@itwin/core-geometry 5.2.0-dev.29 → 5.2.0-dev.30
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/Constant.js.map +1 -1
- package/lib/cjs/Geometry.d.ts +30 -10
- package/lib/cjs/Geometry.d.ts.map +1 -1
- package/lib/cjs/Geometry.js +74 -10
- package/lib/cjs/Geometry.js.map +1 -1
- package/lib/cjs/bspline/AkimaCurve3d.d.ts +19 -6
- package/lib/cjs/bspline/AkimaCurve3d.d.ts.map +1 -1
- package/lib/cjs/bspline/AkimaCurve3d.js +21 -5
- package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.d.ts +3 -3
- package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
- package/lib/cjs/bspline/BSplineCurve.js +6 -6
- package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.js +1 -1
- package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
- package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
- package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
- package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.d.ts +2 -2
- package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
- package/lib/cjs/bspline/BezierCurveBase.js +4 -6
- package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.d.ts +27 -17
- package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
- package/lib/cjs/bspline/InterpolationCurve3d.js +17 -7
- package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
- package/lib/cjs/bspline/KnotVector.js.map +1 -1
- package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
- package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
- package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
- package/lib/cjs/clipping/ClipPlane.d.ts +9 -3
- package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
- package/lib/cjs/clipping/ClipPlane.js +8 -0
- package/lib/cjs/clipping/ClipPlane.js.map +1 -1
- package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
- package/lib/cjs/clipping/ClipUtils.d.ts +14 -1
- package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
- package/lib/cjs/clipping/ClipUtils.js +21 -3
- package/lib/cjs/clipping/ClipUtils.js.map +1 -1
- package/lib/cjs/clipping/ClipVector.js.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +2 -2
- package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
- package/lib/cjs/clipping/ConvexClipPlaneSet.js +6 -4
- package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
- package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
- package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
- package/lib/cjs/core-geometry.js.map +1 -1
- package/lib/cjs/curve/Arc3d.d.ts +27 -17
- package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
- package/lib/cjs/curve/Arc3d.js +61 -35
- package/lib/cjs/curve/Arc3d.js.map +1 -1
- package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
- package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
- package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
- package/lib/cjs/curve/CurveCollection.d.ts +1 -0
- package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
- package/lib/cjs/curve/CurveCollection.js +1 -0
- package/lib/cjs/curve/CurveCollection.js.map +1 -1
- package/lib/cjs/curve/CurveCurve.js.map +1 -1
- package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
- package/lib/cjs/curve/CurveFactory.js.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.d.ts +8 -7
- package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
- package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
- package/lib/cjs/curve/CurveOps.d.ts +51 -1
- package/lib/cjs/curve/CurveOps.d.ts.map +1 -1
- package/lib/cjs/curve/CurveOps.js +97 -3
- package/lib/cjs/curve/CurveOps.js.map +1 -1
- package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
- package/lib/cjs/curve/CurveProcessor.js.map +1 -1
- package/lib/cjs/curve/CurveTypes.js.map +1 -1
- package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
- package/lib/cjs/curve/GeometryQuery.js.map +1 -1
- package/lib/cjs/curve/LineSegment3d.js.map +1 -1
- package/lib/cjs/curve/LineString3d.d.ts +4 -4
- package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
- package/lib/cjs/curve/LineString3d.js +8 -8
- package/lib/cjs/curve/LineString3d.js.map +1 -1
- package/lib/cjs/curve/Loop.js.map +1 -1
- package/lib/cjs/curve/OffsetOptions.js.map +1 -1
- package/lib/cjs/curve/ParityRegion.js.map +1 -1
- package/lib/cjs/curve/Path.js.map +1 -1
- package/lib/cjs/curve/PointString3d.js.map +1 -1
- package/lib/cjs/curve/ProxyCurve.js.map +1 -1
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +3 -3
- package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
- package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
- package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
- package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +6 -2
- package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
- package/lib/cjs/curve/Query/PlanarSubdivision.js +12 -7
- package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
- package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
- package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
- package/lib/cjs/curve/RegionOps.d.ts +9 -4
- package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
- package/lib/cjs/curve/RegionOps.js +10 -5
- package/lib/cjs/curve/RegionOps.js.map +1 -1
- package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
- package/lib/cjs/curve/StrokeOptions.js.map +1 -1
- package/lib/cjs/curve/UnionRegion.js.map +1 -1
- package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
- package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +2 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +4 -4
- package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js +21 -18
- package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
- package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
- package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js.map +1 -1
- package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
- package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
- package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts +2 -2
- package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
- package/lib/cjs/curve/spiral/DirectSpiral3d.js +6 -2
- package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts +2 -2
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts.map +1 -1
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +6 -2
- package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
- package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +5 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js +0 -3
- package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
- package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
- package/lib/cjs/geometry3d/Angle.js.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.d.ts +6 -2
- package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
- package/lib/cjs/geometry3d/AngleSweep.js +12 -3
- package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
- package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
- package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
- package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
- package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.d.ts +2 -1
- package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
- package/lib/cjs/geometry3d/FrameBuilder.js +14 -18
- package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
- package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
- package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
- package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
- package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
- package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
- package/lib/cjs/geometry3d/Matrix3d.d.ts +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js +1 -1
- package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
- package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
- package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point2dVector2d.d.ts +18 -2
- package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point2dVector2d.js +37 -4
- package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Point3dVector3d.js +1 -0
- package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
- package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
- package/lib/cjs/geometry3d/PointStreaming.d.ts +8 -0
- package/lib/cjs/geometry3d/PointStreaming.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PointStreaming.js +18 -2
- package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
- package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts +8 -2
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +10 -4
- package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.d.ts +14 -3
- package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/PolylineOps.js +20 -4
- package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
- package/lib/cjs/geometry3d/Range.d.ts +34 -32
- package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Range.js +28 -21
- package/lib/cjs/geometry3d/Range.js.map +1 -1
- package/lib/cjs/geometry3d/Ray2d.d.ts +16 -6
- package/lib/cjs/geometry3d/Ray2d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Ray2d.js +28 -4
- package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
- package/lib/cjs/geometry3d/Ray3d.js +3 -4
- package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
- package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
- package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
- package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
- package/lib/cjs/geometry3d/Transform.d.ts +1 -1
- package/lib/cjs/geometry3d/Transform.js +1 -1
- package/lib/cjs/geometry3d/Transform.js.map +1 -1
- package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
- package/lib/cjs/geometry3d/XYZProps.d.ts +12 -1
- package/lib/cjs/geometry3d/XYZProps.d.ts.map +1 -1
- package/lib/cjs/geometry3d/XYZProps.js +17 -2
- package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
- package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
- package/lib/cjs/geometry4d/Map4d.js.map +1 -1
- package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
- package/lib/cjs/geometry4d/MomentData.js.map +1 -1
- package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
- package/lib/cjs/geometry4d/Point4d.js.map +1 -1
- package/lib/cjs/numerics/BandedSystem.js.map +1 -1
- package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
- package/lib/cjs/numerics/BezierPolynomials.js +5 -9
- package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
- package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
- package/lib/cjs/numerics/Complex.js.map +1 -1
- package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
- package/lib/cjs/numerics/Newton.js.map +1 -1
- package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
- package/lib/cjs/numerics/PolarData.js.map +1 -1
- package/lib/cjs/numerics/Polynomials.js.map +1 -1
- package/lib/cjs/numerics/Quadrature.js.map +1 -1
- package/lib/cjs/numerics/Range1dArray.js.map +1 -1
- package/lib/cjs/numerics/SmallSystem.d.ts +13 -7
- package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -1
- package/lib/cjs/numerics/SmallSystem.js +13 -7
- package/lib/cjs/numerics/SmallSystem.js.map +1 -1
- package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
- package/lib/cjs/numerics/UnionFind.js.map +1 -1
- package/lib/cjs/numerics/UsageSums.js.map +1 -1
- package/lib/cjs/polyface/AuxData.js.map +1 -1
- package/lib/cjs/polyface/BoxTopology.js.map +1 -1
- package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
- package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
- package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
- package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
- package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
- package/lib/cjs/polyface/IndexedPolyfaceWalker.js.map +1 -1
- package/lib/cjs/polyface/Polyface.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts +25 -6
- package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceBuilder.js +59 -8
- package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
- package/lib/cjs/polyface/PolyfaceQuery.js +8 -10
- package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
- package/lib/cjs/polyface/RangeLengthData.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/MinimumValueTester.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.d.ts +8 -5
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.d.ts.map +1 -1
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js +8 -4
- package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.d.ts +3 -3
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.d.ts.map +1 -1
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js +1 -1
- package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts +4 -2
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.js +9 -12
- package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts +8 -3
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts.map +1 -1
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js +13 -6
- package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
- package/lib/cjs/polyface/TaggedNumericData.js.map +1 -1
- package/lib/cjs/polyface/TriangleCandidate.js.map +1 -1
- package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSet.js.map +1 -1
- package/lib/cjs/polyface/multiclip/GriddedRaggedRange2dSetWithOverflow.js.map +1 -1
- package/lib/cjs/polyface/multiclip/LinearSearchRange2dArray.js.map +1 -1
- package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
- package/lib/cjs/polyface/multiclip/Range2dSearchInterface.js.map +1 -1
- package/lib/cjs/polyface/multiclip/RangeSearch.js.map +1 -1
- package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\nimport { AngleProps, Geometry } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d } from \"./Point3dVector3d\";\nimport { Transform } from \"./Transform\";\n\n// cspell:word Tait\n\n/**\n * Angle properties of a `YawPitchRoll` orientation\n * @public\n */\nexport interface YawPitchRollProps {\n /** yaw field */\n yaw?: AngleProps;\n /** pitch field */\n pitch?: AngleProps;\n /** roll field */\n roll?: AngleProps;\n}\n\n/**\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\n * (https://en.wikipedia.org/wiki/Euler_angles).\n * * The matrix construction can be replicated by this logic:\n * * xyz coordinates have\n * * x forward\n * * y to left\n * * z up\n * * Note that this is a right handed coordinate system.\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\n * * The YPR matrix is the product\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\n * @public\n */\nexport class YawPitchRollAngles {\n /** The yaw angle: counterclockwise rotation angle around z */\n public yaw: Angle;\n /** The pitch angle: **clockwise** rotation angle around y */\n public pitch: Angle;\n /** The roll angle: counterclockwise rotation angle around x */\n public roll: Angle;\n /**\n * Constructor\n * @param yaw counterclockwise rotation angle around z\n * @param pitch **clockwise** rotation angle around y\n * @param roll counterclockwise rotation angle around x\n */\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\n this.yaw = yaw;\n this.pitch = pitch;\n this.roll = roll;\n }\n /** Freeze this YawPitchRollAngles */\n public freeze(): Readonly<this> {\n this.yaw.freeze();\n this.pitch.freeze();\n this.roll.freeze();\n return Object.freeze(this);\n }\n /**\n * Constructor for YawPitchRollAngles with angles in degrees.\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\n */\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\n return new YawPitchRollAngles(\n Angle.createDegrees(yawDegrees),\n Angle.createDegrees(pitchDegrees),\n Angle.createDegrees(rollDegrees),\n );\n }\n /**\n * Constructor for YawPitchRollAngles with angles in radians.\n * @param yawRadians counterclockwise rotation angle (in radians) around z\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\n * @param rollRadians counterclockwise rotation angle (in radians) around x\n */\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\n return new YawPitchRollAngles(\n Angle.createRadians(yawRadians),\n Angle.createRadians(pitchRadians),\n Angle.createRadians(rollRadians),\n );\n }\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\n json = json ? json : {};\n return new YawPitchRollAngles(\n Angle.fromJSON(json.yaw),\n Angle.fromJSON(json.pitch),\n Angle.fromJSON(json.roll),\n );\n }\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\n public setFromJSON(json?: YawPitchRollProps): void {\n json = json ? json : {};\n this.yaw = Angle.fromJSON(json.yaw);\n this.pitch = Angle.fromJSON(json.pitch);\n this.roll = Angle.fromJSON(json.roll);\n }\n /**\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\n */\n public toJSON(): YawPitchRollProps {\n const val: YawPitchRollProps = {};\n if (!this.pitch.isAlmostZero)\n val.pitch = this.pitch.toJSON();\n if (!this.roll.isAlmostZero)\n val.roll = this.roll.toJSON();\n if (!this.yaw.isAlmostZero)\n val.yaw = this.yaw.toJSON();\n return val;\n }\n /**\n * Install all rotations from `other` into `this`.\n * @param other YawPitchRollAngles source\n */\n public setFrom(other: YawPitchRollAngles) {\n this.yaw.setFrom(other.yaw);\n this.pitch.setFrom(other.pitch);\n this.roll.setFrom(other.roll);\n }\n /**\n * Compare angles between `this` and `other`.\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\n * @param other YawPitchRollAngles source\n */\n public isAlmostEqual(other: YawPitchRollAngles): boolean {\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\n }\n /** Make a copy of this YawPitchRollAngles */\n public clone(): YawPitchRollAngles {\n return new YawPitchRollAngles(\n this.yaw.clone(),\n this.pitch.clone(),\n this.roll.clone(),\n );\n }\n /**\n * Expand the angles into a (rigid rotation) matrix.\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\n * * The rigid matrix is always a right handed coordinate system.\n * @param result optional pre-allocated `Matrix3d`\n */\n public toMatrix3d(result?: Matrix3d): Matrix3d {\n const cz = Math.cos(this.yaw.radians);\n const sz = Math.sin(this.yaw.radians);\n const cy = Math.cos(this.pitch.radians);\n const sy = Math.sin(this.pitch.radians);\n const cx = Math.cos(this.roll.radians);\n const sx = Math.sin(this.roll.radians);\n /**\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\n * rX, rY, and rZ are base rotation matrixes:\n *\n * const rX = Matrix3d.createRowValues(\n * 1, 0, 0,\n * 0, Math.cos(x), -Math.sin(x),\n * 0, Math.sin(x), Math.cos(x),\n * );\n * const rY = Matrix3d.createRowValues(\n * Math.cos(y), 0, Math.sin(y),\n * 0, 1, 0,\n * -Math.sin(y), 0, Math.cos(y),\n * );\n * const rZ = Matrix3d.createRowValues(\n * Math.cos(z), -Math.sin(z), 0,\n * Math.sin(z), Math.cos(z), 0,\n * 0, 0, 1,\n * );\n *\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\n * can use transpose of rY in the matrix multiplication to get the same result)\n */\n return Matrix3d.createRowValues(\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\n sy, cy * sx, cy * cx,\n result,\n );\n }\n /**\n * Returns true if this rotation does nothing.\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\n */\n public isIdentity(allowPeriodShift: boolean = true): boolean {\n if (allowPeriodShift)\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\n else\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\n }\n /** Return the largest angle in radians */\n public maxAbsRadians(): number {\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\n }\n /** Return the sum of the angles in squared radians */\n public sumSquaredRadians(): number {\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\n }\n /** Return the largest difference of angles (in radians) between this and other */\n public maxDiffRadians(other: YawPitchRollAngles): number {\n return Math.max(\n this.yaw.radians - other.yaw.radians,\n this.pitch.radians - other.pitch.radians,\n this.roll.radians - other.roll.radians,\n );\n }\n /** Return the largest angle in degrees. */\n public maxAbsDegrees(): number {\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\n }\n /** Return the sum of squared angles in degrees. */\n public sumSquaredDegrees(): number {\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\n }\n /** Return the largest difference of angles (in degrees) between this and other */\n public maxDiffDegrees(other: YawPitchRollAngles): number {\n return Math.max(\n this.yaw.degrees - other.yaw.degrees,\n this.pitch.degrees - other.pitch.degrees,\n this.roll.degrees - other.roll.degrees,\n );\n }\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\n public static tryFromTransform(transform: Transform): {\n origin: Point3d;\n angles: YawPitchRollAngles | undefined;\n } {\n return {\n origin: Point3d.createFrom(transform.origin),\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\n };\n }\n /**\n * Attempts to create a YawPitchRollAngles object from a Matrix3d.\n * @param matrix rigid matrix to process. Caller can test for rigidity with [[Matrix3d.isRigid]] and\n * ensure rigid input with [[Matrix3d.createRigidFromMatrix3d]] or [[Matrix3d.makeRigid]].\n * @param result optional pre-allocated object to populate and return.\n * @returns computed angles, or undefined if `matrix` is not rigid.\n * * Even when undefined is returned, `result` (if supplied) is populated with angles that may be used with caution:\n * their usefulness decreases the further `matrix` is from being rigid.\n */\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\n /**\n * The rotation matrix form is\n *\n * Matrix3d.createRowValues(\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\n * sy, cy * sx, cy * cx\n * );\n *\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\n */\n const sy = matrix.at(2, 0); // sin(y)\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\n const angles = result ? result : new YawPitchRollAngles();\n /**\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\n * This means x and z can be anything as long as their sum x + z is constant.\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\n * Math details can be found\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\n *\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\n *\n * Matrix3d.createRowValues(\n * 0, -sz, -+cz,\n * 0, cz, -+sz,\n * +-1, 0, 0\n * );\n *\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\n */\n if (cy < Geometry.smallAngleRadians) {\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\n angles.roll = Angle.createRadians(0.0);\n } else {\n /**\n * positive cosine\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\n */\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\n // similar with negative cosine\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\n // create YPR\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\n // decide to pick yprA or yprB with smallest magnitude angles\n const absFactor = 0.95;\n const maxRadiansA = yprA.maxAbsRadians();\n const maxRadiansB = yprB.maxAbsRadians();\n if (maxRadiansA < absFactor * maxRadiansB) {\n angles.setFrom(yprA);\n } else if (maxRadiansB < absFactor * maxRadiansA) {\n angles.setFrom(yprB);\n } else {\n const sumA = yprA.sumSquaredRadians();\n const sumB = yprB.sumSquaredRadians();\n if (sumA <= sumB) {\n angles.setFrom(yprA);\n } else {\n angles.setFrom(yprB);\n }\n }\n }\n // sanity check\n const matrix1 = angles.toMatrix3d();\n return matrix.isAlmostEqual(matrix1) ? angles : undefined;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleProps, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word Tait\r\n\r\n/**\r\n * Angle properties of a `YawPitchRoll` orientation\r\n * @public\r\n */\r\nexport interface YawPitchRollProps {\r\n /** yaw field */\r\n yaw?: AngleProps;\r\n /** pitch field */\r\n pitch?: AngleProps;\r\n /** roll field */\r\n roll?: AngleProps;\r\n}\r\n\r\n/**\r\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\r\n * (https://en.wikipedia.org/wiki/Euler_angles).\r\n * * The matrix construction can be replicated by this logic:\r\n * * xyz coordinates have\r\n * * x forward\r\n * * y to left\r\n * * z up\r\n * * Note that this is a right handed coordinate system.\r\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\r\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\r\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\r\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\r\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\r\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\r\n * * The YPR matrix is the product\r\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\r\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\r\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\r\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\r\n * @public\r\n */\r\nexport class YawPitchRollAngles {\r\n /** The yaw angle: counterclockwise rotation angle around z */\r\n public yaw: Angle;\r\n /** The pitch angle: **clockwise** rotation angle around y */\r\n public pitch: Angle;\r\n /** The roll angle: counterclockwise rotation angle around x */\r\n public roll: Angle;\r\n /**\r\n * Constructor\r\n * @param yaw counterclockwise rotation angle around z\r\n * @param pitch **clockwise** rotation angle around y\r\n * @param roll counterclockwise rotation angle around x\r\n */\r\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\r\n this.yaw = yaw;\r\n this.pitch = pitch;\r\n this.roll = roll;\r\n }\r\n /** Freeze this YawPitchRollAngles */\r\n public freeze(): Readonly<this> {\r\n this.yaw.freeze();\r\n this.pitch.freeze();\r\n this.roll.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in degrees.\r\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\r\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\r\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\r\n */\r\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createDegrees(yawDegrees),\r\n Angle.createDegrees(pitchDegrees),\r\n Angle.createDegrees(rollDegrees),\r\n );\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in radians.\r\n * @param yawRadians counterclockwise rotation angle (in radians) around z\r\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\r\n * @param rollRadians counterclockwise rotation angle (in radians) around x\r\n */\r\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createRadians(yawRadians),\r\n Angle.createRadians(pitchRadians),\r\n Angle.createRadians(rollRadians),\r\n );\r\n }\r\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\r\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\r\n json = json ? json : {};\r\n return new YawPitchRollAngles(\r\n Angle.fromJSON(json.yaw),\r\n Angle.fromJSON(json.pitch),\r\n Angle.fromJSON(json.roll),\r\n );\r\n }\r\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\r\n public setFromJSON(json?: YawPitchRollProps): void {\r\n json = json ? json : {};\r\n this.yaw = Angle.fromJSON(json.yaw);\r\n this.pitch = Angle.fromJSON(json.pitch);\r\n this.roll = Angle.fromJSON(json.roll);\r\n }\r\n /**\r\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\r\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\r\n */\r\n public toJSON(): YawPitchRollProps {\r\n const val: YawPitchRollProps = {};\r\n if (!this.pitch.isAlmostZero)\r\n val.pitch = this.pitch.toJSON();\r\n if (!this.roll.isAlmostZero)\r\n val.roll = this.roll.toJSON();\r\n if (!this.yaw.isAlmostZero)\r\n val.yaw = this.yaw.toJSON();\r\n return val;\r\n }\r\n /**\r\n * Install all rotations from `other` into `this`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public setFrom(other: YawPitchRollAngles) {\r\n this.yaw.setFrom(other.yaw);\r\n this.pitch.setFrom(other.pitch);\r\n this.roll.setFrom(other.roll);\r\n }\r\n /**\r\n * Compare angles between `this` and `other`.\r\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public isAlmostEqual(other: YawPitchRollAngles): boolean {\r\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\r\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\r\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\r\n }\r\n /** Make a copy of this YawPitchRollAngles */\r\n public clone(): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n this.yaw.clone(),\r\n this.pitch.clone(),\r\n this.roll.clone(),\r\n );\r\n }\r\n /**\r\n * Expand the angles into a (rigid rotation) matrix.\r\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\r\n * * The rigid matrix is always a right handed coordinate system.\r\n * @param result optional pre-allocated `Matrix3d`\r\n */\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const cz = Math.cos(this.yaw.radians);\r\n const sz = Math.sin(this.yaw.radians);\r\n const cy = Math.cos(this.pitch.radians);\r\n const sy = Math.sin(this.pitch.radians);\r\n const cx = Math.cos(this.roll.radians);\r\n const sx = Math.sin(this.roll.radians);\r\n /**\r\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\r\n * rX, rY, and rZ are base rotation matrixes:\r\n *\r\n * const rX = Matrix3d.createRowValues(\r\n * 1, 0, 0,\r\n * 0, Math.cos(x), -Math.sin(x),\r\n * 0, Math.sin(x), Math.cos(x),\r\n * );\r\n * const rY = Matrix3d.createRowValues(\r\n * Math.cos(y), 0, Math.sin(y),\r\n * 0, 1, 0,\r\n * -Math.sin(y), 0, Math.cos(y),\r\n * );\r\n * const rZ = Matrix3d.createRowValues(\r\n * Math.cos(z), -Math.sin(z), 0,\r\n * Math.sin(z), Math.cos(z), 0,\r\n * 0, 0, 1,\r\n * );\r\n *\r\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\r\n * can use transpose of rY in the matrix multiplication to get the same result)\r\n */\r\n return Matrix3d.createRowValues(\r\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n sy, cy * sx, cy * cx,\r\n result,\r\n );\r\n }\r\n /**\r\n * Returns true if this rotation does nothing.\r\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\r\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\r\n */\r\n public isIdentity(allowPeriodShift: boolean = true): boolean {\r\n if (allowPeriodShift)\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\r\n else\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\r\n }\r\n /** Return the largest angle in radians */\r\n public maxAbsRadians(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the sum of the angles in squared radians */\r\n public sumSquaredRadians(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the largest difference of angles (in radians) between this and other */\r\n public maxDiffRadians(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.radians - other.yaw.radians,\r\n this.pitch.radians - other.pitch.radians,\r\n this.roll.radians - other.roll.radians,\r\n );\r\n }\r\n /** Return the largest angle in degrees. */\r\n public maxAbsDegrees(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the sum of squared angles in degrees. */\r\n public sumSquaredDegrees(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the largest difference of angles (in degrees) between this and other */\r\n public maxDiffDegrees(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.degrees - other.yaw.degrees,\r\n this.pitch.degrees - other.pitch.degrees,\r\n this.roll.degrees - other.roll.degrees,\r\n );\r\n }\r\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\r\n public static tryFromTransform(transform: Transform): {\r\n origin: Point3d;\r\n angles: YawPitchRollAngles | undefined;\r\n } {\r\n return {\r\n origin: Point3d.createFrom(transform.origin),\r\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\r\n };\r\n }\r\n /**\r\n * Attempts to create a YawPitchRollAngles object from a Matrix3d.\r\n * @param matrix rigid matrix to process. Caller can test for rigidity with [[Matrix3d.isRigid]] and\r\n * ensure rigid input with [[Matrix3d.createRigidFromMatrix3d]] or [[Matrix3d.makeRigid]].\r\n * @param result optional pre-allocated object to populate and return.\r\n * @returns computed angles, or undefined if `matrix` is not rigid.\r\n * * Even when undefined is returned, `result` (if supplied) is populated with angles that may be used with caution:\r\n * their usefulness decreases the further `matrix` is from being rigid.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\r\n /**\r\n * The rotation matrix form is\r\n *\r\n * Matrix3d.createRowValues(\r\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n * sy, cy * sx, cy * cx\r\n * );\r\n *\r\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\r\n */\r\n const sy = matrix.at(2, 0); // sin(y)\r\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\r\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\r\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\r\n const angles = result ? result : new YawPitchRollAngles();\r\n /**\r\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\r\n * This means x and z can be anything as long as their sum x + z is constant.\r\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n *\r\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\r\n *\r\n * Matrix3d.createRowValues(\r\n * 0, -sz, -+cz,\r\n * 0, cz, -+sz,\r\n * +-1, 0, 0\r\n * );\r\n *\r\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\r\n */\r\n if (cy < Geometry.smallAngleRadians) {\r\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\r\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\r\n angles.roll = Angle.createRadians(0.0);\r\n } else {\r\n /**\r\n * positive cosine\r\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\r\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\r\n */\r\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\r\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\r\n // similar with negative cosine\r\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\r\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\r\n // create YPR\r\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\r\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\r\n // decide to pick yprA or yprB with smallest magnitude angles\r\n const absFactor = 0.95;\r\n const maxRadiansA = yprA.maxAbsRadians();\r\n const maxRadiansB = yprB.maxAbsRadians();\r\n if (maxRadiansA < absFactor * maxRadiansB) {\r\n angles.setFrom(yprA);\r\n } else if (maxRadiansB < absFactor * maxRadiansA) {\r\n angles.setFrom(yprB);\r\n } else {\r\n const sumA = yprA.sumSquaredRadians();\r\n const sumB = yprB.sumSquaredRadians();\r\n if (sumA <= sumB) {\r\n angles.setFrom(yprA);\r\n } else {\r\n angles.setFrom(yprB);\r\n }\r\n }\r\n }\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n return matrix.isAlmostEqual(matrix1) ? angles : undefined;\r\n }\r\n}\r\n"]}
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-----------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { BeJSONFunctions } from \"../Geometry\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { Matrix4d } from \"./Matrix4d\";\n\n/**\n * Map4 carries two Matrix4d which are inverses of each other.\n * @public\n */\nexport class Map4d implements BeJSONFunctions {\n private _matrix0: Matrix4d;\n private _matrix1: Matrix4d;\n private constructor(matrix0: Matrix4d, matrix1: Matrix4d) {\n this._matrix0 = matrix0;\n this._matrix1 = matrix1;\n }\n /** Return a reference to (not copy of) the \"forward\" Matrix4d */\n public get transform0(): Matrix4d {\n return this._matrix0;\n }\n /** Return a reference to (not copy of) the \"reverse\" Matrix4d */\n public get transform1(): Matrix4d {\n return this._matrix1;\n }\n /** Create a Map4d, capturing the references to the two matrices. */\n public static createRefs(matrix0: Matrix4d, matrix1: Matrix4d) {\n return new Map4d(matrix0, matrix1);\n }\n /** Create an identity map. */\n public static createIdentity(): Map4d {\n return new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\n }\n /**\n * Create a Map4d with given transform pair.\n * @returns undefined if the transforms are not inverses of each other.\n */\n public static createTransform(transform0: Transform, transform1?: Transform): Map4d | undefined {\n if (transform1 === undefined) {\n transform1 = transform0.inverse();\n if (transform1 === undefined)\n return undefined;\n } else {\n const product = transform0.multiplyTransformTransform(transform1);\n if (!product.isIdentity)\n return undefined;\n }\n return new Map4d(Matrix4d.createTransform(transform0), Matrix4d.createTransform(transform1));\n }\n /**\n * Create a mapping the scales and translates (no rotation) between boxes.\n * @param lowA low point of box A\n * @param highA high point of box A\n * @param lowB low point of box B\n * @param highB high point of box B\n */\n public static createBoxMap(\n lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Map4d,\n ): Map4d | undefined {\n const t0 = Matrix4d.createBoxToBox(lowA, highA, lowB, highB, result ? result.transform0 : undefined);\n const t1 = Matrix4d.createBoxToBox(lowB, highB, lowA, highA, result ? result.transform1 : undefined);\n if (t0 && t1) {\n if (result)\n return result;\n return new Map4d(t0, t1);\n }\n return undefined;\n }\n /** Copy contents from another Map4d */\n public setFrom(other: Map4d) {\n this._matrix0.setFrom(other._matrix0);\n this._matrix1.setFrom(other._matrix1);\n }\n /** Return a clone of this Map4d */\n public clone(): Map4d {\n return new Map4d(this._matrix0.clone(), this._matrix1.clone());\n }\n /** Reinitialize this Map4d as an identity. */\n public setIdentity() {\n this._matrix0.setIdentity();\n this._matrix1.setIdentity();\n }\n /** Set this map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\n public setFromJSON(json: any): void {\n if (json.matrix0 && json.matrix1) {\n this._matrix0.setFromJSON(json.matrix0);\n this._matrix1.setFromJSON(json.matrix1);\n } else\n this.setIdentity();\n }\n /** Create a map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\n public static fromJSON(json?: any): Map4d {\n const result = new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\n result.setFromJSON(json);\n return result;\n }\n /** Return a json object `{matrix0: value0, matrix1: value1}` */\n public toJSON(): any {\n return { matrix0: this._matrix0.toJSON(), matrix1: this._matrix1.toJSON() };\n }\n /** Test if both matrices are almost equal to those */\n public isAlmostEqual(other: Map4d) {\n return this._matrix0.isAlmostEqual(other._matrix0) && this._matrix1.isAlmostEqual(other._matrix1);\n }\n /**\n * Create a world to NPC map that maps between world coordinates and the given frustum.\n * @param origin lower left rear of frustum\n * @param uVector Vector from origin to lower right rear.\n * @param vVector Vector from origin to upper left rear.\n * @param wVector Vector from origin to lower left front, i.e. origin towards eye.\n * @param fraction front size divided by rear size.\n */\n public static createVectorFrustum(\n origin: Point3d, uVector: Vector3d, vVector: Vector3d, wVector: Vector3d, fraction: number,\n ): Map4d | undefined {\n fraction = Math.max(fraction, 1.0e-8);\n const slabToWorld = Transform.createOriginAndMatrix(origin, Matrix3d.createColumns(uVector, vVector, wVector));\n const worldToSlab = slabToWorld.inverse();\n if (!worldToSlab)\n return undefined;\n const worldToSlabMap = new Map4d(Matrix4d.createTransform(worldToSlab), Matrix4d.createTransform(slabToWorld));\n const slabToNPCMap = new Map4d(\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, fraction, 0, 0, 0, fraction - 1.0, 1),\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1.0 / fraction, 0, 0, 0, (1.0 - fraction) / fraction, 1),\n );\n const result = slabToNPCMap.multiplyMapMap(worldToSlabMap);\n /*\n let numIdentity = 0;\n const productA = worldToSlabMap.matrix0.multiplyMatrixMatrix(worldToSlabMap.matrix1);\n if (productA.isIdentity())\n numIdentity++;\n const productB = slabToNPCMap.matrix0.multiplyMatrixMatrix(slabToNPCMap.matrix1);\n if (productB.isIdentity())\n numIdentity++;\n const product = result.matrix0.multiplyMatrixMatrix(result.matrix1);\n if (product.isIdentity())\n numIdentity++;\n if (numIdentity === 3)\n return result;\n */\n return result;\n }\n /**\n * Multiply this*other. The output matrices are\n * * output matrix0 = `this.matrix0 * other.matrix0`\n * * output matrix1 = 'other.matrix1 * this.matrix1`\n */\n public multiplyMapMap(other: Map4d): Map4d {\n return new Map4d(\n this._matrix0.multiplyMatrixMatrix(other._matrix0),\n other._matrix1.multiplyMatrixMatrix(this._matrix1),\n );\n }\n /** Exchange the two matrices of the map. */\n public reverseInPlace() {\n const temp = this._matrix0;\n this._matrix0 = this._matrix1;\n this._matrix1 = temp;\n }\n /**\n * Return a Map4d whose transform0 is\n * other.transform0 * this.transform0 * other.transform1\n */\n public sandwich0This1(other: Map4d): Map4d {\n return new Map4d(\n other._matrix0.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix1)),\n other._matrix0.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix1)),\n );\n }\n /**\n * Return a Map4d whose transform0 is\n * other.transform1 * this.transform0 * other.transform0\n */\n public sandwich1This0(other: Map4d): Map4d {\n return new Map4d(\n other._matrix1.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix0)),\n other._matrix1.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix0)),\n );\n }\n}\n"]}
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-----------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { BeJSONFunctions } from \"../Geometry\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { Matrix4d } from \"./Matrix4d\";\r\n\r\n/**\r\n * Map4 carries two Matrix4d which are inverses of each other.\r\n * @public\r\n */\r\nexport class Map4d implements BeJSONFunctions {\r\n private _matrix0: Matrix4d;\r\n private _matrix1: Matrix4d;\r\n private constructor(matrix0: Matrix4d, matrix1: Matrix4d) {\r\n this._matrix0 = matrix0;\r\n this._matrix1 = matrix1;\r\n }\r\n /** Return a reference to (not copy of) the \"forward\" Matrix4d */\r\n public get transform0(): Matrix4d {\r\n return this._matrix0;\r\n }\r\n /** Return a reference to (not copy of) the \"reverse\" Matrix4d */\r\n public get transform1(): Matrix4d {\r\n return this._matrix1;\r\n }\r\n /** Create a Map4d, capturing the references to the two matrices. */\r\n public static createRefs(matrix0: Matrix4d, matrix1: Matrix4d) {\r\n return new Map4d(matrix0, matrix1);\r\n }\r\n /** Create an identity map. */\r\n public static createIdentity(): Map4d {\r\n return new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\r\n }\r\n /**\r\n * Create a Map4d with given transform pair.\r\n * @returns undefined if the transforms are not inverses of each other.\r\n */\r\n public static createTransform(transform0: Transform, transform1?: Transform): Map4d | undefined {\r\n if (transform1 === undefined) {\r\n transform1 = transform0.inverse();\r\n if (transform1 === undefined)\r\n return undefined;\r\n } else {\r\n const product = transform0.multiplyTransformTransform(transform1);\r\n if (!product.isIdentity)\r\n return undefined;\r\n }\r\n return new Map4d(Matrix4d.createTransform(transform0), Matrix4d.createTransform(transform1));\r\n }\r\n /**\r\n * Create a mapping the scales and translates (no rotation) between boxes.\r\n * @param lowA low point of box A\r\n * @param highA high point of box A\r\n * @param lowB low point of box B\r\n * @param highB high point of box B\r\n */\r\n public static createBoxMap(\r\n lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Map4d,\r\n ): Map4d | undefined {\r\n const t0 = Matrix4d.createBoxToBox(lowA, highA, lowB, highB, result ? result.transform0 : undefined);\r\n const t1 = Matrix4d.createBoxToBox(lowB, highB, lowA, highA, result ? result.transform1 : undefined);\r\n if (t0 && t1) {\r\n if (result)\r\n return result;\r\n return new Map4d(t0, t1);\r\n }\r\n return undefined;\r\n }\r\n /** Copy contents from another Map4d */\r\n public setFrom(other: Map4d) {\r\n this._matrix0.setFrom(other._matrix0);\r\n this._matrix1.setFrom(other._matrix1);\r\n }\r\n /** Return a clone of this Map4d */\r\n public clone(): Map4d {\r\n return new Map4d(this._matrix0.clone(), this._matrix1.clone());\r\n }\r\n /** Reinitialize this Map4d as an identity. */\r\n public setIdentity() {\r\n this._matrix0.setIdentity();\r\n this._matrix1.setIdentity();\r\n }\r\n /** Set this map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\r\n public setFromJSON(json: any): void {\r\n if (json.matrix0 && json.matrix1) {\r\n this._matrix0.setFromJSON(json.matrix0);\r\n this._matrix1.setFromJSON(json.matrix1);\r\n } else\r\n this.setIdentity();\r\n }\r\n /** Create a map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\r\n public static fromJSON(json?: any): Map4d {\r\n const result = new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Return a json object `{matrix0: value0, matrix1: value1}` */\r\n public toJSON(): any {\r\n return { matrix0: this._matrix0.toJSON(), matrix1: this._matrix1.toJSON() };\r\n }\r\n /** Test if both matrices are almost equal to those */\r\n public isAlmostEqual(other: Map4d) {\r\n return this._matrix0.isAlmostEqual(other._matrix0) && this._matrix1.isAlmostEqual(other._matrix1);\r\n }\r\n /**\r\n * Create a world to NPC map that maps between world coordinates and the given frustum.\r\n * @param origin lower left rear of frustum\r\n * @param uVector Vector from origin to lower right rear.\r\n * @param vVector Vector from origin to upper left rear.\r\n * @param wVector Vector from origin to lower left front, i.e. origin towards eye.\r\n * @param fraction front size divided by rear size.\r\n */\r\n public static createVectorFrustum(\r\n origin: Point3d, uVector: Vector3d, vVector: Vector3d, wVector: Vector3d, fraction: number,\r\n ): Map4d | undefined {\r\n fraction = Math.max(fraction, 1.0e-8);\r\n const slabToWorld = Transform.createOriginAndMatrix(origin, Matrix3d.createColumns(uVector, vVector, wVector));\r\n const worldToSlab = slabToWorld.inverse();\r\n if (!worldToSlab)\r\n return undefined;\r\n const worldToSlabMap = new Map4d(Matrix4d.createTransform(worldToSlab), Matrix4d.createTransform(slabToWorld));\r\n const slabToNPCMap = new Map4d(\r\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, fraction, 0, 0, 0, fraction - 1.0, 1),\r\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1.0 / fraction, 0, 0, 0, (1.0 - fraction) / fraction, 1),\r\n );\r\n const result = slabToNPCMap.multiplyMapMap(worldToSlabMap);\r\n /*\r\n let numIdentity = 0;\r\n const productA = worldToSlabMap.matrix0.multiplyMatrixMatrix(worldToSlabMap.matrix1);\r\n if (productA.isIdentity())\r\n numIdentity++;\r\n const productB = slabToNPCMap.matrix0.multiplyMatrixMatrix(slabToNPCMap.matrix1);\r\n if (productB.isIdentity())\r\n numIdentity++;\r\n const product = result.matrix0.multiplyMatrixMatrix(result.matrix1);\r\n if (product.isIdentity())\r\n numIdentity++;\r\n if (numIdentity === 3)\r\n return result;\r\n */\r\n return result;\r\n }\r\n /**\r\n * Multiply this*other. The output matrices are\r\n * * output matrix0 = `this.matrix0 * other.matrix0`\r\n * * output matrix1 = 'other.matrix1 * this.matrix1`\r\n */\r\n public multiplyMapMap(other: Map4d): Map4d {\r\n return new Map4d(\r\n this._matrix0.multiplyMatrixMatrix(other._matrix0),\r\n other._matrix1.multiplyMatrixMatrix(this._matrix1),\r\n );\r\n }\r\n /** Exchange the two matrices of the map. */\r\n public reverseInPlace() {\r\n const temp = this._matrix0;\r\n this._matrix0 = this._matrix1;\r\n this._matrix1 = temp;\r\n }\r\n /**\r\n * Return a Map4d whose transform0 is\r\n * other.transform0 * this.transform0 * other.transform1\r\n */\r\n public sandwich0This1(other: Map4d): Map4d {\r\n return new Map4d(\r\n other._matrix0.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix1)),\r\n other._matrix0.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix1)),\r\n );\r\n }\r\n /**\r\n * Return a Map4d whose transform0 is\r\n * other.transform1 * this.transform0 * other.transform0\r\n */\r\n public sandwich1This0(other: Map4d): Map4d {\r\n return new Map4d(\r\n other._matrix1.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix0)),\r\n other._matrix1.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix0)),\r\n );\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Point3d, Vector3d, XYZ } from \"../geometry3d/Point3dVector3d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\nimport { Point4d, Point4dProps } from \"./Point4d\";\n\n/**\n * Coordinate data with `Point4d` numeric data as an array `[x,y,z,w]`\n * @public\n */\nexport type Matrix4dProps = Point4dProps[];\n\n/**\n * * A Matrix4d is a matrix with 4 rows and 4 columns.\n * * The 4 rows may be described as the x,y,z,w rows.\n * * The 4 columns may be described as the x,y,z,w columns.\n * * The matrix is physically stored as a Float64Array with 16 numbers.\n * * The layout in the Float64Array is \"by row\"\n * * indices 0,1,2,3 are the \"x row\". They may be called the xx,xy,xz,xw entries\n * * indices 4,5,6,7 are the \"y row\" They may be called the yx,yy,yz,yw entries\n * * indices 8,9,10,11 are the \"z row\" They may be called the zx,zy,zz,zw entries\n * * indices 12,13,14,15 are the \"w row\". They may be called the wx,wy,wz,ww entries\n * * If \"w row\" contains numeric values 0,0,0,1, the Matrix4d is equivalent to a Transform with\n * * The upper left 3x3 matrix (entries 0,1,2,4,5,6,8,9,10) are the 3x3 matrix part of the transform\n * * The far right column entries xw,yw,zw are the \"origin\" (sometimes called \"translation\") part of the transform.\n * @public\n */\nexport class Matrix4d implements BeJSONFunctions {\n private _coffs: Float64Array;\n private constructor() { this._coffs = new Float64Array(16); }\n /** Copy matrix entries from `other` */\n public setFrom(other: Matrix4d): void {\n for (let i = 0; i < 16; i++)\n this._coffs[i] = other._coffs[i];\n }\n /** Return a deep clone. */\n public clone(result?: Matrix4d): Matrix4d {\n if (result === this)\n return this;\n if (result === undefined)\n result = new Matrix4d();\n for (let i = 0; i < 16; i++)\n result._coffs[i] = this._coffs[i];\n return result;\n }\n /** zero this matrix4d in place. */\n public setZero(): void {\n for (let i = 0; i < 16; i++)\n this._coffs[i] = 0;\n }\n /** set to identity. */\n public setIdentity(): void {\n for (let i = 0; i < 16; i++)\n this._coffs[i] = 0;\n this._coffs[0] = this._coffs[5] = this._coffs[10] = this._coffs[15] = 1.0;\n }\n private static is1000(a: number, b: number, c: number, d: number, tol: number): boolean {\n return Math.abs(a - 1.0) <= tol\n && Math.abs(b) <= tol\n && Math.abs(c) <= tol\n && Math.abs(d) <= tol;\n }\n /** set to identity. */\n public isIdentity(tol: number = 1.0e-10): boolean {\n return Matrix4d.is1000(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], tol)\n && Matrix4d.is1000(this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[4], tol)\n && Matrix4d.is1000(this._coffs[10], this._coffs[11], this._coffs[8], this._coffs[9], tol)\n && Matrix4d.is1000(this._coffs[15], this._coffs[12], this._coffs[13], this._coffs[14], tol);\n }\n /** create a Matrix4d filled with zeros. */\n public static createZero(result?: Matrix4d): Matrix4d {\n if (result) {\n result.setZero();\n return result;\n }\n return new Matrix4d(); // this is zero.\n }\n /** create a Matrix4d with values supplied \"across the rows\" */\n public static createRowValues(cxx: number, cxy: number, cxz: number, cxw: number, cyx: number, cyy: number, cyz: number, cyw: number, czx: number, czy: number, czz: number, czw: number, cwx: number, cwy: number, cwz: number, cww: number, result?: Matrix4d): Matrix4d {\n result = result ? result : new Matrix4d();\n result._coffs[0] = cxx;\n result._coffs[1] = cxy;\n result._coffs[2] = cxz;\n result._coffs[3] = cxw;\n result._coffs[4] = cyx;\n result._coffs[5] = cyy;\n result._coffs[6] = cyz;\n result._coffs[7] = cyw;\n result._coffs[8] = czx;\n result._coffs[9] = czy;\n result._coffs[10] = czz;\n result._coffs[11] = czw;\n result._coffs[12] = cwx;\n result._coffs[13] = cwy;\n result._coffs[14] = cwz;\n result._coffs[15] = cww;\n return result;\n }\n /** Create a `Matrix4d` from 16 values appearing as `Point4d` for each row. */\n public static createRows(rowX: Point4d, rowY: Point4d, rowZ: Point4d, rowW: Point4d, result?: Matrix4d): Matrix4d {\n return this.createRowValues(\n rowX.x, rowX.y, rowX.z, rowX.w,\n rowY.x, rowY.y, rowY.z, rowY.w,\n rowZ.x, rowZ.y, rowZ.z, rowZ.w,\n rowW.x, rowW.y, rowW.z, rowW.w, result);\n }\n /** directly set columns from typical 3d data:\n *\n * * vectorX, vectorY, vectorZ as columns 0,1,2, with weight0.\n * * origin as column3, with weight 1\n */\n public setOriginAndVectors(origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d) {\n this._coffs[0] = vectorX.x;\n this._coffs[1] = vectorY.x;\n this._coffs[2] = vectorZ.x;\n this._coffs[3] = origin.x;\n this._coffs[4] = vectorX.y;\n this._coffs[5] = vectorY.y;\n this._coffs[6] = vectorZ.y;\n this._coffs[7] = origin.y;\n this._coffs[8] = vectorX.z;\n this._coffs[9] = vectorY.z;\n this._coffs[10] = vectorZ.z;\n this._coffs[11] = origin.z;\n this._coffs[12] = 0.0;\n this._coffs[13] = 0.0;\n this._coffs[14] = 0.0;\n this._coffs[15] = 1.0;\n }\n /** promote a transform to full Matrix4d (with 0001 in final row) */\n public static createTransform(source: Transform, result?: Matrix4d): Matrix4d {\n const matrix = source.matrix;\n const point = source.origin;\n return Matrix4d.createRowValues(matrix.coffs[0], matrix.coffs[1], matrix.coffs[2], point.x, matrix.coffs[3], matrix.coffs[4], matrix.coffs[5], point.y, matrix.coffs[6], matrix.coffs[7], matrix.coffs[8], point.z, 0, 0, 0, 1, result);\n }\n /** return an identity matrix. */\n public static createIdentity(result?: Matrix4d): Matrix4d {\n result = Matrix4d.createZero(result);\n result._coffs[0] = 1.0;\n result._coffs[5] = 1.0;\n result._coffs[10] = 1.0;\n result._coffs[15] = 1.0;\n return result;\n }\n /** return matrix with translation directly inserted (along with 1 on diagonal) */\n public static createTranslationXYZ(x: number, y: number, z: number, result?: Matrix4d): Matrix4d {\n result = Matrix4d.createZero(result);\n result._coffs[0] = 1.0;\n result._coffs[5] = 1.0;\n result._coffs[10] = 1.0;\n result._coffs[15] = 1.0;\n result._coffs[3] = x;\n result._coffs[7] = y;\n result._coffs[11] = z;\n return result;\n }\n\n /** return this matrix plus scale times matrixB. */\n public plusScaled(matrixB: Matrix4d, scale: number, result?: Matrix4d): Matrix4d {\n // If result is undefined, a real clone is created.\n // If result is \"this\" we get the pointer to this right back.\n // If result is other, \"this\" coffs are copied.\n // Then we can add matrixB. (Which we assume is different from this?)\n result = this.clone(result);\n for (let i = 0; i < 16; i++)\n result._coffs[i] += scale * matrixB._coffs[i];\n return result;\n }\n\n /**\n * Create a Matrix4d with translation and scaling values directly inserted (along with 1 as final diagonal entry)\n * @param tx x entry for translation column\n * @param ty y entry for translation column\n * @param tz z entry for translation column\n * @param scaleX x diagonal entry\n * @param scaleY y diagonal entry\n * @param scaleZ z diagonal entry\n * @param result optional result.\n */\n public static createTranslationAndScaleXYZ(tx: number, ty: number, tz: number, scaleX: number, scaleY: number, scaleZ: number, result?: Matrix4d): Matrix4d {\n return Matrix4d.createRowValues(scaleX, 0, 0, tx, 0, scaleY, 0, ty, 0, 0, scaleZ, tz, 0, 0, 0, 1, result);\n }\n /**\n * Create a mapping that scales and translates (no rotation) from box A to box B\n * @param lowA low point of box A\n * @param highA high point of box A\n * @param lowB low point of box B\n * @param highB high point of box B\n */\n public static createBoxToBox(lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Matrix4d): Matrix4d | undefined {\n const ax = highA.x - lowA.x;\n const ay = highA.y - lowA.y;\n const az = highA.z - lowA.z;\n const bx = highB.x - lowB.x;\n const by = highB.y - lowB.y;\n const bz = highB.z - lowB.z;\n const abx = Geometry.conditionalDivideFraction(bx, ax);\n const aby = Geometry.conditionalDivideFraction(by, ay);\n const abz = Geometry.conditionalDivideFraction(bz, az);\n if (abx !== undefined && aby !== undefined && abz !== undefined) {\n return Matrix4d.createTranslationAndScaleXYZ(lowB.x - abx * lowA.x, lowB.y - aby * lowA.y, lowB.z - abz * lowA.z, abx, aby, abz, result);\n }\n return undefined;\n }\n /** Set from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\n public setFromJSON(json?: Matrix4dProps) {\n if (Geometry.isArrayOfNumberArray(json, 4, 4)) {\n for (let i = 0; i < 4; ++i) {\n for (let j = 0; j < 4; ++j)\n this._coffs[i * 4 + j] = json[i][j];\n }\n } else {\n this.setZero();\n }\n }\n /**\n * Return the largest (absolute) difference between this and other Matrix4d.\n * @param other matrix to compare to\n */\n public maxDiff(other: Matrix4d): number {\n let a = 0.0;\n for (let i = 0; i < 16; i++)\n a = Math.max(a, Math.abs(this._coffs[i] - other._coffs[i]));\n return a;\n }\n /**\n * Return the largest absolute value in the Matrix4d\n */\n public maxAbs(): number {\n let a = 0.0;\n for (let i = 0; i < 16; i++)\n a = Math.max(a, Math.abs(this._coffs[i]));\n return a;\n }\n /** Test for near-equality with `other` */\n public isAlmostEqual(other: Matrix4d): boolean {\n return Geometry.isSmallMetricDistance(this.maxDiff(other));\n }\n /** Test for exact (bitwise) equality with other. */\n public isExactEqual(other: Matrix4d): boolean { return this.maxDiff(other) === 0.0; }\n /**\n * Convert an Matrix4d to a Matrix4dProps.\n */\n public toJSON(): Matrix4dProps {\n const value = [];\n for (let i = 0; i < 4; ++i) {\n const row = i * 4;\n value.push([this._coffs[row], this._coffs[row + 1], this._coffs[row + 2], this._coffs[row + 3]]);\n }\n return value;\n }\n /** Create from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\n public static fromJSON(json?: Matrix4dProps) {\n const result = new Matrix4d();\n result.setFromJSON(json);\n return result;\n }\n /**\n * Return a point with entries from positions [i0, i0+step, i0+2*step, i0+3*step].\n * * There are no tests for index going out of the 0..15 range.\n * * Usual uses are:\n * * * i0 at left of row (0,4,8,12), step = 1 to extract a row.\n * * * i0 at top of row (0,1,2,3), step = 4 to extract a column\n * * * i0 = 0, step = 5 to extract the diagonal\n * @returns a Point4d with 4 entries taken from positions at steps in the flat 16-member array.\n * @param i0 start index (for 16 member array)\n * @param step step between members\n * @param result optional preallocated point.\n */\n public getSteppedPoint(i0: number, step: number, result?: Point4d): Point4d {\n return Point4d.create(this._coffs[i0], this._coffs[i0 + step], this._coffs[i0 + 2 * step], this._coffs[i0 + 3 * step], result);\n }\n /** Return column 0 as Point4d. */\n public columnX(): Point4d { return this.getSteppedPoint(0, 4); }\n /** Return column 1 as Point4d. */\n public columnY(): Point4d { return this.getSteppedPoint(1, 4); }\n /** Return column 2 as Point4d. */\n public columnZ(): Point4d { return this.getSteppedPoint(2, 4); }\n /** Return column 3 as Point4d. */\n public columnW(): Point4d { return this.getSteppedPoint(3, 4); }\n /** Return row 0 as Point4d. */\n public rowX(): Point4d { return this.getSteppedPoint(0, 1); }\n /** Return row 1 as Point4d. */\n public rowY(): Point4d { return this.getSteppedPoint(4, 1); }\n /** Return row 2 as Point4d. */\n public rowZ(): Point4d { return this.getSteppedPoint(8, 1); }\n /** Return row 3 as Point4d. */\n public rowW(): Point4d { return this.getSteppedPoint(12, 1); }\n /**\n * Returns true if the w row has content other than [0,0,0,1]\n */\n public get hasPerspective(): boolean {\n return this._coffs[12] !== 0.0\n || this._coffs[13] !== 0.0\n || this._coffs[14] !== 0.0\n || this._coffs[15] !== 1.0;\n }\n /**\n * Return a Point4d with the diagonal entries of the matrix\n */\n public diagonal(): Point4d { return this.getSteppedPoint(0, 5); }\n /** return the weight component of this matrix */\n public weight(): number { return this._coffs[15]; }\n /** return the leading 3x3 matrix part of this matrix */\n public matrixPart(): Matrix3d {\n return Matrix3d.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[8], this._coffs[9], this._coffs[10]);\n }\n /**\n * Return the (affine, non-perspective) Transform with the upper 3 rows of this matrix\n * @return undefined if this Matrix4d has perspective effects in the w row.\n * @see toTransform\n */\n public get asTransform(): Transform | undefined {\n if (this.hasPerspective)\n return undefined;\n return Transform.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]);\n }\n /**\n * Populate a [[Transform]] from the instance, even if the transformations aren't equivalent.\n * * A Transform cannot encode perspective, but this method returns one even if it isn't equivalent to the instance.\n * * Compare to the [[asTransform]] property, which returns `undefined` when there is perspective.\n * @param result optional preallocated object to populate and return.\n * @returns derived `Transform` and a flag indicating its validity:\n * * `transform` is filled with the top three rows of the instance's entries scaled by the reciprocal of nonzero [[weight]];\n * if [[weight]] is zero, `transform` is set to the identity.\n * * `isValid` is true if and only if the last row of the instance is essentially `[000w]` for nonzero `w` = [[weight]].\n * @see asTransform\n */\n public toTransform(result?: Transform): { transform: Transform, isValid: boolean } {\n const transform = Transform.createIdentity(result);\n let isValid = false;\n if (this.weight() !== 0.0) {\n const scale = 1.0 / this.weight();\n for (let i = 0; i < 3; i++) {\n for (let j = 0; j < 3; j++)\n transform.matrix.setAt(i, j, scale * this.atIJ(i, j));\n }\n transform.origin.set(scale * this.atIJ(0, 3), scale * this.atIJ(1, 3), scale * this.atIJ(2, 3));\n isValid = Geometry.isSmallMetricDistance(scale * (Math.abs(this.atIJ(3, 0) + Math.abs(this.atIJ(3, 1)) + Math.abs(this.atIJ(3, 2)))));\n }\n return { transform, isValid };\n }\n /** multiply this * other. */\n public multiplyMatrixMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\n for (let i0 = 0; i0 < 16; i0 += 4) {\n for (let k = 0; k < 4; k++)\n result._coffs[i0 + k] =\n this._coffs[i0] * other._coffs[k] +\n this._coffs[i0 + 1] * other._coffs[k + 4] +\n this._coffs[i0 + 2] * other._coffs[k + 8] +\n this._coffs[i0 + 3] * other._coffs[k + 12];\n }\n return result;\n }\n /** multiply this * transpose(other). */\n public multiplyMatrixMatrixTranspose(other: Matrix4d, result?: Matrix4d): Matrix4d {\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\n let j = 0;\n for (let i0 = 0; i0 < 16; i0 += 4) {\n for (let k = 0; k < 16; k += 4)\n result._coffs[j++] =\n this._coffs[i0] * other._coffs[k] +\n this._coffs[i0 + 1] * other._coffs[k + 1] +\n this._coffs[i0 + 2] * other._coffs[k + 2] +\n this._coffs[i0 + 3] * other._coffs[k + 3];\n }\n return result;\n }\n /** multiply transpose (this) * other. */\n public multiplyMatrixTransposeMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\n let j = 0;\n for (let i0 = 0; i0 < 4; i0 += 1) {\n for (let k0 = 0; k0 < 4; k0 += 1)\n result._coffs[j++] =\n this._coffs[i0] * other._coffs[k0] +\n this._coffs[i0 + 4] * other._coffs[k0 + 4] +\n this._coffs[i0 + 8] * other._coffs[k0 + 8] +\n this._coffs[i0 + 12] * other._coffs[k0 + 12];\n }\n return result;\n }\n /** Return a transposed matrix. */\n public cloneTransposed(result?: Matrix4d): Matrix4d {\n return Matrix4d.createRowValues(this._coffs[0], this._coffs[4], this._coffs[8], this._coffs[12], this._coffs[1], this._coffs[5], this._coffs[9], this._coffs[13], this._coffs[2], this._coffs[6], this._coffs[10], this._coffs[14], this._coffs[3], this._coffs[7], this._coffs[11], this._coffs[15], result);\n }\n /** multiply matrix times column [x,y,z,w]. return as Point4d. (And the returned value is NOT normalized down to unit w) */\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\n result = result ? result : Point4d.createZero();\n return result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w, this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w);\n }\n /** multiply matrix times column vectors [x,y,z,w] where [x,y,z,w] appear in blocks in an array.\n * replace the xyzw in the block\n */\n public multiplyBlockedFloat64ArrayInPlace(data: Float64Array) {\n const n = data.length;\n let x, y, z, w;\n for (let i = 0; i + 3 < n; i += 4) {\n x = data[i];\n y = data[i + 1];\n z = data[i + 2];\n w = data[i + 3];\n data[i] = this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w;\n data[i + 1] = this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w;\n data[i + 2] = this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w;\n data[i + 3] = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\n }\n }\n /** multiply matrix times XYAndZ and w. return as Point4d (And the returned value is NOT normalized down to unit w) */\n public multiplyPoint3d(pt: XYAndZ, w: number, result?: Point4d): Point4d {\n return this.multiplyXYZW(pt.x, pt.y, pt.z, w, result);\n }\n /** multiply matrix times and array of XYAndZ. return as array of Point4d (And the returned value is NOT normalized down to unit w) */\n public multiplyPoint3dArray(pts: XYAndZ[], results: Point4d[], w: number = 1.0): void {\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZW(pt.x, pt.y, pt.z, w, results[i]); });\n }\n /** multiply [x,y,z,w] times matrix. return as Point4d. (And the returned value is NOT normalized down to unit w) */\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\n result = result ? result : Point4d.createZero();\n return result.set(this._coffs[0] * x + this._coffs[4] * y + this._coffs[8] * z + this._coffs[12] * w, this._coffs[1] * x + this._coffs[5] * y + this._coffs[9] * z + this._coffs[13] * w, this._coffs[2] * x + this._coffs[6] * y + this._coffs[10] * z + this._coffs[14] * w, this._coffs[3] * x + this._coffs[7] * y + this._coffs[11] * z + this._coffs[15] * w);\n }\n /** Returns dot product of row rowIndex of this with column columnIndex of other.\n */\n public rowDotColumn(rowIndex: number, other: Matrix4d, columnIndex: number): number {\n const i = rowIndex * 4;\n const j = columnIndex;\n return this._coffs[i] * other._coffs[j]\n + this._coffs[i + 1] * other._coffs[j + 4]\n + this._coffs[i + 2] * other._coffs[j + 8]\n + this._coffs[i + 3] * other._coffs[j + 12];\n }\n /** Returns dot product of row rowIndex of this with [x y z w]\n */\n public rowDotXYZW(rowIndex: number, x: number, y: number, z: number, w: number): number {\n const i = rowIndex * 4;\n return this._coffs[i] * x\n + this._coffs[i + 1] * y\n + this._coffs[i + 2] * z\n + this._coffs[i + 3] * w;\n }\n\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\n */\n public rowDotRow(rowIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\n const i = rowIndexThis * 4;\n const j = rowIndexOther * 4;\n return this._coffs[i] * other._coffs[j]\n + this._coffs[i + 1] * other._coffs[j + 1]\n + this._coffs[i + 2] * other._coffs[j + 2]\n + this._coffs[i + 3] * other._coffs[j + 3];\n }\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\n */\n public columnDotColumn(columnIndexThis: number, other: Matrix4d, columnIndexOther: number): number {\n const i = columnIndexThis;\n const j = columnIndexOther;\n return this._coffs[i] * other._coffs[j]\n + this._coffs[i + 4] * other._coffs[j + 4]\n + this._coffs[i + 8] * other._coffs[j + 8]\n + this._coffs[i + 12] * other._coffs[j + 12];\n }\n /** Returns dot product of column columnIndexThis of this with row rowIndexOther other.\n */\n public columnDotRow(columnIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\n const i = columnIndexThis;\n const j = 4 * rowIndexOther;\n return this._coffs[i] * other._coffs[j]\n + this._coffs[i + 4] * other._coffs[j + 1]\n + this._coffs[i + 8] * other._coffs[j + 2]\n + this._coffs[i + 12] * other._coffs[j + 3];\n }\n /** Return a matrix entry by row and column index.\n */\n public atIJ(rowIndex: number, columnIndex: number): number {\n return this._coffs[rowIndex * 4 + columnIndex];\n }\n\n /** Set a matrix entry by row and column index.\n */\n public setAtIJ(rowIndex: number, columnIndex: number, value: number) {\n this._coffs[rowIndex * 4 + columnIndex] = value;\n }\n /** multiply matrix * [x,y,z,w]. immediately renormalize to return in a Point3d.\n * If zero weight appears in the result (i.e. input is on eyeplane) leave the mapped xyz untouched.\n */\n public multiplyXYZWQuietRenormalize(x: number, y: number, z: number, w: number, result?: Point3d): Point3d {\n result = result ? result : Point3d.createZero();\n result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w);\n const w1 = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\n const qx = Geometry.conditionalDivideCoordinate(result.x, w1);\n const qy = Geometry.conditionalDivideCoordinate(result.y, w1);\n const qz = Geometry.conditionalDivideCoordinate(result.z, w1);\n if (qx !== undefined && qy !== undefined && qz !== undefined) {\n result.x = qx;\n result.y = qy;\n result.z = qz;\n }\n return result;\n }\n /** multiply matrix * an array of Point4d. immediately renormalize to return in an array of Point3d. */\n public multiplyPoint4dArrayQuietRenormalize(pts: Point4d[], results: Point3d[]): void {\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZWQuietRenormalize(pt.x, pt.y, pt.z, pt.w, results[i]); });\n }\n /** multiply a Point4d, return with the optional result convention. */\n public multiplyPoint4d(point: Point4d, result?: Point4d): Point4d {\n return this.multiplyXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\n }\n /** multiply a Point4d, return with the optional result convention. */\n public multiplyTransposePoint4d(point: Point4d, result?: Point4d): Point4d {\n return this.multiplyTransposeXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\n }\n /** multiply matrix * point. This produces a weighted xyzw.\n * Immediately renormalize back to xyz and return (with optional result convention).\n * If zero weight appears in the result (i.e. input is on eyeplane)leave the mapped xyz untouched.\n */\n public multiplyPoint3dQuietNormalize(point: XYAndZ, result?: Point3d): Point3d {\n return this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, result);\n }\n /** multiply each matrix * points[i]. This produces a weighted xyzw.\n * Immediately renormalize back to xyz and replace the original point.\n * If zero weight appears in the result (i.e. input is on eyeplane) leave the mapped xyz untouched.\n */\n public multiplyPoint3dArrayQuietNormalize(points: Point3d[]) {\n points.forEach((point) => this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, point));\n }\n /**\n * Add the product terms [xx,xy,xz,xw, yx, yy, yz, yw, zx, zy, zz, zs, wx, wy, wz, ww] to respective entries in the matrix\n * @param x x component for products\n * @param y y component for products\n * @param z z component for products\n * @param w w component for products\n */\n public addMomentsInPlace(x: number, y: number, z: number, w: number) {\n this._coffs[0] += x * x;\n this._coffs[1] += x * y;\n this._coffs[2] += x * z;\n this._coffs[3] += x * w;\n this._coffs[4] += y * x;\n this._coffs[5] += y * y;\n this._coffs[6] += y * z;\n this._coffs[7] += y * w;\n this._coffs[8] += z * x;\n this._coffs[9] += z * y;\n this._coffs[10] += z * z;\n this._coffs[11] += z * w;\n this._coffs[12] += w * x;\n this._coffs[13] += w * y;\n this._coffs[14] += w * z;\n this._coffs[15] += w * w;\n }\n /** accumulate all coefficients of other to this. */\n public addScaledInPlace(other: Matrix4d, scale: number = 1.0) {\n for (let i = 0; i < 16; i++)\n this._coffs[i] += scale * other._coffs[i];\n }\n /**\n * Add scale times rowA to rowB.\n * @param rowIndexA row that is not modified\n * @param rowIndexB row that is modified.\n * @param firstColumnIndex first column modified. All from there to the right are updated\n * @param scale scale\n */\n public rowOperation(rowIndexA: number, rowIndexB: number, firstColumnIndex: number, scale: number) {\n if (scale === 0.0)\n return;\n let iA = rowIndexA * 4 + firstColumnIndex;\n let iB = rowIndexB * 4 + firstColumnIndex;\n for (let i = firstColumnIndex; i < 4; i++ , iA++ , iB++)\n this._coffs[iB] += scale * this._coffs[iA];\n }\n /** Return the determinant of the matrix. */\n public determinant(): number {\n const c = this._coffs;\n return Geometry.determinant4x4(\n c[0], c[1], c[2], c[3],\n c[4], c[5], c[6], c[7],\n c[8], c[9], c[10], c[11],\n c[12], c[13], c[14], c[15]);\n }\n /** Compute an inverse matrix.\n * * This uses direct formulas with various determinants.\n * * If result is given, it is ALWAYS filled with values \"prior to dividing by the determinant\".\n * *\n * @returns undefined if dividing by the determinant looks unsafe.\n */\n public createInverse(result?: Matrix4d): Matrix4d | undefined {\n // dividing each column by its maxAbs is more robust than dividing them by this.maxAbs()\n let maxAbs0 = this.columnX().maxAbs();\n if (maxAbs0 === 0.0) return undefined;\n const divMaxAbsA = 1.0 / maxAbs0;\n maxAbs0 = this.columnY().maxAbs();\n if (maxAbs0 === 0.0) return undefined;\n const divMaxAbsB = 1.0 / maxAbs0;\n maxAbs0 = this.columnZ().maxAbs();\n if (maxAbs0 === 0.0) return undefined;\n const divMaxAbsC = 1.0 / maxAbs0;\n maxAbs0 = this.columnW().maxAbs();\n if (maxAbs0 === 0.0) return undefined;\n const divMaxAbsD = 1.0 / maxAbs0;\n const columnA = this.columnX();\n const columnB = this.columnY();\n const columnC = this.columnZ();\n const columnD = this.columnW();\n columnA.scale(divMaxAbsA, columnA);\n columnB.scale(divMaxAbsB, columnB);\n columnC.scale(divMaxAbsC, columnC);\n columnD.scale(divMaxAbsD, columnD);\n const rowBCD = Point4d.perpendicularPoint4dPlane(columnB, columnC, columnD);\n const rowCDA = Point4d.perpendicularPoint4dPlane(columnA, columnD, columnC); // order for negation !\n const rowDAB = Point4d.perpendicularPoint4dPlane(columnD, columnA, columnB);\n const rowABC = Point4d.perpendicularPoint4dPlane(columnC, columnB, columnA); // order for negation !\n // The matrix is singular if the determinant is zero.\n // But what is the proper tolerance for zero?\n // The row values are generally cubes of entries. And the typical perspective matrix\n // has very different magnitudes in various parts. So a typical cube size is really hard.\n // Compute 4 different determinants. They should match.\n // If they are near zero, maybe a sign change is a red flag for singular case.\n // (And there's a lot less work to do that than was done to make the rows)\n result = Matrix4d.createRows(rowBCD, rowCDA, rowDAB, rowABC, result);\n const determinantA = rowBCD.dotProduct(columnA);\n const determinantB = rowCDA.dotProduct(columnB);\n const determinantC = rowDAB.dotProduct(columnC);\n const determinantD = rowABC.dotProduct(columnD);\n const maxAbs1 = result.maxAbs();\n if (determinantA * determinantB > 0.0\n && determinantA * determinantC > 0.0\n && determinantA * determinantD > 0.0) {\n const divisionTest = Geometry.conditionalDivideCoordinate(maxAbs1, determinantA);\n if (divisionTest !== undefined) {\n const divDet = 1.0 / determinantA;\n result.scaleRowsInPlace(divMaxAbsA * divDet, divMaxAbsB * divDet, divMaxAbsC * divDet, divMaxAbsD * divDet);\n return result;\n }\n } else {\n return undefined; // this is a useful spot to break to see if the 4 determinant test is effective.\n }\n return undefined;\n }\n /** Returns an array-of-arrays of the matrix rows, optionally passing each value through a function.\n * @param f optional function to provide alternate values for each entry (e.g. force fuzz to zero.)\n */\n public rowArrays(f?: (value: number) => any): any {\n if (f)\n return [\n [f(this._coffs[0]), f(this._coffs[1]), f(this._coffs[2]), f(this._coffs[3])],\n [f(this._coffs[4]), f(this._coffs[5]), f(this._coffs[6]), f(this._coffs[7])],\n [f(this._coffs[8]), f(this._coffs[9]), f(this._coffs[10]), f(this._coffs[11])],\n [f(this._coffs[12]), f(this._coffs[13]), f(this._coffs[14]), f(this._coffs[15])]];\n else\n return [\n [this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3]],\n [this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7]],\n [this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]],\n [this._coffs[12], this._coffs[13], this._coffs[14], this._coffs[15]]];\n }\n /**\n * Scale each row by respective scale factors.\n * @param ax scale factor for row 0\n * @param ay scale factor for row 1\n * @param az scale factor for row 2\n * @param aw scale factor for row 3\n */\n public scaleRowsInPlace(ax: number, ay: number, az: number, aw: number) {\n for (let i = 0; i < 4; i++)\n this._coffs[i] *= ax;\n for (let i = 4; i < 8; i++)\n this._coffs[i] *= ay;\n for (let i = 8; i < 12; i++)\n this._coffs[i] *= az;\n for (let i = 12; i < 16; i++)\n this._coffs[i] *= aw;\n }\n /**\n * add an outer product (single column times single row times scale factor) to this matrix.\n * @param vectorU column vector\n * @param vectorV row vector\n * @param scale scale factor\n */\n public addScaledOuterProductInPlace(vectorU: Point4d, vectorV: Point4d, scale: number) {\n let a = vectorU.x * scale;\n this._coffs[0] += a * vectorV.x;\n this._coffs[1] += a * vectorV.y;\n this._coffs[2] += a * vectorV.z;\n this._coffs[3] += a * vectorV.w;\n\n a = vectorU.y * scale;\n this._coffs[4] += a * vectorV.x;\n this._coffs[5] += a * vectorV.y;\n this._coffs[6] += a * vectorV.z;\n this._coffs[7] += a * vectorV.w;\n\n a = vectorU.z * scale;\n this._coffs[8] += a * vectorV.x;\n this._coffs[9] += a * vectorV.y;\n this._coffs[10] += a * vectorV.z;\n this._coffs[11] += a * vectorV.w;\n\n a = vectorU.w * scale;\n this._coffs[12] += a * vectorV.x;\n this._coffs[13] += a * vectorV.y;\n this._coffs[14] += a * vectorV.z;\n this._coffs[15] += a * vectorV.w;\n }\n /**\n * Add (in place) scale*A*B*AT where\n * * A is a pure translation with final column [x,y,z,1]\n * * B is the given `matrixB`\n * * AT is the transpose of A.\n * * scale is a multiplier.\n * @param matrixB the middle matrix.\n * @param ax x part of translation\n * @param ay y part of translation\n * @param az z part of translation\n * @param scale scale factor for entire product\n */\n public addTranslationSandwichInPlace(matrixB: Matrix4d, ax: number, ay: number, az: number, scale: number) {\n const bx = matrixB._coffs[3];\n const by = matrixB._coffs[7];\n const bz = matrixB._coffs[11];\n // matrixB can be non-symmetric!!\n const cx = matrixB._coffs[12];\n const cy = matrixB._coffs[13];\n const cz = matrixB._coffs[14];\n\n const beta = matrixB._coffs[15];\n const axBeta = ax * beta;\n const ayBeta = ay * beta;\n const azBeta = az * beta;\n this._coffs[0] += scale * (matrixB._coffs[0] + ax * bx + cx * ax + ax * axBeta);\n this._coffs[1] += scale * (matrixB._coffs[1] + ay * bx + cy * ax + ax * ayBeta);\n this._coffs[2] += scale * (matrixB._coffs[2] + az * bx + cz * ax + ax * azBeta);\n this._coffs[3] += scale * (bx + axBeta);\n\n this._coffs[4] += scale * (matrixB._coffs[4] + ax * by + cx * ay + ay * axBeta);\n this._coffs[5] += scale * (matrixB._coffs[5] + ay * by + cy * ay + ay * ayBeta);\n this._coffs[6] += scale * (matrixB._coffs[6] + az * by + cz * ay + ay * azBeta);\n this._coffs[7] += scale * (by + ayBeta);\n\n this._coffs[8] += scale * (matrixB._coffs[8] + ax * bz + cx * az + az * axBeta);\n this._coffs[9] += scale * (matrixB._coffs[9] + ay * bz + cy * az + az * ayBeta);\n this._coffs[10] += scale * (matrixB._coffs[10] + az * bz + cz * az + az * azBeta);\n this._coffs[11] += scale * (bz + azBeta);\n\n this._coffs[12] += scale * (cx + axBeta);\n this._coffs[13] += scale * (cy + ayBeta);\n this._coffs[14] += scale * (cz + azBeta);\n this._coffs[15] += scale * beta;\n }\n /**\n * Multiply and replace contents of ` this` matrix by `A*this*AT` where\n * * `A` is a pure translation with final column [x,y,z,1].\n * * `this` is this matrix.\n * * `AT` is the transpose of A.\n * @param ax x part of translation.\n * @param ay y part of translation.\n * @param az z part of translation.\n */\n public multiplyTranslationSandwichInPlace(ax: number, ay: number, az: number) : void {\n const bx = this._coffs[3];\n const by = this._coffs[7];\n const bz = this._coffs[11];\n // matrixB can be non-symmetric\n const cx = this._coffs[12];\n const cy = this._coffs[13];\n const cz = this._coffs[14];\n\n const beta = this._coffs[15];\n const axBeta = ax * beta;\n const ayBeta = ay * beta;\n const azBeta = az * beta;\n this._coffs[0] += (ax * bx + cx * ax + ax * axBeta);\n this._coffs[1] += (ay * bx + cy * ax + ax * ayBeta);\n this._coffs[2] += (az * bx + cz * ax + ax * azBeta);\n this._coffs[3] += axBeta;\n\n this._coffs[4] += (ax * by + cx * ay + ay * axBeta);\n this._coffs[5] += (ay * by + cy * ay + ay * ayBeta);\n this._coffs[6] += (az * by + cz * ay + ay * azBeta);\n this._coffs[7] += ayBeta;\n\n this._coffs[8] += (ax * bz + cx * az + az * axBeta);\n this._coffs[9] += (ay * bz + cy * az + az * ayBeta);\n this._coffs[10] += (az * bz + cz * az + az * azBeta);\n this._coffs[11] += azBeta;\n\n this._coffs[12] += axBeta;\n this._coffs[13] += ayBeta;\n this._coffs[14] += azBeta;\n // coffs[15] is unchanged\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { BeJSONFunctions, Geometry } from \"../Geometry\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3d, Vector3d, XYZ } from \"../geometry3d/Point3dVector3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { Point4d, Point4dProps } from \"./Point4d\";\r\n\r\n/**\r\n * Coordinate data with `Point4d` numeric data as an array `[x,y,z,w]`\r\n * @public\r\n */\r\nexport type Matrix4dProps = Point4dProps[];\r\n\r\n/**\r\n * * A Matrix4d is a matrix with 4 rows and 4 columns.\r\n * * The 4 rows may be described as the x,y,z,w rows.\r\n * * The 4 columns may be described as the x,y,z,w columns.\r\n * * The matrix is physically stored as a Float64Array with 16 numbers.\r\n * * The layout in the Float64Array is \"by row\"\r\n * * indices 0,1,2,3 are the \"x row\". They may be called the xx,xy,xz,xw entries\r\n * * indices 4,5,6,7 are the \"y row\" They may be called the yx,yy,yz,yw entries\r\n * * indices 8,9,10,11 are the \"z row\" They may be called the zx,zy,zz,zw entries\r\n * * indices 12,13,14,15 are the \"w row\". They may be called the wx,wy,wz,ww entries\r\n * * If \"w row\" contains numeric values 0,0,0,1, the Matrix4d is equivalent to a Transform with\r\n * * The upper left 3x3 matrix (entries 0,1,2,4,5,6,8,9,10) are the 3x3 matrix part of the transform\r\n * * The far right column entries xw,yw,zw are the \"origin\" (sometimes called \"translation\") part of the transform.\r\n * @public\r\n */\r\nexport class Matrix4d implements BeJSONFunctions {\r\n private _coffs: Float64Array;\r\n private constructor() { this._coffs = new Float64Array(16); }\r\n /** Copy matrix entries from `other` */\r\n public setFrom(other: Matrix4d): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = other._coffs[i];\r\n }\r\n /** Return a deep clone. */\r\n public clone(result?: Matrix4d): Matrix4d {\r\n if (result === this)\r\n return this;\r\n if (result === undefined)\r\n result = new Matrix4d();\r\n for (let i = 0; i < 16; i++)\r\n result._coffs[i] = this._coffs[i];\r\n return result;\r\n }\r\n /** zero this matrix4d in place. */\r\n public setZero(): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = 0;\r\n }\r\n /** set to identity. */\r\n public setIdentity(): void {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] = 0;\r\n this._coffs[0] = this._coffs[5] = this._coffs[10] = this._coffs[15] = 1.0;\r\n }\r\n private static is1000(a: number, b: number, c: number, d: number, tol: number): boolean {\r\n return Math.abs(a - 1.0) <= tol\r\n && Math.abs(b) <= tol\r\n && Math.abs(c) <= tol\r\n && Math.abs(d) <= tol;\r\n }\r\n /** set to identity. */\r\n public isIdentity(tol: number = 1.0e-10): boolean {\r\n return Matrix4d.is1000(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], tol)\r\n && Matrix4d.is1000(this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[4], tol)\r\n && Matrix4d.is1000(this._coffs[10], this._coffs[11], this._coffs[8], this._coffs[9], tol)\r\n && Matrix4d.is1000(this._coffs[15], this._coffs[12], this._coffs[13], this._coffs[14], tol);\r\n }\r\n /** create a Matrix4d filled with zeros. */\r\n public static createZero(result?: Matrix4d): Matrix4d {\r\n if (result) {\r\n result.setZero();\r\n return result;\r\n }\r\n return new Matrix4d(); // this is zero.\r\n }\r\n /** create a Matrix4d with values supplied \"across the rows\" */\r\n public static createRowValues(cxx: number, cxy: number, cxz: number, cxw: number, cyx: number, cyy: number, cyz: number, cyw: number, czx: number, czy: number, czz: number, czw: number, cwx: number, cwy: number, cwz: number, cww: number, result?: Matrix4d): Matrix4d {\r\n result = result ? result : new Matrix4d();\r\n result._coffs[0] = cxx;\r\n result._coffs[1] = cxy;\r\n result._coffs[2] = cxz;\r\n result._coffs[3] = cxw;\r\n result._coffs[4] = cyx;\r\n result._coffs[5] = cyy;\r\n result._coffs[6] = cyz;\r\n result._coffs[7] = cyw;\r\n result._coffs[8] = czx;\r\n result._coffs[9] = czy;\r\n result._coffs[10] = czz;\r\n result._coffs[11] = czw;\r\n result._coffs[12] = cwx;\r\n result._coffs[13] = cwy;\r\n result._coffs[14] = cwz;\r\n result._coffs[15] = cww;\r\n return result;\r\n }\r\n /** Create a `Matrix4d` from 16 values appearing as `Point4d` for each row. */\r\n public static createRows(rowX: Point4d, rowY: Point4d, rowZ: Point4d, rowW: Point4d, result?: Matrix4d): Matrix4d {\r\n return this.createRowValues(\r\n rowX.x, rowX.y, rowX.z, rowX.w,\r\n rowY.x, rowY.y, rowY.z, rowY.w,\r\n rowZ.x, rowZ.y, rowZ.z, rowZ.w,\r\n rowW.x, rowW.y, rowW.z, rowW.w, result);\r\n }\r\n /** directly set columns from typical 3d data:\r\n *\r\n * * vectorX, vectorY, vectorZ as columns 0,1,2, with weight0.\r\n * * origin as column3, with weight 1\r\n */\r\n public setOriginAndVectors(origin: XYZ, vectorX: Vector3d, vectorY: Vector3d, vectorZ: Vector3d) {\r\n this._coffs[0] = vectorX.x;\r\n this._coffs[1] = vectorY.x;\r\n this._coffs[2] = vectorZ.x;\r\n this._coffs[3] = origin.x;\r\n this._coffs[4] = vectorX.y;\r\n this._coffs[5] = vectorY.y;\r\n this._coffs[6] = vectorZ.y;\r\n this._coffs[7] = origin.y;\r\n this._coffs[8] = vectorX.z;\r\n this._coffs[9] = vectorY.z;\r\n this._coffs[10] = vectorZ.z;\r\n this._coffs[11] = origin.z;\r\n this._coffs[12] = 0.0;\r\n this._coffs[13] = 0.0;\r\n this._coffs[14] = 0.0;\r\n this._coffs[15] = 1.0;\r\n }\r\n /** promote a transform to full Matrix4d (with 0001 in final row) */\r\n public static createTransform(source: Transform, result?: Matrix4d): Matrix4d {\r\n const matrix = source.matrix;\r\n const point = source.origin;\r\n return Matrix4d.createRowValues(matrix.coffs[0], matrix.coffs[1], matrix.coffs[2], point.x, matrix.coffs[3], matrix.coffs[4], matrix.coffs[5], point.y, matrix.coffs[6], matrix.coffs[7], matrix.coffs[8], point.z, 0, 0, 0, 1, result);\r\n }\r\n /** return an identity matrix. */\r\n public static createIdentity(result?: Matrix4d): Matrix4d {\r\n result = Matrix4d.createZero(result);\r\n result._coffs[0] = 1.0;\r\n result._coffs[5] = 1.0;\r\n result._coffs[10] = 1.0;\r\n result._coffs[15] = 1.0;\r\n return result;\r\n }\r\n /** return matrix with translation directly inserted (along with 1 on diagonal) */\r\n public static createTranslationXYZ(x: number, y: number, z: number, result?: Matrix4d): Matrix4d {\r\n result = Matrix4d.createZero(result);\r\n result._coffs[0] = 1.0;\r\n result._coffs[5] = 1.0;\r\n result._coffs[10] = 1.0;\r\n result._coffs[15] = 1.0;\r\n result._coffs[3] = x;\r\n result._coffs[7] = y;\r\n result._coffs[11] = z;\r\n return result;\r\n }\r\n\r\n /** return this matrix plus scale times matrixB. */\r\n public plusScaled(matrixB: Matrix4d, scale: number, result?: Matrix4d): Matrix4d {\r\n // If result is undefined, a real clone is created.\r\n // If result is \"this\" we get the pointer to this right back.\r\n // If result is other, \"this\" coffs are copied.\r\n // Then we can add matrixB. (Which we assume is different from this?)\r\n result = this.clone(result);\r\n for (let i = 0; i < 16; i++)\r\n result._coffs[i] += scale * matrixB._coffs[i];\r\n return result;\r\n }\r\n\r\n /**\r\n * Create a Matrix4d with translation and scaling values directly inserted (along with 1 as final diagonal entry)\r\n * @param tx x entry for translation column\r\n * @param ty y entry for translation column\r\n * @param tz z entry for translation column\r\n * @param scaleX x diagonal entry\r\n * @param scaleY y diagonal entry\r\n * @param scaleZ z diagonal entry\r\n * @param result optional result.\r\n */\r\n public static createTranslationAndScaleXYZ(tx: number, ty: number, tz: number, scaleX: number, scaleY: number, scaleZ: number, result?: Matrix4d): Matrix4d {\r\n return Matrix4d.createRowValues(scaleX, 0, 0, tx, 0, scaleY, 0, ty, 0, 0, scaleZ, tz, 0, 0, 0, 1, result);\r\n }\r\n /**\r\n * Create a mapping that scales and translates (no rotation) from box A to box B\r\n * @param lowA low point of box A\r\n * @param highA high point of box A\r\n * @param lowB low point of box B\r\n * @param highB high point of box B\r\n */\r\n public static createBoxToBox(lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Matrix4d): Matrix4d | undefined {\r\n const ax = highA.x - lowA.x;\r\n const ay = highA.y - lowA.y;\r\n const az = highA.z - lowA.z;\r\n const bx = highB.x - lowB.x;\r\n const by = highB.y - lowB.y;\r\n const bz = highB.z - lowB.z;\r\n const abx = Geometry.conditionalDivideFraction(bx, ax);\r\n const aby = Geometry.conditionalDivideFraction(by, ay);\r\n const abz = Geometry.conditionalDivideFraction(bz, az);\r\n if (abx !== undefined && aby !== undefined && abz !== undefined) {\r\n return Matrix4d.createTranslationAndScaleXYZ(lowB.x - abx * lowA.x, lowB.y - aby * lowA.y, lowB.z - abz * lowA.z, abx, aby, abz, result);\r\n }\r\n return undefined;\r\n }\r\n /** Set from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\r\n public setFromJSON(json?: Matrix4dProps) {\r\n if (Geometry.isArrayOfNumberArray(json, 4, 4)) {\r\n for (let i = 0; i < 4; ++i) {\r\n for (let j = 0; j < 4; ++j)\r\n this._coffs[i * 4 + j] = json[i][j];\r\n }\r\n } else {\r\n this.setZero();\r\n }\r\n }\r\n /**\r\n * Return the largest (absolute) difference between this and other Matrix4d.\r\n * @param other matrix to compare to\r\n */\r\n public maxDiff(other: Matrix4d): number {\r\n let a = 0.0;\r\n for (let i = 0; i < 16; i++)\r\n a = Math.max(a, Math.abs(this._coffs[i] - other._coffs[i]));\r\n return a;\r\n }\r\n /**\r\n * Return the largest absolute value in the Matrix4d\r\n */\r\n public maxAbs(): number {\r\n let a = 0.0;\r\n for (let i = 0; i < 16; i++)\r\n a = Math.max(a, Math.abs(this._coffs[i]));\r\n return a;\r\n }\r\n /** Test for near-equality with `other` */\r\n public isAlmostEqual(other: Matrix4d): boolean {\r\n return Geometry.isSmallMetricDistance(this.maxDiff(other));\r\n }\r\n /** Test for exact (bitwise) equality with other. */\r\n public isExactEqual(other: Matrix4d): boolean { return this.maxDiff(other) === 0.0; }\r\n /**\r\n * Convert an Matrix4d to a Matrix4dProps.\r\n */\r\n public toJSON(): Matrix4dProps {\r\n const value = [];\r\n for (let i = 0; i < 4; ++i) {\r\n const row = i * 4;\r\n value.push([this._coffs[row], this._coffs[row + 1], this._coffs[row + 2], this._coffs[row + 3]]);\r\n }\r\n return value;\r\n }\r\n /** Create from nested array json e.g. `[[1,2,3,4],[0,1,2,4],[0,2,5,1],[0,0,1,2]]` */\r\n public static fromJSON(json?: Matrix4dProps) {\r\n const result = new Matrix4d();\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /**\r\n * Return a point with entries from positions [i0, i0+step, i0+2*step, i0+3*step].\r\n * * There are no tests for index going out of the 0..15 range.\r\n * * Usual uses are:\r\n * * * i0 at left of row (0,4,8,12), step = 1 to extract a row.\r\n * * * i0 at top of row (0,1,2,3), step = 4 to extract a column\r\n * * * i0 = 0, step = 5 to extract the diagonal\r\n * @returns a Point4d with 4 entries taken from positions at steps in the flat 16-member array.\r\n * @param i0 start index (for 16 member array)\r\n * @param step step between members\r\n * @param result optional preallocated point.\r\n */\r\n public getSteppedPoint(i0: number, step: number, result?: Point4d): Point4d {\r\n return Point4d.create(this._coffs[i0], this._coffs[i0 + step], this._coffs[i0 + 2 * step], this._coffs[i0 + 3 * step], result);\r\n }\r\n /** Return column 0 as Point4d. */\r\n public columnX(): Point4d { return this.getSteppedPoint(0, 4); }\r\n /** Return column 1 as Point4d. */\r\n public columnY(): Point4d { return this.getSteppedPoint(1, 4); }\r\n /** Return column 2 as Point4d. */\r\n public columnZ(): Point4d { return this.getSteppedPoint(2, 4); }\r\n /** Return column 3 as Point4d. */\r\n public columnW(): Point4d { return this.getSteppedPoint(3, 4); }\r\n /** Return row 0 as Point4d. */\r\n public rowX(): Point4d { return this.getSteppedPoint(0, 1); }\r\n /** Return row 1 as Point4d. */\r\n public rowY(): Point4d { return this.getSteppedPoint(4, 1); }\r\n /** Return row 2 as Point4d. */\r\n public rowZ(): Point4d { return this.getSteppedPoint(8, 1); }\r\n /** Return row 3 as Point4d. */\r\n public rowW(): Point4d { return this.getSteppedPoint(12, 1); }\r\n /**\r\n * Returns true if the w row has content other than [0,0,0,1]\r\n */\r\n public get hasPerspective(): boolean {\r\n return this._coffs[12] !== 0.0\r\n || this._coffs[13] !== 0.0\r\n || this._coffs[14] !== 0.0\r\n || this._coffs[15] !== 1.0;\r\n }\r\n /**\r\n * Return a Point4d with the diagonal entries of the matrix\r\n */\r\n public diagonal(): Point4d { return this.getSteppedPoint(0, 5); }\r\n /** return the weight component of this matrix */\r\n public weight(): number { return this._coffs[15]; }\r\n /** return the leading 3x3 matrix part of this matrix */\r\n public matrixPart(): Matrix3d {\r\n return Matrix3d.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[8], this._coffs[9], this._coffs[10]);\r\n }\r\n /**\r\n * Return the (affine, non-perspective) Transform with the upper 3 rows of this matrix\r\n * @return undefined if this Matrix4d has perspective effects in the w row.\r\n * @see toTransform\r\n */\r\n public get asTransform(): Transform | undefined {\r\n if (this.hasPerspective)\r\n return undefined;\r\n return Transform.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]);\r\n }\r\n /**\r\n * Populate a [[Transform]] from the instance, even if the transformations aren't equivalent.\r\n * * A Transform cannot encode perspective, but this method returns one even if it isn't equivalent to the instance.\r\n * * Compare to the [[asTransform]] property, which returns `undefined` when there is perspective.\r\n * @param result optional preallocated object to populate and return.\r\n * @returns derived `Transform` and a flag indicating its validity:\r\n * * `transform` is filled with the top three rows of the instance's entries scaled by the reciprocal of nonzero [[weight]];\r\n * if [[weight]] is zero, `transform` is set to the identity.\r\n * * `isValid` is true if and only if the last row of the instance is essentially `[000w]` for nonzero `w` = [[weight]].\r\n * @see asTransform\r\n */\r\n public toTransform(result?: Transform): { transform: Transform, isValid: boolean } {\r\n const transform = Transform.createIdentity(result);\r\n let isValid = false;\r\n if (this.weight() !== 0.0) {\r\n const scale = 1.0 / this.weight();\r\n for (let i = 0; i < 3; i++) {\r\n for (let j = 0; j < 3; j++)\r\n transform.matrix.setAt(i, j, scale * this.atIJ(i, j));\r\n }\r\n transform.origin.set(scale * this.atIJ(0, 3), scale * this.atIJ(1, 3), scale * this.atIJ(2, 3));\r\n isValid = Geometry.isSmallMetricDistance(scale * (Math.abs(this.atIJ(3, 0) + Math.abs(this.atIJ(3, 1)) + Math.abs(this.atIJ(3, 2)))));\r\n }\r\n return { transform, isValid };\r\n }\r\n /** multiply this * other. */\r\n public multiplyMatrixMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n for (let i0 = 0; i0 < 16; i0 += 4) {\r\n for (let k = 0; k < 4; k++)\r\n result._coffs[i0 + k] =\r\n this._coffs[i0] * other._coffs[k] +\r\n this._coffs[i0 + 1] * other._coffs[k + 4] +\r\n this._coffs[i0 + 2] * other._coffs[k + 8] +\r\n this._coffs[i0 + 3] * other._coffs[k + 12];\r\n }\r\n return result;\r\n }\r\n /** multiply this * transpose(other). */\r\n public multiplyMatrixMatrixTranspose(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n let j = 0;\r\n for (let i0 = 0; i0 < 16; i0 += 4) {\r\n for (let k = 0; k < 16; k += 4)\r\n result._coffs[j++] =\r\n this._coffs[i0] * other._coffs[k] +\r\n this._coffs[i0 + 1] * other._coffs[k + 1] +\r\n this._coffs[i0 + 2] * other._coffs[k + 2] +\r\n this._coffs[i0 + 3] * other._coffs[k + 3];\r\n }\r\n return result;\r\n }\r\n /** multiply transpose (this) * other. */\r\n public multiplyMatrixTransposeMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d {\r\n result = (result && result !== this && result !== other) ? result : new Matrix4d();\r\n let j = 0;\r\n for (let i0 = 0; i0 < 4; i0 += 1) {\r\n for (let k0 = 0; k0 < 4; k0 += 1)\r\n result._coffs[j++] =\r\n this._coffs[i0] * other._coffs[k0] +\r\n this._coffs[i0 + 4] * other._coffs[k0 + 4] +\r\n this._coffs[i0 + 8] * other._coffs[k0 + 8] +\r\n this._coffs[i0 + 12] * other._coffs[k0 + 12];\r\n }\r\n return result;\r\n }\r\n /** Return a transposed matrix. */\r\n public cloneTransposed(result?: Matrix4d): Matrix4d {\r\n return Matrix4d.createRowValues(this._coffs[0], this._coffs[4], this._coffs[8], this._coffs[12], this._coffs[1], this._coffs[5], this._coffs[9], this._coffs[13], this._coffs[2], this._coffs[6], this._coffs[10], this._coffs[14], this._coffs[3], this._coffs[7], this._coffs[11], this._coffs[15], result);\r\n }\r\n /** multiply matrix times column [x,y,z,w]. return as Point4d. (And the returned value is NOT normalized down to unit w) */\r\n public multiplyXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n result = result ? result : Point4d.createZero();\r\n return result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w, this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w);\r\n }\r\n /** multiply matrix times column vectors [x,y,z,w] where [x,y,z,w] appear in blocks in an array.\r\n * replace the xyzw in the block\r\n */\r\n public multiplyBlockedFloat64ArrayInPlace(data: Float64Array) {\r\n const n = data.length;\r\n let x, y, z, w;\r\n for (let i = 0; i + 3 < n; i += 4) {\r\n x = data[i];\r\n y = data[i + 1];\r\n z = data[i + 2];\r\n w = data[i + 3];\r\n data[i] = this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w;\r\n data[i + 1] = this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w;\r\n data[i + 2] = this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w;\r\n data[i + 3] = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\r\n }\r\n }\r\n /** multiply matrix times XYAndZ and w. return as Point4d (And the returned value is NOT normalized down to unit w) */\r\n public multiplyPoint3d(pt: XYAndZ, w: number, result?: Point4d): Point4d {\r\n return this.multiplyXYZW(pt.x, pt.y, pt.z, w, result);\r\n }\r\n /** multiply matrix times and array of XYAndZ. return as array of Point4d (And the returned value is NOT normalized down to unit w) */\r\n public multiplyPoint3dArray(pts: XYAndZ[], results: Point4d[], w: number = 1.0): void {\r\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZW(pt.x, pt.y, pt.z, w, results[i]); });\r\n }\r\n /** multiply [x,y,z,w] times matrix. return as Point4d. (And the returned value is NOT normalized down to unit w) */\r\n public multiplyTransposeXYZW(x: number, y: number, z: number, w: number, result?: Point4d): Point4d {\r\n result = result ? result : Point4d.createZero();\r\n return result.set(this._coffs[0] * x + this._coffs[4] * y + this._coffs[8] * z + this._coffs[12] * w, this._coffs[1] * x + this._coffs[5] * y + this._coffs[9] * z + this._coffs[13] * w, this._coffs[2] * x + this._coffs[6] * y + this._coffs[10] * z + this._coffs[14] * w, this._coffs[3] * x + this._coffs[7] * y + this._coffs[11] * z + this._coffs[15] * w);\r\n }\r\n /** Returns dot product of row rowIndex of this with column columnIndex of other.\r\n */\r\n public rowDotColumn(rowIndex: number, other: Matrix4d, columnIndex: number): number {\r\n const i = rowIndex * 4;\r\n const j = columnIndex;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 1] * other._coffs[j + 4]\r\n + this._coffs[i + 2] * other._coffs[j + 8]\r\n + this._coffs[i + 3] * other._coffs[j + 12];\r\n }\r\n /** Returns dot product of row rowIndex of this with [x y z w]\r\n */\r\n public rowDotXYZW(rowIndex: number, x: number, y: number, z: number, w: number): number {\r\n const i = rowIndex * 4;\r\n return this._coffs[i] * x\r\n + this._coffs[i + 1] * y\r\n + this._coffs[i + 2] * z\r\n + this._coffs[i + 3] * w;\r\n }\r\n\r\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\r\n */\r\n public rowDotRow(rowIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\r\n const i = rowIndexThis * 4;\r\n const j = rowIndexOther * 4;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 1] * other._coffs[j + 1]\r\n + this._coffs[i + 2] * other._coffs[j + 2]\r\n + this._coffs[i + 3] * other._coffs[j + 3];\r\n }\r\n /** Returns dot product of row rowIndexThis of this with row rowIndexOther of other.\r\n */\r\n public columnDotColumn(columnIndexThis: number, other: Matrix4d, columnIndexOther: number): number {\r\n const i = columnIndexThis;\r\n const j = columnIndexOther;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 4] * other._coffs[j + 4]\r\n + this._coffs[i + 8] * other._coffs[j + 8]\r\n + this._coffs[i + 12] * other._coffs[j + 12];\r\n }\r\n /** Returns dot product of column columnIndexThis of this with row rowIndexOther other.\r\n */\r\n public columnDotRow(columnIndexThis: number, other: Matrix4d, rowIndexOther: number): number {\r\n const i = columnIndexThis;\r\n const j = 4 * rowIndexOther;\r\n return this._coffs[i] * other._coffs[j]\r\n + this._coffs[i + 4] * other._coffs[j + 1]\r\n + this._coffs[i + 8] * other._coffs[j + 2]\r\n + this._coffs[i + 12] * other._coffs[j + 3];\r\n }\r\n /** Return a matrix entry by row and column index.\r\n */\r\n public atIJ(rowIndex: number, columnIndex: number): number {\r\n return this._coffs[rowIndex * 4 + columnIndex];\r\n }\r\n\r\n /** Set a matrix entry by row and column index.\r\n */\r\n public setAtIJ(rowIndex: number, columnIndex: number, value: number) {\r\n this._coffs[rowIndex * 4 + columnIndex] = value;\r\n }\r\n /** multiply matrix * [x,y,z,w]. immediately renormalize to return in a Point3d.\r\n * If zero weight appears in the result (i.e. input is on eyeplane) leave the mapped xyz untouched.\r\n */\r\n public multiplyXYZWQuietRenormalize(x: number, y: number, z: number, w: number, result?: Point3d): Point3d {\r\n result = result ? result : Point3d.createZero();\r\n result.set(this._coffs[0] * x + this._coffs[1] * y + this._coffs[2] * z + this._coffs[3] * w, this._coffs[4] * x + this._coffs[5] * y + this._coffs[6] * z + this._coffs[7] * w, this._coffs[8] * x + this._coffs[9] * y + this._coffs[10] * z + this._coffs[11] * w);\r\n const w1 = this._coffs[12] * x + this._coffs[13] * y + this._coffs[14] * z + this._coffs[15] * w;\r\n const qx = Geometry.conditionalDivideCoordinate(result.x, w1);\r\n const qy = Geometry.conditionalDivideCoordinate(result.y, w1);\r\n const qz = Geometry.conditionalDivideCoordinate(result.z, w1);\r\n if (qx !== undefined && qy !== undefined && qz !== undefined) {\r\n result.x = qx;\r\n result.y = qy;\r\n result.z = qz;\r\n }\r\n return result;\r\n }\r\n /** multiply matrix * an array of Point4d. immediately renormalize to return in an array of Point3d. */\r\n public multiplyPoint4dArrayQuietRenormalize(pts: Point4d[], results: Point3d[]): void {\r\n pts.forEach((pt, i) => { results[i] = this.multiplyXYZWQuietRenormalize(pt.x, pt.y, pt.z, pt.w, results[i]); });\r\n }\r\n /** multiply a Point4d, return with the optional result convention. */\r\n public multiplyPoint4d(point: Point4d, result?: Point4d): Point4d {\r\n return this.multiplyXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\r\n }\r\n /** multiply a Point4d, return with the optional result convention. */\r\n public multiplyTransposePoint4d(point: Point4d, result?: Point4d): Point4d {\r\n return this.multiplyTransposeXYZW(point.xyzw[0], point.xyzw[1], point.xyzw[2], point.xyzw[3], result);\r\n }\r\n /** multiply matrix * point. This produces a weighted xyzw.\r\n * Immediately renormalize back to xyz and return (with optional result convention).\r\n * If zero weight appears in the result (i.e. input is on eyeplane)leave the mapped xyz untouched.\r\n */\r\n public multiplyPoint3dQuietNormalize(point: XYAndZ, result?: Point3d): Point3d {\r\n return this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, result);\r\n }\r\n /** multiply each matrix * points[i]. This produces a weighted xyzw.\r\n * Immediately renormalize back to xyz and replace the original point.\r\n * If zero weight appears in the result (i.e. input is on eyeplane) leave the mapped xyz untouched.\r\n */\r\n public multiplyPoint3dArrayQuietNormalize(points: Point3d[]) {\r\n points.forEach((point) => this.multiplyXYZWQuietRenormalize(point.x, point.y, point.z, 1.0, point));\r\n }\r\n /**\r\n * Add the product terms [xx,xy,xz,xw, yx, yy, yz, yw, zx, zy, zz, zs, wx, wy, wz, ww] to respective entries in the matrix\r\n * @param x x component for products\r\n * @param y y component for products\r\n * @param z z component for products\r\n * @param w w component for products\r\n */\r\n public addMomentsInPlace(x: number, y: number, z: number, w: number) {\r\n this._coffs[0] += x * x;\r\n this._coffs[1] += x * y;\r\n this._coffs[2] += x * z;\r\n this._coffs[3] += x * w;\r\n this._coffs[4] += y * x;\r\n this._coffs[5] += y * y;\r\n this._coffs[6] += y * z;\r\n this._coffs[7] += y * w;\r\n this._coffs[8] += z * x;\r\n this._coffs[9] += z * y;\r\n this._coffs[10] += z * z;\r\n this._coffs[11] += z * w;\r\n this._coffs[12] += w * x;\r\n this._coffs[13] += w * y;\r\n this._coffs[14] += w * z;\r\n this._coffs[15] += w * w;\r\n }\r\n /** accumulate all coefficients of other to this. */\r\n public addScaledInPlace(other: Matrix4d, scale: number = 1.0) {\r\n for (let i = 0; i < 16; i++)\r\n this._coffs[i] += scale * other._coffs[i];\r\n }\r\n /**\r\n * Add scale times rowA to rowB.\r\n * @param rowIndexA row that is not modified\r\n * @param rowIndexB row that is modified.\r\n * @param firstColumnIndex first column modified. All from there to the right are updated\r\n * @param scale scale\r\n */\r\n public rowOperation(rowIndexA: number, rowIndexB: number, firstColumnIndex: number, scale: number) {\r\n if (scale === 0.0)\r\n return;\r\n let iA = rowIndexA * 4 + firstColumnIndex;\r\n let iB = rowIndexB * 4 + firstColumnIndex;\r\n for (let i = firstColumnIndex; i < 4; i++ , iA++ , iB++)\r\n this._coffs[iB] += scale * this._coffs[iA];\r\n }\r\n /** Return the determinant of the matrix. */\r\n public determinant(): number {\r\n const c = this._coffs;\r\n return Geometry.determinant4x4(\r\n c[0], c[1], c[2], c[3],\r\n c[4], c[5], c[6], c[7],\r\n c[8], c[9], c[10], c[11],\r\n c[12], c[13], c[14], c[15]);\r\n }\r\n /** Compute an inverse matrix.\r\n * * This uses direct formulas with various determinants.\r\n * * If result is given, it is ALWAYS filled with values \"prior to dividing by the determinant\".\r\n * *\r\n * @returns undefined if dividing by the determinant looks unsafe.\r\n */\r\n public createInverse(result?: Matrix4d): Matrix4d | undefined {\r\n // dividing each column by its maxAbs is more robust than dividing them by this.maxAbs()\r\n let maxAbs0 = this.columnX().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsA = 1.0 / maxAbs0;\r\n maxAbs0 = this.columnY().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsB = 1.0 / maxAbs0;\r\n maxAbs0 = this.columnZ().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsC = 1.0 / maxAbs0;\r\n maxAbs0 = this.columnW().maxAbs();\r\n if (maxAbs0 === 0.0) return undefined;\r\n const divMaxAbsD = 1.0 / maxAbs0;\r\n const columnA = this.columnX();\r\n const columnB = this.columnY();\r\n const columnC = this.columnZ();\r\n const columnD = this.columnW();\r\n columnA.scale(divMaxAbsA, columnA);\r\n columnB.scale(divMaxAbsB, columnB);\r\n columnC.scale(divMaxAbsC, columnC);\r\n columnD.scale(divMaxAbsD, columnD);\r\n const rowBCD = Point4d.perpendicularPoint4dPlane(columnB, columnC, columnD);\r\n const rowCDA = Point4d.perpendicularPoint4dPlane(columnA, columnD, columnC); // order for negation !\r\n const rowDAB = Point4d.perpendicularPoint4dPlane(columnD, columnA, columnB);\r\n const rowABC = Point4d.perpendicularPoint4dPlane(columnC, columnB, columnA); // order for negation !\r\n // The matrix is singular if the determinant is zero.\r\n // But what is the proper tolerance for zero?\r\n // The row values are generally cubes of entries. And the typical perspective matrix\r\n // has very different magnitudes in various parts. So a typical cube size is really hard.\r\n // Compute 4 different determinants. They should match.\r\n // If they are near zero, maybe a sign change is a red flag for singular case.\r\n // (And there's a lot less work to do that than was done to make the rows)\r\n result = Matrix4d.createRows(rowBCD, rowCDA, rowDAB, rowABC, result);\r\n const determinantA = rowBCD.dotProduct(columnA);\r\n const determinantB = rowCDA.dotProduct(columnB);\r\n const determinantC = rowDAB.dotProduct(columnC);\r\n const determinantD = rowABC.dotProduct(columnD);\r\n const maxAbs1 = result.maxAbs();\r\n if (determinantA * determinantB > 0.0\r\n && determinantA * determinantC > 0.0\r\n && determinantA * determinantD > 0.0) {\r\n const divisionTest = Geometry.conditionalDivideCoordinate(maxAbs1, determinantA);\r\n if (divisionTest !== undefined) {\r\n const divDet = 1.0 / determinantA;\r\n result.scaleRowsInPlace(divMaxAbsA * divDet, divMaxAbsB * divDet, divMaxAbsC * divDet, divMaxAbsD * divDet);\r\n return result;\r\n }\r\n } else {\r\n return undefined; // this is a useful spot to break to see if the 4 determinant test is effective.\r\n }\r\n return undefined;\r\n }\r\n /** Returns an array-of-arrays of the matrix rows, optionally passing each value through a function.\r\n * @param f optional function to provide alternate values for each entry (e.g. force fuzz to zero.)\r\n */\r\n public rowArrays(f?: (value: number) => any): any {\r\n if (f)\r\n return [\r\n [f(this._coffs[0]), f(this._coffs[1]), f(this._coffs[2]), f(this._coffs[3])],\r\n [f(this._coffs[4]), f(this._coffs[5]), f(this._coffs[6]), f(this._coffs[7])],\r\n [f(this._coffs[8]), f(this._coffs[9]), f(this._coffs[10]), f(this._coffs[11])],\r\n [f(this._coffs[12]), f(this._coffs[13]), f(this._coffs[14]), f(this._coffs[15])]];\r\n else\r\n return [\r\n [this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3]],\r\n [this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7]],\r\n [this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]],\r\n [this._coffs[12], this._coffs[13], this._coffs[14], this._coffs[15]]];\r\n }\r\n /**\r\n * Scale each row by respective scale factors.\r\n * @param ax scale factor for row 0\r\n * @param ay scale factor for row 1\r\n * @param az scale factor for row 2\r\n * @param aw scale factor for row 3\r\n */\r\n public scaleRowsInPlace(ax: number, ay: number, az: number, aw: number) {\r\n for (let i = 0; i < 4; i++)\r\n this._coffs[i] *= ax;\r\n for (let i = 4; i < 8; i++)\r\n this._coffs[i] *= ay;\r\n for (let i = 8; i < 12; i++)\r\n this._coffs[i] *= az;\r\n for (let i = 12; i < 16; i++)\r\n this._coffs[i] *= aw;\r\n }\r\n /**\r\n * add an outer product (single column times single row times scale factor) to this matrix.\r\n * @param vectorU column vector\r\n * @param vectorV row vector\r\n * @param scale scale factor\r\n */\r\n public addScaledOuterProductInPlace(vectorU: Point4d, vectorV: Point4d, scale: number) {\r\n let a = vectorU.x * scale;\r\n this._coffs[0] += a * vectorV.x;\r\n this._coffs[1] += a * vectorV.y;\r\n this._coffs[2] += a * vectorV.z;\r\n this._coffs[3] += a * vectorV.w;\r\n\r\n a = vectorU.y * scale;\r\n this._coffs[4] += a * vectorV.x;\r\n this._coffs[5] += a * vectorV.y;\r\n this._coffs[6] += a * vectorV.z;\r\n this._coffs[7] += a * vectorV.w;\r\n\r\n a = vectorU.z * scale;\r\n this._coffs[8] += a * vectorV.x;\r\n this._coffs[9] += a * vectorV.y;\r\n this._coffs[10] += a * vectorV.z;\r\n this._coffs[11] += a * vectorV.w;\r\n\r\n a = vectorU.w * scale;\r\n this._coffs[12] += a * vectorV.x;\r\n this._coffs[13] += a * vectorV.y;\r\n this._coffs[14] += a * vectorV.z;\r\n this._coffs[15] += a * vectorV.w;\r\n }\r\n /**\r\n * Add (in place) scale*A*B*AT where\r\n * * A is a pure translation with final column [x,y,z,1]\r\n * * B is the given `matrixB`\r\n * * AT is the transpose of A.\r\n * * scale is a multiplier.\r\n * @param matrixB the middle matrix.\r\n * @param ax x part of translation\r\n * @param ay y part of translation\r\n * @param az z part of translation\r\n * @param scale scale factor for entire product\r\n */\r\n public addTranslationSandwichInPlace(matrixB: Matrix4d, ax: number, ay: number, az: number, scale: number) {\r\n const bx = matrixB._coffs[3];\r\n const by = matrixB._coffs[7];\r\n const bz = matrixB._coffs[11];\r\n // matrixB can be non-symmetric!!\r\n const cx = matrixB._coffs[12];\r\n const cy = matrixB._coffs[13];\r\n const cz = matrixB._coffs[14];\r\n\r\n const beta = matrixB._coffs[15];\r\n const axBeta = ax * beta;\r\n const ayBeta = ay * beta;\r\n const azBeta = az * beta;\r\n this._coffs[0] += scale * (matrixB._coffs[0] + ax * bx + cx * ax + ax * axBeta);\r\n this._coffs[1] += scale * (matrixB._coffs[1] + ay * bx + cy * ax + ax * ayBeta);\r\n this._coffs[2] += scale * (matrixB._coffs[2] + az * bx + cz * ax + ax * azBeta);\r\n this._coffs[3] += scale * (bx + axBeta);\r\n\r\n this._coffs[4] += scale * (matrixB._coffs[4] + ax * by + cx * ay + ay * axBeta);\r\n this._coffs[5] += scale * (matrixB._coffs[5] + ay * by + cy * ay + ay * ayBeta);\r\n this._coffs[6] += scale * (matrixB._coffs[6] + az * by + cz * ay + ay * azBeta);\r\n this._coffs[7] += scale * (by + ayBeta);\r\n\r\n this._coffs[8] += scale * (matrixB._coffs[8] + ax * bz + cx * az + az * axBeta);\r\n this._coffs[9] += scale * (matrixB._coffs[9] + ay * bz + cy * az + az * ayBeta);\r\n this._coffs[10] += scale * (matrixB._coffs[10] + az * bz + cz * az + az * azBeta);\r\n this._coffs[11] += scale * (bz + azBeta);\r\n\r\n this._coffs[12] += scale * (cx + axBeta);\r\n this._coffs[13] += scale * (cy + ayBeta);\r\n this._coffs[14] += scale * (cz + azBeta);\r\n this._coffs[15] += scale * beta;\r\n }\r\n /**\r\n * Multiply and replace contents of ` this` matrix by `A*this*AT` where\r\n * * `A` is a pure translation with final column [x,y,z,1].\r\n * * `this` is this matrix.\r\n * * `AT` is the transpose of A.\r\n * @param ax x part of translation.\r\n * @param ay y part of translation.\r\n * @param az z part of translation.\r\n */\r\n public multiplyTranslationSandwichInPlace(ax: number, ay: number, az: number) : void {\r\n const bx = this._coffs[3];\r\n const by = this._coffs[7];\r\n const bz = this._coffs[11];\r\n // matrixB can be non-symmetric\r\n const cx = this._coffs[12];\r\n const cy = this._coffs[13];\r\n const cz = this._coffs[14];\r\n\r\n const beta = this._coffs[15];\r\n const axBeta = ax * beta;\r\n const ayBeta = ay * beta;\r\n const azBeta = az * beta;\r\n this._coffs[0] += (ax * bx + cx * ax + ax * axBeta);\r\n this._coffs[1] += (ay * bx + cy * ax + ax * ayBeta);\r\n this._coffs[2] += (az * bx + cz * ax + ax * azBeta);\r\n this._coffs[3] += axBeta;\r\n\r\n this._coffs[4] += (ax * by + cx * ay + ay * axBeta);\r\n this._coffs[5] += (ay * by + cy * ay + ay * ayBeta);\r\n this._coffs[6] += (az * by + cz * ay + ay * azBeta);\r\n this._coffs[7] += ayBeta;\r\n\r\n this._coffs[8] += (ax * bz + cx * az + az * axBeta);\r\n this._coffs[9] += (ay * bz + cy * az + az * ayBeta);\r\n this._coffs[10] += (az * bz + cz * az + az * azBeta);\r\n this._coffs[11] += azBeta;\r\n\r\n this._coffs[12] += axBeta;\r\n this._coffs[13] += ayBeta;\r\n this._coffs[14] += azBeta;\r\n // coffs[15] is unchanged\r\n }\r\n}\r\n"]}
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