@itwin/core-geometry 5.2.0-dev.26 → 5.2.0-dev.29

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (496) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/Constant.js.map +1 -1
  3. package/lib/cjs/Geometry.js.map +1 -1
  4. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  5. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  7. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  9. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  10. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  11. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  12. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  13. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  14. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  15. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  16. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  17. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  18. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  19. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  20. package/lib/cjs/clipping/ClipPlane.d.ts +10 -3
  21. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  22. package/lib/cjs/clipping/ClipPlane.js +9 -2
  23. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  24. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  25. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  26. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  27. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +12 -9
  28. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  29. package/lib/cjs/clipping/ConvexClipPlaneSet.js +17 -12
  30. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  31. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +20 -3
  32. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  33. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +22 -5
  34. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  35. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  36. package/lib/cjs/core-geometry.js.map +1 -1
  37. package/lib/cjs/curve/Arc3d.js.map +1 -1
  38. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  39. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  40. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  41. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  42. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  43. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  44. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  45. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  46. package/lib/cjs/curve/CurveOps.js.map +1 -1
  47. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  48. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  49. package/lib/cjs/curve/CurveTypes.js.map +1 -1
  50. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  51. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  52. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  53. package/lib/cjs/curve/LineString3d.js.map +1 -1
  54. package/lib/cjs/curve/Loop.js.map +1 -1
  55. package/lib/cjs/curve/OffsetOptions.js.map +1 -1
  56. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  57. package/lib/cjs/curve/Path.js.map +1 -1
  58. package/lib/cjs/curve/PointString3d.js.map +1 -1
  59. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  60. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  61. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  62. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  63. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  64. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  65. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  66. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  67. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  68. package/lib/cjs/curve/RegionOps.js.map +1 -1
  69. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  70. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  71. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  72. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
  73. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  74. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
  75. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  76. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  77. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  78. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  79. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  80. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  81. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  82. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  83. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  84. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  85. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  86. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  87. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  88. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  89. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  90. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +30 -50
  91. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  92. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  93. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js.map +1 -1
  94. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  95. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  96. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  97. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  98. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  99. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  100. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  101. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  102. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  103. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  104. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  105. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  106. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  107. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  108. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  109. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  110. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  111. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  112. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  113. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  114. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  115. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  116. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  117. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  118. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  119. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  120. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  121. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  122. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  123. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  124. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  125. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  126. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  127. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  128. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  129. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  130. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  131. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  132. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  133. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  134. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  135. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  136. package/lib/cjs/geometry3d/PolygonOps.d.ts +18 -9
  137. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  138. package/lib/cjs/geometry3d/PolygonOps.js +53 -26
  139. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  140. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  141. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  142. package/lib/cjs/geometry3d/Range.js.map +1 -1
  143. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  144. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  145. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  146. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  147. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  148. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  149. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  150. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  151. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  152. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  153. package/lib/cjs/geometry4d/Matrix4d.d.ts +16 -0
  154. package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
  155. package/lib/cjs/geometry4d/Matrix4d.js +26 -0
  156. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  157. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  158. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  159. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  160. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  161. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  162. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  163. package/lib/cjs/numerics/Complex.js.map +1 -1
  164. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  165. package/lib/cjs/numerics/Newton.js.map +1 -1
  166. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  167. package/lib/cjs/numerics/PolarData.js.map +1 -1
  168. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  169. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  170. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  171. package/lib/cjs/numerics/SmallSystem.js.map +1 -1
  172. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  173. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  174. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  175. package/lib/cjs/polyface/AuxData.js.map +1 -1
  176. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  177. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  178. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  179. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  180. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  181. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  182. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  183. package/lib/cjs/polyface/IndexedPolyfaceWalker.js.map +1 -1
  184. package/lib/cjs/polyface/Polyface.d.ts +1 -3
  185. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  186. package/lib/cjs/polyface/Polyface.js +2 -6
  187. package/lib/cjs/polyface/Polyface.js.map +1 -1
  188. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  189. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  190. package/lib/cjs/polyface/PolyfaceData.d.ts +2 -0
  191. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  192. package/lib/cjs/polyface/PolyfaceData.js +7 -3
  193. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  194. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  195. package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
  196. package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
  197. package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -1
  198. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
  199. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
  200. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
  201. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
  202. package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
  203. package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
  204. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  205. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
  206. package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
  207. package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
  208. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  209. package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
  210. package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
  211. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  212. package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
  213. package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
  214. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  215. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  216. package/lib/cjs/serialization/BentleyGeometryFlatBuffer.js.map +1 -1
  217. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  218. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  219. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  220. package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
  221. package/lib/cjs/solid/Box.js.map +1 -1
  222. package/lib/cjs/solid/Cone.js.map +1 -1
  223. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  224. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  225. package/lib/cjs/solid/RuledSweep.js.map +1 -1
  226. package/lib/cjs/solid/SolidPrimitive.js.map +1 -1
  227. package/lib/cjs/solid/Sphere.js.map +1 -1
  228. package/lib/cjs/solid/SweepContour.js.map +1 -1
  229. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  230. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  231. package/lib/cjs/topology/Graph.js.map +1 -1
  232. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
  233. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  234. package/lib/cjs/topology/HalfEdgeGraphSpineContext.js.map +1 -1
  235. package/lib/cjs/topology/HalfEdgeGraphValidation.js.map +1 -1
  236. package/lib/cjs/topology/HalfEdgeMarkSet.js.map +1 -1
  237. package/lib/cjs/topology/HalfEdgeNodeXYZUV.js.map +1 -1
  238. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  239. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  240. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  241. package/lib/cjs/topology/InsertAndRetriangulateContext.js.map +1 -1
  242. package/lib/cjs/topology/MaskManager.js.map +1 -1
  243. package/lib/cjs/topology/Merging.js.map +1 -1
  244. package/lib/cjs/topology/RegularizeFace.js.map +1 -1
  245. package/lib/cjs/topology/SignedDataSummary.js.map +1 -1
  246. package/lib/cjs/topology/SpaceTriangulation.js.map +1 -1
  247. package/lib/cjs/topology/Triangulation.js.map +1 -1
  248. package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
  249. package/lib/esm/Constant.js.map +1 -1
  250. package/lib/esm/Geometry.js.map +1 -1
  251. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  252. package/lib/esm/bspline/BSpline1dNd.js.map +1 -1
  253. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  254. package/lib/esm/bspline/BSplineCurve3dH.js.map +1 -1
  255. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  256. package/lib/esm/bspline/BSplineSurface.js.map +1 -1
  257. package/lib/esm/bspline/Bezier1dNd.js.map +1 -1
  258. package/lib/esm/bspline/BezierCurve3d.js.map +1 -1
  259. package/lib/esm/bspline/BezierCurve3dH.js.map +1 -1
  260. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  261. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  262. package/lib/esm/bspline/KnotVector.js.map +1 -1
  263. package/lib/esm/bspline/SurfaceLocationDetail.js.map +1 -1
  264. package/lib/esm/clipping/AlternatingConvexClipTree.js.map +1 -1
  265. package/lib/esm/clipping/BooleanClipFactory.js.map +1 -1
  266. package/lib/esm/clipping/BooleanClipNode.js.map +1 -1
  267. package/lib/esm/clipping/ClipPlane.d.ts +10 -3
  268. package/lib/esm/clipping/ClipPlane.d.ts.map +1 -1
  269. package/lib/esm/clipping/ClipPlane.js +9 -2
  270. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  271. package/lib/esm/clipping/ClipPrimitive.js.map +1 -1
  272. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  273. package/lib/esm/clipping/ClipVector.js.map +1 -1
  274. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +12 -9
  275. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  276. package/lib/esm/clipping/ConvexClipPlaneSet.js +17 -12
  277. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  278. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts +20 -3
  279. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  280. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js +22 -5
  281. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  282. package/lib/esm/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  283. package/lib/esm/core-geometry.js.map +1 -1
  284. package/lib/esm/curve/Arc3d.js.map +1 -1
  285. package/lib/esm/curve/ConstructCurveBetweenCurves.js.map +1 -1
  286. package/lib/esm/curve/CoordinateXYZ.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\n\r\nimport { Geometry, PolygonLocation } from \"../Geometry\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Ray3d } from \"./Ray3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n/**\r\n * Carries data about a location in the plane of a triangle.\r\n * * Each instance carries both world and barycentric coordinates for the point, and provides query\r\n * services on the latter.\r\n * * No tolerance is used when querying barycentric coordinates (e.g., `isInsideOrOn`, `classify`). Use\r\n * [[BarycentricTriangle.snapLocationToEdge]] to adjust the barycentric coordinates to a triangle edge\r\n * if they lie within a distance or parametric tolerance.\r\n *\r\n * Properties of the barycentric coordinates `(b0, b1, b2)` of a point `p` in the plane of a triangle\r\n * `T` with vertices `v0, v1, v2`:\r\n * * `1 = b0 + b1 + b2`\r\n * * `p = b0 * v0 + b1 * v1 + b2 * v2`\r\n * * If T is spanned by the vectors `U = v1 - v0` and `V = v2 - v0`, then the vector `P = p - v0` can\r\n * be written `P = b1 * U + b2 * V`.\r\n * * The coordinates are all nonnegative if and only if `p` is inside or on `T`.\r\n * * Exactly one coordinate is zero if and only if `p` lies on an (infinitely extended) edge of `T`.\r\n * * Exactly two coordinates are zero if and only if `p` coincides with a vertex of `T`.\r\n * * Note that if `p` can be written as a linear combination of the vertices of `T` using scales that do\r\n * NOT sum to 1, then `p` is not coplanar with `T`\r\n * @public\r\n */\r\nexport class TriangleLocationDetail {\r\n /** The Cartesian coordinates of the point p. */\r\n public world: Point3d;\r\n /** The barycentric coordinates of p with respect to the triangle. Assumed to sum to one. */\r\n public local: Point3d;\r\n /** Application-specific number */\r\n public a: number;\r\n /** Index of the triangle vertex at the start of the closest edge to p. */\r\n public closestEdgeIndex: number;\r\n /**\r\n * The parameter f along the closest edge to p of its projection q.\r\n * * We have q = v_i + f * (v_j - v_i) where i = closestEdgeIndex and j = (i + 1) % 3 are the indices\r\n * of the start vertex v_i and end vertex v_j of the closest edge to p.\r\n * * Note that 0 <= f <= 1.\r\n */\r\n public closestEdgeParam: number;\r\n\r\n private constructor() {\r\n this.world = new Point3d();\r\n this.local = new Point3d();\r\n this.a = 0.0;\r\n this.closestEdgeIndex = 0;\r\n this.closestEdgeParam = 0.0;\r\n }\r\n /** Invalidate this detail (set all attributes to zero) . */\r\n public invalidate() {\r\n this.world.setZero();\r\n this.local.setZero();\r\n this.a = 0.0;\r\n this.closestEdgeIndex = 0;\r\n this.closestEdgeParam = 0.0;\r\n }\r\n /**\r\n * Create an invalid detail.\r\n * @param result optional pre-allocated object to fill and return\r\n */\r\n public static create(result?: TriangleLocationDetail): TriangleLocationDetail {\r\n if (undefined === result)\r\n result = new TriangleLocationDetail();\r\n else\r\n result.invalidate();\r\n return result;\r\n }\r\n /**\r\n * Set the instance contents from the `other` detail.\r\n * @param other detail to clone\r\n */\r\n public copyContentsFrom(other: TriangleLocationDetail) {\r\n this.world.setFrom(other.world);\r\n this.local.setFrom(other.local);\r\n this.a = other.a;\r\n this.closestEdgeIndex = other.closestEdgeIndex;\r\n this.closestEdgeParam = other.closestEdgeParam;\r\n }\r\n /** Whether this detail is invalid. */\r\n public get isValid(): boolean {\r\n return !this.local.isZero;\r\n }\r\n /**\r\n * Queries the barycentric coordinates to determine whether this instance specifies a location inside or\r\n * on the triangle.\r\n * @see classify\r\n */\r\n public get isInsideOrOn(): boolean {\r\n return this.isValid && this.local.x >= 0.0 && this.local.y >= 0.0 && this.local.z >= 0.0;\r\n }\r\n /**\r\n * Queries this detail to classify the location of this instance with respect to the triangle.\r\n * @returns location code\r\n * @see isInsideOrOn\r\n */\r\n public get classify(): PolygonLocation {\r\n if (!this.isValid)\r\n return PolygonLocation.Unknown;\r\n if (this.isInsideOrOn) {\r\n let numZero = 0;\r\n if (Math.abs(this.local.x) === 0.0)\r\n ++numZero;\r\n if (Math.abs(this.local.y) === 0.0)\r\n ++numZero;\r\n if (Math.abs(this.local.z) === 0.0)\r\n ++numZero;\r\n if (2 === numZero)\r\n return PolygonLocation.OnPolygonVertex;\r\n if (1 === numZero)\r\n return PolygonLocation.OnPolygonEdgeInterior;\r\n return PolygonLocation.InsidePolygonProjectsToEdgeInterior;\r\n }\r\n return (this.closestEdgeParam === 0.0) ?\r\n PolygonLocation.OutsidePolygonProjectsToVertex :\r\n PolygonLocation.OutsidePolygonProjectsToEdgeInterior;\r\n }\r\n}\r\n\r\n/**\r\n * 3 points defining a triangle to be evaluated with barycentric coordinates.\r\n * @public\r\n */\r\nexport class BarycentricTriangle {\r\n /** Array of 3 point coordinates for the triangle. */\r\n public points: Point3d[];\r\n /** Edge length squared cache, indexed by opposite vertex index */\r\n protected edgeLength2: number[];\r\n // private attributes\r\n private static _workPoint?: Point3d;\r\n private static _workVector0?: Vector3d;\r\n private static _workVector1?: Vector3d;\r\n private static _workRay?: Ray3d;\r\n private static _workMatrix?: Matrix3d;\r\n /**\r\n * Constructor.\r\n * * Point references are CAPTURED\r\n */\r\n protected constructor(point0: Point3d, point1: Point3d, point2: Point3d) {\r\n this.points = [];\r\n this.points.push(point0);\r\n this.points.push(point1);\r\n this.points.push(point2);\r\n this.edgeLength2 = [];\r\n this.edgeLength2.push(point1.distanceSquared(point2));\r\n this.edgeLength2.push(point0.distanceSquared(point2));\r\n this.edgeLength2.push(point0.distanceSquared(point1));\r\n }\r\n /**\r\n * Copy contents of (not pointers to) the given points. A vertex is zeroed if its corresponding input point\r\n * is undefined.\r\n */\r\n public set(point0: Point3d | undefined, point1: Point3d | undefined, point2: Point3d | undefined) {\r\n this.points[0].setFromPoint3d(point0);\r\n this.points[1].setFromPoint3d(point1);\r\n this.points[2].setFromPoint3d(point2);\r\n this.edgeLength2[0] = this.points[1].distanceSquared(this.points[2]);\r\n this.edgeLength2[1] = this.points[0].distanceSquared(this.points[2]);\r\n this.edgeLength2[2] = this.points[0].distanceSquared(this.points[1]);\r\n }\r\n /** Copy all values from `other` */\r\n public setFrom(other: BarycentricTriangle) {\r\n for (let i = 0; i < 3; ++i) {\r\n this.points[i].setFromPoint3d(other.points[i]);\r\n this.edgeLength2[i] = other.edgeLength2[i];\r\n }\r\n }\r\n /**\r\n * Create a `BarycentricTriangle` with coordinates given by enumerated x,y,z of the 3 points.\r\n * @param result optional pre-allocated triangle.\r\n */\r\n public static createXYZXYZXYZ(\r\n x0: number, y0: number, z0: number,\r\n x1: number, y1: number, z1: number,\r\n x2: number, y2: number, z2: number,\r\n result?: BarycentricTriangle,\r\n ): BarycentricTriangle {\r\n if (!result)\r\n return new this(Point3d.create(x0, y0, z0), Point3d.create(x1, y1, z1), Point3d.create(x2, y2, z2));\r\n result.points[0].set(x0, y0, z0);\r\n result.points[1].set(x1, y1, z1);\r\n result.points[2].set(x2, y2, z2);\r\n return result;\r\n }\r\n /** Create a triangle with coordinates cloned from given points. */\r\n public static create(\r\n point0: Point3d, point1: Point3d, point2: Point3d, result?: BarycentricTriangle,\r\n ): BarycentricTriangle {\r\n if (!result)\r\n return new this(point0.clone(), point1.clone(), point2.clone());\r\n result.set(point0, point1, point2);\r\n return result;\r\n }\r\n /** Return a new `BarycentricTriangle` with the same coordinates. */\r\n public clone(result?: BarycentricTriangle): BarycentricTriangle {\r\n return BarycentricTriangle.create(this.points[0], this.points[1], this.points[2], result);\r\n }\r\n /** Return a clone of the transformed instance */\r\n public cloneTransformed(transform: Transform, result?: BarycentricTriangle): BarycentricTriangle {\r\n return BarycentricTriangle.create(\r\n transform.multiplyPoint3d(this.points[0], result?.points[0]),\r\n transform.multiplyPoint3d(this.points[1], result?.points[1]),\r\n transform.multiplyPoint3d(this.points[2], result?.points[2]),\r\n result,\r\n );\r\n }\r\n /** Return the area of the triangle. */\r\n public get area(): number {\r\n // The magnitude of the cross product A × B is the area of the parallelogram spanned by A and B.\r\n return 0.5 * this.points[0].crossProductToPointsMagnitude(this.points[1], this.points[2]);\r\n }\r\n /**\r\n * Compute squared length of the triangle edge opposite the vertex with the given index.\r\n * @see [[edgeStartVertexIndexToOppositeVertexIndex]]\r\n */\r\n public edgeLengthSquared(oppositeVertexIndex: number): number {\r\n return this.edgeLength2[Geometry.cyclic3dAxis(oppositeVertexIndex)];\r\n }\r\n /**\r\n * Compute length of the triangle edge opposite the vertex with the given index.\r\n * @see [[edgeStartVertexIndexToOppositeVertexIndex]]\r\n */\r\n public edgeLength(oppositeVertexIndex: number): number {\r\n return Math.sqrt(this.edgeLengthSquared(oppositeVertexIndex));\r\n }\r\n /** Return area divided by sum of squared lengths. */\r\n public get aspectRatio(): number {\r\n return Geometry.safeDivideFraction(\r\n this.area, this.edgeLengthSquared(0) + this.edgeLengthSquared(1) + this.edgeLengthSquared(2), 0,\r\n );\r\n }\r\n /** Return the perimeter of the triangle. */\r\n public get perimeter(): number {\r\n return this.edgeLength(0) + this.edgeLength(1) + this.edgeLength(2);\r\n }\r\n /**\r\n * Return the unit normal of the triangle.\r\n * @param result optional pre-allocated vector to fill and return.\r\n * @returns unit normal, or undefined if cross product length is too small.\r\n */\r\n public normal(result?: Vector3d): Vector3d | undefined {\r\n const cross = this.points[0].crossProductToPoints(this.points[1], this.points[2], result);\r\n if (cross.tryNormalizeInPlace())\r\n return cross;\r\n return undefined;\r\n }\r\n /**\r\n * Sum the triangle points with given scales.\r\n * * If the scales sum to 1, they are barycentric coordinates, and hence the result point is in the plane of\r\n * the triangle. If all coordinates are non-negative then the result point is inside the triangle.\r\n * * If the scales do not sum to 1, the point is inside the triangle scaled (by the scale sum) from the origin.\r\n * @param b0 scale to apply to vertex 0\r\n * @param b1 scale to apply to vertex 1\r\n * @param b2 scale to apply to vertex 2\r\n * @param result optional pre-allocated point to fill and return\r\n * @return linear combination of the vertices of this triangle\r\n * @see [[pointToFraction]]\r\n */\r\n public fractionToPoint(b0: number, b1: number, b2: number, result?: Point3d): Point3d {\r\n // p = b0 * v0 + b1 * v1 + b2 * v2\r\n return Point3d.createAdd3Scaled(this.points[0], b0, this.points[1], b1, this.points[2], b2, result);\r\n }\r\n /**\r\n * Compute the projection of the given `point` onto the plane of this triangle.\r\n * @param point point p to project\r\n * @param result optional pre-allocated object to fill and return\r\n * @returns details d of the projection point `P = d.world`:\r\n * * `d.isValid` returns true if and only if `this.normal()` is defined.\r\n * * `d.classify` can be used to determine where P lies with respect to the triangle.\r\n * * `d.a` is the signed projection distance: `P = p + a * this.normal()`.\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/BarycentricTriangle\r\n * @see [[fractionToPoint]]\r\n */\r\n public pointToFraction(point: Point3d, result?: TriangleLocationDetail): TriangleLocationDetail {\r\n const normal = BarycentricTriangle._workVector0 = this.normal(BarycentricTriangle._workVector0);\r\n if (undefined === normal)\r\n return TriangleLocationDetail.create(result);\r\n const ray = BarycentricTriangle._workRay = Ray3d.create(point, normal, BarycentricTriangle._workRay);\r\n return this.intersectRay3d(ray, result); // intersectRay3d is free to use workVector0\r\n }\r\n /** Convert from opposite-vertex to start-vertex edge indexing. */\r\n public static edgeOppositeVertexIndexToStartVertexIndex(edgeIndex: number): number {\r\n return Geometry.cyclic3dAxis(edgeIndex + 1);\r\n }\r\n /** Convert from start-vertex to opposite-vertex edge indexing. */\r\n public static edgeStartVertexIndexToOppositeVertexIndex(startVertexIndex: number): number {\r\n return Geometry.cyclic3dAxis(startVertexIndex - 1);\r\n }\r\n /**\r\n * Examine a point's barycentric coordinates to determine if it lies inside the triangle but not on an edge/vertex.\r\n * * No parametric tolerance is used.\r\n * * It is assumed b0 + b1 + b2 = 1.\r\n * @returns whether the point with barycentric coordinates is strictly inside the triangle.\r\n */\r\n public static isInsideTriangle(b0: number, b1: number, b2: number): boolean {\r\n return b0 > 0 && b1 > 0 && b2 > 0;\r\n }\r\n /**\r\n * Examine a point's barycentric coordinates to determine if it lies inside the triangle or on an edge/vertex.\r\n * * No parametric tolerance is used.\r\n * * It is assumed b0 + b1 + b2 = 1.\r\n * @returns whether the point with barycentric coordinates is inside or on the triangle.\r\n */\r\n public static isInsideOrOnTriangle(b0: number, b1: number, b2: number): boolean {\r\n return b0 >= 0 && b1 >= 0 && b2 >= 0;\r\n }\r\n /**\r\n * Examine a point's barycentric coordinates to determine if it lies outside an edge of the triangle.\r\n * * No parametric tolerance is used.\r\n * * It is assumed b0 + b1 + b2 = 1.\r\n * @returns edge index i (opposite vertex i) for which b_i < 0 and b_j >= 0, and b_k >= 0. Otherwise, returns -1.\r\n */\r\n private static isInRegionBeyondEdge(b0: number, b1: number, b2: number): number {\r\n // Note: the 3 regions (specified by the following if statements) are defined by extending the triangle\r\n // edges to infinity and not by perpendicular lines to the edges (which gives smaller regions)\r\n if (b0 < 0 && b1 >= 0 && b2 >= 0)\r\n return 0;\r\n if (b0 >= 0 && b1 < 0 && b2 >= 0)\r\n return 1;\r\n if (b0 >= 0 && b1 >= 0 && b2 < 0)\r\n return 2;\r\n return -1;\r\n }\r\n /**\r\n * Examine a point's barycentric coordinates to determine if it lies outside a vertex of the triangle.\r\n * * No parametric tolerance is used.\r\n * * It is assumed b0 + b1 + b2 = 1.\r\n * @returns index of vertex i for which b_j < 0 and b_k < 0. Otherwise, returns -1.\r\n */\r\n private static isInRegionBeyondVertex(b0: number, b1: number, b2: number): number {\r\n // Note: the 3 regions (specified by the following if statements) are defined by extending the triangle\r\n // edges to infinity and not by perpendicular lines to the edges (which gives larger regions)\r\n if (b1 < 0 && b2 < 0)\r\n return 0;\r\n if (b0 < 0 && b2 < 0)\r\n return 1;\r\n if (b0 < 0 && b1 < 0)\r\n return 2;\r\n return -1;\r\n }\r\n /**\r\n * Examine a point's barycentric coordinates to determine if it lies on a vertex of the triangle.\r\n * * No parametric tolerance is used.\r\n * * It is assumed b0 + b1 + b2 = 1.\r\n * @returns index of vertex i for which b_i = 1 and b_j = b_k = 0. Otherwise, returns -1.\r\n */\r\n private static isOnVertex(b0: number, b1: number, b2: number): number {\r\n if (b0 === 1 && b1 === 0 && b2 === 0)\r\n return 0;\r\n if (b0 === 0 && b1 === 1 && b2 === 0)\r\n return 1;\r\n if (b0 === 0 && b1 === 0 && b2 === 1)\r\n return 2;\r\n return -1;\r\n }\r\n /**\r\n * Examine a point's barycentric coordinates to determine if it lies on a bounded edge of the triangle.\r\n * * No parametric tolerance is used.\r\n * * It is assumed b0 + b1 + b2 = 1.\r\n * @returns edge index i (opposite vertex i) for which b_i = 0, b_j > 0, and b_k > 0. Otherwise, returns -1.\r\n */\r\n private static isOnBoundedEdge(b0: number, b1: number, b2: number): number {\r\n if (b0 === 0 && b1 > 0 && b2 > 0)\r\n return 0;\r\n if (b0 > 0 && b1 === 0 && b2 > 0)\r\n return 1;\r\n if (b0 > 0 && b1 > 0 && b2 === 0)\r\n return 2;\r\n return -1;\r\n }\r\n /** @returns edge/vertex index (0,1,2) for which the function has a minimum value */\r\n private static indexOfMinimum(fn: (index: number) => number): number {\r\n let i = 0;\r\n let min = fn(0);\r\n const val = fn(1);\r\n if (min > val) {\r\n i = 1;\r\n min = val;\r\n }\r\n if (min > fn(2))\r\n i = 2;\r\n return i;\r\n }\r\n /**\r\n * Compute the squared distance between two points given by their barycentric coordinates.\r\n * * It is assumed that a0 + a1 + a2 = b0 + b1 + b2 = 1.\r\n */\r\n public distanceSquared(a0: number, a1: number, a2: number, b0: number, b1: number, b2: number): number {\r\n // The barycentric displacement vector distance formula\r\n // More details can be found at https://web.evanchen.cc/handouts/bary/bary-full.pdf\r\n return -this.edgeLengthSquared(0) * (b1 - a1) * (b2 - a2)\r\n - this.edgeLengthSquared(1) * (b2 - a2) * (b0 - a0)\r\n - this.edgeLengthSquared(2) * (b0 - a0) * (b1 - a1);\r\n }\r\n /** Return the index of the closest triangle vertex to the point given by its barycentric coordinates. */\r\n public closestVertexIndex(b0: number, b1: number, b2: number): number {\r\n return BarycentricTriangle.indexOfMinimum((i: number) => {\r\n const a = BarycentricTriangle._workPoint = Point3d.createZero(BarycentricTriangle._workPoint);\r\n a.setAt(i, 1.0); // \"a\" is (1,0,0) or (0,1,0) or (0,0,1) so \"a\" represents vertex i\r\n return this.distanceSquared(a.x, a.y, a.z, b0, b1, b2); // distance between the point and vertex i\r\n });\r\n }\r\n /** Compute dot product of the edge vectors based at the vertex with the given index. */\r\n public dotProductOfEdgeVectorsAtVertex(baseVertexIndex: number): number {\r\n const i = Geometry.cyclic3dAxis(baseVertexIndex);\r\n const j = Geometry.cyclic3dAxis(i + 1);\r\n const k = Geometry.cyclic3dAxis(j + 1);\r\n return Geometry.dotProductXYZXYZ(\r\n this.points[j].x - this.points[i].x, this.points[j].y - this.points[i].y, this.points[j].z - this.points[i].z,\r\n this.points[k].x - this.points[i].x, this.points[k].y - this.points[i].y, this.points[k].z - this.points[i].z,\r\n );\r\n }\r\n /**\r\n * Compute the projection of barycentric point p onto the (unbounded) edge e_k(v_i,v_j) of the triangle T(v_i,v_j,v_k).\r\n * @param k vertex v_k is opposite the edge e_k\r\n * @param b barycentric coordinates of point to project\r\n * @returns parameter f along e_k, such that:\r\n * * the projection point is q = v_i + f * (v_j - v_i)\r\n * * the barycentric coords of the projection are q_ijk = (1 - f, f, 0)\r\n */\r\n private computeProjectionToEdge(k: number, b: number[]): number {\r\n /**\r\n * We know p = (b_i*v_i) + (b_j*v_j) + (b_k*v_k) and 1 = b_i + b_j + b_k.\r\n * Let U = v_j - v_i and V = v_k - v_i and P = p - v_i.\r\n * First we prove P = b_jU + b_kV.\r\n * P = (b_i * v_i) + (b_j * v_j) + (b_k * v_k) - v_i\r\n * = (b_i * v_i) + (b_j * (v_j-v_i)) + (b_j * v_i) + (b_k * (v_k-v_i)) + (b_k * v_i) - v_i\r\n * = (b_i * v_i) + (b_j * U) + (b_j * v_i) + (b_k * V) + (b_k * v_i) - v_i\r\n * = (b_j * U) + (b_k * V) + ((b_i + b_j + b_k) * v_i) - v_i\r\n * = (b_j * U) + (b_k * V) + v_i - v_i\r\n * = (b_j * U) + (b_k * V)\r\n * So we know p - v_i = b_jU + b_kV and q - v_i = fU\r\n * Therefore, 0 = (p - q).(v_j - v_i)\r\n * = ((p-v_i) - (q-v_i)).(v_j - v_i)\r\n * = (b_jU + b_kV - fU).U\r\n * = b_jU.U + b_kU.V - fU.U\r\n * Thus f = b_j + b_k(U.V/U.U)\r\n */\r\n k = Geometry.cyclic3dAxis(k);\r\n const i = Geometry.cyclic3dAxis(k + 1);\r\n const j = Geometry.cyclic3dAxis(i + 1);\r\n return b[j] + b[k] * this.dotProductOfEdgeVectorsAtVertex(i) / this.edgeLengthSquared(k);\r\n }\r\n /**\r\n * Compute the projection of a barycentric point p to the triangle T(v_0,v_1,v_2).\r\n * @param b0 barycentric coordinate of p corresponding to v_0\r\n * @param b1 barycentric coordinate of p corresponding to v_1\r\n * @param b2 barycentric coordinate of p corresponding to v_2\r\n * @returns closest edge start vertex index i and projection parameter f such that the projection\r\n * q = v_i + f * (v_j - v_i).\r\n */\r\n public closestPoint(b0: number, b1: number, b2: number): { closestEdgeIndex: number, closestEdgeParam: number } {\r\n const b: number[] = [b0, b1, b2];\r\n let edgeIndex = -1; // opposite-vertex index\r\n let edgeParam = 0.0;\r\n if (BarycentricTriangle.isInsideTriangle(b0, b1, b2)) { // projects to any edge\r\n edgeIndex = BarycentricTriangle.indexOfMinimum((i: number) => {\r\n // We want smallest projection distance d_i of p to e_i.\r\n // Since b_i=d_i|e_i|/2A we can compare quantities b_i/|e_i|.\r\n return b[i] * b[i] / this.edgeLengthSquared(i); // avoid sqrt\r\n });\r\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\r\n } else if ((edgeIndex = BarycentricTriangle.isInRegionBeyondVertex(b0, b1, b2)) >= 0) { // projects to other edges, or any vertex\r\n edgeIndex = Geometry.cyclic3dAxis(edgeIndex + 1);\r\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\r\n if (edgeParam < 0 || edgeParam > 1) {\r\n edgeIndex = Geometry.cyclic3dAxis(edgeIndex + 1);\r\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\r\n if (edgeParam < 0 || edgeParam > 1) {\r\n edgeParam = 0.0;\r\n edgeIndex = BarycentricTriangle.edgeStartVertexIndexToOppositeVertexIndex(this.closestVertexIndex(b0, b1, b2));\r\n }\r\n }\r\n } else if ((edgeIndex = BarycentricTriangle.isInRegionBeyondEdge(b0, b1, b2)) >= 0) { // projects to the edge or its vertices\r\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\r\n if (edgeParam < 0) {\r\n edgeParam = 0.0; // start of this edge\r\n } else if (edgeParam > 1) {\r\n edgeParam = 0.0;\r\n edgeIndex = Geometry.cyclic3dAxis(edgeIndex + 1); // end of this edge = start of next edge\r\n }\r\n } else if ((edgeIndex = BarycentricTriangle.isOnBoundedEdge(b0, b1, b2)) >= 0) {\r\n edgeParam = 1 - b[BarycentricTriangle.edgeOppositeVertexIndexToStartVertexIndex(edgeIndex)];\r\n } else if ((edgeIndex = BarycentricTriangle.isOnVertex(b0, b1, b2)) >= 0) {\r\n edgeParam = 0.0;\r\n edgeIndex = BarycentricTriangle.edgeStartVertexIndexToOppositeVertexIndex(edgeIndex);\r\n }\r\n // invalid edgeIndex shouldn't happen, but propagate it anyway\r\n assert(edgeIndex === 0 || edgeIndex === 1 || edgeIndex === 2);\r\n return {\r\n closestEdgeIndex: (edgeIndex < 0) ? -1 : BarycentricTriangle.edgeOppositeVertexIndexToStartVertexIndex(edgeIndex),\r\n closestEdgeParam: edgeParam,\r\n };\r\n }\r\n /**\r\n * Compute the intersection of a line (parameterized as a ray) with the plane of this triangle.\r\n * * Intersection data is returned for the line-plane intersection.\r\n * * No intersection is returned if the line is parallel to the plane.\r\n * * As for the *ray*, it intersects this triangle if and only if the returned detail `d` has\r\n * `d.isValid === true` and `d.a >= 0` and `d.isInsideOrOn === true`.\r\n * * This method is slower than `Ray3d.intersectionWithTriangle` but returns more information about the intersection.\r\n * @param ray infinite line to intersect, as a ray\r\n * @param result optional pre-allocated object to fill and return\r\n * @returns details `d` of the intersection point `p` of the line and the plane of this triangle:\r\n * * `d.isValid`: false if and only if `ray.direction` is parallel to the plane, or the ray or triangle is degenerate.\r\n * * `d.world`: coordinates of `p`.\r\n * * `d.local`: barycentric coordinates of `p`.\r\n * * `d.a`: the intersection parameter of `p` along the ray. Negative means `p` is behind the ray origin.\r\n * * `d.classify`: where `p` lies with respect to the triangle.\r\n * * `d.isInsideOrOn`: whether `p` is inside or on the triangle.\r\n * * `d.closestEdgeIndex`: the index of the triangle edge `e` onto which `p` projects.\r\n * * `d.closestEdgeParam`: the edge parameter at which `p` projects onto `e`.\r\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/RayTriangleIntersection\r\n * @see [[pointToFraction]]\r\n */\r\n public intersectRay3d(ray: Ray3d, result?: TriangleLocationDetail): TriangleLocationDetail {\r\n result = TriangleLocationDetail.create(result);\r\n /**\r\n * Let r0 = ray.origin and d = ray.direction. Write intersection point p two ways for unknown scalars s,b0,b1,b2:\r\n * r0 + s*d = p = b0*v0 + b1*v1 + b2*v2\r\n * Subtract v0 from both ends, let u=v1-v0, v=v2-v0, c=r0-v0, and enforce b0+b1+b2=1:\r\n * b1*u + b2*v - s*d = c\r\n * This is a linear system Mx = c where M has columns u,v,d and solution x=(b1,b2,-s).\r\n */\r\n const r0 = ray.origin;\r\n const d = ray.direction;\r\n const u = BarycentricTriangle._workVector0 = Vector3d.createStartEnd(\r\n this.points[0], this.points[1], BarycentricTriangle._workVector0,\r\n );\r\n const v = BarycentricTriangle._workVector1 = Vector3d.createStartEnd(\r\n this.points[0], this.points[2], BarycentricTriangle._workVector1,\r\n );\r\n const scaledVolume = d.tripleProduct(u, v);\r\n if (scaledVolume * scaledVolume <= u.dotProduct(u) * v.dotProduct(v) * d.dotProduct(d) * Geometry.smallAngleRadiansSquared)\r\n return result; // parallel (no solution)\r\n const M = BarycentricTriangle._workMatrix = Matrix3d.createColumns(u, v, d, BarycentricTriangle._workMatrix);\r\n const c = Vector3d.createStartEnd(this.points[0], r0, BarycentricTriangle._workVector0); // reuse workVector0\r\n const solution = BarycentricTriangle._workVector1; // reuse workVector1\r\n if (undefined === M.multiplyInverse(c, solution))\r\n return result; // invalid\r\n result.a = -solution.z; // = -(-s) = s\r\n ray.fractionToPoint(result.a, result.world);\r\n result.local.set(1.0 - solution.x - solution.y, solution.x, solution.y); // = (1 - b1 - b2, b1, b2) = (b0 , b1, b2)\r\n const proj = this.closestPoint(result.local.x, result.local.y, result.local.z);\r\n result.closestEdgeIndex = proj.closestEdgeIndex;\r\n result.closestEdgeParam = proj.closestEdgeParam;\r\n return result;\r\n }\r\n /**\r\n * Compute the intersection of a line (parameterized as a line segment) with the plane of this triangle.\r\n * @param point0 start point of segment on line to intersect\r\n * @param point1 end point of segment on line to intersect\r\n * @param result optional pre-allocated object to fill and return\r\n * @returns details d of the line-plane intersection point `d.world`:\r\n * * `d.isValid` returns true if and only if the line intersects the plane.\r\n * * `d.classify` can be used to determine where the intersection lies with respect to the triangle.\r\n * * `d.a` is the intersection parameter. If `d.a` is in [0,1], the segment intersects the plane of the triangle.\r\n * @see [[intersectRay3d]]\r\n */\r\n public intersectSegment(point0: Point3d, point1: Point3d, result?: TriangleLocationDetail): TriangleLocationDetail {\r\n BarycentricTriangle._workRay = Ray3d.createStartEnd(point0, point1, BarycentricTriangle._workRay);\r\n return this.intersectRay3d(BarycentricTriangle._workRay, result);\r\n }\r\n /**\r\n * Adjust the location to the closest edge of the triangle if within either given tolerance.\r\n * @param location details of a point in the plane of the triangle (note that `location.local` and\r\n * `location.world` possibly updated to lie on the triangle closest edge)\r\n * @param distanceTolerance absolute distance tolerance (or zero to ignore)\r\n * @param parameterTolerance barycentric coordinate fractional tolerance (or zero to ignore)\r\n * @return whether the location was adjusted\r\n */\r\n public snapLocationToEdge(\r\n location: TriangleLocationDetail,\r\n distanceTolerance: number = Geometry.smallMetricDistance,\r\n parameterTolerance: number = Geometry.smallFloatingPoint,\r\n ): boolean {\r\n if (!location.isValid)\r\n return false;\r\n // first try parametric tol to zero barycentric coordinate (no vertices or world distances used!)\r\n if (parameterTolerance > 0.0) {\r\n let numSnapped = 0;\r\n let newSum = 0.0;\r\n for (let i = 0; i < 3; i++) {\r\n const barycentricDist = Math.abs(location.local.at(i));\r\n if (barycentricDist > 0.0 && barycentricDist < parameterTolerance) {\r\n location.local.setAt(i, 0.0);\r\n numSnapped++;\r\n }\r\n newSum += location.local.at(i);\r\n }\r\n if (numSnapped > 0 && newSum > 0.0) {\r\n location.local.scaleInPlace(1.0 / newSum);\r\n if (1 === numSnapped) {\r\n location.closestEdgeIndex = BarycentricTriangle.edgeOppositeVertexIndexToStartVertexIndex(\r\n BarycentricTriangle.isOnBoundedEdge(location.local.x, location.local.y, location.local.z),\r\n );\r\n location.closestEdgeParam = 1.0 - location.local.at(location.closestEdgeIndex);\r\n } else { // 2 snapped, at vertex\r\n location.closestEdgeIndex = BarycentricTriangle.isOnVertex(\r\n location.local.x, location.local.y, location.local.z,\r\n );\r\n location.closestEdgeParam = 0.0;\r\n }\r\n this.fractionToPoint(location.local.x, location.local.y, location.local.z, location.world);\r\n return true;\r\n }\r\n }\r\n // failing that, try distance tol to closest edge projection\r\n if (distanceTolerance > 0.0) {\r\n const i = location.closestEdgeIndex;\r\n const j = (i + 1) % 3;\r\n const k = (j + 1) % 3;\r\n const edgeProjection = BarycentricTriangle._workPoint = this.points[i].interpolate(\r\n location.closestEdgeParam, this.points[j], BarycentricTriangle._workPoint,\r\n );\r\n const dist = location.world.distance(edgeProjection);\r\n if (dist > 0.0 && dist < distanceTolerance) {\r\n location.local.setAt(i, 1.0 - location.closestEdgeParam);\r\n location.local.setAt(j, location.closestEdgeParam);\r\n location.local.setAt(k, 0.0);\r\n location.world.setFrom(edgeProjection);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /**\r\n * Return the dot product of the scaled normals of the two triangles.\r\n * * The sign of the return value is useful for determining the triangles' relative orientation:\r\n * positive (negative) means the normals point into the same (opposite) half-space determined by\r\n * one of the triangles' planes; zero means the triangles are perpendicular.\r\n */\r\n public dotProductOfCrossProductsFromOrigin(other: BarycentricTriangle): number {\r\n BarycentricTriangle._workVector0 = this.points[0].crossProductToPoints(\r\n this.points[1], this.points[2], BarycentricTriangle._workVector0,\r\n );\r\n BarycentricTriangle._workVector1 = other.points[0].crossProductToPoints(\r\n other.points[1], other.points[2], BarycentricTriangle._workVector1,\r\n );\r\n return BarycentricTriangle._workVector0.dotProduct(BarycentricTriangle._workVector1);\r\n }\r\n /** Return the centroid of the 3 points. */\r\n public centroid(result?: Point3d): Point3d {\r\n // Do the scale as true division (rather than multiply by precomputed 1/3). This might protect one bit of result.\r\n return Point3d.create(\r\n (this.points[0].x + this.points[1].x + this.points[2].x) / 3.0,\r\n (this.points[0].y + this.points[1].y + this.points[2].y) / 3.0,\r\n (this.points[0].z + this.points[1].z + this.points[2].z) / 3.0,\r\n result,\r\n );\r\n }\r\n /** Return the incenter of the triangle. */\r\n public incenter(result?: Point3d): Point3d {\r\n const a = this.edgeLength(0);\r\n const b = this.edgeLength(1);\r\n const c = this.edgeLength(2);\r\n const scale = Geometry.safeDivideFraction(1.0, a + b + c, 0.0);\r\n return this.fractionToPoint(scale * a, scale * b, scale * c, result);\r\n }\r\n /** Return the circumcenter of the triangle. */\r\n public circumcenter(result?: Point3d): Point3d {\r\n const a2 = this.edgeLengthSquared(0);\r\n const b2 = this.edgeLengthSquared(1);\r\n const c2 = this.edgeLengthSquared(2);\r\n const x = a2 * (b2 + c2 - a2);\r\n const y = b2 * (c2 + a2 - b2);\r\n const z = c2 * (a2 + b2 - c2);\r\n const scale = Geometry.safeDivideFraction(1.0, x + y + z, 0.0);\r\n return this.fractionToPoint(scale * x, scale * y, scale * z, result);\r\n }\r\n /** Test for point-by-point `isAlmostEqual` relationship. */\r\n public isAlmostEqual(other: BarycentricTriangle, tol?: number): boolean {\r\n return this.points[0].isAlmostEqual(other.points[0], tol)\r\n && this.points[1].isAlmostEqual(other.points[1], tol)\r\n && this.points[2].isAlmostEqual(other.points[2], tol);\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\nimport { assert } from \"@itwin/core-bentley\";\n\nimport { Geometry, PolygonLocation } from \"../Geometry\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Ray3d } from \"./Ray3d\";\nimport { Transform } from \"./Transform\";\n\n/**\n * Carries data about a location in the plane of a triangle.\n * * Each instance carries both world and barycentric coordinates for the point, and provides query\n * services on the latter.\n * * No tolerance is used when querying barycentric coordinates (e.g., `isInsideOrOn`, `classify`). Use\n * [[BarycentricTriangle.snapLocationToEdge]] to adjust the barycentric coordinates to a triangle edge\n * if they lie within a distance or parametric tolerance.\n *\n * Properties of the barycentric coordinates `(b0, b1, b2)` of a point `p` in the plane of a triangle\n * `T` with vertices `v0, v1, v2`:\n * * `1 = b0 + b1 + b2`\n * * `p = b0 * v0 + b1 * v1 + b2 * v2`\n * * If T is spanned by the vectors `U = v1 - v0` and `V = v2 - v0`, then the vector `P = p - v0` can\n * be written `P = b1 * U + b2 * V`.\n * * The coordinates are all nonnegative if and only if `p` is inside or on `T`.\n * * Exactly one coordinate is zero if and only if `p` lies on an (infinitely extended) edge of `T`.\n * * Exactly two coordinates are zero if and only if `p` coincides with a vertex of `T`.\n * * Note that if `p` can be written as a linear combination of the vertices of `T` using scales that do\n * NOT sum to 1, then `p` is not coplanar with `T`\n * @public\n */\nexport class TriangleLocationDetail {\n /** The Cartesian coordinates of the point p. */\n public world: Point3d;\n /** The barycentric coordinates of p with respect to the triangle. Assumed to sum to one. */\n public local: Point3d;\n /** Application-specific number */\n public a: number;\n /** Index of the triangle vertex at the start of the closest edge to p. */\n public closestEdgeIndex: number;\n /**\n * The parameter f along the closest edge to p of its projection q.\n * * We have q = v_i + f * (v_j - v_i) where i = closestEdgeIndex and j = (i + 1) % 3 are the indices\n * of the start vertex v_i and end vertex v_j of the closest edge to p.\n * * Note that 0 <= f <= 1.\n */\n public closestEdgeParam: number;\n\n private constructor() {\n this.world = new Point3d();\n this.local = new Point3d();\n this.a = 0.0;\n this.closestEdgeIndex = 0;\n this.closestEdgeParam = 0.0;\n }\n /** Invalidate this detail (set all attributes to zero) . */\n public invalidate() {\n this.world.setZero();\n this.local.setZero();\n this.a = 0.0;\n this.closestEdgeIndex = 0;\n this.closestEdgeParam = 0.0;\n }\n /**\n * Create an invalid detail.\n * @param result optional pre-allocated object to fill and return\n */\n public static create(result?: TriangleLocationDetail): TriangleLocationDetail {\n if (undefined === result)\n result = new TriangleLocationDetail();\n else\n result.invalidate();\n return result;\n }\n /**\n * Set the instance contents from the `other` detail.\n * @param other detail to clone\n */\n public copyContentsFrom(other: TriangleLocationDetail) {\n this.world.setFrom(other.world);\n this.local.setFrom(other.local);\n this.a = other.a;\n this.closestEdgeIndex = other.closestEdgeIndex;\n this.closestEdgeParam = other.closestEdgeParam;\n }\n /** Whether this detail is invalid. */\n public get isValid(): boolean {\n return !this.local.isZero;\n }\n /**\n * Queries the barycentric coordinates to determine whether this instance specifies a location inside or\n * on the triangle.\n * @see classify\n */\n public get isInsideOrOn(): boolean {\n return this.isValid && this.local.x >= 0.0 && this.local.y >= 0.0 && this.local.z >= 0.0;\n }\n /**\n * Queries this detail to classify the location of this instance with respect to the triangle.\n * @returns location code\n * @see isInsideOrOn\n */\n public get classify(): PolygonLocation {\n if (!this.isValid)\n return PolygonLocation.Unknown;\n if (this.isInsideOrOn) {\n let numZero = 0;\n if (Math.abs(this.local.x) === 0.0)\n ++numZero;\n if (Math.abs(this.local.y) === 0.0)\n ++numZero;\n if (Math.abs(this.local.z) === 0.0)\n ++numZero;\n if (2 === numZero)\n return PolygonLocation.OnPolygonVertex;\n if (1 === numZero)\n return PolygonLocation.OnPolygonEdgeInterior;\n return PolygonLocation.InsidePolygonProjectsToEdgeInterior;\n }\n return (this.closestEdgeParam === 0.0) ?\n PolygonLocation.OutsidePolygonProjectsToVertex :\n PolygonLocation.OutsidePolygonProjectsToEdgeInterior;\n }\n}\n\n/**\n * 3 points defining a triangle to be evaluated with barycentric coordinates.\n * @public\n */\nexport class BarycentricTriangle {\n /** Array of 3 point coordinates for the triangle. */\n public points: Point3d[];\n /** Edge length squared cache, indexed by opposite vertex index */\n protected edgeLength2: number[];\n // private attributes\n private static _workPoint?: Point3d;\n private static _workVector0?: Vector3d;\n private static _workVector1?: Vector3d;\n private static _workRay?: Ray3d;\n private static _workMatrix?: Matrix3d;\n /**\n * Constructor.\n * * Point references are CAPTURED\n */\n protected constructor(point0: Point3d, point1: Point3d, point2: Point3d) {\n this.points = [];\n this.points.push(point0);\n this.points.push(point1);\n this.points.push(point2);\n this.edgeLength2 = [];\n this.edgeLength2.push(point1.distanceSquared(point2));\n this.edgeLength2.push(point0.distanceSquared(point2));\n this.edgeLength2.push(point0.distanceSquared(point1));\n }\n /**\n * Copy contents of (not pointers to) the given points. A vertex is zeroed if its corresponding input point\n * is undefined.\n */\n public set(point0: Point3d | undefined, point1: Point3d | undefined, point2: Point3d | undefined) {\n this.points[0].setFromPoint3d(point0);\n this.points[1].setFromPoint3d(point1);\n this.points[2].setFromPoint3d(point2);\n this.edgeLength2[0] = this.points[1].distanceSquared(this.points[2]);\n this.edgeLength2[1] = this.points[0].distanceSquared(this.points[2]);\n this.edgeLength2[2] = this.points[0].distanceSquared(this.points[1]);\n }\n /** Copy all values from `other` */\n public setFrom(other: BarycentricTriangle) {\n for (let i = 0; i < 3; ++i) {\n this.points[i].setFromPoint3d(other.points[i]);\n this.edgeLength2[i] = other.edgeLength2[i];\n }\n }\n /**\n * Create a `BarycentricTriangle` with coordinates given by enumerated x,y,z of the 3 points.\n * @param result optional pre-allocated triangle.\n */\n public static createXYZXYZXYZ(\n x0: number, y0: number, z0: number,\n x1: number, y1: number, z1: number,\n x2: number, y2: number, z2: number,\n result?: BarycentricTriangle,\n ): BarycentricTriangle {\n if (!result)\n return new this(Point3d.create(x0, y0, z0), Point3d.create(x1, y1, z1), Point3d.create(x2, y2, z2));\n result.points[0].set(x0, y0, z0);\n result.points[1].set(x1, y1, z1);\n result.points[2].set(x2, y2, z2);\n return result;\n }\n /** Create a triangle with coordinates cloned from given points. */\n public static create(\n point0: Point3d, point1: Point3d, point2: Point3d, result?: BarycentricTriangle,\n ): BarycentricTriangle {\n if (!result)\n return new this(point0.clone(), point1.clone(), point2.clone());\n result.set(point0, point1, point2);\n return result;\n }\n /** Return a new `BarycentricTriangle` with the same coordinates. */\n public clone(result?: BarycentricTriangle): BarycentricTriangle {\n return BarycentricTriangle.create(this.points[0], this.points[1], this.points[2], result);\n }\n /** Return a clone of the transformed instance */\n public cloneTransformed(transform: Transform, result?: BarycentricTriangle): BarycentricTriangle {\n return BarycentricTriangle.create(\n transform.multiplyPoint3d(this.points[0], result?.points[0]),\n transform.multiplyPoint3d(this.points[1], result?.points[1]),\n transform.multiplyPoint3d(this.points[2], result?.points[2]),\n result,\n );\n }\n /** Return the area of the triangle. */\n public get area(): number {\n // The magnitude of the cross product A × B is the area of the parallelogram spanned by A and B.\n return 0.5 * this.points[0].crossProductToPointsMagnitude(this.points[1], this.points[2]);\n }\n /**\n * Compute squared length of the triangle edge opposite the vertex with the given index.\n * @see [[edgeStartVertexIndexToOppositeVertexIndex]]\n */\n public edgeLengthSquared(oppositeVertexIndex: number): number {\n return this.edgeLength2[Geometry.cyclic3dAxis(oppositeVertexIndex)];\n }\n /**\n * Compute length of the triangle edge opposite the vertex with the given index.\n * @see [[edgeStartVertexIndexToOppositeVertexIndex]]\n */\n public edgeLength(oppositeVertexIndex: number): number {\n return Math.sqrt(this.edgeLengthSquared(oppositeVertexIndex));\n }\n /** Return area divided by sum of squared lengths. */\n public get aspectRatio(): number {\n return Geometry.safeDivideFraction(\n this.area, this.edgeLengthSquared(0) + this.edgeLengthSquared(1) + this.edgeLengthSquared(2), 0,\n );\n }\n /** Return the perimeter of the triangle. */\n public get perimeter(): number {\n return this.edgeLength(0) + this.edgeLength(1) + this.edgeLength(2);\n }\n /**\n * Return the unit normal of the triangle.\n * @param result optional pre-allocated vector to fill and return.\n * @returns unit normal, or undefined if cross product length is too small.\n */\n public normal(result?: Vector3d): Vector3d | undefined {\n const cross = this.points[0].crossProductToPoints(this.points[1], this.points[2], result);\n if (cross.tryNormalizeInPlace())\n return cross;\n return undefined;\n }\n /**\n * Sum the triangle points with given scales.\n * * If the scales sum to 1, they are barycentric coordinates, and hence the result point is in the plane of\n * the triangle. If all coordinates are non-negative then the result point is inside the triangle.\n * * If the scales do not sum to 1, the point is inside the triangle scaled (by the scale sum) from the origin.\n * @param b0 scale to apply to vertex 0\n * @param b1 scale to apply to vertex 1\n * @param b2 scale to apply to vertex 2\n * @param result optional pre-allocated point to fill and return\n * @return linear combination of the vertices of this triangle\n * @see [[pointToFraction]]\n */\n public fractionToPoint(b0: number, b1: number, b2: number, result?: Point3d): Point3d {\n // p = b0 * v0 + b1 * v1 + b2 * v2\n return Point3d.createAdd3Scaled(this.points[0], b0, this.points[1], b1, this.points[2], b2, result);\n }\n /**\n * Compute the projection of the given `point` onto the plane of this triangle.\n * @param point point p to project\n * @param result optional pre-allocated object to fill and return\n * @returns details d of the projection point `P = d.world`:\n * * `d.isValid` returns true if and only if `this.normal()` is defined.\n * * `d.classify` can be used to determine where P lies with respect to the triangle.\n * * `d.a` is the signed projection distance: `P = p + a * this.normal()`.\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/BarycentricTriangle\n * @see [[fractionToPoint]]\n */\n public pointToFraction(point: Point3d, result?: TriangleLocationDetail): TriangleLocationDetail {\n const normal = BarycentricTriangle._workVector0 = this.normal(BarycentricTriangle._workVector0);\n if (undefined === normal)\n return TriangleLocationDetail.create(result);\n const ray = BarycentricTriangle._workRay = Ray3d.create(point, normal, BarycentricTriangle._workRay);\n return this.intersectRay3d(ray, result); // intersectRay3d is free to use workVector0\n }\n /** Convert from opposite-vertex to start-vertex edge indexing. */\n public static edgeOppositeVertexIndexToStartVertexIndex(edgeIndex: number): number {\n return Geometry.cyclic3dAxis(edgeIndex + 1);\n }\n /** Convert from start-vertex to opposite-vertex edge indexing. */\n public static edgeStartVertexIndexToOppositeVertexIndex(startVertexIndex: number): number {\n return Geometry.cyclic3dAxis(startVertexIndex - 1);\n }\n /**\n * Examine a point's barycentric coordinates to determine if it lies inside the triangle but not on an edge/vertex.\n * * No parametric tolerance is used.\n * * It is assumed b0 + b1 + b2 = 1.\n * @returns whether the point with barycentric coordinates is strictly inside the triangle.\n */\n public static isInsideTriangle(b0: number, b1: number, b2: number): boolean {\n return b0 > 0 && b1 > 0 && b2 > 0;\n }\n /**\n * Examine a point's barycentric coordinates to determine if it lies inside the triangle or on an edge/vertex.\n * * No parametric tolerance is used.\n * * It is assumed b0 + b1 + b2 = 1.\n * @returns whether the point with barycentric coordinates is inside or on the triangle.\n */\n public static isInsideOrOnTriangle(b0: number, b1: number, b2: number): boolean {\n return b0 >= 0 && b1 >= 0 && b2 >= 0;\n }\n /**\n * Examine a point's barycentric coordinates to determine if it lies outside an edge of the triangle.\n * * No parametric tolerance is used.\n * * It is assumed b0 + b1 + b2 = 1.\n * @returns edge index i (opposite vertex i) for which b_i < 0 and b_j >= 0, and b_k >= 0. Otherwise, returns -1.\n */\n private static isInRegionBeyondEdge(b0: number, b1: number, b2: number): number {\n // Note: the 3 regions (specified by the following if statements) are defined by extending the triangle\n // edges to infinity and not by perpendicular lines to the edges (which gives smaller regions)\n if (b0 < 0 && b1 >= 0 && b2 >= 0)\n return 0;\n if (b0 >= 0 && b1 < 0 && b2 >= 0)\n return 1;\n if (b0 >= 0 && b1 >= 0 && b2 < 0)\n return 2;\n return -1;\n }\n /**\n * Examine a point's barycentric coordinates to determine if it lies outside a vertex of the triangle.\n * * No parametric tolerance is used.\n * * It is assumed b0 + b1 + b2 = 1.\n * @returns index of vertex i for which b_j < 0 and b_k < 0. Otherwise, returns -1.\n */\n private static isInRegionBeyondVertex(b0: number, b1: number, b2: number): number {\n // Note: the 3 regions (specified by the following if statements) are defined by extending the triangle\n // edges to infinity and not by perpendicular lines to the edges (which gives larger regions)\n if (b1 < 0 && b2 < 0)\n return 0;\n if (b0 < 0 && b2 < 0)\n return 1;\n if (b0 < 0 && b1 < 0)\n return 2;\n return -1;\n }\n /**\n * Examine a point's barycentric coordinates to determine if it lies on a vertex of the triangle.\n * * No parametric tolerance is used.\n * * It is assumed b0 + b1 + b2 = 1.\n * @returns index of vertex i for which b_i = 1 and b_j = b_k = 0. Otherwise, returns -1.\n */\n private static isOnVertex(b0: number, b1: number, b2: number): number {\n if (b0 === 1 && b1 === 0 && b2 === 0)\n return 0;\n if (b0 === 0 && b1 === 1 && b2 === 0)\n return 1;\n if (b0 === 0 && b1 === 0 && b2 === 1)\n return 2;\n return -1;\n }\n /**\n * Examine a point's barycentric coordinates to determine if it lies on a bounded edge of the triangle.\n * * No parametric tolerance is used.\n * * It is assumed b0 + b1 + b2 = 1.\n * @returns edge index i (opposite vertex i) for which b_i = 0, b_j > 0, and b_k > 0. Otherwise, returns -1.\n */\n private static isOnBoundedEdge(b0: number, b1: number, b2: number): number {\n if (b0 === 0 && b1 > 0 && b2 > 0)\n return 0;\n if (b0 > 0 && b1 === 0 && b2 > 0)\n return 1;\n if (b0 > 0 && b1 > 0 && b2 === 0)\n return 2;\n return -1;\n }\n /** @returns edge/vertex index (0,1,2) for which the function has a minimum value */\n private static indexOfMinimum(fn: (index: number) => number): number {\n let i = 0;\n let min = fn(0);\n const val = fn(1);\n if (min > val) {\n i = 1;\n min = val;\n }\n if (min > fn(2))\n i = 2;\n return i;\n }\n /**\n * Compute the squared distance between two points given by their barycentric coordinates.\n * * It is assumed that a0 + a1 + a2 = b0 + b1 + b2 = 1.\n */\n public distanceSquared(a0: number, a1: number, a2: number, b0: number, b1: number, b2: number): number {\n // The barycentric displacement vector distance formula\n // More details can be found at https://web.evanchen.cc/handouts/bary/bary-full.pdf\n return -this.edgeLengthSquared(0) * (b1 - a1) * (b2 - a2)\n - this.edgeLengthSquared(1) * (b2 - a2) * (b0 - a0)\n - this.edgeLengthSquared(2) * (b0 - a0) * (b1 - a1);\n }\n /** Return the index of the closest triangle vertex to the point given by its barycentric coordinates. */\n public closestVertexIndex(b0: number, b1: number, b2: number): number {\n return BarycentricTriangle.indexOfMinimum((i: number) => {\n const a = BarycentricTriangle._workPoint = Point3d.createZero(BarycentricTriangle._workPoint);\n a.setAt(i, 1.0); // \"a\" is (1,0,0) or (0,1,0) or (0,0,1) so \"a\" represents vertex i\n return this.distanceSquared(a.x, a.y, a.z, b0, b1, b2); // distance between the point and vertex i\n });\n }\n /** Compute dot product of the edge vectors based at the vertex with the given index. */\n public dotProductOfEdgeVectorsAtVertex(baseVertexIndex: number): number {\n const i = Geometry.cyclic3dAxis(baseVertexIndex);\n const j = Geometry.cyclic3dAxis(i + 1);\n const k = Geometry.cyclic3dAxis(j + 1);\n return Geometry.dotProductXYZXYZ(\n this.points[j].x - this.points[i].x, this.points[j].y - this.points[i].y, this.points[j].z - this.points[i].z,\n this.points[k].x - this.points[i].x, this.points[k].y - this.points[i].y, this.points[k].z - this.points[i].z,\n );\n }\n /**\n * Compute the projection of barycentric point p onto the (unbounded) edge e_k(v_i,v_j) of the triangle T(v_i,v_j,v_k).\n * @param k vertex v_k is opposite the edge e_k\n * @param b barycentric coordinates of point to project\n * @returns parameter f along e_k, such that:\n * * the projection point is q = v_i + f * (v_j - v_i)\n * * the barycentric coords of the projection are q_ijk = (1 - f, f, 0)\n */\n private computeProjectionToEdge(k: number, b: number[]): number {\n /**\n * We know p = (b_i*v_i) + (b_j*v_j) + (b_k*v_k) and 1 = b_i + b_j + b_k.\n * Let U = v_j - v_i and V = v_k - v_i and P = p - v_i.\n * First we prove P = b_jU + b_kV.\n * P = (b_i * v_i) + (b_j * v_j) + (b_k * v_k) - v_i\n * = (b_i * v_i) + (b_j * (v_j-v_i)) + (b_j * v_i) + (b_k * (v_k-v_i)) + (b_k * v_i) - v_i\n * = (b_i * v_i) + (b_j * U) + (b_j * v_i) + (b_k * V) + (b_k * v_i) - v_i\n * = (b_j * U) + (b_k * V) + ((b_i + b_j + b_k) * v_i) - v_i\n * = (b_j * U) + (b_k * V) + v_i - v_i\n * = (b_j * U) + (b_k * V)\n * So we know p - v_i = b_jU + b_kV and q - v_i = fU\n * Therefore, 0 = (p - q).(v_j - v_i)\n * = ((p-v_i) - (q-v_i)).(v_j - v_i)\n * = (b_jU + b_kV - fU).U\n * = b_jU.U + b_kU.V - fU.U\n * Thus f = b_j + b_k(U.V/U.U)\n */\n k = Geometry.cyclic3dAxis(k);\n const i = Geometry.cyclic3dAxis(k + 1);\n const j = Geometry.cyclic3dAxis(i + 1);\n return b[j] + b[k] * this.dotProductOfEdgeVectorsAtVertex(i) / this.edgeLengthSquared(k);\n }\n /**\n * Compute the projection of a barycentric point p to the triangle T(v_0,v_1,v_2).\n * @param b0 barycentric coordinate of p corresponding to v_0\n * @param b1 barycentric coordinate of p corresponding to v_1\n * @param b2 barycentric coordinate of p corresponding to v_2\n * @returns closest edge start vertex index i and projection parameter f such that the projection\n * q = v_i + f * (v_j - v_i).\n */\n public closestPoint(b0: number, b1: number, b2: number): { closestEdgeIndex: number, closestEdgeParam: number } {\n const b: number[] = [b0, b1, b2];\n let edgeIndex = -1; // opposite-vertex index\n let edgeParam = 0.0;\n if (BarycentricTriangle.isInsideTriangle(b0, b1, b2)) { // projects to any edge\n edgeIndex = BarycentricTriangle.indexOfMinimum((i: number) => {\n // We want smallest projection distance d_i of p to e_i.\n // Since b_i=d_i|e_i|/2A we can compare quantities b_i/|e_i|.\n return b[i] * b[i] / this.edgeLengthSquared(i); // avoid sqrt\n });\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\n } else if ((edgeIndex = BarycentricTriangle.isInRegionBeyondVertex(b0, b1, b2)) >= 0) { // projects to other edges, or any vertex\n edgeIndex = Geometry.cyclic3dAxis(edgeIndex + 1);\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\n if (edgeParam < 0 || edgeParam > 1) {\n edgeIndex = Geometry.cyclic3dAxis(edgeIndex + 1);\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\n if (edgeParam < 0 || edgeParam > 1) {\n edgeParam = 0.0;\n edgeIndex = BarycentricTriangle.edgeStartVertexIndexToOppositeVertexIndex(this.closestVertexIndex(b0, b1, b2));\n }\n }\n } else if ((edgeIndex = BarycentricTriangle.isInRegionBeyondEdge(b0, b1, b2)) >= 0) { // projects to the edge or its vertices\n edgeParam = this.computeProjectionToEdge(edgeIndex, b);\n if (edgeParam < 0) {\n edgeParam = 0.0; // start of this edge\n } else if (edgeParam > 1) {\n edgeParam = 0.0;\n edgeIndex = Geometry.cyclic3dAxis(edgeIndex + 1); // end of this edge = start of next edge\n }\n } else if ((edgeIndex = BarycentricTriangle.isOnBoundedEdge(b0, b1, b2)) >= 0) {\n edgeParam = 1 - b[BarycentricTriangle.edgeOppositeVertexIndexToStartVertexIndex(edgeIndex)];\n } else if ((edgeIndex = BarycentricTriangle.isOnVertex(b0, b1, b2)) >= 0) {\n edgeParam = 0.0;\n edgeIndex = BarycentricTriangle.edgeStartVertexIndexToOppositeVertexIndex(edgeIndex);\n }\n // invalid edgeIndex shouldn't happen, but propagate it anyway\n assert(edgeIndex === 0 || edgeIndex === 1 || edgeIndex === 2);\n return {\n closestEdgeIndex: (edgeIndex < 0) ? -1 : BarycentricTriangle.edgeOppositeVertexIndexToStartVertexIndex(edgeIndex),\n closestEdgeParam: edgeParam,\n };\n }\n /**\n * Compute the intersection of a line (parameterized as a ray) with the plane of this triangle.\n * * Intersection data is returned for the line-plane intersection.\n * * No intersection is returned if the line is parallel to the plane.\n * * As for the *ray*, it intersects this triangle if and only if the returned detail `d` has\n * `d.isValid === true` and `d.a >= 0` and `d.isInsideOrOn === true`.\n * * This method is slower than `Ray3d.intersectionWithTriangle` but returns more information about the intersection.\n * @param ray infinite line to intersect, as a ray\n * @param result optional pre-allocated object to fill and return\n * @returns details `d` of the intersection point `p` of the line and the plane of this triangle:\n * * `d.isValid`: false if and only if `ray.direction` is parallel to the plane, or the ray or triangle is degenerate.\n * * `d.world`: coordinates of `p`.\n * * `d.local`: barycentric coordinates of `p`.\n * * `d.a`: the intersection parameter of `p` along the ray. Negative means `p` is behind the ray origin.\n * * `d.classify`: where `p` lies with respect to the triangle.\n * * `d.isInsideOrOn`: whether `p` is inside or on the triangle.\n * * `d.closestEdgeIndex`: the index of the triangle edge `e` onto which `p` projects.\n * * `d.closestEdgeParam`: the edge parameter at which `p` projects onto `e`.\n * * Visualization can be found at https://www.itwinjs.org/sandbox/SaeedTorabi/RayTriangleIntersection\n * @see [[pointToFraction]]\n */\n public intersectRay3d(ray: Ray3d, result?: TriangleLocationDetail): TriangleLocationDetail {\n result = TriangleLocationDetail.create(result);\n /**\n * Let r0 = ray.origin and d = ray.direction. Write intersection point p two ways for unknown scalars s,b0,b1,b2:\n * r0 + s*d = p = b0*v0 + b1*v1 + b2*v2\n * Subtract v0 from both ends, let u=v1-v0, v=v2-v0, c=r0-v0, and enforce b0+b1+b2=1:\n * b1*u + b2*v - s*d = c\n * This is a linear system Mx = c where M has columns u,v,d and solution x=(b1,b2,-s).\n */\n const r0 = ray.origin;\n const d = ray.direction;\n const u = BarycentricTriangle._workVector0 = Vector3d.createStartEnd(\n this.points[0], this.points[1], BarycentricTriangle._workVector0,\n );\n const v = BarycentricTriangle._workVector1 = Vector3d.createStartEnd(\n this.points[0], this.points[2], BarycentricTriangle._workVector1,\n );\n const scaledVolume = d.tripleProduct(u, v);\n if (scaledVolume * scaledVolume <= u.dotProduct(u) * v.dotProduct(v) * d.dotProduct(d) * Geometry.smallAngleRadiansSquared)\n return result; // parallel (no solution)\n const M = BarycentricTriangle._workMatrix = Matrix3d.createColumns(u, v, d, BarycentricTriangle._workMatrix);\n const c = Vector3d.createStartEnd(this.points[0], r0, BarycentricTriangle._workVector0); // reuse workVector0\n const solution = BarycentricTriangle._workVector1; // reuse workVector1\n if (undefined === M.multiplyInverse(c, solution))\n return result; // invalid\n result.a = -solution.z; // = -(-s) = s\n ray.fractionToPoint(result.a, result.world);\n result.local.set(1.0 - solution.x - solution.y, solution.x, solution.y); // = (1 - b1 - b2, b1, b2) = (b0 , b1, b2)\n const proj = this.closestPoint(result.local.x, result.local.y, result.local.z);\n result.closestEdgeIndex = proj.closestEdgeIndex;\n result.closestEdgeParam = proj.closestEdgeParam;\n return result;\n }\n /**\n * Compute the intersection of a line (parameterized as a line segment) with the plane of this triangle.\n * @param point0 start point of segment on line to intersect\n * @param point1 end point of segment on line to intersect\n * @param result optional pre-allocated object to fill and return\n * @returns details d of the line-plane intersection point `d.world`:\n * * `d.isValid` returns true if and only if the line intersects the plane.\n * * `d.classify` can be used to determine where the intersection lies with respect to the triangle.\n * * `d.a` is the intersection parameter. If `d.a` is in [0,1], the segment intersects the plane of the triangle.\n * @see [[intersectRay3d]]\n */\n public intersectSegment(point0: Point3d, point1: Point3d, result?: TriangleLocationDetail): TriangleLocationDetail {\n BarycentricTriangle._workRay = Ray3d.createStartEnd(point0, point1, BarycentricTriangle._workRay);\n return this.intersectRay3d(BarycentricTriangle._workRay, result);\n }\n /**\n * Adjust the location to the closest edge of the triangle if within either given tolerance.\n * @param location details of a point in the plane of the triangle (note that `location.local` and\n * `location.world` possibly updated to lie on the triangle closest edge)\n * @param distanceTolerance absolute distance tolerance (or zero to ignore)\n * @param parameterTolerance barycentric coordinate fractional tolerance (or zero to ignore)\n * @return whether the location was adjusted\n */\n public snapLocationToEdge(\n location: TriangleLocationDetail,\n distanceTolerance: number = Geometry.smallMetricDistance,\n parameterTolerance: number = Geometry.smallFloatingPoint,\n ): boolean {\n if (!location.isValid)\n return false;\n // first try parametric tol to zero barycentric coordinate (no vertices or world distances used!)\n if (parameterTolerance > 0.0) {\n let numSnapped = 0;\n let newSum = 0.0;\n for (let i = 0; i < 3; i++) {\n const barycentricDist = Math.abs(location.local.at(i));\n if (barycentricDist > 0.0 && barycentricDist < parameterTolerance) {\n location.local.setAt(i, 0.0);\n numSnapped++;\n }\n newSum += location.local.at(i);\n }\n if (numSnapped > 0 && newSum > 0.0) {\n location.local.scaleInPlace(1.0 / newSum);\n if (1 === numSnapped) {\n location.closestEdgeIndex = BarycentricTriangle.edgeOppositeVertexIndexToStartVertexIndex(\n BarycentricTriangle.isOnBoundedEdge(location.local.x, location.local.y, location.local.z),\n );\n location.closestEdgeParam = 1.0 - location.local.at(location.closestEdgeIndex);\n } else { // 2 snapped, at vertex\n location.closestEdgeIndex = BarycentricTriangle.isOnVertex(\n location.local.x, location.local.y, location.local.z,\n );\n location.closestEdgeParam = 0.0;\n }\n this.fractionToPoint(location.local.x, location.local.y, location.local.z, location.world);\n return true;\n }\n }\n // failing that, try distance tol to closest edge projection\n if (distanceTolerance > 0.0) {\n const i = location.closestEdgeIndex;\n const j = (i + 1) % 3;\n const k = (j + 1) % 3;\n const edgeProjection = BarycentricTriangle._workPoint = this.points[i].interpolate(\n location.closestEdgeParam, this.points[j], BarycentricTriangle._workPoint,\n );\n const dist = location.world.distance(edgeProjection);\n if (dist > 0.0 && dist < distanceTolerance) {\n location.local.setAt(i, 1.0 - location.closestEdgeParam);\n location.local.setAt(j, location.closestEdgeParam);\n location.local.setAt(k, 0.0);\n location.world.setFrom(edgeProjection);\n return true;\n }\n }\n return false;\n }\n /**\n * Return the dot product of the scaled normals of the two triangles.\n * * The sign of the return value is useful for determining the triangles' relative orientation:\n * positive (negative) means the normals point into the same (opposite) half-space determined by\n * one of the triangles' planes; zero means the triangles are perpendicular.\n */\n public dotProductOfCrossProductsFromOrigin(other: BarycentricTriangle): number {\n BarycentricTriangle._workVector0 = this.points[0].crossProductToPoints(\n this.points[1], this.points[2], BarycentricTriangle._workVector0,\n );\n BarycentricTriangle._workVector1 = other.points[0].crossProductToPoints(\n other.points[1], other.points[2], BarycentricTriangle._workVector1,\n );\n return BarycentricTriangle._workVector0.dotProduct(BarycentricTriangle._workVector1);\n }\n /** Return the centroid of the 3 points. */\n public centroid(result?: Point3d): Point3d {\n // Do the scale as true division (rather than multiply by precomputed 1/3). This might protect one bit of result.\n return Point3d.create(\n (this.points[0].x + this.points[1].x + this.points[2].x) / 3.0,\n (this.points[0].y + this.points[1].y + this.points[2].y) / 3.0,\n (this.points[0].z + this.points[1].z + this.points[2].z) / 3.0,\n result,\n );\n }\n /** Return the incenter of the triangle. */\n public incenter(result?: Point3d): Point3d {\n const a = this.edgeLength(0);\n const b = this.edgeLength(1);\n const c = this.edgeLength(2);\n const scale = Geometry.safeDivideFraction(1.0, a + b + c, 0.0);\n return this.fractionToPoint(scale * a, scale * b, scale * c, result);\n }\n /** Return the circumcenter of the triangle. */\n public circumcenter(result?: Point3d): Point3d {\n const a2 = this.edgeLengthSquared(0);\n const b2 = this.edgeLengthSquared(1);\n const c2 = this.edgeLengthSquared(2);\n const x = a2 * (b2 + c2 - a2);\n const y = b2 * (c2 + a2 - b2);\n const z = c2 * (a2 + b2 - c2);\n const scale = Geometry.safeDivideFraction(1.0, x + y + z, 0.0);\n return this.fractionToPoint(scale * x, scale * y, scale * z, result);\n }\n /** Test for point-by-point `isAlmostEqual` relationship. */\n public isAlmostEqual(other: BarycentricTriangle, tol?: number): boolean {\n return this.points[0].isAlmostEqual(other.points[0], tol)\n && this.points[1].isAlmostEqual(other.points[1], tol)\n && this.points[2].isAlmostEqual(other.points[2], tol);\n }\n}\n"]}
@@ -1 +1 @@
1
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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 Solid\r\n */\r\n\r\nimport { CurveAndSurfaceLocationDetail, UVSurfaceLocationDetail } from \"../bspline/SurfaceLocationDetail\";\r\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { UVSurface } from \"./GeometryHandler\";\r\nimport { Plane3dByOriginAndVectors } from \"./Plane3dByOriginAndVectors\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Range3d } from \"./Range\";\r\nimport { Ray3d } from \"./Ray3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word uparrow, rightarrow\r\n\r\n/**\r\n * A bilinear patch is a surface defined by its 4 corner points.\r\n * * The corner points do not have to be coplanar, but if they are, the quadrilateral should be convex to avoid a self-intersecting surface.\r\n * ```\r\n * equation\r\n * \\begin{matrix}\r\n * v\\text{-direction}\\\\\r\n * \\uparrow\\\\\r\n * \\text{point01} &\\cdots &\\text{A1} &\\cdots &\\text{point11}\\\\\r\n * \\vdots &&\\vdots &&\\vdots\\\\\r\n * \\text{B0} &\\cdots &\\text{X} &\\cdots &\\text{B1}\\\\\r\n * \\vdots &&\\vdots &&\\vdots\\\\\r\n * \\text{point00} &\\cdots &\\text{A0} &\\cdots &\\text{point10} &\\rightarrow~u\\text{-direction}\r\n * \\end{matrix}\r\n * ```\r\n * * To evaluate the point at (u,v), the following are equivalent:\r\n * * interpolate first with u then with v:\r\n * * A0 = interpolate between point00 and point10 at fraction u\r\n * * A1 = interpolate between point01 and point11 at fraction u\r\n * * X = interpolate between A0 and A1 at fraction v\r\n * * interpolate first with v then with u:\r\n * * B0 = interpolate between point00 and point01 at fraction v\r\n * * B1 = interpolate between point10 and point11 at fraction v\r\n * * X = interpolate between B0 and B1 at fraction u\r\n * * sum all at once:\r\n * * X = (1-u)(1-v)point00 + (1-u)(v)point01 + (u)(1-v)point10 + (u)(v)point11\r\n * @public\r\n */\r\nexport class BilinearPatch implements UVSurface {\r\n /** corner at parametric coordinate (0,0) */\r\n public point00: Point3d;\r\n /** corner at parametric coordinate (1,0) */\r\n public point10: Point3d;\r\n /** corner at parametric coordinate (0,1) */\r\n public point01: Point3d;\r\n /** corner at parametric coordinate (1,1) */\r\n public point11: Point3d;\r\n /**\r\n * Capture (not clone) corners to create a new BilinearPatch.\r\n * @param point00 Point at uv=0,0\r\n * @param point10 Point at uv=1,0\r\n * @param point10 Point at uv=0,1\r\n * @param point11 Point at uv=1,1\r\n */\r\n public constructor(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\r\n this.point00 = point00;\r\n this.point10 = point10;\r\n this.point01 = point01;\r\n this.point11 = point11;\r\n }\r\n /**\r\n * Clone (not capture) corners to create a new BilinearPatch.\r\n * @param point00 Point at uv=0,0\r\n * @param point10 Point at uv=1,0\r\n * @param point10 Point at uv=0,1\r\n * @param point11 Point at uv=1,1\r\n */\r\n public static create(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\r\n return new BilinearPatch(point00.clone(), point10.clone(), point01.clone(), point11.clone());\r\n }\r\n /** Create a patch from xyz values of the 4 corners. */\r\n public static createXYZ(\r\n x00: number, y00: number, z00: number,\r\n x10: number, y10: number, z10: number,\r\n x01: number, y01: number, z01: number,\r\n x11: number, y11: number, z11: number,\r\n ) {\r\n return new BilinearPatch(\r\n Point3d.create(x00, y00, z00),\r\n Point3d.create(x10, y10, z10),\r\n Point3d.create(x01, y01, z01),\r\n Point3d.create(x11, y11, z11),\r\n );\r\n }\r\n /** Return a cloned patch. */\r\n public clone(): BilinearPatch {\r\n return new BilinearPatch(\r\n this.point00.clone(),\r\n this.point10.clone(),\r\n this.point01.clone(),\r\n this.point11.clone(),\r\n );\r\n }\r\n /** Test equality of the 4 points. */\r\n public isAlmostEqual(other: BilinearPatch): boolean {\r\n return this.point00.isAlmostEqual(other.point00)\r\n && this.point10.isAlmostEqual(other.point10)\r\n && this.point01.isAlmostEqual(other.point01)\r\n && this.point11.isAlmostEqual(other.point11);\r\n }\r\n /** Apply the transform to each point. */\r\n public tryTransformInPlace(transform: Transform): boolean {\r\n transform.multiplyPoint3d(this.point00, this.point00);\r\n transform.multiplyPoint3d(this.point10, this.point10);\r\n transform.multiplyPoint3d(this.point01, this.point01);\r\n transform.multiplyPoint3d(this.point11, this.point11);\r\n return true;\r\n }\r\n /** Return a cloned and transformed patch. */\r\n public cloneTransformed(transform: Transform): BilinearPatch | undefined {\r\n const result = this.clone();\r\n result.tryTransformInPlace(transform);\r\n return result;\r\n }\r\n /** Extend a range by the range of the (optionally transformed) patch. */\r\n public extendRange(range: Range3d, transform?: Transform) {\r\n if (transform) {\r\n range.extendTransformedPoint(transform, this.point00);\r\n range.extendTransformedPoint(transform, this.point10);\r\n range.extendTransformedPoint(transform, this.point01);\r\n range.extendTransformedPoint(transform, this.point11);\r\n } else {\r\n range.extendPoint(this.point00);\r\n range.extendPoint(this.point10);\r\n range.extendPoint(this.point01);\r\n range.extendPoint(this.point11);\r\n }\r\n }\r\n /**\r\n * Convert fractional u and v coordinates to surface point\r\n * @param u fractional coordinate in u direction\r\n * @param v fractional coordinate in v direction\r\n * @param result optional pre-allocated point\r\n */\r\n public uvFractionToPoint(u: number, v: number, result?: Point3d): Point3d {\r\n const f00 = (1.0 - u) * (1.0 - v);\r\n const f10 = u * (1.0 - v);\r\n const f01 = (1.0 - u) * v;\r\n const f11 = u * v;\r\n return Point3d.create(\r\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\r\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\r\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\r\n result,\r\n );\r\n }\r\n /** Evaluate as a uv surface, returning point and two derivative vectors.\r\n * @param u fractional coordinate in u direction\r\n * @param v fractional coordinate in v direction\r\n * @param result optional pre-allocated carrier for point and vectors\r\n */\r\n public uvFractionToPointAndTangents(u: number, v: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\r\n const u0 = 1.0 - u;\r\n const v0 = 1.0 - v;\r\n const f00 = u0 * v0;\r\n const f10 = u * v0;\r\n const f01 = u0 * v;\r\n const f11 = u * v;\r\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\r\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\r\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\r\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\r\n // u derivative ..\r\n v0 * (this.point10.x - this.point00.x) + v * (this.point11.x - this.point01.x),\r\n v0 * (this.point10.y - this.point00.y) + v * (this.point11.y - this.point01.y),\r\n v0 * (this.point10.z - this.point00.z) + v * (this.point11.z - this.point01.z),\r\n // v derivative ..\r\n u0 * (this.point01.x - this.point00.x) + u * (this.point11.x - this.point10.x),\r\n u0 * (this.point01.y - this.point00.y) + u * (this.point11.y - this.point10.y),\r\n u0 * (this.point01.z - this.point00.z) + u * (this.point11.z - this.point10.z),\r\n result,\r\n );\r\n }\r\n /** If data[iB][pivotColumn] is larger in absolute value than data[iA][pivotColumn], then swap rows iA and iB. */\r\n private static conditionalPivot(pivotColumn: number, data: Float64Array[], iA: number, iB: number) {\r\n if (Math.abs(data[iB][pivotColumn]) > Math.abs(data[iA][pivotColumn])) {\r\n const q = data[iA];\r\n data[iA] = data[iB];\r\n data[iB] = q;\r\n }\r\n }\r\n /**\r\n * Compute the points of intersection with a ray.\r\n * @param ray ray in space\r\n * @returns 1 or 2 points if there are intersections, undefined if no intersections\r\n */\r\n public intersectRay(ray: Ray3d): CurveAndSurfaceLocationDetail[] | undefined {\r\n const vectorU = this.point10.minus(this.point00);\r\n const vectorV = this.point01.minus(this.point00);\r\n const vectorW = this.point11.minus(this.point10);\r\n vectorW.subtractInPlace(vectorV);\r\n // We seek t, u, v such that:\r\n // `ray.origin + t*ray.direction = point00 + u*vectorU + v*vectorV + u*v*vectorW`\r\n // For typical direction as x, the scalar equation with coefficient order for arrays is:\r\n // `0 = -t*ray.direction.x + (point00.x - ray.origin.x) + u*vectorU.x + v*vectorV.x + u*v*vectorW.x`\r\n // and this particular equation is invoked to compute t when u and v are known.\r\n const coffs = [\r\n new Float64Array([-ray.direction.x, this.point00.x - ray.origin.x, vectorU.x, vectorV.x, vectorW.x]),\r\n new Float64Array([-ray.direction.y, this.point00.y - ray.origin.y, vectorU.y, vectorV.y, vectorW.y]),\r\n new Float64Array([-ray.direction.z, this.point00.z - ray.origin.z, vectorU.z, vectorV.z, vectorW.z]),\r\n ];\r\n // swap rows so that the equation with largest ray.direction coefficient is first.\r\n BilinearPatch.conditionalPivot(0, coffs, 0, 1);\r\n BilinearPatch.conditionalPivot(0, coffs, 0, 2);\r\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[1], -1.0);\r\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[2], -1.0);\r\n const uvArray = SmallSystem.solveBilinearPair(\r\n coffs[1][1], coffs[1][2], coffs[1][3], coffs[1][4],\r\n coffs[2][1], coffs[2][2], coffs[2][3], coffs[2][4],\r\n );\r\n if (uvArray) {\r\n const result: CurveAndSurfaceLocationDetail[] = [];\r\n for (const uv of uvArray) {\r\n const t = -(coffs[0][1] + coffs[0][2] * uv.x + (coffs[0][3] + coffs[0][4] * uv.x) * uv.y) / coffs[0][0];\r\n const point = ray.fractionToPoint(t);\r\n result.push(new CurveAndSurfaceLocationDetail(\r\n CurveLocationDetail.createRayFractionPoint(ray, t, point),\r\n UVSurfaceLocationDetail.createSurfaceUVPoint(this, uv, point)),\r\n );\r\n }\r\n return result;\r\n }\r\n return undefined;\r\n }\r\n /** Returns the larger of the u-direction edge lengths at v=0 and v=1. */\r\n public maxUEdgeLength(): number {\r\n return Geometry.maxXY(this.point00.distance(this.point10), this.point01.distance(this.point11));\r\n }\r\n /** Returns the larger of the v-direction edge lengths at u=0 and u=1. */\r\n public maxVEdgeLength(): number {\r\n return Geometry.maxXY(this.point00.distance(this.point01), this.point10.distance(this.point11));\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Solid\n */\n\nimport { CurveAndSurfaceLocationDetail, UVSurfaceLocationDetail } from \"../bspline/SurfaceLocationDetail\";\nimport { CurveLocationDetail } from \"../curve/CurveLocationDetail\";\nimport { Geometry } from \"../Geometry\";\nimport { SmallSystem } from \"../numerics/SmallSystem\";\nimport { UVSurface } from \"./GeometryHandler\";\nimport { Plane3dByOriginAndVectors } from \"./Plane3dByOriginAndVectors\";\nimport { Point3d } from \"./Point3dVector3d\";\nimport { Range3d } from \"./Range\";\nimport { Ray3d } from \"./Ray3d\";\nimport { Transform } from \"./Transform\";\n\n// cspell:word uparrow, rightarrow\n\n/**\n * A bilinear patch is a surface defined by its 4 corner points.\n * * The corner points do not have to be coplanar, but if they are, the quadrilateral should be convex to avoid a self-intersecting surface.\n * ```\n * equation\n * \\begin{matrix}\n * v\\text{-direction}\\\\\n * \\uparrow\\\\\n * \\text{point01} &\\cdots &\\text{A1} &\\cdots &\\text{point11}\\\\\n * \\vdots &&\\vdots &&\\vdots\\\\\n * \\text{B0} &\\cdots &\\text{X} &\\cdots &\\text{B1}\\\\\n * \\vdots &&\\vdots &&\\vdots\\\\\n * \\text{point00} &\\cdots &\\text{A0} &\\cdots &\\text{point10} &\\rightarrow~u\\text{-direction}\n * \\end{matrix}\n * ```\n * * To evaluate the point at (u,v), the following are equivalent:\n * * interpolate first with u then with v:\n * * A0 = interpolate between point00 and point10 at fraction u\n * * A1 = interpolate between point01 and point11 at fraction u\n * * X = interpolate between A0 and A1 at fraction v\n * * interpolate first with v then with u:\n * * B0 = interpolate between point00 and point01 at fraction v\n * * B1 = interpolate between point10 and point11 at fraction v\n * * X = interpolate between B0 and B1 at fraction u\n * * sum all at once:\n * * X = (1-u)(1-v)point00 + (1-u)(v)point01 + (u)(1-v)point10 + (u)(v)point11\n * @public\n */\nexport class BilinearPatch implements UVSurface {\n /** corner at parametric coordinate (0,0) */\n public point00: Point3d;\n /** corner at parametric coordinate (1,0) */\n public point10: Point3d;\n /** corner at parametric coordinate (0,1) */\n public point01: Point3d;\n /** corner at parametric coordinate (1,1) */\n public point11: Point3d;\n /**\n * Capture (not clone) corners to create a new BilinearPatch.\n * @param point00 Point at uv=0,0\n * @param point10 Point at uv=1,0\n * @param point10 Point at uv=0,1\n * @param point11 Point at uv=1,1\n */\n public constructor(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\n this.point00 = point00;\n this.point10 = point10;\n this.point01 = point01;\n this.point11 = point11;\n }\n /**\n * Clone (not capture) corners to create a new BilinearPatch.\n * @param point00 Point at uv=0,0\n * @param point10 Point at uv=1,0\n * @param point10 Point at uv=0,1\n * @param point11 Point at uv=1,1\n */\n public static create(point00: Point3d, point10: Point3d, point01: Point3d, point11: Point3d) {\n return new BilinearPatch(point00.clone(), point10.clone(), point01.clone(), point11.clone());\n }\n /** Create a patch from xyz values of the 4 corners. */\n public static createXYZ(\n x00: number, y00: number, z00: number,\n x10: number, y10: number, z10: number,\n x01: number, y01: number, z01: number,\n x11: number, y11: number, z11: number,\n ) {\n return new BilinearPatch(\n Point3d.create(x00, y00, z00),\n Point3d.create(x10, y10, z10),\n Point3d.create(x01, y01, z01),\n Point3d.create(x11, y11, z11),\n );\n }\n /** Return a cloned patch. */\n public clone(): BilinearPatch {\n return new BilinearPatch(\n this.point00.clone(),\n this.point10.clone(),\n this.point01.clone(),\n this.point11.clone(),\n );\n }\n /** Test equality of the 4 points. */\n public isAlmostEqual(other: BilinearPatch): boolean {\n return this.point00.isAlmostEqual(other.point00)\n && this.point10.isAlmostEqual(other.point10)\n && this.point01.isAlmostEqual(other.point01)\n && this.point11.isAlmostEqual(other.point11);\n }\n /** Apply the transform to each point. */\n public tryTransformInPlace(transform: Transform): boolean {\n transform.multiplyPoint3d(this.point00, this.point00);\n transform.multiplyPoint3d(this.point10, this.point10);\n transform.multiplyPoint3d(this.point01, this.point01);\n transform.multiplyPoint3d(this.point11, this.point11);\n return true;\n }\n /** Return a cloned and transformed patch. */\n public cloneTransformed(transform: Transform): BilinearPatch | undefined {\n const result = this.clone();\n result.tryTransformInPlace(transform);\n return result;\n }\n /** Extend a range by the range of the (optionally transformed) patch. */\n public extendRange(range: Range3d, transform?: Transform) {\n if (transform) {\n range.extendTransformedPoint(transform, this.point00);\n range.extendTransformedPoint(transform, this.point10);\n range.extendTransformedPoint(transform, this.point01);\n range.extendTransformedPoint(transform, this.point11);\n } else {\n range.extendPoint(this.point00);\n range.extendPoint(this.point10);\n range.extendPoint(this.point01);\n range.extendPoint(this.point11);\n }\n }\n /**\n * Convert fractional u and v coordinates to surface point\n * @param u fractional coordinate in u direction\n * @param v fractional coordinate in v direction\n * @param result optional pre-allocated point\n */\n public uvFractionToPoint(u: number, v: number, result?: Point3d): Point3d {\n const f00 = (1.0 - u) * (1.0 - v);\n const f10 = u * (1.0 - v);\n const f01 = (1.0 - u) * v;\n const f11 = u * v;\n return Point3d.create(\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\n result,\n );\n }\n /** Evaluate as a uv surface, returning point and two derivative vectors.\n * @param u fractional coordinate in u direction\n * @param v fractional coordinate in v direction\n * @param result optional pre-allocated carrier for point and vectors\n */\n public uvFractionToPointAndTangents(u: number, v: number, result?: Plane3dByOriginAndVectors): Plane3dByOriginAndVectors {\n const u0 = 1.0 - u;\n const v0 = 1.0 - v;\n const f00 = u0 * v0;\n const f10 = u * v0;\n const f01 = u0 * v;\n const f11 = u * v;\n return Plane3dByOriginAndVectors.createOriginAndVectorsXYZ(\n f00 * this.point00.x + f10 * this.point10.x + f01 * this.point01.x + f11 * this.point11.x,\n f00 * this.point00.y + f10 * this.point10.y + f01 * this.point01.y + f11 * this.point11.y,\n f00 * this.point00.z + f10 * this.point10.z + f01 * this.point01.z + f11 * this.point11.z,\n // u derivative ..\n v0 * (this.point10.x - this.point00.x) + v * (this.point11.x - this.point01.x),\n v0 * (this.point10.y - this.point00.y) + v * (this.point11.y - this.point01.y),\n v0 * (this.point10.z - this.point00.z) + v * (this.point11.z - this.point01.z),\n // v derivative ..\n u0 * (this.point01.x - this.point00.x) + u * (this.point11.x - this.point10.x),\n u0 * (this.point01.y - this.point00.y) + u * (this.point11.y - this.point10.y),\n u0 * (this.point01.z - this.point00.z) + u * (this.point11.z - this.point10.z),\n result,\n );\n }\n /** If data[iB][pivotColumn] is larger in absolute value than data[iA][pivotColumn], then swap rows iA and iB. */\n private static conditionalPivot(pivotColumn: number, data: Float64Array[], iA: number, iB: number) {\n if (Math.abs(data[iB][pivotColumn]) > Math.abs(data[iA][pivotColumn])) {\n const q = data[iA];\n data[iA] = data[iB];\n data[iB] = q;\n }\n }\n /**\n * Compute the points of intersection with a ray.\n * @param ray ray in space\n * @returns 1 or 2 points if there are intersections, undefined if no intersections\n */\n public intersectRay(ray: Ray3d): CurveAndSurfaceLocationDetail[] | undefined {\n const vectorU = this.point10.minus(this.point00);\n const vectorV = this.point01.minus(this.point00);\n const vectorW = this.point11.minus(this.point10);\n vectorW.subtractInPlace(vectorV);\n // We seek t, u, v such that:\n // `ray.origin + t*ray.direction = point00 + u*vectorU + v*vectorV + u*v*vectorW`\n // For typical direction as x, the scalar equation with coefficient order for arrays is:\n // `0 = -t*ray.direction.x + (point00.x - ray.origin.x) + u*vectorU.x + v*vectorV.x + u*v*vectorW.x`\n // and this particular equation is invoked to compute t when u and v are known.\n const coffs = [\n new Float64Array([-ray.direction.x, this.point00.x - ray.origin.x, vectorU.x, vectorV.x, vectorW.x]),\n new Float64Array([-ray.direction.y, this.point00.y - ray.origin.y, vectorU.y, vectorV.y, vectorW.y]),\n new Float64Array([-ray.direction.z, this.point00.z - ray.origin.z, vectorU.z, vectorV.z, vectorW.z]),\n ];\n // swap rows so that the equation with largest ray.direction coefficient is first.\n BilinearPatch.conditionalPivot(0, coffs, 0, 1);\n BilinearPatch.conditionalPivot(0, coffs, 0, 2);\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[1], -1.0);\n SmallSystem.eliminateFromPivot(coffs[0], 0, coffs[2], -1.0);\n const uvArray = SmallSystem.solveBilinearPair(\n coffs[1][1], coffs[1][2], coffs[1][3], coffs[1][4],\n coffs[2][1], coffs[2][2], coffs[2][3], coffs[2][4],\n );\n if (uvArray) {\n const result: CurveAndSurfaceLocationDetail[] = [];\n for (const uv of uvArray) {\n const t = -(coffs[0][1] + coffs[0][2] * uv.x + (coffs[0][3] + coffs[0][4] * uv.x) * uv.y) / coffs[0][0];\n const point = ray.fractionToPoint(t);\n result.push(new CurveAndSurfaceLocationDetail(\n CurveLocationDetail.createRayFractionPoint(ray, t, point),\n UVSurfaceLocationDetail.createSurfaceUVPoint(this, uv, point)),\n );\n }\n return result;\n }\n return undefined;\n }\n /** Returns the larger of the u-direction edge lengths at v=0 and v=1. */\n public maxUEdgeLength(): number {\n return Geometry.maxXY(this.point00.distance(this.point10), this.point01.distance(this.point11));\n }\n /** Returns the larger of the v-direction edge lengths at u=0 and u=1. */\n public maxVEdgeLength(): number {\n return Geometry.maxXY(this.point00.distance(this.point01), this.point10.distance(this.point11));\n }\n}\n"]}
@@ -1 +1 @@
1
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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\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Arc3d } from \"../curve/Arc3d\";\r\nimport { CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\r\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\r\nimport { Geometry } from \"../Geometry\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { AngleSweep } from \"./AngleSweep\";\r\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\r\nimport { Segment1d } from \"./Segment1d\";\r\n\r\n/**\r\n * `CoincidentGeometryQuery` has methods useful in testing for overlapping geometry.\r\n * * Each instance carries tolerance information that can be reused over extended call sequences.\r\n * * These methods are expected to be called internally by CurveCurve intersection methods.\r\n * @internal\r\n */\r\nexport class CoincidentGeometryQuery {\r\n private _vectorU?: Vector3d;\r\n private _vectorV?: Vector3d;\r\n private _point0?: Point3d;\r\n private _point1?: Point3d;\r\n private _tolerance: number;\r\n public get tolerance(): number {\r\n return this._tolerance;\r\n }\r\n private constructor(tolerance: number = Geometry.smallMetricDistance) {\r\n this._tolerance = tolerance;\r\n }\r\n public static create(tolerance: number = Geometry.smallMetricDistance): CoincidentGeometryQuery {\r\n return new CoincidentGeometryQuery(tolerance);\r\n }\r\n /**\r\n * * Assign both the fraction and fraction1 values in the detail, possibly swapped.\r\n * * reevaluate the points as simple interpolation between given points.\r\n */\r\n public static assignDetailInterpolatedFractionsAndPoints(detail: CurveLocationDetail, f0: number, f1: number,\r\n pointA: Point3d, pointB: Point3d, swap: boolean = false) {\r\n if (swap) {\r\n detail.fraction = f1;\r\n detail.fraction1 = f0;\r\n } else {\r\n detail.fraction = f0;\r\n detail.fraction1 = f1;\r\n }\r\n detail.point = pointA.interpolate(detail.fraction, pointB, detail.point);\r\n detail.point1 = pointA.interpolate(detail.fraction1, pointB, detail.point1);\r\n\r\n }\r\n\r\n /** Return a curve location detail with projection of a `spacePoint` to the line segment with `pointA` and `pointB` */\r\n public projectPointToSegmentXY(spacePoint: Point3d, pointA: Point3d, pointB: Point3d): CurveLocationDetail {\r\n this._vectorU = Vector3d.createStartEnd(pointA, pointB, this._vectorU);\r\n this._vectorV = Vector3d.createStartEnd(pointA, spacePoint, this._vectorV);\r\n const uDotU = this._vectorU.dotProductXY(this._vectorU);\r\n const uDotV = this._vectorU.dotProductXY(this._vectorV);\r\n const fraction = Geometry.safeDivideFraction(uDotV, uDotU, 0.0);\r\n return CurveLocationDetail.createCurveFractionPoint(undefined, fraction,\r\n pointA.interpolate(fraction, pointB));\r\n }\r\n /**\r\n * Given a detail pair representing the projection of each of two colinear line segments onto the other,\r\n * clamp the details (in place) to the line segments' endpoints according to the given flags.\r\n * @param overlap unbounded segment overlap as returned by [[coincidentSegmentRangeXY]], modified and returned\r\n * @param pointA0 start point of segment A\r\n * @param pointA1 end point of segment A\r\n * @param pointB0 start point of segment B\r\n * @param pointB1 end point of segment B\r\n * @param extendA0 whether to extend segment A beyond its start\r\n * @param extendA1 whether to extend segment A beyond its end\r\n * @param extendB0 whether to extend segment B beyond its start\r\n * @param extendB1 whether to extend segment B beyond its end\r\n * @return reference to the modified input, or undefined (leaving input untouched) if clamping would result in empty interval.\r\n */\r\n public clampCoincidentOverlapToSegmentBounds(overlap: CurveLocationDetailPair,\r\n pointA0: Point3d, pointA1: Point3d, pointB0: Point3d, pointB1: Point3d,\r\n extendA0: boolean = false, extendA1: boolean = false, extendB0: boolean = false, extendB1: boolean = false,\r\n ): CurveLocationDetailPair | undefined {\r\n const rangeA = Segment1d.create(overlap.detailA.fraction, overlap.detailA.hasFraction1 ? overlap.detailA.fraction1 : overlap.detailA.fraction);\r\n const rangeB = Segment1d.create(overlap.detailB.fraction, overlap.detailB.hasFraction1 ? overlap.detailB.fraction1 : overlap.detailB.fraction);\r\n const reversed = rangeA.signedDelta() < 0.0;\r\n\r\n const updateIntervalFromRangesAndInterpolatedPoints = (): CurveLocationDetailPair => {\r\n const a0 = rangeA.x0;\r\n const a1 = rangeA.x1;\r\n const b0 = rangeB.x0;\r\n const b1 = rangeB.x1;\r\n CoincidentGeometryQuery.assignDetailInterpolatedFractionsAndPoints(overlap.detailA, a0, a1, pointA0, pointA1, a0 > a1);\r\n CoincidentGeometryQuery.assignDetailInterpolatedFractionsAndPoints(overlap.detailB, b0, b1, pointB0, pointB1, b0 > b1);\r\n return overlap;\r\n };\r\n\r\n const haveIntervalA = rangeA.clampDirectedTo01(!extendA0, !extendA1, false);\r\n const haveIntervalB = rangeB.clampDirectedTo01(!extendB0, !extendB1, false);\r\n if (haveIntervalA && haveIntervalB) {\r\n if (Geometry.isAlmostEqualNumber(rangeA.absoluteDelta(), rangeB.absoluteDelta(), Geometry.smallFraction))\r\n return updateIntervalFromRangesAndInterpolatedPoints(); // intersection of partially clamped ranges\r\n else if (rangeA.clampDirectedTo01(true, true, false) && rangeB.clampDirectedTo01(true, true, false))\r\n return updateIntervalFromRangesAndInterpolatedPoints(); // intersection of fully clamped ranges\r\n }\r\n\r\n const collapseToSingleton = (pointA: Point3d, pointB: Point3d, atStartA: boolean, atStartB: boolean): CurveLocationDetailPair => {\r\n pointA.clone(overlap.detailA.point);\r\n pointB.clone(overlap.detailB.point);\r\n overlap.detailA.fraction = atStartA ? 0.0 : 1.0;\r\n overlap.detailB.fraction = atStartB ? 0.0 : 1.0;\r\n overlap.detailA.collapseToStart();\r\n overlap.detailB.collapseToStart();\r\n return overlap;\r\n };\r\n\r\n const haveSingletonA = rangeA.clampDirectedTo01(true, true, true);\r\n const haveSingletonB = rangeB.clampDirectedTo01(true, true, true);\r\n if (haveSingletonA && haveSingletonB) { // intersection is a single point\r\n const point1 = overlap.detailA.point1 ?? overlap.detailA.point;\r\n if (reversed) {\r\n if (overlap.detailA.point.isAlmostEqual(pointA0, this.tolerance))\r\n return collapseToSingleton(pointA0, pointB0, true, true);\r\n else if (point1.isAlmostEqual(pointA1, this.tolerance))\r\n return collapseToSingleton(pointA1, pointB1, false, false);\r\n } else {\r\n if (point1.isAlmostEqual(pointA0, this.tolerance))\r\n return collapseToSingleton(pointA0, pointB1, true, false);\r\n else if (overlap.detailA.point.isAlmostEqual(pointA1, this.tolerance))\r\n return collapseToSingleton(pointA1, pointB0, false, true);\r\n }\r\n }\r\n return undefined; // no intersection\r\n }\r\n /**\r\n * Compute whether two line segments have a coincident overlap in xy.\r\n * * Project `pointA0` and `pointA1` onto the (infinite) line formed by `pointB0` and `pointB1` and vice versa.\r\n * * If all projection distances are sufficiently small, return a detail pair recording the coincident interval.\r\n * * Caller can follow up with [[clampCoincidentOverlapToSegmentBounds]] to restrict the returned interval by the segments' ranges.\r\n * @param pointA0 start point of segment A\r\n * @param pointA1 end point of segment A\r\n * @param pointB0 start point of segment B\r\n * @param pointB1 end point of segment B\r\n * @return detail pair for the coincident interval (`detailA` has fractions along segment A, and `detailB` has\r\n * fractions along segment B), or `undefined` if no coincidence.\r\n */\r\n public coincidentSegmentRangeXY(pointA0: Point3d, pointA1: Point3d, pointB0: Point3d, pointB1: Point3d): CurveLocationDetailPair | undefined {\r\n const aDir = { x: pointA1.x - pointA0.x, y: pointA1.y - pointA0.y };\r\n const bDir = { x: pointB1.x - pointB0.x, y: pointB1.y - pointB0.y };\r\n const fractions = SmallSystem.lineSegmentXYUVOverlapUnbounded(pointA0, aDir, pointB0, bDir, this._tolerance);\r\n if (!fractions || !fractions.f1)\r\n return undefined; // no overlap\r\n const detailA = CurveLocationDetail.createCurveFractionPoint(undefined, fractions.f0.x, pointA0.interpolate(fractions.f0.x, pointA1));\r\n detailA.captureFraction1Point1(fractions.f1.x, pointA0.interpolate(fractions.f1.x, pointA1));\r\n const detailB = CurveLocationDetail.createCurveFractionPoint(undefined, fractions.f0.y, pointB0.interpolate(fractions.f0.y, pointB1));\r\n detailB.captureFraction1Point1(fractions.f1.y, pointB0.interpolate(fractions.f1.y, pointB1));\r\n return CurveLocationDetailPair.createCapture(detailA, detailB);\r\n }\r\n /**\r\n * Create a CurveLocationDetailPair for a coincident interval of two overlapping curves\r\n * @param cpA curveA\r\n * @param cpB curveB\r\n * @param fractionsOnA coincident interval of curveB in fraction space of curveA\r\n * @param fractionB0 curveB start in fraction space of curveA\r\n * @param fractionB1 curveB end in fraction space of curveA\r\n * @param reverse whether curveB and curveA have opposite direction\r\n */\r\n private createDetailPair(cpA: CurvePrimitive, cpB: CurvePrimitive, fractionsOnA: Segment1d, fractionB0: number, fractionB1: number, reverse: boolean): CurveLocationDetailPair | undefined {\r\n const deltaB = fractionB1 - fractionB0;\r\n const g0 = Geometry.conditionalDivideFraction(fractionsOnA.x0 - fractionB0, deltaB);\r\n const g1 = Geometry.conditionalDivideFraction(fractionsOnA.x1 - fractionB0, deltaB);\r\n if (g0 !== undefined && g1 !== undefined) {\r\n const detailA = CurveLocationDetail.createCurveEvaluatedFractionFraction(cpA, fractionsOnA.x0, fractionsOnA.x1);\r\n const detailB = CurveLocationDetail.createCurveEvaluatedFractionFraction(cpB, g0, g1);\r\n if (reverse)\r\n detailA.swapFractionsAndPoints();\r\n return CurveLocationDetailPair.createCapture(detailA, detailB);\r\n }\r\n return undefined;\r\n }\r\n private appendDetailPair(result: CurveLocationDetailPair[] | undefined, pair: CurveLocationDetailPair | undefined): CurveLocationDetailPair[] | undefined {\r\n if (pair === undefined)\r\n return result;\r\n if (result === undefined)\r\n return [pair];\r\n result.push(pair);\r\n return result;\r\n }\r\n /**\r\n * Test if 2 arcs have coinciding portions.\r\n * @param arcA\r\n * @param arcB\r\n * @param _restrictToBounds\r\n * @return 0, 1, or 2 overlap points/intervals\r\n */\r\n public coincidentArcIntersectionXY(arcA: Arc3d, arcB: Arc3d, _restrictToBounds: boolean = true): CurveLocationDetailPair[] | undefined {\r\n let result: CurveLocationDetailPair[] | undefined;\r\n if (arcA.center.isAlmostEqual(arcB.center, this.tolerance)) {\r\n const matrixBToA = arcA.matrixRef.multiplyMatrixInverseMatrix(arcB.matrixRef);\r\n if (matrixBToA) {\r\n const ux = matrixBToA.at(0, 0); const uy = matrixBToA.at(1, 0);\r\n const vx = matrixBToA.at(0, 1); const vy = matrixBToA.at(1, 1);\r\n const ru = Geometry.hypotenuseXY(ux, uy);\r\n const rv = Geometry.hypotenuseXY(vx, vy);\r\n const dot = Geometry.dotProductXYXY(ux, uy, vx, vy);\r\n const cross = Geometry.crossProductXYXY(ux, uy, vx, vy);\r\n if (Geometry.isAlmostEqualNumber(ru, 1.0)\r\n && Geometry.isAlmostEqualNumber(rv, 1.0)\r\n && Geometry.isAlmostEqualNumber(0, dot)) {\r\n const alphaB0Radians = Math.atan2(uy, ux); // angular position of arcB 0 point in arcA sweep\r\n const sweepDirection = cross > 0 ? 1.0 : -1.0; // 1 if arcB parameter space sweeps in same direction as arcA, -1 if opposite\r\n const betaStartRadians = alphaB0Radians + sweepDirection * arcB.sweep.startRadians; // arcB start in arcA parameter space\r\n const betaEndRadians = alphaB0Radians + sweepDirection * arcB.sweep.endRadians; // arcB end in arcA parameter space\r\n const fractionSpacesReversed = (sweepDirection * arcA.sweep.sweepRadians * arcB.sweep.sweepRadians) < 0;\r\n const sweepB = AngleSweep.createStartEndRadians(betaStartRadians, betaEndRadians);\r\n const sweepA = arcA.sweep;\r\n const fractionPeriodA = sweepA.fractionPeriod();\r\n const fractionB0 = sweepA.radiansToPositivePeriodicFraction(sweepB.startRadians); // arcB start in arcA fraction space\r\n assert(fractionB0 >= 0.0);\r\n const fractionSweep = sweepB.sweepRadians / sweepA.sweepRadians; // arcB sweep in arcA fraction space\r\n const fractionB1 = fractionB0 + fractionSweep; // arcB end in arcA fraction space\r\n const fractionSweepB = Segment1d.create(fractionB0, fractionB1);\r\n\r\n /** lambda to add a coincident interval or isolated intersection, given inputs in arcA fraction space\r\n * @param arcBInArcAFractionSpace span of arcB in arcA fraction space. On return, clamped to [0,1] if nontrivial.\r\n * @param testStartOfArcA if no nontrivial coincident interval was found, look for an isolated intersection at the start (true) or end (false) of arcA\r\n * @returns whether a detail pair was appended to result\r\n */\r\n const appendCoincidentIntersection = (arcBInArcAFractionSpace: Segment1d, testStartOfArcA: boolean): boolean => {\r\n const size = result ? result.length : 0;\r\n const arcBStart = arcBInArcAFractionSpace.x0;\r\n const arcBEnd = arcBInArcAFractionSpace.x1;\r\n if (arcBInArcAFractionSpace.clampDirectedTo01() && !Geometry.isSmallRelative(arcBInArcAFractionSpace.absoluteDelta())) {\r\n result = this.appendDetailPair(result, this.createDetailPair(arcA, arcB, arcBInArcAFractionSpace, arcBStart, arcBEnd, fractionSpacesReversed));\r\n } else { // test isolated intersection\r\n const testStartOfArcB = fractionSpacesReversed ? testStartOfArcA : !testStartOfArcA;\r\n const arcAPt = this._point0 = testStartOfArcA ? arcA.startPoint(this._point0) : arcA.endPoint(this._point0);\r\n const arcBPt = this._point1 = testStartOfArcB ? arcB.startPoint(this._point1) : arcB.endPoint(this._point1);\r\n if (arcAPt.isAlmostEqual(arcBPt, this.tolerance)) {\r\n const detailA = CurveLocationDetail.createCurveFractionPoint(arcA, testStartOfArcA ? 0 : 1, arcAPt);\r\n const detailB = CurveLocationDetail.createCurveFractionPoint(arcB, testStartOfArcB ? 0 : 1, arcBPt);\r\n result = this.appendDetailPair(result, CurveLocationDetailPair.createCapture(detailA, detailB));\r\n }\r\n }\r\n return result !== undefined && result.length > size;\r\n };\r\n\r\n appendCoincidentIntersection(fractionSweepB, false); // compute overlap in strict interior, or at end of arcA\r\n\r\n // check overlap at start of arcA with a periodic shift of fractionSweepB\r\n if (fractionB1 >= fractionPeriodA)\r\n appendCoincidentIntersection(Segment1d.create(fractionB0 - fractionPeriodA, fractionB1 - fractionPeriodA), true);\r\n else if (fractionB0 === 0.0)\r\n appendCoincidentIntersection(Segment1d.create(fractionB0 + fractionPeriodA, fractionB1 + fractionPeriodA), true);\r\n }\r\n }\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\nimport { assert } from \"@itwin/core-bentley\";\nimport { Arc3d } from \"../curve/Arc3d\";\nimport { CurveLocationDetail, CurveLocationDetailPair } from \"../curve/CurveLocationDetail\";\nimport { CurvePrimitive } from \"../curve/CurvePrimitive\";\nimport { Geometry } from \"../Geometry\";\nimport { SmallSystem } from \"../numerics/SmallSystem\";\nimport { AngleSweep } from \"./AngleSweep\";\nimport { Point3d, Vector3d } from \"./Point3dVector3d\";\nimport { Segment1d } from \"./Segment1d\";\n\n/**\n * `CoincidentGeometryQuery` has methods useful in testing for overlapping geometry.\n * * Each instance carries tolerance information that can be reused over extended call sequences.\n * * These methods are expected to be called internally by CurveCurve intersection methods.\n * @internal\n */\nexport class CoincidentGeometryQuery {\n private _vectorU?: Vector3d;\n private _vectorV?: Vector3d;\n private _point0?: Point3d;\n private _point1?: Point3d;\n private _tolerance: number;\n public get tolerance(): number {\n return this._tolerance;\n }\n private constructor(tolerance: number = Geometry.smallMetricDistance) {\n this._tolerance = tolerance;\n }\n public static create(tolerance: number = Geometry.smallMetricDistance): CoincidentGeometryQuery {\n return new CoincidentGeometryQuery(tolerance);\n }\n /**\n * * Assign both the fraction and fraction1 values in the detail, possibly swapped.\n * * reevaluate the points as simple interpolation between given points.\n */\n public static assignDetailInterpolatedFractionsAndPoints(detail: CurveLocationDetail, f0: number, f1: number,\n pointA: Point3d, pointB: Point3d, swap: boolean = false) {\n if (swap) {\n detail.fraction = f1;\n detail.fraction1 = f0;\n } else {\n detail.fraction = f0;\n detail.fraction1 = f1;\n }\n detail.point = pointA.interpolate(detail.fraction, pointB, detail.point);\n detail.point1 = pointA.interpolate(detail.fraction1, pointB, detail.point1);\n\n }\n\n /** Return a curve location detail with projection of a `spacePoint` to the line segment with `pointA` and `pointB` */\n public projectPointToSegmentXY(spacePoint: Point3d, pointA: Point3d, pointB: Point3d): CurveLocationDetail {\n this._vectorU = Vector3d.createStartEnd(pointA, pointB, this._vectorU);\n this._vectorV = Vector3d.createStartEnd(pointA, spacePoint, this._vectorV);\n const uDotU = this._vectorU.dotProductXY(this._vectorU);\n const uDotV = this._vectorU.dotProductXY(this._vectorV);\n const fraction = Geometry.safeDivideFraction(uDotV, uDotU, 0.0);\n return CurveLocationDetail.createCurveFractionPoint(undefined, fraction,\n pointA.interpolate(fraction, pointB));\n }\n /**\n * Given a detail pair representing the projection of each of two colinear line segments onto the other,\n * clamp the details (in place) to the line segments' endpoints according to the given flags.\n * @param overlap unbounded segment overlap as returned by [[coincidentSegmentRangeXY]], modified and returned\n * @param pointA0 start point of segment A\n * @param pointA1 end point of segment A\n * @param pointB0 start point of segment B\n * @param pointB1 end point of segment B\n * @param extendA0 whether to extend segment A beyond its start\n * @param extendA1 whether to extend segment A beyond its end\n * @param extendB0 whether to extend segment B beyond its start\n * @param extendB1 whether to extend segment B beyond its end\n * @return reference to the modified input, or undefined (leaving input untouched) if clamping would result in empty interval.\n */\n public clampCoincidentOverlapToSegmentBounds(overlap: CurveLocationDetailPair,\n pointA0: Point3d, pointA1: Point3d, pointB0: Point3d, pointB1: Point3d,\n extendA0: boolean = false, extendA1: boolean = false, extendB0: boolean = false, extendB1: boolean = false,\n ): CurveLocationDetailPair | undefined {\n const rangeA = Segment1d.create(overlap.detailA.fraction, overlap.detailA.hasFraction1 ? overlap.detailA.fraction1 : overlap.detailA.fraction);\n const rangeB = Segment1d.create(overlap.detailB.fraction, overlap.detailB.hasFraction1 ? overlap.detailB.fraction1 : overlap.detailB.fraction);\n const reversed = rangeA.signedDelta() < 0.0;\n\n const updateIntervalFromRangesAndInterpolatedPoints = (): CurveLocationDetailPair => {\n const a0 = rangeA.x0;\n const a1 = rangeA.x1;\n const b0 = rangeB.x0;\n const b1 = rangeB.x1;\n CoincidentGeometryQuery.assignDetailInterpolatedFractionsAndPoints(overlap.detailA, a0, a1, pointA0, pointA1, a0 > a1);\n CoincidentGeometryQuery.assignDetailInterpolatedFractionsAndPoints(overlap.detailB, b0, b1, pointB0, pointB1, b0 > b1);\n return overlap;\n };\n\n const haveIntervalA = rangeA.clampDirectedTo01(!extendA0, !extendA1, false);\n const haveIntervalB = rangeB.clampDirectedTo01(!extendB0, !extendB1, false);\n if (haveIntervalA && haveIntervalB) {\n if (Geometry.isAlmostEqualNumber(rangeA.absoluteDelta(), rangeB.absoluteDelta(), Geometry.smallFraction))\n return updateIntervalFromRangesAndInterpolatedPoints(); // intersection of partially clamped ranges\n else if (rangeA.clampDirectedTo01(true, true, false) && rangeB.clampDirectedTo01(true, true, false))\n return updateIntervalFromRangesAndInterpolatedPoints(); // intersection of fully clamped ranges\n }\n\n const collapseToSingleton = (pointA: Point3d, pointB: Point3d, atStartA: boolean, atStartB: boolean): CurveLocationDetailPair => {\n pointA.clone(overlap.detailA.point);\n pointB.clone(overlap.detailB.point);\n overlap.detailA.fraction = atStartA ? 0.0 : 1.0;\n overlap.detailB.fraction = atStartB ? 0.0 : 1.0;\n overlap.detailA.collapseToStart();\n overlap.detailB.collapseToStart();\n return overlap;\n };\n\n const haveSingletonA = rangeA.clampDirectedTo01(true, true, true);\n const haveSingletonB = rangeB.clampDirectedTo01(true, true, true);\n if (haveSingletonA && haveSingletonB) { // intersection is a single point\n const point1 = overlap.detailA.point1 ?? overlap.detailA.point;\n if (reversed) {\n if (overlap.detailA.point.isAlmostEqual(pointA0, this.tolerance))\n return collapseToSingleton(pointA0, pointB0, true, true);\n else if (point1.isAlmostEqual(pointA1, this.tolerance))\n return collapseToSingleton(pointA1, pointB1, false, false);\n } else {\n if (point1.isAlmostEqual(pointA0, this.tolerance))\n return collapseToSingleton(pointA0, pointB1, true, false);\n else if (overlap.detailA.point.isAlmostEqual(pointA1, this.tolerance))\n return collapseToSingleton(pointA1, pointB0, false, true);\n }\n }\n return undefined; // no intersection\n }\n /**\n * Compute whether two line segments have a coincident overlap in xy.\n * * Project `pointA0` and `pointA1` onto the (infinite) line formed by `pointB0` and `pointB1` and vice versa.\n * * If all projection distances are sufficiently small, return a detail pair recording the coincident interval.\n * * Caller can follow up with [[clampCoincidentOverlapToSegmentBounds]] to restrict the returned interval by the segments' ranges.\n * @param pointA0 start point of segment A\n * @param pointA1 end point of segment A\n * @param pointB0 start point of segment B\n * @param pointB1 end point of segment B\n * @return detail pair for the coincident interval (`detailA` has fractions along segment A, and `detailB` has\n * fractions along segment B), or `undefined` if no coincidence.\n */\n public coincidentSegmentRangeXY(pointA0: Point3d, pointA1: Point3d, pointB0: Point3d, pointB1: Point3d): CurveLocationDetailPair | undefined {\n const aDir = { x: pointA1.x - pointA0.x, y: pointA1.y - pointA0.y };\n const bDir = { x: pointB1.x - pointB0.x, y: pointB1.y - pointB0.y };\n const fractions = SmallSystem.lineSegmentXYUVOverlapUnbounded(pointA0, aDir, pointB0, bDir, this._tolerance);\n if (!fractions || !fractions.f1)\n return undefined; // no overlap\n const detailA = CurveLocationDetail.createCurveFractionPoint(undefined, fractions.f0.x, pointA0.interpolate(fractions.f0.x, pointA1));\n detailA.captureFraction1Point1(fractions.f1.x, pointA0.interpolate(fractions.f1.x, pointA1));\n const detailB = CurveLocationDetail.createCurveFractionPoint(undefined, fractions.f0.y, pointB0.interpolate(fractions.f0.y, pointB1));\n detailB.captureFraction1Point1(fractions.f1.y, pointB0.interpolate(fractions.f1.y, pointB1));\n return CurveLocationDetailPair.createCapture(detailA, detailB);\n }\n /**\n * Create a CurveLocationDetailPair for a coincident interval of two overlapping curves\n * @param cpA curveA\n * @param cpB curveB\n * @param fractionsOnA coincident interval of curveB in fraction space of curveA\n * @param fractionB0 curveB start in fraction space of curveA\n * @param fractionB1 curveB end in fraction space of curveA\n * @param reverse whether curveB and curveA have opposite direction\n */\n private createDetailPair(cpA: CurvePrimitive, cpB: CurvePrimitive, fractionsOnA: Segment1d, fractionB0: number, fractionB1: number, reverse: boolean): CurveLocationDetailPair | undefined {\n const deltaB = fractionB1 - fractionB0;\n const g0 = Geometry.conditionalDivideFraction(fractionsOnA.x0 - fractionB0, deltaB);\n const g1 = Geometry.conditionalDivideFraction(fractionsOnA.x1 - fractionB0, deltaB);\n if (g0 !== undefined && g1 !== undefined) {\n const detailA = CurveLocationDetail.createCurveEvaluatedFractionFraction(cpA, fractionsOnA.x0, fractionsOnA.x1);\n const detailB = CurveLocationDetail.createCurveEvaluatedFractionFraction(cpB, g0, g1);\n if (reverse)\n detailA.swapFractionsAndPoints();\n return CurveLocationDetailPair.createCapture(detailA, detailB);\n }\n return undefined;\n }\n private appendDetailPair(result: CurveLocationDetailPair[] | undefined, pair: CurveLocationDetailPair | undefined): CurveLocationDetailPair[] | undefined {\n if (pair === undefined)\n return result;\n if (result === undefined)\n return [pair];\n result.push(pair);\n return result;\n }\n /**\n * Test if 2 arcs have coinciding portions.\n * @param arcA\n * @param arcB\n * @param _restrictToBounds\n * @return 0, 1, or 2 overlap points/intervals\n */\n public coincidentArcIntersectionXY(arcA: Arc3d, arcB: Arc3d, _restrictToBounds: boolean = true): CurveLocationDetailPair[] | undefined {\n let result: CurveLocationDetailPair[] | undefined;\n if (arcA.center.isAlmostEqual(arcB.center, this.tolerance)) {\n const matrixBToA = arcA.matrixRef.multiplyMatrixInverseMatrix(arcB.matrixRef);\n if (matrixBToA) {\n const ux = matrixBToA.at(0, 0); const uy = matrixBToA.at(1, 0);\n const vx = matrixBToA.at(0, 1); const vy = matrixBToA.at(1, 1);\n const ru = Geometry.hypotenuseXY(ux, uy);\n const rv = Geometry.hypotenuseXY(vx, vy);\n const dot = Geometry.dotProductXYXY(ux, uy, vx, vy);\n const cross = Geometry.crossProductXYXY(ux, uy, vx, vy);\n if (Geometry.isAlmostEqualNumber(ru, 1.0)\n && Geometry.isAlmostEqualNumber(rv, 1.0)\n && Geometry.isAlmostEqualNumber(0, dot)) {\n const alphaB0Radians = Math.atan2(uy, ux); // angular position of arcB 0 point in arcA sweep\n const sweepDirection = cross > 0 ? 1.0 : -1.0; // 1 if arcB parameter space sweeps in same direction as arcA, -1 if opposite\n const betaStartRadians = alphaB0Radians + sweepDirection * arcB.sweep.startRadians; // arcB start in arcA parameter space\n const betaEndRadians = alphaB0Radians + sweepDirection * arcB.sweep.endRadians; // arcB end in arcA parameter space\n const fractionSpacesReversed = (sweepDirection * arcA.sweep.sweepRadians * arcB.sweep.sweepRadians) < 0;\n const sweepB = AngleSweep.createStartEndRadians(betaStartRadians, betaEndRadians);\n const sweepA = arcA.sweep;\n const fractionPeriodA = sweepA.fractionPeriod();\n const fractionB0 = sweepA.radiansToPositivePeriodicFraction(sweepB.startRadians); // arcB start in arcA fraction space\n assert(fractionB0 >= 0.0);\n const fractionSweep = sweepB.sweepRadians / sweepA.sweepRadians; // arcB sweep in arcA fraction space\n const fractionB1 = fractionB0 + fractionSweep; // arcB end in arcA fraction space\n const fractionSweepB = Segment1d.create(fractionB0, fractionB1);\n\n /** lambda to add a coincident interval or isolated intersection, given inputs in arcA fraction space\n * @param arcBInArcAFractionSpace span of arcB in arcA fraction space. On return, clamped to [0,1] if nontrivial.\n * @param testStartOfArcA if no nontrivial coincident interval was found, look for an isolated intersection at the start (true) or end (false) of arcA\n * @returns whether a detail pair was appended to result\n */\n const appendCoincidentIntersection = (arcBInArcAFractionSpace: Segment1d, testStartOfArcA: boolean): boolean => {\n const size = result ? result.length : 0;\n const arcBStart = arcBInArcAFractionSpace.x0;\n const arcBEnd = arcBInArcAFractionSpace.x1;\n if (arcBInArcAFractionSpace.clampDirectedTo01() && !Geometry.isSmallRelative(arcBInArcAFractionSpace.absoluteDelta())) {\n result = this.appendDetailPair(result, this.createDetailPair(arcA, arcB, arcBInArcAFractionSpace, arcBStart, arcBEnd, fractionSpacesReversed));\n } else { // test isolated intersection\n const testStartOfArcB = fractionSpacesReversed ? testStartOfArcA : !testStartOfArcA;\n const arcAPt = this._point0 = testStartOfArcA ? arcA.startPoint(this._point0) : arcA.endPoint(this._point0);\n const arcBPt = this._point1 = testStartOfArcB ? arcB.startPoint(this._point1) : arcB.endPoint(this._point1);\n if (arcAPt.isAlmostEqual(arcBPt, this.tolerance)) {\n const detailA = CurveLocationDetail.createCurveFractionPoint(arcA, testStartOfArcA ? 0 : 1, arcAPt);\n const detailB = CurveLocationDetail.createCurveFractionPoint(arcB, testStartOfArcB ? 0 : 1, arcBPt);\n result = this.appendDetailPair(result, CurveLocationDetailPair.createCapture(detailA, detailB));\n }\n }\n return result !== undefined && result.length > size;\n };\n\n appendCoincidentIntersection(fractionSweepB, false); // compute overlap in strict interior, or at end of arcA\n\n // check overlap at start of arcA with a periodic shift of fractionSweepB\n if (fractionB1 >= fractionPeriodA)\n appendCoincidentIntersection(Segment1d.create(fractionB0 - fractionPeriodA, fractionB1 - fractionPeriodA), true);\n else if (fractionB0 === 0.0)\n appendCoincidentIntersection(Segment1d.create(fractionB0 + fractionPeriodA, fractionB1 + fractionPeriodA), true);\n }\n }\n }\n return result;\n }\n}\n"]}