@itwin/core-geometry 5.2.0-dev.8 → 5.2.0

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 (772) hide show
  1. package/CHANGELOG.md +41 -1
  2. package/lib/cjs/Constant.js.map +1 -1
  3. package/lib/cjs/Geometry.d.ts +30 -10
  4. package/lib/cjs/Geometry.d.ts.map +1 -1
  5. package/lib/cjs/Geometry.js +74 -10
  6. package/lib/cjs/Geometry.js.map +1 -1
  7. package/lib/cjs/bspline/AkimaCurve3d.d.ts +19 -6
  8. package/lib/cjs/bspline/AkimaCurve3d.d.ts.map +1 -1
  9. package/lib/cjs/bspline/AkimaCurve3d.js +21 -5
  10. package/lib/cjs/bspline/AkimaCurve3d.js.map +1 -1
  11. package/lib/cjs/bspline/BSpline1dNd.js.map +1 -1
  12. package/lib/cjs/bspline/BSplineCurve.d.ts +3 -3
  13. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  14. package/lib/cjs/bspline/BSplineCurve.js +6 -6
  15. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  16. package/lib/cjs/bspline/BSplineCurve3dH.js.map +1 -1
  17. package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
  18. package/lib/cjs/bspline/BSplineCurveOps.js +1 -1
  19. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  20. package/lib/cjs/bspline/BSplineSurface.js.map +1 -1
  21. package/lib/cjs/bspline/Bezier1dNd.js.map +1 -1
  22. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  23. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  24. package/lib/cjs/bspline/BezierCurveBase.d.ts +2 -2
  25. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  26. package/lib/cjs/bspline/BezierCurveBase.js +4 -6
  27. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  28. package/lib/cjs/bspline/InterpolationCurve3d.d.ts +27 -17
  29. package/lib/cjs/bspline/InterpolationCurve3d.d.ts.map +1 -1
  30. package/lib/cjs/bspline/InterpolationCurve3d.js +17 -7
  31. package/lib/cjs/bspline/InterpolationCurve3d.js.map +1 -1
  32. package/lib/cjs/bspline/KnotVector.js.map +1 -1
  33. package/lib/cjs/bspline/SurfaceLocationDetail.js.map +1 -1
  34. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  35. package/lib/cjs/clipping/BooleanClipFactory.js.map +1 -1
  36. package/lib/cjs/clipping/BooleanClipNode.js.map +1 -1
  37. package/lib/cjs/clipping/ClipPlane.d.ts +19 -6
  38. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  39. package/lib/cjs/clipping/ClipPlane.js +17 -2
  40. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  41. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  42. package/lib/cjs/clipping/ClipUtils.d.ts +14 -1
  43. package/lib/cjs/clipping/ClipUtils.d.ts.map +1 -1
  44. package/lib/cjs/clipping/ClipUtils.js +21 -3
  45. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  46. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  47. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +14 -11
  48. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  49. package/lib/cjs/clipping/ConvexClipPlaneSet.js +23 -16
  50. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  51. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts +20 -3
  52. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.d.ts.map +1 -1
  53. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js +22 -5
  54. package/lib/cjs/clipping/UnionOfConvexClipPlaneSets.js.map +1 -1
  55. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  56. package/lib/cjs/core-geometry.js.map +1 -1
  57. package/lib/cjs/curve/Arc3d.d.ts +27 -17
  58. package/lib/cjs/curve/Arc3d.d.ts.map +1 -1
  59. package/lib/cjs/curve/Arc3d.js +61 -35
  60. package/lib/cjs/curve/Arc3d.js.map +1 -1
  61. package/lib/cjs/curve/ConstructCurveBetweenCurves.js.map +1 -1
  62. package/lib/cjs/curve/CoordinateXYZ.js.map +1 -1
  63. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  64. package/lib/cjs/curve/CurveCollection.d.ts +1 -0
  65. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  66. package/lib/cjs/curve/CurveCollection.js +1 -0
  67. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  68. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  69. package/lib/cjs/curve/CurveExtendMode.js.map +1 -1
  70. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  71. package/lib/cjs/curve/CurveLocationDetail.d.ts +8 -7
  72. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  73. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  74. package/lib/cjs/curve/CurveOps.d.ts +51 -1
  75. package/lib/cjs/curve/CurveOps.d.ts.map +1 -1
  76. package/lib/cjs/curve/CurveOps.js +97 -3
  77. package/lib/cjs/curve/CurveOps.js.map +1 -1
  78. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  79. package/lib/cjs/curve/CurveProcessor.js.map +1 -1
  80. package/lib/cjs/curve/CurveTypes.js.map +1 -1
  81. package/lib/cjs/curve/CurveWireMomentsXYZ.js.map +1 -1
  82. package/lib/cjs/curve/GeometryQuery.js.map +1 -1
  83. package/lib/cjs/curve/LineSegment3d.js.map +1 -1
  84. package/lib/cjs/curve/LineString3d.d.ts +4 -4
  85. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  86. package/lib/cjs/curve/LineString3d.js +8 -8
  87. package/lib/cjs/curve/LineString3d.js.map +1 -1
  88. package/lib/cjs/curve/Loop.js.map +1 -1
  89. package/lib/cjs/curve/OffsetOptions.js.map +1 -1
  90. package/lib/cjs/curve/ParityRegion.js.map +1 -1
  91. package/lib/cjs/curve/Path.js.map +1 -1
  92. package/lib/cjs/curve/PointString3d.js.map +1 -1
  93. package/lib/cjs/curve/ProxyCurve.js.map +1 -1
  94. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js +3 -3
  95. package/lib/cjs/curve/Query/ConsolidateAdjacentPrimitivesContext.js.map +1 -1
  96. package/lib/cjs/curve/Query/CurveSplitContext.js.map +1 -1
  97. package/lib/cjs/curve/Query/CylindricalRange.js.map +1 -1
  98. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  99. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts +6 -2
  100. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  101. package/lib/cjs/curve/Query/PlanarSubdivision.js +12 -7
  102. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  103. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  104. package/lib/cjs/curve/Query/StrokeCountMap.js.map +1 -1
  105. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  106. package/lib/cjs/curve/RegionOps.d.ts +9 -4
  107. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  108. package/lib/cjs/curve/RegionOps.js +10 -5
  109. package/lib/cjs/curve/RegionOps.js.map +1 -1
  110. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  111. package/lib/cjs/curve/StrokeOptions.js.map +1 -1
  112. package/lib/cjs/curve/UnionRegion.js.map +1 -1
  113. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
  114. package/lib/cjs/curve/internalContexts/AppendPlaneIntersectionStrokeHandler.js.map +1 -1
  115. package/lib/cjs/curve/internalContexts/ChainCollectorContext.js.map +1 -1
  116. package/lib/cjs/curve/internalContexts/CloneCurvesContext.js.map +1 -1
  117. package/lib/cjs/curve/internalContexts/CloneWithExpandedLineStrings.js.map +1 -1
  118. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  119. package/lib/cjs/curve/internalContexts/CountLinearPartsSearchContext.js.map +1 -1
  120. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  121. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  122. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +2 -1
  123. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  124. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXYZ.js.map +1 -1
  125. package/lib/cjs/curve/internalContexts/CurveLengthContext.js.map +1 -1
  126. package/lib/cjs/curve/internalContexts/CurveOffsetXYHandler.js.map +1 -1
  127. package/lib/cjs/curve/internalContexts/EllipticalArcApproximationContext.js.map +1 -1
  128. package/lib/cjs/curve/internalContexts/GapSearchContext.js.map +1 -1
  129. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts +4 -4
  130. package/lib/cjs/curve/internalContexts/MultiChainCollector.d.ts.map +1 -1
  131. package/lib/cjs/curve/internalContexts/MultiChainCollector.js +21 -18
  132. package/lib/cjs/curve/internalContexts/MultiChainCollector.js.map +1 -1
  133. package/lib/cjs/curve/internalContexts/NewtonRtoRStrokeHandler.js.map +1 -1
  134. package/lib/cjs/curve/internalContexts/PlaneAltitudeRangeContext.js.map +1 -1
  135. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.d.ts.map +1 -1
  136. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +30 -50
  137. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  138. package/lib/cjs/curve/internalContexts/SumLengthsContext.js.map +1 -1
  139. package/lib/cjs/curve/internalContexts/TransferWithSplitArcs.js.map +1 -1
  140. package/lib/cjs/curve/internalContexts/TransformInPlaceContext.js.map +1 -1
  141. package/lib/cjs/curve/spiral/AustralianRailCorpXYEvaluator.js.map +1 -1
  142. package/lib/cjs/curve/spiral/ClothoidSeries.js.map +1 -1
  143. package/lib/cjs/curve/spiral/CubicEvaluator.js.map +1 -1
  144. package/lib/cjs/curve/spiral/CzechSpiralEvaluator.js.map +1 -1
  145. package/lib/cjs/curve/spiral/DirectHalfCosineSpiralEvaluator.js.map +1 -1
  146. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts +2 -2
  147. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  148. package/lib/cjs/curve/spiral/DirectSpiral3d.js +6 -2
  149. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  150. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts +2 -2
  151. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts.map +1 -1
  152. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +6 -2
  153. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  154. package/lib/cjs/curve/spiral/MXCubicAlongArcSpiralEvaluator.js.map +1 -1
  155. package/lib/cjs/curve/spiral/NormalizedTransition.js.map +1 -1
  156. package/lib/cjs/curve/spiral/PolishCubicSpiralEvaluator.js.map +1 -1
  157. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  158. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts +5 -1
  159. package/lib/cjs/curve/spiral/TransitionSpiral3d.d.ts.map +1 -1
  160. package/lib/cjs/curve/spiral/TransitionSpiral3d.js +0 -3
  161. package/lib/cjs/curve/spiral/TransitionSpiral3d.js.map +1 -1
  162. package/lib/cjs/curve/spiral/XYCurveEvaluator.js.map +1 -1
  163. package/lib/cjs/geometry3d/Angle.js.map +1 -1
  164. package/lib/cjs/geometry3d/AngleSweep.d.ts +6 -2
  165. package/lib/cjs/geometry3d/AngleSweep.d.ts.map +1 -1
  166. package/lib/cjs/geometry3d/AngleSweep.js +12 -3
  167. package/lib/cjs/geometry3d/AngleSweep.js.map +1 -1
  168. package/lib/cjs/geometry3d/BarycentricTriangle.js.map +1 -1
  169. package/lib/cjs/geometry3d/BilinearPatch.js.map +1 -1
  170. package/lib/cjs/geometry3d/CoincidentGeometryOps.js.map +1 -1
  171. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  172. package/lib/cjs/geometry3d/FrameBuilder.d.ts +2 -1
  173. package/lib/cjs/geometry3d/FrameBuilder.d.ts.map +1 -1
  174. package/lib/cjs/geometry3d/FrameBuilder.js +14 -18
  175. package/lib/cjs/geometry3d/FrameBuilder.js.map +1 -1
  176. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  177. package/lib/cjs/geometry3d/GeometryHandler.js.map +1 -1
  178. package/lib/cjs/geometry3d/GrowableBlockedArray.js.map +1 -1
  179. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  180. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  181. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  182. package/lib/cjs/geometry3d/IndexedCollectionInterval.js.map +1 -1
  183. package/lib/cjs/geometry3d/IndexedXYCollection.js.map +1 -1
  184. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  185. package/lib/cjs/geometry3d/LongitudeLatitudeAltitude.js.map +1 -1
  186. package/lib/cjs/geometry3d/Matrix3d.d.ts +1 -1
  187. package/lib/cjs/geometry3d/Matrix3d.js +1 -1
  188. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  189. package/lib/cjs/geometry3d/OrderedRotationAngles.js.map +1 -1
  190. package/lib/cjs/geometry3d/Plane3d.js.map +1 -1
  191. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  192. package/lib/cjs/geometry3d/Plane3dByOriginAndVectors.js.map +1 -1
  193. package/lib/cjs/geometry3d/Point2dArrayCarrier.js.map +1 -1
  194. package/lib/cjs/geometry3d/Point2dVector2d.d.ts +18 -2
  195. package/lib/cjs/geometry3d/Point2dVector2d.d.ts.map +1 -1
  196. package/lib/cjs/geometry3d/Point2dVector2d.js +37 -4
  197. package/lib/cjs/geometry3d/Point2dVector2d.js.map +1 -1
  198. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  199. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -1
  200. package/lib/cjs/geometry3d/Point3dVector3d.d.ts.map +1 -1
  201. package/lib/cjs/geometry3d/Point3dVector3d.js +1 -0
  202. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  203. package/lib/cjs/geometry3d/PointHelpers.js.map +1 -1
  204. package/lib/cjs/geometry3d/PointStreaming.d.ts +8 -0
  205. package/lib/cjs/geometry3d/PointStreaming.d.ts.map +1 -1
  206. package/lib/cjs/geometry3d/PointStreaming.js +18 -2
  207. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  208. package/lib/cjs/geometry3d/PolygonOps.d.ts +18 -9
  209. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  210. package/lib/cjs/geometry3d/PolygonOps.js +53 -26
  211. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  212. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts +8 -2
  213. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.d.ts.map +1 -1
  214. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +10 -4
  215. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  216. package/lib/cjs/geometry3d/PolylineOps.d.ts +14 -3
  217. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  218. package/lib/cjs/geometry3d/PolylineOps.js +20 -4
  219. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  220. package/lib/cjs/geometry3d/Range.d.ts +34 -32
  221. package/lib/cjs/geometry3d/Range.d.ts.map +1 -1
  222. package/lib/cjs/geometry3d/Range.js +28 -21
  223. package/lib/cjs/geometry3d/Range.js.map +1 -1
  224. package/lib/cjs/geometry3d/Ray2d.d.ts +16 -6
  225. package/lib/cjs/geometry3d/Ray2d.d.ts.map +1 -1
  226. package/lib/cjs/geometry3d/Ray2d.js +28 -4
  227. package/lib/cjs/geometry3d/Ray2d.js.map +1 -1
  228. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  229. package/lib/cjs/geometry3d/Ray3d.js +3 -4
  230. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  231. package/lib/cjs/geometry3d/ReusableObjectCache.js.map +1 -1
  232. package/lib/cjs/geometry3d/Segment1d.js.map +1 -1
  233. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  234. package/lib/cjs/geometry3d/Transform.d.ts +1 -1
  235. package/lib/cjs/geometry3d/Transform.js +1 -1
  236. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  237. package/lib/cjs/geometry3d/UVSurfaceOps.js.map +1 -1
  238. package/lib/cjs/geometry3d/XYZProps.d.ts +12 -1
  239. package/lib/cjs/geometry3d/XYZProps.d.ts.map +1 -1
  240. package/lib/cjs/geometry3d/XYZProps.js +17 -2
  241. package/lib/cjs/geometry3d/XYZProps.js.map +1 -1
  242. package/lib/cjs/geometry3d/YawPitchRollAngles.js.map +1 -1
  243. package/lib/cjs/geometry4d/Map4d.js.map +1 -1
  244. package/lib/cjs/geometry4d/Matrix4d.d.ts +16 -0
  245. package/lib/cjs/geometry4d/Matrix4d.d.ts.map +1 -1
  246. package/lib/cjs/geometry4d/Matrix4d.js +26 -0
  247. package/lib/cjs/geometry4d/Matrix4d.js.map +1 -1
  248. package/lib/cjs/geometry4d/MomentData.js.map +1 -1
  249. package/lib/cjs/geometry4d/PlaneByOriginAndVectors4d.js.map +1 -1
  250. package/lib/cjs/geometry4d/Point4d.js.map +1 -1
  251. package/lib/cjs/numerics/BandedSystem.js.map +1 -1
  252. package/lib/cjs/numerics/BezierPolynomials.d.ts.map +1 -1
  253. package/lib/cjs/numerics/BezierPolynomials.js +5 -9
  254. package/lib/cjs/numerics/BezierPolynomials.js.map +1 -1
  255. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  256. package/lib/cjs/numerics/Complex.js.map +1 -1
  257. package/lib/cjs/numerics/ConvexPolygon2d.js.map +1 -1
  258. package/lib/cjs/numerics/Newton.js.map +1 -1
  259. package/lib/cjs/numerics/PascalCoefficients.js.map +1 -1
  260. package/lib/cjs/numerics/PolarData.js.map +1 -1
  261. package/lib/cjs/numerics/Polynomials.js.map +1 -1
  262. package/lib/cjs/numerics/Quadrature.js.map +1 -1
  263. package/lib/cjs/numerics/Range1dArray.js.map +1 -1
  264. package/lib/cjs/numerics/SmallSystem.d.ts +13 -7
  265. package/lib/cjs/numerics/SmallSystem.d.ts.map +1 -1
  266. package/lib/cjs/numerics/SmallSystem.js +13 -7
  267. package/lib/cjs/numerics/SmallSystem.js.map +1 -1
  268. package/lib/cjs/numerics/TriDiagonalSystem.js.map +1 -1
  269. package/lib/cjs/numerics/UnionFind.js.map +1 -1
  270. package/lib/cjs/numerics/UsageSums.js.map +1 -1
  271. package/lib/cjs/polyface/AuxData.js.map +1 -1
  272. package/lib/cjs/polyface/BoxTopology.js.map +1 -1
  273. package/lib/cjs/polyface/FacetFaceData.js.map +1 -1
  274. package/lib/cjs/polyface/FacetLocationDetail.js.map +1 -1
  275. package/lib/cjs/polyface/FacetOrientation.js.map +1 -1
  276. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  277. package/lib/cjs/polyface/IndexedEdgeMatcher.js.map +1 -1
  278. package/lib/cjs/polyface/IndexedPolyfaceVisitor.js.map +1 -1
  279. package/lib/cjs/polyface/IndexedPolyfaceWalker.js.map +1 -1
  280. package/lib/cjs/polyface/Polyface.d.ts +1 -3
  281. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  282. package/lib/cjs/polyface/Polyface.js +2 -6
  283. package/lib/cjs/polyface/Polyface.js.map +1 -1
  284. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +25 -6
  285. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  286. package/lib/cjs/polyface/PolyfaceBuilder.js +59 -8
  287. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  288. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module CartesianGeometry\n */\n\nimport { AngleProps, Geometry } from \"../Geometry\";\nimport { Angle } from \"./Angle\";\nimport { Matrix3d } from \"./Matrix3d\";\nimport { Point3d } from \"./Point3dVector3d\";\nimport { Transform } from \"./Transform\";\n\n// cspell:word Tait\n\n/**\n * Angle properties of a `YawPitchRoll` orientation\n * @public\n */\nexport interface YawPitchRollProps {\n /** yaw field */\n yaw?: AngleProps;\n /** pitch field */\n pitch?: AngleProps;\n /** roll field */\n roll?: AngleProps;\n}\n\n/**\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\n * (https://en.wikipedia.org/wiki/Euler_angles).\n * * The matrix construction can be replicated by this logic:\n * * xyz coordinates have\n * * x forward\n * * y to left\n * * z up\n * * Note that this is a right handed coordinate system.\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\n * * The YPR matrix is the product\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\n * @public\n */\nexport class YawPitchRollAngles {\n /** The yaw angle: counterclockwise rotation angle around z */\n public yaw: Angle;\n /** The pitch angle: **clockwise** rotation angle around y */\n public pitch: Angle;\n /** The roll angle: counterclockwise rotation angle around x */\n public roll: Angle;\n /**\n * Constructor\n * @param yaw counterclockwise rotation angle around z\n * @param pitch **clockwise** rotation angle around y\n * @param roll counterclockwise rotation angle around x\n */\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\n this.yaw = yaw;\n this.pitch = pitch;\n this.roll = roll;\n }\n /** Freeze this YawPitchRollAngles */\n public freeze(): Readonly<this> {\n this.yaw.freeze();\n this.pitch.freeze();\n this.roll.freeze();\n return Object.freeze(this);\n }\n /**\n * Constructor for YawPitchRollAngles with angles in degrees.\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\n */\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\n return new YawPitchRollAngles(\n Angle.createDegrees(yawDegrees),\n Angle.createDegrees(pitchDegrees),\n Angle.createDegrees(rollDegrees),\n );\n }\n /**\n * Constructor for YawPitchRollAngles with angles in radians.\n * @param yawRadians counterclockwise rotation angle (in radians) around z\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\n * @param rollRadians counterclockwise rotation angle (in radians) around x\n */\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\n return new YawPitchRollAngles(\n Angle.createRadians(yawRadians),\n Angle.createRadians(pitchRadians),\n Angle.createRadians(rollRadians),\n );\n }\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\n json = json ? json : {};\n return new YawPitchRollAngles(\n Angle.fromJSON(json.yaw),\n Angle.fromJSON(json.pitch),\n Angle.fromJSON(json.roll),\n );\n }\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\n public setFromJSON(json?: YawPitchRollProps): void {\n json = json ? json : {};\n this.yaw = Angle.fromJSON(json.yaw);\n this.pitch = Angle.fromJSON(json.pitch);\n this.roll = Angle.fromJSON(json.roll);\n }\n /**\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\n */\n public toJSON(): YawPitchRollProps {\n const val: YawPitchRollProps = {};\n if (!this.pitch.isAlmostZero)\n val.pitch = this.pitch.toJSON();\n if (!this.roll.isAlmostZero)\n val.roll = this.roll.toJSON();\n if (!this.yaw.isAlmostZero)\n val.yaw = this.yaw.toJSON();\n return val;\n }\n /**\n * Install all rotations from `other` into `this`.\n * @param other YawPitchRollAngles source\n */\n public setFrom(other: YawPitchRollAngles) {\n this.yaw.setFrom(other.yaw);\n this.pitch.setFrom(other.pitch);\n this.roll.setFrom(other.roll);\n }\n /**\n * Compare angles between `this` and `other`.\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\n * @param other YawPitchRollAngles source\n */\n public isAlmostEqual(other: YawPitchRollAngles): boolean {\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\n }\n /** Make a copy of this YawPitchRollAngles */\n public clone(): YawPitchRollAngles {\n return new YawPitchRollAngles(\n this.yaw.clone(),\n this.pitch.clone(),\n this.roll.clone(),\n );\n }\n /**\n * Expand the angles into a (rigid rotation) matrix.\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\n * * The rigid matrix is always a right handed coordinate system.\n * @param result optional pre-allocated `Matrix3d`\n */\n public toMatrix3d(result?: Matrix3d): Matrix3d {\n const cz = Math.cos(this.yaw.radians);\n const sz = Math.sin(this.yaw.radians);\n const cy = Math.cos(this.pitch.radians);\n const sy = Math.sin(this.pitch.radians);\n const cx = Math.cos(this.roll.radians);\n const sx = Math.sin(this.roll.radians);\n /**\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\n * rX, rY, and rZ are base rotation matrixes:\n *\n * const rX = Matrix3d.createRowValues(\n * 1, 0, 0,\n * 0, Math.cos(x), -Math.sin(x),\n * 0, Math.sin(x), Math.cos(x),\n * );\n * const rY = Matrix3d.createRowValues(\n * Math.cos(y), 0, Math.sin(y),\n * 0, 1, 0,\n * -Math.sin(y), 0, Math.cos(y),\n * );\n * const rZ = Matrix3d.createRowValues(\n * Math.cos(z), -Math.sin(z), 0,\n * Math.sin(z), Math.cos(z), 0,\n * 0, 0, 1,\n * );\n *\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\n * can use transpose of rY in the matrix multiplication to get the same result)\n */\n return Matrix3d.createRowValues(\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\n sy, cy * sx, cy * cx,\n result,\n );\n }\n /**\n * Returns true if this rotation does nothing.\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\n */\n public isIdentity(allowPeriodShift: boolean = true): boolean {\n if (allowPeriodShift)\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\n else\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\n }\n /** Return the largest angle in radians */\n public maxAbsRadians(): number {\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\n }\n /** Return the sum of the angles in squared radians */\n public sumSquaredRadians(): number {\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\n }\n /** Return the largest difference of angles (in radians) between this and other */\n public maxDiffRadians(other: YawPitchRollAngles): number {\n return Math.max(\n this.yaw.radians - other.yaw.radians,\n this.pitch.radians - other.pitch.radians,\n this.roll.radians - other.roll.radians,\n );\n }\n /** Return the largest angle in degrees. */\n public maxAbsDegrees(): number {\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\n }\n /** Return the sum of squared angles in degrees. */\n public sumSquaredDegrees(): number {\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\n }\n /** Return the largest difference of angles (in degrees) between this and other */\n public maxDiffDegrees(other: YawPitchRollAngles): number {\n return Math.max(\n this.yaw.degrees - other.yaw.degrees,\n this.pitch.degrees - other.pitch.degrees,\n this.roll.degrees - other.roll.degrees,\n );\n }\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\n public static tryFromTransform(transform: Transform): {\n origin: Point3d;\n angles: YawPitchRollAngles | undefined;\n } {\n return {\n origin: Point3d.createFrom(transform.origin),\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\n };\n }\n /**\n * Attempts to create a YawPitchRollAngles object from a Matrix3d.\n * @param matrix rigid matrix to process. Caller can test for rigidity with [[Matrix3d.isRigid]] and\n * ensure rigid input with [[Matrix3d.createRigidFromMatrix3d]] or [[Matrix3d.makeRigid]].\n * @param result optional pre-allocated object to populate and return.\n * @returns computed angles, or undefined if `matrix` is not rigid.\n * * Even when undefined is returned, `result` (if supplied) is populated with angles that may be used with caution:\n * their usefulness decreases the further `matrix` is from being rigid.\n */\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\n /**\n * The rotation matrix form is\n *\n * Matrix3d.createRowValues(\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\n * sy, cy * sx, cy * cx\n * );\n *\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\n */\n const sy = matrix.at(2, 0); // sin(y)\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\n const angles = result ? result : new YawPitchRollAngles();\n /**\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\n * This means x and z can be anything as long as their sum x + z is constant.\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\n * Math details can be found\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\n *\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\n *\n * Matrix3d.createRowValues(\n * 0, -sz, -+cz,\n * 0, cz, -+sz,\n * +-1, 0, 0\n * );\n *\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\n */\n if (cy < Geometry.smallAngleRadians) {\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\n angles.roll = Angle.createRadians(0.0);\n } else {\n /**\n * positive cosine\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\n */\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\n // similar with negative cosine\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\n // create YPR\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\n // decide to pick yprA or yprB with smallest magnitude angles\n const absFactor = 0.95;\n const maxRadiansA = yprA.maxAbsRadians();\n const maxRadiansB = yprB.maxAbsRadians();\n if (maxRadiansA < absFactor * maxRadiansB) {\n angles.setFrom(yprA);\n } else if (maxRadiansB < absFactor * maxRadiansA) {\n angles.setFrom(yprB);\n } else {\n const sumA = yprA.sumSquaredRadians();\n const sumB = yprB.sumSquaredRadians();\n if (sumA <= sumB) {\n angles.setFrom(yprA);\n } else {\n angles.setFrom(yprB);\n }\n }\n }\n // sanity check\n const matrix1 = angles.toMatrix3d();\n return matrix.isAlmostEqual(matrix1) ? angles : undefined;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module CartesianGeometry\r\n */\r\n\r\nimport { AngleProps, Geometry } from \"../Geometry\";\r\nimport { Angle } from \"./Angle\";\r\nimport { Matrix3d } from \"./Matrix3d\";\r\nimport { Point3d } from \"./Point3dVector3d\";\r\nimport { Transform } from \"./Transform\";\r\n\r\n// cspell:word Tait\r\n\r\n/**\r\n * Angle properties of a `YawPitchRoll` orientation\r\n * @public\r\n */\r\nexport interface YawPitchRollProps {\r\n /** yaw field */\r\n yaw?: AngleProps;\r\n /** pitch field */\r\n pitch?: AngleProps;\r\n /** roll field */\r\n roll?: AngleProps;\r\n}\r\n\r\n/**\r\n * Three angles that determine the orientation of an object in space, sometimes referred to as [Tait–Bryan angles]\r\n * (https://en.wikipedia.org/wiki/Euler_angles).\r\n * * The matrix construction can be replicated by this logic:\r\n * * xyz coordinates have\r\n * * x forward\r\n * * y to left\r\n * * z up\r\n * * Note that this is a right handed coordinate system.\r\n * * yaw is a rotation of x towards y, i.e. around positive z (counterclockwise):\r\n * * `yawMatrix = Matrix3d.createRotationAroundAxisIndex(2, Angle.createDegrees(yawDegrees));`\r\n * * pitch is a rotation that raises x towards z, i.e. rotation around **negative y** (**clockwise**):\r\n * * `pitchMatrix = Matrix3d.createRotationAroundAxisIndex(1, Angle.createDegrees(-pitchDegrees));`\r\n * * roll is rotation of y towards z, i.e. rotation around positive x (counterclockwise):\r\n * * `rollMatrix = Matrix3d.createRotationAroundAxisIndex(0, Angle.createDegrees(rollDegrees));`\r\n * * The YPR matrix is the product\r\n * * `result = yawMatrix.multiplyMatrixMatrix(pitchMatrix.multiplyMatrixMatrix(rollMatrix));`\r\n * * Note that this is for \"column based\" matrix with vectors multiplying on the right of the matrix.\r\n * Hence a vector is first rotated by roll, then the pitch, finally yaw. So multiplication order in\r\n * the sense of AxisOrder is `RPY` (i.e., XYZ), in contrast to the familiar name `YPR`.\r\n * @public\r\n */\r\nexport class YawPitchRollAngles {\r\n /** The yaw angle: counterclockwise rotation angle around z */\r\n public yaw: Angle;\r\n /** The pitch angle: **clockwise** rotation angle around y */\r\n public pitch: Angle;\r\n /** The roll angle: counterclockwise rotation angle around x */\r\n public roll: Angle;\r\n /**\r\n * Constructor\r\n * @param yaw counterclockwise rotation angle around z\r\n * @param pitch **clockwise** rotation angle around y\r\n * @param roll counterclockwise rotation angle around x\r\n */\r\n constructor(yaw: Angle = Angle.zero(), pitch: Angle = Angle.zero(), roll: Angle = Angle.zero()) {\r\n this.yaw = yaw;\r\n this.pitch = pitch;\r\n this.roll = roll;\r\n }\r\n /** Freeze this YawPitchRollAngles */\r\n public freeze(): Readonly<this> {\r\n this.yaw.freeze();\r\n this.pitch.freeze();\r\n this.roll.freeze();\r\n return Object.freeze(this);\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in degrees.\r\n * @param yawDegrees counterclockwise rotation angle (in degrees) around z\r\n * @param pitchDegrees **clockwise** rotation angle (in degrees) around y\r\n * @param rollDegrees counterclockwise rotation angle (in degrees) around x\r\n */\r\n public static createDegrees(yawDegrees: number, pitchDegrees: number, rollDegrees: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createDegrees(yawDegrees),\r\n Angle.createDegrees(pitchDegrees),\r\n Angle.createDegrees(rollDegrees),\r\n );\r\n }\r\n /**\r\n * Constructor for YawPitchRollAngles with angles in radians.\r\n * @param yawRadians counterclockwise rotation angle (in radians) around z\r\n * @param pitchRadians **clockwise** rotation angle (in radians) around y\r\n * @param rollRadians counterclockwise rotation angle (in radians) around x\r\n */\r\n public static createRadians(yawRadians: number, pitchRadians: number, rollRadians: number): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n Angle.createRadians(yawRadians),\r\n Angle.createRadians(pitchRadians),\r\n Angle.createRadians(rollRadians),\r\n );\r\n }\r\n /** Construct a `YawPitchRoll` object from an object with 3 named angles */\r\n public static fromJSON(json?: YawPitchRollProps): YawPitchRollAngles {\r\n json = json ? json : {};\r\n return new YawPitchRollAngles(\r\n Angle.fromJSON(json.yaw),\r\n Angle.fromJSON(json.pitch),\r\n Angle.fromJSON(json.roll),\r\n );\r\n }\r\n /** Populate yaw, pitch and roll fields using `Angle.fromJSON` */\r\n public setFromJSON(json?: YawPitchRollProps): void {\r\n json = json ? json : {};\r\n this.yaw = Angle.fromJSON(json.yaw);\r\n this.pitch = Angle.fromJSON(json.pitch);\r\n this.roll = Angle.fromJSON(json.roll);\r\n }\r\n /**\r\n * Convert to a JSON object of form { pitch: 20 , roll: 30 , yaw: 10 }. Angles are in degrees.\r\n * Any values that are exactly zero (with tolerance `Geometry.smallAngleRadians`) are omitted.\r\n */\r\n public toJSON(): YawPitchRollProps {\r\n const val: YawPitchRollProps = {};\r\n if (!this.pitch.isAlmostZero)\r\n val.pitch = this.pitch.toJSON();\r\n if (!this.roll.isAlmostZero)\r\n val.roll = this.roll.toJSON();\r\n if (!this.yaw.isAlmostZero)\r\n val.yaw = this.yaw.toJSON();\r\n return val;\r\n }\r\n /**\r\n * Install all rotations from `other` into `this`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public setFrom(other: YawPitchRollAngles) {\r\n this.yaw.setFrom(other.yaw);\r\n this.pitch.setFrom(other.pitch);\r\n this.roll.setFrom(other.roll);\r\n }\r\n /**\r\n * Compare angles between `this` and `other`.\r\n * * Comparisons are via `isAlmostEqualAllowPeriodShift`.\r\n * @param other YawPitchRollAngles source\r\n */\r\n public isAlmostEqual(other: YawPitchRollAngles): boolean {\r\n return this.yaw.isAlmostEqualAllowPeriodShift(other.yaw)\r\n && this.pitch.isAlmostEqualAllowPeriodShift(other.pitch)\r\n && this.roll.isAlmostEqualAllowPeriodShift(other.roll);\r\n }\r\n /** Make a copy of this YawPitchRollAngles */\r\n public clone(): YawPitchRollAngles {\r\n return new YawPitchRollAngles(\r\n this.yaw.clone(),\r\n this.pitch.clone(),\r\n this.roll.clone(),\r\n );\r\n }\r\n /**\r\n * Expand the angles into a (rigid rotation) matrix.\r\n * * The returned matrix is \"rigid\" (i.e., it has unit length rows and columns, and its transpose is its inverse).\r\n * * The rigid matrix is always a right handed coordinate system.\r\n * @param result optional pre-allocated `Matrix3d`\r\n */\r\n public toMatrix3d(result?: Matrix3d): Matrix3d {\r\n const cz = Math.cos(this.yaw.radians);\r\n const sz = Math.sin(this.yaw.radians);\r\n const cy = Math.cos(this.pitch.radians);\r\n const sy = Math.sin(this.pitch.radians);\r\n const cx = Math.cos(this.roll.radians);\r\n const sx = Math.sin(this.roll.radians);\r\n /**\r\n * The axis order is XYZ (i.e., RPY) so the rotation matrix is calculated via rZ*rY*rX where\r\n * rX, rY, and rZ are base rotation matrixes:\r\n *\r\n * const rX = Matrix3d.createRowValues(\r\n * 1, 0, 0,\r\n * 0, Math.cos(x), -Math.sin(x),\r\n * 0, Math.sin(x), Math.cos(x),\r\n * );\r\n * const rY = Matrix3d.createRowValues(\r\n * Math.cos(y), 0, Math.sin(y),\r\n * 0, 1, 0,\r\n * -Math.sin(y), 0, Math.cos(y),\r\n * );\r\n * const rZ = Matrix3d.createRowValues(\r\n * Math.cos(z), -Math.sin(z), 0,\r\n * Math.sin(z), Math.cos(z), 0,\r\n * 0, 0, 1,\r\n * );\r\n *\r\n * Then we replace sin(y) with -sin(y) because y rotation (i.e., pitch) is clockwise (alternatively, you\r\n * can use transpose of rY in the matrix multiplication to get the same result)\r\n */\r\n return Matrix3d.createRowValues(\r\n cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n sy, cy * sx, cy * cx,\r\n result,\r\n );\r\n }\r\n /**\r\n * Returns true if this rotation does nothing.\r\n * * If allowPeriodShift is false, any nonzero angle is considered a non-identity\r\n * * If allowPeriodShift is true, all angles are individually allowed to be any multiple of 360 degrees.\r\n */\r\n public isIdentity(allowPeriodShift: boolean = true): boolean {\r\n if (allowPeriodShift)\r\n return Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansAllowPeriodShift(0.0, this.roll.radians);\r\n else\r\n return Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.yaw.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.pitch.radians)\r\n && Angle.isAlmostEqualRadiansNoPeriodShift(0.0, this.roll.radians);\r\n }\r\n /** Return the largest angle in radians */\r\n public maxAbsRadians(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the sum of the angles in squared radians */\r\n public sumSquaredRadians(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.radians, this.pitch.radians, this.roll.radians);\r\n }\r\n /** Return the largest difference of angles (in radians) between this and other */\r\n public maxDiffRadians(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.radians - other.yaw.radians,\r\n this.pitch.radians - other.pitch.radians,\r\n this.roll.radians - other.roll.radians,\r\n );\r\n }\r\n /** Return the largest angle in degrees. */\r\n public maxAbsDegrees(): number {\r\n return Geometry.maxAbsXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the sum of squared angles in degrees. */\r\n public sumSquaredDegrees(): number {\r\n return Geometry.hypotenuseSquaredXYZ(this.yaw.degrees, this.pitch.degrees, this.roll.degrees);\r\n }\r\n /** Return the largest difference of angles (in degrees) between this and other */\r\n public maxDiffDegrees(other: YawPitchRollAngles): number {\r\n return Math.max(\r\n this.yaw.degrees - other.yaw.degrees,\r\n this.pitch.degrees - other.pitch.degrees,\r\n this.roll.degrees - other.roll.degrees,\r\n );\r\n }\r\n /** Return an object from a Transform as an origin and YawPitchRollAngles. */\r\n public static tryFromTransform(transform: Transform): {\r\n origin: Point3d;\r\n angles: YawPitchRollAngles | undefined;\r\n } {\r\n return {\r\n origin: Point3d.createFrom(transform.origin),\r\n angles: YawPitchRollAngles.createFromMatrix3d(transform.matrix),\r\n };\r\n }\r\n /**\r\n * Attempts to create a YawPitchRollAngles object from a Matrix3d.\r\n * @param matrix rigid matrix to process. Caller can test for rigidity with [[Matrix3d.isRigid]] and\r\n * ensure rigid input with [[Matrix3d.createRigidFromMatrix3d]] or [[Matrix3d.makeRigid]].\r\n * @param result optional pre-allocated object to populate and return.\r\n * @returns computed angles, or undefined if `matrix` is not rigid.\r\n * * Even when undefined is returned, `result` (if supplied) is populated with angles that may be used with caution:\r\n * their usefulness decreases the further `matrix` is from being rigid.\r\n */\r\n public static createFromMatrix3d(matrix: Matrix3d, result?: YawPitchRollAngles): YawPitchRollAngles | undefined {\r\n /**\r\n * The rotation matrix form is\r\n *\r\n * Matrix3d.createRowValues(\r\n * cz * cy, -(sz * cx + cz * sy * sx), (sz * sx - cz * sy * cx),\r\n * sz * cy, (cz * cx - sz * sy * sx), -(cz * sx + sz * sy * cx),\r\n * sy, cy * sx, cy * cx\r\n * );\r\n *\r\n * where cx = cos(x), sx = sin(x), cy = cos(y), sy = sin(y), cz = cos(z), and sz = sin(z)\r\n */\r\n const sy = matrix.at(2, 0); // sin(y)\r\n const cy = Math.sqrt(matrix.at(2, 1) * matrix.at(2, 1) + matrix.at(2, 2) * matrix.at(2, 2)); // |cos(y)|\r\n const pitchA = Angle.createAtan2(sy, cy); // with positive cosine\r\n const pitchB = Angle.createAtan2(sy, -cy); // with negative cosine\r\n const angles = result ? result : new YawPitchRollAngles();\r\n /**\r\n * If cos(y) = 0 then y = +-90 degrees so we have a gimbal lock.\r\n * This means x and z can be anything as long as their sum x + z is constant.\r\n * so we can pick z = 0 and calculate x (or pick x = 0 and calculate z).\r\n * Math details can be found\r\n * https://en.wikipedia.org/wiki/Gimbal_lock#Loss_of_a_degree_of_freedom_with_Euler_angles\r\n *\r\n * The rotation matrix for y = +-90 degrees and x = 0 becomes\r\n *\r\n * Matrix3d.createRowValues(\r\n * 0, -sz, -+cz,\r\n * 0, cz, -+sz,\r\n * +-1, 0, 0\r\n * );\r\n *\r\n * so z = atan(sz/cz) = atan(-matrix.at(0, 1), matrix.at(1, 1))\r\n */\r\n if (cy < Geometry.smallAngleRadians) {\r\n angles.yaw = Angle.createAtan2(-matrix.at(0, 1), matrix.at(1, 1));\r\n angles.pitch = pitchA; // this is an arbitrary choice. can pick pitchB instead.\r\n angles.roll = Angle.createRadians(0.0);\r\n } else {\r\n /**\r\n * positive cosine\r\n * z = atan(sz/cz) = atan(matrix.at(1, 0), matrix.at(0, 0))\r\n * x = atan(sx/cx) = atan(matrix.at(2, 1), matrix.at(2, 2))\r\n */\r\n const yawA = Angle.createAtan2(matrix.at(1, 0), matrix.at(0, 0));\r\n const rollA = Angle.createAtan2(matrix.at(2, 1), matrix.at(2, 2));\r\n // similar with negative cosine\r\n const yawB = Angle.createAtan2(-matrix.at(1, 0), -matrix.at(0, 0));\r\n const rollB = Angle.createAtan2(-matrix.at(2, 1), -matrix.at(2, 2));\r\n // create YPR\r\n const yprA = new YawPitchRollAngles(yawA, pitchA, rollA);\r\n const yprB = new YawPitchRollAngles(yawB, pitchB, rollB);\r\n // decide to pick yprA or yprB with smallest magnitude angles\r\n const absFactor = 0.95;\r\n const maxRadiansA = yprA.maxAbsRadians();\r\n const maxRadiansB = yprB.maxAbsRadians();\r\n if (maxRadiansA < absFactor * maxRadiansB) {\r\n angles.setFrom(yprA);\r\n } else if (maxRadiansB < absFactor * maxRadiansA) {\r\n angles.setFrom(yprB);\r\n } else {\r\n const sumA = yprA.sumSquaredRadians();\r\n const sumB = yprB.sumSquaredRadians();\r\n if (sumA <= sumB) {\r\n angles.setFrom(yprA);\r\n } else {\r\n angles.setFrom(yprB);\r\n }\r\n }\r\n }\r\n // sanity check\r\n const matrix1 = angles.toMatrix3d();\r\n return matrix.isAlmostEqual(matrix1) ? angles : undefined;\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Numerics\n */\n\nimport { BeJSONFunctions } from \"../Geometry\";\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\nimport { Transform } from \"../geometry3d/Transform\";\nimport { Matrix4d } from \"./Matrix4d\";\n\n/**\n * Map4 carries two Matrix4d which are inverses of each other.\n * @public\n */\nexport class Map4d implements BeJSONFunctions {\n private _matrix0: Matrix4d;\n private _matrix1: Matrix4d;\n private constructor(matrix0: Matrix4d, matrix1: Matrix4d) {\n this._matrix0 = matrix0;\n this._matrix1 = matrix1;\n }\n /** Return a reference to (not copy of) the \"forward\" Matrix4d */\n public get transform0(): Matrix4d {\n return this._matrix0;\n }\n /** Return a reference to (not copy of) the \"reverse\" Matrix4d */\n public get transform1(): Matrix4d {\n return this._matrix1;\n }\n /** Create a Map4d, capturing the references to the two matrices. */\n public static createRefs(matrix0: Matrix4d, matrix1: Matrix4d) {\n return new Map4d(matrix0, matrix1);\n }\n /** Create an identity map. */\n public static createIdentity(): Map4d {\n return new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\n }\n /**\n * Create a Map4d with given transform pair.\n * @returns undefined if the transforms are not inverses of each other.\n */\n public static createTransform(transform0: Transform, transform1?: Transform): Map4d | undefined {\n if (transform1 === undefined) {\n transform1 = transform0.inverse();\n if (transform1 === undefined)\n return undefined;\n } else {\n const product = transform0.multiplyTransformTransform(transform1);\n if (!product.isIdentity)\n return undefined;\n }\n return new Map4d(Matrix4d.createTransform(transform0), Matrix4d.createTransform(transform1));\n }\n /**\n * Create a mapping the scales and translates (no rotation) between boxes.\n * @param lowA low point of box A\n * @param highA high point of box A\n * @param lowB low point of box B\n * @param highB high point of box B\n */\n public static createBoxMap(\n lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Map4d,\n ): Map4d | undefined {\n const t0 = Matrix4d.createBoxToBox(lowA, highA, lowB, highB, result ? result.transform0 : undefined);\n const t1 = Matrix4d.createBoxToBox(lowB, highB, lowA, highA, result ? result.transform1 : undefined);\n if (t0 && t1) {\n if (result)\n return result;\n return new Map4d(t0, t1);\n }\n return undefined;\n }\n /** Copy contents from another Map4d */\n public setFrom(other: Map4d) {\n this._matrix0.setFrom(other._matrix0);\n this._matrix1.setFrom(other._matrix1);\n }\n /** Return a clone of this Map4d */\n public clone(): Map4d {\n return new Map4d(this._matrix0.clone(), this._matrix1.clone());\n }\n /** Reinitialize this Map4d as an identity. */\n public setIdentity() {\n this._matrix0.setIdentity();\n this._matrix1.setIdentity();\n }\n /** Set this map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\n public setFromJSON(json: any): void {\n if (json.matrix0 && json.matrix1) {\n this._matrix0.setFromJSON(json.matrix0);\n this._matrix1.setFromJSON(json.matrix1);\n } else\n this.setIdentity();\n }\n /** Create a map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\n public static fromJSON(json?: any): Map4d {\n const result = new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\n result.setFromJSON(json);\n return result;\n }\n /** Return a json object `{matrix0: value0, matrix1: value1}` */\n public toJSON(): any {\n return { matrix0: this._matrix0.toJSON(), matrix1: this._matrix1.toJSON() };\n }\n /** Test if both matrices are almost equal to those */\n public isAlmostEqual(other: Map4d) {\n return this._matrix0.isAlmostEqual(other._matrix0) && this._matrix1.isAlmostEqual(other._matrix1);\n }\n /**\n * Create a world to NPC map that maps between world coordinates and the given frustum.\n * @param origin lower left rear of frustum\n * @param uVector Vector from origin to lower right rear.\n * @param vVector Vector from origin to upper left rear.\n * @param wVector Vector from origin to lower left front, i.e. origin towards eye.\n * @param fraction front size divided by rear size.\n */\n public static createVectorFrustum(\n origin: Point3d, uVector: Vector3d, vVector: Vector3d, wVector: Vector3d, fraction: number,\n ): Map4d | undefined {\n fraction = Math.max(fraction, 1.0e-8);\n const slabToWorld = Transform.createOriginAndMatrix(origin, Matrix3d.createColumns(uVector, vVector, wVector));\n const worldToSlab = slabToWorld.inverse();\n if (!worldToSlab)\n return undefined;\n const worldToSlabMap = new Map4d(Matrix4d.createTransform(worldToSlab), Matrix4d.createTransform(slabToWorld));\n const slabToNPCMap = new Map4d(\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, fraction, 0, 0, 0, fraction - 1.0, 1),\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1.0 / fraction, 0, 0, 0, (1.0 - fraction) / fraction, 1),\n );\n const result = slabToNPCMap.multiplyMapMap(worldToSlabMap);\n /*\n let numIdentity = 0;\n const productA = worldToSlabMap.matrix0.multiplyMatrixMatrix(worldToSlabMap.matrix1);\n if (productA.isIdentity())\n numIdentity++;\n const productB = slabToNPCMap.matrix0.multiplyMatrixMatrix(slabToNPCMap.matrix1);\n if (productB.isIdentity())\n numIdentity++;\n const product = result.matrix0.multiplyMatrixMatrix(result.matrix1);\n if (product.isIdentity())\n numIdentity++;\n if (numIdentity === 3)\n return result;\n */\n return result;\n }\n /**\n * Multiply this*other. The output matrices are\n * * output matrix0 = `this.matrix0 * other.matrix0`\n * * output matrix1 = 'other.matrix1 * this.matrix1`\n */\n public multiplyMapMap(other: Map4d): Map4d {\n return new Map4d(\n this._matrix0.multiplyMatrixMatrix(other._matrix0),\n other._matrix1.multiplyMatrixMatrix(this._matrix1),\n );\n }\n /** Exchange the two matrices of the map. */\n public reverseInPlace() {\n const temp = this._matrix0;\n this._matrix0 = this._matrix1;\n this._matrix1 = temp;\n }\n /**\n * Return a Map4d whose transform0 is\n * other.transform0 * this.transform0 * other.transform1\n */\n public sandwich0This1(other: Map4d): Map4d {\n return new Map4d(\n other._matrix0.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix1)),\n other._matrix0.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix1)),\n );\n }\n /**\n * Return a Map4d whose transform0 is\n * other.transform1 * this.transform0 * other.transform0\n */\n public sandwich1This0(other: Map4d): Map4d {\n return new Map4d(\n other._matrix1.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix0)),\n other._matrix1.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix0)),\n );\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Numerics\r\n */\r\n\r\nimport { BeJSONFunctions } from \"../Geometry\";\r\nimport { Matrix3d } from \"../geometry3d/Matrix3d\";\r\nimport { Point3d, Vector3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { Transform } from \"../geometry3d/Transform\";\r\nimport { Matrix4d } from \"./Matrix4d\";\r\n\r\n/**\r\n * Map4 carries two Matrix4d which are inverses of each other.\r\n * @public\r\n */\r\nexport class Map4d implements BeJSONFunctions {\r\n private _matrix0: Matrix4d;\r\n private _matrix1: Matrix4d;\r\n private constructor(matrix0: Matrix4d, matrix1: Matrix4d) {\r\n this._matrix0 = matrix0;\r\n this._matrix1 = matrix1;\r\n }\r\n /** Return a reference to (not copy of) the \"forward\" Matrix4d */\r\n public get transform0(): Matrix4d {\r\n return this._matrix0;\r\n }\r\n /** Return a reference to (not copy of) the \"reverse\" Matrix4d */\r\n public get transform1(): Matrix4d {\r\n return this._matrix1;\r\n }\r\n /** Create a Map4d, capturing the references to the two matrices. */\r\n public static createRefs(matrix0: Matrix4d, matrix1: Matrix4d) {\r\n return new Map4d(matrix0, matrix1);\r\n }\r\n /** Create an identity map. */\r\n public static createIdentity(): Map4d {\r\n return new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\r\n }\r\n /**\r\n * Create a Map4d with given transform pair.\r\n * @returns undefined if the transforms are not inverses of each other.\r\n */\r\n public static createTransform(transform0: Transform, transform1?: Transform): Map4d | undefined {\r\n if (transform1 === undefined) {\r\n transform1 = transform0.inverse();\r\n if (transform1 === undefined)\r\n return undefined;\r\n } else {\r\n const product = transform0.multiplyTransformTransform(transform1);\r\n if (!product.isIdentity)\r\n return undefined;\r\n }\r\n return new Map4d(Matrix4d.createTransform(transform0), Matrix4d.createTransform(transform1));\r\n }\r\n /**\r\n * Create a mapping the scales and translates (no rotation) between boxes.\r\n * @param lowA low point of box A\r\n * @param highA high point of box A\r\n * @param lowB low point of box B\r\n * @param highB high point of box B\r\n */\r\n public static createBoxMap(\r\n lowA: Point3d, highA: Point3d, lowB: Point3d, highB: Point3d, result?: Map4d,\r\n ): Map4d | undefined {\r\n const t0 = Matrix4d.createBoxToBox(lowA, highA, lowB, highB, result ? result.transform0 : undefined);\r\n const t1 = Matrix4d.createBoxToBox(lowB, highB, lowA, highA, result ? result.transform1 : undefined);\r\n if (t0 && t1) {\r\n if (result)\r\n return result;\r\n return new Map4d(t0, t1);\r\n }\r\n return undefined;\r\n }\r\n /** Copy contents from another Map4d */\r\n public setFrom(other: Map4d) {\r\n this._matrix0.setFrom(other._matrix0);\r\n this._matrix1.setFrom(other._matrix1);\r\n }\r\n /** Return a clone of this Map4d */\r\n public clone(): Map4d {\r\n return new Map4d(this._matrix0.clone(), this._matrix1.clone());\r\n }\r\n /** Reinitialize this Map4d as an identity. */\r\n public setIdentity() {\r\n this._matrix0.setIdentity();\r\n this._matrix1.setIdentity();\r\n }\r\n /** Set this map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\r\n public setFromJSON(json: any): void {\r\n if (json.matrix0 && json.matrix1) {\r\n this._matrix0.setFromJSON(json.matrix0);\r\n this._matrix1.setFromJSON(json.matrix1);\r\n } else\r\n this.setIdentity();\r\n }\r\n /** Create a map4d from a json object that the two Matrix4d values as properties named matrix0 and matrix1 */\r\n public static fromJSON(json?: any): Map4d {\r\n const result = new Map4d(Matrix4d.createIdentity(), Matrix4d.createIdentity());\r\n result.setFromJSON(json);\r\n return result;\r\n }\r\n /** Return a json object `{matrix0: value0, matrix1: value1}` */\r\n public toJSON(): any {\r\n return { matrix0: this._matrix0.toJSON(), matrix1: this._matrix1.toJSON() };\r\n }\r\n /** Test if both matrices are almost equal to those */\r\n public isAlmostEqual(other: Map4d) {\r\n return this._matrix0.isAlmostEqual(other._matrix0) && this._matrix1.isAlmostEqual(other._matrix1);\r\n }\r\n /**\r\n * Create a world to NPC map that maps between world coordinates and the given frustum.\r\n * @param origin lower left rear of frustum\r\n * @param uVector Vector from origin to lower right rear.\r\n * @param vVector Vector from origin to upper left rear.\r\n * @param wVector Vector from origin to lower left front, i.e. origin towards eye.\r\n * @param fraction front size divided by rear size.\r\n */\r\n public static createVectorFrustum(\r\n origin: Point3d, uVector: Vector3d, vVector: Vector3d, wVector: Vector3d, fraction: number,\r\n ): Map4d | undefined {\r\n fraction = Math.max(fraction, 1.0e-8);\r\n const slabToWorld = Transform.createOriginAndMatrix(origin, Matrix3d.createColumns(uVector, vVector, wVector));\r\n const worldToSlab = slabToWorld.inverse();\r\n if (!worldToSlab)\r\n return undefined;\r\n const worldToSlabMap = new Map4d(Matrix4d.createTransform(worldToSlab), Matrix4d.createTransform(slabToWorld));\r\n const slabToNPCMap = new Map4d(\r\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, fraction, 0, 0, 0, fraction - 1.0, 1),\r\n Matrix4d.createRowValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1.0 / fraction, 0, 0, 0, (1.0 - fraction) / fraction, 1),\r\n );\r\n const result = slabToNPCMap.multiplyMapMap(worldToSlabMap);\r\n /*\r\n let numIdentity = 0;\r\n const productA = worldToSlabMap.matrix0.multiplyMatrixMatrix(worldToSlabMap.matrix1);\r\n if (productA.isIdentity())\r\n numIdentity++;\r\n const productB = slabToNPCMap.matrix0.multiplyMatrixMatrix(slabToNPCMap.matrix1);\r\n if (productB.isIdentity())\r\n numIdentity++;\r\n const product = result.matrix0.multiplyMatrixMatrix(result.matrix1);\r\n if (product.isIdentity())\r\n numIdentity++;\r\n if (numIdentity === 3)\r\n return result;\r\n */\r\n return result;\r\n }\r\n /**\r\n * Multiply this*other. The output matrices are\r\n * * output matrix0 = `this.matrix0 * other.matrix0`\r\n * * output matrix1 = 'other.matrix1 * this.matrix1`\r\n */\r\n public multiplyMapMap(other: Map4d): Map4d {\r\n return new Map4d(\r\n this._matrix0.multiplyMatrixMatrix(other._matrix0),\r\n other._matrix1.multiplyMatrixMatrix(this._matrix1),\r\n );\r\n }\r\n /** Exchange the two matrices of the map. */\r\n public reverseInPlace() {\r\n const temp = this._matrix0;\r\n this._matrix0 = this._matrix1;\r\n this._matrix1 = temp;\r\n }\r\n /**\r\n * Return a Map4d whose transform0 is\r\n * other.transform0 * this.transform0 * other.transform1\r\n */\r\n public sandwich0This1(other: Map4d): Map4d {\r\n return new Map4d(\r\n other._matrix0.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix1)),\r\n other._matrix0.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix1)),\r\n );\r\n }\r\n /**\r\n * Return a Map4d whose transform0 is\r\n * other.transform1 * this.transform0 * other.transform0\r\n */\r\n public sandwich1This0(other: Map4d): Map4d {\r\n return new Map4d(\r\n other._matrix1.multiplyMatrixMatrix(this._matrix0.multiplyMatrixMatrix(other._matrix0)),\r\n other._matrix1.multiplyMatrixMatrix(this._matrix1.multiplyMatrixMatrix(other._matrix0)),\r\n );\r\n }\r\n}\r\n"]}
@@ -145,8 +145,24 @@ export declare class Matrix4d implements BeJSONFunctions {
145
145
  /**
146
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  * Return the (affine, non-perspective) Transform with the upper 3 rows of this matrix
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  * @return undefined if this Matrix4d has perspective effects in the w row.
148
+ * @see toTransform
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  */
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  get asTransform(): Transform | undefined;
151
+ /**
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+ * Populate a [[Transform]] from the instance, even if the transformations aren't equivalent.
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+ * * A Transform cannot encode perspective, but this method returns one even if it isn't equivalent to the instance.
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+ * * Compare to the [[asTransform]] property, which returns `undefined` when there is perspective.
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+ * @param result optional preallocated object to populate and return.
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+ * @returns derived `Transform` and a flag indicating its validity:
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+ * * `transform` is filled with the top three rows of the instance's entries scaled by the reciprocal of nonzero [[weight]];
158
+ * if [[weight]] is zero, `transform` is set to the identity.
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+ * * `isValid` is true if and only if the last row of the instance is essentially `[000w]` for nonzero `w` = [[weight]].
160
+ * @see asTransform
161
+ */
162
+ toTransform(result?: Transform): {
163
+ transform: Transform;
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+ isValid: boolean;
165
+ };
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  /** multiply this * other. */
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  multiplyMatrixMatrix(other: Matrix4d, result?: Matrix4d): Matrix4d;
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  /** multiply this * transpose(other). */
@@ -1 +1 @@
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@@ -306,12 +306,38 @@ class Matrix4d {
306
306
  /**
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307
  * Return the (affine, non-perspective) Transform with the upper 3 rows of this matrix
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308
  * @return undefined if this Matrix4d has perspective effects in the w row.
309
+ * @see toTransform
309
310
  */
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  get asTransform() {
311
312
  if (this.hasPerspective)
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313
  return undefined;
313
314
  return Transform_1.Transform.createRowValues(this._coffs[0], this._coffs[1], this._coffs[2], this._coffs[3], this._coffs[4], this._coffs[5], this._coffs[6], this._coffs[7], this._coffs[8], this._coffs[9], this._coffs[10], this._coffs[11]);
314
315
  }
316
+ /**
317
+ * Populate a [[Transform]] from the instance, even if the transformations aren't equivalent.
318
+ * * A Transform cannot encode perspective, but this method returns one even if it isn't equivalent to the instance.
319
+ * * Compare to the [[asTransform]] property, which returns `undefined` when there is perspective.
320
+ * @param result optional preallocated object to populate and return.
321
+ * @returns derived `Transform` and a flag indicating its validity:
322
+ * * `transform` is filled with the top three rows of the instance's entries scaled by the reciprocal of nonzero [[weight]];
323
+ * if [[weight]] is zero, `transform` is set to the identity.
324
+ * * `isValid` is true if and only if the last row of the instance is essentially `[000w]` for nonzero `w` = [[weight]].
325
+ * @see asTransform
326
+ */
327
+ toTransform(result) {
328
+ const transform = Transform_1.Transform.createIdentity(result);
329
+ let isValid = false;
330
+ if (this.weight() !== 0.0) {
331
+ const scale = 1.0 / this.weight();
332
+ for (let i = 0; i < 3; i++) {
333
+ for (let j = 0; j < 3; j++)
334
+ transform.matrix.setAt(i, j, scale * this.atIJ(i, j));
335
+ }
336
+ transform.origin.set(scale * this.atIJ(0, 3), scale * this.atIJ(1, 3), scale * this.atIJ(2, 3));
337
+ isValid = Geometry_1.Geometry.isSmallMetricDistance(scale * (Math.abs(this.atIJ(3, 0) + Math.abs(this.atIJ(3, 1)) + Math.abs(this.atIJ(3, 2)))));
338
+ }
339
+ return { transform, isValid };
340
+ }
315
341
  /** multiply this * other. */
316
342
  multiplyMatrixMatrix(other, result) {
317
343
  result = (result && result !== this && result !== other) ? result : new Matrix4d();