@itwin/core-geometry 4.7.0-dev.7 → 4.7.0-dev.8

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.
Files changed (521) hide show
  1. package/lib/cjs/Constant.js.map +1 -1
  2. package/lib/cjs/Geometry.js.map +1 -1
  3. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  4. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  5. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  7. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  8. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  9. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  10. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  11. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  12. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  13. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  14. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  15. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  16. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  17. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  18. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  19. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  20. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  21. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  22. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  23. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  24. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  25. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  26. package/lib/cjs/core-geometry.js.map +1 -1
  27. package/lib/cjs/curve/Arc3d.js.map +1 -1
  28. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  29. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  30. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  31. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  32. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  33. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  34. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  35. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  36. package/lib/cjs/curve/CurveOps.js.map +1 -1
  37. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  38. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  39. package/lib/cjs/curve/CurveTypes.js.map +1 -1
  40. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  41. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  42. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  43. package/lib/cjs/curve/LineString3d.js.map +1 -1
  44. package/lib/cjs/curve/Loop.js.map +1 -1
  45. package/lib/cjs/curve/OffsetOptions.js.map +1 -1
  46. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  47. package/lib/cjs/curve/Path.js.map +1 -1
  48. package/lib/cjs/curve/PointString3d.js.map +1 -1
  49. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  50. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  51. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  52. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  53. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  54. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  55. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  56. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  57. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  58. package/lib/cjs/curve/RegionOps.js.map +1 -1
  59. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  60. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  61. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  62. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  63. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
  64. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  65. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  66. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  67. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  68. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +7 -1
  69. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
  70. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +20 -4
  71. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  72. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +1 -1
  73. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  74. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js +1 -1
  75. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  76. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  77. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  78. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  79. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  80. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  81. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  82. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  83. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  84. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  85. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  86. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  87. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  88. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  89. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  90. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  91. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  92. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  93. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  94. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  95. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  96. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  97. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  98. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  99. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  100. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  101. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  102. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  103. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  104. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  105. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  106. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  107. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  108. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  109. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  110. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  111. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  112. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  113. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  114. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  115. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  116. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  117. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  118. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  119. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  120. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  121. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  122. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  123. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +3 -3
  124. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  125. package/lib/cjs/geometry3d/Point3dVector3d.js +4 -3
  126. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  127. package/lib/cjs/geometry3d/PointHelpers.d.ts +7 -0
  128. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  129. package/lib/cjs/geometry3d/PointHelpers.js +19 -0
  130. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  131. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  132. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  133. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  134. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  135. package/lib/cjs/geometry3d/Range.js.map +1 -1
  136. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  137. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  138. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  139. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  140. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  141. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  142. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  143. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  144. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  145. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  146. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  147. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  148. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  149. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  150. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  151. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  152. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  153. package/lib/cjs/numerics/Complex.js.map +1 -1
  154. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  155. package/lib/cjs/numerics/Newton.js.map +1 -1
  156. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  157. package/lib/cjs/numerics/PolarData.js.map +1 -1
  158. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  159. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  160. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  161. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  162. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  163. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  164. package/lib/cjs/polyface/AuxData.d.ts +18 -10
  165. package/lib/cjs/polyface/AuxData.d.ts.map +1 -1
  166. package/lib/cjs/polyface/AuxData.js +24 -12
  167. package/lib/cjs/polyface/AuxData.js.map +1 -1
  168. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  169. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  170. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  171. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  172. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  173. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  174. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +2 -1
  175. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  176. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +2 -1
  177. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  178. package/lib/cjs/polyface/Polyface.d.ts +10 -2
  179. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  180. package/lib/cjs/polyface/Polyface.js +29 -17
  181. package/lib/cjs/polyface/Polyface.js.map +1 -1
  182. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  183. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  184. package/lib/cjs/polyface/PolyfaceData.d.ts +10 -9
  185. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  186. package/lib/cjs/polyface/PolyfaceData.js +17 -2
  187. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  188. package/lib/cjs/polyface/PolyfaceQuery.d.ts +302 -251
  189. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  190. package/lib/cjs/polyface/PolyfaceQuery.js +363 -309
  191. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  192. package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
  193. package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
  194. package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -1
  195. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
  196. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
  197. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
  198. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
  199. package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
  200. package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
  201. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  202. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  203. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  204. package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
  205. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  206. package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
  207. package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
  208. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  209. package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
  210. package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
  211. package/lib/cjs/serialization/BGFBReader.d.ts +18 -20
  212. package/lib/cjs/serialization/BGFBReader.d.ts.map +1 -1
  213. package/lib/cjs/serialization/BGFBReader.js +119 -84
  214. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  215. package/lib/cjs/serialization/BGFBWriter.d.ts +1 -1
  216. package/lib/cjs/serialization/BGFBWriter.d.ts.map +1 -1
  217. package/lib/cjs/serialization/BGFBWriter.js +10 -15
  218. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  219. package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
  220. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  221. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  222. package/lib/cjs/serialization/IModelJsonSchema.d.ts +52 -7
  223. package/lib/cjs/serialization/IModelJsonSchema.d.ts.map +1 -1
  224. package/lib/cjs/serialization/IModelJsonSchema.js +26 -78
  225. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  226. package/lib/cjs/serialization/SerializationHelpers.d.ts +17 -0
  227. package/lib/cjs/serialization/SerializationHelpers.d.ts.map +1 -1
  228. package/lib/cjs/serialization/SerializationHelpers.js +85 -0
  229. package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
  230. package/lib/cjs/solid/Box.js.map +1 -1
  231. package/lib/cjs/solid/Cone.js.map +1 -1
  232. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  233. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  234. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  235. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  236. package/lib/cjs/solid/Sphere.d.ts +1 -0
  237. package/lib/cjs/solid/Sphere.d.ts.map +1 -1
  238. package/lib/cjs/solid/Sphere.js +4 -2
  239. package/lib/cjs/solid/Sphere.js.map +1 -1
  240. package/lib/cjs/solid/SweepContour.js.map +1 -1
  241. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  242. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  243. package/lib/cjs/topology/Graph.js.map +1 -1
  244. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
  245. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  246. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  247. package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
  248. package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
  249. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  250. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  251. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  252. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  253. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  254. package/lib/cjs/topology/MaskManager.js.map +1 -1
  255. package/lib/cjs/topology/Merging.js.map +1 -1
  256. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  257. package/lib/cjs/topology/SignedDataSummary.js.map +1 -1
  258. package/lib/cjs/topology/SpaceTriangulation.js.map +1 -1
  259. package/lib/cjs/topology/Triangulation.js.map +1 -1
  260. package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
  261. package/lib/esm/Constant.js.map +1 -1
  262. package/lib/esm/Geometry.js.map +1 -1
  263. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  264. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  265. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  266. package/lib/esm/bspline/BSplineCurve3dH.js.map +1 -1
  267. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  268. package/lib/esm/bspline/BSplineSurface.js.map +1 -1
  269. package/lib/esm/bspline/Bezier1dNd.js.map +1 -1
  270. package/lib/esm/bspline/BezierCurve3d.js.map +1 -1
  271. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  272. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  273. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  274. package/lib/esm/bspline/KnotVector.js.map +1 -1
  275. package/lib/esm/bspline/SurfaceLocationDetail.js.map +1 -1
  276. package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
  277. package/lib/esm/clipping/BooleanClipFactory.js.map +1 -1
  278. package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
  279. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  280. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  281. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  282. package/lib/esm/clipping/ClipVector.js.map +1 -1
  283. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  284. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  285. package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  286. package/lib/esm/core-geometry.js.map +1 -1
  287. package/lib/esm/curve/Arc3d.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nimport { Geometry } from \"../Geometry\";\r\n\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\n/** Support class for quadrature -- approximate integrals by summing weighted function values.\r\n * These are filled with x and weight for quadrature between xA and xB\r\n *\r\n * Since quadrature is done in side tight loops, these methods are structured for minimum object\r\n * allocation.\r\n * For methods names setupGauss<N> (where N is a smallish integer), the CALLER creates arrays xMapped and wMapped\r\n * The method installs particular x and weight values.\r\n * @internal\r\n */\r\nexport class Quadrature {\r\n /** x value for 1 point gauss rule in 0..1 interval */\r\n public static readonly gaussX1Interval01 = new Float64Array([0.5]);\r\n /** weight for 1 point gauss rule in 0..1 interval */\r\n public static readonly gaussW1Interval01 = new Float64Array([1.0]);\r\n\r\n /** x value for 2 point gauss rule in 0..1 interval */\r\n public static readonly gaussX2Interval01 = new Float64Array([0.21132486540518708, 0.7886751345948129]);\r\n /** weight for 2 point gauss rule in 0..1 interval */\r\n public static readonly gaussW2Interval01 = new Float64Array([0.5, 0.5]);\r\n\r\n /** x value for 3 point gauss rule in 0..1 interval */\r\n public static readonly gaussX3Interval01 = new Float64Array([0.1127016653792583, 0.5, 0.8872983346207417]);\r\n /** weight for 3 point gauss rule in 0..1 interval */\r\n public static readonly gaussW3Interval01 = new Float64Array([0.2777777777777778, 0.4444444444444444, 0.2777777777777778]);\r\n\r\n /** x value for 4 point gauss rule in 0..1 interval */\r\n public static readonly gaussX4Interval01 = new Float64Array([0.06943184420297371, 0.33000947820757187, 0.6699905217924281, 0.9305681557970262]);\r\n /** weight for 4 point gauss rule in 0..1 interval */\r\n public static readonly gaussW4Interval01 = new Float64Array([0.17392742256872692, 0.3260725774312731, 0.3260725774312731, 0.17392742256872692]);\r\n\r\n /** x value for 5 point gauss rule in 0..1 interval */\r\n public static readonly gaussX5Interval01 = new Float64Array([0.04691007703066802, 0.23076534494715845, 0.5, 0.7692346550528415, 0.9530899229693319]);\r\n /** weight for 5 point gauss rule in 0..1 interval */\r\n public static readonly gaussW5Interval01 = new Float64Array([0.11846344252809454, 0.23931433524968324, 0.28444444444444444, 0.23931433524968324, 0.11846344252809454]);\r\n\r\n /**\r\n * Given points and weights in a reference interval (usually 0 to 1):\r\n *\r\n * * map each xRef[i] to xA + h * xRef[i];\r\n * * scale each weight wRef[i] to h * wRef[i]\r\n * * all arrays are assumed to have xRef.length entries.\r\n * * the return value is xRef.length\r\n * @param xA beginning of target interval\r\n * @param h length of target interval\r\n * @param xRef x coordinates in reference interval\r\n * @param wRef weights for integration in the reference interval\r\n * @param xMapped x coordinates to evaluate integrands\r\n * @param wMapped weights for evaluated integrands\r\n */\r\n public static mapWeights(xA: number, h: number, xRef: Float64Array, wRef: Float64Array, xMapped: Float64Array, wMapped: Float64Array): number {\r\n const n = xRef.length;\r\n for (let i = 0; i < n; i++) {\r\n xMapped[i] = xA + h * xRef[i];\r\n wMapped[i] = h * wRef[i];\r\n }\r\n return n;\r\n }\r\n\r\n /** Install 1 (ONE) x and weight values for quadrature from xA to xB. */\r\n public static setupGauss1(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\r\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX1Interval01, Quadrature.gaussW1Interval01, xMapped, wMapped);\r\n }\r\n\r\n /** Install 2 (TWO) x and weight values for quadrature from xA to xB. */\r\n public static setupGauss2(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\r\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX2Interval01, Quadrature.gaussW2Interval01, xMapped, wMapped);\r\n /* // exact formulas for interval xA..xB:\r\n const x0 = 0.5 * (xA + xB);\r\n const h = 0.5 * (xB - xA);\r\n const dx = h / Math.sqrt(3);\r\n xMapped[0] = x0 - dx; xMapped[1] = x0 + dx;\r\n wMapped[0] = wMapped[1] = h;\r\n */\r\n }\r\n /** Install 3 (THREE) x and weight values for quadrature from xA to xB. */\r\n public static setupGauss3(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\r\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX3Interval01, Quadrature.gaussW3Interval01, xMapped, wMapped);\r\n /* // exact formulas for interval xA..xB:\r\n const x0 = 0.5 * (xA + xB);\r\n const h = 0.5 * (xB - xA);\r\n const a = Math.sqrt(0.6);\r\n const b = h * 5.0 / 9.0;\r\n const dx = a * h;\r\n xMapped[0] = x0 - dx; xMapped[1] = x0; xMapped[2] = x0 + dx;\r\n wMapped[0] = wMapped[2] = b;\r\n wMapped[1] = h * 8.0 / 9.0;\r\n return 3;\r\n */\r\n }\r\n\r\n /** Install 5 (FIVE) x and weight values for quadrature from xA to xB. */\r\n public static setupGauss5(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\r\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX5Interval01, Quadrature.gaussW5Interval01, xMapped, wMapped);\r\n /* // exact formulas for interval xA..xB:\r\n const x0 = 0.5 * (xA + xB);\r\n const h = 0.5 * (xB - xA);\r\n const q = 2.0 * Math.sqrt(10.0 / 7.0);\r\n const b = 13.0 * Math.sqrt(70.0);\r\n const a1 = h * Math.sqrt(5.0 - q) / 3.0;\r\n const a2 = h * Math.sqrt(5.0 + q) / 3.0;\r\n const w1 = h * (322.0 + b) / 900.0;\r\n const w2 = h * (322.0 - b) / 900;\r\n const w0 = h * 128.0 / 225.0;\r\n xMapped[0] = x0 - a2; xMapped[1] = x0 - a1; xMapped[2] = x0; xMapped[3] = x0 + a1; xMapped[4] = x0 + a2;\r\n wMapped[0] = w2; wMapped[1] = w1; wMapped[2] = w0; wMapped[3] = w1; wMapped[4] = w2;\r\n return 5;\r\n */\r\n }\r\n\r\n /** Install 4 (FOUR) x and weight values for quadrature from xA to xB. */\r\n public static setupGauss4(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\r\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX4Interval01, Quadrature.gaussW4Interval01, xMapped, wMapped);\r\n /* // exact formulas for interval xA..xB:\r\nconst x0 = 0.5 * (xA + xB);\r\nconst h = 0.5 * (xB - xA);\r\nconst q = 2.0 * Math.sqrt(6.0 / 5.0);\r\nconst r = Math.sqrt(30.0);\r\nconst a1 = h * Math.sqrt((3 - q) / 7.0);\r\nconst w1 = h * (18.0 + r) / 36.0;\r\nconst a2 = h * Math.sqrt((3 + q) / 7.0);\r\nconst w2 = h * (18.0 - r) / 36.0;\r\nxMapped[0] = x0 - a2; xMapped[1] = x0 - a1; xMapped[2] = x0 + a1; xMapped[3] = x0 + a2;\r\nwMapped[0] = w2; wMapped[1] = w1; wMapped[2] = w1; wMapped[3] = w2;\r\nreturn 4;\r\n*/\r\n }\r\n /** Sum function values with given weights and x values. */\r\n public static sum1(\r\n xx: Float64Array,\r\n ww: Float64Array,\r\n n: number,\r\n f: (x: number) => number): number {\r\n let sum = 0;\r\n for (let i = 0; i < n; i++)sum += ww[i] * f(xx[i]);\r\n return sum;\r\n }\r\n /**\r\n * Do a Guass quadrature integral for a (number)=>number function over an interval, with caller specified sub-interval count and\r\n * @param x0 start of overall interval\r\n * @param x1 end of overall interval\r\n * @param f function to evaluate\r\n * @param numInterval number of internal intervals\r\n * @param numGauss number of gauss points. must be supported by GaussMapper, i.e. 1,2,3,4,5\r\n */\r\n public static doGaussIntegral(x0: number, x1: number, f: (x: number) => number, numInterval: number, numGauss: number = 5) {\r\n const mapper = new GaussMapper(numGauss);\r\n if (numInterval < 1)\r\n numInterval = 1;\r\n const df = 1.0 / numInterval;\r\n let sum = 0;\r\n for (let i = 1; i <= numInterval; i++) {\r\n const xA = Geometry.interpolate(x0, (i - 1) * df, x1);\r\n const xB = i === numInterval ? x1 : Geometry.interpolate(x0, (i) * df, x1);\r\n const n = mapper.mapXAndW(xA, xB);\r\n for (let k = 0; k < n; k++) {\r\n sum += mapper.gaussW[k] * f(mapper.gaussX[k]);\r\n }\r\n }\r\n return sum;\r\n }\r\n}\r\n\r\n/**\r\n * This class carries public members as needed for users to have gauss points that are used\r\n * in the callers loops.\r\n * @internal\r\n */\r\nexport class GaussMapper {\r\n /** x values for integration */\r\n public gaussX: Float64Array;\r\n /** weights for integration */\r\n public gaussW: Float64Array;\r\n /** function to be called (at each interval) to map integration values */\r\n public mapXAndWFunction: (xA: number, xB: number, xx: Float64Array, ww: Float64Array) => number;\r\n /** Execute the mapXAndWFunction to set up arrays for integration from xA to xB */\r\n public mapXAndW(xA: number, xB: number): number {\r\n return this.mapXAndWFunction(xA, xB, this.gaussX, this.gaussW);\r\n }\r\n /** setup gauss arrays.\r\n * * Number of gauss points must be 1 to 5 (inclusive)\r\n * @param numGauss requested number of gauss points.\r\n */\r\n public constructor(numGaussPoints: number) {\r\n const maxGauss = 7; // (As of Nov 2 2018, 7 is a fluffy over-allocation-- the quadrature class only handles up to 5.)\r\n this.gaussX = new Float64Array(maxGauss);\r\n this.gaussW = new Float64Array(maxGauss);\r\n // This sets the number of gauss points. This integrates exactly for polynomials of (degree 2*numGauss - 1).\r\n if (numGaussPoints > 5 || numGaussPoints < 1)\r\n numGaussPoints = 5;\r\n switch (numGaussPoints) {\r\n case 1: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss1(xA, xB, xMapped, wMapped); break;\r\n case 2: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss2(xA, xB, xMapped, wMapped); break;\r\n case 3: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss3(xA, xB, xMapped, wMapped); break;\r\n case 4: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss4(xA, xB, xMapped, wMapped); break;\r\n default: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss5(xA, xB, xMapped, wMapped); break;\r\n }\r\n\r\n }\r\n}\r\n// someday .... http://www.holoborodko.com/pavel/numerical-methods/numerical-integration/overlapped-newton-cotes-quadratures/\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\nimport { Geometry } from \"../Geometry\";\n\n/** @packageDocumentation\n * @module Numerics\n */\n\n/** Support class for quadrature -- approximate integrals by summing weighted function values.\n * These are filled with x and weight for quadrature between xA and xB\n *\n * Since quadrature is done in side tight loops, these methods are structured for minimum object\n * allocation.\n * For methods names setupGauss<N> (where N is a smallish integer), the CALLER creates arrays xMapped and wMapped\n * The method installs particular x and weight values.\n * @internal\n */\nexport class Quadrature {\n /** x value for 1 point gauss rule in 0..1 interval */\n public static readonly gaussX1Interval01 = new Float64Array([0.5]);\n /** weight for 1 point gauss rule in 0..1 interval */\n public static readonly gaussW1Interval01 = new Float64Array([1.0]);\n\n /** x value for 2 point gauss rule in 0..1 interval */\n public static readonly gaussX2Interval01 = new Float64Array([0.21132486540518708, 0.7886751345948129]);\n /** weight for 2 point gauss rule in 0..1 interval */\n public static readonly gaussW2Interval01 = new Float64Array([0.5, 0.5]);\n\n /** x value for 3 point gauss rule in 0..1 interval */\n public static readonly gaussX3Interval01 = new Float64Array([0.1127016653792583, 0.5, 0.8872983346207417]);\n /** weight for 3 point gauss rule in 0..1 interval */\n public static readonly gaussW3Interval01 = new Float64Array([0.2777777777777778, 0.4444444444444444, 0.2777777777777778]);\n\n /** x value for 4 point gauss rule in 0..1 interval */\n public static readonly gaussX4Interval01 = new Float64Array([0.06943184420297371, 0.33000947820757187, 0.6699905217924281, 0.9305681557970262]);\n /** weight for 4 point gauss rule in 0..1 interval */\n public static readonly gaussW4Interval01 = new Float64Array([0.17392742256872692, 0.3260725774312731, 0.3260725774312731, 0.17392742256872692]);\n\n /** x value for 5 point gauss rule in 0..1 interval */\n public static readonly gaussX5Interval01 = new Float64Array([0.04691007703066802, 0.23076534494715845, 0.5, 0.7692346550528415, 0.9530899229693319]);\n /** weight for 5 point gauss rule in 0..1 interval */\n public static readonly gaussW5Interval01 = new Float64Array([0.11846344252809454, 0.23931433524968324, 0.28444444444444444, 0.23931433524968324, 0.11846344252809454]);\n\n /**\n * Given points and weights in a reference interval (usually 0 to 1):\n *\n * * map each xRef[i] to xA + h * xRef[i];\n * * scale each weight wRef[i] to h * wRef[i]\n * * all arrays are assumed to have xRef.length entries.\n * * the return value is xRef.length\n * @param xA beginning of target interval\n * @param h length of target interval\n * @param xRef x coordinates in reference interval\n * @param wRef weights for integration in the reference interval\n * @param xMapped x coordinates to evaluate integrands\n * @param wMapped weights for evaluated integrands\n */\n public static mapWeights(xA: number, h: number, xRef: Float64Array, wRef: Float64Array, xMapped: Float64Array, wMapped: Float64Array): number {\n const n = xRef.length;\n for (let i = 0; i < n; i++) {\n xMapped[i] = xA + h * xRef[i];\n wMapped[i] = h * wRef[i];\n }\n return n;\n }\n\n /** Install 1 (ONE) x and weight values for quadrature from xA to xB. */\n public static setupGauss1(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX1Interval01, Quadrature.gaussW1Interval01, xMapped, wMapped);\n }\n\n /** Install 2 (TWO) x and weight values for quadrature from xA to xB. */\n public static setupGauss2(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX2Interval01, Quadrature.gaussW2Interval01, xMapped, wMapped);\n /* // exact formulas for interval xA..xB:\n const x0 = 0.5 * (xA + xB);\n const h = 0.5 * (xB - xA);\n const dx = h / Math.sqrt(3);\n xMapped[0] = x0 - dx; xMapped[1] = x0 + dx;\n wMapped[0] = wMapped[1] = h;\n */\n }\n /** Install 3 (THREE) x and weight values for quadrature from xA to xB. */\n public static setupGauss3(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX3Interval01, Quadrature.gaussW3Interval01, xMapped, wMapped);\n /* // exact formulas for interval xA..xB:\n const x0 = 0.5 * (xA + xB);\n const h = 0.5 * (xB - xA);\n const a = Math.sqrt(0.6);\n const b = h * 5.0 / 9.0;\n const dx = a * h;\n xMapped[0] = x0 - dx; xMapped[1] = x0; xMapped[2] = x0 + dx;\n wMapped[0] = wMapped[2] = b;\n wMapped[1] = h * 8.0 / 9.0;\n return 3;\n */\n }\n\n /** Install 5 (FIVE) x and weight values for quadrature from xA to xB. */\n public static setupGauss5(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX5Interval01, Quadrature.gaussW5Interval01, xMapped, wMapped);\n /* // exact formulas for interval xA..xB:\n const x0 = 0.5 * (xA + xB);\n const h = 0.5 * (xB - xA);\n const q = 2.0 * Math.sqrt(10.0 / 7.0);\n const b = 13.0 * Math.sqrt(70.0);\n const a1 = h * Math.sqrt(5.0 - q) / 3.0;\n const a2 = h * Math.sqrt(5.0 + q) / 3.0;\n const w1 = h * (322.0 + b) / 900.0;\n const w2 = h * (322.0 - b) / 900;\n const w0 = h * 128.0 / 225.0;\n xMapped[0] = x0 - a2; xMapped[1] = x0 - a1; xMapped[2] = x0; xMapped[3] = x0 + a1; xMapped[4] = x0 + a2;\n wMapped[0] = w2; wMapped[1] = w1; wMapped[2] = w0; wMapped[3] = w1; wMapped[4] = w2;\n return 5;\n */\n }\n\n /** Install 4 (FOUR) x and weight values for quadrature from xA to xB. */\n public static setupGauss4(xA: number, xB: number, xMapped: Float64Array, wMapped: Float64Array): number {\n return Quadrature.mapWeights(xA, xB - xA, Quadrature.gaussX4Interval01, Quadrature.gaussW4Interval01, xMapped, wMapped);\n /* // exact formulas for interval xA..xB:\nconst x0 = 0.5 * (xA + xB);\nconst h = 0.5 * (xB - xA);\nconst q = 2.0 * Math.sqrt(6.0 / 5.0);\nconst r = Math.sqrt(30.0);\nconst a1 = h * Math.sqrt((3 - q) / 7.0);\nconst w1 = h * (18.0 + r) / 36.0;\nconst a2 = h * Math.sqrt((3 + q) / 7.0);\nconst w2 = h * (18.0 - r) / 36.0;\nxMapped[0] = x0 - a2; xMapped[1] = x0 - a1; xMapped[2] = x0 + a1; xMapped[3] = x0 + a2;\nwMapped[0] = w2; wMapped[1] = w1; wMapped[2] = w1; wMapped[3] = w2;\nreturn 4;\n*/\n }\n /** Sum function values with given weights and x values. */\n public static sum1(\n xx: Float64Array,\n ww: Float64Array,\n n: number,\n f: (x: number) => number): number {\n let sum = 0;\n for (let i = 0; i < n; i++)sum += ww[i] * f(xx[i]);\n return sum;\n }\n /**\n * Do a Guass quadrature integral for a (number)=>number function over an interval, with caller specified sub-interval count and\n * @param x0 start of overall interval\n * @param x1 end of overall interval\n * @param f function to evaluate\n * @param numInterval number of internal intervals\n * @param numGauss number of gauss points. must be supported by GaussMapper, i.e. 1,2,3,4,5\n */\n public static doGaussIntegral(x0: number, x1: number, f: (x: number) => number, numInterval: number, numGauss: number = 5) {\n const mapper = new GaussMapper(numGauss);\n if (numInterval < 1)\n numInterval = 1;\n const df = 1.0 / numInterval;\n let sum = 0;\n for (let i = 1; i <= numInterval; i++) {\n const xA = Geometry.interpolate(x0, (i - 1) * df, x1);\n const xB = i === numInterval ? x1 : Geometry.interpolate(x0, (i) * df, x1);\n const n = mapper.mapXAndW(xA, xB);\n for (let k = 0; k < n; k++) {\n sum += mapper.gaussW[k] * f(mapper.gaussX[k]);\n }\n }\n return sum;\n }\n}\n\n/**\n * This class carries public members as needed for users to have gauss points that are used\n * in the callers loops.\n * @internal\n */\nexport class GaussMapper {\n /** x values for integration */\n public gaussX: Float64Array;\n /** weights for integration */\n public gaussW: Float64Array;\n /** function to be called (at each interval) to map integration values */\n public mapXAndWFunction: (xA: number, xB: number, xx: Float64Array, ww: Float64Array) => number;\n /** Execute the mapXAndWFunction to set up arrays for integration from xA to xB */\n public mapXAndW(xA: number, xB: number): number {\n return this.mapXAndWFunction(xA, xB, this.gaussX, this.gaussW);\n }\n /** setup gauss arrays.\n * * Number of gauss points must be 1 to 5 (inclusive)\n * @param numGauss requested number of gauss points.\n */\n public constructor(numGaussPoints: number) {\n const maxGauss = 7; // (As of Nov 2 2018, 7 is a fluffy over-allocation-- the quadrature class only handles up to 5.)\n this.gaussX = new Float64Array(maxGauss);\n this.gaussW = new Float64Array(maxGauss);\n // This sets the number of gauss points. This integrates exactly for polynomials of (degree 2*numGauss - 1).\n if (numGaussPoints > 5 || numGaussPoints < 1)\n numGaussPoints = 5;\n switch (numGaussPoints) {\n case 1: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss1(xA, xB, xMapped, wMapped); break;\n case 2: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss2(xA, xB, xMapped, wMapped); break;\n case 3: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss3(xA, xB, xMapped, wMapped); break;\n case 4: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss4(xA, xB, xMapped, wMapped); break;\n default: this.mapXAndWFunction = (xA, xB, xMapped, wMapped) => Quadrature.setupGauss5(xA, xB, xMapped, wMapped); break;\n }\n\n }\n}\n// someday .... http://www.holoborodko.com/pavel/numerical-methods/numerical-integration/overlapped-newton-cotes-quadratures/\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { GrowableFloat64Array } from \"../geometry3d/GrowableFloat64Array\";\r\nimport { Range1d } from \"../geometry3d/Range\";\r\n\r\n/**\r\n * A Range1d array is a set of intervals, such as occur when a line is clipped to a (nonconvex) polygon\r\n * @internal\r\n */\r\nexport class Range1dArray {\r\n /** Internal step: Caller supplies rangeA = interval from left operand of set difference {A - B}\r\n * ib = lowest possible index of overlapping interval of {B}\r\n * Output live parts of rangeA, advancing B over intervals that do not extend beyond {rangeA}\r\n * iB is advanced to the first interval whose high is to the right of {rangeA.high}\r\n */\r\n private static advanceIntervalDifference(rangeA: Range1d, dataB: Range1d[], iB: number, retVal: Range1d[]) {\r\n const nB = dataB.length;\r\n let low = rangeA.low;\r\n let high = rangeA.high;\r\n while (iB < nB) {\r\n const rangeB = dataB[iB];\r\n if (rangeB.high < low) {\r\n iB++;\r\n } else if (rangeB.high <= high) {\r\n if (rangeB.low > low)\r\n retVal.push(Range1d.createXX(low, rangeB.low));\r\n low = rangeB.high;\r\n iB++;\r\n } else {\r\n // B ends beyond rangeA...\r\n if (rangeB.low < high)\r\n high = rangeB.low;\r\n break;\r\n }\r\n }\r\n\r\n if (low < high)\r\n retVal.push(Range1d.createXX(low, high));\r\n\r\n return retVal;\r\n }\r\n\r\n /** Intersect intervals in two pre-sorted sets. Output may NOT be the same as either input. */\r\n public static differenceSorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\r\n const nA = dataA.length;\r\n const iB = 0;\r\n const retVal: Range1d[] = [];\r\n for (let iA = 0; iA < nA; iA++) {\r\n Range1dArray.advanceIntervalDifference(dataA[iA], dataB, iB, retVal);\r\n }\r\n\r\n return retVal;\r\n }\r\n\r\n /** Internal step: Caller ensures rangeA is the \"lower\" interval.\r\n * Look rangeB to decide (a) what output interval to create and (b) which read index to advance.\r\n * Returns true or false to indicate whether the value associated with rangeA or rangeB should be incremented after this function returns\r\n */\r\n private static advanceIntervalIntersection(rangeA: Range1d, rangeB: Range1d, retVal: Range1d[]): boolean {\r\n if (rangeB.low > rangeA.high) {\r\n return true;\r\n } else if (rangeB.high >= rangeA.high) {\r\n retVal.push(Range1d.createXX(rangeB.low, rangeA.high));\r\n return true;\r\n } else {\r\n retVal.push(Range1d.createXX(rangeB.low, rangeB.high));\r\n return false;\r\n }\r\n }\r\n /** Boolean intersection among the (presorted) input ranges */\r\n public static intersectSorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\r\n let iA = 0;\r\n let iB = 0;\r\n const nA = dataA.length;\r\n const nB = dataB.length;\r\n const retVal: Range1d[] = [];\r\n while (iA < nA && iB < nB) {\r\n const rangeA = dataA[iA];\r\n const rangeB = dataB[iB];\r\n if (rangeA.low <= rangeB.low) {\r\n if (Range1dArray.advanceIntervalIntersection(rangeA, rangeB, retVal))\r\n iA++;\r\n else\r\n iB++;\r\n } else {\r\n if (Range1dArray.advanceIntervalIntersection(rangeB, rangeA, retVal))\r\n iB++;\r\n else\r\n iA++;\r\n }\r\n }\r\n\r\n return retVal;\r\n }\r\n\r\n /** Internal step: Read an interval from the array.\r\n * If it overlaps the work interval, advance the work interval, and return true to notify caller to increment read index.\r\n */\r\n private static advanceIntervalUnion(workRange: Range1d, source: Range1d[], readIndex: number): boolean {\r\n if (readIndex >= source.length)\r\n return false;\r\n const candidate = source[readIndex];\r\n if (candidate.low > workRange.high)\r\n return false;\r\n if (candidate.high > workRange.high)\r\n workRange.high = candidate.high;\r\n return true;\r\n }\r\n\r\n /** Boolean union among the (presorted) input ranges */\r\n public static unionSorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\r\n const nA = dataA.length;\r\n const nB = dataB.length;\r\n let iA = 0;\r\n let iB = 0;\r\n const retVal: Range1d[] = [];\r\n while (iA < nA && iB < nB) {\r\n const rangeA = dataA[iA];\r\n const rangeB = dataB[iB];\r\n let workRange: Range1d;\r\n // Pull from the lower of rangeA and rangeB. This always advances exactly one of the indices -- progress towards getting out.\r\n if (rangeA.low <= rangeB.low) {\r\n workRange = rangeA.clone();\r\n iA++;\r\n } else {\r\n workRange = rangeB.clone();\r\n iB++;\r\n }\r\n\r\n let toLoop = true;\r\n do {\r\n const resultA = Range1dArray.advanceIntervalUnion(workRange, dataA, iA);\r\n const resultB = Range1dArray.advanceIntervalUnion(workRange, dataB, iB);\r\n if (resultA)\r\n iA++;\r\n if (resultB)\r\n iB++;\r\n if (!(resultA || resultB))\r\n toLoop = false;\r\n } while (toLoop);\r\n\r\n retVal.push(workRange);\r\n }\r\n\r\n while (iA < nA)\r\n retVal.push(dataA[iA++]);\r\n while (iB < nB)\r\n retVal.push(dataB[iB++]);\r\n\r\n return retVal;\r\n }\r\n\r\n /** Boolean parity among the (presorted) input ranges */\r\n public static paritySorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\r\n // Combine the two arrays, and then perform a simplification using simplifySortParity function\r\n const retVal: Range1d[] = [];\r\n for (const range of dataA)\r\n retVal.push(range.clone());\r\n for (const range of dataB)\r\n retVal.push(range.clone());\r\n\r\n // Sort the array\r\n retVal.sort(compareRange1dLexicalLowHigh);\r\n\r\n Range1dArray.simplifySortParity(retVal, true);\r\n return retVal;\r\n }\r\n\r\n /** Uses the Range1d specific compare function `compareRange1dLexicalLowHigh` for sorting the array of ranges */\r\n public static sort(data: Range1d[]) {\r\n data.sort(compareRange1dLexicalLowHigh);\r\n }\r\n\r\n /** Cleans up the array, compressing any overlapping ranges. If removeZeroLengthRanges is set to true, will also remove any Ranges in the form (x, x) */\r\n public static simplifySortUnion(data: Range1d[], removeZeroLengthRanges: boolean = false) {\r\n if (data.length < 2)\r\n return;\r\n\r\n data.sort(compareRange1dLexicalLowHigh);\r\n\r\n let currentIndex = 0; // last accepted interval\r\n for (let i = 1; i < data.length; i++) {\r\n if (data[i].low <= data[currentIndex].high) {\r\n // extend the current range\r\n if (data[i].high > data[currentIndex].high)\r\n data[currentIndex].high = data[i].high;\r\n } else {\r\n // data[i] is a new entry.\r\n currentIndex++;\r\n data[currentIndex].setFrom(data[i]);\r\n }\r\n }\r\n\r\n data.length = currentIndex + 1;\r\n if (removeZeroLengthRanges) {\r\n currentIndex = -1;\r\n for (let i = 0; i < data.length; i++) {\r\n if (data[i].low < data[i].high) {\r\n if (currentIndex < i)\r\n data[++currentIndex].setFrom(data[i]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** Apply parity logic among ranges which are not pre-sorted. */\r\n public static simplifySortParity(data: Range1d[], removeZeroLengthRanges: boolean = false) {\r\n const numData: number[] = [];\r\n for (const range of data) {\r\n if (range.low !== range.high) {\r\n numData.push(range.low);\r\n numData.push(range.high);\r\n }\r\n }\r\n const n = numData.length;\r\n numData.sort((a: number, b: number): number => {\r\n if (a < b) return -1;\r\n if (a > b) return 1;\r\n return 0;\r\n });\r\n\r\n let currIdx = 0;\r\n let x0;\r\n let x1;\r\n for (let i = 0; i < n; i += 2) {\r\n x0 = numData[i];\r\n x1 = numData[i + 1];\r\n if (!removeZeroLengthRanges) {\r\n Range1d.createXX(x0, x1, data[currIdx++]);\r\n } else {\r\n // coalesce intervals that share end and start:\r\n while (i + 2 < n && numData[i + 2] === x1) {\r\n i += 2;\r\n x1 = numData[i + 1];\r\n }\r\n if (x1 > x0)\r\n Range1d.createXX(x0, x1, data[currIdx++]);\r\n }\r\n }\r\n\r\n data.length = currIdx;\r\n }\r\n\r\n /** test if value is \"in\" by union rules.\r\n * * This considers all intervals-- i.e. does not expect or take advantage of sorting.\r\n */\r\n public static testUnion(data: Range1d[], value: number): boolean {\r\n return this.countContainingRanges(data, value) > 0;\r\n }\r\n /** test if value is \"in\" by parity rules.\r\n * * This considers all intervals-- i.e. does not expect or take advantage of sorting.\r\n */\r\n public static testParity(data: Range1d[], value: number): boolean {\r\n let inside = false;\r\n for (const range of data) {\r\n if (range.containsX(value))\r\n inside = !inside;\r\n }\r\n return inside;\r\n }\r\n\r\n /** linear search to count number of intervals which contain `value`.\r\n */\r\n public static countContainingRanges(data: Range1d[], value: number): number {\r\n let n = 0;\r\n for (const range of data) {\r\n if (range.containsX(value))\r\n n++;\r\n }\r\n return n;\r\n }\r\n\r\n /** return an array with all the low and high values of all the ranges.\r\n * @param data array of ranges.\r\n * @param sort optionally request immediate sort.\r\n * @param compress optionally request removal of duplicates.\r\n */\r\n public static getBreaks(data: Range1d[], result?: GrowableFloat64Array, sort: boolean = false, compress: boolean = false, clear: boolean = true): GrowableFloat64Array {\r\n if (!result) result = new GrowableFloat64Array(2 * data.length);\r\n if (clear) result.clear();\r\n for (const range of data) {\r\n result.push(range.low);\r\n result.push(range.high);\r\n }\r\n if (sort)\r\n result.sort();\r\n if (compress)\r\n result.compressAdjacentDuplicates();\r\n\r\n return result;\r\n }\r\n\r\n /** evaluate a point at an array of given fraction values\r\n * @param data array of ranges.\r\n * @param initialRangeFraction fraction coordinate applied only to first range. (typically negative)\r\n * @param rangeFraction fraction within each range.\r\n * @param includeDegenerateRange if false, skip rangeFraction for 0-length ranges.\r\n * @param gapFraction fraction within interval from each range high to successor low\r\n * @param includeDegenerateGap if false, skip rangeFraction for 0-length gaps.\r\n * @param finalRangeFraction fraction coordinate applied only to last range (typically an extrapolation above)\r\n * @param result array to receive values\r\n */\r\n public static appendFractionalPoints(data: Range1d[], initialRangeFraction: number | undefined, rangeFraction: number | undefined, includeDegenerateRange: boolean,\r\n gapFraction: number | undefined, includeDegenerateGap: boolean,\r\n finalRangeFraction: number | undefined, result: GrowableFloat64Array | number[]): GrowableFloat64Array | number[] {\r\n const numRange = data.length;\r\n if (numRange > 0) {\r\n if (undefined !== initialRangeFraction)\r\n result.push(data[0].fractionToPoint(initialRangeFraction));\r\n for (let i = 0; i < numRange; i++) {\r\n if (rangeFraction !== undefined && (includeDegenerateRange || data[i].low !== data[i].high))\r\n result.push(data[i].fractionToPoint(rangeFraction));\r\n if (i > 1 && gapFraction !== undefined && (includeDegenerateGap || data[i].low !== data[i].high))\r\n result.push(Geometry.interpolate(data[i - 1].high, gapFraction, data[i].low));\r\n }\r\n if (undefined !== finalRangeFraction)\r\n result.push(data[numRange - 1].fractionToPoint(finalRangeFraction));\r\n }\r\n return result;\r\n }\r\n\r\n /** Return a single range constructed with the low of range 0 and high of final range in the set. */\r\n public static firstLowToLastHigh(data: Range1d[]): Range1d {\r\n if (data.length === 0)\r\n return Range1d.createNull();\r\n return Range1d.createXX(data[0].low, data[data.length - 1].high);\r\n }\r\n /** sum the lengths of all ranges */\r\n public static sumLengths(data: Range1d[]): number {\r\n let sum = 0.0;\r\n for (const range of data) {\r\n sum += range.length();\r\n }\r\n return sum;\r\n }\r\n\r\n /**\r\n * Test if the low,high values are sorted with no overlap.\r\n * @param data array of ranges.\r\n * @param strict if true, consider exact high-to-low match as overlap.\r\n */\r\n public static isSorted(data: Range1d[], strict: boolean = true): boolean {\r\n const n = data.length;\r\n if (strict) {\r\n for (let i = 0; i + 1 < n; i++) {\r\n if (data[i].high >= data[i + 1].low)\r\n return false;\r\n }\r\n } else {\r\n for (let i = 0; i + 1 < n; i++) {\r\n if (data[i].high > data[i + 1].low)\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/** Checks low's first, then high's\r\n * @internal\r\n */\r\nexport function compareRange1dLexicalLowHigh(a: Range1d, b: Range1d): number {\r\n if (a.low < b.low) return -1;\r\n if (a.low > b.low) return 1;\r\n if (a.high < b.high) return -1;\r\n if (a.high > b.high) return 1;\r\n return 0;\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { GrowableFloat64Array } from \"../geometry3d/GrowableFloat64Array\";\nimport { Range1d } from \"../geometry3d/Range\";\n\n/**\n * A Range1d array is a set of intervals, such as occur when a line is clipped to a (nonconvex) polygon\n * @internal\n */\nexport class Range1dArray {\n /** Internal step: Caller supplies rangeA = interval from left operand of set difference {A - B}\n * ib = lowest possible index of overlapping interval of {B}\n * Output live parts of rangeA, advancing B over intervals that do not extend beyond {rangeA}\n * iB is advanced to the first interval whose high is to the right of {rangeA.high}\n */\n private static advanceIntervalDifference(rangeA: Range1d, dataB: Range1d[], iB: number, retVal: Range1d[]) {\n const nB = dataB.length;\n let low = rangeA.low;\n let high = rangeA.high;\n while (iB < nB) {\n const rangeB = dataB[iB];\n if (rangeB.high < low) {\n iB++;\n } else if (rangeB.high <= high) {\n if (rangeB.low > low)\n retVal.push(Range1d.createXX(low, rangeB.low));\n low = rangeB.high;\n iB++;\n } else {\n // B ends beyond rangeA...\n if (rangeB.low < high)\n high = rangeB.low;\n break;\n }\n }\n\n if (low < high)\n retVal.push(Range1d.createXX(low, high));\n\n return retVal;\n }\n\n /** Intersect intervals in two pre-sorted sets. Output may NOT be the same as either input. */\n public static differenceSorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\n const nA = dataA.length;\n const iB = 0;\n const retVal: Range1d[] = [];\n for (let iA = 0; iA < nA; iA++) {\n Range1dArray.advanceIntervalDifference(dataA[iA], dataB, iB, retVal);\n }\n\n return retVal;\n }\n\n /** Internal step: Caller ensures rangeA is the \"lower\" interval.\n * Look rangeB to decide (a) what output interval to create and (b) which read index to advance.\n * Returns true or false to indicate whether the value associated with rangeA or rangeB should be incremented after this function returns\n */\n private static advanceIntervalIntersection(rangeA: Range1d, rangeB: Range1d, retVal: Range1d[]): boolean {\n if (rangeB.low > rangeA.high) {\n return true;\n } else if (rangeB.high >= rangeA.high) {\n retVal.push(Range1d.createXX(rangeB.low, rangeA.high));\n return true;\n } else {\n retVal.push(Range1d.createXX(rangeB.low, rangeB.high));\n return false;\n }\n }\n /** Boolean intersection among the (presorted) input ranges */\n public static intersectSorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\n let iA = 0;\n let iB = 0;\n const nA = dataA.length;\n const nB = dataB.length;\n const retVal: Range1d[] = [];\n while (iA < nA && iB < nB) {\n const rangeA = dataA[iA];\n const rangeB = dataB[iB];\n if (rangeA.low <= rangeB.low) {\n if (Range1dArray.advanceIntervalIntersection(rangeA, rangeB, retVal))\n iA++;\n else\n iB++;\n } else {\n if (Range1dArray.advanceIntervalIntersection(rangeB, rangeA, retVal))\n iB++;\n else\n iA++;\n }\n }\n\n return retVal;\n }\n\n /** Internal step: Read an interval from the array.\n * If it overlaps the work interval, advance the work interval, and return true to notify caller to increment read index.\n */\n private static advanceIntervalUnion(workRange: Range1d, source: Range1d[], readIndex: number): boolean {\n if (readIndex >= source.length)\n return false;\n const candidate = source[readIndex];\n if (candidate.low > workRange.high)\n return false;\n if (candidate.high > workRange.high)\n workRange.high = candidate.high;\n return true;\n }\n\n /** Boolean union among the (presorted) input ranges */\n public static unionSorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\n const nA = dataA.length;\n const nB = dataB.length;\n let iA = 0;\n let iB = 0;\n const retVal: Range1d[] = [];\n while (iA < nA && iB < nB) {\n const rangeA = dataA[iA];\n const rangeB = dataB[iB];\n let workRange: Range1d;\n // Pull from the lower of rangeA and rangeB. This always advances exactly one of the indices -- progress towards getting out.\n if (rangeA.low <= rangeB.low) {\n workRange = rangeA.clone();\n iA++;\n } else {\n workRange = rangeB.clone();\n iB++;\n }\n\n let toLoop = true;\n do {\n const resultA = Range1dArray.advanceIntervalUnion(workRange, dataA, iA);\n const resultB = Range1dArray.advanceIntervalUnion(workRange, dataB, iB);\n if (resultA)\n iA++;\n if (resultB)\n iB++;\n if (!(resultA || resultB))\n toLoop = false;\n } while (toLoop);\n\n retVal.push(workRange);\n }\n\n while (iA < nA)\n retVal.push(dataA[iA++]);\n while (iB < nB)\n retVal.push(dataB[iB++]);\n\n return retVal;\n }\n\n /** Boolean parity among the (presorted) input ranges */\n public static paritySorted(dataA: Range1d[], dataB: Range1d[]): Range1d[] {\n // Combine the two arrays, and then perform a simplification using simplifySortParity function\n const retVal: Range1d[] = [];\n for (const range of dataA)\n retVal.push(range.clone());\n for (const range of dataB)\n retVal.push(range.clone());\n\n // Sort the array\n retVal.sort(compareRange1dLexicalLowHigh);\n\n Range1dArray.simplifySortParity(retVal, true);\n return retVal;\n }\n\n /** Uses the Range1d specific compare function `compareRange1dLexicalLowHigh` for sorting the array of ranges */\n public static sort(data: Range1d[]) {\n data.sort(compareRange1dLexicalLowHigh);\n }\n\n /** Cleans up the array, compressing any overlapping ranges. If removeZeroLengthRanges is set to true, will also remove any Ranges in the form (x, x) */\n public static simplifySortUnion(data: Range1d[], removeZeroLengthRanges: boolean = false) {\n if (data.length < 2)\n return;\n\n data.sort(compareRange1dLexicalLowHigh);\n\n let currentIndex = 0; // last accepted interval\n for (let i = 1; i < data.length; i++) {\n if (data[i].low <= data[currentIndex].high) {\n // extend the current range\n if (data[i].high > data[currentIndex].high)\n data[currentIndex].high = data[i].high;\n } else {\n // data[i] is a new entry.\n currentIndex++;\n data[currentIndex].setFrom(data[i]);\n }\n }\n\n data.length = currentIndex + 1;\n if (removeZeroLengthRanges) {\n currentIndex = -1;\n for (let i = 0; i < data.length; i++) {\n if (data[i].low < data[i].high) {\n if (currentIndex < i)\n data[++currentIndex].setFrom(data[i]);\n }\n }\n }\n }\n\n /** Apply parity logic among ranges which are not pre-sorted. */\n public static simplifySortParity(data: Range1d[], removeZeroLengthRanges: boolean = false) {\n const numData: number[] = [];\n for (const range of data) {\n if (range.low !== range.high) {\n numData.push(range.low);\n numData.push(range.high);\n }\n }\n const n = numData.length;\n numData.sort((a: number, b: number): number => {\n if (a < b) return -1;\n if (a > b) return 1;\n return 0;\n });\n\n let currIdx = 0;\n let x0;\n let x1;\n for (let i = 0; i < n; i += 2) {\n x0 = numData[i];\n x1 = numData[i + 1];\n if (!removeZeroLengthRanges) {\n Range1d.createXX(x0, x1, data[currIdx++]);\n } else {\n // coalesce intervals that share end and start:\n while (i + 2 < n && numData[i + 2] === x1) {\n i += 2;\n x1 = numData[i + 1];\n }\n if (x1 > x0)\n Range1d.createXX(x0, x1, data[currIdx++]);\n }\n }\n\n data.length = currIdx;\n }\n\n /** test if value is \"in\" by union rules.\n * * This considers all intervals-- i.e. does not expect or take advantage of sorting.\n */\n public static testUnion(data: Range1d[], value: number): boolean {\n return this.countContainingRanges(data, value) > 0;\n }\n /** test if value is \"in\" by parity rules.\n * * This considers all intervals-- i.e. does not expect or take advantage of sorting.\n */\n public static testParity(data: Range1d[], value: number): boolean {\n let inside = false;\n for (const range of data) {\n if (range.containsX(value))\n inside = !inside;\n }\n return inside;\n }\n\n /** linear search to count number of intervals which contain `value`.\n */\n public static countContainingRanges(data: Range1d[], value: number): number {\n let n = 0;\n for (const range of data) {\n if (range.containsX(value))\n n++;\n }\n return n;\n }\n\n /** return an array with all the low and high values of all the ranges.\n * @param data array of ranges.\n * @param sort optionally request immediate sort.\n * @param compress optionally request removal of duplicates.\n */\n public static getBreaks(data: Range1d[], result?: GrowableFloat64Array, sort: boolean = false, compress: boolean = false, clear: boolean = true): GrowableFloat64Array {\n if (!result) result = new GrowableFloat64Array(2 * data.length);\n if (clear) result.clear();\n for (const range of data) {\n result.push(range.low);\n result.push(range.high);\n }\n if (sort)\n result.sort();\n if (compress)\n result.compressAdjacentDuplicates();\n\n return result;\n }\n\n /** evaluate a point at an array of given fraction values\n * @param data array of ranges.\n * @param initialRangeFraction fraction coordinate applied only to first range. (typically negative)\n * @param rangeFraction fraction within each range.\n * @param includeDegenerateRange if false, skip rangeFraction for 0-length ranges.\n * @param gapFraction fraction within interval from each range high to successor low\n * @param includeDegenerateGap if false, skip rangeFraction for 0-length gaps.\n * @param finalRangeFraction fraction coordinate applied only to last range (typically an extrapolation above)\n * @param result array to receive values\n */\n public static appendFractionalPoints(data: Range1d[], initialRangeFraction: number | undefined, rangeFraction: number | undefined, includeDegenerateRange: boolean,\n gapFraction: number | undefined, includeDegenerateGap: boolean,\n finalRangeFraction: number | undefined, result: GrowableFloat64Array | number[]): GrowableFloat64Array | number[] {\n const numRange = data.length;\n if (numRange > 0) {\n if (undefined !== initialRangeFraction)\n result.push(data[0].fractionToPoint(initialRangeFraction));\n for (let i = 0; i < numRange; i++) {\n if (rangeFraction !== undefined && (includeDegenerateRange || data[i].low !== data[i].high))\n result.push(data[i].fractionToPoint(rangeFraction));\n if (i > 1 && gapFraction !== undefined && (includeDegenerateGap || data[i].low !== data[i].high))\n result.push(Geometry.interpolate(data[i - 1].high, gapFraction, data[i].low));\n }\n if (undefined !== finalRangeFraction)\n result.push(data[numRange - 1].fractionToPoint(finalRangeFraction));\n }\n return result;\n }\n\n /** Return a single range constructed with the low of range 0 and high of final range in the set. */\n public static firstLowToLastHigh(data: Range1d[]): Range1d {\n if (data.length === 0)\n return Range1d.createNull();\n return Range1d.createXX(data[0].low, data[data.length - 1].high);\n }\n /** sum the lengths of all ranges */\n public static sumLengths(data: Range1d[]): number {\n let sum = 0.0;\n for (const range of data) {\n sum += range.length();\n }\n return sum;\n }\n\n /**\n * Test if the low,high values are sorted with no overlap.\n * @param data array of ranges.\n * @param strict if true, consider exact high-to-low match as overlap.\n */\n public static isSorted(data: Range1d[], strict: boolean = true): boolean {\n const n = data.length;\n if (strict) {\n for (let i = 0; i + 1 < n; i++) {\n if (data[i].high >= data[i + 1].low)\n return false;\n }\n } else {\n for (let i = 0; i + 1 < n; i++) {\n if (data[i].high > data[i + 1].low)\n return false;\n }\n }\n return true;\n }\n}\n\n/** Checks low's first, then high's\n * @internal\n */\nexport function compareRange1dLexicalLowHigh(a: Range1d, b: Range1d): number {\n if (a.low < b.low) return -1;\n if (a.low > b.low) return 1;\n if (a.high < b.high) return -1;\n if (a.high > b.high) return 1;\n return 0;\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\n\r\n// Enumerated type lies outside of TriDiagonalSystem, as TSLint prevented declaration within class\r\nenum DataState {\r\n RawMatrix,\r\n FactorOK,\r\n FactorFailed,\r\n}\r\n/**\r\n * Linear system operations on a matrix with data only on the diagonal and its immediate left and right neighbors\r\n * @internal\r\n */\r\nexport class TriDiagonalSystem {\r\n\r\n // Lower diagonal, indexed by rows\r\n private _aLeft: Float64Array;\r\n // Upper diagonal, indexed by rows\r\n private _aRight: Float64Array;\r\n // Main diagonal, indexed by rows\r\n private _aDiag: Float64Array;\r\n // Right side vector\r\n private _b: Float64Array;\r\n // Solution vector\r\n private _x: Float64Array;\r\n\r\n private _dataState!: DataState;\r\n\r\n constructor(n: number) {\r\n this._aLeft = new Float64Array(n);\r\n this._aDiag = new Float64Array(n);\r\n this._aRight = new Float64Array(n);\r\n this._b = new Float64Array(n);\r\n this._x = new Float64Array(n);\r\n this.reset();\r\n }\r\n\r\n /** Reset to RawMatrix state with all coefficients zero */\r\n public reset() {\r\n this._dataState = DataState.RawMatrix;\r\n const n = this._aDiag.length;\r\n for (let i = 0; i < n; i++) {\r\n this._aLeft[i] = this._aRight[i] = this._aDiag[i] = this._b[i] = this._x[i] = 0.0;\r\n }\r\n }\r\n /** Install data in a row of the matrix */\r\n public setRow(row: number, left: number, diag: number, right: number) {\r\n this._aLeft[row] = left;\r\n this._aDiag[row] = diag;\r\n this._aRight[row] = right;\r\n }\r\n /** Add to row of matrix */\r\n public addToRow(row: number, left: number, diag: number, right: number) {\r\n this._aLeft[row] += left;\r\n this._aDiag[row] += diag;\r\n this._aRight[row] += right;\r\n }\r\n /** Install data in the right side (B) vector */\r\n public setB(row: number, bb: number) {\r\n this._b[row] = bb;\r\n }\r\n /** Add to an entry in the right side (B) vector */\r\n public addToB(row: number, bb: number) {\r\n this._b[row] += bb;\r\n }\r\n /** Access data from the right side (B) vector */\r\n public getB(row: number): number {\r\n return this._b[row];\r\n }\r\n /** Install data in the solution (X) vector */\r\n public setX(row: number, xx: number) {\r\n this._x[row] = xx;\r\n }\r\n /** Access data from the solution (X) vector */\r\n public getX(row: number): number {\r\n return this._x[row];\r\n }\r\n /** Get method for matrix and vector order */\r\n public order(): number {\r\n return this._aDiag.length;\r\n }\r\n /** Compute product of AX and save as B */\r\n public multiplyAX(): boolean {\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n } else if (this._dataState === DataState.FactorOK) {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n for (let i = 0; i < nm1; i++) {\r\n this._b[i] = this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\r\n }\r\n this._b[nm1] = this._aDiag[nm1] * this._x[nm1];\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n this._b[i] += this._aLeft[i] * this._b[i - 1];\r\n }\r\n\r\n return true;\r\n } else {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n this._b[0] = this._aDiag[0] * this._x[0] + this._aRight[0] * this._x[1];\r\n let i;\r\n for (i = 1; i < nm1; i++) {\r\n this._b[i] = this._aLeft[i] * this._x[i - 1] + this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\r\n }\r\n this._b[nm1] = this._aLeft[nm1] * this._x[n - 2] + this._aDiag[i] * this._x[nm1];\r\n return true;\r\n }\r\n }\r\n\r\n /** Compute product of AX and save as B */\r\n public multiplyAXPoints(pointX: Point3d[], pointB: Point3d[]): boolean {\r\n pointB.length = 0;\r\n while (pointB.length < pointX.length)\r\n pointB.push(Point3d.create());\r\n pointB.length = pointX.length;\r\n\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n } else if (this._dataState === DataState.FactorOK) {\r\n\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n for (let i = 0; i < nm1; i++) {\r\n Point3d.createAdd2Scaled(pointX[i], this._aDiag[i], pointX[i + 1], this._aRight[i], pointB[i]);\r\n }\r\n Point3d.createScale(pointX[nm1], this._aDiag[nm1], pointB[nm1]);\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n pointB[i].plusScaled(pointB[i - 1], this._aLeft[i], pointB[i]);\r\n }\r\n\r\n return true;\r\n } else {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n Point3d.createAdd2Scaled(pointX[0], this._aDiag[0], pointX[1], this._aRight[0], pointB[0]);\r\n let i;\r\n for (i = 1; i < nm1; i++) {\r\n Point3d.createAdd3Scaled(\r\n pointX[i - 1], this._aLeft[i], pointX[i], this._aDiag[i],\r\n pointX[i + 1], this._aRight[i],\r\n pointB[i]);\r\n }\r\n Point3d.createAdd2Scaled(pointX[n - 2], this._aLeft[nm1], pointX[nm1], this._aDiag[nm1], pointB[nm1]);\r\n return true;\r\n }\r\n }\r\n\r\n /** Multiply the stored factors together to return to plain matrix form */\r\n public defactor(): boolean {\r\n if (this._dataState === DataState.RawMatrix) {\r\n return true;\r\n }\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n }\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n this._aDiag[i] += this._aLeft[i] * this._aRight[i - 1];\r\n this._aLeft[i] *= this._aDiag[i - 1];\r\n }\r\n this._dataState = DataState.RawMatrix;\r\n return true;\r\n }\r\n /** Factor the tridiagonal matrix to LU parts. b, x, not altered */\r\n public factor(): boolean {\r\n if (this._dataState === DataState.FactorOK) {\r\n return true;\r\n }\r\n if (this._dataState !== DataState.RawMatrix) {\r\n return false;\r\n }\r\n this._dataState = DataState.FactorFailed;\r\n\r\n const n1 = this._aDiag.length - 1; // Last pivot index\r\n // Eliminate in subdiagonal.\r\n for (let i = 0; i < n1; i++) {\r\n const r = Geometry.conditionalDivideFraction(this._aLeft[i + 1], this._aDiag[i]);\r\n if (r === undefined)\r\n return false;\r\n this._aLeft[i + 1] = r;\r\n this._aDiag[i + 1] -= r * this._aRight[i];\r\n }\r\n this._dataState = DataState.FactorOK;\r\n return true;\r\n }\r\n /** Solve AX=B. A is left in factored state. B unchanged. */\r\n public factorAndBackSubstitute(): boolean {\r\n const n = this._aDiag.length;\r\n const n1 = n - 1;\r\n if (!this.factor())\r\n return false;\r\n\r\n // Apply L inverse to B, same sequence as was done to A:\r\n for (let i = 0; i < n; i++) {\r\n this._x[i] = this._b[i];\r\n }\r\n for (let i = 1; i < n; i++) {\r\n this._x[i] -= this._aLeft[i] * this._x[i - 1];\r\n }\r\n\r\n // Print (\"LU L Inverse B B\");\r\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\r\n // All diagonals are known to be nonzero. Really. Really???\r\n this._x[n1] /= this._aDiag[n1];\r\n\r\n for (let i = n1 - 1; i >= 0; i--) {\r\n this._x[i] = (this._x[i] - this._aRight[i] * this._x[i + 1]) / this._aDiag[i];\r\n }\r\n\r\n return true;\r\n }\r\n /** Solve AX=B. A is left in factored state. B unchanged. vectorB and vectorX may be the same array */\r\n public factorAndBackSubstitutePointArrays(vectorB: Point3d[], vectorX: Point3d[]): boolean {\r\n const n = this._aDiag.length;\r\n if (vectorB.length < n)\r\n return false;\r\n\r\n while (vectorX.length < n)\r\n vectorX.push(Point3d.create(0, 0, 0));\r\n vectorX.length = n;\r\n const n1 = n - 1;\r\n if (!this.factor())\r\n return false;\r\n\r\n // Apply L inverse to B, same sequence as was done to A:\r\n if (vectorB !== vectorX) {\r\n for (let i = 0; i < n; i++) {\r\n vectorX[i].setFrom(vectorB[i]);\r\n }\r\n }\r\n\r\n let a: number;\r\n let b: number;\r\n for (let i = 1; i < n; i++) {\r\n a = this._aLeft[i];\r\n vectorX[i].x -= a * vectorX[i - 1].x;\r\n vectorX[i].y -= a * vectorX[i - 1].y;\r\n vectorX[i].z -= a * vectorX[i - 1].z;\r\n }\r\n\r\n // Print (\"LU L inverse B\");\r\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\r\n // All diagonals are known to be nonzero. Really. Really???\r\n b = 1.0 / this._aDiag[n1];\r\n vectorX[n1].x *= b;\r\n vectorX[n1].y *= b;\r\n vectorX[n1].z *= b;\r\n\r\n for (let i = n1 - 1; i >= 0; i--) {\r\n a = this._aRight[i];\r\n b = 1.0 / this._aDiag[i];\r\n vectorX[i].x = (vectorX[i].x - a * vectorX[i + 1].x) * b;\r\n vectorX[i].y = (vectorX[i].y - a * vectorX[i + 1].y) * b;\r\n vectorX[i].z = (vectorX[i].z - a * vectorX[i + 1].z) * b;\r\n }\r\n\r\n return true;\r\n }\r\n /** Allocate a complete copy */\r\n public copy(): TriDiagonalSystem {\r\n const n = this._aDiag.length;\r\n const B = new TriDiagonalSystem(n);\r\n for (let i = 0; i < n; i++) {\r\n B._aLeft[i] = this._aLeft[i];\r\n B._aDiag[i] = this._aDiag[i];\r\n B._aRight[i] = this._aRight[i];\r\n B._x[i] = this._x[i];\r\n B._b[i] = this._b[i];\r\n }\r\n B._dataState = this._dataState;\r\n return B;\r\n }\r\n\r\n /** return an array form that may be useful for display ... */\r\n public flatten(): any {\r\n const n = this._aDiag.length;\r\n const data = [];\r\n\r\n for (let i = 0; i < n; i++) {\r\n data.push(\r\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], this._b[i]]);\r\n }\r\n return data;\r\n }\r\n\r\n /** return an array form that may be useful for display ... */\r\n public flattenWithPoints(xyzB: Point3d[]): any {\r\n const n = this._aDiag.length;\r\n const data = [];\r\n\r\n for (let i = 0; i < n; i++) {\r\n data.push(\r\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], xyzB[i].toJSON()]);\r\n }\r\n return data;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\n\n// Enumerated type lies outside of TriDiagonalSystem, as TSLint prevented declaration within class\nenum DataState {\n RawMatrix,\n FactorOK,\n FactorFailed,\n}\n/**\n * Linear system operations on a matrix with data only on the diagonal and its immediate left and right neighbors\n * @internal\n */\nexport class TriDiagonalSystem {\n\n // Lower diagonal, indexed by rows\n private _aLeft: Float64Array;\n // Upper diagonal, indexed by rows\n private _aRight: Float64Array;\n // Main diagonal, indexed by rows\n private _aDiag: Float64Array;\n // Right side vector\n private _b: Float64Array;\n // Solution vector\n private _x: Float64Array;\n\n private _dataState!: DataState;\n\n constructor(n: number) {\n this._aLeft = new Float64Array(n);\n this._aDiag = new Float64Array(n);\n this._aRight = new Float64Array(n);\n this._b = new Float64Array(n);\n this._x = new Float64Array(n);\n this.reset();\n }\n\n /** Reset to RawMatrix state with all coefficients zero */\n public reset() {\n this._dataState = DataState.RawMatrix;\n const n = this._aDiag.length;\n for (let i = 0; i < n; i++) {\n this._aLeft[i] = this._aRight[i] = this._aDiag[i] = this._b[i] = this._x[i] = 0.0;\n }\n }\n /** Install data in a row of the matrix */\n public setRow(row: number, left: number, diag: number, right: number) {\n this._aLeft[row] = left;\n this._aDiag[row] = diag;\n this._aRight[row] = right;\n }\n /** Add to row of matrix */\n public addToRow(row: number, left: number, diag: number, right: number) {\n this._aLeft[row] += left;\n this._aDiag[row] += diag;\n this._aRight[row] += right;\n }\n /** Install data in the right side (B) vector */\n public setB(row: number, bb: number) {\n this._b[row] = bb;\n }\n /** Add to an entry in the right side (B) vector */\n public addToB(row: number, bb: number) {\n this._b[row] += bb;\n }\n /** Access data from the right side (B) vector */\n public getB(row: number): number {\n return this._b[row];\n }\n /** Install data in the solution (X) vector */\n public setX(row: number, xx: number) {\n this._x[row] = xx;\n }\n /** Access data from the solution (X) vector */\n public getX(row: number): number {\n return this._x[row];\n }\n /** Get method for matrix and vector order */\n public order(): number {\n return this._aDiag.length;\n }\n /** Compute product of AX and save as B */\n public multiplyAX(): boolean {\n if (this._dataState === DataState.FactorFailed) {\n return false;\n } else if (this._dataState === DataState.FactorOK) {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n for (let i = 0; i < nm1; i++) {\n this._b[i] = this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\n }\n this._b[nm1] = this._aDiag[nm1] * this._x[nm1];\n\n for (let i = nm1; i > 0; i--) {\n this._b[i] += this._aLeft[i] * this._b[i - 1];\n }\n\n return true;\n } else {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n this._b[0] = this._aDiag[0] * this._x[0] + this._aRight[0] * this._x[1];\n let i;\n for (i = 1; i < nm1; i++) {\n this._b[i] = this._aLeft[i] * this._x[i - 1] + this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\n }\n this._b[nm1] = this._aLeft[nm1] * this._x[n - 2] + this._aDiag[i] * this._x[nm1];\n return true;\n }\n }\n\n /** Compute product of AX and save as B */\n public multiplyAXPoints(pointX: Point3d[], pointB: Point3d[]): boolean {\n pointB.length = 0;\n while (pointB.length < pointX.length)\n pointB.push(Point3d.create());\n pointB.length = pointX.length;\n\n if (this._dataState === DataState.FactorFailed) {\n return false;\n } else if (this._dataState === DataState.FactorOK) {\n\n const n = this._aDiag.length;\n const nm1 = n - 1;\n for (let i = 0; i < nm1; i++) {\n Point3d.createAdd2Scaled(pointX[i], this._aDiag[i], pointX[i + 1], this._aRight[i], pointB[i]);\n }\n Point3d.createScale(pointX[nm1], this._aDiag[nm1], pointB[nm1]);\n\n for (let i = nm1; i > 0; i--) {\n pointB[i].plusScaled(pointB[i - 1], this._aLeft[i], pointB[i]);\n }\n\n return true;\n } else {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n Point3d.createAdd2Scaled(pointX[0], this._aDiag[0], pointX[1], this._aRight[0], pointB[0]);\n let i;\n for (i = 1; i < nm1; i++) {\n Point3d.createAdd3Scaled(\n pointX[i - 1], this._aLeft[i], pointX[i], this._aDiag[i],\n pointX[i + 1], this._aRight[i],\n pointB[i]);\n }\n Point3d.createAdd2Scaled(pointX[n - 2], this._aLeft[nm1], pointX[nm1], this._aDiag[nm1], pointB[nm1]);\n return true;\n }\n }\n\n /** Multiply the stored factors together to return to plain matrix form */\n public defactor(): boolean {\n if (this._dataState === DataState.RawMatrix) {\n return true;\n }\n if (this._dataState === DataState.FactorFailed) {\n return false;\n }\n const n = this._aDiag.length;\n const nm1 = n - 1;\n\n for (let i = nm1; i > 0; i--) {\n this._aDiag[i] += this._aLeft[i] * this._aRight[i - 1];\n this._aLeft[i] *= this._aDiag[i - 1];\n }\n this._dataState = DataState.RawMatrix;\n return true;\n }\n /** Factor the tridiagonal matrix to LU parts. b, x, not altered */\n public factor(): boolean {\n if (this._dataState === DataState.FactorOK) {\n return true;\n }\n if (this._dataState !== DataState.RawMatrix) {\n return false;\n }\n this._dataState = DataState.FactorFailed;\n\n const n1 = this._aDiag.length - 1; // Last pivot index\n // Eliminate in subdiagonal.\n for (let i = 0; i < n1; i++) {\n const r = Geometry.conditionalDivideFraction(this._aLeft[i + 1], this._aDiag[i]);\n if (r === undefined)\n return false;\n this._aLeft[i + 1] = r;\n this._aDiag[i + 1] -= r * this._aRight[i];\n }\n this._dataState = DataState.FactorOK;\n return true;\n }\n /** Solve AX=B. A is left in factored state. B unchanged. */\n public factorAndBackSubstitute(): boolean {\n const n = this._aDiag.length;\n const n1 = n - 1;\n if (!this.factor())\n return false;\n\n // Apply L inverse to B, same sequence as was done to A:\n for (let i = 0; i < n; i++) {\n this._x[i] = this._b[i];\n }\n for (let i = 1; i < n; i++) {\n this._x[i] -= this._aLeft[i] * this._x[i - 1];\n }\n\n // Print (\"LU L Inverse B B\");\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\n // All diagonals are known to be nonzero. Really. Really???\n this._x[n1] /= this._aDiag[n1];\n\n for (let i = n1 - 1; i >= 0; i--) {\n this._x[i] = (this._x[i] - this._aRight[i] * this._x[i + 1]) / this._aDiag[i];\n }\n\n return true;\n }\n /** Solve AX=B. A is left in factored state. B unchanged. vectorB and vectorX may be the same array */\n public factorAndBackSubstitutePointArrays(vectorB: Point3d[], vectorX: Point3d[]): boolean {\n const n = this._aDiag.length;\n if (vectorB.length < n)\n return false;\n\n while (vectorX.length < n)\n vectorX.push(Point3d.create(0, 0, 0));\n vectorX.length = n;\n const n1 = n - 1;\n if (!this.factor())\n return false;\n\n // Apply L inverse to B, same sequence as was done to A:\n if (vectorB !== vectorX) {\n for (let i = 0; i < n; i++) {\n vectorX[i].setFrom(vectorB[i]);\n }\n }\n\n let a: number;\n let b: number;\n for (let i = 1; i < n; i++) {\n a = this._aLeft[i];\n vectorX[i].x -= a * vectorX[i - 1].x;\n vectorX[i].y -= a * vectorX[i - 1].y;\n vectorX[i].z -= a * vectorX[i - 1].z;\n }\n\n // Print (\"LU L inverse B\");\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\n // All diagonals are known to be nonzero. Really. Really???\n b = 1.0 / this._aDiag[n1];\n vectorX[n1].x *= b;\n vectorX[n1].y *= b;\n vectorX[n1].z *= b;\n\n for (let i = n1 - 1; i >= 0; i--) {\n a = this._aRight[i];\n b = 1.0 / this._aDiag[i];\n vectorX[i].x = (vectorX[i].x - a * vectorX[i + 1].x) * b;\n vectorX[i].y = (vectorX[i].y - a * vectorX[i + 1].y) * b;\n vectorX[i].z = (vectorX[i].z - a * vectorX[i + 1].z) * b;\n }\n\n return true;\n }\n /** Allocate a complete copy */\n public copy(): TriDiagonalSystem {\n const n = this._aDiag.length;\n const B = new TriDiagonalSystem(n);\n for (let i = 0; i < n; i++) {\n B._aLeft[i] = this._aLeft[i];\n B._aDiag[i] = this._aDiag[i];\n B._aRight[i] = this._aRight[i];\n B._x[i] = this._x[i];\n B._b[i] = this._b[i];\n }\n B._dataState = this._dataState;\n return B;\n }\n\n /** return an array form that may be useful for display ... */\n public flatten(): any {\n const n = this._aDiag.length;\n const data = [];\n\n for (let i = 0; i < n; i++) {\n data.push(\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], this._b[i]]);\n }\n return data;\n }\n\n /** return an array form that may be useful for display ... */\n public flattenWithPoints(xyzB: Point3d[]): any {\n const n = this._aDiag.length;\n const data = [];\n\n for (let i = 0; i < n; i++) {\n data.push(\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], xyzB[i].toJSON()]);\n }\n return data;\n }\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/**\r\n * Implement the classic UnionFind algorithm, viz https://en.wikipedia.org/wiki/Disjoint-set_data_structure\r\n * * Each of the entities being merged exists as an entry in an array.\r\n * * The index in the array is the (only!) identification of the entity.\r\n * * The array entry is the index of a parent in the merge process.\r\n * * New entries are created as singletons pointing to themselves.\r\n * * Merge (i,j) merges the collections containing entries (i) and (j) into a single collection.\r\n * * The merge process updates the indices \"above\" (i) and (j)\r\n * * The whole process is extraordinarily efficient regardless of the order that the (i,j) merges are announced.\r\n * @internal\r\n */\r\nexport class UnionFindContext {\r\n private _parentArray: number[];\r\n /** Create a set initialized with numLeaf singleton subsets */\r\n public constructor(numLeaf: number = 0) {\r\n this._parentArray = [];\r\n for (let i = 0; i < numLeaf; i++)\r\n this._parentArray.push(i);\r\n }\r\n /** Return the number of leaves. */\r\n public get length(): number { return this._parentArray.length; }\r\n /** test if index is within the valid index range. */\r\n public isValidIndex(index: number): boolean {\r\n return 0 <= index && index < this._parentArray.length;\r\n }\r\n /** Return the index of a new singleton set */\r\n public addLeaf(): number {\r\n const index = this._parentArray.length;\r\n this._parentArray.push(index);\r\n return index;\r\n }\r\n /**\r\n * * follow links to parent\r\n * * after finding the parent, repeat the search and reset parents along the way.\r\n * * If index is invalid, return index unchanged.\r\n * @param index start of search\r\n */\r\n public findRoot(index: number): number {\r\n if (!this.isValidIndex(index))\r\n return index;\r\n let currentIndex = index;\r\n let nextIndex = this._parentArray[index];\r\n while (nextIndex !== currentIndex) {\r\n currentIndex = nextIndex;\r\n nextIndex = this._parentArray[currentIndex];\r\n }\r\n const rootIndex = currentIndex;\r\n // sweep up again and shorten the paths.\r\n currentIndex = index;\r\n while (currentIndex !== rootIndex) {\r\n nextIndex = this._parentArray[currentIndex];\r\n this._parentArray[currentIndex] = rootIndex;\r\n currentIndex = nextIndex;\r\n }\r\n return rootIndex;\r\n }\r\n\r\n /** Merge the subsets containing index (i) and (j)\r\n * * Look up the root of each.\r\n * * Fix up the path to the root so it points to the root.\r\n * * Return the root index of the merged set.\r\n * * If either index is invalid return index i with no changes.\r\n */\r\n public mergeSubsets(i: number, j: number): number {\r\n if (!this.isValidIndex(i) || !this.isValidIndex(j))\r\n return i;\r\n const rootIndexI = this.findRoot(i);\r\n const rootIndexJ = this.findRoot(j);\r\n if (rootIndexI !== rootIndexJ)\r\n this._parentArray[rootIndexI] = rootIndexJ;\r\n // cleanup a little more ...\r\n return this.findRoot(i);\r\n }\r\n /** Return the immediate parent of index (i), with no fixups\r\n * * If index is invalid, return it.\r\n */\r\n public askParent(index: number): number {\r\n if (!this.isValidIndex(index))\r\n return index;\r\n return this._parentArray[index];\r\n }\r\n /** Return the number of entries which are their own parent. */\r\n public countRoots(): number {\r\n let numRoot = 0;\r\n const numLeaf = this._parentArray.length;\r\n for (let i = 0; i < numLeaf; i++)\r\n if (this._parentArray[i] === i)\r\n numRoot++;\r\n return numRoot;\r\n }\r\n /** Return the number of entries whose parent is not a root. */\r\n public countNonTrivialPaths(): number {\r\n let numLong = 0;\r\n const numLeaf = this._parentArray.length;\r\n for (let i = 0; i < numLeaf; i++) {\r\n const j = this._parentArray[i];\r\n if (j !== i && this._parentArray[j] !== j)\r\n numLong++;\r\n }\r\n return numLong;\r\n }\r\n /** Return an array of all root indices.\r\n * * This array is sorted.\r\n */\r\n public collectRootIndices(): number[] {\r\n const roots = [];\r\n const numLeaf = this._parentArray.length;\r\n for (let i = 0; i < numLeaf; i++) {\r\n if (this._parentArray[i] === i)\r\n roots.push(i);\r\n }\r\n return roots;\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/**\n * Implement the classic UnionFind algorithm, viz https://en.wikipedia.org/wiki/Disjoint-set_data_structure\n * * Each of the entities being merged exists as an entry in an array.\n * * The index in the array is the (only!) identification of the entity.\n * * The array entry is the index of a parent in the merge process.\n * * New entries are created as singletons pointing to themselves.\n * * Merge (i,j) merges the collections containing entries (i) and (j) into a single collection.\n * * The merge process updates the indices \"above\" (i) and (j)\n * * The whole process is extraordinarily efficient regardless of the order that the (i,j) merges are announced.\n * @internal\n */\nexport class UnionFindContext {\n private _parentArray: number[];\n /** Create a set initialized with numLeaf singleton subsets */\n public constructor(numLeaf: number = 0) {\n this._parentArray = [];\n for (let i = 0; i < numLeaf; i++)\n this._parentArray.push(i);\n }\n /** Return the number of leaves. */\n public get length(): number { return this._parentArray.length; }\n /** test if index is within the valid index range. */\n public isValidIndex(index: number): boolean {\n return 0 <= index && index < this._parentArray.length;\n }\n /** Return the index of a new singleton set */\n public addLeaf(): number {\n const index = this._parentArray.length;\n this._parentArray.push(index);\n return index;\n }\n /**\n * * follow links to parent\n * * after finding the parent, repeat the search and reset parents along the way.\n * * If index is invalid, return index unchanged.\n * @param index start of search\n */\n public findRoot(index: number): number {\n if (!this.isValidIndex(index))\n return index;\n let currentIndex = index;\n let nextIndex = this._parentArray[index];\n while (nextIndex !== currentIndex) {\n currentIndex = nextIndex;\n nextIndex = this._parentArray[currentIndex];\n }\n const rootIndex = currentIndex;\n // sweep up again and shorten the paths.\n currentIndex = index;\n while (currentIndex !== rootIndex) {\n nextIndex = this._parentArray[currentIndex];\n this._parentArray[currentIndex] = rootIndex;\n currentIndex = nextIndex;\n }\n return rootIndex;\n }\n\n /** Merge the subsets containing index (i) and (j)\n * * Look up the root of each.\n * * Fix up the path to the root so it points to the root.\n * * Return the root index of the merged set.\n * * If either index is invalid return index i with no changes.\n */\n public mergeSubsets(i: number, j: number): number {\n if (!this.isValidIndex(i) || !this.isValidIndex(j))\n return i;\n const rootIndexI = this.findRoot(i);\n const rootIndexJ = this.findRoot(j);\n if (rootIndexI !== rootIndexJ)\n this._parentArray[rootIndexI] = rootIndexJ;\n // cleanup a little more ...\n return this.findRoot(i);\n }\n /** Return the immediate parent of index (i), with no fixups\n * * If index is invalid, return it.\n */\n public askParent(index: number): number {\n if (!this.isValidIndex(index))\n return index;\n return this._parentArray[index];\n }\n /** Return the number of entries which are their own parent. */\n public countRoots(): number {\n let numRoot = 0;\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++)\n if (this._parentArray[i] === i)\n numRoot++;\n return numRoot;\n }\n /** Return the number of entries whose parent is not a root. */\n public countNonTrivialPaths(): number {\n let numLong = 0;\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++) {\n const j = this._parentArray[i];\n if (j !== i && this._parentArray[j] !== j)\n numLong++;\n }\n return numLong;\n }\n /** Return an array of all root indices.\n * * This array is sorted.\n */\n public collectRootIndices(): number[] {\n const roots = [];\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++) {\n if (this._parentArray[i] === i)\n roots.push(i);\n }\n return roots;\n }\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Range1d } from \"../geometry3d/Range\";\r\n\r\n/**\r\n * Accumulator for computing average and standard deviations.\r\n * * Usual usage pattern:\r\n * * create with `sums = new UsageSums ()`\r\n * * announce data values with any combination of\r\n * * `sums.accumulate (x: number)`\r\n * * `sums.accumulateArray (data: numberArray)`\r\n * * query properties at any time:\r\n * * `sums.mean`\r\n * * `sums.count`\r\n * * `sums.meanSquare`\r\n * * `sums.standardDeviation`\r\n * * `sums.minMax`\r\n * * Optional `origin`\r\n * * if `origin` is nonzero:\r\n * * when a value `x` is announced to the `accumulate(x)` method, the value used for sums is `(x-origin)`\r\n * * All queries (mean, minMax, meanSquare, standardDeviation) return values relative to the origin.\r\n * * The origin can be reset in two different ways:\r\n * * `setOrigin(a)` sets the saved origin value to `a`, but leaves sums unchanged.\r\n * * This affects subsequence how sums are changed by `announce(x)`\r\n * * `shiftOriginAndSums` sets the origin (like `sums.setOrigin (a))` and also corrects all sums and minMax so they appear that the new origin had been in effect during all prior `accumulate(x)` calls.\r\n * @internal\r\n */\r\nexport class UsageSums {\r\n /** number of values accumulated. */\r\n private _count: number;\r\n /** Sum of values sent to `accumulate` (with origin subtracted away) */\r\n private _sumX: number;\r\n private _sumXX: number;\r\n private _minMax: Range1d;\r\n /** working origin.\r\n * * All other values -- sum0, sum1, sum2, min,max -- are \"from this origin\"\r\n */\r\n private _origin: number;\r\n\r\n /** Constructor:\r\n * * All sums 0\r\n * * min and max set to extreme values.\r\n * * origin assigned.\r\n */\r\n public constructor(origin: number = 0) {\r\n this._minMax = Range1d.createNull();\r\n this._count = this._sumX = this._sumXX = 0;\r\n this._origin = origin;\r\n }\r\n /** Return the number of samples seen */\r\n public get count(): number { return this._count; }\r\n /** return the mean of all samples.\r\n * * Return 0 if no samples\r\n */\r\n public get mean(): number { return this._count > 0 ? this._sumX / this._count : 0.0; }\r\n /** Return the mean of squared samples.\r\n * * Return 0 if no samples.\r\n */\r\n public get meanSquare(): number { return this._count > 0 ? this._sumXX / this._count : 0.0; }\r\n public get minMax(): Range1d { return this._minMax.clone(); }\r\n\r\n /**\r\n * Return the \"biased standard deviation\" (https://en.wikipedia.org/wiki/Standard_deviation)\r\n * * This is zero if count is zero.\r\n */\r\n public get standardDeviation(): number {\r\n if (this._count < 1)\r\n return 0.0;\r\n const xBar = this.mean;\r\n const sumXX = this._sumXX;\r\n const sumX = this._sumX;\r\n return Math.sqrt((sumXX - 2 * xBar * sumX + this._count * xBar * xBar) / this._count);\r\n }\r\n /** Reinitialize all sums.\r\n * * origin is unchanged\r\n */\r\n public clearSums() {\r\n this._count = this._sumX = this._sumXX = 0;\r\n this._minMax.setNull();\r\n }\r\n /**\r\n * return the origin being used in the `accumulate(x)` method.\r\n */\r\n public get origin(): number { return this._origin; }\r\n /**\r\n * Reset the origin.\r\n * * Former sums are unchanged !!\r\n * @param origin new origin\r\n */\r\n public setOrigin(origin: number) {\r\n this._origin = origin;\r\n }\r\n /**\r\n * * reset the origin\r\n * * adjust all sums to what they would be if the new origin had been in effect.\r\n */\r\n public shiftOriginAndSums(origin: number) {\r\n const delta = origin - this._origin;\r\n this._origin = origin;\r\n // adjust sumXX first to get old sumX value before it is modified.\r\n this._sumXX = this._sumXX - 2 * delta * this._sumX + this._count * delta * delta;\r\n this._sumX = this._sumX - this._count * delta;\r\n this._minMax.cloneTranslated(-delta, this._minMax);\r\n }\r\n /** Accumulate a single value */\r\n public accumulate(x: number) {\r\n x = x - this._origin;\r\n this._count += 1;\r\n this._sumX += x;\r\n this._sumXX += x * x;\r\n this._minMax.extendX(x);\r\n }\r\n /** Accumulate a single value */\r\n public accumulateArray(xArray: number[]) {\r\n for (const x of xArray)\r\n this.accumulate(x);\r\n }\r\n /** Clone all content (origin, count, sums, minMax) */\r\n public clone(result?: UsageSums): UsageSums {\r\n if (!result)\r\n result = new UsageSums();\r\n this._minMax.clone(result._minMax);\r\n result._count = this._count;\r\n result._origin = this._origin;\r\n result._sumX = this._sumX;\r\n result._sumXX = this._sumXX;\r\n return result;\r\n }\r\n /** Compare all content. */\r\n public isAlmostEqual(other: UsageSums): boolean {\r\n return Geometry.isAlmostEqualNumber(this._sumX, other._sumX)\r\n && Geometry.isAlmostEqualNumber(this._sumXX, other._sumXX)\r\n && Geometry.isAlmostEqualNumber(this._origin, other._origin)\r\n && this._count === other._count\r\n && this._minMax.isAlmostEqual(other._minMax);\r\n }\r\n}\r\n"]}
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\nimport { Geometry } from \"../Geometry\";\nimport { Range1d } from \"../geometry3d/Range\";\n\n/**\n * Accumulator for computing average and standard deviations.\n * * Usual usage pattern:\n * * create with `sums = new UsageSums ()`\n * * announce data values with any combination of\n * * `sums.accumulate (x: number)`\n * * `sums.accumulateArray (data: numberArray)`\n * * query properties at any time:\n * * `sums.mean`\n * * `sums.count`\n * * `sums.meanSquare`\n * * `sums.standardDeviation`\n * * `sums.minMax`\n * * Optional `origin`\n * * if `origin` is nonzero:\n * * when a value `x` is announced to the `accumulate(x)` method, the value used for sums is `(x-origin)`\n * * All queries (mean, minMax, meanSquare, standardDeviation) return values relative to the origin.\n * * The origin can be reset in two different ways:\n * * `setOrigin(a)` sets the saved origin value to `a`, but leaves sums unchanged.\n * * This affects subsequence how sums are changed by `announce(x)`\n * * `shiftOriginAndSums` sets the origin (like `sums.setOrigin (a))` and also corrects all sums and minMax so they appear that the new origin had been in effect during all prior `accumulate(x)` calls.\n * @internal\n */\nexport class UsageSums {\n /** number of values accumulated. */\n private _count: number;\n /** Sum of values sent to `accumulate` (with origin subtracted away) */\n private _sumX: number;\n private _sumXX: number;\n private _minMax: Range1d;\n /** working origin.\n * * All other values -- sum0, sum1, sum2, min,max -- are \"from this origin\"\n */\n private _origin: number;\n\n /** Constructor:\n * * All sums 0\n * * min and max set to extreme values.\n * * origin assigned.\n */\n public constructor(origin: number = 0) {\n this._minMax = Range1d.createNull();\n this._count = this._sumX = this._sumXX = 0;\n this._origin = origin;\n }\n /** Return the number of samples seen */\n public get count(): number { return this._count; }\n /** return the mean of all samples.\n * * Return 0 if no samples\n */\n public get mean(): number { return this._count > 0 ? this._sumX / this._count : 0.0; }\n /** Return the mean of squared samples.\n * * Return 0 if no samples.\n */\n public get meanSquare(): number { return this._count > 0 ? this._sumXX / this._count : 0.0; }\n public get minMax(): Range1d { return this._minMax.clone(); }\n\n /**\n * Return the \"biased standard deviation\" (https://en.wikipedia.org/wiki/Standard_deviation)\n * * This is zero if count is zero.\n */\n public get standardDeviation(): number {\n if (this._count < 1)\n return 0.0;\n const xBar = this.mean;\n const sumXX = this._sumXX;\n const sumX = this._sumX;\n return Math.sqrt((sumXX - 2 * xBar * sumX + this._count * xBar * xBar) / this._count);\n }\n /** Reinitialize all sums.\n * * origin is unchanged\n */\n public clearSums() {\n this._count = this._sumX = this._sumXX = 0;\n this._minMax.setNull();\n }\n /**\n * return the origin being used in the `accumulate(x)` method.\n */\n public get origin(): number { return this._origin; }\n /**\n * Reset the origin.\n * * Former sums are unchanged !!\n * @param origin new origin\n */\n public setOrigin(origin: number) {\n this._origin = origin;\n }\n /**\n * * reset the origin\n * * adjust all sums to what they would be if the new origin had been in effect.\n */\n public shiftOriginAndSums(origin: number) {\n const delta = origin - this._origin;\n this._origin = origin;\n // adjust sumXX first to get old sumX value before it is modified.\n this._sumXX = this._sumXX - 2 * delta * this._sumX + this._count * delta * delta;\n this._sumX = this._sumX - this._count * delta;\n this._minMax.cloneTranslated(-delta, this._minMax);\n }\n /** Accumulate a single value */\n public accumulate(x: number) {\n x = x - this._origin;\n this._count += 1;\n this._sumX += x;\n this._sumXX += x * x;\n this._minMax.extendX(x);\n }\n /** Accumulate a single value */\n public accumulateArray(xArray: number[]) {\n for (const x of xArray)\n this.accumulate(x);\n }\n /** Clone all content (origin, count, sums, minMax) */\n public clone(result?: UsageSums): UsageSums {\n if (!result)\n result = new UsageSums();\n this._minMax.clone(result._minMax);\n result._count = this._count;\n result._origin = this._origin;\n result._sumX = this._sumX;\n result._sumXX = this._sumXX;\n return result;\n }\n /** Compare all content. */\n public isAlmostEqual(other: UsageSums): boolean {\n return Geometry.isAlmostEqualNumber(this._sumX, other._sumX)\n && Geometry.isAlmostEqualNumber(this._sumXX, other._sumXX)\n && Geometry.isAlmostEqualNumber(this._origin, other._origin)\n && this._count === other._count\n && this._minMax.isAlmostEqual(other._minMax);\n }\n}\n"]}
@@ -33,7 +33,7 @@ export declare class AuxChannelData {
33
33
  input: number;
34
34
  /** The vertex values for this data. A single value per vertex for scalar and distance types and 3 values (x,y,z) for normal or vector channels. */
35
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  values: number[];
36
- /** Construct a new [[AuxChannelData]] from input value and vertex values. */
36
+ /** Constructor. If `values` is a number array, it is captured. */
37
37
  constructor(input: number, values: number[] | Float64Array);
38
38
  /** Copy blocks of size `blockSize` from (blocked index) `thisIndex` in this AuxChannelData to (blockIndex) `otherIndex` of `other` */
39
39
  copyValues(other: AuxChannelData, thisIndex: number, otherIndex: number, blockSize: number): void;
@@ -56,17 +56,21 @@ export declare class AuxChannel {
56
56
  name?: string;
57
57
  /** The input name. */
58
58
  inputName?: string;
59
- /** Create a [[AuxChannel]] */
59
+ /** Constructor with CAPTURED inputs. */
60
60
  constructor(data: AuxChannelData[], dataType: AuxChannelDataType, name?: string, inputName?: string);
61
61
  /** Return a deep copy. */
62
62
  clone(): AuxChannel;
63
63
  /** Toleranced comparison of contents. */
64
64
  isAlmostEqual(other: AuxChannel, tol?: number): boolean;
65
- /** True if [[entriesPerValue]] is `1`. */
65
+ /** True if the data type is 1-dimensional. */
66
+ static isScalar(dataType: AuxChannelDataType): boolean;
67
+ /** True if the data stored in this AuxChannel is 1-dimensional. */
66
68
  get isScalar(): boolean;
67
- /** The number of values in `data.values` per entry - 1 for scalar and distance types, 3 for normal and vector types. */
69
+ /** The dimension (1D or 3D) of each datum of an AuxChannel of the given type. */
70
+ static entriesPerValue(dataType: AuxChannelDataType): number;
71
+ /** The dimension (1D or 3D) of each datum in the data arrays of this AuxChannel. */
68
72
  get entriesPerValue(): number;
69
- /** The number of entries in `data.values`. */
73
+ /** The number of data stored in each data array of this AuxChannel, equal to the length of the array divided by `entriesPerValue`. */
70
74
  get valueCount(): number;
71
75
  /** The minimum and maximum values in `data.values`, or `undefined` if [[isScalar]] is false. */
72
76
  get scalarRange(): Range1d | undefined;
@@ -77,12 +81,15 @@ export declare class AuxChannel {
77
81
  */
78
82
  computeDisplacementRange(scale?: number, result?: Range3d): Range3d;
79
83
  }
80
- /** The `PolyfaceAuxData` structure contains one or more analytical data channels for each vertex of a [[Polyface]], allowing the polyface to be styled
84
+ /**
85
+ * The `PolyfaceAuxData` structure contains one or more analytical data channels for each vertex of a [[Polyface]], allowing the polyface to be styled
81
86
  * using an [AnalysisStyle]($common).
82
- * Typically a polyface will contain only vertex data required for its basic display: the vertex position, normal
83
- * and possibly texture parameter. `PolyfaceAuxData` provides supplemental data that is generally computed
84
- * in an analysis program or other external data source. This can be scalar data used to either override the vertex colors through, or
85
- * XYZ data used to deform the mesh by adjusting the vertex positions and/or normals.
87
+ * Typically a polyface will contain only vertex data required for its basic display: vertex position, normal, texture parameter, color.
88
+ * `PolyfaceAuxData` provides supplemental per-vertex data that is generally computed in an analysis program or other external data source.
89
+ * This supplemental data can be either 1D (e.g., height, override color) or 3D (e.g., displacement vector, override normal); see [[AuxChannel.entriesPerValue]], [[AuxChannel.dataType]].
90
+ * All data channels are indexed by the same indices, which must have the same length and structure as the other Polyface indices.
91
+ * This means that if a facet's face loop is found at index range [i0,i1] in the Polyface vertex index array, then the same index range [i0,i1]
92
+ * locates the data for this facet in all the other Polyface index arrays, including the `PolyfaceAuxData` indices.
86
93
  * @see [[PolyfaceData.auxData]] to associate auxiliary data with a polyface.
87
94
  * @public
88
95
  */
@@ -91,6 +98,7 @@ export declare class PolyfaceAuxData {
91
98
  channels: AuxChannel[];
92
99
  /** The indices (shared by all data in all channels) mapping the data to the mesh facets. */
93
100
  indices: number[];
101
+ /** Constructor with CAPTURED inputs. */
94
102
  constructor(channels: AuxChannel[], indices: number[]);
95
103
  /** Return a deep copy. */
96
104
  clone(): PolyfaceAuxData;
@@ -1 +1 @@
1
- {"version":3,"file":"AuxData.d.ts","sourceRoot":"","sources":["../../../src/polyface/AuxData.ts"],"names":[],"mappings":"AAKA;;GAEG;AAIH,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAKpD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAEvD;;;GAGG;AACH,oBAAY,kBAAkB;IAC5B;;OAEG;IACH,MAAM,IAAI;IACV;;OAEG;IACH,QAAQ,IAAI;IACZ;;OAEG;IACH,MAAM,IAAI;IACV;;OAEG;IACH,MAAM,IAAI;CACX;AAED;;EAEE;AACF,qBAAa,cAAc;IACzB,qCAAqC;IAC9B,KAAK,EAAE,MAAM,CAAC;IACrB,mJAAmJ;IAC5I,MAAM,EAAE,MAAM,EAAE,CAAC;IAExB,6EAA6E;gBACjE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,YAAY;IAS1D,sIAAsI;IAC/H,UAAU,CAAC,KAAK,EAAE,cAAc,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAKxG,yBAAyB;IAClB,KAAK,IAAI,cAAc;IAI9B;;OAEG;IACI,aAAa,CAAC,KAAK,EAAE,cAAc,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,OAAO;CAInE;AAED;;EAEE;AACF,qBAAa,UAAU;IACrB,kGAAkG;IAC3F,IAAI,EAAE,cAAc,EAAE,CAAC;IAC9B,+CAA+C;IACxC,QAAQ,EAAE,kBAAkB,CAAC;IACpC,oJAAoJ;IAC7I,IAAI,CAAC,EAAE,MAAM,CAAC;IACrB,sBAAsB;IACf,SAAS,CAAC,EAAE,MAAM,CAAC;IAE1B,8BAA8B;gBACX,IAAI,EAAE,cAAc,EAAE,EAAE,QAAQ,EAAE,kBAAkB,EAAE,IAAI,CAAC,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,MAAM;IAO1G,0BAA0B;IACnB,KAAK,IAAI,UAAU;IAM1B,yCAAyC;IAClC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,OAAO;IAc9D,0CAA0C;IAC1C,IAAW,QAAQ,IAAI,OAAO,CAE7B;IAED,wHAAwH;IACxH,IAAW,eAAe,IAAI,MAAM,CAEnC;IAED,8CAA8C;IAC9C,IAAW,UAAU,IAAI,MAAM,CAE9B;IAED,gGAAgG;IAChG,IAAW,WAAW,IAAI,OAAO,GAAG,SAAS,CAS5C;IAED;;;;OAIG;IACI,wBAAwB,CAAC,KAAK,SAAI,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;CAatE;AAED;;;;;;;;GAQG;AACH,qBAAa,eAAe;IAC1B,qFAAqF;IAC9E,QAAQ,EAAE,UAAU,EAAE,CAAC;IAC9B,4FAA4F;IACrF,OAAO,EAAE,MAAM,EAAE,CAAC;gBAEN,QAAQ,EAAE,UAAU,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE;IAK5D,0BAA0B;IACnB,KAAK,IAAI,eAAe;IAK/B;;OAEG;IACI,aAAa,CAAC,KAAK,EAAE,eAAe,EAAE,SAAS,CAAC,EAAE,MAAM,GAAG,OAAO;IAWzE,sIAAsI;WACxH,aAAa,CAAC,IAAI,EAAE,eAAe,GAAG,SAAS,EAAE,KAAK,EAAE,eAAe,GAAG,SAAS,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,OAAO;IAQzH,kEAAkE;IAC3D,gBAAgB,IAAI,eAAe;IAc1C;;;;OAIG;IACI,mBAAmB,CAAC,SAAS,EAAE,SAAS,GAAG,OAAO;CAmC1D"}
1
+ {"version":3,"file":"AuxData.d.ts","sourceRoot":"","sources":["../../../src/polyface/AuxData.ts"],"names":[],"mappings":"AAKA;;GAEG;AAIH,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAKpD,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAEvD;;;GAGG;AACH,oBAAY,kBAAkB;IAC5B;;OAEG;IACH,MAAM,IAAI;IACV;;OAEG;IACH,QAAQ,IAAI;IACZ;;OAEG;IACH,MAAM,IAAI;IACV;;OAEG;IACH,MAAM,IAAI;CACX;AAED;;EAEE;AACF,qBAAa,cAAc;IACzB,qCAAqC;IAC9B,KAAK,EAAE,MAAM,CAAC;IACrB,mJAAmJ;IAC5I,MAAM,EAAE,MAAM,EAAE,CAAC;IAExB,mEAAmE;gBACvD,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,GAAG,YAAY;IAS1D,sIAAsI;IAC/H,UAAU,CAAC,KAAK,EAAE,cAAc,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAKxG,yBAAyB;IAClB,KAAK,IAAI,cAAc;IAI9B;;OAEG;IACI,aAAa,CAAC,KAAK,EAAE,cAAc,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,OAAO;CAInE;AAED;;EAEE;AACF,qBAAa,UAAU;IACrB,kGAAkG;IAC3F,IAAI,EAAE,cAAc,EAAE,CAAC;IAC9B,+CAA+C;IACxC,QAAQ,EAAE,kBAAkB,CAAC;IACpC,oJAAoJ;IAC7I,IAAI,CAAC,EAAE,MAAM,CAAC;IACrB,sBAAsB;IACf,SAAS,CAAC,EAAE,MAAM,CAAC;IAE1B,wCAAwC;gBACrB,IAAI,EAAE,cAAc,EAAE,EAAE,QAAQ,EAAE,kBAAkB,EAAE,IAAI,CAAC,EAAE,MAAM,EAAE,SAAS,CAAC,EAAE,MAAM;IAO1G,0BAA0B;IACnB,KAAK,IAAI,UAAU;IAM1B,yCAAyC;IAClC,aAAa,CAAC,KAAK,EAAE,UAAU,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,OAAO;IAc9D,8CAA8C;WAChC,QAAQ,CAAC,QAAQ,EAAE,kBAAkB,GAAG,OAAO;IAI7D,mEAAmE;IACnE,IAAW,QAAQ,IAAI,OAAO,CAE7B;IAED,iFAAiF;WACnE,eAAe,CAAC,QAAQ,EAAE,kBAAkB,GAAG,MAAM;IAInE,oFAAoF;IACpF,IAAW,eAAe,IAAI,MAAM,CAEnC;IAED,sIAAsI;IACtI,IAAW,UAAU,IAAI,MAAM,CAE9B;IAED,gGAAgG;IAChG,IAAW,WAAW,IAAI,OAAO,GAAG,SAAS,CAS5C;IAED;;;;OAIG;IACI,wBAAwB,CAAC,KAAK,SAAI,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;CAatE;AAED;;;;;;;;;;;GAWG;AACH,qBAAa,eAAe;IAC1B,qFAAqF;IAC9E,QAAQ,EAAE,UAAU,EAAE,CAAC;IAC9B,4FAA4F;IACrF,OAAO,EAAE,MAAM,EAAE,CAAC;IAEzB,wCAAwC;gBACrB,QAAQ,EAAE,UAAU,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE;IAK5D,0BAA0B;IACnB,KAAK,IAAI,eAAe;IAK/B;;OAEG;IACI,aAAa,CAAC,KAAK,EAAE,eAAe,EAAE,SAAS,CAAC,EAAE,MAAM,GAAG,OAAO;IAWzE,sIAAsI;WACxH,aAAa,CAAC,IAAI,EAAE,eAAe,GAAG,SAAS,EAAE,KAAK,EAAE,eAAe,GAAG,SAAS,EAAE,GAAG,CAAC,EAAE,MAAM,GAAG,OAAO;IAQzH,kEAAkE;IAC3D,gBAAgB,IAAI,eAAe;IAc1C;;;;OAIG;IACI,mBAAmB,CAAC,SAAS,EAAE,SAAS,GAAG,OAAO;CAmC1D"}
@@ -36,7 +36,7 @@ var AuxChannelDataType;
36
36
  * @public
37
37
  */
38
38
  class AuxChannelData {
39
- /** Construct a new [[AuxChannelData]] from input value and vertex values. */
39
+ /** Constructor. If `values` is a number array, it is captured. */
40
40
  constructor(input, values) {
41
41
  this.input = input;
42
42
  if (values instanceof Float64Array) {
@@ -69,7 +69,7 @@ exports.AuxChannelData = AuxChannelData;
69
69
  * @public
70
70
  */
71
71
  class AuxChannel {
72
- /** Create a [[AuxChannel]] */
72
+ /** Constructor with CAPTURED inputs. */
73
73
  constructor(data, dataType, name, inputName) {
74
74
  this.data = data;
75
75
  this.dataType = dataType;
@@ -95,15 +95,23 @@ class AuxChannel {
95
95
  return false;
96
96
  return true;
97
97
  }
98
- /** True if [[entriesPerValue]] is `1`. */
98
+ /** True if the data type is 1-dimensional. */
99
+ static isScalar(dataType) {
100
+ return dataType === AuxChannelDataType.Distance || dataType === AuxChannelDataType.Scalar;
101
+ }
102
+ /** True if the data stored in this AuxChannel is 1-dimensional. */
99
103
  get isScalar() {
100
- return this.dataType === AuxChannelDataType.Distance || this.dataType === AuxChannelDataType.Scalar;
104
+ return AuxChannel.isScalar(this.dataType);
105
+ }
106
+ /** The dimension (1D or 3D) of each datum of an AuxChannel of the given type. */
107
+ static entriesPerValue(dataType) {
108
+ return this.isScalar(dataType) ? 1 : 3;
101
109
  }
102
- /** The number of values in `data.values` per entry - 1 for scalar and distance types, 3 for normal and vector types. */
110
+ /** The dimension (1D or 3D) of each datum in the data arrays of this AuxChannel. */
103
111
  get entriesPerValue() {
104
- return this.isScalar ? 1 : 3;
112
+ return AuxChannel.entriesPerValue(this.dataType);
105
113
  }
106
- /** The number of entries in `data.values`. */
114
+ /** The number of data stored in each data array of this AuxChannel, equal to the length of the array divided by `entriesPerValue`. */
107
115
  get valueCount() {
108
116
  return 0 === this.data.length ? 0 : this.data[0].values.length / this.entriesPerValue;
109
117
  }
@@ -134,16 +142,20 @@ class AuxChannel {
134
142
  }
135
143
  }
136
144
  exports.AuxChannel = AuxChannel;
137
- /** The `PolyfaceAuxData` structure contains one or more analytical data channels for each vertex of a [[Polyface]], allowing the polyface to be styled
145
+ /**
146
+ * The `PolyfaceAuxData` structure contains one or more analytical data channels for each vertex of a [[Polyface]], allowing the polyface to be styled
138
147
  * using an [AnalysisStyle]($common).
139
- * Typically a polyface will contain only vertex data required for its basic display: the vertex position, normal
140
- * and possibly texture parameter. `PolyfaceAuxData` provides supplemental data that is generally computed
141
- * in an analysis program or other external data source. This can be scalar data used to either override the vertex colors through, or
142
- * XYZ data used to deform the mesh by adjusting the vertex positions and/or normals.
148
+ * Typically a polyface will contain only vertex data required for its basic display: vertex position, normal, texture parameter, color.
149
+ * `PolyfaceAuxData` provides supplemental per-vertex data that is generally computed in an analysis program or other external data source.
150
+ * This supplemental data can be either 1D (e.g., height, override color) or 3D (e.g., displacement vector, override normal); see [[AuxChannel.entriesPerValue]], [[AuxChannel.dataType]].
151
+ * All data channels are indexed by the same indices, which must have the same length and structure as the other Polyface indices.
152
+ * This means that if a facet's face loop is found at index range [i0,i1] in the Polyface vertex index array, then the same index range [i0,i1]
153
+ * locates the data for this facet in all the other Polyface index arrays, including the `PolyfaceAuxData` indices.
143
154
  * @see [[PolyfaceData.auxData]] to associate auxiliary data with a polyface.
144
155
  * @public
145
156
  */
146
157
  class PolyfaceAuxData {
158
+ /** Constructor with CAPTURED inputs. */
147
159
  constructor(channels, indices) {
148
160
  this.channels = channels;
149
161
  this.indices = indices;