@itwin/core-geometry 5.1.0-dev.66 → 5.1.0-dev.69
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.
- package/lib/cjs/core-geometry.d.ts +1 -0
- package/lib/cjs/core-geometry.d.ts.map +1 -1
- package/lib/cjs/core-geometry.js +1 -0
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/cjs/geometry3d/ReusableObjectCache.d.ts +39 -29
- package/lib/cjs/geometry3d/ReusableObjectCache.d.ts.map +1 -1
- package/lib/cjs/geometry3d/ReusableObjectCache.js +49 -35
- package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
- package/lib/esm/core-geometry.d.ts +1 -0
- package/lib/esm/core-geometry.d.ts.map +1 -1
- package/lib/esm/core-geometry.js +1 -0
- package/lib/esm/core-geometry.js.map +1 -1
- package/lib/esm/geometry3d/GrowableXYZArray.d.ts +1 -1
- package/lib/esm/geometry3d/GrowableXYZArray.js +1 -1
- package/lib/esm/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/esm/geometry3d/ReusableObjectCache.d.ts +39 -29
- package/lib/esm/geometry3d/ReusableObjectCache.d.ts.map +1 -1
- package/lib/esm/geometry3d/ReusableObjectCache.js +47 -33
- package/lib/esm/geometry3d/ReusableObjectCache.js.map +1 -1
- package/package.json +3 -3
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@@ -129,6 +129,7 @@ export * from "./geometry3d/PolygonOps";
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export * from "./geometry3d/Range";
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export * from "./geometry3d/Ray2d";
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export * from "./geometry3d/Ray3d";
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+
export * from "./geometry3d/ReusableObjectCache";
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export * from "./geometry3d/Segment1d";
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export * from "./geometry3d/Transform";
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export * from "./geometry3d/UVSurfaceOps";
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"core-geometry.d.ts","sourceRoot":"","sources":["../../src/core-geometry.ts"],"names":[],"mappings":"AAKA;;GAEG;AASH;;;GAGG;AACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH;;;;;;;;;GASG;AAGH;;;;;;;;GAQG;AAGH;;;;;;;;;;;;GAYG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;;GAIG;AAEH;;;;;;;;;;GAUG;AAEH;;;GAGG;AAEH;;;GAGG;AACH,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wCAAwC,CAAC;AACvD,cAAc,kCAAkC,CAAC;AACjD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,mCAAmC,CAAC;AAClD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wCAAwC,CAAC;AACvD,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,uBAAuB,CAAC;AACtC,cAAc,oCAAoC,CAAC;AACnD,cAAc,sBAAsB,CAAC;AACrC,cAAc,2CAA2C,CAAC;AAC1D,cAAc,wCAAwC,CAAC;AACvD,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,kCAAkC,CAAC;AACjD,cAAc,0BAA0B,CAAC;AACzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,iCAAiC,CAAC;AAEhD,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC;AAC3B,cAAc,+BAA+B,CAAC;AAC9C,cAAc,sBAAsB,CAAC;AACrC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,uCAAuC,CAAC;AACtD,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,wCAAwC,CAAC;AACvD,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,oBAAoB,CAAC;AACnC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,uBAAuB,CAAC;AACtC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,eAAe,CAAC;AAC9B,cAAc,qCAAqC,CAAC;AACpD,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,qCAAqC,CAAC;AACpD,cAAc,yBAAyB,CAAC;AACxC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,yBAAyB,CAAC;AACxC,cAAc,mBAAmB,CAAC;AAClC,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,uBAAuB,CAAC;AACtC,cAAc,mCAAmC,CAAC;AAClD,cAAc,mCAAmC,CAAC;AAClD,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qBAAqB,CAAC;AACpC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,0BAA0B,CAAC;AACzC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,mCAAmC,CAAC;AAClD,cAAc,kCAAkC,CAAC;AACjD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0DAA0D,CAAC;AACzE,cAAc,4BAA4B,CAAC;AAC3C,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,mDAAmD,CAAC;AAClE,cAAc,mDAAmD,CAAC;AAClE,cAAc,+CAA+C,CAAC;AAC9D,cAAc,8BAA8B,CAAC;AAC7C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,kCAAkC,CAAC;AACjD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,sCAAsC,CAAC;AACrD,OAAO,EAAE,yBAAyB,EAAE,MAAM,2CAA2C,CAAC"}
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1
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+
{"version":3,"file":"core-geometry.d.ts","sourceRoot":"","sources":["../../src/core-geometry.ts"],"names":[],"mappings":"AAKA;;GAEG;AASH;;;GAGG;AACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH;;;;;;;;;GASG;AAGH;;;;;;;;GAQG;AAGH;;;;;;;;;;;;GAYG;AAEH;;;GAGG;AAEH;;;GAGG;AAEH;;;;GAIG;AAEH;;;;;;;;;;GAUG;AAEH;;;GAGG;AAEH;;;GAGG;AACH,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wCAAwC,CAAC;AACvD,cAAc,kCAAkC,CAAC;AACjD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,mCAAmC,CAAC;AAClD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wCAAwC,CAAC;AACvD,cAAc,kCAAkC,CAAC;AACjD,cAAc,mCAAmC,CAAC;AAClD,cAAc,uBAAuB,CAAC;AACtC,cAAc,oCAAoC,CAAC;AACnD,cAAc,sBAAsB,CAAC;AACrC,cAAc,2CAA2C,CAAC;AAC1D,cAAc,wCAAwC,CAAC;AACvD,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,kCAAkC,CAAC;AACjD,cAAc,0BAA0B,CAAC;AACzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kCAAkC,CAAC;AACjD,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,iCAAiC,CAAC;AAEhD,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC;AAC3B,cAAc,+BAA+B,CAAC;AAC9C,cAAc,sBAAsB,CAAC;AACrC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,uCAAuC,CAAC;AACtD,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,wCAAwC,CAAC;AACvD,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC;AACxC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,oBAAoB,CAAC;AACnC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,uBAAuB,CAAC;AACtC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAE7C,cAAc,eAAe,CAAC;AAC9B,cAAc,qCAAqC,CAAC;AACpD,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,qCAAqC,CAAC;AACpD,cAAc,yBAAyB,CAAC;AACxC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,yBAAyB,CAAC;AACxC,cAAc,mBAAmB,CAAC;AAClC,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,uBAAuB,CAAC;AACtC,cAAc,mCAAmC,CAAC;AAClD,cAAc,mCAAmC,CAAC;AAClD,cAAc,+BAA+B,CAAC;AAC9C,cAAc,qBAAqB,CAAC;AACpC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,0BAA0B,CAAC;AACzC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,mCAAmC,CAAC;AAClD,cAAc,kCAAkC,CAAC;AACjD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0DAA0D,CAAC;AACzE,cAAc,4BAA4B,CAAC;AAC3C,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,mDAAmD,CAAC;AAClE,cAAc,mDAAmD,CAAC;AAClE,cAAc,+CAA+C,CAAC;AAC9D,cAAc,8BAA8B,CAAC;AAC7C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,kCAAkC,CAAC;AACjD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,sCAAsC,CAAC;AACrD,OAAO,EAAE,yBAAyB,EAAE,MAAM,2CAA2C,CAAC"}
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package/lib/cjs/core-geometry.js
CHANGED
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@@ -165,6 +165,7 @@ __exportStar(require("./geometry3d/PolygonOps"), exports);
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__exportStar(require("./geometry3d/Range"), exports);
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__exportStar(require("./geometry3d/Ray2d"), exports);
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__exportStar(require("./geometry3d/Ray3d"), exports);
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__exportStar(require("./geometry3d/ReusableObjectCache"), exports);
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__exportStar(require("./geometry3d/Segment1d"), exports);
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__exportStar(require("./geometry3d/Transform"), exports);
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__exportStar(require("./geometry3d/UVSurfaceOps"), exports);
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@@ -1 +1 @@
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1
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-
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Utility\n */\n\n// REMARK:\n// The docs-group-description comments are followed by empty classes with names corresponding to the doc-group.\n// Normally (in committed code) these are commented out.\n// The comments have distinctive strings so that simple search and replace can make the \"real\".\n// This is useful when working on the documentation: When the empty classes are present, VSCode will format the doc comments\n// for and display them when the mouse hovers over the class name.\n\n/**\n * @docs-package-description\n * The core-geometry package contains classes for working with geometry: points, vectors, curves, surfaces, and analytic solids\n */\n/**\n * @docs-group-description CartesianGeometry\n * Points, Vectors, Planes, and Transformations for x,y,z geometry.\n * * Fundamental cartesian geometry objects:\n * * Point2d, Point3d -- points with x,y,z coordinates\n * * Vector2d, Vector3d -- vectors with x,y,z coordinates\n * * Matrix3d -- 3x3 matrix\n * * * commonly used for pure rotations\n * * * scale and skew entries are also allowed.\n * * Transform -- an origin and axes.\n * * Range1d, Range2d, Range3d -- subsets of 1d, 2d, and 3d space bounded by low and high values.\n * * Ray3d -- a ray defined by origin and direction vector\n * * Plane3d -- an abstract base class extended by Plane3dByOriginAndNormal, Plane3dByOriginAndUnitNormal, Point4d, and ClipPlane\n * * Plane3dByOriginAndUnitNormal -- a plane defined by an origin and a single vector which is perpendicular to the plane\n * * plane3dByOriginAndVectors -- a plane defined by an origin and two vectors in the plane.\n * * Angles\n * * Angle -- a strongly typed angle object whose method names make it clear whether input and outputs are degrees or radians.\n * * AngleSweep -- an angular interval\n * * LatitudeLongitudeNumber -- carrier for position and altitude on sphere or ellipsoid\n * * YawPitchAndRollAngles -- 3 angles that define a rotated coordinate system.\n * * Utility classes\n * * FrameBuilder -- construction of coordinate frames from mixed data sources.\n * * ClipPlane -- a single plane\n * * ConvexClipPlaneSet -- an array of planes bounding a convex volume\n * * ClipPlaneSet -- an array of ConvexClipPlaneSet, defining the union of their volumes\n * * BilinearPatch -- twisted quadrilateral defined by 4 points\n * * BarycentricTriangle -- triangle defined by 3 points.\n * * Constant -- various numeric values exported as readonly constants\n */\n// doc:export class CartesianGeometryDoc { }\n/**\n * @docs-group-description ArraysAndInterfaces\n * These classes support array operations and inheritance-based algorithms.\n * * Arrays\n * * GrowableArray -- A carrier for a Float64Array, with methods that hide reallocation of the underlying array as contents are added.\n * * Point2dArray, Point3dArray, Point4dArray, Vector3dArray -- miscellaneous operations on arrays of 2d and 3d points.\n * * Interfaces\n * * GeometryHandler -- a double-dispatch protocol used for efficient implementation of algorithms that work on many geometry types.\n *\n */\n// doc:export class ArraysAndInterfacesDoc { }\n\n/**\n * @docs-group-description Bspline\n * A bspline curve or surface is used for curved freeform geometry defined by controls points (sometimes called poles).\n * * BSplineCurve -- a curve defined by control points (which are not on the curve)\n * * InterpolationCurve -- a curve defined by passthrough points, with \"good\" visual properties\n * * BSplineSurfaceXYZ -- a surface with XYZ\n * * BsplineSurfaceXYZW -- a surface with weighted (rational) XYZ coordinates\n * * KnotVector -- vector of breakpoints in bspline definitions.\n */\n// doc:export class BsplineDoc { }\n\n/**\n * @docs-group-description Curve\n * Curves in the GeometryQuery hierarchy: LineSegment3d, LineString3d, Arc3d, TransitionSpiral3d\n * * CurvePrimitive -- base class for parametric curves\n * * LineSegment3d -- a (bounded) portion of an unbounded line\n * * Arc3d -- a circular or elliptic arc\n * * LineString3d -- a sequence of points joined by line segments\n * * TransitionSpiral -- controlled transition between curvatures\n * * Support classes\n * * PointString3d -- a sequence of isolated points\n * * StrokeOptions -- tolerances to describe stroking accuracy\n * * RecursiveCurveProcessor, RecursiveCurveProcessorWithStack -- algorithmic support for trees with CurvePrimitives at the leaf level.\n */\n// doc:export class CurveDoc { }\n/**\n * @docs-group-description Numerics\n * The Numerics classes have geometric and numeric methods used during large algorithms in other classes.\n */\n// doc:export class NumericsDoc { }\n/**\n * @docs-group-description Polyface\n * A Polyface is a mesh structure with arrays of points that are shared among multiple incident facets.\n */\n// doc:export class PolyfaceDoc { }\n/**\n * @docs-group-description Serialization\n * These classes are related to serialization of geometry classes.\n * * IModelJson.Reader, IModelJson.Writer -- Conversion of in-memory geometry objects to json objects for persistence and transmission.\n */\n// doc:export class SerializationDoc { }\n/**\n * @docs-group-description Solid\n * Analytic Solids in the GeometryQuery hierarchy: Box, Sphere, Cone, TorusPipe, LinearSweep, RotationalSweep, RuledSweep\n * * Box -- a box solid. This is usually rectangular on all faces, but can in one directly like a view frustum\n * * Sphere -- a sphere\n * * Cone -- a cone or cylinder\n * * TorusPipe -- a pipe elbow\n * * LinearSweep -- a linear sweep of a base contour\n * * RotationalSweep -- a rotational sweep of a base contour\n * * RuledSweep -- two or more similarly structured contours joined by linear rule lines.\n */\n// doc:export class SolidDOc { }\n/**\n * @docs-group-description Topology\n * The Topology classes provide adjacency structures used in triangulations.\n */\n// doc:export class TopologyDoc { }\n/**\n * @docs-group-description RangeSearch\n * Support classes for searching collections of ranges.\n */\nexport * from \"./geometry3d/Angle\";\nexport * from \"./geometry3d/AngleSweep\";\nexport * from \"./geometry3d/LongitudeLatitudeAltitude\";\nexport * from \"./geometry3d/BarycentricTriangle\";\nexport * from \"./geometry3d/BilinearPatch\";\nexport * from \"./geometry3d/Ellipsoid\";\nexport * from \"./geometry3d/FrameBuilder\";\nexport * from \"./geometry3d/FrustumAnimation\";\nexport * from \"./geometry3d/GeometryHandler\";\nexport * from \"./geometry3d/GrowableBlockedArray\";\nexport * from \"./geometry3d/GrowableFloat64Array\";\nexport * from \"./geometry3d/GrowableXYArray\";\nexport * from \"./geometry3d/GrowableXYZArray\";\nexport * from \"./geometry3d/IndexedCollectionInterval\";\nexport * from \"./geometry3d/IndexedXYCollection\";\nexport * from \"./geometry3d/IndexedXYZCollection\";\nexport * from \"./geometry3d/Matrix3d\";\nexport * from \"./geometry3d/OrderedRotationAngles\";\nexport * from \"./geometry3d/Plane3d\";\nexport * from \"./geometry3d/Plane3dByOriginAndUnitNormal\";\nexport * from \"./geometry3d/Plane3dByOriginAndVectors\";\nexport * from \"./geometry3d/Point2dArrayCarrier\";\nexport * from \"./geometry3d/Point2dVector2d\";\nexport * from \"./geometry3d/Point3dVector3d\";\nexport * from \"./geometry3d/PointHelpers\";\nexport * from \"./geometry3d/Point3dArrayCarrier\";\nexport * from \"./geometry3d/PolylineOps\";\nexport * from \"./geometry3d/PolygonOps\";\nexport * from \"./geometry3d/Range\";\nexport * from \"./geometry3d/Ray2d\";\nexport * from \"./geometry3d/Ray3d\";\nexport * from \"./geometry3d/Segment1d\";\nexport * from \"./geometry3d/Transform\";\nexport * from \"./geometry3d/UVSurfaceOps\";\nexport * from \"./geometry3d/XYZProps\";\nexport * from \"./geometry3d/YawPitchRollAngles\";\n\nexport * from \"./Geometry\";\nexport * from \"./Constant\";\nexport * from \"./clipping/BooleanClipFactory\";\nexport * from \"./clipping/ClipPlane\";\nexport * from \"./clipping/ConvexClipPlaneSet\";\nexport * from \"./clipping/UnionOfConvexClipPlaneSets\";\nexport * from \"./clipping/ClipPrimitive\";\nexport * from \"./clipping/ClipVector\";\nexport * from \"./clipping/ClipUtils\";\nexport * from \"./numerics/ConvexPolygon2d\";\nexport * from \"./geometry4d/PlaneByOriginAndVectors4d\";\nexport * from \"./geometry4d/Point4d\";\nexport * from \"./geometry4d/Matrix4d\";\nexport * from \"./geometry4d/Map4d\";\nexport * from \"./geometry4d/MomentData\";\nexport * from \"./numerics/BezierPolynomials\";\nexport * from \"./numerics/ClusterableArray\";\nexport * from \"./numerics/Complex\";\nexport * from \"./numerics/ConvexPolygon2d\";\nexport * from \"./numerics/PascalCoefficients\";\nexport * from \"./numerics/Quadrature\";\nexport * from \"./numerics/Range1dArray\";\nexport * from \"./numerics/SmallSystem\";\nexport * from \"./numerics/TriDiagonalSystem\";\n\nexport * from \"./curve/Arc3d\";\nexport * from \"./curve/ConstructCurveBetweenCurves\";\nexport * from \"./curve/CoordinateXYZ\";\nexport * from \"./curve/CurveTypes\";\nexport * from \"./curve/CurveChainWithDistanceIndex\";\nexport * from \"./curve/CurveExtendMode\";\nexport * from \"./curve/CurveCollection\";\nexport * from \"./curve/CurveCurve\";\nexport * from \"./curve/CurveLocationDetail\";\nexport * from \"./curve/CurveFactory\";\nexport * from \"./curve/CurveOps\";\nexport * from \"./curve/CurvePrimitive\";\nexport * from \"./curve/CurveProcessor\";\nexport * from \"./curve/GeometryQuery\";\nexport * from \"./curve/LineSegment3d\";\nexport * from \"./curve/LineString3d\";\nexport * from \"./curve/Loop\";\nexport * from \"./curve/OffsetOptions\";\nexport * from \"./curve/ParityRegion\";\nexport * from \"./curve/Path\";\nexport * from \"./curve/RegionMomentsXY\";\nexport * from \"./curve/RegionOps\";\nexport * from \"./curve/PointString3d\";\nexport * from \"./curve/ProxyCurve\";\nexport * from \"./curve/StrokeOptions\";\nexport * from \"./curve/spiral/TransitionSpiral3d\";\nexport * from \"./curve/spiral/IntegratedSpiral3d\";\nexport * from \"./curve/spiral/DirectSpiral3d\";\nexport * from \"./curve/UnionRegion\";\nexport * from \"./curve/Query/StrokeCountMap\";\nexport * from \"./solid/Box\";\nexport * from \"./solid/Cone\";\nexport * from \"./solid/LinearSweep\";\nexport * from \"./solid/RotationalSweep\";\nexport * from \"./solid/RuledSweep\";\nexport * from \"./solid/SolidPrimitive\";\nexport * from \"./solid/Sphere\";\nexport * from \"./solid/SweepContour\";\nexport * from \"./solid/TorusPipe\";\nexport * from \"./bspline/AkimaCurve3d\";\nexport * from \"./bspline/Bezier1dNd\";\nexport * from \"./bspline/BezierCurveBase\";\nexport * from \"./bspline/BezierCurve3d\";\nexport * from \"./bspline/BezierCurve3dH\";\nexport * from \"./bspline/BSplineCurve\";\nexport * from \"./bspline/BSplineCurveOps\";\nexport * from \"./bspline/BSpline1dNd\";\nexport * from \"./bspline/BSplineCurve3dH\";\nexport * from \"./bspline/BSplineSurface\";\nexport * from \"./bspline/InterpolationCurve3d\";\nexport * from \"./bspline/KnotVector\";\nexport * from \"./polyface/AuxData\";\nexport * from \"./polyface/BoxTopology\";\nexport * from \"./polyface/FacetFaceData\";\nexport * from \"./polyface/Polyface\";\nexport * from \"./polyface/FacetLocationDetail\";\nexport * from \"./polyface/IndexedEdgeMatcher\";\nexport * from \"./polyface/IndexedPolyfaceVisitor\";\nexport * from \"./polyface/IndexedPolyfaceWalker\";\nexport * from \"./polyface/multiclip/GriddedRaggedRange2dSet\";\nexport * from \"./polyface/multiclip/GriddedRaggedRange2dSetWithOverflow\";\nexport * from \"./polyface/PolyfaceBuilder\";\nexport * from \"./polyface/PolyfaceData\";\nexport * from \"./polyface/PolyfaceQuery\";\nexport * from \"./polyface/PolyfaceClip\";\nexport * from \"./polyface/RangeTree/Point3dArrayRangeTreeContext\";\nexport * from \"./polyface/RangeTree/LineString3dRangeTreeContext\";\nexport * from \"./polyface/RangeTree/PolyfaceRangeTreeContext\";\nexport * from \"./polyface/TaggedNumericData\";\nexport * from \"./topology/SpaceTriangulation\";\nexport * from \"./serialization/IModelJsonSchema\";\nexport * from \"./serialization/DeepCompare\";\nexport * from \"./serialization/GeometrySamples\";\nexport * from \"./serialization/SerializationHelpers\";\nexport { BentleyGeometryFlatBuffer } from \"./serialization/BentleyGeometryFlatBuffer\";\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Utility\n */\n\n// REMARK:\n// The docs-group-description comments are followed by empty classes with names corresponding to the doc-group.\n// Normally (in committed code) these are commented out.\n// The comments have distinctive strings so that simple search and replace can make the \"real\".\n// This is useful when working on the documentation: When the empty classes are present, VSCode will format the doc comments\n// for and display them when the mouse hovers over the class name.\n\n/**\n * @docs-package-description\n * The core-geometry package contains classes for working with geometry: points, vectors, curves, surfaces, and analytic solids\n */\n/**\n * @docs-group-description CartesianGeometry\n * Points, Vectors, Planes, and Transformations for x,y,z geometry.\n * * Fundamental cartesian geometry objects:\n * * Point2d, Point3d -- points with x,y,z coordinates\n * * Vector2d, Vector3d -- vectors with x,y,z coordinates\n * * Matrix3d -- 3x3 matrix\n * * * commonly used for pure rotations\n * * * scale and skew entries are also allowed.\n * * Transform -- an origin and axes.\n * * Range1d, Range2d, Range3d -- subsets of 1d, 2d, and 3d space bounded by low and high values.\n * * Ray3d -- a ray defined by origin and direction vector\n * * Plane3d -- an abstract base class extended by Plane3dByOriginAndNormal, Plane3dByOriginAndUnitNormal, Point4d, and ClipPlane\n * * Plane3dByOriginAndUnitNormal -- a plane defined by an origin and a single vector which is perpendicular to the plane\n * * plane3dByOriginAndVectors -- a plane defined by an origin and two vectors in the plane.\n * * Angles\n * * Angle -- a strongly typed angle object whose method names make it clear whether input and outputs are degrees or radians.\n * * AngleSweep -- an angular interval\n * * LatitudeLongitudeNumber -- carrier for position and altitude on sphere or ellipsoid\n * * YawPitchAndRollAngles -- 3 angles that define a rotated coordinate system.\n * * Utility classes\n * * FrameBuilder -- construction of coordinate frames from mixed data sources.\n * * ClipPlane -- a single plane\n * * ConvexClipPlaneSet -- an array of planes bounding a convex volume\n * * ClipPlaneSet -- an array of ConvexClipPlaneSet, defining the union of their volumes\n * * BilinearPatch -- twisted quadrilateral defined by 4 points\n * * BarycentricTriangle -- triangle defined by 3 points.\n * * Constant -- various numeric values exported as readonly constants\n */\n// doc:export class CartesianGeometryDoc { }\n/**\n * @docs-group-description ArraysAndInterfaces\n * These classes support array operations and inheritance-based algorithms.\n * * Arrays\n * * GrowableArray -- A carrier for a Float64Array, with methods that hide reallocation of the underlying array as contents are added.\n * * Point2dArray, Point3dArray, Point4dArray, Vector3dArray -- miscellaneous operations on arrays of 2d and 3d points.\n * * Interfaces\n * * GeometryHandler -- a double-dispatch protocol used for efficient implementation of algorithms that work on many geometry types.\n *\n */\n// doc:export class ArraysAndInterfacesDoc { }\n\n/**\n * @docs-group-description Bspline\n * A bspline curve or surface is used for curved freeform geometry defined by controls points (sometimes called poles).\n * * BSplineCurve -- a curve defined by control points (which are not on the curve)\n * * InterpolationCurve -- a curve defined by passthrough points, with \"good\" visual properties\n * * BSplineSurfaceXYZ -- a surface with XYZ\n * * BsplineSurfaceXYZW -- a surface with weighted (rational) XYZ coordinates\n * * KnotVector -- vector of breakpoints in bspline definitions.\n */\n// doc:export class BsplineDoc { }\n\n/**\n * @docs-group-description Curve\n * Curves in the GeometryQuery hierarchy: LineSegment3d, LineString3d, Arc3d, TransitionSpiral3d\n * * CurvePrimitive -- base class for parametric curves\n * * LineSegment3d -- a (bounded) portion of an unbounded line\n * * Arc3d -- a circular or elliptic arc\n * * LineString3d -- a sequence of points joined by line segments\n * * TransitionSpiral -- controlled transition between curvatures\n * * Support classes\n * * PointString3d -- a sequence of isolated points\n * * StrokeOptions -- tolerances to describe stroking accuracy\n * * RecursiveCurveProcessor, RecursiveCurveProcessorWithStack -- algorithmic support for trees with CurvePrimitives at the leaf level.\n */\n// doc:export class CurveDoc { }\n/**\n * @docs-group-description Numerics\n * The Numerics classes have geometric and numeric methods used during large algorithms in other classes.\n */\n// doc:export class NumericsDoc { }\n/**\n * @docs-group-description Polyface\n * A Polyface is a mesh structure with arrays of points that are shared among multiple incident facets.\n */\n// doc:export class PolyfaceDoc { }\n/**\n * @docs-group-description Serialization\n * These classes are related to serialization of geometry classes.\n * * IModelJson.Reader, IModelJson.Writer -- Conversion of in-memory geometry objects to json objects for persistence and transmission.\n */\n// doc:export class SerializationDoc { }\n/**\n * @docs-group-description Solid\n * Analytic Solids in the GeometryQuery hierarchy: Box, Sphere, Cone, TorusPipe, LinearSweep, RotationalSweep, RuledSweep\n * * Box -- a box solid. This is usually rectangular on all faces, but can in one directly like a view frustum\n * * Sphere -- a sphere\n * * Cone -- a cone or cylinder\n * * TorusPipe -- a pipe elbow\n * * LinearSweep -- a linear sweep of a base contour\n * * RotationalSweep -- a rotational sweep of a base contour\n * * RuledSweep -- two or more similarly structured contours joined by linear rule lines.\n */\n// doc:export class SolidDOc { }\n/**\n * @docs-group-description Topology\n * The Topology classes provide adjacency structures used in triangulations.\n */\n// doc:export class TopologyDoc { }\n/**\n * @docs-group-description RangeSearch\n * Support classes for searching collections of ranges.\n */\nexport * from \"./geometry3d/Angle\";\nexport * from \"./geometry3d/AngleSweep\";\nexport * from \"./geometry3d/LongitudeLatitudeAltitude\";\nexport * from \"./geometry3d/BarycentricTriangle\";\nexport * from \"./geometry3d/BilinearPatch\";\nexport * from \"./geometry3d/Ellipsoid\";\nexport * from \"./geometry3d/FrameBuilder\";\nexport * from \"./geometry3d/FrustumAnimation\";\nexport * from \"./geometry3d/GeometryHandler\";\nexport * from \"./geometry3d/GrowableBlockedArray\";\nexport * from \"./geometry3d/GrowableFloat64Array\";\nexport * from \"./geometry3d/GrowableXYArray\";\nexport * from \"./geometry3d/GrowableXYZArray\";\nexport * from \"./geometry3d/IndexedCollectionInterval\";\nexport * from \"./geometry3d/IndexedXYCollection\";\nexport * from \"./geometry3d/IndexedXYZCollection\";\nexport * from \"./geometry3d/Matrix3d\";\nexport * from \"./geometry3d/OrderedRotationAngles\";\nexport * from \"./geometry3d/Plane3d\";\nexport * from \"./geometry3d/Plane3dByOriginAndUnitNormal\";\nexport * from \"./geometry3d/Plane3dByOriginAndVectors\";\nexport * from \"./geometry3d/Point2dArrayCarrier\";\nexport * from \"./geometry3d/Point2dVector2d\";\nexport * from \"./geometry3d/Point3dVector3d\";\nexport * from \"./geometry3d/PointHelpers\";\nexport * from \"./geometry3d/Point3dArrayCarrier\";\nexport * from \"./geometry3d/PolylineOps\";\nexport * from \"./geometry3d/PolygonOps\";\nexport * from \"./geometry3d/Range\";\nexport * from \"./geometry3d/Ray2d\";\nexport * from \"./geometry3d/Ray3d\";\nexport * from \"./geometry3d/ReusableObjectCache\";\nexport * from \"./geometry3d/Segment1d\";\nexport * from \"./geometry3d/Transform\";\nexport * from \"./geometry3d/UVSurfaceOps\";\nexport * from \"./geometry3d/XYZProps\";\nexport * from \"./geometry3d/YawPitchRollAngles\";\n\nexport * from \"./Geometry\";\nexport * from \"./Constant\";\nexport * from \"./clipping/BooleanClipFactory\";\nexport * from \"./clipping/ClipPlane\";\nexport * from \"./clipping/ConvexClipPlaneSet\";\nexport * from \"./clipping/UnionOfConvexClipPlaneSets\";\nexport * from \"./clipping/ClipPrimitive\";\nexport * from \"./clipping/ClipVector\";\nexport * from \"./clipping/ClipUtils\";\nexport * from \"./numerics/ConvexPolygon2d\";\nexport * from \"./geometry4d/PlaneByOriginAndVectors4d\";\nexport * from \"./geometry4d/Point4d\";\nexport * from \"./geometry4d/Matrix4d\";\nexport * from \"./geometry4d/Map4d\";\nexport * from \"./geometry4d/MomentData\";\nexport * from \"./numerics/BezierPolynomials\";\nexport * from \"./numerics/ClusterableArray\";\nexport * from \"./numerics/Complex\";\nexport * from \"./numerics/ConvexPolygon2d\";\nexport * from \"./numerics/PascalCoefficients\";\nexport * from \"./numerics/Quadrature\";\nexport * from \"./numerics/Range1dArray\";\nexport * from \"./numerics/SmallSystem\";\nexport * from \"./numerics/TriDiagonalSystem\";\n\nexport * from \"./curve/Arc3d\";\nexport * from \"./curve/ConstructCurveBetweenCurves\";\nexport * from \"./curve/CoordinateXYZ\";\nexport * from \"./curve/CurveTypes\";\nexport * from \"./curve/CurveChainWithDistanceIndex\";\nexport * from \"./curve/CurveExtendMode\";\nexport * from \"./curve/CurveCollection\";\nexport * from \"./curve/CurveCurve\";\nexport * from \"./curve/CurveLocationDetail\";\nexport * from \"./curve/CurveFactory\";\nexport * from \"./curve/CurveOps\";\nexport * from \"./curve/CurvePrimitive\";\nexport * from \"./curve/CurveProcessor\";\nexport * from \"./curve/GeometryQuery\";\nexport * from \"./curve/LineSegment3d\";\nexport * from \"./curve/LineString3d\";\nexport * from \"./curve/Loop\";\nexport * from \"./curve/OffsetOptions\";\nexport * from \"./curve/ParityRegion\";\nexport * from \"./curve/Path\";\nexport * from \"./curve/RegionMomentsXY\";\nexport * from \"./curve/RegionOps\";\nexport * from \"./curve/PointString3d\";\nexport * from \"./curve/ProxyCurve\";\nexport * from \"./curve/StrokeOptions\";\nexport * from \"./curve/spiral/TransitionSpiral3d\";\nexport * from \"./curve/spiral/IntegratedSpiral3d\";\nexport * from \"./curve/spiral/DirectSpiral3d\";\nexport * from \"./curve/UnionRegion\";\nexport * from \"./curve/Query/StrokeCountMap\";\nexport * from \"./solid/Box\";\nexport * from \"./solid/Cone\";\nexport * from \"./solid/LinearSweep\";\nexport * from \"./solid/RotationalSweep\";\nexport * from \"./solid/RuledSweep\";\nexport * from \"./solid/SolidPrimitive\";\nexport * from \"./solid/Sphere\";\nexport * from \"./solid/SweepContour\";\nexport * from \"./solid/TorusPipe\";\nexport * from \"./bspline/AkimaCurve3d\";\nexport * from \"./bspline/Bezier1dNd\";\nexport * from \"./bspline/BezierCurveBase\";\nexport * from \"./bspline/BezierCurve3d\";\nexport * from \"./bspline/BezierCurve3dH\";\nexport * from \"./bspline/BSplineCurve\";\nexport * from \"./bspline/BSplineCurveOps\";\nexport * from \"./bspline/BSpline1dNd\";\nexport * from \"./bspline/BSplineCurve3dH\";\nexport * from \"./bspline/BSplineSurface\";\nexport * from \"./bspline/InterpolationCurve3d\";\nexport * from \"./bspline/KnotVector\";\nexport * from \"./polyface/AuxData\";\nexport * from \"./polyface/BoxTopology\";\nexport * from \"./polyface/FacetFaceData\";\nexport * from \"./polyface/Polyface\";\nexport * from \"./polyface/FacetLocationDetail\";\nexport * from \"./polyface/IndexedEdgeMatcher\";\nexport * from \"./polyface/IndexedPolyfaceVisitor\";\nexport * from \"./polyface/IndexedPolyfaceWalker\";\nexport * from \"./polyface/multiclip/GriddedRaggedRange2dSet\";\nexport * from \"./polyface/multiclip/GriddedRaggedRange2dSetWithOverflow\";\nexport * from \"./polyface/PolyfaceBuilder\";\nexport * from \"./polyface/PolyfaceData\";\nexport * from \"./polyface/PolyfaceQuery\";\nexport * from \"./polyface/PolyfaceClip\";\nexport * from \"./polyface/RangeTree/Point3dArrayRangeTreeContext\";\nexport * from \"./polyface/RangeTree/LineString3dRangeTreeContext\";\nexport * from \"./polyface/RangeTree/PolyfaceRangeTreeContext\";\nexport * from \"./polyface/TaggedNumericData\";\nexport * from \"./topology/SpaceTriangulation\";\nexport * from \"./serialization/IModelJsonSchema\";\nexport * from \"./serialization/DeepCompare\";\nexport * from \"./serialization/GeometrySamples\";\nexport * from \"./serialization/SerializationHelpers\";\nexport { BentleyGeometryFlatBuffer } from \"./serialization/BentleyGeometryFlatBuffer\";\n"]}
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@@ -123,7 +123,7 @@ export declare class GrowableXYZArray extends IndexedReadWriteXYZCollection {
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* * A Float64Array of doubles, interpreted as xyzxyz
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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 ArraysAndInterfaces\n */\n\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Matrix4d } from \"../geometry4d/Matrix4d\";\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection, MultiLineStringDataVariant } from \"./IndexedXYZCollection\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\nimport { Point2d } from \"./Point2dVector2d\";\nimport { Point3d, Vector3d, XYZ } from \"./Point3dVector3d\";\nimport { PointStreamGrowableXYZArrayCollector, VariantPointDataStream } from \"./PointStreaming\";\nimport { Range1d, Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\nimport { XYAndZ } from \"./XYZProps\";\n\n/** `GrowableXYArray` manages a (possibly growing) Float64Array to pack xy coordinates.\n * @public\n */\nexport class GrowableXYZArray extends IndexedReadWriteXYZCollection {\n /**\n * array of packed xyz xyz xyz components\n */\n private _data: Float64Array;\n /**\n * Number of xyz triples (not floats) in the array\n */\n private _xyzInUse: number;\n /**\n * capacity in xyz triples. (not floats)\n */\n private _xyzCapacity: number;\n /**\n * multiplier used by ensureCapacity to expand requested reallocation size\n */\n private _growthFactor: number;\n\n /** Construct a new GrowablePoint3d array.\n * @param numPoints initial capacity in xyz triples (default 8)\n * @param growthFactor used by ensureCapacity to expand requested reallocation size (default 1.5)\n */\n public constructor(numPoints: number = 8, growthFactor?: number) {\n super();\n this._data = new Float64Array(numPoints * 3); // 3 values per point\n this._xyzInUse = 0;\n this._xyzCapacity = numPoints;\n this._growthFactor = (undefined !== growthFactor && growthFactor >= 1.0) ? growthFactor : 1.5;\n }\n\n /** Copy xyz points from source array. Does not reallocate or change active point count.\n * @param source array to copy from\n * @param sourceCount copy the first sourceCount points; all points if undefined\n * @param destOffset copy to instance array starting at this point index; zero if undefined\n * @return count and offset of points copied\n */\n protected copyData(source: Float64Array | number[], sourceCount?: number, destOffset?: number): { count: number, offset: number } {\n // validate inputs and convert from points to entries\n let myOffset = (undefined !== destOffset) ? destOffset * 3 : 0;\n if (myOffset < 0)\n myOffset = 0;\n if (myOffset >= this._data.length)\n return { count: 0, offset: 0 };\n let myCount = (undefined !== sourceCount) ? sourceCount * 3 : source.length;\n if (myCount > 0) {\n if (myCount > source.length)\n myCount = source.length;\n if (myOffset + myCount > this._data.length)\n myCount = this._data.length - myOffset;\n if (myCount % 3 !== 0)\n myCount -= myCount % 3;\n }\n if (myCount <= 0)\n return { count: 0, offset: 0 };\n if (myCount === source.length)\n this._data.set(source, myOffset);\n else if (source instanceof Float64Array)\n this._data.set(source.subarray(0, myCount), myOffset);\n else\n this._data.set(source.slice(0, myCount), myOffset);\n return { count: myCount / 3, offset: myOffset / 3 };\n }\n\n /** The number of points in use. When the length is increased, the array is padded with zeroes. */\n public get length() { return this._xyzInUse; }\n public set length(newLength: number) { this.resize(newLength, true); }\n\n /** Return the number of float64 in use. */\n public get float64Length() { return this._xyzInUse * 3; }\n /** Return the raw packed data.\n * * Note that the length of the returned Float64Array is a count of doubles, and includes the excess capacity\n */\n public float64Data(): Float64Array { return this._data; }\n\n /** If necessary, increase the capacity to the new number of points. Current coordinates and point count (length) are unchanged. */\n public ensureCapacity(pointCapacity: number, applyGrowthFactor: boolean = true) {\n if (pointCapacity > this._xyzCapacity) {\n if (applyGrowthFactor)\n pointCapacity *= this._growthFactor;\n const prevData = this._data;\n this._data = new Float64Array(pointCapacity * 3);\n this.copyData(prevData, this._xyzInUse);\n this._xyzCapacity = pointCapacity;\n }\n }\n /**\n * * If pointCount is less than current length, just reset current length to pointCount, effectively trimming active points but preserving original capacity.\n * * If pointCount is greater than current length, reallocate to exactly pointCount, copy existing points, and optionally pad excess with zero.\n * @param pointCount new number of active points in array\n * @param padWithZero when increasing point count, whether to zero out new points (default false)\n */\n public resize(pointCount: number, padWithZero?: boolean) {\n if (pointCount >= 0 && pointCount < this._xyzInUse)\n this._xyzInUse = pointCount;\n else if (pointCount > this._xyzInUse) {\n this.ensureCapacity(pointCount, false);\n if (padWithZero ?? false)\n this._data.fill(0, this._xyzInUse * 3);\n this._xyzInUse = pointCount;\n }\n }\n /**\n * Make a copy of the (active) points in this array.\n * (The clone does NOT get excess capacity)\n */\n public clone(result?: GrowableXYZArray): GrowableXYZArray {\n if (!result)\n result = new GrowableXYZArray(this.length);\n else {\n if (result.length !== this.length)\n result.clear(); // force resize to trim excess capacity\n result.resize(this.length);\n }\n result.copyData(this._data, this.length);\n result._xyzInUse = this.length;\n return result;\n }\n /**\n * Clone the input array with each successive duplicate point removed.\n * * First and last points are always preserved.\n * @param source the source array\n * @param tolerance optional distance tol for compression (default [[Geometry.smallMetricDistance]])\n * @param result optional pre-allocated object to populate and return. Can be a reference to `source`, in\n * which case the array is compressed in place and returned.\n * @see [[cloneCompressed]], [[compressInPlace]], [[PolylineOps.compressShortEdges]]\n */\n public static createCompressed(source: IndexedXYZCollection, tolerance: number = Geometry.smallMetricDistance, result?: GrowableXYZArray): GrowableXYZArray {\n const dupIndices = source.findOrderedDuplicates(tolerance, true);\n const newSize = source.length - dupIndices.length;\n if (!result)\n result = new GrowableXYZArray(newSize);\n if (result !== source) {\n result.clear();\n result.resize(newSize, true);\n }\n for (let iRead = 0, iWrite = 0, iDup = 0; iRead < source.length; ++iRead) {\n if (iDup < dupIndices.length && iRead === dupIndices[iDup])\n ++iDup; // skip the duplicate\n else\n result.transferFromGrowableXYZArray(iWrite++, source, iRead);\n }\n result.resize(newSize);\n return result;\n }\n /**\n * Clone the instance array with each successive duplicate point removed.\n * * First and last points are always preserved.\n * @param tolerance optional distance tol for compression (default [[Geometry.smallMetricDistance]])\n * @param result optional pre-allocated object to populate and return. Can be a reference to the instance array, in\n * which case the array is compressed in place and returned.\n * @see [[createCompressed]], [[compressInPlace]], [[PolylineOps.compressShortEdges]]\n */\n public cloneCompressed(tolerance: number = Geometry.smallMetricDistance, result?: GrowableXYZArray): GrowableXYZArray {\n return GrowableXYZArray.createCompressed(this, tolerance, result);\n }\n /**\n * Compress the input array by removing successive duplicate points.\n * * First and last points are always preserved.\n * @param tolerance optional distance tol for compression (default [[Geometry.smallMetricDistance]])\n * @returns the instance array.\n * @see [[createCompressed]], [[cloneCompressed]], [[PolylineOps.compressShortEdges]]\n */\n public compressInPlace(tolerance: number = Geometry.smallMetricDistance): GrowableXYZArray {\n return GrowableXYZArray.createCompressed(this, tolerance, this);\n }\n /** Create an array from various point data formats.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n * @param data source points.\n * @param result optional pre-allocated GrowableXYZArray to clear and fill.\n */\n public static create(data: any, result?: GrowableXYZArray): GrowableXYZArray {\n if (result) {\n result.clear();\n } else {\n const pointCount = typeof data[0] === \"number\" ? data.length / 3 : data.length;\n result = new GrowableXYZArray(pointCount);\n }\n result.pushFrom(data);\n return result;\n }\n\n /** Restructure MultiLineStringDataVariant as array of GrowableXYZArray */\n public static createArrayOfGrowableXYZArray(data: MultiLineStringDataVariant): GrowableXYZArray[] | undefined {\n const collector = new PointStreamGrowableXYZArrayCollector();\n VariantPointDataStream.streamXYZ(data, collector);\n return collector.claimArrayOfGrowableXYZArray();\n }\n\n /** push a point to the end of the array */\n public push(toPush: XYAndZ) {\n this.pushXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** push all points of an array */\n public pushAll(points: Point3d[]) {\n this.ensureCapacity(this._xyzInUse + points.length, false);\n for (const p of points) this.push(p);\n }\n /** Push copies of points from variant sources.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n */\n public pushFrom(p: any) {\n if (p instanceof Point3d)\n this.pushXYZ(p.x, p.y, p.z);\n else if (p instanceof GrowableXYZArray)\n this.pushFromGrowableXYZArray(p);\n else if (p instanceof Point2d)\n this.pushXYZ(p.x, p.y, 0.0);\n else if (Geometry.isNumberArray(p, 4) || p instanceof Float64Array) {\n const xyzToAdd = Math.trunc(p.length / 3);\n this.ensureCapacity(this._xyzInUse + xyzToAdd, false);\n this.copyData(p, xyzToAdd, this._xyzInUse);\n this._xyzInUse += xyzToAdd;\n } else if (Geometry.isNumberArray(p, 3))\n this.pushXYZ(p[0], p[1], p[2]);\n else if (Geometry.isNumberArray(p, 2))\n this.pushXYZ(p[0], p[1], 0.0);\n else if (Array.isArray(p)) {\n // direct recursion re-wraps p and goes infinite. Unroll here.\n for (const q of p)\n this.pushFrom(q);\n } else if (Point3d.isXYAndZ(p))\n this.pushXYZ(p.x, p.y, p.z);\n else if (Point3d.isXAndY(p))\n this.pushXYZ(p.x, p.y, 0.0);\n else if (p instanceof IndexedXYZCollection) {\n const n = p.length;\n this.ensureCapacity(this._xyzInUse + n, false);\n for (let i = 0; i < n; i++)\n this.pushXYZ(p.getXAtUncheckedPointIndex(i), p.getYAtUncheckedPointIndex(i), p.getZAtUncheckedPointIndex(i));\n }\n }\n /**\n * Replicate numWrap xyz values from the front of the array as new values at the end.\n * @param numWrap number of xyz values to replicate\n */\n public pushWrap(numWrap: number) {\n if (this._xyzInUse >= numWrap) {\n this.ensureCapacity(this._xyzInUse + numWrap, false);\n for (let i = 0; i < numWrap; i++) {\n const k = 3 * i;\n this.pushXYZ(this._data[k], this._data[k + 1], this._data[k + 2]);\n }\n }\n }\n /** append a new point with given x,y,z */\n public pushXYZ(x: number, y: number, z: number) {\n this.ensureCapacity(this._xyzInUse + 1);\n const index = this._xyzInUse * 3;\n this._data[index] = x;\n this._data[index + 1] = y;\n this._data[index + 2] = z;\n this._xyzInUse++;\n }\n /** Shift all data forward to make space for numPoints at the front.\n * * Leading (3*numPoints) doubles are left with prior contents.\n * * _xyzInUse count is increased\n */\n private shiftForward(numPoints: number) {\n if (numPoints <= 0)\n return;\n this.ensureCapacity(this._xyzInUse + numPoints);\n const numAddedDouble = 3 * numPoints;\n const lastIndex = this._xyzInUse * 3;\n this._data.copyWithin(numAddedDouble, 0, lastIndex);\n this._xyzInUse += numPoints;\n }\n /** prepend a new point with given x,y,z\n * * Remark: this copies all content forward.\n */\n public pushFrontXYZ(x: number, y: number, z: number) {\n this.shiftForward(1);\n this._data[0] = x;\n this._data[1] = y;\n this._data[2] = z;\n }\n /** prepend a new point at the front of the array.\n *\n */\n public pushFront(toPush: XYAndZ) {\n this.pushFrontXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** move the coordinates at fromIndex to toIndex.\n * * No action if either index is invalid.\n */\n public moveIndexToIndex(fromIndex: number, toIndex: number) {\n if (this.isIndexValid(fromIndex) && this.isIndexValid(toIndex)) {\n let iA = fromIndex * 3;\n let iB = toIndex * 3;\n this._data[iB++] = this._data[iA++];\n this._data[iB++] = this._data[iA++];\n this._data[iB] = this._data[iA];\n }\n }\n /** Remove one point from the back.\n * * NOTE that (in the manner of std::vector native) this is \"just\" removing the point -- no point is NOT returned.\n * * Use `back ()` to get the last x,y,z assembled into a `Point3d `\n */\n public pop() {\n if (this._xyzInUse > 0)\n this._xyzInUse--;\n }\n /**\n * Clear all xyz data, but leave capacity unchanged.\n */\n public clear() {\n this._xyzInUse = 0;\n }\n /**\n * Get a point by index, strongly typed as a Point3d. This is unchecked. Use [[getPoint3dAtCheckedPointIndex]] to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /**\n * Get a point by index, strongly typed as a Point2d. This is unchecked. Use [[getPoint2dAtCheckedPointIndex]] to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n\n /**\n * Get a vector by index, strongly typed as a Vector3d. This is unchecked. Use [[getVector3dAtCheckedVectorIndex]] to have validity test.\n * @param vectorIndex index to access\n * @param result optional result\n */\n public getVector3dAtUncheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /** copy xyz into strongly typed Point3d */\n public getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /** access x of indexed point */\n public getXAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index];\n }\n\n /** access y of indexed point */\n public getYAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 1];\n }\n\n /** access y of indexed point */\n public getZAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 2];\n }\n\n /** copy xy into strongly typed Point2d */\n public getPoint2dAtCheckedPointIndex(pointIndex: number, result?: Point2d): Point2d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n return undefined;\n }\n /** copy xyz into strongly typed Vector3d */\n public getVector3dAtCheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(vectorIndex)) {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /**\n * Read coordinates from source array, place them at index within this array.\n * @param destIndex point index where coordinates are to be placed in this array\n * @param source source array\n * @param sourceIndex point index in source array\n * @returns true if destIndex and sourceIndex are both valid.\n */\n public transferFromGrowableXYZArray(destIndex: number, source: IndexedXYZCollection, sourceIndex: number): boolean {\n if (this.isIndexValid(destIndex) && source.isIndexValid(sourceIndex)) {\n const i = destIndex * 3;\n this._data[i] = source.getXAtUncheckedPointIndex(sourceIndex);\n this._data[i + 1] = source.getYAtUncheckedPointIndex(sourceIndex);\n this._data[i + 2] = source.getZAtUncheckedPointIndex(sourceIndex);\n return true;\n }\n return false;\n }\n\n /**\n * push coordinates from the source array to the end of this array.\n * @param source source array\n * @param sourceIndex xyz index within the source. If undefined, entire source is pushed.\n * @returns number of points pushed.\n */\n public pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number {\n // full array push . . .\n if (sourceIndex === undefined) {\n const numXYZAdd = source.length;\n this.ensureCapacity(this.length + numXYZAdd, false);\n this.copyData(source._data, numXYZAdd, this.length);\n this._xyzInUse += numXYZAdd;\n return numXYZAdd;\n }\n // single point push . . .\n if (source.isIndexValid(sourceIndex)) {\n const j = sourceIndex * 3;\n this.pushXYZ(source._data[j], source._data[j + 1], source._data[j + 2]);\n return 1;\n }\n return 0;\n }\n /**\n * Set the coordinates of a single point.\n * @param pointIndex index of point to set\n * @param value coordinates to set\n */\n public setAtCheckedPointIndex(pointIndex: number, value: XYAndZ): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = value.x;\n this._data[index++] = value.y;\n this._data[index] = value.z;\n return true;\n }\n /**\n * Set the coordinates of a single point given as coordinates\n * @param pointIndex index of point to set\n * @param x x coordinate\n * @param y y coordinate\n * @param z z coordinate\n */\n public setXYZAtCheckedPointIndex(pointIndex: number, x: number, y: number, z: number): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = x;\n this._data[index++] = y;\n this._data[index] = z;\n return true;\n }\n\n /**\n * Copy all points into a simple array of Point3d\n */\n public getPoint3dArray(): Point3d[] {\n const n = 3 * this._xyzInUse;\n const result = [];\n const data = this._data;\n for (let i = 0; i < n; i += 3)\n result.push(Point3d.create(data[i], data[i + 1], data[i + 2]));\n return result;\n }\n /** multiply each point by the transform, replace values. */\n public static multiplyTransformInPlace(transform: Transform, data: GrowableXYZArray[] | GrowableXYZArray) {\n if (Array.isArray(data)) {\n for (const d of data)\n d.multiplyTransformInPlace(transform);\n } else {\n data.multiplyTransformInPlace(transform);\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public multiplyTransformInPlace(transform: Transform) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = transform.matrix.coffs;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z + x0;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z + y0;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z + z0;\n }\n }\n\n /** reverse the order of points. */\n public reverseInPlace() {\n const n = this.length;\n let j0, j1;\n let a;\n const data = this._data;\n for (let i0 = 0, i1 = n - 1; i0 < i1; i0++, i1--) {\n j0 = 3 * i0;\n j1 = 3 * i1;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix, replace values. */\n public multiplyMatrix3dInPlace(matrix: Matrix3d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = matrix.coffs;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix inverse transpose, renormalize the vector, replace values.\n * * This is the way to apply a matrix (possibly with skew and scale) to a surface normal, and\n * have it end up perpendicular to the transformed in-surface vectors.\n * * Return false if matrix is not invertible or if any normalization fails.\n */\n public multiplyAndRenormalizeMatrix3dInverseTransposeInPlace(matrix: Matrix3d): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n if (!matrix.computeCachedInverse(true))\n return false;\n const coffs = matrix.inverseCoffs!;\n const tol = Geometry.smallFloatingPoint;\n let x = 0;\n let y = 0;\n let z = 0;\n let x1;\n let y1;\n let z1;\n let q;\n let a;\n let numFail = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n x1 = coffs[0] * x + coffs[3] * y + coffs[6] * z;\n y1 = coffs[1] * x + coffs[4] * y + coffs[7] * z;\n z1 = coffs[2] * x + coffs[5] * y + coffs[8] * z;\n a = x1 * x1 + y1 * y1 + z1 * z1;\n if (a < tol) {\n // put the originals back ..\n x1 = x; y1 = y; z1 = z;\n numFail++;\n } else if (Math.abs(a - 1.0) > tol) {\n q = 1.0 / Math.sqrt(a);\n x1 *= q;\n y1 *= q;\n z1 *= q;\n } // else -- q is near 1, no need to do the division !!\n data[i] = x1;\n data[i + 1] = y1;\n data[i + 2] = z1;\n }\n return numFail === 0;\n }\n\n /** multiply each xyz (as a point) by a homogeneous matrix and update as the normalized point\n *\n */\n public multiplyMatrix4dAndQuietRenormalizeMatrix4d(matrix: Matrix4d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const xyz1 = Point3d.create();\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n matrix.multiplyXYZWQuietRenormalize(data[i], data[i + 1], data[i + 2], 1.0, xyz1);\n data[i] = xyz1.x;\n data[i + 1] = xyz1.y;\n data[i + 2] = xyz1.z;\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public tryTransformInverseInPlace(transform: Transform): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n const matrix = transform.matrix;\n matrix.computeCachedInverse(true);\n const coffs = matrix.inverseCoffs;\n if (!coffs)\n return false;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 < nDouble; i += 3) {\n x = data[i] - x0;\n y = data[i + 1] - y0;\n z = data[i + 2] - z0;\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n return true;\n }\n /** Extend `range` to extend by all points. */\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\n const numDouble = this.float64Length;\n const data = this._data;\n if (transform) {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendTransformedXYZ(transform, data[i], data[i + 1], data[i + 2]);\n } else {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendXYZ(data[i], data[i + 1], data[i + 2]);\n\n }\n }\n /** get range of points. */\n public override getRange(transform?: Transform, result?: Range3d): Range3d {\n let range = result;\n if (range)\n range.setNull();\n else\n range = Range3d.createNull();\n this.extendRange(range, transform);\n return range;\n }\n\n /** Initialize `range` with coordinates in this array. */\n public setRange(range: Range3d, transform?: Transform) {\n range.setNull();\n this.extendRange(range, transform);\n }\n\n /** Sum the lengths of segments between points. */\n public sumLengths(): number {\n let sum = 0.0;\n const n = 3 * (this._xyzInUse - 1); // Length already takes into account what specifically is in use\n const data = this._data;\n for (let i = 0; i < n; i += 3) sum += Geometry.hypotenuseXYZ(\n data[i + 3] - data[i],\n data[i + 4] - data[i + 1],\n data[i + 5] - data[i + 2]);\n return sum;\n }\n /**\n * Multiply each x,y,z by the scale factor.\n * @param factor\n */\n public scaleInPlace(factor: number) {\n if (this._data) {\n const numFloat = this.float64Length;\n for (let i = 0; i < numFloat; i++)\n this._data[i] = this._data[i] * factor;\n }\n }\n /** test if all points are within tolerance of a plane. */\n public isCloseToPlane(plane: Plane3dByOriginAndUnitNormal, tolerance: number = Geometry.smallMetricDistance): boolean {\n const numCoordinate = 3 * this._xyzInUse;\n const data = this._data;\n for (let i = 0; i < numCoordinate; i += 3)\n if (Math.abs(plane.altitudeXYZ(data[i], data[i + 1], data[i + 2])) > tolerance)\n return false;\n return true;\n }\n /**\n * * If not already closed, push a copy of the first point.\n * * If already closed within tolerance, force exact copy\n * * otherwise leave unchanged.\n */\n public forceClosure(tolerance: number = Geometry.smallMetricDistance) {\n const d = this.distanceIndexIndex(0, this.length - 1);\n // leave the empty array alone.\n // Note that singleton will generate 0 distance and do nothing.\n if (d === undefined) {\n } else if (d > tolerance)\n this.pushXYZ(this._data[0], this._data[1], this._data[2]);\n else if (d > 0) {\n // overwrite last point with exact exact first point\n const i0 = this._data.length - 3;\n for (let i = 0; i < 3; i++)\n this._data[i0 + i] = this._data[i];\n }\n }\n\n /** Compute a point at fractional coordinate between points i and j */\n public interpolate(i: number, fraction: number, j: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Point3d.create(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2], result);\n }\n return undefined;\n }\n\n /**\n * * Compute a point at fractional coordinate between points i and j of source\n * * push onto this array.\n */\n public pushInterpolatedFromGrowableXYZArray(source: GrowableXYZArray, i: number, fraction: number, j: number) {\n if (source.isIndexValid(i) && source.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = source._data;\n i = 3 * i;\n j = 3 * j;\n this.pushXYZ(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2]);\n }\n }\n\n /** Sum the signed areas of the projection to xy plane */\n public areaXY(): number {\n let area = 0.0;\n const n = 3 * this._xyzInUse; // float count !!\n if (n > 6) {\n const x0 = this._data[n - 3];\n const y0 = this._data[n - 2];\n let dx1 = this._data[0] - x0;\n let dy1 = this._data[1] - y0;\n let dx2 = 0;\n let dy2 = 0;\n for (let i = 3; i < n; i += 3, dx1 = dx2, dy1 = dy2) {\n dx2 = this._data[i] - x0;\n dy2 = this._data[i + 1] - y0;\n area += Geometry.crossProductXYXY(dx1, dy1, dx2, dy2);\n }\n }\n return 0.5 * area;\n }\n\n /** Compute a vector from index origin i to indexed target j. */\n public vectorIndexIndex(i: number, j: number, result?: Vector3d): Vector3d | undefined {\n if (!this.isIndexValid(i) || !this.isIndexValid(j))\n return undefined;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Vector3d.create(\n data[j] - data[i],\n data[j + 1] - data[i + 1],\n data[j + 2] - data[i + 2],\n result,\n );\n }\n\n /** Compute a vector from origin to indexed target j. */\n public vectorXYAndZIndex(origin: XYAndZ, j: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(j)) {\n const data = this._data;\n j = 3 * j;\n return Vector3d.create(\n data[j] - origin.x,\n data[j + 1] - origin.y,\n data[j + 2] - origin.z,\n result,\n );\n }\n return undefined;\n }\n\n /** Compute the cross product of vectors from from indexed origin to indexed targets i and j. */\n public crossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - data[i], data[j + 1] - data[i + 1], data[j + 2] - data[i + 2],\n data[k] - data[i], data[k + 1] - data[i + 1], data[k + 2] - data[i + 2],\n result,\n );\n }\n return undefined;\n }\n\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexDotProductXYZ(pointIndex: number, x: number, y: number, z: number): number {\n const i = pointIndex * 3;\n const data = this._data;\n return data[i] * x + data[i + 1] * y + data[i + 2] * z;\n }\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexPlaneAltitude(pointIndex: number, plane: PlaneAltitudeEvaluator): number {\n const i = pointIndex * 3;\n const data = this._data;\n return plane.altitudeXYZ(data[i], data[i + 1], data[i + 2]);\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateCrossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result: Vector3d): void {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n result.addCrossProductToTargetsInPlace(\n data[i], data[i + 1], data[i + 2],\n data[j], data[j + 1], data[j + 2],\n data[k], data[k + 1], data[k + 2]);\n }\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateScaledXYZ(index: number, scale: number, sum: Point3d): void {\n if (this.isIndexValid(index)) {\n const i = index * 3;\n const data = this._data;\n sum.x += scale * data[i];\n sum.y += scale * data[i + 1];\n sum.z += scale * data[i + 2];\n }\n }\n\n /** Compute the cross product of vectors from from origin to indexed targets i and j */\n public crossProductXYAndZIndexIndex(origin: XYAndZ, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - origin.x, data[j + 1] - origin.y, data[j + 2] - origin.z,\n data[k] - origin.x, data[k + 1] - origin.y, data[k + 2] - origin.z,\n result);\n }\n return undefined;\n }\n\n /** Return the distance between an array point and the input point. */\n public distanceIndexToPoint(i: number, spacePoint: XYAndZ): number | undefined {\n if (this.isIndexValid(i)) {\n const i0 = 3 * i;\n return Geometry.hypotenuseXYZ(\n spacePoint.x - this._data[i0],\n spacePoint.y - this._data[i0 + 1],\n spacePoint.z - this._data[i0 + 2]);\n }\n return undefined;\n }\n\n /**\n * Return distance squared between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceSquaredIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseSquaredXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /**\n * Return distance between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /** Return the distance between points in distinct arrays. */\n public static distanceBetweenPointsIn2Arrays(arrayA: GrowableXYZArray, i: number, arrayB: GrowableXYZArray, j: number): number | undefined {\n if (arrayA.isIndexValid(i) && arrayB.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n arrayB._data[j0] - arrayA._data[i0],\n arrayB._data[j0 + 1] - arrayA._data[i0 + 1],\n arrayB._data[j0 + 2] - arrayA._data[i0 + 2]);\n }\n return undefined;\n }\n /** test for near equality between two `GrowableXYZArray`. */\n public static isAlmostEqual(dataA: GrowableXYZArray | undefined, dataB: GrowableXYZArray | undefined): boolean {\n if (dataA && dataB) {\n if (dataA.length !== dataB.length)\n return false;\n for (let i = 0; i < dataA.length; i++)\n if (!dataA.getPoint3dAtUncheckedPointIndex(i).isAlmostEqual(dataB.getPoint3dAtUncheckedPointIndex(i)))\n return false;\n return true;\n }\n // if both are null it is equal, otherwise unequal\n return (!dataA && !dataB);\n }\n\n /** Return an array of block indices sorted per compareLexicalBlock function */\n public sortIndicesLexical(): Uint32Array {\n const n = this._xyzInUse;\n // let numCompare = 0;\n const result = new Uint32Array(n);\n for (let i = 0; i < n; i++) result[i] = i;\n result.sort(\n (blockIndexA: number, blockIndexB: number) => {\n // numCompare++;\n return this.compareLexicalBlock(blockIndexA, blockIndexB);\n });\n // console.log (n, numCompare);\n return result;\n }\n\n /** compare two blocks in simple lexical order. */\n public compareLexicalBlock(ia: number, ib: number): number {\n let ax = 0;\n let bx = 0;\n for (let i = 0; i < 3; i++) {\n ax = this._data[ia * 3 + i];\n bx = this._data[ib * 3 + i];\n if (ax > bx) return 1;\n if (ax < bx) return -1;\n }\n return ia - ib; // so original order is maintained among duplicates !!!!\n }\n\n /** Access a single double at offset within a block. This has no index checking. */\n public component(pointIndex: number, componentIndex: number): number {\n return this._data[3 * pointIndex + componentIndex];\n }\n /**\n * add points at regular steps from `other`\n * @param source\n * @param pointIndex0\n * @param step\n * @param numAdd\n */\n public addSteppedPoints(other: GrowableXYZArray, pointIndex0: number, step: number, numAdd: number) {\n const dataB = other._data;\n let b0 = pointIndex0 * 3;\n const nb = other.length * 3;\n let numAdded = 0;\n this.ensureCapacity(this._xyzInUse + numAdd, false);\n while (b0 >= 0 && b0 + 2 < nb && numAdded < numAdd) {\n this.pushXYZ(dataB[b0], dataB[b0 + 1], dataB[b0 + 2]);\n b0 += step * 3;\n numAdded++;\n }\n }\n\n /**\n * find the min and max distance between corresponding indexed points. Excess points are ignored.\n * @param arrayA first array\n * @param arrayB second array\n */\n public static distanceRangeBetweenCorrespondingPoints(arrayA: GrowableXYZArray, arrayB: GrowableXYZArray): Range1d {\n const dataA = arrayA._data;\n const dataB = arrayB._data;\n const n = Math.min(arrayA.length, arrayB.length);\n let i = 0;\n let k0;\n const range = Range1d.createNull();\n while (i < n) {\n k0 = 3 * i;\n range.extendX(Geometry.hypotenuseXYZ(dataA[k0] - dataB[k0], dataA[k0 + 1] - dataB[k0 + 1], dataA[k0 + 2] - dataB[k0 + 2]));\n i++;\n }\n return range;\n }\n /**\n * remove trailing point(s) within tolerance of the start point.\n * @param points\n * @param tolerance\n */\n public static removeClosure(points: IndexedReadWriteXYZCollection, tolerance: number = Geometry.smallMetricDistance) {\n while (points.length > 1 && points.distanceIndexIndex(0, points.length - 1)! < tolerance)\n points.pop();\n }\n /**\n * Compute frame for a triangle formed by three (unchecked!) points identified by index.\n * * z direction of frame is 001.\n * * Transform axes from origin to targetA and targetB\n * * in local coordinates (u,v,w) the xy interior of the triangle is `u>=0, v>= 0, w>= 0, u+v+w<1`\n * * Return undefined if transform is not invertible, e.g. if points are in a vertical plane.\n */\n public fillLocalXYTriangleFrame(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Transform): Transform | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n let i0 = originIndex * 3;\n const data = this._data;\n const ax = data[i0++];\n const ay = data[i0++];\n const az = data[i0++];\n i0 = targetAIndex * 3;\n const ux = data[i0++] - ax;\n const uy = data[i0++] - ay;\n const uz = data[i0++] - az;\n i0 = targetBIndex * 3;\n const vx = data[i0++] - ax;\n const vy = data[i0++] - ay;\n const vz = data[i0++] - az;\n result = Transform.createRowValues(\n ux, vx, 0, ax,\n uy, vy, 0, ay,\n uz, vz, 1, az, result);\n return result.computeCachedInverse() ? result : undefined;\n }\n return undefined;\n }\n /**\n * Pass the (x,y,z) of each point to a function which returns a replacement for one of the 3 components.\n * @param componentIndex Index (0,1,2) of component to be replaced.\n * @param func function to be called as `func(x,y,z)`, returning a replacement value for componentIndex\n */\n public mapComponent(componentIndex: 0 | 1 | 2, func: (x: number, y: number, z: number) => number): void {\n const n = this._data.length;\n let q;\n for (let i = 0; i + 2 < n; i += 3) {\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\n this._data[i + componentIndex] = q;\n }\n }\n\n /**\n * Pass the (x,y,z) of each point to a function which returns a replacement for the point.\n * * @param func function to be called as `func(x,y,z)`, returning a replacement point.\n */\n public mapPoint(func: (x: number, y: number, z: number) => XYZ): void {\n const n = this._data.length;\n let q;\n for (let i = 0; i + 2 < n; i += 3) {\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\n this._data[i] = q.x;\n this._data[i + 1] = q.y;\n this._data[i + 2] = q.z;\n }\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 ArraysAndInterfaces\n */\n\nimport { Geometry, PlaneAltitudeEvaluator } from \"../Geometry\";\nimport { Matrix4d } from \"../geometry4d/Matrix4d\";\nimport { IndexedReadWriteXYZCollection, IndexedXYZCollection, MultiLineStringDataVariant } from \"./IndexedXYZCollection\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Plane3dByOriginAndUnitNormal } from \"./Plane3dByOriginAndUnitNormal\";\nimport { Point2d } from \"./Point2dVector2d\";\nimport { Point3d, Vector3d, XYZ } from \"./Point3dVector3d\";\nimport { PointStreamGrowableXYZArrayCollector, VariantPointDataStream } from \"./PointStreaming\";\nimport { Range1d, Range3d } from \"./Range\";\nimport { Transform } from \"./Transform\";\nimport { XYAndZ } from \"./XYZProps\";\n\n/** `GrowableXYArray` manages a (possibly growing) Float64Array to pack xy coordinates.\n * @public\n */\nexport class GrowableXYZArray extends IndexedReadWriteXYZCollection {\n /**\n * array of packed xyz xyz xyz components\n */\n private _data: Float64Array;\n /**\n * Number of xyz triples (not floats) in the array\n */\n private _xyzInUse: number;\n /**\n * capacity in xyz triples. (not floats)\n */\n private _xyzCapacity: number;\n /**\n * multiplier used by ensureCapacity to expand requested reallocation size\n */\n private _growthFactor: number;\n\n /** Construct a new GrowablePoint3d array.\n * @param numPoints initial capacity in xyz triples (default 8)\n * @param growthFactor used by ensureCapacity to expand requested reallocation size (default 1.5)\n */\n public constructor(numPoints: number = 8, growthFactor?: number) {\n super();\n this._data = new Float64Array(numPoints * 3); // 3 values per point\n this._xyzInUse = 0;\n this._xyzCapacity = numPoints;\n this._growthFactor = (undefined !== growthFactor && growthFactor >= 1.0) ? growthFactor : 1.5;\n }\n\n /** Copy xyz points from source array. Does not reallocate or change active point count.\n * @param source array to copy from\n * @param sourceCount copy the first sourceCount points; all points if undefined\n * @param destOffset copy to instance array starting at this point index; zero if undefined\n * @return count and offset of points copied\n */\n protected copyData(source: Float64Array | number[], sourceCount?: number, destOffset?: number): { count: number, offset: number } {\n // validate inputs and convert from points to entries\n let myOffset = (undefined !== destOffset) ? destOffset * 3 : 0;\n if (myOffset < 0)\n myOffset = 0;\n if (myOffset >= this._data.length)\n return { count: 0, offset: 0 };\n let myCount = (undefined !== sourceCount) ? sourceCount * 3 : source.length;\n if (myCount > 0) {\n if (myCount > source.length)\n myCount = source.length;\n if (myOffset + myCount > this._data.length)\n myCount = this._data.length - myOffset;\n if (myCount % 3 !== 0)\n myCount -= myCount % 3;\n }\n if (myCount <= 0)\n return { count: 0, offset: 0 };\n if (myCount === source.length)\n this._data.set(source, myOffset);\n else if (source instanceof Float64Array)\n this._data.set(source.subarray(0, myCount), myOffset);\n else\n this._data.set(source.slice(0, myCount), myOffset);\n return { count: myCount / 3, offset: myOffset / 3 };\n }\n\n /** The number of points in use. When the length is increased, the array is padded with zeroes. */\n public get length() { return this._xyzInUse; }\n public set length(newLength: number) { this.resize(newLength, true); }\n\n /** Return the number of float64 in use. */\n public get float64Length() { return this._xyzInUse * 3; }\n /** Return the raw packed data.\n * * Note that the length of the returned Float64Array is a count of doubles, and includes the excess capacity\n */\n public float64Data(): Float64Array { return this._data; }\n\n /** If necessary, increase the capacity to the new number of points. Current coordinates and point count (length) are unchanged. */\n public ensureCapacity(pointCapacity: number, applyGrowthFactor: boolean = true) {\n if (pointCapacity > this._xyzCapacity) {\n if (applyGrowthFactor)\n pointCapacity *= this._growthFactor;\n const prevData = this._data;\n this._data = new Float64Array(pointCapacity * 3);\n this.copyData(prevData, this._xyzInUse);\n this._xyzCapacity = pointCapacity;\n }\n }\n /**\n * * If pointCount is less than current length, just reset current length to pointCount, effectively trimming active points but preserving original capacity.\n * * If pointCount is greater than current length, reallocate to exactly pointCount, copy existing points, and optionally pad excess with zero.\n * @param pointCount new number of active points in array\n * @param padWithZero when increasing point count, whether to zero out new points (default false)\n */\n public resize(pointCount: number, padWithZero?: boolean) {\n if (pointCount >= 0 && pointCount < this._xyzInUse)\n this._xyzInUse = pointCount;\n else if (pointCount > this._xyzInUse) {\n this.ensureCapacity(pointCount, false);\n if (padWithZero ?? false)\n this._data.fill(0, this._xyzInUse * 3);\n this._xyzInUse = pointCount;\n }\n }\n /**\n * Make a copy of the (active) points in this array.\n * (The clone does NOT get excess capacity)\n */\n public clone(result?: GrowableXYZArray): GrowableXYZArray {\n if (!result)\n result = new GrowableXYZArray(this.length);\n else {\n if (result.length !== this.length)\n result.clear(); // force resize to trim excess capacity\n result.resize(this.length);\n }\n result.copyData(this._data, this.length);\n result._xyzInUse = this.length;\n return result;\n }\n /**\n * Clone the input array with each successive duplicate point removed.\n * * First and last points are always preserved.\n * @param source the source array\n * @param tolerance optional distance tol for compression (default [[Geometry.smallMetricDistance]])\n * @param result optional pre-allocated object to populate and return. Can be a reference to `source`, in\n * which case the array is compressed in place and returned.\n * @see [[cloneCompressed]], [[compressInPlace]], [[PolylineOps.compressShortEdges]]\n */\n public static createCompressed(source: IndexedXYZCollection, tolerance: number = Geometry.smallMetricDistance, result?: GrowableXYZArray): GrowableXYZArray {\n const dupIndices = source.findOrderedDuplicates(tolerance, true);\n const newSize = source.length - dupIndices.length;\n if (!result)\n result = new GrowableXYZArray(newSize);\n if (result !== source) {\n result.clear();\n result.resize(newSize, true);\n }\n for (let iRead = 0, iWrite = 0, iDup = 0; iRead < source.length; ++iRead) {\n if (iDup < dupIndices.length && iRead === dupIndices[iDup])\n ++iDup; // skip the duplicate\n else\n result.transferFromGrowableXYZArray(iWrite++, source, iRead);\n }\n result.resize(newSize);\n return result;\n }\n /**\n * Clone the instance array with each successive duplicate point removed.\n * * First and last points are always preserved.\n * @param tolerance optional distance tol for compression (default [[Geometry.smallMetricDistance]])\n * @param result optional pre-allocated object to populate and return. Can be a reference to the instance array, in\n * which case the array is compressed in place and returned.\n * @see [[createCompressed]], [[compressInPlace]], [[PolylineOps.compressShortEdges]]\n */\n public cloneCompressed(tolerance: number = Geometry.smallMetricDistance, result?: GrowableXYZArray): GrowableXYZArray {\n return GrowableXYZArray.createCompressed(this, tolerance, result);\n }\n /**\n * Compress the input array by removing successive duplicate points.\n * * First and last points are always preserved.\n * @param tolerance optional distance tol for compression (default [[Geometry.smallMetricDistance]])\n * @returns the instance array.\n * @see [[createCompressed]], [[cloneCompressed]], [[PolylineOps.compressShortEdges]]\n */\n public compressInPlace(tolerance: number = Geometry.smallMetricDistance): GrowableXYZArray {\n return GrowableXYZArray.createCompressed(this, tolerance, this);\n }\n /** Create an array from various point data formats.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * A GrowableXYZArray\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n * @param data source points.\n * @param result optional pre-allocated GrowableXYZArray to clear and fill.\n */\n public static create(data: any, result?: GrowableXYZArray): GrowableXYZArray {\n if (result) {\n result.clear();\n } else {\n const pointCount = typeof data[0] === \"number\" ? data.length / 3 : data.length;\n result = new GrowableXYZArray(pointCount);\n }\n result.pushFrom(data);\n return result;\n }\n\n /** Restructure MultiLineStringDataVariant as array of GrowableXYZArray */\n public static createArrayOfGrowableXYZArray(data: MultiLineStringDataVariant): GrowableXYZArray[] | undefined {\n const collector = new PointStreamGrowableXYZArrayCollector();\n VariantPointDataStream.streamXYZ(data, collector);\n return collector.claimArrayOfGrowableXYZArray();\n }\n\n /** push a point to the end of the array */\n public push(toPush: XYAndZ) {\n this.pushXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** push all points of an array */\n public pushAll(points: Point3d[]) {\n this.ensureCapacity(this._xyzInUse + points.length, false);\n for (const p of points) this.push(p);\n }\n /** Push copies of points from variant sources.\n * Valid inputs are:\n * * Point2d\n * * Point3d\n * * An array of 2 doubles\n * * An array of 3 doubles\n * * An IndexedXYZCollection\n * * Any json object satisfying Point3d.isXYAndZ\n * * Any json object satisfying Point3d.isXAndY\n * * A Float64Array of doubles, interpreted as xyzxyz\n * * An array of any of the above\n */\n public pushFrom(p: any) {\n if (p instanceof Point3d)\n this.pushXYZ(p.x, p.y, p.z);\n else if (p instanceof GrowableXYZArray)\n this.pushFromGrowableXYZArray(p);\n else if (p instanceof Point2d)\n this.pushXYZ(p.x, p.y, 0.0);\n else if (Geometry.isNumberArray(p, 4) || p instanceof Float64Array) {\n const xyzToAdd = Math.trunc(p.length / 3);\n this.ensureCapacity(this._xyzInUse + xyzToAdd, false);\n this.copyData(p, xyzToAdd, this._xyzInUse);\n this._xyzInUse += xyzToAdd;\n } else if (Geometry.isNumberArray(p, 3))\n this.pushXYZ(p[0], p[1], p[2]);\n else if (Geometry.isNumberArray(p, 2))\n this.pushXYZ(p[0], p[1], 0.0);\n else if (Array.isArray(p)) {\n // direct recursion re-wraps p and goes infinite. Unroll here.\n for (const q of p)\n this.pushFrom(q);\n } else if (Point3d.isXYAndZ(p))\n this.pushXYZ(p.x, p.y, p.z);\n else if (Point3d.isXAndY(p))\n this.pushXYZ(p.x, p.y, 0.0);\n else if (p instanceof IndexedXYZCollection) {\n const n = p.length;\n this.ensureCapacity(this._xyzInUse + n, false);\n for (let i = 0; i < n; i++)\n this.pushXYZ(p.getXAtUncheckedPointIndex(i), p.getYAtUncheckedPointIndex(i), p.getZAtUncheckedPointIndex(i));\n }\n }\n /**\n * Replicate numWrap xyz values from the front of the array as new values at the end.\n * @param numWrap number of xyz values to replicate\n */\n public pushWrap(numWrap: number) {\n if (this._xyzInUse >= numWrap) {\n this.ensureCapacity(this._xyzInUse + numWrap, false);\n for (let i = 0; i < numWrap; i++) {\n const k = 3 * i;\n this.pushXYZ(this._data[k], this._data[k + 1], this._data[k + 2]);\n }\n }\n }\n /** append a new point with given x,y,z */\n public pushXYZ(x: number, y: number, z: number) {\n this.ensureCapacity(this._xyzInUse + 1);\n const index = this._xyzInUse * 3;\n this._data[index] = x;\n this._data[index + 1] = y;\n this._data[index + 2] = z;\n this._xyzInUse++;\n }\n /** Shift all data forward to make space for numPoints at the front.\n * * Leading (3*numPoints) doubles are left with prior contents.\n * * _xyzInUse count is increased\n */\n private shiftForward(numPoints: number) {\n if (numPoints <= 0)\n return;\n this.ensureCapacity(this._xyzInUse + numPoints);\n const numAddedDouble = 3 * numPoints;\n const lastIndex = this._xyzInUse * 3;\n this._data.copyWithin(numAddedDouble, 0, lastIndex);\n this._xyzInUse += numPoints;\n }\n /** prepend a new point with given x,y,z\n * * Remark: this copies all content forward.\n */\n public pushFrontXYZ(x: number, y: number, z: number) {\n this.shiftForward(1);\n this._data[0] = x;\n this._data[1] = y;\n this._data[2] = z;\n }\n /** prepend a new point at the front of the array.\n *\n */\n public pushFront(toPush: XYAndZ) {\n this.pushFrontXYZ(toPush.x, toPush.y, toPush.z);\n }\n\n /** move the coordinates at fromIndex to toIndex.\n * * No action if either index is invalid.\n */\n public moveIndexToIndex(fromIndex: number, toIndex: number) {\n if (this.isIndexValid(fromIndex) && this.isIndexValid(toIndex)) {\n let iA = fromIndex * 3;\n let iB = toIndex * 3;\n this._data[iB++] = this._data[iA++];\n this._data[iB++] = this._data[iA++];\n this._data[iB] = this._data[iA];\n }\n }\n /** Remove one point from the back.\n * * NOTE that (in the manner of std::vector native) this is \"just\" removing the point -- no point is NOT returned.\n * * Use `back ()` to get the last x,y,z assembled into a `Point3d `\n */\n public pop() {\n if (this._xyzInUse > 0)\n this._xyzInUse--;\n }\n /**\n * Clear all xyz data, but leave capacity unchanged.\n */\n public clear() {\n this._xyzInUse = 0;\n }\n /**\n * Get a point by index, strongly typed as a Point3d. This is unchecked. Use [[getPoint3dAtCheckedPointIndex]] to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint3dAtUncheckedPointIndex(pointIndex: number, result?: Point3d): Point3d {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /**\n * Get a point by index, strongly typed as a Point2d. This is unchecked. Use [[getPoint2dAtCheckedPointIndex]] to have validity test.\n * @param pointIndex index to access\n * @param result optional result\n */\n public getPoint2dAtUncheckedPointIndex(pointIndex: number, result?: Point2d): Point2d {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n\n /**\n * Get a vector by index, strongly typed as a Vector3d. This is unchecked. Use [[getVector3dAtCheckedVectorIndex]] to have validity test.\n * @param vectorIndex index to access\n * @param result optional result\n */\n public getVector3dAtUncheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n\n /** copy xyz into strongly typed Point3d */\n public getPoint3dAtCheckedPointIndex(pointIndex: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /** access x of indexed point */\n public getXAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index];\n }\n\n /** access y of indexed point */\n public getYAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 1];\n }\n\n /** access y of indexed point */\n public getZAtUncheckedPointIndex(pointIndex: number): number {\n const index = 3 * pointIndex;\n return this._data[index + 2];\n }\n\n /** copy xy into strongly typed Point2d */\n public getPoint2dAtCheckedPointIndex(pointIndex: number, result?: Point2d): Point2d | undefined {\n if (this.isIndexValid(pointIndex)) {\n const index = 3 * pointIndex;\n return Point2d.create(this._data[index], this._data[index + 1], result);\n }\n return undefined;\n }\n /** copy xyz into strongly typed Vector3d */\n public getVector3dAtCheckedVectorIndex(vectorIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(vectorIndex)) {\n const index = 3 * vectorIndex;\n return Vector3d.create(this._data[index], this._data[index + 1], this._data[index + 2], result);\n }\n return undefined;\n }\n\n /**\n * Read coordinates from source array, place them at index within this array.\n * @param destIndex point index where coordinates are to be placed in this array\n * @param source source array\n * @param sourceIndex point index in source array\n * @returns true if destIndex and sourceIndex are both valid.\n */\n public transferFromGrowableXYZArray(destIndex: number, source: IndexedXYZCollection, sourceIndex: number): boolean {\n if (this.isIndexValid(destIndex) && source.isIndexValid(sourceIndex)) {\n const i = destIndex * 3;\n this._data[i] = source.getXAtUncheckedPointIndex(sourceIndex);\n this._data[i + 1] = source.getYAtUncheckedPointIndex(sourceIndex);\n this._data[i + 2] = source.getZAtUncheckedPointIndex(sourceIndex);\n return true;\n }\n return false;\n }\n\n /**\n * push coordinates from the source array to the end of this array.\n * @param source source array\n * @param sourceIndex xyz index within the source. If undefined, entire source is pushed.\n * @returns number of points pushed.\n */\n public pushFromGrowableXYZArray(source: GrowableXYZArray, sourceIndex?: number): number {\n // full array push . . .\n if (sourceIndex === undefined) {\n const numXYZAdd = source.length;\n this.ensureCapacity(this.length + numXYZAdd, false);\n this.copyData(source._data, numXYZAdd, this.length);\n this._xyzInUse += numXYZAdd;\n return numXYZAdd;\n }\n // single point push . . .\n if (source.isIndexValid(sourceIndex)) {\n const j = sourceIndex * 3;\n this.pushXYZ(source._data[j], source._data[j + 1], source._data[j + 2]);\n return 1;\n }\n return 0;\n }\n /**\n * Set the coordinates of a single point.\n * @param pointIndex index of point to set\n * @param value coordinates to set\n */\n public setAtCheckedPointIndex(pointIndex: number, value: XYAndZ): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = value.x;\n this._data[index++] = value.y;\n this._data[index] = value.z;\n return true;\n }\n /**\n * Set the coordinates of a single point given as coordinates\n * @param pointIndex index of point to set\n * @param x x coordinate\n * @param y y coordinate\n * @param z z coordinate\n */\n public setXYZAtCheckedPointIndex(pointIndex: number, x: number, y: number, z: number): boolean {\n if (!this.isIndexValid(pointIndex))\n return false;\n let index = pointIndex * 3;\n this._data[index++] = x;\n this._data[index++] = y;\n this._data[index] = z;\n return true;\n }\n\n /**\n * Copy all points into a simple array of Point3d\n */\n public getPoint3dArray(): Point3d[] {\n const n = 3 * this._xyzInUse;\n const result = [];\n const data = this._data;\n for (let i = 0; i < n; i += 3)\n result.push(Point3d.create(data[i], data[i + 1], data[i + 2]));\n return result;\n }\n /** multiply each point by the transform, replace values. */\n public static multiplyTransformInPlace(transform: Transform, data: GrowableXYZArray[] | GrowableXYZArray) {\n if (Array.isArray(data)) {\n for (const d of data)\n d.multiplyTransformInPlace(transform);\n } else {\n data.multiplyTransformInPlace(transform);\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public multiplyTransformInPlace(transform: Transform) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = transform.matrix.coffs;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z + x0;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z + y0;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z + z0;\n }\n }\n\n /** reverse the order of points. */\n public reverseInPlace() {\n const n = this.length;\n let j0, j1;\n let a;\n const data = this._data;\n for (let i0 = 0, i1 = n - 1; i0 < i1; i0++, i1--) {\n j0 = 3 * i0;\n j1 = 3 * i1;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n j0++;\n j1++;\n a = data[j0]; data[j0] = data[j1]; data[j1] = a;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix, replace values. */\n public multiplyMatrix3dInPlace(matrix: Matrix3d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const coffs = matrix.coffs;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n }\n\n /** multiply each xyz (as a vector) by matrix inverse transpose, renormalize the vector, replace values.\n * * This is the way to apply a matrix (possibly with skew and scale) to a surface normal, and\n * have it end up perpendicular to the transformed in-surface vectors.\n * * Return false if matrix is not invertible or if any normalization fails.\n */\n public multiplyAndRenormalizeMatrix3dInverseTransposeInPlace(matrix: Matrix3d): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n if (!matrix.computeCachedInverse(true))\n return false;\n const coffs = matrix.inverseCoffs!;\n const tol = Geometry.smallFloatingPoint;\n let x = 0;\n let y = 0;\n let z = 0;\n let x1;\n let y1;\n let z1;\n let q;\n let a;\n let numFail = 0;\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n x1 = coffs[0] * x + coffs[3] * y + coffs[6] * z;\n y1 = coffs[1] * x + coffs[4] * y + coffs[7] * z;\n z1 = coffs[2] * x + coffs[5] * y + coffs[8] * z;\n a = x1 * x1 + y1 * y1 + z1 * z1;\n if (a < tol) {\n // put the originals back ..\n x1 = x; y1 = y; z1 = z;\n numFail++;\n } else if (Math.abs(a - 1.0) > tol) {\n q = 1.0 / Math.sqrt(a);\n x1 *= q;\n y1 *= q;\n z1 *= q;\n } // else -- q is near 1, no need to do the division !!\n data[i] = x1;\n data[i + 1] = y1;\n data[i + 2] = z1;\n }\n return numFail === 0;\n }\n\n /** multiply each xyz (as a point) by a homogeneous matrix and update as the normalized point\n *\n */\n public multiplyMatrix4dAndQuietRenormalizeMatrix4d(matrix: Matrix4d) {\n const data = this._data;\n const nDouble = this.float64Length;\n const xyz1 = Point3d.create();\n for (let i = 0; i + 2 <= nDouble; i += 3) {\n matrix.multiplyXYZWQuietRenormalize(data[i], data[i + 1], data[i + 2], 1.0, xyz1);\n data[i] = xyz1.x;\n data[i + 1] = xyz1.y;\n data[i + 2] = xyz1.z;\n }\n }\n\n /** multiply each point by the transform, replace values. */\n public tryTransformInverseInPlace(transform: Transform): boolean {\n const data = this._data;\n const nDouble = this.float64Length;\n const matrix = transform.matrix;\n matrix.computeCachedInverse(true);\n const coffs = matrix.inverseCoffs;\n if (!coffs)\n return false;\n const origin = transform.origin;\n const x0 = origin.x;\n const y0 = origin.y;\n const z0 = origin.z;\n let x = 0;\n let y = 0;\n let z = 0;\n for (let i = 0; i + 2 < nDouble; i += 3) {\n x = data[i] - x0;\n y = data[i + 1] - y0;\n z = data[i + 2] - z0;\n data[i] = coffs[0] * x + coffs[1] * y + coffs[2] * z;\n data[i + 1] = coffs[3] * x + coffs[4] * y + coffs[5] * z;\n data[i + 2] = coffs[6] * x + coffs[7] * y + coffs[8] * z;\n }\n return true;\n }\n /** Extend `range` to extend by all points. */\n public extendRange(rangeToExtend: Range3d, transform?: Transform) {\n const numDouble = this.float64Length;\n const data = this._data;\n if (transform) {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendTransformedXYZ(transform, data[i], data[i + 1], data[i + 2]);\n } else {\n for (let i = 0; i + 2 < numDouble; i += 3)\n rangeToExtend.extendXYZ(data[i], data[i + 1], data[i + 2]);\n\n }\n }\n /** get range of points. */\n public override getRange(transform?: Transform, result?: Range3d): Range3d {\n let range = result;\n if (range)\n range.setNull();\n else\n range = Range3d.createNull();\n this.extendRange(range, transform);\n return range;\n }\n\n /** Initialize `range` with coordinates in this array. */\n public setRange(range: Range3d, transform?: Transform) {\n range.setNull();\n this.extendRange(range, transform);\n }\n\n /** Sum the lengths of segments between points. */\n public sumLengths(): number {\n let sum = 0.0;\n const n = 3 * (this._xyzInUse - 1); // Length already takes into account what specifically is in use\n const data = this._data;\n for (let i = 0; i < n; i += 3) sum += Geometry.hypotenuseXYZ(\n data[i + 3] - data[i],\n data[i + 4] - data[i + 1],\n data[i + 5] - data[i + 2]);\n return sum;\n }\n /**\n * Multiply each x,y,z by the scale factor.\n * @param factor\n */\n public scaleInPlace(factor: number) {\n if (this._data) {\n const numFloat = this.float64Length;\n for (let i = 0; i < numFloat; i++)\n this._data[i] = this._data[i] * factor;\n }\n }\n /** test if all points are within tolerance of a plane. */\n public isCloseToPlane(plane: Plane3dByOriginAndUnitNormal, tolerance: number = Geometry.smallMetricDistance): boolean {\n const numCoordinate = 3 * this._xyzInUse;\n const data = this._data;\n for (let i = 0; i < numCoordinate; i += 3)\n if (Math.abs(plane.altitudeXYZ(data[i], data[i + 1], data[i + 2])) > tolerance)\n return false;\n return true;\n }\n /**\n * * If not already closed, push a copy of the first point.\n * * If already closed within tolerance, force exact copy\n * * otherwise leave unchanged.\n */\n public forceClosure(tolerance: number = Geometry.smallMetricDistance) {\n const d = this.distanceIndexIndex(0, this.length - 1);\n // leave the empty array alone.\n // Note that singleton will generate 0 distance and do nothing.\n if (d === undefined) {\n } else if (d > tolerance)\n this.pushXYZ(this._data[0], this._data[1], this._data[2]);\n else if (d > 0) {\n // overwrite last point with exact exact first point\n const i0 = this._data.length - 3;\n for (let i = 0; i < 3; i++)\n this._data[i0 + i] = this._data[i];\n }\n }\n\n /** Compute a point at fractional coordinate between points i and j */\n public interpolate(i: number, fraction: number, j: number, result?: Point3d): Point3d | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Point3d.create(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2], result);\n }\n return undefined;\n }\n\n /**\n * * Compute a point at fractional coordinate between points i and j of source\n * * push onto this array.\n */\n public pushInterpolatedFromGrowableXYZArray(source: GrowableXYZArray, i: number, fraction: number, j: number) {\n if (source.isIndexValid(i) && source.isIndexValid(j)) {\n const fraction0 = 1.0 - fraction;\n const data = source._data;\n i = 3 * i;\n j = 3 * j;\n this.pushXYZ(\n fraction0 * data[i] + fraction * data[j],\n fraction0 * data[i + 1] + fraction * data[j + 1],\n fraction0 * data[i + 2] + fraction * data[j + 2]);\n }\n }\n\n /** Sum the signed areas of the projection to xy plane */\n public areaXY(): number {\n let area = 0.0;\n const n = 3 * this._xyzInUse; // float count !!\n if (n > 6) {\n const x0 = this._data[n - 3];\n const y0 = this._data[n - 2];\n let dx1 = this._data[0] - x0;\n let dy1 = this._data[1] - y0;\n let dx2 = 0;\n let dy2 = 0;\n for (let i = 3; i < n; i += 3, dx1 = dx2, dy1 = dy2) {\n dx2 = this._data[i] - x0;\n dy2 = this._data[i + 1] - y0;\n area += Geometry.crossProductXYXY(dx1, dy1, dx2, dy2);\n }\n }\n return 0.5 * area;\n }\n\n /** Compute a vector from index origin i to indexed target j. */\n public vectorIndexIndex(i: number, j: number, result?: Vector3d): Vector3d | undefined {\n if (!this.isIndexValid(i) || !this.isIndexValid(j))\n return undefined;\n const data = this._data;\n i = 3 * i;\n j = 3 * j;\n return Vector3d.create(\n data[j] - data[i],\n data[j + 1] - data[i + 1],\n data[j + 2] - data[i + 2],\n result,\n );\n }\n\n /** Compute a vector from origin to indexed target j. */\n public vectorXYAndZIndex(origin: XYAndZ, j: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(j)) {\n const data = this._data;\n j = 3 * j;\n return Vector3d.create(\n data[j] - origin.x,\n data[j + 1] - origin.y,\n data[j + 2] - origin.z,\n result,\n );\n }\n return undefined;\n }\n\n /** Compute the cross product of vectors from from indexed origin to indexed targets i and j. */\n public crossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - data[i], data[j + 1] - data[i + 1], data[j + 2] - data[i + 2],\n data[k] - data[i], data[k + 1] - data[i + 1], data[k + 2] - data[i + 2],\n result,\n );\n }\n return undefined;\n }\n\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexDotProductXYZ(pointIndex: number, x: number, y: number, z: number): number {\n const i = pointIndex * 3;\n const data = this._data;\n return data[i] * x + data[i + 1] * y + data[i + 2] * z;\n }\n /** Compute the dot product of pointIndex with [x,y,z] */\n public evaluateUncheckedIndexPlaneAltitude(pointIndex: number, plane: PlaneAltitudeEvaluator): number {\n const i = pointIndex * 3;\n const data = this._data;\n return plane.altitudeXYZ(data[i], data[i + 1], data[i + 2]);\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateCrossProductIndexIndexIndex(originIndex: number, targetAIndex: number, targetBIndex: number, result: Vector3d): void {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const i = originIndex * 3;\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n result.addCrossProductToTargetsInPlace(\n data[i], data[i + 1], data[i + 2],\n data[j], data[j + 1], data[j + 2],\n data[k], data[k + 1], data[k + 2]);\n }\n }\n\n /**\n * * compute the cross product from indexed origin t indexed targets targetAIndex and targetB index.\n * * accumulate it to the result.\n */\n public accumulateScaledXYZ(index: number, scale: number, sum: Point3d): void {\n if (this.isIndexValid(index)) {\n const i = index * 3;\n const data = this._data;\n sum.x += scale * data[i];\n sum.y += scale * data[i + 1];\n sum.z += scale * data[i + 2];\n }\n }\n\n /** Compute the cross product of vectors from from origin to indexed targets i and j */\n public crossProductXYAndZIndexIndex(origin: XYAndZ, targetAIndex: number, targetBIndex: number, result?: Vector3d): Vector3d | undefined {\n if (this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n const j = targetAIndex * 3;\n const k = targetBIndex * 3;\n const data = this._data;\n return Geometry.crossProductXYZXYZ(\n data[j] - origin.x, data[j + 1] - origin.y, data[j + 2] - origin.z,\n data[k] - origin.x, data[k + 1] - origin.y, data[k + 2] - origin.z,\n result);\n }\n return undefined;\n }\n\n /** Return the distance between an array point and the input point. */\n public distanceIndexToPoint(i: number, spacePoint: XYAndZ): number | undefined {\n if (this.isIndexValid(i)) {\n const i0 = 3 * i;\n return Geometry.hypotenuseXYZ(\n spacePoint.x - this._data[i0],\n spacePoint.y - this._data[i0 + 1],\n spacePoint.z - this._data[i0 + 2]);\n }\n return undefined;\n }\n\n /**\n * Return distance squared between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceSquaredIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseSquaredXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /**\n * Return distance between indicated points.\n * @param i first point index\n * @param j second point index\n */\n public distanceIndexIndex(i: number, j: number): number | undefined {\n if (this.isIndexValid(i) && this.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n this._data[j0] - this._data[i0],\n this._data[j0 + 1] - this._data[i0 + 1],\n this._data[j0 + 2] - this._data[i0 + 2]);\n }\n return undefined;\n }\n /** Return the distance between points in distinct arrays. */\n public static distanceBetweenPointsIn2Arrays(arrayA: GrowableXYZArray, i: number, arrayB: GrowableXYZArray, j: number): number | undefined {\n if (arrayA.isIndexValid(i) && arrayB.isIndexValid(j)) {\n const i0 = 3 * i;\n const j0 = 3 * j;\n return Geometry.hypotenuseXYZ(\n arrayB._data[j0] - arrayA._data[i0],\n arrayB._data[j0 + 1] - arrayA._data[i0 + 1],\n arrayB._data[j0 + 2] - arrayA._data[i0 + 2]);\n }\n return undefined;\n }\n /** test for near equality between two `GrowableXYZArray`. */\n public static isAlmostEqual(dataA: GrowableXYZArray | undefined, dataB: GrowableXYZArray | undefined): boolean {\n if (dataA && dataB) {\n if (dataA.length !== dataB.length)\n return false;\n for (let i = 0; i < dataA.length; i++)\n if (!dataA.getPoint3dAtUncheckedPointIndex(i).isAlmostEqual(dataB.getPoint3dAtUncheckedPointIndex(i)))\n return false;\n return true;\n }\n // if both are null it is equal, otherwise unequal\n return (!dataA && !dataB);\n }\n\n /** Return an array of block indices sorted per compareLexicalBlock function */\n public sortIndicesLexical(): Uint32Array {\n const n = this._xyzInUse;\n // let numCompare = 0;\n const result = new Uint32Array(n);\n for (let i = 0; i < n; i++) result[i] = i;\n result.sort(\n (blockIndexA: number, blockIndexB: number) => {\n // numCompare++;\n return this.compareLexicalBlock(blockIndexA, blockIndexB);\n });\n // console.log (n, numCompare);\n return result;\n }\n\n /** compare two blocks in simple lexical order. */\n public compareLexicalBlock(ia: number, ib: number): number {\n let ax = 0;\n let bx = 0;\n for (let i = 0; i < 3; i++) {\n ax = this._data[ia * 3 + i];\n bx = this._data[ib * 3 + i];\n if (ax > bx) return 1;\n if (ax < bx) return -1;\n }\n return ia - ib; // so original order is maintained among duplicates !!!!\n }\n\n /** Access a single double at offset within a block. This has no index checking. */\n public component(pointIndex: number, componentIndex: number): number {\n return this._data[3 * pointIndex + componentIndex];\n }\n /**\n * add points at regular steps from `other`\n * @param source\n * @param pointIndex0\n * @param step\n * @param numAdd\n */\n public addSteppedPoints(other: GrowableXYZArray, pointIndex0: number, step: number, numAdd: number) {\n const dataB = other._data;\n let b0 = pointIndex0 * 3;\n const nb = other.length * 3;\n let numAdded = 0;\n this.ensureCapacity(this._xyzInUse + numAdd, false);\n while (b0 >= 0 && b0 + 2 < nb && numAdded < numAdd) {\n this.pushXYZ(dataB[b0], dataB[b0 + 1], dataB[b0 + 2]);\n b0 += step * 3;\n numAdded++;\n }\n }\n\n /**\n * find the min and max distance between corresponding indexed points. Excess points are ignored.\n * @param arrayA first array\n * @param arrayB second array\n */\n public static distanceRangeBetweenCorrespondingPoints(arrayA: GrowableXYZArray, arrayB: GrowableXYZArray): Range1d {\n const dataA = arrayA._data;\n const dataB = arrayB._data;\n const n = Math.min(arrayA.length, arrayB.length);\n let i = 0;\n let k0;\n const range = Range1d.createNull();\n while (i < n) {\n k0 = 3 * i;\n range.extendX(Geometry.hypotenuseXYZ(dataA[k0] - dataB[k0], dataA[k0 + 1] - dataB[k0 + 1], dataA[k0 + 2] - dataB[k0 + 2]));\n i++;\n }\n return range;\n }\n /**\n * remove trailing point(s) within tolerance of the start point.\n * @param points\n * @param tolerance\n */\n public static removeClosure(points: IndexedReadWriteXYZCollection, tolerance: number = Geometry.smallMetricDistance) {\n while (points.length > 1 && points.distanceIndexIndex(0, points.length - 1)! < tolerance)\n points.pop();\n }\n /**\n * Compute frame for a triangle formed by three (unchecked!) points identified by index.\n * * z direction of frame is 001.\n * * Transform axes from origin to targetA and targetB\n * * in local coordinates (u,v,w) the xy interior of the triangle is `u>=0, v>= 0, w>= 0, u+v+w<1`\n * * Return undefined if transform is not invertible, e.g. if points are in a vertical plane.\n */\n public fillLocalXYTriangleFrame(originIndex: number, targetAIndex: number, targetBIndex: number, result?: Transform): Transform | undefined {\n if (this.isIndexValid(originIndex) && this.isIndexValid(targetAIndex) && this.isIndexValid(targetBIndex)) {\n let i0 = originIndex * 3;\n const data = this._data;\n const ax = data[i0++];\n const ay = data[i0++];\n const az = data[i0++];\n i0 = targetAIndex * 3;\n const ux = data[i0++] - ax;\n const uy = data[i0++] - ay;\n const uz = data[i0++] - az;\n i0 = targetBIndex * 3;\n const vx = data[i0++] - ax;\n const vy = data[i0++] - ay;\n const vz = data[i0++] - az;\n result = Transform.createRowValues(\n ux, vx, 0, ax,\n uy, vy, 0, ay,\n uz, vz, 1, az, result);\n return result.computeCachedInverse() ? result : undefined;\n }\n return undefined;\n }\n /**\n * Pass the (x,y,z) of each point to a function which returns a replacement for one of the 3 components.\n * @param componentIndex Index (0,1,2) of component to be replaced.\n * @param func function to be called as `func(x,y,z)`, returning a replacement value for componentIndex\n */\n public mapComponent(componentIndex: 0 | 1 | 2, func: (x: number, y: number, z: number) => number): void {\n const n = this._data.length;\n let q;\n for (let i = 0; i + 2 < n; i += 3) {\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\n this._data[i + componentIndex] = q;\n }\n }\n\n /**\n * Pass the (x,y,z) of each point to a function which returns a replacement for the point.\n * * @param func function to be called as `func(x,y,z)`, returning a replacement point.\n */\n public mapPoint(func: (x: number, y: number, z: number) => XYZ): void {\n const n = this._data.length;\n let q;\n for (let i = 0; i + 2 < n; i += 3) {\n q = func(this._data[i], this._data[i + 1], this._data[i + 2]);\n this._data[i] = q.x;\n this._data[i + 1] = q.y;\n this._data[i + 2] = q.z;\n }\n }\n}\n"]}
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