@itwin/core-geometry 4.9.0-dev.8 → 4.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +41 -1
- package/lib/cjs/Geometry.d.ts +57 -46
- package/lib/cjs/Geometry.d.ts.map +1 -1
- package/lib/cjs/Geometry.js +73 -53
- package/lib/cjs/Geometry.js.map +1 -1
- package/lib/cjs/curve/Arc3d.d.ts +141 -38
- package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
- package/lib/cjs/curve/Arc3d.js +219 -31
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +11 -6
- package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js +12 -10
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.d.ts +2 -1
- package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCollection.js +2 -1
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/CurveCurve.d.ts +11 -9
- package/lib/cjs/curve/CurveCurve.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCurve.js +11 -9
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveFactory.d.ts +4 -3
- package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
- package/lib/cjs/curve/CurveFactory.js +4 -3
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.d.ts +19 -1
- package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.js +39 -0
- package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
- package/lib/cjs/curve/CurveOps.d.ts +4 -4
- package/lib/cjs/curve/CurveOps.d.ts.map +1 -1
- package/lib/cjs/curve/CurveOps.js +6 -6
- package/lib/cjs/curve/CurveOps.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.d.ts +1 -1
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/LineString3d.d.ts +7 -5
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineString3d.js +8 -6
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/Loop.d.ts.map +1 -1
- package/lib/cjs/curve/Loop.js +6 -6
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/OffsetOptions.d.ts +1 -1
- package/lib/cjs/curve/OffsetOptions.js +1 -1
- package/lib/cjs/curve/OffsetOptions.js.map +1 -1
- package/lib/cjs/curve/Path.d.ts.map +1 -1
- package/lib/cjs/curve/Path.js +5 -6
- package/lib/cjs/curve/Path.js.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +3 -4
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +4 -3
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js +4 -3
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +23 -7
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +43 -35
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts +22 -8
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +127 -52
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.d.ts +211 -0
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -0
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js +1000 -0
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -0
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +11 -8
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js +7 -4
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/geometry3d/Angle.d.ts +18 -5
- package/lib/cjs/geometry3d/Angle.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Angle.js +23 -7
- package/lib/cjs/geometry3d/Angle.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.d.ts +14 -1
- package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js +47 -12
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.d.ts +2 -1
- package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.js +12 -10
- package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/cjs/geometry3d/GeometryHandler.d.ts.map +1 -1
- package/lib/cjs/geometry3d/GeometryHandler.js +1 -7
- package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.d.ts +6 -4
- package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js +6 -4
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +5 -5
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +5 -5
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.d.ts +6 -5
- package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js +11 -10
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.d.ts +4 -4
- package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js +7 -11
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +3 -3
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
- package/lib/cjs/geometry3d/Range.d.ts +6 -1
- package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Range.js +9 -3
- package/lib/cjs/geometry3d/Range.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.d.ts +1 -1
- package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.d.ts +1 -1
- package/lib/cjs/geometry3d/Transform.js +1 -1
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/cjs/numerics/Newton.d.ts +3 -3
- package/lib/cjs/numerics/Newton.d.ts.map +1 -1
- package/lib/cjs/numerics/Newton.js +14 -16
- package/lib/cjs/numerics/Newton.js.map +1 -1
- package/lib/cjs/numerics/Polynomials.d.ts +2 -2
- package/lib/cjs/numerics/Polynomials.js +2 -2
- package/lib/cjs/numerics/Polynomials.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts +7 -4
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js +11 -6
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.d.ts +13 -10
- package/lib/cjs/polyface/PolyfaceClip.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js +17 -14
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts +11 -14
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +59 -52
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/serialization/BGFBReader.js.map +1 -1
- package/lib/cjs/serialization/BGFBWriter.js +2 -2
- package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
- package/lib/cjs/solid/SweepContour.d.ts.map +1 -1
- package/lib/cjs/solid/SweepContour.js +0 -4
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/cjs/topology/Graph.d.ts +1 -1
- package/lib/cjs/topology/Graph.js +2 -2
- package/lib/cjs/topology/Graph.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeNodeXYZUV.d.ts +1 -1
- package/lib/cjs/topology/HalfEdgeNodeXYZUV.js +1 -1
- package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
- package/lib/cjs/topology/HalfEdgePointInGraphSearch.d.ts +57 -15
- package/lib/cjs/topology/HalfEdgePointInGraphSearch.d.ts.map +1 -1
- package/lib/cjs/topology/HalfEdgePointInGraphSearch.js +168 -127
- package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
- package/lib/cjs/topology/HalfEdgePositionDetail.d.ts +35 -35
- package/lib/cjs/topology/HalfEdgePositionDetail.d.ts.map +1 -1
- package/lib/cjs/topology/HalfEdgePositionDetail.js +63 -41
- package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
- package/lib/cjs/topology/InsertAndRetriangulateContext.d.ts +64 -12
- package/lib/cjs/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
- package/lib/cjs/topology/InsertAndRetriangulateContext.js +174 -75
- package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
- package/lib/cjs/topology/Merging.d.ts +2 -2
- package/lib/cjs/topology/Merging.js +2 -2
- package/lib/cjs/topology/Merging.js.map +1 -1
- package/lib/cjs/topology/Triangulation.d.ts +16 -10
- package/lib/cjs/topology/Triangulation.d.ts.map +1 -1
- package/lib/cjs/topology/Triangulation.js +23 -30
- package/lib/cjs/topology/Triangulation.js.map +1 -1
- package/lib/esm/Geometry.d.ts +57 -46
- package/lib/esm/Geometry.d.ts.map +1 -1
- package/lib/esm/Geometry.js +73 -53
- package/lib/esm/Geometry.js.map +1 -1
- package/lib/esm/curve/Arc3d.d.ts +141 -38
- package/lib/esm/curve/Arc3d.d.ts.map +1 -1
- package/lib/esm/curve/Arc3d.js +217 -30
- package/lib/esm/curve/Arc3d.js.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts +11 -6
- package/lib/esm/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js +12 -10
- package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/esm/curve/CurveCollection.d.ts +2 -1
- package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
- package/lib/esm/curve/CurveCollection.js +2 -1
- package/lib/esm/curve/CurveCollection.js.map +1 -1
- package/lib/esm/curve/CurveCurve.d.ts +11 -9
- package/lib/esm/curve/CurveCurve.d.ts.map +1 -1
- package/lib/esm/curve/CurveCurve.js +11 -9
- package/lib/esm/curve/CurveCurve.js.map +1 -1
- package/lib/esm/curve/CurveFactory.d.ts +4 -3
- package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
- package/lib/esm/curve/CurveFactory.js +4 -3
- package/lib/esm/curve/CurveFactory.js.map +1 -1
- package/lib/esm/curve/CurveLocationDetail.d.ts +19 -1
- package/lib/esm/curve/CurveLocationDetail.d.ts.map +1 -1
- package/lib/esm/curve/CurveLocationDetail.js +39 -0
- package/lib/esm/curve/CurveLocationDetail.js.map +1 -1
- package/lib/esm/curve/CurveOps.d.ts +4 -4
- package/lib/esm/curve/CurveOps.d.ts.map +1 -1
- package/lib/esm/curve/CurveOps.js +6 -6
- package/lib/esm/curve/CurveOps.js.map +1 -1
- package/lib/esm/curve/CurvePrimitive.d.ts +1 -1
- package/lib/esm/curve/CurvePrimitive.js.map +1 -1
- package/lib/esm/curve/LineString3d.d.ts +7 -5
- package/lib/esm/curve/LineString3d.d.ts.map +1 -1
- package/lib/esm/curve/LineString3d.js +8 -6
- package/lib/esm/curve/LineString3d.js.map +1 -1
- package/lib/esm/curve/Loop.d.ts.map +1 -1
- package/lib/esm/curve/Loop.js +6 -6
- package/lib/esm/curve/Loop.js.map +1 -1
- package/lib/esm/curve/OffsetOptions.d.ts +1 -1
- package/lib/esm/curve/OffsetOptions.js +1 -1
- package/lib/esm/curve/OffsetOptions.js.map +1 -1
- package/lib/esm/curve/Path.d.ts.map +1 -1
- package/lib/esm/curve/Path.js +5 -6
- package/lib/esm/curve/Path.js.map +1 -1
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js +3 -4
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/esm/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/esm/curve/RegionOps.d.ts +4 -3
- package/lib/esm/curve/RegionOps.d.ts.map +1 -1
- package/lib/esm/curve/RegionOps.js +4 -3
- package/lib/esm/curve/RegionOps.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +23 -7
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js +43 -35
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts +22 -8
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js +127 -52
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.d.ts +211 -0
- package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -0
- package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js +995 -0
- package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -0
- package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts +11 -8
- package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.js +7 -4
- package/lib/esm/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/esm/geometry3d/Angle.d.ts +18 -5
- package/lib/esm/geometry3d/Angle.d.ts.map +1 -1
- package/lib/esm/geometry3d/Angle.js +23 -7
- package/lib/esm/geometry3d/Angle.js.map +1 -1
- package/lib/esm/geometry3d/AngleSweep.d.ts +14 -1
- package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
- package/lib/esm/geometry3d/AngleSweep.js +47 -12
- package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
- package/lib/esm/geometry3d/FrameBuilder.d.ts +2 -1
- package/lib/esm/geometry3d/FrameBuilder.d.ts.map +1 -1
- package/lib/esm/geometry3d/FrameBuilder.js +12 -10
- package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/esm/geometry3d/GeometryHandler.d.ts.map +1 -1
- package/lib/esm/geometry3d/GeometryHandler.js +1 -7
- package/lib/esm/geometry3d/GeometryHandler.js.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.d.ts +6 -4
- package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.js +6 -4
- package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.d.ts +5 -5
- package/lib/esm/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Point3dVector3d.js +5 -5
- package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/esm/geometry3d/PointHelpers.d.ts +6 -5
- package/lib/esm/geometry3d/PointHelpers.d.ts.map +1 -1
- package/lib/esm/geometry3d/PointHelpers.js +11 -10
- package/lib/esm/geometry3d/PointHelpers.js.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.d.ts +4 -4
- package/lib/esm/geometry3d/PolygonOps.d.ts.map +1 -1
- package/lib/esm/geometry3d/PolygonOps.js +7 -11
- package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
- package/lib/esm/geometry3d/PolylineCompressionByEdgeOffset.d.ts +1 -1
- package/lib/esm/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
- package/lib/esm/geometry3d/PolylineCompressionByEdgeOffset.js +3 -3
- package/lib/esm/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
- package/lib/esm/geometry3d/Range.d.ts +6 -1
- package/lib/esm/geometry3d/Range.d.ts.map +1 -1
- package/lib/esm/geometry3d/Range.js +9 -3
- package/lib/esm/geometry3d/Range.js.map +1 -1
- package/lib/esm/geometry3d/Ray3d.d.ts +1 -1
- package/lib/esm/geometry3d/Ray3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Ray3d.js.map +1 -1
- package/lib/esm/geometry3d/Transform.d.ts +1 -1
- package/lib/esm/geometry3d/Transform.js +1 -1
- package/lib/esm/geometry3d/Transform.js.map +1 -1
- package/lib/esm/numerics/Newton.d.ts +3 -3
- package/lib/esm/numerics/Newton.d.ts.map +1 -1
- package/lib/esm/numerics/Newton.js +14 -16
- package/lib/esm/numerics/Newton.js.map +1 -1
- package/lib/esm/numerics/Polynomials.d.ts +2 -2
- package/lib/esm/numerics/Polynomials.js +2 -2
- package/lib/esm/numerics/Polynomials.js.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.d.ts +7 -4
- package/lib/esm/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceBuilder.js +11 -6
- package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/esm/polyface/PolyfaceClip.d.ts +13 -10
- package/lib/esm/polyface/PolyfaceClip.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceClip.js +17 -14
- package/lib/esm/polyface/PolyfaceClip.js.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.d.ts +11 -14
- package/lib/esm/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/esm/polyface/PolyfaceQuery.js +59 -52
- package/lib/esm/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/esm/serialization/BGFBReader.js.map +1 -1
- package/lib/esm/serialization/BGFBWriter.js +2 -2
- package/lib/esm/serialization/BGFBWriter.js.map +1 -1
- package/lib/esm/serialization/GeometrySamples.js.map +1 -1
- package/lib/esm/solid/SweepContour.d.ts.map +1 -1
- package/lib/esm/solid/SweepContour.js +0 -4
- package/lib/esm/solid/SweepContour.js.map +1 -1
- package/lib/esm/topology/Graph.d.ts +1 -1
- package/lib/esm/topology/Graph.js +2 -2
- package/lib/esm/topology/Graph.js.map +1 -1
- package/lib/esm/topology/HalfEdgeNodeXYZUV.d.ts +1 -1
- package/lib/esm/topology/HalfEdgeNodeXYZUV.js +1 -1
- package/lib/esm/topology/HalfEdgeNodeXYZUV.js.map +1 -1
- package/lib/esm/topology/HalfEdgePointInGraphSearch.d.ts +57 -15
- package/lib/esm/topology/HalfEdgePointInGraphSearch.d.ts.map +1 -1
- package/lib/esm/topology/HalfEdgePointInGraphSearch.js +168 -127
- package/lib/esm/topology/HalfEdgePointInGraphSearch.js.map +1 -1
- package/lib/esm/topology/HalfEdgePositionDetail.d.ts +35 -35
- package/lib/esm/topology/HalfEdgePositionDetail.d.ts.map +1 -1
- package/lib/esm/topology/HalfEdgePositionDetail.js +63 -41
- package/lib/esm/topology/HalfEdgePositionDetail.js.map +1 -1
- package/lib/esm/topology/InsertAndRetriangulateContext.d.ts +64 -12
- package/lib/esm/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
- package/lib/esm/topology/InsertAndRetriangulateContext.js +173 -74
- package/lib/esm/topology/InsertAndRetriangulateContext.js.map +1 -1
- package/lib/esm/topology/Merging.d.ts +2 -2
- package/lib/esm/topology/Merging.js +2 -2
- package/lib/esm/topology/Merging.js.map +1 -1
- package/lib/esm/topology/Triangulation.d.ts +16 -10
- package/lib/esm/topology/Triangulation.d.ts.map +1 -1
- package/lib/esm/topology/Triangulation.js +24 -31
- package/lib/esm/topology/Triangulation.js.map +1 -1
- package/package.json +3 -3
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@@ -7,8 +7,11 @@
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* @module Topology
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.InsertAndRetriangulateContext = void 0;
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exports.InsertAndRetriangulateContext = exports.InsertedVertexZOptions = void 0;
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const core_bentley_1 = require("@itwin/core-bentley");
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const Geometry_1 = require("../Geometry");
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const Point3dVector3d_1 = require("../geometry3d/Point3dVector3d");
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const PolygonOps_1 = require("../geometry3d/PolygonOps");
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const Ray3d_1 = require("../geometry3d/Ray3d");
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const Polynomials_1 = require("../numerics/Polynomials");
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const Graph_1 = require("./Graph");
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@@ -16,37 +19,59 @@ const HalfEdgeMarkSet_1 = require("./HalfEdgeMarkSet");
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const HalfEdgePointInGraphSearch_1 = require("./HalfEdgePointInGraphSearch");
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const HalfEdgePositionDetail_1 = require("./HalfEdgePositionDetail");
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const Triangulation_1 = require("./Triangulation");
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/**
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* Options for setting the z-coordinate of a vertex in the triangulation when a point with the same xy is inserted.
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* @internal
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*/
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var InsertedVertexZOptions;
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(function (InsertedVertexZOptions) {
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/** The point's z-coordinate is ignored, and the existing vertex's z-coordinate is unchanged. */
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InsertedVertexZOptions[InsertedVertexZOptions["Ignore"] = 0] = "Ignore";
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/** The point's z-coordinate replaces the existing vertex's z-coordinate. */
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InsertedVertexZOptions[InsertedVertexZOptions["Replace"] = 1] = "Replace";
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/**
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* Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the
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* point's z-coordinate is larger.
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*/
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InsertedVertexZOptions[InsertedVertexZOptions["ReplaceIfLarger"] = 2] = "ReplaceIfLarger";
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/**
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* Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the
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* point's z-coordinate is smaller.
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*/
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InsertedVertexZOptions[InsertedVertexZOptions["ReplaceIfSmaller"] = 3] = "ReplaceIfSmaller";
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})(InsertedVertexZOptions || (exports.InsertedVertexZOptions = InsertedVertexZOptions = {}));
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/**
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* Context for repeated insertion of new points in a graph.
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* * Initial graph should have clean outer boundary
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* * Initial graph should have clean outer boundary (e.g., as typically marked with `HalfEdgeMask.EXTERIOR` and
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* `HalfEdgeMask.BOUNDARY_EDGE`).
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* * After each insertion, the current "position" within the graph is remembered so that each subsequent insertion
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*
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* can reuse that position as start for walking to the new point.
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* @internal
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*/
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class InsertAndRetriangulateContext {
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// private _lastBefore: HalfEdgePositionDetail;
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// private _firstAfter: HalfEdgePositionDetail;
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constructor(graph) {
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constructor(graph, tolerance) {
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this._graph = graph;
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this._edgeSet = HalfEdgeMarkSet_1.MarkedEdgeSet.create(graph);
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this._searcher = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
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// this._firstAfter = HalfEdgePositionDetail.create();
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this._tolerance = tolerance;
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}
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/** Create a new context referencing the graph. */
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static create(graph) {
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return new InsertAndRetriangulateContext(graph);
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static create(graph, tolerance = Geometry_1.Geometry.smallMetricDistance) {
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return new InsertAndRetriangulateContext(graph, tolerance);
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}
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/** Query the (pointer to) the graph in the context. */
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get graph() {
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get graph() {
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return this._graph;
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}
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/**
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* Walk face from edgeNode. Insert new edges back to start node from all except immediate successor and predecessor.
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* Insert all new nodes and nodes of the existing face in edgeSet.
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*/
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retriangulateFromBaseVertex(centralNode) {
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const numNode = centralNode.countEdgesAroundFace();
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if (numNode < 4 || centralNode.signedFaceArea() <= 0.0)
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if (numNode < 4 || centralNode.isMaskSet(Graph_1.HalfEdgeMask.EXTERIOR))
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return;
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this._edgeSet.addAroundFace(centralNode);
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const numEdge = numNode - 3;
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let farNode = centralNode.faceSuccessor;
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let nearNode = centralNode;
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@@ -61,13 +86,11 @@ class InsertAndRetriangulateContext {
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reset() {
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this._searcher = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
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}
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/** Return a (reference to!) the current position in the graph */
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get currentPosition() {
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* @param xyz
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*/
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/** Return a (reference to!) the current position in the graph. */
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get currentPosition() {
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return this._searcher;
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}
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/** Linear search for the nearest graph edge or vertex. */
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searchForNearestEdgeOrVertex(xyz) {
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const position = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
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position.setDTag(Number.MAX_VALUE);
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@@ -103,6 +126,7 @@ class InsertAndRetriangulateContext {
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}
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return position;
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}
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/** Linear search for the nearest graph vertex. */
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searchForNearestVertex(xyz) {
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const position = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
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position.setDTag(Number.MAX_VALUE);
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@@ -116,60 +140,139 @@ class InsertAndRetriangulateContext {
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}
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return position;
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}
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/**
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* Reset the "current" position to a vertex nearest the target point.
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* @param xyz target point
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* @param searchEdgesToo reset to nearest vertex or edge
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*/
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resetSearch(xyz, searchEdgesToo) {
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if (searchEdgesToo)
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this._searcher = this.searchForNearestEdgeOrVertex(xyz);
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else
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this._searcher = this.searchForNearestVertex(xyz);
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}
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/** Reclassify the current interior face hit if it is too close to an edge of the face. */
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reclassifyFaceHit(point) {
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if (undefined === this._searcher.node || !this._searcher.isFace || this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.EXTERIOR))
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return false;
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const pointXY = Point3dVector3d_1.Point3d.create(point.x, point.y);
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const face = this._searcher.node.collectAroundFace((node) => {
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const xy = Point3dVector3d_1.Point3d.create(node.x, node.y);
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xy.node = node; // decorate the point with the node
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return xy;
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});
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const detail = PolygonOps_1.PolygonOps.closestPointOnBoundary(face, pointXY, this._tolerance);
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(0, core_bentley_1.assert)(detail.code === Geometry_1.PolygonLocation.OnPolygonEdgeInterior);
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if (detail.a > this._tolerance)
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return false;
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const edge = face[detail.closestEdgeIndex].node;
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const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;
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if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)
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this._searcher.resetAsVertex(vertex);
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else
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this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);
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return true;
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}
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/** Reclassify the current interior edge hit if it is too close to an edge of either adjacent face. */
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reclassifyEdgeHit(point) {
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if (undefined === this._searcher.node || !this._searcher.isEdge || this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.BOUNDARY_EDGE))
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return false;
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const pointXY = Point3dVector3d_1.Point3d.create(point.x, point.y);
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const superFace = [];
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for (let n = this._searcher.node.faceSuccessor; n !== this._searcher.node; n = n.faceSuccessor) {
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const xy = Point3dVector3d_1.Point3d.create(n.x, n.y);
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xy.node = n; // decorate the point with a node of the left face
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superFace.push(xy);
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}
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for (let n = this._searcher.node.vertexPredecessor; n !== this._searcher.node.edgeMate; n = n.faceSuccessor) {
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const xy = Point3dVector3d_1.Point3d.create(n.x, n.y);
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xy.node = n; // decorate the point with a node of the right face
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superFace.push(xy);
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}
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const detail = PolygonOps_1.PolygonOps.closestPointOnBoundary(superFace, pointXY, this._tolerance);
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if (detail.a > this._tolerance)
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return false;
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const edge = superFace[detail.closestEdgeIndex].node;
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const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;
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if (detail.code === Geometry_1.PolygonLocation.OnPolygonVertex) // can happen if superFace is non-concave (e.g., a dart)
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this._searcher.resetAsVertex(vertex);
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else if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)
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this._searcher.resetAsVertex(vertex);
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else
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this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);
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return true;
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}
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/**
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* Given a point that was just inserted into the graph at the given node, apply the z-coordinate rule around
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* the vertex loop.
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*/
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updateZAroundVertex(node, point, zOption) {
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if (InsertedVertexZOptions.Ignore === zOption)
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return;
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if ((InsertedVertexZOptions.ReplaceIfLarger === zOption) && (point.z <= node.z))
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return;
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if ((InsertedVertexZOptions.ReplaceIfSmaller === zOption) && (point.z >= node.z))
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return;
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// only replace z; preserving xy preserves convexity of the hull
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node.setXYZAroundVertex(node.x, node.y, point.z);
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}
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/**
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* Insert a new point into the graph and retriangulate.
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* @param point the coordinates of the node to be inserted.
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* @param newZWins rule governing when `point.z` should override the z-coordinate of an existing vertex with the
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* same x and y.
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* @returns true if and only if the point didn't need to be inserted or was successfully inserted.
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*/
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insertAndRetriangulate(point, newZWins) {
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this.moveToPoint(this._searcher, point);
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if (this._searcher.node === undefined)
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return false;
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// Try to avoid skinny triangles. If we iterated, this could get out of control (e.g., inserting point into a fan).
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// Limiting to one reclassification ensures the hit doesn't move more than tol and reduces skinny triangles
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// adjacent to the hull.
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if (!this.reclassifyFaceHit(point))
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this.reclassifyEdgeHit(point);
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if (this._searcher.isFace) {
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// insert point into the graph if it lies in an interior face
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if (!this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.EXTERIOR)) {
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const newNode = this._graph.createEdgeXYZHalfEdge(point.x, point.y, point.z, 0, this._searcher.node, 0);
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this.retriangulateFromBaseVertex(newNode);
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Triangulation_1.Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);
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this._searcher.resetAsVertex(
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this._searcher.resetAsVertex(newNode);
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}
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stat = true;
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}
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else if (this._searcher.isEdge) {
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-
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// insert point into the graph by splitting its containing edge
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const newA = this._graph.splitEdgeAtFraction(this._searcher.node, this._searcher.edgeFraction);
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const newB = newA.vertexPredecessor;
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this.updateZAroundVertex(newA, point, InsertedVertexZOptions.Replace); // always replace
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this.retriangulateFromBaseVertex(newA);
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this.retriangulateFromBaseVertex(newB);
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Triangulation_1.Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);
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this._searcher.resetAsVertex(newA);
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stat = true;
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}
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else if (this._searcher.isVertex) {
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//
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seedNode.setXYZAroundVertex(xyz.x, xyz.y, xyz.z);
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stat = true;
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}
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else {
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stat = false;
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// no need to insert point as there's already a vertex there, but maybe update its z-coord
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this.updateZAroundVertex(this._searcher.node, point, newZWins);
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}
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return
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return true;
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}
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/**
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* Advance movingPosition to a face, edge, or vertex position detail that contains `target`.
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* @param movingPosition input seed for search, updated on return.
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* @param target point to search for containing topology in the graph.
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* @param announcer optional callback invoked during search loop; return false to end search.
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* @returns true if search was successful.
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*/
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+
moveToPoint(movingPosition, target, announcer) {
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const psc = HalfEdgePointInGraphSearch_1.PointSearchContext.create(this._tolerance);
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movingPosition.setITag(0);
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166
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if (movingPosition.isUnclassified) {
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-
moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5,
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+
moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, Graph_1.HalfEdgeMask.NULL_MASK);
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if (movingPosition.isUnclassified)
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return false;
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}
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let trap = 0;
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-
// double tol = vu_getMergeTol (pGraph);
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276
|
const ray = Ray3d_1.Ray3d.createXAxis();
|
|
174
277
|
for (; movingPosition.getITag() === 0 && trap < 2;) {
|
|
175
278
|
if (announcer !== undefined) {
|
|
@@ -177,40 +280,40 @@ class InsertAndRetriangulateContext {
|
|
|
177
280
|
if (!continueSearch)
|
|
178
281
|
break;
|
|
179
282
|
}
|
|
180
|
-
if (!psc.setSearchRay(movingPosition,
|
|
283
|
+
if (!psc.setSearchRay(movingPosition, target, ray)) {
|
|
181
284
|
return false;
|
|
182
285
|
}
|
|
183
286
|
else if (movingPosition.isFace) {
|
|
184
287
|
const lastBefore = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
|
|
185
288
|
const firstAfter = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
|
|
186
289
|
const rc = psc.reAimAroundFace(movingPosition.node, ray, ray.a, lastBefore, firstAfter);
|
|
187
|
-
// reAimAroundFace returns lots of cases in `lastBefore`
|
|
290
|
+
// reAimAroundFace returns lots of cases in `lastBefore`
|
|
188
291
|
switch (rc) {
|
|
189
|
-
case HalfEdgePointInGraphSearch_1.RayClassification.
|
|
292
|
+
case HalfEdgePointInGraphSearch_1.RayClassification.NoHits: {
|
|
190
293
|
movingPosition.resetAsUnknown();
|
|
191
294
|
break;
|
|
192
295
|
}
|
|
193
|
-
case HalfEdgePointInGraphSearch_1.RayClassification.
|
|
296
|
+
case HalfEdgePointInGraphSearch_1.RayClassification.TargetOnVertex: {
|
|
194
297
|
movingPosition.setFrom(lastBefore);
|
|
195
298
|
movingPosition.setITag(1);
|
|
196
299
|
break;
|
|
197
300
|
}
|
|
198
|
-
case HalfEdgePointInGraphSearch_1.RayClassification.
|
|
301
|
+
case HalfEdgePointInGraphSearch_1.RayClassification.TargetOnEdge: {
|
|
199
302
|
movingPosition.setFrom(lastBefore);
|
|
200
303
|
movingPosition.setITag(1);
|
|
201
304
|
break;
|
|
202
305
|
}
|
|
203
|
-
case HalfEdgePointInGraphSearch_1.RayClassification.
|
|
204
|
-
movingPosition.resetAsFace(lastBefore.node,
|
|
306
|
+
case HalfEdgePointInGraphSearch_1.RayClassification.Bracket: {
|
|
307
|
+
movingPosition.resetAsFace(lastBefore.node, target);
|
|
205
308
|
movingPosition.setITag(1);
|
|
206
309
|
break;
|
|
207
310
|
}
|
|
208
|
-
case HalfEdgePointInGraphSearch_1.RayClassification.
|
|
209
|
-
movingPosition.resetAsFace(movingPosition.node,
|
|
311
|
+
case HalfEdgePointInGraphSearch_1.RayClassification.TargetBefore: { // do we ever get here?
|
|
312
|
+
movingPosition.resetAsFace(movingPosition.node, target);
|
|
210
313
|
movingPosition.setITag(1);
|
|
211
314
|
break;
|
|
212
315
|
}
|
|
213
|
-
case HalfEdgePointInGraphSearch_1.RayClassification.
|
|
316
|
+
case HalfEdgePointInGraphSearch_1.RayClassification.TargetAfter: {
|
|
214
317
|
if (movingPosition.node === lastBefore.node
|
|
215
318
|
&& movingPosition.isFace
|
|
216
319
|
&& (lastBefore.isEdge || lastBefore.isVertex)) {
|
|
@@ -235,28 +338,24 @@ class InsertAndRetriangulateContext {
|
|
|
235
338
|
break;
|
|
236
339
|
}
|
|
237
340
|
}
|
|
238
|
-
if (movingPosition.isAtXY(
|
|
341
|
+
if (movingPosition.isAtXY(target.x, target.y))
|
|
239
342
|
return true;
|
|
240
343
|
if (trap > 1) {
|
|
241
|
-
//
|
|
242
|
-
//
|
|
243
|
-
//
|
|
244
|
-
//
|
|
245
|
-
// so case only happens in contrived unit tests.... so far ...)
|
|
246
|
-
// What to mark?
|
|
247
|
-
// Leave it as is, but mark as exterior target
|
|
248
|
-
//
|
|
344
|
+
// ugh! We exited the loop by repeatedly hitting the same node with edge or vertex type in lastBefore.
|
|
345
|
+
// This happens only when the target point is exterior (heavy triangulation use cases start with a convex
|
|
346
|
+
// hull and only do interior intersections, so case only happens in contrived unit tests so far
|
|
347
|
+
// What to mark? Leave it as is, but mark as exterior target
|
|
249
348
|
if (movingPosition.node !== undefined) {
|
|
250
349
|
movingPosition.setIsExteriorTarget(true);
|
|
251
350
|
}
|
|
252
351
|
return false;
|
|
253
352
|
}
|
|
254
|
-
//
|
|
353
|
+
// murky here; should never be hit. Has never been hit in unit tests.
|
|
255
354
|
return false;
|
|
256
355
|
}
|
|
257
356
|
}
|
|
258
357
|
exports.InsertAndRetriangulateContext = InsertAndRetriangulateContext;
|
|
259
|
-
|
|
358
|
+
/** Set `position` to a random unmasked edge at the specified fraction. */
|
|
260
359
|
function moveToAnyUnmaskedEdge(graph, position, edgeFraction, skipMask) {
|
|
261
360
|
for (const candidate of graph.allHalfEdges) {
|
|
262
361
|
if (!candidate.isMaskSet(skipMask)) {
|
|
@@ -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/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary. (e.g. as typically marked with HalfEdgeMask.EXTERIOR)\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n // Temporaries used in reAimFromFace\r\n // private _lastBefore: HalfEdgePositionDetail;\r\n // private _firstAfter: HalfEdgePositionDetail;\r\n\r\n private constructor(graph: HalfEdgeGraph) {\r\n this._graph = graph;\r\n this._edgeSet = MarkedEdgeSet.create(graph)!;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n // this._lastBefore = HalfEdgePositionDetail.create();\r\n // this._firstAfter = HalfEdgePositionDetail.create();\r\n }\r\n /** Create a new context referencing the graph. */\r\n public static create(graph: HalfEdgeGraph) {\r\n return new InsertAndRetriangulateContext(graph);\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph { return this._graph; }\r\n // Walk face from edgeNode; insert new edges back to start node from all except\r\n // immediate successor and predecessor.\r\n // insert all new nodes, and nodes of the existing face, in edgeSet.\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n this._edgeSet.addAroundFace(centralNode);\r\n if (numNode < 4 || centralNode.signedFaceArea() <= 0.0)\r\n return;\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n\r\n /** Return a (reference to!) the current position in the graph */\r\n public get currentPosition() { return this._searcher; }\r\n /**\r\n * Linear search through the graph\r\n * * Returns a HalfEdgePositionDetail for the nearest edge or vertex.\r\n * @param xyz\r\n */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeB);\r\n position.setDTag(distanceC);\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceC);\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceA);\r\n }\r\n }\r\n return position;\r\n }\r\n\r\n public resetSearch(xyz: Point3d, maxDim: number) {\r\n if (maxDim > 0)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n public insertAndRetriangulate(xyz: Point3d, newZWins: boolean): boolean {\r\n this.moveToPoint(this._searcher, xyz);\r\n const seedNode = this._searcher.node;\r\n let stat = false;\r\n if (seedNode === undefined) {\r\n } else if (this._searcher.isFace) {\r\n if (!seedNode.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newInteriorNode = this._graph.createEdgeXYZHalfEdge(xyz.x, xyz.y, xyz.z, 0, seedNode, 0);\r\n this.retriangulateFromBaseVertex(newInteriorNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newInteriorNode);\r\n }\r\n stat = true;\r\n } else if (this._searcher.isEdge) {\r\n const newA = this._graph.splitEdgeAtFraction(seedNode, this._searcher.edgeFraction!);\r\n const newB = newA.vertexPredecessor;\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n stat = true;\r\n } else if (this._searcher.isVertex) {\r\n // There's already a vertex there. Maybe the z is different.\r\n if (newZWins)\r\n seedNode.setXYZAroundVertex(xyz.x, xyz.y, xyz.z);\r\n stat = true;\r\n } else {\r\n stat = false;\r\n }\r\n return stat;\r\n }\r\n\r\n // Advance movingPosition to a face, edge, or vertex position detail that contains xyz.\r\n // Prior content in movingPosition is used as seed.\r\n // Return true if successful.\r\n public moveToPoint(movingPosition: HalfEdgePositionDetail, xyz: Point3d, announcer?: (position: HalfEdgePositionDetail) => boolean): boolean {\r\n const psc = PointSearchContext.create();\r\n movingPosition.setITag(0);\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, 0);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n let trap = 0;\r\n // double tol = vu_getMergeTol (pGraph);\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.getITag() === 0 && trap < 2;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, xyz, ray)) {\r\n return false;\r\n } else if (movingPosition.isFace) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore` !!\r\n switch (rc) {\r\n case RayClassification.RC_NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetBefore: {\r\n movingPosition.resetAsFace(movingPosition.node, xyz);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.RC_TargetAfter: {\r\n if (movingPosition.node === lastBefore.node\r\n && movingPosition.isFace\r\n && (lastBefore.isEdge || lastBefore.isVertex)){\r\n trap++;\r\n } else {\r\n trap = 0;\r\n }\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n if (movingPosition.isAtXY(xyz.x, xyz.y))\r\n return true;\r\n if (trap > 1) {\r\n // Ugh. We exited the loop by repeatedly hitting the same node\r\n // with edge or vertex type in lastBefore.\r\n // This happens only when the target point is exterior.\r\n // (Heavy triangulation use cases start with a convex hull and only do interior intersections,\r\n // so case only happens in contrived unit tests.... so far ...)\r\n // What to mark?\r\n // Leave it as is, but mark as exterior target\r\n //\r\n if (movingPosition.node !== undefined) {\r\n movingPosition.setIsExteriorTarget(true);\r\n }\r\n return false;\r\n }\r\n // Murky here ... should never be hit. Has never been hit in unit tests.\r\n return false;\r\n }\r\n\r\n}\r\n// Create a VuPositionDetail for specified fraction along any unmasked edge.\r\nfunction moveToAnyUnmaskedEdge(graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Geometry, PolygonLocation } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolygonOps } from \"../geometry3d/PolygonOps\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/Polynomials\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Options for setting the z-coordinate of a vertex in the triangulation when a point with the same xy is inserted.\r\n * @internal\r\n */\r\nexport enum InsertedVertexZOptions {\r\n /** The point's z-coordinate is ignored, and the existing vertex's z-coordinate is unchanged. */\r\n Ignore,\r\n /** The point's z-coordinate replaces the existing vertex's z-coordinate. */\r\n Replace,\r\n /**\r\n * Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the\r\n * point's z-coordinate is larger.\r\n */\r\n ReplaceIfLarger,\r\n /**\r\n * Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the\r\n * point's z-coordinate is smaller.\r\n */\r\n ReplaceIfSmaller,\r\n}\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary (e.g., as typically marked with `HalfEdgeMask.EXTERIOR` and\r\n * `HalfEdgeMask.BOUNDARY_EDGE`).\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n * @internal\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n private _tolerance: number;\r\n\r\n private constructor(graph: HalfEdgeGraph, tolerance: number) {\r\n this._graph = graph;\r\n this._edgeSet = MarkedEdgeSet.create(graph)!;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n this._tolerance = tolerance;\r\n }\r\n /** Create a new context referencing the graph. */\r\n public static create(graph: HalfEdgeGraph, tolerance: number = Geometry.smallMetricDistance) {\r\n return new InsertAndRetriangulateContext(graph, tolerance);\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph {\r\n return this._graph;\r\n }\r\n /**\r\n * Walk face from edgeNode. Insert new edges back to start node from all except immediate successor and predecessor.\r\n * Insert all new nodes and nodes of the existing face in edgeSet.\r\n */\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n if (numNode < 4 || centralNode.isMaskSet(HalfEdgeMask.EXTERIOR))\r\n return;\r\n this._edgeSet.addAroundFace(centralNode);\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n /** Return a (reference to!) the current position in the graph. */\r\n public get currentPosition() {\r\n return this._searcher;\r\n }\r\n /** Linear search for the nearest graph edge or vertex. */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeB);\r\n position.setDTag(distanceC);\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceC);\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n /** Linear search for the nearest graph vertex. */\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceA);\r\n }\r\n }\r\n return position;\r\n }\r\n /**\r\n * Reset the \"current\" position to a vertex nearest the target point.\r\n * @param xyz target point\r\n * @param searchEdgesToo reset to nearest vertex or edge\r\n */\r\n public resetSearch(xyz: Point3d, searchEdgesToo: boolean): void {\r\n if (searchEdgesToo)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n /** Reclassify the current interior face hit if it is too close to an edge of the face. */\r\n private reclassifyFaceHit(point: Point3d): boolean {\r\n if (undefined === this._searcher.node || !this._searcher.isFace || this._searcher.node.isMaskSet(HalfEdgeMask.EXTERIOR))\r\n return false;\r\n const pointXY = Point3d.create(point.x, point.y);\r\n const face = this._searcher.node.collectAroundFace((node: HalfEdge) => {\r\n const xy = Point3d.create(node.x, node.y);\r\n (xy as any).node = node; // decorate the point with the node\r\n return xy;\r\n });\r\n const detail = PolygonOps.closestPointOnBoundary(face, pointXY, this._tolerance);\r\n assert(detail.code === PolygonLocation.OnPolygonEdgeInterior);\r\n if (detail.a > this._tolerance)\r\n return false;\r\n const edge = face[detail.closestEdgeIndex].node;\r\n const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;\r\n if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)\r\n this._searcher.resetAsVertex(vertex);\r\n else\r\n this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);\r\n return true;\r\n }\r\n /** Reclassify the current interior edge hit if it is too close to an edge of either adjacent face. */\r\n private reclassifyEdgeHit(point: Point3d): boolean {\r\n if (undefined === this._searcher.node || !this._searcher.isEdge || this._searcher.node.isMaskSet(HalfEdgeMask.BOUNDARY_EDGE))\r\n return false;\r\n const pointXY = Point3d.create(point.x, point.y);\r\n const superFace: Point3d[] = [];\r\n for (let n = this._searcher.node.faceSuccessor; n !== this._searcher.node; n = n.faceSuccessor) {\r\n const xy = Point3d.create(n.x, n.y);\r\n (xy as any).node = n; // decorate the point with a node of the left face\r\n superFace.push(xy);\r\n }\r\n for (let n = this._searcher.node.vertexPredecessor; n !== this._searcher.node.edgeMate; n = n.faceSuccessor) {\r\n const xy = Point3d.create(n.x, n.y);\r\n (xy as any).node = n; // decorate the point with a node of the right face\r\n superFace.push(xy);\r\n }\r\n const detail = PolygonOps.closestPointOnBoundary(superFace, pointXY, this._tolerance);\r\n if (detail.a > this._tolerance)\r\n return false;\r\n const edge = (superFace[detail.closestEdgeIndex] as any).node;\r\n const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;\r\n if (detail.code === PolygonLocation.OnPolygonVertex) // can happen if superFace is non-concave (e.g., a dart)\r\n this._searcher.resetAsVertex(vertex);\r\n else if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)\r\n this._searcher.resetAsVertex(vertex);\r\n else\r\n this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);\r\n return true;\r\n }\r\n /**\r\n * Given a point that was just inserted into the graph at the given node, apply the z-coordinate rule around\r\n * the vertex loop.\r\n */\r\n private updateZAroundVertex(node: HalfEdge, point: Point3d, zOption: InsertedVertexZOptions): void {\r\n if (InsertedVertexZOptions.Ignore === zOption)\r\n return;\r\n if ((InsertedVertexZOptions.ReplaceIfLarger === zOption) && (point.z <= node.z))\r\n return;\r\n if ((InsertedVertexZOptions.ReplaceIfSmaller === zOption) && (point.z >= node.z))\r\n return;\r\n // only replace z; preserving xy preserves convexity of the hull\r\n node.setXYZAroundVertex(node.x, node.y, point.z);\r\n }\r\n /**\r\n * Insert a new point into the graph and retriangulate.\r\n * @param point the coordinates of the node to be inserted.\r\n * @param newZWins rule governing when `point.z` should override the z-coordinate of an existing vertex with the\r\n * same x and y.\r\n * @returns true if and only if the point didn't need to be inserted or was successfully inserted.\r\n */\r\n public insertAndRetriangulate(point: Point3d, newZWins: InsertedVertexZOptions): boolean {\r\n this.moveToPoint(this._searcher, point);\r\n if (this._searcher.node === undefined)\r\n return false;\r\n // Try to avoid skinny triangles. If we iterated, this could get out of control (e.g., inserting point into a fan).\r\n // Limiting to one reclassification ensures the hit doesn't move more than tol and reduces skinny triangles\r\n // adjacent to the hull.\r\n if (!this.reclassifyFaceHit(point))\r\n this.reclassifyEdgeHit(point);\r\n if (this._searcher.isFace) {\r\n // insert point into the graph if it lies in an interior face\r\n if (!this._searcher.node.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newNode = this._graph.createEdgeXYZHalfEdge(point.x, point.y, point.z, 0, this._searcher.node, 0);\r\n this.retriangulateFromBaseVertex(newNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newNode);\r\n }\r\n } else if (this._searcher.isEdge) {\r\n // insert point into the graph by splitting its containing edge\r\n const newA = this._graph.splitEdgeAtFraction(this._searcher.node, this._searcher.edgeFraction!);\r\n const newB = newA.vertexPredecessor;\r\n this.updateZAroundVertex(newA, point, InsertedVertexZOptions.Replace); // always replace\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n } else if (this._searcher.isVertex) {\r\n // no need to insert point as there's already a vertex there, but maybe update its z-coord\r\n this.updateZAroundVertex(this._searcher.node, point, newZWins);\r\n }\r\n return true;\r\n }\r\n /**\r\n * Advance movingPosition to a face, edge, or vertex position detail that contains `target`.\r\n * @param movingPosition input seed for search, updated on return.\r\n * @param target point to search for containing topology in the graph.\r\n * @param announcer optional callback invoked during search loop; return false to end search.\r\n * @returns true if search was successful.\r\n */\r\n public moveToPoint(\r\n movingPosition: HalfEdgePositionDetail,\r\n target: Point3d,\r\n announcer?: (position: HalfEdgePositionDetail) => boolean,\r\n ): boolean {\r\n const psc = PointSearchContext.create(this._tolerance);\r\n movingPosition.setITag(0);\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, HalfEdgeMask.NULL_MASK);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n let trap = 0;\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.getITag() === 0 && trap < 2;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, target, ray)) {\r\n return false;\r\n } else if (movingPosition.isFace) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore`\r\n switch (rc) {\r\n case RayClassification.NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, target);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.TargetBefore: { // do we ever get here?\r\n movingPosition.resetAsFace(movingPosition.node, target);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.TargetAfter: {\r\n if (movingPosition.node === lastBefore.node\r\n && movingPosition.isFace\r\n && (lastBefore.isEdge || lastBefore.isVertex)) {\r\n trap++;\r\n } else {\r\n trap = 0;\r\n }\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n if (movingPosition.isAtXY(target.x, target.y))\r\n return true;\r\n if (trap > 1) {\r\n // ugh! We exited the loop by repeatedly hitting the same node with edge or vertex type in lastBefore.\r\n // This happens only when the target point is exterior (heavy triangulation use cases start with a convex\r\n // hull and only do interior intersections, so case only happens in contrived unit tests so far\r\n // What to mark? Leave it as is, but mark as exterior target\r\n if (movingPosition.node !== undefined) {\r\n movingPosition.setIsExteriorTarget(true);\r\n }\r\n return false;\r\n }\r\n // murky here; should never be hit. Has never been hit in unit tests.\r\n return false;\r\n }\r\n}\r\n/** Set `position` to a random unmasked edge at the specified fraction. */\r\nfunction moveToAnyUnmaskedEdge(\r\n graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask,\r\n): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n"]}
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@@ -144,8 +144,8 @@ export declare class HalfEdgeGraphMerge {
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static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph;
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static formGraphFromChains(chains: MultiLineStringDataVariant, regularize?: boolean, mask?: HalfEdgeMask): HalfEdgeGraph | undefined;
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}
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static formGraphFromChains(chains, regularize = true, mask = Graph_1.HalfEdgeMask.PRIMARY_EDGE) {
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if (chains.length < 1)
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