@itwin/core-geometry 5.0.0-dev.4 → 5.0.0-dev.40

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 (434) hide show
  1. package/CHANGELOG.md +29 -1
  2. package/lib/cjs/Constant.js +17 -17
  3. package/lib/cjs/Constant.js.map +1 -1
  4. package/lib/cjs/Geometry.js +35 -35
  5. package/lib/cjs/Geometry.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
  7. package/lib/cjs/bspline/BSplineCurveOps.js +18 -21
  8. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  9. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  10. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  11. package/lib/cjs/bspline/KnotVector.js +2 -2
  12. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  13. package/lib/cjs/clipping/AlternatingConvexClipTree.js +2 -2
  14. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  15. package/lib/cjs/clipping/ClipPlane.js +1 -1
  16. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  17. package/lib/cjs/clipping/ClipUtils.js +1 -1
  18. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  19. package/lib/cjs/clipping/ClipVector.js +1 -1
  20. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  21. package/lib/cjs/clipping/ConvexClipPlaneSet.js +3 -3
  22. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  23. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +1 -1
  24. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  25. package/lib/cjs/curve/Arc3d.d.ts +40 -8
  26. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  27. package/lib/cjs/curve/Arc3d.js +80 -22
  28. package/lib/cjs/curve/Arc3d.js.map +1 -1
  29. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +4 -4
  30. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  31. package/lib/cjs/curve/CurveCollection.d.ts +16 -2
  32. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  33. package/lib/cjs/curve/CurveCollection.js +33 -2
  34. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  35. package/lib/cjs/curve/CurveFactory.d.ts +87 -53
  36. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  37. package/lib/cjs/curve/CurveFactory.js +213 -135
  38. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  39. package/lib/cjs/curve/LineString3d.d.ts +12 -8
  40. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  41. package/lib/cjs/curve/LineString3d.js +34 -13
  42. package/lib/cjs/curve/LineString3d.js.map +1 -1
  43. package/lib/cjs/curve/Loop.d.ts +12 -6
  44. package/lib/cjs/curve/Loop.d.ts.map +1 -1
  45. package/lib/cjs/curve/Loop.js +12 -6
  46. package/lib/cjs/curve/Loop.js.map +1 -1
  47. package/lib/cjs/curve/Query/CylindricalRange.d.ts +8 -6
  48. package/lib/cjs/curve/Query/CylindricalRange.d.ts.map +1 -1
  49. package/lib/cjs/curve/Query/CylindricalRange.js +13 -9
  50. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  51. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +1 -1
  52. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  53. package/lib/cjs/curve/StrokeOptions.d.ts +4 -4
  54. package/lib/cjs/curve/StrokeOptions.d.ts.map +1 -1
  55. package/lib/cjs/curve/StrokeOptions.js +1 -1
  56. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  57. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +5 -5
  58. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  59. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +13 -13
  60. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  61. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js +5 -5
  62. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  63. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -1
  64. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js +29 -23
  65. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  66. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +4 -4
  67. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  68. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +2 -2
  69. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  70. package/lib/cjs/geometry3d/Angle.js +16 -16
  71. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  72. package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -1
  73. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  74. package/lib/cjs/geometry3d/AngleSweep.js +1 -1
  75. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  76. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts +14 -8
  77. package/lib/cjs/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  78. package/lib/cjs/geometry3d/BarycentricTriangle.js +17 -8
  79. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  80. package/lib/cjs/geometry3d/FrameBuilder.js +4 -4
  81. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  82. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts +2 -0
  83. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  84. package/lib/cjs/geometry3d/GrowableFloat64Array.js +4 -0
  85. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  86. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +32 -10
  87. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  88. package/lib/cjs/geometry3d/GrowableXYZArray.js +54 -16
  89. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  90. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +13 -2
  91. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  92. package/lib/cjs/geometry3d/IndexedXYZCollection.js +24 -10
  93. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  94. package/lib/cjs/geometry3d/Matrix3d.d.ts +11 -8
  95. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  96. package/lib/cjs/geometry3d/Matrix3d.js +36 -34
  97. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  98. package/lib/cjs/geometry3d/OrderedRotationAngles.js +2 -2
  99. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  100. package/lib/cjs/geometry3d/Point3dArrayCarrier.js +1 -1
  101. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  102. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +6 -6
  103. package/lib/cjs/geometry3d/Point3dVector3d.js +6 -6
  104. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  105. package/lib/cjs/geometry3d/PointHelpers.js +5 -5
  106. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  107. package/lib/cjs/geometry3d/PolygonOps.d.ts +12 -6
  108. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  109. package/lib/cjs/geometry3d/PolygonOps.js +117 -70
  110. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  111. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +3 -3
  112. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  113. package/lib/cjs/geometry3d/PolylineOps.d.ts +9 -5
  114. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  115. package/lib/cjs/geometry3d/PolylineOps.js +9 -5
  116. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  117. package/lib/cjs/geometry3d/Range.js +4 -4
  118. package/lib/cjs/geometry3d/Range.js.map +1 -1
  119. package/lib/cjs/geometry4d/MomentData.d.ts +72 -73
  120. package/lib/cjs/geometry4d/MomentData.d.ts.map +1 -1
  121. package/lib/cjs/geometry4d/MomentData.js +62 -64
  122. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  123. package/lib/cjs/numerics/ClusterableArray.js +13 -13
  124. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  125. package/lib/cjs/numerics/PascalCoefficients.js +1 -1
  126. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  127. package/lib/cjs/numerics/PolarData.js +1 -1
  128. package/lib/cjs/numerics/PolarData.js.map +1 -1
  129. package/lib/cjs/numerics/Polynomials.d.ts +5 -5
  130. package/lib/cjs/numerics/Polynomials.js +32 -32
  131. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  132. package/lib/cjs/numerics/Quadrature.js +20 -20
  133. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  134. package/lib/cjs/polyface/AuxData.d.ts +2 -2
  135. package/lib/cjs/polyface/AuxData.d.ts.map +1 -1
  136. package/lib/cjs/polyface/AuxData.js +11 -3
  137. package/lib/cjs/polyface/AuxData.js.map +1 -1
  138. package/lib/cjs/polyface/BoxTopology.js +67 -67
  139. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  140. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js +2 -2
  141. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  142. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts +27 -20
  143. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts.map +1 -1
  144. package/lib/cjs/polyface/IndexedEdgeMatcher.js +56 -30
  145. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  146. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +2 -1
  147. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  148. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +2 -1
  149. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  150. package/lib/cjs/polyface/Polyface.d.ts +3 -5
  151. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  152. package/lib/cjs/polyface/Polyface.js +6 -13
  153. package/lib/cjs/polyface/Polyface.js.map +1 -1
  154. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +14 -7
  155. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  156. package/lib/cjs/polyface/PolyfaceBuilder.js +59 -64
  157. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  158. package/lib/cjs/polyface/PolyfaceData.d.ts +13 -3
  159. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  160. package/lib/cjs/polyface/PolyfaceData.js +26 -9
  161. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  162. package/lib/cjs/polyface/PolyfaceQuery.d.ts +2 -2
  163. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  164. package/lib/cjs/polyface/PolyfaceQuery.js +11 -10
  165. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  166. package/lib/cjs/polyface/multiclip/RangeSearch.js +5 -5
  167. package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
  168. package/lib/cjs/serialization/BGFBReader.js +22 -22
  169. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  170. package/lib/cjs/serialization/GeometrySamples.d.ts +5 -5
  171. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  172. package/lib/cjs/serialization/GeometrySamples.js +112 -112
  173. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  174. package/lib/cjs/solid/Box.d.ts +9 -3
  175. package/lib/cjs/solid/Box.d.ts.map +1 -1
  176. package/lib/cjs/solid/Box.js +10 -5
  177. package/lib/cjs/solid/Box.js.map +1 -1
  178. package/lib/cjs/solid/Cone.d.ts +3 -2
  179. package/lib/cjs/solid/Cone.d.ts.map +1 -1
  180. package/lib/cjs/solid/Cone.js +3 -3
  181. package/lib/cjs/solid/Cone.js.map +1 -1
  182. package/lib/cjs/solid/LinearSweep.d.ts +9 -3
  183. package/lib/cjs/solid/LinearSweep.d.ts.map +1 -1
  184. package/lib/cjs/solid/LinearSweep.js +9 -4
  185. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  186. package/lib/cjs/solid/RotationalSweep.d.ts +15 -4
  187. package/lib/cjs/solid/RotationalSweep.d.ts.map +1 -1
  188. package/lib/cjs/solid/RotationalSweep.js +20 -7
  189. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  190. package/lib/cjs/solid/RuledSweep.d.ts +35 -26
  191. package/lib/cjs/solid/RuledSweep.d.ts.map +1 -1
  192. package/lib/cjs/solid/RuledSweep.js +41 -28
  193. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  194. package/lib/cjs/solid/SolidPrimitive.d.ts +12 -11
  195. package/lib/cjs/solid/SolidPrimitive.d.ts.map +1 -1
  196. package/lib/cjs/solid/SolidPrimitive.js +8 -5
  197. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  198. package/lib/cjs/solid/Sphere.d.ts +17 -7
  199. package/lib/cjs/solid/Sphere.d.ts.map +1 -1
  200. package/lib/cjs/solid/Sphere.js +22 -16
  201. package/lib/cjs/solid/Sphere.js.map +1 -1
  202. package/lib/cjs/solid/SweepContour.d.ts +25 -16
  203. package/lib/cjs/solid/SweepContour.d.ts.map +1 -1
  204. package/lib/cjs/solid/SweepContour.js +25 -16
  205. package/lib/cjs/solid/SweepContour.js.map +1 -1
  206. package/lib/cjs/solid/TorusPipe.d.ts +8 -2
  207. package/lib/cjs/solid/TorusPipe.d.ts.map +1 -1
  208. package/lib/cjs/solid/TorusPipe.js +9 -5
  209. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  210. package/lib/cjs/topology/ChainMerge.js +4 -4
  211. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  212. package/lib/cjs/topology/Graph.js +5 -5
  213. package/lib/cjs/topology/Graph.js.map +1 -1
  214. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js +2 -2
  215. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  216. package/lib/cjs/topology/Triangulation.js +11 -11
  217. package/lib/cjs/topology/Triangulation.js.map +1 -1
  218. package/lib/esm/Constant.js +17 -17
  219. package/lib/esm/Constant.js.map +1 -1
  220. package/lib/esm/Geometry.js +35 -35
  221. package/lib/esm/Geometry.js.map +1 -1
  222. package/lib/esm/bspline/BSplineCurveOps.d.ts.map +1 -1
  223. package/lib/esm/bspline/BSplineCurveOps.js +18 -21
  224. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  225. package/lib/esm/bspline/BezierCurveBase.d.ts.map +1 -1
  226. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  227. package/lib/esm/bspline/KnotVector.js +2 -2
  228. package/lib/esm/bspline/KnotVector.js.map +1 -1
  229. package/lib/esm/clipping/AlternatingConvexClipTree.js +2 -2
  230. package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
  231. package/lib/esm/clipping/ClipPlane.js +1 -1
  232. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  233. package/lib/esm/clipping/ClipUtils.js +1 -1
  234. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  235. package/lib/esm/clipping/ClipVector.js +1 -1
  236. package/lib/esm/clipping/ClipVector.js.map +1 -1
  237. package/lib/esm/clipping/ConvexClipPlaneSet.js +3 -3
  238. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  239. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js +1 -1
  240. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  241. package/lib/esm/curve/Arc3d.d.ts +40 -8
  242. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  243. package/lib/esm/curve/Arc3d.js +80 -22
  244. package/lib/esm/curve/Arc3d.js.map +1 -1
  245. package/lib/esm/curve/CurveChainWithDistanceIndex.js +4 -4
  246. package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
  247. package/lib/esm/curve/CurveCollection.d.ts +16 -2
  248. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  249. package/lib/esm/curve/CurveCollection.js +33 -2
  250. package/lib/esm/curve/CurveCollection.js.map +1 -1
  251. package/lib/esm/curve/CurveFactory.d.ts +87 -53
  252. package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
  253. package/lib/esm/curve/CurveFactory.js +213 -135
  254. package/lib/esm/curve/CurveFactory.js.map +1 -1
  255. package/lib/esm/curve/LineString3d.d.ts +12 -8
  256. package/lib/esm/curve/LineString3d.d.ts.map +1 -1
  257. package/lib/esm/curve/LineString3d.js +34 -13
  258. package/lib/esm/curve/LineString3d.js.map +1 -1
  259. package/lib/esm/curve/Loop.d.ts +12 -6
  260. package/lib/esm/curve/Loop.d.ts.map +1 -1
  261. package/lib/esm/curve/Loop.js +12 -6
  262. package/lib/esm/curve/Loop.js.map +1 -1
  263. package/lib/esm/curve/Query/CylindricalRange.d.ts +8 -6
  264. package/lib/esm/curve/Query/CylindricalRange.d.ts.map +1 -1
  265. package/lib/esm/curve/Query/CylindricalRange.js +13 -9
  266. package/lib/esm/curve/Query/CylindricalRange.js.map +1 -1
  267. package/lib/esm/curve/RegionOpsClassificationSweeps.js +1 -1
  268. package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
  269. package/lib/esm/curve/StrokeOptions.d.ts +4 -4
  270. package/lib/esm/curve/StrokeOptions.d.ts.map +1 -1
  271. package/lib/esm/curve/StrokeOptions.js +1 -1
  272. package/lib/esm/curve/StrokeOptions.js.map +1 -1
  273. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js +5 -5
  274. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  275. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js +13 -13
  276. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  277. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js +5 -5
  278. package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  279. package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.d.ts.map +1 -1
  280. package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js +29 -23
  281. package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  282. package/lib/esm/curve/internalContexts/PolygonOffsetContext.js +4 -4
  283. package/lib/esm/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  284. package/lib/esm/curve/spiral/IntegratedSpiral3d.js +2 -2
  285. package/lib/esm/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  286. package/lib/esm/geometry3d/Angle.js +16 -16
  287. package/lib/esm/geometry3d/Angle.js.map +1 -1
  288. package/lib/esm/geometry3d/AngleSweep.d.ts +1 -1
  289. package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
  290. package/lib/esm/geometry3d/AngleSweep.js +1 -1
  291. package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
  292. package/lib/esm/geometry3d/BarycentricTriangle.d.ts +14 -8
  293. package/lib/esm/geometry3d/BarycentricTriangle.d.ts.map +1 -1
  294. package/lib/esm/geometry3d/BarycentricTriangle.js +17 -8
  295. package/lib/esm/geometry3d/BarycentricTriangle.js.map +1 -1
  296. package/lib/esm/geometry3d/FrameBuilder.js +4 -4
  297. package/lib/esm/geometry3d/FrameBuilder.js.map +1 -1
  298. package/lib/esm/geometry3d/GrowableFloat64Array.d.ts +2 -0
  299. package/lib/esm/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  300. package/lib/esm/geometry3d/GrowableFloat64Array.js +4 -0
  301. package/lib/esm/geometry3d/GrowableFloat64Array.js.map +1 -1
  302. package/lib/esm/geometry3d/GrowableXYZArray.d.ts +32 -10
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Curve\n */\n\n// import { Geometry, Angle, AngleSweep } from \"../Geometry\";\n\nimport { AxisIndex, AxisOrder, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\nimport { Ellipsoid, GeodesicPathPoint } from \"../geometry3d/Ellipsoid\";\nimport { IndexedXYZCollection } from \"../geometry3d/IndexedXYZCollection\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Plane3dByOriginAndUnitNormal } from \"../geometry3d/Plane3dByOriginAndUnitNormal\";\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3dArrayCarrier } from \"../geometry3d/Point3dArrayCarrier\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { PolylineOps } from \"../geometry3d/PolylineOps\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { Segment1d } from \"../geometry3d/Segment1d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { XAndY } from \"../geometry3d/XYZProps\";\nimport { SmallSystem } from \"../numerics/SmallSystem\";\nimport { IndexedPolyface } from \"../polyface/Polyface\";\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\nimport { Cone } from \"../solid/Cone\";\nimport { RuledSweep } from \"../solid/RuledSweep\";\nimport { TorusPipe } from \"../solid/TorusPipe\";\nimport { Arc3d, ArcBlendData } from \"./Arc3d\";\nimport { CurveChain } from \"./CurveCollection\";\nimport { CurvePrimitive } from \"./CurvePrimitive\";\nimport { AnyCurve } from \"./CurveTypes\";\nimport { GeometryQuery } from \"./GeometryQuery\";\nimport { LineSegment3d } from \"./LineSegment3d\";\nimport { LineString3d } from \"./LineString3d\";\nimport { Loop } from \"./Loop\";\nimport { Path } from \"./Path\";\nimport { IntegratedSpiral3d } from \"./spiral/IntegratedSpiral3d\";\nimport { IntegratedSpiralTypeName } from \"./spiral/TransitionSpiral3d\";\nimport { StrokeOptions } from \"./StrokeOptions\";\n\n// cspell:word CCWXY\n\n/**\n * Interface to carry parallel arrays of planes and sections, and optional geometry assembled from them, as returned by [CurveFactory.createMiteredSweepSections].\n * @public\n */\nexport interface SectionSequenceWithPlanes {\n /** the plane of each section */\n planes: Plane3dByOriginAndUnitNormal[];\n /** section curve projected onto the corresponding plane */\n sections: AnyCurve[];\n /**\n * Optional `RuledSweep` generated from the sections.\n * * The `RuledSweep` and sections array refer to the same section objects.\n */\n ruledSweep?: RuledSweep;\n /** Optional mesh generated from the `RuledSweep` generated from the sections. */\n mesh?: IndexedPolyface;\n}\n\n/**\n * Enumeration of geometric output for [CurveFactory.createMiteredSweepSections].\n * @public\n */\nexport enum MiteredSweepOutputSelect {\n /** Output only the parallel arrays of planes and sections. */\n Sections = 0,\n /** Output planes and sections, as well as the assembled ruled sweep. */\n AlsoRuledSweep = 1,\n /** Output planes and sections, as well as the assembled ruled sweep and its stroked mesh. */\n AlsoMesh = 2,\n}\n\n/**\n * Interface bundling options for [CurveFactory.createMiteredSweepSections].\n * @public\n */\nexport interface MiteredSweepOptions {\n /** Whether first and last planes are averaged and equated when the centerline is physically closed. Default value is `false`. */\n wrapIfPhysicallyClosed?: boolean;\n /** Whether to output sections only, or sections plus optional geometry constructed from them. Default value is `MiteredSweepOutputSelect.Sections`. */\n outputSelect?: MiteredSweepOutputSelect;\n /** How to stroke the ruled sweep if outputting a mesh. If undefined, default stroke options are used. */\n strokeOptions?: StrokeOptions;\n /** Whether to cap the ruled sweep if outputting a ruled sweep or mesh. Default value is `false`. */\n capped?: boolean;\n}\n\n/**\n * The `CurveFactory` class contains methods for specialized curve constructions.\n * @public\n */\nexport class CurveFactory {\n /** (cautiously) construct and save a line segment between fractional positions. */\n private static addPartialSegment(path: Path, allowBackup: boolean, pointA: Point3d | undefined, pointB: Point3d | undefined, fraction0: number, fraction1: number) {\n if (allowBackup || (fraction1 > fraction0)) {\n if (pointA !== undefined && pointB !== undefined && !Geometry.isAlmostEqualNumber(fraction0, fraction1))\n path.tryAddChild(LineSegment3d.create(pointA.interpolate(fraction0, pointB), pointA.interpolate(fraction1, pointB)));\n }\n }\n /**\n * Create a circular arc defined by start point, tangent at start point, and end point.\n * * The circular arc is swept from start to end toward direction of the `tangentAtStart`.\n * * If tangent is parallel to line segment from start to end, return `undefined`.\n */\n public static createArcPointTangentPoint(start: Point3d, tangentAtStart: Vector3d, end: Point3d): Arc3d | undefined {\n const ret = Arc3d.createCircularStartTangentEnd(start, tangentAtStart, end);\n if (ret instanceof Arc3d)\n return ret;\n else\n return undefined;\n }\n /**\n * Construct a sequence of alternating lines and arcs with the arcs creating tangent transition between consecutive edges.\n * * If the radius parameter is a number, that radius is used throughout.\n * * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.\n * * Note that since no fillet is constructed at the initial or final point, those entries in `radius[]` are never referenced.\n * * A zero radius for any point indicates to leave the as a simple corner.\n * @param points point source\n * @param radius fillet radius or array of radii indexed to correspond to the points.\n * @param allowBackupAlongEdge true to allow edges to be created going \"backwards\" along edges if needed to create the blend.\n */\n public static createFilletsInLineString(points: LineString3d | IndexedXYZCollection | Point3d[], radius: number | number[], allowBackupAlongEdge: boolean = true): Path | undefined {\n if (Array.isArray(points))\n return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowBackupAlongEdge);\n if (points instanceof LineString3d)\n return this.createFilletsInLineString(points.packedPoints, radius, allowBackupAlongEdge);\n\n const n = points.length;\n if (n <= 1)\n return undefined;\n const pointA = points.getPoint3dAtCheckedPointIndex(0)!;\n const pointB = points.getPoint3dAtCheckedPointIndex(1)!;\n // remark: n=2 and n=3 cases should fall out from loop logic\n const blendArray: ArcBlendData[] = [];\n // build one-sided blends at each end . .\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointA.clone() });\n\n for (let i = 1; i + 1 < n; i++) {\n const pointC = points.getPoint3dAtCheckedPointIndex(i + 1)!;\n let thisRadius = 0;\n if (Array.isArray(radius)) {\n if (i < radius.length)\n thisRadius = radius[i];\n } else if (Number.isFinite(radius))\n thisRadius = radius;\n\n if (thisRadius !== 0.0)\n blendArray.push(Arc3d.createFilletArc(pointA, pointB, pointC, thisRadius));\n else\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\n pointA.setFromPoint3d(pointB);\n pointB.setFromPoint3d(pointC);\n }\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\n if (!allowBackupAlongEdge) {\n // suppress arcs that have overlap with both neighbors or flood either neighbor ..\n for (let i = 1; i + 1 < n; i++) {\n const b = blendArray[i];\n if (b.fraction10 > 1.0\n || b.fraction12 > 1.0\n || 1.0 - b.fraction10 < blendArray[i - 1].fraction12\n || b.fraction12 > 1.0 - blendArray[i + 1].fraction10) {\n b.fraction10 = 0.0;\n b.fraction12 = 0.0;\n blendArray[i].arc = undefined;\n }\n }\n /* The \"1-b\" logic above prevents this loop from ever doing anything.\n // on edge with conflict, suppress the arc with larger fraction\n for (let i = 1; i < n; i++) {\n const b0 = blendArray[i - 1];\n const b1 = blendArray[i];\n if (b0.fraction12 > 1 - b1.fraction10) {\n const b = b0.fraction12 > b1.fraction12 ? b1 : b0;\n b.fraction10 = 0.0;\n b.fraction12 = 0.0;\n blendArray[i].arc = undefined;\n }\n } */\n }\n const path = Path.create();\n this.addPartialSegment(path, allowBackupAlongEdge, blendArray[0].point, blendArray[1].point, blendArray[0].fraction12, 1.0 - blendArray[1].fraction10);\n // add each path and successor edge ...\n for (let i = 1; i + 1 < points.length; i++) {\n const b0 = blendArray[i];\n const b1 = blendArray[i + 1];\n path.tryAddChild(b0.arc);\n this.addPartialSegment(path, allowBackupAlongEdge, b0.point, b1.point, b0.fraction12, 1.0 - b1.fraction10);\n }\n return path;\n }\n\n /** Create a `Loop` with given xy corners and fixed z.\n * * The corners always proceed counter clockwise from lower left.\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.\n */\n public static createRectangleXY(x0: number, y0: number, x1: number, y1: number, z: number = 0, filletRadius?: number): Loop {\n let radius = Geometry.correctSmallMetricDistance(filletRadius);\n const xMin = Math.min(x0, x1);\n const xMax = Math.max(x0, x1);\n const yMin = Math.min(y0, y1);\n const yMax = Math.max(y0, y1);\n radius = Math.min(Math.abs(radius), 0.5 * (xMax - xMin), 0.5 * (yMax - yMin));\n if (radius === 0.0)\n return Loop.createPolygon([Point3d.create(xMin, yMin, z), Point3d.create(xMax, yMin, z), Point3d.create(xMax, yMax, z), Point3d.create(xMin, yMax, z), Point3d.create(xMin, yMin, z)]);\n else {\n const vectorU = Vector3d.create(radius, 0, 0);\n const vectorV = Vector3d.create(0, radius, 0);\n const x0A = xMin + radius;\n const y0A = yMin + radius;\n const x1A = xMax - radius;\n const y1A = yMax - radius;\n const centers = [Point3d.create(x1A, y1A, z), Point3d.create(x0A, y1A, z), Point3d.create(x0A, y0A, z), Point3d.create(x1A, y0A, z)];\n const loop = Loop.create();\n for (let i = 0; i < 4; i++) {\n const center = centers[i];\n const nextCenter = centers[(i + 1) % 4];\n const edgeVector = Vector3d.createStartEnd(center, nextCenter);\n const arc = Arc3d.create(center, vectorU, vectorV, AngleSweep.createStartEndDegrees(0, 90));\n loop.tryAddChild(arc);\n const arcEnd = arc.endPoint();\n if (!edgeVector.isAlmostZero)\n loop.tryAddChild(LineSegment3d.create(arcEnd, arcEnd.plus(edgeVector)));\n vectorU.rotate90CCWXY(vectorU);\n vectorV.rotate90CCWXY(vectorV);\n }\n return loop;\n }\n }\n\n /**\n * If `arcB` is a continuation of `arcA`, extend `arcA` (in place) to include the range of `arcB`\n * * This only succeeds if the two arcs are part of identical complete arcs and end of `arcA` matches the beginning of `arcB`.\n * @param arcA first arc, modified in place\n * @param arcB second arc, unmodified\n * @param allowReversed whether to consolidate even when second arc is reversed\n * @returns whether `arcA` was modified\n */\n public static appendToArcInPlace(arcA: Arc3d, arcB: Arc3d, allowReverse: boolean = false): boolean {\n if (arcA.center.isAlmostEqual(arcB.center)) {\n const sweepSign = Geometry.split3WaySign(arcA.sweep.sweepRadians * arcB.sweep.sweepRadians, -1, 0, 1);\n // evaluate derivatives wrt radians (not fraction!), but adjust direction for sweep signs\n const endA = arcA.angleToPointAndDerivative(arcA.sweep.fractionToAngle(1.0));\n if (arcA.sweep.sweepRadians < 0)\n endA.direction.scaleInPlace(-1.0);\n const startB = arcB.angleToPointAndDerivative(arcB.sweep.fractionToAngle(0.0));\n if (arcB.sweep.sweepRadians < 0)\n startB.direction.scaleInPlace(-1.0);\n\n if (endA.isAlmostEqual(startB)) {\n arcA.sweep.setStartEndRadians(arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians + sweepSign * arcB.sweep.sweepRadians);\n return true;\n }\n // Also ok if negated tangent . ..\n if (allowReverse) {\n startB.direction.scaleInPlace(-1.0);\n if (endA.isAlmostEqual(startB)) {\n arcA.sweep.setStartEndRadians(arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians - sweepSign * arcB.sweep.sweepRadians);\n return true;\n }\n }\n }\n return false;\n }\n\n /**\n * Return a `Path` containing arcs are on the surface of an ellipsoid and pass through a sequence of points.\n * * Each arc passes through the two given endpoints and in the plane containing the true surface normal at given `fractionForIntermediateNormal`\n * @param ellipsoid\n * @param pathPoints\n * @param fractionForIntermediateNormal fractional position for surface normal used to create the section plane.\n */\n public static assembleArcChainOnEllipsoid(ellipsoid: Ellipsoid, pathPoints: GeodesicPathPoint[], fractionForIntermediateNormal: number = 0.5): Path {\n const arcPath = Path.create();\n for (let i = 0; i + 1 < pathPoints.length; i++) {\n const arc = ellipsoid.sectionArcWithIntermediateNormal(\n pathPoints[i].toAngles(),\n fractionForIntermediateNormal,\n pathPoints[i + 1].toAngles());\n arcPath.tryAddChild(arc);\n }\n return arcPath;\n }\n\n private static appendGeometryQueryArray(candidate: GeometryQuery | GeometryQuery[] | undefined, result: GeometryQuery[]) {\n if (candidate instanceof GeometryQuery)\n result.push(candidate);\n else if (Array.isArray(candidate)) {\n for (const p of candidate)\n this.appendGeometryQueryArray(p, result);\n }\n\n }\n\n /**\n * Create solid primitives for pipe segments (e.g. Cone or TorusPipe) around line and arc primitives.\n * @param centerline centerline geometry/\n * @param pipeRadius radius of pipe.\n */\n public static createPipeSegments(centerline: CurvePrimitive | CurveChain, pipeRadius: number): GeometryQuery | GeometryQuery[] | undefined {\n if (centerline instanceof LineSegment3d) {\n return Cone.createAxisPoints(centerline.startPoint(), centerline.endPoint(), pipeRadius, pipeRadius, false);\n } else if (centerline instanceof Arc3d) {\n return TorusPipe.createAlongArc(centerline, pipeRadius, false);\n } else if (centerline instanceof CurvePrimitive) {\n const builder = PolyfaceBuilder.create();\n builder.addMiteredPipes(centerline, pipeRadius);\n return builder.claimPolyface();\n } else if (centerline instanceof CurveChain) {\n const result: GeometryQuery[] = [];\n for (const p of centerline.children) {\n const pipe = this.createPipeSegments(p, pipeRadius);\n this.appendGeometryQueryArray(pipe, result);\n }\n return result;\n }\n return undefined;\n }\n\n /**\n * * Create section arcs for mitered pipe.\n * * At each end of each pipe, the pipe is cut by the plane that bisects the angle between successive pipe centerlines.\n * * The arc definitions are constructed so that lines between corresponding fractional positions on the arcs are\n * axial lines on the pipes.\n * * This means that each arc definition axes (aka vector0 and vector90) are _not_ perpendicular to each other.\n * * Circular or elliptical pipe cross sections can be specified by supplying either a radius, a pair of semi-axis lengths, or a full Arc3d.\n * * For semi-axis length input, x corresponds to an ellipse local axis nominally situated parallel to the xy-plane.\n * * The center of Arc3d input is translated to the centerline start point to act as initial cross section.\n * @param centerline centerline of pipe\n * @param sectionData circle radius, ellipse semi-axis lengths, or full Arc3d\n */\n public static createMiteredPipeSections(centerline: IndexedXYZCollection, sectionData: number | XAndY | Arc3d): Arc3d[] {\n const arcs: Arc3d[] = [];\n if (centerline.length < 2)\n return [];\n\n const vector0 = Vector3d.create();\n const vector90 = Vector3d.create();\n const vectorBC = Vector3d.create();\n const currentCenter = Point3d.create();\n centerline.vectorIndexIndex(0, 1, vectorBC)!;\n centerline.getPoint3dAtUncheckedPointIndex(0, currentCenter);\n\n let initialSection: Arc3d;\n if (sectionData instanceof Arc3d) {\n initialSection = sectionData.clone();\n initialSection.center.setFrom(currentCenter);\n vector0.setFrom(sectionData.vector0);\n vector90.setFrom(sectionData.vector90);\n } else if (typeof sectionData === \"number\" || Point3d.isXAndY(sectionData)) {\n const length0 = (typeof sectionData === \"number\") ? sectionData : sectionData.x;\n const length90 = (typeof sectionData === \"number\") ? sectionData : sectionData.y;\n const baseFrame = Matrix3d.createRigidHeadsUp(vectorBC, AxisOrder.ZXY);\n baseFrame.columnX(vector0).scaleInPlace(length0);\n baseFrame.columnY(vector90).scaleInPlace(length90);\n initialSection = Arc3d.create(currentCenter, vector0, vector90, AngleSweep.create360());\n } else {\n return [];\n }\n arcs.push(initialSection);\n\n const vectorAB = Vector3d.create();\n const bisector = Vector3d.create();\n for (let i = 1; i < centerline.length; i++) {\n vectorAB.setFromVector3d(vectorBC);\n centerline.getPoint3dAtUncheckedPointIndex(i, currentCenter);\n if (i + 1 < centerline.length) {\n centerline.vectorIndexIndex(i, i + 1, vectorBC)!;\n } else {\n vectorBC.setFromVector3d(vectorAB);\n }\n if (vectorAB.normalizeInPlace() && vectorBC.normalizeInPlace()) {\n vectorAB.interpolate(0.5, vectorBC, bisector);\n // On the end ellipse for this pipe section. ..\n // center comes directly from centerline[i]\n // vector0 and vector90 are obtained by sweeping the corresponding vectors of the start ellipse to the split plane.\n moveVectorToPlane(vector0, vectorAB, bisector, vector0);\n moveVectorToPlane(vector90, vectorAB, bisector, vector90);\n arcs.push(Arc3d.create(currentCenter, vector0, vector90, AngleSweep.create360()));\n }\n }\n return arcs;\n }\n\n /**\n * Sweep the initialSection along each segment of the centerLine until it hits the bisector plane at the next vertex.\n * * The caller should place the initialSection on a plane perpendicular to the first edge.\n * * This plane is commonly (but not necessarily) through the start point itself.\n * * If the geometry is not \"on a perpendicular plane\", the output geometry will still be flattened onto the various planes.\n * * In the \"open path\" case (i.e when wrapIfPhysicallyClosed is false or the path does not have matched first and last points)\n * the first/last output plane will be at the start/end of the first/last edge and on a perpendicular plane.\n * * In the \"closed path\" case, the output plane for the first and last point is the bisector of the start and end planes from the \"open path\" case,\n * and the first/last section geometry may be different from `initialSection`.\n * * The centerline path does NOT have to be planar, however twisting effects effects will appear in the various bisector planes.\n * @param centerline sweep path, e.g., as stroked from a smooth centerline curve\n * @param initialSection profile curve to be swept. As noted above, this should be on a plane perpendicular to the first segment of the centerline.\n * @param options options for computation and output\n * @return array of sections, starting with `initialSection` projected along the first edge to the first plane.\n */\n public static createMiteredSweepSections(centerline: IndexedXYZCollection | Point3d[], initialSection: AnyCurve, options: MiteredSweepOptions): SectionSequenceWithPlanes | undefined {\n const sectionData: SectionSequenceWithPlanes = { sections: [], planes: [] };\n const planes = PolylineOps.createBisectorPlanesForDistinctPoints(centerline, options.wrapIfPhysicallyClosed);\n if (planes !== undefined && planes.length > 1) {\n // Projection to target plane, constructing sweep direction from two given planes.\n // If successful, push the target plane and swept section to the output arrays and return the swept section.\n // If unsuccessful, leave the output arrays alone and return the input section.\n const doSweepToPlane = function (edgePlane0: Plane3dByOriginAndUnitNormal, edgePlane1: Plane3dByOriginAndUnitNormal,\n targetPlane: Plane3dByOriginAndUnitNormal,\n section: AnyCurve) {\n const sweepVector = Vector3d.createStartEnd(edgePlane0.getOriginRef(), edgePlane1.getOriginRef());\n const transform = Transform.createFlattenAlongVectorToPlane(sweepVector, targetPlane.getOriginRef(), targetPlane.getNormalRef());\n if (transform === undefined)\n return section;\n const section1 = section.cloneTransformed(transform);\n if (section1 === undefined)\n return section;\n sectionData.planes.push(targetPlane);\n sectionData.sections.push(section1);\n return section1;\n };\n\n let currentSection = doSweepToPlane(planes[0], planes[1], planes[0], initialSection);\n for (let i = 1; i < planes.length; i++) {\n currentSection = doSweepToPlane(planes[i - 1], planes[i], planes[i], currentSection);\n }\n\n if (options.outputSelect) {\n const ruledSweep = RuledSweep.create(sectionData.sections, options.capped ?? false);\n if (ruledSweep) {\n sectionData.ruledSweep = ruledSweep;\n if (MiteredSweepOutputSelect.AlsoMesh === options.outputSelect) {\n const builder = PolyfaceBuilder.create(options.strokeOptions);\n builder.addRuledSweep(ruledSweep);\n sectionData.mesh = builder.claimPolyface();\n }\n }\n }\n return sectionData;\n }\n return undefined;\n }\n\n /**\n * Create a circular arc from start point, tangent at start, radius, optional plane normal, arc sweep.\n * * The vector from start point to center is in the direction of upVector crossed with tangentA.\n * @param start start point.\n * @param tangentAtStart vector in tangent direction at the start.\n * @param radius signed radius.\n * @param upVector optional out-of-plane vector. Defaults to positive Z.\n * @param sweep angular range. If single `Angle` is given, start angle is at 0 degrees (the start point).\n */\n public static createArcPointTangentRadius(\n start: Point3d, tangentAtStart: Vector3d, radius: number, upVector?: Vector3d, sweep?: Angle | AngleSweep,\n ): Arc3d | undefined {\n return Arc3d.createCircularStartTangentRadius(start, tangentAtStart, radius, upVector, sweep);\n }\n\n /**\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\n * * First spiral begins at given start point.\n * * first tangent aims at shoulder\n * * outbound spiral joins line from shoulder to target.\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\n * @param startPoint inbound start point.\n * @param shoulder point target point for (both) spiral-to-line tangencies\n * @return array with the computed spirals, or undefined if failure.\n */\n public static createLineSpiralSpiralLine(\n spiralType: IntegratedSpiralTypeName,\n startPoint: Point3d,\n shoulderPoint: Point3d,\n targetPoint: Point3d,\n ): GeometryQuery[] | undefined {\n const vectorAB = Vector3d.createStartEnd(startPoint, shoulderPoint);\n const vectorBC0 = Vector3d.createStartEnd(shoulderPoint, targetPoint);\n const referenceLength = vectorAB.magnitude();\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\n const lineTurnRadians = vectorAB.angleToXY(vectorBC0);\n const spiralTurnRadians = 0.5 * lineTurnRadians.radians;\n const radiansBC = radiansAB + lineTurnRadians.radians;\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\n const frameA = Transform.createRefs(startPoint.clone(), axesA);\n // We know how much it has to turn, and but not the length or end radius.\n // make a spiral of referenceLength and scale it back to the junction line\n const spiralARefLength = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength, undefined, frameA);\n if (spiralARefLength) {\n const midPlanePerpendicularRadians = radiansAB + spiralTurnRadians;\n const midPlanePerpendicularVector = Vector3d.createPolar(1.0, Angle.createRadians(midPlanePerpendicularRadians));\n const altitudeB = midPlanePerpendicularVector.dotProductStartEnd(startPoint, shoulderPoint);\n const altitudeSpiralEnd = midPlanePerpendicularVector.dotProductStartEnd(startPoint, spiralARefLength.endPoint());\n const scaleFactor = altitudeB / altitudeSpiralEnd;\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength * scaleFactor, undefined, frameA)!;\n const distanceAB = vectorAB.magnitude();\n const vectorBC = Vector3d.createStartEnd(shoulderPoint, targetPoint);\n vectorBC.scaleToLength(distanceAB, vectorBC);\n const pointC = shoulderPoint.plus(vectorBC);\n const axesC = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansBC + Math.PI));\n const frameC = Transform.createRefs(pointC, axesC);\n const spiralC = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\n 0, -spiralA.radius01.x1, Angle.zero(), undefined, spiralA.curveLength(), Segment1d.create(1, 0), frameC)!;\n return [spiralA, spiralC];\n }\n return undefined;\n }\n\n /**\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\n * * Spiral length is given.\n * * tangency points float on both lines.\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\n * @param pointA inbound start point.\n * @param shoulder point target point for (both) spiral-to-line tangencies\n * @param spiralLength for each part of the spiral pair.\n * @return array with the computed spirals, or undefined if failure.\n */\n public static createLineSpiralSpiralLineWithSpiralLength(\n spiralType: IntegratedSpiralTypeName,\n pointA: Point3d,\n pointB: Point3d,\n pointC: Point3d,\n spiralLength: number,\n ): GeometryQuery[] | undefined {\n const vectorAB = Vector3d.createStartEnd(pointA, pointB);\n const vectorBC = Vector3d.createStartEnd(pointB, pointC);\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\n const lineTurnAngle = vectorAB.angleToXY(vectorBC);\n const spiralTurnRadians = 0.5 * lineTurnAngle.radians;\n const bisectorRadians = 0.5 * (Math.PI - lineTurnAngle.radians);\n const radiansCB = Math.atan2(-vectorBC.y, -vectorBC.x);\n const spiralAB0 = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(spiralTurnRadians),\n spiralLength, undefined, Transform.createIdentity());\n if (spiralAB0) {\n const localEndPoint = spiralAB0.fractionToPoint(1);\n const distanceAB = pointA.distance(pointB);\n const distanceCB = pointC.distance(pointB);\n // The spiral eventually has to end on the bisector, at localEndPoint.y height from the inbound line\n // distance from shoulder to projection of that point to point E on the inbound line is\n const distanceBE = localEndPoint.y / Math.tan(bisectorRadians);\n const xFractionAB = Geometry.conditionalDivideFraction(distanceAB - distanceBE - localEndPoint.x, distanceAB);\n const xFractionCB = Geometry.conditionalDivideFraction(distanceCB - distanceBE - localEndPoint.x, distanceCB);\n if (xFractionAB !== undefined && xFractionCB !== undefined) {\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\n const frameAOrigin = pointA.interpolate(xFractionAB, pointB);\n const frameA = Transform.createRefs(frameAOrigin, axesA);\n const spiralAB = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(spiralTurnRadians),\n spiralLength, undefined, frameA)!;\n const axesB = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansCB));\n const frameBOrigin = pointC.interpolate(xFractionCB, pointB);\n const frameB = Transform.createRefs(frameBOrigin, axesB);\n const spiralBC = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0, undefined, Angle.zero(), Angle.createRadians(-spiralTurnRadians),\n spiralLength, undefined, frameB)!;\n return [spiralAB, spiralBC];\n }\n }\n return undefined;\n }\n\n /**\n * Compute 2 spirals and an arc (all in XY) for a symmetric line-to-line transition.\n * Spiral lengths and arc radius are given. (e.g. from design speed standards.)\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE\n * @param pointA inbound start point.\n * @param pointB shoulder (target) point for (both) spiral-to-line tangencies\n * @param lengthA inbound spiral length\n * @param lengthB outbound spiral length\n * @return array with the computed spirals, or undefined if failure.\n */\n public static createLineSpiralArcSpiralLine(\n spiralType: IntegratedSpiralTypeName,\n pointA: Point3d,\n pointB: Point3d,\n pointC: Point3d,\n lengthA: number,\n lengthB: number,\n arcRadius: number,\n ): GeometryQuery[] | undefined {\n const vectorAB = Vector3d.createStartEnd(pointA, pointB); vectorAB.z = 0;\n const vectorCB = Vector3d.createStartEnd(pointC, pointB); vectorCB.z = 0;\n const unitAB = vectorAB.normalize();\n const unitCB = vectorCB.normalize();\n if (unitAB === undefined || unitCB === undefined)\n return undefined;\n const unitPerpAB = unitAB.unitPerpendicularXY();\n const unitPerpCB = unitCB.unitPerpendicularXY();\n const thetaABC = vectorAB.angleToXY(vectorCB);\n const sideA = Geometry.split3WaySign(thetaABC.radians, 1, -1, -1);\n const sideB = - sideA;\n const radiusA = sideA * Math.abs(arcRadius);\n const radiusB = sideB * Math.abs(arcRadius);\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\n 0, radiusA, Angle.zero(), undefined, lengthA, undefined, Transform.createIdentity())!;\n const spiralB = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\n 0, radiusB, Angle.zero(), undefined, lengthB, undefined, Transform.createIdentity())!;\n const spiralEndA = spiralA.fractionToPointAndUnitTangent(1.0);\n const spiralEndB = spiralB.fractionToPointAndUnitTangent(1.0);\n // From the end of spiral, step away to arc center (and this is in local coordinates of each spiral)\n const sA = spiralEndA.origin.x - radiusA * spiralEndA.direction.y;\n const tA = spiralEndA.origin.y + radiusA * spiralEndA.direction.x;\n\n const sB = spiralEndB.origin.x - radiusB * spiralEndB.direction.y;\n const tB = spiralEndB.origin.y + radiusB * spiralEndB.direction.x;\n\n // Those local coordinates are rotated to unitAB and unitBC ...\n const vectorA = Vector3d.createAdd2Scaled(unitAB, sA, unitPerpAB, tA);\n const vectorB = Vector3d.createAdd2Scaled(unitCB, sB, unitPerpCB, tB);\n const uv = Vector2d.create();\n if (SmallSystem.linearSystem2d(\n unitAB.x, -unitCB.x,\n unitAB.y, -unitCB.y,\n vectorB.x - vectorA.x, vectorB.y - vectorA.y, uv)) {\n const tangencyAB = pointB.plusScaled(unitAB, uv.x);\n const tangencyCB = pointB.plusScaled(unitCB, uv.y);\n const frameA = Transform.createOriginAndMatrixColumns(tangencyAB, unitAB, unitPerpAB, Vector3d.unitZ());\n const frameB = Transform.createOriginAndMatrixColumns(tangencyCB, unitCB, unitPerpCB, Vector3d.unitZ());\n spiralA.tryTransformInPlace(frameA);\n spiralB.tryTransformInPlace(frameB);\n const rayA1 = spiralA.fractionToPointAndUnitTangent(1.0);\n const rayB0 = spiralB.fractionToPointAndUnitTangent(1.0);\n rayB0.direction.scaleInPlace(-1.0);\n const sweep = rayA1.direction.angleToXY(rayB0.direction);\n if (radiusA < 0)\n sweep.setRadians(- sweep.radians);\n const arc = CurveFactory.createArcPointTangentRadius(rayA1.origin, rayA1.direction, radiusA, undefined, sweep)!;\n return [spiralA, arc, spiralB];\n }\n return undefined;\n }\n /**\n * Return the intersection point of 3 planes.\n * @param planeA\n * @param planeB\n * @param planeC\n */\n public static planePlaneIntersectionRay(\n planeA: PlaneAltitudeEvaluator, planeB: PlaneAltitudeEvaluator): Ray3d | undefined {\n const altitudeA = planeA.altitudeXYZ(0, 0, 0);\n const altitudeB = planeB.altitudeXYZ(0, 0, 0);\n const normalAx = planeA.normalX();\n const normalAy = planeA.normalY();\n const normalAz = planeA.normalZ();\n const normalBx = planeB.normalX();\n const normalBy = planeB.normalY();\n const normalBz = planeB.normalZ();\n const normalCx = Geometry.crossProductXYXY(normalAy, normalAz, normalBy, normalBz);\n const normalCy = Geometry.crossProductXYXY(normalAz, normalAx, normalBz, normalBx);\n const normalCz = Geometry.crossProductXYXY(normalAx, normalAy, normalBx, normalBy);\n const rayOrigin = SmallSystem.linearSystem3d(\n normalAx, normalAy, normalAz,\n normalBx, normalBy, normalBz,\n normalCx, normalCy, normalCz,\n -altitudeA, -altitudeB, 0.0);\n if (rayOrigin !== undefined) {\n return Ray3d.createXYZUVW(rayOrigin.x, rayOrigin.y, rayOrigin.z, normalCx, normalCy, normalCz);\n }\n return undefined;\n }\n\n}\n\n/**\n * Starting at vectorR, move parallel to vectorV until perpendicular to planeNormal\n */\nfunction moveVectorToPlane(vectorR: Vector3d, vectorV: Vector3d, planeNormal: Vector3d, result?: Vector3d): Vector3d {\n // find s such that (vectorR + s * vectorV) DOT planeNormal = 0.\n const dotRN = vectorR.dotProduct(planeNormal);\n const dotVN = vectorV.dotProduct(planeNormal);\n const s = Geometry.safeDivideFraction(dotRN, dotVN, 0.0);\n return vectorR.plusScaled(vectorV, -s, result);\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Curve\n */\n\nimport { AxisIndex, AxisOrder, Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\nimport { Ellipsoid, GeodesicPathPoint } from \"../geometry3d/Ellipsoid\";\nimport { IndexedXYZCollection } from \"../geometry3d/IndexedXYZCollection\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Plane3dByOriginAndUnitNormal } from \"../geometry3d/Plane3dByOriginAndUnitNormal\";\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3dArrayCarrier } from \"../geometry3d/Point3dArrayCarrier\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { PolylineOps } from \"../geometry3d/PolylineOps\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { Segment1d } from \"../geometry3d/Segment1d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { XAndY } from \"../geometry3d/XYZProps\";\nimport { SmallSystem } from \"../numerics/SmallSystem\";\nimport { IndexedPolyface } from \"../polyface/Polyface\";\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\nimport { Cone } from \"../solid/Cone\";\nimport { RuledSweep } from \"../solid/RuledSweep\";\nimport { TorusPipe } from \"../solid/TorusPipe\";\nimport { Arc3d, ArcBlendData } from \"./Arc3d\";\nimport { CurveChain } from \"./CurveCollection\";\nimport { CurvePrimitive } from \"./CurvePrimitive\";\nimport { AnyCurve, AnyRegion } from \"./CurveTypes\";\nimport { GeometryQuery } from \"./GeometryQuery\";\nimport { LineSegment3d } from \"./LineSegment3d\";\nimport { LineString3d } from \"./LineString3d\";\nimport { Loop } from \"./Loop\";\nimport { Path } from \"./Path\";\nimport { RegionOps } from \"./RegionOps\";\nimport { IntegratedSpiral3d } from \"./spiral/IntegratedSpiral3d\";\nimport { IntegratedSpiralTypeName } from \"./spiral/TransitionSpiral3d\";\nimport { StrokeOptions } from \"./StrokeOptions\";\n\n// cspell:word CCWXY\n\n/**\n * Interface to carry parallel arrays of planes and sections, and optional geometry assembled from them,\n * as returned by [CurveFactory.createMiteredSweepSections].\n * @public\n */\nexport interface SectionSequenceWithPlanes {\n /** The plane of each section. */\n planes: Plane3dByOriginAndUnitNormal[];\n /** Section curve projected onto the corresponding plane. */\n sections: AnyCurve[];\n /**\n * Optional `RuledSweep` generated from the sections.\n * * The `RuledSweep` and sections array refer to the same section objects.\n */\n ruledSweep?: RuledSweep;\n /** Optional mesh generated from the `RuledSweep` generated from the sections. */\n mesh?: IndexedPolyface;\n}\n\n/**\n * Enumeration of geometric output for [CurveFactory.createMiteredSweepSections].\n * @public\n */\nexport enum MiteredSweepOutputSelect {\n /** Output only the parallel arrays of planes and sections. */\n Sections = 0,\n /** Output planes and sections, as well as the assembled ruled sweep. */\n AlsoRuledSweep = 1,\n /** Output planes and sections, as well as the assembled ruled sweep and its stroked mesh. */\n AlsoMesh = 2,\n}\n\n/**\n * Interface bundling options for [CurveFactory.createMiteredSweepSections].\n * @public\n */\nexport interface MiteredSweepOptions {\n /** Whether first and last planes are averaged and equated when the centerline is physically closed. Default value is `false`. */\n wrapIfPhysicallyClosed?: boolean;\n /** Whether to output sections only, or sections plus optional geometry constructed from them. Default value is `MiteredSweepOutputSelect.Sections`. */\n outputSelect?: MiteredSweepOutputSelect;\n /** How to stroke smooth input curves. If undefined, default stroke options are used. */\n strokeOptions?: StrokeOptions;\n /** Whether to cap the ruled sweep if outputting a ruled sweep or mesh. Default value is `false`. */\n capped?: boolean;\n /** The first section's normal is aligned to this vector, typically the start tangent of the smooth curve stroked for the centerline. */\n startTangent?: Vector3d;\n /** The last section's normal is aligned to this vector, typically the end tangent of the smooth curve stroked for the centerline. */\n endTangent?: Vector3d;\n}\n\n/**\n * Curve strokes plus start/end tangents.\n * @internal\n*/\ninterface SmoothCurveData {\n /** Samples along a curve. */\n strokes: IndexedXYZCollection;\n /** Start tangent (unnormalized). May be undefined if the curve is linear. */\n startTangent?: Vector3d;\n /** End tangent (unnormalized). May be undefined if the curve is linear. */\n endTangent?: Vector3d;\n};\n\n/**\n * The `CurveFactory` class contains methods for specialized curve constructions.\n * @public\n */\nexport class CurveFactory {\n /** (Cautiously) construct and save a line segment between fractional positions. */\n private static addPartialSegment(\n path: Path, allowBackup: boolean,\n pointA: Point3d | undefined, pointB: Point3d | undefined,\n fraction0: number, fraction1: number,\n ) {\n if (allowBackup || (fraction1 > fraction0)) {\n if (pointA !== undefined && pointB !== undefined && !Geometry.isAlmostEqualNumber(fraction0, fraction1))\n path.tryAddChild(LineSegment3d.create(pointA.interpolate(fraction0, pointB), pointA.interpolate(fraction1, pointB)));\n }\n }\n /**\n * Create a circular arc defined by start point, tangent at start point, and end point.\n * * The circular arc is swept from start to end toward direction of the `tangentAtStart`.\n * * If tangent is parallel to line segment from start to end, return `undefined`.\n */\n public static createArcPointTangentPoint(start: Point3d, tangentAtStart: Vector3d, end: Point3d): Arc3d | undefined {\n const ret = Arc3d.createCircularStartTangentEnd(start, tangentAtStart, end);\n if (ret instanceof Arc3d)\n return ret;\n else\n return undefined;\n }\n /**\n * Construct a sequence of alternating lines and arcs with the arcs creating tangent transition between consecutive edges.\n * * If the radius parameter is a number, that radius is used throughout.\n * * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.\n * * Note that since no fillet is constructed at the initial or final point, those entries in `radius[]` are never referenced.\n * * A zero radius for any point indicates to leave the as a simple corner.\n * @param points point source\n * @param radius fillet radius or array of radii indexed to correspond to the points.\n * @param allowBackupAlongEdge true to allow edges to be created going \"backwards\" along edges if needed to create the blend.\n */\n public static createFilletsInLineString(\n points: LineString3d | IndexedXYZCollection | Point3d[],\n radius: number | number[],\n allowBackupAlongEdge: boolean = true,\n ): Path | undefined {\n if (Array.isArray(points))\n return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowBackupAlongEdge);\n if (points instanceof LineString3d)\n return this.createFilletsInLineString(points.packedPoints, radius, allowBackupAlongEdge);\n const n = points.length;\n if (n <= 1)\n return undefined;\n const pointA = points.getPoint3dAtCheckedPointIndex(0)!;\n const pointB = points.getPoint3dAtCheckedPointIndex(1)!;\n // remark: n=2 and n=3 cases should fall out from loop logic\n const blendArray: ArcBlendData[] = [];\n // build one-sided blends at each end . .\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointA.clone() });\n for (let i = 1; i + 1 < n; i++) {\n const pointC = points.getPoint3dAtCheckedPointIndex(i + 1)!;\n let thisRadius = 0;\n if (Array.isArray(radius)) {\n if (i < radius.length)\n thisRadius = radius[i];\n } else if (Number.isFinite(radius))\n thisRadius = radius;\n if (thisRadius !== 0.0)\n blendArray.push(Arc3d.createFilletArc(pointA, pointB, pointC, thisRadius));\n else\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\n pointA.setFromPoint3d(pointB);\n pointB.setFromPoint3d(pointC);\n }\n blendArray.push({ fraction10: 0.0, fraction12: 0.0, point: pointB.clone() });\n if (!allowBackupAlongEdge) {\n // suppress arcs that have overlap with both neighbors or flood either neighbor ..\n for (let i = 1; i + 1 < n; i++) {\n const b = blendArray[i];\n if (b.fraction10 > 1.0\n || b.fraction12 > 1.0\n || 1.0 - b.fraction10 < blendArray[i - 1].fraction12\n || b.fraction12 > 1.0 - blendArray[i + 1].fraction10) {\n b.fraction10 = 0.0;\n b.fraction12 = 0.0;\n blendArray[i].arc = undefined;\n }\n }\n /* The \"1-b\" logic above prevents this loop from ever doing anything.\n // on edge with conflict, suppress the arc with larger fraction\n for (let i = 1; i < n; i++) {\n const b0 = blendArray[i - 1];\n const b1 = blendArray[i];\n if (b0.fraction12 > 1 - b1.fraction10) {\n const b = b0.fraction12 > b1.fraction12 ? b1 : b0;\n b.fraction10 = 0.0;\n b.fraction12 = 0.0;\n blendArray[i].arc = undefined;\n }\n } */\n }\n const path = Path.create();\n this.addPartialSegment(\n path, allowBackupAlongEdge,\n blendArray[0].point, blendArray[1].point,\n blendArray[0].fraction12, 1.0 - blendArray[1].fraction10,\n );\n // add each path and successor edge ...\n for (let i = 1; i + 1 < points.length; i++) {\n const b0 = blendArray[i];\n const b1 = blendArray[i + 1];\n path.tryAddChild(b0.arc);\n this.addPartialSegment(path, allowBackupAlongEdge, b0.point, b1.point, b0.fraction12, 1.0 - b1.fraction10);\n }\n return path;\n }\n /**\n * Create a `Loop` with given xy corners and fixed z.\n * * The corners always proceed counter clockwise from lower left.\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.\n */\n public static createRectangleXY(\n x0: number, y0: number, x1: number, y1: number, z: number = 0, filletRadius?: number,\n ): Loop {\n let radius = Geometry.correctSmallMetricDistance(filletRadius);\n const xMin = Math.min(x0, x1);\n const xMax = Math.max(x0, x1);\n const yMin = Math.min(y0, y1);\n const yMax = Math.max(y0, y1);\n radius = Math.min(Math.abs(radius), 0.5 * (xMax - xMin), 0.5 * (yMax - yMin));\n if (radius === 0.0)\n return Loop.createPolygon([\n Point3d.create(xMin, yMin, z),\n Point3d.create(xMax, yMin, z),\n Point3d.create(xMax, yMax, z),\n Point3d.create(xMin, yMax, z),\n Point3d.create(xMin, yMin, z),\n ]);\n else {\n const vectorU = Vector3d.create(radius, 0, 0);\n const vectorV = Vector3d.create(0, radius, 0);\n const x0A = xMin + radius;\n const y0A = yMin + radius;\n const x1A = xMax - radius;\n const y1A = yMax - radius;\n const centers = [\n Point3d.create(x1A, y1A, z),\n Point3d.create(x0A, y1A, z),\n Point3d.create(x0A, y0A, z),\n Point3d.create(x1A, y0A, z),\n ];\n const loop = Loop.create();\n for (let i = 0; i < 4; i++) {\n const center = centers[i];\n const nextCenter = centers[(i + 1) % 4];\n const edgeVector = Vector3d.createStartEnd(center, nextCenter);\n const arc = Arc3d.create(center, vectorU, vectorV, AngleSweep.createStartEndDegrees(0, 90));\n loop.tryAddChild(arc);\n const arcEnd = arc.endPoint();\n if (!edgeVector.isAlmostZero)\n loop.tryAddChild(LineSegment3d.create(arcEnd, arcEnd.plus(edgeVector)));\n vectorU.rotate90CCWXY(vectorU);\n vectorV.rotate90CCWXY(vectorV);\n }\n return loop;\n }\n }\n /**\n * If `arcB` is a continuation of `arcA`, extend `arcA` (in place) to include the range of `arcB`\n * * This only succeeds if the two arcs are part of identical complete arcs and end of `arcA` matches the beginning of `arcB`.\n * @param arcA first arc, modified in place.\n * @param arcB second arc, unmodified.\n * @param allowReversed whether to consolidate even when second arc is reversed.\n * @returns whether `arcA` was modified.\n */\n public static appendToArcInPlace(arcA: Arc3d, arcB: Arc3d, allowReverse: boolean = false): boolean {\n if (arcA.center.isAlmostEqual(arcB.center)) {\n const sweepSign = Geometry.split3WaySign(arcA.sweep.sweepRadians * arcB.sweep.sweepRadians, -1, 0, 1);\n // evaluate derivatives wrt radians (not fraction!), but adjust direction for sweep signs\n const endA = arcA.angleToPointAndDerivative(arcA.sweep.fractionToAngle(1.0));\n if (arcA.sweep.sweepRadians < 0)\n endA.direction.scaleInPlace(-1.0);\n const startB = arcB.angleToPointAndDerivative(arcB.sweep.fractionToAngle(0.0));\n if (arcB.sweep.sweepRadians < 0)\n startB.direction.scaleInPlace(-1.0);\n if (endA.isAlmostEqual(startB)) {\n arcA.sweep.setStartEndRadians(\n arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians + sweepSign * arcB.sweep.sweepRadians,\n );\n return true;\n }\n // Also ok if negated tangent\n if (allowReverse) {\n startB.direction.scaleInPlace(-1.0);\n if (endA.isAlmostEqual(startB)) {\n arcA.sweep.setStartEndRadians(\n arcA.sweep.startRadians, arcA.sweep.startRadians + arcA.sweep.sweepRadians - sweepSign * arcB.sweep.sweepRadians,\n );\n return true;\n }\n }\n }\n return false;\n }\n /**\n * Return a `Path` containing arcs are on the surface of an ellipsoid and pass through a sequence of points.\n * * Each arc passes through the two given endpoints and in the plane containing the true surface normal at\n * given `fractionForIntermediateNormal`\n * @param ellipsoid\n * @param pathPoints\n * @param fractionForIntermediateNormal fractional position for surface normal used to create the section plane.\n */\n public static assembleArcChainOnEllipsoid(\n ellipsoid: Ellipsoid, pathPoints: GeodesicPathPoint[], fractionForIntermediateNormal: number = 0.5,\n ): Path {\n const arcPath = Path.create();\n for (let i = 0; i + 1 < pathPoints.length; i++) {\n const arc = ellipsoid.sectionArcWithIntermediateNormal(\n pathPoints[i].toAngles(),\n fractionForIntermediateNormal,\n pathPoints[i + 1].toAngles());\n arcPath.tryAddChild(arc);\n }\n return arcPath;\n }\n private static appendGeometryQueryArray(candidate: GeometryQuery | GeometryQuery[] | undefined, result: GeometryQuery[]) {\n if (candidate instanceof GeometryQuery)\n result.push(candidate);\n else if (Array.isArray(candidate)) {\n for (const p of candidate)\n this.appendGeometryQueryArray(p, result);\n }\n }\n /**\n * Create solid primitives for pipe segments (e.g. Cone or TorusPipe) around line and arc primitives.\n * @param centerline centerline geometry.\n * @param pipeRadius radius of pipe.\n */\n public static createPipeSegments(\n centerline: CurvePrimitive | CurveChain, pipeRadius: number,\n ): GeometryQuery | GeometryQuery[] | undefined {\n if (centerline instanceof LineSegment3d) {\n return Cone.createAxisPoints(centerline.startPoint(), centerline.endPoint(), pipeRadius, pipeRadius, false);\n } else if (centerline instanceof Arc3d) {\n return TorusPipe.createAlongArc(centerline, pipeRadius, false);\n } else if (centerline instanceof CurvePrimitive) {\n const builder = PolyfaceBuilder.create();\n builder.addMiteredPipes(centerline, pipeRadius);\n return builder.claimPolyface();\n } else if (centerline instanceof CurveChain) {\n const result: GeometryQuery[] = [];\n for (const p of centerline.children) {\n const pipe = this.createPipeSegments(p, pipeRadius);\n this.appendGeometryQueryArray(pipe, result);\n }\n return result;\n }\n return undefined;\n }\n /** Get start point and tangent for variant curve data. */\n private static startPointAndTangent(curve: IndexedXYZCollection | Point3d[] | CurvePrimitive): Ray3d | undefined {\n if (curve instanceof CurvePrimitive)\n return curve.fractionToPointAndDerivative(0.0);\n if (curve.length < 2)\n return undefined;\n if (Array.isArray(curve))\n curve = new Point3dArrayCarrier(curve);\n const ray = Ray3d.createZero();\n curve.getPoint3dAtUncheckedPointIndex(0, ray.origin);\n curve.vectorIndexIndex(0, 1, ray.direction);\n return ray;\n };\n /** Create an [[Arc3d]] from `sectionData` that has its center at the start point of the centerline. */\n public static createArcFromSectionData(\n centerline: IndexedXYZCollection | Point3d[] | CurvePrimitive, sectionData: number | XAndY | Arc3d,\n ): Arc3d | undefined {\n const ray = CurveFactory.startPointAndTangent(centerline);\n if (!ray)\n return undefined;\n let arc: Arc3d;\n if (sectionData instanceof Arc3d) {\n arc = sectionData.clone();\n arc.center = ray.origin;\n } else {\n const vector0 = Vector3d.create();\n const vector90 = Vector3d.create();\n const length0 = (typeof sectionData === \"number\") ? sectionData : sectionData.x;\n const length90 = (typeof sectionData === \"number\") ? sectionData : sectionData.y;\n const baseFrame = Matrix3d.createRigidHeadsUp(ray.direction, AxisOrder.ZXY);\n baseFrame.columnX(vector0).scaleInPlace(length0);\n baseFrame.columnY(vector90).scaleInPlace(length90);\n arc = Arc3d.create(ray.origin, vector0, vector90);\n }\n if (arc.binormalVector().dotProduct(ray.direction) < 0.0)\n arc.reverseInPlace();\n return arc;\n }\n /**\n * Create section arcs for mitered pipe.\n * * At the end of each pipe segment, the pipe is mitered by the plane that bisects the angle between successive\n * centerline segments.\n * * The section arcs are constructed so that lines between corresponding fractional positions on the arcs are\n * axial lines on the pipes.\n * * This means that the initial arc's vector0 and vector90 lengths and angular separation are _not_ preserved in\n * the section arcs.\n * * Circular or elliptical pipe cross sections can be specified by supplying either a radius, a pair of semi-axis\n * lengths, or an Arc3d:\n * * For semi-axis length input, x and y correspond to ellipse local axes perpendicular to each other and to the\n * start tangent.\n * * For Arc3d input, the center is translated to the centerline start point. For best results, ensure this arc\n * is perpendicular to the centerline start tangent.\n * * This function internally calls [[createMiteredSweepSections]] with default options.\n * @param centerline centerline of pipe. For best results, ensure no successive duplicate points with e.g.,\n * [[GrowableXYZArray.createCompressed]].\n * @param sectionData circle radius, ellipse semi-axis lengths, or full Arc3d (if not full, function makes it full).\n * @returns array of sections or empty array if section creation failed.\n */\n public static createMiteredPipeSections(centerline: IndexedXYZCollection, sectionData: number | XAndY | Arc3d): Arc3d[] {\n const arc = CurveFactory.createArcFromSectionData(centerline, sectionData);\n if (!arc)\n return [];\n const miteredSweeps = CurveFactory.createMiteredSweepSections(centerline, arc);\n if (miteredSweeps)\n return miteredSweeps.sections as Arc3d[];\n return [];\n }\n\n /** For a smooth curve, stroke and return unnormalized start/end tangents. */\n private static strokeSmoothCurve(\n curve: IndexedXYZCollection | Point3d[] | CurvePrimitive | CurveChain,\n options?: StrokeOptions,\n ): SmoothCurveData | undefined {\n let startTangent, endTangent: Vector3d | undefined;\n if (curve instanceof CurvePrimitive) {\n startTangent = curve.fractionToPointAndDerivative(0.0).direction;\n endTangent = curve.fractionToPointAndDerivative(1.0).direction;\n const strokes = LineString3d.create();\n curve.emitStrokes(strokes, options);\n curve = strokes.packedPoints;\n } else if (curve instanceof CurveChain) {\n startTangent = curve.startPointAndDerivative()?.direction;\n endTangent = curve.endPointAndDerivative()?.direction;\n const strokes = curve.getPackedStrokes(options);\n if (!strokes)\n return undefined;\n curve = strokes;\n } else if (Array.isArray(curve))\n curve = new Point3dArrayCarrier(curve);\n return { strokes: curve, startTangent, endTangent };\n }\n\n /**\n * Align two bisector plane normals to given smooth rail tangents or optional overrides.\n * * Optionally average the normals for physically closed rail.\n */\n private static alignFirstAndLastBisectorPlanes(\n firstPlane: Plane3dByOriginAndUnitNormal,\n lastPlane: Plane3dByOriginAndUnitNormal,\n smoothRailData?: SmoothCurveData,\n options?: MiteredSweepOptions,\n ) {\n const normal0 = options?.startTangent ?? (smoothRailData?.startTangent ?? firstPlane.getNormalRef());\n const normal1 = options?.endTangent ?? (smoothRailData?.endTangent ?? lastPlane.getNormalRef());\n if (options?.wrapIfPhysicallyClosed && firstPlane.getOriginRef().isAlmostEqual(lastPlane.getOriginRef())) {\n const avgNormal = normal0.plus(normal1);\n if (avgNormal.tryNormalizeInPlace()) { // ignore cusp at seam\n firstPlane.getNormalRef().setFrom(avgNormal);\n lastPlane.getNormalRef().setFrom(avgNormal);\n return;\n }\n }\n if (normal0.tryNormalizeInPlace())\n firstPlane.getNormalRef().setFrom(normal0);\n if (normal1.tryNormalizeInPlace())\n lastPlane.getNormalRef().setFrom(normal1);\n }\n\n /** Reverse a closed curve or region if necessary so that its orientation is CCW with respect to the plane normal. */\n private static alignClosedCurveToPlane(curve: AnyCurve, planeNormal: Vector3d) {\n let closedCurve: AnyRegion | undefined;\n if (curve instanceof CurvePrimitive) {\n if (curve.startPoint().isAlmostEqual(curve.endPoint()))\n closedCurve = Loop.create(curve);\n } else if (curve.isAnyRegion())\n closedCurve = curve;\n if (closedCurve) {\n // The alignment condition is equivalent to positive projected curve area computed wrt to the plane normal.\n const toLocal = Matrix3d.createRigidHeadsUp(planeNormal).transpose();\n const projection = closedCurve.cloneTransformed(Transform.createOriginAndMatrix(undefined, toLocal));\n if (projection) { // now we can ignore z-coords\n const areaXY = RegionOps.computeXYArea(projection as AnyRegion);\n if (areaXY && areaXY < 0)\n curve.reverseInPlace();\n }\n }\n }\n\n /**\n * Projection to target plane, constructing sweep direction from two given planes.\n * * If successful, push the target plane and swept section to the output arrays and return the swept section.\n * * If unsuccessful, leave the output arrays alone and return the input section.\n */\n private static doSweepToPlane(\n output: SectionSequenceWithPlanes,\n edgePlane0: Plane3dByOriginAndUnitNormal,\n edgePlane1: Plane3dByOriginAndUnitNormal,\n targetPlane: Plane3dByOriginAndUnitNormal,\n section: AnyCurve,\n ): AnyCurve {\n const sweepVector = Vector3d.createStartEnd(edgePlane0.getOriginRef(), edgePlane1.getOriginRef());\n const transform = Transform.createFlattenAlongVectorToPlane(\n sweepVector, targetPlane.getOriginRef(), targetPlane.getNormalRef(),\n );\n if (transform === undefined)\n return section;\n const transformedSection = section.cloneTransformed(transform);\n if (transformedSection === undefined)\n return section;\n output.planes.push(targetPlane);\n output.sections.push(transformedSection);\n return transformedSection;\n }\n\n /**\n * Sweep the `initialSection` along each segment of the (stroked) `centerline` until it hits the bisector plane at\n * the next vertex.\n * * For best results, the caller should place `initialSection` in a plane perpendicular to the `centerline`\n * start tangent.\n * * This plane is commonly (but not necessarily) through the centerline start point itself.\n * * To compute the sections, `initialSection` is projected in the direction of the centerline start tangent onto\n * the first bisector plane at the centerline start. The result of this projection will be likewise projected onto\n * the second plane, and so on in sequence.\n * * By default, the first/last bisector plane normals are set to the centerline start/end tangents. The caller can\n * override these with tangents supplied in `options`. If the centerline is physically closed and\n * `options.wrapIfPhysicallyClosed` is true, the first and last plane normals are averaged and equated.\n * * The centerline path does NOT have to be planar, however non-planarity will result in twisting of the sections\n * in the bisector planes.\n * @param centerline sweep path. Will be stroked if smooth.\n * @param initialSection profile curve to be swept. As noted above, this should be on a plane perpendicular to the\n * centerline start tangent.\n * @param options options for computation and output.\n * @return array of sections, formed from projecting `initialSection` successively onto the bisector planes.\n */\n public static createMiteredSweepSections(\n centerline: IndexedXYZCollection | Point3d[] | CurvePrimitive | CurveChain,\n initialSection: AnyCurve,\n options?: MiteredSweepOptions,\n ): SectionSequenceWithPlanes | undefined {\n if (!options)\n options = {};\n const rail = this.strokeSmoothCurve(centerline, options.strokeOptions);\n if (!rail)\n return undefined;\n const planes = PolylineOps.createBisectorPlanesForDistinctPoints(rail.strokes);\n if (!planes || planes.length < 2)\n return undefined;\n this.alignFirstAndLastBisectorPlanes(planes[0], planes[planes.length - 1], rail, options);\n\n // RuledSweep facet construction assumes the contours are oriented CCW with respect to the sweep direction so that\n // facet normals point outward. We only have to align the first contour; the rest will inherit its orientation.\n this.alignClosedCurveToPlane(initialSection, planes[0].getNormalRef());\n\n const sectionData: SectionSequenceWithPlanes = { sections: [], planes: [] };\n let currentSection = this.doSweepToPlane(sectionData, planes[0], planes[1], planes[0], initialSection);\n for (let i = 1; i < planes.length; i++)\n currentSection = this.doSweepToPlane(sectionData, planes[i - 1], planes[i], planes[i], currentSection);\n\n if (options.outputSelect) {\n const ruledSweep = RuledSweep.create(sectionData.sections, options.capped ?? false);\n if (ruledSweep) {\n sectionData.ruledSweep = ruledSweep;\n if (MiteredSweepOutputSelect.AlsoMesh === options.outputSelect) {\n const builder = PolyfaceBuilder.create(options.strokeOptions);\n builder.addRuledSweep(ruledSweep);\n sectionData.mesh = builder.claimPolyface();\n }\n }\n }\n return sectionData;\n }\n /**\n * Create a circular arc from start point, tangent at start, radius, optional plane normal, arc sweep.\n * * The vector from start point to center is in the direction of upVector crossed with tangentA.\n * @param start start point.\n * @param tangentAtStart vector in tangent direction at the start.\n * @param radius signed radius.\n * @param upVector optional out-of-plane vector. Defaults to positive Z.\n * @param sweep angular range. If single `Angle` is given, start angle is at 0 degrees (the start point).\n */\n public static createArcPointTangentRadius(\n start: Point3d, tangentAtStart: Vector3d, radius: number, upVector?: Vector3d, sweep?: Angle | AngleSweep,\n ): Arc3d | undefined {\n return Arc3d.createCircularStartTangentRadius(start, tangentAtStart, radius, upVector, sweep);\n }\n /**\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\n * * First spiral begins at given start point.\n * * first tangent aims at shoulder.\n * * outbound spiral joins line from shoulder to target.\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\n * @param startPoint inbound start point.\n * @param shoulder point target point for (both) spiral-to-line tangencies.\n * @return array with the computed spirals, or undefined if failure.\n */\n public static createLineSpiralSpiralLine(\n spiralType: IntegratedSpiralTypeName,\n startPoint: Point3d,\n shoulderPoint: Point3d,\n targetPoint: Point3d,\n ): GeometryQuery[] | undefined {\n const vectorAB = Vector3d.createStartEnd(startPoint, shoulderPoint);\n const vectorBC0 = Vector3d.createStartEnd(shoulderPoint, targetPoint);\n const referenceLength = vectorAB.magnitude();\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\n const lineTurnRadians = vectorAB.angleToXY(vectorBC0);\n const spiralTurnRadians = 0.5 * lineTurnRadians.radians;\n const radiansBC = radiansAB + lineTurnRadians.radians;\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\n const frameA = Transform.createRefs(startPoint.clone(), axesA);\n // We know how much it has to turn, and but not the length or end radius.\n // make a spiral of referenceLength and scale it back to the junction line\n const spiralARefLength = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength, undefined, frameA);\n if (spiralARefLength) {\n const midPlanePerpendicularRadians = radiansAB + spiralTurnRadians;\n const midPlanePerpendicularVector = Vector3d.createPolar(1.0, Angle.createRadians(midPlanePerpendicularRadians));\n const altitudeB = midPlanePerpendicularVector.dotProductStartEnd(startPoint, shoulderPoint);\n const altitudeSpiralEnd = midPlanePerpendicularVector.dotProductStartEnd(startPoint, spiralARefLength.endPoint());\n const scaleFactor = altitudeB / altitudeSpiralEnd;\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType, 0.0, undefined,\n Angle.createRadians(0), Angle.createRadians(spiralTurnRadians), referenceLength * scaleFactor, undefined, frameA)!;\n const distanceAB = vectorAB.magnitude();\n const vectorBC = Vector3d.createStartEnd(shoulderPoint, targetPoint);\n vectorBC.scaleToLength(distanceAB, vectorBC);\n const pointC = shoulderPoint.plus(vectorBC);\n const axesC = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansBC + Math.PI));\n const frameC = Transform.createRefs(pointC, axesC);\n const spiralC = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\n 0, -spiralA.radius01.x1, Angle.zero(), undefined, spiralA.curveLength(), Segment1d.create(1, 0), frameC)!;\n return [spiralA, spiralC];\n }\n return undefined;\n }\n /**\n * Compute 2 spirals (all in XY) for a symmetric line-to-line transition.\n * * Spiral length is given.\n * * tangency points float on both lines.\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\n * @param pointA inbound start point.\n * @param shoulder point target point for (both) spiral-to-line tangencies.\n * @param spiralLength for each part of the spiral pair.\n * @return array with the computed spirals, or undefined if failure.\n */\n public static createLineSpiralSpiralLineWithSpiralLength(\n spiralType: IntegratedSpiralTypeName,\n pointA: Point3d,\n pointB: Point3d,\n pointC: Point3d,\n spiralLength: number,\n ): GeometryQuery[] | undefined {\n const vectorAB = Vector3d.createStartEnd(pointA, pointB);\n const vectorBC = Vector3d.createStartEnd(pointB, pointC);\n const radiansAB = Math.atan2(vectorAB.y, vectorAB.x);\n const lineTurnAngle = vectorAB.angleToXY(vectorBC);\n const spiralTurnRadians = 0.5 * lineTurnAngle.radians;\n const bisectorRadians = 0.5 * (Math.PI - lineTurnAngle.radians);\n const radiansCB = Math.atan2(-vectorBC.y, -vectorBC.x);\n const spiralAB0 = IntegratedSpiral3d.createFrom4OutOf5(\n spiralType, 0, undefined,\n Angle.zero(), Angle.createRadians(spiralTurnRadians),\n spiralLength, undefined, Transform.createIdentity(),\n );\n if (spiralAB0) {\n const localEndPoint = spiralAB0.fractionToPoint(1);\n const distanceAB = pointA.distance(pointB);\n const distanceCB = pointC.distance(pointB);\n // The spiral eventually has to end on the bisector, at localEndPoint.y height from the inbound line\n // distance from shoulder to projection of that point to point E on the inbound line is\n const distanceBE = localEndPoint.y / Math.tan(bisectorRadians);\n const xFractionAB = Geometry.conditionalDivideFraction(distanceAB - distanceBE - localEndPoint.x, distanceAB);\n const xFractionCB = Geometry.conditionalDivideFraction(distanceCB - distanceBE - localEndPoint.x, distanceCB);\n if (xFractionAB !== undefined && xFractionCB !== undefined) {\n const axesA = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansAB));\n const frameAOrigin = pointA.interpolate(xFractionAB, pointB);\n const frameA = Transform.createRefs(frameAOrigin, axesA);\n const spiralAB = IntegratedSpiral3d.createFrom4OutOf5(\n spiralType, 0, undefined,\n Angle.zero(), Angle.createRadians(spiralTurnRadians),\n spiralLength, undefined, frameA,\n )!;\n const axesB = Matrix3d.createRotationAroundAxisIndex(AxisIndex.Z, Angle.createRadians(radiansCB));\n const frameBOrigin = pointC.interpolate(xFractionCB, pointB);\n const frameB = Transform.createRefs(frameBOrigin, axesB);\n const spiralBC = IntegratedSpiral3d.createFrom4OutOf5(\n spiralType, 0, undefined,\n Angle.zero(), Angle.createRadians(-spiralTurnRadians),\n spiralLength, undefined, frameB,\n )!;\n return [spiralAB, spiralBC];\n }\n }\n return undefined;\n }\n /**\n * Compute 2 spirals and an arc (all in XY) for a symmetric line-to-line transition.\n * Spiral lengths and arc radius are given (e.g., from design speed standards).\n * @param spiralType name of spiral type. THIS MUST BE AN \"Integrated\" SPIRAL TYPE.\n * @param pointA inbound start point.\n * @param pointB shoulder (target) point for (both) spiral-to-line tangencies.\n * @param lengthA inbound spiral length.\n * @param lengthB outbound spiral length.\n * @return array with the computed spirals, or undefined if failure.\n */\n public static createLineSpiralArcSpiralLine(\n spiralType: IntegratedSpiralTypeName,\n pointA: Point3d,\n pointB: Point3d,\n pointC: Point3d,\n lengthA: number,\n lengthB: number,\n arcRadius: number,\n ): GeometryQuery[] | undefined {\n const vectorAB = Vector3d.createStartEnd(pointA, pointB); vectorAB.z = 0;\n const vectorCB = Vector3d.createStartEnd(pointC, pointB); vectorCB.z = 0;\n const unitAB = vectorAB.normalize();\n const unitCB = vectorCB.normalize();\n if (unitAB === undefined || unitCB === undefined)\n return undefined;\n const unitPerpAB = unitAB.unitPerpendicularXY();\n const unitPerpCB = unitCB.unitPerpendicularXY();\n const thetaABC = vectorAB.angleToXY(vectorCB);\n const sideA = Geometry.split3WaySign(thetaABC.radians, 1, -1, -1);\n const sideB = - sideA;\n const radiusA = sideA * Math.abs(arcRadius);\n const radiusB = sideB * Math.abs(arcRadius);\n const spiralA = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\n 0, radiusA, Angle.zero(), undefined, lengthA, undefined, Transform.createIdentity())!;\n const spiralB = IntegratedSpiral3d.createFrom4OutOf5(spiralType,\n 0, radiusB, Angle.zero(), undefined, lengthB, undefined, Transform.createIdentity())!;\n const spiralEndA = spiralA.fractionToPointAndUnitTangent(1.0);\n const spiralEndB = spiralB.fractionToPointAndUnitTangent(1.0);\n // From the end of spiral, step away to arc center (and this is in local coordinates of each spiral)\n const sA = spiralEndA.origin.x - radiusA * spiralEndA.direction.y;\n const tA = spiralEndA.origin.y + radiusA * spiralEndA.direction.x;\n const sB = spiralEndB.origin.x - radiusB * spiralEndB.direction.y;\n const tB = spiralEndB.origin.y + radiusB * spiralEndB.direction.x;\n // Those local coordinates are rotated to unitAB and unitBC ...\n const vectorA = Vector3d.createAdd2Scaled(unitAB, sA, unitPerpAB, tA);\n const vectorB = Vector3d.createAdd2Scaled(unitCB, sB, unitPerpCB, tB);\n const uv = Vector2d.create();\n if (SmallSystem.linearSystem2d(\n unitAB.x, -unitCB.x,\n unitAB.y, -unitCB.y,\n vectorB.x - vectorA.x, vectorB.y - vectorA.y, uv)) {\n const tangencyAB = pointB.plusScaled(unitAB, uv.x);\n const tangencyCB = pointB.plusScaled(unitCB, uv.y);\n const frameA = Transform.createOriginAndMatrixColumns(tangencyAB, unitAB, unitPerpAB, Vector3d.unitZ());\n const frameB = Transform.createOriginAndMatrixColumns(tangencyCB, unitCB, unitPerpCB, Vector3d.unitZ());\n spiralA.tryTransformInPlace(frameA);\n spiralB.tryTransformInPlace(frameB);\n const rayA1 = spiralA.fractionToPointAndUnitTangent(1.0);\n const rayB0 = spiralB.fractionToPointAndUnitTangent(1.0);\n rayB0.direction.scaleInPlace(-1.0);\n const sweep = rayA1.direction.angleToXY(rayB0.direction);\n if (radiusA < 0)\n sweep.setRadians(- sweep.radians);\n const arc = CurveFactory.createArcPointTangentRadius(rayA1.origin, rayA1.direction, radiusA, undefined, sweep)!;\n return [spiralA, arc, spiralB];\n }\n return undefined;\n }\n /** Return the intersection point of 3 planes. */\n public static planePlaneIntersectionRay(\n planeA: PlaneAltitudeEvaluator, planeB: PlaneAltitudeEvaluator): Ray3d | undefined {\n const altitudeA = planeA.altitudeXYZ(0, 0, 0);\n const altitudeB = planeB.altitudeXYZ(0, 0, 0);\n const normalAx = planeA.normalX();\n const normalAy = planeA.normalY();\n const normalAz = planeA.normalZ();\n const normalBx = planeB.normalX();\n const normalBy = planeB.normalY();\n const normalBz = planeB.normalZ();\n const normalCx = Geometry.crossProductXYXY(normalAy, normalAz, normalBy, normalBz);\n const normalCy = Geometry.crossProductXYXY(normalAz, normalAx, normalBz, normalBx);\n const normalCz = Geometry.crossProductXYXY(normalAx, normalAy, normalBx, normalBy);\n const rayOrigin = SmallSystem.linearSystem3d(\n normalAx, normalAy, normalAz,\n normalBx, normalBy, normalBz,\n normalCx, normalCy, normalCz,\n -altitudeA, -altitudeB, 0.0);\n if (rayOrigin !== undefined) {\n return Ray3d.createXYZUVW(rayOrigin.x, rayOrigin.y, rayOrigin.z, normalCx, normalCy, normalCz);\n }\n return undefined;\n }\n}\n"]}
@@ -60,22 +60,22 @@ export declare class LineString3d extends CurvePrimitive implements BeJSONFuncti
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  get packedPoints(): GrowableXYZArray;
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  /**
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  * Return array of fraction parameters.
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- * * These Are only present during certain constructions such as faceting.
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+ * * These are only present during certain constructions such as faceting.
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  * * When present, these fractions are fractions of some other curve being stroked, and are NOT related to the
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  * linestring fraction parameters.
66
66
  */
67
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  get fractions(): GrowableFloat64Array | undefined;
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- /** Return the (optional) array of derivatives. These Are only present during certain constructions such as faceting. */
68
+ /** Return the (optional) array of derivatives. These are only present during certain constructions such as faceting. */
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  get packedDerivatives(): GrowableXYZArray | undefined;
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- /** Return the (optional) array of uv params. These Are only present during certain constructions such as faceting. */
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+ /** Return the (optional) array of uv parameters. These are only present during certain constructions such as faceting. */
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  get packedUVParams(): GrowableXYArray | undefined;
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- /** Return the (optional) array of surface normals. These Are only present during certain constructions such as faceting. */
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+ /** Return the (optional) array of surface normals. These are only present during certain constructions such as faceting. */
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  get packedSurfaceNormals(): GrowableXYZArray | undefined;
74
- /** Return the (optional) array of normal indices. These Are only present during certain constructions such as faceting. */
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+ /** Return the (optional) array of normal indices. These are only present during certain constructions such as faceting. */
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75
  get normalIndices(): GrowableFloat64Array | undefined;
76
- /** Return the (optional) array of param indices. These Are only present during certain constructions such as faceting. */
76
+ /** Return the (optional) array of uv parameter indices. These are only present during certain constructions such as faceting. */
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  get paramIndices(): GrowableFloat64Array | undefined;
78
- /** Return the (optional) array of point indices. These Are only present during certain constructions such as faceting. */
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+ /** Return the (optional) array of point indices. These are only present during certain constructions such as faceting. */
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  get pointIndices(): GrowableFloat64Array | undefined;
80
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  private constructor();
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  /** Clone this linestring and apply the transform to the clone points. */
@@ -289,7 +289,11 @@ export declare class LineString3d extends CurvePrimitive implements BeJSONFuncti
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  endPoint(): Point3d;
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  /** Reverse the points within the linestring. */
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  reverseInPlace(): void;
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- /** Apply `transform` to each point of this linestring. */
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+ /**
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+ * Apply `transform` to each point of this linestring.
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+ * * Note that this method always returns true. If transforming the surface normals fails (due to singular matrix or zero
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+ * normal), the original normal(s) are left unchanged.
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+ */
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  tryTransformInPlace(transform: Transform): boolean;
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  /** Sum the lengths of segments within the linestring */
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  curveLength(): number;
@@ -1 +1 @@
1
- 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1
+ 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@@ -66,6 +66,10 @@ function accumulateGoodUnitPerpendicular(points, vectorA, baseIndex, stepDirecti
66
66
  * @public
67
67
  */
68
68
  export class LineString3d extends CurvePrimitive {
69
+ static { this._workPointA = Point3d.create(); }
70
+ static { this._workPointB = Point3d.create(); }
71
+ static { this._workPointC = Point3d.create(); }
72
+ static { this._workRay = Ray3d.createXAxis(); }
69
73
  /** test if `other` is an instance of `LineString3d` */
70
74
  isSameGeometryClass(other) {
71
75
  return other instanceof LineString3d;
@@ -84,34 +88,34 @@ export class LineString3d extends CurvePrimitive {
84
88
  }
85
89
  /**
86
90
  * Return array of fraction parameters.
87
- * * These Are only present during certain constructions such as faceting.
91
+ * * These are only present during certain constructions such as faceting.
88
92
  * * When present, these fractions are fractions of some other curve being stroked, and are NOT related to the
89
93
  * linestring fraction parameters.
90
94
  */
91
95
  get fractions() {
92
96
  return this._fractions;
93
97
  }
94
- /** Return the (optional) array of derivatives. These Are only present during certain constructions such as faceting. */
98
+ /** Return the (optional) array of derivatives. These are only present during certain constructions such as faceting. */
95
99
  get packedDerivatives() {
96
100
  return this._derivatives;
97
101
  }
98
- /** Return the (optional) array of uv params. These Are only present during certain constructions such as faceting. */
102
+ /** Return the (optional) array of uv parameters. These are only present during certain constructions such as faceting. */
99
103
  get packedUVParams() {
100
104
  return this._uvParams;
101
105
  }
102
- /** Return the (optional) array of surface normals. These Are only present during certain constructions such as faceting. */
106
+ /** Return the (optional) array of surface normals. These are only present during certain constructions such as faceting. */
103
107
  get packedSurfaceNormals() {
104
108
  return this._surfaceNormals;
105
109
  }
106
- /** Return the (optional) array of normal indices. These Are only present during certain constructions such as faceting. */
110
+ /** Return the (optional) array of normal indices. These are only present during certain constructions such as faceting. */
107
111
  get normalIndices() {
108
112
  return this._normalIndices;
109
113
  }
110
- /** Return the (optional) array of param indices. These Are only present during certain constructions such as faceting. */
114
+ /** Return the (optional) array of uv parameter indices. These are only present during certain constructions such as faceting. */
111
115
  get paramIndices() {
112
116
  return this._uvIndices;
113
117
  }
114
- /** Return the (optional) array of point indices. These Are only present during certain constructions such as faceting. */
118
+ /** Return the (optional) array of point indices. These are only present during certain constructions such as faceting. */
115
119
  get pointIndices() {
116
120
  return this._pointIndices;
117
121
  }
@@ -693,11 +697,32 @@ export class LineString3d extends CurvePrimitive {
693
697
  reverseInPlace() {
694
698
  if (this._points.length >= 2) {
695
699
  this._points.reverseInPlace();
700
+ if (this._fractions) {
701
+ this._fractions.reverseInPlace();
702
+ for (let i = 0; i < this._fractions.length; ++i)
703
+ this._fractions.reassign(i, 1.0 - this._fractions.atUncheckedIndex(i));
704
+ }
696
705
  if (this._uvParams)
697
706
  this._uvParams.reverseInPlace();
707
+ if (this._derivatives) {
708
+ this._derivatives.reverseInPlace();
709
+ this._derivatives.scaleInPlace(-1.0);
710
+ }
711
+ if (this._surfaceNormals)
712
+ this._surfaceNormals.reverseInPlace();
713
+ if (this._pointIndices)
714
+ this._pointIndices.reverseInPlace();
715
+ if (this._uvIndices)
716
+ this._uvIndices.reverseInPlace();
717
+ if (this._normalIndices)
718
+ this._normalIndices.reverseInPlace();
698
719
  }
699
720
  }
700
- /** Apply `transform` to each point of this linestring. */
721
+ /**
722
+ * Apply `transform` to each point of this linestring.
723
+ * * Note that this method always returns true. If transforming the surface normals fails (due to singular matrix or zero
724
+ * normal), the original normal(s) are left unchanged.
725
+ */
701
726
  tryTransformInPlace(transform) {
702
727
  this._points.multiplyTransformInPlace(transform);
703
728
  if (this._derivatives)
@@ -1195,6 +1220,7 @@ export class LineString3d extends CurvePrimitive {
1195
1220
  }
1196
1221
  return status;
1197
1222
  }
1223
+ static { this._indexPoint = Point3d.create(); } // private point for addResolvedPoint
1198
1224
  /** @param fraction used to interpolate between points at index and index + 1 */
1199
1225
  addResolvedPoint(index, fraction, dest) {
1200
1226
  const n = this._points.length;
@@ -1403,11 +1429,6 @@ export class LineString3d extends CurvePrimitive {
1403
1429
  return detail;
1404
1430
  }
1405
1431
  }
1406
- LineString3d._workPointA = Point3d.create();
1407
- LineString3d._workPointB = Point3d.create();
1408
- LineString3d._workPointC = Point3d.create();
1409
- LineString3d._workRay = Ray3d.createXAxis();
1410
- LineString3d._indexPoint = Point3d.create(); // private point for addResolvedPoint
1411
1432
  /**
1412
1433
  * An AnnotatedLineString3d is a linestring with additional surface-related data attached to each point
1413
1434
  * * This is useful in facet construction.