@itwin/core-geometry 5.0.0-dev.16 → 5.0.0-dev.20

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (65) hide show
  1. package/lib/cjs/curve/CurveCollection.d.ts +10 -0
  2. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  3. package/lib/cjs/curve/CurveCollection.js +22 -0
  4. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  5. package/lib/cjs/curve/CurveFactory.d.ts +35 -28
  6. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  7. package/lib/cjs/curve/CurveFactory.js +119 -61
  8. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  9. package/lib/cjs/geometry3d/FrameBuilder.js +4 -4
  10. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  11. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +2 -2
  12. package/lib/cjs/geometry3d/Point3dVector3d.js +2 -2
  13. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  14. package/lib/cjs/geometry3d/PolygonOps.d.ts +2 -2
  15. package/lib/cjs/geometry3d/PolygonOps.js +2 -2
  16. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  17. package/lib/cjs/geometry3d/PolylineOps.d.ts +1 -1
  18. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  19. package/lib/cjs/geometry3d/PolylineOps.js +1 -1
  20. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  21. package/lib/cjs/geometry4d/MomentData.d.ts +72 -73
  22. package/lib/cjs/geometry4d/MomentData.d.ts.map +1 -1
  23. package/lib/cjs/geometry4d/MomentData.js +62 -64
  24. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  25. package/lib/cjs/solid/RuledSweep.d.ts +26 -23
  26. package/lib/cjs/solid/RuledSweep.d.ts.map +1 -1
  27. package/lib/cjs/solid/RuledSweep.js +30 -23
  28. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  29. package/lib/cjs/solid/SolidPrimitive.d.ts +12 -11
  30. package/lib/cjs/solid/SolidPrimitive.d.ts.map +1 -1
  31. package/lib/cjs/solid/SolidPrimitive.js +8 -5
  32. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  33. package/lib/esm/curve/CurveCollection.d.ts +10 -0
  34. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  35. package/lib/esm/curve/CurveCollection.js +22 -0
  36. package/lib/esm/curve/CurveCollection.js.map +1 -1
  37. package/lib/esm/curve/CurveFactory.d.ts +35 -28
  38. package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
  39. package/lib/esm/curve/CurveFactory.js +119 -61
  40. package/lib/esm/curve/CurveFactory.js.map +1 -1
  41. package/lib/esm/geometry3d/FrameBuilder.js +4 -4
  42. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  43. package/lib/esm/geometry3d/Point3dVector3d.d.ts +2 -2
  44. package/lib/esm/geometry3d/Point3dVector3d.js +2 -2
  45. package/lib/esm/geometry3d/Point3dVector3d.js.map +1 -1
  46. package/lib/esm/geometry3d/PolygonOps.d.ts +2 -2
  47. package/lib/esm/geometry3d/PolygonOps.js +2 -2
  48. package/lib/esm/geometry3d/PolygonOps.js.map +1 -1
  49. package/lib/esm/geometry3d/PolylineOps.d.ts +1 -1
  50. package/lib/esm/geometry3d/PolylineOps.d.ts.map +1 -1
  51. package/lib/esm/geometry3d/PolylineOps.js +1 -1
  52. package/lib/esm/geometry3d/PolylineOps.js.map +1 -1
  53. package/lib/esm/geometry4d/MomentData.d.ts +72 -73
  54. package/lib/esm/geometry4d/MomentData.d.ts.map +1 -1
  55. package/lib/esm/geometry4d/MomentData.js +62 -64
  56. package/lib/esm/geometry4d/MomentData.js.map +1 -1
  57. package/lib/esm/solid/RuledSweep.d.ts +26 -23
  58. package/lib/esm/solid/RuledSweep.d.ts.map +1 -1
  59. package/lib/esm/solid/RuledSweep.js +30 -23
  60. package/lib/esm/solid/RuledSweep.js.map +1 -1
  61. package/lib/esm/solid/SolidPrimitive.d.ts +12 -11
  62. package/lib/esm/solid/SolidPrimitive.d.ts.map +1 -1
  63. package/lib/esm/solid/SolidPrimitive.js +8 -5
  64. package/lib/esm/solid/SolidPrimitive.js.map +1 -1
  65. package/package.json +3 -3
@@ -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 Curve\r\n */\r\n\r\n// import { Geometry, Angle, AngleSweep } from \"../Geometry\";\r\n\r\nimport { AxisIndex, AxisOrder, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { Ellipsoid, GeodesicPathPoint } from \"../geometry3d/Ellipsoid\";\r\nimport { IndexedXYZCollection } from \"../geometry3d/IndexedXYZCollection\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"../geometry3d/Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3dArrayCarrier } from \"../geometry3d/Point3dArrayCarrier\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolylineOps } from \"../geometry3d/PolylineOps\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { Segment1d } from \"../geometry3d/Segment1d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { XAndY } from \"../geometry3d/XYZProps\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { IndexedPolyface } from \"../polyface/Polyface\";\r\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\r\nimport { Cone } from \"../solid/Cone\";\r\nimport { RuledSweep } from \"../solid/RuledSweep\";\r\nimport { TorusPipe } from \"../solid/TorusPipe\";\r\nimport { Arc3d, ArcBlendData } from \"./Arc3d\";\r\nimport { CurveChain } from \"./CurveCollection\";\r\nimport { CurvePrimitive } from \"./CurvePrimitive\";\r\nimport { AnyCurve } from \"./CurveTypes\";\r\nimport { GeometryQuery } from \"./GeometryQuery\";\r\nimport { LineSegment3d } from \"./LineSegment3d\";\r\nimport { LineString3d } from \"./LineString3d\";\r\nimport { Loop } from \"./Loop\";\r\nimport { Path } from \"./Path\";\r\nimport { IntegratedSpiral3d } from \"./spiral/IntegratedSpiral3d\";\r\nimport { IntegratedSpiralTypeName } from \"./spiral/TransitionSpiral3d\";\r\nimport { StrokeOptions } from \"./StrokeOptions\";\r\n\r\n// cspell:word CCWXY\r\n\r\n/**\r\n * Interface to carry parallel arrays of planes and sections, and optional geometry assembled from them,\r\n * as returned by [CurveFactory.createMiteredSweepSections].\r\n * @public\r\n */\r\nexport interface SectionSequenceWithPlanes {\r\n /** The plane of each section. */\r\n planes: Plane3dByOriginAndUnitNormal[];\r\n /** Section curve projected onto the corresponding plane. */\r\n sections: AnyCurve[];\r\n /**\r\n * Optional `RuledSweep` generated from the sections.\r\n * * The `RuledSweep` and sections array refer to the same section objects.\r\n */\r\n ruledSweep?: RuledSweep;\r\n /** Optional mesh generated from the `RuledSweep` generated from the sections. */\r\n mesh?: IndexedPolyface;\r\n}\r\n\r\n/**\r\n * Enumeration of geometric output for [CurveFactory.createMiteredSweepSections].\r\n * @public\r\n */\r\nexport enum MiteredSweepOutputSelect {\r\n /** Output only the parallel arrays of planes and sections. */\r\n Sections = 0,\r\n /** Output planes and sections, as well as the assembled ruled sweep. */\r\n AlsoRuledSweep = 1,\r\n /** Output planes and sections, as well as the assembled ruled sweep and its stroked mesh. */\r\n AlsoMesh = 2,\r\n}\r\n\r\n/**\r\n * Interface bundling options for [CurveFactory.createMiteredSweepSections].\r\n * @public\r\n */\r\nexport interface MiteredSweepOptions {\r\n /** Whether first and last planes are averaged and equated when the centerline is physically closed. Default value is `false`. */\r\n wrapIfPhysicallyClosed?: boolean;\r\n /** Whether to output sections only, or sections plus optional geometry constructed from them. Default value is `MiteredSweepOutputSelect.Sections`. */\r\n outputSelect?: MiteredSweepOutputSelect;\r\n /** How to stroke the ruled sweep if outputting a mesh. If undefined, default stroke options are used. */\r\n strokeOptions?: StrokeOptions;\r\n /** Whether to cap the ruled sweep if outputting a ruled sweep or mesh. Default value is `false`. */\r\n capped?: boolean;\r\n /**\r\n * If the centerline is not physically closed, the first section's normal is aligned to this vector (typically points\r\n * toward the swept geometry). If the centerline is physically closed, the first section's normal is aligned to this\r\n * vector if and only if endTangent is provided and is equal to startTangent.\r\n */\r\n startTangent?: Vector3d;\r\n /**\r\n * If the centerline is not physically closed, the last section's normal is aligned to this vector (typically points\r\n * away from the swept geometry). If the centerline is physically closed, the last section's normal is aligned to this\r\n * vector if and only if startTangent is provided and is equal to endTangent.\r\n */\r\n endTangent?: Vector3d;\r\n}\r\n\r\n/**\r\n * The `CurveFactory` class contains methods for specialized curve constructions.\r\n * @public\r\n */\r\nexport class CurveFactory {\r\n /** (Cautiously) construct and save a line segment between fractional positions. */\r\n private static addPartialSegment(\r\n path: Path, allowBackup: boolean,\r\n pointA: Point3d | undefined, pointB: Point3d | undefined,\r\n fraction0: number, fraction1: number,\r\n ) {\r\n if (allowBackup || (fraction1 > fraction0)) {\r\n if (pointA !== undefined && pointB !== undefined && !Geometry.isAlmostEqualNumber(fraction0, fraction1))\r\n path.tryAddChild(LineSegment3d.create(pointA.interpolate(fraction0, pointB), pointA.interpolate(fraction1, pointB)));\r\n }\r\n }\r\n /**\r\n * Create a circular arc defined by start point, tangent at start point, and end point.\r\n * * The circular arc is swept from start to end toward direction of the `tangentAtStart`.\r\n * * If tangent is parallel to line segment from start to end, return `undefined`.\r\n */\r\n public static createArcPointTangentPoint(start: Point3d, tangentAtStart: Vector3d, end: Point3d): Arc3d | undefined {\r\n const ret = Arc3d.createCircularStartTangentEnd(start, tangentAtStart, end);\r\n if (ret instanceof Arc3d)\r\n return ret;\r\n else\r\n return undefined;\r\n }\r\n /**\r\n * Construct a sequence of alternating lines and arcs with the arcs creating tangent transition between consecutive edges.\r\n * * If the radius parameter is a number, that radius is used throughout.\r\n * * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.\r\n * * Note that since no fillet is constructed at the initial or final point, those entries in `radius[]` are never referenced.\r\n * * A zero radius for any point indicates to leave the as a simple corner.\r\n * @param points point source\r\n * @param radius fillet radius or array of radii indexed to correspond to the points.\r\n * @param allowBackupAlongEdge true to allow edges to be created going \"backwards\" along edges if needed to create the blend.\r\n */\r\n public static createFilletsInLineString(\r\n points: LineString3d | IndexedXYZCollection | Point3d[],\r\n radius: number | number[],\r\n allowBackupAlongEdge: boolean = true,\r\n ): Path | undefined {\r\n if (Array.isArray(points))\r\n return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowBackupAlongEdge);\r\n if (points instanceof LineString3d)\r\n return this.createFilletsInLineString(points.packedPoints, radius, allowBackupAlongEdge);\r\n const n = points.length;\r\n if (n <= 1)\r\n return undefined;\r\n const pointA = points.getPoint3dAtCheckedPointIndex(0)!;\r\n const pointB = points.getPoint3dAtCheckedPointIndex(1)!;\r\n // remark: n=2 and n=3 cases should fall out from loop logic\r\n const blendArray: ArcBlendData[] = [];\r\n // build one-sided blends at each end . .\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointA.clone() });\r\n for (let i = 1; i + 1 < n; i++) {\r\n const pointC = points.getPoint3dAtCheckedPointIndex(i + 1)!;\r\n let thisRadius = 0;\r\n if (Array.isArray(radius)) {\r\n if (i < radius.length)\r\n thisRadius = radius[i];\r\n } else if (Number.isFinite(radius))\r\n thisRadius = radius;\r\n if (thisRadius !== 0.0)\r\n blendArray.push(Arc3d.createFilletArc(pointA, pointB, pointC, thisRadius));\r\n else\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n pointA.setFromPoint3d(pointB);\r\n pointB.setFromPoint3d(pointC);\r\n }\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n if (!allowBackupAlongEdge) {\r\n // suppress arcs that have overlap with both neighbors or flood either neighbor ..\r\n for (let i = 1; i + 1 < n; i++) {\r\n const b = blendArray[i];\r\n if (b.fraction10 > 1.0\r\n || b.fraction12 > 1.0\r\n || 1.0 - b.fraction10 < blendArray[i - 1].fraction12\r\n || b.fraction12 > 1.0 - blendArray[i + 1].fraction10) {\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n }\r\n /* The \"1-b\" logic above prevents this loop from ever doing anything.\r\n // on edge with conflict, suppress the arc with larger fraction\r\n for (let i = 1; i < n; i++) {\r\n const b0 = blendArray[i - 1];\r\n const b1 = blendArray[i];\r\n if (b0.fraction12 > 1 - b1.fraction10) {\r\n const b = b0.fraction12 > b1.fraction12 ? b1 : b0;\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n } */\r\n }\r\n const path = Path.create();\r\n this.addPartialSegment(\r\n path, allowBackupAlongEdge,\r\n blendArray[0].point, blendArray[1].point,\r\n blendArray[0].fraction12, 1.0 - blendArray[1].fraction10,\r\n );\r\n // add each path and successor edge ...\r\n for (let i = 1; i + 1 < points.length; i++) {\r\n const b0 = blendArray[i];\r\n const b1 = blendArray[i + 1];\r\n path.tryAddChild(b0.arc);\r\n this.addPartialSegment(path, allowBackupAlongEdge, b0.point, b1.point, b0.fraction12, 1.0 - b1.fraction10);\r\n }\r\n return path;\r\n }\r\n /**\r\n * Create a `Loop` with given xy corners and fixed z.\r\n * * The corners always proceed counter clockwise from lower left.\r\n * * If the radius is too large for the outer rectangle size, it is reduced to half of the the smaller x or y size.\r\n */\r\n public static createRectangleXY(\r\n x0: number, y0: number, x1: number, y1: number, z: number = 0, filletRadius?: number,\r\n ): Loop {\r\n let radius = Geometry.correctSmallMetricDistance(filletRadius);\r\n const xMin = Math.min(x0, x1);\r\n const xMax = Math.max(x0, x1);\r\n const yMin = Math.min(y0, y1);\r\n const yMax = Math.max(y0, y1);\r\n radius = Math.min(Math.abs(radius), 0.5 * (xMax - xMin), 0.5 * (yMax - yMin));\r\n if (radius === 0.0)\r\n return Loop.createPolygon([\r\n Point3d.create(xMin, yMin, z),\r\n Point3d.create(xMax, yMin, z),\r\n Point3d.create(xMax, yMax, z),\r\n Point3d.create(xMin, yMax, z),\r\n Point3d.create(xMin, yMin, z),\r\n ]);\r\n else {\r\n const vectorU = Vector3d.create(radius, 0, 0);\r\n const vectorV = Vector3d.create(0, radius, 0);\r\n const x0A = xMin + radius;\r\n const y0A = yMin + radius;\r\n const x1A = xMax - radius;\r\n const y1A = yMax - radius;\r\n const centers = [\r\n Point3d.create(x1A, y1A, z),\r\n Point3d.create(x0A, y1A, z),\r\n Point3d.create(x0A, y0A, z),\r\n Point3d.create(x1A, y0A, z),\r\n ];\r\n const loop = Loop.create();\r\n for (let i = 0; i < 4; i++) {\r\n const center = centers[i];\r\n const nextCenter = centers[(i + 1) % 4];\r\n const edgeVector = Vector3d.createStartEnd(center, nextCenter);\r\n const arc = Arc3d.create(center, vectorU, vectorV, AngleSweep.createStartEndDegrees(0, 90));\r\n loop.tryAddChild(arc);\r\n const arcEnd = arc.endPoint();\r\n if (!edgeVector.isAlmostZero)\r\n loop.tryAddChild(LineSegment3d.create(arcEnd, arcEnd.plus(edgeVector)));\r\n vectorU.rotate90CCWXY(vectorU);\r\n vectorV.rotate90CCWXY(vectorV);\r\n }\r\n return loop;\r\n }\r\n }\r\n /**\r\n * If `arcB` is a continuation of `arcA`, extend `arcA` (in place) to include the range of `arcB`\r\n * * This only succeeds if the two arcs are part of identical complete arcs and end of `arcA` matches the beginning of `arcB`.\r\n * @param arcA first arc, modified in place.\r\n * @param arcB second arc, unmodified.\r\n * @param allowReversed whether to consolidate even when second arc is reversed.\r\n * @returns whether `arcA` was modified.\r\n */\r\n public static appendToArcInPlace(arcA: Arc3d, arcB: Arc3d, allowReverse: boolean = false): boolean {\r\n if (arcA.center.isAlmostEqual(arcB.center)) {\r\n const sweepSign = Geometry.split3WaySign(arcA.sweep.sweepRadians * arcB.sweep.sweepRadians, -1, 0, 1);\r\n // evaluate derivatives wrt radians (not fraction!), but adjust direction for sweep signs\r\n const endA = arcA.angleToPointAndDerivative(arcA.sweep.fractionToAngle(1.0));\r\n if (arcA.sweep.sweepRadians < 0)\r\n endA.direction.scaleInPlace(-1.0);\r\n const startB = arcB.angleToPointAndDerivative(arcB.sweep.fractionToAngle(0.0));\r\n if (arcB.sweep.sweepRadians < 0)\r\n startB.direction.scaleInPlace(-1.0);\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(\r\n arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians + sweepSign * arcB.sweep.sweepRadians,\r\n );\r\n return true;\r\n }\r\n // Also ok if negated tangent\r\n if (allowReverse) {\r\n startB.direction.scaleInPlace(-1.0);\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(\r\n arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians - sweepSign * arcB.sweep.sweepRadians,\r\n );\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n /**\r\n * Return a `Path` containing arcs are on the surface of an ellipsoid and pass through a sequence of points.\r\n * * Each arc passes through the two given endpoints and in the plane containing the true surface normal at\r\n * given `fractionForIntermediateNormal`\r\n * @param ellipsoid\r\n * @param pathPoints\r\n * @param fractionForIntermediateNormal fractional position for surface normal used to create the section plane.\r\n */\r\n public static assembleArcChainOnEllipsoid(\r\n ellipsoid: Ellipsoid, pathPoints: GeodesicPathPoint[], fractionForIntermediateNormal: number = 0.5,\r\n ): Path {\r\n const arcPath = Path.create();\r\n for (let i = 0; i + 1 < pathPoints.length; i++) {\r\n const arc = ellipsoid.sectionArcWithIntermediateNormal(\r\n pathPoints[i].toAngles(),\r\n fractionForIntermediateNormal,\r\n pathPoints[i + 1].toAngles());\r\n arcPath.tryAddChild(arc);\r\n }\r\n return arcPath;\r\n }\r\n private static appendGeometryQueryArray(candidate: GeometryQuery | GeometryQuery[] | undefined, result: GeometryQuery[]) {\r\n if (candidate instanceof GeometryQuery)\r\n result.push(candidate);\r\n else if (Array.isArray(candidate)) {\r\n for (const p of candidate)\r\n this.appendGeometryQueryArray(p, result);\r\n }\r\n }\r\n /**\r\n * Create solid primitives for pipe segments (e.g. Cone or TorusPipe) around line and arc primitives.\r\n * @param centerline centerline geometry.\r\n * @param pipeRadius radius of pipe.\r\n */\r\n public static createPipeSegments(\r\n centerline: CurvePrimitive | CurveChain, pipeRadius: number,\r\n ): GeometryQuery | GeometryQuery[] | undefined {\r\n if (centerline instanceof LineSegment3d) {\r\n return Cone.createAxisPoints(centerline.startPoint(), centerline.endPoint(), pipeRadius, pipeRadius, false);\r\n } else if (centerline instanceof Arc3d) {\r\n return TorusPipe.createAlongArc(centerline, pipeRadius, false);\r\n } else if (centerline instanceof CurvePrimitive) {\r\n const builder = PolyfaceBuilder.create();\r\n builder.addMiteredPipes(centerline, pipeRadius);\r\n return builder.claimPolyface();\r\n } else if (centerline instanceof CurveChain) {\r\n const result: GeometryQuery[] = [];\r\n for (const p of centerline.children) {\r\n const pipe = this.createPipeSegments(p, pipeRadius);\r\n this.appendGeometryQueryArray(pipe, result);\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create section arcs for mitered pipe.\r\n * * At the end of each pipe segment, the pipe is mitered by the plane that bisects the angle between successive\r\n * centerline segments.\r\n * * The section arcs are constructed so that lines between corresponding fractional positions on the arcs are\r\n * axial lines on the pipes.\r\n * * This means that the initial arc's vector0 and vector90 lengths and angular separation are _not_ preserved in\r\n * the section arcs.\r\n * * Circular or elliptical pipe cross sections can be specified by supplying either a radius, a pair of semi-axis\r\n * lengths, or an Arc3d:\r\n * * For semi-axis length input, x and y correspond to ellipse local axes perpendicular to each other and to the\r\n * start tangent.\r\n * * For Arc3d input, the center is translated to the centerline start point, but otherwise the arc is used as-is\r\n * for the first section. For best results, the arc should be perpendicular to the centerline start tangent.\r\n * @param centerline centerline of pipe. For best results, ensure no successive duplicate points with e.g.,\r\n * [[GrowableXYZArray.createCompressed]].\r\n * @param sectionData circle radius, ellipse semi-axis lengths, or full Arc3d (if not full, function makes it full).\r\n */\r\n public static createMiteredPipeSections(centerline: IndexedXYZCollection, sectionData: number | XAndY | Arc3d): Arc3d[] {\r\n const arcs: Arc3d[] = [];\r\n if (centerline.length < 2)\r\n return [];\r\n const vector0 = Vector3d.create();\r\n const vector90 = Vector3d.create();\r\n const vectorBC = Vector3d.create();\r\n const sweep = AngleSweep.create360();\r\n centerline.vectorIndexIndex(0, 1, vectorBC)!; // initially, the start tangent\r\n if (sectionData instanceof Arc3d) {\r\n vector0.setFrom(sectionData.vector0);\r\n vector90.setFrom(sectionData.vector90);\r\n sweep.setFrom(sectionData.sweep); // allow e.g., half-pipe\r\n const sectionFacesForward = sectionData.matrixRef.columnDotXYZ(AxisIndex.Z, vectorBC.x, vectorBC.y, vectorBC.z) > 0;\r\n if (sectionFacesForward !== sectionData.sweep.isCCW)\r\n sweep.reverseInPlace();\r\n } else if (typeof sectionData === \"number\" || Point3d.isXAndY(sectionData)) {\r\n const length0 = (typeof sectionData === \"number\") ? sectionData : sectionData.x;\r\n const length90 = (typeof sectionData === \"number\") ? sectionData : sectionData.y;\r\n const baseFrame = Matrix3d.createRigidHeadsUp(vectorBC, AxisOrder.ZXY);\r\n baseFrame.columnX(vector0).scaleInPlace(length0);\r\n baseFrame.columnY(vector90).scaleInPlace(length90);\r\n } else {\r\n return [];\r\n }\r\n // ASSUME: initial section normal points toward sweep direction for subsequent facet creation\r\n const initialSection = Arc3d.create(undefined, vector0, vector90, sweep);\r\n centerline.getPoint3dAtUncheckedPointIndex(0, initialSection.centerRef);\r\n arcs.push(initialSection);\r\n const vectorAB = Vector3d.create();\r\n const bisector = Vector3d.create();\r\n const center = Point3d.create();\r\n for (let i = 1; i < centerline.length; i++) {\r\n vectorAB.setFromVector3d(vectorBC);\r\n centerline.getPoint3dAtUncheckedPointIndex(i, center);\r\n if (i + 1 < centerline.length)\r\n centerline.vectorIndexIndex(i, i + 1, vectorBC)!;\r\n else\r\n vectorBC.setFromVector3d(vectorAB);\r\n if (vectorAB.normalizeInPlace() && vectorBC.normalizeInPlace()) {\r\n vectorAB.interpolate(0.5, vectorBC, bisector);\r\n // At pipe end, the ellipse center comes directly from centerline[i], and vector0/vector90 are\r\n // obtained by sweeping the corresponding vectors of the pipe start ellipse to the bisector plane.\r\n moveVectorToPlane(vector0, vectorAB, bisector, vector0);\r\n moveVectorToPlane(vector90, vectorAB, bisector, vector90);\r\n arcs.push(Arc3d.create(center, vector0, vector90, sweep));\r\n }\r\n }\r\n return arcs;\r\n }\r\n /**\r\n * Sweep the initialSection along each segment of the centerLine until it hits the bisector plane at the next vertex.\r\n * * The caller should place the initialSection on a plane perpendicular to the first edge.\r\n * * This plane is commonly (but not necessarily) through the start point itself.\r\n * * If the initialSection is not \"on a perpendicular plane\", the output geometry will still be flattened onto the\r\n * various planes.\r\n * * In the \"open path\" case (i.e when `wrapIfPhysicallyClosed` is false or the path does not have matched first and\r\n * last points), the first/last output plane will be at the start/end of the first/last edge and on a perpendicular\r\n * plane.\r\n * * In the \"closed path\" case, if start/edn tangents are not provided in the `options`, then the output plane for the\r\n * first and last point is the bisector of the start and end planes from the \"open path\" case, and the first/last\r\n * section geometry may be different from `initialSection`.\r\n * * The centerline path does NOT have to be planar, however twisting effects effects will appear in the various bisector\r\n * planes.\r\n * @param centerline sweep path, e.g., as stroked from a smooth centerline curve.\r\n * @param initialSection profile curve to be swept. As noted above, this should be on a plane perpendicular to the\r\n * first segment of the centerline.\r\n * @param options options for computation and output.\r\n * @return array of sections, starting with `initialSection` projected along the first edge to the first plane.\r\n */\r\n public static createMiteredSweepSections(\r\n centerline: IndexedXYZCollection | Point3d[], initialSection: AnyCurve, options: MiteredSweepOptions,\r\n ): SectionSequenceWithPlanes | undefined {\r\n const sectionData: SectionSequenceWithPlanes = { sections: [], planes: [] };\r\n const planes = PolylineOps.createBisectorPlanesForDistinctPoints(centerline, options.wrapIfPhysicallyClosed);\r\n // apply start/end tangent options\r\n if (planes !== undefined && planes.length > 1) {\r\n const firstPlane = planes[0];\r\n const lastPlane = planes[planes.length - 1];\r\n const startTang = options.startTangent;\r\n const endTang = options.endTangent;\r\n if (!firstPlane.getOriginRef().isAlmostEqual(lastPlane.getOriginRef()) ||\r\n (startTang && endTang && startTang.isAlmostEqual(endTang, 0.0))) {\r\n if (startTang?.tryNormalizeInPlace())\r\n firstPlane.getNormalRef().setFrom(startTang);\r\n if (endTang?.tryNormalizeInPlace())\r\n lastPlane.getNormalRef().setFrom(endTang);\r\n }\r\n // Projection to target plane, constructing sweep direction from two given planes.\r\n // If successful, push the target plane and swept section to the output arrays and return the swept section.\r\n // If unsuccessful, leave the output arrays alone and return the input section.\r\n const doSweepToPlane = function (\r\n edgePlane0: Plane3dByOriginAndUnitNormal,\r\n edgePlane1: Plane3dByOriginAndUnitNormal,\r\n targetPlane: Plane3dByOriginAndUnitNormal,\r\n section: AnyCurve,\r\n ) {\r\n const sweepVector = Vector3d.createStartEnd(edgePlane0.getOriginRef(), edgePlane1.getOriginRef());\r\n const transform = Transform.createFlattenAlongVectorToPlane(\r\n sweepVector, targetPlane.getOriginRef(), targetPlane.getNormalRef(),\r\n );\r\n if (transform === undefined)\r\n return section;\r\n const transformedSection = section.cloneTransformed(transform);\r\n if (transformedSection === undefined)\r\n return section;\r\n sectionData.planes.push(targetPlane);\r\n sectionData.sections.push(transformedSection);\r\n return transformedSection;\r\n };\r\n let currentSection = doSweepToPlane(planes[0], planes[1], planes[0], initialSection);\r\n for (let i = 1; i < planes.length; i++) {\r\n currentSection = doSweepToPlane(planes[i - 1], planes[i], planes[i], currentSection);\r\n }\r\n if (options.outputSelect) {\r\n const ruledSweep = RuledSweep.create(sectionData.sections, options.capped ?? false);\r\n if (ruledSweep) {\r\n sectionData.ruledSweep = ruledSweep;\r\n if (MiteredSweepOutputSelect.AlsoMesh === options.outputSelect) {\r\n const builder = PolyfaceBuilder.create(options.strokeOptions);\r\n builder.addRuledSweep(ruledSweep);\r\n sectionData.mesh = builder.claimPolyface();\r\n }\r\n }\r\n }\r\n return sectionData;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create a circular arc from start point, tangent at start, radius, optional plane normal, arc sweep.\r\n * * The vector from start point to center is in the direction of upVector crossed with tangentA.\r\n * @param start start point.\r\n * @param tangentAtStart vector in tangent direction at the start.\r\n * @param radius signed radius.\r\n * @param upVector optional out-of-plane vector. Defaults to positive Z.\r\n * @param sweep angular range. If single `Angle` is given, start angle is at 0 degrees (the start point).\r\n */\r\n public static createArcPointTangentRadius(\r\n start: Point3d, tangentAtStart: Vector3d, radius: number, upVector?: Vector3d, sweep?: Angle | AngleSweep,\r\n ): Arc3d | undefined {\r\n return Arc3d.createCircularStartTangentRadius(start, tangentAtStart, radius, upVector, sweep);\r\n }\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * First spiral begins at given start point.\r\n * * first tangent aims at shoulder.\r\n * * outbound spiral joins line from shoulder to target.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\r\n * @param startPoint inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n startPoint: Point3d,\r\n shoulderPoint: Point3d,\r\n targetPoint: Point3d,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(startPoint, shoulderPoint);\r\n const vectorBC0 = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n const referenceLength = vectorAB.magnitude();\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnRadians = vectorAB.angleToXY(vectorBC0);\r\n const spiralTurnRadians = 0.5 * lineTurnRadians.radians;\r\n const radiansBC = radiansAB + lineTurnRadians.radians;\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameA = Transform.createRefs(startPoint.clone(), axesA);\r\n // We know how much it has to turn, and but not the length or end radius.\r\n // make a spiral of referenceLength and scale it back to the junction line\r\n const spiralARefLength = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength, undefined, frameA);\r\n if (spiralARefLength) {\r\n const midPlanePerpendicularRadians = radiansAB + spiralTurnRadians;\r\n const midPlanePerpendicularVector = Vector3d.createPolar(1.0, Angle.createRadians(midPlanePerpendicularRadians));\r\n const altitudeB = midPlanePerpendicularVector.dotProductStartEnd(startPoint, shoulderPoint);\r\n const altitudeSpiralEnd = midPlanePerpendicularVector.dotProductStartEnd(startPoint, spiralARefLength.endPoint());\r\n const scaleFactor = altitudeB / altitudeSpiralEnd;\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength * scaleFactor, undefined, frameA)!;\r\n const distanceAB = vectorAB.magnitude();\r\n const vectorBC = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n vectorBC.scaleToLength(distanceAB, vectorBC);\r\n const pointC = shoulderPoint.plus(vectorBC);\r\n const axesC = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansBC + Math.PI));\r\n const frameC = Transform.createRefs(pointC, axesC);\r\n const spiralC = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, -spiralA.radius01.x1, Angle.zero(), undefined, spiralA.curveLength(), Segment1d.create(1, 0), frameC)!;\r\n return [spiralA, spiralC];\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * Spiral length is given.\r\n * * tangency points float on both lines.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\r\n * @param pointA inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies.\r\n * @param spiralLength for each part of the spiral pair.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLineWithSpiralLength(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n spiralLength: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB);\r\n const vectorBC = Vector3d.createStartEnd(pointB, pointC);\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnAngle = vectorAB.angleToXY(vectorBC);\r\n const spiralTurnRadians = 0.5 * lineTurnAngle.radians;\r\n const bisectorRadians = 0.5 * (Math.PI - lineTurnAngle.radians);\r\n const radiansCB = Math.atan2(-vectorBC.y, -vectorBC.x);\r\n const spiralAB0 = IntegratedSpiral3d.createFrom4OutOf5(\r\n spiralType, 0, undefined,\r\n Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, Transform.createIdentity(),\r\n );\r\n if (spiralAB0) {\r\n const localEndPoint = spiralAB0.fractionToPoint(1);\r\n const distanceAB = pointA.distance(pointB);\r\n const distanceCB = pointC.distance(pointB);\r\n // The spiral eventually has to end on the bisector, at localEndPoint.y height from the inbound line\r\n // distance from shoulder to projection of that point to point E on the inbound line is\r\n const distanceBE = localEndPoint.y / Math.tan(bisectorRadians);\r\n const xFractionAB = Geometry.conditionalDivideFraction(distanceAB - distanceBE - localEndPoint.x, distanceAB);\r\n const xFractionCB = Geometry.conditionalDivideFraction(distanceCB - distanceBE - localEndPoint.x, distanceCB);\r\n if (xFractionAB !== undefined && xFractionCB !== undefined) {\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameAOrigin = pointA.interpolate(xFractionAB, pointB);\r\n const frameA = Transform.createRefs(frameAOrigin, axesA);\r\n const spiralAB = IntegratedSpiral3d.createFrom4OutOf5(\r\n spiralType, 0, undefined,\r\n Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, frameA,\r\n )!;\r\n const axesB = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansCB));\r\n const frameBOrigin = pointC.interpolate(xFractionCB, pointB);\r\n const frameB = Transform.createRefs(frameBOrigin, axesB);\r\n const spiralBC = IntegratedSpiral3d.createFrom4OutOf5(\r\n spiralType, 0, undefined,\r\n Angle.zero(), Angle.createRadians(-spiralTurnRadians),\r\n spiralLength, undefined, frameB,\r\n )!;\r\n return [spiralAB, spiralBC];\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Compute 2 spirals and an arc (all in XY) for a symmetric line-to-line transition.\r\n * Spiral lengths and arc radius are given (e.g., from design speed standards).\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\r\n * @param pointA inbound start point.\r\n * @param pointB shoulder (target) point for (both) spiral-to-line tangencies.\r\n * @param lengthA inbound spiral length.\r\n * @param lengthB outbound spiral length.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralArcSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n lengthA: number,\r\n lengthB: number,\r\n arcRadius: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB); vectorAB.z = 0;\r\n const vectorCB = Vector3d.createStartEnd(pointC, pointB); vectorCB.z = 0;\r\n const unitAB = vectorAB.normalize();\r\n const unitCB = vectorCB.normalize();\r\n if (unitAB === undefined || unitCB === undefined)\r\n return undefined;\r\n const unitPerpAB = unitAB.unitPerpendicularXY();\r\n const unitPerpCB = unitCB.unitPerpendicularXY();\r\n const thetaABC = vectorAB.angleToXY(vectorCB);\r\n const sideA = Geometry.split3WaySign(thetaABC.radians, 1, -1, -1);\r\n const sideB = - sideA;\r\n const radiusA = sideA * Math.abs(arcRadius);\r\n const radiusB = sideB * Math.abs(arcRadius);\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusA, Angle.zero(), undefined, lengthA, undefined, Transform.createIdentity())!;\r\n const spiralB = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusB, Angle.zero(), undefined, lengthB, undefined, Transform.createIdentity())!;\r\n const spiralEndA = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const spiralEndB = spiralB.fractionToPointAndUnitTangent(1.0);\r\n // From the end of spiral, step away to arc center (and this is in local coordinates of each spiral)\r\n const sA = spiralEndA.origin.x - radiusA * spiralEndA.direction.y;\r\n const tA = spiralEndA.origin.y + radiusA * spiralEndA.direction.x;\r\n const sB = spiralEndB.origin.x - radiusB * spiralEndB.direction.y;\r\n const tB = spiralEndB.origin.y + radiusB * spiralEndB.direction.x;\r\n // Those local coordinates are rotated to unitAB and unitBC ...\r\n const vectorA = Vector3d.createAdd2Scaled(unitAB, sA, unitPerpAB, tA);\r\n const vectorB = Vector3d.createAdd2Scaled(unitCB, sB, unitPerpCB, tB);\r\n const uv = Vector2d.create();\r\n if (SmallSystem.linearSystem2d(\r\n unitAB.x, -unitCB.x,\r\n unitAB.y, -unitCB.y,\r\n vectorB.x - vectorA.x, vectorB.y - vectorA.y, uv)) {\r\n const tangencyAB = pointB.plusScaled(unitAB, uv.x);\r\n const tangencyCB = pointB.plusScaled(unitCB, uv.y);\r\n const frameA = Transform.createOriginAndMatrixColumns(tangencyAB, unitAB, unitPerpAB, Vector3d.unitZ());\r\n const frameB = Transform.createOriginAndMatrixColumns(tangencyCB, unitCB, unitPerpCB, Vector3d.unitZ());\r\n spiralA.tryTransformInPlace(frameA);\r\n spiralB.tryTransformInPlace(frameB);\r\n const rayA1 = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const rayB0 = spiralB.fractionToPointAndUnitTangent(1.0);\r\n rayB0.direction.scaleInPlace(-1.0);\r\n const sweep = rayA1.direction.angleToXY(rayB0.direction);\r\n if (radiusA < 0)\r\n sweep.setRadians(- sweep.radians);\r\n const arc = CurveFactory.createArcPointTangentRadius(rayA1.origin, rayA1.direction, radiusA, undefined, sweep)!;\r\n return [spiralA, arc, spiralB];\r\n }\r\n return undefined;\r\n }\r\n /** Return the intersection point of 3 planes. */\r\n public static planePlaneIntersectionRay(\r\n planeA: PlaneAltitudeEvaluator, planeB: PlaneAltitudeEvaluator): Ray3d | undefined {\r\n const altitudeA = planeA.altitudeXYZ(0, 0, 0);\r\n const altitudeB = planeB.altitudeXYZ(0, 0, 0);\r\n const normalAx = planeA.normalX();\r\n const normalAy = planeA.normalY();\r\n const normalAz = planeA.normalZ();\r\n const normalBx = planeB.normalX();\r\n const normalBy = planeB.normalY();\r\n const normalBz = planeB.normalZ();\r\n const normalCx = Geometry.crossProductXYXY(normalAy, normalAz, normalBy, normalBz);\r\n const normalCy = Geometry.crossProductXYXY(normalAz, normalAx, normalBz, normalBx);\r\n const normalCz = Geometry.crossProductXYXY(normalAx, normalAy, normalBx, normalBy);\r\n const rayOrigin = SmallSystem.linearSystem3d(\r\n normalAx, normalAy, normalAz,\r\n normalBx, normalBy, normalBz,\r\n normalCx, normalCy, normalCz,\r\n -altitudeA, -altitudeB, 0.0);\r\n if (rayOrigin !== undefined) {\r\n return Ray3d.createXYZUVW(rayOrigin.x, rayOrigin.y, rayOrigin.z, normalCx, normalCy, normalCz);\r\n }\r\n return undefined;\r\n }\r\n}\r\n/** Starting at vectorR, move parallel to vectorV until perpendicular to planeNormal. */\r\nfunction moveVectorToPlane(vectorR: Vector3d, vectorV: Vector3d, planeNormal: Vector3d, result?: Vector3d): Vector3d {\r\n // find s such that (vectorR + s * vectorV) DOT planeNormal = 0.\r\n const dotRN = vectorR.dotProduct(planeNormal);\r\n const dotVN = vectorV.dotProduct(planeNormal);\r\n const s = Geometry.safeDivideFraction(dotRN, dotVN, 0.0);\r\n return vectorR.plusScaled(vectorV, -s, result);\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 Curve\r\n */\r\n\r\nimport { AxisIndex, AxisOrder, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\r\nimport { Ellipsoid, GeodesicPathPoint } from \"../geometry3d/Ellipsoid\";\r\nimport { IndexedXYZCollection } from \"../geometry3d/IndexedXYZCollection\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Plane3dByOriginAndUnitNormal } from \"../geometry3d/Plane3dByOriginAndUnitNormal\";\r\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3dArrayCarrier } from \"../geometry3d/Point3dArrayCarrier\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolylineOps } from \"../geometry3d/PolylineOps\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { Segment1d } from \"../geometry3d/Segment1d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { XAndY } from \"../geometry3d/XYZProps\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { IndexedPolyface } from \"../polyface/Polyface\";\r\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\r\nimport { Cone } from \"../solid/Cone\";\r\nimport { RuledSweep } from \"../solid/RuledSweep\";\r\nimport { TorusPipe } from \"../solid/TorusPipe\";\r\nimport { Arc3d, ArcBlendData } from \"./Arc3d\";\r\nimport { CurveChain } from \"./CurveCollection\";\r\nimport { CurvePrimitive } from \"./CurvePrimitive\";\r\nimport { AnyCurve, AnyRegion } from \"./CurveTypes\";\r\nimport { GeometryQuery } from \"./GeometryQuery\";\r\nimport { LineSegment3d } from \"./LineSegment3d\";\r\nimport { LineString3d } from \"./LineString3d\";\r\nimport { Loop } from \"./Loop\";\r\nimport { Path } from \"./Path\";\r\nimport { RegionOps } from \"./RegionOps\";\r\nimport { IntegratedSpiral3d } from \"./spiral/IntegratedSpiral3d\";\r\nimport { IntegratedSpiralTypeName } from \"./spiral/TransitionSpiral3d\";\r\nimport { StrokeOptions } from \"./StrokeOptions\";\r\n\r\n// cspell:word CCWXY\r\n\r\n/**\r\n * Interface to carry parallel arrays of planes and sections, and optional geometry assembled from them,\r\n * as returned by [CurveFactory.createMiteredSweepSections].\r\n * @public\r\n */\r\nexport interface SectionSequenceWithPlanes {\r\n /** The plane of each section. */\r\n planes: Plane3dByOriginAndUnitNormal[];\r\n /** Section curve projected onto the corresponding plane. */\r\n sections: AnyCurve[];\r\n /**\r\n * Optional `RuledSweep` generated from the sections.\r\n * * The `RuledSweep` and sections array refer to the same section objects.\r\n */\r\n ruledSweep?: RuledSweep;\r\n /** Optional mesh generated from the `RuledSweep` generated from the sections. */\r\n mesh?: IndexedPolyface;\r\n}\r\n\r\n/**\r\n * Enumeration of geometric output for [CurveFactory.createMiteredSweepSections].\r\n * @public\r\n */\r\nexport enum MiteredSweepOutputSelect {\r\n /** Output only the parallel arrays of planes and sections. */\r\n Sections = 0,\r\n /** Output planes and sections, as well as the assembled ruled sweep. */\r\n AlsoRuledSweep = 1,\r\n /** Output planes and sections, as well as the assembled ruled sweep and its stroked mesh. */\r\n AlsoMesh = 2,\r\n}\r\n\r\n/**\r\n * Interface bundling options for [CurveFactory.createMiteredSweepSections].\r\n * @public\r\n */\r\nexport interface MiteredSweepOptions {\r\n /** Whether first and last planes are averaged and equated when the centerline is physically closed. Default value is `false`. */\r\n wrapIfPhysicallyClosed?: boolean;\r\n /** Whether to output sections only, or sections plus optional geometry constructed from them. Default value is `MiteredSweepOutputSelect.Sections`. */\r\n outputSelect?: MiteredSweepOutputSelect;\r\n /** How to stroke smooth input curves and the ruled sweep (if outputting a mesh). If undefined, default stroke options are used. */\r\n strokeOptions?: StrokeOptions;\r\n /** Whether to cap the ruled sweep if outputting a ruled sweep or mesh. Default value is `false`. */\r\n capped?: boolean;\r\n /** The first section's normal is aligned to this vector, typically the start tangent of the smooth curve stroked for the centerline. */\r\n startTangent?: Vector3d;\r\n /** The last section's normal is aligned to this vector, typically the end tangent of the smooth curve stroked for the centerline. */\r\n endTangent?: Vector3d;\r\n}\r\n\r\n/**\r\n * Curve strokes plus start/end tangents.\r\n * @internal\r\n*/\r\ninterface SmoothCurveData {\r\n /** Samples along a curve. */\r\n strokes: IndexedXYZCollection;\r\n /** Start tangent (unnormalized). May be undefined if the curve is linear. */\r\n startTangent?: Vector3d;\r\n /** End tangent (unnormalized). May be undefined if the curve is linear. */\r\n endTangent?: Vector3d;\r\n};\r\n\r\n/**\r\n * The `CurveFactory` class contains methods for specialized curve constructions.\r\n * @public\r\n */\r\nexport class CurveFactory {\r\n /** (Cautiously) construct and save a line segment between fractional positions. */\r\n private static addPartialSegment(\r\n path: Path, allowBackup: boolean,\r\n pointA: Point3d | undefined, pointB: Point3d | undefined,\r\n fraction0: number, fraction1: number,\r\n ) {\r\n if (allowBackup || (fraction1 > fraction0)) {\r\n if (pointA !== undefined && pointB !== undefined && !Geometry.isAlmostEqualNumber(fraction0, fraction1))\r\n path.tryAddChild(LineSegment3d.create(pointA.interpolate(fraction0, pointB), pointA.interpolate(fraction1, pointB)));\r\n }\r\n }\r\n /**\r\n * Create a circular arc defined by start point, tangent at start point, and end point.\r\n * * The circular arc is swept from start to end toward direction of the `tangentAtStart`.\r\n * * If tangent is parallel to line segment from start to end, return `undefined`.\r\n */\r\n public static createArcPointTangentPoint(start: Point3d, tangentAtStart: Vector3d, end: Point3d): Arc3d | undefined {\r\n const ret = Arc3d.createCircularStartTangentEnd(start, tangentAtStart, end);\r\n if (ret instanceof Arc3d)\r\n return ret;\r\n else\r\n return undefined;\r\n }\r\n /**\r\n * Construct a sequence of alternating lines and arcs with the arcs creating tangent transition between consecutive edges.\r\n * * If the radius parameter is a number, that radius is used throughout.\r\n * * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.\r\n * * Note that since no fillet is constructed at the initial or final point, those entries in `radius[]` are never referenced.\r\n * * A zero radius for any point indicates to leave the as a simple corner.\r\n * @param points point source\r\n * @param radius fillet radius or array of radii indexed to correspond to the points.\r\n * @param allowBackupAlongEdge true to allow edges to be created going \"backwards\" along edges if needed to create the blend.\r\n */\r\n public static createFilletsInLineString(\r\n points: LineString3d | IndexedXYZCollection | Point3d[],\r\n radius: number | number[],\r\n allowBackupAlongEdge: boolean = true,\r\n ): Path | undefined {\r\n if (Array.isArray(points))\r\n return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowBackupAlongEdge);\r\n if (points instanceof LineString3d)\r\n return this.createFilletsInLineString(points.packedPoints, radius, allowBackupAlongEdge);\r\n const n = points.length;\r\n if (n <= 1)\r\n return undefined;\r\n const pointA = points.getPoint3dAtCheckedPointIndex(0)!;\r\n const pointB = points.getPoint3dAtCheckedPointIndex(1)!;\r\n // remark: n=2 and n=3 cases should fall out from loop logic\r\n const blendArray: ArcBlendData[] = [];\r\n // build one-sided blends at each end . .\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointA.clone() });\r\n for (let i = 1; i + 1 < n; i++) {\r\n const pointC = points.getPoint3dAtCheckedPointIndex(i + 1)!;\r\n let thisRadius = 0;\r\n if (Array.isArray(radius)) {\r\n if (i < radius.length)\r\n thisRadius = radius[i];\r\n } else if (Number.isFinite(radius))\r\n thisRadius = radius;\r\n if (thisRadius !== 0.0)\r\n blendArray.push(Arc3d.createFilletArc(pointA, pointB, pointC, thisRadius));\r\n else\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n pointA.setFromPoint3d(pointB);\r\n pointB.setFromPoint3d(pointC);\r\n }\r\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\r\n if (!allowBackupAlongEdge) {\r\n // suppress arcs that have overlap with both neighbors or flood either neighbor ..\r\n for (let i = 1; i + 1 < n; i++) {\r\n const b = blendArray[i];\r\n if (b.fraction10 > 1.0\r\n || b.fraction12 > 1.0\r\n || 1.0 - b.fraction10 < blendArray[i - 1].fraction12\r\n || b.fraction12 > 1.0 - blendArray[i + 1].fraction10) {\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n }\r\n /* The \"1-b\" logic above prevents this loop from ever doing anything.\r\n // on edge with conflict, suppress the arc with larger fraction\r\n for (let i = 1; i < n; i++) {\r\n const b0 = blendArray[i - 1];\r\n const b1 = blendArray[i];\r\n if (b0.fraction12 > 1 - b1.fraction10) {\r\n const b = b0.fraction12 > b1.fraction12 ? b1 : b0;\r\n b.fraction10 = 0.0;\r\n b.fraction12 = 0.0;\r\n blendArray[i].arc = undefined;\r\n }\r\n } */\r\n }\r\n const path = Path.create();\r\n this.addPartialSegment(\r\n path, allowBackupAlongEdge,\r\n blendArray[0].point, blendArray[1].point,\r\n blendArray[0].fraction12, 1.0 - blendArray[1].fraction10,\r\n );\r\n // add each path and successor edge ...\r\n for (let i = 1; i + 1 < points.length; i++) {\r\n const b0 = blendArray[i];\r\n const b1 = blendArray[i + 1];\r\n path.tryAddChild(b0.arc);\r\n this.addPartialSegment(path, allowBackupAlongEdge, b0.point, b1.point, b0.fraction12, 1.0 - b1.fraction10);\r\n }\r\n return path;\r\n }\r\n /**\r\n * Create a `Loop` with given xy corners and fixed z.\r\n * * The corners always proceed counter clockwise from lower left.\r\n * * If the radius is too large for the outer rectangle size, it is reduced to half of the the smaller x or y size.\r\n */\r\n public static createRectangleXY(\r\n x0: number, y0: number, x1: number, y1: number, z: number = 0, filletRadius?: number,\r\n ): Loop {\r\n let radius = Geometry.correctSmallMetricDistance(filletRadius);\r\n const xMin = Math.min(x0, x1);\r\n const xMax = Math.max(x0, x1);\r\n const yMin = Math.min(y0, y1);\r\n const yMax = Math.max(y0, y1);\r\n radius = Math.min(Math.abs(radius), 0.5 * (xMax - xMin), 0.5 * (yMax - yMin));\r\n if (radius === 0.0)\r\n return Loop.createPolygon([\r\n Point3d.create(xMin, yMin, z),\r\n Point3d.create(xMax, yMin, z),\r\n Point3d.create(xMax, yMax, z),\r\n Point3d.create(xMin, yMax, z),\r\n Point3d.create(xMin, yMin, z),\r\n ]);\r\n else {\r\n const vectorU = Vector3d.create(radius, 0, 0);\r\n const vectorV = Vector3d.create(0, radius, 0);\r\n const x0A = xMin + radius;\r\n const y0A = yMin + radius;\r\n const x1A = xMax - radius;\r\n const y1A = yMax - radius;\r\n const centers = [\r\n Point3d.create(x1A, y1A, z),\r\n Point3d.create(x0A, y1A, z),\r\n Point3d.create(x0A, y0A, z),\r\n Point3d.create(x1A, y0A, z),\r\n ];\r\n const loop = Loop.create();\r\n for (let i = 0; i < 4; i++) {\r\n const center = centers[i];\r\n const nextCenter = centers[(i + 1) % 4];\r\n const edgeVector = Vector3d.createStartEnd(center, nextCenter);\r\n const arc = Arc3d.create(center, vectorU, vectorV, AngleSweep.createStartEndDegrees(0, 90));\r\n loop.tryAddChild(arc);\r\n const arcEnd = arc.endPoint();\r\n if (!edgeVector.isAlmostZero)\r\n loop.tryAddChild(LineSegment3d.create(arcEnd, arcEnd.plus(edgeVector)));\r\n vectorU.rotate90CCWXY(vectorU);\r\n vectorV.rotate90CCWXY(vectorV);\r\n }\r\n return loop;\r\n }\r\n }\r\n /**\r\n * If `arcB` is a continuation of `arcA`, extend `arcA` (in place) to include the range of `arcB`\r\n * * This only succeeds if the two arcs are part of identical complete arcs and end of `arcA` matches the beginning of `arcB`.\r\n * @param arcA first arc, modified in place.\r\n * @param arcB second arc, unmodified.\r\n * @param allowReversed whether to consolidate even when second arc is reversed.\r\n * @returns whether `arcA` was modified.\r\n */\r\n public static appendToArcInPlace(arcA: Arc3d, arcB: Arc3d, allowReverse: boolean = false): boolean {\r\n if (arcA.center.isAlmostEqual(arcB.center)) {\r\n const sweepSign = Geometry.split3WaySign(arcA.sweep.sweepRadians * arcB.sweep.sweepRadians, -1, 0, 1);\r\n // evaluate derivatives wrt radians (not fraction!), but adjust direction for sweep signs\r\n const endA = arcA.angleToPointAndDerivative(arcA.sweep.fractionToAngle(1.0));\r\n if (arcA.sweep.sweepRadians < 0)\r\n endA.direction.scaleInPlace(-1.0);\r\n const startB = arcB.angleToPointAndDerivative(arcB.sweep.fractionToAngle(0.0));\r\n if (arcB.sweep.sweepRadians < 0)\r\n startB.direction.scaleInPlace(-1.0);\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(\r\n arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians + sweepSign * arcB.sweep.sweepRadians,\r\n );\r\n return true;\r\n }\r\n // Also ok if negated tangent\r\n if (allowReverse) {\r\n startB.direction.scaleInPlace(-1.0);\r\n if (endA.isAlmostEqual(startB)) {\r\n arcA.sweep.setStartEndRadians(\r\n arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians - sweepSign * arcB.sweep.sweepRadians,\r\n );\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n /**\r\n * Return a `Path` containing arcs are on the surface of an ellipsoid and pass through a sequence of points.\r\n * * Each arc passes through the two given endpoints and in the plane containing the true surface normal at\r\n * given `fractionForIntermediateNormal`\r\n * @param ellipsoid\r\n * @param pathPoints\r\n * @param fractionForIntermediateNormal fractional position for surface normal used to create the section plane.\r\n */\r\n public static assembleArcChainOnEllipsoid(\r\n ellipsoid: Ellipsoid, pathPoints: GeodesicPathPoint[], fractionForIntermediateNormal: number = 0.5,\r\n ): Path {\r\n const arcPath = Path.create();\r\n for (let i = 0; i + 1 < pathPoints.length; i++) {\r\n const arc = ellipsoid.sectionArcWithIntermediateNormal(\r\n pathPoints[i].toAngles(),\r\n fractionForIntermediateNormal,\r\n pathPoints[i + 1].toAngles());\r\n arcPath.tryAddChild(arc);\r\n }\r\n return arcPath;\r\n }\r\n private static appendGeometryQueryArray(candidate: GeometryQuery | GeometryQuery[] | undefined, result: GeometryQuery[]) {\r\n if (candidate instanceof GeometryQuery)\r\n result.push(candidate);\r\n else if (Array.isArray(candidate)) {\r\n for (const p of candidate)\r\n this.appendGeometryQueryArray(p, result);\r\n }\r\n }\r\n /**\r\n * Create solid primitives for pipe segments (e.g. Cone or TorusPipe) around line and arc primitives.\r\n * @param centerline centerline geometry.\r\n * @param pipeRadius radius of pipe.\r\n */\r\n public static createPipeSegments(\r\n centerline: CurvePrimitive | CurveChain, pipeRadius: number,\r\n ): GeometryQuery | GeometryQuery[] | undefined {\r\n if (centerline instanceof LineSegment3d) {\r\n return Cone.createAxisPoints(centerline.startPoint(), centerline.endPoint(), pipeRadius, pipeRadius, false);\r\n } else if (centerline instanceof Arc3d) {\r\n return TorusPipe.createAlongArc(centerline, pipeRadius, false);\r\n } else if (centerline instanceof CurvePrimitive) {\r\n const builder = PolyfaceBuilder.create();\r\n builder.addMiteredPipes(centerline, pipeRadius);\r\n return builder.claimPolyface();\r\n } else if (centerline instanceof CurveChain) {\r\n const result: GeometryQuery[] = [];\r\n for (const p of centerline.children) {\r\n const pipe = this.createPipeSegments(p, pipeRadius);\r\n this.appendGeometryQueryArray(pipe, result);\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create section arcs for mitered pipe.\r\n * * At the end of each pipe segment, the pipe is mitered by the plane that bisects the angle between successive\r\n * centerline segments.\r\n * * The section arcs are constructed so that lines between corresponding fractional positions on the arcs are\r\n * axial lines on the pipes.\r\n * * This means that the initial arc's vector0 and vector90 lengths and angular separation are _not_ preserved in\r\n * the section arcs.\r\n * * Circular or elliptical pipe cross sections can be specified by supplying either a radius, a pair of semi-axis\r\n * lengths, or an Arc3d:\r\n * * For semi-axis length input, x and y correspond to ellipse local axes perpendicular to each other and to the\r\n * start tangent.\r\n * * For Arc3d input, the center is translated to the centerline start point, but otherwise the arc is used as-is\r\n * for the first section. For best results, the arc should be perpendicular to the centerline start tangent.\r\n * @param centerline centerline of pipe. For best results, ensure no successive duplicate points with e.g.,\r\n * [[GrowableXYZArray.createCompressed]].\r\n * @param sectionData circle radius, ellipse semi-axis lengths, or full Arc3d (if not full, function makes it full).\r\n */\r\n public static createMiteredPipeSections(centerline: IndexedXYZCollection, sectionData: number | XAndY | Arc3d): Arc3d[] {\r\n const arcs: Arc3d[] = [];\r\n if (centerline.length < 2)\r\n return [];\r\n const vector0 = Vector3d.create();\r\n const vector90 = Vector3d.create();\r\n const vectorBC = Vector3d.create();\r\n const sweep = AngleSweep.create360();\r\n centerline.vectorIndexIndex(0, 1, vectorBC)!; // initially, the start tangent\r\n if (sectionData instanceof Arc3d) {\r\n vector0.setFrom(sectionData.vector0);\r\n vector90.setFrom(sectionData.vector90);\r\n sweep.setFrom(sectionData.sweep); // allow e.g., half-pipe\r\n const sectionFacesForward = sectionData.matrixRef.columnDotXYZ(AxisIndex.Z, vectorBC.x, vectorBC.y, vectorBC.z) > 0;\r\n if (sectionFacesForward !== sectionData.sweep.isCCW)\r\n sweep.reverseInPlace();\r\n } else if (typeof sectionData === \"number\" || Point3d.isXAndY(sectionData)) {\r\n const length0 = (typeof sectionData === \"number\") ? sectionData : sectionData.x;\r\n const length90 = (typeof sectionData === \"number\") ? sectionData : sectionData.y;\r\n const baseFrame = Matrix3d.createRigidHeadsUp(vectorBC, AxisOrder.ZXY);\r\n baseFrame.columnX(vector0).scaleInPlace(length0);\r\n baseFrame.columnY(vector90).scaleInPlace(length90);\r\n } else {\r\n return [];\r\n }\r\n // ASSUME: initial section normal points toward sweep direction for subsequent facet creation\r\n const initialSection = Arc3d.create(undefined, vector0, vector90, sweep);\r\n centerline.getPoint3dAtUncheckedPointIndex(0, initialSection.centerRef);\r\n arcs.push(initialSection);\r\n const vectorAB = Vector3d.create();\r\n const bisector = Vector3d.create();\r\n const center = Point3d.create();\r\n for (let i = 1; i < centerline.length; i++) {\r\n vectorAB.setFromVector3d(vectorBC);\r\n centerline.getPoint3dAtUncheckedPointIndex(i, center);\r\n if (i + 1 < centerline.length)\r\n centerline.vectorIndexIndex(i, i + 1, vectorBC)!;\r\n else\r\n vectorBC.setFromVector3d(vectorAB);\r\n if (vectorAB.normalizeInPlace() && vectorBC.normalizeInPlace()) {\r\n vectorAB.interpolate(0.5, vectorBC, bisector);\r\n // At pipe end, the ellipse center comes directly from centerline[i], and vector0/vector90 are\r\n // obtained by sweeping the corresponding vectors of the pipe start ellipse to the bisector plane.\r\n moveVectorToPlane(vector0, vectorAB, bisector, vector0);\r\n moveVectorToPlane(vector90, vectorAB, bisector, vector90);\r\n arcs.push(Arc3d.create(center, vector0, vector90, sweep));\r\n }\r\n }\r\n return arcs;\r\n }\r\n\r\n /** For a smooth curve, stroke and return unnormalized start/end tangents. */\r\n private static strokeSmoothCurve(\r\n curve: IndexedXYZCollection | Point3d[] | CurvePrimitive | CurveChain,\r\n options?: StrokeOptions,\r\n ): SmoothCurveData | undefined {\r\n let startTangent, endTangent: Vector3d | undefined;\r\n if (curve instanceof CurvePrimitive) {\r\n startTangent = curve.fractionToPointAndDerivative(0.0).direction;\r\n endTangent = curve.fractionToPointAndDerivative(1.0).direction;\r\n const strokes = LineString3d.create();\r\n curve.emitStrokes(strokes, options);\r\n curve = strokes.packedPoints;\r\n } else if (curve instanceof CurveChain) {\r\n startTangent = curve.startPointAndDerivative()?.direction;\r\n endTangent = curve.endPointAndDerivative()?.direction;\r\n const strokes = curve.getPackedStrokes(options);\r\n if (!strokes)\r\n return undefined;\r\n curve = strokes;\r\n } else if (Array.isArray(curve))\r\n curve = new Point3dArrayCarrier(curve);\r\n return { strokes: curve, startTangent, endTangent };\r\n }\r\n\r\n /**\r\n * Align two bisector plane normals to given smooth rail tangents or optional overrides.\r\n * * Optionally average the normals for physically closed rail.\r\n */\r\n private static alignFirstAndLastBisectorPlanes(\r\n firstPlane: Plane3dByOriginAndUnitNormal,\r\n lastPlane: Plane3dByOriginAndUnitNormal,\r\n smoothRailData?: SmoothCurveData,\r\n options?: MiteredSweepOptions,\r\n ) {\r\n const normal0 = options?.startTangent ?? (smoothRailData?.startTangent ?? firstPlane.getNormalRef());\r\n const normal1 = options?.endTangent ?? (smoothRailData?.endTangent ?? lastPlane.getNormalRef());\r\n if (options?.wrapIfPhysicallyClosed && firstPlane.getOriginRef().isAlmostEqual(lastPlane.getOriginRef())) {\r\n const avgNormal = normal0.plus(normal1);\r\n if (avgNormal.tryNormalizeInPlace()) { // ignore cusp at seam\r\n firstPlane.getNormalRef().setFrom(avgNormal);\r\n lastPlane.getNormalRef().setFrom(avgNormal);\r\n return;\r\n }\r\n }\r\n if (normal0.tryNormalizeInPlace())\r\n firstPlane.getNormalRef().setFrom(normal0);\r\n if (normal1.tryNormalizeInPlace())\r\n lastPlane.getNormalRef().setFrom(normal1);\r\n }\r\n\r\n /** Reverse a closed curve or region if necessary so that its orientation is CCW with respect to the plane normal. */\r\n private static alignClosedCurveToPlane(curve: AnyCurve, planeNormal: Vector3d) {\r\n let closedCurve: AnyRegion | undefined;\r\n if (curve instanceof CurvePrimitive) {\r\n if (curve.startPoint().isAlmostEqual(curve.endPoint()))\r\n closedCurve = Loop.create(curve);\r\n } else if (curve.isAnyRegion())\r\n closedCurve = curve;\r\n if (closedCurve) {\r\n // The alignment condition is equivalent to positive projected curve area computed wrt to the plane normal.\r\n const toLocal = Matrix3d.createRigidHeadsUp(planeNormal).transpose();\r\n const projection = closedCurve.cloneTransformed(Transform.createOriginAndMatrix(undefined, toLocal));\r\n if (projection) { // now we can ignore z-coords\r\n const areaXY = RegionOps.computeXYArea(projection as AnyRegion);\r\n if (areaXY && areaXY < 0)\r\n curve.reverseInPlace();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Projection to target plane, constructing sweep direction from two given planes.\r\n * * If successful, push the target plane and swept section to the output arrays and return the swept section.\r\n * * If unsuccessful, leave the output arrays alone and return the input section.\r\n */\r\n private static doSweepToPlane(\r\n output: SectionSequenceWithPlanes,\r\n edgePlane0: Plane3dByOriginAndUnitNormal,\r\n edgePlane1: Plane3dByOriginAndUnitNormal,\r\n targetPlane: Plane3dByOriginAndUnitNormal,\r\n section: AnyCurve,\r\n ): AnyCurve {\r\n const sweepVector = Vector3d.createStartEnd(edgePlane0.getOriginRef(), edgePlane1.getOriginRef());\r\n const transform = Transform.createFlattenAlongVectorToPlane(\r\n sweepVector, targetPlane.getOriginRef(), targetPlane.getNormalRef(),\r\n );\r\n if (transform === undefined)\r\n return section;\r\n const transformedSection = section.cloneTransformed(transform);\r\n if (transformedSection === undefined)\r\n return section;\r\n output.planes.push(targetPlane);\r\n output.sections.push(transformedSection);\r\n return transformedSection;\r\n }\r\n\r\n /**\r\n * Sweep the `initialSection` along each segment of the (stroked) `centerline` until it hits the bisector plane at\r\n * the next vertex.\r\n * * For best results, the caller should place `initialSection` in a plane perpendicular to the `centerline`\r\n * start tangent.\r\n * * This plane is commonly (but not necessarily) through the centerline start point itself.\r\n * * To compute the sections, `initialSection` is projected in the direction of the centerline start tangent onto\r\n * the first bisector plane at the centerline start. The result of this projection will be likewise projected onto\r\n * the second plane, and so on in sequence.\r\n * * By default, the first/last bisector plane normals are set to the centerline start/end tangents. The caller can\r\n * override these with tangents supplied in `options`. If the centerline is physically closed and\r\n * `options.wrapIfPhysicallyClosed` is true, the first and last plane normals are averaged and equated.\r\n * * The centerline path does NOT have to be planar, however non-planarity will result in twisting of the sections\r\n * in the bisector planes.\r\n * @param centerline sweep path. Will be stroked if smooth.\r\n * @param initialSection profile curve to be swept. As noted above, this should be on a plane perpendicular to the\r\n * centerline start tangent.\r\n * @param options options for computation and output.\r\n * @return array of sections, formed from projecting `initialSection` successively onto the bisector planes.\r\n */\r\n public static createMiteredSweepSections(\r\n centerline: IndexedXYZCollection | Point3d[] | CurvePrimitive | CurveChain,\r\n initialSection: AnyCurve,\r\n options: MiteredSweepOptions,\r\n ): SectionSequenceWithPlanes | undefined {\r\n const rail = this.strokeSmoothCurve(centerline, options.strokeOptions);\r\n if (!rail)\r\n return undefined;\r\n const planes = PolylineOps.createBisectorPlanesForDistinctPoints(rail.strokes);\r\n if (!planes || planes.length < 2)\r\n return undefined;\r\n this.alignFirstAndLastBisectorPlanes(planes[0], planes[planes.length - 1], rail, options);\r\n\r\n // RuledSweep facet construction assumes the contours are oriented CCW with respect to the sweep direction so that\r\n // facet normals point outward. We only have to align the first contour; the rest will inherit its orientation.\r\n this.alignClosedCurveToPlane(initialSection, planes[0].getNormalRef());\r\n\r\n const sectionData: SectionSequenceWithPlanes = { sections: [], planes: [] };\r\n let currentSection = this.doSweepToPlane(sectionData, planes[0], planes[1], planes[0], initialSection);\r\n for (let i = 1; i < planes.length; i++)\r\n currentSection = this.doSweepToPlane(sectionData, planes[i - 1], planes[i], planes[i], currentSection);\r\n\r\n if (options.outputSelect) {\r\n const ruledSweep = RuledSweep.create(sectionData.sections, options.capped ?? false);\r\n if (ruledSweep) {\r\n sectionData.ruledSweep = ruledSweep;\r\n if (MiteredSweepOutputSelect.AlsoMesh === options.outputSelect) {\r\n const builder = PolyfaceBuilder.create(options.strokeOptions);\r\n builder.addRuledSweep(ruledSweep);\r\n sectionData.mesh = builder.claimPolyface();\r\n }\r\n }\r\n }\r\n return sectionData;\r\n }\r\n /**\r\n * Create a circular arc from start point, tangent at start, radius, optional plane normal, arc sweep.\r\n * * The vector from start point to center is in the direction of upVector crossed with tangentA.\r\n * @param start start point.\r\n * @param tangentAtStart vector in tangent direction at the start.\r\n * @param radius signed radius.\r\n * @param upVector optional out-of-plane vector. Defaults to positive Z.\r\n * @param sweep angular range. If single `Angle` is given, start angle is at 0 degrees (the start point).\r\n */\r\n public static createArcPointTangentRadius(\r\n start: Point3d, tangentAtStart: Vector3d, radius: number, upVector?: Vector3d, sweep?: Angle | AngleSweep,\r\n ): Arc3d | undefined {\r\n return Arc3d.createCircularStartTangentRadius(start, tangentAtStart, radius, upVector, sweep);\r\n }\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * First spiral begins at given start point.\r\n * * first tangent aims at shoulder.\r\n * * outbound spiral joins line from shoulder to target.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\r\n * @param startPoint inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n startPoint: Point3d,\r\n shoulderPoint: Point3d,\r\n targetPoint: Point3d,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(startPoint, shoulderPoint);\r\n const vectorBC0 = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n const referenceLength = vectorAB.magnitude();\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnRadians = vectorAB.angleToXY(vectorBC0);\r\n const spiralTurnRadians = 0.5 * lineTurnRadians.radians;\r\n const radiansBC = radiansAB + lineTurnRadians.radians;\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameA = Transform.createRefs(startPoint.clone(), axesA);\r\n // We know how much it has to turn, and but not the length or end radius.\r\n // make a spiral of referenceLength and scale it back to the junction line\r\n const spiralARefLength = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength, undefined, frameA);\r\n if (spiralARefLength) {\r\n const midPlanePerpendicularRadians = radiansAB + spiralTurnRadians;\r\n const midPlanePerpendicularVector = Vector3d.createPolar(1.0, Angle.createRadians(midPlanePerpendicularRadians));\r\n const altitudeB = midPlanePerpendicularVector.dotProductStartEnd(startPoint, shoulderPoint);\r\n const altitudeSpiralEnd = midPlanePerpendicularVector.dotProductStartEnd(startPoint, spiralARefLength.endPoint());\r\n const scaleFactor = altitudeB / altitudeSpiralEnd;\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\r\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength * scaleFactor, undefined, frameA)!;\r\n const distanceAB = vectorAB.magnitude();\r\n const vectorBC = Vector3d.createStartEnd(shoulderPoint, targetPoint);\r\n vectorBC.scaleToLength(distanceAB, vectorBC);\r\n const pointC = shoulderPoint.plus(vectorBC);\r\n const axesC = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansBC + Math.PI));\r\n const frameC = Transform.createRefs(pointC, axesC);\r\n const spiralC = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, -spiralA.radius01.x1, Angle.zero(), undefined, spiralA.curveLength(), Segment1d.create(1, 0), frameC)!;\r\n return [spiralA, spiralC];\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\r\n * * Spiral length is given.\r\n * * tangency points float on both lines.\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\r\n * @param pointA inbound start point.\r\n * @param shoulder point target point for (both) spiral-to-line tangencies.\r\n * @param spiralLength for each part of the spiral pair.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralSpiralLineWithSpiralLength(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n spiralLength: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB);\r\n const vectorBC = Vector3d.createStartEnd(pointB, pointC);\r\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\r\n const lineTurnAngle = vectorAB.angleToXY(vectorBC);\r\n const spiralTurnRadians = 0.5 * lineTurnAngle.radians;\r\n const bisectorRadians = 0.5 * (Math.PI - lineTurnAngle.radians);\r\n const radiansCB = Math.atan2(-vectorBC.y, -vectorBC.x);\r\n const spiralAB0 = IntegratedSpiral3d.createFrom4OutOf5(\r\n spiralType, 0, undefined,\r\n Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, Transform.createIdentity(),\r\n );\r\n if (spiralAB0) {\r\n const localEndPoint = spiralAB0.fractionToPoint(1);\r\n const distanceAB = pointA.distance(pointB);\r\n const distanceCB = pointC.distance(pointB);\r\n // The spiral eventually has to end on the bisector, at localEndPoint.y height from the inbound line\r\n // distance from shoulder to projection of that point to point E on the inbound line is\r\n const distanceBE = localEndPoint.y / Math.tan(bisectorRadians);\r\n const xFractionAB = Geometry.conditionalDivideFraction(distanceAB - distanceBE - localEndPoint.x, distanceAB);\r\n const xFractionCB = Geometry.conditionalDivideFraction(distanceCB - distanceBE - localEndPoint.x, distanceCB);\r\n if (xFractionAB !== undefined && xFractionCB !== undefined) {\r\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\r\n const frameAOrigin = pointA.interpolate(xFractionAB, pointB);\r\n const frameA = Transform.createRefs(frameAOrigin, axesA);\r\n const spiralAB = IntegratedSpiral3d.createFrom4OutOf5(\r\n spiralType, 0, undefined,\r\n Angle.zero(), Angle.createRadians(spiralTurnRadians),\r\n spiralLength, undefined, frameA,\r\n )!;\r\n const axesB = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansCB));\r\n const frameBOrigin = pointC.interpolate(xFractionCB, pointB);\r\n const frameB = Transform.createRefs(frameBOrigin, axesB);\r\n const spiralBC = IntegratedSpiral3d.createFrom4OutOf5(\r\n spiralType, 0, undefined,\r\n Angle.zero(), Angle.createRadians(-spiralTurnRadians),\r\n spiralLength, undefined, frameB,\r\n )!;\r\n return [spiralAB, spiralBC];\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Compute 2 spirals and an arc (all in XY) for a symmetric line-to-line transition.\r\n * Spiral lengths and arc radius are given (e.g., from design speed standards).\r\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\r\n * @param pointA inbound start point.\r\n * @param pointB shoulder (target) point for (both) spiral-to-line tangencies.\r\n * @param lengthA inbound spiral length.\r\n * @param lengthB outbound spiral length.\r\n * @return array with the computed spirals, or undefined if failure.\r\n */\r\n public static createLineSpiralArcSpiralLine(\r\n spiralType: IntegratedSpiralTypeName,\r\n pointA: Point3d,\r\n pointB: Point3d,\r\n pointC: Point3d,\r\n lengthA: number,\r\n lengthB: number,\r\n arcRadius: number,\r\n ): GeometryQuery[] | undefined {\r\n const vectorAB = Vector3d.createStartEnd(pointA, pointB); vectorAB.z = 0;\r\n const vectorCB = Vector3d.createStartEnd(pointC, pointB); vectorCB.z = 0;\r\n const unitAB = vectorAB.normalize();\r\n const unitCB = vectorCB.normalize();\r\n if (unitAB === undefined || unitCB === undefined)\r\n return undefined;\r\n const unitPerpAB = unitAB.unitPerpendicularXY();\r\n const unitPerpCB = unitCB.unitPerpendicularXY();\r\n const thetaABC = vectorAB.angleToXY(vectorCB);\r\n const sideA = Geometry.split3WaySign(thetaABC.radians, 1, -1, -1);\r\n const sideB = - sideA;\r\n const radiusA = sideA * Math.abs(arcRadius);\r\n const radiusB = sideB * Math.abs(arcRadius);\r\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusA, Angle.zero(), undefined, lengthA, undefined, Transform.createIdentity())!;\r\n const spiralB = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\r\n 0, radiusB, Angle.zero(), undefined, lengthB, undefined, Transform.createIdentity())!;\r\n const spiralEndA = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const spiralEndB = spiralB.fractionToPointAndUnitTangent(1.0);\r\n // From the end of spiral, step away to arc center (and this is in local coordinates of each spiral)\r\n const sA = spiralEndA.origin.x - radiusA * spiralEndA.direction.y;\r\n const tA = spiralEndA.origin.y + radiusA * spiralEndA.direction.x;\r\n const sB = spiralEndB.origin.x - radiusB * spiralEndB.direction.y;\r\n const tB = spiralEndB.origin.y + radiusB * spiralEndB.direction.x;\r\n // Those local coordinates are rotated to unitAB and unitBC ...\r\n const vectorA = Vector3d.createAdd2Scaled(unitAB, sA, unitPerpAB, tA);\r\n const vectorB = Vector3d.createAdd2Scaled(unitCB, sB, unitPerpCB, tB);\r\n const uv = Vector2d.create();\r\n if (SmallSystem.linearSystem2d(\r\n unitAB.x, -unitCB.x,\r\n unitAB.y, -unitCB.y,\r\n vectorB.x - vectorA.x, vectorB.y - vectorA.y, uv)) {\r\n const tangencyAB = pointB.plusScaled(unitAB, uv.x);\r\n const tangencyCB = pointB.plusScaled(unitCB, uv.y);\r\n const frameA = Transform.createOriginAndMatrixColumns(tangencyAB, unitAB, unitPerpAB, Vector3d.unitZ());\r\n const frameB = Transform.createOriginAndMatrixColumns(tangencyCB, unitCB, unitPerpCB, Vector3d.unitZ());\r\n spiralA.tryTransformInPlace(frameA);\r\n spiralB.tryTransformInPlace(frameB);\r\n const rayA1 = spiralA.fractionToPointAndUnitTangent(1.0);\r\n const rayB0 = spiralB.fractionToPointAndUnitTangent(1.0);\r\n rayB0.direction.scaleInPlace(-1.0);\r\n const sweep = rayA1.direction.angleToXY(rayB0.direction);\r\n if (radiusA < 0)\r\n sweep.setRadians(- sweep.radians);\r\n const arc = CurveFactory.createArcPointTangentRadius(rayA1.origin, rayA1.direction, radiusA, undefined, sweep)!;\r\n return [spiralA, arc, spiralB];\r\n }\r\n return undefined;\r\n }\r\n /** Return the intersection point of 3 planes. */\r\n public static planePlaneIntersectionRay(\r\n planeA: PlaneAltitudeEvaluator, planeB: PlaneAltitudeEvaluator): Ray3d | undefined {\r\n const altitudeA = planeA.altitudeXYZ(0, 0, 0);\r\n const altitudeB = planeB.altitudeXYZ(0, 0, 0);\r\n const normalAx = planeA.normalX();\r\n const normalAy = planeA.normalY();\r\n const normalAz = planeA.normalZ();\r\n const normalBx = planeB.normalX();\r\n const normalBy = planeB.normalY();\r\n const normalBz = planeB.normalZ();\r\n const normalCx = Geometry.crossProductXYXY(normalAy, normalAz, normalBy, normalBz);\r\n const normalCy = Geometry.crossProductXYXY(normalAz, normalAx, normalBz, normalBx);\r\n const normalCz = Geometry.crossProductXYXY(normalAx, normalAy, normalBx, normalBy);\r\n const rayOrigin = SmallSystem.linearSystem3d(\r\n normalAx, normalAy, normalAz,\r\n normalBx, normalBy, normalBz,\r\n normalCx, normalCy, normalCz,\r\n -altitudeA, -altitudeB, 0.0);\r\n if (rayOrigin !== undefined) {\r\n return Ray3d.createXYZUVW(rayOrigin.x, rayOrigin.y, rayOrigin.z, normalCx, normalCy, normalCz);\r\n }\r\n return undefined;\r\n }\r\n}\r\n/** Starting at vectorR, move parallel to vectorV until perpendicular to planeNormal. */\r\nfunction moveVectorToPlane(vectorR: Vector3d, vectorV: Vector3d, planeNormal: Vector3d, result?: Vector3d): Vector3d {\r\n // find s such that (vectorR + s * vectorV) DOT planeNormal = 0.\r\n const dotRN = vectorR.dotProduct(planeNormal);\r\n const dotVN = vectorV.dotProduct(planeNormal);\r\n const s = Geometry.safeDivideFraction(dotRN, dotVN, 0.0);\r\n return vectorR.plusScaled(vectorV, -s, result);\r\n}\r\n"]}
@@ -175,10 +175,10 @@ export class FrameBuilder {
175
175
  this.announcePoint(data.endPoint());
176
176
  }
177
177
  else if (data instanceof Arc3d) {
178
- const ray = data.fractionToPointAndDerivative(0.0);
179
- this.announcePoint(ray.origin);
180
- this.announceVector(ray.direction);
181
- this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));
178
+ const plane = data.fractionToPointAnd2Derivatives(0.0);
179
+ this.announcePoint(plane.origin);
180
+ this.announceVector(plane.vectorU);
181
+ this.announceVector(plane.vectorV);
182
182
  }
183
183
  else if (data instanceof LineString3d) {
184
184
  for (const point of data.points) {
@@ -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 CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * after each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * To build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n private static _workMatrix?: Matrix3d;\r\n private static _workVector0?: Vector3d;\r\n private static _workVector1?: Vector3d;\r\n private static _workPoint?: Point3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(\r\n vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians,\r\n ): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** Clear all accumulated point and vector data */\r\n public clear() {\r\n this._origin = undefined;\r\n this._vector0 = undefined;\r\n this._vector1 = undefined;\r\n this._vector2 = undefined;\r\n }\r\n constructor() {\r\n this.clear();\r\n }\r\n /**\r\n * Try to assemble the data into a non-singular transform.\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false, result?: Transform): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n const createRigidMatrix = (v0: Vector3d, v1: Vector3d): Matrix3d | undefined => {\r\n return FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(v0, v1, AxisOrder.XYZ, FrameBuilder._workMatrix);\r\n };\r\n if (!allowLeftHanded) {\r\n const matrix = createRigidMatrix(this._vector0, this._vector1);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = createRigidMatrix(this._vector0, this._vector1);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean {\r\n return this._origin !== undefined;\r\n }\r\n /**\r\n * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /**\r\n * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.\r\n */\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** Announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n if (!this._vector0) {\r\n this._vector0 = vector.clone(this._vector0);\r\n return 1;\r\n }\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /**\r\n * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient\r\n * for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1)\r\n return;\r\n if (data === undefined)\r\n return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const ray = data.fractionToPointAndDerivative(0.0);\r\n this.announcePoint(ray.origin);\r\n this.announceVector(ray.direction);\r\n this.announceVector(data.matrixRef.columnZCrossVector(ray.direction));\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data instanceof InterpolationCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (i < data.options.fitPoints.length) {\r\n point.setFrom(data.options.fitPoints[i]);\r\n this.announcePoint(point);\r\n } else break;\r\n }\r\n } else { // unimplemented CurvePrimitive type\r\n const frame = data.fractionToFrenetFrame(0.0);\r\n if (undefined !== frame) {\r\n this.announcePoint(frame.getOrigin());\r\n this.announceVector(frame.matrix.getColumn(0));\r\n this.announceVector(frame.matrix.getColumn(1));\r\n }\r\n }\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data.hasOwnProperty(\"x\") && data.hasOwnProperty(\"y\") && data.hasOwnProperty(\"z\")) {\r\n this.announcePoint(Point3d.create(data.x, data.y, data.z));\r\n }\r\n }\r\n /**\r\n * Create a localToWorld frame for the given data.\r\n * * origin is at first point.\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n * @param defaultUpVector optional vector to cross with vector0 to create vector1 when it is unknown.\r\n * The z-column of the returned frame points into the same halfspace as this vector.\r\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\r\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\r\n * @returns computed localToWorld frame, or undefined if insufficient data.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n // if last arg is a Transform, remove it from the array and use for the return value\r\n let frame = (params.length > 0 && params[params.length - 1] instanceof Transform) ? params.pop() as Transform : undefined;\r\n const flipFrame = (f: Transform): Transform => {\r\n if (defaultUpVector && f.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n f.matrix.scaleColumnsInPlace(1, -1, -1);\r\n return f;\r\n };\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n if (frame = builder.getValidatedFrame(false, frame))\r\n return flipFrame(frame);\r\n }\r\n const evaluatePrimitiveFrame = (curve: CurvePrimitive, result?: Transform): Transform | undefined => {\r\n return curve.fractionToFrenetFrame(0.0, result);\r\n };\r\n // try direct evaluation of curve primitives using the above lambda\r\n for (const data of params) {\r\n if (data instanceof CurvePrimitive) {\r\n if (frame = evaluatePrimitiveFrame(data, frame))\r\n return flipFrame(frame);\r\n } else if (data instanceof CurveCollection) {\r\n const children = data.collectCurvePrimitives();\r\n for (const curve of children) {\r\n if (frame = evaluatePrimitiveFrame(curve, frame))\r\n return flipFrame(frame);\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\r\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\r\n * @returns computed localToWorld frame, or undefined if insufficient data.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n return this.createRightHandedFrame(undefined, params);\r\n }\r\n\r\n /**\r\n * Try to create a frame whose xy plane is through points.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the points, or undefined if insufficient data\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[], result?: Transform): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0];\r\n const vector01 = FrameBuilder._workVector0 ?? Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = FrameBuilder._workVector1 ?? Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ, FrameBuilder._workMatrix);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(origin, matrix, result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the points, or undefined if insufficient data\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[], result?: Transform): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points); // can't pass pre-allocated ray...\r\n if (ray)\r\n return ray.toRigidZFrame(result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range range to inspect\r\n * @param scaleSelect selects size of localToWorld axes.\r\n * @param fractionX fractional coordinate of frame origin x\r\n * @param fractionY fractional coordinate of frame origin y\r\n * @param fractionZ fractional coordinate of frame origin z\r\n * @param defaultAxisLength if true and any axis length is 0, that axis vector takes this physical length.\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the range\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0,\r\n result?: Transform,\r\n ): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity(result);\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n const origin = FrameBuilder._workPoint = range.fractionToPoint(fractionX, fractionY, fractionZ, FrameBuilder._workPoint);\r\n const matrix = FrameBuilder._workMatrix = Matrix3d.createScale(a, b, c, FrameBuilder._workMatrix);\r\n return Transform.createOriginAndMatrix(origin, matrix, result);\r\n }\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\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\n// import { Point2d } from \"./Geometry2d\";\r\nimport { BSplineCurve3d } from \"../bspline/BSplineCurve\";\r\nimport { InterpolationCurve3d } from \"../bspline/InterpolationCurve3d\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveCollection } from \"../curve/CurveCollection\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { AxisOrder, AxisScaleSelect, Geometry } from \"../Geometry\";\r\nimport { GrowableXYZArray } from \"./GrowableXYZArray\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Point3dArray } from \"./PointHelpers\";\r\nimport { PolygonOps } from \"./PolygonOps\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * Helper class to accumulate points and vectors until there is enough data to define a coordinate system.\r\n *\r\n * * For the common case of building a right handed frame:\r\n * * create the FrameBuilder and make calls to announcePoint and announceVector.\r\n * * the frame will be fully determined by an origin and two vectors.\r\n * * the first call to announcePoint will set the origin.\r\n * * additional calls to announcePoint will produce announceVector call with the vector from the origin.\r\n * * after each announcement, call getValidatedFrame(false)\r\n * * getValidatedFrame will succeed when it has two independent vectors.\r\n * * To build a left handed frame,\r\n * * an origin and 3 independent vectors are required.\r\n * * announce as above, but query with getValidatedFrame (true).\r\n * * this will use the third vector to select right or left handed frame.\r\n * @public\r\n */\r\nexport class FrameBuilder {\r\n private _origin: undefined | Point3d;\r\n private _vector0: undefined | Vector3d;\r\n private _vector1: undefined | Vector3d;\r\n private _vector2: undefined | Vector3d;\r\n private static _workMatrix?: Matrix3d;\r\n private static _workVector0?: Vector3d;\r\n private static _workVector1?: Vector3d;\r\n private static _workPoint?: Point3d;\r\n // test if both vectors are defined and have significant angle between.\r\n private areStronglyIndependentVectors(\r\n vector0: Vector3d, vector1: Vector3d, radiansTolerance: number = Geometry.smallAngleRadians,\r\n ): boolean {\r\n if (vector0 !== undefined && vector1 !== undefined) {\r\n const q = vector0.smallerUnorientedRadiansTo(vector1);\r\n return q > radiansTolerance;\r\n }\r\n return false;\r\n }\r\n /** Clear all accumulated point and vector data */\r\n public clear() {\r\n this._origin = undefined;\r\n this._vector0 = undefined;\r\n this._vector1 = undefined;\r\n this._vector2 = undefined;\r\n }\r\n constructor() {\r\n this.clear();\r\n }\r\n /**\r\n * Try to assemble the data into a non-singular transform.\r\n * * If allowLeftHanded is false, vector0 and vector1 determine a right handed coordinate system.\r\n * * if allowLeftHanded is true, the z vector of the right handed system can be flipped to agree with vector2 direction.\r\n */\r\n public getValidatedFrame(allowLeftHanded: boolean = false, result?: Transform): Transform | undefined {\r\n if (this._origin && this._vector0 && this._vector1) {\r\n const createRigidMatrix = (v0: Vector3d, v1: Vector3d): Matrix3d | undefined => {\r\n return FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(v0, v1, AxisOrder.XYZ, FrameBuilder._workMatrix);\r\n };\r\n if (!allowLeftHanded) {\r\n const matrix = createRigidMatrix(this._vector0, this._vector1);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\r\n // uh oh -- vector1 was not really independent. clear everything after vector0.\r\n this._vector1 = this._vector2 = undefined;\r\n } else if (this._vector2) {\r\n const matrix = createRigidMatrix(this._vector0, this._vector1);\r\n if (matrix) {\r\n if (this._vector0.tripleProduct(this._vector1, this._vector2) < 0)\r\n matrix.scaleColumns(1.0, 1.0, -1.0);\r\n return Transform.createOriginAndMatrix(this._origin, matrix, result);\r\n }\r\n // uh oh again -- clear vector1 and vector2, re-announce vector2 as possible vector1??\r\n const vector2 = this._vector2;\r\n this._vector1 = this._vector2 = undefined;\r\n this.announceVector(vector2);\r\n }\r\n }\r\n return undefined;\r\n }\r\n /** If vector0 is known but vector1 is not, make vector1 the cross of the up-vector and vector0 */\r\n public applyDefaultUpVector(vector?: Vector3d) {\r\n if (vector && this._vector0 && !this._vector1 && !vector.isParallelTo(this._vector0)) {\r\n this._vector1 = vector.crossProduct(this._vector0);\r\n }\r\n }\r\n /** Ask if there is a defined origin for the evolving frame */\r\n public get hasOrigin(): boolean {\r\n return this._origin !== undefined;\r\n }\r\n /**\r\n * Return the number of vectors saved. Because the save process checks numerics, this should be the rank of the system.\r\n */\r\n public savedVectorCount(): number {\r\n if (!this._vector0)\r\n return 0;\r\n if (!this._vector1)\r\n return 1;\r\n if (!this._vector2)\r\n return 2;\r\n return 3;\r\n }\r\n /**\r\n * Announce a new point. If this point is different from the origin, also compute and announce the vector from the origin.\r\n */\r\n public announcePoint(point: Point3d): number {\r\n if (!this._origin) {\r\n this._origin = point.clone();\r\n return this.savedVectorCount();\r\n }\r\n // the new point may provide an additional vector\r\n if (this._origin.isAlmostEqual(point))\r\n return this.savedVectorCount();\r\n return this.announceVector(this._origin.vectorTo(point));\r\n }\r\n /** Announce a new vector. */\r\n public announceVector(vector: Vector3d): number {\r\n if (vector.isAlmostZero)\r\n return this.savedVectorCount();\r\n if (!this._vector0) {\r\n this._vector0 = vector.clone(this._vector0);\r\n return 1;\r\n }\r\n if (!this._vector1) {\r\n if (this.areStronglyIndependentVectors(vector, this._vector0, 1.0e-5)) {\r\n this._vector1 = vector.clone(this._vector1);\r\n return 2;\r\n }\r\n return 1;\r\n }\r\n // vector0 and vector1 are independent.\r\n if (!this._vector2) {\r\n const unitPerpendicular = this._vector0.unitCrossProduct(this._vector1);\r\n if (unitPerpendicular && !Geometry.isSameCoordinate(0, unitPerpendicular.dotProduct(vector))) {\r\n this._vector2 = vector.clone(this._vector2);\r\n return 3;\r\n }\r\n return 2;\r\n }\r\n // fall through if prior vectors are all there -- no need for the new one.\r\n return 3;\r\n }\r\n /**\r\n * Inspect the content of the data. Announce points and vectors. Return when savedVectorCount becomes sufficient\r\n * for a coordinate system.\r\n */\r\n public announce(data: any) {\r\n if (this.savedVectorCount() > 1)\r\n return;\r\n if (data === undefined)\r\n return;\r\n if (data instanceof Point3d)\r\n this.announcePoint(data);\r\n else if (data instanceof Vector3d)\r\n this.announceVector(data);\r\n else if (Array.isArray(data)) {\r\n for (const child of data) {\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n this.announce(child);\r\n }\r\n } else if (data instanceof CurvePrimitive) {\r\n if (data instanceof LineSegment3d) {\r\n this.announcePoint(data.startPoint());\r\n this.announcePoint(data.endPoint());\r\n } else if (data instanceof Arc3d) {\r\n const plane = data.fractionToPointAnd2Derivatives(0.0);\r\n this.announcePoint(plane.origin);\r\n this.announceVector(plane.vectorU);\r\n this.announceVector(plane.vectorV);\r\n } else if (data instanceof LineString3d) {\r\n for (const point of data.points) {\r\n this.announcePoint(point);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof BSplineCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPolePoint3d(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data instanceof InterpolationCurve3d) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (i < data.options.fitPoints.length) {\r\n point.setFrom(data.options.fitPoints[i]);\r\n this.announcePoint(point);\r\n } else break;\r\n }\r\n } else { // unimplemented CurvePrimitive type\r\n const frame = data.fractionToFrenetFrame(0.0);\r\n if (undefined !== frame) {\r\n this.announcePoint(frame.getOrigin());\r\n this.announceVector(frame.matrix.getColumn(0));\r\n this.announceVector(frame.matrix.getColumn(1));\r\n }\r\n }\r\n } else if (data instanceof CurveCollection) {\r\n if (data.children)\r\n for (const child of data.children) {\r\n this.announce(child);\r\n if (this.savedVectorCount() > 1)\r\n break;\r\n }\r\n } else if (data instanceof GrowableXYZArray) {\r\n const point = Point3d.create();\r\n for (let i = 0; this.savedVectorCount() < 2; i++) {\r\n if (data.getPoint3dAtCheckedPointIndex(i, point) instanceof Point3d)\r\n this.announcePoint(point);\r\n else break;\r\n }\r\n } else if (data.hasOwnProperty(\"x\") && data.hasOwnProperty(\"y\") && data.hasOwnProperty(\"z\")) {\r\n this.announcePoint(Point3d.create(data.x, data.y, data.z));\r\n }\r\n }\r\n /**\r\n * Create a localToWorld frame for the given data.\r\n * * origin is at first point.\r\n * * x axis in direction of first nonzero vector present or implied by the input.\r\n * * y axis is perpendicular to x and contains (in positive side) the next vector present or implied by the input.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n * @param defaultUpVector optional vector to cross with vector0 to create vector1 when it is unknown.\r\n * The z-column of the returned frame points into the same halfspace as this vector.\r\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\r\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\r\n * @returns computed localToWorld frame, or undefined if insufficient data.\r\n */\r\n public static createRightHandedFrame(defaultUpVector: Vector3d | undefined, ...params: any[]): Transform | undefined {\r\n // if last arg is a Transform, remove it from the array and use for the return value\r\n let frame = (params.length > 0 && params[params.length - 1] instanceof Transform) ? params.pop() as Transform : undefined;\r\n const flipFrame = (f: Transform): Transform => {\r\n if (defaultUpVector && f.matrix.dotColumnZ(defaultUpVector) < 0.0)\r\n f.matrix.scaleColumnsInPlace(1, -1, -1);\r\n return f;\r\n };\r\n const builder = new FrameBuilder();\r\n for (const data of params) {\r\n builder.announce(data);\r\n builder.applyDefaultUpVector(defaultUpVector);\r\n if (frame = builder.getValidatedFrame(false, frame))\r\n return flipFrame(frame);\r\n }\r\n const evaluatePrimitiveFrame = (curve: CurvePrimitive, result?: Transform): Transform | undefined => {\r\n return curve.fractionToFrenetFrame(0.0, result);\r\n };\r\n // try direct evaluation of curve primitives using the above lambda\r\n for (const data of params) {\r\n if (data instanceof CurvePrimitive) {\r\n if (frame = evaluatePrimitiveFrame(data, frame))\r\n return flipFrame(frame);\r\n } else if (data instanceof CurveCollection) {\r\n const children = data.collectCurvePrimitives();\r\n for (const curve of children) {\r\n if (frame = evaluatePrimitiveFrame(curve, frame))\r\n return flipFrame(frame);\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create a transform containing points or vectors in the given data.\r\n * * The xy columns of the transform contain the first points or vectors of the data.\r\n * * The z column is perpendicular to that xy plane.\r\n * * The calculation favors the first points found. It does not try to get a \"best\" plane.\r\n * @param params any number of geometric objects to examine in [[announce]] for point/vector data sufficient to construct a frame.\r\n * If the last argument is a `Transform`, it is populated with the computed frame and returned.\r\n * @returns computed localToWorld frame, or undefined if insufficient data.\r\n */\r\n public static createRightHandedLocalToWorld(...params: any[]): Transform | undefined {\r\n return this.createRightHandedFrame(undefined, params);\r\n }\r\n\r\n /**\r\n * Try to create a frame whose xy plane is through points.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the points, or undefined if insufficient data\r\n */\r\n public static createFrameToDistantPoints(points: Point3d[], result?: Transform): Transform | undefined {\r\n if (points.length > 2) {\r\n const origin = points[0];\r\n const vector01 = FrameBuilder._workVector0 ?? Vector3d.create();\r\n Point3dArray.indexOfMostDistantPoint(points, points[0], vector01);\r\n const vector02 = FrameBuilder._workVector1 ?? Vector3d.create();\r\n Point3dArray.indexOfPointWithMaxCrossProductMagnitude(points, origin, vector01, vector02);\r\n const matrix = FrameBuilder._workMatrix = Matrix3d.createRigidFromColumns(vector01, vector02, AxisOrder.XYZ, FrameBuilder._workMatrix);\r\n if (matrix)\r\n return Transform.createOriginAndMatrix(origin, matrix, result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Try to create a frame whose xy plane is through points, with the points appearing CCW in the local frame.\r\n * * If 3 or more distinct points are present, the x axis is from the first point to the most distant, and y\r\n * direction is toward the point most distant from that line.\r\n * @param points array of points\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the points, or undefined if insufficient data\r\n */\r\n public static createFrameWithCCWPolygon(points: Point3d[], result?: Transform): Transform | undefined {\r\n if (points.length > 2) {\r\n const ray = PolygonOps.centroidAreaNormal(points); // can't pass pre-allocated ray...\r\n if (ray)\r\n return ray.toRigidZFrame(result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Create the localToWorld transform from a range to axes of its parent coordinate system.\r\n * @param range range to inspect\r\n * @param scaleSelect selects size of localToWorld axes.\r\n * @param fractionX fractional coordinate of frame origin x\r\n * @param fractionY fractional coordinate of frame origin y\r\n * @param fractionZ fractional coordinate of frame origin z\r\n * @param defaultAxisLength if true and any axis length is 0, that axis vector takes this physical length.\r\n * @param result optional pre-allocated Transform to populate and return\r\n * @returns localToWorld frame for the range\r\n */\r\n public static createLocalToWorldTransformInRange(\r\n range: Range3d,\r\n scaleSelect: AxisScaleSelect = AxisScaleSelect.NonUniformRangeContainment,\r\n fractionX: number = 0,\r\n fractionY: number = 0,\r\n fractionZ: number = 0,\r\n defaultAxisLength: number = 1.0,\r\n result?: Transform,\r\n ): Transform {\r\n if (range.isNull)\r\n return Transform.createIdentity(result);\r\n let a = 1.0;\r\n let b = 1.0;\r\n let c = 1.0;\r\n if (scaleSelect === AxisScaleSelect.LongestRangeDirection) {\r\n a = b = c = Geometry.correctSmallMetricDistance(range.maxLength(), defaultAxisLength);\r\n } else if (scaleSelect === AxisScaleSelect.NonUniformRangeContainment) {\r\n a = Geometry.correctSmallMetricDistance(range.xLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionX, 0, 1);\r\n b = Geometry.correctSmallMetricDistance(range.yLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionY, 0, 1);\r\n c = Geometry.correctSmallMetricDistance(range.zLength(), defaultAxisLength) * Geometry.maxAbsDiff(fractionZ, 0, 1);\r\n }\r\n const origin = FrameBuilder._workPoint = range.fractionToPoint(fractionX, fractionY, fractionZ, FrameBuilder._workPoint);\r\n const matrix = FrameBuilder._workMatrix = Matrix3d.createScale(a, b, c, FrameBuilder._workMatrix);\r\n return Transform.createOriginAndMatrix(origin, matrix, result);\r\n }\r\n}\r\n"]}
@@ -781,8 +781,8 @@ export declare class Vector3d extends XYZ {
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  * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,
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  * so if you have a distance or angle tolerance t, you should pass in t * t.
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  * @param other second vector in comparison
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- * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel
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- * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value.
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+ * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel. Default false.
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+ * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value. Default false.
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  * @param options optional radian and distance tolerances.
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  */
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  isParallelTo(other: Vector3d, oppositeIsParallel?: boolean, returnValueIfAnInputIsZeroLength?: boolean, options?: PerpParallelOptions): boolean;
@@ -1476,8 +1476,8 @@ export class Vector3d extends XYZ {
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  * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,
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  * so if you have a distance or angle tolerance t, you should pass in t * t.
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  * @param other second vector in comparison
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- * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel
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- * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value.
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+ * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel. Default false.
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+ * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value. Default false.
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  * @param options optional radian and distance tolerances.
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  */
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  isParallelTo(other, oppositeIsParallel = false, returnValueIfAnInputIsZeroLength = false, options) {