@itwin/core-geometry 4.7.0-dev.9 → 4.7.1

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Files changed (40) hide show
  1. package/CHANGELOG.md +26 -1
  2. package/lib/cjs/geometry3d/Angle.d.ts +15 -13
  3. package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
  4. package/lib/cjs/geometry3d/Angle.js +24 -38
  5. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  6. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +46 -13
  7. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  8. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +78 -24
  9. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  10. package/lib/cjs/polyface/Polyface.d.ts +5 -0
  11. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  12. package/lib/cjs/polyface/Polyface.js.map +1 -1
  13. package/lib/cjs/polyface/PolyfaceQuery.d.ts +10 -4
  14. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  15. package/lib/cjs/polyface/PolyfaceQuery.js +16 -4
  16. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  17. package/lib/cjs/solid/TorusPipe.d.ts +19 -12
  18. package/lib/cjs/solid/TorusPipe.d.ts.map +1 -1
  19. package/lib/cjs/solid/TorusPipe.js +27 -15
  20. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  21. package/lib/esm/geometry3d/Angle.d.ts +15 -13
  22. package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
  23. package/lib/esm/geometry3d/Angle.js +24 -38
  24. package/lib/esm/geometry3d/Angle.js.map +1 -1
  25. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts +46 -13
  26. package/lib/esm/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  27. package/lib/esm/polyface/IndexedPolyfaceVisitor.js +78 -24
  28. package/lib/esm/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  29. package/lib/esm/polyface/Polyface.d.ts +5 -0
  30. package/lib/esm/polyface/Polyface.d.ts.map +1 -1
  31. package/lib/esm/polyface/Polyface.js.map +1 -1
  32. package/lib/esm/polyface/PolyfaceQuery.d.ts +10 -4
  33. package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
  34. package/lib/esm/polyface/PolyfaceQuery.js +16 -4
  35. package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
  36. package/lib/esm/solid/TorusPipe.d.ts +19 -12
  37. package/lib/esm/solid/TorusPipe.d.ts.map +1 -1
  38. package/lib/esm/solid/TorusPipe.js +27 -15
  39. package/lib/esm/solid/TorusPipe.js.map +1 -1
  40. package/package.json +3 -3
@@ -13,23 +13,27 @@ import { Range3d } from "../geometry3d/Range";
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  import { Transform } from "../geometry3d/Transform";
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  import { SolidPrimitive } from "./SolidPrimitive";
15
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  /**
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- * A torus pipe is a partial torus (donut). In a local coordinate system
17
- * * The z axis passes through the hole.
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- * * The "major hoop" arc has
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- * * vectorTheta0 = (radiusA, 0, 0)
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- * * vectorTheta90 = (0, radiusA, 0)
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- * * The major arc point at angle theta is `C(theta) = vectorTheta0 * cos(theta) + vectorTheta90 * sin(theta)
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- * * The minor hoop at theta various with phi "around the minor hoop"
23
- * * (x,y,z) = C(theta) + (radiusB * cos(theta), radiusB * sin(theta), 0) * cos(phi) + (0, 0, radiusB) * sin(phi)
16
+ * A torus pipe is a partial torus (donut).
17
+ * * In its local coordinate system, the z-axis passes through the donut hole.
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+ * * The "major hoop" circular arc is defined for theta in the angular sweep. Its formula in local coordinates:
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+ * * `vectorTheta0 = (radiusA, 0, 0)`
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+ * * `vectorTheta90 = (0, radiusA, 0)`
21
+ * * `M(theta) = vectorTheta0 * cos(theta) + vectorTheta90 * sin(theta)`
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+ * * The "minor hoop" circular arc is defined for phi in [0,2pi]. Its formula, centered at the origin:
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+ * * `vectorPhi0 = (radiusB * cos(theta), radiusB * sin(theta), 0)`
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+ * * `vectorPhi90 = (0, 0, radiusB)`
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+ * * `m(phi) = vectorPhi0 * cos(phi) + vectorPhi90 * sin(phi)`
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+ * * Thus the torus pipe in local coordinates has the formula:
27
+ * * `T(theta, phi) = M(theta) + m(phi)`
24
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  * * The stored form of the torus pipe is oriented for positive volume:
25
29
  * * Both radii are positive, with radiusA >= radiusB > 0
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30
  * * The sweep is positive
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  * * The coordinate system has positive determinant.
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  * * For uv parameterization,
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- * * u is around the minor hoop, with (0..1) mapping to phi of (0 degrees ..360 degrees)
30
- * * v is along the major hoop with (0..1) mapping to theta of (0 .. sweep)
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+ * * u is around the minor hoop, with u in [0,1] mapping to phi in [0, 2pi]
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+ * * v is along the major hoop, with v in [0,1] mapping to theta in the angular sweep
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  * * a constant v section is a full circle
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- * * a constant u section is an arc with sweep angle matching the torusPipe sweep angle.
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+ * * a constant u section is an arc with the same angular sweep as the torusPipe
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  * @public
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  */
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  export declare class TorusPipe extends SolidPrimitive implements UVSurface, UVSurfaceIsoParametricDistance {
@@ -57,7 +61,10 @@ export declare class TorusPipe extends SolidPrimitive implements UVSurface, UVSu
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  static createInFrame(frame: Transform, majorRadius: number, minorRadius: number, sweep: Angle, capped: boolean): TorusPipe | undefined;
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  /** Create a TorusPipe from the typical parameters of the Dgn file */
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  static createDgnTorusPipe(center: Point3d, vectorX: Vector3d, vectorY: Vector3d, majorRadius: number, minorRadius: number, sweep: Angle, capped: boolean): TorusPipe | undefined;
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- /** Create a TorusPipe from its primary arc and minor radius */
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+ /**
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+ * Create a TorusPipe from major arc and minor radius.
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+ * For best results, `arc` should be circular; otherwise, circularity is coerced.
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+ */
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  static createAlongArc(arc: Arc3d, minorRadius: number, capped: boolean): TorusPipe | undefined;
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  /** Return a coordinate frame (right handed, unit axes)
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  * * origin at center of major circle
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"TorusPipe.d.ts","sourceRoot":"","sources":["../../../src/solid/TorusPipe.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AACvC,OAAO,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAC3D,OAAO,EAAE,aAAa,EAAE,MAAM,wBAAwB,CAAC;AAIvD,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAE5C,OAAO,EAAE,eAAe,EAAE,SAAS,EAAE,8BAA8B,EAAE,MAAM,+BAA+B,CAAC;AAC3G,OAAO,EAAE,yBAAyB,EAAE,MAAM,yCAAyC,CAAC;AACpF,OAAO,EAAE,QAAQ,EAAE,MAAM,+BAA+B,CAAC;AACzD,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,+BAA+B,CAAC;AAClE,OAAO,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,qBAAa,SAAU,SAAQ,cAAe,YAAW,SAAS,EAAE,8BAA8B;IAChG,wCAAwC;IACxC,SAAgB,kBAAkB,eAAe;IAEjD,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,WAAW,CAAU;IAG7B,SAAS,aAAa,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO;IAQrG,qCAAqC;IAC9B,KAAK,IAAI,SAAS;IAKzB,wDAAwD;IACjD,mBAAmB,CAAC,SAAS,EAAE,SAAS,GAAG,OAAO;IAMzD,mDAAmD;IAC5C,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG,SAAS,GAAG,SAAS;IAMpE;;;;;;OAMG;WACW,aAAa,CAAC,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,GAAG,SAAS,GAAG,SAAS;IAkC7I,qEAAqE;WACvD,kBAAkB,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO;IAK/J;;;OAGG;WACW,cAAc,CAAC,GAAG,EAAE,KAAK,EAAE,WAAW,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,GAAG,SAAS,GAAG,SAAS;IAcrG;;;;OAIG;IACI,oBAAoB,IAAI,SAAS,GAAG,SAAS;IAGpD,kEAAkE;IAC3D,WAAW,IAAI,OAAO;IAC7B,oEAAoE;IAC7D,YAAY,IAAI,QAAQ;IAI/B,oEAAoE;IAC7D,YAAY,IAAI,QAAQ;IAI/B,0CAA0C;IACnC,YAAY,IAAI,QAAQ;IAI/B,iEAAiE;IAC1D,cAAc,IAAI,MAAM;IAC/B,iEAAiE;IAC1D,cAAc,IAAI,MAAM;IAC/B,kDAAkD;IAC3C,aAAa,IAAI,KAAK;IAC7B,mDAAmD;IAC5C,aAAa,IAAI,OAAO;IAC/B,6EAA6E;IACtE,gBAAgB,IAAI,MAAM;IACjC,yEAAyE;IAClE,iBAAiB,IAAI,SAAS;IACrC,mDAAmD;IAC5C,mBAAmB,CAAC,KAAK,EAAE,GAAG,GAAG,OAAO;IAE/C,4DAA4D;IAC5C,aAAa,CAAC,KAAK,EAAE,aAAa,GAAG,OAAO;IAyB5D;OACG;IACI,kBAAkB,CAAC,CAAC,EAAE,MAAM,GAAG,MAAM;IAC5C,4EAA4E;IACrE,yBAAyB,CAAC,OAAO,EAAE,eAAe,GAAG,GAAG;IAI/D;;;OAGG;IACI,gBAAgB,CAAC,CAAC,EAAE,MAAM,GAAG,eAAe,GAAG,SAAS;IAW/D,gFAAgF;IACzE,gBAAgB,CAAC,SAAS,EAAE,MAAM,GAAG,eAAe,GAAG,SAAS;IAavE,yDAAyD;IAClD,WAAW,CAAC,aAAa,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,SAAS;IAmDhE;;;OAGG;IACI,iBAAiB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAUzE;;;OAGG;IACI,4BAA4B,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,yBAAyB,GAAG,yBAAyB;IAoBxH;;;;OAIG;IACI,wBAAwB,IAAI,QAAQ;IAK3C;;OAEG;IACH,IAAW,cAAc,IAAI,OAAO,CAEnC;CAEF"}
@@ -19,23 +19,27 @@ const Point2dVector2d_1 = require("../geometry3d/Point2dVector2d");
19
19
  const Transform_1 = require("../geometry3d/Transform");
20
20
  const SolidPrimitive_1 = require("./SolidPrimitive");
21
21
  /**
22
- * A torus pipe is a partial torus (donut). In a local coordinate system
23
- * * The z axis passes through the hole.
24
- * * The "major hoop" arc has
25
- * * vectorTheta0 = (radiusA, 0, 0)
26
- * * vectorTheta90 = (0, radiusA, 0)
27
- * * The major arc point at angle theta is `C(theta) = vectorTheta0 * cos(theta) + vectorTheta90 * sin(theta)
28
- * * The minor hoop at theta various with phi "around the minor hoop"
29
- * * (x,y,z) = C(theta) + (radiusB * cos(theta), radiusB * sin(theta), 0) * cos(phi) + (0, 0, radiusB) * sin(phi)
22
+ * A torus pipe is a partial torus (donut).
23
+ * * In its local coordinate system, the z-axis passes through the donut hole.
24
+ * * The "major hoop" circular arc is defined for theta in the angular sweep. Its formula in local coordinates:
25
+ * * `vectorTheta0 = (radiusA, 0, 0)`
26
+ * * `vectorTheta90 = (0, radiusA, 0)`
27
+ * * `M(theta) = vectorTheta0 * cos(theta) + vectorTheta90 * sin(theta)`
28
+ * * The "minor hoop" circular arc is defined for phi in [0,2pi]. Its formula, centered at the origin:
29
+ * * `vectorPhi0 = (radiusB * cos(theta), radiusB * sin(theta), 0)`
30
+ * * `vectorPhi90 = (0, 0, radiusB)`
31
+ * * `m(phi) = vectorPhi0 * cos(phi) + vectorPhi90 * sin(phi)`
32
+ * * Thus the torus pipe in local coordinates has the formula:
33
+ * * `T(theta, phi) = M(theta) + m(phi)`
30
34
  * * The stored form of the torus pipe is oriented for positive volume:
31
35
  * * Both radii are positive, with radiusA >= radiusB > 0
32
36
  * * The sweep is positive
33
37
  * * The coordinate system has positive determinant.
34
38
  * * For uv parameterization,
35
- * * u is around the minor hoop, with (0..1) mapping to phi of (0 degrees ..360 degrees)
36
- * * v is along the major hoop with (0..1) mapping to theta of (0 .. sweep)
39
+ * * u is around the minor hoop, with u in [0,1] mapping to phi in [0, 2pi]
40
+ * * v is along the major hoop, with v in [0,1] mapping to theta in the angular sweep
37
41
  * * a constant v section is a full circle
38
- * * a constant u section is an arc with sweep angle matching the torusPipe sweep angle.
42
+ * * a constant u section is an arc with the same angular sweep as the torusPipe
39
43
  * @public
40
44
  */
41
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  class TorusPipe extends SolidPrimitive_1.SolidPrimitive {
@@ -114,14 +118,22 @@ class TorusPipe extends SolidPrimitive_1.SolidPrimitive {
114
118
  const frame = Transform_1.Transform.createOriginAndMatrixColumns(center, vectorX, vectorY, vectorZ);
115
119
  return TorusPipe.createInFrame(frame, majorRadius, minorRadius, sweep, capped);
116
120
  }
117
- /** Create a TorusPipe from its primary arc and minor radius */
121
+ /**
122
+ * Create a TorusPipe from major arc and minor radius.
123
+ * For best results, `arc` should be circular; otherwise, circularity is coerced.
124
+ */
118
125
  static createAlongArc(arc, minorRadius, capped) {
119
126
  if (!Angle_1.Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, arc.sweep.startRadians))
120
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  arc = arc.cloneInRotatedBasis(arc.sweep.startAngle);
121
- const sweepRadians = arc.sweep.sweepRadians;
128
+ if (!arc.isCircular) { // ensure circularity by squaring the axes and equating their lengths
129
+ const perpVector90 = arc.perpendicularVector.sizedCrossProduct(arc.vector0, arc.matrixRef.columnXMagnitude());
130
+ if (!perpVector90)
131
+ return undefined;
132
+ arc = Arc3d_1.Arc3d.create(arc.center, arc.vector0, perpVector90, arc.sweep);
133
+ }
122
134
  const data = arc.toScaledMatrix3d();
123
- const frame = Transform_1.Transform.createOriginAndMatrix(data.center, data.axes);
124
- return TorusPipe.createInFrame(frame, data.r0, minorRadius, Angle_1.Angle.createRadians(sweepRadians), capped);
135
+ const rigidFrame = Transform_1.Transform.createOriginAndMatrix(arc.center, data.axes);
136
+ return TorusPipe.createInFrame(rigidFrame, data.r0, minorRadius, Angle_1.Angle.createRadians(arc.sweep.sweepRadians), capped);
125
137
  }
126
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  /** Return a coordinate frame (right handed, unit axes)
127
139
  * * origin at center of major circle
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Solid\r\n */\r\n\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\r\nimport { Loop } from \"../curve/Loop\";\r\nimport { Path } from \"../curve/Path\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { GeometryHandler, UVSurface, UVSurfaceIsoParametricDistance } from \"../geometry3d/GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { SolidPrimitive } from \"./SolidPrimitive\";\r\n\r\n/**\r\n * A torus pipe is a partial torus (donut). In a local coordinate system\r\n * * The z axis passes through the hole.\r\n * * The \"major hoop\" arc has\r\n * * vectorTheta0 = (radiusA, 0, 0)\r\n * * vectorTheta90 = (0, radiusA, 0)\r\n * * The major arc point at angle theta is `C(theta) = vectorTheta0 * cos(theta) + vectorTheta90 * sin(theta)\r\n * * The minor hoop at theta various with phi \"around the minor hoop\"\r\n * * (x,y,z) = C(theta) + (radiusB * cos(theta), radiusB * sin(theta), 0) * cos(phi) + (0, 0, radiusB) * sin(phi)\r\n * * The stored form of the torus pipe is oriented for positive volume:\r\n * * Both radii are positive, with radiusA >= radiusB > 0\r\n * * The sweep is positive\r\n * * The coordinate system has positive determinant.\r\n * * For uv parameterization,\r\n * * u is around the minor hoop, with (0..1) mapping to phi of (0 degrees ..360 degrees)\r\n * * v is along the major hoop with (0..1) mapping to theta of (0 .. sweep)\r\n * * a constant v section is a full circle\r\n * * a constant u section is an arc with sweep angle matching the torusPipe sweep angle.\r\n * @public\r\n */\r\nexport class TorusPipe extends SolidPrimitive implements UVSurface, UVSurfaceIsoParametricDistance {\r\n /** String name for schema properties */\r\n public readonly solidPrimitiveType = \"torusPipe\";\r\n\r\n private _localToWorld: Transform;\r\n private _radiusA: number; // radius of (large) circle in xy plane\r\n private _radiusB: number; // radius of (small) circle in xz plane.\r\n private _sweep: Angle;\r\n private _isReversed: boolean;\r\n\r\n // constructor captures the pointers!\r\n protected constructor(map: Transform, radiusA: number, radiusB: number, sweep: Angle, capped: boolean) {\r\n super(capped);\r\n this._localToWorld = map;\r\n this._radiusA = radiusA;\r\n this._radiusB = radiusB;\r\n this._sweep = sweep;\r\n this._isReversed = false;\r\n }\r\n /** return a copy of the TorusPipe */\r\n public clone(): TorusPipe {\r\n const result = new TorusPipe(this._localToWorld.clone(), this._radiusA, this._radiusB, this._sweep.clone(), this.capped);\r\n result._isReversed = this._isReversed;\r\n return result;\r\n }\r\n /** Apply `transform` to the local coordinate system. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n if (transform.matrix.isSingular())\r\n return false;\r\n transform.multiplyTransformTransform(this._localToWorld, this._localToWorld);\r\n return true;\r\n }\r\n /** Clone this TorusPipe and transform the clone */\r\n public cloneTransformed(transform: Transform): TorusPipe | undefined {\r\n const result = this.clone();\r\n if (!result.tryTransformInPlace(transform))\r\n return undefined;\r\n return result;\r\n }\r\n /** Create a new `TorusPipe`\r\n * @param frame local to world transformation. For best results, the matrix part should be a pure rotation.\r\n * @param majorRadius major hoop radius\r\n * @param minorRadius minor hoop radius\r\n * @param sweep sweep angle for major circle, with positive sweep from x axis towards y axis.\r\n * @param capped true for circular caps\r\n */\r\n public static createInFrame(frame: Transform, majorRadius: number, minorRadius: number, sweep: Angle, capped: boolean): TorusPipe | undefined {\r\n // force near-zero radii to true zero\r\n majorRadius = Math.abs(Geometry.correctSmallMetricDistance(majorRadius));\r\n minorRadius = Math.abs(Geometry.correctSmallMetricDistance(minorRadius));\r\n if (majorRadius < minorRadius)\r\n return undefined;\r\n if (majorRadius === 0.0)\r\n return undefined;\r\n if (minorRadius === 0.0)\r\n return undefined;\r\n if (sweep.isAlmostZero)\r\n return undefined;\r\n\r\n // remove mirror and negative sweep\r\n let yScale = 1.0;\r\n let zScale = 1.0;\r\n let isReversed = false;\r\n if (frame.matrix.determinant() < 0.0)\r\n zScale *= -1.0;\r\n const sweep1 = sweep.clone();\r\n if (sweep.radians < 0.0) {\r\n sweep1.setRadians(-sweep.radians);\r\n zScale *= -1.0;\r\n yScale *= -1.0;\r\n isReversed = true;\r\n }\r\n const frame1 = frame.clone();\r\n frame1.matrix.scaleColumnsInPlace(1, yScale, zScale);\r\n\r\n const result = new TorusPipe(frame1, majorRadius, minorRadius, sweep1, capped);\r\n result._isReversed = isReversed;\r\n return result;\r\n }\r\n\r\n /** Create a TorusPipe from the typical parameters of the Dgn file */\r\n public static createDgnTorusPipe(center: Point3d, vectorX: Vector3d, vectorY: Vector3d, majorRadius: number, minorRadius: number, sweep: Angle, capped: boolean) {\r\n const vectorZ = vectorX.unitCrossProductWithDefault(vectorY, 0, 0, 1);\r\n const frame = Transform.createOriginAndMatrixColumns(center, vectorX, vectorY, vectorZ);\r\n return TorusPipe.createInFrame(frame, majorRadius, minorRadius, sweep, capped);\r\n }\r\n /** Create a TorusPipe from its primary arc and minor radius */\r\n public static createAlongArc(arc: Arc3d, minorRadius: number, capped: boolean) {\r\n if (!Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, arc.sweep.startRadians))\r\n arc = arc.cloneInRotatedBasis(arc.sweep.startAngle);\r\n const sweepRadians = arc.sweep.sweepRadians;\r\n const data = arc.toScaledMatrix3d();\r\n const frame = Transform.createOriginAndMatrix(data.center, data.axes);\r\n return TorusPipe.createInFrame(frame, data.r0, minorRadius, Angle.createRadians(sweepRadians), capped);\r\n }\r\n\r\n /** Return a coordinate frame (right handed, unit axes)\r\n * * origin at center of major circle\r\n * * major circle in plane of first two columns\r\n * * last column perpendicular to first two\r\n */\r\n public getConstructiveFrame(): Transform | undefined {\r\n return this._localToWorld.cloneRigid();\r\n }\r\n /** Return the center of the torus pipe (inside the donut hole) */\r\n public cloneCenter(): Point3d { return this._localToWorld.getOrigin(); }\r\n /** return unit vector along the x axis (in the major hoop plane) */\r\n public cloneVectorX(): Vector3d {\r\n const xAxis = this._localToWorld.matrix.columnX();\r\n return xAxis.normalizeWithDefault(1, 0, 0, xAxis);\r\n }\r\n /** return unit vector along the y axis (in the major hoop plane) */\r\n public cloneVectorY(): Vector3d {\r\n const yAxis = this._localToWorld.matrix.columnY();\r\n return yAxis.normalizeWithDefault(0, 1, 0, yAxis);\r\n }\r\n /** return unit vector along the z axis */\r\n public cloneVectorZ(): Vector3d {\r\n const zAxis = this._localToWorld.matrix.columnZ();\r\n return zAxis.normalizeWithDefault(0, 0, 1, zAxis);\r\n }\r\n /** get the major hoop radius (`radiusA`) in world coordinates */\r\n public getMajorRadius(): number { return this._radiusA * this._localToWorld.matrix.columnXMagnitude(); }\r\n /** get the minor hoop radius (`radiusB`) in world coordinates */\r\n public getMinorRadius(): number { return this._radiusB * this._localToWorld.matrix.columnZMagnitude(); }\r\n /** get the sweep angle along the major circle. */\r\n public getSweepAngle(): Angle { return this._sweep.clone(); }\r\n /** Ask if this TorusPipe is labeled as reversed */\r\n public getIsReversed(): boolean { return this._isReversed; }\r\n /** Return the sweep angle as a fraction of full 360 degrees (2PI radians) */\r\n public getThetaFraction(): number { return this._sweep.radians / (Math.PI * 2.0); }\r\n /** Return a (clone of) the TorusPipe's local to world transformation. */\r\n public cloneLocalToWorld(): Transform { return this._localToWorld.clone(); }\r\n /** ask if `other` is an instance of `TorusPipe` */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof TorusPipe; }\r\n\r\n /** test if `this` and `other` have nearly equal geometry */\r\n public override isAlmostEqual(other: GeometryQuery): boolean {\r\n if (other instanceof TorusPipe) {\r\n if ((!this._sweep.isFullCircle) && this.capped !== other.capped)\r\n return false;\r\n // Compare getter output so that we can equate TorusPipes created/transformed in equivalent ways.\r\n // In particular, the column vectors contribute their scale to the radii, so we ignore their length.\r\n if (!this.cloneCenter().isAlmostEqual(other.cloneCenter()))\r\n return false;\r\n if (!this.cloneVectorX().isAlmostEqual(other.cloneVectorX()))\r\n return false;\r\n if (!this.cloneVectorY().isAlmostEqual(other.cloneVectorY()))\r\n return false;\r\n if (!this.cloneVectorZ().isAlmostEqual(other.cloneVectorZ()))\r\n return false;\r\n if (!Geometry.isSameCoordinate(this.getMinorRadius(), other.getMinorRadius()))\r\n return false;\r\n if (!Geometry.isSameCoordinate(this.getMajorRadius(), other.getMajorRadius()))\r\n return false;\r\n if (!this.getSweepAngle().isAlmostEqualNoPeriodShift(other.getSweepAngle()))\r\n return false;\r\n // ignore _isReversed; it doesn't affect geometry\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Return the angle (in radians) for given fractional position around the major hoop.\r\n */\r\n public vFractionToRadians(v: number): number { return this._sweep.radians * v; }\r\n /** Second step of double dispatch: call `handler.handleTorusPipe(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleTorusPipe(this);\r\n }\r\n\r\n /**\r\n * Return the Arc3d section at vFraction. For the TorusPipe, this is a minor circle.\r\n * @param vFraction fractional position along the sweep direction\r\n */\r\n public constantVSection(v: number): CurveCollection | undefined {\r\n const thetaRadians = this.vFractionToRadians(v);\r\n const c0 = Math.cos(thetaRadians);\r\n const s0 = Math.sin(thetaRadians);\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const center = this._localToWorld.multiplyXYZ(majorRadius * c0, majorRadius * s0, 0);\r\n const vector0 = this._localToWorld.multiplyVectorXYZ(minorRadius * c0, minorRadius * s0, 0);\r\n const vector90 = this._localToWorld.multiplyVectorXYZ(0, 0, minorRadius);\r\n return Loop.create(Arc3d.create(center, vector0, vector90));\r\n }\r\n /** Return an arc at constant u, and arc sweep matching this TorusPipe sweep. */\r\n public constantUSection(uFraction: number): CurveCollection | undefined {\r\n const theta1Radians = this._sweep.radians;\r\n const phiRadians = uFraction * 2 * Math.PI;\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const transform = this._localToWorld;\r\n const axes = transform.matrix;\r\n const center = this._localToWorld.multiplyXYZ(0, 0, minorRadius * Math.sin(phiRadians));\r\n const rxy = majorRadius + minorRadius * Math.cos(phiRadians);\r\n const vector0 = axes.multiplyXYZ(rxy, 0, 0);\r\n const vector90 = axes.multiplyXYZ(0, rxy, 0);\r\n return Path.create(Arc3d.create(center, vector0, vector90, AngleSweep.createStartEndRadians(0.0, theta1Radians)));\r\n }\r\n /** extend `rangeToExtend` to include this `TorusPipe` */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\r\n const theta1Radians = this._sweep.radians;\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const transform0 = this._localToWorld;\r\n const numThetaSample = Math.ceil(theta1Radians / (Math.PI / 16.0));\r\n const numHalfPhiSample = 16;\r\n let phi0 = 0;\r\n let dPhi = 0;\r\n let numPhiSample = 0;\r\n let theta = 0;\r\n let cosTheta = 0;\r\n let sinTheta = 0;\r\n let rxy = 0;\r\n let phi = 0;\r\n let j = 0;\r\n const dTheta = theta1Radians / numThetaSample;\r\n for (let i = 0; i <= numThetaSample; i++) {\r\n theta = i * dTheta;\r\n cosTheta = Math.cos(theta);\r\n sinTheta = Math.sin(theta);\r\n // At the ends, do the entire phi circle.\r\n // Otherwise only do the outer half\r\n if (i === 0 || i === numThetaSample) {\r\n phi0 = -Math.PI;\r\n dPhi = 2.0 * Math.PI / numHalfPhiSample;\r\n numPhiSample = numHalfPhiSample;\r\n } else {\r\n phi0 = -0.5 * Math.PI;\r\n dPhi = Math.PI / numHalfPhiSample;\r\n numPhiSample = 2 * numHalfPhiSample - 1;\r\n }\r\n if (transform) {\r\n for (j = 0; j <= numPhiSample; j++) {\r\n phi = phi0 + j * dPhi;\r\n rxy = majorRadius + minorRadius * Math.cos(phi);\r\n rangeToExtend.extendTransformTransformedXYZ(transform, transform0,\r\n cosTheta * rxy, sinTheta * rxy,\r\n Math.sin(phi) * minorRadius);\r\n }\r\n } else {\r\n for (j = 0; j <= numPhiSample; j++) {\r\n phi = phi0 + j * dPhi;\r\n rxy = majorRadius + minorRadius * Math.cos(phi);\r\n rangeToExtend.extendTransformedXYZ(transform0,\r\n cosTheta * rxy, sinTheta * rxy,\r\n Math.sin(phi) * minorRadius);\r\n }\r\n }\r\n }\r\n }\r\n /** Evaluate as a uv surface\r\n * @param u fractional position in minor (phi)\r\n * @param v fractional position on major (theta) arc\r\n */\r\n public uvFractionToPoint(u: number, v: number, result?: Point3d): Point3d {\r\n const thetaRadians = v * this._sweep.radians;\r\n const phiRadians = u * Math.PI * 2.0;\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const rxy = majorRadius + Math.cos(phiRadians) * minorRadius;\r\n return this._localToWorld.multiplyXYZ(rxy * cosTheta, rxy * sinTheta, minorRadius * Math.sin(phiRadians), result);\r\n }\r\n /** Evaluate as a uv surface, returning point and two vectors.\r\n * @param u fractional position in minor (phi)\r\n * @param v fractional position on major (theta) arc\r\n */\r\n public uvFractionToPointAndTangents(u: number, v: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const thetaRadians = v * this._sweep.radians;\r\n const phiRadians = u * Math.PI * 2.0;\r\n const fTheta = this._sweep.radians;\r\n const fPhi = Math.PI * 2.0;\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const sinPhi = Math.sin(phiRadians);\r\n const cosPhi = Math.cos(phiRadians);\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const rxy = majorRadius + Math.cos(phiRadians) * minorRadius;\r\n const rSinPhi = minorRadius * sinPhi;\r\n const rCosPhi = minorRadius * cosPhi; // appears only as derivative of rSinPhi.\r\n return Plane3dByOriginAndVectors.createOriginAndVectors(\r\n this._localToWorld.multiplyXYZ(cosTheta * rxy, sinTheta * rxy, rSinPhi),\r\n this._localToWorld.multiplyVectorXYZ(-cosTheta * rSinPhi * fPhi, -sinTheta * rSinPhi * fPhi, rCosPhi * fPhi),\r\n this._localToWorld.multiplyVectorXYZ(-rxy * sinTheta * fTheta, rxy * cosTheta * fTheta, 0),\r\n result);\r\n }\r\n /**\r\n * Directional distance query\r\n * * u direction is around the (full) minor hoop\r\n * * v direction is around the outer radius, sum of (absolute values of) major and minor radii.\r\n */\r\n public maxIsoParametricDistance(): Vector2d {\r\n const a = Math.abs(this.getMajorRadius());\r\n const b = Math.abs(this.getMinorRadius());\r\n return Vector2d.create(b * Math.PI * 2.0, (a + b) * this._sweep.radians);\r\n }\r\n /**\r\n * @return true if this is a closed volume.\r\n */\r\n public get isClosedVolume(): boolean {\r\n return this.capped || this._sweep.isFullCircle;\r\n }\r\n\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Solid\r\n */\r\n\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\r\nimport { Loop } from \"../curve/Loop\";\r\nimport { Path } from \"../curve/Path\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { GeometryHandler, UVSurface, UVSurfaceIsoParametricDistance } from \"../geometry3d/GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { SolidPrimitive } from \"./SolidPrimitive\";\r\n\r\n/**\r\n * A torus pipe is a partial torus (donut).\r\n * * In its local coordinate system, the z-axis passes through the donut hole.\r\n * * The \"major hoop\" circular arc is defined for theta in the angular sweep. Its formula in local coordinates:\r\n * * `vectorTheta0 = (radiusA, 0, 0)`\r\n * * `vectorTheta90 = (0, radiusA, 0)`\r\n * * `M(theta) = vectorTheta0 * cos(theta) + vectorTheta90 * sin(theta)`\r\n * * The \"minor hoop\" circular arc is defined for phi in [0,2pi]. Its formula, centered at the origin:\r\n * * `vectorPhi0 = (radiusB * cos(theta), radiusB * sin(theta), 0)`\r\n * * `vectorPhi90 = (0, 0, radiusB)`\r\n * * `m(phi) = vectorPhi0 * cos(phi) + vectorPhi90 * sin(phi)`\r\n * * Thus the torus pipe in local coordinates has the formula:\r\n * * `T(theta, phi) = M(theta) + m(phi)`\r\n * * The stored form of the torus pipe is oriented for positive volume:\r\n * * Both radii are positive, with radiusA >= radiusB > 0\r\n * * The sweep is positive\r\n * * The coordinate system has positive determinant.\r\n * * For uv parameterization,\r\n * * u is around the minor hoop, with u in [0,1] mapping to phi in [0, 2pi]\r\n * * v is along the major hoop, with v in [0,1] mapping to theta in the angular sweep\r\n * * a constant v section is a full circle\r\n * * a constant u section is an arc with the same angular sweep as the torusPipe\r\n * @public\r\n */\r\nexport class TorusPipe extends SolidPrimitive implements UVSurface, UVSurfaceIsoParametricDistance {\r\n /** String name for schema properties */\r\n public readonly solidPrimitiveType = \"torusPipe\";\r\n\r\n private _localToWorld: Transform; // nominally rigid, but x,z column scales contribute to radiusA,radiusB\r\n private _radiusA: number; // radius of (large) circle in xy plane\r\n private _radiusB: number; // radius of (small) circle in xz plane.\r\n private _sweep: Angle;\r\n private _isReversed: boolean;\r\n\r\n // constructor captures the pointers!\r\n protected constructor(map: Transform, radiusA: number, radiusB: number, sweep: Angle, capped: boolean) {\r\n super(capped);\r\n this._localToWorld = map;\r\n this._radiusA = radiusA;\r\n this._radiusB = radiusB;\r\n this._sweep = sweep;\r\n this._isReversed = false;\r\n }\r\n /** return a copy of the TorusPipe */\r\n public clone(): TorusPipe {\r\n const result = new TorusPipe(this._localToWorld.clone(), this._radiusA, this._radiusB, this._sweep.clone(), this.capped);\r\n result._isReversed = this._isReversed;\r\n return result;\r\n }\r\n /** Apply `transform` to the local coordinate system. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n if (transform.matrix.isSingular())\r\n return false;\r\n transform.multiplyTransformTransform(this._localToWorld, this._localToWorld);\r\n return true;\r\n }\r\n /** Clone this TorusPipe and transform the clone */\r\n public cloneTransformed(transform: Transform): TorusPipe | undefined {\r\n const result = this.clone();\r\n if (!result.tryTransformInPlace(transform))\r\n return undefined;\r\n return result;\r\n }\r\n /** Create a new `TorusPipe`\r\n * @param frame local to world transformation. For best results, the matrix part should be a pure rotation.\r\n * @param majorRadius major hoop radius\r\n * @param minorRadius minor hoop radius\r\n * @param sweep sweep angle for major circle, with positive sweep from x axis towards y axis.\r\n * @param capped true for circular caps\r\n */\r\n public static createInFrame(frame: Transform, majorRadius: number, minorRadius: number, sweep: Angle, capped: boolean): TorusPipe | undefined {\r\n // force near-zero radii to true zero\r\n majorRadius = Math.abs(Geometry.correctSmallMetricDistance(majorRadius));\r\n minorRadius = Math.abs(Geometry.correctSmallMetricDistance(minorRadius));\r\n if (majorRadius < minorRadius)\r\n return undefined;\r\n if (majorRadius === 0.0)\r\n return undefined;\r\n if (minorRadius === 0.0)\r\n return undefined;\r\n if (sweep.isAlmostZero)\r\n return undefined;\r\n\r\n // remove mirror and negative sweep\r\n let yScale = 1.0;\r\n let zScale = 1.0;\r\n let isReversed = false;\r\n if (frame.matrix.determinant() < 0.0)\r\n zScale *= -1.0;\r\n const sweep1 = sweep.clone();\r\n if (sweep.radians < 0.0) {\r\n sweep1.setRadians(-sweep.radians);\r\n zScale *= -1.0;\r\n yScale *= -1.0;\r\n isReversed = true;\r\n }\r\n const frame1 = frame.clone();\r\n frame1.matrix.scaleColumnsInPlace(1, yScale, zScale);\r\n\r\n const result = new TorusPipe(frame1, majorRadius, minorRadius, sweep1, capped);\r\n result._isReversed = isReversed;\r\n return result;\r\n }\r\n\r\n /** Create a TorusPipe from the typical parameters of the Dgn file */\r\n public static createDgnTorusPipe(center: Point3d, vectorX: Vector3d, vectorY: Vector3d, majorRadius: number, minorRadius: number, sweep: Angle, capped: boolean) {\r\n const vectorZ = vectorX.unitCrossProductWithDefault(vectorY, 0, 0, 1);\r\n const frame = Transform.createOriginAndMatrixColumns(center, vectorX, vectorY, vectorZ);\r\n return TorusPipe.createInFrame(frame, majorRadius, minorRadius, sweep, capped);\r\n }\r\n /**\r\n * Create a TorusPipe from major arc and minor radius.\r\n * For best results, `arc` should be circular; otherwise, circularity is coerced.\r\n */\r\n public static createAlongArc(arc: Arc3d, minorRadius: number, capped: boolean): TorusPipe | undefined {\r\n if (!Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, arc.sweep.startRadians))\r\n arc = arc.cloneInRotatedBasis(arc.sweep.startAngle);\r\n if (!arc.isCircular) { // ensure circularity by squaring the axes and equating their lengths\r\n const perpVector90 = arc.perpendicularVector.sizedCrossProduct(arc.vector0, arc.matrixRef.columnXMagnitude());\r\n if (!perpVector90)\r\n return undefined;\r\n arc = Arc3d.create(arc.center, arc.vector0, perpVector90, arc.sweep);\r\n }\r\n const data = arc.toScaledMatrix3d();\r\n const rigidFrame = Transform.createOriginAndMatrix(arc.center, data.axes);\r\n return TorusPipe.createInFrame(rigidFrame, data.r0, minorRadius, Angle.createRadians(arc.sweep.sweepRadians), capped);\r\n }\r\n\r\n /** Return a coordinate frame (right handed, unit axes)\r\n * * origin at center of major circle\r\n * * major circle in plane of first two columns\r\n * * last column perpendicular to first two\r\n */\r\n public getConstructiveFrame(): Transform | undefined {\r\n return this._localToWorld.cloneRigid();\r\n }\r\n /** Return the center of the torus pipe (inside the donut hole) */\r\n public cloneCenter(): Point3d { return this._localToWorld.getOrigin(); }\r\n /** return unit vector along the x axis (in the major hoop plane) */\r\n public cloneVectorX(): Vector3d {\r\n const xAxis = this._localToWorld.matrix.columnX();\r\n return xAxis.normalizeWithDefault(1, 0, 0, xAxis);\r\n }\r\n /** return unit vector along the y axis (in the major hoop plane) */\r\n public cloneVectorY(): Vector3d {\r\n const yAxis = this._localToWorld.matrix.columnY();\r\n return yAxis.normalizeWithDefault(0, 1, 0, yAxis);\r\n }\r\n /** return unit vector along the z axis */\r\n public cloneVectorZ(): Vector3d {\r\n const zAxis = this._localToWorld.matrix.columnZ();\r\n return zAxis.normalizeWithDefault(0, 0, 1, zAxis);\r\n }\r\n /** get the major hoop radius (`radiusA`) in world coordinates */\r\n public getMajorRadius(): number { return this._radiusA * this._localToWorld.matrix.columnXMagnitude(); }\r\n /** get the minor hoop radius (`radiusB`) in world coordinates */\r\n public getMinorRadius(): number { return this._radiusB * this._localToWorld.matrix.columnZMagnitude(); }\r\n /** get the sweep angle along the major circle. */\r\n public getSweepAngle(): Angle { return this._sweep.clone(); }\r\n /** Ask if this TorusPipe is labeled as reversed */\r\n public getIsReversed(): boolean { return this._isReversed; }\r\n /** Return the sweep angle as a fraction of full 360 degrees (2PI radians) */\r\n public getThetaFraction(): number { return this._sweep.radians / (Math.PI * 2.0); }\r\n /** Return a (clone of) the TorusPipe's local to world transformation. */\r\n public cloneLocalToWorld(): Transform { return this._localToWorld.clone(); }\r\n /** ask if `other` is an instance of `TorusPipe` */\r\n public isSameGeometryClass(other: any): boolean { return other instanceof TorusPipe; }\r\n\r\n /** test if `this` and `other` have nearly equal geometry */\r\n public override isAlmostEqual(other: GeometryQuery): boolean {\r\n if (other instanceof TorusPipe) {\r\n if ((!this._sweep.isFullCircle) && this.capped !== other.capped)\r\n return false;\r\n // Compare getter output so that we can equate TorusPipes created/transformed in equivalent ways.\r\n // In particular, the column vectors contribute their scale to the radii, so we ignore their length.\r\n if (!this.cloneCenter().isAlmostEqual(other.cloneCenter()))\r\n return false;\r\n if (!this.cloneVectorX().isAlmostEqual(other.cloneVectorX()))\r\n return false;\r\n if (!this.cloneVectorY().isAlmostEqual(other.cloneVectorY()))\r\n return false;\r\n if (!this.cloneVectorZ().isAlmostEqual(other.cloneVectorZ()))\r\n return false;\r\n if (!Geometry.isSameCoordinate(this.getMinorRadius(), other.getMinorRadius()))\r\n return false;\r\n if (!Geometry.isSameCoordinate(this.getMajorRadius(), other.getMajorRadius()))\r\n return false;\r\n if (!this.getSweepAngle().isAlmostEqualNoPeriodShift(other.getSweepAngle()))\r\n return false;\r\n // ignore _isReversed; it doesn't affect geometry\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** Return the angle (in radians) for given fractional position around the major hoop.\r\n */\r\n public vFractionToRadians(v: number): number { return this._sweep.radians * v; }\r\n /** Second step of double dispatch: call `handler.handleTorusPipe(this)` */\r\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\r\n return handler.handleTorusPipe(this);\r\n }\r\n\r\n /**\r\n * Return the Arc3d section at vFraction. For the TorusPipe, this is a minor circle.\r\n * @param vFraction fractional position along the sweep direction\r\n */\r\n public constantVSection(v: number): CurveCollection | undefined {\r\n const thetaRadians = this.vFractionToRadians(v);\r\n const c0 = Math.cos(thetaRadians);\r\n const s0 = Math.sin(thetaRadians);\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const center = this._localToWorld.multiplyXYZ(majorRadius * c0, majorRadius * s0, 0);\r\n const vector0 = this._localToWorld.multiplyVectorXYZ(minorRadius * c0, minorRadius * s0, 0);\r\n const vector90 = this._localToWorld.multiplyVectorXYZ(0, 0, minorRadius);\r\n return Loop.create(Arc3d.create(center, vector0, vector90));\r\n }\r\n /** Return an arc at constant u, and arc sweep matching this TorusPipe sweep. */\r\n public constantUSection(uFraction: number): CurveCollection | undefined {\r\n const theta1Radians = this._sweep.radians;\r\n const phiRadians = uFraction * 2 * Math.PI;\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const transform = this._localToWorld;\r\n const axes = transform.matrix;\r\n const center = this._localToWorld.multiplyXYZ(0, 0, minorRadius * Math.sin(phiRadians));\r\n const rxy = majorRadius + minorRadius * Math.cos(phiRadians);\r\n const vector0 = axes.multiplyXYZ(rxy, 0, 0);\r\n const vector90 = axes.multiplyXYZ(0, rxy, 0);\r\n return Path.create(Arc3d.create(center, vector0, vector90, AngleSweep.createStartEndRadians(0.0, theta1Radians)));\r\n }\r\n /** extend `rangeToExtend` to include this `TorusPipe` */\r\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\r\n const theta1Radians = this._sweep.radians;\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const transform0 = this._localToWorld;\r\n const numThetaSample = Math.ceil(theta1Radians / (Math.PI / 16.0));\r\n const numHalfPhiSample = 16;\r\n let phi0 = 0;\r\n let dPhi = 0;\r\n let numPhiSample = 0;\r\n let theta = 0;\r\n let cosTheta = 0;\r\n let sinTheta = 0;\r\n let rxy = 0;\r\n let phi = 0;\r\n let j = 0;\r\n const dTheta = theta1Radians / numThetaSample;\r\n for (let i = 0; i <= numThetaSample; i++) {\r\n theta = i * dTheta;\r\n cosTheta = Math.cos(theta);\r\n sinTheta = Math.sin(theta);\r\n // At the ends, do the entire phi circle.\r\n // Otherwise only do the outer half\r\n if (i === 0 || i === numThetaSample) {\r\n phi0 = -Math.PI;\r\n dPhi = 2.0 * Math.PI / numHalfPhiSample;\r\n numPhiSample = numHalfPhiSample;\r\n } else {\r\n phi0 = -0.5 * Math.PI;\r\n dPhi = Math.PI / numHalfPhiSample;\r\n numPhiSample = 2 * numHalfPhiSample - 1;\r\n }\r\n if (transform) {\r\n for (j = 0; j <= numPhiSample; j++) {\r\n phi = phi0 + j * dPhi;\r\n rxy = majorRadius + minorRadius * Math.cos(phi);\r\n rangeToExtend.extendTransformTransformedXYZ(transform, transform0,\r\n cosTheta * rxy, sinTheta * rxy,\r\n Math.sin(phi) * minorRadius);\r\n }\r\n } else {\r\n for (j = 0; j <= numPhiSample; j++) {\r\n phi = phi0 + j * dPhi;\r\n rxy = majorRadius + minorRadius * Math.cos(phi);\r\n rangeToExtend.extendTransformedXYZ(transform0,\r\n cosTheta * rxy, sinTheta * rxy,\r\n Math.sin(phi) * minorRadius);\r\n }\r\n }\r\n }\r\n }\r\n /** Evaluate as a uv surface\r\n * @param u fractional position in minor (phi)\r\n * @param v fractional position on major (theta) arc\r\n */\r\n public uvFractionToPoint(u: number, v: number, result?: Point3d): Point3d {\r\n const thetaRadians = v * this._sweep.radians;\r\n const phiRadians = u * Math.PI * 2.0;\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const rxy = majorRadius + Math.cos(phiRadians) * minorRadius;\r\n return this._localToWorld.multiplyXYZ(rxy * cosTheta, rxy * sinTheta, minorRadius * Math.sin(phiRadians), result);\r\n }\r\n /** Evaluate as a uv surface, returning point and two vectors.\r\n * @param u fractional position in minor (phi)\r\n * @param v fractional position on major (theta) arc\r\n */\r\n public uvFractionToPointAndTangents(u: number, v: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const thetaRadians = v * this._sweep.radians;\r\n const phiRadians = u * Math.PI * 2.0;\r\n const fTheta = this._sweep.radians;\r\n const fPhi = Math.PI * 2.0;\r\n const cosTheta = Math.cos(thetaRadians);\r\n const sinTheta = Math.sin(thetaRadians);\r\n const sinPhi = Math.sin(phiRadians);\r\n const cosPhi = Math.cos(phiRadians);\r\n const majorRadius = this._radiusA;\r\n const minorRadius = this._radiusB;\r\n const rxy = majorRadius + Math.cos(phiRadians) * minorRadius;\r\n const rSinPhi = minorRadius * sinPhi;\r\n const rCosPhi = minorRadius * cosPhi; // appears only as derivative of rSinPhi.\r\n return Plane3dByOriginAndVectors.createOriginAndVectors(\r\n this._localToWorld.multiplyXYZ(cosTheta * rxy, sinTheta * rxy, rSinPhi),\r\n this._localToWorld.multiplyVectorXYZ(-cosTheta * rSinPhi * fPhi, -sinTheta * rSinPhi * fPhi, rCosPhi * fPhi),\r\n this._localToWorld.multiplyVectorXYZ(-rxy * sinTheta * fTheta, rxy * cosTheta * fTheta, 0),\r\n result);\r\n }\r\n /**\r\n * Directional distance query\r\n * * u direction is around the (full) minor hoop\r\n * * v direction is around the outer radius, sum of (absolute values of) major and minor radii.\r\n */\r\n public maxIsoParametricDistance(): Vector2d {\r\n const a = Math.abs(this.getMajorRadius());\r\n const b = Math.abs(this.getMinorRadius());\r\n return Vector2d.create(b * Math.PI * 2.0, (a + b) * this._sweep.radians);\r\n }\r\n /**\r\n * @return true if this is a closed volume.\r\n */\r\n public get isClosedVolume(): boolean {\r\n return this.capped || this._sweep.isFullCircle;\r\n }\r\n\r\n}\r\n"]}
@@ -198,28 +198,30 @@ export declare class Angle implements BeJSONFunctions {
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  */
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  static isPerpendicularDotSet(dotUU: number, dotVV: number, dotUV: number): boolean;
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  /**
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- * Return cosine, sine, and radians for the half angle of a "cosine,sine" pair.
202
- * * This function assumes the input arguments are related to an angle between -PI and PI
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- * * This function returns an angle between -PI and PI
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- * @param rCos2A cosine value (scaled by radius) for initial angle.
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- * @param rSin2A sine value (scaled by radius) for final angle.
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+ * Compute the angle A given r*cos(2A) and r*sin(2A) for some nonnegative scalar r.
202
+ * * This function assumes the input arguments are related to an angle between -PI and PI.
203
+ * * This function returns an angle between -PI and PI.
204
+ * @param rCos2A scaled cosine value of twice the angle A.
205
+ * @param rSin2A scaled sine value of twice the angle A.
206
+ * @return cos(A), sin(A) and A in radians
206
207
  */
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  static trigValuesToHalfAngleTrigValues(rCos2A: number, rSin2A: number): TrigValues;
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  /** If value is close to -1, -0.5, 0, 0.5, 1, adjust it to the exact value. */
209
210
  static cleanupTrigValue(value: number, tolerance?: number): number;
210
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  /**
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- * Return the half angle cosine, sine, and radians for given dot products between vectors. The vectors define
212
- * an ellipse using x(t) = c + U cos(t) + V sin(t) so U and V are at angle t=0 degree and t=90 degree. The
213
- * half angle t0 is an angle such that x(t0) is one of the ellipse semi-axis.
214
- * * This construction arises e.g. in `Arc3d.toScaledMatrix3d`.
215
- * * Given ellipse x(t) = c + U cos(t) + V sin(t), find t0 such that radial vector W(t0) = x(t0) - c is
216
- * perpendicular to the ellipse.
212
+ * Return the half angle cosine, sine, and radians for the given vector dot products.
213
+ * * These values arise e.g. in the computation performed in `Arc3d.toScaledMatrix3d`.
214
+ * * Let vectors U and V define the ellipse x(t) = c + U cos(t) + V sin(t). We seek an angle t0
215
+ * such that the radial vector W(t0) := x(t0) - c is perpendicular to the ellipse.
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  * * Then 0 = W(t0).x'(t0) = (U cos(t0) + V sin(t0)).(V cos(t0) - U sin(t0)) = U.V cos(2t0) + 0.5 (V.V - U.U) sin(2t0)
218
- * implies sin(2t0) / cos(2t0) = 2 U.V / (U.U - V.V), i.e., t0 can be computed given the three dot products on the RHS.
219
- * math details can be found at docs/learning/geometry/Angle.md
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+ * implies tan(2t0) = sin(2t0) / cos(2t0) = 2 U.V / (U.U - V.V), i.e., t0 can be computed given the input dot products.
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+ * Math details can be found at docs/learning/geometry/Angle.md
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  * @param dotUU dot product of vectorU with itself
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  * @param dotVV dot product of vectorV with itself
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  * @param dotUV dot product of vectorU with vectorV
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+ * @param favorZero whether to allow a tight tolerance for returning t0 = 0 (default true).
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+ * When dotUV is near zero, U and V are nearly perpendicular, and the returned angle is near zero.
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+ * @return the angle t0 and its cosine and sine.
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  */
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  static dotProductsToHalfAngleTrigValues(dotUU: number, dotVV: number, dotUV: number, favorZero?: boolean): TrigValues;
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  /**
@@ -1 +1 @@
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+ {"version":3,"file":"Angle.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/Angle.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,eAAe,EAAY,UAAU,EAAE,MAAM,aAAa,CAAC;AAEhF;;;;;;;;;GASG;AACH,qBAAa,KAAM,YAAW,eAAe;IAC3C,+DAA+D;IAC/D,gBAAuB,eAAe,uBAAuB;IAC7D,8DAA8D;IAC9D,gBAAuB,cAAc,sBAA0B;IAC/D,8DAA8D;IAC9D,gBAAuB,cAAc,sBAA2B;IAChE,6DAA6D;IAC7D,gBAAuB,SAAS,qBAA0B;IAC1D,+DAA+D;IAC/D,gBAAuB,UAAU,qBAA0B;IAC3D,qDAAqD;IACrD,gBAAuB,gBAAgB,SAAiC;IACxE,qDAAqD;IACrD,gBAAuB,gBAAgB,SAAiC;IACxE,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,QAAQ,CAAC,CAAS;IAC1B,OAAO;IAIP,gDAAgD;IACzC,KAAK,IAAI,KAAK;IAGrB,8CAA8C;IACvC,MAAM,IAAI,QAAQ,CAAC,IAAI,CAAC;IAG/B;;;OAGG;WACW,aAAa,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK;IAGnD;;;OAGG;WACW,aAAa,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK;IAGnD;;OAEG;WACW,gBAAgB,IAAI,KAAK;IAGvC;;;;;OAKG;WACW,iBAAiB,CAAC,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,GAAG,KAAK;IAGtF;;;OAGG;IACI,WAAW,CAAC,KAAK,EAAE,MAAM,GAAG,KAAK;IAGxC;;;OAGG;IACI,UAAU,CAAC,OAAO,EAAE,MAAM;IAIjC;;;OAGG;IACI,UAAU,CAAC,OAAO,EAAE,MAAM;IAIjC,yCAAyC;WAC3B,SAAS,IAAI,KAAK;IAGhC;;;;;OAKG;WACW,WAAW,CAAC,SAAS,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,KAAK;IAGxE;;;OAGG;IACI,OAAO,CAAC,KAAK,EAAE,KAAK;IAI3B;;;;;;;OAOG;IACI,WAAW,CAAC,IAAI,CAAC,EAAE,UAAU,EAAE,iBAAiB,CAAC,EAAE,MAAM;IAgBhE;;;;;OAKG;WACW,QAAQ,CAAC,IAAI,CAAC,EAAE,UAAU,EAAE,iBAAiB,CAAC,EAAE,MAAM,GAAG,KAAK;IAK5E,+DAA+D;IACxD,MAAM,IAAI,UAAU;IAG3B,yEAAyE;IAClE,aAAa,IAAI,UAAU;IAGlC,4CAA4C;IAC5C,IAAW,OAAO,IAAI,MAAM,CAE3B;IACD,4CAA4C;IAC5C,IAAW,OAAO,IAAI,MAAM,CAE3B;IACD;;;OAGG;WACW,gBAAgB,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM;IAGvD;;;OAGG;WACW,gBAAgB,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM;IAsBvD,qDAAqD;IAC9C,GAAG,IAAI,MAAM;IAGpB,mDAAmD;IAC5C,GAAG,IAAI,MAAM;IAGpB,sDAAsD;IAC/C,GAAG,IAAI,MAAM;IAGpB,kEAAkE;WACpD,mBAAmB,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO;IAG3D,iDAAiD;WACnC,mBAAmB,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO;IAG3D,yCAAyC;IACzC,IAAW,YAAY,IAAI,OAAO,CAEjC;IACD,+DAA+D;IAC/D,IAAW,YAAY,IAAI,OAAO,CAEjC;IACD,yDAAyD;WAC3C,mBAAmB,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM;IAe1D,mDAAmD;WACrC,sBAAsB,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM;IAc7D,yDAAyD;WAC3C,mBAAmB,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM;IAc1D,0DAA0D;WAC5C,0BAA0B,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM;IAcjE,mEAAmE;WACrD,IAAI,IAAI,KAAK;IAG3B,yCAAyC;IACzC,IAAW,WAAW,IAAI,OAAO,CAEhC;IACD,uFAAuF;IACvF,IAAW,YAAY,IAAI,OAAO,CAEjC;IACD,wGAAwG;IACxG,IAAW,wBAAwB,IAAI,OAAO,CAE7C;IACD,gEAAgE;WAClD,2BAA2B,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK;IAGjE,mEAAmE;WACrD,4BAA4B,CAAC,OAAO,EAAE,MAAM,GAAG,KAAK;IAGlE;;;;;OAKG;WACW,oCAAoC,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EACnF,SAAS,GAAE,MAAmC,GAAG,OAAO;IAW1D;;;KAGC;IACM,0BAA0B,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO;IAIxD;;;;OAIG;IACI,6BAA6B,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,GAAE,MAAmC,GAAG,OAAO;IAG3G;;;;;OAKG;WACW,iCAAiC,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAChF,SAAS,GAAE,MAAmC,GAAG,OAAO;IAG1D;;;;OAIG;IACI,0BAA0B,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,GAAE,MAAmC,GAAG,OAAO;IAGxG;;;;;OAKG;IACI,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,SAAS,GAAE,MAAmC,GAAG,OAAO;IAG3F;;;;;OAKG;WACW,qBAAqB,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,OAAO;IAKzF;;;;;;;OAOG;WACW,+BAA+B,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,UAAU;IA4BzF,8EAA8E;WAChE,gBAAgB,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,GAAE,MAAoC,GAAG,MAAM;IAYtG;;;;;;;;;;;;;;OAcG;WACW,gCAAgC,CAC5C,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,SAAS,GAAE,OAAc,GACrE,UAAU;IAOb;;;;;;;;;OASG;WACW,wBAAwB,CACpC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GACrE,MAAM;IAIT;;;;;;;;;;;;;;;;;OAiBG;WACW,gCAAgC,CAC5C,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAClC,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EACvD,gBAAgB,GAAE,OAAe,GAChC,MAAM;IAmBT;;;OAGG;IACI,uBAAuB,CAAC,QAAQ,EAAE,MAAM;CAQhD"}
@@ -377,11 +377,12 @@ export class Angle {
377
377
  && dotUV * dotUV <= Geometry.smallAngleRadiansSquared * dotUU * dotVV;
378
378
  }
379
379
  /**
380
- * Return cosine, sine, and radians for the half angle of a "cosine,sine" pair.
381
- * * This function assumes the input arguments are related to an angle between -PI and PI
382
- * * This function returns an angle between -PI and PI
383
- * @param rCos2A cosine value (scaled by radius) for initial angle.
384
- * @param rSin2A sine value (scaled by radius) for final angle.
380
+ * Compute the angle A given r*cos(2A) and r*sin(2A) for some nonnegative scalar r.
381
+ * * This function assumes the input arguments are related to an angle between -PI and PI.
382
+ * * This function returns an angle between -PI and PI.
383
+ * @param rCos2A scaled cosine value of twice the angle A.
384
+ * @param rSin2A scaled sine value of twice the angle A.
385
+ * @return cos(A), sin(A) and A in radians
385
386
  */
386
387
  static trigValuesToHalfAngleTrigValues(rCos2A, rSin2A) {
387
388
  const r = Geometry.hypotenuseXY(rCos2A, rSin2A);
@@ -391,41 +392,25 @@ export class Angle {
391
392
  else {
392
393
  /* If the caller really gave you sine and cosine values, r should be 1. However,
393
394
  * to allow scaled values -- e.g. the x and y components of any vector -- we normalize
394
- * right here. This adds an extra sqrt and 2 divides to the whole process, but improves
395
+ * right here. This adds an extra sqrt and two divisions, but improves
395
396
  * both the usefulness and robustness of the computation.
396
397
  */
397
398
  let cosA;
398
399
  let sinA = 0.0;
399
400
  const cos2A = rCos2A / r;
400
401
  const sin2A = rSin2A / r;
401
- // Original angle in NE and SE quadrants. Half angle in same quadrant
402
- if (cos2A >= 0.0) {
403
- /*
404
- * We know cos2A = (cosA)^2 - (sinA)^2 and 1 = (cosA)^2 + (sinA)^2
405
- * so 1 + cos2A = 2(cosA)^2 and therefore, cosA = sqrt((1+cos2A)/2)
406
- * cosine is positive in NE and SE quadrants so we use +sqrt
407
- */
408
- cosA = Math.sqrt(0.5 * (1.0 + cos2A));
409
- // We know sin2A = 2 sinA cosA so sinA = sin2A/(2*cosA)
410
- sinA = sin2A / (2.0 * cosA);
402
+ if (cos2A >= 0.0) { // 2A is in NE and SE quadrants, A in same quadrant
403
+ cosA = Math.sqrt(0.5 * (1.0 + cos2A)); // half angle formula. Use +root since cosA >= 0
404
+ sinA = sin2A / (2.0 * cosA); // double angle formula
411
405
  }
412
406
  else {
413
- // Original angle in NW quadrant. Half angle in NE quadrant
414
- if (sin2A > 0.0) {
415
- /*
416
- * We know cos2A = (cosA)^2 - (sinA)^2 and 1 = (cosA)^2 + (sinA)^2
417
- * so 1 - cos2A = 2(sinA)^2 and therefore, sinA = sqrt((1-cos2A)/2)
418
- * sine is positive in NE quadrant so we use +sqrt
419
- */
420
- sinA = Math.sqrt(0.5 * (1.0 - cos2A));
421
- // Original angle in SW quadrant. Half angle in SE quadrant
407
+ if (sin2A > 0.0) { // 2A in NW quadrant. A in NE quadrant
408
+ sinA = Math.sqrt(0.5 * (1.0 - cos2A)); // half angle formula. Use +root since sinA > 0
422
409
  }
423
- else {
424
- // sine is negative in SE quadrant so we use -sqrt
425
- sinA = -Math.sqrt(0.5 * (1.0 - cos2A));
410
+ else { // 2A in SW quadrant. A in SE quadrant
411
+ sinA = -Math.sqrt(0.5 * (1.0 - cos2A)); // half angle formula. Use -root since sinA <= 0
426
412
  }
427
- // We know sin2A = 2 sinA cosA so cosA = sin2A/(2*sinA)
428
- cosA = sin2A / (2.0 * sinA); // always positive
413
+ cosA = sin2A / (2.0 * sinA); // double angle formula
429
414
  }
430
415
  return { c: cosA, s: sinA, radians: Math.atan2(sinA, cosA) };
431
416
  }
@@ -444,18 +429,19 @@ export class Angle {
444
429
  return value;
445
430
  }
446
431
  /**
447
- * Return the half angle cosine, sine, and radians for given dot products between vectors. The vectors define
448
- * an ellipse using x(t) = c + U cos(t) + V sin(t) so U and V are at angle t=0 degree and t=90 degree. The
449
- * half angle t0 is an angle such that x(t0) is one of the ellipse semi-axis.
450
- * * This construction arises e.g. in `Arc3d.toScaledMatrix3d`.
451
- * * Given ellipse x(t) = c + U cos(t) + V sin(t), find t0 such that radial vector W(t0) = x(t0) - c is
452
- * perpendicular to the ellipse.
432
+ * Return the half angle cosine, sine, and radians for the given vector dot products.
433
+ * * These values arise e.g. in the computation performed in `Arc3d.toScaledMatrix3d`.
434
+ * * Let vectors U and V define the ellipse x(t) = c + U cos(t) + V sin(t). We seek an angle t0
435
+ * such that the radial vector W(t0) := x(t0) - c is perpendicular to the ellipse.
453
436
  * * Then 0 = W(t0).x'(t0) = (U cos(t0) + V sin(t0)).(V cos(t0) - U sin(t0)) = U.V cos(2t0) + 0.5 (V.V - U.U) sin(2t0)
454
- * implies sin(2t0) / cos(2t0) = 2 U.V / (U.U - V.V), i.e., t0 can be computed given the three dot products on the RHS.
455
- * math details can be found at docs/learning/geometry/Angle.md
437
+ * implies tan(2t0) = sin(2t0) / cos(2t0) = 2 U.V / (U.U - V.V), i.e., t0 can be computed given the input dot products.
438
+ * Math details can be found at docs/learning/geometry/Angle.md
456
439
  * @param dotUU dot product of vectorU with itself
457
440
  * @param dotVV dot product of vectorV with itself
458
441
  * @param dotUV dot product of vectorU with vectorV
442
+ * @param favorZero whether to allow a tight tolerance for returning t0 = 0 (default true).
443
+ * When dotUV is near zero, U and V are nearly perpendicular, and the returned angle is near zero.
444
+ * @return the angle t0 and its cosine and sine.
459
445
  */
460
446
  static dotProductsToHalfAngleTrigValues(dotUU, dotVV, dotUV, favorZero = true) {
461
447
  const cos2t0 = dotUU - dotVV;