@itwin/core-geometry 5.11.0-dev.8 → 5.12.0-dev.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +14 -1
- package/lib/cjs/curve/CurveFactory.d.ts +38 -7
- package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
- package/lib/cjs/curve/CurveFactory.js +45 -23
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/LineSegment3d.d.ts +1 -2
- package/lib/cjs/curve/LineSegment3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineSegment3d.js +1 -2
- package/lib/cjs/curve/LineSegment3d.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +3 -3
- package/lib/cjs/curve/RegionOps.js +3 -3
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/geometry3d/BilinearPatch.d.ts +1 -2
- package/lib/cjs/geometry3d/BilinearPatch.d.ts.map +1 -1
- package/lib/cjs/geometry3d/BilinearPatch.js +1 -2
- package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.d.ts +29 -54
- package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js +30 -55
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.d.ts +2 -4
- package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Transform.js +2 -4
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/esm/curve/CurveFactory.d.ts +38 -7
- package/lib/esm/curve/CurveFactory.d.ts.map +1 -1
- package/lib/esm/curve/CurveFactory.js +45 -23
- package/lib/esm/curve/CurveFactory.js.map +1 -1
- package/lib/esm/curve/LineSegment3d.d.ts +1 -2
- package/lib/esm/curve/LineSegment3d.d.ts.map +1 -1
- package/lib/esm/curve/LineSegment3d.js +1 -2
- package/lib/esm/curve/LineSegment3d.js.map +1 -1
- package/lib/esm/curve/RegionOps.d.ts +3 -3
- package/lib/esm/curve/RegionOps.js +3 -3
- package/lib/esm/curve/RegionOps.js.map +1 -1
- package/lib/esm/geometry3d/BilinearPatch.d.ts +1 -2
- package/lib/esm/geometry3d/BilinearPatch.d.ts.map +1 -1
- package/lib/esm/geometry3d/BilinearPatch.js +1 -2
- package/lib/esm/geometry3d/BilinearPatch.js.map +1 -1
- package/lib/esm/geometry3d/IndexedXYZCollection.js +1 -1
- package/lib/esm/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.d.ts +29 -54
- package/lib/esm/geometry3d/Matrix3d.d.ts.map +1 -1
- package/lib/esm/geometry3d/Matrix3d.js +30 -55
- package/lib/esm/geometry3d/Matrix3d.js.map +1 -1
- package/lib/esm/geometry3d/Transform.d.ts +2 -4
- package/lib/esm/geometry3d/Transform.d.ts.map +1 -1
- package/lib/esm/geometry3d/Transform.js +2 -4
- package/lib/esm/geometry3d/Transform.js.map +1 -1
- package/package.json +5 -5
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@@ -355,8 +355,7 @@ export declare class Transform implements BeJSONFunctions {
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/**
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* Multiply `this` Transform times `other` Transform.
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* * **Note:** If `this = [A a]` and `other = [B b]` then `this * other` is defined as `[A*B Ab+a]` because:
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* ```
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* equation
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* ```equation
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* \begin{matrix}
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* \text{this Transform with matrix part }\bold{A}\text{ and origin part }\bold{a} & \blockTransform{A}{a}\\
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* \text{other Transform with matrix part }\bold{B}\text{ and origin part }\bold{b} & \blockTransform{B}{b} \\
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@@ -370,8 +369,7 @@ export declare class Transform implements BeJSONFunctions {
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/**
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* Multiply `this` Transform times `other` Matrix3d (considered to be a Transform with 0 `origin`).
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* * **Note:** If `this = [A a]` and `other = [B 0]`, then `this * other` is defined as [A*B a] because:
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* ```
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* equation
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* ```equation
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* \begin{matrix}
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* \text{this Transform with matrix part }\bold{A}\text{ and origin part }\bold{a} & \blockTransform{A}{a}\\
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* \text{other matrix }\bold{B}\text{ promoted to block Transform} & \blockTransform{B}{0} \\
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+
{"version":3,"file":"Transform.d.ts","sourceRoot":"","sources":["../../../src/geometry3d/Transform.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAE,SAAS,EAAE,eAAe,EAAY,MAAM,aAAa,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAChD,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,GAAG,EAAE,MAAM,mBAAmB,CAAC;AAC3D,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAClC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,YAAY,CAAC;AAE3D;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,SAAU,YAAW,eAAe;IAC/C,OAAO,CAAC,OAAO,CAAM;IACrB,OAAO,CAAC,OAAO,CAAW;IAE1B,OAAO;IAIP,OAAO,CAAC,MAAM,CAAC,SAAS,CAAC,CAAY;IACrC,sEAAsE;IACtE,WAAkB,QAAQ,IAAI,SAAS,CAMtC;IACD,gEAAgE;IACzD,MAAM,IAAI,QAAQ,CAAC,IAAI,CAAC;IAK/B;;;OAGG;IACI,OAAO,CAAC,KAAK,EAAE,SAAS;IAI/B,4CAA4C;IACrC,WAAW;IAIlB;;;;;;;OAOG;IACI,WAAW,CAAC,IAAI,CAAC,EAAE,cAAc,GAAG,SAAS,GAAG,IAAI;IA4B3D;;;;OAIG;IACI,aAAa,CAAC,KAAK,EAAE,QAAQ,CAAC,SAAS,CAAC,GAAG,OAAO;IAGzD;;;;OAIG;IACI,2BAA2B,CAAC,KAAK,EAAE,SAAS,GAAG,OAAO;IAG7D;;;OAGG;IACI,MAAM,IAAI,MAAM,EAAE,EAAE;IAO3B;;;MAGE;IACK,MAAM,IAAI,cAAc;IAG/B,oEAAoE;WACtD,QAAQ,CAAC,IAAI,CAAC,EAAE,cAAc,GAAG,SAAS;IAKxD,mGAAmG;IAC5F,KAAK,CAAC,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAW3C;;;OAGG;IACI,UAAU,CAAC,SAAS,GAAE,SAAyB,GAAG,SAAS,GAAG,SAAS;IAM9E,gGAAgG;WAClF,UAAU,CAAC,MAAM,EAAE,GAAG,GAAG,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAUlG,iHAAiH;WACnG,eAAe,CAC3B,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EACjD,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EACjD,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EACjD,MAAM,CAAC,EAAE,SAAS,GACjB,SAAS;IAWZ,wCAAwC;WAC1B,UAAU,CAAC,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAGvD;;;;;;;;;OASG;WACW,oBAAoB,CAAC,CAAC,GAAE,MAAU,EAAE,CAAC,GAAE,MAAU,EAAE,CAAC,GAAE,MAAU,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAG9G;;;;;;;OAOG;WACW,iBAAiB,CAAC,WAAW,EAAE,GAAG,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAGhF,iFAAiF;IACjF,IAAW,MAAM,IAAI,QAAQ,CAE5B;IACD,iFAAiF;IACjF,IAAW,MAAM,IAAI,GAAG,CAEvB;IACD,6EAA6E;IACtE,SAAS,IAAI,OAAO;IAG3B,8EAA8E;IACvE,cAAc,IAAI,QAAQ;IAGjC,8EAA8E;IACvE,SAAS,IAAI,QAAQ;IAG5B,yEAAyE;IACzE,IAAW,UAAU,IAAI,OAAO,CAE/B;IACD,mCAAmC;WACrB,cAAc,CAAC,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAQ3D;;;;;;;OAOG;WACW,qBAAqB,CACjC,MAAM,EAAE,GAAG,GAAG,SAAS,EAAE,MAAM,EAAE,QAAQ,GAAG,SAAS,EAAE,MAAM,CAAC,EAAE,SAAS,GACxE,SAAS;IAYZ,4GAA4G;IACrG,yBAAyB,CAC9B,MAAM,EAAE,GAAG,GAAG,SAAS,EAAE,OAAO,EAAE,QAAQ,GAAG,SAAS,EAAE,OAAO,EAAE,QAAQ,GAAG,SAAS,EAAE,OAAO,EAAE,QAAQ,GAAG,SAAS,GACnH,IAAI;IAKP,8EAA8E;WAChE,4BAA4B,CACxC,MAAM,EAAE,GAAG,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,SAAS,GACvF,SAAS;IAOZ;;;;;;;;;;OAUG;WACW,+BAA+B,CAC3C,MAAM,EAAE,GAAG,GAAG,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,SAAS,GACtG,SAAS,GAAG,SAAS;IAUxB;;;;;;;;;;OAUG;WACW,8BAA8B,CAAC,MAAM,EAAE,GAAG,GAAG,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,GAAE,SAAyB,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS,GAAG,SAAS;IAUxK;;;;OAIG;WACW,yBAAyB,CACrC,UAAU,EAAE,MAAM,GAAG,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,CAAC,EAAE,SAAS,GACnE,SAAS;IAWZ;;;OAGG;WACW,yBAAyB,CACrC,MAAM,EAAE,QAAQ,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,SAAS,GAC3D,SAAS;IAKZ;;;;;OAKG;WACW,qBAAqB,CAAC,UAAU,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,SAAS,GAAG,SAAS;IAStG;;;;;;;OAOG;WACW,+BAA+B,CAAC,WAAW,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,EAAE,WAAW,EAAE,QAAQ,GAAG,SAAS,GAAG,SAAS;IAMtI;;;OAGG;IACI,eAAe,CAAC,KAAK,EAAE,KAAK,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAG/D;;;OAGG;IACI,eAAe,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAIhE;;;OAGG;IACI,qBAAqB,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAGjD;;;OAGG;IACI,WAAW,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,GAAE,MAAU,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAIlF;;OAEG;IACI,oBAAoB,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,GAAE,MAAU,GAAG,MAAM;IAKhG;;OAEG;IACI,qBAAqB,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM;IAKxG;;;;;OAKG;IACI,YAAY,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAG1F;;;;;OAKG;IACI,0BAA0B,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAGlH;;;OAGG;IACI,yBAAyB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAGtG;;;;;;;OAOG;IACI,qBAAqB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAWnG,iGAAiG;IAC1F,2BAA2B,CAAC,MAAM,EAAE,OAAO,EAAE;IAKpD,oGAAoG;IAC7F,gCAAgC,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE;IAI3D;;;;;;OAMG;IACI,sBAAsB,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,SAAS;IAQnF;;;;;;OAMG;IACI,+BAA+B,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,SAAS;IAQ5F;;;;;;;;;;OAUG;IACI,sBAAsB,CAAC,aAAa,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,SAAS;IAU5F;;;;;;OAMG;IACI,kBAAkB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CA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@@ -638,8 +638,7 @@ class Transform {
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/**
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* Multiply `this` Transform times `other` Transform.
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* * **Note:** If `this = [A a]` and `other = [B b]` then `this * other` is defined as `[A*B Ab+a]` because:
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-
* ```
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-
* equation
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+
* ```equation
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* \begin{matrix}
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* \text{this Transform with matrix part }\bold{A}\text{ and origin part }\bold{a} & \blockTransform{A}{a}\\
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* \text{other Transform with matrix part }\bold{B}\text{ and origin part }\bold{b} & \blockTransform{B}{b} \\
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@@ -658,8 +657,7 @@ class Transform {
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/**
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* Multiply `this` Transform times `other` Matrix3d (considered to be a Transform with 0 `origin`).
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* * **Note:** If `this = [A a]` and `other = [B 0]`, then `this * other` is defined as [A*B a] because:
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-
* ```
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-
* equation
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+
* ```equation
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* \begin{matrix}
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* \text{this Transform with matrix part }\bold{A}\text{ and origin part }\bold{a} & \blockTransform{A}{a}\\
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665
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* \text{other matrix }\bold{B}\text{ promoted to block Transform} & \blockTransform{B}{0} \\
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@@ -1 +1 @@
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1
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-
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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 CartesianGeometry\r\n */\r\n\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { TransformProps, XAndY, XYAndZ } from \"./XYZProps\";\r\n\r\n/**\r\n * A Transform consists of an origin and a Matrix3d. This describes a coordinate frame with this origin, with\r\n * the columns of the Matrix3d being the local x,y,z axis directions.\r\n * * The math for a Transform `T` consisting of a Matrix3d `M` and a Point3d `o` on a Vector3d `p` is: `Tp = M*p + o`.\r\n * In other words, `T` is a combination of two operations on `p`: the action of matrix multiplication, followed by a\r\n * translation. `Origin` is a traditional term for `o`, because `T` can be interpreted as a change of basis from the\r\n * global axes centered at the global origin, to a new set of axes specified by matrix M columns centered at `o`.\r\n * * Beware that for common transformations (e.g. scale about point, rotate around an axis) the `fixed point` that\r\n * is used when describing the transform is NOT the `origin` stored in the transform. Setup methods (e.g\r\n * createFixedPointAndMatrix, createScaleAboutPoint) take care of determining the appropriate origin coordinates.\r\n * * If `T` is a translation, no point is fixed by `T`.\r\n * * If `T` is the identity, all points are fixed by `T`.\r\n * * If `T` is a scale about a point, one point is fixed by `T`.\r\n * * If `T` is a rotation about an axis, a line is fixed by `T`.\r\n * * If `T` is a projection to the plane, a plane is fixed by `T`.\r\n * @public\r\n */\r\nexport class Transform implements BeJSONFunctions {\r\n private _origin: XYZ;\r\n private _matrix: Matrix3d;\r\n // Constructor accepts and uses pointer to content (no copy is done here).\r\n private constructor(origin: XYZ, matrix: Matrix3d) {\r\n this._origin = origin;\r\n this._matrix = matrix;\r\n }\r\n private static _identity?: Transform;\r\n /** The identity Transform. Value is frozen and cannot be modified. */\r\n public static get identity(): Transform {\r\n if (undefined === this._identity) {\r\n this._identity = Transform.createIdentity();\r\n this._identity.freeze();\r\n }\r\n return this._identity;\r\n }\r\n /** Freeze this instance (and its members) so it is read-only */\r\n public freeze(): Readonly<this> {\r\n this._origin.freeze();\r\n this._matrix.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Copy contents from other Transform into this Transform\r\n * @param other source transform\r\n */\r\n public setFrom(other: Transform) {\r\n this._origin.setFrom(other._origin);\r\n this._matrix.setFrom(other._matrix);\r\n }\r\n /** Set this Transform to be an identity. */\r\n public setIdentity() {\r\n this._origin.setZero();\r\n this._matrix.setIdentity();\r\n }\r\n /**\r\n * Set this Transform instance from flexible inputs:\r\n * * Any object (such as another Transform or TransformProps) that has `origin` and `matrix` members\r\n * accepted by `Point3d.setFromJSON` and `Matrix3d.setFromJSON`\r\n * * An array of 3 number arrays, each with 4 entries which are rows in a 3x4 matrix.\r\n * * An array of 12 numbers, each block of 4 entries as a row 3x4 matrix.\r\n * * If no input is provided, the identity Transform is returned.\r\n */\r\n public setFromJSON(json?: TransformProps | Transform): void {\r\n if (json) {\r\n if (json instanceof Object && (json as any).origin && (json as any).matrix) {\r\n this._origin.setFromJSON((json as any).origin);\r\n this._matrix.setFromJSON((json as any).matrix);\r\n return;\r\n }\r\n if (Geometry.isArrayOfNumberArray(json, 3, 4)) {\r\n this._matrix.setRowValues(\r\n json[0][0], json[0][1], json[0][2],\r\n json[1][0], json[1][1], json[1][2],\r\n json[2][0], json[2][1], json[2][2],\r\n );\r\n this._origin.set(json[0][3], json[1][3], json[2][3]);\r\n return;\r\n }\r\n if (Geometry.isNumberArray(json, 12)) {\r\n this._matrix.setRowValues(\r\n json[0], json[1], json[2],\r\n json[4], json[5], json[6],\r\n json[8], json[9], json[10],\r\n );\r\n this._origin.set(json[3], json[7], json[11]);\r\n return;\r\n }\r\n }\r\n this.setIdentity();\r\n }\r\n /**\r\n * Test for near equality with `other` Transform. Comparison uses the `isAlmostEqual` methods on the `origin` and\r\n * `matrix` parts.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqual(other: Readonly<Transform>): boolean {\r\n return this === other || this.origin.isAlmostEqual(other.origin) && this.matrix.isAlmostEqual(other.matrix);\r\n }\r\n /**\r\n * Test for near equality with `other` Transform. Comparison uses the `isAlmostEqual` methods on the `origin` part\r\n * and the `isAlmostEqualAllowZRotation` method on the `matrix` part.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqualAllowZRotation(other: Transform): boolean {\r\n return this._origin.isAlmostEqual(other._origin) && this._matrix.isAlmostEqualAllowZRotation(other._matrix);\r\n }\r\n /**\r\n * Return a 3 by 4 matrix containing the rows of this Transform.\r\n * * The transform's origin coordinates are the last entries of the 3 json arrays\r\n */\r\n public toRows(): number[][] {\r\n return [\r\n [this._matrix.coffs[0], this._matrix.coffs[1], this._matrix.coffs[2], this._origin.x],\r\n [this._matrix.coffs[3], this._matrix.coffs[4], this._matrix.coffs[5], this._origin.y],\r\n [this._matrix.coffs[6], this._matrix.coffs[7], this._matrix.coffs[8], this._origin.z],\r\n ];\r\n }\r\n /**\r\n * Return a 3 by 4 matrix containing the rows of this Transform.\r\n * * The transform's origin coordinates are the last entries of the 3 json arrays\r\n */\r\n public toJSON(): TransformProps {\r\n return this.toRows();\r\n }\r\n /** Return a new Transform initialized by `Transform.setFromJSON` */\r\n public static fromJSON(json?: TransformProps): Transform {\r\n const result = Transform.createIdentity();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Copy the contents of `this` transform into a new Transform (or to the result, if specified). */\r\n public clone(result?: Transform): Transform {\r\n if (result) {\r\n result._matrix.setFrom(this._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n return new Transform(\r\n Point3d.createFrom(this._origin),\r\n this._matrix.clone(),\r\n );\r\n }\r\n /**\r\n * Return a modified copy of `this` Transform so that its `matrix` part is rigid (`origin` part is untouched).\r\n * @see [[Matrix3d.axisOrderCrossProductsInPlace]] documentation for details of how the matrix is modified to rigid.\r\n */\r\n public cloneRigid(axisOrder: AxisOrder = AxisOrder.XYZ): Transform | undefined {\r\n const modifiedMatrix = Matrix3d.createRigidFromMatrix3d(this.matrix, axisOrder);\r\n if (!modifiedMatrix)\r\n return undefined;\r\n return new Transform(this.origin.cloneAsPoint3d(), modifiedMatrix);\r\n }\r\n /** Create a Transform with the given `origin` and `matrix`. Inputs are captured, not cloned. */\r\n public static createRefs(origin: XYZ | undefined, matrix: Matrix3d, result?: Transform): Transform {\r\n if (!origin)\r\n origin = Point3d.createZero();\r\n if (result) {\r\n result._origin = origin;\r\n result._matrix = matrix;\r\n return result;\r\n }\r\n return new Transform(origin, matrix);\r\n }\r\n /** Create a Transform with complete contents given. `q` inputs make the matrix and `a` inputs make the origin */\r\n public static createRowValues(\r\n qxx: number, qxy: number, qxz: number, ax: number,\r\n qyx: number, qyy: number, qyz: number, ay: number,\r\n qzx: number, qzy: number, qzz: number, az: number,\r\n result?: Transform,\r\n ): Transform {\r\n if (result) {\r\n result._origin.set(ax, ay, az);\r\n result._matrix.setRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz);\r\n return result;\r\n }\r\n return new Transform(\r\n Point3d.create(ax, ay, az),\r\n Matrix3d.createRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz),\r\n );\r\n }\r\n /** Create a Transform with all zeros */\r\n public static createZero(result?: Transform): Transform {\r\n return Transform.createRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, result);\r\n }\r\n /**\r\n * Create a Transform with translation provided by x,y,z parts.\r\n * * Translation Transform maps any vector `v` to `v + p` where `p = (x,y,z)`\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeTransform\r\n * @param x x part of translation\r\n * @param y y part of translation\r\n * @param z z part of translation\r\n * @param result optional pre-allocated Transform\r\n * @returns new or updated transform\r\n */\r\n public static createTranslationXYZ(x: number = 0, y: number = 0, z: number = 0, result?: Transform): Transform {\r\n return Transform.createRefs(Vector3d.create(x, y, z), Matrix3d.createIdentity(), result);\r\n }\r\n /**\r\n * Create a Transform with specified `translation` part.\r\n * * Translation Transform maps any vector `v` to `v + translation`\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeTransform\r\n * @param translation x,y,z parts of the translation\r\n * @param result optional pre-allocated Transform\r\n * @returns new or updated transform\r\n */\r\n public static createTranslation(translation: XYZ, result?: Transform): Transform {\r\n return Transform.createRefs(translation, Matrix3d.createIdentity(), result);\r\n }\r\n /** Return a reference (and NOT a copy) to the `matrix` part of the Transform. */\r\n public get matrix(): Matrix3d {\r\n return this._matrix;\r\n }\r\n /** Return a reference (and NOT a copy) to the `origin` part of the Transform. */\r\n public get origin(): XYZ {\r\n return this._origin;\r\n }\r\n /** return a (clone of) the `origin` part of the Transform, as a `Point3d` */\r\n public getOrigin(): Point3d {\r\n return Point3d.createFrom(this._origin);\r\n }\r\n /** return a (clone of) the `origin` part of the Transform, as a `Vector3d` */\r\n public getTranslation(): Vector3d {\r\n return Vector3d.createFrom(this._origin);\r\n }\r\n /** return a (clone of) the `matrix` part of the Transform, as a `Matrix3d` */\r\n public getMatrix(): Matrix3d {\r\n return this._matrix.clone();\r\n }\r\n /** test if the transform has `origin` = (0,0,0) and identity `matrix` */\r\n public get isIdentity(): boolean {\r\n return this._matrix.isIdentity && this._origin.isAlmostZero;\r\n }\r\n /** Create an identity transform */\r\n public static createIdentity(result?: Transform): Transform {\r\n if (result) {\r\n result._origin.setZero();\r\n result._matrix.setIdentity();\r\n return result;\r\n }\r\n return Transform.createRefs(Point3d.createZero(), Matrix3d.createIdentity());\r\n }\r\n /**\r\n * Create a Transform using the given `origin` and `matrix`.\r\n * * This is the appropriate construction when the columns of the matrix are coordinate axes of a\r\n * local-to-world mapping, and the given point is the axes' origin in world coordinates.\r\n * * This function is closely related to `createFixedPointAndMatrix` whose point input is the fixed point\r\n * of the world-to-world transformation.\r\n * * If origin is `undefined`, (0,0,0) is used. If matrix is `undefined` the identity matrix is used.\r\n */\r\n public static createOriginAndMatrix(\r\n origin: XYZ | undefined, matrix: Matrix3d | undefined, result?: Transform,\r\n ): Transform {\r\n if (result) {\r\n result._origin.setFromPoint3d(origin);\r\n result._matrix.setFrom(matrix);\r\n return result;\r\n }\r\n return Transform.createRefs(\r\n origin ? origin.cloneAsPoint3d() : Point3d.createZero(),\r\n matrix === undefined ? Matrix3d.createIdentity() : matrix.clone(),\r\n result,\r\n );\r\n }\r\n /** Create a Transform using the given `origin` and columns of the `matrix`. If `undefined` zero is used. */\r\n public setOriginAndMatrixColumns(\r\n origin: XYZ | undefined, vectorX: Vector3d | undefined, vectorY: Vector3d | undefined, vectorZ: Vector3d | undefined,\r\n ): void {\r\n if (origin !== undefined)\r\n this._origin.setFrom(origin);\r\n this._matrix.setColumns(vectorX, vectorY, vectorZ);\r\n }\r\n /** Create a Transform using the given `origin` and columns of the `matrix` */\r\n public static createOriginAndMatrixColumns(\r\n origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d, result?: Transform,\r\n ): Transform {\r\n if (result)\r\n result.setOriginAndMatrixColumns(origin, vectorX, vectorY, vectorZ);\r\n else\r\n result = Transform.createRefs(Vector3d.createFrom(origin), Matrix3d.createColumns(vectorX, vectorY, vectorZ));\r\n return result;\r\n }\r\n /**\r\n * Create a Transform with given origin and a rigid matrix constructed from two column vectors.\r\n * @param origin origin of the local coordinate system. Default is the global origin (zero).\r\n * @param vectorX first axis passed into `Matrix3d.createRigidFromColumns`.\r\n * @param vectorY second axis passed into `Matrix3d.createRigidFromColumns`.\r\n * @param axisOrder order of axis construction in `Matrix3d.createRigidFromColumns(vectorX, vectorY, axisOrder)`.\r\n * @param result optional pre-allocated result to populate and return.\r\n * @returns localToWorld transform for a local coordinate system with given origin and ordered axes, or `undefined`\r\n * if the rigid matrix could not be created.\r\n * @see [[Matrix3d.createRigidFromColumns]]\r\n */\r\n public static createRigidFromOriginAndColumns(\r\n origin: XYZ | undefined, vectorX: Vector3d, vectorY: Vector3d, axisOrder: AxisOrder, result?: Transform,\r\n ): Transform | undefined {\r\n const matrix = Matrix3d.createRigidFromColumns(vectorX, vectorY, axisOrder, result?._matrix);\r\n if (!matrix)\r\n return undefined;\r\n if (result) {\r\n result._origin.setFrom(origin);\r\n return result;\r\n }\r\n return Transform.createRefs(origin?.cloneAsPoint3d(), matrix);\r\n }\r\n /**\r\n * Create a Transform with given origin and a rigid matrix constructed from one column vector.\r\n * @param origin origin of the local coordinate system. Default is the global origin (zero).\r\n * @param vector direction of the axis of the local coordinate system indicated by the first letter of `axisOrder`.\r\n * @param axisOrder order of axis construction in `Matrix3d.createRigidHeadsUp(vector, axisOrder)`. Default value\r\n * is `AxisOrder.ZXY`, which means the z-column of the returned Transform is in the direction of `vector`.\r\n * @param result optional pre-allocated result to populate and return.\r\n * @returns localToWorld transform for a local coordinate system with given origin and axis, or `undefined`\r\n * if the rigid matrix could not be created.\r\n * @see [[Matrix3d.createRigidHeadsUp]]\r\n */\r\n public static createRigidFromOriginAndVector(origin: XYZ | undefined, vector: Vector3d, axisOrder: AxisOrder = AxisOrder.ZXY, result?: Transform): Transform | undefined {\r\n const matrix = Matrix3d.createRigidHeadsUp(vector, axisOrder, result?._matrix);\r\n if (!matrix)\r\n return undefined;\r\n if (result) {\r\n result._origin.setFrom(origin);\r\n return result;\r\n }\r\n return Transform.createRefs(origin?.cloneAsPoint3d(), matrix);\r\n }\r\n /**\r\n * Create a Transform with the specified `matrix`. Compute an `origin` (different from the given `fixedPoint`)\r\n * so that the `fixedPoint` maps back to itself. The returned Transform, transforms a point `p` to `M*p + (f - M*f)`\r\n * where `f` is the fixedPoint (i.e., `Tp = M*(p-f) + f`).\r\n */\r\n public static createFixedPointAndMatrix(\r\n fixedPoint: XYAndZ | undefined, matrix: Matrix3d, result?: Transform,\r\n ): Transform {\r\n if (fixedPoint) {\r\n /**\r\n * if f is a fixed point, then Tf = M*f + o = f where M is the matrix and o is the origin.\r\n * we define the origin o = f - M*f. Therefore, Tf = Mf + o = M*f + (f - M*f) = f.\r\n */\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n return Transform.createRefs(undefined, matrix.clone());\r\n }\r\n /**\r\n * Create a transform with the specified `matrix` and points `a` and `b`. The returned Transform maps\r\n * point `p` to `M*(p-a) + b` (i.e., `Tp = M*(p-a) + b`), so maps `a` to `b`.\r\n */\r\n public static createMatrixPickupPutdown(\r\n matrix: Matrix3d, a: Point3d, b: Point3d, result?: Transform,\r\n ): Transform {\r\n // we define the origin o = b - M*a so Tp = M*p + o = M*p + (b - M*a) = M*(p-a) + b\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(b, matrix, a);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n /**\r\n * Create a Transform which leaves the fixedPoint unchanged and scales everything else around it by\r\n * a single scale factor. The returned Transform maps a point `p` to `M*p + (f - M*f)`\r\n * where `f` is the fixedPoint and M is the scale matrix (i.e., `Tp = M*(p-f) + f`).\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeTransform\r\n */\r\n public static createScaleAboutPoint(fixedPoint: Point3d, scale: number, result?: Transform): Transform {\r\n const matrix = Matrix3d.createScale(scale, scale, scale);\r\n /**\r\n * if f is a fixed point, then Tf = M*f + o = f where M is the matrix and o is the origin.\r\n * we define the origin o = f - M*f. Therefore, Tf = M*f + o = M*f + (f - M*f) = f.\r\n */\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix, result);\r\n }\r\n /**\r\n * Return a transformation which flattens space onto a plane, sweeping along a direction which may be different\r\n * from the plane normal.\r\n * * See [Matrix3d.createFlattenAlongVectorToPlane] for math details.\r\n * @param sweepVector sweep direction. If same as `planeNormal`, the resulting transformation is a projection onto the plane.\r\n * @param planePoint any point on the plane\r\n * @param planeNormal vector normal to the plane.\r\n */\r\n public static createFlattenAlongVectorToPlane(sweepVector: Vector3d, planePoint: XYAndZ, planeNormal: Vector3d): Transform | undefined {\r\n const matrix = Matrix3d.createFlattenAlongVectorToPlane(sweepVector, planeNormal);\r\n if (matrix === undefined)\r\n return undefined;\r\n return Transform.createFixedPointAndMatrix(planePoint, matrix);\r\n }\r\n /**\r\n * Transform the input 2d point (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyPoint2d(point: XAndY, result?: Point2d): Point2d {\r\n return Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, point, result);\r\n }\r\n /**\r\n * Transform the input 3d point (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyPoint3d(point: XYAndZ, result?: Point3d): Point3d {\r\n // Tx = Mx + o so we return Mx + o\r\n return Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, result);\r\n }\r\n /**\r\n * Transform the input 3d point in place (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyXYAndZInPlace(point: XYAndZ): void {\r\n return Matrix3d.xyzPlusMatrixTimesXYZInPlace(this._origin, this._matrix, point);\r\n }\r\n /**\r\n * Transform the input 3d point (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyXYZ(x: number, y: number, z: number = 0, result?: Point3d): Point3d {\r\n // Tx = Mx + o so we return Mx + o\r\n return Matrix3d.xyzPlusMatrixTimesCoordinates(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /**\r\n * Multiply a specific row (component) of the 3x4 instance times (x,y,z,1). Return the result.\r\n */\r\n public multiplyComponentXYZ(componentIndex: number, x: number, y: number, z: number = 0): number {\r\n const coffs = this._matrix.coffs;\r\n const idx = 3 * componentIndex;\r\n return this.origin.at(componentIndex) + (coffs[idx] * x) + (coffs[idx + 1] * y) + (coffs[idx + 2] * z);\r\n }\r\n /**\r\n * Multiply a specific row (component) of the 3x4 instance times (x,y,z,w). Return the result.\r\n */\r\n public multiplyComponentXYZW(componentIndex: number, x: number, y: number, z: number, w: number): number {\r\n const coffs = this._matrix.coffs;\r\n const idx = 3 * componentIndex;\r\n return (this.origin.at(componentIndex) * w) + (coffs[idx] * x) + (coffs[idx + 1] * y) + (coffs[idx + 2] * z);\r\n }\r\n /**\r\n * Transform the homogeneous point. Return as a new `Point4d`, or in the pre-allocated result (if result is given).\r\n * * If `p = (x,y,z)` then this method computes `Tp = M*p + o*w` and returns the `Point4d` formed by `Tp` in the\r\n * first three coordinates, and `w` in the fourth.\r\n * * Logically, this is multiplication by the 4x4 matrix formed from the 3x4 instance augmented with fourth row 0001.\r\n */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinates(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n /**\r\n * Transform the homogeneous point. Return as new `Float64Array` with size 4, or in the pre-allocated `result` of sufficient size.\r\n * * If `p = (x,y,z)` then this method computes `Tp = M*p + o*w` and returns the `Float64Array` formed by `Tp`\r\n * in the first 3 numbers of the array and `w` as the fourth.\r\n * * Logically, this is multiplication by the 4x4 matrix formed from the 3x4 instance augmented with fourth row 0001.\r\n */\r\n public multiplyXYZWToFloat64Array(x: number, y: number, z: number, w: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n /**\r\n * * Transform the point. Return as new `Float64Array` with size 3, or in the pre-allocated `result` of sufficient size.\r\n * * If `p = (x,y,z)` then this method computes `Tp = M*p + o` and returns it as the first 3 elements of the array.\r\n */\r\n public multiplyXYZToFloat64Array(x: number, y: number, z: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /**\r\n * Multiply the homogeneous point by the transpose of `this` Transform. Return as a new `Point4d` or in the\r\n * pre-allocated result (if result is given).\r\n * * If `p = (x,y,z)` then this method computes `M^t*p` and returns it in the first three coordinates of the `Point4d`,\r\n * and `o*p + w` in the fourth.\r\n * * Logically, this is multiplication by the transpose of the 4x4 matrix formed from the 3x4 instance augmented with\r\n * fourth row 0001.\r\n */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n const coffs = this._matrix.coffs;\r\n const origin = this._origin;\r\n return Point4d.create(\r\n (x * coffs[0]) + (y * coffs[3]) + (z * coffs[6]),\r\n (x * coffs[1]) + (y * coffs[4]) + (z * coffs[7]),\r\n (x * coffs[2]) + (y * coffs[5]) + (z * coffs[8]),\r\n (x * origin.x) + (y * origin.y) + (z * origin.z) + w,\r\n result,\r\n );\r\n }\r\n /** For each point in the array, replace point by the transformed point (using `Tp = M*p + o`) */\r\n public multiplyPoint3dArrayInPlace(points: Point3d[]) {\r\n let point;\r\n for (point of points)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, point);\r\n }\r\n /** For each point in the 2d array, replace point by the transformed point (using `Tp = M*p + o`) */\r\n public multiplyPoint3dArrayArrayInPlace(chains: Point3d[][]) {\r\n for (const chain of chains)\r\n this.multiplyPoint3dArrayInPlace(chain);\r\n }\r\n /**\r\n * Multiply the point by the inverse Transform.\r\n * * If for a point `p` we have `Tp = M*p + o = q`, then `p = MInverse*(q - o) = TInverse q` so `TInverse`\r\n * Transform has matrix part `MInverse` and origin part `-MInverse*o`.\r\n * * Return as a new point or in the optional `result`.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInversePoint3d(point: XYAndZ, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n point.x - this._origin.x,\r\n point.y - this._origin.y,\r\n point.z - this._origin.z,\r\n result,\r\n );\r\n }\r\n /**\r\n * Multiply the point by the inverse Transform, and return its xy-coordinates.\r\n * @param point point to transform\r\n * @param result optional pre-allocated result to populate and return\r\n * @returns xy-coordinates of the transformed point, or `undefined` if the instance is singular.\r\n * @see [[multiplyInversePoint3d]]\r\n */\r\n public multiplyInversePoint3dAsPoint2d(point: XYAndZ, result?: Point2d): Point2d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint2d(\r\n point.x - this._origin.x,\r\n point.y - this._origin.y,\r\n point.z - this._origin.z,\r\n result,\r\n );\r\n }\r\n /**\r\n * Multiply the homogenous point by the inverse Transform.\r\n * * If for a point `p` we have `Tp = M*p + o = q`, then `p = MInverse*(q - o) = TInverse q` so `TInverse` Transform\r\n * has matrix part `MInverse` and origin part `-MInverse*o`.\r\n * * This method computes `TInverse p = MInverse*p - w*MInverse*o` and returns the `Point4d` formed by `TInverse*p`\r\n * in the first three coordinates, and `w` in the fourth.\r\n * * Logically, this is multiplication by the inverse of the 4x4 matrix formed from the 3x4 instance augmented with\r\n * fourth row 0001. This is equivalent to the 4x4 matrix formed in similar fashion from the inverse of this instance.\r\n * * Return as a new point or in the optional `result`.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInversePoint4d(weightedPoint: Point4d, result?: Point4d): Point4d | undefined {\r\n const w = weightedPoint.w;\r\n return this._matrix.multiplyInverseXYZW(\r\n weightedPoint.x - w * this.origin.x,\r\n weightedPoint.y - w * this.origin.y,\r\n weightedPoint.z - w * this.origin.z,\r\n w,\r\n result,\r\n );\r\n }\r\n /**\r\n * Multiply the point by the inverse Transform.\r\n * * If for a point `p` we have `Tp = M*p + o = q`, then `p = MInverse*(q - o) = TInverse q` so `TInverse` Transform\r\n * has matrix part `MInverse` and origin part `-MInverse*o`.\r\n * * Return as a new point or in the optional `result`.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInverseXYZ(x: number, y: number, z: number, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n x - this._origin.x,\r\n y - this._origin.y,\r\n z - this._origin.z,\r\n result,\r\n );\r\n }\r\n /**\r\n * * Compute (if needed) the inverse of the `matrix` part of the Transform, thereby ensuring inverse\r\n * operations can complete.\r\n * @param useCached If true, accept prior cached inverse if available.\r\n * @returns `true` if matrix inverse completes, `false` otherwise.\r\n */\r\n public computeCachedInverse(useCached: boolean = true): boolean {\r\n return this._matrix.computeCachedInverse(useCached);\r\n }\r\n /**\r\n * Match the length of destination array with the length of source array\r\n * * If destination has more elements than source, remove the extra elements.\r\n * * If destination has fewer elements than source, use `constructionFunction` to create new elements.\r\n * *\r\n * @param source the source array\r\n * @param dest the destination array\r\n * @param constructionFunction function to call to create new elements.\r\n */\r\n public static matchArrayLengths(source: any[], dest: any[], constructionFunction: () => any): number {\r\n const numSource = source.length;\r\n const numDest = dest.length;\r\n if (numSource > numDest) {\r\n for (let i = numDest; i < numSource; i++) {\r\n dest.push(constructionFunction());\r\n }\r\n } else if (numDest > numSource) {\r\n dest.length = numSource;\r\n }\r\n return numSource;\r\n }\r\n /**\r\n * Multiply each point in the array by the inverse of `this` Transform.\r\n * * For a transform `T = [M o]` the inverse transform `T' = [M' -M'o]` exists if and only if `M` has an inverse\r\n * `M'`. Indeed, for any point `p`, we have `T'Tp = T'(Mp + o) = M'(Mp + o) - M'o = M'Mp + M'o - M'o = p.`\r\n * * If `result` is given, resize it to match the input `points` array and update it with original points `p[]`.\r\n * * If `result` is not given, return a new array.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInversePoint3dArray(points: Point3d[], result?: Point3d[]): Point3d[] | undefined {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return undefined;\r\n const originX = this.origin.x;\r\n const originY = this.origin.y;\r\n const originZ = this.origin.z;\r\n if (!result)\r\n result = [];\r\n const n = Transform.matchArrayLengths(points, result, () => Point3d.createZero());\r\n for (let i = 0; i < n; i++)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n points[i].x - originX,\r\n points[i].y - originY,\r\n points[i].z - originZ,\r\n result[i],\r\n );\r\n return result;\r\n }\r\n /**\r\n * Multiply each point in the array by the inverse of `this` Transform in place.\r\n * * For a transform `T = [M o]` the inverse transform `T' = [M' -M'o]` exists if and only if `M` has an inverse\r\n * `M'`. Indeed, for any point `p`, we have `T'Tp = T'(Mp + o) = M'(Mp + o) - M'o = M'Mp + M'o - M'o = p.`\r\n * * Returns `true` if the `matrix` part if this Transform is invertible and `false` if singular.\r\n */\r\n public multiplyInversePoint3dArrayInPlace(points: Point3d[]): boolean {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return false;\r\n for (const point of points)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n point.x - this.origin.x,\r\n point.y - this.origin.y,\r\n point.z - this.origin.z,\r\n point,\r\n );\r\n return true;\r\n }\r\n /**\r\n * Transform the input 2d point array (using `Tp = M*p + o`).\r\n * * If `result` is given, resize it to match the input `points` array and update it with transformed points.\r\n * * If `result` is not given, return a new array.\r\n */\r\n public multiplyPoint2dArray(points: Point2d[], result?: Point2d[]): Point2d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(points, result, () => Point2d.createZero());\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, points[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of points)\r\n result.push(Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, p));\r\n return result;\r\n }\r\n /**\r\n * Transform the input 3d point array (using `Tp = M*p + o`).\r\n * * If `result` is given, resize it to match the input `points` array and update it with transformed points.\r\n * * If `result` is not given, return a new array.\r\n */\r\n public multiplyPoint3dArray(points: Point3d[], result?: Point3d[]): Point3d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(points, result, () => Point3d.createZero());\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, points[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of points)\r\n result.push(Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, p));\r\n return result;\r\n }\r\n /**\r\n * Multiply the vector by the `matrix` part of the Transform.\r\n * * The `origin` part of Transform is not used.\r\n * * If `result` is given, update it with the multiplication. Otherwise, create a new Vector3d.\r\n */\r\n public multiplyVector(vector: Vector3d, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyVector(vector, result);\r\n }\r\n /**\r\n * Multiply the vector by the `matrix` part of the Transform in place.\r\n * * The `origin` part of Transform is not used.\r\n */\r\n public multiplyVectorInPlace(vector: Vector3d): void {\r\n this._matrix.multiplyVectorInPlace(vector);\r\n }\r\n /**\r\n * Multiply the vector (x,y,z) by the `matrix` part of the Transform.\r\n * * The `origin` part of Transform is not used.\r\n * * If `result` is given, update it with the multiplication. Otherwise, create a new Vector3d.\r\n */\r\n public multiplyVectorXYZ(x: number, y: number, z: number, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyXYZ(x, y, z, result);\r\n }\r\n /**\r\n * Calculate `transformA * transformB` and store it into the calling instance (`this`).\r\n * * **Note:** If `transformA = [A a]` and `transformB = [B b]` then `transformA * transformB` is defined as\r\n * `[A*B Ab+a]`.\r\n * * @see [[multiplyTransformTransform]] documentation for math details.\r\n * @param transformA first operand\r\n * @param transformB second operand\r\n */\r\n public setMultiplyTransformTransform(transformA: Transform, transformB: Transform): void {\r\n Matrix3d.xyzPlusMatrixTimesXYZ(\r\n transformA._origin,\r\n transformA._matrix,\r\n transformB._origin,\r\n this._origin as Point3d,\r\n );\r\n transformA._matrix.multiplyMatrixMatrix(transformB._matrix, this._matrix);\r\n }\r\n /**\r\n * Multiply `this` Transform times `other` Transform.\r\n * * **Note:** If `this = [A a]` and `other = [B b]` then `this * other` is defined as `[A*B Ab+a]` because:\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * \\text{this Transform with matrix part }\\bold{A}\\text{ and origin part }\\bold{a} & \\blockTransform{A}{a}\\\\\r\n * \\text{other Transform with matrix part }\\bold{B}\\text{ and origin part }\\bold{b} & \\blockTransform{B}{b} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{b}=\\blockTransform{AB}{Ab + a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other the `other` Transform to be multiplied to `this` Transform.\r\n * @param result optional preallocated `result` to reuse.\r\n */\r\n public multiplyTransformTransform(other: Transform, result?: Transform) {\r\n if (!result)\r\n return Transform.createRefs(\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, other._origin),\r\n this._matrix.multiplyMatrixMatrix(other._matrix),\r\n );\r\n result.setMultiplyTransformTransform(this, other);\r\n return result;\r\n }\r\n /**\r\n * Multiply `this` Transform times `other` Matrix3d (considered to be a Transform with 0 `origin`).\r\n * * **Note:** If `this = [A a]` and `other = [B 0]`, then `this * other` is defined as [A*B a] because:\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * \\text{this Transform with matrix part }\\bold{A}\\text{ and origin part }\\bold{a} & \\blockTransform{A}{a}\\\\\r\n * \\text{other matrix }\\bold{B}\\text{ promoted to block Transform} & \\blockTransform{B}{0} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{0}=\\blockTransform{AB}{a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other the `other` Matrix3d to be multiplied to `this` Transform.\r\n * @param result optional preallocated `result` to reuse.\r\n */\r\n public multiplyTransformMatrix3d(other: Matrix3d, result?: Transform): Transform {\r\n if (!result)\r\n return Transform.createRefs(\r\n this._origin.cloneAsPoint3d(),\r\n this._matrix.multiplyMatrixMatrix(other),\r\n );\r\n this._matrix.multiplyMatrixMatrix(other, result._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n /**\r\n * Return the range of the transformed corners.\r\n * * The 8 corners are transformed individually.\r\n * * **Note:** Suppose you have a geometry, a range box around that geometry, and your Transform is a rotation.\r\n * If you rotate the range box and recompute a new range box around the rotated range box, then the new range\r\n * box will have a larger volume than the original range box. However, if you rotate the geometry itself and\r\n * then recompute the range box, it will be a tighter range box around the rotated geometry. `multiplyRange`\r\n * function creates the larger range box because it only has access to the range box and not the geometry itself.\r\n */\r\n public multiplyRange(range: Range3d, result?: Range3d): Range3d {\r\n if (range.isNull)\r\n return range.clone(result);\r\n const lowX = range.low.x;\r\n const lowY = range.low.y;\r\n const lowZ = range.low.z;\r\n const highX = range.high.x;\r\n const highY = range.high.y;\r\n const highZ = range.high.z;\r\n result = Range3d.createNull(result);\r\n result.extendTransformedXYZ(this, lowX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, highX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, lowX, highY, lowZ);\r\n result.extendTransformedXYZ(this, highX, highY, lowZ);\r\n result.extendTransformedXYZ(this, lowX, lowY, highZ);\r\n result.extendTransformedXYZ(this, highX, lowY, highZ);\r\n result.extendTransformedXYZ(this, lowX, highY, highZ);\r\n result.extendTransformedXYZ(this, highX, highY, highZ);\r\n return result;\r\n }\r\n /**\r\n * Return a Transform which is the inverse of `this` Transform.\r\n * * If `transform = [M o]` then `transformInverse = [MInverse -MInverse*o]`\r\n * * Return `undefined` if this Transform's matrix is singular.\r\n */\r\n public inverse(result?: Transform): Transform | undefined {\r\n const matrixInverse = this._matrix.inverse(result ? result._matrix : undefined);\r\n if (!matrixInverse)\r\n return undefined;\r\n if (result) {\r\n // result._matrix is already defined\r\n matrixInverse.multiplyXYZ(-this._origin.x, -this._origin.y, -this._origin.z, result._origin as Vector3d);\r\n return result;\r\n }\r\n return Transform.createRefs(\r\n matrixInverse.multiplyXYZ(-this._origin.x, -this._origin.y, -this._origin.z),\r\n matrixInverse,\r\n );\r\n }\r\n /**\r\n * Initialize 2 Transforms that map between the unit box (specified by 000 and 111) and the range box specified\r\n * by the input points.\r\n * @param min the min corner of the range box\r\n * @param max the max corner of the range box\r\n * @param npcToGlobal maps NPC coordinates into range box coordinates. Specifically, maps 000 to `min` and maps\r\n * 111 to `max`. This Transform is the inverse of `globalToNpc`. Object created by caller, re-initialized here.\r\n * @param globalToNpc maps range box coordinates into NPC coordinates. Specifically, maps `min` to 000 and maps\r\n * `max` to 111. This Transform is the inverse of `npcToGlobal`. Object created by caller, re-initialized here.\r\n * * NPC stands for `Normalized Projection Coordinate`\r\n */\r\n public static initFromRange(min: Point3d, max: Point3d, npcToGlobal?: Transform, globalToNpc?: Transform): void {\r\n const diag = max.minus(min);\r\n if (diag.x === 0.0)\r\n diag.x = 1.0;\r\n if (diag.y === 0.0)\r\n diag.y = 1.0;\r\n if (diag.z === 0.0)\r\n diag.z = 1.0;\r\n const rMatrix = new Matrix3d();\r\n /**\r\n * [diag.x 0 0 min.x]\r\n * npcToGlobal = [ 0 diag.y 0 min.y]\r\n * [ 0 0 diag.y min.z]\r\n *\r\n * npcToGlobal * 0 = min\r\n * npcToGlobal * 1 = diag + min = max\r\n */\r\n if (npcToGlobal) {\r\n Matrix3d.createScale(diag.x, diag.y, diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(min, rMatrix, npcToGlobal);\r\n }\r\n /**\r\n * [1/diag.x 0 0 -min.x/diag.x]\r\n * globalToNpc = [ 0 1/diag.y 0 -min.y/diag.y]\r\n * [ 0 0 1/diag.y -min.z/diag.z]\r\n *\r\n * globalToNpc * min = min/diag - min/diag = 0\r\n * globalToNpc * max = max/diag - min/diag = diag/diag = 1\r\n */\r\n if (globalToNpc) {\r\n const origin = new Point3d(-min.x / diag.x, -min.y / diag.y, -min.z / diag.z);\r\n Matrix3d.createScale(1.0 / diag.x, 1.0 / diag.y, 1.0 / diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(origin, rMatrix, globalToNpc);\r\n }\r\n }\r\n}\r\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 CartesianGeometry\r\n */\r\n\r\nimport { AxisOrder, BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Point4d } from \"../geometry4d/Point4d\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point2d } from \"./Point2dVector2d\";\r\nimport { Point3d, Vector3d, XYZ } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { TransformProps, XAndY, XYAndZ } from \"./XYZProps\";\r\n\r\n/**\r\n * A Transform consists of an origin and a Matrix3d. This describes a coordinate frame with this origin, with\r\n * the columns of the Matrix3d being the local x,y,z axis directions.\r\n * * The math for a Transform `T` consisting of a Matrix3d `M` and a Point3d `o` on a Vector3d `p` is: `Tp = M*p + o`.\r\n * In other words, `T` is a combination of two operations on `p`: the action of matrix multiplication, followed by a\r\n * translation. `Origin` is a traditional term for `o`, because `T` can be interpreted as a change of basis from the\r\n * global axes centered at the global origin, to a new set of axes specified by matrix M columns centered at `o`.\r\n * * Beware that for common transformations (e.g. scale about point, rotate around an axis) the `fixed point` that\r\n * is used when describing the transform is NOT the `origin` stored in the transform. Setup methods (e.g\r\n * createFixedPointAndMatrix, createScaleAboutPoint) take care of determining the appropriate origin coordinates.\r\n * * If `T` is a translation, no point is fixed by `T`.\r\n * * If `T` is the identity, all points are fixed by `T`.\r\n * * If `T` is a scale about a point, one point is fixed by `T`.\r\n * * If `T` is a rotation about an axis, a line is fixed by `T`.\r\n * * If `T` is a projection to the plane, a plane is fixed by `T`.\r\n * @public\r\n */\r\nexport class Transform implements BeJSONFunctions {\r\n private _origin: XYZ;\r\n private _matrix: Matrix3d;\r\n // Constructor accepts and uses pointer to content (no copy is done here).\r\n private constructor(origin: XYZ, matrix: Matrix3d) {\r\n this._origin = origin;\r\n this._matrix = matrix;\r\n }\r\n private static _identity?: Transform;\r\n /** The identity Transform. Value is frozen and cannot be modified. */\r\n public static get identity(): Transform {\r\n if (undefined === this._identity) {\r\n this._identity = Transform.createIdentity();\r\n this._identity.freeze();\r\n }\r\n return this._identity;\r\n }\r\n /** Freeze this instance (and its members) so it is read-only */\r\n public freeze(): Readonly<this> {\r\n this._origin.freeze();\r\n this._matrix.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Copy contents from other Transform into this Transform\r\n * @param other source transform\r\n */\r\n public setFrom(other: Transform) {\r\n this._origin.setFrom(other._origin);\r\n this._matrix.setFrom(other._matrix);\r\n }\r\n /** Set this Transform to be an identity. */\r\n public setIdentity() {\r\n this._origin.setZero();\r\n this._matrix.setIdentity();\r\n }\r\n /**\r\n * Set this Transform instance from flexible inputs:\r\n * * Any object (such as another Transform or TransformProps) that has `origin` and `matrix` members\r\n * accepted by `Point3d.setFromJSON` and `Matrix3d.setFromJSON`\r\n * * An array of 3 number arrays, each with 4 entries which are rows in a 3x4 matrix.\r\n * * An array of 12 numbers, each block of 4 entries as a row 3x4 matrix.\r\n * * If no input is provided, the identity Transform is returned.\r\n */\r\n public setFromJSON(json?: TransformProps | Transform): void {\r\n if (json) {\r\n if (json instanceof Object && (json as any).origin && (json as any).matrix) {\r\n this._origin.setFromJSON((json as any).origin);\r\n this._matrix.setFromJSON((json as any).matrix);\r\n return;\r\n }\r\n if (Geometry.isArrayOfNumberArray(json, 3, 4)) {\r\n this._matrix.setRowValues(\r\n json[0][0], json[0][1], json[0][2],\r\n json[1][0], json[1][1], json[1][2],\r\n json[2][0], json[2][1], json[2][2],\r\n );\r\n this._origin.set(json[0][3], json[1][3], json[2][3]);\r\n return;\r\n }\r\n if (Geometry.isNumberArray(json, 12)) {\r\n this._matrix.setRowValues(\r\n json[0], json[1], json[2],\r\n json[4], json[5], json[6],\r\n json[8], json[9], json[10],\r\n );\r\n this._origin.set(json[3], json[7], json[11]);\r\n return;\r\n }\r\n }\r\n this.setIdentity();\r\n }\r\n /**\r\n * Test for near equality with `other` Transform. Comparison uses the `isAlmostEqual` methods on the `origin` and\r\n * `matrix` parts.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqual(other: Readonly<Transform>): boolean {\r\n return this === other || this.origin.isAlmostEqual(other.origin) && this.matrix.isAlmostEqual(other.matrix);\r\n }\r\n /**\r\n * Test for near equality with `other` Transform. Comparison uses the `isAlmostEqual` methods on the `origin` part\r\n * and the `isAlmostEqualAllowZRotation` method on the `matrix` part.\r\n * @param other Transform to compare to.\r\n */\r\n public isAlmostEqualAllowZRotation(other: Transform): boolean {\r\n return this._origin.isAlmostEqual(other._origin) && this._matrix.isAlmostEqualAllowZRotation(other._matrix);\r\n }\r\n /**\r\n * Return a 3 by 4 matrix containing the rows of this Transform.\r\n * * The transform's origin coordinates are the last entries of the 3 json arrays\r\n */\r\n public toRows(): number[][] {\r\n return [\r\n [this._matrix.coffs[0], this._matrix.coffs[1], this._matrix.coffs[2], this._origin.x],\r\n [this._matrix.coffs[3], this._matrix.coffs[4], this._matrix.coffs[5], this._origin.y],\r\n [this._matrix.coffs[6], this._matrix.coffs[7], this._matrix.coffs[8], this._origin.z],\r\n ];\r\n }\r\n /**\r\n * Return a 3 by 4 matrix containing the rows of this Transform.\r\n * * The transform's origin coordinates are the last entries of the 3 json arrays\r\n */\r\n public toJSON(): TransformProps {\r\n return this.toRows();\r\n }\r\n /** Return a new Transform initialized by `Transform.setFromJSON` */\r\n public static fromJSON(json?: TransformProps): Transform {\r\n const result = Transform.createIdentity();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Copy the contents of `this` transform into a new Transform (or to the result, if specified). */\r\n public clone(result?: Transform): Transform {\r\n if (result) {\r\n result._matrix.setFrom(this._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n return new Transform(\r\n Point3d.createFrom(this._origin),\r\n this._matrix.clone(),\r\n );\r\n }\r\n /**\r\n * Return a modified copy of `this` Transform so that its `matrix` part is rigid (`origin` part is untouched).\r\n * @see [[Matrix3d.axisOrderCrossProductsInPlace]] documentation for details of how the matrix is modified to rigid.\r\n */\r\n public cloneRigid(axisOrder: AxisOrder = AxisOrder.XYZ): Transform | undefined {\r\n const modifiedMatrix = Matrix3d.createRigidFromMatrix3d(this.matrix, axisOrder);\r\n if (!modifiedMatrix)\r\n return undefined;\r\n return new Transform(this.origin.cloneAsPoint3d(), modifiedMatrix);\r\n }\r\n /** Create a Transform with the given `origin` and `matrix`. Inputs are captured, not cloned. */\r\n public static createRefs(origin: XYZ | undefined, matrix: Matrix3d, result?: Transform): Transform {\r\n if (!origin)\r\n origin = Point3d.createZero();\r\n if (result) {\r\n result._origin = origin;\r\n result._matrix = matrix;\r\n return result;\r\n }\r\n return new Transform(origin, matrix);\r\n }\r\n /** Create a Transform with complete contents given. `q` inputs make the matrix and `a` inputs make the origin */\r\n public static createRowValues(\r\n qxx: number, qxy: number, qxz: number, ax: number,\r\n qyx: number, qyy: number, qyz: number, ay: number,\r\n qzx: number, qzy: number, qzz: number, az: number,\r\n result?: Transform,\r\n ): Transform {\r\n if (result) {\r\n result._origin.set(ax, ay, az);\r\n result._matrix.setRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz);\r\n return result;\r\n }\r\n return new Transform(\r\n Point3d.create(ax, ay, az),\r\n Matrix3d.createRowValues(qxx, qxy, qxz, qyx, qyy, qyz, qzx, qzy, qzz),\r\n );\r\n }\r\n /** Create a Transform with all zeros */\r\n public static createZero(result?: Transform): Transform {\r\n return Transform.createRowValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, result);\r\n }\r\n /**\r\n * Create a Transform with translation provided by x,y,z parts.\r\n * * Translation Transform maps any vector `v` to `v + p` where `p = (x,y,z)`\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeTransform\r\n * @param x x part of translation\r\n * @param y y part of translation\r\n * @param z z part of translation\r\n * @param result optional pre-allocated Transform\r\n * @returns new or updated transform\r\n */\r\n public static createTranslationXYZ(x: number = 0, y: number = 0, z: number = 0, result?: Transform): Transform {\r\n return Transform.createRefs(Vector3d.create(x, y, z), Matrix3d.createIdentity(), result);\r\n }\r\n /**\r\n * Create a Transform with specified `translation` part.\r\n * * Translation Transform maps any vector `v` to `v + translation`\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeTransform\r\n * @param translation x,y,z parts of the translation\r\n * @param result optional pre-allocated Transform\r\n * @returns new or updated transform\r\n */\r\n public static createTranslation(translation: XYZ, result?: Transform): Transform {\r\n return Transform.createRefs(translation, Matrix3d.createIdentity(), result);\r\n }\r\n /** Return a reference (and NOT a copy) to the `matrix` part of the Transform. */\r\n public get matrix(): Matrix3d {\r\n return this._matrix;\r\n }\r\n /** Return a reference (and NOT a copy) to the `origin` part of the Transform. */\r\n public get origin(): XYZ {\r\n return this._origin;\r\n }\r\n /** return a (clone of) the `origin` part of the Transform, as a `Point3d` */\r\n public getOrigin(): Point3d {\r\n return Point3d.createFrom(this._origin);\r\n }\r\n /** return a (clone of) the `origin` part of the Transform, as a `Vector3d` */\r\n public getTranslation(): Vector3d {\r\n return Vector3d.createFrom(this._origin);\r\n }\r\n /** return a (clone of) the `matrix` part of the Transform, as a `Matrix3d` */\r\n public getMatrix(): Matrix3d {\r\n return this._matrix.clone();\r\n }\r\n /** test if the transform has `origin` = (0,0,0) and identity `matrix` */\r\n public get isIdentity(): boolean {\r\n return this._matrix.isIdentity && this._origin.isAlmostZero;\r\n }\r\n /** Create an identity transform */\r\n public static createIdentity(result?: Transform): Transform {\r\n if (result) {\r\n result._origin.setZero();\r\n result._matrix.setIdentity();\r\n return result;\r\n }\r\n return Transform.createRefs(Point3d.createZero(), Matrix3d.createIdentity());\r\n }\r\n /**\r\n * Create a Transform using the given `origin` and `matrix`.\r\n * * This is the appropriate construction when the columns of the matrix are coordinate axes of a\r\n * local-to-world mapping, and the given point is the axes' origin in world coordinates.\r\n * * This function is closely related to `createFixedPointAndMatrix` whose point input is the fixed point\r\n * of the world-to-world transformation.\r\n * * If origin is `undefined`, (0,0,0) is used. If matrix is `undefined` the identity matrix is used.\r\n */\r\n public static createOriginAndMatrix(\r\n origin: XYZ | undefined, matrix: Matrix3d | undefined, result?: Transform,\r\n ): Transform {\r\n if (result) {\r\n result._origin.setFromPoint3d(origin);\r\n result._matrix.setFrom(matrix);\r\n return result;\r\n }\r\n return Transform.createRefs(\r\n origin ? origin.cloneAsPoint3d() : Point3d.createZero(),\r\n matrix === undefined ? Matrix3d.createIdentity() : matrix.clone(),\r\n result,\r\n );\r\n }\r\n /** Create a Transform using the given `origin` and columns of the `matrix`. If `undefined` zero is used. */\r\n public setOriginAndMatrixColumns(\r\n origin: XYZ | undefined, vectorX: Vector3d | undefined, vectorY: Vector3d | undefined, vectorZ: Vector3d | undefined,\r\n ): void {\r\n if (origin !== undefined)\r\n this._origin.setFrom(origin);\r\n this._matrix.setColumns(vectorX, vectorY, vectorZ);\r\n }\r\n /** Create a Transform using the given `origin` and columns of the `matrix` */\r\n public static createOriginAndMatrixColumns(\r\n origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d, result?: Transform,\r\n ): Transform {\r\n if (result)\r\n result.setOriginAndMatrixColumns(origin, vectorX, vectorY, vectorZ);\r\n else\r\n result = Transform.createRefs(Vector3d.createFrom(origin), Matrix3d.createColumns(vectorX, vectorY, vectorZ));\r\n return result;\r\n }\r\n /**\r\n * Create a Transform with given origin and a rigid matrix constructed from two column vectors.\r\n * @param origin origin of the local coordinate system. Default is the global origin (zero).\r\n * @param vectorX first axis passed into `Matrix3d.createRigidFromColumns`.\r\n * @param vectorY second axis passed into `Matrix3d.createRigidFromColumns`.\r\n * @param axisOrder order of axis construction in `Matrix3d.createRigidFromColumns(vectorX, vectorY, axisOrder)`.\r\n * @param result optional pre-allocated result to populate and return.\r\n * @returns localToWorld transform for a local coordinate system with given origin and ordered axes, or `undefined`\r\n * if the rigid matrix could not be created.\r\n * @see [[Matrix3d.createRigidFromColumns]]\r\n */\r\n public static createRigidFromOriginAndColumns(\r\n origin: XYZ | undefined, vectorX: Vector3d, vectorY: Vector3d, axisOrder: AxisOrder, result?: Transform,\r\n ): Transform | undefined {\r\n const matrix = Matrix3d.createRigidFromColumns(vectorX, vectorY, axisOrder, result?._matrix);\r\n if (!matrix)\r\n return undefined;\r\n if (result) {\r\n result._origin.setFrom(origin);\r\n return result;\r\n }\r\n return Transform.createRefs(origin?.cloneAsPoint3d(), matrix);\r\n }\r\n /**\r\n * Create a Transform with given origin and a rigid matrix constructed from one column vector.\r\n * @param origin origin of the local coordinate system. Default is the global origin (zero).\r\n * @param vector direction of the axis of the local coordinate system indicated by the first letter of `axisOrder`.\r\n * @param axisOrder order of axis construction in `Matrix3d.createRigidHeadsUp(vector, axisOrder)`. Default value\r\n * is `AxisOrder.ZXY`, which means the z-column of the returned Transform is in the direction of `vector`.\r\n * @param result optional pre-allocated result to populate and return.\r\n * @returns localToWorld transform for a local coordinate system with given origin and axis, or `undefined`\r\n * if the rigid matrix could not be created.\r\n * @see [[Matrix3d.createRigidHeadsUp]]\r\n */\r\n public static createRigidFromOriginAndVector(origin: XYZ | undefined, vector: Vector3d, axisOrder: AxisOrder = AxisOrder.ZXY, result?: Transform): Transform | undefined {\r\n const matrix = Matrix3d.createRigidHeadsUp(vector, axisOrder, result?._matrix);\r\n if (!matrix)\r\n return undefined;\r\n if (result) {\r\n result._origin.setFrom(origin);\r\n return result;\r\n }\r\n return Transform.createRefs(origin?.cloneAsPoint3d(), matrix);\r\n }\r\n /**\r\n * Create a Transform with the specified `matrix`. Compute an `origin` (different from the given `fixedPoint`)\r\n * so that the `fixedPoint` maps back to itself. The returned Transform, transforms a point `p` to `M*p + (f - M*f)`\r\n * where `f` is the fixedPoint (i.e., `Tp = M*(p-f) + f`).\r\n */\r\n public static createFixedPointAndMatrix(\r\n fixedPoint: XYAndZ | undefined, matrix: Matrix3d, result?: Transform,\r\n ): Transform {\r\n if (fixedPoint) {\r\n /**\r\n * if f is a fixed point, then Tf = M*f + o = f where M is the matrix and o is the origin.\r\n * we define the origin o = f - M*f. Therefore, Tf = Mf + o = M*f + (f - M*f) = f.\r\n */\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n return Transform.createRefs(undefined, matrix.clone());\r\n }\r\n /**\r\n * Create a transform with the specified `matrix` and points `a` and `b`. The returned Transform maps\r\n * point `p` to `M*(p-a) + b` (i.e., `Tp = M*(p-a) + b`), so maps `a` to `b`.\r\n */\r\n public static createMatrixPickupPutdown(\r\n matrix: Matrix3d, a: Point3d, b: Point3d, result?: Transform,\r\n ): Transform {\r\n // we define the origin o = b - M*a so Tp = M*p + o = M*p + (b - M*a) = M*(p-a) + b\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(b, matrix, a);\r\n return Transform.createRefs(origin, matrix.clone(), result);\r\n }\r\n /**\r\n * Create a Transform which leaves the fixedPoint unchanged and scales everything else around it by\r\n * a single scale factor. The returned Transform maps a point `p` to `M*p + (f - M*f)`\r\n * where `f` is the fixedPoint and M is the scale matrix (i.e., `Tp = M*(p-f) + f`).\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/CubeTransform\r\n */\r\n public static createScaleAboutPoint(fixedPoint: Point3d, scale: number, result?: Transform): Transform {\r\n const matrix = Matrix3d.createScale(scale, scale, scale);\r\n /**\r\n * if f is a fixed point, then Tf = M*f + o = f where M is the matrix and o is the origin.\r\n * we define the origin o = f - M*f. Therefore, Tf = M*f + o = M*f + (f - M*f) = f.\r\n */\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(fixedPoint, matrix, fixedPoint);\r\n return Transform.createRefs(origin, matrix, result);\r\n }\r\n /**\r\n * Return a transformation which flattens space onto a plane, sweeping along a direction which may be different\r\n * from the plane normal.\r\n * * See [Matrix3d.createFlattenAlongVectorToPlane] for math details.\r\n * @param sweepVector sweep direction. If same as `planeNormal`, the resulting transformation is a projection onto the plane.\r\n * @param planePoint any point on the plane\r\n * @param planeNormal vector normal to the plane.\r\n */\r\n public static createFlattenAlongVectorToPlane(sweepVector: Vector3d, planePoint: XYAndZ, planeNormal: Vector3d): Transform | undefined {\r\n const matrix = Matrix3d.createFlattenAlongVectorToPlane(sweepVector, planeNormal);\r\n if (matrix === undefined)\r\n return undefined;\r\n return Transform.createFixedPointAndMatrix(planePoint, matrix);\r\n }\r\n /**\r\n * Transform the input 2d point (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyPoint2d(point: XAndY, result?: Point2d): Point2d {\r\n return Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, point, result);\r\n }\r\n /**\r\n * Transform the input 3d point (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyPoint3d(point: XYAndZ, result?: Point3d): Point3d {\r\n // Tx = Mx + o so we return Mx + o\r\n return Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, result);\r\n }\r\n /**\r\n * Transform the input 3d point in place (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyXYAndZInPlace(point: XYAndZ): void {\r\n return Matrix3d.xyzPlusMatrixTimesXYZInPlace(this._origin, this._matrix, point);\r\n }\r\n /**\r\n * Transform the input 3d point (using `Tp = M*p + o`).\r\n * Return as a new point or in the pre-allocated result (if result is given).\r\n */\r\n public multiplyXYZ(x: number, y: number, z: number = 0, result?: Point3d): Point3d {\r\n // Tx = Mx + o so we return Mx + o\r\n return Matrix3d.xyzPlusMatrixTimesCoordinates(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /**\r\n * Multiply a specific row (component) of the 3x4 instance times (x,y,z,1). Return the result.\r\n */\r\n public multiplyComponentXYZ(componentIndex: number, x: number, y: number, z: number = 0): number {\r\n const coffs = this._matrix.coffs;\r\n const idx = 3 * componentIndex;\r\n return this.origin.at(componentIndex) + (coffs[idx] * x) + (coffs[idx + 1] * y) + (coffs[idx + 2] * z);\r\n }\r\n /**\r\n * Multiply a specific row (component) of the 3x4 instance times (x,y,z,w). Return the result.\r\n */\r\n public multiplyComponentXYZW(componentIndex: number, x: number, y: number, z: number, w: number): number {\r\n const coffs = this._matrix.coffs;\r\n const idx = 3 * componentIndex;\r\n return (this.origin.at(componentIndex) * w) + (coffs[idx] * x) + (coffs[idx + 1] * y) + (coffs[idx + 2] * z);\r\n }\r\n /**\r\n * Transform the homogeneous point. Return as a new `Point4d`, or in the pre-allocated result (if result is given).\r\n * * If `p = (x,y,z)` then this method computes `Tp = M*p + o*w` and returns the `Point4d` formed by `Tp` in the\r\n * first three coordinates, and `w` in the fourth.\r\n * * Logically, this is multiplication by the 4x4 matrix formed from the 3x4 instance augmented with fourth row 0001.\r\n */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinates(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n /**\r\n * Transform the homogeneous point. Return as new `Float64Array` with size 4, or in the pre-allocated `result` of sufficient size.\r\n * * If `p = (x,y,z)` then this method computes `Tp = M*p + o*w` and returns the `Float64Array` formed by `Tp`\r\n * in the first 3 numbers of the array and `w` as the fourth.\r\n * * Logically, this is multiplication by the 4x4 matrix formed from the 3x4 instance augmented with fourth row 0001.\r\n */\r\n public multiplyXYZWToFloat64Array(x: number, y: number, z: number, w: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesWeightedCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, w, result);\r\n }\r\n /**\r\n * * Transform the point. Return as new `Float64Array` with size 3, or in the pre-allocated `result` of sufficient size.\r\n * * If `p = (x,y,z)` then this method computes `Tp = M*p + o` and returns it as the first 3 elements of the array.\r\n */\r\n public multiplyXYZToFloat64Array(x: number, y: number, z: number, result?: Float64Array): Float64Array {\r\n return Matrix3d.xyzPlusMatrixTimesCoordinatesToFloat64Array(this._origin, this._matrix, x, y, z, result);\r\n }\r\n /**\r\n * Multiply the homogeneous point by the transpose of `this` Transform. Return as a new `Point4d` or in the\r\n * pre-allocated result (if result is given).\r\n * * If `p = (x,y,z)` then this method computes `M^t*p` and returns it in the first three coordinates of the `Point4d`,\r\n * and `o*p + w` in the fourth.\r\n * * Logically, this is multiplication by the transpose of the 4x4 matrix formed from the 3x4 instance augmented with\r\n * fourth row 0001.\r\n */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n const coffs = this._matrix.coffs;\r\n const origin = this._origin;\r\n return Point4d.create(\r\n (x * coffs[0]) + (y * coffs[3]) + (z * coffs[6]),\r\n (x * coffs[1]) + (y * coffs[4]) + (z * coffs[7]),\r\n (x * coffs[2]) + (y * coffs[5]) + (z * coffs[8]),\r\n (x * origin.x) + (y * origin.y) + (z * origin.z) + w,\r\n result,\r\n );\r\n }\r\n /** For each point in the array, replace point by the transformed point (using `Tp = M*p + o`) */\r\n public multiplyPoint3dArrayInPlace(points: Point3d[]) {\r\n let point;\r\n for (point of points)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, point, point);\r\n }\r\n /** For each point in the 2d array, replace point by the transformed point (using `Tp = M*p + o`) */\r\n public multiplyPoint3dArrayArrayInPlace(chains: Point3d[][]) {\r\n for (const chain of chains)\r\n this.multiplyPoint3dArrayInPlace(chain);\r\n }\r\n /**\r\n * Multiply the point by the inverse Transform.\r\n * * If for a point `p` we have `Tp = M*p + o = q`, then `p = MInverse*(q - o) = TInverse q` so `TInverse`\r\n * Transform has matrix part `MInverse` and origin part `-MInverse*o`.\r\n * * Return as a new point or in the optional `result`.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInversePoint3d(point: XYAndZ, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n point.x - this._origin.x,\r\n point.y - this._origin.y,\r\n point.z - this._origin.z,\r\n result,\r\n );\r\n }\r\n /**\r\n * Multiply the point by the inverse Transform, and return its xy-coordinates.\r\n * @param point point to transform\r\n * @param result optional pre-allocated result to populate and return\r\n * @returns xy-coordinates of the transformed point, or `undefined` if the instance is singular.\r\n * @see [[multiplyInversePoint3d]]\r\n */\r\n public multiplyInversePoint3dAsPoint2d(point: XYAndZ, result?: Point2d): Point2d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint2d(\r\n point.x - this._origin.x,\r\n point.y - this._origin.y,\r\n point.z - this._origin.z,\r\n result,\r\n );\r\n }\r\n /**\r\n * Multiply the homogenous point by the inverse Transform.\r\n * * If for a point `p` we have `Tp = M*p + o = q`, then `p = MInverse*(q - o) = TInverse q` so `TInverse` Transform\r\n * has matrix part `MInverse` and origin part `-MInverse*o`.\r\n * * This method computes `TInverse p = MInverse*p - w*MInverse*o` and returns the `Point4d` formed by `TInverse*p`\r\n * in the first three coordinates, and `w` in the fourth.\r\n * * Logically, this is multiplication by the inverse of the 4x4 matrix formed from the 3x4 instance augmented with\r\n * fourth row 0001. This is equivalent to the 4x4 matrix formed in similar fashion from the inverse of this instance.\r\n * * Return as a new point or in the optional `result`.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInversePoint4d(weightedPoint: Point4d, result?: Point4d): Point4d | undefined {\r\n const w = weightedPoint.w;\r\n return this._matrix.multiplyInverseXYZW(\r\n weightedPoint.x - w * this.origin.x,\r\n weightedPoint.y - w * this.origin.y,\r\n weightedPoint.z - w * this.origin.z,\r\n w,\r\n result,\r\n );\r\n }\r\n /**\r\n * Multiply the point by the inverse Transform.\r\n * * If for a point `p` we have `Tp = M*p + o = q`, then `p = MInverse*(q - o) = TInverse q` so `TInverse` Transform\r\n * has matrix part `MInverse` and origin part `-MInverse*o`.\r\n * * Return as a new point or in the optional `result`.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInverseXYZ(x: number, y: number, z: number, result?: Point3d): Point3d | undefined {\r\n return this._matrix.multiplyInverseXYZAsPoint3d(\r\n x - this._origin.x,\r\n y - this._origin.y,\r\n z - this._origin.z,\r\n result,\r\n );\r\n }\r\n /**\r\n * * Compute (if needed) the inverse of the `matrix` part of the Transform, thereby ensuring inverse\r\n * operations can complete.\r\n * @param useCached If true, accept prior cached inverse if available.\r\n * @returns `true` if matrix inverse completes, `false` otherwise.\r\n */\r\n public computeCachedInverse(useCached: boolean = true): boolean {\r\n return this._matrix.computeCachedInverse(useCached);\r\n }\r\n /**\r\n * Match the length of destination array with the length of source array\r\n * * If destination has more elements than source, remove the extra elements.\r\n * * If destination has fewer elements than source, use `constructionFunction` to create new elements.\r\n * *\r\n * @param source the source array\r\n * @param dest the destination array\r\n * @param constructionFunction function to call to create new elements.\r\n */\r\n public static matchArrayLengths(source: any[], dest: any[], constructionFunction: () => any): number {\r\n const numSource = source.length;\r\n const numDest = dest.length;\r\n if (numSource > numDest) {\r\n for (let i = numDest; i < numSource; i++) {\r\n dest.push(constructionFunction());\r\n }\r\n } else if (numDest > numSource) {\r\n dest.length = numSource;\r\n }\r\n return numSource;\r\n }\r\n /**\r\n * Multiply each point in the array by the inverse of `this` Transform.\r\n * * For a transform `T = [M o]` the inverse transform `T' = [M' -M'o]` exists if and only if `M` has an inverse\r\n * `M'`. Indeed, for any point `p`, we have `T'Tp = T'(Mp + o) = M'(Mp + o) - M'o = M'Mp + M'o - M'o = p.`\r\n * * If `result` is given, resize it to match the input `points` array and update it with original points `p[]`.\r\n * * If `result` is not given, return a new array.\r\n * * Returns `undefined` if the `matrix` part if this Transform is singular.\r\n */\r\n public multiplyInversePoint3dArray(points: Point3d[], result?: Point3d[]): Point3d[] | undefined {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return undefined;\r\n const originX = this.origin.x;\r\n const originY = this.origin.y;\r\n const originZ = this.origin.z;\r\n if (!result)\r\n result = [];\r\n const n = Transform.matchArrayLengths(points, result, () => Point3d.createZero());\r\n for (let i = 0; i < n; i++)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n points[i].x - originX,\r\n points[i].y - originY,\r\n points[i].z - originZ,\r\n result[i],\r\n );\r\n return result;\r\n }\r\n /**\r\n * Multiply each point in the array by the inverse of `this` Transform in place.\r\n * * For a transform `T = [M o]` the inverse transform `T' = [M' -M'o]` exists if and only if `M` has an inverse\r\n * `M'`. Indeed, for any point `p`, we have `T'Tp = T'(Mp + o) = M'(Mp + o) - M'o = M'Mp + M'o - M'o = p.`\r\n * * Returns `true` if the `matrix` part if this Transform is invertible and `false` if singular.\r\n */\r\n public multiplyInversePoint3dArrayInPlace(points: Point3d[]): boolean {\r\n if (!this._matrix.computeCachedInverse(true))\r\n return false;\r\n for (const point of points)\r\n this._matrix.multiplyInverseXYZAsPoint3d(\r\n point.x - this.origin.x,\r\n point.y - this.origin.y,\r\n point.z - this.origin.z,\r\n point,\r\n );\r\n return true;\r\n }\r\n /**\r\n * Transform the input 2d point array (using `Tp = M*p + o`).\r\n * * If `result` is given, resize it to match the input `points` array and update it with transformed points.\r\n * * If `result` is not given, return a new array.\r\n */\r\n public multiplyPoint2dArray(points: Point2d[], result?: Point2d[]): Point2d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(points, result, () => Point2d.createZero());\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, points[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of points)\r\n result.push(Matrix3d.xyPlusMatrixTimesXY(this._origin, this._matrix, p));\r\n return result;\r\n }\r\n /**\r\n * Transform the input 3d point array (using `Tp = M*p + o`).\r\n * * If `result` is given, resize it to match the input `points` array and update it with transformed points.\r\n * * If `result` is not given, return a new array.\r\n */\r\n public multiplyPoint3dArray(points: Point3d[], result?: Point3d[]): Point3d[] {\r\n if (result) {\r\n const n = Transform.matchArrayLengths(points, result, () => Point3d.createZero());\r\n for (let i = 0; i < n; i++)\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, points[i], result[i]);\r\n return result;\r\n }\r\n result = [];\r\n for (const p of points)\r\n result.push(Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, p));\r\n return result;\r\n }\r\n /**\r\n * Multiply the vector by the `matrix` part of the Transform.\r\n * * The `origin` part of Transform is not used.\r\n * * If `result` is given, update it with the multiplication. Otherwise, create a new Vector3d.\r\n */\r\n public multiplyVector(vector: Vector3d, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyVector(vector, result);\r\n }\r\n /**\r\n * Multiply the vector by the `matrix` part of the Transform in place.\r\n * * The `origin` part of Transform is not used.\r\n */\r\n public multiplyVectorInPlace(vector: Vector3d): void {\r\n this._matrix.multiplyVectorInPlace(vector);\r\n }\r\n /**\r\n * Multiply the vector (x,y,z) by the `matrix` part of the Transform.\r\n * * The `origin` part of Transform is not used.\r\n * * If `result` is given, update it with the multiplication. Otherwise, create a new Vector3d.\r\n */\r\n public multiplyVectorXYZ(x: number, y: number, z: number, result?: Vector3d): Vector3d {\r\n return this._matrix.multiplyXYZ(x, y, z, result);\r\n }\r\n /**\r\n * Calculate `transformA * transformB` and store it into the calling instance (`this`).\r\n * * **Note:** If `transformA = [A a]` and `transformB = [B b]` then `transformA * transformB` is defined as\r\n * `[A*B Ab+a]`.\r\n * * @see [[multiplyTransformTransform]] documentation for math details.\r\n * @param transformA first operand\r\n * @param transformB second operand\r\n */\r\n public setMultiplyTransformTransform(transformA: Transform, transformB: Transform): void {\r\n Matrix3d.xyzPlusMatrixTimesXYZ(\r\n transformA._origin,\r\n transformA._matrix,\r\n transformB._origin,\r\n this._origin as Point3d,\r\n );\r\n transformA._matrix.multiplyMatrixMatrix(transformB._matrix, this._matrix);\r\n }\r\n /**\r\n * Multiply `this` Transform times `other` Transform.\r\n * * **Note:** If `this = [A a]` and `other = [B b]` then `this * other` is defined as `[A*B Ab+a]` because:\r\n * ```equation\r\n * \\begin{matrix}\r\n * \\text{this Transform with matrix part }\\bold{A}\\text{ and origin part }\\bold{a} & \\blockTransform{A}{a}\\\\\r\n * \\text{other Transform with matrix part }\\bold{B}\\text{ and origin part }\\bold{b} & \\blockTransform{B}{b} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{b}=\\blockTransform{AB}{Ab + a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other the `other` Transform to be multiplied to `this` Transform.\r\n * @param result optional preallocated `result` to reuse.\r\n */\r\n public multiplyTransformTransform(other: Transform, result?: Transform) {\r\n if (!result)\r\n return Transform.createRefs(\r\n Matrix3d.xyzPlusMatrixTimesXYZ(this._origin, this._matrix, other._origin),\r\n this._matrix.multiplyMatrixMatrix(other._matrix),\r\n );\r\n result.setMultiplyTransformTransform(this, other);\r\n return result;\r\n }\r\n /**\r\n * Multiply `this` Transform times `other` Matrix3d (considered to be a Transform with 0 `origin`).\r\n * * **Note:** If `this = [A a]` and `other = [B 0]`, then `this * other` is defined as [A*B a] because:\r\n * ```equation\r\n * \\begin{matrix}\r\n * \\text{this Transform with matrix part }\\bold{A}\\text{ and origin part }\\bold{a} & \\blockTransform{A}{a}\\\\\r\n * \\text{other matrix }\\bold{B}\\text{ promoted to block Transform} & \\blockTransform{B}{0} \\\\\r\n * \\text{product}& \\blockTransform{A}{a}\\blockTransform{B}{0}=\\blockTransform{AB}{a}\r\n * \\end{matrix}\r\n * ```\r\n * @param other the `other` Matrix3d to be multiplied to `this` Transform.\r\n * @param result optional preallocated `result` to reuse.\r\n */\r\n public multiplyTransformMatrix3d(other: Matrix3d, result?: Transform): Transform {\r\n if (!result)\r\n return Transform.createRefs(\r\n this._origin.cloneAsPoint3d(),\r\n this._matrix.multiplyMatrixMatrix(other),\r\n );\r\n this._matrix.multiplyMatrixMatrix(other, result._matrix);\r\n result._origin.setFrom(this._origin);\r\n return result;\r\n }\r\n /**\r\n * Return the range of the transformed corners.\r\n * * The 8 corners are transformed individually.\r\n * * **Note:** Suppose you have a geometry, a range box around that geometry, and your Transform is a rotation.\r\n * If you rotate the range box and recompute a new range box around the rotated range box, then the new range\r\n * box will have a larger volume than the original range box. However, if you rotate the geometry itself and\r\n * then recompute the range box, it will be a tighter range box around the rotated geometry. `multiplyRange`\r\n * function creates the larger range box because it only has access to the range box and not the geometry itself.\r\n */\r\n public multiplyRange(range: Range3d, result?: Range3d): Range3d {\r\n if (range.isNull)\r\n return range.clone(result);\r\n const lowX = range.low.x;\r\n const lowY = range.low.y;\r\n const lowZ = range.low.z;\r\n const highX = range.high.x;\r\n const highY = range.high.y;\r\n const highZ = range.high.z;\r\n result = Range3d.createNull(result);\r\n result.extendTransformedXYZ(this, lowX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, highX, lowY, lowZ);\r\n result.extendTransformedXYZ(this, lowX, highY, lowZ);\r\n result.extendTransformedXYZ(this, highX, highY, lowZ);\r\n result.extendTransformedXYZ(this, lowX, lowY, highZ);\r\n result.extendTransformedXYZ(this, highX, lowY, highZ);\r\n result.extendTransformedXYZ(this, lowX, highY, highZ);\r\n result.extendTransformedXYZ(this, highX, highY, highZ);\r\n return result;\r\n }\r\n /**\r\n * Return a Transform which is the inverse of `this` Transform.\r\n * * If `transform = [M o]` then `transformInverse = [MInverse -MInverse*o]`\r\n * * Return `undefined` if this Transform's matrix is singular.\r\n */\r\n public inverse(result?: Transform): Transform | undefined {\r\n const matrixInverse = this._matrix.inverse(result ? result._matrix : undefined);\r\n if (!matrixInverse)\r\n return undefined;\r\n if (result) {\r\n // result._matrix is already defined\r\n matrixInverse.multiplyXYZ(-this._origin.x, -this._origin.y, -this._origin.z, result._origin as Vector3d);\r\n return result;\r\n }\r\n return Transform.createRefs(\r\n matrixInverse.multiplyXYZ(-this._origin.x, -this._origin.y, -this._origin.z),\r\n matrixInverse,\r\n );\r\n }\r\n /**\r\n * Initialize 2 Transforms that map between the unit box (specified by 000 and 111) and the range box specified\r\n * by the input points.\r\n * @param min the min corner of the range box\r\n * @param max the max corner of the range box\r\n * @param npcToGlobal maps NPC coordinates into range box coordinates. Specifically, maps 000 to `min` and maps\r\n * 111 to `max`. This Transform is the inverse of `globalToNpc`. Object created by caller, re-initialized here.\r\n * @param globalToNpc maps range box coordinates into NPC coordinates. Specifically, maps `min` to 000 and maps\r\n * `max` to 111. This Transform is the inverse of `npcToGlobal`. Object created by caller, re-initialized here.\r\n * * NPC stands for `Normalized Projection Coordinate`\r\n */\r\n public static initFromRange(min: Point3d, max: Point3d, npcToGlobal?: Transform, globalToNpc?: Transform): void {\r\n const diag = max.minus(min);\r\n if (diag.x === 0.0)\r\n diag.x = 1.0;\r\n if (diag.y === 0.0)\r\n diag.y = 1.0;\r\n if (diag.z === 0.0)\r\n diag.z = 1.0;\r\n const rMatrix = new Matrix3d();\r\n /**\r\n * [diag.x 0 0 min.x]\r\n * npcToGlobal = [ 0 diag.y 0 min.y]\r\n * [ 0 0 diag.y min.z]\r\n *\r\n * npcToGlobal * 0 = min\r\n * npcToGlobal * 1 = diag + min = max\r\n */\r\n if (npcToGlobal) {\r\n Matrix3d.createScale(diag.x, diag.y, diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(min, rMatrix, npcToGlobal);\r\n }\r\n /**\r\n * [1/diag.x 0 0 -min.x/diag.x]\r\n * globalToNpc = [ 0 1/diag.y 0 -min.y/diag.y]\r\n * [ 0 0 1/diag.y -min.z/diag.z]\r\n *\r\n * globalToNpc * min = min/diag - min/diag = 0\r\n * globalToNpc * max = max/diag - min/diag = diag/diag = 1\r\n */\r\n if (globalToNpc) {\r\n const origin = new Point3d(-min.x / diag.x, -min.y / diag.y, -min.z / diag.z);\r\n Matrix3d.createScale(1.0 / diag.x, 1.0 / diag.y, 1.0 / diag.z, rMatrix);\r\n Transform.createOriginAndMatrix(origin, rMatrix, globalToNpc);\r\n }\r\n }\r\n}\r\n"]}
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export interface CreateFilletsInLineStringOptions {
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* * A _cusp_ forms when a fillet's radius is large enough to consume an adjacent line string segment, or when two
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* * Each cusp results in a retrograde "cusp segment" or gap in the output `Path`, as per the `cuspSegments` option.
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* * The length of cusp segments in the output `Path` is bounded above by the `cuspTolerance` option.
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* * When this option is `false`, cusps are avoided by suppressing one or both of their constituent fillets. Where two
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* Whether to fillet the closure.
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* Whether to fillet the closure of the input line string. Default value is `false`.
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* * If `true`, the input line string is treated as a polygon (closure point optional), and the output `Path` is
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* closed and has a fillet at its start point. If both first and last input points are identical, the last point's
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* * If `false`, the first and last points receive no fillet and their respective entries in the radius array are
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* ignored.
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filletClosure?: boolean;
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* Maximum distance between first and last input points for the line string to be considered closed. Default value is
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* * This distance is used when `filletClosure` is `true` to detect whether the last point is redundant and thus to
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closureTolerance?: number;
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* Maximum allowable length of a cusp when `allowCusp` is `true`. Default value is [[Geometry.smallMetricDistance]].
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* * A cusp's length is defined to be the length of its "cusp segment", regardless of whether the cusp segment
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* appears in the output `Path` (cf. option `cuspSegments`).
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* * A cusp whose length exceeds `cuspTolerance` is avoided by suppressing one or both of the cusp's constituent
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* fillets. Where two fillets combine to form such a cusp, but either fillet by itself produces a cusp shorter than
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* length cusps, the fillet with smaller chain index survives.
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* Whether to output a `LineSegment3d` for each cusp segment. Default value is `true`.
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* consumed line string edge, possibly extended.
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* Options used for method [[CurveFactory.fromFilletedLineString]].
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@@ -123,7 +154,7 @@ export declare class CurveFactory {
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154
|
*/
|
|
124
155
|
static createArcPointTangentPoint(start: Point3d, tangentAtStart: Vector3d, end: Point3d): Arc3d | undefined;
|
|
125
156
|
/**
|
|
126
|
-
* Construct a sequence of alternating lines and arcs with
|
|
157
|
+
* Construct a sequence of alternating lines and arcs with each arc creating a smooth transition between consecutive edges.
|
|
127
158
|
* * If the radius parameter is a number, that radius is used throughout.
|
|
128
159
|
* * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.
|
|
129
160
|
* * A zero radius for any point indicates to leave the as a simple corner.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"CurveFactory.d.ts","sourceRoot":"","sources":["../../../src/curve/CurveFactory.ts"],"names":[],"mappings":"AAUA,OAAO,EAAkC,mBAAmB,EAAE,sBAAsB,EAAE,MAAM,aAAa,CAAC;AAC1G,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AACvE,OAAO,EAAE,oBAAoB,EAAE,MAAM,oCAAoC,CAAC;AAE1E,OAAO,EAAE,4BAA4B,EAAE,MAAM,4CAA4C,CAAC;AAG1F,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,+BAA+B,CAAC;AAElE,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAG5C,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAGvD,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAEjD,OAAO,EAAE,KAAK,EAAgB,MAAM,SAAS,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAC/C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,QAAQ,EAAa,MAAM,cAAc,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAC9B,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAG9B,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;;GAIG;AACH,MAAM,WAAW,yBAAyB;IACxC,iCAAiC;IACjC,MAAM,EAAE,4BAA4B,EAAE,CAAC;IACvC,4DAA4D;IAC5D,QAAQ,EAAE,QAAQ,EAAE,CAAC;IACrB;;;OAGG;IACH,UAAU,CAAC,EAAE,UAAU,CAAC;IACxB,iFAAiF;IACjF,IAAI,CAAC,EAAE,eAAe,CAAC;CACxB;AAED;;;GAGG;AACH,oBAAY,wBAAwB;IAClC,8DAA8D;IAC9D,QAAQ,IAAI;IACZ,wEAAwE;IACxE,cAAc,IAAI;IAClB,6FAA6F;IAC7F,QAAQ,IAAI;CACb;AAED;;;GAGG;AACH,MAAM,WAAW,mBAAmB;IAClC,iIAAiI;IACjI,sBAAsB,CAAC,EAAE,OAAO,CAAC;IACjC,uJAAuJ;IACvJ,YAAY,CAAC,EAAE,wBAAwB,CAAC;IACxC,wFAAwF;IACxF,aAAa,CAAC,EAAE,aAAa,CAAC;IAC9B,oGAAoG;IACpG,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,wIAAwI;IACxI,YAAY,CAAC,EAAE,QAAQ,CAAC;IACxB,qIAAqI;IACrI,UAAU,CAAC,EAAE,QAAQ,CAAC;CACvB;AAeD;;;GAGG;AACH,MAAM,WAAW,gCAAgC;IAC/C
|
|
1
|
+
{"version":3,"file":"CurveFactory.d.ts","sourceRoot":"","sources":["../../../src/curve/CurveFactory.ts"],"names":[],"mappings":"AAUA,OAAO,EAAkC,mBAAmB,EAAE,sBAAsB,EAAE,MAAM,aAAa,CAAC;AAC1G,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AACvE,OAAO,EAAE,oBAAoB,EAAE,MAAM,oCAAoC,CAAC;AAE1E,OAAO,EAAE,4BAA4B,EAAE,MAAM,4CAA4C,CAAC;AAG1F,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,+BAA+B,CAAC;AAElE,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAG5C,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AAGvD,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAEjD,OAAO,EAAE,KAAK,EAAgB,MAAM,SAAS,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAC/C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,QAAQ,EAAa,MAAM,cAAc,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAC9B,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAG9B,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;;GAIG;AACH,MAAM,WAAW,yBAAyB;IACxC,iCAAiC;IACjC,MAAM,EAAE,4BAA4B,EAAE,CAAC;IACvC,4DAA4D;IAC5D,QAAQ,EAAE,QAAQ,EAAE,CAAC;IACrB;;;OAGG;IACH,UAAU,CAAC,EAAE,UAAU,CAAC;IACxB,iFAAiF;IACjF,IAAI,CAAC,EAAE,eAAe,CAAC;CACxB;AAED;;;GAGG;AACH,oBAAY,wBAAwB;IAClC,8DAA8D;IAC9D,QAAQ,IAAI;IACZ,wEAAwE;IACxE,cAAc,IAAI;IAClB,6FAA6F;IAC7F,QAAQ,IAAI;CACb;AAED;;;GAGG;AACH,MAAM,WAAW,mBAAmB;IAClC,iIAAiI;IACjI,sBAAsB,CAAC,EAAE,OAAO,CAAC;IACjC,uJAAuJ;IACvJ,YAAY,CAAC,EAAE,wBAAwB,CAAC;IACxC,wFAAwF;IACxF,aAAa,CAAC,EAAE,aAAa,CAAC;IAC9B,oGAAoG;IACpG,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,wIAAwI;IACxI,YAAY,CAAC,EAAE,QAAQ,CAAC;IACxB,qIAAqI;IACrI,UAAU,CAAC,EAAE,QAAQ,CAAC;CACvB;AAeD;;;GAGG;AACH,MAAM,WAAW,gCAAgC;IAC/C;;;;;;;;;MASE;IACF,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB;;;;;;;OAOG;IACH,aAAa,CAAC,EAAE,OAAO,CAAC;IACxB;;;;;OAKG;IACH,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1B;;;;;;;;OAQG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;;;;;OAOG;IACH,YAAY,CAAC,EAAE,OAAO,CAAC;CACxB;AAED;;;GAGG;AACH,MAAM,WAAW,yBAAyB;IACxC;;;OAGG;IACH,eAAe,CAAC,EAAE,mBAAmB,CAAC;IACtC;;;OAGG;IACH,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB;;;OAGG;IACH,iBAAiB,CAAC,EAAE,OAAO,CAAC;CAC7B;AAED;;;GAGG;AACH,qBAAa,YAAY;IACvB,mFAAmF;IACnF,OAAO,CAAC,MAAM,CAAC,iBAAiB;IAUhC;;;;OAIG;WACW,0BAA0B,CAAC,KAAK,EAAE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,GAAG,EAAE,OAAO,GAAG,KAAK,GAAG,SAAS;IAOnH;;;;;;;;OAQG;WACW,yBAAyB,CACrC,MAAM,EAAE,YAAY,GAAG,oBAAoB,GAAG,OAAO,EAAE,EACvD,MAAM,EAAE,MAAM,GAAG,MAAM,EAAE,EACzB,kBAAkB,GAAE,OAAO,GAAG,gCAAuC,GACpE,IAAI,GAAG,SAAS;IAqFnB,8GAA8G;IAC9G,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAevC;;;;;OAKG;IACH,OAAO,CAAC,MAAM,CAAC,iBAAiB;IAUhC;;;;;;;;OAQG;IACH,OAAO,CAAC,MAAM,CAAC,8BAA8B;IAwC7C;;;OAGG;IACH,OAAO,CAAC,MAAM,CAAC,oBAAoB;IA0BnC,uCAAuC;IACvC,OAAO,CAAC,MAAM,CAAC,0BAA0B;IA4BzC,gHAAgH;IAChH,OAAO,CAAC,MAAM,CAAC,4BAA4B;IAmB3C;;;;;;;;;;;;;;;;;;;;OAoBG;WACW,sBAAsB,CAClC,kBAAkB,EAAE,UAAU,EAAE,OAAO,CAAC,EAAE,yBAAyB,GAClE,KAAK,CAAC,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC,GAAG,SAAS;IAqDvC;;;;OAIG;WACW,iBAAiB,CAC7B,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,CAAC,GAAE,MAAU,EAAE,YAAY,CAAC,EAAE,MAAM,GACnF,IAAI;IA4CP;;;;;;;;OAQG;WACW,kBAAkB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,GAAE,OAAe,EAAE,SAAS,GAAE,MAAqC,GAAG,OAAO;IA6BpJ;;;;;;;OAOG;WACW,2BAA2B,CACvC,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,iBAAiB,EAAE,EAAE,6BAA6B,GAAE,MAAY,GACjG,IAAI;IAWP,OAAO,CAAC,MAAM,CAAC,wBAAwB;IAQvC;;;;OAIG;WACW,kBAAkB,CAC9B,UAAU,EAAE,cAAc,GAAG,UAAU,EAAE,UAAU,EAAE,MAAM,GAC1D,aAAa,GAAG,aAAa,EAAE,GAAG,SAAS;IAmB9C,0DAA0D;IAC1D,OAAO,CAAC,MAAM,CAAC,oBAAoB;IAYnC,uGAAuG;WACzF,wBAAwB,CACpC,UAAU,EAAE,oBAAoB,GAAG,OAAO,EAAE,GAAG,cAAc,EAAE,WAAW,EAAE,MAAM,GAAG,KAAK,GAAG,KAAK,GACjG,KAAK,GAAG,SAAS;IAsBpB;;;;;;;;;;;;;;;;;;;OAmBG;WACW,yBAAyB,CAAC,UAAU,EAAE,oBAAoB,EAAE,WAAW,EAAE,MAAM,GAAG,KAAK,GAAG,KAAK,GAAG,KAAK,EAAE;IAUvH,6EAA6E;IAC7E,OAAO,CAAC,MAAM,CAAC,iBAAiB;IAuBhC;;;OAGG;IACH,OAAO,CAAC,MAAM,CAAC,+BAA+B;IAsB9C,qHAAqH;IACrH,OAAO,CAAC,MAAM,CAAC,uBAAuB;IAmBtC;;;;OAIG;IACH,OAAO,CAAC,MAAM,CAAC,cAAc;IAqB7B;;;;;;;;;;;;;;;;;;;OAmBG;WACW,0BAA0B,CACtC,UAAU,EAAE,oBAAoB,GAAG,OAAO,EAAE,GAAG,cAAc,GAAG,UAAU,EAC1E,cAAc,EAAE,QAAQ,EACxB,OAAO,CAAC,EAAE,mBAAmB,GAC5B,yBAAyB,GAAG,SAAS;IAkCxC;;;;;;;;OAQG;WACW,2BAA2B,CACvC,KAAK,EAAE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,QAAQ,EAAE,KAAK,CAAC,EAAE,KAAK,GAAG,UAAU,GACxG,KAAK,GAAG,SAAS;IAIpB;;;;;;;;;OASG;WACW,0BAA0B,CACtC,UAAU,EAAE,wBAAwB,EACpC,UAAU,EAAE,OAAO,EACnB,aAAa,EAAE,OAAO,EACtB,WAAW,EAAE,OAAO,GACnB,aAAa,EAAE,GAAG,SAAS;IAsC9B;;;;;;;;;OASG;WACW,0CAA0C,CACtD,UAAU,EAAE,wBAAwB,EACpC,MAAM,EAAE,OAAO,EACf,MAAM,EAAE,OAAO,EACf,MAAM,EAAE,OAAO,EACf,YAAY,EAAE,MAAM,GACnB,aAAa,EAAE,GAAG,SAAS;IAgD9B;;;;;;;;;OASG;WACW,6BAA6B,CACzC,UAAU,EAAE,wBAAwB,EACpC,MAAM,EAAE,OAAO,EACf,MAAM,EAAE,OAAO,EACf,MAAM,EAAE,OAAO,EACf,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,EACf,SAAS,EAAE,MAAM,GAChB,aAAa,EAAE,GAAG,SAAS;IAsD9B,iDAAiD;WACnC,yBAAyB,CACrC,MAAM,EAAE,sBAAsB,EAAE,MAAM,EAAE,sBAAsB,GAAG,KAAK,GAAG,SAAS;CAsBrF"}
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@@ -71,7 +71,7 @@ export class CurveFactory {
|
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71
71
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return undefined;
|
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72
72
|
}
|
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73
73
|
/**
|
|
74
|
-
* Construct a sequence of alternating lines and arcs with
|
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+
* Construct a sequence of alternating lines and arcs with each arc creating a smooth transition between consecutive edges.
|
|
75
75
|
* * If the radius parameter is a number, that radius is used throughout.
|
|
76
76
|
* * If the radius parameter is an array of numbers, `radius[i]` is applied at `point[i]`.
|
|
77
77
|
* * A zero radius for any point indicates to leave the as a simple corner.
|
|
@@ -84,20 +84,18 @@ export class CurveFactory {
|
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84
84
|
return this.createFilletsInLineString(new Point3dArrayCarrier(points), radius, allowCuspOrOptions);
|
|
85
85
|
if (points instanceof LineString3d)
|
|
86
86
|
return this.createFilletsInLineString(points.packedPoints, radius, allowCuspOrOptions);
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
allowCusp = allowCuspOrOptions.allowCusp ?? true;
|
|
94
|
-
filletClosure = allowCuspOrOptions.filletClosure ?? false;
|
|
95
|
-
}
|
|
87
|
+
const haveBoolean = typeof allowCuspOrOptions === "boolean";
|
|
88
|
+
const allowCusp = haveBoolean ? allowCuspOrOptions : allowCuspOrOptions.allowCusp ?? true;
|
|
89
|
+
const filletClosure = haveBoolean ? false : allowCuspOrOptions.filletClosure ?? false;
|
|
90
|
+
const closureTolerance = haveBoolean ? Geometry.smallMetricDistance : allowCuspOrOptions.closureTolerance ?? Geometry.smallMetricDistance;
|
|
91
|
+
const cuspTolerance = haveBoolean ? Geometry.smallMetricDistance : allowCuspOrOptions.cuspTolerance ?? Geometry.smallMetricDistance;
|
|
92
|
+
const cuspSegments = haveBoolean ? true : allowCuspOrOptions.cuspSegments ?? true;
|
|
96
93
|
let n = points.length;
|
|
97
|
-
if (filletClosure && points.almostEqualIndexIndex(0, n - 1))
|
|
94
|
+
if (filletClosure && points.almostEqualIndexIndex(0, n - 1, closureTolerance))
|
|
98
95
|
n--; // ignore closure point
|
|
99
96
|
if (n <= 1)
|
|
100
97
|
return undefined;
|
|
98
|
+
// create blend data at each vertex
|
|
101
99
|
const pointA = Point3d.create();
|
|
102
100
|
const pointB = Point3d.create();
|
|
103
101
|
const pointC = Point3d.create();
|
|
@@ -118,17 +116,41 @@ export class CurveFactory {
|
|
|
118
116
|
}
|
|
119
117
|
}
|
|
120
118
|
assert(blendArray.length === n);
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
125
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-
|
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126
|
-
|
|
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|
-
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
|
|
119
|
+
// For each edge, look at its 0|1|2 fillets to determine whether/which to suppress.
|
|
120
|
+
// When a cusp is generated by 2 fillets, use this HEURISTIC:
|
|
121
|
+
// * Prefer to keep the fillet that results in the smaller allowable cusp segment.
|
|
122
|
+
// * If by itself, each fillet results in a cusp segment of equal allowable length (possibly zero), keep the first.
|
|
123
|
+
const edgeHasCusp = (fillet0, fillet1) => fillet0.fraction12 + fillet1.fraction10 > 1;
|
|
124
|
+
const cuspSegmentLength = (checkedEdgeIndex, fillet0, fillet1) => points.distanceUncheckedIndexIndex(checkedEdgeIndex, points.cyclicIndex(checkedEdgeIndex + 1)) * (fillet0.fraction12 + fillet1.fraction10 - 1);
|
|
125
|
+
const filletOvershootsEdge = (fillet, filletIndex) => filletIndex === 0 ? fillet.fraction12 > 1 : fillet.fraction10 > 1;
|
|
126
|
+
const cuspNeedsRemoval = (checkedEdgeIndex, fillet0, fillet1) => edgeHasCusp(fillet0, fillet1) && (!allowCusp || cuspSegmentLength(checkedEdgeIndex, fillet0, fillet1) > cuspTolerance);
|
|
127
|
+
const removeFillet = (fillet) => { fillet.fraction10 = fillet.fraction12 = 0; fillet.arc = undefined; };
|
|
128
|
+
for (let iEdge = 0; iEdge < (filletClosure ? n : n - 1); iEdge++) {
|
|
129
|
+
const fillet0 = blendArray[iEdge];
|
|
130
|
+
const fillet1 = blendArray[Geometry.modulo(iEdge + 1, n)];
|
|
131
|
+
if (cuspNeedsRemoval(iEdge, fillet0, fillet1)) {
|
|
132
|
+
const fillet0OvershootsEdge = filletOvershootsEdge(fillet0, 0);
|
|
133
|
+
const fillet1OvershootsEdge = filletOvershootsEdge(fillet1, 1);
|
|
134
|
+
// prefer to remove just one fillet
|
|
135
|
+
if (fillet0OvershootsEdge && !fillet1OvershootsEdge) {
|
|
136
|
+
removeFillet(fillet0);
|
|
137
|
+
}
|
|
138
|
+
else if (!fillet0OvershootsEdge && fillet1OvershootsEdge) {
|
|
139
|
+
removeFillet(fillet1);
|
|
140
|
+
}
|
|
141
|
+
else if (!fillet0OvershootsEdge && !fillet1OvershootsEdge) {
|
|
142
|
+
removeFillet(fillet1); // fillets intersect (arbitrary choice)
|
|
143
|
+
}
|
|
144
|
+
else if (fillet1.fraction10 < fillet0.fraction12) {
|
|
145
|
+
removeFillet(fillet0); // fillet1 yields smaller cusp segment
|
|
146
|
+
}
|
|
147
|
+
else {
|
|
148
|
+
removeFillet(fillet1); // fillet0 yields smaller cusp segment, or they are equal (arbitrary choice)
|
|
149
|
+
}
|
|
150
|
+
// re-evaluate the edge after removal of a fillet; if a disallowed cusp persists, remove the other fillet
|
|
151
|
+
if (cuspNeedsRemoval(iEdge, fillet0, fillet1)) {
|
|
152
|
+
removeFillet(fillet0);
|
|
153
|
+
removeFillet(fillet1);
|
|
132
154
|
}
|
|
133
155
|
}
|
|
134
156
|
}
|
|
@@ -138,7 +160,7 @@ export class CurveFactory {
|
|
|
138
160
|
path.tryAddChild(b0.arc);
|
|
139
161
|
if (i + 1 < n || filletClosure) {
|
|
140
162
|
const b1 = blendArray[Geometry.modulo(i + 1, n)];
|
|
141
|
-
this.addPartialSegment(path,
|
|
163
|
+
this.addPartialSegment(path, cuspSegments, b0.point, b1.point, b0.fraction12, 1 - b1.fraction10);
|
|
142
164
|
}
|
|
143
165
|
}
|
|
144
166
|
return path;
|