@itwin/core-geometry 5.1.3 → 5.1.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +11 -1
- package/lib/cjs/Constant.js.map +1 -1
- package/lib/cjs/Geometry.js.map +1 -1
- package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
- package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/cjs/bspline/KnotVector.js.map +1 -1
- package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
- package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
- package/lib/cjs/clipping/ClipPlane.js.map +1 -1
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/clipping/ClipVector.js.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
- package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
- package/lib/cjs/curve/CurveOps.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/CurveProcessor.js.map +1 -1
- package/lib/cjs/curve/CurveTypes.js.map +1 -1
- package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/cjs/curve/GeometryQuery.js.map +1 -1
- package/lib/cjs/curve/LineSegment3d.js.map +1 -1
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/OffsetOptions.js.map +1 -1
- package/lib/cjs/curve/ParityRegion.js.map +1 -1
- package/lib/cjs/curve/Path.js.map +1 -1
- package/lib/cjs/curve/PointString3d.js.map +1 -1
- package/lib/cjs/curve/ProxyCurve.js.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
- package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/StrokeOptions.js.map +1 -1
- package/lib/cjs/curve/UnionRegion.js.map +1 -1
- package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js.map +1 -1
- package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
- package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
- package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
- package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
- package/lib/cjs/geometry3d/Angle.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
- package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
- package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
- package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
- package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
- package/lib/cjs/geometry3d/Range.js.map +1 -1
- package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
- package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
- package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
- package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/cjs/geometry4d/Map4d.js.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
- package/lib/cjs/geometry4d/MomentData.js.map +1 -1
- package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
- package/lib/cjs/geometry4d/Point4d.js.map +1 -1
- package/lib/cjs/numerics/BandedSystem.js.map +1 -1
- package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
- package/lib/cjs/numerics/Complex.js.map +1 -1
- package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
- package/lib/cjs/numerics/Newton.js.map +1 -1
- package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
- package/lib/cjs/numerics/PolarData.js.map +1 -1
- package/lib/cjs/numerics/Polynomials.js.map +1 -1
- package/lib/cjs/numerics/Quadrature.js.map +1 -1
- package/lib/cjs/numerics/Range1dArray.js.map +1 -1
- package/lib/cjs/numerics/SmallSystem.js.map +1 -1
- package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
- package/lib/cjs/numerics/UnionFind.js.map +1 -1
- package/lib/cjs/numerics/UsageSums.js.map +1 -1
- package/lib/cjs/polyface/AuxData.js.map +1 -1
- package/lib/cjs/polyface/BoxTopology.js.map +1 -1
- package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
- package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
- package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
- package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
- package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceWalker.js.map +1 -1
- package/lib/cjs/polyface/Polyface.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
- package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
- package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
- package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
- package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
- package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
- package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
- package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
- package/lib/cjs/serialization/BGFBReader.js.map +1 -1
- package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
- package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
- package/lib/cjs/serialization/DeepCompare.js.map +1 -1
- package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
- package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
- package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
- package/lib/cjs/solid/Box.js.map +1 -1
- package/lib/cjs/solid/Cone.js.map +1 -1
- package/lib/cjs/solid/LinearSweep.js.map +1 -1
- package/lib/cjs/solid/RotationalSweep.js.map +1 -1
- package/lib/cjs/solid/RuledSweep.js.map +1 -1
- package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
- package/lib/cjs/solid/Sphere.js.map +1 -1
- package/lib/cjs/solid/SweepContour.js.map +1 -1
- package/lib/cjs/solid/TorusPipe.js.map +1 -1
- package/lib/cjs/topology/ChainMerge.js.map +1 -1
- package/lib/cjs/topology/Graph.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
- package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
- package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
- package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
- package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
- package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
- package/lib/cjs/topology/MaskManager.js.map +1 -1
- package/lib/cjs/topology/Merging.js.map +1 -1
- package/lib/cjs/topology/RegularizeFace.js.map +1 -1
- package/lib/cjs/topology/SignedDataSummary.js.map +1 -1
- package/lib/cjs/topology/SpaceTriangulation.js.map +1 -1
- package/lib/cjs/topology/Triangulation.js.map +1 -1
- package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
- package/lib/esm/Constant.js.map +1 -1
- package/lib/esm/Geometry.js.map +1 -1
- package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
- package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
- package/lib/esm/bspline/BSplineCurve.js.map +1 -1
- package/lib/esm/bspline/BSplineCurve3dH.js.map +1 -1
- package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/esm/bspline/BSplineSurface.js.map +1 -1
- package/lib/esm/bspline/Bezier1dNd.js.map +1 -1
- package/lib/esm/bspline/BezierCurve3d.js.map +1 -1
- package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
- package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/esm/bspline/KnotVector.js.map +1 -1
- package/lib/esm/bspline/SurfaceLocationDetail.js.map +1 -1
- package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
- package/lib/esm/clipping/BooleanClipFactory.js.map +1 -1
- package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
- package/lib/esm/clipping/ClipPlane.js.map +1 -1
- package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
- package/lib/esm/clipping/ClipUtils.js.map +1 -1
- package/lib/esm/clipping/ClipVector.js.map +1 -1
- package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
- package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/esm/core-geometry.js.map +1 -1
- package/lib/esm/curve/Arc3d.js.map +1 -1
- package/lib/esm/curve/ConstructCurveBetweenCurves.js.map +1 -1
- package/lib/esm/curve/CoordinateXYZ.js.map +1 -1
- package/lib/esm/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/esm/curve/CurveCollection.js.map +1 -1
- package/lib/esm/curve/CurveCurve.js.map +1 -1
- package/lib/esm/curve/CurveExtendMode.js.map +1 -1
- package/lib/esm/curve/CurveFactory.js.map +1 -1
- package/lib/esm/curve/CurveLocationDetail.js.map +1 -1
- package/lib/esm/curve/CurveOps.js.map +1 -1
- package/lib/esm/curve/CurvePrimitive.js.map +1 -1
- package/lib/esm/curve/CurveProcessor.js.map +1 -1
- package/lib/esm/curve/CurveTypes.js.map +1 -1
- package/lib/esm/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/esm/curve/GeometryQuery.js.map +1 -1
- package/lib/esm/curve/LineSegment3d.js.map +1 -1
- package/lib/esm/curve/LineString3d.js.map +1 -1
- package/lib/esm/curve/Loop.js.map +1 -1
- package/lib/esm/curve/OffsetOptions.js.map +1 -1
- package/lib/esm/curve/ParityRegion.js.map +1 -1
- package/lib/esm/curve/Path.js.map +1 -1
- package/lib/esm/curve/PointString3d.js.map +1 -1
- package/lib/esm/curve/ProxyCurve.js.map +1 -1
- package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/esm/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/esm/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/esm/curve/Query/InOutTests.js.map +1 -1
- package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/esm/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/esm/curve/Query/StrokeCountMap.js.map +1 -1
- package/lib/esm/curve/RegionMomentsXY.js.map +1 -1
- package/lib/esm/curve/RegionOps.js.map +1 -1
- package/lib/esm/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/esm/curve/StrokeOptions.js.map +1 -1
- package/lib/esm/curve/UnionRegion.js.map +1 -1
- package/lib/esm/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
- package/lib/esm/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
- package/lib/esm/curve/internalContexts/ChainCollectorContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/CloneCurvesContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
- package/lib/esm/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
- package/lib/esm/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveLengthContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
- package/lib/esm/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/GapSearchContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/esm/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
- package/lib/esm/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/SumLengthsContext.js.map +1 -1
- package/lib/esm/curve/internalContexts/TransferWithSplitArcs.js.map +1 -1
- package/lib/esm/curve/internalContexts/TransformInPlaceContext.js.map +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 { GrowableBlockedArray } from \"../geometry3d/GrowableBlockedArray\";\nimport { GrowableXYArray } from \"../geometry3d/GrowableXYArray\";\nimport { GrowableXYZArray } from \"../geometry3d/GrowableXYZArray\";\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\n\n/**\n * Blocked array with operations to sort and cluster with a tolerance.\n * * Primary sorting is along an \"arbitrary\" sort vector.\n * @internal\n */\nexport class ClusterableArray extends GrowableBlockedArray {\n // (This is pretty strange)\n // The sort vector is (1,c, c*c, ...)\n // Setting c = 1 makes it 1,1,1 which may be useful for visual scans during debug.\n // c with some non-obvious digits makes it unlikely that there will be multiple points on a perpendicular to the sort vector.\n private static readonly _vectorFactor = 0.8732; // use 1.0 to rig easy tests.\n /** Return a component of the sort vector. */\n public static sortVectorComponent(index: number): number {\n let c = 1.0;\n for (let i = 1; i < index; i++) c *= ClusterableArray._vectorFactor;\n return c;\n }\n private _numCoordinatePerPoint: number;\n private _numExtraDataPerPoint: number;\n /**\n * @param numCoordinatePerPoint number of coordinates per point\n * @param numExtraDataPerPoint of extra data values per point.\n * @param initialBlockCapacity predicted number of points. (This does not have to be accurate)\n */\n public constructor(numCoordinatePerPoint: number, numExtraDataPerPoint: number, initialBlockCapacity: number) {\n super(1 + numCoordinatePerPoint + numExtraDataPerPoint, initialBlockCapacity);\n this._numExtraDataPerPoint = numExtraDataPerPoint;\n this._numCoordinatePerPoint = numCoordinatePerPoint;\n }\n /** load a block, placing data[i] at block[i+1] to allow sort coordinate first.\n * @param data array of numDataPerBlock values.\n */\n public override addBlock(data: number[]) {\n const i0 = this.newBlockIndex() + 1;\n const n = Math.min(this.numPerBlock - 1, data.length);\n for (let i = 0; i < n; i++)\n this._data[i0 + i] = data[i];\n }\n /** add a block directly with 1 to 5 listed content parameters.\n * This assumes numDataPerPoint is sufficient for the parameters provided.\n */\n public addDirect(x0: number, x1?: number, x2?: number, x3?: number, x4?: number) {\n const i0 = this.newBlockIndex();\n this._data[i0 + 1] = x0;\n if (x1 !== undefined) this._data[i0 + 2] = x1;\n if (x2 !== undefined) this._data[i0 + 3] = x2;\n if (x3 !== undefined) this._data[i0 + 4] = x3;\n if (x4 !== undefined) this._data[i0 + 5] = x4;\n }\n\n /** add a block directly from a Point2d with 0 to 3 extras\n * This assumes numDataPerPoint is sufficient for the parameters provided.\n */\n public addPoint2d(xy: Point2d, a?: number, b?: number, c?: number) {\n const i0 = this.newBlockIndex();\n this._data[i0 + 1] = xy.x;\n this._data[i0 + 2] = xy.y;\n if (a !== undefined)\n this._data[i0 + 3] = a;\n if (b !== undefined)\n this._data[i0 + 4] = b;\n if (c !== undefined)\n this._data[i0 + 5] = c;\n }\n\n /** add a block with directly from a Point2d with 0 to 3 extras\n * This assumes numDataPerPoint is sufficient for the parameters provided.\n */\n public addPoint3d(xyz: Point3d, a?: number, b?: number, c?: number) {\n const i0 = this.newBlockIndex();\n this._data[i0 + 1] = xyz.x;\n this._data[i0 + 2] = xyz.y;\n this._data[i0 + 3] = xyz.z;\n if (a !== undefined)\n this._data[i0 + 4] = a;\n if (b !== undefined)\n this._data[i0 + 5] = b;\n if (c !== undefined)\n this._data[i0 + 6] = c;\n }\n /** Get the xy coordinates by point index. */\n public getPoint2d(blockIndex: number, result?: Point2d): Point2d {\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\n return Point2d.create(this._data[i0 + 1], this._data[i0 + 2], result);\n }\n /** Get the xyZ coordinates by point index. */\n public getPoint3d(blockIndex: number, result?: Point3d): Point3d {\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\n return Point3d.create(this._data[i0 + 1], this._data[i0 + 2], this._data[i0 + 3], result);\n }\n /** Return a single extra data value */\n public getExtraData(blockIndex: number, i: number): number {\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\n return this._data[i0 + 1 + this._numCoordinatePerPoint + i];\n }\n /** Return a single data value */\n public getData(blockIndex: number, i: number): number {\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\n return this._data[i0 + i];\n }\n\n /** Set a single extra data value */\n public setExtraData(blockIndex: number, i: number, value: number): void {\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\n this._data[i0 + 1 + this._numCoordinatePerPoint + i] = value;\n }\n\n /** this value is used as cluster terminator in the Uint232Array of indices. */\n public static readonly clusterTerminator = 0xFFffFFff;\n /** Test if `x` is the cluster terminator value. */\n public static isClusterTerminator(x: number): boolean { return x === ClusterableArray.clusterTerminator; }\n /** Return an array giving clusters of blocks with similar coordinates.\n *\n * * The contents of each block is assumed to be set up so the primary sort coordinate is first.\n *\n * ** simple coordinate blocks (x,y) or (x,y,z) would work fine but have occasional performance problems because points with same x would generate big blocks of\n * candidates for clusters.\n * ** The usual solution is to sort by u value, which is a dot product along some skew direction, and have the blocks contain (u,x,y) or (u,x,y,z) for 2d versus 3d.\n * ** apply setupPrimaryClusterSort to prepare that!!!\n * * After a simple lexical sort, consecutive blocks that are within tolerance in the 0 component\n * are inspected. Within that candidate set, all blocks that are within tolerance for ALL components are clustered.\n * * In the output cluster array, clusters are terminated a invalid index. Test for the invalid index with GrowableBlockArray.isClusterTerminator (x)\n */\n public clusterIndicesLexical(clusterTolerance: number = Geometry.smallMetricDistance): Uint32Array {\n // install primary sort key\n this.setupPrimaryClusterSort();\n // presort by all coordinates ....\n const firstSort = this.sortIndicesLexical();\n const clusterIndices = new Uint32Array(2 * firstSort.length); // worst case: no duplicates, each index goes in followed by terminator.\n let m = 0; // number of cluster indices\n const n = this.numBlocks; // and this must match firstSort.length !!\n let clusterStartBlockIndex = 0;\n let candidateBlockIndex = 0;\n let barrierU = 0.0;\n let i = 0;\n let j = 0;\n\n const k0 = 1; // beginning of active column for distance\n const k1 = 1 + this._numCoordinatePerPoint;\n for (i = 0; i < n; i++) {\n clusterStartBlockIndex = firstSort[i];\n if (!ClusterableArray.isClusterTerminator(clusterStartBlockIndex)) {\n // unused block, so it becomes a cluster...\n clusterIndices[m++] = clusterStartBlockIndex;\n barrierU = this.component(clusterStartBlockIndex, 0) + clusterTolerance;\n firstSort[i] = ClusterableArray.clusterTerminator;\n for (j = i + 1; j < n; j++) {\n candidateBlockIndex = firstSort[j];\n if (candidateBlockIndex === ClusterableArray.clusterTerminator) continue; // nearby in sort direction but already in a cluster.\n if (this.component(candidateBlockIndex, 0) >= barrierU) break;\n if (this.distanceBetweenSubBlocks(clusterStartBlockIndex, candidateBlockIndex, k0, k1) < clusterTolerance) {\n clusterIndices[m++] = candidateBlockIndex; // The candidate is in the block\n firstSort[j] = ClusterableArray.clusterTerminator; // and it will not be reused as future block base\n }\n }\n clusterIndices[m++] = ClusterableArray.clusterTerminator;\n }\n }\n // Alas, the clusterIndices array has fluff at the end. So it has to be copied.\n return clusterIndices.slice(0, m);\n }\n /** setup (overwrite!!) the \"0\" component with the dot product of numClusterCoordinate later components with a non-axis aligned vector.\n * This is normally called before clusterIndicesLexical.\n */\n public setupPrimaryClusterSort() {\n const nb = this.numBlocks;\n const nc = this._numCoordinatePerPoint;\n const vector = new Float64Array(nc);\n vector[0] = 1.0;\n for (let c = 1; c < nc; c++) vector[c] = vector[c - 1] * ClusterableArray._vectorFactor;\n let k = 0;\n let dot = 0.0;\n const data = this._data;\n for (let b = 0; b < nb; b++) {\n k = this.blockIndexToDoubleIndex(b);\n dot = 0.0;\n for (let c = 0; c < nc; c++) { dot += vector[c] * data[k + 1 + c]; }\n data[k] = dot;\n }\n }\n /** Convert the cluster data to an array of tuples with point i in the form\n * `[i, primarySortCoordinate, [x,y,..], [extraData0, extraData1, ...]]`\n */\n public toJSON(): any[] {\n const result: any[] = [];\n for (let b = 0; b < this.numBlocks; b++) {\n let i = this.blockIndexToDoubleIndex(b);\n const chunk: any[] = [b, this._data[i++]];\n const coordinates = [];\n for (let c = 0; c < this._numCoordinatePerPoint; c++)coordinates.push(this._data[i++]);\n chunk.push(coordinates);\n for (let c = 0; c < this._numExtraDataPerPoint; c++)\n chunk.push(this._data[i++]);\n result.push(chunk);\n }\n return result;\n }\n /**\n * Return an array of indices from block index to cluster index.\n * @param clusteredBlocks clusters of block indices followed by separators.\n */\n public createIndexBlockToClusterIndex(clusteredBlocks: Uint32Array): Uint32Array {\n const numBlocks = this.numBlocks;\n const blockToCluster = new Uint32Array(numBlocks);\n blockToCluster.fill(ClusterableArray.clusterTerminator);\n let numCluster = 0;\n for (const b of clusteredBlocks) {\n if (b >= numBlocks) {\n numCluster++;\n } else {\n blockToCluster[b] = numCluster;\n }\n }\n return blockToCluster;\n }\n /**\n * Return an array of indices from block index to index of its cluster's start in the cluster index array.\n * @param clusteredBlocks clusters of block indices followed by separators.\n */\n public createIndexBlockToClusterStart(clusteredBlocks: Uint32Array): Uint32Array {\n const n = clusteredBlocks.length;\n const numBlocks = this.numBlocks;\n const blockToClusterStart = new Uint32Array(numBlocks);\n const terminator = ClusterableArray.clusterTerminator;\n blockToClusterStart.fill(terminator);\n let clusterStart = 0;\n for (let i = 0; i < n; i++) {\n const k = clusteredBlocks[i];\n if (k > numBlocks) {\n clusterStart = i + 1;\n } else {\n blockToClusterStart[k] = clusterStart;\n }\n }\n return blockToClusterStart;\n }\n /** count the clusters in the clusteredBlocks array. */\n public countClusters(clusteredBlocks: Uint32Array): number {\n let numClusters = 0;\n const terminator = ClusterableArray.clusterTerminator;\n for (const b of clusteredBlocks) {\n if (b === terminator)\n numClusters++;\n }\n return numClusters;\n }\n /** create a reverse index: given a cluster index k, clusterToClusterStart[k] is the place\n * the cluster's block indices appear in clusterBlocks\n */\n public createIndexClusterToClusterStart(clusteredBlocks: Uint32Array): Uint32Array {\n let numCluster = this.countClusters(clusteredBlocks);\n const clusterToClusterStart = new Uint32Array(numCluster);\n const terminator = ClusterableArray.clusterTerminator;\n clusterToClusterStart.fill(terminator);\n const n = clusteredBlocks.length;\n let clusterStart = 0;\n for (let i = 0; i < n; i++) {\n const k = clusteredBlocks[i];\n if (k === terminator) {\n clusterStart = i + 1;\n } else if (i === clusterStart) {\n clusterToClusterStart[numCluster++] = clusterStart;\n }\n }\n return clusterToClusterStart;\n }\n\n /**\n * Sort terminator-delimited subsets of an array of indices into the table, using a single data value as sort key.\n * @param blockedIndices indices, organized as blocks of good indices terminated by the clusterTerminator. Each block is individually sorted on return.\n * @param dataIndex index of the data key, e.g., if the sort key is the first extraData (angle) after x and y coordinate data, pass dataIndex = 2.\n */\n public sortSubsetsBySingleKey(blockedIndices: Uint32Array, dataIndex: number) {\n const dataOffset = 1 + dataIndex;\n let kBegin = 0;\n let swap;\n let key0, key1;\n const numK = blockedIndices.length;\n for (let kEnd = 0; kEnd < numK; kEnd++) {\n if (blockedIndices[kEnd] === ClusterableArray.clusterTerminator) {\n // bubble sort blockedIndices[kBegin <= k < kEnd].\n // (search for minimum remaining, swap . . )\n for (let k0 = kBegin; k0 + 1 < kEnd; k0++) {\n key0 = this.getWithinBlock(blockedIndices[k0], dataOffset);\n for (let k1 = k0 + 1; k1 < kEnd; k1++) {\n key1 = this.getWithinBlock(blockedIndices[k1], dataOffset);\n if (key1 < key0) {\n swap = blockedIndices[k0];\n blockedIndices[k0] = blockedIndices[k1];\n blockedIndices[k1] = swap;\n key0 = key1;\n }\n }\n }\n kBegin = kEnd + 1;\n }\n }\n }\n /**\n * Returns packed points with indices mapping old to new.\n * @param data points to cluster.\n */\n public static clusterPoint3dArray(data: Point3d[], tolerance: number = Geometry.smallMetricDistance):\n PackedPointsWithIndex {\n const clusterArray = new ClusterableArray(3, 0, data.length);\n data.forEach((p: Point3d) => {\n clusterArray.addDirect(p.x, p.y, p.z);\n });\n const order = clusterArray.clusterIndicesLexical(tolerance);\n const result = new PackedPointsWithIndex(data.length);\n let currentClusterIndex = 0;\n let numThisCluster = 0;\n order.forEach((k: number) => {\n if (ClusterableArray.isClusterTerminator(k)) {\n currentClusterIndex++;\n numThisCluster = 0;\n } else {\n if (numThisCluster === 0)\n result.packedPoints.push(data[k].clone());\n result.oldToNew[k] = currentClusterIndex;\n numThisCluster++;\n }\n });\n return result;\n }\n\n /**\n * Returns number array with indices mapping old to new.\n * @param data numbers to cluster.\n */\n public static clusterNumberArray(data: number[], tolerance: number = Geometry.smallMetricDistance): PackedNumbersWithIndex {\n const clusterArray = new ClusterableArray(1, 0, data.length);\n data.forEach((x: number) => {clusterArray.addDirect(x);});\n const order = clusterArray.clusterIndicesLexical(tolerance);\n const result = new PackedNumbersWithIndex(data.length);\n let currentClusterIndex = 0;\n let numThisCluster = 0;\n order.forEach((k: number) => {\n if (ClusterableArray.isClusterTerminator(k)) {\n currentClusterIndex++;\n numThisCluster = 0;\n } else {\n if (numThisCluster === 0)\n result.packedNumbers.push(data[k]);\n result.oldToNew[k] = currentClusterIndex;\n numThisCluster++;\n }\n });\n return result;\n }\n\n /**\n * Returns packed points with indices mapping old to new.\n * @param data points to cluster.\n */\n public static clusterGrowablePoint2dArray(source: GrowableXYArray, tolerance: number = Geometry.smallMetricDistance): PackedPoint2dsWithIndex {\n const clusterArray = new ClusterableArray(2, 0, source.length);\n const p = Point2d.create();\n const numSourcePoint = source.length;\n for (let i = 0; i < numSourcePoint; i++) {\n source.getPoint2dAtUncheckedPointIndex(i, p);\n clusterArray.addDirect(p.x, p.y);\n }\n const order = clusterArray.clusterIndicesLexical(tolerance);\n const numPackedPoints = clusterArray.countClusters(order);\n const result = new PackedPoint2dsWithIndex(source.length, numPackedPoints);\n let currentClusterIndex = 0;\n let numThisCluster = 0;\n order.forEach((k: number) => {\n if (ClusterableArray.isClusterTerminator(k)) {\n currentClusterIndex++;\n numThisCluster = 0;\n } else {\n if (numThisCluster === 0) // This is the first encounter with a new cluster\n result.growablePackedPoints.pushFromGrowableXYArray(source, k);\n result.oldToNew[k] = currentClusterIndex;\n numThisCluster++;\n }\n });\n return result;\n }\n\n /**\n * Returns packed points with indices mapping old to new.\n * @param data points to cluster.\n */\n public static clusterGrowablePoint3dArray(source: GrowableXYZArray, tolerance: number = Geometry.smallMetricDistance):\n PackedPointsWithIndex {\n const clusterArray = new ClusterableArray(3, 0, source.length);\n const p = Point3d.create();\n const numSourcePoint = source.length;\n for (let i = 0; i < numSourcePoint; i++) {\n source.getPoint3dAtUncheckedPointIndex(i, p);\n clusterArray.addDirect(p.x, p.y, p.z);\n }\n const order = clusterArray.clusterIndicesLexical(tolerance);\n const result = new PackedPointsWithIndex(source.length);\n const numPackedPoints = clusterArray.countClusters(order);\n result.growablePackedPoints = new GrowableXYZArray(numPackedPoints);\n let currentClusterIndex = 0;\n let numThisCluster = 0;\n order.forEach((k: number) => {\n if (ClusterableArray.isClusterTerminator(k)) {\n currentClusterIndex++;\n numThisCluster = 0;\n } else {\n if (numThisCluster === 0) // This is the first encounter with a new cluster\n result.growablePackedPoints!.pushFromGrowableXYZArray(source, k);\n result.oldToNew[k] = currentClusterIndex;\n numThisCluster++;\n }\n });\n return result;\n }\n}\n\n/**\n * @internal\n */\nfunction updateIndices(indices: number[], oldToNew: Uint32Array): boolean {\n let numErrors = 0;\n indices.forEach((value: number, i: number, data: number[]) => {\n if (value < oldToNew.length) {\n data[i] = oldToNew[value];\n } else numErrors++;\n });\n return numErrors === 0;\n}\n\n/**\n * Data carrier class for\n * * packedPoints = an array of Point3d\n * * oldToNew = array of indices from some prior Point3d[] to the packed points.\n * @internal\n */\nclass PackedPointsWithIndex {\n /** Array of Point3d */\n public packedPoints: Point3d[];\n /** array of coordinates packed in GrowableXYZArray */\n public growablePackedPoints: GrowableXYZArray | undefined;\n /** mapping from old point index to new point index. */\n public oldToNew: Uint32Array;\n /** integer value for unknown index. */\n public static readonly invalidIndex = 0xFFFFffff;\n\n /** construct a PackedPoints object with\n * * empty packedPoints array\n * * oldToNew indices all initialized to PackedPoints.invalidIndex\n */\n constructor(numOldIndexEntry: number) {\n this.packedPoints = [];\n this.oldToNew = new Uint32Array(numOldIndexEntry);\n for (let i = 0; i < numOldIndexEntry; i++) {\n this.oldToNew[i] = PackedPointsWithIndex.invalidIndex;\n }\n }\n /**\n * Use the oldToNew array to update an array of \"old\" indices.\n * @param indices array of indices into prepacked array.\n * @returns true if all input indices were valid for the oldToNew array.\n */\n public updateIndices(indices: number[]): boolean {\n return updateIndices(indices, this.oldToNew);\n }\n}\n\n/**\n * @internal\n */\nclass PackedPoint2dsWithIndex {\n /** array of coordinates packed in GrowableXYArray */\n public growablePackedPoints: GrowableXYArray;\n /** mapping from old point index to new point index. */\n public oldToNew: Uint32Array;\n /** integer value for unknown index. */\n public static readonly invalidIndex = 0xFFFFffff;\n\n /** construct a PackedPoints object with\n * * empty packedPoints array\n * * oldToNew indices all initialized to PackedPoints.invalidIndex\n */\n constructor(numOldIndexEntry: number, numPackedPoints: number) {\n this.growablePackedPoints = new GrowableXYArray(numPackedPoints);\n this.oldToNew = new Uint32Array(numOldIndexEntry);\n for (let i = 0; i < numOldIndexEntry; i++) {\n this.oldToNew[i] = PackedPoint2dsWithIndex.invalidIndex;\n }\n }\n /**\n * Use the oldToNew array to update an array of \"old\" indices.\n * @param indices array of indices into prepacked array.\n * @returns true if all input indices were valid for the oldToNew array.\n */\n public updateIndices(indices: number[]): boolean {\n return updateIndices(indices, this.oldToNew);\n }\n}\n\n/**\n * @internal\n */\n class PackedNumbersWithIndex {\n /** Array of numbers */\n public packedNumbers: number[];\n /** mapping from old point index to new point index. */\n public oldToNew: Uint32Array;\n /** integer value for unknown index. */\n public static readonly invalidIndex = 0xFFFFffff;\n\n /** construct a PackedNumbers object with\n * * empty packedNumbers array\n * * oldToNew indices all initialized to PackedNumbers.invalidIndex\n */\n constructor(numOldIndexEntry: number) {\n this.packedNumbers = [];\n this.oldToNew = new Uint32Array(numOldIndexEntry);\n for (let i = 0; i < numOldIndexEntry; i++) {\n this.oldToNew[i] = PackedPointsWithIndex.invalidIndex;\n }\n }\n /**\n * Use the oldToNew array to update an array of \"old\" indices.\n * @param indices array of indices into prepacked array.\n * @returns true if all input indices were valid for the oldToNew array.\n */\n public updateIndices(indices: number[]): boolean {\n return updateIndices(indices, this.oldToNew);\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { GrowableBlockedArray } from \"../geometry3d/GrowableBlockedArray\";\r\nimport { GrowableXYArray } from \"../geometry3d/GrowableXYArray\";\r\nimport { GrowableXYZArray } from \"../geometry3d/GrowableXYZArray\";\r\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\n\r\n/**\r\n * Blocked array with operations to sort and cluster with a tolerance.\r\n * * Primary sorting is along an \"arbitrary\" sort vector.\r\n * @internal\r\n */\r\nexport class ClusterableArray extends GrowableBlockedArray {\r\n // (This is pretty strange)\r\n // The sort vector is (1,c, c*c, ...)\r\n // Setting c = 1 makes it 1,1,1 which may be useful for visual scans during debug.\r\n // c with some non-obvious digits makes it unlikely that there will be multiple points on a perpendicular to the sort vector.\r\n private static readonly _vectorFactor = 0.8732; // use 1.0 to rig easy tests.\r\n /** Return a component of the sort vector. */\r\n public static sortVectorComponent(index: number): number {\r\n let c = 1.0;\r\n for (let i = 1; i < index; i++) c *= ClusterableArray._vectorFactor;\r\n return c;\r\n }\r\n private _numCoordinatePerPoint: number;\r\n private _numExtraDataPerPoint: number;\r\n /**\r\n * @param numCoordinatePerPoint number of coordinates per point\r\n * @param numExtraDataPerPoint of extra data values per point.\r\n * @param initialBlockCapacity predicted number of points. (This does not have to be accurate)\r\n */\r\n public constructor(numCoordinatePerPoint: number, numExtraDataPerPoint: number, initialBlockCapacity: number) {\r\n super(1 + numCoordinatePerPoint + numExtraDataPerPoint, initialBlockCapacity);\r\n this._numExtraDataPerPoint = numExtraDataPerPoint;\r\n this._numCoordinatePerPoint = numCoordinatePerPoint;\r\n }\r\n /** load a block, placing data[i] at block[i+1] to allow sort coordinate first.\r\n * @param data array of numDataPerBlock values.\r\n */\r\n public override addBlock(data: number[]) {\r\n const i0 = this.newBlockIndex() + 1;\r\n const n = Math.min(this.numPerBlock - 1, data.length);\r\n for (let i = 0; i < n; i++)\r\n this._data[i0 + i] = data[i];\r\n }\r\n /** add a block directly with 1 to 5 listed content parameters.\r\n * This assumes numDataPerPoint is sufficient for the parameters provided.\r\n */\r\n public addDirect(x0: number, x1?: number, x2?: number, x3?: number, x4?: number) {\r\n const i0 = this.newBlockIndex();\r\n this._data[i0 + 1] = x0;\r\n if (x1 !== undefined) this._data[i0 + 2] = x1;\r\n if (x2 !== undefined) this._data[i0 + 3] = x2;\r\n if (x3 !== undefined) this._data[i0 + 4] = x3;\r\n if (x4 !== undefined) this._data[i0 + 5] = x4;\r\n }\r\n\r\n /** add a block directly from a Point2d with 0 to 3 extras\r\n * This assumes numDataPerPoint is sufficient for the parameters provided.\r\n */\r\n public addPoint2d(xy: Point2d, a?: number, b?: number, c?: number) {\r\n const i0 = this.newBlockIndex();\r\n this._data[i0 + 1] = xy.x;\r\n this._data[i0 + 2] = xy.y;\r\n if (a !== undefined)\r\n this._data[i0 + 3] = a;\r\n if (b !== undefined)\r\n this._data[i0 + 4] = b;\r\n if (c !== undefined)\r\n this._data[i0 + 5] = c;\r\n }\r\n\r\n /** add a block with directly from a Point2d with 0 to 3 extras\r\n * This assumes numDataPerPoint is sufficient for the parameters provided.\r\n */\r\n public addPoint3d(xyz: Point3d, a?: number, b?: number, c?: number) {\r\n const i0 = this.newBlockIndex();\r\n this._data[i0 + 1] = xyz.x;\r\n this._data[i0 + 2] = xyz.y;\r\n this._data[i0 + 3] = xyz.z;\r\n if (a !== undefined)\r\n this._data[i0 + 4] = a;\r\n if (b !== undefined)\r\n this._data[i0 + 5] = b;\r\n if (c !== undefined)\r\n this._data[i0 + 6] = c;\r\n }\r\n /** Get the xy coordinates by point index. */\r\n public getPoint2d(blockIndex: number, result?: Point2d): Point2d {\r\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\r\n return Point2d.create(this._data[i0 + 1], this._data[i0 + 2], result);\r\n }\r\n /** Get the xyZ coordinates by point index. */\r\n public getPoint3d(blockIndex: number, result?: Point3d): Point3d {\r\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\r\n return Point3d.create(this._data[i0 + 1], this._data[i0 + 2], this._data[i0 + 3], result);\r\n }\r\n /** Return a single extra data value */\r\n public getExtraData(blockIndex: number, i: number): number {\r\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\r\n return this._data[i0 + 1 + this._numCoordinatePerPoint + i];\r\n }\r\n /** Return a single data value */\r\n public getData(blockIndex: number, i: number): number {\r\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\r\n return this._data[i0 + i];\r\n }\r\n\r\n /** Set a single extra data value */\r\n public setExtraData(blockIndex: number, i: number, value: number): void {\r\n const i0 = this.blockIndexToDoubleIndex(blockIndex);\r\n this._data[i0 + 1 + this._numCoordinatePerPoint + i] = value;\r\n }\r\n\r\n /** this value is used as cluster terminator in the Uint232Array of indices. */\r\n public static readonly clusterTerminator = 0xFFffFFff;\r\n /** Test if `x` is the cluster terminator value. */\r\n public static isClusterTerminator(x: number): boolean { return x === ClusterableArray.clusterTerminator; }\r\n /** Return an array giving clusters of blocks with similar coordinates.\r\n *\r\n * * The contents of each block is assumed to be set up so the primary sort coordinate is first.\r\n *\r\n * ** simple coordinate blocks (x,y) or (x,y,z) would work fine but have occasional performance problems because points with same x would generate big blocks of\r\n * candidates for clusters.\r\n * ** The usual solution is to sort by u value, which is a dot product along some skew direction, and have the blocks contain (u,x,y) or (u,x,y,z) for 2d versus 3d.\r\n * ** apply setupPrimaryClusterSort to prepare that!!!\r\n * * After a simple lexical sort, consecutive blocks that are within tolerance in the 0 component\r\n * are inspected. Within that candidate set, all blocks that are within tolerance for ALL components are clustered.\r\n * * In the output cluster array, clusters are terminated a invalid index. Test for the invalid index with GrowableBlockArray.isClusterTerminator (x)\r\n */\r\n public clusterIndicesLexical(clusterTolerance: number = Geometry.smallMetricDistance): Uint32Array {\r\n // install primary sort key\r\n this.setupPrimaryClusterSort();\r\n // presort by all coordinates ....\r\n const firstSort = this.sortIndicesLexical();\r\n const clusterIndices = new Uint32Array(2 * firstSort.length); // worst case: no duplicates, each index goes in followed by terminator.\r\n let m = 0; // number of cluster indices\r\n const n = this.numBlocks; // and this must match firstSort.length !!\r\n let clusterStartBlockIndex = 0;\r\n let candidateBlockIndex = 0;\r\n let barrierU = 0.0;\r\n let i = 0;\r\n let j = 0;\r\n\r\n const k0 = 1; // beginning of active column for distance\r\n const k1 = 1 + this._numCoordinatePerPoint;\r\n for (i = 0; i < n; i++) {\r\n clusterStartBlockIndex = firstSort[i];\r\n if (!ClusterableArray.isClusterTerminator(clusterStartBlockIndex)) {\r\n // unused block, so it becomes a cluster...\r\n clusterIndices[m++] = clusterStartBlockIndex;\r\n barrierU = this.component(clusterStartBlockIndex, 0) + clusterTolerance;\r\n firstSort[i] = ClusterableArray.clusterTerminator;\r\n for (j = i + 1; j < n; j++) {\r\n candidateBlockIndex = firstSort[j];\r\n if (candidateBlockIndex === ClusterableArray.clusterTerminator) continue; // nearby in sort direction but already in a cluster.\r\n if (this.component(candidateBlockIndex, 0) >= barrierU) break;\r\n if (this.distanceBetweenSubBlocks(clusterStartBlockIndex, candidateBlockIndex, k0, k1) < clusterTolerance) {\r\n clusterIndices[m++] = candidateBlockIndex; // The candidate is in the block\r\n firstSort[j] = ClusterableArray.clusterTerminator; // and it will not be reused as future block base\r\n }\r\n }\r\n clusterIndices[m++] = ClusterableArray.clusterTerminator;\r\n }\r\n }\r\n // Alas, the clusterIndices array has fluff at the end. So it has to be copied.\r\n return clusterIndices.slice(0, m);\r\n }\r\n /** setup (overwrite!!) the \"0\" component with the dot product of numClusterCoordinate later components with a non-axis aligned vector.\r\n * This is normally called before clusterIndicesLexical.\r\n */\r\n public setupPrimaryClusterSort() {\r\n const nb = this.numBlocks;\r\n const nc = this._numCoordinatePerPoint;\r\n const vector = new Float64Array(nc);\r\n vector[0] = 1.0;\r\n for (let c = 1; c < nc; c++) vector[c] = vector[c - 1] * ClusterableArray._vectorFactor;\r\n let k = 0;\r\n let dot = 0.0;\r\n const data = this._data;\r\n for (let b = 0; b < nb; b++) {\r\n k = this.blockIndexToDoubleIndex(b);\r\n dot = 0.0;\r\n for (let c = 0; c < nc; c++) { dot += vector[c] * data[k + 1 + c]; }\r\n data[k] = dot;\r\n }\r\n }\r\n /** Convert the cluster data to an array of tuples with point i in the form\r\n * `[i, primarySortCoordinate, [x,y,..], [extraData0, extraData1, ...]]`\r\n */\r\n public toJSON(): any[] {\r\n const result: any[] = [];\r\n for (let b = 0; b < this.numBlocks; b++) {\r\n let i = this.blockIndexToDoubleIndex(b);\r\n const chunk: any[] = [b, this._data[i++]];\r\n const coordinates = [];\r\n for (let c = 0; c < this._numCoordinatePerPoint; c++)coordinates.push(this._data[i++]);\r\n chunk.push(coordinates);\r\n for (let c = 0; c < this._numExtraDataPerPoint; c++)\r\n chunk.push(this._data[i++]);\r\n result.push(chunk);\r\n }\r\n return result;\r\n }\r\n /**\r\n * Return an array of indices from block index to cluster index.\r\n * @param clusteredBlocks clusters of block indices followed by separators.\r\n */\r\n public createIndexBlockToClusterIndex(clusteredBlocks: Uint32Array): Uint32Array {\r\n const numBlocks = this.numBlocks;\r\n const blockToCluster = new Uint32Array(numBlocks);\r\n blockToCluster.fill(ClusterableArray.clusterTerminator);\r\n let numCluster = 0;\r\n for (const b of clusteredBlocks) {\r\n if (b >= numBlocks) {\r\n numCluster++;\r\n } else {\r\n blockToCluster[b] = numCluster;\r\n }\r\n }\r\n return blockToCluster;\r\n }\r\n /**\r\n * Return an array of indices from block index to index of its cluster's start in the cluster index array.\r\n * @param clusteredBlocks clusters of block indices followed by separators.\r\n */\r\n public createIndexBlockToClusterStart(clusteredBlocks: Uint32Array): Uint32Array {\r\n const n = clusteredBlocks.length;\r\n const numBlocks = this.numBlocks;\r\n const blockToClusterStart = new Uint32Array(numBlocks);\r\n const terminator = ClusterableArray.clusterTerminator;\r\n blockToClusterStart.fill(terminator);\r\n let clusterStart = 0;\r\n for (let i = 0; i < n; i++) {\r\n const k = clusteredBlocks[i];\r\n if (k > numBlocks) {\r\n clusterStart = i + 1;\r\n } else {\r\n blockToClusterStart[k] = clusterStart;\r\n }\r\n }\r\n return blockToClusterStart;\r\n }\r\n /** count the clusters in the clusteredBlocks array. */\r\n public countClusters(clusteredBlocks: Uint32Array): number {\r\n let numClusters = 0;\r\n const terminator = ClusterableArray.clusterTerminator;\r\n for (const b of clusteredBlocks) {\r\n if (b === terminator)\r\n numClusters++;\r\n }\r\n return numClusters;\r\n }\r\n /** create a reverse index: given a cluster index k, clusterToClusterStart[k] is the place\r\n * the cluster's block indices appear in clusterBlocks\r\n */\r\n public createIndexClusterToClusterStart(clusteredBlocks: Uint32Array): Uint32Array {\r\n let numCluster = this.countClusters(clusteredBlocks);\r\n const clusterToClusterStart = new Uint32Array(numCluster);\r\n const terminator = ClusterableArray.clusterTerminator;\r\n clusterToClusterStart.fill(terminator);\r\n const n = clusteredBlocks.length;\r\n let clusterStart = 0;\r\n for (let i = 0; i < n; i++) {\r\n const k = clusteredBlocks[i];\r\n if (k === terminator) {\r\n clusterStart = i + 1;\r\n } else if (i === clusterStart) {\r\n clusterToClusterStart[numCluster++] = clusterStart;\r\n }\r\n }\r\n return clusterToClusterStart;\r\n }\r\n\r\n /**\r\n * Sort terminator-delimited subsets of an array of indices into the table, using a single data value as sort key.\r\n * @param blockedIndices indices, organized as blocks of good indices terminated by the clusterTerminator. Each block is individually sorted on return.\r\n * @param dataIndex index of the data key, e.g., if the sort key is the first extraData (angle) after x and y coordinate data, pass dataIndex = 2.\r\n */\r\n public sortSubsetsBySingleKey(blockedIndices: Uint32Array, dataIndex: number) {\r\n const dataOffset = 1 + dataIndex;\r\n let kBegin = 0;\r\n let swap;\r\n let key0, key1;\r\n const numK = blockedIndices.length;\r\n for (let kEnd = 0; kEnd < numK; kEnd++) {\r\n if (blockedIndices[kEnd] === ClusterableArray.clusterTerminator) {\r\n // bubble sort blockedIndices[kBegin <= k < kEnd].\r\n // (search for minimum remaining, swap . . )\r\n for (let k0 = kBegin; k0 + 1 < kEnd; k0++) {\r\n key0 = this.getWithinBlock(blockedIndices[k0], dataOffset);\r\n for (let k1 = k0 + 1; k1 < kEnd; k1++) {\r\n key1 = this.getWithinBlock(blockedIndices[k1], dataOffset);\r\n if (key1 < key0) {\r\n swap = blockedIndices[k0];\r\n blockedIndices[k0] = blockedIndices[k1];\r\n blockedIndices[k1] = swap;\r\n key0 = key1;\r\n }\r\n }\r\n }\r\n kBegin = kEnd + 1;\r\n }\r\n }\r\n }\r\n /**\r\n * Returns packed points with indices mapping old to new.\r\n * @param data points to cluster.\r\n */\r\n public static clusterPoint3dArray(data: Point3d[], tolerance: number = Geometry.smallMetricDistance):\r\n PackedPointsWithIndex {\r\n const clusterArray = new ClusterableArray(3, 0, data.length);\r\n data.forEach((p: Point3d) => {\r\n clusterArray.addDirect(p.x, p.y, p.z);\r\n });\r\n const order = clusterArray.clusterIndicesLexical(tolerance);\r\n const result = new PackedPointsWithIndex(data.length);\r\n let currentClusterIndex = 0;\r\n let numThisCluster = 0;\r\n order.forEach((k: number) => {\r\n if (ClusterableArray.isClusterTerminator(k)) {\r\n currentClusterIndex++;\r\n numThisCluster = 0;\r\n } else {\r\n if (numThisCluster === 0)\r\n result.packedPoints.push(data[k].clone());\r\n result.oldToNew[k] = currentClusterIndex;\r\n numThisCluster++;\r\n }\r\n });\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns number array with indices mapping old to new.\r\n * @param data numbers to cluster.\r\n */\r\n public static clusterNumberArray(data: number[], tolerance: number = Geometry.smallMetricDistance): PackedNumbersWithIndex {\r\n const clusterArray = new ClusterableArray(1, 0, data.length);\r\n data.forEach((x: number) => {clusterArray.addDirect(x);});\r\n const order = clusterArray.clusterIndicesLexical(tolerance);\r\n const result = new PackedNumbersWithIndex(data.length);\r\n let currentClusterIndex = 0;\r\n let numThisCluster = 0;\r\n order.forEach((k: number) => {\r\n if (ClusterableArray.isClusterTerminator(k)) {\r\n currentClusterIndex++;\r\n numThisCluster = 0;\r\n } else {\r\n if (numThisCluster === 0)\r\n result.packedNumbers.push(data[k]);\r\n result.oldToNew[k] = currentClusterIndex;\r\n numThisCluster++;\r\n }\r\n });\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns packed points with indices mapping old to new.\r\n * @param data points to cluster.\r\n */\r\n public static clusterGrowablePoint2dArray(source: GrowableXYArray, tolerance: number = Geometry.smallMetricDistance): PackedPoint2dsWithIndex {\r\n const clusterArray = new ClusterableArray(2, 0, source.length);\r\n const p = Point2d.create();\r\n const numSourcePoint = source.length;\r\n for (let i = 0; i < numSourcePoint; i++) {\r\n source.getPoint2dAtUncheckedPointIndex(i, p);\r\n clusterArray.addDirect(p.x, p.y);\r\n }\r\n const order = clusterArray.clusterIndicesLexical(tolerance);\r\n const numPackedPoints = clusterArray.countClusters(order);\r\n const result = new PackedPoint2dsWithIndex(source.length, numPackedPoints);\r\n let currentClusterIndex = 0;\r\n let numThisCluster = 0;\r\n order.forEach((k: number) => {\r\n if (ClusterableArray.isClusterTerminator(k)) {\r\n currentClusterIndex++;\r\n numThisCluster = 0;\r\n } else {\r\n if (numThisCluster === 0) // This is the first encounter with a new cluster\r\n result.growablePackedPoints.pushFromGrowableXYArray(source, k);\r\n result.oldToNew[k] = currentClusterIndex;\r\n numThisCluster++;\r\n }\r\n });\r\n return result;\r\n }\r\n\r\n /**\r\n * Returns packed points with indices mapping old to new.\r\n * @param data points to cluster.\r\n */\r\n public static clusterGrowablePoint3dArray(source: GrowableXYZArray, tolerance: number = Geometry.smallMetricDistance):\r\n PackedPointsWithIndex {\r\n const clusterArray = new ClusterableArray(3, 0, source.length);\r\n const p = Point3d.create();\r\n const numSourcePoint = source.length;\r\n for (let i = 0; i < numSourcePoint; i++) {\r\n source.getPoint3dAtUncheckedPointIndex(i, p);\r\n clusterArray.addDirect(p.x, p.y, p.z);\r\n }\r\n const order = clusterArray.clusterIndicesLexical(tolerance);\r\n const result = new PackedPointsWithIndex(source.length);\r\n const numPackedPoints = clusterArray.countClusters(order);\r\n result.growablePackedPoints = new GrowableXYZArray(numPackedPoints);\r\n let currentClusterIndex = 0;\r\n let numThisCluster = 0;\r\n order.forEach((k: number) => {\r\n if (ClusterableArray.isClusterTerminator(k)) {\r\n currentClusterIndex++;\r\n numThisCluster = 0;\r\n } else {\r\n if (numThisCluster === 0) // This is the first encounter with a new cluster\r\n result.growablePackedPoints!.pushFromGrowableXYZArray(source, k);\r\n result.oldToNew[k] = currentClusterIndex;\r\n numThisCluster++;\r\n }\r\n });\r\n return result;\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nfunction updateIndices(indices: number[], oldToNew: Uint32Array): boolean {\r\n let numErrors = 0;\r\n indices.forEach((value: number, i: number, data: number[]) => {\r\n if (value < oldToNew.length) {\r\n data[i] = oldToNew[value];\r\n } else numErrors++;\r\n });\r\n return numErrors === 0;\r\n}\r\n\r\n/**\r\n * Data carrier class for\r\n * * packedPoints = an array of Point3d\r\n * * oldToNew = array of indices from some prior Point3d[] to the packed points.\r\n * @internal\r\n */\r\nclass PackedPointsWithIndex {\r\n /** Array of Point3d */\r\n public packedPoints: Point3d[];\r\n /** array of coordinates packed in GrowableXYZArray */\r\n public growablePackedPoints: GrowableXYZArray | undefined;\r\n /** mapping from old point index to new point index. */\r\n public oldToNew: Uint32Array;\r\n /** integer value for unknown index. */\r\n public static readonly invalidIndex = 0xFFFFffff;\r\n\r\n /** construct a PackedPoints object with\r\n * * empty packedPoints array\r\n * * oldToNew indices all initialized to PackedPoints.invalidIndex\r\n */\r\n constructor(numOldIndexEntry: number) {\r\n this.packedPoints = [];\r\n this.oldToNew = new Uint32Array(numOldIndexEntry);\r\n for (let i = 0; i < numOldIndexEntry; i++) {\r\n this.oldToNew[i] = PackedPointsWithIndex.invalidIndex;\r\n }\r\n }\r\n /**\r\n * Use the oldToNew array to update an array of \"old\" indices.\r\n * @param indices array of indices into prepacked array.\r\n * @returns true if all input indices were valid for the oldToNew array.\r\n */\r\n public updateIndices(indices: number[]): boolean {\r\n return updateIndices(indices, this.oldToNew);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass PackedPoint2dsWithIndex {\r\n /** array of coordinates packed in GrowableXYArray */\r\n public growablePackedPoints: GrowableXYArray;\r\n /** mapping from old point index to new point index. */\r\n public oldToNew: Uint32Array;\r\n /** integer value for unknown index. */\r\n public static readonly invalidIndex = 0xFFFFffff;\r\n\r\n /** construct a PackedPoints object with\r\n * * empty packedPoints array\r\n * * oldToNew indices all initialized to PackedPoints.invalidIndex\r\n */\r\n constructor(numOldIndexEntry: number, numPackedPoints: number) {\r\n this.growablePackedPoints = new GrowableXYArray(numPackedPoints);\r\n this.oldToNew = new Uint32Array(numOldIndexEntry);\r\n for (let i = 0; i < numOldIndexEntry; i++) {\r\n this.oldToNew[i] = PackedPoint2dsWithIndex.invalidIndex;\r\n }\r\n }\r\n /**\r\n * Use the oldToNew array to update an array of \"old\" indices.\r\n * @param indices array of indices into prepacked array.\r\n * @returns true if all input indices were valid for the oldToNew array.\r\n */\r\n public updateIndices(indices: number[]): boolean {\r\n return updateIndices(indices, this.oldToNew);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n class PackedNumbersWithIndex {\r\n /** Array of numbers */\r\n public packedNumbers: number[];\r\n /** mapping from old point index to new point index. */\r\n public oldToNew: Uint32Array;\r\n /** integer value for unknown index. */\r\n public static readonly invalidIndex = 0xFFFFffff;\r\n\r\n /** construct a PackedNumbers object with\r\n * * empty packedNumbers array\r\n * * oldToNew indices all initialized to PackedNumbers.invalidIndex\r\n */\r\n constructor(numOldIndexEntry: number) {\r\n this.packedNumbers = [];\r\n this.oldToNew = new Uint32Array(numOldIndexEntry);\r\n for (let i = 0; i < numOldIndexEntry; i++) {\r\n this.oldToNew[i] = PackedPointsWithIndex.invalidIndex;\r\n }\r\n }\r\n /**\r\n * Use the oldToNew array to update an array of \"old\" indices.\r\n * @param indices array of indices into prepacked array.\r\n * @returns true if all input indices were valid for the oldToNew array.\r\n */\r\n public updateIndices(indices: number[]): boolean {\r\n return updateIndices(indices, this.oldToNew);\r\n }\r\n}\r\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 Numerics\n */\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\nimport { Angle } from \"../geometry3d/Angle\";\n\n/**\n * OPerations on a \"complex number\" class with real part `x` and complex part `y`\n * @internal\n */\nexport class Complex implements BeJSONFunctions {\n private _x: number;\n /** Real part */\n public get x(): number { return this._x; }\n public set x(value: number) { this._x = value; }\n\n private _y: number;\n /** Imaginary part */\n public get y(): number { return this._y; }\n public set y(value: number) { this._y = value; }\n\n public constructor(x: number = 0, y: number = 0) { this._x = x; this._y = y; }\n /** set x and y parts from args. */\n public set(x: number = 0, y: number = 0): void { this.x = x; this.y = y; }\n /** set `this.x` and `this.y` from `other.x` and `other.y` */\n public setFrom(other: Complex) { this.x = other.x; this.y = other.y; }\n /** clone the complex x,y */\n public clone(): Complex { return new Complex(this.x, this.y); }\n /** test for near equality using coordinate tolerances */\n public isAlmostEqual(other: Complex): boolean { return Geometry.isAlmostEqualNumber(this.x, other.x) && Geometry.isAlmostEqualNumber(this.x, other.x); }\n /** Create a new Complex instance from given x and y. */\n public static create(x: number = 0, y: number = 0, result?: Complex): Complex {\n if (result) {\n result.x = x;\n result.y = y;\n return result;\n }\n return new Complex(x, y);\n }\n /** Return the complex sum `this+other` */\n public plus(other: Complex, result?: Complex): Complex { return Complex.create(this.x + other.x, this.y + other.y, result); }\n /** Return the complex difference `this-other` */\n public minus(other: Complex, result?: Complex): Complex { return Complex.create(this.x - other.x, this.y - other.y, result); }\n /** Return the complex product `this * other` */\n public times(other: Complex, result?: Complex): Complex {\n return Complex.create(\n this.x * other.x - this.y * other.y,\n this.x * other.y + this.y * other.x,\n result);\n }\n /** Return the complex product `this * x+i*y`. That is, the second Complex value exists via the args without being formally created as an instance. */\n public timesXY(x: number, y: number, result?: Complex): Complex {\n return Complex.create(\n this.x * x - this.y * y,\n this.x * y + this.y * x,\n result);\n }\n /** Return the mangitude of the complex number */\n public magnitude(): number { return Geometry.hypotenuseXY(this.x, this.y); }\n /** Return the angle from x axis to the vector (x,y) */\n public angle(): Angle { return Angle.createAtan2(this.y, this.x); }\n /** Return the xy plane distance between this and other */\n public distance(other: Complex) {\n return Geometry.hypotenuseXY(this.x - other.x, this.y - other.y);\n }\n /** Return the squared xy plane distance between this and other. */\n public magnitudeSquared(): number { return this.x * this.x + this.y * this.y; }\n /** Return the complex division `this / other` */\n public divide(other: Complex, result?: Complex): Complex | undefined {\n const bb = other.magnitudeSquared();\n if (bb === 0.0)\n return undefined;\n const divbb = 1.0 / bb;\n return Complex.create(\n (this.x * other.x + this.y * other.y) * divbb,\n (this.y * other.x - this.x * other.y) * divbb,\n result);\n }\n /** Return the complex square root of this. */\n public sqrt(result?: Complex): Complex {\n if ((this.x === 0.0) && (this.y === 0.0))\n return Complex.create(0, 0, result);\n\n const x = Math.abs(this.x);\n const y = Math.abs(this.y);\n let r = 0;\n let w = 0;\n if (x >= y) {\n r = y / x;\n w = Math.sqrt(x) * Math.sqrt(0.5 * (1.0 + Math.sqrt(1.0 + r * r)));\n } else {\n r = x / y;\n w = Math.sqrt(y) * Math.sqrt(0.5 * (r + Math.sqrt(1.0 + r * r)));\n }\n\n if (this.x >= 0.0) {\n return Complex.create(w, this.y / (2.0 * w), result);\n } else {\n const y1 = (this.y >= 0) ? w : -w;\n return Complex.create(this.y / (2.0 * y1), y1, result);\n }\n }\n /** set the complex x,y from a json object of the form like\n * * x,y key value pairs: `{x:1,y:2}`\n * * array of numbers: `[1,2]`\n */\n public setFromJSON(json?: any): void {\n if (Array.isArray(json) && json.length > 1) {\n this.set(json[0], json[1]);\n } else if (json && json.x && json.y) {\n this.set(json.x, json.y);\n } else {\n this.set(0, 0);\n }\n }\n /** Create a `Complex` instance from a json object. */\n public static fromJSON(json?: any): Complex { const result = new Complex(); result.setFromJSON(json); return result; }\n\n /**\n * Convert an Complex to a JSON object.\n * @return {*} [x,y]\n */\n public toJSON(): any { return [this.x, this.y]; }\n\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"../geometry3d/Angle\";\r\n\r\n/**\r\n * OPerations on a \"complex number\" class with real part `x` and complex part `y`\r\n * @internal\r\n */\r\nexport class Complex implements BeJSONFunctions {\r\n private _x: number;\r\n /** Real part */\r\n public get x(): number { return this._x; }\r\n public set x(value: number) { this._x = value; }\r\n\r\n private _y: number;\r\n /** Imaginary part */\r\n public get y(): number { return this._y; }\r\n public set y(value: number) { this._y = value; }\r\n\r\n public constructor(x: number = 0, y: number = 0) { this._x = x; this._y = y; }\r\n /** set x and y parts from args. */\r\n public set(x: number = 0, y: number = 0): void { this.x = x; this.y = y; }\r\n /** set `this.x` and `this.y` from `other.x` and `other.y` */\r\n public setFrom(other: Complex) { this.x = other.x; this.y = other.y; }\r\n /** clone the complex x,y */\r\n public clone(): Complex { return new Complex(this.x, this.y); }\r\n /** test for near equality using coordinate tolerances */\r\n public isAlmostEqual(other: Complex): boolean { return Geometry.isAlmostEqualNumber(this.x, other.x) && Geometry.isAlmostEqualNumber(this.x, other.x); }\r\n /** Create a new Complex instance from given x and y. */\r\n public static create(x: number = 0, y: number = 0, result?: Complex): Complex {\r\n if (result) {\r\n result.x = x;\r\n result.y = y;\r\n return result;\r\n }\r\n return new Complex(x, y);\r\n }\r\n /** Return the complex sum `this+other` */\r\n public plus(other: Complex, result?: Complex): Complex { return Complex.create(this.x + other.x, this.y + other.y, result); }\r\n /** Return the complex difference `this-other` */\r\n public minus(other: Complex, result?: Complex): Complex { return Complex.create(this.x - other.x, this.y - other.y, result); }\r\n /** Return the complex product `this * other` */\r\n public times(other: Complex, result?: Complex): Complex {\r\n return Complex.create(\r\n this.x * other.x - this.y * other.y,\r\n this.x * other.y + this.y * other.x,\r\n result);\r\n }\r\n /** Return the complex product `this * x+i*y`. That is, the second Complex value exists via the args without being formally created as an instance. */\r\n public timesXY(x: number, y: number, result?: Complex): Complex {\r\n return Complex.create(\r\n this.x * x - this.y * y,\r\n this.x * y + this.y * x,\r\n result);\r\n }\r\n /** Return the mangitude of the complex number */\r\n public magnitude(): number { return Geometry.hypotenuseXY(this.x, this.y); }\r\n /** Return the angle from x axis to the vector (x,y) */\r\n public angle(): Angle { return Angle.createAtan2(this.y, this.x); }\r\n /** Return the xy plane distance between this and other */\r\n public distance(other: Complex) {\r\n return Geometry.hypotenuseXY(this.x - other.x, this.y - other.y);\r\n }\r\n /** Return the squared xy plane distance between this and other. */\r\n public magnitudeSquared(): number { return this.x * this.x + this.y * this.y; }\r\n /** Return the complex division `this / other` */\r\n public divide(other: Complex, result?: Complex): Complex | undefined {\r\n const bb = other.magnitudeSquared();\r\n if (bb === 0.0)\r\n return undefined;\r\n const divbb = 1.0 / bb;\r\n return Complex.create(\r\n (this.x * other.x + this.y * other.y) * divbb,\r\n (this.y * other.x - this.x * other.y) * divbb,\r\n result);\r\n }\r\n /** Return the complex square root of this. */\r\n public sqrt(result?: Complex): Complex {\r\n if ((this.x === 0.0) && (this.y === 0.0))\r\n return Complex.create(0, 0, result);\r\n\r\n const x = Math.abs(this.x);\r\n const y = Math.abs(this.y);\r\n let r = 0;\r\n let w = 0;\r\n if (x >= y) {\r\n r = y / x;\r\n w = Math.sqrt(x) * Math.sqrt(0.5 * (1.0 + Math.sqrt(1.0 + r * r)));\r\n } else {\r\n r = x / y;\r\n w = Math.sqrt(y) * Math.sqrt(0.5 * (r + Math.sqrt(1.0 + r * r)));\r\n }\r\n\r\n if (this.x >= 0.0) {\r\n return Complex.create(w, this.y / (2.0 * w), result);\r\n } else {\r\n const y1 = (this.y >= 0) ? w : -w;\r\n return Complex.create(this.y / (2.0 * y1), y1, result);\r\n }\r\n }\r\n /** set the complex x,y from a json object of the form like\r\n * * x,y key value pairs: `{x:1,y:2}`\r\n * * array of numbers: `[1,2]`\r\n */\r\n public setFromJSON(json?: any): void {\r\n if (Array.isArray(json) && json.length > 1) {\r\n this.set(json[0], json[1]);\r\n } else if (json && json.x && json.y) {\r\n this.set(json.x, json.y);\r\n } else {\r\n this.set(0, 0);\r\n }\r\n }\r\n /** Create a `Complex` instance from a json object. */\r\n public static fromJSON(json?: any): Complex { const result = new Complex(); result.setFromJSON(json); return result; }\r\n\r\n /**\r\n * Convert an Complex to a JSON object.\r\n * @return {*} [x,y]\r\n */\r\n public toJSON(): any { return [this.x, this.y]; }\r\n\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Range1d } from \"../geometry3d/Range\";\nimport { Ray2d } from \"../geometry3d/Ray2d\";\n\n/**\n * Convex hull of points in 2d.\n * @internal\n */\nexport class ConvexPolygon2d {\n // hull points in CCW order, WITHOUT final duplicate...\n // REMARK: In degenerate case with 0,1,or 2 points the array is still there.\n private _hullPoints: Point2d[];\n\n constructor(points: Point2d[] | undefined) {\n this._hullPoints = [];\n // Deep copy of points array given\n if (points) {\n for (const point of points) {\n this._hullPoints.push(point);\n }\n }\n }\n\n /** Create the hull */\n public static createHull(points: Point2d[]): ConvexPolygon2d {\n return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));\n }\n\n /** Create the hull. First try to use the points as given. */\n public static createHullIsValidCheck(points: Point2d[]) {\n if (ConvexPolygon2d.isValidConvexHull(points))\n return new ConvexPolygon2d(points);\n else\n return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));\n }\n\n /** Return a reference of the hull points. */\n public get points(): Point2d[] {\n return this._hullPoints;\n }\n\n /** Test if hull points are a convex, CCW polygon */\n public static isValidConvexHull(points: Point2d[]) {\n if (points.length < 3)\n return false;\n const n = points.length;\n for (let i = 0; i < n; i++) {\n const i1 = (i + 1) % n;\n const i2 = (i + 2) % n;\n if (points[i].crossProductToPoints(points[i1], points[i2]) < 0.0)\n return false;\n }\n return true;\n }\n\n /** Return true if the convex hull (to the left of the edges) contains the test point */\n public containsPoint(point: Point2d): boolean {\n let xy0 = this._hullPoints[this._hullPoints.length - 1];\n // double tol = -1.0e-20; negative tol!!\n for (const i of this._hullPoints) {\n const xy1 = i;\n const c = xy0.crossProductToPoints(xy1, point);\n if (c < 0.0)\n return false;\n xy0 = i;\n }\n return true;\n }\n\n /** Return the largest outside. (return 0 if in or on) */\n public distanceOutside(xy: Point2d): number {\n let maxDistance = 0.0;\n const n = this._hullPoints.length;\n let xy0 = this._hullPoints[n - 1];\n // double tol = -1.0e-20; // negative tol!!\n for (let i = 0; i < n; i++) {\n const xy1 = this._hullPoints[i];\n const c = xy0.crossProductToPoints(xy1, xy);\n if (c < 0.0) {\n const ray = Ray2d.createOriginAndTarget(xy0, xy1);\n const s = ray.projectionFraction(xy);\n let d = 0.0;\n if (s < 0.0)\n d = xy0.distance(xy);\n else if (s > 1.0)\n d = xy1.distance(xy);\n else\n d = xy.distance(ray.fractionToPoint(s));\n\n if (d > maxDistance)\n maxDistance = d;\n }\n xy0 = this._hullPoints[i];\n }\n return maxDistance;\n }\n\n /** Offset the entire hull (in place) by distance.\n * Returns false if an undefined occurred from normalizing (could occur after changing some hull points already)\n */\n public offsetInPlace(distance: number): boolean {\n const n = this._hullPoints.length;\n if (n >= 3) {\n const hullPoint0 = this._hullPoints[0];\n let edgeA: Vector2d | undefined = this._hullPoints[n - 1].vectorTo(hullPoint0);\n edgeA = edgeA.normalize();\n if (edgeA === undefined) { return false; }\n\n let perpA = edgeA.rotate90CWXY();\n let edgeB: Vector2d | undefined;\n let perpB: Vector2d;\n for (let i = 0; i < n; i++) {\n const j = i + 1;\n edgeB = this._hullPoints[i].vectorTo(j < n ? this._hullPoints[j] : hullPoint0);\n edgeB = edgeB.normalize();\n if (edgeB === undefined) { return false; }\n\n perpB = edgeB.rotate90CWXY();\n const offsetBisector = Vector2d.createOffsetBisector(perpA, perpB, distance);\n if (offsetBisector === undefined) { return false; }\n\n this._hullPoints[i] = this._hullPoints[i].plus(offsetBisector);\n // PerpA takes up reference to perpB, as perpB will die in new iteration\n perpA = perpB;\n }\n }\n return true;\n }\n\n /**\n * Return 2 distances bounding the intersection of the ray with this convex hull.\n * @param ray ray to clip to this convex polygon. ASSUME normalized direction vector, so that ray fractions are distances.\n * @returns intersection bounds as min and max distances along the ray (from its origin).\n * * Both negative and positive distances along the ray are possible.\n * * Range has extreme values if less than 3 points, distanceA > distanceB, or if cross product < 0.\n */\n public clipRay(ray: Ray2d): Range1d {\n let distanceA = - Number.MAX_VALUE;\n let distanceB = Number.MAX_VALUE;\n\n const n = this._hullPoints.length;\n\n if (n < 3)\n return Range1d.createNull();\n\n let xy0 = this._hullPoints[n - 1];\n for (const xy1 of this._hullPoints) {\n const { hasIntersection, fraction, cross } = ray.intersectUnboundedLine(xy0, xy1);\n if (hasIntersection) {\n if (cross > 0.0) {\n if (fraction < distanceB)\n distanceB = fraction;\n } else {\n if (fraction > distanceA)\n distanceA = fraction;\n }\n if (distanceA > distanceB)\n return Range1d.createNull();\n } else {\n // ray is parallel to the edge.\n // Any single point out classifies it all . ..\n if (xy0.crossProductToPoints(xy1, ray.origin) < 0.0)\n return Range1d.createNull();\n }\n\n // xy1 is reassigned with each new loop\n xy0 = xy1;\n }\n const range = Range1d.createNull();\n range.extendX(distanceA);\n range.extendX(distanceB);\n return range;\n }\n\n /** Return the range of (fractional) ray positions for projections of all points from the arrays. */\n public rangeAlongRay(ray: Ray2d): Range1d {\n const range = Range1d.createNull();\n for (const xy1 of this._hullPoints)\n range.extendX(ray.projectionFraction(xy1));\n return range;\n }\n\n /** Return the range of (fractional) ray positions for projections of all points from the arrays. */\n public rangePerpendicularToRay(ray: Ray2d): Range1d {\n const range = Range1d.createNull();\n for (const xy1 of this._hullPoints)\n range.extendX(ray.perpendicularProjectionFraction(xy1));\n return range;\n }\n\n /** Computes the hull of a convex polygon from points given. Returns the hull as a new Point2d array.\n * Returns an empty hull if less than 3 points are given.\n */\n public static computeConvexHull(points: Point2d[]): Point2d[] | undefined {\n const hull: Point2d[] = [];\n const n = points.length;\n if (n < 3)\n return undefined;\n // Get deep copy\n const xy1: Point2d[] = points.slice(0, n);\n xy1.sort((a, b) => Geometry.lexicalXYLessThan(a, b));\n hull.push(xy1[0]); // This is sure to stay\n hull.push(xy1[1]); // This one can be removed in loop.\n\n // First sweep creates upper hull\n for (let i = 2; i < n; i++) {\n const candidate = xy1[i];\n let top = hull.length - 1;\n while (top > 0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {\n top--;\n hull.pop();\n }\n hull.push(candidate);\n }\n\n // Second sweep creates lower hull right to left\n const i0 = hull.length - 1;\n // xy1.back () is already on stack.\n hull.push(xy1[n - 2]);\n for (let i = n - 2; i-- > 0;) {\n const candidate = xy1[i];\n let top = hull.length - 1;\n while (top > i0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {\n top--;\n hull.pop();\n }\n if (i > 0) // don't replicate start point!!!\n hull.push(candidate);\n }\n\n return hull;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Range1d } from \"../geometry3d/Range\";\r\nimport { Ray2d } from \"../geometry3d/Ray2d\";\r\n\r\n/**\r\n * Convex hull of points in 2d.\r\n * @internal\r\n */\r\nexport class ConvexPolygon2d {\r\n // hull points in CCW order, WITHOUT final duplicate...\r\n // REMARK: In degenerate case with 0,1,or 2 points the array is still there.\r\n private _hullPoints: Point2d[];\r\n\r\n constructor(points: Point2d[] | undefined) {\r\n this._hullPoints = [];\r\n // Deep copy of points array given\r\n if (points) {\r\n for (const point of points) {\r\n this._hullPoints.push(point);\r\n }\r\n }\r\n }\r\n\r\n /** Create the hull */\r\n public static createHull(points: Point2d[]): ConvexPolygon2d {\r\n return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));\r\n }\r\n\r\n /** Create the hull. First try to use the points as given. */\r\n public static createHullIsValidCheck(points: Point2d[]) {\r\n if (ConvexPolygon2d.isValidConvexHull(points))\r\n return new ConvexPolygon2d(points);\r\n else\r\n return new ConvexPolygon2d(ConvexPolygon2d.computeConvexHull(points));\r\n }\r\n\r\n /** Return a reference of the hull points. */\r\n public get points(): Point2d[] {\r\n return this._hullPoints;\r\n }\r\n\r\n /** Test if hull points are a convex, CCW polygon */\r\n public static isValidConvexHull(points: Point2d[]) {\r\n if (points.length < 3)\r\n return false;\r\n const n = points.length;\r\n for (let i = 0; i < n; i++) {\r\n const i1 = (i + 1) % n;\r\n const i2 = (i + 2) % n;\r\n if (points[i].crossProductToPoints(points[i1], points[i2]) < 0.0)\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /** Return true if the convex hull (to the left of the edges) contains the test point */\r\n public containsPoint(point: Point2d): boolean {\r\n let xy0 = this._hullPoints[this._hullPoints.length - 1];\r\n // double tol = -1.0e-20; negative tol!!\r\n for (const i of this._hullPoints) {\r\n const xy1 = i;\r\n const c = xy0.crossProductToPoints(xy1, point);\r\n if (c < 0.0)\r\n return false;\r\n xy0 = i;\r\n }\r\n return true;\r\n }\r\n\r\n /** Return the largest outside. 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ASSUME normalized direction vector, so that ray fractions are distances.\r\n * @returns intersection bounds as min and max distances along the ray (from its origin).\r\n * * Both negative and positive distances along the ray are possible.\r\n * * Range has extreme values if less than 3 points, distanceA > distanceB, or if cross product < 0.\r\n */\r\n public clipRay(ray: Ray2d): Range1d {\r\n let distanceA = - Number.MAX_VALUE;\r\n let distanceB = Number.MAX_VALUE;\r\n\r\n const n = this._hullPoints.length;\r\n\r\n if (n < 3)\r\n return Range1d.createNull();\r\n\r\n let xy0 = this._hullPoints[n - 1];\r\n for (const xy1 of this._hullPoints) {\r\n const { hasIntersection, fraction, cross } = ray.intersectUnboundedLine(xy0, xy1);\r\n if (hasIntersection) {\r\n if (cross > 0.0) {\r\n if (fraction < distanceB)\r\n distanceB = fraction;\r\n } else {\r\n if (fraction > distanceA)\r\n distanceA = fraction;\r\n }\r\n if (distanceA > distanceB)\r\n return Range1d.createNull();\r\n } else {\r\n // ray is parallel to the edge.\r\n // Any single point out classifies it all . ..\r\n if (xy0.crossProductToPoints(xy1, ray.origin) < 0.0)\r\n return Range1d.createNull();\r\n }\r\n\r\n // xy1 is reassigned with each new loop\r\n xy0 = xy1;\r\n }\r\n const range = Range1d.createNull();\r\n range.extendX(distanceA);\r\n range.extendX(distanceB);\r\n return range;\r\n }\r\n\r\n /** Return the range of (fractional) ray positions for projections of all points from the arrays. */\r\n public rangeAlongRay(ray: Ray2d): Range1d {\r\n const range = Range1d.createNull();\r\n for (const xy1 of this._hullPoints)\r\n range.extendX(ray.projectionFraction(xy1));\r\n return range;\r\n }\r\n\r\n /** Return the range of (fractional) ray positions for projections of all points from the arrays. */\r\n public rangePerpendicularToRay(ray: Ray2d): Range1d {\r\n const range = Range1d.createNull();\r\n for (const xy1 of this._hullPoints)\r\n range.extendX(ray.perpendicularProjectionFraction(xy1));\r\n return range;\r\n }\r\n\r\n /** Computes the hull of a convex polygon from points given. Returns the hull as a new Point2d array.\r\n * Returns an empty hull if less than 3 points are given.\r\n */\r\n public static computeConvexHull(points: Point2d[]): Point2d[] | undefined {\r\n const hull: Point2d[] = [];\r\n const n = points.length;\r\n if (n < 3)\r\n return undefined;\r\n // Get deep copy\r\n const xy1: Point2d[] = points.slice(0, n);\r\n xy1.sort((a, b) => Geometry.lexicalXYLessThan(a, b));\r\n hull.push(xy1[0]); // This is sure to stay\r\n hull.push(xy1[1]); // This one can be removed in loop.\r\n\r\n // First sweep creates upper hull\r\n for (let i = 2; i < n; i++) {\r\n const candidate = xy1[i];\r\n let top = hull.length - 1;\r\n while (top > 0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {\r\n top--;\r\n hull.pop();\r\n }\r\n hull.push(candidate);\r\n }\r\n\r\n // Second sweep creates lower hull right to left\r\n const i0 = hull.length - 1;\r\n // xy1.back () is already on stack.\r\n hull.push(xy1[n - 2]);\r\n for (let i = n - 2; i-- > 0;) {\r\n const candidate = xy1[i];\r\n let top = hull.length - 1;\r\n while (top > i0 && hull[top - 1].crossProductToPoints(hull[top], candidate) <= 0.0) {\r\n top--;\r\n hull.pop();\r\n }\r\n if (i > 0) // don't replicate start point!!!\r\n hull.push(candidate);\r\n }\r\n\r\n return hull;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { Geometry } from \"../Geometry\";\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\nimport { Ray3d } from \"../geometry3d/Ray3d\";\nimport { SmallSystem } from \"./SmallSystem\";\n\n// cspell:word currentdFdX XYRR\n\n/**\n * Base class for Newton iterations in various dimensions.\n * Dimension-specific classes carry all dimension-related data and answer generalized queries from this base class.\n * @internal\n */\nexport abstract class AbstractNewtonIterator {\n /** Compute a step. The current x and function values must be retained for use in later method calls. */\n public abstract computeStep(): boolean;\n /**\n * Return the current step size, scaled for use in tolerance tests.\n * * This is a single number, typically the max of various per-dimension `dx/(1+x)` for the x and dx of that dimension.\n */\n public abstract currentStepSize(): number;\n /**\n * Apply the current step (in all dimensions).\n * @param isFinalStep true if this is a final step.\n */\n public abstract applyCurrentStep(isFinalStep: boolean): boolean;\n /**\n * The constructor.\n * @param stepSizeTarget tolerance to consider a single step converged.\n * This number should be \"moderately\" strict. Because 2 successive convergences are required,\n * it is expected that a first \"accept\" for (say) 10 to 14 digit step will be followed by another\n * iteration. A well behaved newton would then hypothetically double the number of digits to\n * 20 to 28. Since the IEEE double only carries 16 digits, this second-convergence step will\n * typically achieve full precision.\n * @param successiveConvergenceTarget number of successive convergences required for acceptance.\n * @param maxIterations max number of iterations. A typical newton step converges in 3 to 6 iterations.\n * Allow 15 to 20 to catch difficult cases.\n */\n protected constructor(\n stepSizeTolerance: number = 1.0e-11,\n successiveConvergenceTarget: number = 2,\n maxIterations: number = 15,\n ) {\n this._stepSizeTolerance = stepSizeTolerance;\n this._successiveConvergenceTarget = successiveConvergenceTarget;\n this._maxIterations = maxIterations;\n }\n /** Number of consecutive steps which passed convergence condition. */\n protected _numAccepted: number = 0;\n /** Target number of successive convergences. */\n protected _successiveConvergenceTarget: number;\n /** Convergence target (the implementation-specific currentStepSize is compared to this). */\n protected _stepSizeTolerance: number;\n /** Max iterations allowed. */\n protected _maxIterations: number;\n /** Number of iterations (incremented at each step). */\n public numIterations: number = 0;\n /**\n * Test if a step is converged.\n * * Convergence is accepted with enough (_successiveConvergenceTarget) small steps (according to _stepSizeTolerance)\n * occur in succession.\n * @param delta step size as reported by currentStepSize.\n */\n public testConvergence(delta: number): boolean {\n if (Math.abs(delta) < this._stepSizeTolerance) {\n this._numAccepted++;\n return this._numAccepted >= this._successiveConvergenceTarget;\n }\n this._numAccepted = 0;\n return false;\n }\n /**\n * Run iterations, calling various methods from base and derived classes:\n * * computeStep -- typically evaluate derivatives and solve linear system.\n * * currentStepSize -- return numeric measure of the step just computed by computeStep.\n * * testConvergence -- test if the step from currentStepSize (along with recent steps) is converged.\n * * applyCurrentStep -- apply the step to the independent variables.\n */\n public runIterations(): boolean {\n this._numAccepted = 0;\n this.numIterations = 0;\n while (this.numIterations++ < this._maxIterations && this.computeStep()) {\n if (this.testConvergence(this.currentStepSize()) && this.applyCurrentStep(true)) {\n // console.log(\"iter: \" + this.numIterations); // print number of Newton iterations for debug\n return true;\n }\n this.applyCurrentStep(false);\n }\n return false;\n }\n}\n/**\n * Object to evaluate a newton function. The object must retain most-recent function and derivative\n * values for immediate query.\n * @internal\n */\nexport abstract class NewtonEvaluatorRtoRD {\n /** Evaluate the function and its derivative at x. */\n public abstract evaluate(x: number): boolean;\n /** Most recent function value, i.e., f(x_n). */\n public currentF!: number;\n /** Most recent evaluated derivative, i.e., f'(x_n). */\n public currentdFdX!: number;\n}\n/**\n * Newton iterator for use when both function and derivative can be evaluated.\n * To solve `f(x) = 0`, the Newton iteration is `x_{n+1} = x_n - dx = x_n - f(x_n)/f'(x_n)`.\n * To solve `f(x) = target` which is equivalent to solving `g(x) = f(x) - target = 0`, the Newton iteration is\n * `x_{n+1} = x_n - dx = x_n - g(x_n)/g'(x_n) = x_n - (f(x_n)-target)/f'(x_n)`.\n * @internal\n */\nexport class Newton1dUnbounded extends AbstractNewtonIterator {\n private _func: NewtonEvaluatorRtoRD;\n /** Current step is dx. */\n private _currentStep!: number;\n /** Current X is x_n. */\n private _currentX!: number;\n /** The target */\n private _target!: number;\n /**\n * Constructor for 1D newton iteration with derivatives.\n * @param func function that returns both function value and derivative.\n */\n public constructor(func: NewtonEvaluatorRtoRD, maxIterations?: number) {\n super(undefined, undefined, maxIterations);\n this._func = func;\n this.setTarget(0);\n }\n /** Set the independent variable, i.e., x_n. */\n public setX(x: number): boolean {\n this._currentX = x;\n return true;\n }\n /** Get the independent variable, i.e., x_n. */\n public getX(): number {\n return this._currentX;\n }\n /** Set the target function value. */\n public setTarget(y: number): void {\n this._target = y;\n }\n /** Move the current X by the just-computed step, i.e., `x_n - dx`. */\n public applyCurrentStep(): boolean {\n // console.log(this._currentX - this._currentStep); // print approximations for debug\n return this.setX(this._currentX - this._currentStep);\n }\n /** Compute the univariate newton step dx. */\n public computeStep(): boolean {\n if (this._func.evaluate(this._currentX)) {\n const dx = Geometry.conditionalDivideFraction(this._func.currentF - this._target, this._func.currentdFdX);\n if (dx !== undefined) {\n this._currentStep = dx;\n return true;\n }\n }\n return false;\n }\n /** Return the current step size as a relative number, i.e., `|dx / (1 + |x_n|)|`. */\n public currentStepSize(): number {\n return Math.abs(this._currentStep / (1.0 + Math.abs(this._currentX)));\n }\n}\n\n/**\n * Object to evaluate a newton function (without derivative). The object must retain most-recent function value.\n * @internal\n */\nexport abstract class NewtonEvaluatorRtoR {\n /** Evaluate function value into member currentF */\n public abstract evaluate(x: number): boolean;\n /** Most recent function evaluation, i.e., f(x_n). */\n public currentF!: number;\n}\n\n/**\n * Newton iteration for a univariate function, using approximate derivatives.\n * To approximate the derivatives we use a small step `h`, i.e., `f'(x_n) = (f(x_n + h) - f(x_n)) / h`.\n * Therefore, to solve `f(x) = 0`, the iteration is\n * `x_{n+1} = x_n - dx = x_n - f(x_n)/f'(x_n) = x_n - f(x_n) * h / (f(x_n + h) - f(x_n))`.\n * @internal\n */\nexport class Newton1dUnboundedApproximateDerivative extends AbstractNewtonIterator {\n private _func: NewtonEvaluatorRtoR;\n /** Current step is dx. */\n private _currentStep!: number;\n /** Current X is x_n. */\n private _currentX!: number;\n /**\n * Step size for approximate derivative for the iteration.\n * * Initialized to 1e-8, which is appropriate for iteration in fraction space.\n * * Should be larger for iteration with real distance as x.\n */\n public derivativeH: number; // h\n\n /**\n * Constructor for 1D newton iteration with approximate derivatives.\n * @param func function that only returns function value (and not derivative).\n */\n public constructor(func: NewtonEvaluatorRtoR, maxIterations?: number) {\n super(undefined, undefined, maxIterations);\n this._func = func;\n this.derivativeH = 1.0e-8;\n }\n /** Set the independent variable, i.e., x_n. */\n public setX(x: number): boolean {\n this._currentX = x;\n return true;\n }\n /** Get the independent variable, i.e., x_n. */\n public getX(): number {\n return this._currentX;\n }\n /** Move the current X by the just-computed step, i.e., `x_n - dx`. */\n public applyCurrentStep(): boolean {\n // console.log(this._currentX - this._currentStep); // print approximations for debug\n return this.setX(this._currentX - this._currentStep);\n }\n /** Univariate newton step dx, computed with approximate derivative. */\n public computeStep(): boolean {\n if (this._func.evaluate(this._currentX)) {\n const fA = this._func.currentF; // f(x_n)\n if (this._func.evaluate(this._currentX + this.derivativeH)) {\n const fB = this._func.currentF; // f(x_n + h)\n const dx = Geometry.conditionalDivideFraction(fA, (fB - fA) / this.derivativeH);\n if (dx !== undefined) {\n this._currentStep = dx;\n return true;\n }\n }\n }\n return false;\n }\n /** Return the current step size as a relative number, i.e., `|dx / (1 + |x_n|)|`. */\n public currentStepSize(): number {\n return Math.abs(this._currentStep / (1.0 + Math.abs(this._currentX)));\n }\n}\n\n/**\n * Object to evaluate a 2-parameter newton function with derivatives.\n * @internal\n */\nexport abstract class NewtonEvaluatorRRtoRRD {\n /**\n * Iteration controller calls this to ask for evaluation of the function and its two partial derivatives.\n * * The implementation returns true, it must set the currentF object.\n */\n public abstract evaluate(x: number, y: number): boolean;\n /**\n * Most recent function evaluation as parts of the plane.\n * * See doc of [[Newton2dUnboundedWithDerivative]] class for info on 2d newton method.\n * * For `F(u,v) := (x(u,v), y(u,v))` the returned plane stores the following evaluations at current value `X := (u,v)`:\n * * `origin` = F(X) = (x(X), y(X))\n * * `vectorU` = F_u(X) = partial deriv of F wrt u at X = (x_u(X), y_u(X)) = 1st col of Jacobian matrix evaluated at X\n * * `vectorV` = F_v(X) = partial deriv of F wrt v at X = (x_v(X), y_v(X)) = 2nd col of Jacobian matrix evaluated at X\n */\n public currentF!: Plane3dByOriginAndVectors;\n /**\n * Constructor.\n * * This creates a currentF object to (repeatedly) receive function and derivatives.\n */\n public constructor() {\n this.currentF = Plane3dByOriginAndVectors.createXYPlane();\n }\n}\n\n/**\n * Implement evaluation steps for newton iteration in 2 dimensions, using caller supplied NewtonEvaluatorRRtoRRD object.\n * * Suppose we want to find the roots of `F(u,v) := (x(u,v), y(u,v))`. Writing `X := (u,v)` and `F(X)` as column vectors,\n * the 2D Newton's iteration to find a root of `F` is given by:\n * `X_{n+1} = X_n - dX = X_n - JInv(X_n)F(X_n)`, where `JInv` is the inverse of the Jacobian matrix `J`, and `J` is\n * defined by the partial derivatives of the component functions of F:\n *\n * `[dx/du dx/dv]`\n *\n * `[dy/du dy/dv]`\n * @internal\n */\nexport class Newton2dUnboundedWithDerivative extends AbstractNewtonIterator {\n private _func: NewtonEvaluatorRRtoRRD;\n /** Current step, or dX = (du, dv). */\n private _currentStep: Vector2d;\n /** Current uv parameters, or X_n = (u_n, v_n). */\n private _currentUV: Point2d;\n /**\n * Constructor for 2D newton iteration with derivatives.\n * @param func function that returns both function value and derivative.\n */\n public constructor(func: NewtonEvaluatorRRtoRRD, maxIterations?: number) {\n super(undefined, undefined, maxIterations);\n this._func = func;\n this._currentStep = Vector2d.createZero();\n this._currentUV = Point2d.createZero();\n }\n /** Set the current uv parameters, i.e., `X_n = (u_n, v_n)`. */\n public setUV(u: number, v: number): boolean {\n this._currentUV.set(u, v);\n return true;\n }\n /** Get the current u parameter of X_n, i.e., u_n. */\n public getU(): number {\n return this._currentUV.x;\n }\n /** Get the current v parameter of X_n, i.e., v_n. */\n public getV(): number {\n return this._currentUV.y;\n }\n /** Update the current uv parameter by currentStep, i.e., compute `X_{n+1} := X_n - dX = (u_n - du, v_n - dv)`. */\n public applyCurrentStep(): boolean {\n // console.log(\"(\" + (this._currentUV.x - this._currentStep.x) + \",\" + (this._currentUV.y - this._currentStep.y) + \")\");\n return this.setUV(this._currentUV.x - this._currentStep.x, this._currentUV.y - this._currentStep.y);\n }\n /**\n * Evaluate the functions and derivatives at `X_n = (u_n, v_n)`, and solve the Jacobian matrix equation to\n * compute `dX = (du, dv)`.\n */\n public computeStep(): boolean {\n if (!this._func.evaluate(this._currentUV.x, this._currentUV.y))\n return false;\n const fA = this._func.currentF;\n const jCol0 = fA.vectorU;\n const jCol1 = fA.vectorV;\n const fX = fA.origin;\n // Given X_{n+1} = X_n - dX = X_n - JInv(X_n) F(X_n), we solve J(X_n) dX = F(X_n) for dX:\n if (SmallSystem.linearSystem2d(jCol0.x, jCol1.x, jCol0.y, jCol1.y, fX.x, fX.y, this._currentStep))\n return true;\n return false;\n }\n /**\n * Return the current relative step size, i.e., the larger absolute component of `dX / (1 + |X_n|)`\n */\n public currentStepSize(): number {\n return Geometry.maxAbsXY(\n this._currentStep.x / (1.0 + Math.abs(this._currentUV.x)),\n this._currentStep.y / (1.0 + Math.abs(this._currentUV.y)),\n );\n }\n}\n/**\n * SimpleNewton has static methods for newton methods with evaluated functions presented as immediate arguments\n * (not function object).\n * @internal\n */\nexport class SimpleNewton {\n /**\n * Run a one-dimensional newton iteration with separate functions for function and derivative.\n * * Completion is at 2 (TWO) successive passes at `absoluteTolerance + relTol * abs(x)`, where relTol is\n * chosen internally.\n * * `absoluteTolerance` is usually aggressively tight -- should come into play only for x near zero.\n * * The `relTol` is fluffy (for instance around 1e-11) but in properly converging cases the extra pass after\n * first success normally moves to full machine precision.\n * * This is an open-loop newton -- it just runs, and returns undefined if anything bad happens.\n */\n public static runNewton1D(\n x: number,\n func: (x: number) => number | undefined,\n derivative: (x: number) => number | undefined,\n absoluteTolerance: number = Geometry.smallFloatingPoint,\n ): number | undefined {\n let numConverged = 0;\n let tolerance: number;\n const relTol = 1.0e-11;\n for (let iteration = 0; iteration < 20; iteration++) {\n const f = func(x);\n const df = derivative(x);\n if (f !== undefined && df !== undefined) {\n const dx = Geometry.conditionalDivideCoordinate(f, df);\n if (dx === undefined)\n return undefined;\n x -= dx;\n // console.log(x); // print approximations for debug\n tolerance = absoluteTolerance + Math.abs(x) * relTol;\n if (Math.abs(dx) < tolerance) {\n numConverged++;\n if (dx === 0.0 || numConverged > 1) // bypass convergence count on true 0 dx\n return x;\n } else {\n numConverged = 0;\n }\n }\n }\n return undefined;\n }\n}\n\n/**\n * Class to evaluate XY intersection between 2 curve primitives using the Newton method.\n * @internal\n */\nexport class CurveCurveIntersectionXYRRToRRD extends NewtonEvaluatorRRtoRRD {\n private _curveP: CurvePrimitive;\n private _curveQ: CurvePrimitive;\n private _rayP: Ray3d;\n private _rayQ: Ray3d;\n constructor(curveP: CurvePrimitive, curveQ: CurvePrimitive) {\n super();\n this._curveP = curveP;\n this._curveQ = curveQ;\n this._rayP = Ray3d.createZero();\n this._rayQ = Ray3d.createZero();\n }\n public evaluate(fractionU: number, fractionV: number): boolean {\n /**\n * To find an intersection between xy-curves P(u) = (x_p(u), y_p(u)) and Q(v) = (x_q(v), y_q(v)) we should solve\n * F(u,v) := P(u) - Q(v) = (0,0)\n * Using the Newton method we can find the fractions u and v at the intersection via\n * [u_{n+1}] [u_n] [x_p'(u_n) -x_q'(v_n)] [x_p(u_n) - x_q(v_n)]\n * = - Inv( )\n * [v_{n+1}] [v_n] [y_p'(u_n) -y_q'(v_n)] [y_p(u_n) - y_q(v_n)]\n * Note that this is xy intersection so we can ignore z.\n */\n this._curveP.fractionToPointAndDerivative(fractionU, this._rayP);\n this._curveQ.fractionToPointAndDerivative(fractionV, this._rayQ);\n this.currentF.setOriginAndVectorsXYZ(\n this._rayP.origin.x - this._rayQ.origin.x, this._rayP.origin.y - this._rayQ.origin.y, 0.0,\n this._rayP.direction.x, this._rayP.direction.y, 0.0,\n -this._rayQ.direction.x, -this._rayQ.direction.y, 0.0,\n );\n return true;\n }\n}\n\n/**\n * Class to evaluate XY close approach between a curve primitive and a point using the Newton method.\n * @internal\n */\nexport class CurvePointCloseApproachXYRtoRD extends NewtonEvaluatorRtoRD {\n private _curveP: CurvePrimitive;\n private _pointQ: Point3d;\n private _planeP: Plane3dByOriginAndVectors;\n constructor(curveP: CurvePrimitive, pointQ: Point3d) {\n super();\n this._curveP = curveP;\n this._pointQ = pointQ;\n this._planeP = Plane3dByOriginAndVectors.createXYPlane();\n }\n public evaluate(fractionU: number): boolean {\n /**\n * To find a close approach between xy-curve P(u) and xy-point q we should solve\n * F(u) := P'(u).(P(u) - q) = 0\n * For a solution u, the segment S(u) := P(u) - q is perpendicular to the curve tangent P'(u), which means S(u) is a close approach.\n * Using the Newton method we can find the fractions u at the close approach location via\n * u_{n+1} = u_n + F(u_n)/F'(u_n) = u_n + [ P'(u_n).S(u_n) ]/[ P''(u_n).S(u_n) + P'(u_n).P'(u_n) ]\n * Note that this is xy close approach so we can ignore z.\n */\n this._curveP.fractionToPointAnd2Derivatives(fractionU, this._planeP);\n const segX = this._planeP.origin.x - this._pointQ.x;\n const segY = this._planeP.origin.y - this._pointQ.y;\n const pDerivX = this._planeP.vectorU.x;\n const pDerivY = this._planeP.vectorU.y;\n const p2DerivX = this._planeP.vectorV.x;\n const p2DerivY = this._planeP.vectorV.y;\n this.currentF = pDerivX * segX + pDerivY * segY;\n this.currentdFdX = p2DerivX * segX + pDerivX * pDerivX + p2DerivY * segY + pDerivY * pDerivY;\n return true;\n }\n}\n\n/**\n * Class to evaluate XY close approach between 2 curve primitives using the Newton method.\n * @internal\n */\nexport class CurveCurveCloseApproachXYRRtoRRD extends NewtonEvaluatorRRtoRRD {\n private _curveP: CurvePrimitive;\n private _curveQ: CurvePrimitive;\n private _planeP: Plane3dByOriginAndVectors;\n private _planeQ: Plane3dByOriginAndVectors;\n constructor(curveP: CurvePrimitive, curveQ: CurvePrimitive) {\n super();\n this._curveP = curveP;\n this._curveQ = curveQ;\n this._planeP = Plane3dByOriginAndVectors.createXYPlane();\n this._planeQ = Plane3dByOriginAndVectors.createXYPlane();\n }\n public evaluate(fractionU: number, fractionV: number): boolean {\n /**\n * To find a close approach between xy-curves P(u) and Q(v) we should solve\n * F(u,v) := (P'(u).(P(u) - Q(v)), Q'(v).(P(u) - Q(v))) = (0,0)\n * For a solution (u,v), the segment S(u,v) := P(u) - Q(v) is perpendicular to the curve tangents P'(u) and Q'(v),\n * which means S(u,v) is a close approach.\n * Using the Newton method we can find the fractions u and v at the close approach location via\n * [u_{n+1}] [u_n] [P''(u_n).S(u_n,v_n) + P'(u_n).P'(u_n) -P'(u_n).Q'(v_n)] [P'(u_n).S(u_n,v_n)]\n * = - Inv( )\n * [v_{n+1}] [v_n] [Q'(v_n).P'(u_n) Q''(v_n).S(u_n,v_n) - Q'(v_n).Q'(v_n)] [Q'(v_n).S(u_n,v_n)]\n * Note that this is xy close approach so we can ignore z.\n */\n this._curveP.fractionToPointAnd2Derivatives(fractionU, this._planeP);\n this._curveQ.fractionToPointAnd2Derivatives(fractionV, this._planeQ);\n const segX = this._planeP.origin.x - this._planeQ.origin.x;\n const segY = this._planeP.origin.y - this._planeQ.origin.y;\n const pDerivX = this._planeP.vectorU.x;\n const pDerivY = this._planeP.vectorU.y;\n const qDerivX = this._planeQ.vectorU.x;\n const qDerivY = this._planeQ.vectorU.y;\n const p2DerivX = this._planeP.vectorV.x;\n const p2DerivY = this._planeP.vectorV.y;\n const q2DerivX = this._planeQ.vectorV.x;\n const q2DerivY = this._planeQ.vectorV.y;\n this.currentF.setOriginAndVectorsXYZ(\n pDerivX * segX + pDerivY * segY,\n qDerivX * segX + qDerivY * segY,\n 0.0,\n p2DerivX * segX + p2DerivY * segY + pDerivX * pDerivX + pDerivY * pDerivY,\n qDerivX * pDerivX + qDerivY * pDerivY,\n 0.0,\n -(pDerivX * qDerivX + pDerivY * qDerivY),\n q2DerivX * segX + q2DerivY * segY - qDerivX * qDerivX - qDerivY * qDerivY,\n 0.0,\n );\n return true;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Plane3dByOriginAndVectors } from \"../geometry3d/Plane3dByOriginAndVectors\";\r\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"./SmallSystem\";\r\n\r\n// cspell:word currentdFdX XYRR\r\n\r\n/**\r\n * Base class for Newton iterations in various dimensions.\r\n * Dimension-specific classes carry all dimension-related data and answer generalized queries from this base class.\r\n * @internal\r\n */\r\nexport abstract class AbstractNewtonIterator {\r\n /** Compute a step. The current x and function values must be retained for use in later method calls. */\r\n public abstract computeStep(): boolean;\r\n /**\r\n * Return the current step size, scaled for use in tolerance tests.\r\n * * This is a single number, typically the max of various per-dimension `dx/(1+x)` for the x and dx of that dimension.\r\n */\r\n public abstract currentStepSize(): number;\r\n /**\r\n * Apply the current step (in all dimensions).\r\n * @param isFinalStep true if this is a final step.\r\n */\r\n public abstract applyCurrentStep(isFinalStep: boolean): boolean;\r\n /**\r\n * The constructor.\r\n * @param stepSizeTarget tolerance to consider a single step converged.\r\n * This number should be \"moderately\" strict. Because 2 successive convergences are required,\r\n * it is expected that a first \"accept\" for (say) 10 to 14 digit step will be followed by another\r\n * iteration. A well behaved newton would then hypothetically double the number of digits to\r\n * 20 to 28. Since the IEEE double only carries 16 digits, this second-convergence step will\r\n * typically achieve full precision.\r\n * @param successiveConvergenceTarget number of successive convergences required for acceptance.\r\n * @param maxIterations max number of iterations. A typical newton step converges in 3 to 6 iterations.\r\n * Allow 15 to 20 to catch difficult cases.\r\n */\r\n protected constructor(\r\n stepSizeTolerance: number = 1.0e-11,\r\n successiveConvergenceTarget: number = 2,\r\n maxIterations: number = 15,\r\n ) {\r\n this._stepSizeTolerance = stepSizeTolerance;\r\n this._successiveConvergenceTarget = successiveConvergenceTarget;\r\n this._maxIterations = maxIterations;\r\n }\r\n /** Number of consecutive steps which passed convergence condition. */\r\n protected _numAccepted: number = 0;\r\n /** Target number of successive convergences. */\r\n protected _successiveConvergenceTarget: number;\r\n /** Convergence target (the implementation-specific currentStepSize is compared to this). */\r\n protected _stepSizeTolerance: number;\r\n /** Max iterations allowed. */\r\n protected _maxIterations: number;\r\n /** Number of iterations (incremented at each step). */\r\n public numIterations: number = 0;\r\n /**\r\n * Test if a step is converged.\r\n * * Convergence is accepted with enough (_successiveConvergenceTarget) small steps (according to _stepSizeTolerance)\r\n * occur in succession.\r\n * @param delta step size as reported by currentStepSize.\r\n */\r\n public testConvergence(delta: number): boolean {\r\n if (Math.abs(delta) < this._stepSizeTolerance) {\r\n this._numAccepted++;\r\n return this._numAccepted >= this._successiveConvergenceTarget;\r\n }\r\n this._numAccepted = 0;\r\n return false;\r\n }\r\n /**\r\n * Run iterations, calling various methods from base and derived classes:\r\n * * computeStep -- typically evaluate derivatives and solve linear system.\r\n * * currentStepSize -- return numeric measure of the step just computed by computeStep.\r\n * * testConvergence -- test if the step from currentStepSize (along with recent steps) is converged.\r\n * * applyCurrentStep -- apply the step to the independent variables.\r\n */\r\n public runIterations(): boolean {\r\n this._numAccepted = 0;\r\n this.numIterations = 0;\r\n while (this.numIterations++ < this._maxIterations && this.computeStep()) {\r\n if (this.testConvergence(this.currentStepSize()) && this.applyCurrentStep(true)) {\r\n // console.log(\"iter: \" + this.numIterations); // print number of Newton iterations for debug\r\n return true;\r\n }\r\n this.applyCurrentStep(false);\r\n }\r\n return false;\r\n }\r\n}\r\n/**\r\n * Object to evaluate a newton function. The object must retain most-recent function and derivative\r\n * values for immediate query.\r\n * @internal\r\n */\r\nexport abstract class NewtonEvaluatorRtoRD {\r\n /** Evaluate the function and its derivative at x. */\r\n public abstract evaluate(x: number): boolean;\r\n /** Most recent function value, i.e., f(x_n). */\r\n public currentF!: number;\r\n /** Most recent evaluated derivative, i.e., f'(x_n). */\r\n public currentdFdX!: number;\r\n}\r\n/**\r\n * Newton iterator for use when both function and derivative can be evaluated.\r\n * To solve `f(x) = 0`, the Newton iteration is `x_{n+1} = x_n - dx = x_n - f(x_n)/f'(x_n)`.\r\n * To solve `f(x) = target` which is equivalent to solving `g(x) = f(x) - target = 0`, the Newton iteration is\r\n * `x_{n+1} = x_n - dx = x_n - g(x_n)/g'(x_n) = x_n - (f(x_n)-target)/f'(x_n)`.\r\n * @internal\r\n */\r\nexport class Newton1dUnbounded extends AbstractNewtonIterator {\r\n private _func: NewtonEvaluatorRtoRD;\r\n /** Current step is dx. */\r\n private _currentStep!: number;\r\n /** Current X is x_n. */\r\n private _currentX!: number;\r\n /** The target */\r\n private _target!: number;\r\n /**\r\n * Constructor for 1D newton iteration with derivatives.\r\n * @param func function that returns both function value and derivative.\r\n */\r\n public constructor(func: NewtonEvaluatorRtoRD, maxIterations?: number) {\r\n super(undefined, undefined, maxIterations);\r\n this._func = func;\r\n this.setTarget(0);\r\n }\r\n /** Set the independent variable, i.e., x_n. */\r\n public setX(x: number): boolean {\r\n this._currentX = x;\r\n return true;\r\n }\r\n /** Get the independent variable, i.e., x_n. */\r\n public getX(): number {\r\n return this._currentX;\r\n }\r\n /** Set the target function value. */\r\n public setTarget(y: number): void {\r\n this._target = y;\r\n }\r\n /** Move the current X by the just-computed step, i.e., `x_n - dx`. */\r\n public applyCurrentStep(): boolean {\r\n // console.log(this._currentX - this._currentStep); // print approximations for debug\r\n return this.setX(this._currentX - this._currentStep);\r\n }\r\n /** Compute the univariate newton step dx. */\r\n public computeStep(): boolean {\r\n if (this._func.evaluate(this._currentX)) {\r\n const dx = Geometry.conditionalDivideFraction(this._func.currentF - this._target, this._func.currentdFdX);\r\n if (dx !== undefined) {\r\n this._currentStep = dx;\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /** Return the current step size as a relative number, i.e., `|dx / (1 + |x_n|)|`. */\r\n public currentStepSize(): number {\r\n return Math.abs(this._currentStep / (1.0 + Math.abs(this._currentX)));\r\n }\r\n}\r\n\r\n/**\r\n * Object to evaluate a newton function (without derivative). The object must retain most-recent function value.\r\n * @internal\r\n */\r\nexport abstract class NewtonEvaluatorRtoR {\r\n /** Evaluate function value into member currentF */\r\n public abstract evaluate(x: number): boolean;\r\n /** Most recent function evaluation, i.e., f(x_n). */\r\n public currentF!: number;\r\n}\r\n\r\n/**\r\n * Newton iteration for a univariate function, using approximate derivatives.\r\n * To approximate the derivatives we use a small step `h`, i.e., `f'(x_n) = (f(x_n + h) - f(x_n)) / h`.\r\n * Therefore, to solve `f(x) = 0`, the iteration is\r\n * `x_{n+1} = x_n - dx = x_n - f(x_n)/f'(x_n) = x_n - f(x_n) * h / (f(x_n + h) - f(x_n))`.\r\n * @internal\r\n */\r\nexport class Newton1dUnboundedApproximateDerivative extends AbstractNewtonIterator {\r\n private _func: NewtonEvaluatorRtoR;\r\n /** Current step is dx. */\r\n private _currentStep!: number;\r\n /** Current X is x_n. */\r\n private _currentX!: number;\r\n /**\r\n * Step size for approximate derivative for the iteration.\r\n * * Initialized to 1e-8, which is appropriate for iteration in fraction space.\r\n * * Should be larger for iteration with real distance as x.\r\n */\r\n public derivativeH: number; // h\r\n\r\n /**\r\n * Constructor for 1D newton iteration with approximate derivatives.\r\n * @param func function that only returns function value (and not derivative).\r\n */\r\n public constructor(func: NewtonEvaluatorRtoR, maxIterations?: number) {\r\n super(undefined, undefined, maxIterations);\r\n this._func = func;\r\n this.derivativeH = 1.0e-8;\r\n }\r\n /** Set the independent variable, i.e., x_n. */\r\n public setX(x: number): boolean {\r\n this._currentX = x;\r\n return true;\r\n }\r\n /** Get the independent variable, i.e., x_n. */\r\n public getX(): number {\r\n return this._currentX;\r\n }\r\n /** Move the current X by the just-computed step, i.e., `x_n - dx`. */\r\n public applyCurrentStep(): boolean {\r\n // console.log(this._currentX - this._currentStep); // print approximations for debug\r\n return this.setX(this._currentX - this._currentStep);\r\n }\r\n /** Univariate newton step dx, computed with approximate derivative. */\r\n public computeStep(): boolean {\r\n if (this._func.evaluate(this._currentX)) {\r\n const fA = this._func.currentF; // f(x_n)\r\n if (this._func.evaluate(this._currentX + this.derivativeH)) {\r\n const fB = this._func.currentF; // f(x_n + h)\r\n const dx = Geometry.conditionalDivideFraction(fA, (fB - fA) / this.derivativeH);\r\n if (dx !== undefined) {\r\n this._currentStep = dx;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n /** Return the current step size as a relative number, i.e., `|dx / (1 + |x_n|)|`. */\r\n public currentStepSize(): number {\r\n return Math.abs(this._currentStep / (1.0 + Math.abs(this._currentX)));\r\n }\r\n}\r\n\r\n/**\r\n * Object to evaluate a 2-parameter newton function with derivatives.\r\n * @internal\r\n */\r\nexport abstract class NewtonEvaluatorRRtoRRD {\r\n /**\r\n * Iteration controller calls this to ask for evaluation of the function and its two partial derivatives.\r\n * * The implementation returns true, it must set the currentF object.\r\n */\r\n public abstract evaluate(x: number, y: number): boolean;\r\n /**\r\n * Most recent function evaluation as parts of the plane.\r\n * * See doc of [[Newton2dUnboundedWithDerivative]] class for info on 2d newton method.\r\n * * For `F(u,v) := (x(u,v), y(u,v))` the returned plane stores the following evaluations at current value `X := (u,v)`:\r\n * * `origin` = F(X) = (x(X), y(X))\r\n * * `vectorU` = F_u(X) = partial deriv of F wrt u at X = (x_u(X), y_u(X)) = 1st col of Jacobian matrix evaluated at X\r\n * * `vectorV` = F_v(X) = partial deriv of F wrt v at X = (x_v(X), y_v(X)) = 2nd col of Jacobian matrix evaluated at X\r\n */\r\n public currentF!: Plane3dByOriginAndVectors;\r\n /**\r\n * Constructor.\r\n * * This creates a currentF object to (repeatedly) receive function and derivatives.\r\n */\r\n public constructor() {\r\n this.currentF = Plane3dByOriginAndVectors.createXYPlane();\r\n }\r\n}\r\n\r\n/**\r\n * Implement evaluation steps for newton iteration in 2 dimensions, using caller supplied NewtonEvaluatorRRtoRRD object.\r\n * * Suppose we want to find the roots of `F(u,v) := (x(u,v), y(u,v))`. Writing `X := (u,v)` and `F(X)` as column vectors,\r\n * the 2D Newton's iteration to find a root of `F` is given by:\r\n * `X_{n+1} = X_n - dX = X_n - JInv(X_n)F(X_n)`, where `JInv` is the inverse of the Jacobian matrix `J`, and `J` is\r\n * defined by the partial derivatives of the component functions of F:\r\n *\r\n * `[dx/du dx/dv]`\r\n *\r\n * `[dy/du dy/dv]`\r\n * @internal\r\n */\r\nexport class Newton2dUnboundedWithDerivative extends AbstractNewtonIterator {\r\n private _func: NewtonEvaluatorRRtoRRD;\r\n /** Current step, or dX = (du, dv). */\r\n private _currentStep: Vector2d;\r\n /** Current uv parameters, or X_n = (u_n, v_n). */\r\n private _currentUV: Point2d;\r\n /**\r\n * Constructor for 2D newton iteration with derivatives.\r\n * @param func function that returns both function value and derivative.\r\n */\r\n public constructor(func: NewtonEvaluatorRRtoRRD, maxIterations?: number) {\r\n super(undefined, undefined, maxIterations);\r\n this._func = func;\r\n this._currentStep = Vector2d.createZero();\r\n this._currentUV = Point2d.createZero();\r\n }\r\n /** Set the current uv parameters, i.e., `X_n = (u_n, v_n)`. */\r\n public setUV(u: number, v: number): boolean {\r\n this._currentUV.set(u, v);\r\n return true;\r\n }\r\n /** Get the current u parameter of X_n, i.e., u_n. */\r\n public getU(): number {\r\n return this._currentUV.x;\r\n }\r\n /** Get the current v parameter of X_n, i.e., v_n. */\r\n public getV(): number {\r\n return this._currentUV.y;\r\n }\r\n /** Update the current uv parameter by currentStep, i.e., compute `X_{n+1} := X_n - dX = (u_n - du, v_n - dv)`. */\r\n public applyCurrentStep(): boolean {\r\n // console.log(\"(\" + (this._currentUV.x - this._currentStep.x) + \",\" + (this._currentUV.y - this._currentStep.y) + \")\");\r\n return this.setUV(this._currentUV.x - this._currentStep.x, this._currentUV.y - this._currentStep.y);\r\n }\r\n /**\r\n * Evaluate the functions and derivatives at `X_n = (u_n, v_n)`, and solve the Jacobian matrix equation to\r\n * compute `dX = (du, dv)`.\r\n */\r\n public computeStep(): boolean {\r\n if (!this._func.evaluate(this._currentUV.x, this._currentUV.y))\r\n return false;\r\n const fA = this._func.currentF;\r\n const jCol0 = fA.vectorU;\r\n const jCol1 = fA.vectorV;\r\n const fX = fA.origin;\r\n // Given X_{n+1} = X_n - dX = X_n - JInv(X_n) F(X_n), we solve J(X_n) dX = F(X_n) for dX:\r\n if (SmallSystem.linearSystem2d(jCol0.x, jCol1.x, jCol0.y, jCol1.y, fX.x, fX.y, this._currentStep))\r\n return true;\r\n return false;\r\n }\r\n /**\r\n * Return the current relative step size, i.e., the larger absolute component of `dX / (1 + |X_n|)`\r\n */\r\n public currentStepSize(): number {\r\n return Geometry.maxAbsXY(\r\n this._currentStep.x / (1.0 + Math.abs(this._currentUV.x)),\r\n this._currentStep.y / (1.0 + Math.abs(this._currentUV.y)),\r\n );\r\n }\r\n}\r\n/**\r\n * SimpleNewton has static methods for newton methods with evaluated functions presented as immediate arguments\r\n * (not function object).\r\n * @internal\r\n */\r\nexport class SimpleNewton {\r\n /**\r\n * Run a one-dimensional newton iteration with separate functions for function and derivative.\r\n * * Completion is at 2 (TWO) successive passes at `absoluteTolerance + relTol * abs(x)`, where relTol is\r\n * chosen internally.\r\n * * `absoluteTolerance` is usually aggressively tight -- should come into play only for x near zero.\r\n * * The `relTol` is fluffy (for instance around 1e-11) but in properly converging cases the extra pass after\r\n * first success normally moves to full machine precision.\r\n * * This is an open-loop newton -- it just runs, and returns undefined if anything bad happens.\r\n */\r\n public static runNewton1D(\r\n x: number,\r\n func: (x: number) => number | undefined,\r\n derivative: (x: number) => number | undefined,\r\n absoluteTolerance: number = Geometry.smallFloatingPoint,\r\n ): number | undefined {\r\n let numConverged = 0;\r\n let tolerance: number;\r\n const relTol = 1.0e-11;\r\n for (let iteration = 0; iteration < 20; iteration++) {\r\n const f = func(x);\r\n const df = derivative(x);\r\n if (f !== undefined && df !== undefined) {\r\n const dx = Geometry.conditionalDivideCoordinate(f, df);\r\n if (dx === undefined)\r\n return undefined;\r\n x -= dx;\r\n // console.log(x); // print approximations for debug\r\n tolerance = absoluteTolerance + Math.abs(x) * relTol;\r\n if (Math.abs(dx) < tolerance) {\r\n numConverged++;\r\n if (dx === 0.0 || numConverged > 1) // bypass convergence count on true 0 dx\r\n return x;\r\n } else {\r\n numConverged = 0;\r\n }\r\n }\r\n }\r\n return undefined;\r\n }\r\n}\r\n\r\n/**\r\n * Class to evaluate XY intersection between 2 curve primitives using the Newton method.\r\n * @internal\r\n */\r\nexport class CurveCurveIntersectionXYRRToRRD extends NewtonEvaluatorRRtoRRD {\r\n private _curveP: CurvePrimitive;\r\n private _curveQ: CurvePrimitive;\r\n private _rayP: Ray3d;\r\n private _rayQ: Ray3d;\r\n constructor(curveP: CurvePrimitive, curveQ: CurvePrimitive) {\r\n super();\r\n this._curveP = curveP;\r\n this._curveQ = curveQ;\r\n this._rayP = Ray3d.createZero();\r\n this._rayQ = Ray3d.createZero();\r\n }\r\n public evaluate(fractionU: number, fractionV: number): boolean {\r\n /**\r\n * To find an intersection between xy-curves P(u) = (x_p(u), y_p(u)) and Q(v) = (x_q(v), y_q(v)) we should solve\r\n * F(u,v) := P(u) - Q(v) = (0,0)\r\n * Using the Newton method we can find the fractions u and v at the intersection via\r\n * [u_{n+1}] [u_n] [x_p'(u_n) -x_q'(v_n)] [x_p(u_n) - x_q(v_n)]\r\n * = - Inv( )\r\n * [v_{n+1}] [v_n] [y_p'(u_n) -y_q'(v_n)] [y_p(u_n) - y_q(v_n)]\r\n * Note that this is xy intersection so we can ignore z.\r\n */\r\n this._curveP.fractionToPointAndDerivative(fractionU, this._rayP);\r\n this._curveQ.fractionToPointAndDerivative(fractionV, this._rayQ);\r\n this.currentF.setOriginAndVectorsXYZ(\r\n this._rayP.origin.x - this._rayQ.origin.x, this._rayP.origin.y - this._rayQ.origin.y, 0.0,\r\n this._rayP.direction.x, this._rayP.direction.y, 0.0,\r\n -this._rayQ.direction.x, -this._rayQ.direction.y, 0.0,\r\n );\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Class to evaluate XY close approach between a curve primitive and a point using the Newton method.\r\n * @internal\r\n */\r\nexport class CurvePointCloseApproachXYRtoRD extends NewtonEvaluatorRtoRD {\r\n private _curveP: CurvePrimitive;\r\n private _pointQ: Point3d;\r\n private _planeP: Plane3dByOriginAndVectors;\r\n constructor(curveP: CurvePrimitive, pointQ: Point3d) {\r\n super();\r\n this._curveP = curveP;\r\n this._pointQ = pointQ;\r\n this._planeP = Plane3dByOriginAndVectors.createXYPlane();\r\n }\r\n public evaluate(fractionU: number): boolean {\r\n /**\r\n * To find a close approach between xy-curve P(u) and xy-point q we should solve\r\n * F(u) := P'(u).(P(u) - q) = 0\r\n * For a solution u, the segment S(u) := P(u) - q is perpendicular to the curve tangent P'(u), which means S(u) is a close approach.\r\n * Using the Newton method we can find the fractions u at the close approach location via\r\n * u_{n+1} = u_n + F(u_n)/F'(u_n) = u_n + [ P'(u_n).S(u_n) ]/[ P''(u_n).S(u_n) + P'(u_n).P'(u_n) ]\r\n * Note that this is xy close approach so we can ignore z.\r\n */\r\n this._curveP.fractionToPointAnd2Derivatives(fractionU, this._planeP);\r\n const segX = this._planeP.origin.x - this._pointQ.x;\r\n const segY = this._planeP.origin.y - this._pointQ.y;\r\n const pDerivX = this._planeP.vectorU.x;\r\n const pDerivY = this._planeP.vectorU.y;\r\n const p2DerivX = this._planeP.vectorV.x;\r\n const p2DerivY = this._planeP.vectorV.y;\r\n this.currentF = pDerivX * segX + pDerivY * segY;\r\n this.currentdFdX = p2DerivX * segX + pDerivX * pDerivX + p2DerivY * segY + pDerivY * pDerivY;\r\n return true;\r\n }\r\n}\r\n\r\n/**\r\n * Class to evaluate XY close approach between 2 curve primitives using the Newton method.\r\n * @internal\r\n */\r\nexport class CurveCurveCloseApproachXYRRtoRRD extends NewtonEvaluatorRRtoRRD {\r\n private _curveP: CurvePrimitive;\r\n private _curveQ: CurvePrimitive;\r\n private _planeP: Plane3dByOriginAndVectors;\r\n private _planeQ: Plane3dByOriginAndVectors;\r\n constructor(curveP: CurvePrimitive, curveQ: CurvePrimitive) {\r\n super();\r\n this._curveP = curveP;\r\n this._curveQ = curveQ;\r\n this._planeP = Plane3dByOriginAndVectors.createXYPlane();\r\n this._planeQ = Plane3dByOriginAndVectors.createXYPlane();\r\n }\r\n public evaluate(fractionU: number, fractionV: number): boolean {\r\n /**\r\n * To find a close approach between xy-curves P(u) and Q(v) we should solve\r\n * F(u,v) := (P'(u).(P(u) - Q(v)), Q'(v).(P(u) - Q(v))) = (0,0)\r\n * For a solution (u,v), the segment S(u,v) := P(u) - Q(v) is perpendicular to the curve tangents P'(u) and Q'(v),\r\n * which means S(u,v) is a close approach.\r\n * Using the Newton method we can find the fractions u and v at the close approach location via\r\n * [u_{n+1}] [u_n] [P''(u_n).S(u_n,v_n) + P'(u_n).P'(u_n) -P'(u_n).Q'(v_n)] [P'(u_n).S(u_n,v_n)]\r\n * = - Inv( )\r\n * [v_{n+1}] [v_n] [Q'(v_n).P'(u_n) Q''(v_n).S(u_n,v_n) - Q'(v_n).Q'(v_n)] [Q'(v_n).S(u_n,v_n)]\r\n * Note that this is xy close approach so we can ignore z.\r\n */\r\n this._curveP.fractionToPointAnd2Derivatives(fractionU, this._planeP);\r\n this._curveQ.fractionToPointAnd2Derivatives(fractionV, this._planeQ);\r\n const segX = this._planeP.origin.x - this._planeQ.origin.x;\r\n const segY = this._planeP.origin.y - this._planeQ.origin.y;\r\n const pDerivX = this._planeP.vectorU.x;\r\n const pDerivY = this._planeP.vectorU.y;\r\n const qDerivX = this._planeQ.vectorU.x;\r\n const qDerivY = this._planeQ.vectorU.y;\r\n const p2DerivX = this._planeP.vectorV.x;\r\n const p2DerivY = this._planeP.vectorV.y;\r\n const q2DerivX = this._planeQ.vectorV.x;\r\n const q2DerivY = this._planeQ.vectorV.y;\r\n this.currentF.setOriginAndVectorsXYZ(\r\n pDerivX * segX + pDerivY * segY,\r\n qDerivX * segX + qDerivY * segY,\r\n 0.0,\r\n p2DerivX * segX + p2DerivY * segY + pDerivX * pDerivX + pDerivY * pDerivY,\r\n qDerivX * pDerivX + qDerivY * pDerivY,\r\n 0.0,\r\n -(pDerivX * qDerivX + pDerivY * qDerivY),\r\n q2DerivX * segX + q2DerivY * segY - qDerivX * qDerivX - qDerivY * qDerivY,\r\n 0.0,\r\n );\r\n return true;\r\n }\r\n}\r\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/**\n * PascalCoeffients class has static methods which return rows of the PascalTriangle.\n * @internal\n */\nexport class PascalCoefficients {\n private static _allRows: Float64Array[] = [];\n /**\n * * return a row of the pascal table.\n * * The contents must not be altered by the user !!!\n * * Hypothetically the request row can be any integer.\n * * BUT in practice, values 60 create integer entries that are too big for IEEE double.\n */\n public static getRow(row: number): Float64Array {\n const allRows = PascalCoefficients._allRows;\n if (allRows.length === 0) {\n // seed the table . . .\n allRows.push(new Float64Array([1]));\n allRows.push(new Float64Array([1, 1]));\n allRows.push(new Float64Array([1, 2, 1]));\n allRows.push(new Float64Array([1, 3, 3, 1]));\n allRows.push(new Float64Array([1, 4, 6, 4, 1]));\n allRows.push(new Float64Array([1, 5, 10, 10, 5, 1]));\n allRows.push(new Float64Array([1, 6, 15, 20, 15, 6, 1]));\n allRows.push(new Float64Array([1, 7, 21, 35, 35, 21, 7, 1]));\n }\n\n while (allRows.length <= row) {\n const k = allRows.length;\n const oldRow = allRows[k - 1];\n const newRow = new Float64Array(k + 1);\n newRow[0] = 1.0;\n for (let i = 1; i < k; i++)\n newRow[i] = oldRow[i - 1] + oldRow[i];\n newRow[k] = 1.0;\n allRows.push(newRow);\n }\n return allRows[row];\n }\n /**\n * Return an array with Bezier weighted pascal coefficients\n * @param order output size. 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The index of the row of the Pascal triangle supplying weights is `order - 2`.\n * @param u parameter value\n * @param result optional destination array of length `order`. If the destination array is too small, a new Float64Array is allocated.\n */\n public static getBezierBasisDerivatives(order: number, u: number, result?: Float64Array): Float64Array {\n if (result === undefined || result.length < order)\n result = new Float64Array(order);\n result = this.getBezierBasisValues(order - 1, u, result);\n // derivative is df/du = (order-1 ) * sum ( q[i+1] - q[i]) summed on 0 <= i < order - 1.\\\n // evaluate lower order basis, overwrite in place from right to left\n const f = order - 1;\n result[order - 1] = f * result[order - 2];\n for (let k = order - 2; k > 0; k--) {\n result[k] = f * (result[k - 1] - result[k]);\n }\n result[0] = - f * result[0];\n return result;\n }\n}\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/**\r\n * PascalCoeffients class has static methods which return rows of the PascalTriangle.\r\n * @internal\r\n */\r\nexport class PascalCoefficients {\r\n private static _allRows: Float64Array[] = [];\r\n /**\r\n * * return a row of the pascal table.\r\n * * The contents must not be altered by the user !!!\r\n * * Hypothetically the request row can be any integer.\r\n * * BUT in practice, values 60 create integer entries that are too big for IEEE double.\r\n */\r\n public static getRow(row: number): Float64Array {\r\n const allRows = PascalCoefficients._allRows;\r\n if (allRows.length === 0) {\r\n // seed the table . . .\r\n allRows.push(new Float64Array([1]));\r\n allRows.push(new Float64Array([1, 1]));\r\n allRows.push(new Float64Array([1, 2, 1]));\r\n allRows.push(new Float64Array([1, 3, 3, 1]));\r\n allRows.push(new Float64Array([1, 4, 6, 4, 1]));\r\n allRows.push(new Float64Array([1, 5, 10, 10, 5, 1]));\r\n allRows.push(new Float64Array([1, 6, 15, 20, 15, 6, 1]));\r\n allRows.push(new Float64Array([1, 7, 21, 35, 35, 21, 7, 1]));\r\n }\r\n\r\n while (allRows.length <= row) {\r\n const k = allRows.length;\r\n const oldRow = allRows[k - 1];\r\n const newRow = new Float64Array(k + 1);\r\n newRow[0] = 1.0;\r\n for (let i = 1; i < k; i++)\r\n newRow[i] = oldRow[i - 1] + oldRow[i];\r\n newRow[k] = 1.0;\r\n allRows.push(newRow);\r\n }\r\n return allRows[row];\r\n }\r\n /**\r\n * Return an array with Bezier weighted pascal coefficients\r\n * @param order output size. The index of the row of the Pascal triangle supplying weights is `order - 1`.\r\n * @param u parameter value\r\n * @param result optional destination array of length `order`. If the destination array is too small, a new Float64Array is allocated.\r\n */\r\n public static getBezierBasisValues(order: number, u: number, result?: Float64Array): Float64Array {\r\n const row = order - 1;\r\n const pascalRow = PascalCoefficients.getRow(row);\r\n if (result === undefined || result.length < order)\r\n result = new Float64Array(order);\r\n for (let i = 0; i < order; i++)\r\n result[i] = pascalRow[i];\r\n // multiply by increasing powers of u ...\r\n let p = u;\r\n for (let i = 1; i < order; i++ , p *= u) {\r\n result[i] *= p;\r\n }\r\n // multiply by powers of (1-u), working from right\r\n const v = 1.0 - u;\r\n p = v;\r\n for (let i = order - 2; i >= 0; i-- , p *= v) {\r\n result[i] *= p;\r\n }\r\n return result;\r\n }\r\n\r\n /**\r\n * Return an array with derivatives of Bezier weighted pascal coefficients\r\n * @param order output size. 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