@itwin/core-geometry 5.2.0-dev.7 → 5.3.0-dev.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (438) hide show
  1. package/CHANGELOG.md +36 -1
  2. package/lib/cjs/Geometry.d.ts +30 -10
  3. package/lib/cjs/Geometry.d.ts.map +1 -1
  4. package/lib/cjs/Geometry.js +74 -10
  5. package/lib/cjs/Geometry.js.map +1 -1
  6. package/lib/cjs/bspline/AkimaCurve3d.d.ts +19 -6
  7. package/lib/cjs/bspline/AkimaCurve3d.d.ts.map +1 -1
  8. package/lib/cjs/bspline/AkimaCurve3d.js +21 -5
  9. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  10. package/lib/cjs/bspline/BSplineCurve.d.ts +3 -3
  11. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  12. package/lib/cjs/bspline/BSplineCurve.js +6 -6
  13. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  14. package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
  15. package/lib/cjs/bspline/BSplineCurveOps.js +1 -1
  16. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  17. package/lib/cjs/bspline/BezierCurveBase.d.ts +2 -2
  18. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  19. package/lib/cjs/bspline/BezierCurveBase.js +4 -6
  20. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  21. package/lib/cjs/bspline/InterpolationCurve3d.d.ts +27 -17
  22. package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
  23. package/lib/cjs/bspline/InterpolationCurve3d.js +17 -7
  24. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  25. package/lib/cjs/clipping/ClipPlane.d.ts +19 -6
  26. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  27. package/lib/cjs/clipping/ClipPlane.js +17 -2
  28. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  29. package/lib/cjs/clipping/ClipUtils.d.ts +14 -1
  30. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  31. package/lib/cjs/clipping/ClipUtils.js +21 -3
  32. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  33. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +14 -11
  34. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  35. package/lib/cjs/clipping/ConvexClipPlaneSet.js +23 -16
  36. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  37. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +20 -3
  38. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  39. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +22 -5
  40. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  41. package/lib/cjs/curve/Arc3d.d.ts +27 -17
  42. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  43. package/lib/cjs/curve/Arc3d.js +61 -35
  44. package/lib/cjs/curve/Arc3d.js.map +1 -1
  45. package/lib/cjs/curve/CurveCollection.d.ts +1 -0
  46. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  47. package/lib/cjs/curve/CurveCollection.js +1 -0
  48. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  49. package/lib/cjs/curve/CurveLocationDetail.d.ts +8 -7
  50. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  51. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  52. package/lib/cjs/curve/CurveOps.d.ts +51 -1
  53. package/lib/cjs/curve/CurveOps.d.ts.map +1 -1
  54. package/lib/cjs/curve/CurveOps.js +97 -3
  55. package/lib/cjs/curve/CurveOps.js.map +1 -1
  56. package/lib/cjs/curve/LineString3d.d.ts +4 -4
  57. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  58. package/lib/cjs/curve/LineString3d.js +8 -8
  59. package/lib/cjs/curve/LineString3d.js.map +1 -1
  60. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +3 -3
  61. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  62. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +6 -2
  63. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  64. package/lib/cjs/curve/Query/PlanarSubdivision.js +12 -7
  65. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  66. package/lib/cjs/curve/RegionOps.d.ts +9 -4
  67. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  68. package/lib/cjs/curve/RegionOps.js +10 -5
  69. package/lib/cjs/curve/RegionOps.js.map +1 -1
  70. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  71. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +2 -1
  72. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  73. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +4 -4
  74. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
  75. package/lib/cjs/curve/internalContexts/MultiChainCollector.js +21 -18
  76. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  77. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  78. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +30 -50
  79. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  80. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts +2 -2
  81. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  82. package/lib/cjs/curve/spiral/DirectSpiral3d.js +6 -2
  83. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  84. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts +2 -2
  85. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts.map +1 -1
  86. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +6 -2
  87. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  88. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +5 -1
  89. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  90. package/lib/cjs/curve/spiral/TransitionSpiral3d.js +0 -3
  91. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  92. package/lib/cjs/geometry3d/AngleSweep.d.ts +6 -2
  93. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  94. package/lib/cjs/geometry3d/AngleSweep.js +12 -3
  95. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  96. package/lib/cjs/geometry3d/FrameBuilder.d.ts +2 -1
  97. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  98. package/lib/cjs/geometry3d/FrameBuilder.js +14 -18
  99. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  100. package/lib/cjs/geometry3d/Matrix3d.d.ts +1 -1
  101. package/lib/cjs/geometry3d/Matrix3d.js +1 -1
  102. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  103. package/lib/cjs/geometry3d/Point2dVector2d.d.ts +18 -2
  104. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  105. package/lib/cjs/geometry3d/Point2dVector2d.js +37 -4
  106. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  107. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -1
  108. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  109. package/lib/cjs/geometry3d/Point3dVector3d.js +1 -0
  110. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  111. package/lib/cjs/geometry3d/PointStreaming.d.ts +8 -0
  112. package/lib/cjs/geometry3d/PointStreaming.d.ts.map +1 -1
  113. package/lib/cjs/geometry3d/PointStreaming.js +18 -2
  114. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  115. package/lib/cjs/geometry3d/PolygonOps.d.ts +18 -9
  116. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  117. package/lib/cjs/geometry3d/PolygonOps.js +53 -26
  118. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  119. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts +8 -2
  120. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
  121. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +10 -4
  122. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  123. package/lib/cjs/geometry3d/PolylineOps.d.ts +14 -3
  124. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  125. package/lib/cjs/geometry3d/PolylineOps.js +20 -4
  126. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  127. package/lib/cjs/geometry3d/Range.d.ts +34 -32
  128. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  129. package/lib/cjs/geometry3d/Range.js +28 -21
  130. package/lib/cjs/geometry3d/Range.js.map +1 -1
  131. package/lib/cjs/geometry3d/Ray2d.d.ts +16 -6
  132. package/lib/cjs/geometry3d/Ray2d.d.ts.map +1 -1
  133. package/lib/cjs/geometry3d/Ray2d.js +28 -4
  134. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  135. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  136. package/lib/cjs/geometry3d/Ray3d.js +3 -4
  137. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  138. package/lib/cjs/geometry3d/Transform.d.ts +1 -1
  139. package/lib/cjs/geometry3d/Transform.js +1 -1
  140. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  141. package/lib/cjs/geometry3d/XYZProps.d.ts +12 -1
  142. package/lib/cjs/geometry3d/XYZProps.d.ts.map +1 -1
  143. package/lib/cjs/geometry3d/XYZProps.js +17 -2
  144. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  145. package/lib/cjs/geometry4d/Matrix4d.d.ts +16 -0
  146. package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
  147. package/lib/cjs/geometry4d/Matrix4d.js +26 -0
  148. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  149. package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
  150. package/lib/cjs/numerics/BezierPolynomials.js +5 -9
  151. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  152. package/lib/cjs/numerics/SmallSystem.d.ts +13 -7
  153. package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -1
  154. package/lib/cjs/numerics/SmallSystem.js +13 -7
  155. package/lib/cjs/numerics/SmallSystem.js.map +1 -1
  156. package/lib/cjs/polyface/Polyface.d.ts +1 -3
  157. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  158. package/lib/cjs/polyface/Polyface.js +2 -6
  159. package/lib/cjs/polyface/Polyface.js.map +1 -1
  160. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +25 -6
  161. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  162. package/lib/cjs/polyface/PolyfaceBuilder.js +59 -8
  163. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  164. package/lib/cjs/polyface/PolyfaceData.d.ts +2 -0
  165. package/lib/cjs/polyface/PolyfaceData.d.ts.map +1 -1
  166. package/lib/cjs/polyface/PolyfaceData.js +7 -3
  167. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  168. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  169. package/lib/cjs/polyface/PolyfaceQuery.js +8 -10
  170. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  171. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.d.ts +8 -5
  172. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.d.ts.map +1 -1
  173. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js +8 -4
  174. package/lib/cjs/polyface/RangeTree/Point3dArrayRangeTreeContext.js.map +1 -1
  175. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.d.ts +3 -3
  176. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.d.ts.map +1 -1
  177. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js +1 -1
  178. package/lib/cjs/polyface/RangeTree/PolyfaceRangeTreeContext.js.map +1 -1
  179. package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts +4 -2
  180. package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts.map +1 -1
  181. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js +9 -12
  182. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
  183. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts +8 -3
  184. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts.map +1 -1
  185. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js +13 -6
  186. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
  187. package/lib/cjs/serialization/DeepCompare.js +1 -1
  188. package/lib/cjs/serialization/DeepCompare.js.map +1 -1
  189. package/lib/cjs/serialization/GeometrySamples.d.ts +2 -1
  190. package/lib/cjs/serialization/GeometrySamples.d.ts.map +1 -1
  191. package/lib/cjs/serialization/GeometrySamples.js +2 -1
  192. package/lib/cjs/serialization/GeometrySamples.js.map +1 -1
  193. package/lib/cjs/topology/Graph.d.ts +38 -12
  194. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  195. package/lib/cjs/topology/Graph.js +91 -23
  196. package/lib/cjs/topology/Graph.js.map +1 -1
  197. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts +5 -4
  198. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.d.ts.map +1 -1
  199. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js +6 -5
  200. package/lib/cjs/topology/HalfEdgeGraphFromIndexedLoopsContext.js.map +1 -1
  201. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts +20 -11
  202. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  203. package/lib/cjs/topology/HalfEdgeGraphSearch.js +43 -39
  204. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  205. package/lib/cjs/topology/Merging.d.ts +7 -4
  206. package/lib/cjs/topology/Merging.d.ts.map +1 -1
  207. package/lib/cjs/topology/Merging.js +16 -11
  208. package/lib/cjs/topology/Merging.js.map +1 -1
  209. package/lib/cjs/topology/Triangulation.d.ts +13 -11
  210. package/lib/cjs/topology/Triangulation.d.ts.map +1 -1
  211. package/lib/cjs/topology/Triangulation.js +40 -36
  212. package/lib/cjs/topology/Triangulation.js.map +1 -1
  213. package/lib/cjs/topology/Voronoi.d.ts +195 -0
  214. package/lib/cjs/topology/Voronoi.d.ts.map +1 -0
  215. package/lib/cjs/topology/Voronoi.js +700 -0
  216. package/lib/cjs/topology/Voronoi.js.map +1 -0
  217. package/lib/cjs/topology/XYParitySearchContext.d.ts +1 -1
  218. package/lib/cjs/topology/XYParitySearchContext.d.ts.map +1 -1
  219. package/lib/cjs/topology/XYParitySearchContext.js.map +1 -1
  220. package/lib/esm/Geometry.d.ts +30 -10
  221. package/lib/esm/Geometry.d.ts.map +1 -1
  222. package/lib/esm/Geometry.js +74 -10
  223. package/lib/esm/Geometry.js.map +1 -1
  224. package/lib/esm/bspline/AkimaCurve3d.d.ts +19 -6
  225. package/lib/esm/bspline/AkimaCurve3d.d.ts.map +1 -1
  226. package/lib/esm/bspline/AkimaCurve3d.js +21 -5
  227. package/lib/esm/bspline/AkimaCurve3d.js.map +1 -1
  228. package/lib/esm/bspline/BSplineCurve.d.ts +3 -3
  229. package/lib/esm/bspline/BSplineCurve.d.ts.map +1 -1
  230. package/lib/esm/bspline/BSplineCurve.js +6 -6
  231. package/lib/esm/bspline/BSplineCurve.js.map +1 -1
  232. package/lib/esm/bspline/BSplineCurveOps.d.ts.map +1 -1
  233. package/lib/esm/bspline/BSplineCurveOps.js +1 -1
  234. package/lib/esm/bspline/BSplineCurveOps.js.map +1 -1
  235. package/lib/esm/bspline/BezierCurveBase.d.ts +2 -2
  236. package/lib/esm/bspline/BezierCurveBase.d.ts.map +1 -1
  237. package/lib/esm/bspline/BezierCurveBase.js +4 -6
  238. package/lib/esm/bspline/BezierCurveBase.js.map +1 -1
  239. package/lib/esm/bspline/InterpolationCurve3d.d.ts +27 -17
  240. package/lib/esm/bspline/InterpolationCurve3d.d.ts.map +1 -1
  241. package/lib/esm/bspline/InterpolationCurve3d.js +17 -7
  242. package/lib/esm/bspline/InterpolationCurve3d.js.map +1 -1
  243. package/lib/esm/clipping/ClipPlane.d.ts +19 -6
  244. package/lib/esm/clipping/ClipPlane.d.ts.map +1 -1
  245. package/lib/esm/clipping/ClipPlane.js +17 -2
  246. package/lib/esm/clipping/ClipPlane.js.map +1 -1
  247. package/lib/esm/clipping/ClipUtils.d.ts +14 -1
  248. package/lib/esm/clipping/ClipUtils.d.ts.map +1 -1
  249. package/lib/esm/clipping/ClipUtils.js +21 -3
  250. package/lib/esm/clipping/ClipUtils.js.map +1 -1
  251. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts +14 -11
  252. package/lib/esm/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  253. package/lib/esm/clipping/ConvexClipPlaneSet.js +23 -16
  254. package/lib/esm/clipping/ConvexClipPlaneSet.js.map +1 -1
  255. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts +20 -3
  256. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  257. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js +22 -5
  258. package/lib/esm/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  259. package/lib/esm/curve/Arc3d.d.ts +27 -17
  260. package/lib/esm/curve/Arc3d.d.ts.map +1 -1
  261. package/lib/esm/curve/Arc3d.js +61 -35
  262. package/lib/esm/curve/Arc3d.js.map +1 -1
  263. package/lib/esm/curve/CurveCollection.d.ts +1 -0
  264. package/lib/esm/curve/CurveCollection.d.ts.map +1 -1
  265. package/lib/esm/curve/CurveCollection.js +1 -0
  266. package/lib/esm/curve/CurveCollection.js.map +1 -1
  267. package/lib/esm/curve/CurveLocationDetail.d.ts +8 -7
  268. package/lib/esm/curve/CurveLocationDetail.d.ts.map +1 -1
  269. package/lib/esm/curve/CurveLocationDetail.js.map +1 -1
  270. package/lib/esm/curve/CurveOps.d.ts +51 -1
  271. package/lib/esm/curve/CurveOps.d.ts.map +1 -1
  272. package/lib/esm/curve/CurveOps.js +98 -4
  273. package/lib/esm/curve/CurveOps.js.map +1 -1
  274. package/lib/esm/curve/LineString3d.d.ts +4 -4
  275. package/lib/esm/curve/LineString3d.d.ts.map +1 -1
  276. package/lib/esm/curve/LineString3d.js +8 -8
  277. package/lib/esm/curve/LineString3d.js.map +1 -1
  278. package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js +3 -3
  279. package/lib/esm/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  280. package/lib/esm/curve/Query/PlanarSubdivision.d.ts +6 -2
  281. package/lib/esm/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  282. package/lib/esm/curve/Query/PlanarSubdivision.js +12 -7
  283. package/lib/esm/curve/Query/PlanarSubdivision.js.map +1 -1
  284. package/lib/esm/curve/RegionOps.d.ts +9 -4
  285. package/lib/esm/curve/RegionOps.d.ts.map +1 -1
  286. package/lib/esm/curve/RegionOps.js +10 -5
  287. package/lib/esm/curve/RegionOps.js.map +1 -1
  288. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  289. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js +2 -1
  290. package/lib/esm/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  291. package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts +4 -4
  292. package/lib/esm/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
  293. package/lib/esm/curve/internalContexts/MultiChainCollector.js +21 -18
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { WritableXAndY, XAndY } from \"../geometry3d/XYZProps\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { BilinearPolynomial } from \"./Polynomials\";\n\n// cspell:word XYUV\n\n/**\n * static methods for commonly appearing sets of equations in 2 or 3 variables\n * @public\n */\nexport class SmallSystem {\n /**\n * Intersect two transverse 2D lines.\n * * If the lines are parallel and overlap, the returned intersection is of dubious use.\n * @param a0 start point of line A\n * @param aDir direction vector of line A\n * @param b0 start point of line B\n * @param bDir direction vector of line B\n * @returns intersection fractions, `x` along line A and `y` along line B; or `undefined` if no intersection.\n * @see [[lineSegmentXYUVOverlapUnbounded]], [[lineSegmentXYUVIntersectionUnbounded]]\n */\n public static lineXYUVTransverseIntersection(a0: XAndY, aDir: XAndY, b0: XAndY, bDir: XAndY): WritableXAndY | undefined {\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n const aCrossB = Geometry.crossProductXYXY(aDir.x, aDir.y, bDir.x, bDir.y);\n const cCrossB = Geometry.crossProductXYXY(cx, cy, bDir.x, bDir.y);\n const cCrossA = Geometry.crossProductXYXY(cx, cy, aDir.x, aDir.y);\n const x = Geometry.conditionalDivideFraction(cCrossB, aCrossB);\n const y = Geometry.conditionalDivideFraction(cCrossA, aCrossB);\n if (x !== undefined && y !== undefined)\n return { x, y };\n return undefined;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\n * Return the fractional (not xy) coordinates in result.x, result.y.\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment2dXYTransverseIntersectionUnbounded(a0: Point2d, a1: Point2d, b0: Point2d, b1: Point2d, result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\n }\n\n /**\n * Return true if the lines have a simple intersection.\n * * Points (ax0,ay0) to (ax0+ux,ay0+uy) are at fractions 0 and 1 of line A.\n * * Points (bx0,by0) to (bx0+vx,by0+vy) are at fractions 0 and 1 of line B.\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegmentXYUVTransverseIntersectionUnbounded(ax0: number, ay0: number, ux: number, uy: number, bx0: number, by0: number, vx: number, vy: number, result: Vector2d): boolean {\n const transverse = this.lineXYUVTransverseIntersection({ x: ax0, y: ay0 }, { x: ux, y: uy } , { x: bx0, y: by0 }, { x: vx, y: vy });\n if (transverse) {\n result.set(transverse.x, transverse.y);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts.\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment3dXYTransverseIntersectionUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d, result: Vector2d): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\n }\n\n /**\n * Intersect two overlapping unbounded 2D lines.\n * @param a0 start point of line A\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\n * @param b0 start point of line B\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\n * @param tol overlap distance tolerance\n * @returns `undefined` if the lines have a simple (transverse) intersection, or are parallel without overlap.\n * Otherwise, return the fractions at which each segment overlaps the other line:\n * * segment B maps to fractions in the range f0.x < f1.x on line A.\n * * segment A maps to fractions in the range f0.y < f1.y on line B.\n * @see [[lineXYUVTransverseIntersection]], [[lineSegmentXYUVIntersectionUnbounded]]\n */\n public static lineSegmentXYUVOverlapUnbounded(\n a0: XAndY, aDir: XAndY,\n b0: XAndY, bDir: XAndY,\n tol: number = Geometry.smallMetricDistance\n ): { f0: WritableXAndY, f1: WritableXAndY } | undefined {\n const tol2 = tol * tol;\n const projectToSegment = (s: XAndY, e0: XAndY, eDir: XAndY): { f: number, p: XAndY } => {\n const eDotE = Geometry.dotProductXYXY(eDir.x, eDir.y, eDir.x, eDir.y);\n const sDotE = Geometry.dotProductXYXY(s.x - e0.x, s.y - e0.y, eDir.x, eDir.y);\n const f = Geometry.safeDivideFraction(sDotE, eDotE, 0.0);\n return { f, p: { x: e0.x + f * eDir.x, y: e0.y + f * eDir.y } };\n };\n const a0OnB = projectToSegment(a0, b0, bDir);\n if (Geometry.distanceSquaredXYXY(a0.x, a0.y, a0OnB.p.x, a0OnB.p.y) > tol2)\n return undefined;\n const a1x = a0.x + aDir.x;\n const a1y = a0.y + aDir.y;\n const a1OnB = projectToSegment({ x: a1x, y: a1y }, b0, bDir);\n if (Geometry.distanceSquaredXYXY(a1x, a1y, a1OnB.p.x, a1OnB.p.y) > tol2)\n return undefined;\n const b0OnA = projectToSegment(b0, a0, aDir);\n if (Geometry.distanceSquaredXYXY(b0.x, b0.y, b0OnA.p.x, b0OnA.p.y) > tol2)\n return undefined;\n const b1x = b0.x + bDir.x;\n const b1y = b0.y + bDir.y;\n const b1OnA = projectToSegment({ x: b1x, y: b1y }, a0, aDir);\n if (Geometry.distanceSquaredXYXY(b1x, b1y, b1OnA.p.x, b1OnA.p.y) > tol2)\n return undefined;\n if (b0OnA.f > b1OnA.f)\n [b0OnA.f, b1OnA.f] = [b1OnA.f, b0OnA.f];\n if (a0OnB.f > a1OnB.f)\n [a0OnB.f, a1OnB.f] = [a1OnB.f, a0OnB.f];\n return { f0: { x: b0OnA.f, y: a0OnB.f }, f1: { x: b1OnA.f, y: a1OnB.f } };\n }\n\n /**\n * Intersect two transverse or overlapping unbounded 2D line segments.\n * @param a0 start point of line A\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\n * @param b0 start point of line B\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\n * @param tol overlap distance tolerance\n * @returns intersection fractions:\n * * If `f1` is undefined, the intersection occurs at fraction f0.x along line A and f0.y along line B.\n * * If `f1` is defined, the line segments are parallel and overlap:\n * segment B maps to fractions in the range f0.x < f1.x on line A;\n * segment A maps to fractions in the range f0.y < f1.y on line B.\n * * If `undefined`, the lines are parallel without overlap.\n */\n public static lineSegmentXYUVIntersectionUnbounded(\n a0: XAndY, aDir: XAndY,\n b0: XAndY, bDir: XAndY,\n tol: number = Geometry.smallMetricDistance\n ): { f0: WritableXAndY, f1?: WritableXAndY } | undefined {\n // Normal practice is to do the (quick, simple) transverse intersection first, but the transverse intersector's\n // notion of coincidence is based on the determinant ratios, which are hard to relate to physical tolerance.\n // So do the overlap first. This should do a quick exit in non-coincident case.\n const overlap = this.lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol);\n if (overlap)\n return overlap;\n const transverse = this.lineXYUVTransverseIntersection(a0, aDir, b0, bDir);\n if (transverse)\n return { f0: transverse };\n return undefined;\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\n * @param hA0 homogeneous start point of line A\n * @param hA1 homogeneous end point of line A\n * @param hB0 homogeneous start point of line B\n * @param hB1 homogeneous end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment3dHXYTransverseIntersectionUnbounded(hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d): Vector2d | undefined {\n // Considering only x,y,w parts....\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\n const alpha0 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB0.x,\n hA0.y, hA1.y, hB0.y,\n hA0.w, hA1.w, hB0.w);\n const alpha1 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB1.x,\n hA0.y, hA1.y, hB1.y,\n hA0.w, hA1.w, hB1.w);\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\n if (fractionB !== undefined) {\n const beta0 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA0.x,\n hB0.y, hB1.y, hA0.y,\n hB0.w, hB1.w, hA0.w);\n const beta1 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA1.x,\n hB0.y, hB1.y, hA1.y,\n hB0.w, hB1.w, hA1.w);\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\n if (fractionA !== undefined)\n return Vector2d.create(fractionA, fractionB, result);\n }\n return undefined;\n }\n\n /**\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\n * @param hA0 homogeneous start point of the line\n * @param hA1 homogeneous end point of the line\n * @param spacePoint homogeneous point in space\n */\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\n // Considering only x,y,w parts.\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection.\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`.\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\n const det0 = Geometry.tripleProduct(\n hA0.x, -ty, spacePoint.x,\n hA0.y, tx, spacePoint.y,\n hA0.w, 0, spacePoint.w,\n );\n const det1 = Geometry.tripleProduct(\n hA1.x, -ty, spacePoint.x,\n hA1.y, tx, spacePoint.y,\n hA1.w, 0, spacePoint.w,\n );\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\n // Considering only x,y parts....\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uu = ux * ux + uy * uy;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const uv = ux * vx + uy * vy;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return the line fraction at which the line is closest to a space point\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uz = pointA1.z - pointA0.z;\n const uu = ux * ux + uy * uy + uz * uz;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const vz = spacePoint.z - pointA0.z;\n const uv = ux * vx + uy * vy + uz * vz;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n\n /**\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of closest approach: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static lineSegment3dClosestApproachUnbounded(a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n return this.ray3dXYZUVWClosestApproachUnbounded(\n a0.x, a0.y, a0.z,\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\n b0.x, b0.y, b0.z,\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\n result);\n }\n /**\n * Return true if the given rays have closest approach (go by each other) in 3d\n * @param ax x-coordinate of the origin of the first ray\n * @param ay y-coordinate of the origin of the first ray\n * @param az z-coordinate of the origin of the first ray\n * @param au x-coordinate of the direction vector of the first ray\n * @param av y-coordinate of the direction vector of the first ray\n * @param aw z-coordinate of the direction vector of the first ray\n * @param bx x-coordinate of the origin of the second ray\n * @param by y-coordinate of the origin of the second ray\n * @param bz z-coordinate of the origin of the second ray\n * @param bu x-coordinate of the direction vector of the second ray\n * @param bv y-coordinate of the direction vector of the second ray\n * @param bw z-coordinate of the direction vector of the second ray\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is fraction on line B.\n */\n public static ray3dXYZUVWClosestApproachUnbounded(\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\n result: Vector2d): boolean {\n\n const cx = bx - ax;\n const cy = by - ay;\n const cz = bz - az;\n\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\n }\n /**\n * Solve the pair of linear equations\n * * `ux * x + vx * y = cx`\n * * `uy * x + vy * y = cy`\n * @param ux xx coefficient\n * @param vx xy coefficient\n * @param uy yx coefficient\n * @param vy yy coefficient\n * @param cx x right hand side\n * @param cy y right hand side\n * @param result (x,y) solution (MUST be preallocated by caller)\n */\n public static linearSystem2d(\n ux: number, vx: number, // first row of matrix\n uy: number, vy: number, // second row of matrix\n cx: number, cy: number, // right side\n result: Vector2d,\n ): boolean {\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Solve a linear system:\n * * x equation: `axx * u + axy * v + axz * w = cx`\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\n * * z equation: `azx * u + azy * v + azz * w = cz`\n * @param axx row 0, column 0 coefficient\n * @param axy row 0, column 1 coefficient\n * @param axz row 0, column 1 coefficient\n * @param ayx row 1, column 0 coefficient\n * @param ayy row 1, column 1 coefficient\n * @param ayz row 1, column 2 coefficient\n * @param azx row 2, column 0 coefficient\n * @param azy row 2, column 1 coefficient\n * @param azz row 2, column 2 coefficient\n * @param cx right hand side row 0 coefficient\n * @param cy right hand side row 1 coefficient\n * @param cz right hand side row 2 coefficient\n * @param result optional result.\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\n */\n public static linearSystem3d(\n axx: number, axy: number, axz: number, // first row of matrix\n ayx: number, ayy: number, ayz: number, // second row of matrix\n azx: number, azy: number, azz: number, // second row of matrix\n cx: number, cy: number, cz: number, // right side\n result?: Vector3d,\n ): Vector3d | undefined {\n // determinants of various combinations of columns ...\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\n if (s !== undefined && t !== undefined && u !== undefined) {\n return Vector3d.create(s, t, u, result);\n }\n return undefined;\n }\n /**\n * Compute the intersection of three planes.\n * @param xyzA point on the first plane\n * @param normalA normal of the first plane\n * @param xyzB point on the second plane\n * @param normalB normal of the second plane\n * @param xyzC point on the third plane\n * @param normalC normal of the third plane\n * @param result optional result\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\n */\n public static intersect3Planes(\n xyzA: Point3d, normalA: Vector3d,\n xyzB: Point3d, normalB: Vector3d,\n xyzC: Point3d, normalC: Vector3d, result?: Vector3d): Vector3d | undefined {\n return this.linearSystem3d(\n normalA.x, normalA.y, normalA.z,\n normalB.x, normalB.y, normalB.z,\n normalC.x, normalC.y, normalC.z,\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z), result);\n }\n\n /**\n * In rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j > pivot`\n * @param rowA row that does not change\n * @param pivotIndex index of pivot (divisor) in rowA.\n * @param rowB row where elimination occurs.\n */\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\n const n = rowA.length;\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\n if (q === undefined) return false;\n q *= a;\n for (let j = pivotIndex + 1; j < n; j++)\n rowB[j] += q * rowA[j];\n return true;\n }\n /**\n * Solve a pair of bilinear equations\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\n */\n public static solveBilinearPair(\n a0: number, b0: number, c0: number, d0: number,\n a1: number, b1: number, c1: number, d1: number,\n ): Point2d[] | undefined {\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { Geometry } from \"../Geometry\";\nimport { Point2d, Vector2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { WritableXAndY, XAndY } from \"../geometry3d/XYZProps\";\nimport { Point4d } from \"../geometry4d/Point4d\";\nimport { BilinearPolynomial } from \"./Polynomials\";\n\n// cspell:word XYUV\n\n/**\n * static methods for commonly appearing sets of equations in 2 or 3 variables\n * @public\n */\nexport class SmallSystem {\n /**\n * Intersect two transverse 2D lines.\n * * If the lines are parallel and overlap, the returned intersection is of dubious use.\n * @param a0 start point of line A\n * @param aDir direction vector of line A\n * @param b0 start point of line B\n * @param bDir direction vector of line B\n * @returns intersection fractions, `x` along line A and `y` along line B; or `undefined` if no intersection.\n * @see [[lineSegmentXYUVOverlapUnbounded]], [[lineSegmentXYUVIntersectionUnbounded]]\n */\n public static lineXYUVTransverseIntersection(a0: XAndY, aDir: XAndY, b0: XAndY, bDir: XAndY): WritableXAndY | undefined {\n const cx = b0.x - a0.x;\n const cy = b0.y - a0.y;\n const aCrossB = Geometry.crossProductXYXY(aDir.x, aDir.y, bDir.x, bDir.y);\n const cCrossB = Geometry.crossProductXYXY(cx, cy, bDir.x, bDir.y);\n const cCrossA = Geometry.crossProductXYXY(cx, cy, aDir.x, aDir.y);\n const x = Geometry.conditionalDivideFraction(cCrossB, aCrossB);\n const y = Geometry.conditionalDivideFraction(cCrossA, aCrossB);\n if (x !== undefined && y !== undefined)\n return { x, y };\n return undefined;\n }\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection.\n * Return the fractional (not xy) coordinates in result.x, result.y.\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is\n * fraction on line B.\n */\n public static lineSegment2dXYTransverseIntersectionUnbounded(\n a0: XAndY, a1: XAndY, b0: XAndY, b1: XAndY, result: Vector2d,\n ): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\n }\n /**\n * Return true if the lines have a simple intersection.\n * * Points (ax0,ay0) to (ax0+ux,ay0+uy) are at fractions 0 and 1 of line A.\n * * Points (bx0,by0) to (bx0+vx,by0+vy) are at fractions 0 and 1 of line B.\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is\n * fraction on line B.\n */\n public static lineSegmentXYUVTransverseIntersectionUnbounded(\n ax0: number, ay0: number, ux: number, uy: number, bx0: number, by0: number, vx: number, vy: number, result: Vector2d,\n ): boolean {\n const transverse = this.lineXYUVTransverseIntersection(\n { x: ax0, y: ay0 }, { x: ux, y: uy } , { x: bx0, y: by0 }, { x: vx, y: vy },\n );\n if (transverse) {\n result.set(transverse.x, transverse.y);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts.\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is\n * fraction on line B.\n */\n public static lineSegment3dXYTransverseIntersectionUnbounded(\n a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d, result: Vector2d,\n ): boolean {\n const ux = a1.x - a0.x;\n const uy = a1.y - a0.y;\n const vx = b1.x - b0.x;\n const vy = b1.y - b0.y;\n return this.lineSegmentXYUVTransverseIntersectionUnbounded(a0.x, a0.y, ux, uy, b0.x, b0.y, vx, vy, result);\n }\n /**\n * Intersect two overlapping unbounded 2D lines.\n * @param a0 start point of line A\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\n * @param b0 start point of line B\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\n * @param tol overlap distance tolerance\n * @returns `undefined` if the lines have a simple (transverse) intersection, or are parallel without overlap.\n * Otherwise, return the fractions at which each segment overlaps the other line:\n * * segment B maps to fractions in the range f0.x < f1.x on line A.\n * * segment A maps to fractions in the range f0.y < f1.y on line B.\n * @see [[lineXYUVTransverseIntersection]], [[lineSegmentXYUVIntersectionUnbounded]]\n */\n public static lineSegmentXYUVOverlapUnbounded(\n a0: XAndY, aDir: XAndY,\n b0: XAndY, bDir: XAndY,\n tol: number = Geometry.smallMetricDistance\n ): { f0: WritableXAndY, f1: WritableXAndY } | undefined {\n const tol2 = tol * tol;\n const projectToSegment = (s: XAndY, e0: XAndY, eDir: XAndY): { f: number, p: XAndY } => {\n const eDotE = Geometry.dotProductXYXY(eDir.x, eDir.y, eDir.x, eDir.y);\n const sDotE = Geometry.dotProductXYXY(s.x - e0.x, s.y - e0.y, eDir.x, eDir.y);\n const f = Geometry.safeDivideFraction(sDotE, eDotE, 0.0);\n return { f, p: { x: e0.x + f * eDir.x, y: e0.y + f * eDir.y } };\n };\n const a0OnB = projectToSegment(a0, b0, bDir);\n if (Geometry.distanceSquaredXYXY(a0.x, a0.y, a0OnB.p.x, a0OnB.p.y) > tol2)\n return undefined;\n const a1x = a0.x + aDir.x;\n const a1y = a0.y + aDir.y;\n const a1OnB = projectToSegment({ x: a1x, y: a1y }, b0, bDir);\n if (Geometry.distanceSquaredXYXY(a1x, a1y, a1OnB.p.x, a1OnB.p.y) > tol2)\n return undefined;\n const b0OnA = projectToSegment(b0, a0, aDir);\n if (Geometry.distanceSquaredXYXY(b0.x, b0.y, b0OnA.p.x, b0OnA.p.y) > tol2)\n return undefined;\n const b1x = b0.x + bDir.x;\n const b1y = b0.y + bDir.y;\n const b1OnA = projectToSegment({ x: b1x, y: b1y }, a0, aDir);\n if (Geometry.distanceSquaredXYXY(b1x, b1y, b1OnA.p.x, b1OnA.p.y) > tol2)\n return undefined;\n if (b0OnA.f > b1OnA.f)\n [b0OnA.f, b1OnA.f] = [b1OnA.f, b0OnA.f];\n if (a0OnB.f > a1OnB.f)\n [a0OnB.f, a1OnB.f] = [a1OnB.f, a0OnB.f];\n return { f0: { x: b0OnA.f, y: a0OnB.f }, f1: { x: b1OnA.f, y: a1OnB.f } };\n }\n /**\n * Intersect two transverse or overlapping unbounded 2D line segments.\n * @param a0 start point of line A\n * @param aDir direction vector of line A; end point of line segment A is `a0 + aDir`\n * @param b0 start point of line B\n * @param bDir direction vector of line B; end point of line segment B is `b0 + bDir`\n * @param tol overlap distance tolerance\n * @returns intersection fractions:\n * * If `f1` is undefined, the intersection occurs at fraction f0.x along line A and f0.y along line B.\n * * If `f1` is defined, the line segments are parallel and overlap:\n * segment B maps to fractions in the range f0.x < f1.x on line A;\n * segment A maps to fractions in the range f0.y < f1.y on line B.\n * * If `undefined`, the lines are parallel without overlap.\n */\n public static lineSegmentXYUVIntersectionUnbounded(\n a0: XAndY, aDir: XAndY,\n b0: XAndY, bDir: XAndY,\n tol: number = Geometry.smallMetricDistance\n ): { f0: WritableXAndY, f1?: WritableXAndY } | undefined {\n // Normal practice is to do the (quick, simple) transverse intersection first, but the transverse intersector's\n // notion of coincidence is based on the determinant ratios, which are hard to relate to physical tolerance.\n // So do the overlap first. This should do a quick exit in non-coincident case.\n const overlap = this.lineSegmentXYUVOverlapUnbounded(a0, aDir, b0, bDir, tol);\n if (overlap)\n return overlap;\n const transverse = this.lineXYUVTransverseIntersection(a0, aDir, b0, bDir);\n if (transverse)\n return { f0: transverse };\n return undefined;\n }\n /**\n * Return true if lines (a0,a1) to (b0, b1) have a simple intersection using only xy parts of WEIGHTED 4D Points\n * @param hA0 homogeneous start point of line A\n * @param hA1 homogeneous end point of line A\n * @param hB0 homogeneous start point of line B\n * @param hB1 homogeneous end point of line B\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is\n * fraction on line B.\n */\n public static lineSegment3dHXYTransverseIntersectionUnbounded(\n hA0: Point4d, hA1: Point4d, hB0: Point4d, hB1: Point4d, result?: Vector2d,\n ): Vector2d | undefined {\n // Considering only x,y,w parts....\n // Point Q along B is (in full homogeneous) `(1-lambda) B0 + lambda 1`\n // PointQ is colinear with A0,A1 when the determinant det (A0,A1,Q) is zero. (Each column takes xyw parts)\n const alpha0 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB0.x,\n hA0.y, hA1.y, hB0.y,\n hA0.w, hA1.w, hB0.w,\n );\n const alpha1 = Geometry.tripleProduct(\n hA0.x, hA1.x, hB1.x,\n hA0.y, hA1.y, hB1.y,\n hA0.w, hA1.w, hB1.w,\n );\n const fractionB = Geometry.conditionalDivideFraction(-alpha0, alpha1 - alpha0);\n if (fractionB !== undefined) {\n const beta0 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA0.x,\n hB0.y, hB1.y, hA0.y,\n hB0.w, hB1.w, hA0.w,\n );\n const beta1 = Geometry.tripleProduct(\n hB0.x, hB1.x, hA1.x,\n hB0.y, hB1.y, hA1.y,\n hB0.w, hB1.w, hA1.w,\n );\n const fractionA = Geometry.conditionalDivideFraction(-beta0, beta1 - beta0);\n if (fractionA !== undefined)\n return Vector2d.create(fractionA, fractionB, result);\n }\n return undefined;\n }\n /**\n * Return the line fraction at which the (homogeneous) line is closest to a space point as viewed in xy only.\n * @param hA0 homogeneous start point of the line\n * @param hA1 homogeneous end point of the line\n * @param spacePoint homogeneous point in space\n */\n public static lineSegment3dHXYClosestPointUnbounded(hA0: Point4d, hA1: Point4d, spacePoint: Point4d): number | undefined {\n // Considering only x,y,w parts.\n // weighted difference of (A1 w0 - A0 w1) is (cartesian) tangent vector along the line as viewed.\n // The perpendicular (pure vector) W = (-y,x) flip is the direction of projection.\n // Point Q along A is (in full homogeneous) `(1-lambda) A0 + lambda 1 A1`.\n // PointQ is colinear with spacePoint and and W when the xyw homogeneous determinant | Q W spacePoint | is zero.\n const tx = hA1.x * hA0.w - hA0.x * hA1.w;\n const ty = hA1.y * hA0.w - hA0.y * hA1.w;\n const det0 = Geometry.tripleProduct(\n hA0.x, -ty, spacePoint.x,\n hA0.y, tx, spacePoint.y,\n hA0.w, 0, spacePoint.w,\n );\n const det1 = Geometry.tripleProduct(\n hA1.x, -ty, spacePoint.x,\n hA1.y, tx, spacePoint.y,\n hA1.w, 0, spacePoint.w,\n );\n return Geometry.conditionalDivideFraction(-det0, det1 - det0);\n }\n /**\n * Return the line fraction at which the line is closest to a space point as viewed in xy only.\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dXYClosestPointUnbounded(pointA0: XAndY, pointA1: XAndY, spacePoint: XAndY): number | undefined {\n // considering only x,y parts\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uu = ux * ux + uy * uy;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const uv = ux * vx + uy * vy;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n /**\n * Return the line fraction at which the line is closest to a space point\n * @param pointA0 start point\n * @param pointA1 end point\n * @param spacePoint point in space\n */\n public static lineSegment3dClosestPointUnbounded(pointA0: Point3d, pointA1: Point3d, spacePoint: Point3d): number | undefined {\n const ux = pointA1.x - pointA0.x;\n const uy = pointA1.y - pointA0.y;\n const uz = pointA1.z - pointA0.z;\n const uu = ux * ux + uy * uy + uz * uz;\n const vx = spacePoint.x - pointA0.x;\n const vy = spacePoint.y - pointA0.y;\n const vz = spacePoint.z - pointA0.z;\n const uv = ux * vx + uy * vy + uz * vz;\n return Geometry.conditionalDivideFraction(uv, uu);\n }\n /**\n * Return true if lines (a0,a1) to (b0, b1) have closest approach (go by each other) in 3d\n * @param a0 start point of line A\n * @param a1 end point of line A\n * @param b0 start point of line B\n * @param b1 end point of line B\n * @param result vector to receive fractional coordinates of closest approach: result.x is fraction on line A, result.y\n * is fraction on line B.\n */\n public static lineSegment3dClosestApproachUnbounded(\n a0: Point3d, a1: Point3d, b0: Point3d, b1: Point3d,\n result: Vector2d): boolean {\n return this.ray3dXYZUVWClosestApproachUnbounded(\n a0.x, a0.y, a0.z,\n a1.x - a0.x, a1.y - a0.y, a1.z - a0.z,\n b0.x, b0.y, b0.z,\n b1.x - b0.x, b1.y - b0.y, b1.z - b0.z,\n result,\n );\n }\n /**\n * Return true if the given rays have closest approach (go by each other) in 3d\n * @param ax x-coordinate of the origin of the first ray\n * @param ay y-coordinate of the origin of the first ray\n * @param az z-coordinate of the origin of the first ray\n * @param au x-coordinate of the direction vector of the first ray\n * @param av y-coordinate of the direction vector of the first ray\n * @param aw z-coordinate of the direction vector of the first ray\n * @param bx x-coordinate of the origin of the second ray\n * @param by y-coordinate of the origin of the second ray\n * @param bz z-coordinate of the origin of the second ray\n * @param bu x-coordinate of the direction vector of the second ray\n * @param bv y-coordinate of the direction vector of the second ray\n * @param bw z-coordinate of the direction vector of the second ray\n * @param result vector to receive fractional coordinates of intersection: result.x is fraction on line A, result.y is\n * fraction on line B.\n */\n public static ray3dXYZUVWClosestApproachUnbounded(\n ax: number, ay: number, az: number, au: number, av: number, aw: number,\n bx: number, by: number, bz: number, bu: number, bv: number, bw: number,\n result: Vector2d,\n ): boolean {\n const cx = bx - ax;\n const cy = by - ay;\n const cz = bz - az;\n const uu = Geometry.hypotenuseSquaredXYZ(au, av, aw);\n const vv = Geometry.hypotenuseSquaredXYZ(bu, bv, bw);\n const uv = Geometry.dotProductXYZXYZ(au, av, aw, bu, bv, bw);\n const cu = Geometry.dotProductXYZXYZ(cx, cy, cz, au, av, aw);\n const cv = Geometry.dotProductXYZXYZ(cx, cy, cz, bu, bv, bw);\n return SmallSystem.linearSystem2d(uu, -uv, uv, -vv, cu, cv, result);\n }\n /**\n * Solve the pair of linear equations\n * * `ux * x + vx * y = cx`\n * * `uy * x + vy * y = cy`\n * @param ux xx coefficient\n * @param vx xy coefficient\n * @param uy yx coefficient\n * @param vy yy coefficient\n * @param cx x right hand side\n * @param cy y right hand side\n * @param result (x,y) solution (MUST be preallocated by caller)\n */\n public static linearSystem2d(\n ux: number, vx: number, // first row of matrix\n uy: number, vy: number, // second row of matrix\n cx: number, cy: number, // right side\n result: Vector2d,\n ): boolean {\n const uv = Geometry.crossProductXYXY(ux, uy, vx, vy);\n const cv = Geometry.crossProductXYXY(cx, cy, vx, vy);\n const cu = Geometry.crossProductXYXY(ux, uy, cx, cy);\n const s = Geometry.conditionalDivideFraction(cv, uv);\n const t = Geometry.conditionalDivideFraction(cu, uv);\n if (s !== undefined && t !== undefined) {\n result.set(s, t);\n return true;\n }\n result.set(0, 0);\n return false;\n }\n /**\n * Solve a linear system:\n * * x equation: `axx * u + axy * v + axz * w = cx`\n * * y equation: `ayx * u + ayy * v + ayz * w = cy`\n * * z equation: `azx * u + azy * v + azz * w = cz`\n * @param axx row 0, column 0 coefficient\n * @param axy row 0, column 1 coefficient\n * @param axz row 0, column 1 coefficient\n * @param ayx row 1, column 0 coefficient\n * @param ayy row 1, column 1 coefficient\n * @param ayz row 1, column 2 coefficient\n * @param azx row 2, column 0 coefficient\n * @param azy row 2, column 1 coefficient\n * @param azz row 2, column 2 coefficient\n * @param cx right hand side row 0 coefficient\n * @param cy right hand side row 1 coefficient\n * @param cz right hand side row 2 coefficient\n * @param result optional result.\n * @returns solution vector (u,v,w) or `undefined` if system is singular.\n */\n public static linearSystem3d(\n axx: number, axy: number, axz: number, // first row of matrix\n ayx: number, ayy: number, ayz: number, // second row of matrix\n azx: number, azy: number, azz: number, // second row of matrix\n cx: number, cy: number, cz: number, // right side\n result?: Vector3d,\n ): Vector3d | undefined {\n // determinants of various combinations of columns ...\n const detXYZ = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, axz, ayz, azz);\n const detCYZ = Geometry.tripleProduct(cx, cy, cz, axy, ayy, azy, axz, ayz, azz);\n const detXCZ = Geometry.tripleProduct(axx, ayx, azx, cx, cy, cz, axz, ayz, azz);\n const detXYC = Geometry.tripleProduct(axx, ayx, azx, axy, ayy, azy, cx, cy, cz);\n const s = Geometry.conditionalDivideFraction(detCYZ, detXYZ);\n const t = Geometry.conditionalDivideFraction(detXCZ, detXYZ);\n const u = Geometry.conditionalDivideFraction(detXYC, detXYZ);\n if (s !== undefined && t !== undefined && u !== undefined) {\n return Vector3d.create(s, t, u, result);\n }\n return undefined;\n }\n /**\n * Compute the intersection of three planes.\n * @param xyzA point on the first plane\n * @param normalA normal of the first plane\n * @param xyzB point on the second plane\n * @param normalB normal of the second plane\n * @param xyzC point on the third plane\n * @param normalC normal of the third plane\n * @param result optional result\n * @returns intersection point of the three planes (as a Vector3d), or undefined if at least two planes are parallel.\n */\n public static intersect3Planes(\n xyzA: Point3d, normalA: Vector3d,\n xyzB: Point3d, normalB: Vector3d,\n xyzC: Point3d, normalC: Vector3d,\n result?: Vector3d,\n ): Vector3d | undefined {\n return this.linearSystem3d(\n normalA.x, normalA.y, normalA.z,\n normalB.x, normalB.y, normalB.z,\n normalC.x, normalC.y, normalC.z,\n Geometry.dotProductXYZXYZ(xyzA.x, xyzA.y, xyzA.z, normalA.x, normalA.y, normalA.z),\n Geometry.dotProductXYZXYZ(xyzB.x, xyzB.y, xyzB.z, normalB.x, normalB.y, normalB.z),\n Geometry.dotProductXYZXYZ(xyzC.x, xyzC.y, xyzC.z, normalC.x, normalC.y, normalC.z),\n result,\n );\n }\n /**\n * In rowB, replace `rowB[j] += a * rowB[pivot] * rowA[j] / rowA[pivot]` for `j > pivot`\n * @param rowA row that does not change\n * @param pivotIndex index of pivot (divisor) in rowA.\n * @param rowB row where elimination occurs.\n */\n public static eliminateFromPivot(rowA: Float64Array, pivotIndex: number, rowB: Float64Array, a: number): boolean {\n const n = rowA.length;\n let q = Geometry.conditionalDivideFraction(rowB[pivotIndex], rowA[pivotIndex]);\n if (q === undefined) return false;\n q *= a;\n for (let j = pivotIndex + 1; j < n; j++)\n rowB[j] += q * rowA[j];\n return true;\n }\n /**\n * Solve a pair of bilinear equations\n * * First equation: `a0 + b0 * u + c0 * v + d0 * u * v = 0`\n * * Second equation: `a1 + b1 * u + c1 * v + d1 * u * v = 0`\n */\n public static solveBilinearPair(\n a0: number, b0: number, c0: number, d0: number,\n a1: number, b1: number, c1: number, d1: number,\n ): Point2d[] | undefined {\n return BilinearPolynomial.solveBilinearPair(a0, b0, c0, d0, a1, b1, c1, d1);\n }\n}\n"]}
@@ -270,9 +270,7 @@ export declare class IndexedPolyface extends Polyface {
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  get facetStart(): ReadonlyArray<number>;
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  /** create a visitor for this polyface */
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  createVisitor(numWrap?: number): IndexedPolyfaceVisitor;
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- /** Return the range of (optionally transformed) points in this mesh. */
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- range(transform?: Transform, result?: Range3d): Range3d;
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- /** Extend `range` with coordinates from this mesh. */
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+ /** Extend `range` with coordinates from this mesh, optionally transformed. */
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  extendRange(range: Range3d, transform?: Transform): void;
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  /**
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  * Given the index of a facet, return the data pertaining to the face it is a part of.
@@ -1 +1 @@
1
- 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1
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@@ -604,13 +604,9 @@ export class IndexedPolyface extends Polyface {
604
604
  createVisitor(numWrap = 0) {
605
605
  return IndexedPolyfaceVisitor.create(this, numWrap);
606
606
  }
607
- /** Return the range of (optionally transformed) points in this mesh. */
608
- range(transform, result) {
609
- return this.data.range(result, transform);
610
- }
611
- /** Extend `range` with coordinates from this mesh. */
607
+ /** Extend `range` with coordinates from this mesh, optionally transformed. */
612
608
  extendRange(range, transform) {
613
- this.data.range(range, transform);
609
+ this.data.extendRange(range, transform);
614
610
  }
615
611
  /**
616
612
  * Given the index of a facet, return the data pertaining to the face it is a part of.
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Polyface\n */\n\n// cspell:word internaldocs\n\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\nimport { Geometry } from \"../Geometry\";\nimport { GeometryHandler } from \"../geometry3d/GeometryHandler\";\nimport { GrowableXYArray } from \"../geometry3d/GrowableXYArray\";\nimport { GrowableXYZArray } from \"../geometry3d/GrowableXYZArray\";\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { NumberArray } from \"../geometry3d/PointHelpers\";\nimport { Range1d, Range3d } from \"../geometry3d/Range\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { FacetFaceData } from \"./FacetFaceData\";\nimport { IndexedPolyfaceVisitor } from \"./IndexedPolyfaceVisitor\";\nimport { PolyfaceData } from \"./PolyfaceData\";\n\n/**\n * A Polyface is an abstract mesh structure (of unspecified implementation) that provides a PolyfaceVisitor\n * to iterate over its facets.\n * @public\n */\nexport abstract class Polyface extends GeometryQuery {\n /** String name for schema properties */\n public readonly geometryCategory = \"polyface\";\n /** Underlying polyface data. */\n public data: PolyfaceData;\n /** Constructor */\n protected constructor(data: PolyfaceData) {\n super();\n this.data = data;\n }\n /**\n * Create and return a visitor for this concrete polyface.\n * @param numWrap the number of vertices to replicate in visitor arrays.\n */\n public abstract createVisitor(numWrap: number): PolyfaceVisitor;\n /**\n * The [[PolyfaceData.twoSided]] flag.\n */\n public get twoSided() {\n return this.data.twoSided;\n }\n public set twoSided(value: boolean) {\n this.data.twoSided = value;\n }\n /**\n * Flag indicating if the mesh closure is unknown (0), open sheet (1), closed solid (2).\n * * A boundary edge of a mesh is defined as an edge with only one connected facet.\n * * Closed solid is a mesh with no boundary edge. Open sheet is a mesh that has boundary edge(s).\n */\n public get expectedClosure(): number {\n return this.data.expectedClosure;\n }\n public set expectedClosure(value: number) {\n this.data.expectedClosure = value;\n }\n /**\n * Check validity of indices into a data array.\n * * It is valid to have both indices and data undefined.\n * * It is NOT valid for just one to be defined.\n * * Index values at indices[indexPositionA <= i < indexPositionB] must be valid indices to the data array.\n * @param indices array of indices.\n * @param indexPositionA first index to test.\n * @param indexPositionB one past final index to test.\n * @param data data array.\n * @param dataLength length of data array.\n */\n public static areIndicesValid(\n indices: number[] | undefined,\n indexPositionA: number,\n indexPositionB: number,\n data: any,\n dataLength: number,\n ): boolean {\n if (indices === undefined && data === undefined)\n return true;\n if (indices === undefined || data === undefined)\n return false;\n if (indexPositionA < 0 || indexPositionA >= indices.length)\n return false;\n if (indexPositionB <= indexPositionA || indexPositionB > indices.length)\n return false;\n for (let i = indexPositionA; i < indexPositionB; i++)\n if (indices[i] < 0 || indices[i] >= dataLength)\n return false;\n return true;\n }\n /** Returns true if this polyface has no facets. */\n public abstract get isEmpty(): boolean;\n /** Returns the number of facets of this polyface. Subclasses should override. */\n public get facetCount(): number | undefined {\n return undefined;\n }\n}\n\n/**\n * An `IndexedPolyface` is a set of facets which can have normal, param, and color arrays with independent point,\n * normal, param, and color indices.\n * @public\n */\nexport class IndexedPolyface extends Polyface { // more info can be found at geometry/internaldocs/Polyface.md\n /**\n * Start indices of all facets of the polyface.\n * * Each element is an index to the `this.data.pointIndex` array entry for a specific facet.\n * * The facet count is `_facetStart.length - 1`.\n * * The face loop for the i_th facet consists of the entries in `this.data.pointIndex` at indices `_facetStart[i]`\n * up to (but not including) `_facetStart[i + 1]`.\n * * Note the array is initialized with one entry (value 0).\n */\n protected _facetStart: number[];\n /**\n * Index to the `this.data.face` array entry for a specific facet.\n * * `_facetToFaceData` has one entry per facet.\n */\n protected _facetToFaceData: number[];\n /**\n * Constructor for a new polyface.\n * @param data PolyfaceData arrays to capture.\n * @param facetStart optional array of facet start indices (e.g. known during clone)\n * @param facetToFacetData optional array of face identifiers (e.g. known during clone)\n */\n protected constructor(data: PolyfaceData, facetStart?: number[], facetToFaceData?: number[]) {\n super(data);\n if (facetStart)\n this._facetStart = facetStart.slice(); // deep copy\n else {\n this._facetStart = [];\n this._facetStart.push(0);\n }\n if (facetToFaceData)\n this._facetToFaceData = facetToFaceData.slice(); // deep copy\n else\n this._facetToFaceData = [];\n }\n\n /** Given an edgeIndex (index into `data.pointIndex`), return the index of the facet containing the edge. */\n public edgeIndexToFacetIndex(k: number | undefined): number | undefined {\n if (k === undefined)\n return undefined;\n return NumberArray.searchStrictlyIncreasingNumbers(this._facetStart, k);\n }\n /**\n * Given an edgeIndex (index into `data.pointIndex`), return the range of the edgeIndices of the containing facet.\n * * If an edge with edgeIndex `k` is found in the facet with facetIndex `f`, then the returned range `r` satisfies\n * `r.low = this.facetIndex0(f) <= k < this.facetIndex1(f) = r.high` and can be used to iterate the facet's face\n * loop. See [[facetIndex0]].\n */\n public edgeIndexToFaceLoop(k: number | undefined): Range1d | undefined {\n const q = this.edgeIndexToFacetIndex(k);\n if (q !== undefined)\n return Range1d.createXX(this.facetIndex0(q), this.facetIndex1(q));\n return undefined;\n }\n\n /** Test if other is an instance of `IndexedPolyface` */\n public isSameGeometryClass(other: any): boolean {\n return other instanceof IndexedPolyface;\n }\n /** Tests for equivalence between two IndexedPolyfaces. */\n public override isAlmostEqual(other: any): boolean {\n if (other instanceof IndexedPolyface) {\n return this.data.isAlmostEqual(other.data) &&\n NumberArray.isExactEqual(this._facetStart, other._facetStart) &&\n NumberArray.isExactEqual(this._facetToFaceData, other._facetToFaceData);\n }\n return false;\n }\n /** Returns true if either the point array or the point index array is empty. */\n public get isEmpty(): boolean {\n return this.data.pointCount === 0 || this.data.pointIndex.length === 0;\n }\n /**\n * Transform the mesh.\n * * If `transform` is a mirror, also reverse the index order around each facet.\n * * Note that this method always returns true. If transforming the normals fails (due to singular matrix or zero\n * normal), the original normal(s) are left unchanged.\n */\n public tryTransformInPlace(transform: Transform): boolean {\n this.data.tryTransformInPlace(transform);\n if (transform.matrix.determinant() < 0)\n this.reverseIndices();\n return true;\n }\n /** Reverse indices for a single facet. */\n public reverseSingleFacet(facetId: number) {\n this.data.reverseIndicesSingleFacet(facetId, this._facetStart);\n }\n /** Return a deep clone. */\n public clone(): IndexedPolyface {\n return new IndexedPolyface(this.data.clone(), this._facetStart.slice(), this._facetToFaceData.slice());\n }\n /**\n * Return a deep clone with transformed points and normals.\n * @see [[IndexedPolyface.tryTransformInPlace]] for details of how transform is done.\n */\n public cloneTransformed(transform: Transform): IndexedPolyface { // we know tryTransformInPlace succeeds.\n const result = this.clone();\n result.tryTransformInPlace(transform);\n return result;\n }\n /** Reverse the order of indices around all facets. */\n public reverseIndices() {\n this.data.reverseIndices(this._facetStart);\n }\n /** Reverse the direction of all normal vectors. */\n public reverseNormals() {\n this.data.reverseNormals();\n }\n /**\n * Return face data using a facet index.\n * * Returns `undefined` if none found.\n * * This is the REFERENCE to the FacetFaceData not a copy.\n */\n public tryGetFaceData(i: number): FacetFaceData | undefined {\n if (i < 0 || i >= this._facetToFaceData.length)\n return undefined;\n const faceIndex = this._facetToFaceData[i];\n if (faceIndex < 0 || faceIndex >= this.data.face.length)\n return undefined;\n return this.data.face[faceIndex];\n }\n /**\n * Add facets from `source` to `this` polyface.\n * * Optionally reverse facet indices as per `PolyfaceData.reverseIndicesSingleFacet()` with `preserveStart = false` and\n * invert source normals.\n * * Optionally apply a `transform` to points and normals.\n * * Will only copy param, normal, color, and face data if we are already tracking them AND/OR the source contains them.\n */\n public addIndexedPolyface(source: IndexedPolyface, reversed: boolean, transform: Transform | undefined) {\n const numSourceFacets = source.facetCount;\n // add point, point index, and edge visibility data\n // note that there is no need to build an intermediate index map since all points are added\n const startOfNewPoints = this.data.point.length;\n const xyz = Point3d.create();\n for (let i = 0; i < source.data.point.length; i++) {\n source.data.point.getPoint3dAtUncheckedPointIndex(i, xyz);\n if (transform) {\n transform.multiplyPoint3d(xyz, xyz);\n this.addPoint(xyz);\n } else\n this.addPoint(xyz);\n }\n for (let i = 0; i < numSourceFacets; i++) {\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;) { // visibility is transferred from far vertex, e.g., -abc-d => dc-b-a\n this.addPointIndex(\n startOfNewPoints + source.data.pointIndex[j],\n source.data.edgeVisible[j > i0 ? j - 1 : i1 - 1],\n );\n }\n } else {\n for (let j = i0; j < i1; j++) {\n this.addPointIndex(\n startOfNewPoints + source.data.pointIndex[j],\n source.data.edgeVisible[j],\n );\n }\n }\n this.terminateFacet(false);\n }\n // add param and param index data\n if (undefined !== this.data.param && undefined !== source.data.param && undefined !== source.data.paramIndex) {\n const startOfNewParams = this.data.param.length;\n this.data.param.pushFromGrowableXYArray(source.data.param);\n for (let i = 0; i < numSourceFacets; i++) { // expect facet start and ends for points to match normals\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;)\n this.addParamIndex(startOfNewParams + source.data.paramIndex[j]);\n } else {\n for (let j = i0; j < i1; j++)\n this.addParamIndex(startOfNewParams + source.data.paramIndex[j]);\n }\n }\n }\n // add normal and normal index data\n if (undefined !== this.data.normal && undefined !== source.data.normal && undefined !== source.data.normalIndex) {\n const startOfNewNormals = this.data.normal.length;\n for (let i = 0; i < source.data.normal.length; i++) {\n const sourceNormal = source.data.normal.getVector3dAtCheckedVectorIndex(i)!;\n if (transform)\n transform.multiplyVector(sourceNormal, sourceNormal);\n if (reversed)\n sourceNormal.scaleInPlace(-1.0);\n this.addNormal(sourceNormal);\n }\n for (let i = 0; i < numSourceFacets; i++) { // expect facet start and ends for points to match normals\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;)\n this.addNormalIndex(startOfNewNormals + source.data.normalIndex[j]);\n } else {\n for (let j = i0; j < i1; j++)\n this.addNormalIndex(startOfNewNormals + source.data.normalIndex[j]);\n }\n }\n }\n // add color and color index data\n if (undefined !== this.data.color && undefined !== source.data.color && undefined !== source.data.colorIndex) {\n const startOfNewColors = this.data.color.length;\n for (const sourceColor of source.data.color)\n this.addColor(sourceColor);\n for (let i = 0; i < numSourceFacets; i++) { // expect facet start and ends for points to match colors\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;)\n this.addColorIndex(startOfNewColors + source.data.colorIndex[j]);\n } else {\n for (let j = i0; j < i1; j++)\n this.addColorIndex(startOfNewColors + source.data.colorIndex[j]);\n }\n }\n }\n // add face and facetToFace index data\n if (source.data.face.length !== 0) {\n const startOfNewFaceData = this.data.face.length;\n for (const face of source.data.face) {\n const sourceFaceData = face.clone();\n this.data.face.push(sourceFaceData);\n }\n for (const facetToFaceIdx of source._facetToFaceData) {\n this._facetToFaceData.push(startOfNewFaceData + facetToFaceIdx);\n }\n }\n }\n /**\n * Return the total number of indices in zero-terminated style, which includes\n * * all the indices in the packed zero-based table.\n * * one additional index for the zero-terminator of each facet.\n * @note Note that all index arrays (pointIndex, normalIndex, paramIndex, colorIndex) have the same counts, so there\n * is not a separate query for each of them.\n */\n public get zeroTerminatedIndexCount(): number {\n return this.data.pointIndex.length + this._facetStart.length - 1;\n }\n /**\n * Create an empty facet set with coordinate and index data to be supplied later.\n * @param needNormals `true` to allocate empty normal data and index arrays; `false` (default) to leave undefined.\n * @param needParams `true` to allocate empty uv parameter data and index arrays; `false` (default) to leave undefined.\n * @param needColors `true` to allocate empty color data and index arrays; `false` (default) to leave undefined.\n * @param twoSided `true` (default) if the facets are to be considered viewable from the back; `false` if they are amenable to backface culling.\n */\n public static create(\n needNormals: boolean = false,\n needParams: boolean = false,\n needColors: boolean = false,\n twoSided: boolean = true,\n ): IndexedPolyface {\n return new IndexedPolyface(new PolyfaceData(needNormals, needParams, needColors, twoSided));\n }\n /**\n * Add (a clone of) a point to point array.\n * @param point the point.\n * @param priorIndex (optional) index of prior point to check for possible duplicate value.\n * @returns the zero-based index of the added or duplicate point.\n */\n public addPoint(point: Point3d, priorIndex?: number): number {\n if (priorIndex !== undefined) {\n const distance = this.data.point.distanceIndexToPoint(priorIndex, point);\n if (distance !== undefined && Geometry.isSmallMetricDistance(distance))\n return priorIndex;\n }\n this.data.point.pushXYZ(point.x, point.y, point.z);\n return this.data.point.length - 1;\n }\n /**\n * Add a point to point array.\n * @param x the x coordinate of point.\n * @param y the y coordinate of point.\n * @param z the z coordinate of point.\n * @returns the zero-based index of the added point.\n */\n public addPointXYZ(x: number, y: number, z: number): number {\n this.data.point.pushXYZ(x, y, z);\n return this.data.point.length - 1;\n }\n /**\n * Add (a clone of) a uv parameter to the parameter array.\n * @param param the parameter.\n * @returns zero-based index of the added param.\n */\n public addParam(param: Point2d): number {\n if (!this.data.param)\n this.data.param = new GrowableXYArray();\n this.data.param.push(param);\n return this.data.param.length - 1;\n }\n /**\n * Add a uv parameter to the parameter array.\n * @param u the u part of parameter.\n * @param v the v part of parameter.\n * @param priorIndexA first index to check for possible duplicate value.\n * @param priorIndexB second index to check for possible duplicate value.\n * @returns zero-based index of the added or duplicate parameter.\n */\n public addParamUV(u: number, v: number, priorIndexA?: number, priorIndexB?: number): number {\n if (!this.data.param)\n this.data.param = new GrowableXYArray();\n if (priorIndexA !== undefined && this.data.isAlmostEqualParamIndexUV(priorIndexA, u, v))\n return priorIndexA;\n if (priorIndexB !== undefined && this.data.isAlmostEqualParamIndexUV(priorIndexB, u, v))\n return priorIndexB;\n this.data.param.pushXY(u, v);\n return this.data.param.length - 1;\n }\n /**\n * Add (a clone of) a normal vector to the normal array.\n * @param normal the normal vector.\n * @param priorIndexA first index to check for possible duplicate value.\n * @param priorIndexB second index to check for possible duplicate value.\n * @returns zero-based index of the added or duplicate normal.\n */\n public addNormal(normal: Vector3d, priorIndexA?: number, priorIndexB?: number): number {\n // check if `normal` is duplicate of `dataNormal` at index `i`\n const normalIsDuplicate = (i: number) => {\n const distance = this.data.normal!.distanceIndexToPoint(i, normal);\n return distance !== undefined && Geometry.isSmallMetricDistance(distance);\n };\n if (this.data.normal !== undefined) {\n if (priorIndexA !== undefined && normalIsDuplicate(priorIndexA))\n return priorIndexA;\n if (priorIndexB !== undefined && normalIsDuplicate(priorIndexB))\n return priorIndexB;\n // check the tail index for possible duplicate\n if (priorIndexA !== undefined || priorIndexB !== undefined) {\n const tailIndex = this.data.normal.length - 1;\n if (normalIsDuplicate(tailIndex))\n return tailIndex;\n }\n }\n return this.addNormalXYZ(normal.x, normal.y, normal.z);\n }\n /**\n * Add a normal vector to the normal array.\n * @param x the x coordinate of normal.\n * @param y the y coordinate of normal.\n * @param z the z coordinate of normal.\n * @returns zero-based index of the added normal vector.\n */\n public addNormalXYZ(x: number, y: number, z: number): number {\n if (!this.data.normal)\n this.data.normal = new GrowableXYZArray();\n this.data.normal.pushXYZ(x, y, z);\n return this.data.normal.length - 1;\n }\n /**\n * Add a color to the color array\n * @param color the color.\n * @returns zero-based index of the added color.\n */\n public addColor(color: number): number {\n if (!this.data.color)\n this.data.color = [];\n this.data.color.push(color);\n return this.data.color.length - 1;\n }\n /** Add a point index with edge visibility flag. */\n public addPointIndex(index: number, visible: boolean = true): void {\n this.data.pointIndex.push(index);\n this.data.edgeVisible.push(visible);\n }\n /** Add a normal index. */\n public addNormalIndex(index: number): void {\n if (!this.data.normalIndex)\n this.data.normalIndex = [];\n this.data.normalIndex.push(index);\n }\n /** Add a param index. */\n public addParamIndex(index: number): void {\n if (!this.data.paramIndex)\n this.data.paramIndex = [];\n this.data.paramIndex.push(index);\n }\n /** Add a color index. */\n public addColorIndex(index: number): void {\n if (!this.data.colorIndex)\n this.data.colorIndex = [];\n this.data.colorIndex.push(index);\n }\n /**\n * Clean up the open facet.\n * @deprecated in 4.5.0 - will not be removed until after 2026-06-13. To remove nebulous \"open facet\" concept from the API. Call [[PolyfaceData.trimAllIndexArrays]]\n * instead.\n */\n public cleanupOpenFacet(): void {\n this.data.trimAllIndexArrays(this.data.pointIndex.length);\n }\n\n /**\n * Validate (the tail of) the active index arrays: point, normal, param, color.\n * @param index0 optional offset into the index arrays at which to start validating indices. Default 0.\n * @param errors optional array appended with error message(s) if invalid indices are encountered\n * @return whether the indices are valid\n */\n public validateAllIndices(index0: number = 0, errors?: string[]): boolean {\n const numPointIndices = this.data.pointIndex.length;\n const messages = errors ?? [];\n if (0 === numPointIndices) {\n messages.push(\"empty pointIndex array\");\n return false;\n }\n if (index0 < 0 || index0 >= numPointIndices) {\n messages.push(\"invalid input offset\");\n return false;\n }\n if (this.data.normalIndex && this.data.normalIndex.length !== numPointIndices)\n messages.push(\"normalIndex count must match pointIndex count\");\n if (this.data.paramIndex && this.data.paramIndex.length !== numPointIndices)\n messages.push(\"paramIndex count must equal pointIndex count\");\n if (this.data.colorIndex && this.data.colorIndex.length !== numPointIndices)\n messages.push(\"colorIndex count must equal pointIndex count\");\n if (this.data.edgeVisible.length !== numPointIndices)\n messages.push(\"visibleIndex count must equal pointIndex count\");\n if (!Polyface.areIndicesValid(this.data.pointIndex, index0, numPointIndices, this.data.point, this.data.point ? this.data.point.length : 0))\n messages.push(\"invalid point index encountered\");\n if (!Polyface.areIndicesValid(this.data.normalIndex, index0, numPointIndices, this.data.normal, this.data.normal ? this.data.normal.length : 0))\n messages.push(\"invalid normal index encountered\");\n if (!Polyface.areIndicesValid(this.data.paramIndex, index0, numPointIndices, this.data.param, this.data.param ? this.data.param.length : 0))\n messages.push(\"invalid param index encountered\");\n if (!Polyface.areIndicesValid(this.data.colorIndex, index0, numPointIndices, this.data.color, this.data.color ? this.data.color.length : 0))\n messages.push(\"invalid color index encountered\");\n if (this.data.edgeMateIndex) {\n if (this.data.edgeMateIndex.length !== numPointIndices)\n messages.push(\"edgeMateIndex count must equal pointIndex count\");\n else if (!this.data.edgeMateIndex.every((i: number | undefined) => i === undefined || this.data.isValidEdgeIndex(i)))\n messages.push(\"invalid edgeMate encountered\");\n }\n return 0 === messages.length;\n }\n\n /**\n * Announce the end of construction of a facet.\n * * Optionally check for:\n * * Same number of indices among all active index arrays -- point, normal, param, color\n * * All indices for the latest facet are within bounds of the respective data arrays.\n * * In error cases, all index arrays are trimmed back to the size when previous facet was terminated.\n * * A return value of `undefined` is normal. Otherwise, a string array of error messages is returned.\n */\n public terminateFacet(validateAllIndices: boolean = true): string[] | undefined {\n const numFacets = this._facetStart.length - 1;\n // number of indices in accepted facets\n const lengthA = this._facetStart[numFacets];\n // number of indices in all facets (accepted facet plus the last facet to be accepted)\n const lengthB = this.data.pointIndex.length;\n if (validateAllIndices) {\n const messages: string[] = [];\n if (lengthB < lengthA + 2)\n messages.push(\"Less than 3 indices in the last facet\");\n this.validateAllIndices(lengthA, messages);\n if (messages.length > 0) {\n this.data.trimAllIndexArrays(lengthA);\n return messages;\n }\n }\n this._facetStart.push(lengthB); // append start index of the future facet\n return undefined;\n }\n /** Number of facets (read-only property). */\n public override get facetCount(): number {\n return this._facetStart.length - 1;\n }\n /** Number of faces (read-only property). */\n public get faceCount(): number {\n return this.data.faceCount;\n }\n /** Number of points (read-only property). */\n public get pointCount(): number {\n return this.data.pointCount;\n }\n /** Number of colors (read-only property). */\n public get colorCount(): number {\n return this.data.colorCount;\n }\n /** Number of parameters (read-only property). */\n public get paramCount(): number {\n return this.data.paramCount;\n }\n /** Number of normals (read-only property). */\n public get normalCount(): number {\n return this.data.normalCount;\n }\n /** Test if `index` is a valid facet index. */\n public isValidFacetIndex(facetIndex: number): boolean {\n return facetIndex >= 0 && facetIndex < this.facetCount;\n }\n /** Return the number of edges in a particular facet. */\n public numEdgeInFacet(facetIndex: number): number {\n if (this.isValidFacetIndex(facetIndex))\n return this._facetStart[facetIndex + 1] - this._facetStart[facetIndex];\n return 0;\n }\n /**\n * Given a valid facet index, return the index at which its face loop starts in the index arrays.\n * * A \"face loop\" is a contiguous block of indices into the parallel polyface index arrays.\n * * Each of these indices represents an edge of a facet, thus it is sometimes called an \"edgeIndex\".\n * * Together with [[facetIndex1]], this method can be used to iterate the face loop of the facet\n * with index `iFacet` as follows:\n * ````\n * for (let iEdge = this.facetIndex0(iFacet); iEdge < this.facetIndex1(iFacet); iEdge++) {\n * const iPoint = this.data.pointIndex[iEdge];\n * const p = this.data.point[iPoint];\n * // ... process the edge of this facet starting at point p\n * }\n * ````\n */\n public facetIndex0(facetIndex: number): number {\n return this._facetStart[facetIndex];\n }\n /**\n * Given a valid facet index, return one past the index at which its face loop ends in the index arrays.\n * * For details, see [[facetIndex0]].\n */\n public facetIndex1(facetIndex: number): number {\n return this._facetStart[facetIndex + 1];\n }\n /** Return a readonly reference to the facetStart array accessed by [[facetIndex0]] and [[facetIndex1]]. */\n public get facetStart(): ReadonlyArray<number> {\n return this._facetStart;\n }\n /** create a visitor for this polyface */\n public createVisitor(numWrap: number = 0): IndexedPolyfaceVisitor {\n return IndexedPolyfaceVisitor.create(this, numWrap);\n }\n /** Return the range of (optionally transformed) points in this mesh. */\n public override range(transform?: Transform, result?: Range3d): Range3d {\n return this.data.range(result, transform);\n }\n /** Extend `range` with coordinates from this mesh. */\n public extendRange(range: Range3d, transform?: Transform): void {\n this.data.range(range, transform);\n }\n /**\n * Given the index of a facet, return the data pertaining to the face it is a part of.\n * @deprecated in 4.5.0 - will not be removed until after 2026-06-13. Use [[IndexedPolyface.tryGetFaceData]], which verifies the index is in range.\n */\n public getFaceDataByFacetIndex(facetIndex: number): FacetFaceData {\n return this.data.face[this._facetToFaceData[facetIndex]];\n }\n /**\n * Set new FacetFaceData.\n * * All terminated facets since the last face declaration will be mapped to a single new FacetFaceData object using\n * facetToFaceData[]. FacetFaceData holds the 2D range of the face. Returns `true` if successful, `false` otherwise.\n */\n public setNewFaceData(endFacetIndex: number = 0): boolean {\n const facetStart = this._facetToFaceData.length;\n if (facetStart >= this._facetStart.length)\n return false;\n if (0 === endFacetIndex) // the default for endFacetIndex is really the last facet\n endFacetIndex = this._facetStart.length; // last facet index corresponds to the future facet\n const faceData = FacetFaceData.createNull();\n const visitor = IndexedPolyfaceVisitor.create(this, 0);\n if (!visitor.moveToReadIndex(facetStart)) { // move visitor to first facet of new face\n return false;\n }\n // if parameter range is provided (by the polyface planeSet clipper) then use it\n const paramDefined = this.data.param !== undefined;\n const setParamRange: boolean = faceData.paramRange.isNull && paramDefined;\n do {\n if (setParamRange && visitor.param !== undefined)\n visitor.param.extendRange(faceData.paramRange);\n } while (visitor.moveToNextFacet() && visitor.currentReadIndex() < endFacetIndex);\n if (paramDefined && !(this.data.param!.length === 0) && faceData.paramDistanceRange.isNull)\n faceData.setParamDistanceRangeFromNewFaceData(this, facetStart, endFacetIndex);\n this.data.face.push(faceData);\n const faceDataIndex = this.data.face.length - 1;\n for (let i = this._facetToFaceData.length; i < endFacetIndex; i++)\n this._facetToFaceData.push(0 === this._facetStart[i] ? 0 : faceDataIndex);\n return true;\n }\n /** Second step of double dispatch: call `handler.handleIndexedPolyface(this)`. */\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\n return handler.handleIndexedPolyface(this);\n }\n /** If the input accesses an edgeMateIndex array, return it along with the owning IndexedPolyface. */\n public static hasEdgeMateIndex(polyface: Polyface | PolyfaceVisitor): { parent: IndexedPolyface, edgeMateIndex: Array<number | undefined> } | undefined {\n let parent: IndexedPolyface | undefined;\n if (polyface instanceof Polyface) {\n if (polyface instanceof IndexedPolyface)\n parent = polyface;\n } else if (polyface.clientPolyface() && polyface.clientPolyface() instanceof IndexedPolyface)\n parent = polyface.clientPolyface() as IndexedPolyface;\n if (parent) {\n const edgeMateIndex = parent.data.edgeMateIndex;\n if (edgeMateIndex && edgeMateIndex.length > 0 && edgeMateIndex.length === parent.data.indexCount)\n return { parent, edgeMateIndex };\n }\n return undefined;\n }\n}\n\n/**\n * A PolyfaceVisitor manages data while iterating facets.\n * * The polyface visitor holds data for one facet at a time.\n * * The caller can request the position in the addressed polyfaceData as a \"readIndex\".\n * * The readIndex values (as numbers) are not assumed to be sequential (i.e., they might be contiguous facet indices\n * or the indexing scheme might have gaps at the whim of the particular PolyfaceVisitor implementation).\n * * Example usage:\n * ```\n * const visitor = myPolyface.createVisitor();\n * for (visitor.reset(); visitor.moveToNextFacet(); ) {\n * // process the current facet\n * }\n * ```\n * @public\n */\nexport interface PolyfaceVisitor extends PolyfaceData {\n /** Load data for the facet with given index. */\n moveToReadIndex(index: number): boolean;\n /** Return the index of the currently loaded facet. */\n currentReadIndex(): number;\n /** Load data for the next facet. */\n moveToNextFacet(): boolean;\n /** Restart the visitor at the first facet. */\n reset(): void;\n /** Return the point index of vertex i within the currently loaded facet. */\n clientPointIndex(i: number): number;\n /** Return the param index of vertex i within the currently loaded facet. */\n clientParamIndex(i: number): number;\n /** Return the normal index of vertex i within the currently loaded facet. */\n clientNormalIndex(i: number): number;\n /** Return the color index of vertex i within the currently loaded facet. */\n clientColorIndex(i: number): number;\n /** Return the aux data index of vertex i within the currently loaded facet. */\n clientAuxIndex(i: number): number;\n /** Return the client polyface. */\n clientPolyface(): Polyface | undefined;\n /**\n * Set the number of vertices replicated in visitor arrays (both data and index arrays).\n * * 0,1,2 are the most common values.\n * * Example: suppose `[6,7,8]` is the pointIndex array representing a triangle. First edge would be `6,7`. Second\n * edge is `7,8`. Third edge is `8,6`. To access `6` for the third edge, we have to go back to the start of array.\n * Therefore, it is useful to store `6` at the end of pointIndex array, i.e., `[6,7,8,6]` meaning `numWrap = 1`.\n * * Continuing this example, `numWrap = 2` (i.e., `[6,7,8,6,7]`) is useful when each vertex visit requires\n * the next two points, e.g., to form two adjacent vectors for a cross product.\n */\n setNumWrap(numWrap: number): void;\n /** Clear the contents of the data arrays. Use this along with `pushDataFrom` to build up new facets. */\n clearArrays(): void;\n /** Transfer data from a specified index of the other visitor as new data in this visitor. */\n pushDataFrom(other: PolyfaceVisitor, index: number): void;\n /**\n * Transfer interpolated data from the other visitor.\n * * All data values are interpolated at `fraction` between `other` values at `index0` and `index1`.\n */\n pushInterpolatedDataFrom(other: PolyfaceVisitor, index0: number, fraction: number, index1: number): void;\n /**\n * Return the number of facets this visitor is able to visit.\n * * Allows implementers to improve the efficiency of e.g., [[PolyfaceQuery.visitorClientFacetCount]].\n */\n getVisitableFacetCount?(): number;\n /** Create a visitor for a subset of the facets visitable by the instance. */\n createSubsetVisitor?(facetIndices: number[], numWrap: number): PolyfaceVisitor;\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Polyface\n */\n\n// cspell:word internaldocs\n\nimport { GeometryQuery } from \"../curve/GeometryQuery\";\nimport { Geometry } from \"../Geometry\";\nimport { GeometryHandler } from \"../geometry3d/GeometryHandler\";\nimport { GrowableXYArray } from \"../geometry3d/GrowableXYArray\";\nimport { GrowableXYZArray } from \"../geometry3d/GrowableXYZArray\";\nimport { Point2d } from \"../geometry3d/Point2dVector2d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { NumberArray } from \"../geometry3d/PointHelpers\";\nimport { Range1d, Range3d } from \"../geometry3d/Range\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { FacetFaceData } from \"./FacetFaceData\";\nimport { IndexedPolyfaceVisitor } from \"./IndexedPolyfaceVisitor\";\nimport { PolyfaceData } from \"./PolyfaceData\";\n\n/**\n * A Polyface is an abstract mesh structure (of unspecified implementation) that provides a PolyfaceVisitor\n * to iterate over its facets.\n * @public\n */\nexport abstract class Polyface extends GeometryQuery {\n /** String name for schema properties */\n public readonly geometryCategory = \"polyface\";\n /** Underlying polyface data. */\n public data: PolyfaceData;\n /** Constructor */\n protected constructor(data: PolyfaceData) {\n super();\n this.data = data;\n }\n /**\n * Create and return a visitor for this concrete polyface.\n * @param numWrap the number of vertices to replicate in visitor arrays.\n */\n public abstract createVisitor(numWrap: number): PolyfaceVisitor;\n /**\n * The [[PolyfaceData.twoSided]] flag.\n */\n public get twoSided() {\n return this.data.twoSided;\n }\n public set twoSided(value: boolean) {\n this.data.twoSided = value;\n }\n /**\n * Flag indicating if the mesh closure is unknown (0), open sheet (1), closed solid (2).\n * * A boundary edge of a mesh is defined as an edge with only one connected facet.\n * * Closed solid is a mesh with no boundary edge. Open sheet is a mesh that has boundary edge(s).\n */\n public get expectedClosure(): number {\n return this.data.expectedClosure;\n }\n public set expectedClosure(value: number) {\n this.data.expectedClosure = value;\n }\n /**\n * Check validity of indices into a data array.\n * * It is valid to have both indices and data undefined.\n * * It is NOT valid for just one to be defined.\n * * Index values at indices[indexPositionA <= i < indexPositionB] must be valid indices to the data array.\n * @param indices array of indices.\n * @param indexPositionA first index to test.\n * @param indexPositionB one past final index to test.\n * @param data data array.\n * @param dataLength length of data array.\n */\n public static areIndicesValid(\n indices: number[] | undefined,\n indexPositionA: number,\n indexPositionB: number,\n data: any,\n dataLength: number,\n ): boolean {\n if (indices === undefined && data === undefined)\n return true;\n if (indices === undefined || data === undefined)\n return false;\n if (indexPositionA < 0 || indexPositionA >= indices.length)\n return false;\n if (indexPositionB <= indexPositionA || indexPositionB > indices.length)\n return false;\n for (let i = indexPositionA; i < indexPositionB; i++)\n if (indices[i] < 0 || indices[i] >= dataLength)\n return false;\n return true;\n }\n /** Returns true if this polyface has no facets. */\n public abstract get isEmpty(): boolean;\n /** Returns the number of facets of this polyface. Subclasses should override. */\n public get facetCount(): number | undefined {\n return undefined;\n }\n}\n\n/**\n * An `IndexedPolyface` is a set of facets which can have normal, param, and color arrays with independent point,\n * normal, param, and color indices.\n * @public\n */\nexport class IndexedPolyface extends Polyface { // more info can be found at geometry/internaldocs/Polyface.md\n /**\n * Start indices of all facets of the polyface.\n * * Each element is an index to the `this.data.pointIndex` array entry for a specific facet.\n * * The facet count is `_facetStart.length - 1`.\n * * The face loop for the i_th facet consists of the entries in `this.data.pointIndex` at indices `_facetStart[i]`\n * up to (but not including) `_facetStart[i + 1]`.\n * * Note the array is initialized with one entry (value 0).\n */\n protected _facetStart: number[];\n /**\n * Index to the `this.data.face` array entry for a specific facet.\n * * `_facetToFaceData` has one entry per facet.\n */\n protected _facetToFaceData: number[];\n /**\n * Constructor for a new polyface.\n * @param data PolyfaceData arrays to capture.\n * @param facetStart optional array of facet start indices (e.g. known during clone)\n * @param facetToFacetData optional array of face identifiers (e.g. known during clone)\n */\n protected constructor(data: PolyfaceData, facetStart?: number[], facetToFaceData?: number[]) {\n super(data);\n if (facetStart)\n this._facetStart = facetStart.slice(); // deep copy\n else {\n this._facetStart = [];\n this._facetStart.push(0);\n }\n if (facetToFaceData)\n this._facetToFaceData = facetToFaceData.slice(); // deep copy\n else\n this._facetToFaceData = [];\n }\n\n /** Given an edgeIndex (index into `data.pointIndex`), return the index of the facet containing the edge. */\n public edgeIndexToFacetIndex(k: number | undefined): number | undefined {\n if (k === undefined)\n return undefined;\n return NumberArray.searchStrictlyIncreasingNumbers(this._facetStart, k);\n }\n /**\n * Given an edgeIndex (index into `data.pointIndex`), return the range of the edgeIndices of the containing facet.\n * * If an edge with edgeIndex `k` is found in the facet with facetIndex `f`, then the returned range `r` satisfies\n * `r.low = this.facetIndex0(f) <= k < this.facetIndex1(f) = r.high` and can be used to iterate the facet's face\n * loop. See [[facetIndex0]].\n */\n public edgeIndexToFaceLoop(k: number | undefined): Range1d | undefined {\n const q = this.edgeIndexToFacetIndex(k);\n if (q !== undefined)\n return Range1d.createXX(this.facetIndex0(q), this.facetIndex1(q));\n return undefined;\n }\n\n /** Test if other is an instance of `IndexedPolyface` */\n public isSameGeometryClass(other: any): boolean {\n return other instanceof IndexedPolyface;\n }\n /** Tests for equivalence between two IndexedPolyfaces. */\n public override isAlmostEqual(other: any): boolean {\n if (other instanceof IndexedPolyface) {\n return this.data.isAlmostEqual(other.data) &&\n NumberArray.isExactEqual(this._facetStart, other._facetStart) &&\n NumberArray.isExactEqual(this._facetToFaceData, other._facetToFaceData);\n }\n return false;\n }\n /** Returns true if either the point array or the point index array is empty. */\n public get isEmpty(): boolean {\n return this.data.pointCount === 0 || this.data.pointIndex.length === 0;\n }\n /**\n * Transform the mesh.\n * * If `transform` is a mirror, also reverse the index order around each facet.\n * * Note that this method always returns true. If transforming the normals fails (due to singular matrix or zero\n * normal), the original normal(s) are left unchanged.\n */\n public tryTransformInPlace(transform: Transform): boolean {\n this.data.tryTransformInPlace(transform);\n if (transform.matrix.determinant() < 0)\n this.reverseIndices();\n return true;\n }\n /** Reverse indices for a single facet. */\n public reverseSingleFacet(facetId: number) {\n this.data.reverseIndicesSingleFacet(facetId, this._facetStart);\n }\n /** Return a deep clone. */\n public clone(): IndexedPolyface {\n return new IndexedPolyface(this.data.clone(), this._facetStart.slice(), this._facetToFaceData.slice());\n }\n /**\n * Return a deep clone with transformed points and normals.\n * @see [[IndexedPolyface.tryTransformInPlace]] for details of how transform is done.\n */\n public cloneTransformed(transform: Transform): IndexedPolyface { // we know tryTransformInPlace succeeds.\n const result = this.clone();\n result.tryTransformInPlace(transform);\n return result;\n }\n /** Reverse the order of indices around all facets. */\n public reverseIndices() {\n this.data.reverseIndices(this._facetStart);\n }\n /** Reverse the direction of all normal vectors. */\n public reverseNormals() {\n this.data.reverseNormals();\n }\n /**\n * Return face data using a facet index.\n * * Returns `undefined` if none found.\n * * This is the REFERENCE to the FacetFaceData not a copy.\n */\n public tryGetFaceData(i: number): FacetFaceData | undefined {\n if (i < 0 || i >= this._facetToFaceData.length)\n return undefined;\n const faceIndex = this._facetToFaceData[i];\n if (faceIndex < 0 || faceIndex >= this.data.face.length)\n return undefined;\n return this.data.face[faceIndex];\n }\n /**\n * Add facets from `source` to `this` polyface.\n * * Optionally reverse facet indices as per `PolyfaceData.reverseIndicesSingleFacet()` with `preserveStart = false` and\n * invert source normals.\n * * Optionally apply a `transform` to points and normals.\n * * Will only copy param, normal, color, and face data if we are already tracking them AND/OR the source contains them.\n */\n public addIndexedPolyface(source: IndexedPolyface, reversed: boolean, transform: Transform | undefined) {\n const numSourceFacets = source.facetCount;\n // add point, point index, and edge visibility data\n // note that there is no need to build an intermediate index map since all points are added\n const startOfNewPoints = this.data.point.length;\n const xyz = Point3d.create();\n for (let i = 0; i < source.data.point.length; i++) {\n source.data.point.getPoint3dAtUncheckedPointIndex(i, xyz);\n if (transform) {\n transform.multiplyPoint3d(xyz, xyz);\n this.addPoint(xyz);\n } else\n this.addPoint(xyz);\n }\n for (let i = 0; i < numSourceFacets; i++) {\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;) { // visibility is transferred from far vertex, e.g., -abc-d => dc-b-a\n this.addPointIndex(\n startOfNewPoints + source.data.pointIndex[j],\n source.data.edgeVisible[j > i0 ? j - 1 : i1 - 1],\n );\n }\n } else {\n for (let j = i0; j < i1; j++) {\n this.addPointIndex(\n startOfNewPoints + source.data.pointIndex[j],\n source.data.edgeVisible[j],\n );\n }\n }\n this.terminateFacet(false);\n }\n // add param and param index data\n if (undefined !== this.data.param && undefined !== source.data.param && undefined !== source.data.paramIndex) {\n const startOfNewParams = this.data.param.length;\n this.data.param.pushFromGrowableXYArray(source.data.param);\n for (let i = 0; i < numSourceFacets; i++) { // expect facet start and ends for points to match normals\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;)\n this.addParamIndex(startOfNewParams + source.data.paramIndex[j]);\n } else {\n for (let j = i0; j < i1; j++)\n this.addParamIndex(startOfNewParams + source.data.paramIndex[j]);\n }\n }\n }\n // add normal and normal index data\n if (undefined !== this.data.normal && undefined !== source.data.normal && undefined !== source.data.normalIndex) {\n const startOfNewNormals = this.data.normal.length;\n for (let i = 0; i < source.data.normal.length; i++) {\n const sourceNormal = source.data.normal.getVector3dAtCheckedVectorIndex(i)!;\n if (transform)\n transform.multiplyVector(sourceNormal, sourceNormal);\n if (reversed)\n sourceNormal.scaleInPlace(-1.0);\n this.addNormal(sourceNormal);\n }\n for (let i = 0; i < numSourceFacets; i++) { // expect facet start and ends for points to match normals\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;)\n this.addNormalIndex(startOfNewNormals + source.data.normalIndex[j]);\n } else {\n for (let j = i0; j < i1; j++)\n this.addNormalIndex(startOfNewNormals + source.data.normalIndex[j]);\n }\n }\n }\n // add color and color index data\n if (undefined !== this.data.color && undefined !== source.data.color && undefined !== source.data.colorIndex) {\n const startOfNewColors = this.data.color.length;\n for (const sourceColor of source.data.color)\n this.addColor(sourceColor);\n for (let i = 0; i < numSourceFacets; i++) { // expect facet start and ends for points to match colors\n const i0 = source._facetStart[i];\n const i1 = source._facetStart[i + 1];\n if (reversed) {\n for (let j = i1; j-- > i0;)\n this.addColorIndex(startOfNewColors + source.data.colorIndex[j]);\n } else {\n for (let j = i0; j < i1; j++)\n this.addColorIndex(startOfNewColors + source.data.colorIndex[j]);\n }\n }\n }\n // add face and facetToFace index data\n if (source.data.face.length !== 0) {\n const startOfNewFaceData = this.data.face.length;\n for (const face of source.data.face) {\n const sourceFaceData = face.clone();\n this.data.face.push(sourceFaceData);\n }\n for (const facetToFaceIdx of source._facetToFaceData) {\n this._facetToFaceData.push(startOfNewFaceData + facetToFaceIdx);\n }\n }\n }\n /**\n * Return the total number of indices in zero-terminated style, which includes\n * * all the indices in the packed zero-based table.\n * * one additional index for the zero-terminator of each facet.\n * @note Note that all index arrays (pointIndex, normalIndex, paramIndex, colorIndex) have the same counts, so there\n * is not a separate query for each of them.\n */\n public get zeroTerminatedIndexCount(): number {\n return this.data.pointIndex.length + this._facetStart.length - 1;\n }\n /**\n * Create an empty facet set with coordinate and index data to be supplied later.\n * @param needNormals `true` to allocate empty normal data and index arrays; `false` (default) to leave undefined.\n * @param needParams `true` to allocate empty uv parameter data and index arrays; `false` (default) to leave undefined.\n * @param needColors `true` to allocate empty color data and index arrays; `false` (default) to leave undefined.\n * @param twoSided `true` (default) if the facets are to be considered viewable from the back; `false` if they are amenable to backface culling.\n */\n public static create(\n needNormals: boolean = false,\n needParams: boolean = false,\n needColors: boolean = false,\n twoSided: boolean = true,\n ): IndexedPolyface {\n return new IndexedPolyface(new PolyfaceData(needNormals, needParams, needColors, twoSided));\n }\n /**\n * Add (a clone of) a point to point array.\n * @param point the point.\n * @param priorIndex (optional) index of prior point to check for possible duplicate value.\n * @returns the zero-based index of the added or duplicate point.\n */\n public addPoint(point: Point3d, priorIndex?: number): number {\n if (priorIndex !== undefined) {\n const distance = this.data.point.distanceIndexToPoint(priorIndex, point);\n if (distance !== undefined && Geometry.isSmallMetricDistance(distance))\n return priorIndex;\n }\n this.data.point.pushXYZ(point.x, point.y, point.z);\n return this.data.point.length - 1;\n }\n /**\n * Add a point to point array.\n * @param x the x coordinate of point.\n * @param y the y coordinate of point.\n * @param z the z coordinate of point.\n * @returns the zero-based index of the added point.\n */\n public addPointXYZ(x: number, y: number, z: number): number {\n this.data.point.pushXYZ(x, y, z);\n return this.data.point.length - 1;\n }\n /**\n * Add (a clone of) a uv parameter to the parameter array.\n * @param param the parameter.\n * @returns zero-based index of the added param.\n */\n public addParam(param: Point2d): number {\n if (!this.data.param)\n this.data.param = new GrowableXYArray();\n this.data.param.push(param);\n return this.data.param.length - 1;\n }\n /**\n * Add a uv parameter to the parameter array.\n * @param u the u part of parameter.\n * @param v the v part of parameter.\n * @param priorIndexA first index to check for possible duplicate value.\n * @param priorIndexB second index to check for possible duplicate value.\n * @returns zero-based index of the added or duplicate parameter.\n */\n public addParamUV(u: number, v: number, priorIndexA?: number, priorIndexB?: number): number {\n if (!this.data.param)\n this.data.param = new GrowableXYArray();\n if (priorIndexA !== undefined && this.data.isAlmostEqualParamIndexUV(priorIndexA, u, v))\n return priorIndexA;\n if (priorIndexB !== undefined && this.data.isAlmostEqualParamIndexUV(priorIndexB, u, v))\n return priorIndexB;\n this.data.param.pushXY(u, v);\n return this.data.param.length - 1;\n }\n /**\n * Add (a clone of) a normal vector to the normal array.\n * @param normal the normal vector.\n * @param priorIndexA first index to check for possible duplicate value.\n * @param priorIndexB second index to check for possible duplicate value.\n * @returns zero-based index of the added or duplicate normal.\n */\n public addNormal(normal: Vector3d, priorIndexA?: number, priorIndexB?: number): number {\n // check if `normal` is duplicate of `dataNormal` at index `i`\n const normalIsDuplicate = (i: number) => {\n const distance = this.data.normal!.distanceIndexToPoint(i, normal);\n return distance !== undefined && Geometry.isSmallMetricDistance(distance);\n };\n if (this.data.normal !== undefined) {\n if (priorIndexA !== undefined && normalIsDuplicate(priorIndexA))\n return priorIndexA;\n if (priorIndexB !== undefined && normalIsDuplicate(priorIndexB))\n return priorIndexB;\n // check the tail index for possible duplicate\n if (priorIndexA !== undefined || priorIndexB !== undefined) {\n const tailIndex = this.data.normal.length - 1;\n if (normalIsDuplicate(tailIndex))\n return tailIndex;\n }\n }\n return this.addNormalXYZ(normal.x, normal.y, normal.z);\n }\n /**\n * Add a normal vector to the normal array.\n * @param x the x coordinate of normal.\n * @param y the y coordinate of normal.\n * @param z the z coordinate of normal.\n * @returns zero-based index of the added normal vector.\n */\n public addNormalXYZ(x: number, y: number, z: number): number {\n if (!this.data.normal)\n this.data.normal = new GrowableXYZArray();\n this.data.normal.pushXYZ(x, y, z);\n return this.data.normal.length - 1;\n }\n /**\n * Add a color to the color array\n * @param color the color.\n * @returns zero-based index of the added color.\n */\n public addColor(color: number): number {\n if (!this.data.color)\n this.data.color = [];\n this.data.color.push(color);\n return this.data.color.length - 1;\n }\n /** Add a point index with edge visibility flag. */\n public addPointIndex(index: number, visible: boolean = true): void {\n this.data.pointIndex.push(index);\n this.data.edgeVisible.push(visible);\n }\n /** Add a normal index. */\n public addNormalIndex(index: number): void {\n if (!this.data.normalIndex)\n this.data.normalIndex = [];\n this.data.normalIndex.push(index);\n }\n /** Add a param index. */\n public addParamIndex(index: number): void {\n if (!this.data.paramIndex)\n this.data.paramIndex = [];\n this.data.paramIndex.push(index);\n }\n /** Add a color index. */\n public addColorIndex(index: number): void {\n if (!this.data.colorIndex)\n this.data.colorIndex = [];\n this.data.colorIndex.push(index);\n }\n /**\n * Clean up the open facet.\n * @deprecated in 4.5.0 - will not be removed until after 2026-06-13. To remove nebulous \"open facet\" concept from the API. Call [[PolyfaceData.trimAllIndexArrays]]\n * instead.\n */\n public cleanupOpenFacet(): void {\n this.data.trimAllIndexArrays(this.data.pointIndex.length);\n }\n\n /**\n * Validate (the tail of) the active index arrays: point, normal, param, color.\n * @param index0 optional offset into the index arrays at which to start validating indices. Default 0.\n * @param errors optional array appended with error message(s) if invalid indices are encountered\n * @return whether the indices are valid\n */\n public validateAllIndices(index0: number = 0, errors?: string[]): boolean {\n const numPointIndices = this.data.pointIndex.length;\n const messages = errors ?? [];\n if (0 === numPointIndices) {\n messages.push(\"empty pointIndex array\");\n return false;\n }\n if (index0 < 0 || index0 >= numPointIndices) {\n messages.push(\"invalid input offset\");\n return false;\n }\n if (this.data.normalIndex && this.data.normalIndex.length !== numPointIndices)\n messages.push(\"normalIndex count must match pointIndex count\");\n if (this.data.paramIndex && this.data.paramIndex.length !== numPointIndices)\n messages.push(\"paramIndex count must equal pointIndex count\");\n if (this.data.colorIndex && this.data.colorIndex.length !== numPointIndices)\n messages.push(\"colorIndex count must equal pointIndex count\");\n if (this.data.edgeVisible.length !== numPointIndices)\n messages.push(\"visibleIndex count must equal pointIndex count\");\n if (!Polyface.areIndicesValid(this.data.pointIndex, index0, numPointIndices, this.data.point, this.data.point ? this.data.point.length : 0))\n messages.push(\"invalid point index encountered\");\n if (!Polyface.areIndicesValid(this.data.normalIndex, index0, numPointIndices, this.data.normal, this.data.normal ? this.data.normal.length : 0))\n messages.push(\"invalid normal index encountered\");\n if (!Polyface.areIndicesValid(this.data.paramIndex, index0, numPointIndices, this.data.param, this.data.param ? this.data.param.length : 0))\n messages.push(\"invalid param index encountered\");\n if (!Polyface.areIndicesValid(this.data.colorIndex, index0, numPointIndices, this.data.color, this.data.color ? this.data.color.length : 0))\n messages.push(\"invalid color index encountered\");\n if (this.data.edgeMateIndex) {\n if (this.data.edgeMateIndex.length !== numPointIndices)\n messages.push(\"edgeMateIndex count must equal pointIndex count\");\n else if (!this.data.edgeMateIndex.every((i: number | undefined) => i === undefined || this.data.isValidEdgeIndex(i)))\n messages.push(\"invalid edgeMate encountered\");\n }\n return 0 === messages.length;\n }\n\n /**\n * Announce the end of construction of a facet.\n * * Optionally check for:\n * * Same number of indices among all active index arrays -- point, normal, param, color\n * * All indices for the latest facet are within bounds of the respective data arrays.\n * * In error cases, all index arrays are trimmed back to the size when previous facet was terminated.\n * * A return value of `undefined` is normal. Otherwise, a string array of error messages is returned.\n */\n public terminateFacet(validateAllIndices: boolean = true): string[] | undefined {\n const numFacets = this._facetStart.length - 1;\n // number of indices in accepted facets\n const lengthA = this._facetStart[numFacets];\n // number of indices in all facets (accepted facet plus the last facet to be accepted)\n const lengthB = this.data.pointIndex.length;\n if (validateAllIndices) {\n const messages: string[] = [];\n if (lengthB < lengthA + 2)\n messages.push(\"Less than 3 indices in the last facet\");\n this.validateAllIndices(lengthA, messages);\n if (messages.length > 0) {\n this.data.trimAllIndexArrays(lengthA);\n return messages;\n }\n }\n this._facetStart.push(lengthB); // append start index of the future facet\n return undefined;\n }\n /** Number of facets (read-only property). */\n public override get facetCount(): number {\n return this._facetStart.length - 1;\n }\n /** Number of faces (read-only property). */\n public get faceCount(): number {\n return this.data.faceCount;\n }\n /** Number of points (read-only property). */\n public get pointCount(): number {\n return this.data.pointCount;\n }\n /** Number of colors (read-only property). */\n public get colorCount(): number {\n return this.data.colorCount;\n }\n /** Number of parameters (read-only property). */\n public get paramCount(): number {\n return this.data.paramCount;\n }\n /** Number of normals (read-only property). */\n public get normalCount(): number {\n return this.data.normalCount;\n }\n /** Test if `index` is a valid facet index. */\n public isValidFacetIndex(facetIndex: number): boolean {\n return facetIndex >= 0 && facetIndex < this.facetCount;\n }\n /** Return the number of edges in a particular facet. */\n public numEdgeInFacet(facetIndex: number): number {\n if (this.isValidFacetIndex(facetIndex))\n return this._facetStart[facetIndex + 1] - this._facetStart[facetIndex];\n return 0;\n }\n /**\n * Given a valid facet index, return the index at which its face loop starts in the index arrays.\n * * A \"face loop\" is a contiguous block of indices into the parallel polyface index arrays.\n * * Each of these indices represents an edge of a facet, thus it is sometimes called an \"edgeIndex\".\n * * Together with [[facetIndex1]], this method can be used to iterate the face loop of the facet\n * with index `iFacet` as follows:\n * ````\n * for (let iEdge = this.facetIndex0(iFacet); iEdge < this.facetIndex1(iFacet); iEdge++) {\n * const iPoint = this.data.pointIndex[iEdge];\n * const p = this.data.point[iPoint];\n * // ... process the edge of this facet starting at point p\n * }\n * ````\n */\n public facetIndex0(facetIndex: number): number {\n return this._facetStart[facetIndex];\n }\n /**\n * Given a valid facet index, return one past the index at which its face loop ends in the index arrays.\n * * For details, see [[facetIndex0]].\n */\n public facetIndex1(facetIndex: number): number {\n return this._facetStart[facetIndex + 1];\n }\n /** Return a readonly reference to the facetStart array accessed by [[facetIndex0]] and [[facetIndex1]]. */\n public get facetStart(): ReadonlyArray<number> {\n return this._facetStart;\n }\n /** create a visitor for this polyface */\n public createVisitor(numWrap: number = 0): IndexedPolyfaceVisitor {\n return IndexedPolyfaceVisitor.create(this, numWrap);\n }\n /** Extend `range` with coordinates from this mesh, optionally transformed. */\n public extendRange(range: Range3d, transform?: Transform): void {\n this.data.extendRange(range, transform);\n }\n /**\n * Given the index of a facet, return the data pertaining to the face it is a part of.\n * @deprecated in 4.5.0 - will not be removed until after 2026-06-13. Use [[IndexedPolyface.tryGetFaceData]], which verifies the index is in range.\n */\n public getFaceDataByFacetIndex(facetIndex: number): FacetFaceData {\n return this.data.face[this._facetToFaceData[facetIndex]];\n }\n /**\n * Set new FacetFaceData.\n * * All terminated facets since the last face declaration will be mapped to a single new FacetFaceData object using\n * facetToFaceData[]. FacetFaceData holds the 2D range of the face. Returns `true` if successful, `false` otherwise.\n */\n public setNewFaceData(endFacetIndex: number = 0): boolean {\n const facetStart = this._facetToFaceData.length;\n if (facetStart >= this._facetStart.length)\n return false;\n if (0 === endFacetIndex) // the default for endFacetIndex is really the last facet\n endFacetIndex = this._facetStart.length; // last facet index corresponds to the future facet\n const faceData = FacetFaceData.createNull();\n const visitor = IndexedPolyfaceVisitor.create(this, 0);\n if (!visitor.moveToReadIndex(facetStart)) { // move visitor to first facet of new face\n return false;\n }\n // if parameter range is provided (by the polyface planeSet clipper) then use it\n const paramDefined = this.data.param !== undefined;\n const setParamRange: boolean = faceData.paramRange.isNull && paramDefined;\n do {\n if (setParamRange && visitor.param !== undefined)\n visitor.param.extendRange(faceData.paramRange);\n } while (visitor.moveToNextFacet() && visitor.currentReadIndex() < endFacetIndex);\n if (paramDefined && !(this.data.param!.length === 0) && faceData.paramDistanceRange.isNull)\n faceData.setParamDistanceRangeFromNewFaceData(this, facetStart, endFacetIndex);\n this.data.face.push(faceData);\n const faceDataIndex = this.data.face.length - 1;\n for (let i = this._facetToFaceData.length; i < endFacetIndex; i++)\n this._facetToFaceData.push(0 === this._facetStart[i] ? 0 : faceDataIndex);\n return true;\n }\n /** Second step of double dispatch: call `handler.handleIndexedPolyface(this)`. */\n public dispatchToGeometryHandler(handler: GeometryHandler): any {\n return handler.handleIndexedPolyface(this);\n }\n /** If the input accesses an edgeMateIndex array, return it along with the owning IndexedPolyface. */\n public static hasEdgeMateIndex(polyface: Polyface | PolyfaceVisitor): { parent: IndexedPolyface, edgeMateIndex: Array<number | undefined> } | undefined {\n let parent: IndexedPolyface | undefined;\n if (polyface instanceof Polyface) {\n if (polyface instanceof IndexedPolyface)\n parent = polyface;\n } else if (polyface.clientPolyface() && polyface.clientPolyface() instanceof IndexedPolyface)\n parent = polyface.clientPolyface() as IndexedPolyface;\n if (parent) {\n const edgeMateIndex = parent.data.edgeMateIndex;\n if (edgeMateIndex && edgeMateIndex.length > 0 && edgeMateIndex.length === parent.data.indexCount)\n return { parent, edgeMateIndex };\n }\n return undefined;\n }\n}\n\n/**\n * A PolyfaceVisitor manages data while iterating facets.\n * * The polyface visitor holds data for one facet at a time.\n * * The caller can request the position in the addressed polyfaceData as a \"readIndex\".\n * * The readIndex values (as numbers) are not assumed to be sequential (i.e., they might be contiguous facet indices\n * or the indexing scheme might have gaps at the whim of the particular PolyfaceVisitor implementation).\n * * Example usage:\n * ```\n * const visitor = myPolyface.createVisitor();\n * for (visitor.reset(); visitor.moveToNextFacet(); ) {\n * // process the current facet\n * }\n * ```\n * @public\n */\nexport interface PolyfaceVisitor extends PolyfaceData {\n /** Load data for the facet with given index. */\n moveToReadIndex(index: number): boolean;\n /** Return the index of the currently loaded facet. */\n currentReadIndex(): number;\n /** Load data for the next facet. */\n moveToNextFacet(): boolean;\n /** Restart the visitor at the first facet. */\n reset(): void;\n /** Return the point index of vertex i within the currently loaded facet. */\n clientPointIndex(i: number): number;\n /** Return the param index of vertex i within the currently loaded facet. */\n clientParamIndex(i: number): number;\n /** Return the normal index of vertex i within the currently loaded facet. */\n clientNormalIndex(i: number): number;\n /** Return the color index of vertex i within the currently loaded facet. */\n clientColorIndex(i: number): number;\n /** Return the aux data index of vertex i within the currently loaded facet. */\n clientAuxIndex(i: number): number;\n /** Return the client polyface. */\n clientPolyface(): Polyface | undefined;\n /**\n * Set the number of vertices replicated in visitor arrays (both data and index arrays).\n * * 0,1,2 are the most common values.\n * * Example: suppose `[6,7,8]` is the pointIndex array representing a triangle. First edge would be `6,7`. Second\n * edge is `7,8`. Third edge is `8,6`. To access `6` for the third edge, we have to go back to the start of array.\n * Therefore, it is useful to store `6` at the end of pointIndex array, i.e., `[6,7,8,6]` meaning `numWrap = 1`.\n * * Continuing this example, `numWrap = 2` (i.e., `[6,7,8,6,7]`) is useful when each vertex visit requires\n * the next two points, e.g., to form two adjacent vectors for a cross product.\n */\n setNumWrap(numWrap: number): void;\n /** Clear the contents of the data arrays. Use this along with `pushDataFrom` to build up new facets. */\n clearArrays(): void;\n /** Transfer data from a specified index of the other visitor as new data in this visitor. */\n pushDataFrom(other: PolyfaceVisitor, index: number): void;\n /**\n * Transfer interpolated data from the other visitor.\n * * All data values are interpolated at `fraction` between `other` values at `index0` and `index1`.\n */\n pushInterpolatedDataFrom(other: PolyfaceVisitor, index0: number, fraction: number, index1: number): void;\n /**\n * Return the number of facets this visitor is able to visit.\n * * Allows implementers to improve the efficiency of e.g., [[PolyfaceQuery.visitorClientFacetCount]].\n */\n getVisitableFacetCount?(): number;\n /** Create a visitor for a subset of the facets visitable by the instance. */\n createSubsetVisitor?(facetIndices: number[], numWrap: number): PolyfaceVisitor;\n}\n"]}
@@ -116,7 +116,7 @@ export declare class PolyfaceBuilder extends NullGeometryHandler {
116
116
  addTriangleFan(conePoint: Point3d, ls: LineString3d, toggle: boolean): void;
117
117
  /**
118
118
  * Add triangles from the first point of the linestring to the subsequent edges of the linestring.
119
- * * No checks are made for polygon convexity or edge collinearity, conditions which would ensure positive area triangles.
119
+ * * No checks are made for polygon convexity or edge colinearity, conditions which would ensure positive area triangles.
120
120
  * @param ls linestring with point coordinates.
121
121
  * @param reverse if `true`, wrap the triangle creation in toggleReversedFacetFlag.
122
122
  */
@@ -373,8 +373,8 @@ export declare class PolyfaceBuilder extends NullGeometryHandler {
373
373
  * * Accepted face edge visibility is determined by `isEdgeVisibleFunction`.
374
374
  * * Rely on the builder's compress step to find common vertex coordinates.
375
375
  * @param graph faces to add as facets.
376
- * @param acceptFaceFunction optional test for whether to add a given face. Default: ignore exterior faces.
377
- * @param isEdgeVisibleFunction optional test for whether to hide an edge. Default: hide interior edges.
376
+ * @param acceptFaceFunction (optional) callback invoked once per graph face to test for whether to add a given face to the mesh. Default: accept only interior faces.
377
+ * @param isEdgeVisibleFunction (optional) callback invoked once per edge of each accepted face to test for whether to hide an edge. Default: only boundary edges are visible.
378
378
  * @internal
379
379
  */
380
380
  addGraph(graph: HalfEdgeGraph, acceptFaceFunction?: HalfEdgeToBooleanFunction, isEdgeVisibleFunction?: HalfEdgeToBooleanFunction): void;
@@ -391,13 +391,15 @@ export declare class PolyfaceBuilder extends NullGeometryHandler {
391
391
  /**
392
392
  * Create a polyface containing the faces of a HalfEdgeGraph, with test functions to filter faces and hide edges.
393
393
  * * This is a static wrapper of [[addGraph]].
394
+ * * Default callbacks assume graph is appropriately masked with HalfEdgeMask.EXTERIOR.
394
395
  * @param graph faces to add as facets.
395
396
  * @param options (optional) options for the polyface.
396
- * @param acceptFaceFunction optional test for whether to add a given face. Default: ignore exterior faces.
397
- * @param isEdgeVisibleFunction optional test for whether to hide an edge. Default: hide interior edges.
397
+ * @param acceptFaceFunction (optional) callback invoked once per graph face to test for whether to add a given face to the mesh. Default: accept only interior faces.
398
+ * @param isEdgeVisibleFunction (optional) callback invoked once per edge of each accepted face to test for whether to hide an edge. Default: only boundary edges are visible.
399
+ * @param clusterTol optional distance tolerance for mesh compression. Default is [[Geometry.smallMetricDistance]].
398
400
  * @internal
399
401
  */
400
- static graphToPolyface(graph: HalfEdgeGraph, options?: StrokeOptions, acceptFaceFunction?: HalfEdgeToBooleanFunction, isEdgeVisibleFunction?: HalfEdgeToBooleanFunction): IndexedPolyface;
402
+ static graphToPolyface(graph: HalfEdgeGraph, options?: StrokeOptions, acceptFaceFunction?: HalfEdgeToBooleanFunction, isEdgeVisibleFunction?: HalfEdgeToBooleanFunction, clusterTol?: number): IndexedPolyface;
401
403
  /**
402
404
  * Create a polyface containing the faces of a HalfEdgeGraph that are specified by the HalfEdge array.
403
405
  * @internal
@@ -495,4 +497,21 @@ export declare class PolyfaceBuilder extends NullGeometryHandler {
495
497
  */
496
498
  addSweptIndexedPolyface(source: IndexedPolyface, sweepVector: Vector3d, triangulateSides?: boolean): boolean;
497
499
  }
500
+ /**
501
+ * In this file to avoid topology -> polyface dependency.
502
+ * @internal
503
+ */
504
+ export declare namespace HalfEdgeGraphSearch {
505
+ /**
506
+ * Search the graph for an interior face containing the test point(s).
507
+ * * For best results:
508
+ * * the graph exterior face(s) should be masked with HalfEdgeMask.EXTERIOR
509
+ * * the graph should contain no vertical faces
510
+ * @param graph input topology, z-coordinates ignored
511
+ * @param testPoint xy point(s) to search
512
+ * @returns edge in the face loop of the containing face, or `undefined` if `testPoint` is in an exterior face,
513
+ * or an array of the same in 1-1 correspondence with the input points.
514
+ */
515
+ function findContainingFaceXY(graph: HalfEdgeGraph, testPoint: XAndY | XAndY[]): (HalfEdge | undefined)[] | HalfEdge | undefined;
516
+ }
498
517
  //# sourceMappingURL=PolyfaceBuilder.d.ts.map
@@ -1 +1 @@
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