\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the range\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0,\r\n result?: Transform,\r\n ): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity(result);\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n const origin = FrameBuilder._workPoint = range.fractionToPoint(fractionX, fractionY, fractionZ, FrameBuilder._workPoint);\r\n const matrix = FrameBuilder._workMatrix = Matrix3d.createScale(a, b, c, FrameBuilder._workMatrix);\r\n return Transform.createOriginAndMatrix(origin, matrix, result);\r\n }\r\n}\r\n"]}
@@ -181,14 +181,6 @@ export declare class GrowableXYZArray extends IndexedReadWriteXYZCollection {
181
181
  * @returns number of points pushed.
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  */
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183
  pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number;
184
- /**
185
- * Return the first point, or undefined if the array is empty.
186
- */
187
- front(result?: Point3d): Point3d | undefined;
188
- /**
189
- * Return the last point, or undefined if the array is empty.
190
- */
191
- back(result?: Point3d): Point3d | undefined;
192
184
  /**
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185
  * Set the coordinates of a single point.
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186
  * @param pointIndex index of point to set
@@ -1 +1 @@
1
- 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1
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@@ -383,22 +383,6 @@ class GrowableXYZArray extends IndexedXYZCollection_1.IndexedReadWriteXYZCollect
383
383
  }
384
384
  return 0;
385
385
  }
386
- /**
387
- * Return the first point, or undefined if the array is empty.
388
- */
389
- front(result) {
390
- if (this._xyzInUse === 0)
391
- return undefined;
392
- return this.getPoint3dAtUncheckedPointIndex(0, result);
393
- }
394
- /**
395
- * Return the last point, or undefined if the array is empty.
396
- */
397
- back(result) {
398
- if (this._xyzInUse < 1)
399
- return undefined;
400
- return this.getPoint3dAtUncheckedPointIndex(this._xyzInUse - 1, result);
401
- }
402
386
  /**
403
387
  * Set the coordinates of a single point.
404
388
  * @param pointIndex index of point to set