@itwin/core-geometry 5.1.0-dev.3 → 5.1.0-dev.32

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 (770) hide show
  1. package/CHANGELOG.md +26 -1
  2. package/lib/cjs/Constant.js.map +1 -1
  3. package/lib/cjs/Geometry.d.ts +8 -0
  4. package/lib/cjs/Geometry.d.ts.map +1 -1
  5. package/lib/cjs/Geometry.js +10 -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.d.ts.map +1 -1
  10. package/lib/cjs/bspline/BSplineCurve.js +7 -1
  11. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  12. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  13. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  14. package/lib/cjs/bspline/BSplineSurface.d.ts +2 -1
  15. package/lib/cjs/bspline/BSplineSurface.d.ts.map +1 -1
  16. package/lib/cjs/bspline/BSplineSurface.js +2 -1
  17. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  18. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  19. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  20. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  21. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  22. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  23. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  24. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  25. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  26. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  27. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  28. package/lib/cjs/clipping/ClipPlane.d.ts +7 -5
  29. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  30. package/lib/cjs/clipping/ClipPlane.js +9 -5
  31. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  32. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  33. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  34. package/lib/cjs/clipping/ClipUtils.js +5 -3
  35. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  36. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  37. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +1 -2
  38. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  39. package/lib/cjs/clipping/ConvexClipPlaneSet.js +13 -25
  40. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  41. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +1 -2
  42. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  43. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +1 -2
  44. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  45. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  46. package/lib/cjs/core-geometry.d.ts +1 -0
  47. package/lib/cjs/core-geometry.d.ts.map +1 -1
  48. package/lib/cjs/core-geometry.js +1 -0
  49. package/lib/cjs/core-geometry.js.map +1 -1
  50. package/lib/cjs/curve/Arc3d.d.ts +54 -32
  51. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  52. package/lib/cjs/curve/Arc3d.js +56 -37
  53. package/lib/cjs/curve/Arc3d.js.map +1 -1
  54. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  55. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  56. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  57. package/lib/cjs/curve/CurveCollection.d.ts +33 -1
  58. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  59. package/lib/cjs/curve/CurveCollection.js +79 -0
  60. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  61. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  62. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  63. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  64. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  65. package/lib/cjs/curve/CurveLocationDetail.d.ts +24 -24
  66. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  67. package/lib/cjs/curve/CurveLocationDetail.js +24 -24
  68. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  69. package/lib/cjs/curve/CurveOps.js.map +1 -1
  70. package/lib/cjs/curve/CurvePrimitive.d.ts +2 -2
  71. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  72. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  73. package/lib/cjs/curve/CurveTypes.js.map +1 -1
  74. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  75. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  76. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  77. package/lib/cjs/curve/LineString3d.js.map +1 -1
  78. package/lib/cjs/curve/Loop.js.map +1 -1
  79. package/lib/cjs/curve/OffsetOptions.js.map +1 -1
  80. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  81. package/lib/cjs/curve/Path.js.map +1 -1
  82. package/lib/cjs/curve/PointString3d.js.map +1 -1
  83. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  84. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
  85. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +10 -5
  86. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  87. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  88. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  89. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  90. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +9 -5
  91. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  92. package/lib/cjs/curve/Query/PlanarSubdivision.js +27 -11
  93. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  94. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  95. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  96. package/lib/cjs/curve/RegionMomentsXY.d.ts +15 -21
  97. package/lib/cjs/curve/RegionMomentsXY.d.ts.map +1 -1
  98. package/lib/cjs/curve/RegionMomentsXY.js +39 -59
  99. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  100. package/lib/cjs/curve/RegionOps.d.ts +82 -39
  101. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  102. package/lib/cjs/curve/RegionOps.js +154 -48
  103. package/lib/cjs/curve/RegionOps.js.map +1 -1
  104. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +27 -26
  105. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  106. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +70 -54
  107. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  108. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  109. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  110. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
  111. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  112. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
  113. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  114. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  115. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  116. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  117. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  118. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts +0 -1
  119. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  120. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +58 -32
  121. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  122. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  123. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  124. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  125. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  126. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  127. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  128. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  129. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  130. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  131. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +0 -1
  132. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  133. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  134. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.d.ts +14 -0
  135. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.d.ts.map +1 -0
  136. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js +34 -0
  137. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js.map +1 -0
  138. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  139. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  140. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  141. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  142. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  143. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  144. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  145. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  146. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  147. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  148. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  149. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  150. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  151. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  152. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  153. package/lib/cjs/geometry3d/AngleSweep.d.ts +24 -17
  154. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  155. package/lib/cjs/geometry3d/AngleSweep.js +31 -17
  156. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  157. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  158. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  159. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts +8 -7
  160. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  161. package/lib/cjs/geometry3d/CoincidentGeometryOps.js +19 -25
  162. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  163. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  164. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  165. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  166. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  167. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  168. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  169. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  170. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +7 -2
  171. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  172. package/lib/cjs/geometry3d/GrowableXYZArray.js +20 -2
  173. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  174. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  175. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  176. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +2 -1
  177. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  178. package/lib/cjs/geometry3d/IndexedXYZCollection.js +7 -3
  179. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  180. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  181. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  182. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  183. package/lib/cjs/geometry3d/Plane3d.d.ts +2 -0
  184. package/lib/cjs/geometry3d/Plane3d.d.ts.map +1 -1
  185. package/lib/cjs/geometry3d/Plane3d.js +6 -1
  186. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  187. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +2 -0
  188. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  189. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +6 -1
  190. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  191. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts +8 -2
  192. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts.map +1 -1
  193. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js +18 -10
  194. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  195. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  196. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  197. package/lib/cjs/geometry3d/Point2dVector2d.js +0 -2
  198. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  199. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  200. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +4 -4
  201. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  202. package/lib/cjs/geometry3d/Point3dVector3d.js +7 -8
  203. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  204. package/lib/cjs/geometry3d/PointHelpers.d.ts +7 -7
  205. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  206. package/lib/cjs/geometry3d/PointHelpers.js +66 -26
  207. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  208. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  209. package/lib/cjs/geometry3d/PolygonOps.d.ts +57 -9
  210. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  211. package/lib/cjs/geometry3d/PolygonOps.js +57 -17
  212. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  213. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts +13 -6
  214. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
  215. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +16 -9
  216. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  217. package/lib/cjs/geometry3d/PolylineOps.d.ts +5 -4
  218. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  219. package/lib/cjs/geometry3d/PolylineOps.js +5 -4
  220. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  221. package/lib/cjs/geometry3d/Range.d.ts +18 -10
  222. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  223. package/lib/cjs/geometry3d/Range.js +32 -10
  224. package/lib/cjs/geometry3d/Range.js.map +1 -1
  225. package/lib/cjs/geometry3d/Ray2d.d.ts.map +1 -1
  226. package/lib/cjs/geometry3d/Ray2d.js +0 -1
  227. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  228. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  229. package/lib/cjs/geometry3d/Ray3d.js +11 -23
  230. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  231. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  232. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  233. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  234. package/lib/cjs/geometry3d/Transform.d.ts +21 -2
  235. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  236. package/lib/cjs/geometry3d/Transform.js +32 -13
  237. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  238. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  239. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  240. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  241. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  242. package/lib/cjs/geometry4d/Matrix4d.d.ts +7 -7
  243. package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
  244. package/lib/cjs/geometry4d/Matrix4d.js +9 -9
  245. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  246. package/lib/cjs/geometry4d/MomentData.d.ts +32 -34
  247. package/lib/cjs/geometry4d/MomentData.d.ts.map +1 -1
  248. package/lib/cjs/geometry4d/MomentData.js +56 -57
  249. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  250. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  251. package/lib/cjs/geometry4d/Point4d.d.ts +7 -4
  252. package/lib/cjs/geometry4d/Point4d.d.ts.map +1 -1
  253. package/lib/cjs/geometry4d/Point4d.js +26 -15
  254. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  255. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  256. package/lib/cjs/numerics/BezierPolynomials.d.ts +2 -0
  257. package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
  258. package/lib/cjs/numerics/BezierPolynomials.js +11 -0
  259. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  260. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  261. package/lib/cjs/numerics/Complex.js.map +1 -1
  262. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  263. package/lib/cjs/numerics/Newton.js.map +1 -1
  264. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  265. package/lib/cjs/numerics/PolarData.js.map +1 -1
  266. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  267. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  268. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  269. package/lib/cjs/numerics/SmallSystem.d.ts +77 -36
  270. package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -1
  271. package/lib/cjs/numerics/SmallSystem.js +129 -73
  272. package/lib/cjs/numerics/SmallSystem.js.map +1 -1
  273. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  274. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  275. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  276. package/lib/cjs/polyface/AuxData.js.map +1 -1
  277. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  278. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  279. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  280. package/lib/cjs/polyface/FacetOrientation.d.ts +1 -1
  281. package/lib/cjs/polyface/FacetOrientation.js +1 -1
  282. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  283. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  284. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts +55 -40
  285. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts.map +1 -1
  286. package/lib/cjs/polyface/IndexedEdgeMatcher.js +83 -75
  287. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
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  770. package/package.json +3 -3
@@ -15,92 +15,150 @@ import { BilinearPolynomial } from "./Polynomials";
15
15
  * @public
16
16
  */
17
17
  export class SmallSystem {
18
+ /**
19
+ * Intersect two transverse 2D lines.
20
+ * * If the lines are parallel and overlap, the returned intersection is of dubious use.
21
+ * @param a0 start point of line A
22
+ * @param aDir direction vector of line A
23
+ * @param b0 start point of line B
24
+ * @param bDir direction vector of line B
25
+ * @returns intersection fractions, `x` along line A and `y` along line B; or `undefined` if no intersection.
26
+ * @see [[lineSegmentXYUVOverlapUnbounded]], [[lineSegmentXYUVIntersectionUnbounded]]
27
+ */
28
+ static lineXYUVTransverseIntersection(a0, aDir, b0, bDir) {
29
+ const cx = b0.x - a0.x;
30
+ const cy = b0.y - a0.y;
31
+ const aCrossB = Geometry.crossProductXYXY(aDir.x, aDir.y, bDir.x, bDir.y);
32
+ const cCrossB = Geometry.crossProductXYXY(cx, cy, bDir.x, bDir.y);
33
+ const cCrossA = Geometry.crossProductXYXY(cx, cy, aDir.x, aDir.y);
34
+ const x = Geometry.conditionalDivideFraction(cCrossB, aCrossB);
35
+ const y = Geometry.conditionalDivideFraction(cCrossA, aCrossB);
36
+ if (x !== undefined && y !== undefined)
37
+ return { x, y };
38
+ return undefined;
39
+ }
18
40
  /**
19
41
  * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.
20
- * Return the fractional (not xy) coordinates in result.x, result.y
21
- * @param a0 start point of line a
22
- * @param a1 end point of line a
23
- * @param b0 start point of line b
24
- * @param b1 end point of line b
25
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
42
+ * Return the fractional (not xy) coordinates in result.x, result.y.
43
+ * @param a0 start point of line A
44
+ * @param a1 end point of line A
45
+ * @param b0 start point of line B
46
+ * @param b1 end point of line B
47
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
26
48
  */
27
49
  static lineSegment2dXYTransverseIntersectionUnbounded(a0, a1, b0, b1, result) {
28
50
  const ux = a1.x - a0.x;
29
51
  const uy = a1.y - a0.y;
30
52
  const vx = b1.x - b0.x;
31
53
  const vy = b1.y - b0.y;
32
- const cx = b0.x - a0.x;
33
- const cy = b0.y - a0.y;
34
- const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);
35
- const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);
36
- const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);
37
- const s = Geometry.conditionalDivideFraction(cv, uv);
38
- const t = Geometry.conditionalDivideFraction(cu, uv);
39
- if (s !== undefined && t !== undefined) {
40
- result.set(s, -t);
41
- return true;
42
- }
43
- result.set(0, 0);
44
- return false;
54
+ return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);
45
55
  }
46
56
  /**
47
- * * (ax0,ay0) to (ax0+ux,ay0+uy) are line A.
48
- * * (bx0,by0) to (bx0+vx,by0+vy) are lineB.
49
- * * Return true if the lines have a simple intersection.
50
- * * Return the fractional (not xy) coordinates in result.x, result.y
51
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
57
+ * Return true if the lines have a simple intersection.
58
+ * * Points (ax0,ay0) to (ax0+ux,ay0+uy) are at fractions 0 and 1 of line A.
59
+ * * Points (bx0,by0) to (bx0+vx,by0+vy) are at fractions 0 and 1 of line B.
60
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
52
61
  */
53
62
  static lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy, bx0, by0, vx, vy, result) {
54
- const cx = bx0 - ax0;
55
- const cy = by0 - ay0;
56
- const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);
57
- const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);
58
- const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);
59
- const s = Geometry.conditionalDivideFraction(cv, uv);
60
- const t = Geometry.conditionalDivideFraction(cu, uv);
61
- if (s !== undefined && t !== undefined) {
62
- result.set(s, -t);
63
+ const transverse = this.lineXYUVTransverseIntersection({ x: ax0, y: ay0 }, { x: ux, y: uy }, { x: bx0, y: by0 }, { x: vx, y: vy });
64
+ if (transverse) {
65
+ result.set(transverse.x, transverse.y);
63
66
  return true;
64
67
  }
65
68
  result.set(0, 0);
66
69
  return false;
67
70
  }
68
71
  /**
69
- * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts
70
- * Return the fractional (not xy) coordinates in result.x, result.y
71
- * @param a0 start point of line a
72
- * @param a1 end point of line a
73
- * @param b0 start point of line b
74
- * @param b1 end point of line b
75
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
72
+ * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts.
73
+ * @param a0 start point of line A
74
+ * @param a1 end point of line A
75
+ * @param b0 start point of line B
76
+ * @param b1 end point of line B
77
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
76
78
  */
77
79
  static lineSegment3dXYTransverseIntersectionUnbounded(a0, a1, b0, b1, result) {
78
80
  const ux = a1.x - a0.x;
79
81
  const uy = a1.y - a0.y;
80
82
  const vx = b1.x - b0.x;
81
83
  const vy = b1.y - b0.y;
82
- const cx = b0.x - a0.x;
83
- const cy = b0.y - a0.y;
84
- const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);
85
- const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);
86
- const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);
87
- const s = Geometry.conditionalDivideFraction(cv, uv);
88
- const t = Geometry.conditionalDivideFraction(cu, uv);
89
- if (s !== undefined && t !== undefined) {
90
- result.set(s, -t);
91
- return true;
92
- }
93
- result.set(0, 0);
94
- return false;
84
+ return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);
85
+ }
86
+ /**
87
+ * Intersect two overlapping unbounded 2D lines.
88
+ * @param a0 start point of line A
89
+ * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`
90
+ * @param b0 start point of line B
91
+ * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`
92
+ * @param tol overlap distance tolerance
93
+ * @returns `undefined` if the lines have a simple (transverse) intersection, or are parallel without overlap.
94
+ * Otherwise, return the fractions at which each segment overlaps the other line:
95
+ * * segment B maps to fractions in the range f0.x < f1.x on line A.
96
+ * * segment A maps to fractions in the range f0.y < f1.y on line B.
97
+ * @see [[lineXYUVTransverseIntersection]], [[lineSegmentXYUVIntersectionUnbounded]]
98
+ */
99
+ static lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol = Geometry.smallMetricDistance) {
100
+ const tol2 = tol * tol;
101
+ const projectToSegment = (s, e0, eDir) => {
102
+ const eDotE = Geometry.dotProductXYXY(eDir.x, eDir.y, eDir.x, eDir.y);
103
+ const sDotE = Geometry.dotProductXYXY(s.x - e0.x, s.y - e0.y, eDir.x, eDir.y);
104
+ const f = Geometry.safeDivideFraction(sDotE, eDotE, 0.0);
105
+ return { f, p: { x: e0.x + f * eDir.x, y: e0.y + f * eDir.y } };
106
+ };
107
+ const a0OnB = projectToSegment(a0, b0, bDir);
108
+ if (Geometry.distanceSquaredXYXY(a0.x, a0.y, a0OnB.p.x, a0OnB.p.y) > tol2)
109
+ return undefined;
110
+ const a1x = a0.x + aDir.x;
111
+ const a1y = a0.y + aDir.y;
112
+ const a1OnB = projectToSegment({ x: a1x, y: a1y }, b0, bDir);
113
+ if (Geometry.distanceSquaredXYXY(a1x, a1y, a1OnB.p.x, a1OnB.p.y) > tol2)
114
+ return undefined;
115
+ const b0OnA = projectToSegment(b0, a0, aDir);
116
+ if (Geometry.distanceSquaredXYXY(b0.x, b0.y, b0OnA.p.x, b0OnA.p.y) > tol2)
117
+ return undefined;
118
+ const b1x = b0.x + bDir.x;
119
+ const b1y = b0.y + bDir.y;
120
+ const b1OnA = projectToSegment({ x: b1x, y: b1y }, a0, aDir);
121
+ if (Geometry.distanceSquaredXYXY(b1x, b1y, b1OnA.p.x, b1OnA.p.y) > tol2)
122
+ return undefined;
123
+ if (b0OnA.f > b1OnA.f)
124
+ [b0OnA.f, b1OnA.f] = [b1OnA.f, b0OnA.f];
125
+ if (a0OnB.f > a1OnB.f)
126
+ [a0OnB.f, a1OnB.f] = [a1OnB.f, a0OnB.f];
127
+ return { f0: { x: b0OnA.f, y: a0OnB.f }, f1: { x: b1OnA.f, y: a1OnB.f } };
128
+ }
129
+ /**
130
+ * Intersect two transverse or overlapping unbounded 2D line segments.
131
+ * @param a0 start point of line A
132
+ * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`
133
+ * @param b0 start point of line B
134
+ * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`
135
+ * @param tol overlap distance tolerance
136
+ * @returns intersection fractions:
137
+ * * If `f1` is undefined, the intersection occurs at fraction f0.x along line A and f0.y along line B.
138
+ * * If `f1` is defined, the line segments are parallel and overlap:
139
+ * segment B maps to fractions in the range f0.x < f1.x on line A;
140
+ * segment A maps to fractions in the range f0.y < f1.y on line B.
141
+ * * If `undefined`, the lines are parallel without overlap.
142
+ */
143
+ static lineSegmentXYUVIntersectionUnbounded(a0, aDir, b0, bDir, tol = Geometry.smallMetricDistance) {
144
+ // Normal practice is to do the (quick, simple) transverse intersection first, but the transverse intersector's
145
+ // notion of coincidence is based on the determinant ratios, which are hard to relate to physical tolerance.
146
+ // So do the overlap first. This should do a quick exit in non-coincident case.
147
+ const overlap = this.lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol);
148
+ if (overlap)
149
+ return overlap;
150
+ const transverse = this.lineXYUVTransverseIntersection(a0, aDir, b0, bDir);
151
+ if (transverse)
152
+ return { f0: transverse };
153
+ return undefined;
95
154
  }
96
155
  /**
97
156
  * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points
98
- * Return the fractional (not xy) coordinates in result.x, result.y
99
- * @param hA0 homogeneous start point of line a
100
- * @param hA1 homogeneous end point of line a
101
- * @param hB0 homogeneous start point of line b
102
- * @param hB1 homogeneous end point of line b
103
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
157
+ * @param hA0 homogeneous start point of line A
158
+ * @param hA1 homogeneous end point of line A
159
+ * @param hB0 homogeneous start point of line B
160
+ * @param hB1 homogeneous end point of line B
161
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
104
162
  */
105
163
  static lineSegment3dHXYTransverseIntersectionUnbounded(hA0, hA1, hB0, hB1, result) {
106
164
  // Considering only x,y,w parts....
@@ -120,15 +178,15 @@ export class SmallSystem {
120
178
  }
121
179
  /**
122
180
  * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.
123
- * @param hA0 homogeneous start point of line a
124
- * @param hA1 homogeneous end point of line a
181
+ * @param hA0 homogeneous start point of the line
182
+ * @param hA1 homogeneous end point of the line
125
183
  * @param spacePoint homogeneous point in space
126
184
  */
127
185
  static lineSegment3dHXYClosestPointUnbounded(hA0, hA1, spacePoint) {
128
- // Considering only x,y,w parts....
186
+ // Considering only x,y,w parts.
129
187
  // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.
130
- // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection
131
- // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`
188
+ // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection.
189
+ // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`.
132
190
  // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.
133
191
  const tx = hA1.x * hA0.w - hA0.x * hA1.w;
134
192
  const ty = hA1.y * hA0.w - hA0.y * hA1.w;
@@ -171,19 +229,17 @@ export class SmallSystem {
171
229
  }
172
230
  /**
173
231
  * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d
174
- * Return the fractional (not xy) coordinates in result.x, result.y
175
- * @param a0 start point of line a
176
- * @param a1 end point of line a
177
- * @param b0 start point of line b
178
- * @param b1 end point of line b
179
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
232
+ * @param a0 start point of line A
233
+ * @param a1 end point of line A
234
+ * @param b0 start point of line B
235
+ * @param b1 end point of line B
236
+ * @param result vector to receive fractional coordinates of closest approach: result.x is fraction on line A, result.y is fraction on line B.
180
237
  */
181
238
  static lineSegment3dClosestApproachUnbounded(a0, a1, b0, b1, result) {
182
239
  return this.ray3dXYZUVWClosestApproachUnbounded(a0.x, a0.y, a0.z, a1.x - a0.x, a1.y - a0.y, a1.z - a0.z, b0.x, b0.y, b0.z, b1.x - b0.x, b1.y - b0.y, b1.z - b0.z, result);
183
240
  }
184
241
  /**
185
242
  * Return true if the given rays have closest approach (go by each other) in 3d
186
- * Return the fractional (not xy) coordinates as x and y parts of a Point2d.
187
243
  * @param ax x-coordinate of the origin of the first ray
188
244
  * @param ay y-coordinate of the origin of the first ray
189
245
  * @param az z-coordinate of the origin of the first ray
@@ -196,7 +252,7 @@ export class SmallSystem {
196
252
  * @param bu x-coordinate of the direction vector of the second ray
197
253
  * @param bv y-coordinate of the direction vector of the second ray
198
254
  * @param bw z-coordinate of the direction vector of the second ray
199
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
255
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
200
256
  */
201
257
  static ray3dXYZUVWClosestApproachUnbounded(ax, ay, az, au, av, aw, bx, by, bz, bu, bv, bw, result) {
202
258
  const cx = bx - ax;
@@ -290,7 +346,7 @@ export class SmallSystem {
290
346
  return this.linearSystem3d(normalA.x, normalA.y, normalA.z, normalB.x, normalB.y, normalB.z, normalC.x, normalC.y, normalC.z, Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z), Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z), Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);
291
347
  }
292
348
  /**
293
- * * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`
349
+ * In rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j > pivot`
294
350
  * @param rowA row that does not change
295
351
  * @param pivotIndex index of pivot (divisor) in rowA.
296
352
  * @param rowB row where elimination occurs.
@@ -1 +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 Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { XAndY } from \"../geometry3d/XYZProps\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { BilinearPolynomial } from \"./Polynomials\";\n\n// cspell:word XYUV\n\n/**\n * static methods for commonly appearing sets of equations in 2 or 3 variables\n * @public\n */\nexport class SmallSystem {\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment2dXYTransverseIntersectionUnbounded(a0: Point2d, a1: Point2d, b0: Point2d, b1: Point2d,\n result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * * (ax0,ay0) to (ax0+ux,ay0+uy) are line A.\n * * (bx0,by0) to (bx0+vx,by0+vy) are lineB.\n * * Return true if the lines have a simple intersection.\n * * Return the fractional (not xy) coordinates in result.x, result.y\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegmentXYUVTransverseIntersectionUnbounded(\n ax0: number, ay0: number, ux: number, uy: number,\n bx0: number, by0: number, vx: number, vy: number,\n result: Vector2d): boolean {\n\n const cx = bx0 - ax0;\n const cy = by0 - ay0;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dXYTransverseIntersectionUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param hA0 homogeneous start point of line a\n * @param hA1 homogeneous end point of line a\n * @param hB0 homogeneous start point of line b\n * @param hB1 homogeneous end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dHXYTransverseIntersectionUnbounded(hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d): Vector2d | undefined {\n // Considering only x,y,w parts....\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\n const alpha0 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB0.x,\n hA0.y, hA1.y, hB0.y,\n hA0.w, hA1.w, hB0.w);\n const alpha1 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB1.x,\n hA0.y, hA1.y, hB1.y,\n hA0.w, hA1.w, hB1.w);\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\n if (fractionB !== undefined) {\n const beta0 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA0.x,\n hB0.y, hB1.y, hA0.y,\n hB0.w, hB1.w, hA0.w);\n const beta1 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA1.x,\n hB0.y, hB1.y, hA1.y,\n hB0.w, hB1.w, hA1.w);\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\n if (fractionA !== undefined)\n return Vector2d.create(fractionA, fractionB, result);\n }\n return undefined;\n }\n\n /**\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\n * @param hA0 homogeneous start point of line a\n * @param hA1 homogeneous end point of line a\n * @param spacePoint homogeneous point in space\n */\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\n // Considering only x,y,w parts....\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\n const det0 = Geometry.tripleProduct(\n hA0.x, -ty, spacePoint.x,\n hA0.y, tx, spacePoint.y,\n hA0.w, 0, spacePoint.w);\n const det1 = Geometry.tripleProduct(\n hA1.x, -ty, spacePoint.x,\n hA1.y, tx, spacePoint.y,\n hA1.w, 0, spacePoint.w);\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\n // Considering only x,y parts....\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uu = ux * ux + uy * uy;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const uv = ux * vx + uy * vy;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uz = pointA1.z - pointA0.z;\n const uu = ux * ux + uy * uy + uz * uz;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const vz = spacePoint.z - pointA0.z;\n const uv = ux * vx + uy * vy + uz * vz;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dClosestApproachUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n return this.ray3dXYZUVWClosestApproachUnbounded(\n a0.x, a0.y, a0.z,\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\n b0.x, b0.y, b0.z,\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\n result);\n }\n /**\n * Return true if the given rays have closest approach (go by each other) in 3d\n * Return the fractional (not xy) coordinates as x and y parts of a Point2d.\n * @param ax x-coordinate of the origin of the first ray\n * @param ay y-coordinate of the origin of the first ray\n * @param az z-coordinate of the origin of the first ray\n * @param au x-coordinate of the direction vector of the first ray\n * @param av y-coordinate of the direction vector of the first ray\n * @param aw z-coordinate of the direction vector of the first ray\n * @param bx x-coordinate of the origin of the second ray\n * @param by y-coordinate of the origin of the second ray\n * @param bz z-coordinate of the origin of the second ray\n * @param bu x-coordinate of the direction vector of the second ray\n * @param bv y-coordinate of the direction vector of the second ray\n * @param bw z-coordinate of the direction vector of the second ray\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static ray3dXYZUVWClosestApproachUnbounded(\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\n result: Vector2d): boolean {\n\n const cx = bx - ax;\n const cy = by - ay;\n const cz = bz - az;\n\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\n }\n /**\n * Solve the pair of linear equations\n * * `ux * x + vx * y = cx`\n * * `uy * x + vy * y = cy`\n * @param ux xx coefficient\n * @param vx xy coefficient\n * @param uy yx coefficient\n * @param vy yy coefficient\n * @param cx x right hand side\n * @param cy y right hand side\n * @param result (x,y) solution (MUST be preallocated by caller)\n */\n public static linearSystem2d(\n ux: number, vx: number, // first row of matrix\n uy: number, vy: number, // second row of matrix\n cx: number, cy: number, // right side\n result: Vector2d,\n ): boolean {\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Solve a linear system:\n * * x equation: `axx * u + axy * v + axz * w = cx`\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\n * * z equation: `azx * u + azy * v + azz * w = cz`\n * @param axx row 0, column 0 coefficient\n * @param axy row 0, column 1 coefficient\n * @param axz row 0, column 1 coefficient\n * @param ayx row 1, column 0 coefficient\n * @param ayy row 1, column 1 coefficient\n * @param ayz row 1, column 2 coefficient\n * @param azx row 2, column 0 coefficient\n * @param azy row 2, column 1 coefficient\n * @param azz row 2, column 2 coefficient\n * @param cx right hand side row 0 coefficient\n * @param cy right hand side row 1 coefficient\n * @param cz right hand side row 2 coefficient\n * @param result optional result.\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\n */\n public static linearSystem3d(\n axx: number, axy: number, axz: number, // first row of matrix\n ayx: number, ayy: number, ayz: number, // second row of matrix\n azx: number, azy: number, azz: number, // second row of matrix\n cx: number, cy: number, cz: number, // right side\n result?: Vector3d,\n ): Vector3d | undefined {\n // determinants of various combinations of columns ...\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\n if (s !== undefined && t !== undefined && u !== undefined) {\n return Vector3d.create(s, t, u, result);\n }\n return undefined;\n }\n /**\n * Compute the intersection of three planes.\n * @param xyzA point on the first plane\n * @param normalA normal of the first plane\n * @param xyzB point on the second plane\n * @param normalB normal of the second plane\n * @param xyzC point on the third plane\n * @param normalC normal of the third plane\n * @param result optional result\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\n */\n public static intersect3Planes(\n xyzA: Point3d, normalA: Vector3d,\n xyzB: Point3d, normalB: Vector3d,\n xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined {\n return this.linearSystem3d(\n normalA.x, normalA.y, normalA.z,\n normalB.x, normalB.y, normalB.z,\n normalC.x, normalC.y, normalC.z,\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);\n }\n\n /**\n * * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`\n * @param rowA row that does not change\n * @param pivotIndex index of pivot (divisor) in rowA.\n * @param rowB row where elimination occurs.\n */\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\n const n = rowA.length;\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\n if (q === undefined) return false;\n q *= a;\n for (let j = pivotIndex + 1; j < n; j++)\n rowB[j] += q * rowA[j];\n return true;\n }\n /**\n * Solve a pair of bilinear equations\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\n */\n public static solveBilinearPair(\n a0: number, b0: number, c0: number, d0: number,\n a1: number, b1: number, c1: number, d1: number,\n ): Point2d[] | undefined {\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\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 Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { WritableXAndY, XAndY } from \"../geometry3d/XYZProps\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { BilinearPolynomial } from \"./Polynomials\";\r\n\r\n// cspell:word XYUV\r\n\r\n/**\r\n * static methods for commonly appearing sets of equations in 2 or 3 variables\r\n * @public\r\n */\r\nexport class SmallSystem {\r\n /**\r\n * Intersect two transverse 2D lines.\r\n * * If the lines are parallel and overlap, the returned intersection is of dubious use.\r\n * @param a0 start point of line A\r\n * @param aDir direction vector of line A\r\n * @param b0 start point of line B\r\n * @param bDir direction vector of line B\r\n * @returns intersection fractions, `x` along line A and `y` along line B; or `undefined` if no intersection.\r\n * @see [[lineSegmentXYUVOverlapUnbounded]], [[lineSegmentXYUVIntersectionUnbounded]]\r\n */\r\n public static lineXYUVTransverseIntersection(a0: XAndY, aDir: XAndY, b0: XAndY, bDir: XAndY): WritableXAndY | undefined {\r\n const cx = b0.x - a0.x;\r\n const cy = b0.y - a0.y;\r\n const aCrossB = Geometry.crossProductXYXY(aDir.x, aDir.y, bDir.x, bDir.y);\r\n const cCrossB = Geometry.crossProductXYXY(cx, cy, bDir.x, bDir.y);\r\n const cCrossA = Geometry.crossProductXYXY(cx, cy, aDir.x, aDir.y);\r\n const x = Geometry.conditionalDivideFraction(cCrossB, aCrossB);\r\n const y = Geometry.conditionalDivideFraction(cCrossA, aCrossB);\r\n if (x !== undefined && y !== undefined)\r\n return { x, y };\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\r\n * Return the fractional (not xy) coordinates in result.x, result.y.\r\n * @param a0 start point of line A\r\n * @param a1 end point of line A\r\n * @param b0 start point of line B\r\n * @param b1 end point of line B\r\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\r\n */\r\n public static lineSegment2dXYTransverseIntersectionUnbounded(a0: Point2d, a1: Point2d, b0: Point2d, b1: Point2d, result: Vector2d): boolean {\r\n const ux = a1.x - a0.x;\r\n const uy = a1.y - a0.y;\r\n const vx = b1.x - b0.x;\r\n const vy = b1.y - b0.y;\r\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\r\n }\r\n\r\n /**\r\n * Return true if the lines have a simple intersection.\r\n * * Points (ax0,ay0) to (ax0+ux,ay0+uy) are at fractions 0 and 1 of line A.\r\n * * Points (bx0,by0) to (bx0+vx,by0+vy) are at fractions 0 and 1 of line B.\r\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\r\n */\r\n public static lineSegmentXYUVTransverseIntersectionUnbounded(ax0: number, ay0: number, ux: number, uy: number, bx0: number, by0: number, vx: number, vy: number, result: Vector2d): boolean {\r\n const transverse = this.lineXYUVTransverseIntersection({ x: ax0, y: ay0 }, { x: ux, y: uy } , { x: bx0, y: by0 }, { x: vx, y: vy });\r\n if (transverse) {\r\n result.set(transverse.x, transverse.y);\r\n return true;\r\n }\r\n result.set(0, 0);\r\n return false;\r\n }\r\n\r\n /**\r\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts.\r\n * @param a0 start point of line A\r\n * @param a1 end point of line A\r\n * @param b0 start point of line B\r\n * @param b1 end point of line B\r\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\r\n */\r\n public static lineSegment3dXYTransverseIntersectionUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d, result: Vector2d): boolean {\r\n const ux = a1.x - a0.x;\r\n const uy = a1.y - a0.y;\r\n const vx = b1.x - b0.x;\r\n const vy = b1.y - b0.y;\r\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\r\n }\r\n\r\n /**\r\n * Intersect two overlapping unbounded 2D lines.\r\n * @param a0 start point of line A\r\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\r\n * @param b0 start point of line B\r\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\r\n * @param tol overlap distance tolerance\r\n * @returns `undefined` if the lines have a simple (transverse) intersection, or are parallel without overlap.\r\n * Otherwise, return the fractions at which each segment overlaps the other line:\r\n * * segment B maps to fractions in the range f0.x < f1.x on line A.\r\n * * segment A maps to fractions in the range f0.y < f1.y on line B.\r\n * @see [[lineXYUVTransverseIntersection]], [[lineSegmentXYUVIntersectionUnbounded]]\r\n */\r\n public static lineSegmentXYUVOverlapUnbounded(\r\n a0: XAndY, aDir: XAndY,\r\n b0: XAndY, bDir: XAndY,\r\n tol: number = Geometry.smallMetricDistance\r\n ): { f0: WritableXAndY, f1: WritableXAndY } | undefined {\r\n const tol2 = tol * tol;\r\n const projectToSegment = (s: XAndY, e0: XAndY, eDir: XAndY): { f: number, p: XAndY } => {\r\n const eDotE = Geometry.dotProductXYXY(eDir.x, eDir.y, eDir.x, eDir.y);\r\n const sDotE = Geometry.dotProductXYXY(s.x - e0.x, s.y - e0.y, eDir.x, eDir.y);\r\n const f = Geometry.safeDivideFraction(sDotE, eDotE, 0.0);\r\n return { f, p: { x: e0.x + f * eDir.x, y: e0.y + f * eDir.y } };\r\n };\r\n const a0OnB = projectToSegment(a0, b0, bDir);\r\n if (Geometry.distanceSquaredXYXY(a0.x, a0.y, a0OnB.p.x, a0OnB.p.y) > tol2)\r\n return undefined;\r\n const a1x = a0.x + aDir.x;\r\n const a1y = a0.y + aDir.y;\r\n const a1OnB = projectToSegment({ x: a1x, y: a1y }, b0, bDir);\r\n if (Geometry.distanceSquaredXYXY(a1x, a1y, a1OnB.p.x, a1OnB.p.y) > tol2)\r\n return undefined;\r\n const b0OnA = projectToSegment(b0, a0, aDir);\r\n if (Geometry.distanceSquaredXYXY(b0.x, b0.y, b0OnA.p.x, b0OnA.p.y) > tol2)\r\n return undefined;\r\n const b1x = b0.x + bDir.x;\r\n const b1y = b0.y + bDir.y;\r\n const b1OnA = projectToSegment({ x: b1x, y: b1y }, a0, aDir);\r\n if (Geometry.distanceSquaredXYXY(b1x, b1y, b1OnA.p.x, b1OnA.p.y) > tol2)\r\n return undefined;\r\n if (b0OnA.f > b1OnA.f)\r\n [b0OnA.f, b1OnA.f] = [b1OnA.f, b0OnA.f];\r\n if (a0OnB.f > a1OnB.f)\r\n [a0OnB.f, a1OnB.f] = [a1OnB.f, a0OnB.f];\r\n return { f0: { x: b0OnA.f, y: a0OnB.f }, f1: { x: b1OnA.f, y: a1OnB.f } };\r\n }\r\n\r\n /**\r\n * Intersect two transverse or overlapping unbounded 2D line segments.\r\n * @param a0 start point of line A\r\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\r\n * @param b0 start point of line B\r\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\r\n * @param tol overlap distance tolerance\r\n * @returns intersection fractions:\r\n * * If `f1` is undefined, the intersection occurs at fraction f0.x along line A and f0.y along line B.\r\n * * If `f1` is defined, the line segments are parallel and overlap:\r\n * segment B maps to fractions in the range f0.x < f1.x on line A;\r\n * segment A maps to fractions in the range f0.y < f1.y on line B.\r\n * * If `undefined`, the lines are parallel without overlap.\r\n */\r\n public static lineSegmentXYUVIntersectionUnbounded(\r\n a0: XAndY, aDir: XAndY,\r\n b0: XAndY, bDir: XAndY,\r\n tol: number = Geometry.smallMetricDistance\r\n ): { f0: WritableXAndY, f1?: WritableXAndY } | undefined {\r\n // Normal practice is to do the (quick, simple) transverse intersection first, but the transverse intersector's\r\n // notion of coincidence is based on the determinant ratios, which are hard to relate to physical tolerance.\r\n // So do the overlap first. This should do a quick exit in non-coincident case.\r\n const overlap = this.lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol);\r\n if (overlap)\r\n return overlap;\r\n const transverse = this.lineXYUVTransverseIntersection(a0, aDir, b0, bDir);\r\n if (transverse)\r\n return { f0: transverse };\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\r\n * @param hA0 homogeneous start point of line A\r\n * @param hA1 homogeneous end point of line A\r\n * @param hB0 homogeneous start point of line B\r\n * @param hB1 homogeneous end point of line B\r\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\r\n */\r\n public static lineSegment3dHXYTransverseIntersectionUnbounded(hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d): Vector2d | undefined {\r\n // Considering only x,y,w parts....\r\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\r\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\r\n const alpha0 = Geometry.tripleProduct(\r\n hA0.x, hA1.x, hB0.x,\r\n hA0.y, hA1.y, hB0.y,\r\n hA0.w, hA1.w, hB0.w);\r\n const alpha1 = Geometry.tripleProduct(\r\n hA0.x, hA1.x, hB1.x,\r\n hA0.y, hA1.y, hB1.y,\r\n hA0.w, hA1.w, hB1.w);\r\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\r\n if (fractionB !== undefined) {\r\n const beta0 = Geometry.tripleProduct(\r\n hB0.x, hB1.x, hA0.x,\r\n hB0.y, hB1.y, hA0.y,\r\n hB0.w, hB1.w, hA0.w);\r\n const beta1 = Geometry.tripleProduct(\r\n hB0.x, hB1.x, hA1.x,\r\n hB0.y, hB1.y, hA1.y,\r\n hB0.w, hB1.w, hA1.w);\r\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\r\n if (fractionA !== undefined)\r\n return Vector2d.create(fractionA, fractionB, result);\r\n }\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\r\n * @param hA0 homogeneous start point of the line\r\n * @param hA1 homogeneous end point of the line\r\n * @param spacePoint homogeneous point in space\r\n */\r\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\r\n // Considering only x,y,w parts.\r\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\r\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection.\r\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`.\r\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\r\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\r\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\r\n const det0 = Geometry.tripleProduct(\r\n hA0.x, -ty, spacePoint.x,\r\n hA0.y, tx, spacePoint.y,\r\n hA0.w, 0, spacePoint.w,\r\n );\r\n const det1 = Geometry.tripleProduct(\r\n hA1.x, -ty, spacePoint.x,\r\n hA1.y, tx, spacePoint.y,\r\n hA1.w, 0, spacePoint.w,\r\n );\r\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\r\n }\r\n\r\n /**\r\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\r\n * @param pointA0 start point\r\n * @param pointA1 end point\r\n * @param spacePoint point in space\r\n */\r\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\r\n // Considering only x,y parts....\r\n const ux = pointA1.x - pointA0.x;\r\n const uy = pointA1.y - pointA0.y;\r\n const uu = ux * ux + uy * uy;\r\n const vx = spacePoint.x - pointA0.x;\r\n const vy = spacePoint.y - pointA0.y;\r\n const uv = ux * vx + uy * vy;\r\n return Geometry.conditionalDivideFraction(uv, uu);\r\n }\r\n\r\n /**\r\n * Return the line fraction at which the line is closest to a space point\r\n * @param pointA0 start point\r\n * @param pointA1 end point\r\n * @param spacePoint point in space\r\n */\r\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\r\n const ux = pointA1.x - pointA0.x;\r\n const uy = pointA1.y - pointA0.y;\r\n const uz = pointA1.z - pointA0.z;\r\n const uu = ux * ux + uy * uy + uz * uz;\r\n const vx = spacePoint.x - pointA0.x;\r\n const vy = spacePoint.y - pointA0.y;\r\n const vz = spacePoint.z - pointA0.z;\r\n const uv = ux * vx + uy * vy + uz * vz;\r\n return Geometry.conditionalDivideFraction(uv, uu);\r\n }\r\n\r\n /**\r\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\r\n * @param a0 start point of line A\r\n * @param a1 end point of line A\r\n * @param b0 start point of line B\r\n * @param b1 end point of line B\r\n * @param result vector to receive fractional coordinates of closest approach: result.x is fraction on line A, result.y is fraction on line B.\r\n */\r\n public static lineSegment3dClosestApproachUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\r\n result: Vector2d): boolean {\r\n return this.ray3dXYZUVWClosestApproachUnbounded(\r\n a0.x, a0.y, a0.z,\r\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\r\n b0.x, b0.y, b0.z,\r\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\r\n result);\r\n }\r\n /**\r\n * Return true if the given rays have closest approach (go by each other) in 3d\r\n * @param ax x-coordinate of the origin of the first ray\r\n * @param ay y-coordinate of the origin of the first ray\r\n * @param az z-coordinate of the origin of the first ray\r\n * @param au x-coordinate of the direction vector of the first ray\r\n * @param av y-coordinate of the direction vector of the first ray\r\n * @param aw z-coordinate of the direction vector of the first ray\r\n * @param bx x-coordinate of the origin of the second ray\r\n * @param by y-coordinate of the origin of the second ray\r\n * @param bz z-coordinate of the origin of the second ray\r\n * @param bu x-coordinate of the direction vector of the second ray\r\n * @param bv y-coordinate of the direction vector of the second ray\r\n * @param bw z-coordinate of the direction vector of the second ray\r\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\r\n */\r\n public static ray3dXYZUVWClosestApproachUnbounded(\r\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\r\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\r\n result: Vector2d): boolean {\r\n\r\n const cx = bx - ax;\r\n const cy = by - ay;\r\n const cz = bz - az;\r\n\r\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\r\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\r\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\r\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\r\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\r\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\r\n }\r\n /**\r\n * Solve the pair of linear equations\r\n * * `ux * x + vx * y = cx`\r\n * * `uy * x + vy * y = cy`\r\n * @param ux xx coefficient\r\n * @param vx xy coefficient\r\n * @param uy yx coefficient\r\n * @param vy yy coefficient\r\n * @param cx x right hand side\r\n * @param cy y right hand side\r\n * @param result (x,y) solution (MUST be preallocated by caller)\r\n */\r\n public static linearSystem2d(\r\n ux: number, vx: number, // first row of matrix\r\n uy: number, vy: number, // second row of matrix\r\n cx: number, cy: number, // right side\r\n result: Vector2d,\r\n ): boolean {\r\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\r\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\r\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\r\n const s = Geometry.conditionalDivideFraction(cv, uv);\r\n const t = Geometry.conditionalDivideFraction(cu, uv);\r\n if (s !== undefined && t !== undefined) {\r\n result.set(s, t);\r\n return true;\r\n }\r\n result.set(0, 0);\r\n return false;\r\n }\r\n /**\r\n * Solve a linear system:\r\n * * x equation: `axx * u + axy * v + axz * w = cx`\r\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\r\n * * z equation: `azx * u + azy * v + azz * w = cz`\r\n * @param axx row 0, column 0 coefficient\r\n * @param axy row 0, column 1 coefficient\r\n * @param axz row 0, column 1 coefficient\r\n * @param ayx row 1, column 0 coefficient\r\n * @param ayy row 1, column 1 coefficient\r\n * @param ayz row 1, column 2 coefficient\r\n * @param azx row 2, column 0 coefficient\r\n * @param azy row 2, column 1 coefficient\r\n * @param azz row 2, column 2 coefficient\r\n * @param cx right hand side row 0 coefficient\r\n * @param cy right hand side row 1 coefficient\r\n * @param cz right hand side row 2 coefficient\r\n * @param result optional result.\r\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\r\n */\r\n public static linearSystem3d(\r\n axx: number, axy: number, axz: number, // first row of matrix\r\n ayx: number, ayy: number, ayz: number, // second row of matrix\r\n azx: number, azy: number, azz: number, // second row of matrix\r\n cx: number, cy: number, cz: number, // right side\r\n result?: Vector3d,\r\n ): Vector3d | undefined {\r\n // determinants of various combinations of columns ...\r\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\r\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\r\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\r\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\r\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\r\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\r\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\r\n if (s !== undefined && t !== undefined && u !== undefined) {\r\n return Vector3d.create(s, t, u, result);\r\n }\r\n return undefined;\r\n }\r\n /**\r\n * Compute the intersection of three planes.\r\n * @param xyzA point on the first plane\r\n * @param normalA normal of the first plane\r\n * @param xyzB point on the second plane\r\n * @param normalB normal of the second plane\r\n * @param xyzC point on the third plane\r\n * @param normalC normal of the third plane\r\n * @param result optional result\r\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\r\n */\r\n public static intersect3Planes(\r\n xyzA: Point3d, normalA: Vector3d,\r\n xyzB: Point3d, normalB: Vector3d,\r\n xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined {\r\n return this.linearSystem3d(\r\n normalA.x, normalA.y, normalA.z,\r\n normalB.x, normalB.y, normalB.z,\r\n normalC.x, normalC.y, normalC.z,\r\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\r\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\r\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);\r\n }\r\n\r\n /**\r\n * In rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j > pivot`\r\n * @param rowA row that does not change\r\n * @param pivotIndex index of pivot (divisor) in rowA.\r\n * @param rowB row where elimination occurs.\r\n */\r\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\r\n const n = rowA.length;\r\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\r\n if (q === undefined) return false;\r\n q *= a;\r\n for (let j = pivotIndex + 1; j < n; j++)\r\n rowB[j] += q * rowA[j];\r\n return true;\r\n }\r\n /**\r\n * Solve a pair of bilinear equations\r\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\r\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\r\n */\r\n public static solveBilinearPair(\r\n a0: number, b0: number, c0: number, d0: number,\r\n a1: number, b1: number, c1: number, d1: number,\r\n ): Point2d[] | undefined {\r\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\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 Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\n\n// Enumerated type lies outside of TriDiagonalSystem, as TSLint prevented declaration within class\nenum DataState {\n RawMatrix,\n FactorOK,\n FactorFailed,\n}\n/**\n * Linear system operations on a matrix with data only on the diagonal and its immediate left and right neighbors\n * @internal\n */\nexport class TriDiagonalSystem {\n\n // Lower diagonal, indexed by rows\n private _aLeft: Float64Array;\n // Upper diagonal, indexed by rows\n private _aRight: Float64Array;\n // Main diagonal, indexed by rows\n private _aDiag: Float64Array;\n // Right side vector\n private _b: Float64Array;\n // Solution vector\n private _x: Float64Array;\n\n private _dataState!: DataState;\n\n constructor(n: number) {\n this._aLeft = new Float64Array(n);\n this._aDiag = new Float64Array(n);\n this._aRight = new Float64Array(n);\n this._b = new Float64Array(n);\n this._x = new Float64Array(n);\n this.reset();\n }\n\n /** Reset to RawMatrix state with all coefficients zero */\n public reset() {\n this._dataState = DataState.RawMatrix;\n const n = this._aDiag.length;\n for (let i = 0; i < n; i++) {\n this._aLeft[i] = this._aRight[i] = this._aDiag[i] = this._b[i] = this._x[i] = 0.0;\n }\n }\n /** Install data in a row of the matrix */\n public setRow(row: number, left: number, diag: number, right: number) {\n this._aLeft[row] = left;\n this._aDiag[row] = diag;\n this._aRight[row] = right;\n }\n /** Add to row of matrix */\n public addToRow(row: number, left: number, diag: number, right: number) {\n this._aLeft[row] += left;\n this._aDiag[row] += diag;\n this._aRight[row] += right;\n }\n /** Install data in the right side (B) vector */\n public setB(row: number, bb: number) {\n this._b[row] = bb;\n }\n /** Add to an entry in the right side (B) vector */\n public addToB(row: number, bb: number) {\n this._b[row] += bb;\n }\n /** Access data from the right side (B) vector */\n public getB(row: number): number {\n return this._b[row];\n }\n /** Install data in the solution (X) vector */\n public setX(row: number, xx: number) {\n this._x[row] = xx;\n }\n /** Access data from the solution (X) vector */\n public getX(row: number): number {\n return this._x[row];\n }\n /** Get method for matrix and vector order */\n public order(): number {\n return this._aDiag.length;\n }\n /** Compute product of AX and save as B */\n public multiplyAX(): boolean {\n if (this._dataState === DataState.FactorFailed) {\n return false;\n } else if (this._dataState === DataState.FactorOK) {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n for (let i = 0; i < nm1; i++) {\n this._b[i] = this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\n }\n this._b[nm1] = this._aDiag[nm1] * this._x[nm1];\n\n for (let i = nm1; i > 0; i--) {\n this._b[i] += this._aLeft[i] * this._b[i - 1];\n }\n\n return true;\n } else {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n this._b[0] = this._aDiag[0] * this._x[0] + this._aRight[0] * this._x[1];\n let i;\n for (i = 1; i < nm1; i++) {\n this._b[i] = this._aLeft[i] * this._x[i - 1] + this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\n }\n this._b[nm1] = this._aLeft[nm1] * this._x[n - 2] + this._aDiag[i] * this._x[nm1];\n return true;\n }\n }\n\n /** Compute product of AX and save as B */\n public multiplyAXPoints(pointX: Point3d[], pointB: Point3d[]): boolean {\n pointB.length = 0;\n while (pointB.length < pointX.length)\n pointB.push(Point3d.create());\n pointB.length = pointX.length;\n\n if (this._dataState === DataState.FactorFailed) {\n return false;\n } else if (this._dataState === DataState.FactorOK) {\n\n const n = this._aDiag.length;\n const nm1 = n - 1;\n for (let i = 0; i < nm1; i++) {\n Point3d.createAdd2Scaled(pointX[i], this._aDiag[i], pointX[i + 1], this._aRight[i], pointB[i]);\n }\n Point3d.createScale(pointX[nm1], this._aDiag[nm1], pointB[nm1]);\n\n for (let i = nm1; i > 0; i--) {\n pointB[i].plusScaled(pointB[i - 1], this._aLeft[i], pointB[i]);\n }\n\n return true;\n } else {\n const n = this._aDiag.length;\n const nm1 = n - 1;\n Point3d.createAdd2Scaled(pointX[0], this._aDiag[0], pointX[1], this._aRight[0], pointB[0]);\n let i;\n for (i = 1; i < nm1; i++) {\n Point3d.createAdd3Scaled(\n pointX[i - 1], this._aLeft[i], pointX[i], this._aDiag[i],\n pointX[i + 1], this._aRight[i],\n pointB[i]);\n }\n Point3d.createAdd2Scaled(pointX[n - 2], this._aLeft[nm1], pointX[nm1], this._aDiag[nm1], pointB[nm1]);\n return true;\n }\n }\n\n /** Multiply the stored factors together to return to plain matrix form */\n public defactor(): boolean {\n if (this._dataState === DataState.RawMatrix) {\n return true;\n }\n if (this._dataState === DataState.FactorFailed) {\n return false;\n }\n const n = this._aDiag.length;\n const nm1 = n - 1;\n\n for (let i = nm1; i > 0; i--) {\n this._aDiag[i] += this._aLeft[i] * this._aRight[i - 1];\n this._aLeft[i] *= this._aDiag[i - 1];\n }\n this._dataState = DataState.RawMatrix;\n return true;\n }\n /** Factor the tridiagonal matrix to LU parts. b, x, not altered */\n public factor(): boolean {\n if (this._dataState === DataState.FactorOK) {\n return true;\n }\n if (this._dataState !== DataState.RawMatrix) {\n return false;\n }\n this._dataState = DataState.FactorFailed;\n\n const n1 = this._aDiag.length - 1; // Last pivot index\n // Eliminate in subdiagonal.\n for (let i = 0; i < n1; i++) {\n const r = Geometry.conditionalDivideFraction(this._aLeft[i + 1], this._aDiag[i]);\n if (r === undefined)\n return false;\n this._aLeft[i + 1] = r;\n this._aDiag[i + 1] -= r * this._aRight[i];\n }\n this._dataState = DataState.FactorOK;\n return true;\n }\n /** Solve AX=B. A is left in factored state. B unchanged. */\n public factorAndBackSubstitute(): boolean {\n const n = this._aDiag.length;\n const n1 = n - 1;\n if (!this.factor())\n return false;\n\n // Apply L inverse to B, same sequence as was done to A:\n for (let i = 0; i < n; i++) {\n this._x[i] = this._b[i];\n }\n for (let i = 1; i < n; i++) {\n this._x[i] -= this._aLeft[i] * this._x[i - 1];\n }\n\n // Print (\"LU L Inverse B B\");\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\n // All diagonals are known to be nonzero. Really. Really???\n this._x[n1] /= this._aDiag[n1];\n\n for (let i = n1 - 1; i >= 0; i--) {\n this._x[i] = (this._x[i] - this._aRight[i] * this._x[i + 1]) / this._aDiag[i];\n }\n\n return true;\n }\n /** Solve AX=B. A is left in factored state. B unchanged. vectorB and vectorX may be the same array */\n public factorAndBackSubstitutePointArrays(vectorB: Point3d[], vectorX: Point3d[]): boolean {\n const n = this._aDiag.length;\n if (vectorB.length < n)\n return false;\n\n while (vectorX.length < n)\n vectorX.push(Point3d.create(0, 0, 0));\n vectorX.length = n;\n const n1 = n - 1;\n if (!this.factor())\n return false;\n\n // Apply L inverse to B, same sequence as was done to A:\n if (vectorB !== vectorX) {\n for (let i = 0; i < n; i++) {\n vectorX[i].setFrom(vectorB[i]);\n }\n }\n\n let a: number;\n let b: number;\n for (let i = 1; i < n; i++) {\n a = this._aLeft[i];\n vectorX[i].x -= a * vectorX[i - 1].x;\n vectorX[i].y -= a * vectorX[i - 1].y;\n vectorX[i].z -= a * vectorX[i - 1].z;\n }\n\n // Print (\"LU L inverse B\");\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\n // All diagonals are known to be nonzero. Really. Really???\n b = 1.0 / this._aDiag[n1];\n vectorX[n1].x *= b;\n vectorX[n1].y *= b;\n vectorX[n1].z *= b;\n\n for (let i = n1 - 1; i >= 0; i--) {\n a = this._aRight[i];\n b = 1.0 / this._aDiag[i];\n vectorX[i].x = (vectorX[i].x - a * vectorX[i + 1].x) * b;\n vectorX[i].y = (vectorX[i].y - a * vectorX[i + 1].y) * b;\n vectorX[i].z = (vectorX[i].z - a * vectorX[i + 1].z) * b;\n }\n\n return true;\n }\n /** Allocate a complete copy */\n public copy(): TriDiagonalSystem {\n const n = this._aDiag.length;\n const B = new TriDiagonalSystem(n);\n for (let i = 0; i < n; i++) {\n B._aLeft[i] = this._aLeft[i];\n B._aDiag[i] = this._aDiag[i];\n B._aRight[i] = this._aRight[i];\n B._x[i] = this._x[i];\n B._b[i] = this._b[i];\n }\n B._dataState = this._dataState;\n return B;\n }\n\n /** return an array form that may be useful for display ... */\n public flatten(): any {\n const n = this._aDiag.length;\n const data = [];\n\n for (let i = 0; i < n; i++) {\n data.push(\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], this._b[i]]);\n }\n return data;\n }\n\n /** return an array form that may be useful for display ... */\n public flattenWithPoints(xyzB: Point3d[]): any {\n const n = this._aDiag.length;\n const data = [];\n\n for (let i = 0; i < n; i++) {\n data.push(\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], xyzB[i].toJSON()]);\n }\n return data;\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 Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\n\r\n// Enumerated type lies outside of TriDiagonalSystem, as TSLint prevented declaration within class\r\nenum DataState {\r\n RawMatrix,\r\n FactorOK,\r\n FactorFailed,\r\n}\r\n/**\r\n * Linear system operations on a matrix with data only on the diagonal and its immediate left and right neighbors\r\n * @internal\r\n */\r\nexport class TriDiagonalSystem {\r\n\r\n // Lower diagonal, indexed by rows\r\n private _aLeft: Float64Array;\r\n // Upper diagonal, indexed by rows\r\n private _aRight: Float64Array;\r\n // Main diagonal, indexed by rows\r\n private _aDiag: Float64Array;\r\n // Right side vector\r\n private _b: Float64Array;\r\n // Solution vector\r\n private _x: Float64Array;\r\n\r\n private _dataState!: DataState;\r\n\r\n constructor(n: number) {\r\n this._aLeft = new Float64Array(n);\r\n this._aDiag = new Float64Array(n);\r\n this._aRight = new Float64Array(n);\r\n this._b = new Float64Array(n);\r\n this._x = new Float64Array(n);\r\n this.reset();\r\n }\r\n\r\n /** Reset to RawMatrix state with all coefficients zero */\r\n public reset() {\r\n this._dataState = DataState.RawMatrix;\r\n const n = this._aDiag.length;\r\n for (let i = 0; i < n; i++) {\r\n this._aLeft[i] = this._aRight[i] = this._aDiag[i] = this._b[i] = this._x[i] = 0.0;\r\n }\r\n }\r\n /** Install data in a row of the matrix */\r\n public setRow(row: number, left: number, diag: number, right: number) {\r\n this._aLeft[row] = left;\r\n this._aDiag[row] = diag;\r\n this._aRight[row] = right;\r\n }\r\n /** Add to row of matrix */\r\n public addToRow(row: number, left: number, diag: number, right: number) {\r\n this._aLeft[row] += left;\r\n this._aDiag[row] += diag;\r\n this._aRight[row] += right;\r\n }\r\n /** Install data in the right side (B) vector */\r\n public setB(row: number, bb: number) {\r\n this._b[row] = bb;\r\n }\r\n /** Add to an entry in the right side (B) vector */\r\n public addToB(row: number, bb: number) {\r\n this._b[row] += bb;\r\n }\r\n /** Access data from the right side (B) vector */\r\n public getB(row: number): number {\r\n return this._b[row];\r\n }\r\n /** Install data in the solution (X) vector */\r\n public setX(row: number, xx: number) {\r\n this._x[row] = xx;\r\n }\r\n /** Access data from the solution (X) vector */\r\n public getX(row: number): number {\r\n return this._x[row];\r\n }\r\n /** Get method for matrix and vector order */\r\n public order(): number {\r\n return this._aDiag.length;\r\n }\r\n /** Compute product of AX and save as B */\r\n public multiplyAX(): boolean {\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n } else if (this._dataState === DataState.FactorOK) {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n for (let i = 0; i < nm1; i++) {\r\n this._b[i] = this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\r\n }\r\n this._b[nm1] = this._aDiag[nm1] * this._x[nm1];\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n this._b[i] += this._aLeft[i] * this._b[i - 1];\r\n }\r\n\r\n return true;\r\n } else {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n this._b[0] = this._aDiag[0] * this._x[0] + this._aRight[0] * this._x[1];\r\n let i;\r\n for (i = 1; i < nm1; i++) {\r\n this._b[i] = this._aLeft[i] * this._x[i - 1] + this._aDiag[i] * this._x[i] + this._aRight[i] * this._x[i + 1];\r\n }\r\n this._b[nm1] = this._aLeft[nm1] * this._x[n - 2] + this._aDiag[i] * this._x[nm1];\r\n return true;\r\n }\r\n }\r\n\r\n /** Compute product of AX and save as B */\r\n public multiplyAXPoints(pointX: Point3d[], pointB: Point3d[]): boolean {\r\n pointB.length = 0;\r\n while (pointB.length < pointX.length)\r\n pointB.push(Point3d.create());\r\n pointB.length = pointX.length;\r\n\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n } else if (this._dataState === DataState.FactorOK) {\r\n\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n for (let i = 0; i < nm1; i++) {\r\n Point3d.createAdd2Scaled(pointX[i], this._aDiag[i], pointX[i + 1], this._aRight[i], pointB[i]);\r\n }\r\n Point3d.createScale(pointX[nm1], this._aDiag[nm1], pointB[nm1]);\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n pointB[i].plusScaled(pointB[i - 1], this._aLeft[i], pointB[i]);\r\n }\r\n\r\n return true;\r\n } else {\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n Point3d.createAdd2Scaled(pointX[0], this._aDiag[0], pointX[1], this._aRight[0], pointB[0]);\r\n let i;\r\n for (i = 1; i < nm1; i++) {\r\n Point3d.createAdd3Scaled(\r\n pointX[i - 1], this._aLeft[i], pointX[i], this._aDiag[i],\r\n pointX[i + 1], this._aRight[i],\r\n pointB[i]);\r\n }\r\n Point3d.createAdd2Scaled(pointX[n - 2], this._aLeft[nm1], pointX[nm1], this._aDiag[nm1], pointB[nm1]);\r\n return true;\r\n }\r\n }\r\n\r\n /** Multiply the stored factors together to return to plain matrix form */\r\n public defactor(): boolean {\r\n if (this._dataState === DataState.RawMatrix) {\r\n return true;\r\n }\r\n if (this._dataState === DataState.FactorFailed) {\r\n return false;\r\n }\r\n const n = this._aDiag.length;\r\n const nm1 = n - 1;\r\n\r\n for (let i = nm1; i > 0; i--) {\r\n this._aDiag[i] += this._aLeft[i] * this._aRight[i - 1];\r\n this._aLeft[i] *= this._aDiag[i - 1];\r\n }\r\n this._dataState = DataState.RawMatrix;\r\n return true;\r\n }\r\n /** Factor the tridiagonal matrix to LU parts. b, x, not altered */\r\n public factor(): boolean {\r\n if (this._dataState === DataState.FactorOK) {\r\n return true;\r\n }\r\n if (this._dataState !== DataState.RawMatrix) {\r\n return false;\r\n }\r\n this._dataState = DataState.FactorFailed;\r\n\r\n const n1 = this._aDiag.length - 1; // Last pivot index\r\n // Eliminate in subdiagonal.\r\n for (let i = 0; i < n1; i++) {\r\n const r = Geometry.conditionalDivideFraction(this._aLeft[i + 1], this._aDiag[i]);\r\n if (r === undefined)\r\n return false;\r\n this._aLeft[i + 1] = r;\r\n this._aDiag[i + 1] -= r * this._aRight[i];\r\n }\r\n this._dataState = DataState.FactorOK;\r\n return true;\r\n }\r\n /** Solve AX=B. A is left in factored state. B unchanged. */\r\n public factorAndBackSubstitute(): boolean {\r\n const n = this._aDiag.length;\r\n const n1 = n - 1;\r\n if (!this.factor())\r\n return false;\r\n\r\n // Apply L inverse to B, same sequence as was done to A:\r\n for (let i = 0; i < n; i++) {\r\n this._x[i] = this._b[i];\r\n }\r\n for (let i = 1; i < n; i++) {\r\n this._x[i] -= this._aLeft[i] * this._x[i - 1];\r\n }\r\n\r\n // Print (\"LU L Inverse B B\");\r\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\r\n // All diagonals are known to be nonzero. Really. Really???\r\n this._x[n1] /= this._aDiag[n1];\r\n\r\n for (let i = n1 - 1; i >= 0; i--) {\r\n this._x[i] = (this._x[i] - this._aRight[i] * this._x[i + 1]) / this._aDiag[i];\r\n }\r\n\r\n return true;\r\n }\r\n /** Solve AX=B. A is left in factored state. B unchanged. vectorB and vectorX may be the same array */\r\n public factorAndBackSubstitutePointArrays(vectorB: Point3d[], vectorX: Point3d[]): boolean {\r\n const n = this._aDiag.length;\r\n if (vectorB.length < n)\r\n return false;\r\n\r\n while (vectorX.length < n)\r\n vectorX.push(Point3d.create(0, 0, 0));\r\n vectorX.length = n;\r\n const n1 = n - 1;\r\n if (!this.factor())\r\n return false;\r\n\r\n // Apply L inverse to B, same sequence as was done to A:\r\n if (vectorB !== vectorX) {\r\n for (let i = 0; i < n; i++) {\r\n vectorX[i].setFrom(vectorB[i]);\r\n }\r\n }\r\n\r\n let a: number;\r\n let b: number;\r\n for (let i = 1; i < n; i++) {\r\n a = this._aLeft[i];\r\n vectorX[i].x -= a * vectorX[i - 1].x;\r\n vectorX[i].y -= a * vectorX[i - 1].y;\r\n vectorX[i].z -= a * vectorX[i - 1].z;\r\n }\r\n\r\n // Print (\"LU L inverse B\");\r\n // overwrite X with solution of U * X = L inverse B, where RHS is already in X...\r\n // All diagonals are known to be nonzero. Really. Really???\r\n b = 1.0 / this._aDiag[n1];\r\n vectorX[n1].x *= b;\r\n vectorX[n1].y *= b;\r\n vectorX[n1].z *= b;\r\n\r\n for (let i = n1 - 1; i >= 0; i--) {\r\n a = this._aRight[i];\r\n b = 1.0 / this._aDiag[i];\r\n vectorX[i].x = (vectorX[i].x - a * vectorX[i + 1].x) * b;\r\n vectorX[i].y = (vectorX[i].y - a * vectorX[i + 1].y) * b;\r\n vectorX[i].z = (vectorX[i].z - a * vectorX[i + 1].z) * b;\r\n }\r\n\r\n return true;\r\n }\r\n /** Allocate a complete copy */\r\n public copy(): TriDiagonalSystem {\r\n const n = this._aDiag.length;\r\n const B = new TriDiagonalSystem(n);\r\n for (let i = 0; i < n; i++) {\r\n B._aLeft[i] = this._aLeft[i];\r\n B._aDiag[i] = this._aDiag[i];\r\n B._aRight[i] = this._aRight[i];\r\n B._x[i] = this._x[i];\r\n B._b[i] = this._b[i];\r\n }\r\n B._dataState = this._dataState;\r\n return B;\r\n }\r\n\r\n /** return an array form that may be useful for display ... */\r\n public flatten(): any {\r\n const n = this._aDiag.length;\r\n const data = [];\r\n\r\n for (let i = 0; i < n; i++) {\r\n data.push(\r\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], this._b[i]]);\r\n }\r\n return data;\r\n }\r\n\r\n /** return an array form that may be useful for display ... */\r\n public flattenWithPoints(xyzB: Point3d[]): any {\r\n const n = this._aDiag.length;\r\n const data = [];\r\n\r\n for (let i = 0; i < n; i++) {\r\n data.push(\r\n [i, [this._aLeft[i], this._aDiag[i], this._aRight[i]], this._x[i], xyzB[i].toJSON()]);\r\n }\r\n return data;\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 * Implement the classic UnionFind algorithm, viz https://en.wikipedia.org/wiki/Disjoint-set_data_structure\n * * Each of the entities being merged exists as an entry in an array.\n * * The index in the array is the (only!) identification of the entity.\n * * The array entry is the index of a parent in the merge process.\n * * New entries are created as singletons pointing to themselves.\n * * Merge (i,j) merges the collections containing entries (i) and (j) into a single collection.\n * * The merge process updates the indices \"above\" (i) and (j)\n * * The whole process is extraordinarily efficient regardless of the order that the (i,j) merges are announced.\n * @internal\n */\nexport class UnionFindContext {\n private _parentArray: number[];\n /** Create a set initialized with numLeaf singleton subsets */\n public constructor(numLeaf: number = 0) {\n this._parentArray = [];\n for (let i = 0; i < numLeaf; i++)\n this._parentArray.push(i);\n }\n /** Return the number of leaves. */\n public get length(): number { return this._parentArray.length; }\n /** test if index is within the valid index range. */\n public isValidIndex(index: number): boolean {\n return 0 <= index && index < this._parentArray.length;\n }\n /** Return the index of a new singleton set */\n public addLeaf(): number {\n const index = this._parentArray.length;\n this._parentArray.push(index);\n return index;\n }\n /**\n * * follow links to parent\n * * after finding the parent, repeat the search and reset parents along the way.\n * * If index is invalid, return index unchanged.\n * @param index start of search\n */\n public findRoot(index: number): number {\n if (!this.isValidIndex(index))\n return index;\n let currentIndex = index;\n let nextIndex = this._parentArray[index];\n while (nextIndex !== currentIndex) {\n currentIndex = nextIndex;\n nextIndex = this._parentArray[currentIndex];\n }\n const rootIndex = currentIndex;\n // sweep up again and shorten the paths.\n currentIndex = index;\n while (currentIndex !== rootIndex) {\n nextIndex = this._parentArray[currentIndex];\n this._parentArray[currentIndex] = rootIndex;\n currentIndex = nextIndex;\n }\n return rootIndex;\n }\n\n /** Merge the subsets containing index (i) and (j)\n * * Look up the root of each.\n * * Fix up the path to the root so it points to the root.\n * * Return the root index of the merged set.\n * * If either index is invalid return index i with no changes.\n */\n public mergeSubsets(i: number, j: number): number {\n if (!this.isValidIndex(i) || !this.isValidIndex(j))\n return i;\n const rootIndexI = this.findRoot(i);\n const rootIndexJ = this.findRoot(j);\n if (rootIndexI !== rootIndexJ)\n this._parentArray[rootIndexI] = rootIndexJ;\n // cleanup a little more ...\n return this.findRoot(i);\n }\n /** Return the immediate parent of index (i), with no fixups\n * * If index is invalid, return it.\n */\n public askParent(index: number): number {\n if (!this.isValidIndex(index))\n return index;\n return this._parentArray[index];\n }\n /** Return the number of entries which are their own parent. */\n public countRoots(): number {\n let numRoot = 0;\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++)\n if (this._parentArray[i] === i)\n numRoot++;\n return numRoot;\n }\n /** Return the number of entries whose parent is not a root. */\n public countNonTrivialPaths(): number {\n let numLong = 0;\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++) {\n const j = this._parentArray[i];\n if (j !== i && this._parentArray[j] !== j)\n numLong++;\n }\n return numLong;\n }\n /** Return an array of all root indices.\n * * This array is sorted.\n */\n public collectRootIndices(): number[] {\n const roots = [];\n const numLeaf = this._parentArray.length;\n for (let i = 0; i < numLeaf; i++) {\n if (this._parentArray[i] === i)\n roots.push(i);\n }\n return roots;\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 * Implement the classic UnionFind algorithm, viz https://en.wikipedia.org/wiki/Disjoint-set_data_structure\r\n * * Each of the entities being merged exists as an entry in an array.\r\n * * The index in the array is the (only!) identification of the entity.\r\n * * The array entry is the index of a parent in the merge process.\r\n * * New entries are created as singletons pointing to themselves.\r\n * * Merge (i,j) merges the collections containing entries (i) and (j) into a single collection.\r\n * * The merge process updates the indices \"above\" (i) and (j)\r\n * * The whole process is extraordinarily efficient regardless of the order that the (i,j) merges are announced.\r\n * @internal\r\n */\r\nexport class UnionFindContext {\r\n private _parentArray: number[];\r\n /** Create a set initialized with numLeaf singleton subsets */\r\n public constructor(numLeaf: number = 0) {\r\n this._parentArray = [];\r\n for (let i = 0; i < numLeaf; i++)\r\n this._parentArray.push(i);\r\n }\r\n /** Return the number of leaves. */\r\n public get length(): number { return this._parentArray.length; }\r\n /** test if index is within the valid index range. */\r\n public isValidIndex(index: number): boolean {\r\n return 0 <= index && index < this._parentArray.length;\r\n }\r\n /** Return the index of a new singleton set */\r\n public addLeaf(): number {\r\n const index = this._parentArray.length;\r\n this._parentArray.push(index);\r\n return index;\r\n }\r\n /**\r\n * * follow links to parent\r\n * * after finding the parent, repeat the search and reset parents along the way.\r\n * * If index is invalid, return index unchanged.\r\n * @param index start of search\r\n */\r\n public findRoot(index: number): number {\r\n if (!this.isValidIndex(index))\r\n return index;\r\n let currentIndex = index;\r\n let nextIndex = this._parentArray[index];\r\n while (nextIndex !== currentIndex) {\r\n currentIndex = nextIndex;\r\n nextIndex = this._parentArray[currentIndex];\r\n }\r\n const rootIndex = currentIndex;\r\n // sweep up again and shorten the paths.\r\n currentIndex = index;\r\n while (currentIndex !== rootIndex) {\r\n nextIndex = this._parentArray[currentIndex];\r\n this._parentArray[currentIndex] = rootIndex;\r\n currentIndex = nextIndex;\r\n }\r\n return rootIndex;\r\n }\r\n\r\n /** Merge the subsets containing index (i) and (j)\r\n * * Look up the root of each.\r\n * * Fix up the path to the root so it points to the root.\r\n * * Return the root index of the merged set.\r\n * * If either index is invalid return index i with no changes.\r\n */\r\n public mergeSubsets(i: number, j: number): number {\r\n if (!this.isValidIndex(i) || !this.isValidIndex(j))\r\n return i;\r\n const rootIndexI = this.findRoot(i);\r\n const rootIndexJ = this.findRoot(j);\r\n if (rootIndexI !== rootIndexJ)\r\n this._parentArray[rootIndexI] = rootIndexJ;\r\n // cleanup a little more ...\r\n return this.findRoot(i);\r\n }\r\n /** Return the immediate parent of index (i), with no fixups\r\n * * If index is invalid, return it.\r\n */\r\n public askParent(index: number): number {\r\n if (!this.isValidIndex(index))\r\n return index;\r\n return this._parentArray[index];\r\n }\r\n /** Return the number of entries which are their own parent. */\r\n public countRoots(): number {\r\n let numRoot = 0;\r\n const numLeaf = this._parentArray.length;\r\n for (let i = 0; i < numLeaf; i++)\r\n if (this._parentArray[i] === i)\r\n numRoot++;\r\n return numRoot;\r\n }\r\n /** Return the number of entries whose parent is not a root. */\r\n public countNonTrivialPaths(): number {\r\n let numLong = 0;\r\n const numLeaf = this._parentArray.length;\r\n for (let i = 0; i < numLeaf; i++) {\r\n const j = this._parentArray[i];\r\n if (j !== i && this._parentArray[j] !== j)\r\n numLong++;\r\n }\r\n return numLong;\r\n }\r\n /** Return an array of all root indices.\r\n * * This array is sorted.\r\n */\r\n public collectRootIndices(): number[] {\r\n const roots = [];\r\n const numLeaf = this._parentArray.length;\r\n for (let i = 0; i < numLeaf; i++) {\r\n if (this._parentArray[i] === i)\r\n roots.push(i);\r\n }\r\n return roots;\r\n }\r\n}\r\n"]}