@itwin/core-geometry 5.1.0-dev.9 → 5.2.0-dev.2

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 +63 -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
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@@ -15,92 +15,150 @@ import { BilinearPolynomial } from "./Polynomials";
15
15
  * @public
16
16
  */
17
17
  export class SmallSystem {
18
+ /**
19
+ * Intersect two transverse 2D lines.
20
+ * * If the lines are parallel and overlap, the returned intersection is of dubious use.
21
+ * @param a0 start point of line A
22
+ * @param aDir direction vector of line A
23
+ * @param b0 start point of line B
24
+ * @param bDir direction vector of line B
25
+ * @returns intersection fractions, `x` along line A and `y` along line B; or `undefined` if no intersection.
26
+ * @see [[lineSegmentXYUVOverlapUnbounded]], [[lineSegmentXYUVIntersectionUnbounded]]
27
+ */
28
+ static lineXYUVTransverseIntersection(a0, aDir, b0, bDir) {
29
+ const cx = b0.x - a0.x;
30
+ const cy = b0.y - a0.y;
31
+ const aCrossB = Geometry.crossProductXYXY(aDir.x, aDir.y, bDir.x, bDir.y);
32
+ const cCrossB = Geometry.crossProductXYXY(cx, cy, bDir.x, bDir.y);
33
+ const cCrossA = Geometry.crossProductXYXY(cx, cy, aDir.x, aDir.y);
34
+ const x = Geometry.conditionalDivideFraction(cCrossB, aCrossB);
35
+ const y = Geometry.conditionalDivideFraction(cCrossA, aCrossB);
36
+ if (x !== undefined && y !== undefined)
37
+ return { x, y };
38
+ return undefined;
39
+ }
18
40
  /**
19
41
  * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.
20
- * Return the fractional (not xy) coordinates in result.x, result.y
21
- * @param a0 start point of line a
22
- * @param a1 end point of line a
23
- * @param b0 start point of line b
24
- * @param b1 end point of line b
25
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
42
+ * Return the fractional (not xy) coordinates in result.x, result.y.
43
+ * @param a0 start point of line A
44
+ * @param a1 end point of line A
45
+ * @param b0 start point of line B
46
+ * @param b1 end point of line B
47
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
26
48
  */
27
49
  static lineSegment2dXYTransverseIntersectionUnbounded(a0, a1, b0, b1, result) {
28
50
  const ux = a1.x - a0.x;
29
51
  const uy = a1.y - a0.y;
30
52
  const vx = b1.x - b0.x;
31
53
  const vy = b1.y - b0.y;
32
- const cx = b0.x - a0.x;
33
- const cy = b0.y - a0.y;
34
- const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);
35
- const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);
36
- const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);
37
- const s = Geometry.conditionalDivideFraction(cv, uv);
38
- const t = Geometry.conditionalDivideFraction(cu, uv);
39
- if (s !== undefined && t !== undefined) {
40
- result.set(s, -t);
41
- return true;
42
- }
43
- result.set(0, 0);
44
- return false;
54
+ return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);
45
55
  }
46
56
  /**
47
- * * (ax0,ay0) to (ax0+ux,ay0+uy) are line A.
48
- * * (bx0,by0) to (bx0+vx,by0+vy) are lineB.
49
- * * Return true if the lines have a simple intersection.
50
- * * Return the fractional (not xy) coordinates in result.x, result.y
51
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
57
+ * Return true if the lines have a simple intersection.
58
+ * * Points (ax0,ay0) to (ax0+ux,ay0+uy) are at fractions 0 and 1 of line A.
59
+ * * Points (bx0,by0) to (bx0+vx,by0+vy) are at fractions 0 and 1 of line B.
60
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
52
61
  */
53
62
  static lineSegmentXYUVTransverseIntersectionUnbounded(ax0, ay0, ux, uy, bx0, by0, vx, vy, result) {
54
- const cx = bx0 - ax0;
55
- const cy = by0 - ay0;
56
- const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);
57
- const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);
58
- const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);
59
- const s = Geometry.conditionalDivideFraction(cv, uv);
60
- const t = Geometry.conditionalDivideFraction(cu, uv);
61
- if (s !== undefined && t !== undefined) {
62
- result.set(s, -t);
63
+ const transverse = this.lineXYUVTransverseIntersection({ x: ax0, y: ay0 }, { x: ux, y: uy }, { x: bx0, y: by0 }, { x: vx, y: vy });
64
+ if (transverse) {
65
+ result.set(transverse.x, transverse.y);
63
66
  return true;
64
67
  }
65
68
  result.set(0, 0);
66
69
  return false;
67
70
  }
68
71
  /**
69
- * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts
70
- * Return the fractional (not xy) coordinates in result.x, result.y
71
- * @param a0 start point of line a
72
- * @param a1 end point of line a
73
- * @param b0 start point of line b
74
- * @param b1 end point of line b
75
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
72
+ * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts.
73
+ * @param a0 start point of line A
74
+ * @param a1 end point of line A
75
+ * @param b0 start point of line B
76
+ * @param b1 end point of line B
77
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
76
78
  */
77
79
  static lineSegment3dXYTransverseIntersectionUnbounded(a0, a1, b0, b1, result) {
78
80
  const ux = a1.x - a0.x;
79
81
  const uy = a1.y - a0.y;
80
82
  const vx = b1.x - b0.x;
81
83
  const vy = b1.y - b0.y;
82
- const cx = b0.x - a0.x;
83
- const cy = b0.y - a0.y;
84
- const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);
85
- const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);
86
- const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);
87
- const s = Geometry.conditionalDivideFraction(cv, uv);
88
- const t = Geometry.conditionalDivideFraction(cu, uv);
89
- if (s !== undefined && t !== undefined) {
90
- result.set(s, -t);
91
- return true;
92
- }
93
- result.set(0, 0);
94
- return false;
84
+ return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);
85
+ }
86
+ /**
87
+ * Intersect two overlapping unbounded 2D lines.
88
+ * @param a0 start point of line A
89
+ * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`
90
+ * @param b0 start point of line B
91
+ * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`
92
+ * @param tol overlap distance tolerance
93
+ * @returns `undefined` if the lines have a simple (transverse) intersection, or are parallel without overlap.
94
+ * Otherwise, return the fractions at which each segment overlaps the other line:
95
+ * * segment B maps to fractions in the range f0.x < f1.x on line A.
96
+ * * segment A maps to fractions in the range f0.y < f1.y on line B.
97
+ * @see [[lineXYUVTransverseIntersection]], [[lineSegmentXYUVIntersectionUnbounded]]
98
+ */
99
+ static lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol = Geometry.smallMetricDistance) {
100
+ const tol2 = tol * tol;
101
+ const projectToSegment = (s, e0, eDir) => {
102
+ const eDotE = Geometry.dotProductXYXY(eDir.x, eDir.y, eDir.x, eDir.y);
103
+ const sDotE = Geometry.dotProductXYXY(s.x - e0.x, s.y - e0.y, eDir.x, eDir.y);
104
+ const f = Geometry.safeDivideFraction(sDotE, eDotE, 0.0);
105
+ return { f, p: { x: e0.x + f * eDir.x, y: e0.y + f * eDir.y } };
106
+ };
107
+ const a0OnB = projectToSegment(a0, b0, bDir);
108
+ if (Geometry.distanceSquaredXYXY(a0.x, a0.y, a0OnB.p.x, a0OnB.p.y) > tol2)
109
+ return undefined;
110
+ const a1x = a0.x + aDir.x;
111
+ const a1y = a0.y + aDir.y;
112
+ const a1OnB = projectToSegment({ x: a1x, y: a1y }, b0, bDir);
113
+ if (Geometry.distanceSquaredXYXY(a1x, a1y, a1OnB.p.x, a1OnB.p.y) > tol2)
114
+ return undefined;
115
+ const b0OnA = projectToSegment(b0, a0, aDir);
116
+ if (Geometry.distanceSquaredXYXY(b0.x, b0.y, b0OnA.p.x, b0OnA.p.y) > tol2)
117
+ return undefined;
118
+ const b1x = b0.x + bDir.x;
119
+ const b1y = b0.y + bDir.y;
120
+ const b1OnA = projectToSegment({ x: b1x, y: b1y }, a0, aDir);
121
+ if (Geometry.distanceSquaredXYXY(b1x, b1y, b1OnA.p.x, b1OnA.p.y) > tol2)
122
+ return undefined;
123
+ if (b0OnA.f > b1OnA.f)
124
+ [b0OnA.f, b1OnA.f] = [b1OnA.f, b0OnA.f];
125
+ if (a0OnB.f > a1OnB.f)
126
+ [a0OnB.f, a1OnB.f] = [a1OnB.f, a0OnB.f];
127
+ return { f0: { x: b0OnA.f, y: a0OnB.f }, f1: { x: b1OnA.f, y: a1OnB.f } };
128
+ }
129
+ /**
130
+ * Intersect two transverse or overlapping unbounded 2D line segments.
131
+ * @param a0 start point of line A
132
+ * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`
133
+ * @param b0 start point of line B
134
+ * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`
135
+ * @param tol overlap distance tolerance
136
+ * @returns intersection fractions:
137
+ * * If `f1` is undefined, the intersection occurs at fraction f0.x along line A and f0.y along line B.
138
+ * * If `f1` is defined, the line segments are parallel and overlap:
139
+ * segment B maps to fractions in the range f0.x < f1.x on line A;
140
+ * segment A maps to fractions in the range f0.y < f1.y on line B.
141
+ * * If `undefined`, the lines are parallel without overlap.
142
+ */
143
+ static lineSegmentXYUVIntersectionUnbounded(a0, aDir, b0, bDir, tol = Geometry.smallMetricDistance) {
144
+ // Normal practice is to do the (quick, simple) transverse intersection first, but the transverse intersector's
145
+ // notion of coincidence is based on the determinant ratios, which are hard to relate to physical tolerance.
146
+ // So do the overlap first. This should do a quick exit in non-coincident case.
147
+ const overlap = this.lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol);
148
+ if (overlap)
149
+ return overlap;
150
+ const transverse = this.lineXYUVTransverseIntersection(a0, aDir, b0, bDir);
151
+ if (transverse)
152
+ return { f0: transverse };
153
+ return undefined;
95
154
  }
96
155
  /**
97
156
  * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points
98
- * Return the fractional (not xy) coordinates in result.x, result.y
99
- * @param hA0 homogeneous start point of line a
100
- * @param hA1 homogeneous end point of line a
101
- * @param hB0 homogeneous start point of line b
102
- * @param hB1 homogeneous end point of line b
103
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
157
+ * @param hA0 homogeneous start point of line A
158
+ * @param hA1 homogeneous end point of line A
159
+ * @param hB0 homogeneous start point of line B
160
+ * @param hB1 homogeneous end point of line B
161
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
104
162
  */
105
163
  static lineSegment3dHXYTransverseIntersectionUnbounded(hA0, hA1, hB0, hB1, result) {
106
164
  // Considering only x,y,w parts....
@@ -120,15 +178,15 @@ export class SmallSystem {
120
178
  }
121
179
  /**
122
180
  * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.
123
- * @param hA0 homogeneous start point of line a
124
- * @param hA1 homogeneous end point of line a
181
+ * @param hA0 homogeneous start point of the line
182
+ * @param hA1 homogeneous end point of the line
125
183
  * @param spacePoint homogeneous point in space
126
184
  */
127
185
  static lineSegment3dHXYClosestPointUnbounded(hA0, hA1, spacePoint) {
128
- // Considering only x,y,w parts....
186
+ // Considering only x,y,w parts.
129
187
  // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.
130
- // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection
131
- // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`
188
+ // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection.
189
+ // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`.
132
190
  // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.
133
191
  const tx = hA1.x * hA0.w - hA0.x * hA1.w;
134
192
  const ty = hA1.y * hA0.w - hA0.y * hA1.w;
@@ -171,19 +229,17 @@ export class SmallSystem {
171
229
  }
172
230
  /**
173
231
  * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d
174
- * Return the fractional (not xy) coordinates in result.x, result.y
175
- * @param a0 start point of line a
176
- * @param a1 end point of line a
177
- * @param b0 start point of line b
178
- * @param b1 end point of line b
179
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
232
+ * @param a0 start point of line A
233
+ * @param a1 end point of line A
234
+ * @param b0 start point of line B
235
+ * @param b1 end point of line B
236
+ * @param result vector to receive fractional coordinates of closest approach: result.x is fraction on line A, result.y is fraction on line B.
180
237
  */
181
238
  static lineSegment3dClosestApproachUnbounded(a0, a1, b0, b1, result) {
182
239
  return this.ray3dXYZUVWClosestApproachUnbounded(a0.x, a0.y, a0.z, a1.x - a0.x, a1.y - a0.y, a1.z - a0.z, b0.x, b0.y, b0.z, b1.x - b0.x, b1.y - b0.y, b1.z - b0.z, result);
183
240
  }
184
241
  /**
185
242
  * Return true if the given rays have closest approach (go by each other) in 3d
186
- * Return the fractional (not xy) coordinates as x and y parts of a Point2d.
187
243
  * @param ax x-coordinate of the origin of the first ray
188
244
  * @param ay y-coordinate of the origin of the first ray
189
245
  * @param az z-coordinate of the origin of the first ray
@@ -196,7 +252,7 @@ export class SmallSystem {
196
252
  * @param bu x-coordinate of the direction vector of the second ray
197
253
  * @param bv y-coordinate of the direction vector of the second ray
198
254
  * @param bw z-coordinate of the direction vector of the second ray
199
- * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.
255
+ * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.
200
256
  */
201
257
  static ray3dXYZUVWClosestApproachUnbounded(ax, ay, az, au, av, aw, bx, by, bz, bu, bv, bw, result) {
202
258
  const cx = bx - ax;
@@ -290,7 +346,7 @@ export class SmallSystem {
290
346
  return this.linearSystem3d(normalA.x, normalA.y, normalA.z, normalB.x, normalB.y, normalB.z, normalC.x, normalC.y, normalC.z, Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z), Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z), Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);
291
347
  }
292
348
  /**
293
- * * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`
349
+ * In rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j > pivot`
294
350
  * @param rowA row that does not change
295
351
  * @param pivotIndex index of pivot (divisor) in rowA.
296
352
  * @param rowB row where elimination occurs.
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { XAndY } from \"../geometry3d/XYZProps\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { BilinearPolynomial } from \"./Polynomials\";\n\n// cspell:word XYUV\n\n/**\n * static methods for commonly appearing sets of equations in 2 or 3 variables\n * @public\n */\nexport class SmallSystem {\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment2dXYTransverseIntersectionUnbounded(a0: Point2d, a1: Point2d, b0: Point2d, b1: Point2d,\n result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * * (ax0,ay0) to (ax0+ux,ay0+uy) are line A.\n * * (bx0,by0) to (bx0+vx,by0+vy) are lineB.\n * * Return true if the lines have a simple intersection.\n * * Return the fractional (not xy) coordinates in result.x, result.y\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegmentXYUVTransverseIntersectionUnbounded(\n ax0: number, ay0: number, ux: number, uy: number,\n bx0: number, by0: number, vx: number, vy: number,\n result: Vector2d): boolean {\n\n const cx = bx0 - ax0;\n const cy = by0 - ay0;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dXYTransverseIntersectionUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, -t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param hA0 homogeneous start point of line a\n * @param hA1 homogeneous end point of line a\n * @param hB0 homogeneous start point of line b\n * @param hB1 homogeneous end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dHXYTransverseIntersectionUnbounded(hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d): Vector2d | undefined {\n // Considering only x,y,w parts....\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\n const alpha0 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB0.x,\n hA0.y, hA1.y, hB0.y,\n hA0.w, hA1.w, hB0.w);\n const alpha1 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB1.x,\n hA0.y, hA1.y, hB1.y,\n hA0.w, hA1.w, hB1.w);\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\n if (fractionB !== undefined) {\n const beta0 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA0.x,\n hB0.y, hB1.y, hA0.y,\n hB0.w, hB1.w, hA0.w);\n const beta1 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA1.x,\n hB0.y, hB1.y, hA1.y,\n hB0.w, hB1.w, hA1.w);\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\n if (fractionA !== undefined)\n return Vector2d.create(fractionA, fractionB, result);\n }\n return undefined;\n }\n\n /**\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\n * @param hA0 homogeneous start point of line a\n * @param hA1 homogeneous end point of line a\n * @param spacePoint homogeneous point in space\n */\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\n // Considering only x,y,w parts....\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\n const det0 = Geometry.tripleProduct(\n hA0.x, -ty, spacePoint.x,\n hA0.y, tx, spacePoint.y,\n hA0.w, 0, spacePoint.w);\n const det1 = Geometry.tripleProduct(\n hA1.x, -ty, spacePoint.x,\n hA1.y, tx, spacePoint.y,\n hA1.w, 0, spacePoint.w);\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\n // Considering only x,y parts....\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uu = ux * ux + uy * uy;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const uv = ux * vx + uy * vy;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uz = pointA1.z - pointA0.z;\n const uu = ux * ux + uy * uy + uz * uz;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const vz = spacePoint.z - pointA0.z;\n const uv = ux * vx + uy * vy + uz * vz;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\n * Return the fractional (not xy) coordinates in result.x, result.y\n * @param a0 start point of line a\n * @param a1 end point of line a\n * @param b0 start point of line b\n * @param b1 end point of line b\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static lineSegment3dClosestApproachUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n return this.ray3dXYZUVWClosestApproachUnbounded(\n a0.x, a0.y, a0.z,\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\n b0.x, b0.y, b0.z,\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\n result);\n }\n /**\n * Return true if the given rays have closest approach (go by each other) in 3d\n * Return the fractional (not xy) coordinates as x and y parts of a Point2d.\n * @param ax x-coordinate of the origin of the first ray\n * @param ay y-coordinate of the origin of the first ray\n * @param az z-coordinate of the origin of the first ray\n * @param au x-coordinate of the direction vector of the first ray\n * @param av y-coordinate of the direction vector of the first ray\n * @param aw z-coordinate of the direction vector of the first ray\n * @param bx x-coordinate of the origin of the second ray\n * @param by y-coordinate of the origin of the second ray\n * @param bz z-coordinate of the origin of the second ray\n * @param bu x-coordinate of the direction vector of the second ray\n * @param bv y-coordinate of the direction vector of the second ray\n * @param bw z-coordinate of the direction vector of the second ray\n * @param result point to receive fractional coordinates of intersection. result.x is fraction on line a. result.y is fraction on line b.\n */\n public static ray3dXYZUVWClosestApproachUnbounded(\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\n result: Vector2d): boolean {\n\n const cx = bx - ax;\n const cy = by - ay;\n const cz = bz - az;\n\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\n }\n /**\n * Solve the pair of linear equations\n * * `ux * x + vx * y = cx`\n * * `uy * x + vy * y = cy`\n * @param ux xx coefficient\n * @param vx xy coefficient\n * @param uy yx coefficient\n * @param vy yy coefficient\n * @param cx x right hand side\n * @param cy y right hand side\n * @param result (x,y) solution (MUST be preallocated by caller)\n */\n public static linearSystem2d(\n ux: number, vx: number, // first row of matrix\n uy: number, vy: number, // second row of matrix\n cx: number, cy: number, // right side\n result: Vector2d,\n ): boolean {\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Solve a linear system:\n * * x equation: `axx * u + axy * v + axz * w = cx`\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\n * * z equation: `azx * u + azy * v + azz * w = cz`\n * @param axx row 0, column 0 coefficient\n * @param axy row 0, column 1 coefficient\n * @param axz row 0, column 1 coefficient\n * @param ayx row 1, column 0 coefficient\n * @param ayy row 1, column 1 coefficient\n * @param ayz row 1, column 2 coefficient\n * @param azx row 2, column 0 coefficient\n * @param azy row 2, column 1 coefficient\n * @param azz row 2, column 2 coefficient\n * @param cx right hand side row 0 coefficient\n * @param cy right hand side row 1 coefficient\n * @param cz right hand side row 2 coefficient\n * @param result optional result.\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\n */\n public static linearSystem3d(\n axx: number, axy: number, axz: number, // first row of matrix\n ayx: number, ayy: number, ayz: number, // second row of matrix\n azx: number, azy: number, azz: number, // second row of matrix\n cx: number, cy: number, cz: number, // right side\n result?: Vector3d,\n ): Vector3d | undefined {\n // determinants of various combinations of columns ...\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\n if (s !== undefined && t !== undefined && u !== undefined) {\n return Vector3d.create(s, t, u, result);\n }\n return undefined;\n }\n /**\n * Compute the intersection of three planes.\n * @param xyzA point on the first plane\n * @param normalA normal of the first plane\n * @param xyzB point on the second plane\n * @param normalB normal of the second plane\n * @param xyzC point on the third plane\n * @param normalC normal of the third plane\n * @param result optional result\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\n */\n public static intersect3Planes(\n xyzA: Point3d, normalA: Vector3d,\n xyzB: Point3d, normalB: Vector3d,\n xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined {\n return this.linearSystem3d(\n normalA.x, normalA.y, normalA.z,\n normalB.x, normalB.y, normalB.z,\n normalC.x, normalC.y, normalC.z,\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);\n }\n\n /**\n * * in rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j>pivot`\n * @param rowA row that does not change\n * @param pivotIndex index of pivot (divisor) in rowA.\n * @param rowB row where elimination occurs.\n */\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\n const n = rowA.length;\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\n if (q === undefined) return false;\n q *= a;\n for (let j = pivotIndex + 1; j < n; j++)\n rowB[j] += q * rowA[j];\n return true;\n }\n /**\n * Solve a pair of bilinear equations\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\n */\n public static solveBilinearPair(\n a0: number, b0: number, c0: number, d0: number,\n a1: number, b1: number, c1: number, d1: number,\n ): Point2d[] | undefined {\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { WritableXAndY, XAndY } from \"../geometry3d/XYZProps\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { BilinearPolynomial } from \"./Polynomials\";\n\n// cspell:word XYUV\n\n/**\n * static methods for commonly appearing sets of equations in 2 or 3 variables\n * @public\n */\nexport class SmallSystem {\n /**\n * Intersect two transverse 2D lines.\n * * If the lines are parallel and overlap, the returned intersection is of dubious use.\n * @param a0 start point of line A\n * @param aDir direction vector of line A\n * @param b0 start point of line B\n * @param bDir direction vector of line B\n * @returns intersection fractions, `x` along line A and `y` along line B; or `undefined` if no intersection.\n * @see [[lineSegmentXYUVOverlapUnbounded]], [[lineSegmentXYUVIntersectionUnbounded]]\n */\n public static lineXYUVTransverseIntersection(a0: XAndY, aDir: XAndY, b0: XAndY, bDir: XAndY): WritableXAndY | undefined {\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n const aCrossB = Geometry.crossProductXYXY(aDir.x, aDir.y, bDir.x, bDir.y);\n const cCrossB = Geometry.crossProductXYXY(cx, cy, bDir.x, bDir.y);\n const cCrossA = Geometry.crossProductXYXY(cx, cy, aDir.x, aDir.y);\n const x = Geometry.conditionalDivideFraction(cCrossB, aCrossB);\n const y = Geometry.conditionalDivideFraction(cCrossA, aCrossB);\n if (x !== undefined && y !== undefined)\n return { x, y };\n return undefined;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\n * Return the fractional (not xy) coordinates in result.x, result.y.\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment2dXYTransverseIntersectionUnbounded(a0: Point2d, a1: Point2d, b0: Point2d, b1: Point2d, result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\n }\n\n /**\n * Return true if the lines have a simple intersection.\n * * Points (ax0,ay0) to (ax0+ux,ay0+uy) are at fractions 0 and 1 of line A.\n * * Points (bx0,by0) to (bx0+vx,by0+vy) are at fractions 0 and 1 of line B.\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegmentXYUVTransverseIntersectionUnbounded(ax0: number, ay0: number, ux: number, uy: number, bx0: number, by0: number, vx: number, vy: number, result: Vector2d): boolean {\n const transverse = this.lineXYUVTransverseIntersection({ x: ax0, y: ay0 }, { x: ux, y: uy } , { x: bx0, y: by0 }, { x: vx, y: vy });\n if (transverse) {\n result.set(transverse.x, transverse.y);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts.\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment3dXYTransverseIntersectionUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d, result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\n }\n\n /**\n * Intersect two overlapping unbounded 2D lines.\n * @param a0 start point of line A\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\n * @param b0 start point of line B\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\n * @param tol overlap distance tolerance\n * @returns `undefined` if the lines have a simple (transverse) intersection, or are parallel without overlap.\n * Otherwise, return the fractions at which each segment overlaps the other line:\n * * segment B maps to fractions in the range f0.x < f1.x on line A.\n * * segment A maps to fractions in the range f0.y < f1.y on line B.\n * @see [[lineXYUVTransverseIntersection]], [[lineSegmentXYUVIntersectionUnbounded]]\n */\n public static lineSegmentXYUVOverlapUnbounded(\n a0: XAndY, aDir: XAndY,\n b0: XAndY, bDir: XAndY,\n tol: number = Geometry.smallMetricDistance\n ): { f0: WritableXAndY, f1: WritableXAndY } | undefined {\n const tol2 = tol * tol;\n const projectToSegment = (s: XAndY, e0: XAndY, eDir: XAndY): { f: number, p: XAndY } => {\n const eDotE = Geometry.dotProductXYXY(eDir.x, eDir.y, eDir.x, eDir.y);\n const sDotE = Geometry.dotProductXYXY(s.x - e0.x, s.y - e0.y, eDir.x, eDir.y);\n const f = Geometry.safeDivideFraction(sDotE, eDotE, 0.0);\n return { f, p: { x: e0.x + f * eDir.x, y: e0.y + f * eDir.y } };\n };\n const a0OnB = projectToSegment(a0, b0, bDir);\n if (Geometry.distanceSquaredXYXY(a0.x, a0.y, a0OnB.p.x, a0OnB.p.y) > tol2)\n return undefined;\n const a1x = a0.x + aDir.x;\n const a1y = a0.y + aDir.y;\n const a1OnB = projectToSegment({ x: a1x, y: a1y }, b0, bDir);\n if (Geometry.distanceSquaredXYXY(a1x, a1y, a1OnB.p.x, a1OnB.p.y) > tol2)\n return undefined;\n const b0OnA = projectToSegment(b0, a0, aDir);\n if (Geometry.distanceSquaredXYXY(b0.x, b0.y, b0OnA.p.x, b0OnA.p.y) > tol2)\n return undefined;\n const b1x = b0.x + bDir.x;\n const b1y = b0.y + bDir.y;\n const b1OnA = projectToSegment({ x: b1x, y: b1y }, a0, aDir);\n if (Geometry.distanceSquaredXYXY(b1x, b1y, b1OnA.p.x, b1OnA.p.y) > tol2)\n return undefined;\n if (b0OnA.f > b1OnA.f)\n [b0OnA.f, b1OnA.f] = [b1OnA.f, b0OnA.f];\n if (a0OnB.f > a1OnB.f)\n [a0OnB.f, a1OnB.f] = [a1OnB.f, a0OnB.f];\n return { f0: { x: b0OnA.f, y: a0OnB.f }, f1: { x: b1OnA.f, y: a1OnB.f } };\n }\n\n /**\n * Intersect two transverse or overlapping unbounded 2D line segments.\n * @param a0 start point of line A\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\n * @param b0 start point of line B\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\n * @param tol overlap distance tolerance\n * @returns intersection fractions:\n * * If `f1` is undefined, the intersection occurs at fraction f0.x along line A and f0.y along line B.\n * * If `f1` is defined, the line segments are parallel and overlap:\n * segment B maps to fractions in the range f0.x < f1.x on line A;\n * segment A maps to fractions in the range f0.y < f1.y on line B.\n * * If `undefined`, the lines are parallel without overlap.\n */\n public static lineSegmentXYUVIntersectionUnbounded(\n a0: XAndY, aDir: XAndY,\n b0: XAndY, bDir: XAndY,\n tol: number = Geometry.smallMetricDistance\n ): { f0: WritableXAndY, f1?: WritableXAndY } | undefined {\n // Normal practice is to do the (quick, simple) transverse intersection first, but the transverse intersector's\n // notion of coincidence is based on the determinant ratios, which are hard to relate to physical tolerance.\n // So do the overlap first. This should do a quick exit in non-coincident case.\n const overlap = this.lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol);\n if (overlap)\n return overlap;\n const transverse = this.lineXYUVTransverseIntersection(a0, aDir, b0, bDir);\n if (transverse)\n return { f0: transverse };\n return undefined;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\n * @param hA0 homogeneous start point of line A\n * @param hA1 homogeneous end point of line A\n * @param hB0 homogeneous start point of line B\n * @param hB1 homogeneous end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment3dHXYTransverseIntersectionUnbounded(hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d): Vector2d | undefined {\n // Considering only x,y,w parts....\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\n const alpha0 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB0.x,\n hA0.y, hA1.y, hB0.y,\n hA0.w, hA1.w, hB0.w);\n const alpha1 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB1.x,\n hA0.y, hA1.y, hB1.y,\n hA0.w, hA1.w, hB1.w);\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\n if (fractionB !== undefined) {\n const beta0 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA0.x,\n hB0.y, hB1.y, hA0.y,\n hB0.w, hB1.w, hA0.w);\n const beta1 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA1.x,\n hB0.y, hB1.y, hA1.y,\n hB0.w, hB1.w, hA1.w);\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\n if (fractionA !== undefined)\n return Vector2d.create(fractionA, fractionB, result);\n }\n return undefined;\n }\n\n /**\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\n * @param hA0 homogeneous start point of the line\n * @param hA1 homogeneous end point of the line\n * @param spacePoint homogeneous point in space\n */\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\n // Considering only x,y,w parts.\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection.\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`.\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\n const det0 = Geometry.tripleProduct(\n hA0.x, -ty, spacePoint.x,\n hA0.y, tx, spacePoint.y,\n hA0.w, 0, spacePoint.w,\n );\n const det1 = Geometry.tripleProduct(\n hA1.x, -ty, spacePoint.x,\n hA1.y, tx, spacePoint.y,\n hA1.w, 0, spacePoint.w,\n );\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\n // Considering only x,y parts....\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uu = ux * ux + uy * uy;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const uv = ux * vx + uy * vy;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uz = pointA1.z - pointA0.z;\n const uu = ux * ux + uy * uy + uz * uz;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const vz = spacePoint.z - pointA0.z;\n const uv = ux * vx + uy * vy + uz * vz;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of closest approach: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment3dClosestApproachUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n return this.ray3dXYZUVWClosestApproachUnbounded(\n a0.x, a0.y, a0.z,\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\n b0.x, b0.y, b0.z,\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\n result);\n }\n /**\n * Return true if the given rays have closest approach (go by each other) in 3d\n * @param ax x-coordinate of the origin of the first ray\n * @param ay y-coordinate of the origin of the first ray\n * @param az z-coordinate of the origin of the first ray\n * @param au x-coordinate of the direction vector of the first ray\n * @param av y-coordinate of the direction vector of the first ray\n * @param aw z-coordinate of the direction vector of the first ray\n * @param bx x-coordinate of the origin of the second ray\n * @param by y-coordinate of the origin of the second ray\n * @param bz z-coordinate of the origin of the second ray\n * @param bu x-coordinate of the direction vector of the second ray\n * @param bv y-coordinate of the direction vector of the second ray\n * @param bw z-coordinate of the direction vector of the second ray\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static ray3dXYZUVWClosestApproachUnbounded(\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\n result: Vector2d): boolean {\n\n const cx = bx - ax;\n const cy = by - ay;\n const cz = bz - az;\n\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\n }\n /**\n * Solve the pair of linear equations\n * * `ux * x + vx * y = cx`\n * * `uy * x + vy * y = cy`\n * @param ux xx coefficient\n * @param vx xy coefficient\n * @param uy yx coefficient\n * @param vy yy coefficient\n * @param cx x right hand side\n * @param cy y right hand side\n * @param result (x,y) solution (MUST be preallocated by caller)\n */\n public static linearSystem2d(\n ux: number, vx: number, // first row of matrix\n uy: number, vy: number, // second row of matrix\n cx: number, cy: number, // right side\n result: Vector2d,\n ): boolean {\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Solve a linear system:\n * * x equation: `axx * u + axy * v + axz * w = cx`\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\n * * z equation: `azx * u + azy * v + azz * w = cz`\n * @param axx row 0, column 0 coefficient\n * @param axy row 0, column 1 coefficient\n * @param axz row 0, column 1 coefficient\n * @param ayx row 1, column 0 coefficient\n * @param ayy row 1, column 1 coefficient\n * @param ayz row 1, column 2 coefficient\n * @param azx row 2, column 0 coefficient\n * @param azy row 2, column 1 coefficient\n * @param azz row 2, column 2 coefficient\n * @param cx right hand side row 0 coefficient\n * @param cy right hand side row 1 coefficient\n * @param cz right hand side row 2 coefficient\n * @param result optional result.\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\n */\n public static linearSystem3d(\n axx: number, axy: number, axz: number, // first row of matrix\n ayx: number, ayy: number, ayz: number, // second row of matrix\n azx: number, azy: number, azz: number, // second row of matrix\n cx: number, cy: number, cz: number, // right side\n result?: Vector3d,\n ): Vector3d | undefined {\n // determinants of various combinations of columns ...\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\n if (s !== undefined && t !== undefined && u !== undefined) {\n return Vector3d.create(s, t, u, result);\n }\n return undefined;\n }\n /**\n * Compute the intersection of three planes.\n * @param xyzA point on the first plane\n * @param normalA normal of the first plane\n * @param xyzB point on the second plane\n * @param normalB normal of the second plane\n * @param xyzC point on the third plane\n * @param normalC normal of the third plane\n * @param result optional result\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\n */\n public static intersect3Planes(\n xyzA: Point3d, normalA: Vector3d,\n xyzB: Point3d, normalB: Vector3d,\n xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined {\n return this.linearSystem3d(\n normalA.x, normalA.y, normalA.z,\n normalB.x, normalB.y, normalB.z,\n normalC.x, normalC.y, normalC.z,\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);\n }\n\n /**\n * In rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j > pivot`\n * @param rowA row that does not change\n * @param pivotIndex index of pivot (divisor) in rowA.\n * @param rowB row where elimination occurs.\n */\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\n const n = rowA.length;\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\n if (q === undefined) return false;\n q *= a;\n for (let j = pivotIndex + 1; j < n; j++)\n rowB[j] += q * rowA[j];\n return true;\n }\n /**\n * Solve a pair of bilinear equations\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\n */\n public static solveBilinearPair(\n a0: number, b0: number, c0: number, d0: number,\n a1: number, b1: number, c1: number, d1: number,\n ): Point2d[] | undefined {\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\n }\n}\n"]}
@@ -11,7 +11,7 @@ export declare class FacetOrientationFixup {
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  private constructor();
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  private edgeIdToFacetOrientation;
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  /**
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- * RETURN FALSE IF ANY EDGE HAS 3 ORE MORE FACETS
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+ * RETURN FALSE IF ANY EDGE HAS 3 OR MORE FACETS
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  */
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  private setupUnoriented;
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  private recordFacetInComponent;
@@ -47,7 +47,7 @@ export class FacetOrientationFixup {
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  return this._facetOrientation[facetIndex];
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  }
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  /**
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- * RETURN FALSE IF ANY EDGE HAS 3 ORE MORE FACETS
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+ * RETURN FALSE IF ANY EDGE HAS 3 OR MORE FACETS
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  */
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  setupUnoriented() {
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  this._edges.sort();
@@ -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/** @packageDocumentation\n * @module Polyface\n */\nimport { IndexedEdgeMatcher, SortableEdge } from \"./IndexedEdgeMatcher\";\nimport { IndexedPolyface, PolyfaceVisitor } from \"./Polyface\";\nimport { PolyfaceQuery } from \"./PolyfaceQuery\";\n\nclass OrientedComponentData {\n public numPositive: number;\n public numNegative: number;\n public firstEdgeIndex: number;\n public constructor(firstEdgeIndex: number) {\n this.numPositive = this.numNegative = 0;\n this.firstEdgeIndex = firstEdgeIndex;\n }\n // announce a new facet orientation.\n public recordOrientation(orientation: number) {\n if (orientation > 0)\n this.numPositive++;\n else if (orientation < 0)\n this.numNegative++;\n }\n}\nexport class FacetOrientationFixup {\n private _edges: IndexedEdgeMatcher;\n private _edgeToPartnerEdge: number[];\n private _edgeToEdgeInComponent: number[];\n private _facetToFirstEdgeInComponent: number[];\n private _facetOrientation: number[];\n private _components: OrientedComponentData[];\n private _visitor: PolyfaceVisitor;\n private _mesh: IndexedPolyface; // we could get by with just a Polyface/Visitor but for the call to reverseSingleFacet\n private constructor(mesh: IndexedPolyface) {\n this._visitor = mesh.createVisitor(1);\n this._edges = PolyfaceQuery.createIndexedEdges(this._visitor);\n this._edgeToPartnerEdge = [];\n this._edgeToEdgeInComponent = [];\n this._facetToFirstEdgeInComponent = [];\n this._facetOrientation = [];\n this._components = [];\n this._mesh = mesh;\n }\n\n private edgeIdToFacetOrientation(edgeId: number): number {\n const facetIndex = this._edges.edges[edgeId].facetIndex;\n return this._facetOrientation[facetIndex];\n }\n /**\n * RETURN FALSE IF ANY EDGE HAS 3 ORE MORE FACETS\n */\n private setupUnoriented(): boolean {\n this._edges.sort();\n const edgeArray = this._edges.edges;\n // make each edge a singleton with itself as successor . .\n let maxFacetIndex = -1;\n const numEdges = this._edges.edges.length;\n for (let i = 0; i < numEdges; i++) {\n const facetIndex = this._edges.edges[i].facetIndex;\n if (facetIndex > maxFacetIndex)\n maxFacetIndex = facetIndex;\n this._edgeToEdgeInComponent.push(i);\n this._edgeToPartnerEdge.push(i);\n }\n for (let i = 0; i <= maxFacetIndex; i++) {\n this._facetToFirstEdgeInComponent.push(-1);\n this._facetOrientation.push(0);\n }\n // make each edge part of a component for only its own facet\n // (This component exists only ephemerally -- it is not referenced by true component)\n // (swapping entries in the cyclic loops merges loops.)\n for (let i = 0; i < numEdges; i++) {\n const facetIndex = this._edges.edges[i].facetIndex;\n const j = this._facetToFirstEdgeInComponent[facetIndex];\n if (j === -1)\n this._facetToFirstEdgeInComponent[facetIndex] = i;\n else {\n FacetOrientationFixup.swapEntries(this._edgeToEdgeInComponent, i, j);\n }\n }\n // make contiguous partner edges cycles in edgeToPartnerEdge.\n // edge i is initially always a singleton.\n for (let edgeIndex0 = 0; edgeIndex0 < numEdges; edgeIndex0++) {\n let edgeIndex1 = edgeIndex0 + 1;\n while (edgeIndex1 < numEdges && SortableEdge.areUndirectedPartners(edgeArray[edgeIndex0], edgeArray[edgeIndex1])) {\n // splice the loops ...\n FacetOrientationFixup.swapEntries(this._edgeToPartnerEdge, edgeIndex0, edgeIndex1);\n edgeIndex1++;\n }\n // BUT .. everything else will fail if more than 2 anywhere .....\n if (edgeIndex1 > edgeIndex0 + 2)\n return false;\n }\n return true;\n }\n private recordFacetInComponent(facetIndex: number, orientation: number) {\n const componentData = this._components[this._components.length - 1];\n this._facetOrientation[facetIndex] = orientation;\n componentData.recordOrientation(orientation);\n }\n\n private initializeComponent(edgeIndex: number) {\n const facetIndex = this._edges.edges[edgeIndex].facetIndex;\n this._components.push(new OrientedComponentData(edgeIndex));\n this.recordFacetInComponent(facetIndex, 1);\n }\n private _workArray: number[] = [];\n\n private pushFacetEdgesOnStack(seedEdge: number, stack: number[]) {\n FacetOrientationFixup.extractCyclicIndices(this._edgeToEdgeInComponent, seedEdge, this._workArray);\n for (const edgeIndex of this._workArray) {\n stack.push(edgeIndex);\n }\n }\n /**\n * * Run flood search from every possible seed, assigning positive and negative orientations\n * * Halt and return false if flood detects Klein bottle effects.\n * @return true if flood\n */\n private doFlood(): boolean {\n // Finally time for flood search.\n const edgeStack: number[] = [];\n const edgeArray = this._edges.edges;\n const numEdges = edgeArray.length;\n const neighborEdges: number[] = [];\n for (let seedEdgeIndex = 0; seedEdgeIndex < numEdges; seedEdgeIndex++) {\n if (this.edgeIdToFacetOrientation(seedEdgeIndex) === 0) {\n edgeStack.length = 0;\n this.initializeComponent(seedEdgeIndex);\n this.pushFacetEdgesOnStack(seedEdgeIndex, edgeStack);\n // An edge on the stack is part of the current component.\n // Its partners may or may not have been visited.\n let baseEdgeIndex: number | undefined;\n while (undefined !== (baseEdgeIndex = edgeStack.pop())) {\n const baseFacet = edgeArray[baseEdgeIndex].facetIndex;\n const baseOrientation = this._facetOrientation[baseFacet];\n FacetOrientationFixup.extractCyclicIndices(this._edgeToPartnerEdge, baseEdgeIndex, neighborEdges);\n for (const neighborEdgeIndex of neighborEdges) {\n if (neighborEdgeIndex !== baseEdgeIndex) {\n const neighborFacet = edgeArray[neighborEdgeIndex].facetIndex;\n const neighborOrientation = this._facetOrientation[neighborFacet];\n if (neighborOrientation === 0) {\n // first visit to this facet !\n // orientations of baseEdge and neighborEdge tell us how to orient it.\n const newOrientation = SortableEdge.areDirectedPartners(edgeArray[baseEdgeIndex], edgeArray[neighborEdgeIndex]) ? baseOrientation : -baseOrientation;\n this.recordFacetInComponent(neighborFacet, newOrientation);\n this.pushFacetEdgesOnStack(neighborEdgeIndex, edgeStack);\n FacetOrientationFixup.swapEntries(this._edgeToEdgeInComponent, baseEdgeIndex, neighborEdgeIndex);\n } else {\n // looking across to an already-visited facet ..\n const edgeOrientation = SortableEdge.relativeOrientation(edgeArray[baseEdgeIndex], edgeArray[neighborEdgeIndex]);\n if (edgeOrientation * baseOrientation * neighborOrientation > 0)\n return false;\n }\n }\n }\n }\n }\n }\n // fall through when floods have completed in all components, with no Klein bottle effects\n return true;\n }\n private doFacetReversals(): number {\n let numReverse = 0;\n for (this._visitor.reset(); this._visitor.moveToNextFacet();) {\n const facetIndex = this._visitor.currentReadIndex();\n if (this._facetOrientation[facetIndex] < 0) {\n numReverse++;\n this._mesh.reverseSingleFacet(facetIndex);\n }\n }\n return numReverse;\n }\n public static doFixup(mesh: IndexedPolyface): boolean {\n const context = new FacetOrientationFixup(mesh);\n if (!context.setupUnoriented())\n return false;\n const ok = context.doFlood();\n if (ok)\n context.doFacetReversals();\n return ok;\n }\n /** swap entries at indices in a number array.\n * * indices are not checked for validity.\n */\n private static swapEntries(data: number[], i: number, j: number) {\n const q = data[i];\n data[i] = data[j];\n data[j] = q;\n }\n /**\n *\n * @param data an array of cyclically linked loops.\n */\n private static extractCyclicIndices(data: number[], index0: number, loopIndices: number[]) {\n loopIndices.length = 0;\n let i = index0;\n do {\n loopIndices.push(i);\n i = data[i];\n } while (i !== index0);\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Polyface\n */\nimport { IndexedEdgeMatcher, SortableEdge } from \"./IndexedEdgeMatcher\";\nimport { IndexedPolyface, PolyfaceVisitor } from \"./Polyface\";\nimport { PolyfaceQuery } from \"./PolyfaceQuery\";\n\nclass OrientedComponentData {\n public numPositive: number;\n public numNegative: number;\n public firstEdgeIndex: number;\n public constructor(firstEdgeIndex: number) {\n this.numPositive = this.numNegative = 0;\n this.firstEdgeIndex = firstEdgeIndex;\n }\n // announce a new facet orientation.\n public recordOrientation(orientation: number) {\n if (orientation > 0)\n this.numPositive++;\n else if (orientation < 0)\n this.numNegative++;\n }\n}\nexport class FacetOrientationFixup {\n private _edges: IndexedEdgeMatcher;\n private _edgeToPartnerEdge: number[];\n private _edgeToEdgeInComponent: number[];\n private _facetToFirstEdgeInComponent: number[];\n private _facetOrientation: number[];\n private _components: OrientedComponentData[];\n private _visitor: PolyfaceVisitor;\n private _mesh: IndexedPolyface; // we could get by with just a Polyface/Visitor but for the call to reverseSingleFacet\n private constructor(mesh: IndexedPolyface) {\n this._visitor = mesh.createVisitor(1);\n this._edges = PolyfaceQuery.createIndexedEdges(this._visitor);\n this._edgeToPartnerEdge = [];\n this._edgeToEdgeInComponent = [];\n this._facetToFirstEdgeInComponent = [];\n this._facetOrientation = [];\n this._components = [];\n this._mesh = mesh;\n }\n\n private edgeIdToFacetOrientation(edgeId: number): number {\n const facetIndex = this._edges.edges[edgeId].facetIndex;\n return this._facetOrientation[facetIndex];\n }\n /**\n * RETURN FALSE IF ANY EDGE HAS 3 OR MORE FACETS\n */\n private setupUnoriented(): boolean {\n this._edges.sort();\n const edgeArray = this._edges.edges;\n // make each edge a singleton with itself as successor . .\n let maxFacetIndex = -1;\n const numEdges = this._edges.edges.length;\n for (let i = 0; i < numEdges; i++) {\n const facetIndex = this._edges.edges[i].facetIndex;\n if (facetIndex > maxFacetIndex)\n maxFacetIndex = facetIndex;\n this._edgeToEdgeInComponent.push(i);\n this._edgeToPartnerEdge.push(i);\n }\n for (let i = 0; i <= maxFacetIndex; i++) {\n this._facetToFirstEdgeInComponent.push(-1);\n this._facetOrientation.push(0);\n }\n // make each edge part of a component for only its own facet\n // (This component exists only ephemerally -- it is not referenced by true component)\n // (swapping entries in the cyclic loops merges loops.)\n for (let i = 0; i < numEdges; i++) {\n const facetIndex = this._edges.edges[i].facetIndex;\n const j = this._facetToFirstEdgeInComponent[facetIndex];\n if (j === -1)\n this._facetToFirstEdgeInComponent[facetIndex] = i;\n else {\n FacetOrientationFixup.swapEntries(this._edgeToEdgeInComponent, i, j);\n }\n }\n // make contiguous partner edges cycles in edgeToPartnerEdge.\n // edge i is initially always a singleton.\n for (let edgeIndex0 = 0; edgeIndex0 < numEdges; edgeIndex0++) {\n let edgeIndex1 = edgeIndex0 + 1;\n while (edgeIndex1 < numEdges && SortableEdge.areUndirectedPartners(edgeArray[edgeIndex0], edgeArray[edgeIndex1])) {\n // splice the loops ...\n FacetOrientationFixup.swapEntries(this._edgeToPartnerEdge, edgeIndex0, edgeIndex1);\n edgeIndex1++;\n }\n // BUT .. everything else will fail if more than 2 anywhere .....\n if (edgeIndex1 > edgeIndex0 + 2)\n return false;\n }\n return true;\n }\n private recordFacetInComponent(facetIndex: number, orientation: number) {\n const componentData = this._components[this._components.length - 1];\n this._facetOrientation[facetIndex] = orientation;\n componentData.recordOrientation(orientation);\n }\n\n private initializeComponent(edgeIndex: number) {\n const facetIndex = this._edges.edges[edgeIndex].facetIndex;\n this._components.push(new OrientedComponentData(edgeIndex));\n this.recordFacetInComponent(facetIndex, 1);\n }\n private _workArray: number[] = [];\n\n private pushFacetEdgesOnStack(seedEdge: number, stack: number[]) {\n FacetOrientationFixup.extractCyclicIndices(this._edgeToEdgeInComponent, seedEdge, this._workArray);\n for (const edgeIndex of this._workArray) {\n stack.push(edgeIndex);\n }\n }\n /**\n * * Run flood search from every possible seed, assigning positive and negative orientations\n * * Halt and return false if flood detects Klein bottle effects.\n * @return true if flood\n */\n private doFlood(): boolean {\n // Finally time for flood search.\n const edgeStack: number[] = [];\n const edgeArray = this._edges.edges;\n const numEdges = edgeArray.length;\n const neighborEdges: number[] = [];\n for (let seedEdgeIndex = 0; seedEdgeIndex < numEdges; seedEdgeIndex++) {\n if (this.edgeIdToFacetOrientation(seedEdgeIndex) === 0) {\n edgeStack.length = 0;\n this.initializeComponent(seedEdgeIndex);\n this.pushFacetEdgesOnStack(seedEdgeIndex, edgeStack);\n // An edge on the stack is part of the current component.\n // Its partners may or may not have been visited.\n let baseEdgeIndex: number | undefined;\n while (undefined !== (baseEdgeIndex = edgeStack.pop())) {\n const baseFacet = edgeArray[baseEdgeIndex].facetIndex;\n const baseOrientation = this._facetOrientation[baseFacet];\n FacetOrientationFixup.extractCyclicIndices(this._edgeToPartnerEdge, baseEdgeIndex, neighborEdges);\n for (const neighborEdgeIndex of neighborEdges) {\n if (neighborEdgeIndex !== baseEdgeIndex) {\n const neighborFacet = edgeArray[neighborEdgeIndex].facetIndex;\n const neighborOrientation = this._facetOrientation[neighborFacet];\n if (neighborOrientation === 0) {\n // first visit to this facet !\n // orientations of baseEdge and neighborEdge tell us how to orient it.\n const newOrientation = SortableEdge.areDirectedPartners(edgeArray[baseEdgeIndex], edgeArray[neighborEdgeIndex]) ? baseOrientation : -baseOrientation;\n this.recordFacetInComponent(neighborFacet, newOrientation);\n this.pushFacetEdgesOnStack(neighborEdgeIndex, edgeStack);\n FacetOrientationFixup.swapEntries(this._edgeToEdgeInComponent, baseEdgeIndex, neighborEdgeIndex);\n } else {\n // looking across to an already-visited facet ..\n const edgeOrientation = SortableEdge.relativeOrientation(edgeArray[baseEdgeIndex], edgeArray[neighborEdgeIndex]);\n if (edgeOrientation * baseOrientation * neighborOrientation > 0)\n return false;\n }\n }\n }\n }\n }\n }\n // fall through when floods have completed in all components, with no Klein bottle effects\n return true;\n }\n private doFacetReversals(): number {\n let numReverse = 0;\n for (this._visitor.reset(); 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