@itwin/core-geometry 4.2.0-dev.17 → 4.2.0-dev.19
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 +6 -1
- package/lib/cjs/clipping/ClipUtils.d.ts +1 -1
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/core-geometry.d.ts +1 -1
- package/lib/cjs/core-geometry.js +1 -1
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/curve/Arc3d.js +4 -4
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.d.ts +2 -15
- package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCollection.js +1 -18
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/CurveCurve.d.ts +4 -1
- package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCurve.js +3 -0
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveFactory.d.ts +1 -1
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/CurveOps.d.ts +1 -1
- package/lib/cjs/curve/CurveOps.js.map +1 -1
- package/lib/cjs/curve/CurveProcessor.d.ts +1 -1
- package/lib/cjs/curve/CurveProcessor.js.map +1 -1
- package/lib/cjs/curve/{CurveChain.d.ts → CurveTypes.d.ts} +6 -6
- package/lib/cjs/curve/CurveTypes.d.ts.map +1 -0
- package/lib/cjs/curve/{CurveChain.js → CurveTypes.js} +1 -1
- package/lib/cjs/curve/CurveTypes.js.map +1 -0
- package/lib/cjs/curve/CurveWireMomentsXYZ.d.ts +1 -1
- package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/cjs/curve/ParityRegion.d.ts +1 -1
- package/lib/cjs/curve/ParityRegion.js.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts +3 -2
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +2 -2
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/cjs/curve/Query/CurveSplitContext.d.ts +1 -1
- package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.d.ts +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/cjs/curve/Query/InOutTests.d.ts +1 -1
- package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountChain.d.ts +1 -1
- package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +16 -2
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js +18 -1
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/UnionRegion.d.ts +1 -1
- package/lib/cjs/curve/UnionRegion.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +19 -10
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +69 -62
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.d.ts +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +0 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +0 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/SortablePolygon.d.ts +1 -1
- package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/solid/LinearSweep.d.ts +1 -1
- package/lib/cjs/solid/LinearSweep.js.map +1 -1
- package/lib/cjs/solid/RotationalSweep.d.ts +1 -1
- package/lib/cjs/solid/RotationalSweep.js.map +1 -1
- package/lib/cjs/solid/RuledSweep.d.ts +1 -1
- package/lib/cjs/solid/RuledSweep.js.map +1 -1
- package/lib/cjs/solid/SweepContour.d.ts +1 -1
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/esm/clipping/ClipUtils.d.ts +1 -1
- package/lib/esm/clipping/ClipUtils.js.map +1 -1
- package/lib/esm/core-geometry.d.ts +1 -1
- package/lib/esm/core-geometry.js +1 -1
- package/lib/esm/core-geometry.js.map +1 -1
- package/lib/esm/curve/Arc3d.js +4 -4
- package/lib/esm/curve/Arc3d.js.map +1 -1
- package/lib/esm/curve/CurveCollection.d.ts +2 -15
- package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
- package/lib/esm/curve/CurveCollection.js +0 -16
- package/lib/esm/curve/CurveCollection.js.map +1 -1
- package/lib/esm/curve/CurveCurve.d.ts +4 -1
- package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
- package/lib/esm/curve/CurveCurve.js +3 -0
- package/lib/esm/curve/CurveCurve.js.map +1 -1
- package/lib/esm/curve/CurveFactory.d.ts +1 -1
- package/lib/esm/curve/CurveFactory.js.map +1 -1
- package/lib/esm/curve/CurveOps.d.ts +1 -1
- package/lib/esm/curve/CurveOps.js.map +1 -1
- package/lib/esm/curve/CurveProcessor.d.ts +1 -1
- package/lib/esm/curve/CurveProcessor.js.map +1 -1
- package/lib/esm/curve/{CurveChain.d.ts → CurveTypes.d.ts} +6 -6
- package/lib/esm/curve/CurveTypes.d.ts.map +1 -0
- package/lib/esm/curve/{CurveChain.js → CurveTypes.js} +1 -1
- package/lib/esm/curve/CurveTypes.js.map +1 -0
- package/lib/esm/curve/CurveWireMomentsXYZ.d.ts +1 -1
- package/lib/esm/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/esm/curve/ParityRegion.d.ts +1 -1
- package/lib/esm/curve/ParityRegion.js.map +1 -1
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts +3 -2
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js +1 -1
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/esm/curve/Query/CurveSplitContext.d.ts +1 -1
- package/lib/esm/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/esm/curve/Query/CylindricalRange.d.ts +1 -1
- package/lib/esm/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/esm/curve/Query/InOutTests.d.ts +1 -1
- package/lib/esm/curve/Query/InOutTests.js.map +1 -1
- package/lib/esm/curve/Query/StrokeCountChain.d.ts +1 -1
- package/lib/esm/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/esm/curve/RegionOps.d.ts +16 -2
- package/lib/esm/curve/RegionOps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOps.js +16 -0
- package/lib/esm/curve/RegionOps.js.map +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/esm/curve/UnionRegion.d.ts +1 -1
- package/lib/esm/curve/UnionRegion.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +19 -10
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js +70 -63
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.d.ts +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts +1 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts +0 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.js +0 -1
- package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/esm/geometry3d/SortablePolygon.d.ts +1 -1
- package/lib/esm/geometry3d/SortablePolygon.js.map +1 -1
- package/lib/esm/geometry3d/YawPitchRollAngles.js +1 -1
- package/lib/esm/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.d.ts +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/esm/polyface/PolyfaceClip.js.map +1 -1
- package/lib/esm/solid/LinearSweep.d.ts +1 -1
- package/lib/esm/solid/LinearSweep.js.map +1 -1
- package/lib/esm/solid/RotationalSweep.d.ts +1 -1
- package/lib/esm/solid/RotationalSweep.js.map +1 -1
- package/lib/esm/solid/RuledSweep.d.ts +1 -1
- package/lib/esm/solid/RuledSweep.js.map +1 -1
- package/lib/esm/solid/SweepContour.d.ts +1 -1
- package/lib/esm/solid/SweepContour.js.map +1 -1
- package/package.json +3 -3
- package/lib/cjs/curve/CurveChain.d.ts.map +0 -1
- package/lib/cjs/curve/CurveChain.js.map +0 -1
- package/lib/esm/curve/CurveChain.d.ts.map +0 -1
- package/lib/esm/curve/CurveChain.js.map +0 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AnyRegion } from \"../curve/CurveChain\";\r\nimport { CurveChain } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { Loop } from \"../curve/Loop\";\r\nimport { ParityRegion } from \"../curve/ParityRegion\";\r\nimport { RegionOps } from \"../curve/RegionOps\";\r\nimport { UnionRegion } from \"../curve/UnionRegion\";\r\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection } from \"./IndexedXYZCollection\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { XAndY } from \"./XYZProps\";\r\n\r\n/** abstract base class for area-related queries of a loop.\r\n * * subclasses have particular logic for `Loop` and polygon data.\r\n * @internal\r\n */\r\nabstract class SimpleRegionCarrier {\r\n public abstract classifyPointXY(xy: XAndY): number | undefined;\r\n // Find any point on an edge.\r\n // evaluate tangent.\r\n // move to left or right according to signedArea, producing an interior point for the loop.\r\n public abstract getAnyInteriorPoint(): Point3d | undefined;\r\n /**\r\n * * grab the loop formatted as a simple polygon.\r\n * * stroke if necessary.\r\n */\r\n public abstract grabPolygon(): IndexedReadWriteXYZCollection | undefined;\r\n /**\r\n * * grab the loop formatted as a strongly typed loop object\r\n */\r\n public abstract grabLoop(): Loop | undefined;\r\n /**\r\n * (Property access) Return the signed area of the loop\r\n */\r\n public abstract get signedArea(): number;\r\n /**\r\n * If the current `signedArea` has different sign versus `targetSign`, reverse the loop in place.\r\n */\r\n public abstract reverseForAreaSign(targetSign: number): void;\r\n}\r\n/**\r\n * Implement `LoopCarrier` queries with the area as a polygon carried in an `IndexedReadWriteXYZCollection`\r\n */\r\nclass PolygonCarrier extends SimpleRegionCarrier {\r\n public data: IndexedReadWriteXYZCollection;\r\n private _signedArea: number;\r\n public get signedArea(): number { return this._signedArea; }\r\n public constructor(data: IndexedReadWriteXYZCollection) {\r\n super();\r\n this.data = data;\r\n this._signedArea = PolygonOps.areaXY(data);\r\n }\r\n /**\r\n * classify xy parts of point wrt this loop.\r\n * @param xy\r\n * @internal\r\n */\r\n public classifyPointXY(xy: XAndY): number | undefined {\r\n return PolygonOps.classifyPointInPolygonXY(xy.x, xy.y, this.data);\r\n }\r\n /** Return some point \"inside\"\r\n * NEEDS WORK: this returns a point ON --\r\n */\r\n public getAnyInteriorPoint(): Point3d | undefined {\r\n for (let childIndex = 0; childIndex < this.data.length; childIndex++) {\r\n const q = this.constructInteriorPointNearEdge(childIndex, 0.2349);\r\n if (q !== undefined)\r\n return q;\r\n }\r\n return undefined;\r\n }\r\n public grabPolygon(): IndexedReadWriteXYZCollection | undefined { return this.data; }\r\n public grabLoop(): Loop | undefined {\r\n return Loop.createPolygon(this.data);\r\n }\r\n public reverseForAreaSign(targetSign: number) {\r\n if (targetSign * this._signedArea < 0.0) {\r\n this.data.reverseInPlace();\r\n this._signedArea *= -1.0;\r\n }\r\n }\r\n public constructInteriorPointNearEdge(edgeIndex: number, fractionAlong: number): Point3d | undefined {\r\n if (edgeIndex + 1 < this.data.length) {\r\n const point0 = this.data.getPoint3dAtUncheckedPointIndex(edgeIndex);\r\n const point1 = this.data.getPoint3dAtUncheckedPointIndex(edgeIndex + 1);\r\n const vector = point0.vectorTo(point1);\r\n const point = point0.interpolate(fractionAlong, point1);\r\n vector.rotate90CCWXY(vector);\r\n if (vector.normalizeInPlace()) {\r\n if (this._signedArea < 0)\r\n vector.scaleInPlace(-1.0);\r\n const refDistance = Math.sqrt(Math.abs(this._signedArea));\r\n for (let fraction = 1.0e-5; fraction < 3; fraction *= 5.0) {\r\n const candidatePoint = point.plusScaled(vector, fraction * refDistance);\r\n if (1 === this.classifyPointXY(candidatePoint))\r\n return candidatePoint;\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n}\r\n/**\r\n * Implement `LoopCarrier` queries with the area as a strongly typed `Loop`\r\n */\r\nclass LoopCarrier extends SimpleRegionCarrier {\r\n public data: Loop;\r\n private _signedArea: number;\r\n public get signedArea(): number { return this._signedArea; }\r\n public constructor(data: Loop) {\r\n super();\r\n this.data = data;\r\n const areaMoments = RegionOps.computeXYAreaMoments(data);\r\n this._signedArea = areaMoments !== undefined ? areaMoments.quantitySum : 0.0;\r\n }\r\n /**\r\n * classify xy parts of point wrt this loop.\r\n * @param xy\r\n * @internal\r\n */\r\n public classifyPointXY(xy: XAndY): number | undefined {\r\n return RegionOps.testPointInOnOutRegionXY(this.data, xy.x, xy.y);\r\n }\r\n public constructInteriorPointNearChild(childIndex: number, fractionAlong: number): Point3d | undefined {\r\n if (childIndex < this.data.children.length) {\r\n const primitive = this.data.children[childIndex];\r\n const ray = primitive.fractionToPointAndUnitTangent(fractionAlong);\r\n ray.direction.rotate90CCWXY(ray.direction);\r\n if (this._signedArea < 0.0)\r\n ray.direction.scaleInPlace(-1.0);\r\n const refDistance = Math.sqrt(Math.abs(this._signedArea));\r\n for (let fraction = 1.0e-5; fraction < 3; fraction *= 5.0) {\r\n const candidatePoint = ray.fractionToPoint(fraction * refDistance);\r\n if (1 === this.classifyPointXY(candidatePoint))\r\n return candidatePoint;\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** Return some point \"inside\"\r\n * NEEDS WORK: this returns a point ON --\r\n */\r\n public getAnyInteriorPoint(): Point3d | undefined {\r\n for (let childIndex = 0; childIndex < this.data.children.length; childIndex++) {\r\n const q = this.constructInteriorPointNearChild(childIndex, 0.2349);\r\n if (q !== undefined)\r\n return q;\r\n }\r\n return undefined;\r\n }\r\n public grabPolygon(): IndexedReadWriteXYZCollection | undefined {\r\n const strokes = this.data.cloneStroked();\r\n if (strokes instanceof CurveChain) {\r\n const linestring = LineString3d.create();\r\n for (const child of strokes.children) {\r\n if (child instanceof CurvePrimitive) {\r\n child.emitStrokes(linestring);\r\n }\r\n }\r\n return linestring.numPoints() > 0 ? linestring.packedPoints : undefined;\r\n }\r\n return undefined;\r\n }\r\n public grabLoop(): Loop | undefined {\r\n return this.data;\r\n }\r\n public reverseForAreaSign(targetSign: number) {\r\n if (targetSign * this._signedArea < 0.0) {\r\n this.data.reverseChildrenInPlace();\r\n this._signedArea *= -1.0;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A `SortablePolygon` carries a (single) loop with data useful for sorting for inner-outer structure.\r\n * @internal\r\n */\r\nexport class SortablePolygon {\r\n private _loopCarrier: SimpleRegionCarrier;\r\n public anyPoint?: Point3d;\r\n public sortKey: number;\r\n public range: Range3d;\r\n public parentIndex?: number;\r\n public isHole: boolean;\r\n public outputSetIndex?: number;\r\n /**\r\n *\r\n * @param loop Loop to capture.\r\n */\r\n public constructor(loop: IndexedReadWriteXYZCollection | Loop, range: Range3d) {\r\n if (loop instanceof IndexedReadWriteXYZCollection)\r\n this._loopCarrier = new PolygonCarrier(loop);\r\n else\r\n this._loopCarrier = new LoopCarrier(loop);\r\n this.range = range;\r\n this.sortKey = Math.abs(this._loopCarrier.signedArea);\r\n this.isHole = false;\r\n }\r\n /** Push loop with sort data onto the array.\r\n * * No action if no clear normal.\r\n * * return true if pushed.\r\n */\r\n public static pushPolygon(loops: SortablePolygon[], loop: IndexedReadWriteXYZCollection): boolean {\r\n const range = loop.getRange();\r\n const sortablePolygon = new SortablePolygon(loop, range);\r\n if (sortablePolygon.sortKey > 0.0) {\r\n loops.push(sortablePolygon);\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Push loop with sort data onto the array.\r\n * * No action if no clear normal.\r\n * * return true if pushed.\r\n */\r\n public static pushLoop(loops: SortablePolygon[], loop: Loop): boolean {\r\n const range = loop.range();\r\n const sortablePolygon = new SortablePolygon(loop, range);\r\n if (sortablePolygon.sortKey > 0.0) {\r\n loops.push(sortablePolygon);\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Push loop with sort data onto the array.\r\n * * No action if no clear normal.\r\n * * return true if pushed.\r\n */\r\n private static assignParentsAndDepth(loops: SortablePolygon[]): void {\r\n // Sort largest to smallest ...\r\n loops.sort((loopA: SortablePolygon, loopB: SortablePolygon) => (loopB.sortKey - loopA.sortKey));\r\n // starting with smallest loop, point each loop to smallest containing parent.\r\n for (let i = loops.length; i-- > 0;) {\r\n const thisLoop = loops[i];\r\n const xy = thisLoop._loopCarrier.getAnyInteriorPoint();\r\n if (xy !== undefined) {\r\n // find smallest containing parent (search forward only to hit)\r\n loops[i].parentIndex = undefined;\r\n loops[i].outputSetIndex = undefined;\r\n for (let j = i; j-- > 0;) {\r\n const otherLoop = loops[j];\r\n if (otherLoop.range.containsXY(xy.x, xy.y)) {\r\n if (1 === otherLoop._loopCarrier.classifyPointXY(xy)) {\r\n thisLoop.parentIndex = j;\r\n // The loops are searched from small area to larger. Any other containing loop is larger, so otherLoop must be the smallest.\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static assemblePolygonSet(loops: SortablePolygon[]): IndexedReadWriteXYZCollection[][] {\r\n const outputSets: IndexedReadWriteXYZCollection[][] = [];\r\n\r\n // In large-to-small order:\r\n // If a loop has no parent or has a \"hole\" as parent it is outer.\r\n // otherwise (i.e. it has a non-hole parent) it becomes a hole in the parent.\r\n for (const loopData of loops) {\r\n loopData.isHole = false;\r\n const parentIndex = loopData.parentIndex;\r\n if (parentIndex !== undefined)\r\n loopData.isHole = !loops[parentIndex].isHole;\r\n if (!loopData.isHole) {\r\n loopData._loopCarrier.reverseForAreaSign(1.0);\r\n loopData.outputSetIndex = outputSets.length;\r\n outputSets.push([]);\r\n outputSets[loopData.outputSetIndex].push(loopData._loopCarrier.grabPolygon()!);\r\n } else {\r\n loopData._loopCarrier.reverseForAreaSign(-1.0);\r\n const outputSetIndex = loops[parentIndex!].outputSetIndex!;\r\n outputSets[outputSetIndex].push(loopData._loopCarrier.grabPolygon()!);\r\n }\r\n }\r\n return outputSets;\r\n }\r\n private static assembleLoopSet(loops: SortablePolygon[]): AnyRegion[] {\r\n const outputSets: AnyRegion[] = [];\r\n const numLoops = loops.length;\r\n // In large-to-small order:\r\n // If a loop has no parent or has a \"hole\" as parent it is outer.\r\n // otherwise (i.e. it has a non-hole parent) it becomes a hole in the parent.\r\n for (let candidateIndex = 0; candidateIndex < numLoops; candidateIndex++) {\r\n const candidateData = loops[candidateIndex];\r\n const parentIndex = candidateData.parentIndex;\r\n candidateData.isHole = parentIndex !== undefined ? !loops[parentIndex].isHole : false;\r\n\r\n if (!candidateData.isHole) {\r\n candidateData._loopCarrier.reverseForAreaSign(1.0);\r\n const candidateLoop = candidateData._loopCarrier.grabLoop()!;\r\n let candidateParityRegion: ParityRegion | undefined;\r\n // find all directly contained children . . .\r\n for (let childIndex = candidateIndex + 1; childIndex < numLoops; childIndex++) {\r\n const childData = loops[childIndex];\r\n if (childData.parentIndex === candidateIndex) {\r\n if (candidateParityRegion === undefined) {\r\n candidateParityRegion = ParityRegion.create();\r\n candidateParityRegion.tryAddChild(candidateLoop);\r\n childData._loopCarrier.reverseForAreaSign(-1.0);\r\n candidateParityRegion.tryAddChild(childData._loopCarrier.grabLoop());\r\n } else {\r\n childData._loopCarrier.reverseForAreaSign(-1.0);\r\n candidateParityRegion.tryAddChild(childData._loopCarrier.grabLoop());\r\n }\r\n }\r\n }\r\n if (candidateParityRegion !== undefined)\r\n outputSets.push(candidateParityRegion);\r\n else if (candidateLoop !== undefined)\r\n outputSets.push(candidateLoop);\r\n }\r\n }\r\n return outputSets;\r\n }\r\n\r\n public static sortAsAnyRegion(loops: SortablePolygon[]): AnyRegion {\r\n this.assignParentsAndDepth(loops);\r\n const regions = this.assembleLoopSet(loops);\r\n if (regions.length === 1)\r\n return regions[0];\r\n else {\r\n const unionRegion = UnionRegion.create();\r\n for (const region of regions)\r\n unionRegion.tryAddChild(region);\r\n return unionRegion;\r\n }\r\n }\r\n public static sortAsArrayOfArrayOfPolygons(loops: SortablePolygon[]): IndexedReadWriteXYZCollection[][] {\r\n this.assignParentsAndDepth(loops);\r\n return this.assemblePolygonSet(loops);\r\n }\r\n public grabPolygon(): IndexedXYZCollection | undefined {\r\n return this._loopCarrier.grabPolygon();\r\n }\r\n public grabLoop(): Loop | undefined {\r\n return this._loopCarrier.grabLoop();\r\n }\r\n public reverseForAreaSign(targetSign: number) {\r\n this._loopCarrier.reverseForAreaSign(targetSign);\r\n }\r\n public getAnyInteriorPoint(): Point3d | undefined {\r\n return this._loopCarrier.getAnyInteriorPoint();\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\nimport { AnyRegion } from \"../curve/CurveTypes\";\r\nimport { CurveChain } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { Loop } from \"../curve/Loop\";\r\nimport { ParityRegion } from \"../curve/ParityRegion\";\r\nimport { RegionOps } from \"../curve/RegionOps\";\r\nimport { UnionRegion } from \"../curve/UnionRegion\";\r\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection } from \"./IndexedXYZCollection\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { XAndY } from \"./XYZProps\";\r\n\r\n/** abstract base class for area-related queries of a loop.\r\n * * subclasses have particular logic for `Loop` and polygon data.\r\n * @internal\r\n */\r\nabstract class SimpleRegionCarrier {\r\n public abstract classifyPointXY(xy: XAndY): number | undefined;\r\n // Find any point on an edge.\r\n // evaluate tangent.\r\n // move to left or right according to signedArea, producing an interior point for the loop.\r\n public abstract getAnyInteriorPoint(): Point3d | undefined;\r\n /**\r\n * * grab the loop formatted as a simple polygon.\r\n * * stroke if necessary.\r\n */\r\n public abstract grabPolygon(): IndexedReadWriteXYZCollection | undefined;\r\n /**\r\n * * grab the loop formatted as a strongly typed loop object\r\n */\r\n public abstract grabLoop(): Loop | undefined;\r\n /**\r\n * (Property access) Return the signed area of the loop\r\n */\r\n public abstract get signedArea(): number;\r\n /**\r\n * If the current `signedArea` has different sign versus `targetSign`, reverse the loop in place.\r\n */\r\n public abstract reverseForAreaSign(targetSign: number): void;\r\n}\r\n/**\r\n * Implement `LoopCarrier` queries with the area as a polygon carried in an `IndexedReadWriteXYZCollection`\r\n */\r\nclass PolygonCarrier extends SimpleRegionCarrier {\r\n public data: IndexedReadWriteXYZCollection;\r\n private _signedArea: number;\r\n public get signedArea(): number { return this._signedArea; }\r\n public constructor(data: IndexedReadWriteXYZCollection) {\r\n super();\r\n this.data = data;\r\n this._signedArea = PolygonOps.areaXY(data);\r\n }\r\n /**\r\n * classify xy parts of point wrt this loop.\r\n * @param xy\r\n * @internal\r\n */\r\n public classifyPointXY(xy: XAndY): number | undefined {\r\n return PolygonOps.classifyPointInPolygonXY(xy.x, xy.y, this.data);\r\n }\r\n /** Return some point \"inside\"\r\n * NEEDS WORK: this returns a point ON --\r\n */\r\n public getAnyInteriorPoint(): Point3d | undefined {\r\n for (let childIndex = 0; childIndex < this.data.length; childIndex++) {\r\n const q = this.constructInteriorPointNearEdge(childIndex, 0.2349);\r\n if (q !== undefined)\r\n return q;\r\n }\r\n return undefined;\r\n }\r\n public grabPolygon(): IndexedReadWriteXYZCollection | undefined { return this.data; }\r\n public grabLoop(): Loop | undefined {\r\n return Loop.createPolygon(this.data);\r\n }\r\n public reverseForAreaSign(targetSign: number) {\r\n if (targetSign * this._signedArea < 0.0) {\r\n this.data.reverseInPlace();\r\n this._signedArea *= -1.0;\r\n }\r\n }\r\n public constructInteriorPointNearEdge(edgeIndex: number, fractionAlong: number): Point3d | undefined {\r\n if (edgeIndex + 1 < this.data.length) {\r\n const point0 = this.data.getPoint3dAtUncheckedPointIndex(edgeIndex);\r\n const point1 = this.data.getPoint3dAtUncheckedPointIndex(edgeIndex + 1);\r\n const vector = point0.vectorTo(point1);\r\n const point = point0.interpolate(fractionAlong, point1);\r\n vector.rotate90CCWXY(vector);\r\n if (vector.normalizeInPlace()) {\r\n if (this._signedArea < 0)\r\n vector.scaleInPlace(-1.0);\r\n const refDistance = Math.sqrt(Math.abs(this._signedArea));\r\n for (let fraction = 1.0e-5; fraction < 3; fraction *= 5.0) {\r\n const candidatePoint = point.plusScaled(vector, fraction * refDistance);\r\n if (1 === this.classifyPointXY(candidatePoint))\r\n return candidatePoint;\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n\r\n}\r\n/**\r\n * Implement `LoopCarrier` queries with the area as a strongly typed `Loop`\r\n */\r\nclass LoopCarrier extends SimpleRegionCarrier {\r\n public data: Loop;\r\n private _signedArea: number;\r\n public get signedArea(): number { return this._signedArea; }\r\n public constructor(data: Loop) {\r\n super();\r\n this.data = data;\r\n const areaMoments = RegionOps.computeXYAreaMoments(data);\r\n this._signedArea = areaMoments !== undefined ? areaMoments.quantitySum : 0.0;\r\n }\r\n /**\r\n * classify xy parts of point wrt this loop.\r\n * @param xy\r\n * @internal\r\n */\r\n public classifyPointXY(xy: XAndY): number | undefined {\r\n return RegionOps.testPointInOnOutRegionXY(this.data, xy.x, xy.y);\r\n }\r\n public constructInteriorPointNearChild(childIndex: number, fractionAlong: number): Point3d | undefined {\r\n if (childIndex < this.data.children.length) {\r\n const primitive = this.data.children[childIndex];\r\n const ray = primitive.fractionToPointAndUnitTangent(fractionAlong);\r\n ray.direction.rotate90CCWXY(ray.direction);\r\n if (this._signedArea < 0.0)\r\n ray.direction.scaleInPlace(-1.0);\r\n const refDistance = Math.sqrt(Math.abs(this._signedArea));\r\n for (let fraction = 1.0e-5; fraction < 3; fraction *= 5.0) {\r\n const candidatePoint = ray.fractionToPoint(fraction * refDistance);\r\n if (1 === this.classifyPointXY(candidatePoint))\r\n return candidatePoint;\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** Return some point \"inside\"\r\n * NEEDS WORK: this returns a point ON --\r\n */\r\n public getAnyInteriorPoint(): Point3d | undefined {\r\n for (let childIndex = 0; childIndex < this.data.children.length; childIndex++) {\r\n const q = this.constructInteriorPointNearChild(childIndex, 0.2349);\r\n if (q !== undefined)\r\n return q;\r\n }\r\n return undefined;\r\n }\r\n public grabPolygon(): IndexedReadWriteXYZCollection | undefined {\r\n const strokes = this.data.cloneStroked();\r\n if (strokes instanceof CurveChain) {\r\n const linestring = LineString3d.create();\r\n for (const child of strokes.children) {\r\n if (child instanceof CurvePrimitive) {\r\n child.emitStrokes(linestring);\r\n }\r\n }\r\n return linestring.numPoints() > 0 ? linestring.packedPoints : undefined;\r\n }\r\n return undefined;\r\n }\r\n public grabLoop(): Loop | undefined {\r\n return this.data;\r\n }\r\n public reverseForAreaSign(targetSign: number) {\r\n if (targetSign * this._signedArea < 0.0) {\r\n this.data.reverseChildrenInPlace();\r\n this._signedArea *= -1.0;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A `SortablePolygon` carries a (single) loop with data useful for sorting for inner-outer structure.\r\n * @internal\r\n */\r\nexport class SortablePolygon {\r\n private _loopCarrier: SimpleRegionCarrier;\r\n public anyPoint?: Point3d;\r\n public sortKey: number;\r\n public range: Range3d;\r\n public parentIndex?: number;\r\n public isHole: boolean;\r\n public outputSetIndex?: number;\r\n /**\r\n *\r\n * @param loop Loop to capture.\r\n */\r\n public constructor(loop: IndexedReadWriteXYZCollection | Loop, range: Range3d) {\r\n if (loop instanceof IndexedReadWriteXYZCollection)\r\n this._loopCarrier = new PolygonCarrier(loop);\r\n else\r\n this._loopCarrier = new LoopCarrier(loop);\r\n this.range = range;\r\n this.sortKey = Math.abs(this._loopCarrier.signedArea);\r\n this.isHole = false;\r\n }\r\n /** Push loop with sort data onto the array.\r\n * * No action if no clear normal.\r\n * * return true if pushed.\r\n */\r\n public static pushPolygon(loops: SortablePolygon[], loop: IndexedReadWriteXYZCollection): boolean {\r\n const range = loop.getRange();\r\n const sortablePolygon = new SortablePolygon(loop, range);\r\n if (sortablePolygon.sortKey > 0.0) {\r\n loops.push(sortablePolygon);\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Push loop with sort data onto the array.\r\n * * No action if no clear normal.\r\n * * return true if pushed.\r\n */\r\n public static pushLoop(loops: SortablePolygon[], loop: Loop): boolean {\r\n const range = loop.range();\r\n const sortablePolygon = new SortablePolygon(loop, range);\r\n if (sortablePolygon.sortKey > 0.0) {\r\n loops.push(sortablePolygon);\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Push loop with sort data onto the array.\r\n * * No action if no clear normal.\r\n * * return true if pushed.\r\n */\r\n private static assignParentsAndDepth(loops: SortablePolygon[]): void {\r\n // Sort largest to smallest ...\r\n loops.sort((loopA: SortablePolygon, loopB: SortablePolygon) => (loopB.sortKey - loopA.sortKey));\r\n // starting with smallest loop, point each loop to smallest containing parent.\r\n for (let i = loops.length; i-- > 0;) {\r\n const thisLoop = loops[i];\r\n const xy = thisLoop._loopCarrier.getAnyInteriorPoint();\r\n if (xy !== undefined) {\r\n // find smallest containing parent (search forward only to hit)\r\n loops[i].parentIndex = undefined;\r\n loops[i].outputSetIndex = undefined;\r\n for (let j = i; j-- > 0;) {\r\n const otherLoop = loops[j];\r\n if (otherLoop.range.containsXY(xy.x, xy.y)) {\r\n if (1 === otherLoop._loopCarrier.classifyPointXY(xy)) {\r\n thisLoop.parentIndex = j;\r\n // The loops are searched from small area to larger. Any other containing loop is larger, so otherLoop must be the smallest.\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static assemblePolygonSet(loops: SortablePolygon[]): IndexedReadWriteXYZCollection[][] {\r\n const outputSets: IndexedReadWriteXYZCollection[][] = [];\r\n\r\n // In large-to-small order:\r\n // If a loop has no parent or has a \"hole\" as parent it is outer.\r\n // otherwise (i.e. it has a non-hole parent) it becomes a hole in the parent.\r\n for (const loopData of loops) {\r\n loopData.isHole = false;\r\n const parentIndex = loopData.parentIndex;\r\n if (parentIndex !== undefined)\r\n loopData.isHole = !loops[parentIndex].isHole;\r\n if (!loopData.isHole) {\r\n loopData._loopCarrier.reverseForAreaSign(1.0);\r\n loopData.outputSetIndex = outputSets.length;\r\n outputSets.push([]);\r\n outputSets[loopData.outputSetIndex].push(loopData._loopCarrier.grabPolygon()!);\r\n } else {\r\n loopData._loopCarrier.reverseForAreaSign(-1.0);\r\n const outputSetIndex = loops[parentIndex!].outputSetIndex!;\r\n outputSets[outputSetIndex].push(loopData._loopCarrier.grabPolygon()!);\r\n }\r\n }\r\n return outputSets;\r\n }\r\n private static assembleLoopSet(loops: SortablePolygon[]): AnyRegion[] {\r\n const outputSets: AnyRegion[] = [];\r\n const numLoops = loops.length;\r\n // In large-to-small order:\r\n // If a loop has no parent or has a \"hole\" as parent it is outer.\r\n // otherwise (i.e. it has a non-hole parent) it becomes a hole in the parent.\r\n for (let candidateIndex = 0; candidateIndex < numLoops; candidateIndex++) {\r\n const candidateData = loops[candidateIndex];\r\n const parentIndex = candidateData.parentIndex;\r\n candidateData.isHole = parentIndex !== undefined ? !loops[parentIndex].isHole : false;\r\n\r\n if (!candidateData.isHole) {\r\n candidateData._loopCarrier.reverseForAreaSign(1.0);\r\n const candidateLoop = candidateData._loopCarrier.grabLoop()!;\r\n let candidateParityRegion: ParityRegion | undefined;\r\n // find all directly contained children . . .\r\n for (let childIndex = candidateIndex + 1; childIndex < numLoops; childIndex++) {\r\n const childData = loops[childIndex];\r\n if (childData.parentIndex === candidateIndex) {\r\n if (candidateParityRegion === undefined) {\r\n candidateParityRegion = ParityRegion.create();\r\n candidateParityRegion.tryAddChild(candidateLoop);\r\n childData._loopCarrier.reverseForAreaSign(-1.0);\r\n candidateParityRegion.tryAddChild(childData._loopCarrier.grabLoop());\r\n } else {\r\n childData._loopCarrier.reverseForAreaSign(-1.0);\r\n candidateParityRegion.tryAddChild(childData._loopCarrier.grabLoop());\r\n }\r\n }\r\n }\r\n if (candidateParityRegion !== undefined)\r\n outputSets.push(candidateParityRegion);\r\n else if (candidateLoop !== undefined)\r\n outputSets.push(candidateLoop);\r\n }\r\n }\r\n return outputSets;\r\n }\r\n\r\n public static sortAsAnyRegion(loops: SortablePolygon[]): AnyRegion {\r\n this.assignParentsAndDepth(loops);\r\n const regions = this.assembleLoopSet(loops);\r\n if (regions.length === 1)\r\n return regions[0];\r\n else {\r\n const unionRegion = UnionRegion.create();\r\n for (const region of regions)\r\n unionRegion.tryAddChild(region);\r\n return unionRegion;\r\n }\r\n }\r\n public static sortAsArrayOfArrayOfPolygons(loops: SortablePolygon[]): IndexedReadWriteXYZCollection[][] {\r\n this.assignParentsAndDepth(loops);\r\n return this.assemblePolygonSet(loops);\r\n }\r\n public grabPolygon(): IndexedXYZCollection | undefined {\r\n return this._loopCarrier.grabPolygon();\r\n }\r\n public grabLoop(): Loop | undefined {\r\n return this._loopCarrier.grabLoop();\r\n }\r\n public reverseForAreaSign(targetSign: number) {\r\n this._loopCarrier.reverseForAreaSign(targetSign);\r\n }\r\n public getAnyInteriorPoint(): Point3d | undefined {\r\n return this._loopCarrier.getAnyInteriorPoint();\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleProps, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word Tait\r\n\r\n/**\r\n * Angle properties of a `YawPitchRoll` orientation\r\n * @public\r\n */\r\nexport interface YawPitchRollProps {\r\n /** yaw field */\r\n yaw?: AngleProps;\r\n /** pitch field */\r\n pitch?: AngleProps;\r\n /** roll field */\r\n roll?: AngleProps;\r\n}\r\n\r\n/**\r\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\r\n * (https://en.wikipedia.org/wiki/Euler_angles).\r\n * * The matrix construction can be replicated by this logic:\r\n * * xyz coordinates have\r\n * * x forward\r\n * * y to left\r\n * * z up\r\n * * Note that this is a right handed coordinate system.\r\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\r\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\r\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\r\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\r\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\r\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\r\n * * The YPR matrix is the product\r\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\r\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\r\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\r\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\r\n * @public\r\n */\r\nexport class YawPitchRollAngles {\r\n /** The yaw angle: counterclockwise rotation angle around z */\r\n public yaw: Angle;\r\n /** The pitch angle: **clockwise** rotation angle around y */\r\n public pitch: Angle;\r\n /** The roll angle: counterclockwise rotation angle around x */\r\n public roll: Angle;\r\n /**\r\n * Constructor\r\n * @param yaw counterclockwise rotation angle around z\r\n * @param pitch **clockwise** rotation angle around y\r\n * @param roll counterclockwise rotation angle around x\r\n */\r\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\r\n this.yaw = yaw;\r\n this.pitch = pitch;\r\n this.roll = roll;\r\n }\r\n /** Freeze this YawPitchRollAngles */\r\n public freeze(): Readonly<this> {\r\n this.yaw.freeze();\r\n this.pitch.freeze();\r\n this.roll.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in degrees.\r\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\r\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\r\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\r\n */\r\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createDegrees(yawDegrees),\r\n Angle.createDegrees(pitchDegrees),\r\n Angle.createDegrees(rollDegrees),\r\n );\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in radians.\r\n * @param yawRadians counterclockwise rotation angle (in radians) around z\r\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\r\n * @param rollRadians counterclockwise rotation angle (in radians) around x\r\n */\r\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createRadians(yawRadians),\r\n Angle.createRadians(pitchRadians),\r\n Angle.createRadians(rollRadians),\r\n );\r\n }\r\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\r\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\r\n json = json ? json : {};\r\n return new YawPitchRollAngles(\r\n Angle.fromJSON(json.yaw),\r\n Angle.fromJSON(json.pitch),\r\n Angle.fromJSON(json.roll),\r\n );\r\n }\r\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\r\n public setFromJSON(json?: YawPitchRollProps): void {\r\n json = json ? json : {};\r\n this.yaw = Angle.fromJSON(json.yaw);\r\n this.pitch = Angle.fromJSON(json.pitch);\r\n this.roll = Angle.fromJSON(json.roll);\r\n }\r\n /**\r\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\r\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\r\n */\r\n public toJSON(): YawPitchRollProps {\r\n const val: YawPitchRollProps = {};\r\n if (!this.pitch.isAlmostZero)\r\n val.pitch = this.pitch.toJSON();\r\n if (!this.roll.isAlmostZero)\r\n val.roll = this.roll.toJSON();\r\n if (!this.yaw.isAlmostZero)\r\n val.yaw = this.yaw.toJSON();\r\n return val;\r\n }\r\n /**\r\n * Install all rotations from `other` into `this`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public setFrom(other: YawPitchRollAngles) {\r\n this.yaw.setFrom(other.yaw);\r\n this.pitch.setFrom(other.pitch);\r\n this.roll.setFrom(other.roll);\r\n }\r\n /**\r\n * Compare angles between `this` and `other`.\r\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public isAlmostEqual(other: YawPitchRollAngles) {\r\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\r\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\r\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\r\n }\r\n /** Make a copy of this YawPitchRollAngles */\r\n public clone() {\r\n return new YawPitchRollAngles(\r\n this.yaw.clone(),\r\n this.pitch.clone(),\r\n this.roll.clone(),\r\n );\r\n }\r\n /**\r\n * Expand the angles into a (rigid rotation) matrix.\r\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\r\n * * The rigid matrix is always a right handed coordinate system.\r\n * @param result optional pre-allocated `Matrix3d`\r\n */\r\n public toMatrix3d(result?: Matrix3d) {\r\n const cz = Math.cos(this.yaw.radians);\r\n const sz = Math.sin(this.yaw.radians);\r\n const cy = Math.cos(this.pitch.radians);\r\n const sy = Math.sin(this.pitch.radians);\r\n const cx = Math.cos(this.roll.radians);\r\n const sx = Math.sin(this.roll.radians);\r\n /**\r\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\r\n * rX, rY, and rZ are base rotation matrixes:\r\n *\r\n * const rX = Matrix3d.createRowValues(\r\n * 1, 0, 0,\r\n * 0, Math.cos(x), -Math.sin(x),\r\n * 0, Math.sin(x), Math.cos(x),\r\n * );\r\n * const rY = Matrix3d.createRowValues(\r\n * Math.cos(y), 0, Math.sin(y),\r\n * 0, 1, 0,\r\n * -Math.sin(y), 0, Math.cos(y),\r\n * );\r\n * const rZ = Matrix3d.createRowValues(\r\n * Math.cos(z), -Math.sin(z), 0,\r\n * Math.sin(z), Math.cos(z), 0,\r\n * 0, 0, 1,\r\n * );\r\n *\r\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\r\n * can use transpose of rY in the matrix multiplication to get the same result)\r\n */\r\n return Matrix3d.createRowValues(\r\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n sy, cy * sx, cy * cx,\r\n result,\r\n );\r\n }\r\n /**\r\n * Returns true if this rotation does nothing.\r\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\r\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\r\n */\r\n public isIdentity(allowPeriodShift: boolean = true): boolean {\r\n if (allowPeriodShift)\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\r\n else\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\r\n }\r\n /** Return the largest angle in radians */\r\n public maxAbsRadians(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the sum of the angles in squared radians */\r\n public sumSquaredRadians(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the largest difference of angles (in radians) between this and other */\r\n public maxDiffRadians(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.radians - other.yaw.radians,\r\n this.pitch.radians - other.pitch.radians,\r\n this.roll.radians - other.roll.radians,\r\n );\r\n }\r\n /** Return the largest angle in degrees. */\r\n public maxAbsDegrees(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the sum of squared angles in degrees. */\r\n public sumSquaredDegrees(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the largest difference of angles (in degrees) between this and other */\r\n public maxDiffDegrees(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.degrees - other.yaw.degrees,\r\n this.pitch.degrees - other.pitch.degrees,\r\n this.roll.degrees - other.roll.degrees,\r\n );\r\n }\r\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\r\n public static tryFromTransform(transform: Transform): {\r\n origin: Point3d;\r\n angles: YawPitchRollAngles | undefined;\r\n } {\r\n return {\r\n origin: Point3d.createFrom(transform.origin),\r\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\r\n };\r\n }\r\n /**\r\n * Attempts to create a YawPitchRollAngles object from a Matrix3d\r\n * * This conversion fails if the matrix is not rigid (unit rows and columns, and transpose is inverse)\r\n * * In the failure case the method's return value is `undefined`.\r\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\r\n * a set of angles.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\r\n /**\r\n * The rotation matrix for is\r\n *\r\n * Matrix3d.createRowValues(\r\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n * sy, cy * sx, cy * cx\r\n * );\r\n *\r\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\r\n */\r\n const sy = matrix.at(2, 0); // sin(y)\r\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\r\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\r\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\r\n const angles = result ? result : new YawPitchRollAngles();\r\n /**\r\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\r\n * This means x and z can be anything as long as their sum x + z is constant.\r\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n *\r\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\r\n *\r\n * Matrix3d.createRowValues(\r\n * 0, -sz, -+cz,\r\n * 0, cz, -+sz,\r\n * +-1, 0, 0\r\n * );\r\n *\r\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\r\n */\r\n if (cy < Geometry.smallAngleRadians) {\r\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\r\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\r\n angles.roll = Angle.createRadians(0.0);\r\n } else {\r\n /**\r\n * positive cosine\r\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\r\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\r\n */\r\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\r\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\r\n // similar with negative cosine\r\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\r\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\r\n // create YPR\r\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\r\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\r\n // decide to pick yprA or yprB with smallest magnitude angles\r\n const absFactor = 0.95;\r\n const maxRadiansA = yprA.maxAbsRadians();\r\n const maxRadiansB = yprB.maxAbsRadians();\r\n if (maxRadiansA < absFactor * maxRadiansB) {\r\n angles.setFrom(yprA);\r\n } else if (maxRadiansB < absFactor * maxRadiansA) {\r\n angles.setFrom(yprB);\r\n } else {\r\n const sumA = yprA.sumSquaredRadians();\r\n const sumB = yprB.sumSquaredRadians();\r\n if (sumA <= sumB) {\r\n angles.setFrom(yprA);\r\n } else {\r\n angles.setFrom(yprB);\r\n }\r\n }\r\n }\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n return matrix.maxDiff(matrix1) < Geometry.smallAngleRadians ? angles : undefined;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleProps, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word Tait\r\n\r\n/**\r\n * Angle properties of a `YawPitchRoll` orientation\r\n * @public\r\n */\r\nexport interface YawPitchRollProps {\r\n /** yaw field */\r\n yaw?: AngleProps;\r\n /** pitch field */\r\n pitch?: AngleProps;\r\n /** roll field */\r\n roll?: AngleProps;\r\n}\r\n\r\n/**\r\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\r\n * (https://en.wikipedia.org/wiki/Euler_angles).\r\n * * The matrix construction can be replicated by this logic:\r\n * * xyz coordinates have\r\n * * x forward\r\n * * y to left\r\n * * z up\r\n * * Note that this is a right handed coordinate system.\r\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\r\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\r\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\r\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\r\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\r\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\r\n * * The YPR matrix is the product\r\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\r\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\r\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\r\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\r\n * @public\r\n */\r\nexport class YawPitchRollAngles {\r\n /** The yaw angle: counterclockwise rotation angle around z */\r\n public yaw: Angle;\r\n /** The pitch angle: **clockwise** rotation angle around y */\r\n public pitch: Angle;\r\n /** The roll angle: counterclockwise rotation angle around x */\r\n public roll: Angle;\r\n /**\r\n * Constructor\r\n * @param yaw counterclockwise rotation angle around z\r\n * @param pitch **clockwise** rotation angle around y\r\n * @param roll counterclockwise rotation angle around x\r\n */\r\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\r\n this.yaw = yaw;\r\n this.pitch = pitch;\r\n this.roll = roll;\r\n }\r\n /** Freeze this YawPitchRollAngles */\r\n public freeze(): Readonly<this> {\r\n this.yaw.freeze();\r\n this.pitch.freeze();\r\n this.roll.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in degrees.\r\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\r\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\r\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\r\n */\r\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createDegrees(yawDegrees),\r\n Angle.createDegrees(pitchDegrees),\r\n Angle.createDegrees(rollDegrees),\r\n );\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in radians.\r\n * @param yawRadians counterclockwise rotation angle (in radians) around z\r\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\r\n * @param rollRadians counterclockwise rotation angle (in radians) around x\r\n */\r\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createRadians(yawRadians),\r\n Angle.createRadians(pitchRadians),\r\n Angle.createRadians(rollRadians),\r\n );\r\n }\r\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\r\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\r\n json = json ? json : {};\r\n return new YawPitchRollAngles(\r\n Angle.fromJSON(json.yaw),\r\n Angle.fromJSON(json.pitch),\r\n Angle.fromJSON(json.roll),\r\n );\r\n }\r\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\r\n public setFromJSON(json?: YawPitchRollProps): void {\r\n json = json ? json : {};\r\n this.yaw = Angle.fromJSON(json.yaw);\r\n this.pitch = Angle.fromJSON(json.pitch);\r\n this.roll = Angle.fromJSON(json.roll);\r\n }\r\n /**\r\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\r\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\r\n */\r\n public toJSON(): YawPitchRollProps {\r\n const val: YawPitchRollProps = {};\r\n if (!this.pitch.isAlmostZero)\r\n val.pitch = this.pitch.toJSON();\r\n if (!this.roll.isAlmostZero)\r\n val.roll = this.roll.toJSON();\r\n if (!this.yaw.isAlmostZero)\r\n val.yaw = this.yaw.toJSON();\r\n return val;\r\n }\r\n /**\r\n * Install all rotations from `other` into `this`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public setFrom(other: YawPitchRollAngles) {\r\n this.yaw.setFrom(other.yaw);\r\n this.pitch.setFrom(other.pitch);\r\n this.roll.setFrom(other.roll);\r\n }\r\n /**\r\n * Compare angles between `this` and `other`.\r\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public isAlmostEqual(other: YawPitchRollAngles) {\r\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\r\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\r\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\r\n }\r\n /** Make a copy of this YawPitchRollAngles */\r\n public clone() {\r\n return new YawPitchRollAngles(\r\n this.yaw.clone(),\r\n this.pitch.clone(),\r\n this.roll.clone(),\r\n );\r\n }\r\n /**\r\n * Expand the angles into a (rigid rotation) matrix.\r\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\r\n * * The rigid matrix is always a right handed coordinate system.\r\n * @param result optional pre-allocated `Matrix3d`\r\n */\r\n public toMatrix3d(result?: Matrix3d) {\r\n const cz = Math.cos(this.yaw.radians);\r\n const sz = Math.sin(this.yaw.radians);\r\n const cy = Math.cos(this.pitch.radians);\r\n const sy = Math.sin(this.pitch.radians);\r\n const cx = Math.cos(this.roll.radians);\r\n const sx = Math.sin(this.roll.radians);\r\n /**\r\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\r\n * rX, rY, and rZ are base rotation matrixes:\r\n *\r\n * const rX = Matrix3d.createRowValues(\r\n * 1, 0, 0,\r\n * 0, Math.cos(x), -Math.sin(x),\r\n * 0, Math.sin(x), Math.cos(x),\r\n * );\r\n * const rY = Matrix3d.createRowValues(\r\n * Math.cos(y), 0, Math.sin(y),\r\n * 0, 1, 0,\r\n * -Math.sin(y), 0, Math.cos(y),\r\n * );\r\n * const rZ = Matrix3d.createRowValues(\r\n * Math.cos(z), -Math.sin(z), 0,\r\n * Math.sin(z), Math.cos(z), 0,\r\n * 0, 0, 1,\r\n * );\r\n *\r\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\r\n * can use transpose of rY in the matrix multiplication to get the same result)\r\n */\r\n return Matrix3d.createRowValues(\r\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n sy, cy * sx, cy * cx,\r\n result,\r\n );\r\n }\r\n /**\r\n * Returns true if this rotation does nothing.\r\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\r\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\r\n */\r\n public isIdentity(allowPeriodShift: boolean = true): boolean {\r\n if (allowPeriodShift)\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\r\n else\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\r\n }\r\n /** Return the largest angle in radians */\r\n public maxAbsRadians(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the sum of the angles in squared radians */\r\n public sumSquaredRadians(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the largest difference of angles (in radians) between this and other */\r\n public maxDiffRadians(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.radians - other.yaw.radians,\r\n this.pitch.radians - other.pitch.radians,\r\n this.roll.radians - other.roll.radians,\r\n );\r\n }\r\n /** Return the largest angle in degrees. */\r\n public maxAbsDegrees(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the sum of squared angles in degrees. */\r\n public sumSquaredDegrees(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the largest difference of angles (in degrees) between this and other */\r\n public maxDiffDegrees(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.degrees - other.yaw.degrees,\r\n this.pitch.degrees - other.pitch.degrees,\r\n this.roll.degrees - other.roll.degrees,\r\n );\r\n }\r\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\r\n public static tryFromTransform(transform: Transform): {\r\n origin: Point3d;\r\n angles: YawPitchRollAngles | undefined;\r\n } {\r\n return {\r\n origin: Point3d.createFrom(transform.origin),\r\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\r\n };\r\n }\r\n /**\r\n * Attempts to create a YawPitchRollAngles object from a Matrix3d\r\n * * This conversion fails if the matrix is not rigid (unit rows and columns, and transpose is inverse)\r\n * * In the failure case the method's return value is `undefined`.\r\n * * In the failure case, if the optional result was supplied, that result will nonetheless be filled with\r\n * a set of angles.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\r\n /**\r\n * The rotation matrix form is\r\n *\r\n * Matrix3d.createRowValues(\r\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n * sy, cy * sx, cy * cx\r\n * );\r\n *\r\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\r\n */\r\n const sy = matrix.at(2, 0); // sin(y)\r\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\r\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\r\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\r\n const angles = result ? result : new YawPitchRollAngles();\r\n /**\r\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\r\n * This means x and z can be anything as long as their sum x + z is constant.\r\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n *\r\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\r\n *\r\n * Matrix3d.createRowValues(\r\n * 0, -sz, -+cz,\r\n * 0, cz, -+sz,\r\n * +-1, 0, 0\r\n * );\r\n *\r\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\r\n */\r\n if (cy < Geometry.smallAngleRadians) {\r\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\r\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\r\n angles.roll = Angle.createRadians(0.0);\r\n } else {\r\n /**\r\n * positive cosine\r\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\r\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\r\n */\r\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\r\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\r\n // similar with negative cosine\r\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\r\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\r\n // create YPR\r\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\r\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\r\n // decide to pick yprA or yprB with smallest magnitude angles\r\n const absFactor = 0.95;\r\n const maxRadiansA = yprA.maxAbsRadians();\r\n const maxRadiansB = yprB.maxAbsRadians();\r\n if (maxRadiansA < absFactor * maxRadiansB) {\r\n angles.setFrom(yprA);\r\n } else if (maxRadiansB < absFactor * maxRadiansA) {\r\n angles.setFrom(yprB);\r\n } else {\r\n const sumA = yprA.sumSquaredRadians();\r\n const sumB = yprB.sumSquaredRadians();\r\n if (sumA <= sumB) {\r\n angles.setFrom(yprA);\r\n } else {\r\n angles.setFrom(yprB);\r\n }\r\n }\r\n }\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n return matrix.maxDiff(matrix1) < Geometry.smallAngleRadians ? angles : undefined;\r\n }\r\n}\r\n"]}
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import { LineString3d } from "../curve/LineString3d";
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