@itwin/core-geometry 4.2.0-dev.7 → 4.2.0-dev.8

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Files changed (93) hide show
  1. package/lib/cjs/clipping/ClipPlane.d.ts +10 -7
  2. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  3. package/lib/cjs/clipping/ClipPlane.js +5 -3
  4. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  5. package/lib/cjs/clipping/ClipUtils.d.ts +16 -4
  6. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  7. package/lib/cjs/clipping/ClipUtils.js +77 -2
  8. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  9. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +3 -2
  10. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  11. package/lib/cjs/clipping/ConvexClipPlaneSet.js +3 -2
  12. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  13. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +2 -2
  14. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +2 -2
  15. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  16. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  17. package/lib/cjs/curve/Arc3d.js.map +1 -1
  18. package/lib/cjs/curve/CoordinateXYZ.d.ts +15 -15
  19. package/lib/cjs/curve/CoordinateXYZ.d.ts.map +1 -1
  20. package/lib/cjs/curve/CoordinateXYZ.js +15 -15
  21. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  22. package/lib/cjs/curve/CurveChain.d.ts +4 -2
  23. package/lib/cjs/curve/CurveChain.d.ts.map +1 -1
  24. package/lib/cjs/curve/CurveChain.js.map +1 -1
  25. package/lib/cjs/curve/CurveCollection.d.ts +1 -1
  26. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  27. package/lib/cjs/curve/CurveCollection.js +1 -1
  28. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  29. package/lib/cjs/curve/CurveCurveCloseApproachXY.d.ts +18 -7
  30. package/lib/cjs/curve/CurveCurveCloseApproachXY.d.ts.map +1 -1
  31. package/lib/cjs/curve/CurveCurveCloseApproachXY.js +17 -5
  32. package/lib/cjs/curve/CurveCurveCloseApproachXY.js.map +1 -1
  33. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts +2 -2
  34. package/lib/cjs/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  35. package/lib/cjs/curve/CurveCurveIntersectXY.js +12 -10
  36. package/lib/cjs/curve/CurveCurveIntersectXY.js.map +1 -1
  37. package/lib/cjs/curve/Path.d.ts +1 -1
  38. package/lib/cjs/curve/Path.d.ts.map +1 -1
  39. package/lib/cjs/curve/Path.js +1 -1
  40. package/lib/cjs/curve/Path.js.map +1 -1
  41. package/lib/cjs/curve/UnionRegion.js +1 -1
  42. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  43. package/lib/cjs/geometry3d/FrameBuilder.d.ts +29 -25
  44. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  45. package/lib/cjs/geometry3d/FrameBuilder.js +42 -29
  46. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  47. package/lib/esm/clipping/ClipPlane.d.ts +10 -7
  48. package/lib/esm/clipping/ClipPlane.d.ts.map +1 -1
  49. package/lib/esm/clipping/ClipPlane.js +5 -3
  50. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  51. package/lib/esm/clipping/ClipUtils.d.ts +16 -4
  52. package/lib/esm/clipping/ClipUtils.d.ts.map +1 -1
  53. package/lib/esm/clipping/ClipUtils.js +77 -2
  54. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  55. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +3 -2
  56. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  57. package/lib/esm/clipping/ConvexClipPlaneSet.js +3 -2
  58. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  59. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts +2 -2
  60. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js +2 -2
  61. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  62. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  63. package/lib/esm/curve/Arc3d.js.map +1 -1
  64. package/lib/esm/curve/CoordinateXYZ.d.ts +15 -15
  65. package/lib/esm/curve/CoordinateXYZ.d.ts.map +1 -1
  66. package/lib/esm/curve/CoordinateXYZ.js +15 -15
  67. package/lib/esm/curve/CoordinateXYZ.js.map +1 -1
  68. package/lib/esm/curve/CurveChain.d.ts +4 -2
  69. package/lib/esm/curve/CurveChain.d.ts.map +1 -1
  70. package/lib/esm/curve/CurveChain.js.map +1 -1
  71. package/lib/esm/curve/CurveCollection.d.ts +1 -1
  72. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  73. package/lib/esm/curve/CurveCollection.js +1 -1
  74. package/lib/esm/curve/CurveCollection.js.map +1 -1
  75. package/lib/esm/curve/CurveCurveCloseApproachXY.d.ts +18 -7
  76. package/lib/esm/curve/CurveCurveCloseApproachXY.d.ts.map +1 -1
  77. package/lib/esm/curve/CurveCurveCloseApproachXY.js +17 -5
  78. package/lib/esm/curve/CurveCurveCloseApproachXY.js.map +1 -1
  79. package/lib/esm/curve/CurveCurveIntersectXY.d.ts +2 -2
  80. package/lib/esm/curve/CurveCurveIntersectXY.d.ts.map +1 -1
  81. package/lib/esm/curve/CurveCurveIntersectXY.js +12 -10
  82. package/lib/esm/curve/CurveCurveIntersectXY.js.map +1 -1
  83. package/lib/esm/curve/Path.d.ts +1 -1
  84. package/lib/esm/curve/Path.d.ts.map +1 -1
  85. package/lib/esm/curve/Path.js +1 -1
  86. package/lib/esm/curve/Path.js.map +1 -1
  87. package/lib/esm/curve/UnionRegion.js +1 -1
  88. package/lib/esm/curve/UnionRegion.js.map +1 -1
  89. package/lib/esm/geometry3d/FrameBuilder.d.ts +29 -25
  90. package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
  91. package/lib/esm/geometry3d/FrameBuilder.js +42 -29
  92. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  93. package/package.json +3 -3
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"FrameBuilder.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/FrameBuilder.ts"],"names":[],"mappings":"AAiBA,OAAO,EAAa,eAAe,EAAY,MAAM,aAAa,CAAC;AAGnE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAGtD,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAClC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAIxC;;;;;;;;;;;;;;;GAeG;AACH,qBAAa,YAAY;IACvB,OAAO,CAAC,OAAO,CAAsB;IACrC,OAAO,CAAC,QAAQ,CAAuB;IACvC,OAAO,CAAC,QAAQ,CAAuB;IACvC,OAAO,CAAC,QAAQ,CAAuB;IAEvC,OAAO,CAAC,6BAA6B;IASrC,kDAAkD;IAC3C,KAAK;;IASZ;;;;OAIG;IACI,iBAAiB,CAAC,eAAe,GAAE,OAAe,GAAG,SAAS,GAAG,SAAS;IAuBjF,kGAAkG;IAC3F,oBAAoB,CAAC,MAAM,CAAC,EAAE,QAAQ;IAK7C,8DAA8D;IAC9D,IAAW,SAAS,IAAI,OAAO,CAE9B;IACD;;OAEG;IACI,gBAAgB,IAAI,MAAM;IASjC;;OAEG;IACI,aAAa,CAAC,KAAK,EAAE,OAAO,GAAG,MAAM;IAU5C,6BAA6B;IACtB,cAAc,CAAC,MAAM,EAAE,QAAQ,GAAG,MAAM;IA0B/C;;;OAGG;IACI,QAAQ,CAAC,IAAI,EAAE,GAAG;IAkEzB;;;;;OAKG;WACW,sBAAsB,CAAC,eAAe,EAAE,QAAQ,GAAG,SAAS,EAAE,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG,SAAS;IAgCpH;;;;;OAKG;WACW,6BAA6B,CAAC,GAAG,MAAM,EAAE,GAAG,EAAE,GAAG,SAAS,GAAG,SAAS;IAWpF;;;;;OAKG;WACW,0BAA0B,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,SAAS,GAAG,SAAS;IAalF;;;;;;OAMG;WACW,yBAAyB,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,SAAS,GAAG,SAAS;IASjF;;;;;;;;OAQG;WACW,kCAAkC,CAC9C,KAAK,EAAE,OAAO,EACd,WAAW,GAAE,eAA4D,EACzE,SAAS,GAAE,MAAU,EACrB,SAAS,GAAE,MAAU,EACrB,SAAS,GAAE,MAAU,EACrB,iBAAiB,GAAE,MAAY,GAAG,SAAS;CAe9C"}
@@ -13,7 +13,6 @@ import { CurveCollection } from "../curve/CurveCollection";
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  import { CurvePrimitive } from "../curve/CurvePrimitive";
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  import { LineSegment3d } from "../curve/LineSegment3d";
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  import { LineString3d } from "../curve/LineString3d";
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- /* eslint-disable @typescript-eslint/naming-convention, no-empty */
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  import { AxisOrder, AxisScaleSelect, Geometry } from "../Geometry";
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  import { GrowableXYZArray } from "./GrowableXYZArray";
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  import { Matrix3d } from "./Matrix3d";
@@ -21,6 +20,7 @@ import { Point3d, Vector3d } from "./Point3dVector3d";
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  import { Point3dArray } from "./PointHelpers";
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  import { PolygonOps } from "./PolygonOps";
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  import { Transform } from "./Transform";
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+ /* eslint-disable @typescript-eslint/naming-convention, no-empty */
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  /**
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  * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.
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  *
@@ -28,10 +28,10 @@ import { Transform } from "./Transform";
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  * * create the FrameBuilder and make calls to announcePoint and announceVector.
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  * * the frame will be fully determined by an origin and two vectors.
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  * * the first call to announcePoint will set the origin.
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- * * additional calls to announcePoint will produce announceVector call with the vector from the origin.
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- * * After each announcement, call getValidatedFrame(false)
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+ * * additional calls to announcePoint will produce announceVector call with the vector from the origin.
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+ * * after each announcement, call getValidatedFrame(false)
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  * * getValidatedFrame will succeed when it has two independent vectors.
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- * * to build a left handed frame,
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+ * * To build a left handed frame,
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  * * an origin and 3 independent vectors are required.
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  * * announce as above, but query with getValidatedFrame (true).
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  * * this will use the third vector to select right or left handed frame.
@@ -46,11 +46,18 @@ export class FrameBuilder {
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  }
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  return false;
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  }
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- /** clear all accumulated point and vector data */
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- clear() { this._origin = undefined; this._vector0 = undefined; this._vector1 = undefined; this._vector2 = undefined; }
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- constructor() { this.clear(); }
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- /** Try to assemble the data into a non-singular transform.
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- *
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+ /** Clear all accumulated point and vector data */
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+ clear() {
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+ this._origin = undefined;
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+ this._vector0 = undefined;
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+ this._vector1 = undefined;
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+ this._vector2 = undefined;
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+ }
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+ constructor() {
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+ this.clear();
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+ }
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+ /**
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+ * Try to assemble the data into a non-singular transform.
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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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  */
@@ -85,8 +92,11 @@ export class FrameBuilder {
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  }
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  }
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  /** Ask if there is a defined origin for the evolving frame */
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- get hasOrigin() { return this._origin !== undefined; }
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- /** Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.
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+ get hasOrigin() {
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+ return this._origin !== undefined;
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+ }
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+ /**
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+ * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.
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  */
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  savedVectorCount() {
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  if (!this._vector0)
@@ -97,7 +107,9 @@ export class FrameBuilder {
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  return 2;
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  return 3;
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  }
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- /** announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.*/
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+ /**
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+ * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.
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+ */
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  announcePoint(point) {
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  if (!this._origin) {
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  this._origin = point.clone();
@@ -108,7 +120,7 @@ export class FrameBuilder {
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  return this.savedVectorCount();
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  return this.announceVector(this._origin.vectorTo(point));
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  }
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- /** announce a new vector. */
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+ /** Announce a new vector. */
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  announceVector(vector) {
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  if (vector.isAlmostZero)
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  return this.savedVectorCount();
@@ -135,8 +147,9 @@ export class FrameBuilder {
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  // fall through if prior vectors are all there -- no need for the new one.
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  return 3;
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  }
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- /** Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes
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- * sufficient for a coordinate system.
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+ /**
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+ * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient
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+ * for a coordinate system.
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  */
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  announce(data) {
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  if (this.savedVectorCount() > 1)
@@ -217,11 +230,11 @@ export class FrameBuilder {
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  }
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  }
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  }
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- /** create a localToWorld frame for the given data.
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- *
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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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+ /**
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+ * Create a localToWorld frame for the given data.
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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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  */
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  static createRightHandedFrame(defaultUpVector, ...params) {
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  const builder = new FrameBuilder();
@@ -256,10 +269,11 @@ export class FrameBuilder {
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  }
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  return undefined;
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  }
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- /** create a transform containing points or vectors in the given data.
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+ /**
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+ * Create a transform containing points or vectors in the given data.
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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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+ * * The calculation favors the first points found. It does not try to get a "best" plane.
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  */
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  static createRightHandedLocalToWorld(...params) {
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  const builder = new FrameBuilder();
@@ -272,10 +286,9 @@ export class FrameBuilder {
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  return undefined;
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  }
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  /**
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- * try to create a frame whose xy plane is through points.
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- *
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- * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the
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- * point most distant from that line.
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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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  */
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  static createFrameToDistantPoints(points) {
@@ -292,10 +305,10 @@ export class FrameBuilder {
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  return undefined;
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  }
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  /**
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- * try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.
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+ * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.
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  *
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- * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the
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- * point most distant from that line.
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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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  */
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  static createFrameWithCCWPolygon(points) {
@@ -1 +1 @@
1
- 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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\n/* eslint-disable @typescript-eslint/naming-convention, no-empty */\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/**\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(vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians): 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() { this._origin = undefined; this._vector0 = undefined; this._vector1 = undefined; this._vector2 = undefined; }\r\n constructor() { this.clear(); }\r\n /** Try to assemble the data into a non-singular transform.\r\n *\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 { return this._origin !== undefined; }\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 /** announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.*/\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\r\n if (!this._vector0) { this._vector0 = vector.clone(this._vector0); 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\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 /** Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes\r\n * sufficient 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 /** create a localToWorld frame for the given data.\r\n *\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\r\n const evaluatePrimitiveFrame = (curve: CurvePrimitive): Transform | undefined => {\r\n return curve.fractionToFrenetFrame(0.0);\r\n };\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 /** 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 *\r\n * * if 3 or more distinct points are present, the x axis is from the first point to the most distance, and y direction is toward the\r\n * 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 distance, and y direction is toward the\r\n * 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}\r\n"]}
1
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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 // 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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@itwin/core-geometry",
3
- "version": "4.2.0-dev.7",
3
+ "version": "4.2.0-dev.8",
4
4
  "description": "iTwin.js Core Geometry library",
5
5
  "main": "lib/cjs/core-geometry.js",
6
6
  "module": "lib/esm/core-geometry.js",
@@ -35,11 +35,11 @@
35
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  "nyc": "^15.1.0",
36
36
  "rimraf": "^3.0.2",
37
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  "typescript": "~5.0.2",
38
- "@itwin/build-tools": "4.2.0-dev.7"
38
+ "@itwin/build-tools": "4.2.0-dev.8"
39
39
  },
40
40
  "dependencies": {
41
41
  "flatbuffers": "~1.12.0",
42
- "@itwin/core-bentley": "4.2.0-dev.7"
42
+ "@itwin/core-bentley": "4.2.0-dev.8"
43
43
  },
44
44
  "nyc": {
45
45
  "extends": "./node_modules/@itwin/build-tools/.nycrc",