@itwin/core-geometry 5.1.0-dev.9 → 5.2.0-dev.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (598) hide show
  1. package/CHANGELOG.md +58 -1
  2. package/lib/cjs/Geometry.d.ts +18 -10
  3. package/lib/cjs/Geometry.d.ts.map +1 -1
  4. package/lib/cjs/Geometry.js +13 -3
  5. package/lib/cjs/Geometry.js.map +1 -1
  6. package/lib/cjs/bspline/BSpline1dNd.d.ts +1 -1
  7. package/lib/cjs/bspline/BSpline1dNd.js +1 -1
  8. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  9. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  10. package/lib/cjs/bspline/BSplineCurve.js +7 -1
  11. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  12. package/lib/cjs/bspline/BSplineSurface.d.ts +4 -3
  13. package/lib/cjs/bspline/BSplineSurface.d.ts.map +1 -1
  14. package/lib/cjs/bspline/BSplineSurface.js +4 -5
  15. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  16. package/lib/cjs/clipping/ClipPlane.d.ts +7 -5
  17. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  18. package/lib/cjs/clipping/ClipPlane.js +9 -5
  19. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  20. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  21. package/lib/cjs/clipping/ClipUtils.js +5 -3
  22. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  23. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +1 -2
  24. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  25. package/lib/cjs/clipping/ConvexClipPlaneSet.js +13 -25
  26. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  27. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +1 -2
  28. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  29. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +1 -2
  30. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  31. package/lib/cjs/core-geometry.d.ts +2 -0
  32. package/lib/cjs/core-geometry.d.ts.map +1 -1
  33. package/lib/cjs/core-geometry.js +2 -0
  34. package/lib/cjs/core-geometry.js.map +1 -1
  35. package/lib/cjs/curve/Arc3d.d.ts +54 -32
  36. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  37. package/lib/cjs/curve/Arc3d.js +56 -37
  38. package/lib/cjs/curve/Arc3d.js.map +1 -1
  39. package/lib/cjs/curve/CurveCollection.d.ts +40 -1
  40. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  41. package/lib/cjs/curve/CurveCollection.js +90 -0
  42. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  43. package/lib/cjs/curve/CurveFactory.d.ts +3 -2
  44. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  45. package/lib/cjs/curve/CurveFactory.js +6 -5
  46. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  47. package/lib/cjs/curve/CurveLocationDetail.d.ts +27 -25
  48. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  49. package/lib/cjs/curve/CurveLocationDetail.js +30 -25
  50. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  51. package/lib/cjs/curve/CurvePrimitive.d.ts +9 -2
  52. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  53. package/lib/cjs/curve/CurvePrimitive.js +11 -0
  54. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  55. package/lib/cjs/curve/CurveTypes.d.ts +1 -1
  56. package/lib/cjs/curve/CurveTypes.js.map +1 -1
  57. package/lib/cjs/curve/LineSegment3d.d.ts +2 -0
  58. package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
  59. package/lib/cjs/curve/LineSegment3d.js +4 -0
  60. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  61. package/lib/cjs/curve/LineString3d.d.ts +7 -0
  62. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  63. package/lib/cjs/curve/LineString3d.js +15 -3
  64. package/lib/cjs/curve/LineString3d.js.map +1 -1
  65. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.d.ts.map +1 -1
  66. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +37 -8
  67. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  68. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +34 -8
  69. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  70. package/lib/cjs/curve/Query/PlanarSubdivision.js +129 -33
  71. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  72. package/lib/cjs/curve/Query/StrokeCountChain.d.ts +4 -3
  73. package/lib/cjs/curve/Query/StrokeCountChain.d.ts.map +1 -1
  74. package/lib/cjs/curve/Query/StrokeCountChain.js +20 -9
  75. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  76. package/lib/cjs/curve/RegionMomentsXY.d.ts +2 -1
  77. package/lib/cjs/curve/RegionMomentsXY.d.ts.map +1 -1
  78. package/lib/cjs/curve/RegionMomentsXY.js +26 -41
  79. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  80. package/lib/cjs/curve/RegionOps.d.ts +74 -39
  81. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  82. package/lib/cjs/curve/RegionOps.js +146 -46
  83. package/lib/cjs/curve/RegionOps.js.map +1 -1
  84. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts +36 -27
  85. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  86. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +161 -55
  87. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  88. package/lib/cjs/curve/StrokeOptions.d.ts +1 -1
  89. package/lib/cjs/curve/StrokeOptions.js +1 -1
  90. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  91. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
  92. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +2 -2
  93. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +6 -6
  94. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  95. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts +0 -1
  96. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  97. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +58 -32
  98. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  99. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  100. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +0 -1
  101. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  102. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.d.ts +14 -0
  103. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.d.ts.map +1 -0
  104. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js +34 -0
  105. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js.map +1 -0
  106. package/lib/cjs/geometry3d/AngleSweep.d.ts +25 -18
  107. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  108. package/lib/cjs/geometry3d/AngleSweep.js +32 -18
  109. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  110. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts +8 -7
  111. package/lib/cjs/geometry3d/CoincidentGeometryOps.d.ts.map +1 -1
  112. package/lib/cjs/geometry3d/CoincidentGeometryOps.js +19 -25
  113. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  114. package/lib/cjs/geometry3d/Ellipsoid.js +1 -1
  115. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  116. package/lib/cjs/geometry3d/GrowableXYArray.d.ts +1 -1
  117. package/lib/cjs/geometry3d/GrowableXYArray.js +1 -1
  118. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  119. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +8 -3
  120. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  121. package/lib/cjs/geometry3d/GrowableXYZArray.js +21 -3
  122. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  123. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +11 -1
  124. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  125. package/lib/cjs/geometry3d/IndexedXYZCollection.js +21 -3
  126. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  127. package/lib/cjs/geometry3d/Plane3d.d.ts +2 -0
  128. package/lib/cjs/geometry3d/Plane3d.d.ts.map +1 -1
  129. package/lib/cjs/geometry3d/Plane3d.js +6 -1
  130. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  131. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts +2 -0
  132. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.d.ts.map +1 -1
  133. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +6 -1
  134. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  135. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts +8 -2
  136. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.d.ts.map +1 -1
  137. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js +18 -10
  138. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  139. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  140. package/lib/cjs/geometry3d/Point2dVector2d.js +0 -2
  141. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  142. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +4 -4
  143. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  144. package/lib/cjs/geometry3d/Point3dVector3d.js +4 -5
  145. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  146. package/lib/cjs/geometry3d/PointHelpers.d.ts +7 -7
  147. package/lib/cjs/geometry3d/PointHelpers.d.ts.map +1 -1
  148. package/lib/cjs/geometry3d/PointHelpers.js +66 -26
  149. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  150. package/lib/cjs/geometry3d/PolygonOps.d.ts +49 -2
  151. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  152. package/lib/cjs/geometry3d/PolygonOps.js +38 -2
  153. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  154. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts +13 -6
  155. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
  156. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +16 -9
  157. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  158. package/lib/cjs/geometry3d/PolylineOps.d.ts +5 -4
  159. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  160. package/lib/cjs/geometry3d/PolylineOps.js +5 -4
  161. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  162. package/lib/cjs/geometry3d/Range.d.ts +18 -10
  163. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  164. package/lib/cjs/geometry3d/Range.js +32 -10
  165. package/lib/cjs/geometry3d/Range.js.map +1 -1
  166. package/lib/cjs/geometry3d/Ray2d.d.ts.map +1 -1
  167. package/lib/cjs/geometry3d/Ray2d.js +0 -1
  168. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  169. package/lib/cjs/geometry3d/Ray3d.d.ts +7 -9
  170. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  171. package/lib/cjs/geometry3d/Ray3d.js +23 -45
  172. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  173. package/lib/cjs/geometry3d/ReusableObjectCache.d.ts +39 -29
  174. package/lib/cjs/geometry3d/ReusableObjectCache.d.ts.map +1 -1
  175. package/lib/cjs/geometry3d/ReusableObjectCache.js +49 -35
  176. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  177. package/lib/cjs/geometry3d/SortablePolygon.d.ts +1 -4
  178. package/lib/cjs/geometry3d/SortablePolygon.d.ts.map +1 -1
  179. package/lib/cjs/geometry3d/SortablePolygon.js +48 -43
  180. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  181. package/lib/cjs/geometry3d/Transform.d.ts +21 -2
  182. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  183. package/lib/cjs/geometry3d/Transform.js +32 -13
  184. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  185. package/lib/cjs/geometry4d/Point4d.d.ts +8 -5
  186. package/lib/cjs/geometry4d/Point4d.d.ts.map +1 -1
  187. package/lib/cjs/geometry4d/Point4d.js +27 -16
  188. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  189. package/lib/cjs/numerics/BezierPolynomials.d.ts +2 -0
  190. package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
  191. package/lib/cjs/numerics/BezierPolynomials.js +11 -0
  192. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  193. package/lib/cjs/numerics/SmallSystem.d.ts +77 -36
  194. package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -1
  195. package/lib/cjs/numerics/SmallSystem.js +129 -73
  196. package/lib/cjs/numerics/SmallSystem.js.map +1 -1
  197. package/lib/cjs/polyface/FacetOrientation.d.ts +1 -1
  198. package/lib/cjs/polyface/FacetOrientation.js +1 -1
  199. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  200. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts +55 -40
  201. package/lib/cjs/polyface/IndexedEdgeMatcher.d.ts.map +1 -1
  202. package/lib/cjs/polyface/IndexedEdgeMatcher.js +83 -75
  203. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  204. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts +15 -14
  205. package/lib/cjs/polyface/IndexedPolyfaceVisitor.d.ts.map +1 -1
  206. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js +47 -38
  207. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  208. package/lib/cjs/polyface/IndexedPolyfaceWalker.d.ts +26 -19
  209. package/lib/cjs/polyface/IndexedPolyfaceWalker.d.ts.map +1 -1
  210. package/lib/cjs/polyface/IndexedPolyfaceWalker.js +51 -32
  211. package/lib/cjs/polyface/IndexedPolyfaceWalker.js.map +1 -1
  212. package/lib/cjs/polyface/Polyface.d.ts +19 -5
  213. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  214. package/lib/cjs/polyface/Polyface.js +18 -2
  215. package/lib/cjs/polyface/Polyface.js.map +1 -1
  216. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +1 -1
  217. package/lib/cjs/polyface/PolyfaceBuilder.js +6 -6
  218. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  219. package/lib/cjs/polyface/PolyfaceClip.d.ts +19 -18
  220. package/lib/cjs/polyface/PolyfaceClip.d.ts.map +1 -1
  221. package/lib/cjs/polyface/PolyfaceClip.js +39 -42
  222. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  223. package/lib/cjs/polyface/PolyfaceData.d.ts +1 -1
  224. package/lib/cjs/polyface/PolyfaceData.js +1 -1
  225. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  226. package/lib/cjs/polyface/PolyfaceQuery.d.ts +119 -78
  227. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  228. package/lib/cjs/polyface/PolyfaceQuery.js +315 -231
  229. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  230. package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts +3 -3
  231. package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts.map +1 -1
  232. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js +3 -3
  233. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
  234. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.d.ts +7 -6
  235. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.d.ts.map +1 -1
  236. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js +8 -9
  237. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  238. package/lib/cjs/serialization/BGFBReader.d.ts.map +1 -1
  239. package/lib/cjs/serialization/BGFBReader.js +2 -3
  240. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  241. package/lib/cjs/serialization/BGFBWriter.d.ts.map +1 -1
  242. package/lib/cjs/serialization/BGFBWriter.js +2 -4
  243. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  244. package/lib/cjs/serialization/GeometrySamples.d.ts +1 -1
  245. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  246. package/lib/cjs/serialization/GeometrySamples.js +3 -3
  247. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  248. package/lib/cjs/serialization/IModelJsonSchema.d.ts +3 -3
  249. package/lib/cjs/serialization/IModelJsonSchema.d.ts.map +1 -1
  250. package/lib/cjs/serialization/IModelJsonSchema.js +5 -5
  251. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  252. package/lib/cjs/solid/Box.d.ts.map +1 -1
  253. package/lib/cjs/solid/Box.js +7 -0
  254. package/lib/cjs/solid/Box.js.map +1 -1
  255. package/lib/cjs/solid/Cone.d.ts.map +1 -1
  256. package/lib/cjs/solid/Cone.js +6 -0
  257. package/lib/cjs/solid/Cone.js.map +1 -1
  258. package/lib/cjs/solid/LinearSweep.d.ts +2 -3
  259. package/lib/cjs/solid/LinearSweep.d.ts.map +1 -1
  260. package/lib/cjs/solid/LinearSweep.js +11 -7
  261. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  262. package/lib/cjs/solid/RotationalSweep.d.ts +2 -2
  263. package/lib/cjs/solid/RotationalSweep.js +2 -2
  264. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  265. package/lib/cjs/solid/RuledSweep.d.ts +1 -1
  266. package/lib/cjs/solid/RuledSweep.d.ts.map +1 -1
  267. package/lib/cjs/solid/RuledSweep.js +5 -1
  268. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  269. package/lib/cjs/solid/Sphere.d.ts.map +1 -1
  270. package/lib/cjs/solid/Sphere.js +6 -3
  271. package/lib/cjs/solid/Sphere.js.map +1 -1
  272. package/lib/cjs/solid/SweepContour.d.ts +1 -1
  273. package/lib/cjs/solid/SweepContour.js +1 -1
  274. package/lib/cjs/solid/SweepContour.js.map +1 -1
  275. package/lib/cjs/solid/TorusPipe.d.ts.map +1 -1
  276. package/lib/cjs/solid/TorusPipe.js +4 -0
  277. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  278. package/lib/cjs/topology/ChainMerge.d.ts +1 -1
  279. package/lib/cjs/topology/ChainMerge.js +1 -1
  280. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  281. package/lib/cjs/topology/Graph.d.ts +64 -14
  282. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  283. package/lib/cjs/topology/Graph.js +149 -32
  284. package/lib/cjs/topology/Graph.js.map +1 -1
  285. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +3 -2
  286. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  287. package/lib/cjs/topology/HalfEdgeGraphSearch.js +3 -2
  288. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  289. package/lib/cjs/topology/Merging.d.ts +0 -1
  290. package/lib/cjs/topology/Merging.d.ts.map +1 -1
  291. package/lib/cjs/topology/Merging.js +49 -46
  292. package/lib/cjs/topology/Merging.js.map +1 -1
  293. package/lib/cjs/topology/RegularizeFace.d.ts.map +1 -1
  294. package/lib/cjs/topology/RegularizeFace.js +2 -1
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  594. package/lib/esm/topology/Triangulation.d.ts +9 -14
  595. package/lib/esm/topology/Triangulation.d.ts.map +1 -1
  596. package/lib/esm/topology/Triangulation.js +29 -22
  597. package/lib/esm/topology/Triangulation.js.map +1 -1
  598. package/package.json +7 -6
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\nimport { Plane3d } from \"./Plane3d\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Ray3d } from \"./Ray3d\";\nimport { Transform } from \"./Transform\";\nimport { XYAndZ } from \"./XYZProps\";\nimport { Matrix3d } from \"./Matrix3d\";\n\n/**\n * A Plane3dByOriginAndVectors is an origin and a pair of vectors.\n * This defines a plane with a (possibly skewed) uv coordinate grid\n * * The grid directions (`vectorU` and `vectorV`)\n * * are NOT required to be unit vectors.\n * * are NOT required to be perpendicular vectors.\n * * The skewed, non-uniform scaling of the grid directions is the primary focus of this class.\n * * Queries of altitude, velocity, normalX, normalY, and normalZ use the NORMALIZED cross product of vectorU\n * and vectorV as plane normal.\n * * Hence these are cartesian distances.\n * * If numerous calls to these are expected, the repeated normalization may be a performance issue.\n * * Using a [[Plane3dByOriginAndUnitNormal]] or the rigid transform returned by [[toRigidFrame]] would provide\n * better performance.\n * @public\n */\nexport class Plane3dByOriginAndVectors extends Plane3d implements BeJSONFunctions {\n /** Origin of plane grid */\n public origin: Point3d;\n /** u direction in plane grid */\n public vectorU: Vector3d;\n /** v direction in plane grid */\n public vectorV: Vector3d;\n private constructor(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d) {\n super();\n this.origin = origin;\n this.vectorU = vectorU;\n this.vectorV = vectorV;\n }\n /** Create a new plane from origin and 2 in-plane vectors. */\n public static createOriginAndVectors(\n origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (result) {\n result.origin.setFrom(origin);\n result.vectorU.setFrom(vectorU);\n result.vectorV.setFrom(vectorV);\n return result;\n }\n return new Plane3dByOriginAndVectors(origin.clone(), vectorU.clone(), vectorV.clone());\n }\n /** Clone to a new plane. */\n public clone(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n if (result !== undefined)\n result.setOriginAndVectors(this.origin, this.vectorU, this.vectorV);\n return new Plane3dByOriginAndVectors(this.origin.clone(), this.vectorU.clone(), this.vectorV.clone());\n }\n /**\n * Create a new Plane3dByOriginAndVectors from a variety of plane types.\n * * The input is NOT captured.\n */\n public static createFrom(source: Plane3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined {\n if (source instanceof Plane3dByOriginAndVectors)\n return source.clone(result);\n const normal = source.getUnitNormal();\n if (normal === undefined)\n return undefined;\n const origin = source.getAnyPointOnPlane();\n const vectorU = Matrix3d.createPerpendicularVectorFavorXYPlane(normal);\n if (vectorU.tryNormalizeInPlace()) {\n const vectorV = normal.unitCrossProduct(vectorU);\n if (vectorV !== undefined)\n return new Plane3dByOriginAndVectors(origin, vectorU, vectorV);\n }\n return undefined;\n }\n\n /**\n * Return a Plane3dByOriginAndVectors, with\n * * origin is the translation (aka origin) from the Transform\n * * vectorU is the X column of the transform\n * * vectorV is the Y column of the transform.\n * @param transform source transform\n * @param xLength optional length to impose on vectorU.\n * @param yLength optional length to impose on vectorV.\n * @param result optional preexisting result\n */\n public static createFromTransformColumnsXYAndLengths(\n transform: Transform, xLength: number | undefined, yLength: number | undefined, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (result) {\n result.origin.setFrom(transform.getOrigin());\n transform.matrix.columnX(result.vectorU);\n transform.matrix.columnY(result.vectorV);\n } else {\n result = new Plane3dByOriginAndVectors(\n transform.getOrigin(),\n transform.matrix.columnX(),\n transform.matrix.columnY());\n }\n if (xLength !== undefined)\n result.vectorU.scaleToLength(xLength, result.vectorU);\n if (yLength !== undefined)\n result.vectorV.scaleToLength(yLength, result.vectorV);\n return result;\n }\n /** Capture origin and directions in a new plane. */\n public static createCapture(\n origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (!result)\n return new Plane3dByOriginAndVectors(origin, vectorU, vectorV);\n result.origin = origin;\n result.vectorU = vectorU;\n result.vectorV = vectorV;\n return result;\n }\n\n /** Set all origin and both vectors from direct numeric parameters */\n public setOriginAndVectorsXYZ(\n x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number,\n ): Plane3dByOriginAndVectors {\n this.origin.set(x0, y0, z0);\n this.vectorU.set(ux, uy, uz);\n this.vectorV.set(vx, vy, vz);\n return this;\n }\n /**\n * Set all origin and both vectors from coordinates in given origin and vectors.\n * * Note that coordinates are copied out of the parameters -- the given parameters are NOT retained by reference.\n */\n public setOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d): Plane3dByOriginAndVectors {\n this.origin.setFrom(origin);\n this.vectorU.setFrom(vectorU);\n this.vectorV.setFrom(vectorV);\n return this;\n }\n /** Create a new plane from direct numeric parameters */\n public static createOriginAndVectorsXYZ(\n x0: number, y0: number, z0: number,\n ux: number, uy: number, uz: number,\n vx: number, vy: number, vz: number,\n result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (result)\n return result.setOriginAndVectorsXYZ(x0, y0, z0, ux, uy, uz, vx, vy, vz);\n return new Plane3dByOriginAndVectors(\n Point3d.create(x0, y0, z0), Vector3d.create(ux, uy, uz), Vector3d.create(vx, vy, vz),\n );\n }\n /**\n * Define a plane by three points in the plane.\n * @param origin origin for the parameterization.\n * @param targetU target point for the vectorU starting at the origin.\n * @param targetV target point for the vectorV originating at the origin.\n * @param result optional result.\n */\n public static createOriginAndTargets(\n origin: Point3d, targetU: Point3d, targetV: Point3d, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\n origin.x, origin.y, origin.z,\n targetU.x - origin.x, targetU.y - origin.y, targetU.z - origin.z,\n targetV.x - origin.x, targetV.y - origin.y, targetV.z - origin.z,\n result,\n );\n }\n /** Create a plane with origin at 000, unit vectorU in x direction, and unit vectorV in the y direction. */\n public static createXYPlane(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(0, 0, 0, 1, 0, 0, 0, 1, 0, result);\n }\n /**\n * Create a plane from data presented as Float64Arrays.\n * @param origin x,y,z of origin.\n * @param vectorU x,y,z of vectorU\n * @param vectorV x,y,z of vectorV\n */\n public static createOriginAndVectorsArrays(\n origin: Float64Array, vectorU: Float64Array, vectorV: Float64Array, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\n origin[0], origin[1], origin[2],\n vectorU[0], vectorU[1], vectorU[2],\n vectorV[0], vectorV[1], vectorV[2],\n result,\n );\n }\n /**\n * Create a plane from data presented as Float64Array with weights\n * @param origin x,y,z,w of origin.\n * @param vectorU x,y,z,w of vectorU\n * @param vectorV x,y,z,w of vectorV\n */\n public static createOriginAndVectorsWeightedArrays(\n originW: Float64Array, vectorUw: Float64Array, vectorVw: Float64Array, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n const w = originW[3];\n result = Plane3dByOriginAndVectors.createXYPlane(result);\n if (Geometry.isSmallMetricDistance(w))\n return result;\n const dw = 1.0 / w;\n const au = vectorUw[3] * dw * dw;\n const av = vectorVw[3] * dw * dw;\n // for homogeneous function X, with w its weight:\n // (X/w) is the cartesian point.\n // (X/w)' = (X' w - X w')/(w*w)\n // = X'/w - (X/w)(w'/w)\n // = X'/w - X w'/w^2)\n // The w parts of the formal xyzw sums are identically 0.\n // Here the X' and its w' are taken from each vectorUw and vectorVw\n result.origin.set(originW[0] * dw, originW[1] * dw, originW[2] * dw);\n Vector3d.createAdd2ScaledXYZ(\n vectorUw[0], vectorUw[1], vectorUw[2], dw, originW[0], originW[1], originW[2], -au, result.vectorU,\n );\n Vector3d.createAdd2ScaledXYZ(\n vectorVw[0], vectorVw[1], vectorVw[2], dw, originW[0], originW[1], originW[2], -av, result.vectorV,\n );\n return result;\n }\n /**\n * Evaluate a point a grid coordinates on the plane.\n * * The computed point is `origin + vectorU * u + vectorV * v`\n * @param u coordinate along vectorU\n * @param v coordinate along vectorV\n * @param result optional result destination.\n * @returns Return the computed coordinate.\n */\n public fractionToPoint(u: number, v: number, result?: Point3d): Point3d {\n return this.origin.plus2Scaled(this.vectorU, u, this.vectorV, v, result);\n }\n /** Return the vector from the plane origin to parametric coordinate (u.v) */\n public fractionToVector(u: number, v: number, result?: Vector3d): Vector3d {\n return Vector3d.createAdd2Scaled(this.vectorU, u, this.vectorV, v, result);\n }\n /** Set coordinates from a json object such as `{origin: [1,2,3], vectorU:[4,5,6], vectorV[3,2,1]}` */\n public setFromJSON(json?: any) {\n if (!json || !json.origin || !json.vectorV) {\n this.origin.set(0, 0, 0);\n this.vectorU.set(1, 0, 0);\n this.vectorV.set(0, 1, 0);\n } else {\n this.origin.setFromJSON(json.origin);\n this.vectorU.setFromJSON(json.vectorU);\n this.vectorV.setFromJSON(json.vectorV);\n }\n }\n /**\n * Convert an Angle to a JSON object.\n * @return {*} [origin,normal]\n */\n public toJSON(): any {\n return {\n origin: this.origin.toJSON(),\n vectorU: this.vectorU.toJSON(),\n vectorV: this.vectorV.toJSON(),\n };\n }\n /** Create a new plane. See `setFromJSON` for layout example. */\n public static fromJSON(json?: any): Plane3dByOriginAndVectors {\n const result = Plane3dByOriginAndVectors.createXYPlane();\n result.setFromJSON(json);\n return result;\n }\n /** Test origin and vectors for isAlmostEqual with `other` */\n public isAlmostEqual(other: Plane3dByOriginAndVectors): boolean {\n return this.origin.isAlmostEqual(other.origin)\n && this.vectorU.isAlmostEqual(other.vectorU)\n && this.vectorV.isAlmostEqual(other.vectorV);\n }\n /**\n * Normalize both `vectorU` and `vectorV` in place. This does NOT make them perpendicular.\n * * Return true if both succeeded.\n */\n public normalizeInPlace(): boolean {\n const okU = this.vectorU.normalizeInPlace();\n const okV = this.vectorV.normalizeInPlace();\n return okU && okV;\n }\n /** Return (if possible) a unit normal to the plane */\n public override getUnitNormal(result?: Vector3d): Vector3d | undefined {\n return this.vectorU.unitCrossProduct(this.vectorV, result);\n }\n /**\n * Return (if possible) a unit normal to the plane.\n * * This method is the same as getUnitNormal, which was created later as part of the abstract base class Plane3d.\n */\n public unitNormal(result?: Vector3d): Vector3d | undefined {\n return this.vectorU.unitCrossProduct(this.vectorV, result);\n }\n /**\n * Return some point on the plane.\n */\n public override getAnyPointOnPlane(result?: Point3d): Point3d {\n // This function returns the plane origin. In general, a point x is on the plane if\n // and only if x = o + a*u + b*v, where a and b are scalars.\n return this.origin.clone(result);\n }\n private static _workVector: Vector3d;\n /** Return (if possible) a ray with origin at plane origin, direction as unit normal to the plane */\n public unitNormalRay(result?: Ray3d): Ray3d | undefined {\n if (!Plane3dByOriginAndVectors._workVector)\n Plane3dByOriginAndVectors._workVector = Vector3d.create();\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV, Plane3dByOriginAndVectors._workVector);\n if (unitNormal === undefined)\n return undefined;\n return Ray3d.create(this.origin, unitNormal, result);\n }\n /**\n * Create a rigid frame (i.e. frenet frame) with\n * * origin at the plane origin\n * * x axis along the (normalized) vectorU\n * * y axis normalized vectorU to vectorV plane, and perpendicular to x axis\n * * z axis perpendicular to both.\n * @param result optional result\n */\n public toRigidFrame(result?: Transform): Transform | undefined {\n return Transform.createRigidFromOriginAndColumns(this.origin, this.vectorU, this.vectorV, AxisOrder.XYZ, result);\n }\n /** Apply the transform to the origin and vectors in place */\n public transformInPlace(transform: Transform) {\n transform.multiplyPoint3d(this.origin, this.origin);\n transform.multiplyVector(this.vectorU, this.vectorU);\n transform.multiplyVector(this.vectorV, this.vectorV);\n }\n /**\n * Return x component of the (normalized!) {vectorU CROSS vectorV}.\n * Return 0 if the cross product is zero.\n */\n public normalX(): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n return unitNormal !== undefined ? unitNormal.x : 0.0;\n }\n /**\n * Return y component of the (normalized!) {vectorU CROSS vectorV}.\n * Return 0 if the cross product is zero.\n */\n public normalY(): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n return unitNormal !== undefined ? unitNormal.y : 0.0;\n }\n /**\n * Return z component of the (normalized!) {vectorU CROSS vectorV}.\n * Return 0 if the cross product is zero.\n */\n public normalZ(): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n return unitNormal !== undefined ? unitNormal.z : 0.0;\n }\n /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */\n public altitude(xyz: XYAndZ): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n (xyz.x - this.origin.x), (xyz.y - this.origin.y), (xyz.z - this.origin.z),\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */\n public altitudeXYZ(x: number, y: number, z: number): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n (x - this.origin.x), (y - this.origin.y), (z - this.origin.z),\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */\n public velocity(xyzVector: XYAndZ): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n xyzVector.x, xyzVector.y, xyzVector.z,\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */\n public velocityXYZ(x: number, y: number, z: number): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n x, y, z,\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /**\n * Return triple product of homogeneous difference {(xyzw - w * origin)} with vectorU and vectorV.\n * * In the usual manner of homogeneous calculations, this is proportional to true cartesian distance from the\n * plane but is not a physical distance.\n */\n public weightedAltitude(xyzw: Point4d) {\n const w = xyzw.w;\n return Geometry.tripleProduct(\n (xyzw.x - this.origin.x * w), (xyzw.y - this.origin.y * w), (xyzw.z - this.origin.z * w),\n this.vectorU.x, this.vectorU.y, this.vectorU.z,\n this.vectorV.x, this.vectorV.y, this.vectorV.z);\n }\n /**\n * Return the projection of spacePoint onto the plane.\n * If the plane is degenerate to a ray, project to the ray.\n * If the plane is degenerate to its origin, return the point\n */\n public projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal !== undefined) {\n const w = unitNormal.dotProductStartEnd(this.origin, spacePoint);\n return spacePoint.plusScaled(unitNormal, -w, result);\n }\n // uh oh. vectorU and vectorV are colinear or zero.\n // project to ray defined by the longer one, or just to origin.\n const dotUU = this.vectorU.magnitudeSquared();\n const dotVV = this.vectorV.magnitudeSquared();\n if (dotUU >= dotVV) {\n const dotUW = this.vectorU.dotProductStartEnd(this.origin, spacePoint);\n const f = Geometry.conditionalDivideCoordinate(dotUW, dotUU, 0.0);\n if (f !== undefined)\n return spacePoint.plusScaled(this.vectorU, f, result);\n } else {\n const dotVW = this.vectorV.dotProductStartEnd(this.origin, spacePoint);\n const f = Geometry.conditionalDivideCoordinate(dotVW, dotVV, 0.0);\n if (f !== undefined)\n return spacePoint.plusScaled(this.vectorV, f, result);\n }\n return this.origin.clone(result);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\nimport { Plane3d } from \"./Plane3d\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Ray3d } from \"./Ray3d\";\nimport { Transform } from \"./Transform\";\nimport { XYAndZ } from \"./XYZProps\";\nimport { Matrix3d } from \"./Matrix3d\";\n\n/**\n * A Plane3dByOriginAndVectors is an origin and a pair of vectors.\n * This defines a plane with a (possibly skewed) uv coordinate grid\n * * The grid directions (`vectorU` and `vectorV`)\n * * are NOT required to be unit vectors.\n * * are NOT required to be perpendicular vectors.\n * * The skewed, non-uniform scaling of the grid directions is the primary focus of this class.\n * * Queries of altitude, velocity, normalX, normalY, and normalZ use the NORMALIZED cross product of vectorU\n * and vectorV as plane normal.\n * * Hence these are cartesian distances.\n * * If numerous calls to these are expected, the repeated normalization may be a performance issue.\n * * Using a [[Plane3dByOriginAndUnitNormal]] or the rigid transform returned by [[toRigidFrame]] would provide\n * better performance.\n * @public\n */\nexport class Plane3dByOriginAndVectors extends Plane3d implements BeJSONFunctions {\n /** Origin of plane grid */\n public origin: Point3d;\n /** u direction in plane grid */\n public vectorU: Vector3d;\n /** v direction in plane grid */\n public vectorV: Vector3d;\n private constructor(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d) {\n super();\n this.origin = origin;\n this.vectorU = vectorU;\n this.vectorV = vectorV;\n }\n /** Create a new plane from origin and 2 in-plane vectors. */\n public static createOriginAndVectors(\n origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (result) {\n result.origin.setFrom(origin);\n result.vectorU.setFrom(vectorU);\n result.vectorV.setFrom(vectorV);\n return result;\n }\n return new Plane3dByOriginAndVectors(origin.clone(), vectorU.clone(), vectorV.clone());\n }\n /** Clone to a new plane. */\n public clone(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n if (result !== undefined)\n result.setOriginAndVectors(this.origin, this.vectorU, this.vectorV);\n return new Plane3dByOriginAndVectors(this.origin.clone(), this.vectorU.clone(), this.vectorV.clone());\n }\n /**\n * Create a new Plane3dByOriginAndVectors from a variety of plane types.\n * * The input is NOT captured.\n */\n public static createFrom(source: Plane3d, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors | undefined {\n if (source instanceof Plane3dByOriginAndVectors)\n return source.clone(result);\n const normal = source.getUnitNormal();\n if (normal === undefined)\n return undefined;\n const origin = source.getAnyPointOnPlane();\n const vectorU = Matrix3d.createPerpendicularVectorFavorXYPlane(normal);\n if (vectorU.tryNormalizeInPlace()) {\n const vectorV = normal.unitCrossProduct(vectorU);\n if (vectorV !== undefined)\n return new Plane3dByOriginAndVectors(origin, vectorU, vectorV);\n }\n return undefined;\n }\n\n /**\n * Return a Plane3dByOriginAndVectors, with\n * * origin is the translation (aka origin) from the Transform\n * * vectorU is the X column of the transform\n * * vectorV is the Y column of the transform.\n * @param transform source transform\n * @param xLength optional length to impose on vectorU.\n * @param yLength optional length to impose on vectorV.\n * @param result optional preexisting result\n */\n public static createFromTransformColumnsXYAndLengths(\n transform: Transform, xLength: number | undefined, yLength: number | undefined, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (result) {\n result.origin.setFrom(transform.getOrigin());\n transform.matrix.columnX(result.vectorU);\n transform.matrix.columnY(result.vectorV);\n } else {\n result = new Plane3dByOriginAndVectors(\n transform.getOrigin(),\n transform.matrix.columnX(),\n transform.matrix.columnY());\n }\n if (xLength !== undefined)\n result.vectorU.scaleToLength(xLength, result.vectorU);\n if (yLength !== undefined)\n result.vectorV.scaleToLength(yLength, result.vectorV);\n return result;\n }\n /** Capture origin and directions in a new plane. */\n public static createCapture(\n origin: Point3d, vectorU: Vector3d, vectorV: Vector3d, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (!result)\n return new Plane3dByOriginAndVectors(origin, vectorU, vectorV);\n result.origin = origin;\n result.vectorU = vectorU;\n result.vectorV = vectorV;\n return result;\n }\n\n /** Set all origin and both vectors from direct numeric parameters */\n public setOriginAndVectorsXYZ(\n x0: number, y0: number, z0: number, ux: number, uy: number, uz: number, vx: number, vy: number, vz: number,\n ): Plane3dByOriginAndVectors {\n this.origin.set(x0, y0, z0);\n this.vectorU.set(ux, uy, uz);\n this.vectorV.set(vx, vy, vz);\n return this;\n }\n /**\n * Set all origin and both vectors from coordinates in given origin and vectors.\n * * Note that coordinates are copied out of the parameters -- the given parameters are NOT retained by reference.\n */\n public setOriginAndVectors(origin: Point3d, vectorU: Vector3d, vectorV: Vector3d): Plane3dByOriginAndVectors {\n this.origin.setFrom(origin);\n this.vectorU.setFrom(vectorU);\n this.vectorV.setFrom(vectorV);\n return this;\n }\n /** Create a new plane from direct numeric parameters */\n public static createOriginAndVectorsXYZ(\n x0: number, y0: number, z0: number,\n ux: number, uy: number, uz: number,\n vx: number, vy: number, vz: number,\n result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n if (result)\n return result.setOriginAndVectorsXYZ(x0, y0, z0, ux, uy, uz, vx, vy, vz);\n return new Plane3dByOriginAndVectors(\n Point3d.create(x0, y0, z0), Vector3d.create(ux, uy, uz), Vector3d.create(vx, vy, vz),\n );\n }\n /**\n * Define a plane by three points in the plane.\n * @param origin origin for the parameterization.\n * @param targetU target point for the vectorU starting at the origin.\n * @param targetV target point for the vectorV originating at the origin.\n * @param result optional result.\n */\n public static createOriginAndTargets(\n origin: Point3d, targetU: Point3d, targetV: Point3d, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\n origin.x, origin.y, origin.z,\n targetU.x - origin.x, targetU.y - origin.y, targetU.z - origin.z,\n targetV.x - origin.x, targetV.y - origin.y, targetV.z - origin.z,\n result,\n );\n }\n /** Create a plane with origin at 000, unit vectorU in x direction, and unit vectorV in the y direction. */\n public static createXYPlane(result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(0, 0, 0, 1, 0, 0, 0, 1, 0, result);\n }\n /**\n * Create a plane from data presented as Float64Arrays.\n * @param origin x,y,z of origin.\n * @param vectorU x,y,z of vectorU\n * @param vectorV x,y,z of vectorV\n */\n public static createOriginAndVectorsArrays(\n origin: Float64Array, vectorU: Float64Array, vectorV: Float64Array, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\n origin[0], origin[1], origin[2],\n vectorU[0], vectorU[1], vectorU[2],\n vectorV[0], vectorV[1], vectorV[2],\n result,\n );\n }\n /**\n * Create a plane from data presented as Float64Array with weights\n * @param origin x,y,z,w of origin.\n * @param vectorU x,y,z,w of vectorU\n * @param vectorV x,y,z,w of vectorV\n */\n public static createOriginAndVectorsWeightedArrays(\n originW: Float64Array, vectorUw: Float64Array, vectorVw: Float64Array, result?: Plane3dByOriginAndVectors,\n ): Plane3dByOriginAndVectors {\n const w = originW[3];\n result = Plane3dByOriginAndVectors.createXYPlane(result);\n if (Geometry.isSmallMetricDistance(w))\n return result;\n const dw = 1.0 / w;\n const au = vectorUw[3] * dw * dw;\n const av = vectorVw[3] * dw * dw;\n // for homogeneous function X, with w its weight:\n // (X/w) is the cartesian point.\n // (X/w)' = (X' w - X w')/(w*w)\n // = X'/w - (X/w)(w'/w)\n // = X'/w - X w'/w^2)\n // The w parts of the formal xyzw sums are identically 0.\n // Here the X' and its w' are taken from each vectorUw and vectorVw\n result.origin.set(originW[0] * dw, originW[1] * dw, originW[2] * dw);\n Vector3d.createAdd2ScaledXYZ(\n vectorUw[0], vectorUw[1], vectorUw[2], dw, originW[0], originW[1], originW[2], -au, result.vectorU,\n );\n Vector3d.createAdd2ScaledXYZ(\n vectorVw[0], vectorVw[1], vectorVw[2], dw, originW[0], originW[1], originW[2], -av, result.vectorV,\n );\n return result;\n }\n /**\n * Evaluate a point a grid coordinates on the plane.\n * * The computed point is `origin + vectorU * u + vectorV * v`\n * @param u coordinate along vectorU\n * @param v coordinate along vectorV\n * @param result optional result destination.\n * @returns Return the computed coordinate.\n */\n public fractionToPoint(u: number, v: number, result?: Point3d): Point3d {\n return this.origin.plus2Scaled(this.vectorU, u, this.vectorV, v, result);\n }\n /** Return the vector from the plane origin to parametric coordinate (u.v) */\n public fractionToVector(u: number, v: number, result?: Vector3d): Vector3d {\n return Vector3d.createAdd2Scaled(this.vectorU, u, this.vectorV, v, result);\n }\n /** Set coordinates from a json object such as `{origin: [1,2,3], vectorU:[4,5,6], vectorV[3,2,1]}` */\n public setFromJSON(json?: any) {\n if (!json || !json.origin || !json.vectorV) {\n this.origin.set(0, 0, 0);\n this.vectorU.set(1, 0, 0);\n this.vectorV.set(0, 1, 0);\n } else {\n this.origin.setFromJSON(json.origin);\n this.vectorU.setFromJSON(json.vectorU);\n this.vectorV.setFromJSON(json.vectorV);\n }\n }\n /**\n * Convert an Angle to a JSON object.\n * @return {*} [origin,normal]\n */\n public toJSON(): any {\n return {\n origin: this.origin.toJSON(),\n vectorU: this.vectorU.toJSON(),\n vectorV: this.vectorV.toJSON(),\n };\n }\n /** Create a new plane. See `setFromJSON` for layout example. */\n public static fromJSON(json?: any): Plane3dByOriginAndVectors {\n const result = Plane3dByOriginAndVectors.createXYPlane();\n result.setFromJSON(json);\n return result;\n }\n /** Test origin and vectors for isAlmostEqual with `other` */\n public isAlmostEqual(other: Plane3dByOriginAndVectors): boolean {\n return this.origin.isAlmostEqual(other.origin)\n && this.vectorU.isAlmostEqual(other.vectorU)\n && this.vectorV.isAlmostEqual(other.vectorV);\n }\n /**\n * Normalize both `vectorU` and `vectorV` in place. This does NOT make them perpendicular.\n * * Return true if both succeeded.\n */\n public normalizeInPlace(): boolean {\n const okU = this.vectorU.normalizeInPlace();\n const okV = this.vectorV.normalizeInPlace();\n return okU && okV;\n }\n /** Return (if possible) a unit normal to the plane */\n public override getUnitNormal(result?: Vector3d): Vector3d | undefined {\n return this.vectorU.unitCrossProduct(this.vectorV, result);\n }\n /**\n * Return (if possible) a unit normal to the plane.\n * * This method is the same as getUnitNormal, which was created later as part of the abstract base class Plane3d.\n */\n public unitNormal(result?: Vector3d): Vector3d | undefined {\n return this.vectorU.unitCrossProduct(this.vectorV, result);\n }\n /**\n * Return some point on the plane.\n */\n public override getAnyPointOnPlane(result?: Point3d): Point3d {\n // This function returns the plane origin. In general, a point x is on the plane if\n // and only if x = o + a*u + b*v, where a and b are scalars.\n return this.origin.clone(result);\n }\n private static _workVector: Vector3d;\n /** Return (if possible) a ray with origin at plane origin, direction as unit normal to the plane */\n public unitNormalRay(result?: Ray3d): Ray3d | undefined {\n if (!Plane3dByOriginAndVectors._workVector)\n Plane3dByOriginAndVectors._workVector = Vector3d.create();\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV, Plane3dByOriginAndVectors._workVector);\n if (unitNormal === undefined)\n return undefined;\n return Ray3d.create(this.origin, unitNormal, result);\n }\n /**\n * Create a rigid frame (i.e. frenet frame) with\n * * origin at the plane origin\n * * x axis along the (normalized) vectorU\n * * y axis normalized vectorU to vectorV plane, and perpendicular to x axis\n * * z axis perpendicular to both.\n * @param result optional result\n */\n public toRigidFrame(result?: Transform): Transform | undefined {\n return Transform.createRigidFromOriginAndColumns(this.origin, this.vectorU, this.vectorV, AxisOrder.XYZ, result);\n }\n /** Apply the transform to the origin and vectors in place */\n public transformInPlace(transform: Transform) {\n transform.multiplyPoint3d(this.origin, this.origin);\n transform.multiplyVector(this.vectorU, this.vectorU);\n transform.multiplyVector(this.vectorV, this.vectorV);\n }\n /**\n * Return x component of the (normalized!) {vectorU CROSS vectorV}.\n * Return 0 if the cross product is zero.\n */\n public normalX(): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n return unitNormal !== undefined ? unitNormal.x : 0.0;\n }\n /**\n * Return y component of the (normalized!) {vectorU CROSS vectorV}.\n * Return 0 if the cross product is zero.\n */\n public normalY(): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n return unitNormal !== undefined ? unitNormal.y : 0.0;\n }\n /**\n * Return z component of the (normalized!) {vectorU CROSS vectorV}.\n * Return 0 if the cross product is zero.\n */\n public normalZ(): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n return unitNormal !== undefined ? unitNormal.z : 0.0;\n }\n /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */\n public altitude(xyz: XYAndZ): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n (xyz.x - this.origin.x), (xyz.y - this.origin.y), (xyz.z - this.origin.z),\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /** Return signed cartesian altitude perpendicular to the plane. This uses the normalized cross product as normal. */\n public altitudeXYZ(x: number, y: number, z: number): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n (x - this.origin.x), (y - this.origin.y), (z - this.origin.z),\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */\n public velocity(xyzVector: XYAndZ): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n xyzVector.x, xyzVector.y, xyzVector.z,\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /** Return signed projection of the input vector to the plane normal. This uses the normalized cross product as normal. */\n public velocityXYZ(x: number, y: number, z: number): number {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal === undefined)\n return 0.0;\n return Geometry.dotProductXYZXYZ(\n x, y, z,\n unitNormal.x, unitNormal.y, unitNormal.z);\n }\n /**\n * Return triple product of homogeneous difference {(xyzw - w * origin)} with vectorU and vectorV.\n * * In the usual manner of homogeneous calculations, this is proportional to true cartesian distance from the\n * plane but is not a physical distance.\n */\n public weightedAltitude(xyzw: Point4d) {\n const w = xyzw.w;\n return Geometry.tripleProduct(\n (xyzw.x - this.origin.x * w), (xyzw.y - this.origin.y * w), (xyzw.z - this.origin.z * w),\n this.vectorU.x, this.vectorU.y, this.vectorU.z,\n this.vectorV.x, this.vectorV.y, this.vectorV.z);\n }\n /**\n * Return the projection of spacePoint onto the plane.\n * * If the plane is degenerate to a ray, project to the ray.\n * * If the plane is degenerate to its origin, return the point.\n */\n public projectPointToPlane(spacePoint: Point3d, result?: Point3d): Point3d {\n return this.projectXYZToPlane(spacePoint.x, spacePoint.y, spacePoint.z, result);\n }\n /**\n * Return the projection of (x,y,z) onto the plane.\n * * If the plane is degenerate to a ray, project to the ray.\n * * If the plane is degenerate to its origin, return the point.\n */\n public override projectXYZToPlane(x: number, y: number, z: number, result?: Point3d): Point3d {\n const unitNormal = this.vectorU.unitCrossProduct(this.vectorV);\n if (unitNormal !== undefined) {\n const scale = -unitNormal.dotProductStartEndXYZ(this.origin, x, y, z);\n return Point3d.create(x + scale * unitNormal.x, y + scale * unitNormal.y, z + scale * unitNormal.z, result);\n }\n // vectorU and vectorV are colinear or zero.\n // Project to ray defined by the longer one, or just to origin.\n const dotUU = this.vectorU.magnitudeSquared();\n const dotVV = this.vectorV.magnitudeSquared();\n if (dotUU >= dotVV) {\n const dotUW = this.vectorU.dotProductStartEndXYZ(this.origin, x, y, z);\n const f = Geometry.conditionalDivideCoordinate(dotUW, dotUU, 0.0);\n if (f !== undefined)\n return Point3d.create(x + f * this.vectorU.x, y + f * this.vectorU.y, z + f * this.vectorU.z, result);\n } else {\n const dotVW = this.vectorV.dotProductStartEndXYZ(this.origin, x, y, z);\n const f = Geometry.conditionalDivideCoordinate(dotVW, dotVV, 0.0);\n if (f !== undefined)\n return Point3d.create(x + f * this.vectorV.x, y + f * this.vectorV.y, z + f * this.vectorV.z, result);\n }\n return this.origin.clone(result);\n }\n}\n"]}
@@ -1 +1 @@
1
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@@ -5,8 +5,6 @@
5
5
  /** @packageDocumentation
6
6
  * @module CartesianGeometry
7
7
  */
8
- // cspell:word JSONXY
9
- // cspell:word CWXY CCWXY
10
8
  import { Geometry } from "../Geometry";
11
9
  import { Angle } from "./Angle";
12
10
  /**
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n// cspell:word JSONXY\n// cspell:word CWXY CCWXY\n\nimport { BeJSONFunctions, Geometry, PerpParallelOptions } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { XAndY, XYProps } from \"./XYZProps\";\n\n/**\n * Minimal object containing x,y and operations that are meaningful without change in both point and vector.\n * * `XY` is not instantiable.\n * * The derived (instantiable) classes are\n * * `Point2d`\n * * `Vector2d`\n * @public\n */\nexport class XY implements XAndY {\n /** x component */\n public x: number;\n /** y component */\n public y: number;\n /** Set both x and y. */\n public set(x: number = 0, y: number = 0) {\n this.x = x;\n this.y = y;\n }\n /** Set both x and y to zero */\n public setZero() {\n this.x = 0;\n this.y = 0;\n }\n protected constructor(x: number = 0, y: number = 0) {\n this.x = x;\n this.y = y;\n }\n /** Set both x and y from other. */\n public setFrom(other?: XAndY) {\n if (other) {\n this.x = other.x;\n this.y = other.y;\n } else {\n this.x = 0;\n this.y = 0;\n }\n }\n /** Freeze this instance so it is read-only */\n public freeze(): Readonly<this> {\n return Object.freeze(this);\n }\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\n public isAlmostEqual(other: XAndY, tol?: number): boolean {\n return Geometry.isSameCoordinate(this.x, other.x, tol) && Geometry.isSameCoordinate(this.y, other.y, tol);\n }\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\n public isAlmostEqualXY(x: number, y: number, tol?: number): boolean {\n return Geometry.isSameCoordinate(this.x, x, tol) && Geometry.isSameCoordinate(this.y, y, tol);\n }\n /** Return a json array `[x,y]` */\n public toJSON(): XYProps {\n return [this.x, this.y];\n }\n /** Return a json object `{x: 1, y:2}` */\n public toJSONXY(): XYProps {\n return { x: this.x, y: this.y };\n }\n /**\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\n * * If no JSON input is provided, 0 would be used as default values for x and y.\n * @param json the JSON input\n */\n public setFromJSON(json?: XYProps): void {\n if (Array.isArray(json)) {\n this.set(json[0] || 0, json[1] || 0);\n return;\n }\n if (json) {\n this.set(json.x || 0, json.y || 0);\n return;\n }\n this.set(0, 0);\n }\n /** Return the distance from this point to other */\n public distance(other: XAndY): number {\n const xDist = other.x - this.x;\n const yDist = other.y - this.y;\n return Math.sqrt(xDist * xDist + yDist * yDist);\n }\n /** Return squared distance from this point to other */\n public distanceSquared(other: XAndY): number {\n const xDist = other.x - this.x;\n const yDist = other.y - this.y;\n return xDist * xDist + yDist * yDist;\n }\n /** Return the largest absolute distance between corresponding components */\n public maxDiff(other: XAndY): number {\n return Math.max(Math.abs(this.x - other.x), Math.abs(this.y - other.y));\n }\n /** Return the x,y component corresponding to 0,1 */\n public at(index: number): number {\n if (index < 0.5)\n return this.x;\n return this.y;\n }\n /** Set value at index 0 or 1 */\n public setAt(index: number, value: number): void {\n if (index < 0.5)\n this.x = value;\n else\n this.y = value;\n }\n /** Return the index (0,1) of the x,y component with largest absolute value */\n public indexOfMaxAbs(): number {\n let index = 0;\n const a = Math.abs(this.x);\n const b = Math.abs(this.y);\n if (b > a) {\n index = 1;\n }\n return index;\n }\n /** Returns true if the x,y components are both small by metric metric tolerance */\n public get isAlmostZero(): boolean {\n return Geometry.isSmallMetricDistance(this.x) && Geometry.isSmallMetricDistance(this.y);\n }\n /** Return true if the x and y components are all exactly zero */\n public get isZero(): boolean {\n return this.x === 0.0 && this.y === 0.0;\n }\n /** Return the largest absolute value of any component */\n public maxAbs(): number {\n return Math.max(Math.abs(this.x), Math.abs(this.y));\n }\n /** Return the magnitude of the vector */\n public magnitude(): number {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n /** Return the squared magnitude of the vector. */\n public magnitudeSquared(): number {\n return this.x * this.x + this.y * this.y;\n }\n /** Returns true if the x,y components are exactly equal. */\n public isExactEqual(other: XAndY): boolean {\n return this.x === other.x && this.y === other.y;\n }\n /** Returns true if x,y match `other` within metric tolerance */\n public isAlmostEqualMetric(other: XAndY, distanceTol: number = Geometry.smallMetricDistance): boolean {\n return this.maxDiff(other) <= distanceTol;\n }\n /** Return a (full length) vector from this point to other */\n public vectorTo(other: XAndY, result?: Vector2d): Vector2d {\n return Vector2d.create(\n other.x - this.x,\n other.y - this.y,\n result);\n }\n /** Return a unit vector from this point to other */\n public unitVectorTo(other: XAndY, result?: Vector2d): Vector2d | undefined {\n return this.vectorTo(other, result).normalize(result);\n }\n /** Cross product of vectors from origin to targets */\n public static crossProductToPoints(origin: XAndY, targetA: XAndY, targetB: XAndY): number {\n return Geometry.crossProductXYXY(\n targetA.x - origin.x, targetA.y - origin.y, targetB.x - origin.x, targetB.y - origin.y);\n }\n}\n\n/** 2D point with `x`,`y` as properties\n * @public\n */\nexport class Point2d extends XY implements BeJSONFunctions {\n /** Constructor for Point2d */\n constructor(x: number = 0, y: number = 0) {\n super(x, y);\n }\n /** Return a new Point2d with x,y coordinates from this. */\n public clone(result?: Point2d): Point2d {\n return Point2d.create(this.x, this.y, result);\n }\n /**\n * Return a point (newly created unless result provided) with given x,y coordinates\n * @param x x coordinate\n * @param y y coordinate\n * @param result optional result\n */\n public static create(x: number = 0, y: number = 0, result?: Point2d): Point2d {\n if (result) {\n result.x = x;\n result.y = y;\n return result;\n }\n return new Point2d(x, y);\n }\n /**\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\n * * If no JSON input is provided, 0 would be used as default values for x and y.\n * @param json the JSON input\n */\n public static fromJSON(json?: XYProps): Point2d {\n const val = new Point2d();\n val.setFromJSON(json);\n return val;\n }\n /** Create (or optionally reuse) a Point2d from another object with fields x and y */\n public static createFrom(xy: XAndY | undefined, result?: Point2d): Point2d {\n if (xy)\n return Point2d.create(xy.x, xy.y, result);\n return Point2d.create(0, 0, result);\n }\n /** Create a Point2d with both coordinates zero. */\n public static createZero(result?: Point2d): Point2d {\n return Point2d.create(0, 0, result);\n }\n /**\n * Starting at this point, move along `vector` by `tangentFraction` of its length, and then\n * by `leftFraction` of its length along the left perpendicular.\n * @param tangentFraction distance to move along `vector`, as a fraction of its length\n * @param leftFraction distance to move perpendicular to `vector`, as a fraction of its length\n * @param vector the other vector\n */\n public addForwardLeft(tangentFraction: number, leftFraction: number, vector: Vector2d, result?: Point2d): Point2d {\n const dx = vector.x;\n const dy = vector.y;\n return Point2d.create(\n this.x + tangentFraction * dx - leftFraction * dy,\n this.y + tangentFraction * dy + leftFraction * dx,\n result,\n );\n }\n /**\n * Interpolate at tangentFraction between this instance and point, and then Move by leftFraction\n * along the xy perpendicular of the vector between the points.\n */\n public forwardLeftInterpolate(tangentFraction: number, leftFraction: number, point: XAndY): Point2d {\n const dx = point.x - this.x;\n const dy = point.y - this.y;\n return Point2d.create(\n this.x + tangentFraction * dx - leftFraction * dy,\n this.y + tangentFraction * dy + leftFraction * dx,\n );\n }\n /** Return a point interpolated between this point and the right param. */\n public interpolate(fraction: number, other: XAndY, result?: Point2d): Point2d {\n if (fraction <= 0.5)\n return Point2d.create(\n this.x + fraction * (other.x - this.x),\n this.y + fraction * (other.y - this.y),\n result,\n );\n const t: number = fraction - 1.0;\n return Point2d.create(\n other.x + t * (other.x - this.x),\n other.y + t * (other.y - this.y),\n result,\n );\n }\n /** Return a point with independent x,y fractional interpolation. */\n public interpolateXY(fractionX: number, fractionY: number, other: XAndY, result?: Point2d): Point2d {\n return Point2d.create(\n Geometry.interpolate(this.x, fractionX, other.x),\n Geometry.interpolate(this.y, fractionY, other.y),\n result,\n );\n }\n /** Return this point minus vector */\n public minus(vector: XAndY, result?: Point2d): Point2d {\n return Point2d.create(\n this.x - vector.x,\n this.y - vector.y,\n result,\n );\n }\n /** Return point plus vector */\n public plus(vector: XAndY, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vector.x,\n this.y + vector.y,\n result,\n );\n }\n /** Return point plus vector */\n public plusXY(dx: number = 0, dy: number = 0, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + dx,\n this.y + dy, result,\n );\n }\n /** Return point + vector * scalar */\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vector.x * scaleFactor,\n this.y + vector.y * scaleFactor,\n result,\n );\n }\n /** Return point + vectorA * scalarA + vectorB * scalarB */\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vectorA.x * scalarA + vectorB.x * scalarB,\n this.y + vectorA.y * scalarA + vectorB.y * scalarB,\n result,\n );\n }\n /** Return point + vectorA * scalarA + vectorB * scalarB + vectorC * scalarC */\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number,\n vectorC: XAndY, scalarC: number, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC,\n this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC,\n result,\n );\n }\n /** Multiply the x, y parts by scale. */\n public scaleInPlace(scale: number) {\n this.x *= scale;\n this.y *= scale;\n }\n /**\n * Return the dot product of vector from this to targetA and vector from this to targetB\n * @param targetA target of first vector\n * @param targetB target of second vector\n */\n public dotVectorsToTargets(targetA: XAndY, targetB: XAndY): number {\n return (targetA.x - this.x) * (targetB.x - this.x) + (targetA.y - this.y) * (targetB.y - this.y);\n }\n /**\n * Returns the (scalar) cross product of vector from this to targetA and vector from this to targetB\n * @param target1 target of first vector\n * @param target2 target of second vector\n */\n public crossProductToPoints(target1: XAndY, target2: XAndY): number {\n const x1 = target1.x - this.x;\n const y1 = target1.y - this.y;\n const x2 = target2.x - this.x;\n const y2 = target2.y - this.y;\n return x1 * y2 - y1 * x2;\n }\n /**\n * Return the fractional coordinate of the projection of this instance x,y onto the\n * line from startPoint to endPoint.\n * @param startPoint start point of line\n * @param endPoint end point of line\n * @param defaultFraction fraction to return if startPoint and endPoint are equal.\n */\n public fractionOfProjectionToLine(startPoint: Point2d, endPoint: Point2d, defaultFraction: number = 0): number {\n const denominator = startPoint.distanceSquared(endPoint);\n if (denominator < Geometry.smallMetricDistanceSquared)\n return defaultFraction;\n const numerator = startPoint.dotVectorsToTargets(endPoint, this);\n return numerator / denominator;\n }\n}\n\n/**\n * 2D vector with `x`,`y` as properties\n * @public\n */\nexport class Vector2d extends XY implements BeJSONFunctions {\n constructor(x: number = 0, y: number = 0) {\n super(x, y);\n }\n /** Return a new Vector2d with the same x,y */\n public clone(result?: Vector2d): Vector2d {\n return Vector2d.create(this.x, this.y, result);\n }\n /** Return a new Vector2d with given x and y */\n public static create(x: number = 0, y: number = 0, result?: Vector2d): Vector2d {\n if (result) {\n result.x = x;\n result.y = y;\n return result;\n }\n return new Vector2d(x, y);\n }\n /**\n * Return a (new) Vector2d with components scale,0\n * If scale is not given default value 1 is used.\n */\n public static unitX(scale: number = 1): Vector2d {\n return new Vector2d(scale, 0);\n }\n /**\n * Return a (new) Vector2d with components 0,scale\n * If scale is not given default value 1 is used.\n */\n public static unitY(scale: number = 1): Vector2d {\n return new Vector2d(0, scale);\n }\n /** Return a Vector2d with components 0,0 */\n public static createZero(result?: Vector2d): Vector2d {\n return Vector2d.create(0, 0, result);\n }\n /** Copy contents from another Point3d, Point2d, Vector2d, or Vector3d, or leading entries of Float64Array */\n public static createFrom(data: XAndY | Float64Array, result?: Vector2d): Vector2d {\n if (data instanceof Float64Array) {\n if (data.length >= 2)\n return Vector2d.create(data[0], data[1]);\n if (data.length >= 1)\n return Vector2d.create(data[0], 0);\n return Vector2d.create(0, 0);\n }\n return Vector2d.create(data.x, data.y, result);\n }\n /**\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\n * * If no JSON input is provided, 0 would be used as default values for x and y.\n * @param json the JSON input\n */\n public static fromJSON(json?: XYProps): Vector2d {\n const val = new Vector2d();\n val.setFromJSON(json);\n return val;\n }\n /** Return a new Vector2d from polar coordinates for radius and Angle from x axis */\n public static createPolar(r: number, theta: Angle): Vector2d {\n return Vector2d.create(r * theta.cos(), r * theta.sin());\n }\n /** Return a new Vector2d extending from point0 to point1 */\n public static createStartEnd(point0: XAndY, point1: XAndY, result?: Vector2d): Vector2d {\n return Vector2d.create(point1.x - point0.x, point1.y - point0.y, result);\n }\n /**\n * Return a vector that bisects the angle between two normals and extends to the intersection of two offset lines\n * * returns `undefined` if `unitPerpA = -unitPerpB` (i.e., are opposite)\n * * math details can be found at docs/learning/geometry/PointVector.md\n * @param unitPerpA unit perpendicular to incoming direction\n * @param unitPerpB unit perpendicular to outgoing direction\n * @param offset offset distance\n */\n public static createOffsetBisector(unitPerpA: Vector2d, unitPerpB: Vector2d, offset: number): Vector2d | undefined {\n let bisector: Vector2d | undefined = unitPerpA.plus(unitPerpB);\n bisector = bisector.normalize();\n if (bisector) {\n const c = bisector.dotProduct(unitPerpA);\n bisector.scale(offset, bisector);\n return bisector.safeDivideOrNull(c);\n }\n return undefined;\n }\n /**\n * Return a (new or optionally reused) vector which is `this` divided by `denominator`\n * * return undefined if denominator is zero.\n */\n public safeDivideOrNull(denominator: number, result?: Vector2d): Vector2d | undefined {\n if (denominator !== 0.0) {\n return this.scale(1.0 / denominator, result);\n }\n return undefined;\n }\n /** Return a unit vector in direction of this instance (undefined if this instance has near zero length) */\n public normalize(result?: Vector2d): Vector2d | undefined {\n const mag = Geometry.correctSmallFraction(this.magnitude());\n result = result ? result : new Vector2d();\n return this.safeDivideOrNull(mag, result);\n }\n /**\n * Return fractional length of the projection of the instance onto the target vector.\n * @param target the target vector\n * @param defaultFraction the returned value in case the magnitude of `target` is too small\n * @returns the signed length of the projection divided by the length of `target`\n */\n public fractionOfProjectionToVector(target: Vector2d, defaultFraction?: number): number {\n /*\n * projection length is (this.target)/||target||\n * but here we return (this.target)/||target||^2\n */\n const denominator = target.magnitudeSquared();\n if (denominator < Geometry.smallMetricDistanceSquared)\n return defaultFraction ? defaultFraction : 0;\n const numerator = this.dotProduct(target);\n return numerator / denominator;\n }\n /** Return a new vector with components negated from this instance. */\n public negate(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = -this.x;\n result.y = -this.y;\n return result;\n }\n /** Return a vector same length as this but rotated 90 degrees counter clockwise */\n public rotate90CCWXY(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n const xx: number = this.x;\n const yy: number = this.y;\n result.x = -yy;\n result.y = xx;\n return result;\n }\n /** Return a vector same length as this but rotated 90 degrees clockwise */\n public rotate90CWXY(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n const xx: number = this.x;\n const yy: number = this.y;\n result.x = yy;\n result.y = -xx;\n return result;\n }\n /** Return a unit vector perpendicular to this instance. */\n public unitPerpendicularXY(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n const xx: number = this.x;\n const yy: number = this.y;\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n result.x = -yy;\n result.y = xx;\n const d2: number = xx * xx + yy * yy;\n if (d2 !== 0.0) {\n const a = 1.0 / Math.sqrt(d2);\n result.x *= a;\n result.y *= a;\n }\n return result;\n }\n /** Return a new Vector2d rotated CCW by given angle */\n public rotateXY(angle: Angle, result?: Vector2d): Vector2d {\n const s = angle.sin();\n const c = angle.cos();\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n const xx: number = this.x;\n const yy: number = this.y;\n result = result ? result : new Vector2d();\n result.x = xx * c - yy * s;\n result.y = xx * s + yy * c;\n return result;\n }\n /**\n * Return a vector computed at fractional position between this vector and vectorB\n * @param fraction fractional position. 0 is at `this`. 1 is at `vectorB`.\n * True fractions are \"between\", negatives are \"before this\", beyond 1 is \"beyond vectorB\".\n * @param vectorB second vector\n * @param result optional preallocated result.\n */\n public interpolate(fraction: number, vectorB: Vector2d, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n /*\n * For best last-bit behavior, if fraction is below 0.5, use this as base point.\n * If above 0.5, use vectorB as base point.\n */\n if (fraction <= 0.5) {\n result.x = this.x + fraction * (vectorB.x - this.x);\n result.y = this.y + fraction * (vectorB.y - this.y);\n } else {\n const t: number = fraction - 1.0;\n result.x = vectorB.x + t * (vectorB.x - this.x);\n result.y = vectorB.y + t * (vectorB.y - this.y);\n }\n return result;\n }\n /** Return {this + vector}. */\n public plus(vector: XAndY, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vector.x;\n result.y = this.y + vector.y;\n return result;\n }\n /** Return {this - vector}. */\n public minus(vector: XAndY, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x - vector.x;\n result.y = this.y - vector.y;\n return result;\n }\n /** Return {point + vector \\* scalar} */\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vector.x * scaleFactor;\n result.y = this.y + vector.y * scaleFactor;\n return result;\n }\n /** Return {point + vectorA \\* scalarA + vectorB \\* scalarB} */\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB;\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB;\n return result;\n }\n /** Return {this + vectorA \\* scalarA + vectorB \\* scalarB + vectorC \\* scalarC} */\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, vectorC: XAndY, scalarC: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC;\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC;\n return result;\n }\n /** Return {this * scale} */\n public scale(scale: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x * scale;\n result.y = this.y * scale;\n return result;\n }\n /** Return a vector parallel to this but with specified length */\n public scaleToLength(length: number, result?: Vector2d): Vector2d | undefined {\n const mag = Geometry.correctSmallFraction(this.magnitude());\n if (mag === 0)\n return undefined;\n return this.scale(length / mag, result);\n }\n /** Return the dot product of this with vectorB */\n public dotProduct(vectorB: XAndY): number {\n return this.x * vectorB.x + this.y * vectorB.y;\n }\n /** Dot product with vector from pointA to pointB */\n public dotProductStartEnd(pointA: XAndY, pointB: XAndY): number {\n return this.x * (pointB.x - pointA.x) + this.y * (pointB.y - pointA.y);\n }\n /** Vector cross product {this CROSS vectorB} */\n public crossProduct(vectorB: XAndY): number {\n return this.x * vectorB.y - this.y * vectorB.x;\n }\n /**\n * Return the radians (as a simple number, not strongly typed Angle) signed angle from this to vectorB.\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\n */\n public radiansTo(vectorB: XAndY): number {\n return Math.atan2(this.crossProduct(vectorB), this.dotProduct(vectorB));\n }\n /**\n * Return the (strongly typed) signed angle from this to vectorB.\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\n */\n public angleTo(vectorB: XAndY): Angle {\n return Angle.createRadians(this.radiansTo(vectorB));\n }\n /**\n * Test if this vector is parallel to other.\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\n * so if you have a distance or angle tolerance t, you should pass in t * t.\n * @param other second vector for comparison.\n * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel.\n * @param options optional radian and distance tolerances.\n */\n public isParallelTo(other: Vector2d, oppositeIsParallel: boolean = false,\n returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions): boolean {\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\n const a2 = this.magnitudeSquared();\n const b2 = other.magnitudeSquared();\n if (a2 < distanceSquaredTol || b2 < distanceSquaredTol)\n return returnValueIfAnInputIsZeroLength;\n const dot = this.dotProduct(other);\n if (dot < 0.0 && !oppositeIsParallel)\n return false;\n const cross = this.crossProduct(other);\n /* a2,b2,cross2 are squared lengths of respective vectors */\n /* cross2 = sin^2(theta) * a2 * b2 */\n /* For small theta, sin^2(theta)~~theta^2 */\n return cross * cross <= radianSquaredTol * a2 * b2;\n }\n /**\n * Test if this vector is perpendicular to other.\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\n * so if you have a distance or angle tolerance t, you should pass in t * t.\n * @param other second vector in comparison.\n * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value.\n * @param options optional radian and distance tolerances.\n */\n public isPerpendicularTo(\n other: Vector2d, returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions,\n ): boolean {\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\n const aa = this.magnitudeSquared();\n const bb = other.magnitudeSquared();\n if (aa < distanceSquaredTol || bb < distanceSquaredTol)\n return returnValueIfAnInputIsZeroLength;\n const ab = this.dotProduct(other);\n return ab * ab <= radianSquaredTol * aa * bb;\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\nimport { BeJSONFunctions, Geometry, PerpParallelOptions } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { XAndY, XYProps } from \"./XYZProps\";\n\n/**\n * Minimal object containing x,y and operations that are meaningful without change in both point and vector.\n * * `XY` is not instantiable.\n * * The derived (instantiable) classes are\n * * `Point2d`\n * * `Vector2d`\n * @public\n */\nexport class XY implements XAndY {\n /** x component */\n public x: number;\n /** y component */\n public y: number;\n /** Set both x and y. */\n public set(x: number = 0, y: number = 0) {\n this.x = x;\n this.y = y;\n }\n /** Set both x and y to zero */\n public setZero() {\n this.x = 0;\n this.y = 0;\n }\n protected constructor(x: number = 0, y: number = 0) {\n this.x = x;\n this.y = y;\n }\n /** Set both x and y from other. */\n public setFrom(other?: XAndY) {\n if (other) {\n this.x = other.x;\n this.y = other.y;\n } else {\n this.x = 0;\n this.y = 0;\n }\n }\n /** Freeze this instance so it is read-only */\n public freeze(): Readonly<this> {\n return Object.freeze(this);\n }\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\n public isAlmostEqual(other: XAndY, tol?: number): boolean {\n return Geometry.isSameCoordinate(this.x, other.x, tol) && Geometry.isSameCoordinate(this.y, other.y, tol);\n }\n /** Returns true if this and other have equal x,y parts within Geometry.smallMetricDistance. */\n public isAlmostEqualXY(x: number, y: number, tol?: number): boolean {\n return Geometry.isSameCoordinate(this.x, x, tol) && Geometry.isSameCoordinate(this.y, y, tol);\n }\n /** Return a json array `[x,y]` */\n public toJSON(): XYProps {\n return [this.x, this.y];\n }\n /** Return a json object `{x: 1, y:2}` */\n public toJSONXY(): XYProps {\n return { x: this.x, y: this.y };\n }\n /**\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\n * * If no JSON input is provided, 0 would be used as default values for x and y.\n * @param json the JSON input\n */\n public setFromJSON(json?: XYProps): void {\n if (Array.isArray(json)) {\n this.set(json[0] || 0, json[1] || 0);\n return;\n }\n if (json) {\n this.set(json.x || 0, json.y || 0);\n return;\n }\n this.set(0, 0);\n }\n /** Return the distance from this point to other */\n public distance(other: XAndY): number {\n const xDist = other.x - this.x;\n const yDist = other.y - this.y;\n return Math.sqrt(xDist * xDist + yDist * yDist);\n }\n /** Return squared distance from this point to other */\n public distanceSquared(other: XAndY): number {\n const xDist = other.x - this.x;\n const yDist = other.y - this.y;\n return xDist * xDist + yDist * yDist;\n }\n /** Return the largest absolute distance between corresponding components */\n public maxDiff(other: XAndY): number {\n return Math.max(Math.abs(this.x - other.x), Math.abs(this.y - other.y));\n }\n /** Return the x,y component corresponding to 0,1 */\n public at(index: number): number {\n if (index < 0.5)\n return this.x;\n return this.y;\n }\n /** Set value at index 0 or 1 */\n public setAt(index: number, value: number): void {\n if (index < 0.5)\n this.x = value;\n else\n this.y = value;\n }\n /** Return the index (0,1) of the x,y component with largest absolute value */\n public indexOfMaxAbs(): number {\n let index = 0;\n const a = Math.abs(this.x);\n const b = Math.abs(this.y);\n if (b > a) {\n index = 1;\n }\n return index;\n }\n /** Returns true if the x,y components are both small by metric metric tolerance */\n public get isAlmostZero(): boolean {\n return Geometry.isSmallMetricDistance(this.x) && Geometry.isSmallMetricDistance(this.y);\n }\n /** Return true if the x and y components are all exactly zero */\n public get isZero(): boolean {\n return this.x === 0.0 && this.y === 0.0;\n }\n /** Return the largest absolute value of any component */\n public maxAbs(): number {\n return Math.max(Math.abs(this.x), Math.abs(this.y));\n }\n /** Return the magnitude of the vector */\n public magnitude(): number {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n /** Return the squared magnitude of the vector. */\n public magnitudeSquared(): number {\n return this.x * this.x + this.y * this.y;\n }\n /** Returns true if the x,y components are exactly equal. */\n public isExactEqual(other: XAndY): boolean {\n return this.x === other.x && this.y === other.y;\n }\n /** Returns true if x,y match `other` within metric tolerance */\n public isAlmostEqualMetric(other: XAndY, distanceTol: number = Geometry.smallMetricDistance): boolean {\n return this.maxDiff(other) <= distanceTol;\n }\n /** Return a (full length) vector from this point to other */\n public vectorTo(other: XAndY, result?: Vector2d): Vector2d {\n return Vector2d.create(\n other.x - this.x,\n other.y - this.y,\n result);\n }\n /** Return a unit vector from this point to other */\n public unitVectorTo(other: XAndY, result?: Vector2d): Vector2d | undefined {\n return this.vectorTo(other, result).normalize(result);\n }\n /** Cross product of vectors from origin to targets */\n public static crossProductToPoints(origin: XAndY, targetA: XAndY, targetB: XAndY): number {\n return Geometry.crossProductXYXY(\n targetA.x - origin.x, targetA.y - origin.y, targetB.x - origin.x, targetB.y - origin.y);\n }\n}\n\n/** 2D point with `x`,`y` as properties\n * @public\n */\nexport class Point2d extends XY implements BeJSONFunctions {\n /** Constructor for Point2d */\n constructor(x: number = 0, y: number = 0) {\n super(x, y);\n }\n /** Return a new Point2d with x,y coordinates from this. */\n public clone(result?: Point2d): Point2d {\n return Point2d.create(this.x, this.y, result);\n }\n /**\n * Return a point (newly created unless result provided) with given x,y coordinates\n * @param x x coordinate\n * @param y y coordinate\n * @param result optional result\n */\n public static create(x: number = 0, y: number = 0, result?: Point2d): Point2d {\n if (result) {\n result.x = x;\n result.y = y;\n return result;\n }\n return new Point2d(x, y);\n }\n /**\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\n * * If no JSON input is provided, 0 would be used as default values for x and y.\n * @param json the JSON input\n */\n public static fromJSON(json?: XYProps): Point2d {\n const val = new Point2d();\n val.setFromJSON(json);\n return val;\n }\n /** Create (or optionally reuse) a Point2d from another object with fields x and y */\n public static createFrom(xy: XAndY | undefined, result?: Point2d): Point2d {\n if (xy)\n return Point2d.create(xy.x, xy.y, result);\n return Point2d.create(0, 0, result);\n }\n /** Create a Point2d with both coordinates zero. */\n public static createZero(result?: Point2d): Point2d {\n return Point2d.create(0, 0, result);\n }\n /**\n * Starting at this point, move along `vector` by `tangentFraction` of its length, and then\n * by `leftFraction` of its length along the left perpendicular.\n * @param tangentFraction distance to move along `vector`, as a fraction of its length\n * @param leftFraction distance to move perpendicular to `vector`, as a fraction of its length\n * @param vector the other vector\n */\n public addForwardLeft(tangentFraction: number, leftFraction: number, vector: Vector2d, result?: Point2d): Point2d {\n const dx = vector.x;\n const dy = vector.y;\n return Point2d.create(\n this.x + tangentFraction * dx - leftFraction * dy,\n this.y + tangentFraction * dy + leftFraction * dx,\n result,\n );\n }\n /**\n * Interpolate at tangentFraction between this instance and point, and then Move by leftFraction\n * along the xy perpendicular of the vector between the points.\n */\n public forwardLeftInterpolate(tangentFraction: number, leftFraction: number, point: XAndY): Point2d {\n const dx = point.x - this.x;\n const dy = point.y - this.y;\n return Point2d.create(\n this.x + tangentFraction * dx - leftFraction * dy,\n this.y + tangentFraction * dy + leftFraction * dx,\n );\n }\n /** Return a point interpolated between this point and the right param. */\n public interpolate(fraction: number, other: XAndY, result?: Point2d): Point2d {\n if (fraction <= 0.5)\n return Point2d.create(\n this.x + fraction * (other.x - this.x),\n this.y + fraction * (other.y - this.y),\n result,\n );\n const t: number = fraction - 1.0;\n return Point2d.create(\n other.x + t * (other.x - this.x),\n other.y + t * (other.y - this.y),\n result,\n );\n }\n /** Return a point with independent x,y fractional interpolation. */\n public interpolateXY(fractionX: number, fractionY: number, other: XAndY, result?: Point2d): Point2d {\n return Point2d.create(\n Geometry.interpolate(this.x, fractionX, other.x),\n Geometry.interpolate(this.y, fractionY, other.y),\n result,\n );\n }\n /** Return this point minus vector */\n public minus(vector: XAndY, result?: Point2d): Point2d {\n return Point2d.create(\n this.x - vector.x,\n this.y - vector.y,\n result,\n );\n }\n /** Return point plus vector */\n public plus(vector: XAndY, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vector.x,\n this.y + vector.y,\n result,\n );\n }\n /** Return point plus vector */\n public plusXY(dx: number = 0, dy: number = 0, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + dx,\n this.y + dy, result,\n );\n }\n /** Return point + vector * scalar */\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vector.x * scaleFactor,\n this.y + vector.y * scaleFactor,\n result,\n );\n }\n /** Return point + vectorA * scalarA + vectorB * scalarB */\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vectorA.x * scalarA + vectorB.x * scalarB,\n this.y + vectorA.y * scalarA + vectorB.y * scalarB,\n result,\n );\n }\n /** Return point + vectorA * scalarA + vectorB * scalarB + vectorC * scalarC */\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number,\n vectorC: XAndY, scalarC: number, result?: Point2d): Point2d {\n return Point2d.create(\n this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC,\n this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC,\n result,\n );\n }\n /** Multiply the x, y parts by scale. */\n public scaleInPlace(scale: number) {\n this.x *= scale;\n this.y *= scale;\n }\n /**\n * Return the dot product of vector from this to targetA and vector from this to targetB\n * @param targetA target of first vector\n * @param targetB target of second vector\n */\n public dotVectorsToTargets(targetA: XAndY, targetB: XAndY): number {\n return (targetA.x - this.x) * (targetB.x - this.x) + (targetA.y - this.y) * (targetB.y - this.y);\n }\n /**\n * Returns the (scalar) cross product of vector from this to targetA and vector from this to targetB\n * @param target1 target of first vector\n * @param target2 target of second vector\n */\n public crossProductToPoints(target1: XAndY, target2: XAndY): number {\n const x1 = target1.x - this.x;\n const y1 = target1.y - this.y;\n const x2 = target2.x - this.x;\n const y2 = target2.y - this.y;\n return x1 * y2 - y1 * x2;\n }\n /**\n * Return the fractional coordinate of the projection of this instance x,y onto the\n * line from startPoint to endPoint.\n * @param startPoint start point of line\n * @param endPoint end point of line\n * @param defaultFraction fraction to return if startPoint and endPoint are equal.\n */\n public fractionOfProjectionToLine(startPoint: Point2d, endPoint: Point2d, defaultFraction: number = 0): number {\n const denominator = startPoint.distanceSquared(endPoint);\n if (denominator < Geometry.smallMetricDistanceSquared)\n return defaultFraction;\n const numerator = startPoint.dotVectorsToTargets(endPoint, this);\n return numerator / denominator;\n }\n}\n\n/**\n * 2D vector with `x`,`y` as properties\n * @public\n */\nexport class Vector2d extends XY implements BeJSONFunctions {\n constructor(x: number = 0, y: number = 0) {\n super(x, y);\n }\n /** Return a new Vector2d with the same x,y */\n public clone(result?: Vector2d): Vector2d {\n return Vector2d.create(this.x, this.y, result);\n }\n /** Return a new Vector2d with given x and y */\n public static create(x: number = 0, y: number = 0, result?: Vector2d): Vector2d {\n if (result) {\n result.x = x;\n result.y = y;\n return result;\n }\n return new Vector2d(x, y);\n }\n /**\n * Return a (new) Vector2d with components scale,0\n * If scale is not given default value 1 is used.\n */\n public static unitX(scale: number = 1): Vector2d {\n return new Vector2d(scale, 0);\n }\n /**\n * Return a (new) Vector2d with components 0,scale\n * If scale is not given default value 1 is used.\n */\n public static unitY(scale: number = 1): Vector2d {\n return new Vector2d(0, scale);\n }\n /** Return a Vector2d with components 0,0 */\n public static createZero(result?: Vector2d): Vector2d {\n return Vector2d.create(0, 0, result);\n }\n /** Copy contents from another Point3d, Point2d, Vector2d, or Vector3d, or leading entries of Float64Array */\n public static createFrom(data: XAndY | Float64Array, result?: Vector2d): Vector2d {\n if (data instanceof Float64Array) {\n if (data.length >= 2)\n return Vector2d.create(data[0], data[1]);\n if (data.length >= 1)\n return Vector2d.create(data[0], 0);\n return Vector2d.create(0, 0);\n }\n return Vector2d.create(data.x, data.y, result);\n }\n /**\n * Set x and y from a JSON input such as `[1,2]` or `{x:1, y:2}`\n * * If no JSON input is provided, 0 would be used as default values for x and y.\n * @param json the JSON input\n */\n public static fromJSON(json?: XYProps): Vector2d {\n const val = new Vector2d();\n val.setFromJSON(json);\n return val;\n }\n /** Return a new Vector2d from polar coordinates for radius and Angle from x axis */\n public static createPolar(r: number, theta: Angle): Vector2d {\n return Vector2d.create(r * theta.cos(), r * theta.sin());\n }\n /** Return a new Vector2d extending from point0 to point1 */\n public static createStartEnd(point0: XAndY, point1: XAndY, result?: Vector2d): Vector2d {\n return Vector2d.create(point1.x - point0.x, point1.y - point0.y, result);\n }\n /**\n * Return a vector that bisects the angle between two normals and extends to the intersection of two offset lines\n * * returns `undefined` if `unitPerpA = -unitPerpB` (i.e., are opposite)\n * * math details can be found at docs/learning/geometry/PointVector.md\n * @param unitPerpA unit perpendicular to incoming direction\n * @param unitPerpB unit perpendicular to outgoing direction\n * @param offset offset distance\n */\n public static createOffsetBisector(unitPerpA: Vector2d, unitPerpB: Vector2d, offset: number): Vector2d | undefined {\n let bisector: Vector2d | undefined = unitPerpA.plus(unitPerpB);\n bisector = bisector.normalize();\n if (bisector) {\n const c = bisector.dotProduct(unitPerpA);\n bisector.scale(offset, bisector);\n return bisector.safeDivideOrNull(c);\n }\n return undefined;\n }\n /**\n * Return a (new or optionally reused) vector which is `this` divided by `denominator`\n * * return undefined if denominator is zero.\n */\n public safeDivideOrNull(denominator: number, result?: Vector2d): Vector2d | undefined {\n if (denominator !== 0.0) {\n return this.scale(1.0 / denominator, result);\n }\n return undefined;\n }\n /** Return a unit vector in direction of this instance (undefined if this instance has near zero length) */\n public normalize(result?: Vector2d): Vector2d | undefined {\n const mag = Geometry.correctSmallFraction(this.magnitude());\n result = result ? result : new Vector2d();\n return this.safeDivideOrNull(mag, result);\n }\n /**\n * Return fractional length of the projection of the instance onto the target vector.\n * @param target the target vector\n * @param defaultFraction the returned value in case the magnitude of `target` is too small\n * @returns the signed length of the projection divided by the length of `target`\n */\n public fractionOfProjectionToVector(target: Vector2d, defaultFraction?: number): number {\n /*\n * projection length is (this.target)/||target||\n * but here we return (this.target)/||target||^2\n */\n const denominator = target.magnitudeSquared();\n if (denominator < Geometry.smallMetricDistanceSquared)\n return defaultFraction ? defaultFraction : 0;\n const numerator = this.dotProduct(target);\n return numerator / denominator;\n }\n /** Return a new vector with components negated from this instance. */\n public negate(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = -this.x;\n result.y = -this.y;\n return result;\n }\n /** Return a vector same length as this but rotated 90 degrees counter clockwise */\n public rotate90CCWXY(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n const xx: number = this.x;\n const yy: number = this.y;\n result.x = -yy;\n result.y = xx;\n return result;\n }\n /** Return a vector same length as this but rotated 90 degrees clockwise */\n public rotate90CWXY(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n const xx: number = this.x;\n const yy: number = this.y;\n result.x = yy;\n result.y = -xx;\n return result;\n }\n /** Return a unit vector perpendicular to this instance. */\n public unitPerpendicularXY(result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n const xx: number = this.x;\n const yy: number = this.y;\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n result.x = -yy;\n result.y = xx;\n const d2: number = xx * xx + yy * yy;\n if (d2 !== 0.0) {\n const a = 1.0 / Math.sqrt(d2);\n result.x *= a;\n result.y *= a;\n }\n return result;\n }\n /** Return a new Vector2d rotated CCW by given angle */\n public rotateXY(angle: Angle, result?: Vector2d): Vector2d {\n const s = angle.sin();\n const c = angle.cos();\n // save x,y to allow aliasing (\"this\" can be passed to the function as \"result\")\n const xx: number = this.x;\n const yy: number = this.y;\n result = result ? result : new Vector2d();\n result.x = xx * c - yy * s;\n result.y = xx * s + yy * c;\n return result;\n }\n /**\n * Return a vector computed at fractional position between this vector and vectorB\n * @param fraction fractional position. 0 is at `this`. 1 is at `vectorB`.\n * True fractions are \"between\", negatives are \"before this\", beyond 1 is \"beyond vectorB\".\n * @param vectorB second vector\n * @param result optional preallocated result.\n */\n public interpolate(fraction: number, vectorB: Vector2d, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n /*\n * For best last-bit behavior, if fraction is below 0.5, use this as base point.\n * If above 0.5, use vectorB as base point.\n */\n if (fraction <= 0.5) {\n result.x = this.x + fraction * (vectorB.x - this.x);\n result.y = this.y + fraction * (vectorB.y - this.y);\n } else {\n const t: number = fraction - 1.0;\n result.x = vectorB.x + t * (vectorB.x - this.x);\n result.y = vectorB.y + t * (vectorB.y - this.y);\n }\n return result;\n }\n /** Return {this + vector}. */\n public plus(vector: XAndY, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vector.x;\n result.y = this.y + vector.y;\n return result;\n }\n /** Return {this - vector}. */\n public minus(vector: XAndY, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x - vector.x;\n result.y = this.y - vector.y;\n return result;\n }\n /** Return {point + vector \\* scalar} */\n public plusScaled(vector: XAndY, scaleFactor: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vector.x * scaleFactor;\n result.y = this.y + vector.y * scaleFactor;\n return result;\n }\n /** Return {point + vectorA \\* scalarA + vectorB \\* scalarB} */\n public plus2Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB;\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB;\n return result;\n }\n /** Return {this + vectorA \\* scalarA + vectorB \\* scalarB + vectorC \\* scalarC} */\n public plus3Scaled(vectorA: XAndY, scalarA: number, vectorB: XAndY, scalarB: number, vectorC: XAndY, scalarC: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x + vectorA.x * scalarA + vectorB.x * scalarB + vectorC.x * scalarC;\n result.y = this.y + vectorA.y * scalarA + vectorB.y * scalarB + vectorC.y * scalarC;\n return result;\n }\n /** Return {this * scale} */\n public scale(scale: number, result?: Vector2d): Vector2d {\n result = result ? result : new Vector2d();\n result.x = this.x * scale;\n result.y = this.y * scale;\n return result;\n }\n /** Return a vector parallel to this but with specified length */\n public scaleToLength(length: number, result?: Vector2d): Vector2d | undefined {\n const mag = Geometry.correctSmallFraction(this.magnitude());\n if (mag === 0)\n return undefined;\n return this.scale(length / mag, result);\n }\n /** Return the dot product of this with vectorB */\n public dotProduct(vectorB: XAndY): number {\n return this.x * vectorB.x + this.y * vectorB.y;\n }\n /** Dot product with vector from pointA to pointB */\n public dotProductStartEnd(pointA: XAndY, pointB: XAndY): number {\n return this.x * (pointB.x - pointA.x) + this.y * (pointB.y - pointA.y);\n }\n /** Vector cross product {this CROSS vectorB} */\n public crossProduct(vectorB: XAndY): number {\n return this.x * vectorB.y - this.y * vectorB.x;\n }\n /**\n * Return the radians (as a simple number, not strongly typed Angle) signed angle from this to vectorB.\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\n */\n public radiansTo(vectorB: XAndY): number {\n return Math.atan2(this.crossProduct(vectorB), this.dotProduct(vectorB));\n }\n /**\n * Return the (strongly typed) signed angle from this to vectorB.\n * This is positive if the shortest turn is counterclockwise, negative if clockwise.\n */\n public angleTo(vectorB: XAndY): Angle {\n return Angle.createRadians(this.radiansTo(vectorB));\n }\n /**\n * Test if this vector is parallel to other.\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\n * so if you have a distance or angle tolerance t, you should pass in t * t.\n * @param other second vector for comparison.\n * @param oppositeIsParallel whether to consider diametrically opposed vectors as parallel.\n * @param options optional radian and distance tolerances.\n */\n public isParallelTo(other: Vector2d, oppositeIsParallel: boolean = false,\n returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions): boolean {\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\n const a2 = this.magnitudeSquared();\n const b2 = other.magnitudeSquared();\n if (a2 < distanceSquaredTol || b2 < distanceSquaredTol)\n return returnValueIfAnInputIsZeroLength;\n const dot = this.dotProduct(other);\n if (dot < 0.0 && !oppositeIsParallel)\n return false;\n const cross = this.crossProduct(other);\n /* a2,b2,cross2 are squared lengths of respective vectors */\n /* cross2 = sin^2(theta) * a2 * b2 */\n /* For small theta, sin^2(theta)~~theta^2 */\n return cross * cross <= radianSquaredTol * a2 * b2;\n }\n /**\n * Test if this vector is perpendicular to other.\n * * The input tolerances in `options`, if given, are considered to be squared for efficiency's sake,\n * so if you have a distance or angle tolerance t, you should pass in t * t.\n * @param other second vector in comparison.\n * @param returnValueIfAnInputIsZeroLength if either vector is near zero length, return this value.\n * @param options optional radian and distance tolerances.\n */\n public isPerpendicularTo(\n other: Vector2d, returnValueIfAnInputIsZeroLength: boolean = false, options?: PerpParallelOptions,\n ): boolean {\n const radianSquaredTol: number = options?.radianSquaredTol ?? Geometry.smallAngleRadiansSquared;\n const distanceSquaredTol: number = options?.distanceSquaredTol ?? Geometry.smallMetricDistanceSquared;\n const aa = this.magnitudeSquared();\n const bb = other.magnitudeSquared();\n if (aa < distanceSquaredTol || bb < distanceSquaredTol)\n return returnValueIfAnInputIsZeroLength;\n const ab = this.dotProduct(other);\n return ab * ab <= radianSquaredTol * aa * bb;\n }\n}\n"]}
@@ -266,7 +266,7 @@ export declare class Point3d extends XYZ {
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  /** Return point + vector * scalar */
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  plusScaled(vector: XYAndZ, scaleFactor: number, result?: Point3d): Point3d;
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  /** Return point + vectorA * scalarA + vectorB * scalarB */
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- plus2Scaled(vectorA: XYAndZ, scalarA: number, vectorB: XYZ, scalarB: number, result?: Point3d): Point3d;
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+ plus2Scaled(vectorA: XYAndZ, scalarA: number, vectorB: XYAndZ, scalarB: number, result?: Point3d): Point3d;
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  /** Return point + vectorA * scalarA + vectorB * scalarB + vectorC * scalarC */
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  plus3Scaled(vectorA: XYAndZ, scalarA: number, vectorB: XYAndZ, scalarB: number, vectorC: XYAndZ, scalarC: number, result?: Point3d): Point3d;
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272
  /**
@@ -719,7 +719,7 @@ export declare class Vector3d extends XYZ {
719
719
  /**
720
720
  * Return the (strongly-typed) angle from this vector to vectorB, using only the xy parts.
721
721
  * * The returned angle is between -180 and 180 degrees.
722
- * * Use `planarAngleTo` and `signedAngleTo` to return an angle measured in a specific plane.
722
+ * * Use [[planarAngleTo]] and [[signedAngleTo]] to return an angle measured in a specific plane.
723
723
  * @param vectorB target vector.
724
724
  */
725
725
  angleToXY(vectorB: Vector3d): Angle;
@@ -730,7 +730,7 @@ export declare class Vector3d extends XYZ {
730
730
  * * If the cross product of `this` vector and `vectorB` lies on the same side of the plane as `vectorW`,
731
731
  * this function returns `radiansTo(vectorB)`; otherwise, it returns `-radiansTo(vectorB)`.
732
732
  * * `vectorW` does not have to be perpendicular to the plane.
733
- * * Use `planarRadiansTo` to measure the angle between vectors that are projected to another plane.
733
+ * * Use [[planarRadiansTo]] to measure the angle between vectors that are projected to another plane.
734
734
  * @param vectorB target vector.
735
735
  * @param vectorW determines the side of the plane in which the returned angle is measured
736
736
  */
@@ -742,7 +742,7 @@ export declare class Vector3d extends XYZ {
742
742
  * * If the cross product of this vector and vectorB lies on the same side of the plane as vectorW,
743
743
  * this function returns `angleTo(vectorB)`; otherwise, it returns `-angleTo(vectorB)`.
744
744
  * * `vectorW` does not have to be perpendicular to the plane.
745
- * * Use `planarAngleTo` to measure the angle between vectors that are projected to another plane.
745
+ * * Use [[planarAngleTo]] to measure the angle between vectors that are projected to another plane.
746
746
  * @param vectorB target vector.
747
747
  * @param vectorW determines the side of the plane in which the returned angle is measured
748
748
  */
@@ -1 +1 @@
1
- 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@@ -8,7 +8,6 @@
8
8
  import { Geometry } from "../Geometry";
9
9
  import { Angle } from "./Angle";
10
10
  import { XYAndZ } from "./XYZProps";
11
- // cspell:words CWXY CCWXY arctan Rodrigues
12
11
  /**
13
12
  * * `XYZ` is a minimal object containing x,y,z and operations that are meaningful without change in both
14
13
  * point and vector.
@@ -813,7 +812,7 @@ export class Vector3d extends XYZ {
813
812
  * @returns undefined if axis has no length.
814
813
  */
815
814
  static createRotateVectorAroundVector(vector, axis, angle) {
816
- // Rodriguez formula, https://en.wikipedia.org/wiki/Rodrigues'_rotation_formula
815
+ // cf. https://en.wikipedia.org/wiki/Rodrigues_rotation_formula
817
816
  const unitAxis = axis.normalize();
818
817
  if (unitAxis) {
819
818
  const xProduct = unitAxis.crossProduct(vector);
@@ -1391,7 +1390,7 @@ export class Vector3d extends XYZ {
1391
1390
  /**
1392
1391
  * Return the (strongly-typed) angle from this vector to vectorB, using only the xy parts.
1393
1392
  * * The returned angle is between -180 and 180 degrees.
1394
- * * Use `planarAngleTo` and `signedAngleTo` to return an angle measured in a specific plane.
1393
+ * * Use [[planarAngleTo]] and [[signedAngleTo]] to return an angle measured in a specific plane.
1395
1394
  * @param vectorB target vector.
1396
1395
  */
1397
1396
  angleToXY(vectorB) {
@@ -1404,7 +1403,7 @@ export class Vector3d extends XYZ {
1404
1403
  * * If the cross product of `this` vector and `vectorB` lies on the same side of the plane as `vectorW`,
1405
1404
  * this function returns `radiansTo(vectorB)`; otherwise, it returns `-radiansTo(vectorB)`.
1406
1405
  * * `vectorW` does not have to be perpendicular to the plane.
1407
- * * Use `planarRadiansTo` to measure the angle between vectors that are projected to another plane.
1406
+ * * Use [[planarRadiansTo]] to measure the angle between vectors that are projected to another plane.
1408
1407
  * @param vectorB target vector.
1409
1408
  * @param vectorW determines the side of the plane in which the returned angle is measured
1410
1409
  */
@@ -1424,7 +1423,7 @@ export class Vector3d extends XYZ {
1424
1423
  * * If the cross product of this vector and vectorB lies on the same side of the plane as vectorW,
1425
1424
  * this function returns `angleTo(vectorB)`; otherwise, it returns `-angleTo(vectorB)`.
1426
1425
  * * `vectorW` does not have to be perpendicular to the plane.
1427
- * * Use `planarAngleTo` to measure the angle between vectors that are projected to another plane.
1426
+ * * Use [[planarAngleTo]] to measure the angle between vectors that are projected to another plane.
1428
1427
  * @param vectorB target vector.
1429
1428
  * @param vectorW determines the side of the plane in which the returned angle is measured
1430
1429
  */