@itwin/core-geometry 4.4.0-dev.3 → 4.4.0-dev.31
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 +16 -1
- package/lib/cjs/Constant.js.map +1 -1
- package/lib/cjs/Geometry.d.ts +17 -0
- package/lib/cjs/Geometry.d.ts.map +1 -1
- package/lib/cjs/Geometry.js +14 -0
- package/lib/cjs/Geometry.js.map +1 -1
- package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
- package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/cjs/bspline/KnotVector.js.map +1 -1
- package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
- package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
- package/lib/cjs/clipping/ClipPlane.js.map +1 -1
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/clipping/ClipVector.js.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/cjs/core-geometry.d.ts +3 -2
- package/lib/cjs/core-geometry.d.ts.map +1 -1
- package/lib/cjs/core-geometry.js +3 -2
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
- package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +2 -2
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +3 -3
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveExtendMode.d.ts +7 -6
- package/lib/cjs/curve/CurveExtendMode.d.ts.map +1 -1
- package/lib/cjs/curve/CurveExtendMode.js +7 -6
- package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.js +23 -18
- package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
- package/lib/cjs/curve/CurveOps.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/CurveProcessor.js.map +1 -1
- package/lib/cjs/curve/CurveTypes.js.map +1 -1
- package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/cjs/curve/GeometryQuery.js.map +1 -1
- package/lib/cjs/curve/LineSegment3d.d.ts +14 -4
- package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineSegment3d.js +107 -2
- package/lib/cjs/curve/LineSegment3d.js.map +1 -1
- package/lib/cjs/curve/LineString3d.d.ts +41 -8
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineString3d.js +53 -15
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/Loop.js +1 -1
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/OffsetOptions.js.map +1 -1
- package/lib/cjs/curve/ParityRegion.js.map +1 -1
- package/lib/cjs/curve/Path.js.map +1 -1
- package/lib/cjs/curve/PointString3d.js.map +1 -1
- package/lib/cjs/curve/ProxyCurve.js.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +2 -2
- package/lib/cjs/curve/Query/PlanarSubdivision.js +2 -2
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
- package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +1 -2
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +5 -8
- package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js +12 -12
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/StrokeOptions.js.map +1 -1
- package/lib/cjs/curve/UnionRegion.js.map +1 -1
- package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
- package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
- package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
- package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
- package/lib/cjs/geometry3d/Angle.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
- package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
- package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
- package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
- package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.d.ts +2 -2
- package/lib/cjs/geometry3d/GrowableXYArray.d.ts.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +2 -3
- package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +18 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js +13 -0
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts +1 -2
- package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PointStreaming.d.ts +1 -1
- package/lib/cjs/geometry3d/PointStreaming.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointStreaming.js +3 -1
- package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.d.ts +68 -1
- package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js +152 -4
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.d.ts +23 -1
- package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.js +73 -1
- package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
- package/lib/cjs/geometry3d/Range.d.ts +1 -1
- package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Range.js.map +1 -1
- package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
- package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
- package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.js +1 -1
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
- package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts +7 -5
- package/lib/cjs/geometry3d/YawPitchRollAngles.d.ts.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js +8 -6
- package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/cjs/geometry4d/Map4d.js.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
- package/lib/cjs/geometry4d/MomentData.js.map +1 -1
- package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
- package/lib/cjs/geometry4d/Point4d.js.map +1 -1
- package/lib/cjs/numerics/BandedSystem.js.map +1 -1
- package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
- package/lib/cjs/numerics/Complex.js.map +1 -1
- package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
- package/lib/cjs/numerics/Newton.js.map +1 -1
- package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
- package/lib/cjs/numerics/PolarData.js.map +1 -1
- package/lib/cjs/numerics/Polynomials.d.ts +13 -1
- package/lib/cjs/numerics/Polynomials.d.ts.map +1 -1
- package/lib/cjs/numerics/Polynomials.js +13 -1
- package/lib/cjs/numerics/Polynomials.js.map +1 -1
- package/lib/cjs/numerics/Quadrature.js.map +1 -1
- package/lib/cjs/numerics/Range1dArray.js.map +1 -1
- package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
- package/lib/cjs/numerics/UnionFind.js.map +1 -1
- package/lib/cjs/numerics/UsageSums.js.map +1 -1
- package/lib/cjs/polyface/AuxData.js.map +1 -1
- package/lib/cjs/polyface/BoxTopology.js.map +1 -1
- package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
- package/lib/cjs/polyface/FacetLocationDetail.d.ts +28 -5
- package/lib/cjs/polyface/FacetLocationDetail.d.ts.map +1 -1
- package/lib/cjs/polyface/FacetLocationDetail.js +50 -15
- package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
- package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
- package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
- package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
- package/lib/cjs/polyface/Polyface.d.ts +1 -1
- package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
- package/lib/cjs/polyface/Polyface.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts +7 -3
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +23 -0
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.d.ts +52 -0
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.d.ts.map +1 -0
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js +78 -0
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -0
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.d.ts +60 -0
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.d.ts.map +1 -0
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.js +96 -0
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -0
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.d.ts +57 -0
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.d.ts.map +1 -0
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js +73 -0
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -0
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.d.ts +57 -0
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.d.ts.map +1 -0
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js +84 -0
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts +274 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts.map +1 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.js +505 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts +204 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts.map +1 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js +383 -0
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -0
- package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
- package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
- package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
- package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
- package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
- package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
- package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
- package/lib/cjs/serialization/BGFBReader.js.map +1 -1
- package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
- package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
- package/lib/cjs/serialization/DeepCompare.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.d.ts +36 -3
- package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js +93 -4
- package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
- package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
- package/lib/cjs/solid/Box.js.map +1 -1
- package/lib/cjs/solid/Cone.js.map +1 -1
- package/lib/cjs/solid/LinearSweep.d.ts +1 -1
- package/lib/cjs/solid/LinearSweep.js +1 -1
- package/lib/cjs/solid/LinearSweep.js.map +1 -1
- package/lib/cjs/solid/RotationalSweep.js.map +1 -1
- package/lib/cjs/solid/RuledSweep.js.map +1 -1
- package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
- package/lib/cjs/solid/Sphere.js.map +1 -1
- package/lib/cjs/solid/SweepContour.d.ts +2 -2
- package/lib/cjs/solid/SweepContour.d.ts.map +1 -1
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/cjs/solid/TorusPipe.js.map +1 -1
- package/lib/cjs/topology/ChainMerge.js.map +1 -1
- package/lib/cjs/topology/Graph.d.ts +22 -13
- package/lib/cjs/topology/Graph.d.ts.map +1 -1
- package/lib/cjs/topology/Graph.js +24 -13
- package/lib/cjs/topology/Graph.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +4 -4
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js +5 -5
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +108 -71
- package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSearch.js +223 -109
- package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphValidation.d.ts +23 -18
- package/lib/cjs/topology/HalfEdgeGraphValidation.d.ts.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphValidation.js +23 -18
- package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts +17 -10
- package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts.map +1 -1
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- package/lib/esm/topology/Graph.d.ts.map +1 -1
- package/lib/esm/topology/Graph.js +24 -13
- package/lib/esm/topology/Graph.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +4 -4
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js +5 -5
- package/lib/esm/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSearch.d.ts +108 -71
- package/lib/esm/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSearch.js +223 -109
- package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphSpineContext.js.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphValidation.d.ts +23 -18
- package/lib/esm/topology/HalfEdgeGraphValidation.d.ts.map +1 -1
- package/lib/esm/topology/HalfEdgeGraphValidation.js +23 -18
- package/lib/esm/topology/HalfEdgeGraphValidation.js.map +1 -1
- package/lib/esm/topology/HalfEdgeMarkSet.js.map +1 -1
- package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts +17 -10
- package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts.map +1 -1
- package/lib/esm/topology/HalfEdgeNodeXYZUV.js +38 -17
- package/lib/esm/topology/HalfEdgeNodeXYZUV.js.map +1 -1
- package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
- package/lib/esm/topology/HalfEdgePositionDetail.js.map +1 -1
- package/lib/esm/topology/HalfEdgePriorityQueue.js.map +1 -1
- package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
- package/lib/esm/topology/MaskManager.js.map +1 -1
- package/lib/esm/topology/Merging.d.ts +1 -1
- package/lib/esm/topology/Merging.d.ts.map +1 -1
- package/lib/esm/topology/Merging.js.map +1 -1
- package/lib/esm/topology/RegularizeFace.js.map +1 -1
- package/lib/esm/topology/SignedDataSummary.d.ts +13 -13
- package/lib/esm/topology/SignedDataSummary.d.ts.map +1 -1
- package/lib/esm/topology/SignedDataSummary.js +3 -3
- package/lib/esm/topology/SignedDataSummary.js.map +1 -1
- package/lib/esm/topology/SpaceTriangulation.js.map +1 -1
- package/lib/esm/topology/Triangulation.d.ts +1 -12
- package/lib/esm/topology/Triangulation.d.ts.map +1 -1
- package/lib/esm/topology/Triangulation.js.map +1 -1
- package/lib/esm/topology/XYParitySearchContext.d.ts +27 -21
- package/lib/esm/topology/XYParitySearchContext.d.ts.map +1 -1
- package/lib/esm/topology/XYParitySearchContext.js +73 -71
- package/lib/esm/topology/XYParitySearchContext.js.map +1 -1
- package/package.json +5 -5
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export class NodeXYZUV {
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set(node, x, y, z, u, v) {
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/** Set from `other` */
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setFrom(other) {
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* * node from the given HalfEdge.
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* * x,y,z as the coordinates of `node`.
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* * u as the xy dot product of vectorA with `ray.direction`, where vectorA is the vector from ray origin to
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* `node` coordinates.
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static createNodeAndRayOrigin(node, ray, result) {
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/** Create a `NodeXYZUV` with explicit node
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/** Create a `NodeXYZUV` with explicit `node`, xyz, uv. */
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static create(node, x = 0, y = 0, z = 0, u = 0, v = 0) {
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return new NodeXYZUV(node, x, y, z, u, v);
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/** Access the node. */
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get node() {
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}
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}
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}
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}
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/** Access the x,y,z coordinates as Point3d with optional caller-supplied result. */
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\nimport { Geometry } from \"../Geometry\";\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { HalfEdge } from \"./Graph\";\n\n/** @packageDocumentation\n * @module Topology\n */\n/**\n * Reference to a HalfEdge node with extra XYZ and UV data.\n * @internal\n */\nexport class NodeXYZUV {\n private _node: HalfEdge;\n private _x: number;\n private _y: number;\n private _z: number;\n private _u: number;\n private _v: number;\n /** Constructor */\n private constructor(node: HalfEdge, x: number, y: number, z: number, u: number, v: number) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._u = u;\n this._v = v;\n this._node = node;\n }\n /**\n * Set all content directly from args.\n * @returns `this` reference\n */\n public set(node: HalfEdge, x: number, y: number, z: number, u: number, v: number): NodeXYZUV {\n this._x = x;\n this._y = y;\n this._z = z;\n this._u = u;\n this._v = v;\n this._node = node;\n return this;\n }\n /** Set from `other` */\n public setFrom(other: NodeXYZUV): void {\n this._x = other.x;\n this._y = other.y;\n this._z = other.z;\n this._u = other.u;\n this._v = other.v;\n this._node = other.node;\n }\n /**\n * Create a `NodeXYZUV` with:\n * * node from the given HalfEdge.\n * * x,y,z as the coordinates of `node`.\n * * u as the xy dot product of vectorA with `ray.direction`, where vectorA is the vector from ray origin to\n * `node` coordinates.\n * * v as the xy cross product of `ray.direction` with vectorA.\n */\n public static createNodeAndRayOrigin(node: HalfEdge, ray: Ray3d, result?: NodeXYZUV): NodeXYZUV {\n const x = node.x;\n const y = node.y;\n const z = node.z;\n const dx = x - ray.origin.x;\n const dy = y - ray.origin.y;\n const u = Geometry.dotProductXYXY(dx, dy, ray.direction.x, ray.direction.y);\n const v = Geometry.crossProductXYXY(ray.direction.x, ray.direction.y, dx, dy);\n if (result)\n return result.set(node, x, y, z, u, v);\n return new NodeXYZUV(node, x, y, z, u, v);\n }\n /** Create a `NodeXYZUV` with explicit `node`, xyz, uv. */\n public static create(\n node: HalfEdge, x: number = 0, y: number = 0, z: number = 0, u: number = 0, v: number = 0,\n ): NodeXYZUV {\n return new NodeXYZUV(node, x, y, z, u, v);\n }\n /** Access the node. */\n public get node(): HalfEdge {\n return this._node;\n }\n /** Access the x coordinate. */\n public get x(): number {\n return this._x;\n }\n /** Access the y coordinate. */\n public get y(): number {\n return this._y;\n }\n /** Access the z coordinate. */\n public get z(): number {\n return this._z;\n }\n /** Access the u coordinate. */\n public get u(): number {\n return this._u;\n }\n /** Access the v coordinate. */\n public get v(): number {\n return this._v;\n }\n /** Access the x,y,z coordinates as Point3d with optional caller-supplied result. */\n public getXYZAsPoint3d(result?: Point3d): Point3d {\n return Point3d.create(this._x, this._y, this._z, result);\n }\n /** Access the uv coordinates as Point2d with optional caller-supplied result. */\n public getUVAsPoint2d(result?: Point2d): Point2d {\n return Point2d.create(this._u, this._v, result);\n }\n /** Toleranced comparison function for u coordinate */\n public classifyU(target: number, tol: number): number {\n const delta = this.u - target;\n if (Math.abs(delta) <= tol)\n return 0;\n return delta >= 0 ? 1 : -1;\n }\n /** Toleranced comparison function for v coordinate */\n public classifyV(target: number, tol: number): number {\n const delta = target - this._v;\n if (Math.abs(delta) <= tol)\n return 0;\n return delta >= 0 ? 1 : -1;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { HalfEdge } from \"./Graph\";\r\nimport { NodeXYZUV } from \"./HalfEdgeNodeXYZUV\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nexport enum RayClassification {\r\n RC_NoHits,\r\n RC_TargetOnVertex,\r\n RC_TargetOnEdge,\r\n RC_Bracket,\r\n RC_TargetBefore,\r\n RC_TargetAfter,\r\n}\r\n/* eslint-enable @typescript-eslint/naming-convention */\r\n\r\nexport class PointSearchContext {\r\n private _tol: number;\r\n private constructor(tol: number) {\r\n this._tol = tol;\r\n }\r\n public static create(tol: number = Geometry.smallMetricDistance) {\r\n return new PointSearchContext(tol);\r\n }\r\n private panic(): HalfEdgePositionDetail {\r\n return HalfEdgePositionDetail.create();\r\n }\r\n // From given edge start point\r\n // The edgeHit is reused as the result.\r\n public reAimFromEdge(\r\n edgeHit: HalfEdgePositionDetail,\r\n ray: Ray3d,\r\n targetDistance: number): HalfEdgePositionDetail {\r\n const nodeA = edgeHit.node!;\r\n const dataA = NodeXYZUV.createNodeAndRayOrigin(nodeA, ray);\r\n const dataB = NodeXYZUV.createNodeAndRayOrigin(nodeA.edgeMate, ray);\r\n const sideA = -dataA.classifyV(0.0, this._tol);\r\n const sideB = -dataB.classifyV(0.0, this._tol);\r\n let result;\r\n if (sideA * sideB < 0) {\r\n // Simple crossing -- just aim into a face\r\n if (sideA > 0) {\r\n result = edgeHit.resetAsFace(dataA.node);\r\n } else {\r\n result = edgeHit.resetAsFace(dataB.node);\r\n }\r\n } else if (sideA === 0 || sideB === 0) {\r\n // The usual case is both 0 i.e. ray is clearly along the edge.\r\n\r\n const alongA = dataA.classifyU(targetDistance, this._tol);\r\n const alongB = dataB.classifyU(targetDistance, this._tol);\r\n if (alongA === 0 && sideA === 0) {\r\n result = edgeHit.resetAsVertex(dataA.node);\r\n result.setITag(1);\r\n } else if (alongB === 0 && sideB === 0) {\r\n result = edgeHit.resetAsVertex(dataB.node);\r\n result.setITag(1);\r\n } else if (alongA * alongB < 0) {\r\n // target is within edge\r\n // (.. This is written for the case where both sideA and sideB are zero.\r\n // If only one is zero, this computes a close edge point but the strong \"on\" conclusion might be wrong)\r\n\r\n const edgeFraction = (targetDistance - dataA.u) / (dataB.u - dataA.u);\r\n result = edgeHit.resetAtEdgeAndFraction(dataA.node, edgeFraction);\r\n result.setITag(1);\r\n } else if (alongA < 0 && alongB < 0) {\r\n // target is beyond the edge -- move towards it.\r\n if (dataA.u > dataB.u)\r\n result = edgeHit.resetAsVertex(dataA.node);\r\n else\r\n result = edgeHit.resetAsVertex(dataB.node);\r\n } else {\r\n // This shouldn't happen -- maybe as if the initial edge point was not within the edge???\r\n if (Math.abs(dataA.u) < this._tol\r\n && Math.abs(dataA.v) < this._tol\r\n ) {\r\n result = edgeHit.resetAsVertex(dataA.node); // , dataA);\r\n } else if (Math.abs(dataB.u) < this._tol\r\n && Math.abs(dataB.v) < this._tol\r\n ) {\r\n result = edgeHit.resetAsVertex(dataB.node);\r\n } else {\r\n edgeHit.resetAsUnknown();\r\n result = this.panic();\r\n }\r\n }\r\n } else {\r\n // Both vertices are to same side of the line. This can't happen for edge point between nodes.\r\n edgeHit.resetAsUnknown();\r\n result = this.panic();\r\n }\r\n return result;\r\n }\r\n\r\n // From given edge start point, pick vertex or edge side for proceeding along ray.\r\n // RAY IS ASSUMED TO START AT THE VERTEX PRECISELY !!!!\r\n public reAimFromVertex(\r\n searchBase: HalfEdgePositionDetail,\r\n ray: Ray3d,\r\n targetDistance: number): HalfEdgePositionDetail {\r\n const vertexNode = searchBase.node;\r\n let result;\r\n let outboundEdge = vertexNode!;\r\n do {\r\n // DPoint3d xyzBase;\r\n // vu_getDPoint3d(& xyzBase, outboundEdge);\r\n const data0 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.faceSuccessor, ray);\r\n const data1 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.facePredecessor, ray);\r\n const u0 = data0.u;\r\n // double u1 = data1.GetU ();\r\n const v0 = data0.v;\r\n const v1 = data1.v;\r\n if (Math.abs(v0) < this._tol) {\r\n if (Math.abs(u0 - targetDistance) < this._tol) {\r\n // Direct hit at far end\r\n result = searchBase.resetAsVertex(data0.node);\r\n result.setITag(1);\r\n return result;\r\n } else if (u0 > targetDistance) {\r\n // Direct hig within edge\r\n const edgeFraction = targetDistance / u0;\r\n result = searchBase.resetAtEdgeAndFraction(outboundEdge, edgeFraction);\r\n return result;\r\n } else if (Math.abs(u0) <= this._tol) {\r\n // Unexpected direct hit on the base of the search, but call it a hit....\r\n result = searchBase.resetAsVertex(outboundEdge);\r\n result.setITag(1);\r\n return result;\r\n } else if (u0 > this._tol) {\r\n // Advance to vertex ...\r\n // double edgeFraction = targetDistance / u0;\r\n result = searchBase.resetAsVertex(data0.node);\r\n return result;\r\n } else {\r\n // Search direction is exactly opposite this edge.\r\n // See if the other side of the sector is turned even beyond that ...\r\n if (v1 > this._tol) {\r\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\r\n return result;\r\n }\r\n }\r\n } else if (v0 < -this._tol) {\r\n if (v1 > this._tol) {\r\n // The usual simple entry into an angle < 180\r\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\r\n return result;\r\n }\r\n }\r\n // NEEDS WORK: angle >= 180 cases !!!!\r\n outboundEdge = outboundEdge.vertexSuccessor;\r\n } while (outboundEdge !== vertexNode);\r\n return this.panic();\r\n }\r\n\r\n // Visit all edges around face.\r\n // reset lastBefore and firstAfter describing progress towards target distance on ray.\r\n public reAimAroundFace(\r\n faceNode: HalfEdge,\r\n ray: Ray3d,\r\n targetDistance: number, // !< distance to target point\r\n lastBefore: HalfEdgePositionDetail, // CALLER CREATED -- reset as first hit on negative side of ray.\r\n firstAfter: HalfEdgePositionDetail): RayClassification { // ! CALLER CREATED -- reset as first hit on positive side of ray.\r\n\r\n lastBefore.resetAsUndefinedWithTag(-Number.MAX_VALUE);\r\n firstAfter.resetAsUndefinedWithTag(Number.MAX_VALUE);\r\n const data0 = NodeXYZUV.createNodeAndRayOrigin(faceNode, ray);\r\n let data1;\r\n let node0 = faceNode;\r\n do {\r\n const node1 = node0.faceSuccessor;\r\n data1 = NodeXYZUV.createNodeAndRayOrigin(node1, ray, data1);\r\n const u0 = data0.u;\r\n const u1 = data1.u;\r\n const v0 = data0.v;\r\n const v1 = data1.v;\r\n if (Math.abs(v1) < this._tol) {\r\n // Vertex hit ...\r\n const vertexHit = HalfEdgePositionDetail.createVertex(node1);\r\n vertexHit.setDTag(u1);\r\n if (Math.abs(u1 - targetDistance) < this._tol) {\r\n firstAfter.setFrom(vertexHit);\r\n lastBefore.setFrom(vertexHit);\r\n return RayClassification.RC_TargetOnVertex;\r\n }\r\n if (u1 > targetDistance && u1 < firstAfter.getDTag()!)\r\n firstAfter.setFrom(vertexHit);\r\n if (u1 < targetDistance && u1 > lastBefore.getDTag()!)\r\n lastBefore.setFrom(vertexHit);\r\n } else if (v0 * v1 < 0.0) {\r\n // Edge Crossing ...\r\n const edgeFraction = - v0 / (v1 - v0);\r\n const uEdge = Geometry.interpolate(u0, edgeFraction, u1);\r\n const edgeHit = HalfEdgePositionDetail.createEdgeAtFraction(data0.node, edgeFraction);\r\n edgeHit.setDTag(uEdge);\r\n if (Math.abs(uEdge - targetDistance) <= this._tol) {\r\n firstAfter.setFrom(edgeHit);\r\n lastBefore.setFrom(edgeHit);\r\n return RayClassification.RC_TargetOnEdge;\r\n }\r\n if (uEdge > targetDistance && uEdge < firstAfter.getDTag()!) {\r\n firstAfter.setFrom(edgeHit);\r\n firstAfter.setITag(v0 > 0.0 ? -1 : 1);\r\n }\r\n if (uEdge < targetDistance && uEdge > lastBefore.getDTag()!) {\r\n lastBefore.setFrom(edgeHit);\r\n lastBefore.setDTag(uEdge);\r\n }\r\n }\r\n data0.setFrom(data1);\r\n node0 = node0.faceSuccessor;\r\n } while (node0 !== faceNode);\r\n// Returned to start node !!!\r\n const afterTag = firstAfter.getITag();\r\n firstAfter.setITag(0);\r\n lastBefore.setITag(0);\r\n if (lastBefore.isUnclassified) {\r\n if (firstAfter.isUnclassified)\r\n return RayClassification.RC_NoHits;\r\n return RayClassification.RC_TargetBefore;\r\n }\r\n if (firstAfter.isUnclassified\r\n || (firstAfter.isEdge && afterTag && afterTag < 0)) {\r\n return RayClassification.RC_TargetAfter;\r\n } else {\r\n return RayClassification.RC_Bracket;\r\n }\r\n }\r\n\r\n // Return false if target is reached !!!!\r\n /**\r\n * Set (replace contents) ray with\r\n * * `origin` at start\r\n * * `direction` is unit vector from start towards target\r\n * * `a` is distance from start to target.\r\n * @param start existing position\r\n * @param target target xy coordinates\r\n * @param ray ray to update\r\n */\r\n public setSearchRay(start: HalfEdgePositionDetail, target: Point3d, ray: Ray3d): boolean {\r\n ray.origin.setFromPoint3d(start);\r\n Vector3d.createStartEnd(ray.origin, target, ray.direction);\r\n ray.direction.z = 0.0;\r\n const distanceToTarget = ray.direction.magnitudeXY();\r\n ray.a = ray.direction.magnitude();\r\n ray.direction.scaleInPlace(1 / ray.a);\r\n return distanceToTarget >= this._tol;\r\n }\r\n}\r\n"]}
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Topology\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { HalfEdge } from \"./Graph\";\nimport { NodeXYZUV } from \"./HalfEdgeNodeXYZUV\";\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\nexport enum RayClassification {\n RC_NoHits,\n RC_TargetOnVertex,\n RC_TargetOnEdge,\n RC_Bracket,\n RC_TargetBefore,\n RC_TargetAfter,\n}\n/* eslint-enable @typescript-eslint/naming-convention */\n\nexport class PointSearchContext {\n private _tol: number;\n private constructor(tol: number) {\n this._tol = tol;\n }\n public static create(tol: number = Geometry.smallMetricDistance) {\n return new PointSearchContext(tol);\n }\n private panic(): HalfEdgePositionDetail {\n return HalfEdgePositionDetail.create();\n }\n // From given edge start point\n // The edgeHit is reused as the result.\n public reAimFromEdge(\n edgeHit: HalfEdgePositionDetail,\n ray: Ray3d,\n targetDistance: number): HalfEdgePositionDetail {\n const nodeA = edgeHit.node!;\n const dataA = NodeXYZUV.createNodeAndRayOrigin(nodeA, ray);\n const dataB = NodeXYZUV.createNodeAndRayOrigin(nodeA.edgeMate, ray);\n const sideA = -dataA.classifyV(0.0, this._tol);\n const sideB = -dataB.classifyV(0.0, this._tol);\n let result;\n if (sideA * sideB < 0) {\n // Simple crossing -- just aim into a face\n if (sideA > 0) {\n result = edgeHit.resetAsFace(dataA.node);\n } else {\n result = edgeHit.resetAsFace(dataB.node);\n }\n } else if (sideA === 0 || sideB === 0) {\n // The usual case is both 0 i.e. ray is clearly along the edge.\n\n const alongA = dataA.classifyU(targetDistance, this._tol);\n const alongB = dataB.classifyU(targetDistance, this._tol);\n if (alongA === 0 && sideA === 0) {\n result = edgeHit.resetAsVertex(dataA.node);\n result.setITag(1);\n } else if (alongB === 0 && sideB === 0) {\n result = edgeHit.resetAsVertex(dataB.node);\n result.setITag(1);\n } else if (alongA * alongB < 0) {\n // target is within edge\n // (.. This is written for the case where both sideA and sideB are zero.\n // If only one is zero, this computes a close edge point but the strong \"on\" conclusion might be wrong)\n\n const edgeFraction = (targetDistance - dataA.u) / (dataB.u - dataA.u);\n result = edgeHit.resetAtEdgeAndFraction(dataA.node, edgeFraction);\n result.setITag(1);\n } else if (alongA < 0 && alongB < 0) {\n // target is beyond the edge -- move towards it.\n if (dataA.u > dataB.u)\n result = edgeHit.resetAsVertex(dataA.node);\n else\n result = edgeHit.resetAsVertex(dataB.node);\n } else {\n // This shouldn't happen -- maybe as if the initial edge point was not within the edge???\n if (Math.abs(dataA.u) < this._tol\n && Math.abs(dataA.v) < this._tol\n ) {\n result = edgeHit.resetAsVertex(dataA.node); // , dataA);\n } else if (Math.abs(dataB.u) < this._tol\n && Math.abs(dataB.v) < this._tol\n ) {\n result = edgeHit.resetAsVertex(dataB.node);\n } else {\n edgeHit.resetAsUnknown();\n result = this.panic();\n }\n }\n } else {\n // Both vertices are to same side of the line. This can't happen for edge point between nodes.\n edgeHit.resetAsUnknown();\n result = this.panic();\n }\n return result;\n }\n\n // From given edge start point, pick vertex or edge side for proceeding along ray.\n // RAY IS ASSUMED TO START AT THE VERTEX PRECISELY !!!!\n public reAimFromVertex(\n searchBase: HalfEdgePositionDetail,\n ray: Ray3d,\n targetDistance: number): HalfEdgePositionDetail {\n const vertexNode = searchBase.node;\n let result;\n let outboundEdge = vertexNode!;\n do {\n // DPoint3d xyzBase;\n // vu_getDPoint3d(& xyzBase, outboundEdge);\n const data0 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.faceSuccessor, ray);\n const data1 = NodeXYZUV.createNodeAndRayOrigin(outboundEdge.facePredecessor, ray);\n const u0 = data0.u;\n // double u1 = data1.GetU ();\n const v0 = data0.v;\n const v1 = data1.v;\n if (Math.abs(v0) < this._tol) {\n if (Math.abs(u0 - targetDistance) < this._tol) {\n // Direct hit at far end\n result = searchBase.resetAsVertex(data0.node);\n result.setITag(1);\n return result;\n } else if (u0 > targetDistance) {\n // Direct hig within edge\n const edgeFraction = targetDistance / u0;\n result = searchBase.resetAtEdgeAndFraction(outboundEdge, edgeFraction);\n return result;\n } else if (Math.abs(u0) <= this._tol) {\n // Unexpected direct hit on the base of the search, but call it a hit....\n result = searchBase.resetAsVertex(outboundEdge);\n result.setITag(1);\n return result;\n } else if (u0 > this._tol) {\n // Advance to vertex ...\n // double edgeFraction = targetDistance / u0;\n result = searchBase.resetAsVertex(data0.node);\n return result;\n } else {\n // Search direction is exactly opposite this edge.\n // See if the other side of the sector is turned even beyond that ...\n if (v1 > this._tol) {\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\n return result;\n }\n }\n } else if (v0 < -this._tol) {\n if (v1 > this._tol) {\n // The usual simple entry into an angle < 180\n result = searchBase.resetAsFace(outboundEdge, outboundEdge);\n return result;\n }\n }\n // NEEDS WORK: angle >= 180 cases !!!!\n outboundEdge = outboundEdge.vertexSuccessor;\n } while (outboundEdge !== vertexNode);\n return this.panic();\n }\n\n // Visit all edges around face.\n // reset lastBefore and firstAfter describing progress towards target distance on ray.\n public reAimAroundFace(\n faceNode: HalfEdge,\n ray: Ray3d,\n targetDistance: number, // !< distance to target point\n lastBefore: HalfEdgePositionDetail, // CALLER CREATED -- reset as first hit on negative side of ray.\n firstAfter: HalfEdgePositionDetail): RayClassification { // ! CALLER CREATED -- reset as first hit on positive side of ray.\n\n lastBefore.resetAsUndefinedWithTag(-Number.MAX_VALUE);\n firstAfter.resetAsUndefinedWithTag(Number.MAX_VALUE);\n const data0 = NodeXYZUV.createNodeAndRayOrigin(faceNode, ray);\n let data1;\n let node0 = faceNode;\n do {\n const node1 = node0.faceSuccessor;\n data1 = NodeXYZUV.createNodeAndRayOrigin(node1, ray, data1);\n const u0 = data0.u;\n const u1 = data1.u;\n const v0 = data0.v;\n const v1 = data1.v;\n if (Math.abs(v1) < this._tol) {\n // Vertex hit ...\n const vertexHit = HalfEdgePositionDetail.createVertex(node1);\n vertexHit.setDTag(u1);\n if (Math.abs(u1 - targetDistance) < this._tol) {\n firstAfter.setFrom(vertexHit);\n lastBefore.setFrom(vertexHit);\n return RayClassification.RC_TargetOnVertex;\n }\n if (u1 > targetDistance && u1 < firstAfter.getDTag()!)\n firstAfter.setFrom(vertexHit);\n if (u1 < targetDistance && u1 > lastBefore.getDTag()!)\n lastBefore.setFrom(vertexHit);\n } else if (v0 * v1 < 0.0) {\n // Edge Crossing ...\n const edgeFraction = - v0 / (v1 - v0);\n const uEdge = Geometry.interpolate(u0, edgeFraction, u1);\n const edgeHit = HalfEdgePositionDetail.createEdgeAtFraction(data0.node, edgeFraction);\n edgeHit.setDTag(uEdge);\n if (Math.abs(uEdge - targetDistance) <= this._tol) {\n firstAfter.setFrom(edgeHit);\n lastBefore.setFrom(edgeHit);\n return RayClassification.RC_TargetOnEdge;\n }\n if (uEdge > targetDistance && uEdge < firstAfter.getDTag()!) {\n firstAfter.setFrom(edgeHit);\n firstAfter.setITag(v0 > 0.0 ? -1 : 1);\n }\n if (uEdge < targetDistance && uEdge > lastBefore.getDTag()!) {\n lastBefore.setFrom(edgeHit);\n lastBefore.setDTag(uEdge);\n }\n }\n data0.setFrom(data1);\n node0 = node0.faceSuccessor;\n } while (node0 !== faceNode);\n// Returned to start node !!!\n const afterTag = firstAfter.getITag();\n firstAfter.setITag(0);\n lastBefore.setITag(0);\n if (lastBefore.isUnclassified) {\n if (firstAfter.isUnclassified)\n return RayClassification.RC_NoHits;\n return RayClassification.RC_TargetBefore;\n }\n if (firstAfter.isUnclassified\n || (firstAfter.isEdge && afterTag && afterTag < 0)) {\n return RayClassification.RC_TargetAfter;\n } else {\n return RayClassification.RC_Bracket;\n }\n }\n\n // Return false if target is reached !!!!\n /**\n * Set (replace contents) ray with\n * * `origin` at start\n * * `direction` is unit vector from start towards target\n * * `a` is distance from start to target.\n * @param start existing position\n * @param target target xy coordinates\n * @param ray ray to update\n */\n public setSearchRay(start: HalfEdgePositionDetail, target: Point3d, ray: Ray3d): boolean {\n ray.origin.setFromPoint3d(start);\n Vector3d.createStartEnd(ray.origin, target, ray.direction);\n ray.direction.z = 0.0;\n const distanceToTarget = ray.direction.magnitudeXY();\n ray.a = ray.direction.magnitude();\n ray.direction.scaleInPlace(1 / ray.a);\n return distanceToTarget >= this._tol;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/**\r\n * Enumeration of categorization of \"where\" a HalfEdgePositionDetail is sitting in the graph.\r\n */\r\nexport enum HalfEdgeTopo {\r\n /** No known position */\r\n None = 0,\r\n /** Sitting at a vertex, reached by a ray in this sector */\r\n Vertex = 1,\r\n /** Sitting on an edge */\r\n Edge = 2,\r\n /** Face point (before hitting barrier edge) */\r\n Face = 3,\r\n /** Exterior point (after hitting barrier edge at fraction)\r\n * Fraction is 0 if exterior point \"in sweep around exterior corner\"\r\n */\r\n ExteriorFace\r\n}\r\n/**\r\n * Description of a generalized position within a graph, categorized as:\r\n * * \"at a certain node around a vertex\"\r\n * * \"at a fractional position along an edge\r\n * * \"within a face\"\r\n */\r\nexport class HalfEdgePositionDetail {\r\n /** the relevant node */\r\n private _node?: HalfEdge;\r\n /** The current coordinates */\r\n public x: number;\r\n public y: number;\r\n public z: number;\r\n /** fractional position along edge. Only defined if the topo tag is `HalfEdgeTopo.Edge` */\r\n private _edgeFraction?: number;\r\n /** Enumeration of status vertex, edge, or face status. */\r\n private _topo: HalfEdgeTopo;\r\n /** first data tag */\r\n private _iTag?: number;\r\n /** second data tag */\r\n private _dTag?: number;\r\n /** Special case for point on edge or vertex but target beyond and exterior. */\r\n private _isExteriorTarget?: boolean;\r\n /** Constructor.\r\n * * The point is CAPTURED. (static `create` methods normally clone their inputs.)\r\n */\r\n private constructor(node: HalfEdge | undefined, x: number, y: number, z: number, topo: HalfEdgeTopo, edgeFraction?: number, iTag?: number, dTag?: number, isExteriorTarget?: boolean) {\r\n this._node = node;\r\n this.x = x; this.y = y; this.z = z;\r\n this._topo = topo;\r\n this._edgeFraction = edgeFraction;\r\n this._iTag = iTag;\r\n this._dTag = dTag;\r\n this._isExteriorTarget = isExteriorTarget;\r\n }\r\n\r\n /** Copy (clones of) all data from other */\r\n public setFrom(other: HalfEdgePositionDetail) {\r\n this._node = other._node;\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this._topo = other._topo;\r\n this._edgeFraction = other._edgeFraction;\r\n this._iTag = other._iTag;\r\n this._dTag = other._dTag;\r\n }\r\n /** reset to null topo state. */\r\n public resetAsUnknown() {\r\n this._node = undefined;\r\n this._topo = HalfEdgeTopo.None;\r\n }\r\n /** Create with null data. */\r\n public static create(): HalfEdgePositionDetail {\r\n const detail = new HalfEdgePositionDetail(undefined, 0, 0, 0, HalfEdgeTopo.None);\r\n return detail;\r\n }\r\n public getITag(): number | undefined { return this._iTag; }\r\n public setITag(value: number): void { this._iTag = value; }\r\n\r\n public getDTag(): number | undefined { return this._dTag; }\r\n public setDTag(value: number): void { this._dTag = value; }\r\n public getTopo(): HalfEdgeTopo { return this._topo; }\r\n\r\n /** Create with node, fraction along edge, marked as \"HalfEdgeTopo.Edge\". Compute interpolated xyz on the edge */\r\n public static createEdgeAtFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n const node1 = node.faceSuccessor;\r\n const x = Geometry.interpolate(node.x, edgeFraction, node1.x);\r\n const y = Geometry.interpolate(node.y, edgeFraction, node1.y);\r\n const z = Geometry.interpolate(node.z, edgeFraction, node1.z);\r\n return new HalfEdgePositionDetail(node, x, y, z, HalfEdgeTopo.Edge, edgeFraction);\r\n }\r\n\r\n /** reassign contents so this instance becomes a face hit.\r\n * @param node new node value. If missing, current node is left unchanged.\r\n * @param xyz new coordinates. if missing, current coordinates are left unchanged.\r\n */\r\n public resetAsFace(node?: HalfEdge, xyz?: XYAndZ): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Face;\r\n if (node)\r\n this._node = node;\r\n if (xyz) {\r\n this.x = xyz.x;\r\n this.y = xyz.y;\r\n this.z = xyz.z;\r\n }\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n\r\n /** reassign contents so this instance has dTag but no node or HalfEdgeTopo\r\n */\r\n public resetAsUndefinedWithTag(dTag: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.None;\r\n this._dTag = 0;\r\n this._iTag = 0;\r\n this._dTag = dTag;\r\n this._node = undefined;\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n\r\n /** reassign contents so this instance becomes an edge hit\r\n * @param node new node value.\r\n * @param edgeFraction new edge fraction. xyz is recomputed from this edge and its face successor.\r\n */\r\n public resetAtEdgeAndFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Edge;\r\n this._node = node;\r\n const nodeB = node.faceSuccessor;\r\n this._edgeFraction = edgeFraction;\r\n this.x = Geometry.interpolate(node.x, edgeFraction, nodeB.x);\r\n this.y = Geometry.interpolate(node.y, edgeFraction, nodeB.y);\r\n this.z = Geometry.interpolate(node.z, edgeFraction, nodeB.z);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n\r\n /** Create at a node.\r\n * * Take xyz from the node.\r\n */\r\n public static createVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);\r\n }\r\n\r\n /** Mark as \"HalfEdgeTopo.Vertex\"\r\n */\r\n public resetAsVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Vertex;\r\n this._node = node;\r\n this._edgeFraction = 0.0;\r\n this.setXYZFromNode(node);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /** Set the flag for an exterior relationship to target. */\r\n public setIsExteriorTarget(isExterior: boolean | undefined) {\r\n this._isExteriorTarget = isExterior;\r\n }\r\n /** Copy x,y,z from the node to this instance local values. */\r\n public setXYZFromNode(node: HalfEdge) {\r\n this.x = node.x;\r\n this.y = node.y;\r\n this.z = node.z;\r\n }\r\n /**\r\n * Return the (possibly undefined) edge fraction.\r\n */\r\n public get edgeFraction(): number | undefined {\r\n return this._edgeFraction;\r\n }\r\n /** property access for the flag for an exterior relationship to target.\r\n * * undefined flag is returned as false.\r\n */\r\n public get isExteriorTarget(): boolean {\r\n return this._isExteriorTarget !== undefined ? this._isExteriorTarget : false;\r\n }\r\n\r\n /** Return true if this detail is marked as being within a face. */\r\n public get isFace(): boolean { return this._topo === HalfEdgeTopo.Face; }\r\n /** Return true if this detail is marked as being within an edge. */\r\n public get isEdge(): boolean { return this._topo === HalfEdgeTopo.Edge; }\r\n /** Return true if this detail is marked as being at a vertex. */\r\n public get isVertex(): boolean { return this._topo === HalfEdgeTopo.Vertex; }\r\n /** Return true if this detail has no vertex, edge, or face qualifier. */\r\n public get isUnclassified(): boolean { return this._topo === HalfEdgeTopo.None; }\r\n\r\n /** Return the node reference from this detail */\r\n public get node(): HalfEdge | undefined { return this._node; }\r\n /** Return the (clone of, or optional filled in result) coordinates from this detail. */\r\n public clonePoint(result?: Point3d): Point3d { return Point3d.create(this.x, this.y, this.z, result); }\r\n\r\n /*\r\n // If candidateKey is less than resultKey, replace resultPos and resultKey\r\n // by the candidate data.\r\n public updateMinimizer(\r\n HalfEdgePositionDetail & resultPos, number & resultKey,\r\n : HalfEdgePositionDetail & candidatePos, candidateKey: number\r\n ): boolean {\r\n if (candidateKey < resultKey) {\r\n resultKey = candidateKey;\r\n resultPos = candidatePos;\r\n return true;\r\n }\r\n return false;\r\n }\r\n */\r\n\r\n public isAtXY(x: number, y: number): boolean {\r\n return this._topo !== HalfEdgeTopo.None && Geometry.isSameCoordinate(this.x, x) && Geometry.isSameCoordinate(this.y, y);\r\n\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Topology\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\nimport { HalfEdge } from \"./Graph\";\n\n/**\n * Enumeration of categorization of \"where\" a HalfEdgePositionDetail is sitting in the graph.\n */\nexport enum HalfEdgeTopo {\n /** No known position */\n None = 0,\n /** Sitting at a vertex, reached by a ray in this sector */\n Vertex = 1,\n /** Sitting on an edge */\n Edge = 2,\n /** Face point (before hitting barrier edge) */\n Face = 3,\n /** Exterior point (after hitting barrier edge at fraction)\n * Fraction is 0 if exterior point \"in sweep around exterior corner\"\n */\n ExteriorFace\n}\n/**\n * Description of a generalized position within a graph, categorized as:\n * * \"at a certain node around a vertex\"\n * * \"at a fractional position along an edge\n * * \"within a face\"\n */\nexport class HalfEdgePositionDetail {\n /** the relevant node */\n private _node?: HalfEdge;\n /** The current coordinates */\n public x: number;\n public y: number;\n public z: number;\n /** fractional position along edge. Only defined if the topo tag is `HalfEdgeTopo.Edge` */\n private _edgeFraction?: number;\n /** Enumeration of status vertex, edge, or face status. */\n private _topo: HalfEdgeTopo;\n /** first data tag */\n private _iTag?: number;\n /** second data tag */\n private _dTag?: number;\n /** Special case for point on edge or vertex but target beyond and exterior. */\n private _isExteriorTarget?: boolean;\n /** Constructor.\n * * The point is CAPTURED. (static `create` methods normally clone their inputs.)\n */\n private constructor(node: HalfEdge | undefined, x: number, y: number, z: number, topo: HalfEdgeTopo, edgeFraction?: number, iTag?: number, dTag?: number, isExteriorTarget?: boolean) {\n this._node = node;\n this.x = x; this.y = y; this.z = z;\n this._topo = topo;\n this._edgeFraction = edgeFraction;\n this._iTag = iTag;\n this._dTag = dTag;\n this._isExteriorTarget = isExteriorTarget;\n }\n\n /** Copy (clones of) all data from other */\n public setFrom(other: HalfEdgePositionDetail) {\n this._node = other._node;\n this.x = other.x;\n this.y = other.y;\n this.z = other.z;\n this._topo = other._topo;\n this._edgeFraction = other._edgeFraction;\n this._iTag = other._iTag;\n this._dTag = other._dTag;\n }\n /** reset to null topo state. */\n public resetAsUnknown() {\n this._node = undefined;\n this._topo = HalfEdgeTopo.None;\n }\n /** Create with null data. */\n public static create(): HalfEdgePositionDetail {\n const detail = new HalfEdgePositionDetail(undefined, 0, 0, 0, HalfEdgeTopo.None);\n return detail;\n }\n public getITag(): number | undefined { return this._iTag; }\n public setITag(value: number): void { this._iTag = value; }\n\n public getDTag(): number | undefined { return this._dTag; }\n public setDTag(value: number): void { this._dTag = value; }\n public getTopo(): HalfEdgeTopo { return this._topo; }\n\n /** Create with node, fraction along edge, marked as \"HalfEdgeTopo.Edge\". Compute interpolated xyz on the edge */\n public static createEdgeAtFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\n const node1 = node.faceSuccessor;\n const x = Geometry.interpolate(node.x, edgeFraction, node1.x);\n const y = Geometry.interpolate(node.y, edgeFraction, node1.y);\n const z = Geometry.interpolate(node.z, edgeFraction, node1.z);\n return new HalfEdgePositionDetail(node, x, y, z, HalfEdgeTopo.Edge, edgeFraction);\n }\n\n /** reassign contents so this instance becomes a face hit.\n * @param node new node value. If missing, current node is left unchanged.\n * @param xyz new coordinates. if missing, current coordinates are left unchanged.\n */\n public resetAsFace(node?: HalfEdge, xyz?: XYAndZ): HalfEdgePositionDetail {\n this._topo = HalfEdgeTopo.Face;\n if (node)\n this._node = node;\n if (xyz) {\n this.x = xyz.x;\n this.y = xyz.y;\n this.z = xyz.z;\n }\n this._isExteriorTarget = undefined;\n return this;\n }\n\n /** reassign contents so this instance has dTag but no node or HalfEdgeTopo\n */\n public resetAsUndefinedWithTag(dTag: number): HalfEdgePositionDetail {\n this._topo = HalfEdgeTopo.None;\n this._dTag = 0;\n this._iTag = 0;\n this._dTag = dTag;\n this._node = undefined;\n this._isExteriorTarget = undefined;\n return this;\n }\n\n /** reassign contents so this instance becomes an edge hit\n * @param node new node value.\n * @param edgeFraction new edge fraction. xyz is recomputed from this edge and its face successor.\n */\n public resetAtEdgeAndFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\n this._topo = HalfEdgeTopo.Edge;\n this._node = node;\n const nodeB = node.faceSuccessor;\n this._edgeFraction = edgeFraction;\n this.x = Geometry.interpolate(node.x, edgeFraction, nodeB.x);\n this.y = Geometry.interpolate(node.y, edgeFraction, nodeB.y);\n this.z = Geometry.interpolate(node.z, edgeFraction, nodeB.z);\n this._isExteriorTarget = undefined;\n return this;\n }\n\n /** Create at a node.\n * * Take xyz from the node.\n */\n public static createVertex(node: HalfEdge): HalfEdgePositionDetail {\n return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);\n }\n\n /** Mark as \"HalfEdgeTopo.Vertex\"\n */\n public resetAsVertex(node: HalfEdge): HalfEdgePositionDetail {\n this._topo = HalfEdgeTopo.Vertex;\n this._node = node;\n this._edgeFraction = 0.0;\n this.setXYZFromNode(node);\n this._isExteriorTarget = undefined;\n return this;\n }\n /** Set the flag for an exterior relationship to target. */\n public setIsExteriorTarget(isExterior: boolean | undefined) {\n this._isExteriorTarget = isExterior;\n }\n /** Copy x,y,z from the node to this instance local values. */\n public setXYZFromNode(node: HalfEdge) {\n this.x = node.x;\n this.y = node.y;\n this.z = node.z;\n }\n /**\n * Return the (possibly undefined) edge fraction.\n */\n public get edgeFraction(): number | undefined {\n return this._edgeFraction;\n }\n /** property access for the flag for an exterior relationship to target.\n * * undefined flag is returned as false.\n */\n public get isExteriorTarget(): boolean {\n return this._isExteriorTarget !== undefined ? this._isExteriorTarget : false;\n }\n\n /** Return true if this detail is marked as being within a face. */\n public get isFace(): boolean { return this._topo === HalfEdgeTopo.Face; }\n /** Return true if this detail is marked as being within an edge. */\n public get isEdge(): boolean { return this._topo === HalfEdgeTopo.Edge; }\n /** Return true if this detail is marked as being at a vertex. */\n public get isVertex(): boolean { return this._topo === HalfEdgeTopo.Vertex; }\n /** Return true if this detail has no vertex, edge, or face qualifier. */\n public get isUnclassified(): boolean { return this._topo === HalfEdgeTopo.None; }\n\n /** Return the node reference from this detail */\n public get node(): HalfEdge | undefined { return this._node; }\n /** Return the (clone of, or optional filled in result) coordinates from this detail. */\n public clonePoint(result?: Point3d): Point3d { return Point3d.create(this.x, this.y, this.z, result); }\n\n /*\n // If candidateKey is less than resultKey, replace resultPos and resultKey\n // by the candidate data.\n public updateMinimizer(\n HalfEdgePositionDetail & resultPos, number & resultKey,\n : HalfEdgePositionDetail & candidatePos, candidateKey: number\n ): boolean {\n if (candidateKey < resultKey) {\n resultKey = candidateKey;\n resultPos = candidatePos;\n return true;\n }\n return false;\n }\n */\n\n public isAtXY(x: number, y: number): boolean {\n return this._topo !== HalfEdgeTopo.None && Geometry.isSameCoordinate(this.x, x) && Geometry.isSameCoordinate(this.y, y);\n\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary. (e.g. as typically marked with HalfEdgeMask.EXTERIOR)\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n // Temporaries used in reAimFromFace\r\n // private _lastBefore: HalfEdgePositionDetail;\r\n // private _firstAfter: HalfEdgePositionDetail;\r\n\r\n private constructor(graph: HalfEdgeGraph) {\r\n this._graph = graph;\r\n this._edgeSet = MarkedEdgeSet.create(graph)!;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n // this._lastBefore = HalfEdgePositionDetail.create();\r\n // this._firstAfter = HalfEdgePositionDetail.create();\r\n }\r\n /** Create a new context referencing the graph. */\r\n public static create(graph: HalfEdgeGraph) {\r\n return new InsertAndRetriangulateContext(graph);\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph { return this._graph; }\r\n // Walk face from edgeNode; insert new edges back to start node from all except\r\n // immediate successor and predecessor.\r\n // insert all new nodes, and nodes of the existing face, in edgeSet.\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n this._edgeSet.addAroundFace(centralNode);\r\n if (numNode < 4 || centralNode.signedFaceArea() <= 0.0)\r\n return;\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n\r\n /** Return a (reference to!) the current position in the graph */\r\n public get currentPosition() { return this._searcher; }\r\n /**\r\n * Linear search through the graph\r\n * * Returns a HalfEdgePositionDetail for the nearest edge or vertex.\r\n * @param xyz\r\n */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeB);\r\n position.setDTag(distanceC);\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceC);\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceA);\r\n }\r\n }\r\n return position;\r\n }\r\n\r\n public resetSearch(xyz: Point3d, maxDim: number) {\r\n if (maxDim > 0)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n public insertAndRetriangulate(xyz: Point3d, newZWins: boolean): boolean {\r\n this.moveToPoint(this._searcher, xyz);\r\n const seedNode = this._searcher.node;\r\n let stat = false;\r\n if (seedNode === undefined) {\r\n } else if (this._searcher.isFace) {\r\n if (!seedNode.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newInteriorNode = this._graph.createEdgeXYZHalfEdge(xyz.x, xyz.y, xyz.z, 0, seedNode, 0);\r\n this.retriangulateFromBaseVertex(newInteriorNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newInteriorNode);\r\n }\r\n stat = true;\r\n } else if (this._searcher.isEdge) {\r\n const newA = this._graph.splitEdgeAtFraction(seedNode, this._searcher.edgeFraction!);\r\n const newB = newA.vertexPredecessor;\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n stat = true;\r\n } else if (this._searcher.isVertex) {\r\n // There's already a vertex there. Maybe the z is different.\r\n if (newZWins)\r\n seedNode.setXYZAroundVertex(xyz.x, xyz.y, xyz.z);\r\n stat = true;\r\n } else {\r\n stat = false;\r\n }\r\n return stat;\r\n }\r\n\r\n // Advance movingPosition to a face, edge, or vertex position detail that contains xyz.\r\n // Prior content in movingPosition is used as seed.\r\n // Return true if successful.\r\n public moveToPoint(movingPosition: HalfEdgePositionDetail, xyz: Point3d, announcer?: (position: HalfEdgePositionDetail) => boolean): boolean {\r\n const psc = PointSearchContext.create();\r\n movingPosition.setITag(0);\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, 0);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n let trap = 0;\r\n // double tol = vu_getMergeTol (pGraph);\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.getITag() === 0 && trap < 2;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, xyz, ray)) {\r\n return false;\r\n } else if (movingPosition.isFace) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore` !!\r\n switch (rc) {\r\n case RayClassification.RC_NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetBefore: {\r\n movingPosition.resetAsFace(movingPosition.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetAfter: {\r\n if (movingPosition.node === lastBefore.node\r\n && movingPosition.isFace\r\n && (lastBefore.isEdge || lastBefore.isVertex)){\r\n trap++;\r\n } else {\r\n trap = 0;\r\n }\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n if (movingPosition.isAtXY(xyz.x, xyz.y))\r\n return true;\r\n if (trap > 1) {\r\n // Ugh. We exited the loop by repeatedly hitting the same node\r\n // with edge or vertex type in lastBefore.\r\n // This happens only when the target point is exterior.\r\n // (Heavy triangulation use cases start with a convex hull and only do interior intersections,\r\n // so case only happens in contrived unit tests.... so far ...)\r\n // What to mark?\r\n // Leave it as is, but mark as exterior target\r\n //\r\n if (movingPosition.node !== undefined) {\r\n movingPosition.setIsExteriorTarget(true);\r\n }\r\n return false;\r\n }\r\n // Murky here ... should never be hit. Has never been hit in unit tests.\r\n return false;\r\n }\r\n\r\n}\r\n// Create a VuPositionDetail for specified fraction along any unmasked edge.\r\nfunction moveToAnyUnmaskedEdge(graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n"]}
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Topology\n */\n\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { SmallSystem } from \"../numerics/Polynomials\";\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\nimport { Triangulator } from \"./Triangulation\";\n\n/**\n * Context for repeated insertion of new points in a graph.\n * * Initial graph should have clean outer boundary. (e.g. as typically marked with HalfEdgeMask.EXTERIOR)\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\n * can reuse that position as start for walking to the new point.\n */\nexport class InsertAndRetriangulateContext {\n private _graph: HalfEdgeGraph;\n private _edgeSet: MarkedEdgeSet;\n private _searcher: HalfEdgePositionDetail;\n // Temporaries used in reAimFromFace\n // private _lastBefore: HalfEdgePositionDetail;\n // private _firstAfter: HalfEdgePositionDetail;\n\n private constructor(graph: HalfEdgeGraph) {\n this._graph = graph;\n this._edgeSet = MarkedEdgeSet.create(graph)!;\n this._searcher = HalfEdgePositionDetail.create();\n // this._lastBefore = HalfEdgePositionDetail.create();\n // this._firstAfter = HalfEdgePositionDetail.create();\n }\n /** Create a new context referencing the graph. */\n public static create(graph: HalfEdgeGraph) {\n return new InsertAndRetriangulateContext(graph);\n }\n /** Query the (pointer to) the graph in the context. */\n public get graph(): HalfEdgeGraph { return this._graph; }\n // Walk face from edgeNode; insert new edges back to start node from all except\n // immediate successor and predecessor.\n // insert all new nodes, and nodes of the existing face, in edgeSet.\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\n const numNode = centralNode.countEdgesAroundFace();\n this._edgeSet.addAroundFace(centralNode);\n if (numNode < 4 || centralNode.signedFaceArea() <= 0.0)\n return;\n const numEdge = numNode - 3;\n let farNode = centralNode.faceSuccessor;\n let nearNode = centralNode;\n for (let i = 0; i < numEdge; i++) {\n farNode = farNode.faceSuccessor;\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\n farNode = nearNode.faceSuccessor;\n this._edgeSet.addToSet(nearNode);\n }\n }\n /** Reset the \"current\" position to unknown state. */\n public reset() {\n this._searcher = HalfEdgePositionDetail.create();\n }\n\n /** Return a (reference to!) the current position in the graph */\n public get currentPosition() { return this._searcher; }\n /**\n * Linear search through the graph\n * * Returns a HalfEdgePositionDetail for the nearest edge or vertex.\n * @param xyz\n */\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\n const position = HalfEdgePositionDetail.create();\n position.setDTag(Number.MAX_VALUE);\n const xyzC = Point3d.create();\n let fractionC;\n let distanceC;\n for (const nodeA of this._graph.allHalfEdges) {\n const nodeB = nodeA.faceSuccessor;\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\n if (fractionC !== undefined) {\n if (fractionC > 1.0) {\n distanceC = xyz.distanceXY(nodeB);\n if (distanceC < position.getDTag()!) {\n position.resetAsVertex(nodeB);\n position.setDTag(distanceC);\n }\n } else if (fractionC < 0.0) {\n distanceC = xyz.distanceXY(nodeA);\n if (distanceC < position.getDTag()!) {\n position.resetAsVertex(nodeA);\n position.setDTag(distanceC);\n }\n } else {\n nodeA.fractionToPoint3d(fractionC, xyzC);\n\n distanceC = xyz.distanceXY(xyzC);\n if (distanceC < position.getDTag()!) {\n position.resetAtEdgeAndFraction(nodeA, fractionC);\n }\n }\n }\n }\n return position;\n }\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\n const position = HalfEdgePositionDetail.create();\n position.setDTag(Number.MAX_VALUE);\n let distanceA;\n for (const nodeA of this._graph.allHalfEdges) {\n distanceA = xyz.distanceXY(nodeA);\n if (distanceA < position.getDTag()!) {\n position.resetAsVertex(nodeA);\n position.setDTag(distanceA);\n }\n }\n return position;\n }\n\n public resetSearch(xyz: Point3d, maxDim: number) {\n if (maxDim > 0)\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\n else\n this._searcher = this.searchForNearestVertex(xyz);\n }\n public insertAndRetriangulate(xyz: Point3d, newZWins: boolean): boolean {\n this.moveToPoint(this._searcher, xyz);\n const seedNode = this._searcher.node;\n let stat = false;\n if (seedNode === undefined) {\n } else if (this._searcher.isFace) {\n if (!seedNode.isMaskSet(HalfEdgeMask.EXTERIOR)) {\n const newInteriorNode = this._graph.createEdgeXYZHalfEdge(xyz.x, xyz.y, xyz.z, 0, seedNode, 0);\n this.retriangulateFromBaseVertex(newInteriorNode);\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\n this._searcher.resetAsVertex(newInteriorNode);\n }\n stat = true;\n } else if (this._searcher.isEdge) {\n const newA = this._graph.splitEdgeAtFraction(seedNode, this._searcher.edgeFraction!);\n const newB = newA.vertexPredecessor;\n this.retriangulateFromBaseVertex(newA);\n this.retriangulateFromBaseVertex(newB);\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\n this._searcher.resetAsVertex(newA);\n stat = true;\n } else if (this._searcher.isVertex) {\n // There's already a vertex there. Maybe the z is different.\n if (newZWins)\n seedNode.setXYZAroundVertex(xyz.x, xyz.y, xyz.z);\n stat = true;\n } else {\n stat = false;\n }\n return stat;\n }\n\n // Advance movingPosition to a face, edge, or vertex position detail that contains xyz.\n // Prior content in movingPosition is used as seed.\n // Return true if successful.\n public moveToPoint(movingPosition: HalfEdgePositionDetail, xyz: Point3d, announcer?: (position: HalfEdgePositionDetail) => boolean): boolean {\n const psc = PointSearchContext.create();\n movingPosition.setITag(0);\n if (movingPosition.isUnclassified) {\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, 0);\n if (movingPosition.isUnclassified)\n return false;\n }\n let trap = 0;\n // double tol = vu_getMergeTol (pGraph);\n const ray = Ray3d.createXAxis();\n for (; movingPosition.getITag() === 0 && trap < 2;) {\n if (announcer !== undefined) {\n const continueSearch = announcer(movingPosition);\n if (!continueSearch)\n break;\n }\n if (!psc.setSearchRay(movingPosition, xyz, ray)) {\n return false;\n } else if (movingPosition.isFace) {\n const lastBefore = HalfEdgePositionDetail.create();\n const firstAfter = HalfEdgePositionDetail.create();\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\n // reAimAroundFace returns lots of cases in `lastBefore` !!\n switch (rc) {\n case RayClassification.RC_NoHits: {\n movingPosition.resetAsUnknown();\n break;\n }\n case RayClassification.RC_TargetOnVertex: {\n movingPosition.setFrom(lastBefore);\n movingPosition.setITag(1);\n break;\n }\n case RayClassification.RC_TargetOnEdge: {\n movingPosition.setFrom(lastBefore);\n movingPosition.setITag(1);\n break;\n }\n case RayClassification.RC_Bracket: {\n movingPosition.resetAsFace(lastBefore.node, xyz);\n movingPosition.setITag(1);\n break;\n }\n case RayClassification.RC_TargetBefore: {\n movingPosition.resetAsFace(movingPosition.node, xyz);\n movingPosition.setITag(1);\n break;\n }\n case RayClassification.RC_TargetAfter: {\n if (movingPosition.node === lastBefore.node\n && movingPosition.isFace\n && (lastBefore.isEdge || lastBefore.isVertex)){\n trap++;\n } else {\n trap = 0;\n }\n movingPosition.setFrom(lastBefore);\n break;\n }\n }\n } else if (movingPosition.isEdge) {\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\n if (movingPosition.isUnclassified)\n break;\n } else if (movingPosition.isVertex) {\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\n if (movingPosition.isUnclassified)\n break;\n }\n }\n if (movingPosition.isAtXY(xyz.x, xyz.y))\n return true;\n if (trap > 1) {\n // Ugh. We exited the loop by repeatedly hitting the same node\n // with edge or vertex type in lastBefore.\n // This happens only when the target point is exterior.\n // (Heavy triangulation use cases start with a convex hull and only do interior intersections,\n // so case only happens in contrived unit tests.... so far ...)\n // What to mark?\n // Leave it as is, but mark as exterior target\n //\n if (movingPosition.node !== undefined) {\n movingPosition.setIsExteriorTarget(true);\n }\n return false;\n }\n // Murky here ... should never be hit. Has never been hit in unit tests.\n return false;\n }\n\n}\n// Create a VuPositionDetail for specified fraction along any unmasked edge.\nfunction moveToAnyUnmaskedEdge(graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask): boolean {\n for (const candidate of graph.allHalfEdges) {\n if (!candidate.isMaskSet(skipMask)) {\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\n return true;\n }\n }\n return false;\n}\n"]}
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@@ -1 +1 @@
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1
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-
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1
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@@ -2,7 +2,7 @@ import { LineSegment3d } from "../curve/LineSegment3d";
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2
2
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import { Range3d } from "../geometry3d/Range";
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3
3
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import { ClusterableArray } from "../numerics/ClusterableArray";
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4
4
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import { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from "./Graph";
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5
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-
import { MultiLineStringDataVariant } from "
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5
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+
import { MultiLineStringDataVariant } from "../geometry3d/IndexedXYZCollection";
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6
6
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export declare class GraphSplitData {
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7
7
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numUpEdge: number;
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8
8
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numIntersectionTest: number;
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@@ -1 +1 @@
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1
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-
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