@itwin/core-geometry 5.0.0-dev.99 → 5.1.0-dev.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (522) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/Constant.js.map +1 -1
  3. package/lib/cjs/Geometry.d.ts +11 -0
  4. package/lib/cjs/Geometry.d.ts.map +1 -1
  5. package/lib/cjs/Geometry.js +14 -0
  6. package/lib/cjs/Geometry.js.map +1 -1
  7. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  8. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  9. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  10. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  11. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  12. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  13. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  14. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  15. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  16. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  17. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  18. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  19. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  20. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  21. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  22. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  23. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  24. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  25. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  26. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  27. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  28. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  29. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  30. package/lib/cjs/core-geometry.js.map +1 -1
  31. package/lib/cjs/curve/Arc3d.d.ts +3 -1
  32. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  33. package/lib/cjs/curve/Arc3d.js +36 -0
  34. package/lib/cjs/curve/Arc3d.js.map +1 -1
  35. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  36. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  37. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  38. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  39. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  40. package/lib/cjs/curve/CurveExtendMode.d.ts +13 -5
  41. package/lib/cjs/curve/CurveExtendMode.d.ts.map +1 -1
  42. package/lib/cjs/curve/CurveExtendMode.js +19 -15
  43. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  44. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  45. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  46. package/lib/cjs/curve/CurveOps.js.map +1 -1
  47. package/lib/cjs/curve/CurvePrimitive.d.ts +67 -8
  48. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  49. package/lib/cjs/curve/CurvePrimitive.js +59 -6
  50. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  51. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  52. package/lib/cjs/curve/CurveTypes.js.map +1 -1
  53. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  54. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  55. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  56. package/lib/cjs/curve/LineString3d.d.ts +8 -7
  57. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  58. package/lib/cjs/curve/LineString3d.js +25 -22
  59. package/lib/cjs/curve/LineString3d.js.map +1 -1
  60. package/lib/cjs/curve/Loop.js.map +1 -1
  61. package/lib/cjs/curve/OffsetOptions.js.map +1 -1
  62. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  63. package/lib/cjs/curve/Path.js.map +1 -1
  64. package/lib/cjs/curve/PointString3d.js.map +1 -1
  65. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  66. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  67. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  68. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  69. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  70. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  71. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  72. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  73. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  74. package/lib/cjs/curve/RegionOps.js.map +1 -1
  75. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  76. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  77. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  78. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.d.ts +71 -0
  79. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.d.ts.map +1 -0
  80. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js +181 -0
  81. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -0
  82. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  83. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
  84. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  85. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  86. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.d.ts +21 -5
  87. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.d.ts.map +1 -1
  88. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js +42 -17
  89. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  90. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  91. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  92. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  93. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  94. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  95. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  96. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  97. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  98. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  99. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.d.ts +5 -3
  100. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.d.ts.map +1 -1
  101. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js +5 -3
  102. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  103. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  104. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  105. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  106. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  107. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  108. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  109. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  110. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  111. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  112. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  113. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  114. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  115. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  116. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  117. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  118. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  119. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  120. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  121. package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -1
  122. package/lib/cjs/geometry3d/AngleSweep.js +8 -8
  123. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  124. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  125. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  126. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  127. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  128. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  129. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  130. package/lib/cjs/geometry3d/GeometryHandler.d.ts +15 -16
  131. package/lib/cjs/geometry3d/GeometryHandler.d.ts.map +1 -1
  132. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  133. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  134. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  135. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  136. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  137. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  138. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  139. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  140. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  141. package/lib/cjs/geometry3d/Matrix3d.d.ts +10 -11
  142. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  143. package/lib/cjs/geometry3d/Matrix3d.js +11 -12
  144. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  145. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  146. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  147. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  148. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  149. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  150. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  151. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  152. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  153. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  154. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  155. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  156. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  157. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  158. package/lib/cjs/geometry3d/Range.js.map +1 -1
  159. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  160. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  161. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  162. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  163. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  164. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  165. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  166. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  167. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  168. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  169. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  170. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  171. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  172. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  173. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  174. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  175. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  176. package/lib/cjs/numerics/Complex.js.map +1 -1
  177. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  178. package/lib/cjs/numerics/Newton.js.map +1 -1
  179. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  180. package/lib/cjs/numerics/PolarData.js.map +1 -1
  181. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  182. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  183. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  184. package/lib/cjs/numerics/SmallSystem.js.map +1 -1
  185. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  186. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  187. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  188. package/lib/cjs/polyface/AuxData.js.map +1 -1
  189. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  190. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  191. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  192. package/lib/cjs/polyface/FacetOrientation.js +1 -1
  193. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  194. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  195. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  196. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  197. package/lib/cjs/polyface/IndexedPolyfaceWalker.js.map +1 -1
  198. package/lib/cjs/polyface/Polyface.js.map +1 -1
  199. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  200. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  201. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  202. package/lib/cjs/polyface/PolyfaceData.js +2 -0
  203. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  204. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  205. package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
  206. package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
  207. package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -1
  208. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
  209. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
  210. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
  211. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
  212. package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
  213. package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
  214. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  215. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  216. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  217. package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
  218. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  219. package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
  220. package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
  221. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  222. package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
  223. package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
  224. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  225. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  226. package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
  227. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  228. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  229. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  230. package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
  231. package/lib/cjs/solid/Box.js.map +1 -1
  232. package/lib/cjs/solid/Cone.js.map +1 -1
  233. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  234. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  235. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  236. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  237. package/lib/cjs/solid/Sphere.js.map +1 -1
  238. package/lib/cjs/solid/SweepContour.js.map +1 -1
  239. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  240. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  241. package/lib/cjs/topology/Graph.js.map +1 -1
  242. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
  243. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  244. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  245. package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
  246. package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
  247. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  248. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  249. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  250. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  251. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  252. package/lib/cjs/topology/MaskManager.js.map +1 -1
  253. package/lib/cjs/topology/Merging.js.map +1 -1
  254. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  255. package/lib/cjs/topology/SignedDataSummary.js.map +1 -1
  256. package/lib/cjs/topology/SpaceTriangulation.js.map +1 -1
  257. package/lib/cjs/topology/Triangulation.d.ts +3 -3
  258. package/lib/cjs/topology/Triangulation.d.ts.map +1 -1
  259. package/lib/cjs/topology/Triangulation.js +7 -7
  260. package/lib/cjs/topology/Triangulation.js.map +1 -1
  261. package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
  262. package/lib/esm/Constant.js.map +1 -1
  263. package/lib/esm/Geometry.d.ts +11 -0
  264. package/lib/esm/Geometry.d.ts.map +1 -1
  265. package/lib/esm/Geometry.js +14 -0
  266. package/lib/esm/Geometry.js.map +1 -1
  267. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  268. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  269. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  270. package/lib/esm/bspline/BSplineCurve3dH.js.map +1 -1
  271. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  272. package/lib/esm/bspline/BSplineSurface.js.map +1 -1
  273. package/lib/esm/bspline/Bezier1dNd.js.map +1 -1
  274. package/lib/esm/bspline/BezierCurve3d.js.map +1 -1
  275. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  276. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  277. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  278. package/lib/esm/bspline/KnotVector.js.map +1 -1
  279. package/lib/esm/bspline/SurfaceLocationDetail.js.map +1 -1
  280. package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
  281. package/lib/esm/clipping/BooleanClipFactory.js.map +1 -1
  282. package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
  283. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  284. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  285. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  286. package/lib/esm/clipping/ClipVector.js.map +1 -1
  287. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -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 Topology\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\nimport { Geometry } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\nimport { MultiLineStringDataVariant } from \"../geometry3d/IndexedXYZCollection\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Range3d } from \"../geometry3d/Range\";\nimport { ClusterableArray } from \"../numerics/ClusterableArray\";\nimport { SmallSystem } from \"../numerics/SmallSystem\";\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\nimport { HalfEdgePriorityQueueWithPartnerArray } from \"./HalfEdgePriorityQueue\";\nimport { RegularizationContext } from \"./RegularizeFace\";\nimport { Triangulator } from \"./Triangulation\";\n\nexport class GraphSplitData {\n public numUpEdge = 0;\n public numIntersectionTest = 0;\n public numSplit = 0;\n public numPopOut = 0;\n public numA0B0 = 0;\n public numA0B1 = 0;\n public constructor() {\n }\n}\n/**\n * Structure for data used when sorting outbound edges \"around a node\"\n */\nexport class VertexNeighborhoodSortData {\n public index: number;\n public radiusOfCurvature: number;\n public node: HalfEdge;\n public radians?: number;\n public constructor(index: number, key: number, node: HalfEdge, radians?: number) {\n this.index = index;\n this.radiusOfCurvature = key;\n this.node = node;\n this.radians = radians;\n }\n}\n\n/** Function signature for announcing a vertex neighborhood during sorting. */\nexport type AnnounceVertexNeighborhoodSortData = (data: VertexNeighborhoodSortData[]) => any;\n/**\n * * Assorted methods used in algorithms on HalfEdgeGraph.\n * @internal\n */\nexport class HalfEdgeGraphOps {\n\n /** Compare function for sorting with primary y compare, secondary x compare. */\n public static compareNodesYXUp(a: HalfEdge, b: HalfEdge) {\n // Check y's\n // if (!Geometry.isSameCoordinate(a.y, b.y))\n if (a.y < b.y)\n return -1;\n else if (a.y > b.y)\n return 1;\n // Check x's\n // if (!Geometry.isSameCoordinate(a.x, b.x))\n if (a.x < b.x)\n return -1;\n else if (a.x > b.x)\n return 1;\n return 0;\n }\n\n /** Return true if nodeB (a) is lower than both its neighbors and (b) inflects as a downward peak (rather than an upward trough) */\n public static isDownPeak(nodeB: HalfEdge) {\n const nodeA = nodeB.facePredecessor;\n const nodeC = nodeB.faceSuccessor;\n return this.compareNodesYXUp(nodeB, nodeA) < 0\n && this.compareNodesYXUp(nodeB, nodeC) < 0\n && this.crossProductToTargets(nodeB, nodeA, nodeC) > 0;\n }\n\n /** return the cross product of vectors from base to targetA and base to targetB\n * @param base base vertex of both vectors.\n * @param targetA target vertex of first vector\n * @param targetB target vertex of second vector\n */\n public static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number {\n return Geometry.crossProductXYXY(targetA.x - base.x, targetA.y - base.y, targetB.x - base.x, targetB.y - base.y);\n }\n\n // ---------------------------------------------------------------------------------------------------------------------\n // ----------------------------------------------------------------------------------------------------------------------\n\n public static graphRange(graph: HalfEdgeGraph): Range3d {\n const range = Range3d.create();\n for (const node of graph.allHalfEdges) {\n range.extendXYZ(node.x, node.y, node.z);\n }\n return range;\n }\n /** Returns an array of all nodes (both ends) of edges created from segments. */\n public static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[] {\n const result = [];\n let idxCounter = 0;\n\n // Push the endpoints of each segment onto arr[] in the form {(x, y, theta), Node}\n for (const segment of segments) {\n\n const node0 = returnGraph.createEdgeXYZXYZ(\n segment.point0Ref.x, segment.point0Ref.y, segment.point0Ref.z,\n idxCounter,\n segment.point1Ref.x, segment.point1Ref.y, segment.point1Ref.z,\n idxCounter + 1);\n\n const node1 = node0.edgeMate;\n idxCounter += 2;\n\n node0.setMaskAroundFace(mask); // Original given coordinates must be part of boundary\n result.push(node0);\n result.push(node1);\n }\n\n return result;\n }\n\n /**\n * * Visit all nodes in `graph`.\n * * invoke `pinch(node, vertexPredecessor)`\n * * this leaves the graph as isolated edges.\n * @param graph graph to modify\n */\n public static isolateAllEdges(graph: HalfEdgeGraph) {\n for (const nodeA of graph.allHalfEdges) {\n const nodeB = nodeA.vertexPredecessor;\n HalfEdge.pinch(nodeA, nodeB);\n }\n }\n /**\n * Compute convexity of a sector of a super-face.\n * @param base node whose edge is to be tested for removal\n * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity\n * @param barrier edges with this mask (on either side) will not be removed\n * @param signedAreaTol optional signed area tolerance to use in test for parallel vectors\n * @return whether removing the edge at base would create a convex sector in the super-face\n */\n private static isSectorConvexAfterEdgeRemoval(base: HalfEdge, ignore: HalfEdgeMask, barrier: HalfEdgeMask, signedAreaTol: number = 0): boolean {\n let vs = base;\n do { // loop ccw around vertex looking for a super-face predecessor\n if (vs.isMaskSet(barrier) || vs.edgeMate.isMaskSet(barrier))\n break;\n vs = vs.vertexSuccessor;\n } while (vs !== base && vs.isMaskSet(ignore));\n if (vs === base)\n return false;\n let vp = base;\n do { // loop cw around vertex looking for a super-face successor\n if (vp.isMaskSet(barrier) || vp.edgeMate.isMaskSet(barrier))\n break;\n vp = vp.vertexPredecessor;\n } while (vp !== base && vp.isMaskSet(ignore));\n if (vp === base)\n return false;\n return HalfEdge.isSectorConvex(vs.edgeMate, base, vp.faceSuccessor, signedAreaTol);\n }\n /**\n * Mask edges between faces if the union of the faces is convex.\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\n * Best results when input faces are convex.\n * @param graph graph to examine and mark\n * @param mark the mask used to mark (both sides of) removable edges\n * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\n * @return number of edges masked (half the number of HalfEdges masked)\n */\n public static markRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, mark: HalfEdgeMask, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\n if (HalfEdgeMask.NULL_MASK === mark)\n return 0;\n const visit = graph.grabMask(true);\n let numMarked = 0;\n for (const node of graph.allHalfEdges) {\n if (!node.isMaskSet(visit)) {\n if (!node.isMaskSet(barrier) && !node.edgeMate.isMaskSet(barrier)) {\n // tol based on areas of *original* faces on each side of the edge to be removed\n const signedAreaTol = Geometry.smallMetricDistanceSquared * (node.signedFaceArea() + node.edgeMate.signedFaceArea());\n if (this.isSectorConvexAfterEdgeRemoval(node, mark, barrier, signedAreaTol) && this.isSectorConvexAfterEdgeRemoval(node.edgeMate, mark, barrier, signedAreaTol)) {\n node.setMaskAroundEdge(mark);\n ++numMarked;\n }\n }\n }\n node.setMaskAroundEdge(visit);\n }\n graph.dropMask(visit);\n return numMarked;\n }\n /**\n * Collect edges between faces if the union of the faces is convex.\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\n * Best results when input faces are convex.\n * @param graph graph to examine\n * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\n * @return one HalfEdge per removable edge\n */\n public static collectRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): HalfEdge[] | undefined {\n const removable: HalfEdge[] = [];\n const mark = graph.grabMask(true);\n if (0 < this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier)) {\n const visited = graph.grabMask(true);\n for (const node of graph.allHalfEdges) {\n if (node.isMaskSet(mark) && !node.isMaskSet(visited)) {\n node.setMaskAroundEdge(visited);\n removable.push(node);\n }\n }\n graph.dropMask(visited);\n }\n graph.dropMask(mark);\n return removable;\n }\n\n /**\n * Remove edges between faces if the union of the faces is convex.\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\n * Best results when input faces are convex.\n * @param graph graph to modify\n * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\n * @return number of edges deleted\n */\n public static expandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\n const mark = graph.grabMask(true);\n const numRemovedEdges = this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier);\n if (numRemovedEdges > 0) {\n const numYankedEdges = 0.5 * graph.yankAndDeleteEdges((node: HalfEdge) => node.getMask(mark));\n assert(numYankedEdges === numRemovedEdges);\n }\n graph.dropMask(mark);\n return numRemovedEdges;\n }\n\n /**\n * Test desired faces for convexity.\n * @param graph graph to examine\n * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.\n * @return whether every face in the graph is convex\n */\n public static isEveryFaceConvex(graph: HalfEdgeGraph, avoid: HalfEdgeMask = HalfEdgeMask.EXTERIOR): boolean {\n const allFaces = graph.collectFaceLoops();\n for (const node of allFaces) {\n if (node.isMaskedAroundFace(avoid))\n continue;\n if (!node.isFaceConvex())\n return false;\n }\n return true;\n }\n}\n\n/**\n * Note: this class uses hardcoded micrometer coordinate/cluster tolerance throughout.\n * @internal\n */\nexport class HalfEdgeGraphMerge {\n // return kC such that all angles k are equal, with kA <= k < kC <= kB.\n // * Assume: angles k are stored at extra data index 0.\n // * Note that the usual case (when angle at kA is not repeated) is kA+1 === kC\n public static getCommonThetaEndIndex(clusters: ClusterableArray, order: Uint32Array, kA: number, kB: number): number {\n let kC = kA + 1;\n const thetaA = clusters.getExtraData(order[kA], 0);\n while (kC < kB) {\n const thetaB = clusters.getExtraData(order[kC], 0);\n if (!Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\n return kC;\n }\n kC++;\n }\n return kC;\n }\n private static _announceVertexNeighborhoodFunction?: AnnounceVertexNeighborhoodSortData;\n /**\n * public property setter for a function to be called with sorted edge data around a vertex.\n */\n public static set announceVertexNeighborhoodFunction(func: AnnounceVertexNeighborhoodSortData | undefined) { this._announceVertexNeighborhoodFunction = func; }\n private static doAnnounceVertexNeighborhood(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\n if (this._announceVertexNeighborhoodFunction) {\n const sortData: VertexNeighborhoodSortData[] = [];\n // build and share the entire vertex order\n for (let k = k0; k < k1; k++) {\n const index = clusters.getExtraData(order[k], 1);\n const theta = clusters.getExtraData(order[k], 0);\n const node = allNodes[index];\n const signedDistance = this.curvatureSortKey(node);\n sortData.push(new VertexNeighborhoodSortData(order[k], signedDistance, node, theta));\n }\n this._announceVertexNeighborhoodFunction(sortData);\n }\n\n }\n // assumptions about cluster array:\n // * data order is: x,y,theta,nodeIndex\n // * theta and nodeIndex are the \"extra\" data.\n // * only want to do anything here when curves are present.\n // * k0<=k<k1 are around a vertex\n // * These are sorted by theta.\n private static secondarySortAroundVertex(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\n const sortData: VertexNeighborhoodSortData[] = [];\n\n for (let k = k0; k < k1;) {\n const kB = this.getCommonThetaEndIndex(clusters, order, k, k1);\n if (k + 1 < kB) {\n sortData.length = 0;\n for (let kA = k; kA < kB; kA++) {\n const index = clusters.getExtraData(order[kA], 1);\n const node = allNodes[index];\n const signedDistance = this.curvatureSortKey(node);\n sortData.push(new VertexNeighborhoodSortData(order[kA], signedDistance, node));\n }\n sortData.sort((a: VertexNeighborhoodSortData, b: VertexNeighborhoodSortData) => (a.radiusOfCurvature - b.radiusOfCurvature));\n for (let i = 0; i < sortData.length; i++) {\n order[k + i] = sortData[i].index;\n }\n }\n k = kB;\n }\n }\n /** Return the sort key for sorting by curvature.\n * * This is the signed distance from the curve at the edge start, to center of curvature.\n * * NOTE: Currently does not account for higher derivatives in the case of higher-than-tangent match.\n */\n public static curvatureSortKey(node: HalfEdge): number {\n const cld = node.edgeTag as CurveLocationDetail;\n if (cld !== undefined) {\n const fraction = cld.fraction;\n const curve = cld.curve;\n if (curve) {\n let radius = curve.fractionToSignedXYRadiusOfCurvature(fraction);\n if (node.sortData !== undefined && node.sortData < 0)\n radius = -radius;\n return radius;\n }\n }\n return 0.0;\n }\n /** Whether the HalfEdge is part of a null face, as marked by [[clusterAndMergeXYTheta]]. */\n public static isNullFace(node: HalfEdge): boolean {\n return node.isMaskSet(HalfEdgeMask.NULL_FACE) && node.faceSuccessor.isMaskSet(HalfEdgeMask.NULL_FACE) && node === node.faceSuccessor.faceSuccessor;\n }\n /** Simplest merge algorithm:\n * * collect array of (x,y,theta) at all nodes\n * * lexical sort of the array.\n * * twist all vertices together.\n * * This effectively creates valid face loops for a planar subdivision if there are no edge crossings.\n * * If there are edge crossings, the graph can be a (highly complicated) Klein bottle topology.\n * * Mask.NULL_FACE is cleared throughout and applied within null faces.\n */\n public static clusterAndMergeXYTheta(graph: HalfEdgeGraph, outboundRadiansFunction?: (he: HalfEdge) => number) {\n const allNodes = graph.allHalfEdges;\n const numNodes = allNodes.length;\n graph.clearMask(HalfEdgeMask.NULL_FACE);\n const clusters = new ClusterableArray(2, 2, numNodes); // data order: x,y,theta,nodeIndex. But theta is not set in first round.\n for (let i = 0; i < numNodes; i++) {\n const nodeA = allNodes[i];\n const xA = nodeA.x;\n const yA = nodeA.y;\n HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.\n clusters.addDirect(xA, yA, 0.0, i);\n }\n const clusterTol = Geometry.smallMetricDistance;\n const order = clusters.clusterIndicesLexical(clusterTol);\n let k0 = 0;\n const numK = order.length;\n for (let k1 = 0; k1 < numK; k1++) {\n if (order[k1] === ClusterableArray.clusterTerminator) {\n // nodes identified in order[k0]..order[k1-1] are at a vertex cluster; equate their xy\n if (k1 > k0) {\n const iA = clusters.getExtraData(order[k0], 1);\n const nodeA0 = allNodes[iA];\n for (let k = k0 + 1; k < k1; k++) {\n const iB = clusters.getExtraData(order[k], 1);\n const nodeB = allNodes[iB];\n nodeB.x = nodeA0.x;\n nodeB.y = nodeA0.y;\n }\n }\n k0 = k1 + 1;\n }\n }\n // NOW\n // 1) There are identical coordinates at all nodes around each vertex loop.\n // 2) Hence ready do sort (at each vertex) by theta.\n\n // insert theta as extra data in the sort table . . .\n for (const clusterTableIndex of order) {\n if (clusterTableIndex !== ClusterableArray.clusterTerminator) {\n const nodeA = allNodes[clusterTableIndex];\n const nodeB = nodeA.faceSuccessor;\n let getPrecomputedRadians = outboundRadiansFunction;\n if (getPrecomputedRadians) {\n // Recompute theta when edge geometry is completely determined by the vertices, which may have been perturbed by clustering.\n const detail = nodeA.edgeTag as CurveLocationDetail;\n if (undefined === detail || undefined === detail.curve || detail.curve instanceof LineSegment3d)\n getPrecomputedRadians = undefined;\n }\n let radians = getPrecomputedRadians ? getPrecomputedRadians(nodeA) : Math.atan2(nodeB.y - nodeA.y, nodeB.x - nodeA.x);\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, -Math.PI))\n radians = Math.PI;\n clusters.setExtraData(clusterTableIndex, 0, radians);\n }\n }\n clusters.sortSubsetsBySingleKey(order, 2);\n const unmatchedNullFaceNodes: HalfEdge[] = [];\n k0 = 0;\n let thetaA, thetaB;\n // GeometryCoreTestIO.consoleLog(\"START VERTEX LINKS\");\n\n // now pinch each neighboring pair together\n for (let k1 = 0; k1 < numK; k1++) {\n if (order[k1] === ClusterableArray.clusterTerminator) {\n // nodes identified in order[k0]..order[k1-1] are properly sorted around a vertex.\n if (k1 > k0) {\n // const xy = clusters.getPoint2d(order[k0]);\n // GeometryCoreTestIO.consoleLog({ k0, k1, x: xy.x, y: xy.y });\n if (k1 > k0 + 1)\n this.secondarySortAroundVertex(clusters, order, allNodes, k0, k1);\n this.doAnnounceVertexNeighborhood(clusters, order, allNodes, k0, k1);\n const iA = clusters.getExtraData(order[k0], 1);\n thetaA = clusters.getExtraData(order[k0], 0);\n const nodeA0 = allNodes[iA];\n let nodeA = nodeA0;\n for (let k = k0 + 1; k < k1; k++) {\n const iB = clusters.getExtraData(order[k], 1);\n thetaB = clusters.getExtraData(order[k], 0);\n const nodeB = allNodes[iB];\n if (nodeA.isMaskSet(HalfEdgeMask.NULL_FACE)) {\n // nope, this edge was flagged and pinched from the other end.\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\n if (j >= 0) {\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\n unmatchedNullFaceNodes.pop();\n }\n nodeA = nodeB;\n thetaA = thetaB;\n } else if (nodeB.isMaskSet(HalfEdgeMask.NULL_FACE)) {\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeB === node);\n if (j >= 0) {\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\n unmatchedNullFaceNodes.pop();\n }\n // NO leave nodeA and thetaA ignore nodeB -- later step will get the outside of its banana.\n } else {\n HalfEdge.pinch(nodeA, nodeB);\n\n // Detect null face using the heuristic:\n // * near vertex angles are same (periodic, toleranced)\n // * far vertex is clustered (exactly equal)\n // * near vertex curvatures are same (toleranced)\n // Note that near vertex is already clustered.\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\n const nodeA1 = nodeA.faceSuccessor;\n const nodeB1 = nodeB.edgeMate;\n if (nodeA1.isEqualXY(nodeB1)) {\n const cA = this.curvatureSortKey(nodeA);\n const cB = this.curvatureSortKey(nodeB);\n if (Geometry.isSameCoordinate(cA, cB, clusterTol)) { // rule out banana\n HalfEdge.pinch(nodeA1, nodeB1);\n nodeA.setMask(HalfEdgeMask.NULL_FACE);\n nodeB1.setMask(HalfEdgeMask.NULL_FACE);\n unmatchedNullFaceNodes.push(nodeB1);\n }\n }\n }\n nodeA = nodeB;\n thetaA = thetaB;\n }\n }\n }\n k0 = k1 + 1;\n }\n }\n }\n\n private static buildVerticalSweepPriorityQueue(graph: HalfEdgeGraph): HalfEdgePriorityQueueWithPartnerArray {\n const sweepHeap = new HalfEdgePriorityQueueWithPartnerArray();\n for (const p of graph.allHalfEdges) {\n\n if (HalfEdgeGraphOps.compareNodesYXUp(p, p.faceSuccessor) < 0) {\n sweepHeap.priorityQueue.push(p);\n }\n }\n return sweepHeap;\n }\n private static snapFractionToNode(xy: Point2d, fraction: number, node: HalfEdge, nodeFraction: number): number {\n if (Geometry.isSameCoordinate(xy.x, node.x) && Geometry.isSameCoordinate(xy.y, node.y))\n return nodeFraction;\n return fraction;\n }\n private static computeIntersectionFractionsOnEdges(nodeA0: HalfEdge, nodeB0: HalfEdge, fractions: Vector2d, pointA: Point2d, pointB: Point2d): boolean {\n const nodeA1 = nodeA0.faceSuccessor;\n const ax0 = nodeA0.x;\n const ay0 = nodeA0.y;\n const ux = nodeA1.x - ax0;\n const uy = nodeA1.y - ay0;\n const nodeB1 = nodeB0.faceSuccessor;\n const bx0 = nodeB0.x;\n const by0 = nodeB0.y;\n const vx = nodeB1.x - bx0;\n const vy = nodeB1.y - by0;\n // cspell:word lineSegmentXYUVTransverseIntersectionUnbounded\n if (SmallSystem.lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy,\n bx0, by0, vx, vy, fractions)) {\n pointA.x = ax0 + fractions.x * ux;\n pointA.y = ay0 + fractions.x * uy;\n pointB.x = bx0 + fractions.y * vx;\n pointB.y = by0 + fractions.y * vy;\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA0, 0.0);\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA1, 1.0);\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB0, 0.0);\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB1, 1.0);\n return Geometry.isIn01(fractions.x) && Geometry.isIn01(fractions.y);\n }\n return false;\n }\n /**\n * Split edges at intersections.\n * * This is a large operation.\n * @param graph\n */\n public static splitIntersectingEdges(graph: HalfEdgeGraph): GraphSplitData {\n const data = new GraphSplitData();\n const sweepHeap = this.buildVerticalSweepPriorityQueue(graph);\n let nodeA0, nodeB1;\n const smallFraction = 1.0e-8;\n const largeFraction = 1.0 - smallFraction;\n let i;\n const fractions = Vector2d.create();\n const pointA = Point2d.create();\n const pointB = Point2d.create();\n let nodeB0;\n const popTolerance = Geometry.smallMetricDistance;\n while (undefined !== (nodeA0 = sweepHeap.priorityQueue.pop())) {\n data.numUpEdge++;\n const n0 = sweepHeap.activeEdges.length;\n sweepHeap.removeArrayMembersWithY1Below(nodeA0.y - popTolerance);\n data.numPopOut += n0 - sweepHeap.activeEdges.length;\n for (i = 0; i < sweepHeap.activeEdges.length; i++) {\n nodeB0 = sweepHeap.activeEdges[i];\n nodeB1 = nodeB0.faceSuccessor;\n // const nodeB1 = nodeB0.faceSuccessor;\n if (Geometry.isSameCoordinateXY(nodeA0.x, nodeA0.y, nodeB0.x, nodeB0.y)) {\n data.numA0B0++;\n } else if (Geometry.isSameCoordinateXY(nodeB1.x, nodeB1.y, nodeA0.x, nodeA0.y)) {\n data.numA0B1++;\n } else {\n data.numIntersectionTest++;\n if (this.computeIntersectionFractionsOnEdges(nodeA0, nodeB0, fractions, pointA, pointB)) {\n if (fractions.x > smallFraction && fractions.x < largeFraction) {\n const nodeC0 = graph.splitEdgeAtFraction(nodeA0, fractions.x);\n sweepHeap.priorityQueue.push(nodeC0); // The upper portion will be reviewed as a nodeA0 later !!!\n data.numSplit++;\n }\n if (fractions.y > smallFraction && fractions.y < largeFraction) {\n const nodeD0 = graph.splitEdgeAtFraction(nodeB0, fractions.y);\n sweepHeap.priorityQueue.push(nodeD0); // The upper portion will be reviewed as a nodeA0 later !!!\n data.numSplit++;\n }\n // existing nodeA0 and its shortened edge remain for further intersections\n }\n }\n }\n sweepHeap.activeEdges.push(nodeA0);\n }\n return data;\n }\n\n /**\n * Returns a graph structure formed from the given LineSegment array\n *\n * * Find all intersections among segments, and split them if necessary\n * * Record endpoints of every segment in the form X, Y, Theta; This information is stored as a new node and sorted to match up\n * vertices.\n * * For vertices that match up, pinch the nodes to create vertex loops, which in closed objects, will also eventually form face\n * loops\n */\n public static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph {\n // Structure of an index of the array: { xyTheta: Point3d, node: Node }\n const graph = new HalfEdgeGraph();\n HalfEdgeGraphOps.segmentArrayToGraphEdges(lineSegments, graph, HalfEdgeMask.BOUNDARY_EDGE);\n this.splitIntersectingEdges(graph);\n this.clusterAndMergeXYTheta(graph);\n return graph;\n }\n\n /**\n * * Input is random linestrings, not necessarily loops\n * * Graph gets full splitEdges, regularize (optional), and triangulate.\n * @returns graph, or undefined if bad data.\n */\n public static formGraphFromChains(chains: MultiLineStringDataVariant, regularize: boolean = true, mask: HalfEdgeMask = HalfEdgeMask.PRIMARY_EDGE): HalfEdgeGraph | undefined {\n if (chains.length < 1)\n return undefined;\n const graph = new HalfEdgeGraph();\n const chainSeeds = Triangulator.directCreateChainsFromCoordinates(graph, chains);\n for (const seed of chainSeeds)\n seed.setMaskAroundFace(mask);\n\n this.splitIntersectingEdges(graph);\n this.clusterAndMergeXYTheta(graph);\n if (regularize) {\n const context = new RegularizationContext(graph);\n context.regularizeGraph(true, true);\n }\n return graph;\n }\n\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\r\nimport { LineSegment3d } from \"../curve/LineSegment3d\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\nimport { MultiLineStringDataVariant } from \"../geometry3d/IndexedXYZCollection\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Range3d } from \"../geometry3d/Range\";\r\nimport { ClusterableArray } from \"../numerics/ClusterableArray\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgePriorityQueueWithPartnerArray } from \"./HalfEdgePriorityQueue\";\r\nimport { RegularizationContext } from \"./RegularizeFace\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\nexport class GraphSplitData {\r\n public numUpEdge = 0;\r\n public numIntersectionTest = 0;\r\n public numSplit = 0;\r\n public numPopOut = 0;\r\n public numA0B0 = 0;\r\n public numA0B1 = 0;\r\n public constructor() {\r\n }\r\n}\r\n/**\r\n * Structure for data used when sorting outbound edges \"around a node\"\r\n */\r\nexport class VertexNeighborhoodSortData {\r\n public index: number;\r\n public radiusOfCurvature: number;\r\n public node: HalfEdge;\r\n public radians?: number;\r\n public constructor(index: number, key: number, node: HalfEdge, radians?: number) {\r\n this.index = index;\r\n this.radiusOfCurvature = key;\r\n this.node = node;\r\n this.radians = radians;\r\n }\r\n}\r\n\r\n/** Function signature for announcing a vertex neighborhood during sorting. */\r\nexport type AnnounceVertexNeighborhoodSortData = (data: VertexNeighborhoodSortData[]) => any;\r\n/**\r\n * * Assorted methods used in algorithms on HalfEdgeGraph.\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphOps {\r\n\r\n /** Compare function for sorting with primary y compare, secondary x compare. */\r\n public static compareNodesYXUp(a: HalfEdge, b: HalfEdge) {\r\n // Check y's\r\n // if (!Geometry.isSameCoordinate(a.y, b.y))\r\n if (a.y < b.y)\r\n return -1;\r\n else if (a.y > b.y)\r\n return 1;\r\n // Check x's\r\n // if (!Geometry.isSameCoordinate(a.x, b.x))\r\n if (a.x < b.x)\r\n return -1;\r\n else if (a.x > b.x)\r\n return 1;\r\n return 0;\r\n }\r\n\r\n /** Return true if nodeB (a) is lower than both its neighbors and (b) inflects as a downward peak (rather than an upward trough) */\r\n public static isDownPeak(nodeB: HalfEdge) {\r\n const nodeA = nodeB.facePredecessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n return this.compareNodesYXUp(nodeB, nodeA) < 0\r\n && this.compareNodesYXUp(nodeB, nodeC) < 0\r\n && this.crossProductToTargets(nodeB, nodeA, nodeC) > 0;\r\n }\r\n\r\n /** return the cross product of vectors from base to targetA and base to targetB\r\n * @param base base vertex of both vectors.\r\n * @param targetA target vertex of first vector\r\n * @param targetB target vertex of second vector\r\n */\r\n public static crossProductToTargets(base: HalfEdge, targetA: HalfEdge, targetB: HalfEdge): number {\r\n return Geometry.crossProductXYXY(targetA.x - base.x, targetA.y - base.y, targetB.x - base.x, targetB.y - base.y);\r\n }\r\n\r\n // ---------------------------------------------------------------------------------------------------------------------\r\n // ----------------------------------------------------------------------------------------------------------------------\r\n\r\n public static graphRange(graph: HalfEdgeGraph): Range3d {\r\n const range = Range3d.create();\r\n for (const node of graph.allHalfEdges) {\r\n range.extendXYZ(node.x, node.y, node.z);\r\n }\r\n return range;\r\n }\r\n /** Returns an array of all nodes (both ends) of edges created from segments. */\r\n public static segmentArrayToGraphEdges(segments: LineSegment3d[], returnGraph: HalfEdgeGraph, mask: HalfEdgeMask): HalfEdge[] {\r\n const result = [];\r\n let idxCounter = 0;\r\n\r\n // Push the endpoints of each segment onto arr[] in the form {(x, y, theta), Node}\r\n for (const segment of segments) {\r\n\r\n const node0 = returnGraph.createEdgeXYZXYZ(\r\n segment.point0Ref.x, segment.point0Ref.y, segment.point0Ref.z,\r\n idxCounter,\r\n segment.point1Ref.x, segment.point1Ref.y, segment.point1Ref.z,\r\n idxCounter + 1);\r\n\r\n const node1 = node0.edgeMate;\r\n idxCounter += 2;\r\n\r\n node0.setMaskAroundFace(mask); // Original given coordinates must be part of boundary\r\n result.push(node0);\r\n result.push(node1);\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * * Visit all nodes in `graph`.\r\n * * invoke `pinch(node, vertexPredecessor)`\r\n * * this leaves the graph as isolated edges.\r\n * @param graph graph to modify\r\n */\r\n public static isolateAllEdges(graph: HalfEdgeGraph) {\r\n for (const nodeA of graph.allHalfEdges) {\r\n const nodeB = nodeA.vertexPredecessor;\r\n HalfEdge.pinch(nodeA, nodeB);\r\n }\r\n }\r\n /**\r\n * Compute convexity of a sector of a super-face.\r\n * @param base node whose edge is to be tested for removal\r\n * @param ignore edges with this mask (on either side) are ignored for the purposes of computing convexity\r\n * @param barrier edges with this mask (on either side) will not be removed\r\n * @param signedAreaTol optional signed area tolerance to use in test for parallel vectors\r\n * @return whether removing the edge at base would create a convex sector in the super-face\r\n */\r\n private static isSectorConvexAfterEdgeRemoval(base: HalfEdge, ignore: HalfEdgeMask, barrier: HalfEdgeMask, signedAreaTol: number = 0): boolean {\r\n let vs = base;\r\n do { // loop ccw around vertex looking for a super-face predecessor\r\n if (vs.isMaskSet(barrier) || vs.edgeMate.isMaskSet(barrier))\r\n break;\r\n vs = vs.vertexSuccessor;\r\n } while (vs !== base && vs.isMaskSet(ignore));\r\n if (vs === base)\r\n return false;\r\n let vp = base;\r\n do { // loop cw around vertex looking for a super-face successor\r\n if (vp.isMaskSet(barrier) || vp.edgeMate.isMaskSet(barrier))\r\n break;\r\n vp = vp.vertexPredecessor;\r\n } while (vp !== base && vp.isMaskSet(ignore));\r\n if (vp === base)\r\n return false;\r\n return HalfEdge.isSectorConvex(vs.edgeMate, base, vp.faceSuccessor, signedAreaTol);\r\n }\r\n /**\r\n * Mask edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine and mark\r\n * @param mark the mask used to mark (both sides of) removable edges\r\n * @param barrier edges with this mask (on either side) will not be marked. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges masked (half the number of HalfEdges masked)\r\n */\r\n public static markRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, mark: HalfEdgeMask, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n if (HalfEdgeMask.NULL_MASK === mark)\r\n return 0;\r\n const visit = graph.grabMask(true);\r\n let numMarked = 0;\r\n for (const node of graph.allHalfEdges) {\r\n if (!node.isMaskSet(visit)) {\r\n if (!node.isMaskSet(barrier) && !node.edgeMate.isMaskSet(barrier)) {\r\n // tol based on areas of *original* faces on each side of the edge to be removed\r\n const signedAreaTol = Geometry.smallMetricDistanceSquared * (node.signedFaceArea() + node.edgeMate.signedFaceArea());\r\n if (this.isSectorConvexAfterEdgeRemoval(node, mark, barrier, signedAreaTol) && this.isSectorConvexAfterEdgeRemoval(node.edgeMate, mark, barrier, signedAreaTol)) {\r\n node.setMaskAroundEdge(mark);\r\n ++numMarked;\r\n }\r\n }\r\n }\r\n node.setMaskAroundEdge(visit);\r\n }\r\n graph.dropMask(visit);\r\n return numMarked;\r\n }\r\n /**\r\n * Collect edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to examine\r\n * @param barrier edges with this mask (on either side) will not be collected. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return one HalfEdge per removable edge\r\n */\r\n public static collectRemovableEdgesToExpandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): HalfEdge[] | undefined {\r\n const removable: HalfEdge[] = [];\r\n const mark = graph.grabMask(true);\r\n if (0 < this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier)) {\r\n const visited = graph.grabMask(true);\r\n for (const node of graph.allHalfEdges) {\r\n if (node.isMaskSet(mark) && !node.isMaskSet(visited)) {\r\n node.setMaskAroundEdge(visited);\r\n removable.push(node);\r\n }\r\n }\r\n graph.dropMask(visited);\r\n }\r\n graph.dropMask(mark);\r\n return removable;\r\n }\r\n\r\n /**\r\n * Remove edges between faces if the union of the faces is convex.\r\n * Uses a greedy algorithm with no regard to quality of resulting convex faces.\r\n * Best results when input faces are convex.\r\n * @param graph graph to modify\r\n * @param barrier edges with this mask (on either side) will not be removed. Defaults to HalfEdgeMask.BOUNDARY_EDGE.\r\n * @return number of edges deleted\r\n */\r\n public static expandConvexFaces(graph: HalfEdgeGraph, barrier: HalfEdgeMask = HalfEdgeMask.BOUNDARY_EDGE): number {\r\n const mark = graph.grabMask(true);\r\n const numRemovedEdges = this.markRemovableEdgesToExpandConvexFaces(graph, mark, barrier);\r\n if (numRemovedEdges > 0) {\r\n const numYankedEdges = 0.5 * graph.yankAndDeleteEdges((node: HalfEdge) => node.getMask(mark));\r\n assert(numYankedEdges === numRemovedEdges);\r\n }\r\n graph.dropMask(mark);\r\n return numRemovedEdges;\r\n }\r\n\r\n /**\r\n * Test desired faces for convexity.\r\n * @param graph graph to examine\r\n * @param avoid faces with this mask will not be examined. Defaults to HalfEdgeMask.EXTERIOR.\r\n * @return whether every face in the graph is convex\r\n */\r\n public static isEveryFaceConvex(graph: HalfEdgeGraph, avoid: HalfEdgeMask = HalfEdgeMask.EXTERIOR): boolean {\r\n const allFaces = graph.collectFaceLoops();\r\n for (const node of allFaces) {\r\n if (node.isMaskedAroundFace(avoid))\r\n continue;\r\n if (!node.isFaceConvex())\r\n return false;\r\n }\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Note: this class uses hardcoded micrometer coordinate/cluster tolerance throughout.\r\n * @internal\r\n */\r\nexport class HalfEdgeGraphMerge {\r\n // return kC such that all angles k are equal, with kA <= k < kC <= kB.\r\n // * Assume: angles k are stored at extra data index 0.\r\n // * Note that the usual case (when angle at kA is not repeated) is kA+1 === kC\r\n public static getCommonThetaEndIndex(clusters: ClusterableArray, order: Uint32Array, kA: number, kB: number): number {\r\n let kC = kA + 1;\r\n const thetaA = clusters.getExtraData(order[kA], 0);\r\n while (kC < kB) {\r\n const thetaB = clusters.getExtraData(order[kC], 0);\r\n if (!Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n return kC;\r\n }\r\n kC++;\r\n }\r\n return kC;\r\n }\r\n private static _announceVertexNeighborhoodFunction?: AnnounceVertexNeighborhoodSortData;\r\n /**\r\n * public property setter for a function to be called with sorted edge data around a vertex.\r\n */\r\n public static set announceVertexNeighborhoodFunction(func: AnnounceVertexNeighborhoodSortData | undefined) { this._announceVertexNeighborhoodFunction = func; }\r\n private static doAnnounceVertexNeighborhood(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\r\n if (this._announceVertexNeighborhoodFunction) {\r\n const sortData: VertexNeighborhoodSortData[] = [];\r\n // build and share the entire vertex order\r\n for (let k = k0; k < k1; k++) {\r\n const index = clusters.getExtraData(order[k], 1);\r\n const theta = clusters.getExtraData(order[k], 0);\r\n const node = allNodes[index];\r\n const signedDistance = this.curvatureSortKey(node);\r\n sortData.push(new VertexNeighborhoodSortData(order[k], signedDistance, node, theta));\r\n }\r\n this._announceVertexNeighborhoodFunction(sortData);\r\n }\r\n\r\n }\r\n // assumptions about cluster array:\r\n // * data order is: x,y,theta,nodeIndex\r\n // * theta and nodeIndex are the \"extra\" data.\r\n // * only want to do anything here when curves are present.\r\n // * k0<=k<k1 are around a vertex\r\n // * These are sorted by theta.\r\n private static secondarySortAroundVertex(clusters: ClusterableArray, order: Uint32Array, allNodes: HalfEdge[], k0: number, k1: number) {\r\n const sortData: VertexNeighborhoodSortData[] = [];\r\n\r\n for (let k = k0; k < k1;) {\r\n const kB = this.getCommonThetaEndIndex(clusters, order, k, k1);\r\n if (k + 1 < kB) {\r\n sortData.length = 0;\r\n for (let kA = k; kA < kB; kA++) {\r\n const index = clusters.getExtraData(order[kA], 1);\r\n const node = allNodes[index];\r\n const signedDistance = this.curvatureSortKey(node);\r\n sortData.push(new VertexNeighborhoodSortData(order[kA], signedDistance, node));\r\n }\r\n sortData.sort((a: VertexNeighborhoodSortData, b: VertexNeighborhoodSortData) => (a.radiusOfCurvature - b.radiusOfCurvature));\r\n for (let i = 0; i < sortData.length; i++) {\r\n order[k + i] = sortData[i].index;\r\n }\r\n }\r\n k = kB;\r\n }\r\n }\r\n /** Return the sort key for sorting by curvature.\r\n * * This is the signed distance from the curve at the edge start, to center of curvature.\r\n * * NOTE: Currently does not account for higher derivatives in the case of higher-than-tangent match.\r\n */\r\n public static curvatureSortKey(node: HalfEdge): number {\r\n const cld = node.edgeTag as CurveLocationDetail;\r\n if (cld !== undefined) {\r\n const fraction = cld.fraction;\r\n const curve = cld.curve;\r\n if (curve) {\r\n let radius = curve.fractionToSignedXYRadiusOfCurvature(fraction);\r\n if (node.sortData !== undefined && node.sortData < 0)\r\n radius = -radius;\r\n return radius;\r\n }\r\n }\r\n return 0.0;\r\n }\r\n /** Whether the HalfEdge is part of a null face, as marked by [[clusterAndMergeXYTheta]]. */\r\n public static isNullFace(node: HalfEdge): boolean {\r\n return node.isMaskSet(HalfEdgeMask.NULL_FACE) && node.faceSuccessor.isMaskSet(HalfEdgeMask.NULL_FACE) && node === node.faceSuccessor.faceSuccessor;\r\n }\r\n /** Simplest merge algorithm:\r\n * * collect array of (x,y,theta) at all nodes\r\n * * lexical sort of the array.\r\n * * twist all vertices together.\r\n * * This effectively creates valid face loops for a planar subdivision if there are no edge crossings.\r\n * * If there are edge crossings, the graph can be a (highly complicated) Klein bottle topology.\r\n * * Mask.NULL_FACE is cleared throughout and applied within null faces.\r\n */\r\n public static clusterAndMergeXYTheta(graph: HalfEdgeGraph, outboundRadiansFunction?: (he: HalfEdge) => number) {\r\n const allNodes = graph.allHalfEdges;\r\n const numNodes = allNodes.length;\r\n graph.clearMask(HalfEdgeMask.NULL_FACE);\r\n const clusters = new ClusterableArray(2, 2, numNodes); // data order: x,y,theta,nodeIndex. But theta is not set in first round.\r\n for (let i = 0; i < numNodes; i++) {\r\n const nodeA = allNodes[i];\r\n const xA = nodeA.x;\r\n const yA = nodeA.y;\r\n HalfEdge.pinch(nodeA, nodeA.vertexSuccessor); // pull it out of its current vertex loop.\r\n clusters.addDirect(xA, yA, 0.0, i);\r\n }\r\n const clusterTol = Geometry.smallMetricDistance;\r\n const order = clusters.clusterIndicesLexical(clusterTol);\r\n let k0 = 0;\r\n const numK = order.length;\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1-1] are at a vertex cluster; equate their xy\r\n if (k1 > k0) {\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n const nodeA0 = allNodes[iA];\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n const nodeB = allNodes[iB];\r\n nodeB.x = nodeA0.x;\r\n nodeB.y = nodeA0.y;\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n // NOW\r\n // 1) There are identical coordinates at all nodes around each vertex loop.\r\n // 2) Hence ready do sort (at each vertex) by theta.\r\n\r\n // insert theta as extra data in the sort table . . .\r\n for (const clusterTableIndex of order) {\r\n if (clusterTableIndex !== ClusterableArray.clusterTerminator) {\r\n const nodeA = allNodes[clusterTableIndex];\r\n const nodeB = nodeA.faceSuccessor;\r\n let getPrecomputedRadians = outboundRadiansFunction;\r\n if (getPrecomputedRadians) {\r\n // Recompute theta when edge geometry is completely determined by the vertices, which may have been perturbed by clustering.\r\n const detail = nodeA.edgeTag as CurveLocationDetail;\r\n if (undefined === detail || undefined === detail.curve || detail.curve instanceof LineSegment3d)\r\n getPrecomputedRadians = undefined;\r\n }\r\n let radians = getPrecomputedRadians ? getPrecomputedRadians(nodeA) : Math.atan2(nodeB.y - nodeA.y, nodeB.x - nodeA.x);\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(radians, -Math.PI))\r\n radians = Math.PI;\r\n clusters.setExtraData(clusterTableIndex, 0, radians);\r\n }\r\n }\r\n clusters.sortSubsetsBySingleKey(order, 2);\r\n const unmatchedNullFaceNodes: HalfEdge[] = [];\r\n k0 = 0;\r\n let thetaA, thetaB;\r\n // GeometryCoreTestIO.consoleLog(\"START VERTEX LINKS\");\r\n\r\n // now pinch each neighboring pair together\r\n for (let k1 = 0; k1 < numK; k1++) {\r\n if (order[k1] === ClusterableArray.clusterTerminator) {\r\n // nodes identified in order[k0]..order[k1-1] are properly sorted around a vertex.\r\n if (k1 > k0) {\r\n // const xy = clusters.getPoint2d(order[k0]);\r\n // GeometryCoreTestIO.consoleLog({ k0, k1, x: xy.x, y: xy.y });\r\n if (k1 > k0 + 1)\r\n this.secondarySortAroundVertex(clusters, order, allNodes, k0, k1);\r\n this.doAnnounceVertexNeighborhood(clusters, order, allNodes, k0, k1);\r\n const iA = clusters.getExtraData(order[k0], 1);\r\n thetaA = clusters.getExtraData(order[k0], 0);\r\n const nodeA0 = allNodes[iA];\r\n let nodeA = nodeA0;\r\n for (let k = k0 + 1; k < k1; k++) {\r\n const iB = clusters.getExtraData(order[k], 1);\r\n thetaB = clusters.getExtraData(order[k], 0);\r\n const nodeB = allNodes[iB];\r\n if (nodeA.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n // nope, this edge was flagged and pinched from the other end.\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeA === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n } else if (nodeB.isMaskSet(HalfEdgeMask.NULL_FACE)) {\r\n const j = unmatchedNullFaceNodes.findIndex((node: HalfEdge) => nodeB === node);\r\n if (j >= 0) {\r\n unmatchedNullFaceNodes[j] = unmatchedNullFaceNodes[unmatchedNullFaceNodes.length - 1];\r\n unmatchedNullFaceNodes.pop();\r\n }\r\n // NO leave nodeA and thetaA ignore nodeB -- later step will get the outside of its banana.\r\n } else {\r\n HalfEdge.pinch(nodeA, nodeB);\r\n\r\n // Detect null face using the heuristic:\r\n // * near vertex angles are same (periodic, toleranced)\r\n // * far vertex is clustered (exactly equal)\r\n // * near vertex curvatures are same (toleranced)\r\n // Note that near vertex is already clustered.\r\n if (Angle.isAlmostEqualRadiansAllowPeriodShift(thetaA, thetaB)) {\r\n const nodeA1 = nodeA.faceSuccessor;\r\n const nodeB1 = nodeB.edgeMate;\r\n if (nodeA1.isEqualXY(nodeB1)) {\r\n const cA = this.curvatureSortKey(nodeA);\r\n const cB = this.curvatureSortKey(nodeB);\r\n if (Geometry.isSameCoordinate(cA, cB, clusterTol)) { // rule out banana\r\n HalfEdge.pinch(nodeA1, nodeB1);\r\n nodeA.setMask(HalfEdgeMask.NULL_FACE);\r\n nodeB1.setMask(HalfEdgeMask.NULL_FACE);\r\n unmatchedNullFaceNodes.push(nodeB1);\r\n }\r\n }\r\n }\r\n nodeA = nodeB;\r\n thetaA = thetaB;\r\n }\r\n }\r\n }\r\n k0 = k1 + 1;\r\n }\r\n }\r\n }\r\n\r\n private static buildVerticalSweepPriorityQueue(graph: HalfEdgeGraph): HalfEdgePriorityQueueWithPartnerArray {\r\n const sweepHeap = new HalfEdgePriorityQueueWithPartnerArray();\r\n for (const p of graph.allHalfEdges) {\r\n\r\n if (HalfEdgeGraphOps.compareNodesYXUp(p, p.faceSuccessor) < 0) {\r\n sweepHeap.priorityQueue.push(p);\r\n }\r\n }\r\n return sweepHeap;\r\n }\r\n private static snapFractionToNode(xy: Point2d, fraction: number, node: HalfEdge, nodeFraction: number): number {\r\n if (Geometry.isSameCoordinate(xy.x, node.x) && Geometry.isSameCoordinate(xy.y, node.y))\r\n return nodeFraction;\r\n return fraction;\r\n }\r\n private static computeIntersectionFractionsOnEdges(nodeA0: HalfEdge, nodeB0: HalfEdge, fractions: Vector2d, pointA: Point2d, pointB: Point2d): boolean {\r\n const nodeA1 = nodeA0.faceSuccessor;\r\n const ax0 = nodeA0.x;\r\n const ay0 = nodeA0.y;\r\n const ux = nodeA1.x - ax0;\r\n const uy = nodeA1.y - ay0;\r\n const nodeB1 = nodeB0.faceSuccessor;\r\n const bx0 = nodeB0.x;\r\n const by0 = nodeB0.y;\r\n const vx = nodeB1.x - bx0;\r\n const vy = nodeB1.y - by0;\r\n // cspell:word lineSegmentXYUVTransverseIntersectionUnbounded\r\n if (SmallSystem.lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy,\r\n bx0, by0, vx, vy, fractions)) {\r\n pointA.x = ax0 + fractions.x * ux;\r\n pointA.y = ay0 + fractions.x * uy;\r\n pointB.x = bx0 + fractions.y * vx;\r\n pointB.y = by0 + fractions.y * vy;\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA0, 0.0);\r\n fractions.x = this.snapFractionToNode(pointA, fractions.x, nodeA1, 1.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB0, 0.0);\r\n fractions.y = this.snapFractionToNode(pointB, fractions.y, nodeB1, 1.0);\r\n return Geometry.isIn01(fractions.x) && Geometry.isIn01(fractions.y);\r\n }\r\n return false;\r\n }\r\n /**\r\n * Split edges at intersections.\r\n * * This is a large operation.\r\n * @param graph\r\n */\r\n public static splitIntersectingEdges(graph: HalfEdgeGraph): GraphSplitData {\r\n const data = new GraphSplitData();\r\n const sweepHeap = this.buildVerticalSweepPriorityQueue(graph);\r\n let nodeA0, nodeB1;\r\n const smallFraction = 1.0e-8;\r\n const largeFraction = 1.0 - smallFraction;\r\n let i;\r\n const fractions = Vector2d.create();\r\n const pointA = Point2d.create();\r\n const pointB = Point2d.create();\r\n let nodeB0;\r\n const popTolerance = Geometry.smallMetricDistance;\r\n while (undefined !== (nodeA0 = sweepHeap.priorityQueue.pop())) {\r\n data.numUpEdge++;\r\n const n0 = sweepHeap.activeEdges.length;\r\n sweepHeap.removeArrayMembersWithY1Below(nodeA0.y - popTolerance);\r\n data.numPopOut += n0 - sweepHeap.activeEdges.length;\r\n for (i = 0; i < sweepHeap.activeEdges.length; i++) {\r\n nodeB0 = sweepHeap.activeEdges[i];\r\n nodeB1 = nodeB0.faceSuccessor;\r\n // const nodeB1 = nodeB0.faceSuccessor;\r\n if (Geometry.isSameCoordinateXY(nodeA0.x, nodeA0.y, nodeB0.x, nodeB0.y)) {\r\n data.numA0B0++;\r\n } else if (Geometry.isSameCoordinateXY(nodeB1.x, nodeB1.y, nodeA0.x, nodeA0.y)) {\r\n data.numA0B1++;\r\n } else {\r\n data.numIntersectionTest++;\r\n if (this.computeIntersectionFractionsOnEdges(nodeA0, nodeB0, fractions, pointA, pointB)) {\r\n if (fractions.x > smallFraction && fractions.x < largeFraction) {\r\n const nodeC0 = graph.splitEdgeAtFraction(nodeA0, fractions.x);\r\n sweepHeap.priorityQueue.push(nodeC0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n if (fractions.y > smallFraction && fractions.y < largeFraction) {\r\n const nodeD0 = graph.splitEdgeAtFraction(nodeB0, fractions.y);\r\n sweepHeap.priorityQueue.push(nodeD0); // The upper portion will be reviewed as a nodeA0 later !!!\r\n data.numSplit++;\r\n }\r\n // existing nodeA0 and its shortened edge remain for further intersections\r\n }\r\n }\r\n }\r\n sweepHeap.activeEdges.push(nodeA0);\r\n }\r\n return data;\r\n }\r\n\r\n /**\r\n * Returns a graph structure formed from the given LineSegment array\r\n *\r\n * * Find all intersections among segments, and split them if necessary\r\n * * Record endpoints of every segment in the form X, Y, Theta; This information is stored as a new node and sorted to match up\r\n * vertices.\r\n * * For vertices that match up, pinch the nodes to create vertex loops, which in closed objects, will also eventually form face\r\n * loops\r\n */\r\n public static formGraphFromSegments(lineSegments: LineSegment3d[]): HalfEdgeGraph {\r\n // Structure of an index of the array: { xyTheta: Point3d, node: Node }\r\n const graph = new HalfEdgeGraph();\r\n HalfEdgeGraphOps.segmentArrayToGraphEdges(lineSegments, graph, HalfEdgeMask.BOUNDARY_EDGE);\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n return graph;\r\n }\r\n\r\n /**\r\n * * Input is random linestrings, not necessarily loops\r\n * * Graph gets full splitEdges, regularize (optional), and triangulate.\r\n * @returns graph, or undefined if bad data.\r\n */\r\n public static formGraphFromChains(chains: MultiLineStringDataVariant, regularize: boolean = true, mask: HalfEdgeMask = HalfEdgeMask.PRIMARY_EDGE): HalfEdgeGraph | undefined {\r\n if (chains.length < 1)\r\n return undefined;\r\n const graph = new HalfEdgeGraph();\r\n const chainSeeds = Triangulator.directCreateChainsFromCoordinates(graph, chains);\r\n for (const seed of chainSeeds)\r\n seed.setMaskAroundFace(mask);\r\n\r\n this.splitIntersectingEdges(graph);\r\n this.clusterAndMergeXYTheta(graph);\r\n if (regularize) {\r\n const context = new RegularizationContext(graph);\r\n context.regularizeGraph(true, true);\r\n }\r\n return graph;\r\n }\r\n\r\n}\r\n"]}
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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 Topology\n */\n\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\nimport { HalfEdgeGraphOps } from \"./Merging\";\n\n/**\n * * Context for regularizing single faces.\n * @internal\n */\nexport class RegularizationContext {\n // For debugging use ... \"almost always\" undefined.\n // If defined, it is called with each inserted node pair.\n // scale will be either plus or minus one.\n // when it is negative, the node coordinates (both x and y) have been negated.\n // The call is made after full insertion into vertex loop.\n public static announceEdge?: (graph: HalfEdgeGraph, nodeA: HalfEdge, nodeB: HalfEdge, scale: number) => void;\n public constructor(graph: HalfEdgeGraph) {\n this.graph = graph;\n this.upEdges = [];\n this.downEdges = [];\n this.bottomPeaks = [];\n this.topPeaks = [];\n this.localMin = [];\n this.localMax = [];\n }\n\n /**\n * These are public only for testing.\n */\n public graph: HalfEdgeGraph;\n /** array of edges directed upward. Turn can be left or right, but is not large enough to be a min or max */\n public upEdges: HalfEdge[];\n /** array of edges directed downward, Turn can be left or right, but is not large enough to be a min or max */\n public downEdges: HalfEdge[];\n /** Array of edges whose start is an upward peak (right turn, inbound up, outbound down) */\n public topPeaks: HalfEdge[];\n /** Array of edges whose start is an downward peak (right turn, inbound down, outbound up) */\n public bottomPeaks: HalfEdge[];\n\n /** Array of edges at local minima (left turn, inbound down, outbound up). Ensuing chain is up */\n public localMin: HalfEdge[];\n /** Array of edges at local maxima (left turn, inbound up, outbound down). Ensuing chain is down */\n public localMax: HalfEdge[];\n /**\n * Collect (and classify) all the edges around a single face.\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\n * @param faceSeed face to examine\n */\n public collectVerticalEventsAroundFace(faceSeed: HalfEdge) {\n let nodeA = faceSeed;\n let nodeB;\n let nodeC;\n let abUp;\n let bcUp;\n this.upEdges.length = 0;\n this.downEdges.length = 0;\n this.topPeaks.length = 0;\n this.bottomPeaks.length = 0;\n this.localMin.length = 0;\n this.localMax.length = 0;\n do {\n nodeB = nodeA.faceSuccessor;\n nodeC = nodeB.faceSuccessor;\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\n if (abUp) {\n this.upEdges.push(nodeA);\n if (!bcUp) {\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\n this.localMax.push(nodeB);\n else\n this.topPeaks.push(nodeB);\n }\n\n } else { // ab is DOWN\n this.downEdges.push(nodeA);\n if (bcUp) {\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\n this.bottomPeaks.push(nodeB);\n else\n this.localMin.push(nodeB);\n }\n }\n nodeA = nodeB;\n } while (nodeA !== faceSeed);\n }\n\n /**\n * Collect (and classify) all the edges in an array.\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\n * @param candidateEdges array of edges.\n */\n public collectVerticalEventFromEdgesInAndArray(candidateEdges: HalfEdge[]) {\n let nodeA;\n let nodeB;\n let nodeC;\n let abUp;\n let bcUp;\n this.upEdges.length = 0;\n this.downEdges.length = 0;\n this.topPeaks.length = 0;\n this.bottomPeaks.length = 0;\n this.localMin.length = 0;\n this.localMax.length = 0;\n for (nodeA of candidateEdges) {\n nodeB = nodeA.faceSuccessor;\n nodeC = nodeB.faceSuccessor;\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\n if (abUp) {\n this.upEdges.push(nodeA);\n if (!bcUp) {\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\n this.localMax.push(nodeB);\n else\n this.topPeaks.push(nodeB);\n }\n\n } else { // ab is DOWN\n this.downEdges.push(nodeA);\n if (bcUp) {\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\n this.bottomPeaks.push(nodeB);\n else\n this.localMin.push(nodeB);\n }\n }\n }\n }\n\n private swapArrays() {\n let save = this.downEdges; this.downEdges = this.upEdges; this.upEdges = save;\n save = this.localMax; this.localMax = this.localMin; this.localMin = save;\n save = this.topPeaks; this.topPeaks = this.bottomPeaks; this.bottomPeaks = save;\n }\n\n /**\n * Find the edge (among candidates) which is first struck by a \"rightward\" scan from node\n * * comparisonFunction determines scan sense\n * * HalfEdge.compareNodeYXTheta is an upward scan.\n * * HalfEdge.compareNodeYXThetaDownward is a downward scan.\n * @param node\n * @param candidates Array of nodes to search\n * @param nodeComparisonFunction function for lexical comparison.\n */\n private findTopVisibleEdge(node: HalfEdge, candidates: HalfEdge[],\n directionSign: number) {\n const y0 = node.y;\n const x0 = node.x;\n let dx;\n let distanceRight = Number.MAX_SAFE_INTEGER;\n let result: HalfEdge | undefined;\n for (const rightBase of candidates) {\n const rightTop = rightBase.faceSuccessor;\n if (rightBase === node || rightTop === node)\n continue;\n // for horizontal edge cases -- require edges ends to have strict sign change (no zeros!!)\n const cRight = HalfEdgeGraphOps.compareNodesYXUp(node, rightBase);\n const cTop = HalfEdgeGraphOps.compareNodesYXUp(node, rightTop);\n // GeometryCoreTestIO.consoleLog(node.id, rightBase.id, rightTop.id, cRight, cTop);\n if (cRight * cTop >= 0)\n continue;\n const fraction = HalfEdge.horizontalScanFraction01(rightBase, y0);\n if (fraction !== undefined) {\n dx = directionSign * (rightBase.fractionToX(fraction) - x0);\n if (dx > 0 && dx < distanceRight) {\n result = rightBase;\n distanceRight = dx;\n }\n }\n }\n return result;\n }\n /**\n *\n * @param downPeak a \"bottom\" node where the interior CCW loop has a local min\n * @param downEdgeStart (optional) node at the start (heading downwards!) of an edge that brackets downPeak on the left.\n * @param upEdgeStart (optional) node at the start (heading up!) of the edge that brackets downPeak on the right.\n */\n private highestUpPeakConnection(downPeak: HalfEdge, downEdgeStart: HalfEdge | undefined, upEdgeStart: HalfEdge | undefined): HalfEdge | undefined {\n let highestPeak;\n\n for (const upPeak of this.topPeaks) {\n const y0 = upPeak.y;\n const x0 = upPeak.x;\n // is upPeak higher than prior upPeak?\n if (highestPeak !== undefined && HalfEdgeGraphOps.compareNodesYXUp(upPeak, highestPeak) < 0)\n continue;\n // is upPeak BELOW downPeak, ABOVE both limit edges lower node, and between limit edge interiors.\n if (HalfEdgeGraphOps.compareNodesYXUp(upPeak, downPeak) < 0) {\n if (downEdgeStart) {\n const fraction = HalfEdge.horizontalScanFraction01(downEdgeStart, y0);\n if (fraction === undefined)\n continue;\n if (x0 <= downEdgeStart.fractionToX(fraction))\n continue;\n }\n if (upEdgeStart) {\n const fraction = HalfEdge.horizontalScanFraction01(upEdgeStart, y0);\n if (fraction === undefined)\n continue;\n if (upEdgeStart.fractionToX(fraction) <= x0)\n continue;\n }\n highestPeak = upPeak;\n }\n }\n return highestPeak;\n }\n\n private updateMaxNode(maxNode: HalfEdge | undefined, candidate: HalfEdge | undefined, compare: (a: HalfEdge, b: HalfEdge) => number): HalfEdge | undefined {\n if (!maxNode)\n return candidate;\n if (!candidate)\n return maxNode;\n // both are defined .. look for positive compare ...\n if (compare(maxNode, candidate) < 0)\n return candidate;\n return maxNode;\n }\n private negateXY() {\n for (const node of this.graph.allHalfEdges) {\n node.x *= -1;\n node.y *= -1;\n }\n }\n private downwardConnectionFromBottomPeak(node: HalfEdge): HalfEdge | undefined {\n let connectTo;\n const upFunction = (a: HalfEdge, b: HalfEdge) => HalfEdgeGraphOps.compareNodesYXUp(a, b);\n const upEdgeBase = this.findTopVisibleEdge(node, this.upEdges, 1.0)!;\n const downEdgeBase = this.findTopVisibleEdge(node, this.downEdges, -1.0)!;\n connectTo = this.updateMaxNode(connectTo, upEdgeBase, upFunction);\n if (downEdgeBase)\n connectTo = this.updateMaxNode(connectTo, downEdgeBase.faceSuccessor, upFunction);\n const upPeakConnection = this.highestUpPeakConnection(node, downEdgeBase, upEdgeBase);\n if (upPeakConnection !== undefined)\n connectTo = this.updateMaxNode(connectTo, upPeakConnection, upFunction);\n return connectTo;\n }\n /** Search around the vertex of nodeA for a nodeA1 such that nodeB is visible in the sector at nodeA1 */\n private findVisibleSector(nodeA: HalfEdge, nodeB: HalfEdge): HalfEdge | undefined {\n let nodeA1 = nodeA;\n do {\n if (HalfEdge.isNodeVisibleInSector(nodeB, nodeA1))\n return nodeA1;\n nodeA1 = nodeA1.vertexSuccessor;\n } while (nodeA1 !== nodeA);\n return undefined;\n }\n /**\n * Create an edge from (some node around the vertex of) nodeA to (some node around the vertex of) nodeB.\n * * looking around the vertex for alternate insertion corrects cusp insertion errors.\n * @param nodeA\n * @param nodeB\n */\n private joinNodes(nodeA: HalfEdge, nodeB: HalfEdge, direction: number): HalfEdge | undefined {\n const nodeC = this.graph.createEdgeXYZXYZ(nodeA.x, nodeA.y, nodeA.z, 0, nodeB.x, nodeB.y, nodeB.z, 0);\n const nodeA1 = this.findVisibleSector(nodeA, nodeB);\n const nodeB1 = this.findVisibleSector(nodeB, nodeA);\n if (nodeA1 !== undefined && nodeB1 !== undefined) {\n HalfEdge.pinch(nodeA1, nodeC);\n HalfEdge.pinch(nodeB1, nodeC.edgeMate);\n if (RegularizationContext.announceEdge)\n RegularizationContext.announceEdge(this.graph, nodeA, nodeB, direction);\n return nodeC;\n }\n return undefined;\n }\n /**\n * Regularize a single face.\n * * Insert edge from any downward interior vertex to something lower\n * * Insert an edge from each upward interior vertex to something higher.\n * * The face is split into smaller faces\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\n * @param faceSeed any representative half edge on the face\n * @param upSweep true to do the upward sweep.\n * @param downSweep true to do the downward sweep.\n */\n private runRegularization(upSweep: boolean = true, downSweep: boolean = true) {\n if (upSweep) {\n this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));\n for (const bottomPeak of this.bottomPeaks) {\n // GeometryCoreTestIO.consoleLog(\"SEARCH\", bottomPeak.id, [bottomPeak.x, bottomPeak.y]);\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\n continue;\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\n if (target !== undefined) {\n // GeometryCoreTestIO.consoleLog(\"join\", bottomPeak.id, [bottomPeak.x, bottomPeak.y], target.id, [target.x, target.y]);\n this.joinNodes(bottomPeak, target, 1);\n }\n }\n }\n if (downSweep) {\n // flip the whole graph (ouch)\n this.negateXY();\n // swap the various p and down seeds ....\n this.swapArrays();\n this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));\n for (const bottomPeak of this.bottomPeaks) {\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\n continue;\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\n if (target !== undefined) {\n this.joinNodes(bottomPeak, target, -1);\n }\n }\n this.negateXY();\n this.swapArrays();\n }\n }\n\n /**\n * Regularize a single face.\n * * Insert edge from any downward interior vertex to something lower\n * * Insert an edge from each upward interior vertex to something higher.\n * * The face is split into smaller faces\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\n * @param faceSeed any representative half edge on the face\n * @param upSweep true to do the upward sweep.\n * @param downSweep true to do the downward sweep.\n */\n public regularizeFace(faceSeed: HalfEdge, upSweep: boolean = true, downSweep: boolean = true) {\n this.collectVerticalEventsAroundFace(faceSeed);\n this.runRegularization(upSweep, downSweep);\n }\n\n public regularizeGraph(upSweep: boolean = true, downSweep: boolean = true) {\n this.collectVerticalEventFromEdgesInAndArray(this.graph.allHalfEdges);\n this.runRegularization(upSweep, downSweep);\n }\n\n /** test if a single face is monotone; if so, return its (single) min */\n public static isMonotoneFace(seed: HalfEdge): HalfEdge | undefined {\n let numMin = 0;\n let numMax = 0;\n let nodeMin: HalfEdge | undefined;\n let nodeA = seed;\n do {\n const nodeB = nodeA.faceSuccessor;\n const nodeC = nodeB.faceSuccessor;\n const ab = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB);\n const bc = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC);\n if (ab * bc <= 0) {\n if (ab > 0) {\n numMin++;\n nodeMin = nodeB;\n }\n if (bc > 0) {\n numMax++;\n }\n }\n } while ((nodeA = nodeA.faceSuccessor) !== seed);\n return numMin === 1 && numMax === 1 ? nodeMin : undefined;\n }\n /** Return faces filtered by area and test function.\n * * find one arbitrary representative of each face\n * * offer the candidate to the mutate function.\n * * collect results\n * @param mappedSeeds when filter returns a HalfEdge, collect it here\n * @param unmappedSeeds when filter does not return a half edge, collect the candidate.\n */\n public static collectMappedFaceRepresentatives(\n graph: HalfEdgeGraph,\n positiveAreaOnly: boolean,\n mutate: (seed: HalfEdge) => HalfEdge | undefined,\n mappedEdges: HalfEdge[] | undefined,\n unMappedSeeds: HalfEdge[] | undefined) {\n if (mappedEdges)\n mappedEdges.length = 0;\n if (unMappedSeeds)\n unMappedSeeds.length = 0;\n const mask = HalfEdgeMask.VISITED;\n graph.clearMask(mask);\n for (const seed of graph.allHalfEdges) {\n if (!seed.getMask(mask)) {\n seed.setMaskAroundFace(mask);\n if (!positiveAreaOnly || seed.signedFaceArea() > 0) {\n const edge = mutate(seed);\n if (edge) {\n if (mappedEdges)\n mappedEdges.push(edge);\n } else {\n if (unMappedSeeds)\n unMappedSeeds.push(seed);\n }\n }\n }\n }\n }\n\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { HalfEdgeGraphOps } from \"./Merging\";\r\n\r\n/**\r\n * * Context for regularizing single faces.\r\n * @internal\r\n */\r\nexport class RegularizationContext {\r\n // For debugging use ... \"almost always\" undefined.\r\n // If defined, it is called with each inserted node pair.\r\n // scale will be either plus or minus one.\r\n // when it is negative, the node coordinates (both x and y) have been negated.\r\n // The call is made after full insertion into vertex loop.\r\n public static announceEdge?: (graph: HalfEdgeGraph, nodeA: HalfEdge, nodeB: HalfEdge, scale: number) => void;\r\n public constructor(graph: HalfEdgeGraph) {\r\n this.graph = graph;\r\n this.upEdges = [];\r\n this.downEdges = [];\r\n this.bottomPeaks = [];\r\n this.topPeaks = [];\r\n this.localMin = [];\r\n this.localMax = [];\r\n }\r\n\r\n /**\r\n * These are public only for testing.\r\n */\r\n public graph: HalfEdgeGraph;\r\n /** array of edges directed upward. Turn can be left or right, but is not large enough to be a min or max */\r\n public upEdges: HalfEdge[];\r\n /** array of edges directed downward, Turn can be left or right, but is not large enough to be a min or max */\r\n public downEdges: HalfEdge[];\r\n /** Array of edges whose start is an upward peak (right turn, inbound up, outbound down) */\r\n public topPeaks: HalfEdge[];\r\n /** Array of edges whose start is an downward peak (right turn, inbound down, outbound up) */\r\n public bottomPeaks: HalfEdge[];\r\n\r\n /** Array of edges at local minima (left turn, inbound down, outbound up). Ensuing chain is up */\r\n public localMin: HalfEdge[];\r\n /** Array of edges at local maxima (left turn, inbound up, outbound down). Ensuing chain is down */\r\n public localMax: HalfEdge[];\r\n /**\r\n * Collect (and classify) all the edges around a single face.\r\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\r\n * @param faceSeed face to examine\r\n */\r\n public collectVerticalEventsAroundFace(faceSeed: HalfEdge) {\r\n let nodeA = faceSeed;\r\n let nodeB;\r\n let nodeC;\r\n let abUp;\r\n let bcUp;\r\n this.upEdges.length = 0;\r\n this.downEdges.length = 0;\r\n this.topPeaks.length = 0;\r\n this.bottomPeaks.length = 0;\r\n this.localMin.length = 0;\r\n this.localMax.length = 0;\r\n do {\r\n nodeB = nodeA.faceSuccessor;\r\n nodeC = nodeB.faceSuccessor;\r\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\r\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\r\n if (abUp) {\r\n this.upEdges.push(nodeA);\r\n if (!bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\r\n this.localMax.push(nodeB);\r\n else\r\n this.topPeaks.push(nodeB);\r\n }\r\n\r\n } else { // ab is DOWN\r\n this.downEdges.push(nodeA);\r\n if (bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\r\n this.bottomPeaks.push(nodeB);\r\n else\r\n this.localMin.push(nodeB);\r\n }\r\n }\r\n nodeA = nodeB;\r\n } while (nodeA !== faceSeed);\r\n }\r\n\r\n /**\r\n * Collect (and classify) all the edges in an array.\r\n * * The various arrays are collected: upEdges, downEdges, topPeaks, bottomPeaks, upChains, downChains\r\n * @param candidateEdges array of edges.\r\n */\r\n public collectVerticalEventFromEdgesInAndArray(candidateEdges: HalfEdge[]) {\r\n let nodeA;\r\n let nodeB;\r\n let nodeC;\r\n let abUp;\r\n let bcUp;\r\n this.upEdges.length = 0;\r\n this.downEdges.length = 0;\r\n this.topPeaks.length = 0;\r\n this.bottomPeaks.length = 0;\r\n this.localMin.length = 0;\r\n this.localMax.length = 0;\r\n for (nodeA of candidateEdges) {\r\n nodeB = nodeA.faceSuccessor;\r\n nodeC = nodeB.faceSuccessor;\r\n abUp = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB) < 0;\r\n bcUp = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC) < 0;\r\n if (abUp) {\r\n this.upEdges.push(nodeA);\r\n if (!bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) < 0)\r\n this.localMax.push(nodeB);\r\n else\r\n this.topPeaks.push(nodeB);\r\n }\r\n\r\n } else { // ab is DOWN\r\n this.downEdges.push(nodeA);\r\n if (bcUp) {\r\n if (HalfEdgeGraphOps.crossProductToTargets(nodeB, nodeA, nodeC) > 0)\r\n this.bottomPeaks.push(nodeB);\r\n else\r\n this.localMin.push(nodeB);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private swapArrays() {\r\n let save = this.downEdges; this.downEdges = this.upEdges; this.upEdges = save;\r\n save = this.localMax; this.localMax = this.localMin; this.localMin = save;\r\n save = this.topPeaks; this.topPeaks = this.bottomPeaks; this.bottomPeaks = save;\r\n }\r\n\r\n /**\r\n * Find the edge (among candidates) which is first struck by a \"rightward\" scan from node\r\n * * comparisonFunction determines scan sense\r\n * * HalfEdge.compareNodeYXTheta is an upward scan.\r\n * * HalfEdge.compareNodeYXThetaDownward is a downward scan.\r\n * @param node\r\n * @param candidates Array of nodes to search\r\n * @param nodeComparisonFunction function for lexical comparison.\r\n */\r\n private findTopVisibleEdge(node: HalfEdge, candidates: HalfEdge[],\r\n directionSign: number) {\r\n const y0 = node.y;\r\n const x0 = node.x;\r\n let dx;\r\n let distanceRight = Number.MAX_SAFE_INTEGER;\r\n let result: HalfEdge | undefined;\r\n for (const rightBase of candidates) {\r\n const rightTop = rightBase.faceSuccessor;\r\n if (rightBase === node || rightTop === node)\r\n continue;\r\n // for horizontal edge cases -- require edges ends to have strict sign change (no zeros!!)\r\n const cRight = HalfEdgeGraphOps.compareNodesYXUp(node, rightBase);\r\n const cTop = HalfEdgeGraphOps.compareNodesYXUp(node, rightTop);\r\n // GeometryCoreTestIO.consoleLog(node.id, rightBase.id, rightTop.id, cRight, cTop);\r\n if (cRight * cTop >= 0)\r\n continue;\r\n const fraction = HalfEdge.horizontalScanFraction01(rightBase, y0);\r\n if (fraction !== undefined) {\r\n dx = directionSign * (rightBase.fractionToX(fraction) - x0);\r\n if (dx > 0 && dx < distanceRight) {\r\n result = rightBase;\r\n distanceRight = dx;\r\n }\r\n }\r\n }\r\n return result;\r\n }\r\n /**\r\n *\r\n * @param downPeak a \"bottom\" node where the interior CCW loop has a local min\r\n * @param downEdgeStart (optional) node at the start (heading downwards!) of an edge that brackets downPeak on the left.\r\n * @param upEdgeStart (optional) node at the start (heading up!) of the edge that brackets downPeak on the right.\r\n */\r\n private highestUpPeakConnection(downPeak: HalfEdge, downEdgeStart: HalfEdge | undefined, upEdgeStart: HalfEdge | undefined): HalfEdge | undefined {\r\n let highestPeak;\r\n\r\n for (const upPeak of this.topPeaks) {\r\n const y0 = upPeak.y;\r\n const x0 = upPeak.x;\r\n // is upPeak higher than prior upPeak?\r\n if (highestPeak !== undefined && HalfEdgeGraphOps.compareNodesYXUp(upPeak, highestPeak) < 0)\r\n continue;\r\n // is upPeak BELOW downPeak, ABOVE both limit edges lower node, and between limit edge interiors.\r\n if (HalfEdgeGraphOps.compareNodesYXUp(upPeak, downPeak) < 0) {\r\n if (downEdgeStart) {\r\n const fraction = HalfEdge.horizontalScanFraction01(downEdgeStart, y0);\r\n if (fraction === undefined)\r\n continue;\r\n if (x0 <= downEdgeStart.fractionToX(fraction))\r\n continue;\r\n }\r\n if (upEdgeStart) {\r\n const fraction = HalfEdge.horizontalScanFraction01(upEdgeStart, y0);\r\n if (fraction === undefined)\r\n continue;\r\n if (upEdgeStart.fractionToX(fraction) <= x0)\r\n continue;\r\n }\r\n highestPeak = upPeak;\r\n }\r\n }\r\n return highestPeak;\r\n }\r\n\r\n private updateMaxNode(maxNode: HalfEdge | undefined, candidate: HalfEdge | undefined, compare: (a: HalfEdge, b: HalfEdge) => number): HalfEdge | undefined {\r\n if (!maxNode)\r\n return candidate;\r\n if (!candidate)\r\n return maxNode;\r\n // both are defined .. look for positive compare ...\r\n if (compare(maxNode, candidate) < 0)\r\n return candidate;\r\n return maxNode;\r\n }\r\n private negateXY() {\r\n for (const node of this.graph.allHalfEdges) {\r\n node.x *= -1;\r\n node.y *= -1;\r\n }\r\n }\r\n private downwardConnectionFromBottomPeak(node: HalfEdge): HalfEdge | undefined {\r\n let connectTo;\r\n const upFunction = (a: HalfEdge, b: HalfEdge) => HalfEdgeGraphOps.compareNodesYXUp(a, b);\r\n const upEdgeBase = this.findTopVisibleEdge(node, this.upEdges, 1.0)!;\r\n const downEdgeBase = this.findTopVisibleEdge(node, this.downEdges, -1.0)!;\r\n connectTo = this.updateMaxNode(connectTo, upEdgeBase, upFunction);\r\n if (downEdgeBase)\r\n connectTo = this.updateMaxNode(connectTo, downEdgeBase.faceSuccessor, upFunction);\r\n const upPeakConnection = this.highestUpPeakConnection(node, downEdgeBase, upEdgeBase);\r\n if (upPeakConnection !== undefined)\r\n connectTo = this.updateMaxNode(connectTo, upPeakConnection, upFunction);\r\n return connectTo;\r\n }\r\n /** Search around the vertex of nodeA for a nodeA1 such that nodeB is visible in the sector at nodeA1 */\r\n private findVisibleSector(nodeA: HalfEdge, nodeB: HalfEdge): HalfEdge | undefined {\r\n let nodeA1 = nodeA;\r\n do {\r\n if (HalfEdge.isNodeVisibleInSector(nodeB, nodeA1))\r\n return nodeA1;\r\n nodeA1 = nodeA1.vertexSuccessor;\r\n } while (nodeA1 !== nodeA);\r\n return undefined;\r\n }\r\n /**\r\n * Create an edge from (some node around the vertex of) nodeA to (some node around the vertex of) nodeB.\r\n * * looking around the vertex for alternate insertion corrects cusp insertion errors.\r\n * @param nodeA\r\n * @param nodeB\r\n */\r\n private joinNodes(nodeA: HalfEdge, nodeB: HalfEdge, direction: number): HalfEdge | undefined {\r\n const nodeC = this.graph.createEdgeXYZXYZ(nodeA.x, nodeA.y, nodeA.z, 0, nodeB.x, nodeB.y, nodeB.z, 0);\r\n const nodeA1 = this.findVisibleSector(nodeA, nodeB);\r\n const nodeB1 = this.findVisibleSector(nodeB, nodeA);\r\n if (nodeA1 !== undefined && nodeB1 !== undefined) {\r\n HalfEdge.pinch(nodeA1, nodeC);\r\n HalfEdge.pinch(nodeB1, nodeC.edgeMate);\r\n if (RegularizationContext.announceEdge)\r\n RegularizationContext.announceEdge(this.graph, nodeA, nodeB, direction);\r\n return nodeC;\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Regularize a single face.\r\n * * Insert edge from any downward interior vertex to something lower\r\n * * Insert an edge from each upward interior vertex to something higher.\r\n * * The face is split into smaller faces\r\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\r\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\r\n * @param faceSeed any representative half edge on the face\r\n * @param upSweep true to do the upward sweep.\r\n * @param downSweep true to do the downward sweep.\r\n */\r\n private runRegularization(upSweep: boolean = true, downSweep: boolean = true) {\r\n if (upSweep) {\r\n this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));\r\n for (const bottomPeak of this.bottomPeaks) {\r\n // GeometryCoreTestIO.consoleLog(\"SEARCH\", bottomPeak.id, [bottomPeak.x, bottomPeak.y]);\r\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\r\n continue;\r\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\r\n if (target !== undefined) {\r\n // GeometryCoreTestIO.consoleLog(\"join\", bottomPeak.id, [bottomPeak.x, bottomPeak.y], target.id, [target.x, target.y]);\r\n this.joinNodes(bottomPeak, target, 1);\r\n }\r\n }\r\n }\r\n if (downSweep) {\r\n // flip the whole graph (ouch)\r\n this.negateXY();\r\n // swap the various p and down seeds ....\r\n this.swapArrays();\r\n this.bottomPeaks.sort((a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b));\r\n for (const bottomPeak of this.bottomPeaks) {\r\n if (!HalfEdgeGraphOps.isDownPeak(bottomPeak))\r\n continue;\r\n const target = this.downwardConnectionFromBottomPeak(bottomPeak);\r\n if (target !== undefined) {\r\n this.joinNodes(bottomPeak, target, -1);\r\n }\r\n }\r\n this.negateXY();\r\n this.swapArrays();\r\n }\r\n }\r\n\r\n /**\r\n * Regularize a single face.\r\n * * Insert edge from any downward interior vertex to something lower\r\n * * Insert an edge from each upward interior vertex to something higher.\r\n * * The face is split into smaller faces\r\n * * Each final face has at most one \"min\" and one \"max\", and is easy to triangulate with a bottom to top sweep.\r\n * * Normal usage is to sweep in both directions, i.e. use the default (true,true) for the upSweep and downSweep parameters.\r\n * @param faceSeed any representative half edge on the face\r\n * @param upSweep true to do the upward sweep.\r\n * @param downSweep true to do the downward sweep.\r\n */\r\n public regularizeFace(faceSeed: HalfEdge, upSweep: boolean = true, downSweep: boolean = true) {\r\n this.collectVerticalEventsAroundFace(faceSeed);\r\n this.runRegularization(upSweep, downSweep);\r\n }\r\n\r\n public regularizeGraph(upSweep: boolean = true, downSweep: boolean = true) {\r\n this.collectVerticalEventFromEdgesInAndArray(this.graph.allHalfEdges);\r\n this.runRegularization(upSweep, downSweep);\r\n }\r\n\r\n /** test if a single face is monotone; if so, return its (single) min */\r\n public static isMonotoneFace(seed: HalfEdge): HalfEdge | undefined {\r\n let numMin = 0;\r\n let numMax = 0;\r\n let nodeMin: HalfEdge | undefined;\r\n let nodeA = seed;\r\n do {\r\n const nodeB = nodeA.faceSuccessor;\r\n const nodeC = nodeB.faceSuccessor;\r\n const ab = HalfEdgeGraphOps.compareNodesYXUp(nodeA, nodeB);\r\n const bc = HalfEdgeGraphOps.compareNodesYXUp(nodeB, nodeC);\r\n if (ab * bc <= 0) {\r\n if (ab > 0) {\r\n numMin++;\r\n nodeMin = nodeB;\r\n }\r\n if (bc > 0) {\r\n numMax++;\r\n }\r\n }\r\n } while ((nodeA = nodeA.faceSuccessor) !== seed);\r\n return numMin === 1 && numMax === 1 ? nodeMin : undefined;\r\n }\r\n /** Return faces filtered by area and test function.\r\n * * find one arbitrary representative of each face\r\n * * offer the candidate to the mutate function.\r\n * * collect results\r\n * @param mappedSeeds when filter returns a HalfEdge, collect it here\r\n * @param unmappedSeeds when filter does not return a half edge, collect the candidate.\r\n */\r\n public static collectMappedFaceRepresentatives(\r\n graph: HalfEdgeGraph,\r\n positiveAreaOnly: boolean,\r\n mutate: (seed: HalfEdge) => HalfEdge | undefined,\r\n mappedEdges: HalfEdge[] | undefined,\r\n unMappedSeeds: HalfEdge[] | undefined) {\r\n if (mappedEdges)\r\n mappedEdges.length = 0;\r\n if (unMappedSeeds)\r\n unMappedSeeds.length = 0;\r\n const mask = HalfEdgeMask.VISITED;\r\n graph.clearMask(mask);\r\n for (const seed of graph.allHalfEdges) {\r\n if (!seed.getMask(mask)) {\r\n seed.setMaskAroundFace(mask);\r\n if (!positiveAreaOnly || seed.signedFaceArea() > 0) {\r\n const edge = mutate(seed);\r\n if (edge) {\r\n if (mappedEdges)\r\n mappedEdges.push(edge);\r\n } else {\r\n if (unMappedSeeds)\r\n unMappedSeeds.push(seed);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n}\r\n"]}
@@ -1 +1 @@
1
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Topology\n */\n\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { Geometry } from \"../Geometry\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\nimport { Point3dArray } from \"../geometry3d/PointHelpers\";\nimport {PolygonOps} from \"../geometry3d/PolygonOps\";\nimport {PolylineOps} from \"../geometry3d/PolylineOps\";\ntype AnnounceLoopAndTrianglesFunction = (loop: Point3d[], triangles: Point3d[][]) => void;\n\n/**\n * Class with static methods to triangulate various forms of possibly non-planar polygons.\n * @public\n */\nexport class SpacePolygonTriangulation {\n\n /**\n * * Return a number which is:\n * * 0 for collapsed (zero area) triangle\n * * positive for non-zero area\n * * larger is \"better\"\n * * Specifically, return (if well defined) the area divided by summed squares of edge lengths.\n * @param point0\n * @param point1\n * @param point2\n */\n public static spaceTriangleAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d): number {\n const crossProduct = point0.crossProductToPoints (point1, point2);\n const area = 0.5 * crossProduct.magnitude ();\n const summedEdgeSquares = point0.distanceSquared (point1) + point1.distanceSquared (point2) + point2.distanceSquared (point0);\n return Geometry.safeDivideFraction (area, summedEdgeSquares, 0.0);\n }\n /**\n * * Treat a space quad as two triangles with interior diagonal from point0 to point2\n * * Return the smaller of the aspect ratios of the two triangles.\n * * The quad edges proceed in the order [point0, point1, point2, point3]\n * @param point0 first point of quad\n * @param point1 second point of quad (diagonally opposite of point3)\n * @param point2 third point (diagonally opposite point0)\n * @param point3 fourth point\n */\n public static spaceQuadDiagonalAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d, point3: Point3d): number{\n const q012 = this.spaceTriangleAspectRatio (point0, point1, point2);\n const q023 = this.spaceTriangleAspectRatio (point0, point2, point3);\n return Math.max (q012, q023);\n }\n /** \"Triangulate\" by cutting of the ear with best aspect ratio. Reject if successive normals have negative dot product with PolygonOps.AreaNormal */\n public static triangulateGreedyEarCut(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction): boolean{\n const normalA = PolygonOps.areaNormal (points);\n const triangles: Point3d[][] = [];\n const myPoints = points.slice ();\n PolylineOps.removeClosurePoint (myPoints);\n // first pass deals with entire array.\n // each pass lops off one point.\n for (;myPoints.length > 2;){\n // Find the ear candidate whose cross product vector has largest dot product (large area, best alignment with overall).\n let bestRatio = -1.0;\n let bestRatioIndex0 = 0;\n let i0 = myPoints.length - 2;\n let i1 = myPoints.length - 1;\n let i2;\n for (i2 = 0; i2 < myPoints.length; i0 = i1, i1 = i2, i2++){\n const ratio = this.spaceTriangleAspectRatio (myPoints[i0], myPoints[i1], myPoints[i2]);\n const normalB = myPoints[i0].crossProductToPoints (myPoints[i1], myPoints[i2]);\n if (normalB.dotProduct (normalA) > 0 && ratio > bestRatio){\n bestRatio = ratio;\n bestRatioIndex0 = i0;\n }\n }\n if (bestRatio <= 0.0)\n return false;\n // add the ear to the result\n i0 = bestRatioIndex0;\n i1 = (i0 + 1) % myPoints.length;\n i2 = (i1 + 1) % myPoints.length;\n const t = [];\n t.push (myPoints[i0], myPoints[i1], myPoints[i2]);\n // remove the middle point\n myPoints.splice (i1, 1);\n triangles.push(t);\n }\n announceLoopAndTriangles (points, triangles);\n return true;\n }\n\n private static triangulateSimplestSpaceLoopGo(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction,\n maxPerimeter: number | undefined): boolean{\n const n = Point3dArray.countNonDuplicates (points);\n if (maxPerimeter !== undefined && Point3dArray.sumEdgeLengths (points, true, n) > maxPerimeter)\n return false;\n if (n < 3)\n return false;\n if (n === 3){\n if (this.spaceTriangleAspectRatio (points[0], points[1], points[2]) === 0)\n return false;\n // already a triangle . . .\n announceLoopAndTriangles (points, [points.slice ()]);\n return true;\n }\n if (n === 4){\n const d02 = this.spaceQuadDiagonalAspectRatio (points[0], points[1], points[2], points[3]);\n const d13 = this.spaceQuadDiagonalAspectRatio (points[1], points[2], points[3], points[0]);\n if (d02 === 0.0 && d13 === 0.0)\n return false;\n // announce the two triangles with better aspect ratios ....\n if (d02 > d13){\n announceLoopAndTriangles (points, [[points[0], points[1], points[2]], [points[2], points[3], points[0]]]);\n return true;\n } else {\n announceLoopAndTriangles (points, [[points[0], points[1], points[3]], [points[3], points[1], points[2]]]);\n return true;\n }\n }\n return this.triangulateGreedyEarCut (points, announceLoopAndTriangles);\n }\n /**\n * * Emit triangles for a (possibly non-planar) loop for various simple cases:\n * * only 3 points: just emit that triangle.\n * * only 4 points: split across a diagonal, choosing the one with better aspect ratios of its two triangles.\n * * BUT\n * * do not complete the triangulation if perimeter is larger than maxPerimeter (i.e. only consider small areas)\n * * Hence it is expected that the caller will use this as the first attempt, possibly followed by calls to other more adventurous methods.\n */\n public static triangulateSimplestSpaceLoop(loop: Point3d [] | LineString3d,\n announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction,\n maxPerimeter?: number): boolean{\n if (loop instanceof LineString3d)\n return this.triangulateSimplestSpaceLoopGo (loop.points, announceLoopAndTriangles, maxPerimeter);\n // (array case by exhaustion)\n return this.triangulateSimplestSpaceLoopGo (loop, announceLoopAndTriangles, maxPerimeter);\n }\n\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { LineString3d } from \"../curve/LineString3d\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Point3dArray } from \"../geometry3d/PointHelpers\";\r\nimport {PolygonOps} from \"../geometry3d/PolygonOps\";\r\nimport {PolylineOps} from \"../geometry3d/PolylineOps\";\r\ntype AnnounceLoopAndTrianglesFunction = (loop: Point3d[], triangles: Point3d[][]) => void;\r\n\r\n/**\r\n * Class with static methods to triangulate various forms of possibly non-planar polygons.\r\n * @public\r\n */\r\nexport class SpacePolygonTriangulation {\r\n\r\n /**\r\n * * Return a number which is:\r\n * * 0 for collapsed (zero area) triangle\r\n * * positive for non-zero area\r\n * * larger is \"better\"\r\n * * Specifically, return (if well defined) the area divided by summed squares of edge lengths.\r\n * @param point0\r\n * @param point1\r\n * @param point2\r\n */\r\n public static spaceTriangleAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d): number {\r\n const crossProduct = point0.crossProductToPoints (point1, point2);\r\n const area = 0.5 * crossProduct.magnitude ();\r\n const summedEdgeSquares = point0.distanceSquared (point1) + point1.distanceSquared (point2) + point2.distanceSquared (point0);\r\n return Geometry.safeDivideFraction (area, summedEdgeSquares, 0.0);\r\n }\r\n /**\r\n * * Treat a space quad as two triangles with interior diagonal from point0 to point2\r\n * * Return the smaller of the aspect ratios of the two triangles.\r\n * * The quad edges proceed in the order [point0, point1, point2, point3]\r\n * @param point0 first point of quad\r\n * @param point1 second point of quad (diagonally opposite of point3)\r\n * @param point2 third point (diagonally opposite point0)\r\n * @param point3 fourth point\r\n */\r\n public static spaceQuadDiagonalAspectRatio(point0: Point3d, point1: Point3d, point2: Point3d, point3: Point3d): number{\r\n const q012 = this.spaceTriangleAspectRatio (point0, point1, point2);\r\n const q023 = this.spaceTriangleAspectRatio (point0, point2, point3);\r\n return Math.max (q012, q023);\r\n }\r\n /** \"Triangulate\" by cutting of the ear with best aspect ratio. Reject if successive normals have negative dot product with PolygonOps.AreaNormal */\r\n public static triangulateGreedyEarCut(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction): boolean{\r\n const normalA = PolygonOps.areaNormal (points);\r\n const triangles: Point3d[][] = [];\r\n const myPoints = points.slice ();\r\n PolylineOps.removeClosurePoint (myPoints);\r\n // first pass deals with entire array.\r\n // each pass lops off one point.\r\n for (;myPoints.length > 2;){\r\n // Find the ear candidate whose cross product vector has largest dot product (large area, best alignment with overall).\r\n let bestRatio = -1.0;\r\n let bestRatioIndex0 = 0;\r\n let i0 = myPoints.length - 2;\r\n let i1 = myPoints.length - 1;\r\n let i2;\r\n for (i2 = 0; i2 < myPoints.length; i0 = i1, i1 = i2, i2++){\r\n const ratio = this.spaceTriangleAspectRatio (myPoints[i0], myPoints[i1], myPoints[i2]);\r\n const normalB = myPoints[i0].crossProductToPoints (myPoints[i1], myPoints[i2]);\r\n if (normalB.dotProduct (normalA) > 0 && ratio > bestRatio){\r\n bestRatio = ratio;\r\n bestRatioIndex0 = i0;\r\n }\r\n }\r\n if (bestRatio <= 0.0)\r\n return false;\r\n // add the ear to the result\r\n i0 = bestRatioIndex0;\r\n i1 = (i0 + 1) % myPoints.length;\r\n i2 = (i1 + 1) % myPoints.length;\r\n const t = [];\r\n t.push (myPoints[i0], myPoints[i1], myPoints[i2]);\r\n // remove the middle point\r\n myPoints.splice (i1, 1);\r\n triangles.push(t);\r\n }\r\n announceLoopAndTriangles (points, triangles);\r\n return true;\r\n }\r\n\r\n private static triangulateSimplestSpaceLoopGo(points: Point3d[], announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction,\r\n maxPerimeter: number | undefined): boolean{\r\n const n = Point3dArray.countNonDuplicates (points);\r\n if (maxPerimeter !== undefined && Point3dArray.sumEdgeLengths (points, true, n) > maxPerimeter)\r\n return false;\r\n if (n < 3)\r\n return false;\r\n if (n === 3){\r\n if (this.spaceTriangleAspectRatio (points[0], points[1], points[2]) === 0)\r\n return false;\r\n // already a triangle . . .\r\n announceLoopAndTriangles (points, [points.slice ()]);\r\n return true;\r\n }\r\n if (n === 4){\r\n const d02 = this.spaceQuadDiagonalAspectRatio (points[0], points[1], points[2], points[3]);\r\n const d13 = this.spaceQuadDiagonalAspectRatio (points[1], points[2], points[3], points[0]);\r\n if (d02 === 0.0 && d13 === 0.0)\r\n return false;\r\n // announce the two triangles with better aspect ratios ....\r\n if (d02 > d13){\r\n announceLoopAndTriangles (points, [[points[0], points[1], points[2]], [points[2], points[3], points[0]]]);\r\n return true;\r\n } else {\r\n announceLoopAndTriangles (points, [[points[0], points[1], points[3]], [points[3], points[1], points[2]]]);\r\n return true;\r\n }\r\n }\r\n return this.triangulateGreedyEarCut (points, announceLoopAndTriangles);\r\n }\r\n /**\r\n * * Emit triangles for a (possibly non-planar) loop for various simple cases:\r\n * * only 3 points: just emit that triangle.\r\n * * only 4 points: split across a diagonal, choosing the one with better aspect ratios of its two triangles.\r\n * * BUT\r\n * * do not complete the triangulation if perimeter is larger than maxPerimeter (i.e. only consider small areas)\r\n * * Hence it is expected that the caller will use this as the first attempt, possibly followed by calls to other more adventurous methods.\r\n */\r\n public static triangulateSimplestSpaceLoop(loop: Point3d [] | LineString3d,\r\n announceLoopAndTriangles: AnnounceLoopAndTrianglesFunction,\r\n maxPerimeter?: number): boolean{\r\n if (loop instanceof LineString3d)\r\n return this.triangulateSimplestSpaceLoopGo (loop.points, announceLoopAndTriangles, maxPerimeter);\r\n // (array case by exhaustion)\r\n return this.triangulateSimplestSpaceLoopGo (loop, announceLoopAndTriangles, maxPerimeter);\r\n }\r\n\r\n}\r\n"]}
@@ -30,16 +30,16 @@ export declare class Triangulator {
30
30
  * * Return false if clearly negative or almost zero.
31
31
  * @param nodeA node on the diagonal edge of candidate for edge flip.
32
32
  */
33
- static computeInCircleDeterminantIsStrongPositive(nodeA: HalfEdge): boolean;
33
+ static computeCircumcircleDeterminantIsStrongPositive(nodeA: HalfEdge): boolean;
34
34
  /**
35
35
  * * Visit each node of the graph array
36
- * * If a flip would be possible, test the results of flipping using incircle condition
36
+ * * If a flip would be possible, test the results of flipping using circumcircle condition
37
37
  * * If revealed to be an improvement, conduct the flip, mark involved nodes as unvisited, and repeat until all nodes are visited
38
38
  */
39
39
  static flipTriangles(graph: HalfEdgeGraph): number;
40
40
  /**
41
41
  * * Visit each node of the graph array
42
- * * If a flip would be possible, test the results of flipping using incircle condition
42
+ * * If a flip would be possible, test the results of flipping using circumcircle condition
43
43
  * * If revealed to be an improvement, conduct the flip, mark involved nodes as unvisited, and repeat until all nodes are visited
44
44
  */
45
45
  static flipTrianglesInEdgeSet(graph: HalfEdgeGraph, edgeSet: MarkedEdgeSet): number;
@@ -1 +1 @@
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@@ -62,12 +62,12 @@ class Triangulator {
62
62
  * * Return false if clearly negative or almost zero.
63
63
  * @param nodeA node on the diagonal edge of candidate for edge flip.
64
64
  */
65
- static computeInCircleDeterminantIsStrongPositive(nodeA) {
65
+ static computeCircumcircleDeterminantIsStrongPositive(nodeA) {
66
66
  // Assume triangle A1,A2,B2 is ccw.
67
67
  // Shift the triangle to the origin (by negated A coords).
68
68
  // The Delaunay condition is computed by projecting the origin and the shifted triangle
69
69
  // points up to the paraboloid z = x*x + y*y. Due to the radially symmetric convexity of
70
- // this surface and the ccw orientation of this triangle, "A is inside triangle A1,A2,B2"
70
+ // this surface and the ccw orientation of this triangle, "A is inside the circumcircle of triangle A1,A2,B2"
71
71
  // is equivalent to "the volume of the parallelepiped formed by the projected points is
72
72
  // negative, as computed by the triple product."
73
73
  const nodeA1 = nodeA.faceSuccessor;
@@ -100,7 +100,7 @@ class Triangulator {
100
100
  }
101
101
  /**
102
102
  * * Visit each node of the graph array
103
- * * If a flip would be possible, test the results of flipping using incircle condition
103
+ * * If a flip would be possible, test the results of flipping using circumcircle condition
104
104
  * * If revealed to be an improvement, conduct the flip, mark involved nodes as unvisited, and repeat until all nodes are visited
105
105
  */
106
106
  static flipTriangles(graph) {
@@ -113,7 +113,7 @@ class Triangulator {
113
113
  }
114
114
  /**
115
115
  * * Visit each node of the graph array
116
- * * If a flip would be possible, test the results of flipping using incircle condition
116
+ * * If a flip would be possible, test the results of flipping using circumcircle condition
117
117
  * * If revealed to be an improvement, conduct the flip, mark involved nodes as unvisited, and repeat until all nodes are visited
118
118
  */
119
119
  static flipTrianglesInEdgeSet(graph, edgeSet) {
@@ -126,7 +126,7 @@ class Triangulator {
126
126
  while (undefined !== (node = edgeSet.chooseAndRemoveAny())) {
127
127
  if (node.isMaskSet(barrierMasks)) // Flip not allowed
128
128
  continue;
129
- if (Triangulator.computeInCircleDeterminantIsStrongPositive(node)) {
129
+ if (Triangulator.computeCircumcircleDeterminantIsStrongPositive(node)) {
130
130
  // Flip the triangles
131
131
  Triangulator.flipEdgeBetweenTriangles(node.edgeMate.faceSuccessor, node.edgeMate.facePredecessor, node.edgeMate, node.faceSuccessor, node, node.facePredecessor);
132
132
  // keep looking at the 2 faces
@@ -477,7 +477,7 @@ class Triangulator {
477
477
  // triangle B1 A1 D is on the other side of AB
478
478
  // The condition for flipping is:
479
479
  // ! both triangles must be TRIANGULATED_NODE_MASK
480
- // ! incircle condition flags D as in the circle of ABC
480
+ // ! circumcircle condition flags D as in the circle of ABC
481
481
  // after flip, node A moves to the vertex of D, and is the effective "ear", with the cap edge C A1
482
482
  // after flip, consider the A1 D (whose nodes are A1 and flipped A!!!)
483
483
  //
@@ -497,7 +497,7 @@ class Triangulator {
497
497
  let a0 = b0.facePredecessor;
498
498
  let b1 = a0.edgeMate;
499
499
  while (Triangulator.isInteriorTriangle(a0) && Triangulator.isInteriorTriangle(b1)) {
500
- const detA = Triangulator.computeInCircleDeterminantIsStrongPositive(a0);
500
+ const detA = Triangulator.computeCircumcircleDeterminantIsStrongPositive(a0);
501
501
  if (!detA)
502
502
  break;
503
503
  // Flip the triangles