@itwin/core-geometry 5.1.0-dev.52 → 5.1.0-dev.53

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Files changed (183) hide show
  1. package/lib/cjs/Geometry.d.ts +1 -1
  2. package/lib/cjs/Geometry.js.map +1 -1
  3. package/lib/cjs/bspline/BSplineSurface.d.ts.map +1 -1
  4. package/lib/cjs/bspline/BSplineSurface.js +0 -2
  5. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  6. package/lib/cjs/curve/CurveCollection.d.ts +7 -0
  7. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  8. package/lib/cjs/curve/CurveCollection.js +11 -0
  9. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  10. package/lib/cjs/curve/CurveFactory.d.ts +3 -2
  11. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  12. package/lib/cjs/curve/CurveFactory.js +6 -5
  13. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  14. package/lib/cjs/curve/CurveLocationDetail.d.ts +3 -1
  15. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  16. package/lib/cjs/curve/CurveLocationDetail.js +6 -1
  17. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  18. package/lib/cjs/curve/CurvePrimitive.d.ts +7 -0
  19. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  20. package/lib/cjs/curve/CurvePrimitive.js +11 -0
  21. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  22. package/lib/cjs/curve/LineSegment3d.d.ts +2 -0
  23. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  24. package/lib/cjs/curve/LineSegment3d.js +4 -0
  25. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  26. package/lib/cjs/curve/LineString3d.d.ts +7 -0
  27. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  28. package/lib/cjs/curve/LineString3d.js +15 -3
  29. package/lib/cjs/curve/LineString3d.js.map +1 -1
  30. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
  31. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +28 -4
  32. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  33. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +25 -3
  34. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  35. package/lib/cjs/curve/Query/PlanarSubdivision.js +102 -22
  36. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  37. package/lib/cjs/curve/Query/StrokeCountChain.d.ts +4 -3
  38. package/lib/cjs/curve/Query/StrokeCountChain.d.ts.map +1 -1
  39. package/lib/cjs/curve/Query/StrokeCountChain.js +20 -9
  40. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  41. package/lib/cjs/curve/RegionMomentsXY.d.ts +1 -1
  42. package/lib/cjs/curve/RegionMomentsXY.d.ts.map +1 -1
  43. package/lib/cjs/curve/RegionMomentsXY.js +6 -3
  44. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  45. package/lib/cjs/curve/RegionOps.d.ts +23 -14
  46. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  47. package/lib/cjs/curve/RegionOps.js +60 -21
  48. package/lib/cjs/curve/RegionOps.js.map +1 -1
  49. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +9 -1
  50. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  51. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +91 -1
  52. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  53. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +2 -2
  54. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +6 -6
  55. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  56. package/lib/cjs/geometry3d/AngleSweep.d.ts +1 -1
  57. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  58. package/lib/cjs/geometry3d/AngleSweep.js +1 -1
  59. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  60. package/lib/cjs/geometry3d/Ellipsoid.js +1 -1
  61. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  62. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +9 -0
  63. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  64. package/lib/cjs/geometry3d/IndexedXYZCollection.js +14 -0
  65. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  66. package/lib/cjs/geometry3d/Ray3d.d.ts +7 -9
  67. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  68. package/lib/cjs/geometry3d/Ray3d.js +12 -22
  69. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  70. package/lib/cjs/geometry3d/SortablePolygon.d.ts +1 -4
  71. package/lib/cjs/geometry3d/SortablePolygon.d.ts.map +1 -1
  72. package/lib/cjs/geometry3d/SortablePolygon.js +48 -43
  73. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  74. package/lib/cjs/polyface/PolyfaceBuilder.js +3 -3
  75. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  76. package/lib/cjs/solid/Sphere.js +1 -1
  77. package/lib/cjs/solid/Sphere.js.map +1 -1
  78. package/lib/cjs/solid/SweepContour.d.ts +1 -1
  79. package/lib/cjs/solid/SweepContour.js +1 -1
  80. package/lib/cjs/solid/SweepContour.js.map +1 -1
  81. package/lib/cjs/topology/Graph.d.ts +64 -14
  82. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  83. package/lib/cjs/topology/Graph.js +149 -32
  84. package/lib/cjs/topology/Graph.js.map +1 -1
  85. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +2 -2
  86. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  87. package/lib/cjs/topology/HalfEdgeGraphSearch.js +2 -2
  88. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  89. package/lib/cjs/topology/RegularizeFace.d.ts.map +1 -1
  90. package/lib/cjs/topology/RegularizeFace.js +2 -1
  91. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  92. package/lib/esm/Geometry.d.ts +1 -1
  93. package/lib/esm/Geometry.js.map +1 -1
  94. package/lib/esm/bspline/BSplineSurface.d.ts.map +1 -1
  95. package/lib/esm/bspline/BSplineSurface.js +0 -2
  96. package/lib/esm/bspline/BSplineSurface.js.map +1 -1
  97. package/lib/esm/curve/CurveCollection.d.ts +7 -0
  98. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  99. package/lib/esm/curve/CurveCollection.js +11 -0
  100. package/lib/esm/curve/CurveCollection.js.map +1 -1
  101. package/lib/esm/curve/CurveFactory.d.ts +3 -2
  102. package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
  103. package/lib/esm/curve/CurveFactory.js +6 -5
  104. package/lib/esm/curve/CurveFactory.js.map +1 -1
  105. package/lib/esm/curve/CurveLocationDetail.d.ts +3 -1
  106. package/lib/esm/curve/CurveLocationDetail.d.ts.map +1 -1
  107. package/lib/esm/curve/CurveLocationDetail.js +6 -1
  108. package/lib/esm/curve/CurveLocationDetail.js.map +1 -1
  109. package/lib/esm/curve/CurvePrimitive.d.ts +7 -0
  110. package/lib/esm/curve/CurvePrimitive.d.ts.map +1 -1
  111. package/lib/esm/curve/CurvePrimitive.js +11 -0
  112. package/lib/esm/curve/CurvePrimitive.js.map +1 -1
  113. package/lib/esm/curve/LineSegment3d.d.ts +2 -0
  114. package/lib/esm/curve/LineSegment3d.d.ts.map +1 -1
  115. package/lib/esm/curve/LineSegment3d.js +4 -0
  116. package/lib/esm/curve/LineSegment3d.js.map +1 -1
  117. package/lib/esm/curve/LineString3d.d.ts +7 -0
  118. package/lib/esm/curve/LineString3d.d.ts.map +1 -1
  119. package/lib/esm/curve/LineString3d.js +15 -3
  120. package/lib/esm/curve/LineString3d.js.map +1 -1
  121. package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
  122. package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js +28 -4
  123. package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  124. package/lib/esm/curve/Query/PlanarSubdivision.d.ts +25 -3
  125. package/lib/esm/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  126. package/lib/esm/curve/Query/PlanarSubdivision.js +104 -24
  127. package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
  128. package/lib/esm/curve/Query/StrokeCountChain.d.ts +4 -3
  129. package/lib/esm/curve/Query/StrokeCountChain.d.ts.map +1 -1
  130. package/lib/esm/curve/Query/StrokeCountChain.js +20 -9
  131. package/lib/esm/curve/Query/StrokeCountChain.js.map +1 -1
  132. package/lib/esm/curve/RegionMomentsXY.d.ts +1 -1
  133. package/lib/esm/curve/RegionMomentsXY.d.ts.map +1 -1
  134. package/lib/esm/curve/RegionMomentsXY.js +6 -3
  135. package/lib/esm/curve/RegionMomentsXY.js.map +1 -1
  136. package/lib/esm/curve/RegionOps.d.ts +23 -14
  137. package/lib/esm/curve/RegionOps.d.ts.map +1 -1
  138. package/lib/esm/curve/RegionOps.js +60 -21
  139. package/lib/esm/curve/RegionOps.js.map +1 -1
  140. package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts +9 -1
  141. package/lib/esm/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  142. package/lib/esm/curve/RegionOpsClassificationSweeps.js +91 -2
  143. package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
  144. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +2 -2
  145. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js +6 -6
  146. package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  147. package/lib/esm/geometry3d/AngleSweep.d.ts +1 -1
  148. package/lib/esm/geometry3d/AngleSweep.d.ts.map +1 -1
  149. package/lib/esm/geometry3d/AngleSweep.js +1 -1
  150. package/lib/esm/geometry3d/AngleSweep.js.map +1 -1
  151. package/lib/esm/geometry3d/Ellipsoid.js +1 -1
  152. package/lib/esm/geometry3d/Ellipsoid.js.map +1 -1
  153. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts +9 -0
  154. package/lib/esm/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  155. package/lib/esm/geometry3d/IndexedXYZCollection.js +14 -0
  156. package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
  157. package/lib/esm/geometry3d/Ray3d.d.ts +7 -9
  158. package/lib/esm/geometry3d/Ray3d.d.ts.map +1 -1
  159. package/lib/esm/geometry3d/Ray3d.js +12 -22
  160. package/lib/esm/geometry3d/Ray3d.js.map +1 -1
  161. package/lib/esm/geometry3d/SortablePolygon.d.ts +1 -4
  162. package/lib/esm/geometry3d/SortablePolygon.d.ts.map +1 -1
  163. package/lib/esm/geometry3d/SortablePolygon.js +48 -43
  164. package/lib/esm/geometry3d/SortablePolygon.js.map +1 -1
  165. package/lib/esm/polyface/PolyfaceBuilder.js +3 -3
  166. package/lib/esm/polyface/PolyfaceBuilder.js.map +1 -1
  167. package/lib/esm/solid/Sphere.js +1 -1
  168. package/lib/esm/solid/Sphere.js.map +1 -1
  169. package/lib/esm/solid/SweepContour.d.ts +1 -1
  170. package/lib/esm/solid/SweepContour.js +1 -1
  171. package/lib/esm/solid/SweepContour.js.map +1 -1
  172. package/lib/esm/topology/Graph.d.ts +64 -14
  173. package/lib/esm/topology/Graph.d.ts.map +1 -1
  174. package/lib/esm/topology/Graph.js +149 -32
  175. package/lib/esm/topology/Graph.js.map +1 -1
  176. package/lib/esm/topology/HalfEdgeGraphSearch.d.ts +2 -2
  177. package/lib/esm/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  178. package/lib/esm/topology/HalfEdgeGraphSearch.js +2 -2
  179. package/lib/esm/topology/HalfEdgeGraphSearch.js.map +1 -1
  180. package/lib/esm/topology/RegularizeFace.d.ts.map +1 -1
  181. package/lib/esm/topology/RegularizeFace.js +2 -1
  182. package/lib/esm/topology/RegularizeFace.js.map +1 -1
  183. package/package.json +3 -3
@@ -298,7 +298,7 @@ export class Sphere extends SolidPrimitive {
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  const sinTheta = Math.sin(thetaRadians);
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  const sinPhi = Math.sin(phiRadians);
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  const cosPhi = Math.cos(phiRadians);
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- return Plane3dByOriginAndVectors.createOriginAndVectors(this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi), this._localToWorld.matrix.multiplyXYZ(-fTheta * sinTheta, fTheta * cosTheta, 0), // !!! note cosTheta term is omitted -- scale is wrong, but remains non-zero at poles.
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+ return Plane3dByOriginAndVectors.createOriginAndVectors(this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi), this._localToWorld.matrix.multiplyXYZ(-fTheta * sinTheta, fTheta * cosTheta, 0), // NOTE: cosPhi scale is omitted, so the u-derivative scale is wrong but at least at the poles it's nonzero
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  this._localToWorld.matrix.multiplyXYZ(-fPhi * cosTheta * sinPhi, -fPhi * sinTheta * sinPhi, fPhi * cosPhi), result);
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  }
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  /**
@@ -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 Solid\n */\n\nimport { Arc3d } from \"../curve/Arc3d\";\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { Loop } from \"../curve/Loop\";\nimport { StrokeOptions } from \"../curve/StrokeOptions\";\nimport { AxisOrder, Geometry } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\nimport { GeometryHandler, UVSurface } from \"../geometry3d/GeometryHandler\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Range3d } from \"../geometry3d/Range\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { SolidPrimitive } from \"./SolidPrimitive\";\n\n/**\n * A unit sphere mapped by an arbitrary [[Transform]].\n * * Typically, the stored matrix has orthogonal columns. In this case, if two columns have equal length, the\n * resulting geometry is ellipsoidal; if all three columns have equal length, the resulting geometry is a sphere.\n * * Creating a Sphere without orthogonal columns is possible but not recommended, for the resulting geometry\n * lacks portability; for example, such a Sphere cannot be represented as a DGN element (see [[createDgnSphere]]).\n * * An optional latitude sweep allows for partial spheres with or without caps.\n * * Compare to [[Ellipsoid]], which has the same parameterization, but acts as a closed [[Clipper]].\n * @public\n */\nexport class Sphere extends SolidPrimitive implements UVSurface {\n /** String name for schema properties */\n public readonly solidPrimitiveType = \"sphere\";\n\n private _localToWorld: Transform; // local coordinates = unit sphere at origin\n private _latitudeSweep: AngleSweep;\n /** Return the latitude (in radians) all fractional v. */\n public vFractionToRadians(v: number): number {\n return this._latitudeSweep.fractionToRadians(v);\n }\n /** Return the longitude (in radians) all fractional u. */\n public uFractionToRadians(u: number): number {\n return u * Math.PI * 2.0;\n }\n\n /** Constructor CAPTURES inputs */\n private constructor(localToWorld: Transform, latitudeSweep: AngleSweep, capped: boolean) {\n super(capped);\n this._localToWorld = localToWorld;\n this._latitudeSweep = latitudeSweep;\n this._latitudeSweep.capLatitudeInPlace();\n }\n /** return a deep clone */\n public clone(): Sphere {\n return new Sphere(this._localToWorld.clone(), this._latitudeSweep.clone(), this.capped);\n }\n /**\n * Transform the sphere in place.\n * * Fails if the transform is singular.\n */\n public tryTransformInPlace(transform: Transform): boolean {\n if (transform.matrix.isSingular())\n return false;\n transform.multiplyTransformTransform(this._localToWorld, this._localToWorld);\n if (transform.matrix.determinant() < 0.0)\n this._latitudeSweep.reverseInPlace();\n return true;\n }\n /**\n * Return a transformed clone.\n * * Fails if the transform is singular.\n */\n public cloneTransformed(transform: Transform): Sphere | undefined {\n const result = this.clone();\n return result.tryTransformInPlace(transform) ? result : undefined;\n }\n /**\n * Construct a rigid coordinate frame from the local coordinate frame.\n * * The returned frame is right-handed, with perpendicular unit axes.\n * * Compare to [[cloneLocalToWorld]].\n */\n public getConstructiveFrame(): Transform | undefined {\n return this._localToWorld.cloneRigid();\n }\n /** Return the latitude sweep as fraction of south pole to north pole. */\n public get latitudeSweepFraction(): number { return this._latitudeSweep.sweepRadians / Math.PI; }\n /** Create from center and radius, with optional restricted latitudes. */\n public static createCenterRadius(center: Point3d, radius: number, latitudeSweep?: AngleSweep, capped?: boolean): Sphere {\n const localToWorld = Transform.createOriginAndMatrix(center, Matrix3d.createUniformScale(radius));\n return new Sphere(localToWorld, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n /** Create an ellipsoid which is a unit sphere mapped to position by an (arbitrary, possibly skewed and scaled) transform. */\n public static createEllipsoid(localToWorld: Transform, latitudeSweep?: AngleSweep, capped?: boolean): Sphere | undefined {\n return new Sphere(localToWorld.clone(), latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n\n /**\n * Create a sphere from the typical parameters of the DGN file.\n * * This method normalizes the input vectors, squares `vectorX` against `vectorZ`, and scales the radii by the vectors' original lengths.\n * * These restrictions allow the sphere to be represented by an element in the DGN file.\n */\n public static createDgnSphere(center: Point3d, vectorX: Vector3d, vectorZ: Vector3d, radiusXY: number, radiusZ: number, latitudeSweep?: AngleSweep, capped?: boolean): Sphere | undefined {\n const rigidMatrix = Matrix3d.createRigidFromColumns(vectorZ, vectorX, AxisOrder.ZXY);\n if (rigidMatrix) {\n radiusXY *= vectorX.magnitude();\n rigidMatrix.scaleColumns(radiusXY, radiusXY, radiusZ * vectorZ.magnitude(), rigidMatrix);\n const frame = Transform.createOriginAndMatrix(center, rigidMatrix);\n return new Sphere(frame, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n return undefined;\n }\n\n /**\n * Create a sphere.\n * * If `axes` is supplied, its columns are scaled by the radii to form the sphere's local frame.\n */\n public static createFromAxesAndScales(center: Point3d, axes: undefined | Matrix3d, radiusX: number, radiusY: number, radiusZ: number,\n latitudeSweep?: AngleSweep,\n capped?: boolean): Sphere | undefined {\n const localToWorld = Transform.createOriginAndMatrix(center, axes);\n localToWorld.matrix.scaleColumnsInPlace(radiusX, radiusY, radiusZ);\n return new Sphere(localToWorld, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n\n /** return (copy of) sphere center */\n public cloneCenter(): Point3d { return this._localToWorld.getOrigin(); }\n /** return the (full length, i.e. scaled by radius) X vector from the sphere transform */\n public cloneVectorX(): Vector3d { return this._localToWorld.matrix.columnX(); }\n /** return the (full length, i.e. scaled by radius) Y vector from the sphere transform */\n public cloneVectorY(): Vector3d { return this._localToWorld.matrix.columnY(); }\n /** return the (full length, i.e. scaled by radius) Z vector from the sphere transform */\n public cloneVectorZ(): Vector3d { return this._localToWorld.matrix.columnZ(); }\n /** return (a copy of) the sphere's angle sweep. */\n public cloneLatitudeSweep(): AngleSweep { return this._latitudeSweep.clone(); }\n /** Test if the geometry is a true sphere taking the transform (which might have nonuniform scaling) is applied. */\n public trueSphereRadius(): number | undefined {\n const factors = this._localToWorld.matrix.factorRigidWithSignedScale();\n if (!factors) return undefined;\n if (factors && factors.scale > 0) // why do we rule out mirror?\n return factors.scale;\n return undefined;\n }\n /**\n * Return the largest of the primary xyz axis radii\n */\n public maxAxisRadius(): number {\n const matrix = this._localToWorld.matrix;\n return Geometry.maxXYZ(matrix.columnXMagnitude(), matrix.columnYMagnitude(), matrix.columnZMagnitude());\n }\n /**\n * Return a (clone of) the sphere's local to world transformation.\n * * Compare to [[getConstructiveFrame]].\n */\n public cloneLocalToWorld(): Transform {\n return this._localToWorld.clone();\n }\n /** Test if `other` is a `Sphere` */\n public isSameGeometryClass(other: any): boolean { return other instanceof Sphere; }\n /** Test for same geometry in `other` */\n public override isAlmostEqual(other: GeometryQuery): boolean {\n if (other instanceof Sphere) {\n if (this.capped !== other.capped) return false;\n if (!this._localToWorld.isAlmostEqual(other._localToWorld)) return false;\n return true;\n }\n return false;\n }\n /**\n * Return strokes for the elliptical arc cross-section at latitude sweep fraction v.\n * * Optional inputs control the number of strokes along the cross-section:\n * * If `fixedStrokeCount` is supplied, it is taken as the cross-section stroke count.\n * * If `fixedStrokeCount` is undefined, stroke count is computed by applying `options` to the cross-section.\n * * If neither input is supplied, the stroke count default is 16.\n * * In any case, stroke count is clamped to the interval [4,64].\n * @param v fractional position along the sphere axis\n * @param fixedStrokeCount optional stroke count in u-direction\n * @param options optional stroke options in u-direction\n * @return strokes as line string\n */\n public strokeConstantVSection(v: number, fixedStrokeCount?: number, options?: StrokeOptions): LineString3d {\n let strokeCount = 16;\n if (fixedStrokeCount !== undefined && Number.isFinite(fixedStrokeCount)) {\n strokeCount = fixedStrokeCount;\n } else if (options instanceof StrokeOptions) {\n strokeCount = options.applyTolerancesToArc(Geometry.maxXY(this._localToWorld.matrix.columnXMagnitude(), this._localToWorld.matrix.columnYMagnitude()));\n }\n strokeCount = Geometry.clampToStartEnd(strokeCount, 4, 64);\n const transform = this._localToWorld;\n const phi = this.vFractionToRadians(v);\n const c1 = Math.cos(phi);\n const s1 = Math.sin(phi);\n let c0, s0;\n const result = LineString3d.createForStrokes(strokeCount, options);\n const deltaRadians = Math.PI * 2.0 / strokeCount;\n const fractions = result.fractions; // possibly undefined !!!\n const derivatives = result.packedDerivatives; // possibly undefined !!!\n const uvParams = result.packedUVParams; // possibly undefined !!\n const surfaceNormals = result.packedSurfaceNormals;\n const dXdu = Vector3d.create();\n const dXdv = Vector3d.create();\n const normal = Vector3d.create();\n let radians = 0;\n for (let i = 0; i <= strokeCount; i++) {\n if (i * 2 <= strokeCount)\n radians = i * deltaRadians;\n else\n radians = (i - strokeCount) * deltaRadians;\n c0 = Math.cos(radians);\n s0 = Math.sin(radians);\n const xyz = transform.multiplyXYZ(c1 * c0, c1 * s0, s1);\n result.addPoint(xyz);\n\n if (fractions)\n fractions.push(i / strokeCount);\n\n if (derivatives) {\n transform.matrix.multiplyXYZ(-c1 * s0, c1 * c0, 0.0, dXdu);\n derivatives.push(dXdu);\n }\n if (uvParams) {\n uvParams.pushXY(i / strokeCount, v);\n }\n if (surfaceNormals) {\n transform.matrix.multiplyXYZ(-s0, c0, 0, dXdu);\n transform.matrix.multiplyXYZ(-s1 * c0, -s1 * s0, c1, dXdv);\n dXdu.unitCrossProduct(dXdv, normal);\n surfaceNormals.push(normal);\n }\n }\n return result;\n }\n\n /** Second step of double dispatch: call `handler.handleSphere(this)` */\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\n return handler.handleSphere(this);\n }\n\n /**\n * Return the Arc3d section at uFraction. For the sphere, this is a meridian arc.\n * @param uFraction fractional position along the equator.\n */\n public constantUSection(uFraction: number): Arc3d {\n const phi = AngleSweep.fractionToSignedPeriodicFractionStartEnd(uFraction, 0, Angle.pi2Radians, false);\n const s1 = Math.sin(phi);\n const c1 = Math.cos(phi);\n const transform = this._localToWorld;\n const center = transform.getOrigin();\n const vector0 = transform.matrix.multiplyXYZ(c1, s1, 0);\n const vector90 = transform.matrix.multiplyXYZ(0, 0, 1);\n return Arc3d.create(center, vector0, vector90, this._latitudeSweep);\n }\n\n /**\n * Return the Arc3d section at vFraction. For the sphere, this is a latitude circle.\n * @param vFraction fractional position along the sweep direction\n */\n public constantVSection(vFraction: number): Loop {\n const phi = this._latitudeSweep.fractionToRadians(vFraction);\n const s1 = Math.sin(phi);\n const c1 = Math.cos(phi);\n const transform = this._localToWorld;\n const center = transform.multiplyXYZ(0, 0, s1);\n const vector0 = transform.matrix.multiplyXYZ(c1, 0, 0);\n const vector90 = transform.matrix.multiplyXYZ(0, c1, 0);\n return Loop.create(Arc3d.create(center, vector0, vector90));\n }\n /** Extend a range to contain this sphere. */\n public extendRange(range: Range3d, transform?: Transform): void {\n let placement = this._localToWorld;\n if (transform) {\n placement = transform.multiplyTransformTransform(placement);\n }\n\n range.extendTransformedXYZ(placement, -1, -1, -1);\n range.extendTransformedXYZ(placement, 1, -1, -1);\n range.extendTransformedXYZ(placement, -1, 1, -1);\n range.extendTransformedXYZ(placement, 1, 1, -1);\n\n range.extendTransformedXYZ(placement, -1, -1, 1);\n range.extendTransformedXYZ(placement, 1, -1, 1);\n range.extendTransformedXYZ(placement, -1, 1, 1);\n range.extendTransformedXYZ(placement, 1, 1, 1);\n\n }\n /** Evaluate as a uv surface\n * @param uFraction fractional position on minor arc (theta, longitude)\n * @param vFraction fractional position on major arc (phi, latitude)\n */\n public uvFractionToPoint(uFraction: number, vFraction: number, result?: Point3d): Point3d {\n // sphere with radius 1 . . .\n const thetaRadians = this.uFractionToRadians(uFraction);\n const phiRadians = this.vFractionToRadians(vFraction);\n const cosTheta = Math.cos(thetaRadians);\n const sinTheta = Math.sin(thetaRadians);\n const sinPhi = Math.sin(phiRadians);\n const cosPhi = Math.cos(phiRadians);\n return this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi, result);\n }\n /** Evaluate as a uv surface, returning point and two vectors.\n * @param uFraction fractional position on minor arc (theta, longitude)\n * @param vFraction fractional position on major arc (phi, latitude)\n */\n public uvFractionToPointAndTangents(uFraction: number, vFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n const thetaRadians = this.uFractionToRadians(uFraction);\n const phiRadians = this.vFractionToRadians(vFraction);\n const fTheta = Math.PI * 2.0;\n const fPhi = this._latitudeSweep.sweepRadians;\n const cosTheta = Math.cos(thetaRadians);\n const sinTheta = Math.sin(thetaRadians);\n const sinPhi = Math.sin(phiRadians);\n const cosPhi = Math.cos(phiRadians);\n return Plane3dByOriginAndVectors.createOriginAndVectors(\n this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi),\n this._localToWorld.matrix.multiplyXYZ(-fTheta * sinTheta, fTheta * cosTheta, 0), // !!! note cosTheta term is omitted -- scale is wrong, but remains non-zero at poles.\n this._localToWorld.matrix.multiplyXYZ(-fPhi * cosTheta * sinPhi, -fPhi * sinTheta * sinPhi, fPhi * cosPhi),\n result);\n }\n /**\n * * A sphere is can be closed two ways:\n * * full sphere (no caps needed for closure)\n * * incomplete but with caps\n * @return true if this is a closed volume.\n */\n public get isClosedVolume(): boolean {\n return this.capped || this._latitudeSweep.isFullLatitudeSweep;\n }\n /**\n * Directional distance query\n * * u direction is around latitude circle at maximum distance from axis.\n * * v direction is on a line of longitude between the latitude limits.\n */\n public maxIsoParametricDistance(): Vector2d {\n // approximate radius at equator .. if elliptic, this is not exact . . .\n const rX = this._localToWorld.matrix.columnXMagnitude();\n const rY = this._localToWorld.matrix.columnYMagnitude();\n const rZ = this._localToWorld.matrix.columnZMagnitude();\n const rMaxU = Math.max(rX, rY);\n let dMaxU = Math.PI * 2.0 * rMaxU;\n if (!this._latitudeSweep.isRadiansInSweep(0.0))\n dMaxU *= Math.max(Math.cos(Math.abs(this._latitudeSweep.startRadians)), Math.cos(Math.abs(this._latitudeSweep.endRadians)));\n const dMaxV = Math.max(rMaxU, rZ) * Math.abs(this._latitudeSweep.sweepRadians);\n\n return Vector2d.create(dMaxU, dMaxV);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Solid\n */\n\nimport { Arc3d } from \"../curve/Arc3d\";\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { Loop } from \"../curve/Loop\";\nimport { StrokeOptions } from \"../curve/StrokeOptions\";\nimport { AxisOrder, Geometry } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\nimport { AngleSweep } from \"../geometry3d/AngleSweep\";\nimport { GeometryHandler, UVSurface } from \"../geometry3d/GeometryHandler\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\nimport { Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Range3d } from \"../geometry3d/Range\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { SolidPrimitive } from \"./SolidPrimitive\";\n\n/**\n * A unit sphere mapped by an arbitrary [[Transform]].\n * * Typically, the stored matrix has orthogonal columns. In this case, if two columns have equal length, the\n * resulting geometry is ellipsoidal; if all three columns have equal length, the resulting geometry is a sphere.\n * * Creating a Sphere without orthogonal columns is possible but not recommended, for the resulting geometry\n * lacks portability; for example, such a Sphere cannot be represented as a DGN element (see [[createDgnSphere]]).\n * * An optional latitude sweep allows for partial spheres with or without caps.\n * * Compare to [[Ellipsoid]], which has the same parameterization, but acts as a closed [[Clipper]].\n * @public\n */\nexport class Sphere extends SolidPrimitive implements UVSurface {\n /** String name for schema properties */\n public readonly solidPrimitiveType = \"sphere\";\n\n private _localToWorld: Transform; // local coordinates = unit sphere at origin\n private _latitudeSweep: AngleSweep;\n /** Return the latitude (in radians) all fractional v. */\n public vFractionToRadians(v: number): number {\n return this._latitudeSweep.fractionToRadians(v);\n }\n /** Return the longitude (in radians) all fractional u. */\n public uFractionToRadians(u: number): number {\n return u * Math.PI * 2.0;\n }\n\n /** Constructor CAPTURES inputs */\n private constructor(localToWorld: Transform, latitudeSweep: AngleSweep, capped: boolean) {\n super(capped);\n this._localToWorld = localToWorld;\n this._latitudeSweep = latitudeSweep;\n this._latitudeSweep.capLatitudeInPlace();\n }\n /** return a deep clone */\n public clone(): Sphere {\n return new Sphere(this._localToWorld.clone(), this._latitudeSweep.clone(), this.capped);\n }\n /**\n * Transform the sphere in place.\n * * Fails if the transform is singular.\n */\n public tryTransformInPlace(transform: Transform): boolean {\n if (transform.matrix.isSingular())\n return false;\n transform.multiplyTransformTransform(this._localToWorld, this._localToWorld);\n if (transform.matrix.determinant() < 0.0)\n this._latitudeSweep.reverseInPlace();\n return true;\n }\n /**\n * Return a transformed clone.\n * * Fails if the transform is singular.\n */\n public cloneTransformed(transform: Transform): Sphere | undefined {\n const result = this.clone();\n return result.tryTransformInPlace(transform) ? result : undefined;\n }\n /**\n * Construct a rigid coordinate frame from the local coordinate frame.\n * * The returned frame is right-handed, with perpendicular unit axes.\n * * Compare to [[cloneLocalToWorld]].\n */\n public getConstructiveFrame(): Transform | undefined {\n return this._localToWorld.cloneRigid();\n }\n /** Return the latitude sweep as fraction of south pole to north pole. */\n public get latitudeSweepFraction(): number { return this._latitudeSweep.sweepRadians / Math.PI; }\n /** Create from center and radius, with optional restricted latitudes. */\n public static createCenterRadius(center: Point3d, radius: number, latitudeSweep?: AngleSweep, capped?: boolean): Sphere {\n const localToWorld = Transform.createOriginAndMatrix(center, Matrix3d.createUniformScale(radius));\n return new Sphere(localToWorld, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n /** Create an ellipsoid which is a unit sphere mapped to position by an (arbitrary, possibly skewed and scaled) transform. */\n public static createEllipsoid(localToWorld: Transform, latitudeSweep?: AngleSweep, capped?: boolean): Sphere | undefined {\n return new Sphere(localToWorld.clone(), latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n\n /**\n * Create a sphere from the typical parameters of the DGN file.\n * * This method normalizes the input vectors, squares `vectorX` against `vectorZ`, and scales the radii by the vectors' original lengths.\n * * These restrictions allow the sphere to be represented by an element in the DGN file.\n */\n public static createDgnSphere(center: Point3d, vectorX: Vector3d, vectorZ: Vector3d, radiusXY: number, radiusZ: number, latitudeSweep?: AngleSweep, capped?: boolean): Sphere | undefined {\n const rigidMatrix = Matrix3d.createRigidFromColumns(vectorZ, vectorX, AxisOrder.ZXY);\n if (rigidMatrix) {\n radiusXY *= vectorX.magnitude();\n rigidMatrix.scaleColumns(radiusXY, radiusXY, radiusZ * vectorZ.magnitude(), rigidMatrix);\n const frame = Transform.createOriginAndMatrix(center, rigidMatrix);\n return new Sphere(frame, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n return undefined;\n }\n\n /**\n * Create a sphere.\n * * If `axes` is supplied, its columns are scaled by the radii to form the sphere's local frame.\n */\n public static createFromAxesAndScales(center: Point3d, axes: undefined | Matrix3d, radiusX: number, radiusY: number, radiusZ: number,\n latitudeSweep?: AngleSweep,\n capped?: boolean): Sphere | undefined {\n const localToWorld = Transform.createOriginAndMatrix(center, axes);\n localToWorld.matrix.scaleColumnsInPlace(radiusX, radiusY, radiusZ);\n return new Sphere(localToWorld, latitudeSweep ? latitudeSweep.clone() : AngleSweep.createFullLatitude(), capped ?? false);\n }\n\n /** return (copy of) sphere center */\n public cloneCenter(): Point3d { return this._localToWorld.getOrigin(); }\n /** return the (full length, i.e. scaled by radius) X vector from the sphere transform */\n public cloneVectorX(): Vector3d { return this._localToWorld.matrix.columnX(); }\n /** return the (full length, i.e. scaled by radius) Y vector from the sphere transform */\n public cloneVectorY(): Vector3d { return this._localToWorld.matrix.columnY(); }\n /** return the (full length, i.e. scaled by radius) Z vector from the sphere transform */\n public cloneVectorZ(): Vector3d { return this._localToWorld.matrix.columnZ(); }\n /** return (a copy of) the sphere's angle sweep. */\n public cloneLatitudeSweep(): AngleSweep { return this._latitudeSweep.clone(); }\n /** Test if the geometry is a true sphere taking the transform (which might have nonuniform scaling) is applied. */\n public trueSphereRadius(): number | undefined {\n const factors = this._localToWorld.matrix.factorRigidWithSignedScale();\n if (!factors) return undefined;\n if (factors && factors.scale > 0) // why do we rule out mirror?\n return factors.scale;\n return undefined;\n }\n /**\n * Return the largest of the primary xyz axis radii\n */\n public maxAxisRadius(): number {\n const matrix = this._localToWorld.matrix;\n return Geometry.maxXYZ(matrix.columnXMagnitude(), matrix.columnYMagnitude(), matrix.columnZMagnitude());\n }\n /**\n * Return a (clone of) the sphere's local to world transformation.\n * * Compare to [[getConstructiveFrame]].\n */\n public cloneLocalToWorld(): Transform {\n return this._localToWorld.clone();\n }\n /** Test if `other` is a `Sphere` */\n public isSameGeometryClass(other: any): boolean { return other instanceof Sphere; }\n /** Test for same geometry in `other` */\n public override isAlmostEqual(other: GeometryQuery): boolean {\n if (other instanceof Sphere) {\n if (this.capped !== other.capped) return false;\n if (!this._localToWorld.isAlmostEqual(other._localToWorld)) return false;\n return true;\n }\n return false;\n }\n /**\n * Return strokes for the elliptical arc cross-section at latitude sweep fraction v.\n * * Optional inputs control the number of strokes along the cross-section:\n * * If `fixedStrokeCount` is supplied, it is taken as the cross-section stroke count.\n * * If `fixedStrokeCount` is undefined, stroke count is computed by applying `options` to the cross-section.\n * * If neither input is supplied, the stroke count default is 16.\n * * In any case, stroke count is clamped to the interval [4,64].\n * @param v fractional position along the sphere axis\n * @param fixedStrokeCount optional stroke count in u-direction\n * @param options optional stroke options in u-direction\n * @return strokes as line string\n */\n public strokeConstantVSection(v: number, fixedStrokeCount?: number, options?: StrokeOptions): LineString3d {\n let strokeCount = 16;\n if (fixedStrokeCount !== undefined && Number.isFinite(fixedStrokeCount)) {\n strokeCount = fixedStrokeCount;\n } else if (options instanceof StrokeOptions) {\n strokeCount = options.applyTolerancesToArc(Geometry.maxXY(this._localToWorld.matrix.columnXMagnitude(), this._localToWorld.matrix.columnYMagnitude()));\n }\n strokeCount = Geometry.clampToStartEnd(strokeCount, 4, 64);\n const transform = this._localToWorld;\n const phi = this.vFractionToRadians(v);\n const c1 = Math.cos(phi);\n const s1 = Math.sin(phi);\n let c0, s0;\n const result = LineString3d.createForStrokes(strokeCount, options);\n const deltaRadians = Math.PI * 2.0 / strokeCount;\n const fractions = result.fractions; // possibly undefined !!!\n const derivatives = result.packedDerivatives; // possibly undefined !!!\n const uvParams = result.packedUVParams; // possibly undefined !!\n const surfaceNormals = result.packedSurfaceNormals;\n const dXdu = Vector3d.create();\n const dXdv = Vector3d.create();\n const normal = Vector3d.create();\n let radians = 0;\n for (let i = 0; i <= strokeCount; i++) {\n if (i * 2 <= strokeCount)\n radians = i * deltaRadians;\n else\n radians = (i - strokeCount) * deltaRadians;\n c0 = Math.cos(radians);\n s0 = Math.sin(radians);\n const xyz = transform.multiplyXYZ(c1 * c0, c1 * s0, s1);\n result.addPoint(xyz);\n\n if (fractions)\n fractions.push(i / strokeCount);\n\n if (derivatives) {\n transform.matrix.multiplyXYZ(-c1 * s0, c1 * c0, 0.0, dXdu);\n derivatives.push(dXdu);\n }\n if (uvParams) {\n uvParams.pushXY(i / strokeCount, v);\n }\n if (surfaceNormals) {\n transform.matrix.multiplyXYZ(-s0, c0, 0, dXdu);\n transform.matrix.multiplyXYZ(-s1 * c0, -s1 * s0, c1, dXdv);\n dXdu.unitCrossProduct(dXdv, normal);\n surfaceNormals.push(normal);\n }\n }\n return result;\n }\n\n /** Second step of double dispatch: call `handler.handleSphere(this)` */\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\n return handler.handleSphere(this);\n }\n\n /**\n * Return the Arc3d section at uFraction. For the sphere, this is a meridian arc.\n * @param uFraction fractional position along the equator.\n */\n public constantUSection(uFraction: number): Arc3d {\n const phi = AngleSweep.fractionToSignedPeriodicFractionStartEnd(uFraction, 0, Angle.pi2Radians, false);\n const s1 = Math.sin(phi);\n const c1 = Math.cos(phi);\n const transform = this._localToWorld;\n const center = transform.getOrigin();\n const vector0 = transform.matrix.multiplyXYZ(c1, s1, 0);\n const vector90 = transform.matrix.multiplyXYZ(0, 0, 1);\n return Arc3d.create(center, vector0, vector90, this._latitudeSweep);\n }\n\n /**\n * Return the Arc3d section at vFraction. For the sphere, this is a latitude circle.\n * @param vFraction fractional position along the sweep direction\n */\n public constantVSection(vFraction: number): Loop {\n const phi = this._latitudeSweep.fractionToRadians(vFraction);\n const s1 = Math.sin(phi);\n const c1 = Math.cos(phi);\n const transform = this._localToWorld;\n const center = transform.multiplyXYZ(0, 0, s1);\n const vector0 = transform.matrix.multiplyXYZ(c1, 0, 0);\n const vector90 = transform.matrix.multiplyXYZ(0, c1, 0);\n return Loop.create(Arc3d.create(center, vector0, vector90));\n }\n /** Extend a range to contain this sphere. */\n public extendRange(range: Range3d, transform?: Transform): void {\n let placement = this._localToWorld;\n if (transform) {\n placement = transform.multiplyTransformTransform(placement);\n }\n\n range.extendTransformedXYZ(placement, -1, -1, -1);\n range.extendTransformedXYZ(placement, 1, -1, -1);\n range.extendTransformedXYZ(placement, -1, 1, -1);\n range.extendTransformedXYZ(placement, 1, 1, -1);\n\n range.extendTransformedXYZ(placement, -1, -1, 1);\n range.extendTransformedXYZ(placement, 1, -1, 1);\n range.extendTransformedXYZ(placement, -1, 1, 1);\n range.extendTransformedXYZ(placement, 1, 1, 1);\n\n }\n /** Evaluate as a uv surface\n * @param uFraction fractional position on minor arc (theta, longitude)\n * @param vFraction fractional position on major arc (phi, latitude)\n */\n public uvFractionToPoint(uFraction: number, vFraction: number, result?: Point3d): Point3d {\n // sphere with radius 1 . . .\n const thetaRadians = this.uFractionToRadians(uFraction);\n const phiRadians = this.vFractionToRadians(vFraction);\n const cosTheta = Math.cos(thetaRadians);\n const sinTheta = Math.sin(thetaRadians);\n const sinPhi = Math.sin(phiRadians);\n const cosPhi = Math.cos(phiRadians);\n return this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi, result);\n }\n /** Evaluate as a uv surface, returning point and two vectors.\n * @param uFraction fractional position on minor arc (theta, longitude)\n * @param vFraction fractional position on major arc (phi, latitude)\n */\n public uvFractionToPointAndTangents(uFraction: number, vFraction: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n const thetaRadians = this.uFractionToRadians(uFraction);\n const phiRadians = this.vFractionToRadians(vFraction);\n const fTheta = Math.PI * 2.0;\n const fPhi = this._latitudeSweep.sweepRadians;\n const cosTheta = Math.cos(thetaRadians);\n const sinTheta = Math.sin(thetaRadians);\n const sinPhi = Math.sin(phiRadians);\n const cosPhi = Math.cos(phiRadians);\n return Plane3dByOriginAndVectors.createOriginAndVectors(\n this._localToWorld.multiplyXYZ(cosTheta * cosPhi, sinTheta * cosPhi, sinPhi),\n this._localToWorld.matrix.multiplyXYZ(-fTheta * sinTheta, fTheta * cosTheta, 0), // NOTE: cosPhi scale is omitted, so the u-derivative scale is wrong but at least at the poles it's nonzero\n this._localToWorld.matrix.multiplyXYZ(-fPhi * cosTheta * sinPhi, -fPhi * sinTheta * sinPhi, fPhi * cosPhi),\n result);\n }\n /**\n * * A sphere is can be closed two ways:\n * * full sphere (no caps needed for closure)\n * * incomplete but with caps\n * @return true if this is a closed volume.\n */\n public get isClosedVolume(): boolean {\n return this.capped || this._latitudeSweep.isFullLatitudeSweep;\n }\n /**\n * Directional distance query\n * * u direction is around latitude circle at maximum distance from axis.\n * * v direction is on a line of longitude between the latitude limits.\n */\n public maxIsoParametricDistance(): Vector2d {\n // approximate radius at equator .. if elliptic, this is not exact . . .\n const rX = this._localToWorld.matrix.columnXMagnitude();\n const rY = this._localToWorld.matrix.columnYMagnitude();\n const rZ = this._localToWorld.matrix.columnZMagnitude();\n const rMaxU = Math.max(rX, rY);\n let dMaxU = Math.PI * 2.0 * rMaxU;\n if (!this._latitudeSweep.isRadiansInSweep(0.0))\n dMaxU *= Math.max(Math.cos(Math.abs(this._latitudeSweep.startRadians)), Math.cos(Math.abs(this._latitudeSweep.endRadians)));\n const dMaxV = Math.max(rMaxU, rZ) * Math.abs(this._latitudeSweep.sweepRadians);\n\n return Vector2d.create(dMaxU, dMaxV);\n }\n}\n"]}
@@ -81,7 +81,7 @@ export declare class SweepContour {
81
81
  /**
82
82
  * Emit facets to a function.
83
83
  * This method may cache and reuse facets over multiple calls.
84
- * @param announce callback to receive the facet set.
84
+ * @param announce callback to receive the facet set. Called only once (if facets exist).
85
85
  * @param options how to stroke the contour.
86
86
  */
87
87
  announceFacets(announce: (facets: IndexedPolyface) => void, options?: StrokeOptions): void;
@@ -196,7 +196,7 @@ export class SweepContour {
196
196
  /**
197
197
  * Emit facets to a function.
198
198
  * This method may cache and reuse facets over multiple calls.
199
- * @param announce callback to receive the facet set.
199
+ * @param announce callback to receive the facet set. Called only once (if facets exist).
200
200
  * @param options how to stroke the contour.
201
201
  */
202
202
  announceFacets(announce, options) {
@@ -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 Solid\n */\n\nimport { ClipPlane } from \"../clipping/ClipPlane\";\nimport { ConvexClipPlaneSet } from \"../clipping/ConvexClipPlaneSet\";\nimport { UnionOfConvexClipPlaneSets } from \"../clipping/UnionOfConvexClipPlaneSets\";\nimport { CurveCollection } from \"../curve/CurveCollection\";\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { AnyCurve, AnyRegion } from \"../curve/CurveTypes\";\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { Loop } from \"../curve/Loop\";\nimport { ParityRegion } from \"../curve/ParityRegion\";\nimport { Path } from \"../curve/Path\";\nimport { RegionOps } from \"../curve/RegionOps\";\nimport { StrokeOptions } from \"../curve/StrokeOptions\";\nimport { FrameBuilder } from \"../geometry3d/FrameBuilder\";\nimport { MultiLineStringDataVariant } from \"../geometry3d/IndexedXYZCollection\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { IndexedPolyface } from \"../polyface/Polyface\";\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\n\n/**\n * Sweepable planar contour with Transform for local to world interaction.\n * * The surface/solid classes `LinearSweep`, `RotationalSweep`, `RuledSweep` use this for their swept contours.\n * @public\n */\nexport class SweepContour {\n /** The underlying curve collection, in its world coordinates position. */\n public curves: CurveCollection;\n /** coordinate frame that in which the curves are all in the xy plane. */\n public localToWorld: Transform;\n /** Axis used only in rotational case. */\n public axis: Ray3d | undefined;\n /** Caches */\n private _xyStrokes?: CurveCollection;\n private _facets?: IndexedPolyface;\n\n private constructor(contour: AnyCurve, map: Transform, axis: Ray3d | undefined) {\n if (contour instanceof CurvePrimitive) {\n // this.curves is a CurveCollection (not AnyCurve) so that contour type determines closure.\n // This is the only time we detect CurvePrimitive closure and wrap as a relevant CurveChain.\n // Note that we are ASSUMING closure means planar here. This is potentially problematic.\n const primitive = contour;\n contour = contour.startPoint().isAlmostEqual(contour.endPoint()) ? new Loop() : new Path();\n contour.tryAddChild(primitive);\n }\n this.curves = contour;\n this.localToWorld = map;\n this.axis = axis;\n }\n /**\n * Create for linear sweep.\n * @param contour curve to sweep, CAPTURED. For best results, contour should be planar.\n * @param defaultNormal optional default normal for guiding coordinate frame setup.\n */\n public static createForLinearSweep(contour: AnyCurve, defaultNormal?: Vector3d): SweepContour | undefined {\n const localToWorld = FrameBuilder.createRightHandedFrame(defaultNormal, contour);\n if (localToWorld) {\n return new SweepContour(contour, localToWorld, undefined);\n }\n return undefined;\n }\n /**\n * Create for linear sweep.\n * @param points polygon to sweep, CAPTURED as a Loop. Closure point is optional. If multiple polygons are passed in,\n * parity logic is employed.\n * For best results, all points should be coplanar.\n * @param defaultNormal optional default normal for guiding coordinate frame setup.\n */\n public static createForPolygon(points: MultiLineStringDataVariant, defaultNormal?: Vector3d): SweepContour | undefined {\n const localToWorld = FrameBuilder.createRightHandedFrame(defaultNormal, points);\n if (localToWorld) {\n const linestrings = LineString3d.createArrayOfLineString3d(points);\n const loops = [];\n for (const ls of linestrings) {\n ls.addClosurePoint();\n loops.push(Loop.create(ls));\n }\n if (loops.length === 1) {\n return new SweepContour(loops[0], localToWorld, undefined);\n } else if (loops.length > 1) {\n return new SweepContour(ParityRegion.createLoops(loops), localToWorld, undefined);\n }\n }\n return undefined;\n }\n /**\n * Create for rotational sweep.\n * @param contour curve to sweep, CAPTURED. For best results, contour should be coplanar with axis.\n * @param axis rotation axis\n */\n public static createForRotation(contour: AnyCurve, axis: Ray3d): SweepContour | undefined {\n // createRightHandedFrame -- the axis is a last-gasp resolver for in-plane vectors.\n const localToWorld = FrameBuilder.createRightHandedFrame(undefined, contour, axis);\n if (localToWorld) {\n return new SweepContour(contour, localToWorld, axis.clone());\n }\n return undefined;\n }\n /** Return (Reference to) the curves. */\n public getCurves(): CurveCollection { return this.curves; }\n /**\n * Apply `transform` to the curves, axis.\n * * The local to world frame is reconstructed for the transformed curves.\n */\n public tryTransformInPlace(transform: Transform): boolean {\n if (this.curves.tryTransformInPlace(transform)) {\n if (this.axis)\n this.axis.transformInPlace(transform);\n const localToWorld = this.axis !== undefined\n ? FrameBuilder.createRightHandedFrame(undefined, this.curves, this.axis)\n : FrameBuilder.createRightHandedFrame(undefined, this.curves);\n if (localToWorld) {\n this.localToWorld.setFrom(localToWorld);\n this._xyStrokes = undefined;\n return true;\n }\n }\n return false;\n }\n /** Return a deep clone. */\n public clone(): SweepContour {\n return new SweepContour(this.curves.clone(), this.localToWorld.clone(), this.axis);\n }\n /** Return a transformed clone. */\n public cloneTransformed(transform: Transform): SweepContour | undefined {\n const newContour = this.clone();\n if (newContour.tryTransformInPlace(transform))\n return newContour;\n return undefined;\n }\n /** Test for near equality of curves, frame, and axis. */\n public isAlmostEqual(other: any): boolean {\n if (!(other instanceof SweepContour))\n return false;\n if (!this.curves.isAlmostEqual(other.curves))\n return false;\n if (!this.localToWorld.isAlmostEqual(other.localToWorld))\n return false;\n if (this.axis && other.axis) {\n if (!this.axis.isAlmostEqual(other.axis))\n return false;\n } else if (this.axis || other.axis)\n return false;\n return true;\n }\n /** Recompute the local strokes cache for this contour. */\n public computeXYStrokes(options?: StrokeOptions): void {\n this._xyStrokes = undefined;\n const worldToLocal = this.localToWorld.inverse();\n if (worldToLocal) {\n const strokes = this.curves.cloneStroked(options);\n if (strokes.tryTransformInPlace(worldToLocal))\n this._xyStrokes = strokes;\n }\n }\n /** Return cached contour strokes. */\n public get xyStrokes(): CurveCollection | undefined {\n return this._xyStrokes;\n }\n /**\n * Build the (cached) internal facets for the contour.\n * @param options primarily how to stroke the contour, but also how to facet it.\n * * By default, a triangulation is computed, but if `options.maximizeConvexFacets === true`, edges between coplanar\n * triangles are removed to return maximally convex facets.\n */\n public buildFacets(options?: StrokeOptions): void {\n if (this._facets)\n return;\n if (!this.curves.isAnyRegion())\n return;\n const worldToLocal = this.localToWorld.inverse();\n if (!worldToLocal)\n return;\n const localRegion = this.curves.cloneTransformed(worldToLocal) as AnyRegion | undefined;\n if (!localRegion)\n return;\n if (this._facets = RegionOps.facetRegionXY(localRegion, options))\n this._facets.tryTransformInPlace(this.localToWorld);\n }\n /**\n * Delete facet cache.\n * * This protects against PolyfaceBuilder reusing facets constructed with different options settings.\n */\n public purgeFacets() {\n this._facets = undefined;\n }\n /**\n * Emit facets to a builder.\n * This method may cache and reuse facets over multiple calls.\n */\n public emitFacets(builder: PolyfaceBuilder, reverse: boolean, transform?: Transform) {\n this.buildFacets(builder.options);\n if (this._facets)\n builder.addIndexedPolyface(this._facets, reverse, transform);\n }\n /**\n * Emit facets to a function.\n * This method may cache and reuse facets over multiple calls.\n * @param announce callback to receive the facet set.\n * @param options how to stroke the contour.\n */\n public announceFacets(announce: (facets: IndexedPolyface) => void, options?: StrokeOptions): void {\n this.buildFacets(options);\n if (this._facets)\n announce(this._facets);\n }\n /**\n * Create a UnionOfConvexClipPlaneSets that clips to the swept faceted contour region.\n * @param sweepVector the sweep direction and distance:\n * * If undefined, the sweep direction is along the contour normal and no caps are constructed (the sweep is infinite\n * in both directions).\n * * If defined, the returned clipper is inverted if and only if sweepVector is in the opposite half-space as the\n * computed contour normal.\n * @param cap0 construct a clip plane equal to the contour plane. Note that `sweepVector` must be defined.\n * @param cap1 construct a clip plane parallel to the contour plane at the end of `sweepVector`.\n * @param options how to stroke the contour\n * @returns clipper defined by faceting then sweeping the contour region\n */\n public sweepToUnionOfConvexClipPlaneSets(\n sweepVector?: Vector3d, cap0: boolean = false, cap1: boolean = false, options?: StrokeOptions,\n ): UnionOfConvexClipPlaneSets | undefined {\n if (!options)\n options = StrokeOptions.createForFacets();\n if (!sweepVector) {\n cap0 = cap1 = false;\n sweepVector = this.localToWorld.matrix.columnZ();\n }\n options.maximizeConvexFacets = true; // produce fewer ConvexClipPlaneSets\n // it's a trip around the barn, but it's easy to make a polyface and scan it\n this.buildFacets(options);\n const facets = this._facets;\n if (facets) {\n const point0 = Point3d.create();\n const point1 = Point3d.create();\n const result = UnionOfConvexClipPlaneSets.createEmpty();\n const visitor = facets.createVisitor(1);\n for (visitor.reset(); visitor.moveToNextFacet();) {\n const numEdges = visitor.point.length - 1;\n const clipper = ConvexClipPlaneSet.createEmpty();\n for (let i = 0; i < numEdges; i++) {\n visitor.point.getPoint3dAtUncheckedPointIndex(i, point0);\n visitor.point.getPoint3dAtUncheckedPointIndex(i + 1, point1);\n const plane = ClipPlane.createEdgeAndUpVector(point1, point0, sweepVector);\n const visible = visitor.edgeVisible[i];\n plane?.setFlags(!visible, !visible);\n clipper.addPlaneToConvexSet(plane);\n }\n result.addConvexSet(clipper);\n }\n if (cap0 || cap1) {\n const zVector = this.localToWorld.matrix.columnZ();\n const plane0Origin = this.localToWorld.getOrigin();\n const plane1Origin = plane0Origin.plus(sweepVector);\n const inwardNormal0 = zVector.clone();\n const inwardNormal1 = zVector.negate();\n const clipper = ConvexClipPlaneSet.createEmpty();\n if (cap0)\n clipper.addPlaneToConvexSet(ClipPlane.createNormalAndPoint(inwardNormal0, plane0Origin));\n if (cap1)\n clipper.addPlaneToConvexSet(ClipPlane.createNormalAndPoint(inwardNormal1, plane1Origin));\n result.addConvexSet(clipper);\n }\n return result;\n }\n return undefined;\n }\n}\n"]}
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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 Solid\n */\n\nimport { ClipPlane } from \"../clipping/ClipPlane\";\nimport { ConvexClipPlaneSet } from \"../clipping/ConvexClipPlaneSet\";\nimport { UnionOfConvexClipPlaneSets } from \"../clipping/UnionOfConvexClipPlaneSets\";\nimport { CurveCollection } from \"../curve/CurveCollection\";\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { AnyCurve, AnyRegion } from \"../curve/CurveTypes\";\nimport { LineString3d } from \"../curve/LineString3d\";\nimport { Loop } from \"../curve/Loop\";\nimport { ParityRegion } from \"../curve/ParityRegion\";\nimport { Path } from \"../curve/Path\";\nimport { RegionOps } from \"../curve/RegionOps\";\nimport { StrokeOptions } from \"../curve/StrokeOptions\";\nimport { FrameBuilder } from \"../geometry3d/FrameBuilder\";\nimport { MultiLineStringDataVariant } from \"../geometry3d/IndexedXYZCollection\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { IndexedPolyface } from \"../polyface/Polyface\";\nimport { PolyfaceBuilder } from \"../polyface/PolyfaceBuilder\";\n\n/**\n * Sweepable planar contour with Transform for local to world interaction.\n * * The surface/solid classes `LinearSweep`, `RotationalSweep`, `RuledSweep` use this for their swept contours.\n * @public\n */\nexport class SweepContour {\n /** The underlying curve collection, in its world coordinates position. */\n public curves: CurveCollection;\n /** coordinate frame that in which the curves are all in the xy plane. */\n public localToWorld: Transform;\n /** Axis used only in rotational case. */\n public axis: Ray3d | undefined;\n /** Caches */\n private _xyStrokes?: CurveCollection;\n private _facets?: IndexedPolyface;\n\n private constructor(contour: AnyCurve, map: Transform, axis: Ray3d | undefined) {\n if (contour instanceof CurvePrimitive) {\n // this.curves is a CurveCollection (not AnyCurve) so that contour type determines closure.\n // This is the only time we detect CurvePrimitive closure and wrap as a relevant CurveChain.\n // Note that we are ASSUMING closure means planar here. This is potentially problematic.\n const primitive = contour;\n contour = contour.startPoint().isAlmostEqual(contour.endPoint()) ? new Loop() : new Path();\n contour.tryAddChild(primitive);\n }\n this.curves = contour;\n this.localToWorld = map;\n this.axis = axis;\n }\n /**\n * Create for linear sweep.\n * @param contour curve to sweep, CAPTURED. For best results, contour should be planar.\n * @param defaultNormal optional default normal for guiding coordinate frame setup.\n */\n public static createForLinearSweep(contour: AnyCurve, defaultNormal?: Vector3d): SweepContour | undefined {\n const localToWorld = FrameBuilder.createRightHandedFrame(defaultNormal, contour);\n if (localToWorld) {\n return new SweepContour(contour, localToWorld, undefined);\n }\n return undefined;\n }\n /**\n * Create for linear sweep.\n * @param points polygon to sweep, CAPTURED as a Loop. Closure point is optional. If multiple polygons are passed in,\n * parity logic is employed.\n * For best results, all points should be coplanar.\n * @param defaultNormal optional default normal for guiding coordinate frame setup.\n */\n public static createForPolygon(points: MultiLineStringDataVariant, defaultNormal?: Vector3d): SweepContour | undefined {\n const localToWorld = FrameBuilder.createRightHandedFrame(defaultNormal, points);\n if (localToWorld) {\n const linestrings = LineString3d.createArrayOfLineString3d(points);\n const loops = [];\n for (const ls of linestrings) {\n ls.addClosurePoint();\n loops.push(Loop.create(ls));\n }\n if (loops.length === 1) {\n return new SweepContour(loops[0], localToWorld, undefined);\n } else if (loops.length > 1) {\n return new SweepContour(ParityRegion.createLoops(loops), localToWorld, undefined);\n }\n }\n return undefined;\n }\n /**\n * Create for rotational sweep.\n * @param contour curve to sweep, CAPTURED. For best results, contour should be coplanar with axis.\n * @param axis rotation axis\n */\n public static createForRotation(contour: AnyCurve, axis: Ray3d): SweepContour | undefined {\n // createRightHandedFrame -- the axis is a last-gasp resolver for in-plane vectors.\n const localToWorld = FrameBuilder.createRightHandedFrame(undefined, contour, axis);\n if (localToWorld) {\n return new SweepContour(contour, localToWorld, axis.clone());\n }\n return undefined;\n }\n /** Return (Reference to) the curves. */\n public getCurves(): CurveCollection { return this.curves; }\n /**\n * Apply `transform` to the curves, axis.\n * * The local to world frame is reconstructed for the transformed curves.\n */\n public tryTransformInPlace(transform: Transform): boolean {\n if (this.curves.tryTransformInPlace(transform)) {\n if (this.axis)\n this.axis.transformInPlace(transform);\n const localToWorld = this.axis !== undefined\n ? FrameBuilder.createRightHandedFrame(undefined, this.curves, this.axis)\n : FrameBuilder.createRightHandedFrame(undefined, this.curves);\n if (localToWorld) {\n this.localToWorld.setFrom(localToWorld);\n this._xyStrokes = undefined;\n return true;\n }\n }\n return false;\n }\n /** Return a deep clone. */\n public clone(): SweepContour {\n return new SweepContour(this.curves.clone(), this.localToWorld.clone(), this.axis);\n }\n /** Return a transformed clone. */\n public cloneTransformed(transform: Transform): SweepContour | undefined {\n const newContour = this.clone();\n if (newContour.tryTransformInPlace(transform))\n return newContour;\n return undefined;\n }\n /** Test for near equality of curves, frame, and axis. */\n public isAlmostEqual(other: any): boolean {\n if (!(other instanceof SweepContour))\n return false;\n if (!this.curves.isAlmostEqual(other.curves))\n return false;\n if (!this.localToWorld.isAlmostEqual(other.localToWorld))\n return false;\n if (this.axis && other.axis) {\n if (!this.axis.isAlmostEqual(other.axis))\n return false;\n } else if (this.axis || other.axis)\n return false;\n return true;\n }\n /** Recompute the local strokes cache for this contour. */\n public computeXYStrokes(options?: StrokeOptions): void {\n this._xyStrokes = undefined;\n const worldToLocal = this.localToWorld.inverse();\n if (worldToLocal) {\n const strokes = this.curves.cloneStroked(options);\n if (strokes.tryTransformInPlace(worldToLocal))\n this._xyStrokes = strokes;\n }\n }\n /** Return cached contour strokes. */\n public get xyStrokes(): CurveCollection | undefined {\n return this._xyStrokes;\n }\n /**\n * Build the (cached) internal facets for the contour.\n * @param options primarily how to stroke the contour, but also how to facet it.\n * * By default, a triangulation is computed, but if `options.maximizeConvexFacets === true`, edges between coplanar\n * triangles are removed to return maximally convex facets.\n */\n public buildFacets(options?: StrokeOptions): void {\n if (this._facets)\n return;\n if (!this.curves.isAnyRegion())\n return;\n const worldToLocal = this.localToWorld.inverse();\n if (!worldToLocal)\n return;\n const localRegion = this.curves.cloneTransformed(worldToLocal) as AnyRegion | undefined;\n if (!localRegion)\n return;\n if (this._facets = RegionOps.facetRegionXY(localRegion, options))\n this._facets.tryTransformInPlace(this.localToWorld);\n }\n /**\n * Delete facet cache.\n * * This protects against PolyfaceBuilder reusing facets constructed with different options settings.\n */\n public purgeFacets() {\n this._facets = undefined;\n }\n /**\n * Emit facets to a builder.\n * This method may cache and reuse facets over multiple calls.\n */\n public emitFacets(builder: PolyfaceBuilder, reverse: boolean, transform?: Transform) {\n this.buildFacets(builder.options);\n if (this._facets)\n builder.addIndexedPolyface(this._facets, reverse, transform);\n }\n /**\n * Emit facets to a function.\n * This method may cache and reuse facets over multiple calls.\n * @param announce callback to receive the facet set. Called only once (if facets exist).\n * @param options how to stroke the contour.\n */\n public announceFacets(announce: (facets: IndexedPolyface) => void, options?: StrokeOptions): void {\n this.buildFacets(options);\n if (this._facets)\n announce(this._facets);\n }\n /**\n * Create a UnionOfConvexClipPlaneSets that clips to the swept faceted contour region.\n * @param sweepVector the sweep direction and distance:\n * * If undefined, the sweep direction is along the contour normal and no caps are constructed (the sweep is infinite\n * in both directions).\n * * If defined, the returned clipper is inverted if and only if sweepVector is in the opposite half-space as the\n * computed contour normal.\n * @param cap0 construct a clip plane equal to the contour plane. Note that `sweepVector` must be defined.\n * @param cap1 construct a clip plane parallel to the contour plane at the end of `sweepVector`.\n * @param options how to stroke the contour\n * @returns clipper defined by faceting then sweeping the contour region\n */\n public sweepToUnionOfConvexClipPlaneSets(\n sweepVector?: Vector3d, cap0: boolean = false, cap1: boolean = false, options?: StrokeOptions,\n ): UnionOfConvexClipPlaneSets | undefined {\n if (!options)\n options = StrokeOptions.createForFacets();\n if (!sweepVector) {\n cap0 = cap1 = false;\n sweepVector = this.localToWorld.matrix.columnZ();\n }\n options.maximizeConvexFacets = true; // produce fewer ConvexClipPlaneSets\n // it's a trip around the barn, but it's easy to make a polyface and scan it\n this.buildFacets(options);\n const facets = this._facets;\n if (facets) {\n const point0 = Point3d.create();\n const point1 = Point3d.create();\n const result = UnionOfConvexClipPlaneSets.createEmpty();\n const visitor = facets.createVisitor(1);\n for (visitor.reset(); visitor.moveToNextFacet();) {\n const numEdges = visitor.point.length - 1;\n const clipper = ConvexClipPlaneSet.createEmpty();\n for (let i = 0; i < numEdges; i++) {\n visitor.point.getPoint3dAtUncheckedPointIndex(i, point0);\n visitor.point.getPoint3dAtUncheckedPointIndex(i + 1, point1);\n const plane = ClipPlane.createEdgeAndUpVector(point1, point0, sweepVector);\n const visible = visitor.edgeVisible[i];\n plane?.setFlags(!visible, !visible);\n clipper.addPlaneToConvexSet(plane);\n }\n result.addConvexSet(clipper);\n }\n if (cap0 || cap1) {\n const zVector = this.localToWorld.matrix.columnZ();\n const plane0Origin = this.localToWorld.getOrigin();\n const plane1Origin = plane0Origin.plus(sweepVector);\n const inwardNormal0 = zVector.clone();\n const inwardNormal1 = zVector.negate();\n const clipper = ConvexClipPlaneSet.createEmpty();\n if (cap0)\n clipper.addPlaneToConvexSet(ClipPlane.createNormalAndPoint(inwardNormal0, plane0Origin));\n if (cap1)\n clipper.addPlaneToConvexSet(ClipPlane.createNormalAndPoint(inwardNormal1, plane1Origin));\n result.addConvexSet(clipper);\n }\n return result;\n }\n return undefined;\n }\n}\n"]}
@@ -1,6 +1,3 @@
1
- /** @packageDocumentation
2
- * @module Topology
3
- */
4
1
  import { LineSegment3d } from "../curve/LineSegment3d";
5
2
  import { Point2d, Vector2d } from "../geometry3d/Point2dVector2d";
6
3
  import { Point3d, Vector3d } from "../geometry3d/Point3dVector3d";
@@ -39,12 +36,16 @@ export declare enum HalfEdgeMask {
39
36
  * BOUNDARY_EDGE nor EXTERIOR_EDGE.
40
37
  */
41
38
  PRIMARY_EDGE = 4,
42
- /** Mask used for low level searches to identify previously-visited nodes. */
43
- VISITED = 16,
39
+ /** Mask set on both sides of a bridge edge added by algorithms to join loops. */
40
+ BRIDGE_EDGE = 8,
41
+ /** Mask set on both sides of an edge added during graph regularization. */
42
+ REGULARIZED_EDGE = 16,
44
43
  /** Mask applied to triangles by earcut triangulator. */
45
44
  TRIANGULATED_FACE = 256,
46
45
  /** Mask applied in a face with 2 edges. */
47
46
  NULL_FACE = 512,
47
+ /** Temporary mask used for low level searches to identify previously-visited nodes. */
48
+ VISITED = 65536,
48
49
  /** No mask bits. */
49
50
  NULL_MASK = 0,
50
51
  /** The "upper 12" bits of 32 bit integer reserved for grab/drop. */
@@ -201,6 +202,18 @@ export declare class HalfEdge implements HalfEdgeUserData {
201
202
  * @returns reference to the half edge created, the new face successor of `baseA`.
202
203
  */
203
204
  static splitEdge(baseA: undefined | HalfEdge, xA: number | undefined, yA: number | undefined, zA: number | undefined, iA: number | undefined, heArray: HalfEdge[] | undefined): HalfEdge;
205
+ /**
206
+ * Reverse of [[splitEdge]]: remove the vertex at `doomed` and merge its two incident edges.
207
+ * @param doomed one of two nodes added by [[splitEdge]]. These nodes should form a vertex loop of two nodes.
208
+ * On successful return this node and its mate are isolated.
209
+ * @param checkParallel whether to check that the doomed edge and the preceding edge in its face loop are parallel.
210
+ * When passing `true` the assumption is that edge geometry is linear. If nonlinear edge geometry is attached, the
211
+ * caller should a) verify that the geometry on either side of the doomed vertex can be merged, and if so, they
212
+ * should b) call this method passing `false`, and c) adjust the geometry of the returned edge and its edge mate
213
+ * as appropriate.
214
+ * @returns the former (surviving) face predecessor of `doomed`, or undefined if the edge can't be healed.
215
+ */
216
+ static healEdge(doomed: HalfEdge, checkParallel?: boolean): HalfEdge | undefined;
204
217
  /**
205
218
  * Create a new sliver face "inside" an existing edge.
206
219
  * * This creates two nodes that are each face predecessor and successor to the other.
@@ -212,12 +225,12 @@ export declare class HalfEdge implements HalfEdgeUserData {
212
225
  * @returns reference to the half edge created in the vertex loop of baseA.
213
226
  */
214
227
  static splitEdgeCreateSliverFace(baseA: HalfEdge, heArray: HalfEdge[] | undefined): HalfEdge;
215
- /** Edge property masks. */
228
+ /** Masks copied when an edge is split. */
216
229
  private static _edgePropertyMasks;
217
230
  /**
218
231
  * Copy "edge based" content of `fromNode` to `toNode`:
219
232
  * * edgeTag
220
- * * masks EXTERIOR, BOUNDARY_EDGE, NULL_FACE, PRIMARY_EDGE
233
+ * * edge masks
221
234
  */
222
235
  static transferEdgeProperties(fromNode: HalfEdge, toNode: HalfEdge): void;
223
236
  /** Return the next half edge around this vertex in the CCW direction. */
@@ -285,7 +298,7 @@ export declare class HalfEdge implements HalfEdgeUserData {
285
298
  /**
286
299
  * Returns the number of nodes that match (or do not match) the given mask value around this face loop.
287
300
  * @param mask the mask to check.
288
- * @param value true for mask match and false for mask not match.
301
+ * @param value true for mask match and false for mask not match. Default is `true`.
289
302
  */
290
303
  countMaskAroundFace(mask: HalfEdgeMask, value?: boolean): number;
291
304
  /**
@@ -296,16 +309,17 @@ export declare class HalfEdge implements HalfEdgeUserData {
296
309
  countMaskAroundVertex(mask: HalfEdgeMask, value?: boolean): number;
297
310
  /**
298
311
  * Returns the first node that matches (or does not match) the given mask value around this vertex loop, starting
299
- * with the instance node and proceeding via vertex successors.
312
+ * with the instance node and proceeding via `vertexSuccessor`.
300
313
  * @param mask the mask to check.
301
- * @param value true for mask match and false for mask not match.
314
+ * @param value true for mask match and false for mask not match. Default is `true`.
315
+ * @param reverse if true, search in reverse order via `vertexPredecessor`. Default is `false`.
302
316
  */
303
- findMaskAroundVertex(mask: HalfEdgeMask, value?: boolean): HalfEdge | undefined;
317
+ findMaskAroundVertex(mask: HalfEdgeMask, value?: boolean, reverse?: boolean): HalfEdge | undefined;
304
318
  /**
305
319
  * Returns the first node that matches (or does not match) the given mask value around this face loop, starting
306
320
  * with the instance node and proceeding via face successors.
307
321
  * @param mask the mask to check.
308
- * @param value true for mask match and false for mask not match.
322
+ * @param value true for mask match and false for mask not match. Default is `true`.
309
323
  */
310
324
  findMaskAroundFace(mask: HalfEdgeMask, value?: boolean): HalfEdge | undefined;
311
325
  /**
@@ -366,6 +380,8 @@ export declare class HalfEdge implements HalfEdgeUserData {
366
380
  * * If the inputs are in the same face loop, the loop splits into two face loops after the pinch.
367
381
  */
368
382
  static pinch(nodeA: HalfEdge, nodeB: HalfEdge): void;
383
+ /** Return whether the edge is dangling at its base. */
384
+ get isDangling(): boolean;
369
385
  /**
370
386
  * Pinch this half edge out of its base vertex loop.
371
387
  * @return the surviving HalfEdge in the vertex loop or `undefined` if the instance HalfEdge is already dangling.
@@ -459,7 +475,10 @@ export declare class HalfEdge implements HalfEdgeUserData {
459
475
  isFaceConvex(tolerance?: number): boolean;
460
476
  /** Isolate the edge from the graph by yanking each end from its vertex loop. */
461
477
  isolateEdge(): void;
462
- /** Specify whether this edge is isolated from the rest of the graph. */
478
+ /**
479
+ * Specify whether this edge is isolated from the rest of the graph.
480
+ * * Both edge mates of an isolated edge return true for [[isDangling]].
481
+ */
463
482
  get isIsolatedEdge(): boolean;
464
483
  /** Return true if `this` is lexically below `other`. We compare y first, then x, and ignore z. */
465
484
  belowYX(other: HalfEdge): boolean;
@@ -481,6 +500,29 @@ export declare class HalfEdge implements HalfEdgeUserData {
481
500
  distanceXY(other: HalfEdge): number;
482
501
  /** Return distance between xyz coordinates of `this` and `other` node. */
483
502
  distanceXYZ(other: HalfEdge): number;
503
+ /**
504
+ * Search around the instance's face loop for nodes with the specified mask value.
505
+ * * Returned nodes satisfy `node.isMaskSet(mask) === value`.
506
+ * @param mask target mask.
507
+ * @param value target boolean value for mask on half edges (default `true`).
508
+ * @param result optional array to be cleared, populated with masked nodes, and returned.
509
+ * @return array of masked half edges
510
+ */
511
+ collectMaskedEdgesAroundFace(mask: HalfEdgeMask, value?: boolean, result?: HalfEdge[]): HalfEdge[];
512
+ /**
513
+ * Announce edges in the face loop, starting with the instance and proceeding in a `faceSuccessor` traversal.
514
+ * @param announceEdge function to call at each edge
515
+ */
516
+ announceEdgesInFace(announceEdge: NodeFunction): void;
517
+ /**
518
+ * Announce edges in the super face loop, starting with the instance.
519
+ * * A super face admits a `faceSuccessor` traversal, where the next edge at the far vertex is the first one lacking `skipMask` in a `vertexPredecessor` traversal.
520
+ * @param skipMask mask on edges to skip.
521
+ * @param announceEdge function to call at each edge that is not skipped.
522
+ * @param announceSkipped optional function to call at each edge that is skipped.
523
+ * @return whether a super face was found. Specifically, if a vertex loop has all edges with `skipMask` set, the return value is `false`.
524
+ */
525
+ announceEdgesInSuperFace(skipMask: HalfEdgeMask, announceEdge: NodeFunction, announceSkipped?: NodeFunction): boolean;
484
526
  /**
485
527
  * Evaluate `f(node)` at each node around `this` node's face loop. Collect the function values.
486
528
  * @param f optional node function. If `undefined`, collect the nodes themselves.
@@ -601,6 +643,14 @@ export declare class HalfEdge implements HalfEdgeUserData {
601
643
  * @param copyFaceData true to copy `faceTag`.
602
644
  */
603
645
  copyDataFrom(source: HalfEdge, copyXYZ: boolean, copyVertexData: boolean, copyEdgeData: boolean, copyFaceData: boolean): void;
646
+ /**
647
+ * Is the instance's face loop a split-washer type face?
648
+ * * A split-washer face contains at least one bridge edge.
649
+ * * A bridge edge and its edge mate have the same `bridgeMask` and live in the same face loop.
650
+ * * By connecting hole/outer loops with bridge edges, a split-washer face can represent a parity region.
651
+ * @param bridgeMask mask preset on bridge edges (default is [[HalfEdgeMask.BRIDGE_EDGE]]).
652
+ */
653
+ isSplitWasherFace(bridgeMask?: HalfEdgeMask): boolean;
604
654
  }
605
655
  /**
606
656
  * A HalfEdgeGraph has:
@@ -616,7 +666,7 @@ export declare class HalfEdgeGraph {
616
666
  constructor();
617
667
  /**
618
668
  * Ask for a mask (from the graph's free pool) for caller's use.
619
- * * Optionally clear the mask throughout the graph.
669
+ * @param clearInAllHalfEdges optionally clear the mask throughout the graph (default `true`).
620
670
  */
621
671
  grabMask(clearInAllHalfEdges?: boolean): HalfEdgeMask;
622
672
  /** Return `mask` to the free pool. */
@@ -1 +1 @@
1
- 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