@itwin/core-geometry 5.5.0-dev.4 → 5.5.0-dev.5

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 (611) hide show
  1. package/lib/cjs/Geometry.d.ts +7 -0
  2. package/lib/cjs/Geometry.d.ts.map +1 -1
  3. package/lib/cjs/Geometry.js +9 -0
  4. package/lib/cjs/Geometry.js.map +1 -1
  5. package/lib/cjs/bspline/BSplineCurve.d.ts.map +1 -1
  6. package/lib/cjs/bspline/BSplineCurve.js +2 -1
  7. package/lib/cjs/bspline/BSplineCurve.js.map +1 -1
  8. package/lib/cjs/bspline/BSplineCurveOps.d.ts.map +1 -1
  9. package/lib/cjs/bspline/BSplineCurveOps.js +4 -1
  10. package/lib/cjs/bspline/BSplineCurveOps.js.map +1 -1
  11. package/lib/cjs/bspline/BezierCurve3d.d.ts.map +1 -1
  12. package/lib/cjs/bspline/BezierCurve3d.js +14 -4
  13. package/lib/cjs/bspline/BezierCurve3d.js.map +1 -1
  14. package/lib/cjs/bspline/BezierCurve3dH.d.ts +2 -0
  15. package/lib/cjs/bspline/BezierCurve3dH.d.ts.map +1 -1
  16. package/lib/cjs/bspline/BezierCurve3dH.js +19 -3
  17. package/lib/cjs/bspline/BezierCurve3dH.js.map +1 -1
  18. package/lib/cjs/bspline/BezierCurveBase.d.ts +8 -2
  19. package/lib/cjs/bspline/BezierCurveBase.d.ts.map +1 -1
  20. package/lib/cjs/bspline/BezierCurveBase.js +10 -4
  21. package/lib/cjs/bspline/BezierCurveBase.js.map +1 -1
  22. package/lib/cjs/clipping/AlternatingConvexClipTree.js +4 -4
  23. package/lib/cjs/clipping/AlternatingConvexClipTree.js.map +1 -1
  24. package/lib/cjs/clipping/ClipPlane.d.ts +0 -3
  25. package/lib/cjs/clipping/ClipPlane.d.ts.map +1 -1
  26. package/lib/cjs/clipping/ClipPlane.js +9 -2
  27. package/lib/cjs/clipping/ClipPlane.js.map +1 -1
  28. package/lib/cjs/clipping/ClipPrimitive.d.ts +59 -9
  29. package/lib/cjs/clipping/ClipPrimitive.d.ts.map +1 -1
  30. package/lib/cjs/clipping/ClipPrimitive.js +124 -55
  31. package/lib/cjs/clipping/ClipPrimitive.js.map +1 -1
  32. package/lib/cjs/clipping/ClipUtils.js +1 -1
  33. package/lib/cjs/clipping/ClipUtils.js.map +1 -1
  34. package/lib/cjs/clipping/ClipVector.d.ts.map +1 -1
  35. package/lib/cjs/clipping/ClipVector.js +12 -8
  36. package/lib/cjs/clipping/ClipVector.js.map +1 -1
  37. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts +0 -2
  38. package/lib/cjs/clipping/ConvexClipPlaneSet.d.ts.map +1 -1
  39. package/lib/cjs/clipping/ConvexClipPlaneSet.js +19 -18
  40. package/lib/cjs/clipping/ConvexClipPlaneSet.js.map +1 -1
  41. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.d.ts +1 -1
  42. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.d.ts.map +1 -1
  43. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js +4 -5
  44. package/lib/cjs/clipping/internalContexts/LineStringOffsetClipperContext.js.map +1 -1
  45. package/lib/cjs/core-geometry.d.ts +0 -1
  46. package/lib/cjs/core-geometry.d.ts.map +1 -1
  47. package/lib/cjs/core-geometry.js +0 -1
  48. package/lib/cjs/core-geometry.js.map +1 -1
  49. package/lib/cjs/curve/Arc3d.js +2 -2
  50. package/lib/cjs/curve/Arc3d.js.map +1 -1
  51. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts +12 -4
  52. package/lib/cjs/curve/CurveChainWithDistanceIndex.d.ts.map +1 -1
  53. package/lib/cjs/curve/CurveChainWithDistanceIndex.js +52 -33
  54. package/lib/cjs/curve/CurveChainWithDistanceIndex.js.map +1 -1
  55. package/lib/cjs/curve/CurveCollection.d.ts.map +1 -1
  56. package/lib/cjs/curve/CurveCollection.js +13 -6
  57. package/lib/cjs/curve/CurveCollection.js.map +1 -1
  58. package/lib/cjs/curve/CurveCurve.js +1 -1
  59. package/lib/cjs/curve/CurveCurve.js.map +1 -1
  60. package/lib/cjs/curve/CurveFactory.d.ts.map +1 -1
  61. package/lib/cjs/curve/CurveFactory.js +13 -1
  62. package/lib/cjs/curve/CurveFactory.js.map +1 -1
  63. package/lib/cjs/curve/CurveLocationDetail.d.ts +12 -4
  64. package/lib/cjs/curve/CurveLocationDetail.d.ts.map +1 -1
  65. package/lib/cjs/curve/CurveLocationDetail.js +14 -5
  66. package/lib/cjs/curve/CurveLocationDetail.js.map +1 -1
  67. package/lib/cjs/curve/CurvePrimitive.d.ts +5 -4
  68. package/lib/cjs/curve/CurvePrimitive.d.ts.map +1 -1
  69. package/lib/cjs/curve/CurvePrimitive.js +7 -4
  70. package/lib/cjs/curve/CurvePrimitive.js.map +1 -1
  71. package/lib/cjs/curve/LineString3d.d.ts +25 -16
  72. package/lib/cjs/curve/LineString3d.d.ts.map +1 -1
  73. package/lib/cjs/curve/LineString3d.js +90 -72
  74. package/lib/cjs/curve/LineString3d.js.map +1 -1
  75. package/lib/cjs/curve/Path.d.ts +0 -3
  76. package/lib/cjs/curve/Path.d.ts.map +1 -1
  77. package/lib/cjs/curve/Path.js +9 -2
  78. package/lib/cjs/curve/Path.js.map +1 -1
  79. package/lib/cjs/curve/Query/InOutTests.js.map +1 -1
  80. package/lib/cjs/curve/Query/PlanarSubdivision.d.ts.map +1 -1
  81. package/lib/cjs/curve/Query/PlanarSubdivision.js +25 -31
  82. package/lib/cjs/curve/Query/PlanarSubdivision.js.map +1 -1
  83. package/lib/cjs/curve/Query/StrokeCountChain.d.ts +7 -1
  84. package/lib/cjs/curve/Query/StrokeCountChain.d.ts.map +1 -1
  85. package/lib/cjs/curve/Query/StrokeCountChain.js +27 -36
  86. package/lib/cjs/curve/Query/StrokeCountChain.js.map +1 -1
  87. package/lib/cjs/curve/RegionMomentsXY.d.ts.map +1 -1
  88. package/lib/cjs/curve/RegionMomentsXY.js +7 -1
  89. package/lib/cjs/curve/RegionMomentsXY.js.map +1 -1
  90. package/lib/cjs/curve/RegionOps.d.ts.map +1 -1
  91. package/lib/cjs/curve/RegionOps.js +8 -5
  92. package/lib/cjs/curve/RegionOps.js.map +1 -1
  93. package/lib/cjs/curve/RegionOpsClassificationSweeps.d.ts.map +1 -1
  94. package/lib/cjs/curve/RegionOpsClassificationSweeps.js +6 -6
  95. package/lib/cjs/curve/RegionOpsClassificationSweeps.js.map +1 -1
  96. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.d.ts.map +1 -1
  97. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js +4 -1
  98. package/lib/cjs/curve/internalContexts/AnnounceTangentStrokeHandler.js.map +1 -1
  99. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.d.ts.map +1 -1
  100. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js +6 -1
  101. package/lib/cjs/curve/internalContexts/ClosestPointStrokeHandler.js.map +1 -1
  102. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts +5 -21
  103. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.d.ts.map +1 -1
  104. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js +29 -73
  105. package/lib/cjs/curve/internalContexts/CurveCurveCloseApproachXY.js.map +1 -1
  106. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts +55 -13
  107. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.d.ts.map +1 -1
  108. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js +238 -110
  109. package/lib/cjs/curve/internalContexts/CurveCurveIntersectXY.js.map +1 -1
  110. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js +1 -1
  111. package/lib/cjs/curve/internalContexts/PolygonOffsetContext.js.map +1 -1
  112. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts +1 -4
  113. package/lib/cjs/curve/spiral/DirectSpiral3d.d.ts.map +1 -1
  114. package/lib/cjs/curve/spiral/DirectSpiral3d.js +9 -9
  115. package/lib/cjs/curve/spiral/DirectSpiral3d.js.map +1 -1
  116. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts +11 -14
  117. package/lib/cjs/curve/spiral/IntegratedSpiral3d.d.ts.map +1 -1
  118. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js +18 -18
  119. package/lib/cjs/curve/spiral/IntegratedSpiral3d.js.map +1 -1
  120. package/lib/cjs/curve/spiral/TransitionConditionalProperties.d.ts +7 -1
  121. package/lib/cjs/curve/spiral/TransitionConditionalProperties.d.ts.map +1 -1
  122. package/lib/cjs/curve/spiral/TransitionConditionalProperties.js.map +1 -1
  123. package/lib/cjs/geometry3d/Ellipsoid.d.ts +19 -7
  124. package/lib/cjs/geometry3d/Ellipsoid.d.ts.map +1 -1
  125. package/lib/cjs/geometry3d/Ellipsoid.js +26 -11
  126. package/lib/cjs/geometry3d/Ellipsoid.js.map +1 -1
  127. package/lib/cjs/geometry3d/FrustumAnimation.d.ts.map +1 -1
  128. package/lib/cjs/geometry3d/FrustumAnimation.js +11 -1
  129. package/lib/cjs/geometry3d/FrustumAnimation.js.map +1 -1
  130. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts +5 -1
  131. package/lib/cjs/geometry3d/GrowableFloat64Array.d.ts.map +1 -1
  132. package/lib/cjs/geometry3d/GrowableFloat64Array.js +11 -1
  133. package/lib/cjs/geometry3d/GrowableFloat64Array.js.map +1 -1
  134. package/lib/cjs/geometry3d/GrowableXYArray.d.ts +1 -1
  135. package/lib/cjs/geometry3d/GrowableXYArray.js +1 -1
  136. package/lib/cjs/geometry3d/GrowableXYArray.js.map +1 -1
  137. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts +49 -8
  138. package/lib/cjs/geometry3d/GrowableXYZArray.d.ts.map +1 -1
  139. package/lib/cjs/geometry3d/GrowableXYZArray.js +90 -37
  140. package/lib/cjs/geometry3d/GrowableXYZArray.js.map +1 -1
  141. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts +100 -3
  142. package/lib/cjs/geometry3d/IndexedXYZCollection.d.ts.map +1 -1
  143. package/lib/cjs/geometry3d/IndexedXYZCollection.js +125 -0
  144. package/lib/cjs/geometry3d/IndexedXYZCollection.js.map +1 -1
  145. package/lib/cjs/geometry3d/Matrix3d.d.ts +10 -1
  146. package/lib/cjs/geometry3d/Matrix3d.d.ts.map +1 -1
  147. package/lib/cjs/geometry3d/Matrix3d.js +53 -34
  148. package/lib/cjs/geometry3d/Matrix3d.js.map +1 -1
  149. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js +1 -1
  150. package/lib/cjs/geometry3d/Plane3dByOriginAndUnitNormal.js.map +1 -1
  151. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts +49 -2
  152. package/lib/cjs/geometry3d/Point3dArrayCarrier.d.ts.map +1 -1
  153. package/lib/cjs/geometry3d/Point3dArrayCarrier.js +67 -9
  154. package/lib/cjs/geometry3d/Point3dArrayCarrier.js.map +1 -1
  155. package/lib/cjs/geometry3d/Point3dVector3d.d.ts +1 -1
  156. package/lib/cjs/geometry3d/Point3dVector3d.js +1 -1
  157. package/lib/cjs/geometry3d/Point3dVector3d.js.map +1 -1
  158. package/lib/cjs/geometry3d/PointStreaming.js +1 -1
  159. package/lib/cjs/geometry3d/PointStreaming.js.map +1 -1
  160. package/lib/cjs/geometry3d/PolygonOps.d.ts +24 -32
  161. package/lib/cjs/geometry3d/PolygonOps.d.ts.map +1 -1
  162. package/lib/cjs/geometry3d/PolygonOps.js +147 -180
  163. package/lib/cjs/geometry3d/PolygonOps.js.map +1 -1
  164. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js +5 -5
  165. package/lib/cjs/geometry3d/PolylineCompressionByEdgeOffset.js.map +1 -1
  166. package/lib/cjs/geometry3d/PolylineOps.d.ts.map +1 -1
  167. package/lib/cjs/geometry3d/PolylineOps.js +13 -3
  168. package/lib/cjs/geometry3d/PolylineOps.js.map +1 -1
  169. package/lib/cjs/geometry3d/Range.js.map +1 -1
  170. package/lib/cjs/geometry3d/Ray3d.d.ts +0 -3
  171. package/lib/cjs/geometry3d/Ray3d.d.ts.map +1 -1
  172. package/lib/cjs/geometry3d/Ray3d.js +5 -1
  173. package/lib/cjs/geometry3d/Ray3d.js.map +1 -1
  174. package/lib/cjs/geometry3d/SortablePolygon.d.ts +2 -2
  175. package/lib/cjs/geometry3d/SortablePolygon.d.ts.map +1 -1
  176. package/lib/cjs/geometry3d/SortablePolygon.js +14 -18
  177. package/lib/cjs/geometry3d/SortablePolygon.js.map +1 -1
  178. package/lib/cjs/geometry3d/Transform.d.ts +8 -0
  179. package/lib/cjs/geometry3d/Transform.d.ts.map +1 -1
  180. package/lib/cjs/geometry3d/Transform.js +15 -9
  181. package/lib/cjs/geometry3d/Transform.js.map +1 -1
  182. package/lib/cjs/numerics/ClusterableArray.d.ts +4 -2
  183. package/lib/cjs/numerics/ClusterableArray.d.ts.map +1 -1
  184. package/lib/cjs/numerics/ClusterableArray.js +6 -4
  185. package/lib/cjs/numerics/ClusterableArray.js.map +1 -1
  186. package/lib/cjs/numerics/Newton.d.ts +3 -1
  187. package/lib/cjs/numerics/Newton.d.ts.map +1 -1
  188. package/lib/cjs/numerics/Newton.js +5 -1
  189. package/lib/cjs/numerics/Newton.js.map +1 -1
  190. package/lib/cjs/polyface/AuxData.d.ts +1 -4
  191. package/lib/cjs/polyface/AuxData.d.ts.map +1 -1
  192. package/lib/cjs/polyface/AuxData.js +5 -1
  193. package/lib/cjs/polyface/AuxData.js.map +1 -1
  194. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js +3 -3
  195. package/lib/cjs/polyface/GreedyTriangulationBetweenLineStrings.js.map +1 -1
  196. package/lib/cjs/polyface/Polyface.d.ts.map +1 -1
  197. package/lib/cjs/polyface/Polyface.js +14 -16
  198. package/lib/cjs/polyface/Polyface.js.map +1 -1
  199. package/lib/cjs/polyface/PolyfaceBuilder.d.ts +84 -28
  200. package/lib/cjs/polyface/PolyfaceBuilder.d.ts.map +1 -1
  201. package/lib/cjs/polyface/PolyfaceBuilder.js +277 -217
  202. package/lib/cjs/polyface/PolyfaceBuilder.js.map +1 -1
  203. package/lib/cjs/polyface/PolyfaceClip.d.ts +4 -3
  204. package/lib/cjs/polyface/PolyfaceClip.d.ts.map +1 -1
  205. package/lib/cjs/polyface/PolyfaceClip.js +11 -4
  206. package/lib/cjs/polyface/PolyfaceClip.js.map +1 -1
  207. package/lib/cjs/polyface/PolyfaceData.js.map +1 -1
  208. package/lib/cjs/polyface/PolyfaceQuery.d.ts.map +1 -1
  209. package/lib/cjs/polyface/PolyfaceQuery.js +9 -7
  210. package/lib/cjs/polyface/PolyfaceQuery.js.map +1 -1
  211. package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.d.ts.map +1 -1
  212. package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js +3 -2
  213. package/lib/cjs/polyface/RangeTree/LineString3dRangeTreeContext.js.map +1 -1
  214. package/lib/cjs/polyface/RangeTree/RangeTreeNode.d.ts +1 -1
  215. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js +2 -2
  216. package/lib/cjs/polyface/RangeTree/RangeTreeNode.js.map +1 -1
  217. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.d.ts.map +1 -1
  218. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js +14 -12
  219. package/lib/cjs/polyface/RangeTree/RangeTreeSearchHandlers.js.map +1 -1
  220. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.d.ts +1 -1
  221. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.d.ts.map +1 -1
  222. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js +10 -6
  223. package/lib/cjs/polyface/multiclip/BuildAverageNormalsContext.js.map +1 -1
  224. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js +4 -3
  225. package/lib/cjs/polyface/multiclip/OffsetMeshContext.js.map +1 -1
  226. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.d.ts.map +1 -1
  227. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js +3 -5
  228. package/lib/cjs/polyface/multiclip/SweepLineStringToFacetContext.js.map +1 -1
  229. package/lib/cjs/polyface/multiclip/XYPointBuckets.d.ts +1 -1
  230. package/lib/cjs/polyface/multiclip/XYPointBuckets.d.ts.map +1 -1
  231. package/lib/cjs/polyface/multiclip/XYPointBuckets.js +4 -8
  232. package/lib/cjs/polyface/multiclip/XYPointBuckets.js.map +1 -1
  233. package/lib/cjs/serialization/BGFBAccessors.d.ts.map +1 -1
  234. package/lib/cjs/serialization/BGFBAccessors.js +1 -0
  235. package/lib/cjs/serialization/BGFBAccessors.js.map +1 -1
  236. package/lib/cjs/serialization/BGFBReader.d.ts.map +1 -1
  237. package/lib/cjs/serialization/BGFBReader.js +37 -7
  238. package/lib/cjs/serialization/BGFBReader.js.map +1 -1
  239. package/lib/cjs/serialization/BGFBWriter.d.ts +4 -4
  240. package/lib/cjs/serialization/BGFBWriter.d.ts.map +1 -1
  241. package/lib/cjs/serialization/BGFBWriter.js +24 -40
  242. package/lib/cjs/serialization/BGFBWriter.js.map +1 -1
  243. package/lib/cjs/serialization/IModelJsonSchema.d.ts.map +1 -1
  244. package/lib/cjs/serialization/IModelJsonSchema.js +9 -3
  245. package/lib/cjs/serialization/IModelJsonSchema.js.map +1 -1
  246. package/lib/cjs/serialization/SerializationHelpers.d.ts +0 -3
  247. package/lib/cjs/serialization/SerializationHelpers.d.ts.map +1 -1
  248. package/lib/cjs/serialization/SerializationHelpers.js +16 -7
  249. package/lib/cjs/serialization/SerializationHelpers.js.map +1 -1
  250. package/lib/cjs/solid/Box.d.ts +2 -2
  251. package/lib/cjs/solid/Box.d.ts.map +1 -1
  252. package/lib/cjs/solid/Box.js.map +1 -1
  253. package/lib/cjs/solid/Cone.d.ts +3 -2
  254. package/lib/cjs/solid/Cone.d.ts.map +1 -1
  255. package/lib/cjs/solid/Cone.js +4 -1
  256. package/lib/cjs/solid/Cone.js.map +1 -1
  257. package/lib/cjs/solid/LinearSweep.d.ts +1 -1
  258. package/lib/cjs/solid/LinearSweep.d.ts.map +1 -1
  259. package/lib/cjs/solid/LinearSweep.js +1 -1
  260. package/lib/cjs/solid/LinearSweep.js.map +1 -1
  261. package/lib/cjs/solid/RotationalSweep.d.ts.map +1 -1
  262. package/lib/cjs/solid/RotationalSweep.js +1 -3
  263. package/lib/cjs/solid/RotationalSweep.js.map +1 -1
  264. package/lib/cjs/solid/TorusPipe.d.ts +4 -3
  265. package/lib/cjs/solid/TorusPipe.d.ts.map +1 -1
  266. package/lib/cjs/solid/TorusPipe.js.map +1 -1
  267. package/lib/cjs/topology/ChainMerge.d.ts +4 -4
  268. package/lib/cjs/topology/ChainMerge.d.ts.map +1 -1
  269. package/lib/cjs/topology/ChainMerge.js +11 -1
  270. package/lib/cjs/topology/ChainMerge.js.map +1 -1
  271. package/lib/cjs/topology/Graph.d.ts +2 -0
  272. package/lib/cjs/topology/Graph.d.ts.map +1 -1
  273. package/lib/cjs/topology/Graph.js +5 -0
  274. package/lib/cjs/topology/Graph.js.map +1 -1
  275. package/lib/cjs/topology/HalfEdgeGraphSearch.d.ts.map +1 -1
  276. package/lib/cjs/topology/HalfEdgeGraphSearch.js +2 -0
  277. package/lib/cjs/topology/HalfEdgeGraphSearch.js.map +1 -1
  278. package/lib/cjs/topology/HalfEdgePointInGraphSearch.d.ts.map +1 -1
  279. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js +23 -16
  280. package/lib/cjs/topology/HalfEdgePointInGraphSearch.js.map +1 -1
  281. package/lib/cjs/topology/HalfEdgePositionDetail.d.ts +20 -9
  282. package/lib/cjs/topology/HalfEdgePositionDetail.d.ts.map +1 -1
  283. package/lib/cjs/topology/HalfEdgePositionDetail.js +17 -13
  284. package/lib/cjs/topology/HalfEdgePositionDetail.js.map +1 -1
  285. package/lib/cjs/topology/HalfEdgePriorityQueue.d.ts.map +1 -1
  286. package/lib/cjs/topology/HalfEdgePriorityQueue.js +3 -1
  287. package/lib/cjs/topology/HalfEdgePriorityQueue.js.map +1 -1
  288. package/lib/cjs/topology/InsertAndRetriangulateContext.d.ts +6 -2
  289. package/lib/cjs/topology/InsertAndRetriangulateContext.d.ts.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/** Enumeration of categorization of \"where\" a HalfEdgePositionDetail is sitting in the graph. */\r\nexport enum HalfEdgeTopo {\r\n /** No known position. */\r\n None = 0,\r\n /** Sitting at a vertex, reached by a ray in this sector. */\r\n Vertex = 1,\r\n /** Sitting on an edge. */\r\n Edge = 2,\r\n /** Face point (before hitting barrier edge). */\r\n Face = 3,\r\n /**\r\n * Exterior point (after hitting barrier edge at fraction).\r\n * Fraction is 0 if exterior point \"in sweep around exterior corner\".\r\n */\r\n ExteriorFace = 4\r\n}\r\n/**\r\n * Description of a generalized position within a graph, categorized as:\r\n * * \"at a certain node around a vertex\"\r\n * * \"at a fractional position along an edge\"\r\n * * \"within a face\"\r\n */\r\nexport class HalfEdgePositionDetail {\r\n /** The relevant node. */\r\n private _node?: HalfEdge;\r\n /** The current coordinates. */\r\n public x: number;\r\n public y: number;\r\n public z: number;\r\n /** Fractional position along edge. Only defined if the topo tag is `HalfEdgeTopo.Edge`. */\r\n private _edgeFraction?: number;\r\n /** Enumeration of status vertex, edge, or face status. */\r\n private _topo: HalfEdgeTopo;\r\n /** First data tag. */\r\n private _iTag?: number;\r\n /** Second data tag. */\r\n private _dTag?: number;\r\n /** Special case for point on edge or vertex but target beyond and exterior. */\r\n private _isExteriorTarget?: boolean;\r\n /**\r\n * Constructor.\r\n * * The point is CAPTURED (static `create` methods normally clone their inputs).\r\n */\r\n private constructor(\r\n node: HalfEdge | undefined,\r\n x: number, y: number, z: number,\r\n topo: HalfEdgeTopo,\r\n edgeFraction?: number,\r\n iTag?: number,\r\n dTag?: number,\r\n isExteriorTarget?: boolean,\r\n ) {\r\n this._node = node;\r\n this.x = x; this.y = y; this.z = z;\r\n this._topo = topo;\r\n this._edgeFraction = edgeFraction;\r\n this._iTag = iTag;\r\n this._dTag = dTag;\r\n this._isExteriorTarget = isExteriorTarget;\r\n }\r\n /** Copy (clones of) all data from other. */\r\n public setFrom(other: HalfEdgePositionDetail) {\r\n this._node = other._node;\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this._topo = other._topo;\r\n this._edgeFraction = other._edgeFraction;\r\n this._iTag = other._iTag;\r\n this._dTag = other._dTag;\r\n }\r\n /** Reset to null topo state. */\r\n public resetAsUnknown() {\r\n this._node = undefined;\r\n this._topo = HalfEdgeTopo.None;\r\n }\r\n /** Create with null data. */\r\n public static create(): HalfEdgePositionDetail {\r\n const detail = new HalfEdgePositionDetail(undefined, 0, 0, 0, HalfEdgeTopo.None);\r\n return detail;\r\n }\r\n public getITag(): number | undefined {\r\n return this._iTag;\r\n }\r\n public setITag(value: number): void {\r\n this._iTag = value;\r\n }\r\n public getDTag(): number | undefined {\r\n return this._dTag;\r\n }\r\n public setDTag(value: number): void {\r\n this._dTag = value;\r\n }\r\n public getTopo(): HalfEdgeTopo {\r\n return this._topo;\r\n }\r\n /** Create with node, fraction along edge, marked as \"HalfEdgeTopo.Edge\". Compute interpolated xyz on the edge. */\r\n public static createEdgeAtFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n const node1 = node.faceSuccessor;\r\n const x = Geometry.interpolate(node.x, edgeFraction, node1.x);\r\n const y = Geometry.interpolate(node.y, edgeFraction, node1.y);\r\n const z = Geometry.interpolate(node.z, edgeFraction, node1.z);\r\n return new HalfEdgePositionDetail(node, x, y, z, HalfEdgeTopo.Edge, edgeFraction);\r\n }\r\n /**\r\n * Reassign contents so this instance becomes a face hit.\r\n * @param node new node value. If missing, current node is left unchanged.\r\n * @param xyz new coordinates. if missing, current coordinates are left unchanged.\r\n */\r\n public resetAsFace(node?: HalfEdge, xyz?: XYAndZ): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Face;\r\n if (node)\r\n this._node = node;\r\n if (xyz) {\r\n this.x = xyz.x;\r\n this.y = xyz.y;\r\n this.z = xyz.z;\r\n }\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /** Reassign contents so this instance has dTag but no node or HalfEdgeTopo. */\r\n public resetAsUndefinedWithTag(dTag: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.None;\r\n this._dTag = 0;\r\n this._iTag = 0;\r\n this._dTag = dTag;\r\n this._node = undefined;\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /**\r\n * Reassign contents so this instance becomes an edge hit.\r\n * @param node new node value.\r\n * @param edgeFraction new edge fraction. xyz is recomputed from this edge and its face successor.\r\n */\r\n public resetAtEdgeAndFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Edge;\r\n this._node = node;\r\n const nodeB = node.faceSuccessor;\r\n this._edgeFraction = edgeFraction;\r\n this.x = Geometry.interpolate(node.x, edgeFraction, nodeB.x);\r\n this.y = Geometry.interpolate(node.y, edgeFraction, nodeB.y);\r\n this.z = Geometry.interpolate(node.z, edgeFraction, nodeB.z);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /**\r\n * Create at a node.\r\n * * Take xyz from the node.\r\n */\r\n public static createVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);\r\n }\r\n /** Mark as \"HalfEdgeTopo.Vertex\". */\r\n public resetAsVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Vertex;\r\n this._node = node;\r\n this._edgeFraction = 0.0;\r\n this.setXYZFromNode(node);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /** Set the flag for an exterior relationship to target. */\r\n public setIsExteriorTarget(isExterior: boolean | undefined) {\r\n this._isExteriorTarget = isExterior;\r\n }\r\n /** Copy x,y,z from the node to this instance local values. */\r\n public setXYZFromNode(node: HalfEdge) {\r\n this.x = node.x;\r\n this.y = node.y;\r\n this.z = node.z;\r\n }\r\n /** Return the (possibly undefined) edge fraction. */\r\n public get edgeFraction(): number | undefined {\r\n return this._edgeFraction;\r\n }\r\n /**\r\n * Property access for the flag for an exterior relationship to target.\r\n * * undefined flag is returned as false.\r\n */\r\n public get isExteriorTarget(): boolean {\r\n return this._isExteriorTarget !== undefined ? this._isExteriorTarget : false;\r\n }\r\n /** Return true if this detail is marked as being within a face. */\r\n public get isFace(): boolean {\r\n return this._topo === HalfEdgeTopo.Face;\r\n }\r\n /** Return true if this detail is marked as being within an edge. */\r\n public get isEdge(): boolean {\r\n return this._topo === HalfEdgeTopo.Edge;\r\n }\r\n /** Return true if this detail is marked as being at a vertex. */\r\n public get isVertex(): boolean {\r\n return this._topo === HalfEdgeTopo.Vertex;\r\n }\r\n /** Return true if this detail has no vertex, edge, or face qualifier. */\r\n public get isUnclassified(): boolean {\r\n return this._topo === HalfEdgeTopo.None;\r\n }\r\n /** Return the node reference from this detail */\r\n public get node(): HalfEdge | undefined {\r\n return this._node;\r\n }\r\n /** Return the (clone of, or optional filled in result) coordinates from this detail. */\r\n public clonePoint(result?: Point3d): Point3d {\r\n return Point3d.create(this.x, this.y, this.z, result);\r\n }\r\n /*\r\n // If candidateKey is less than resultKey, replace resultPos and resultKey\r\n // by the candidate data.\r\n public updateMinimizer(\r\n HalfEdgePositionDetail & resultPos, number & resultKey,\r\n : HalfEdgePositionDetail & candidatePos, candidateKey: number\r\n ): boolean {\r\n if (candidateKey < resultKey) {\r\n resultKey = candidateKey;\r\n resultPos = candidatePos;\r\n return true;\r\n }\r\n return false;\r\n }\r\n */\r\n public isAtXY(x: number, y: number): boolean {\r\n return this._topo !== HalfEdgeTopo.None && Geometry.isSameCoordinate(this.x, x) && Geometry.isSameCoordinate(this.y, y);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { Geometry } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { XYAndZ } from \"../geometry3d/XYZProps\";\r\nimport { HalfEdge } from \"./Graph\";\r\n\r\n/** Enumeration of categorization of \"where\" a HalfEdgePositionDetail is sitting in the graph. */\r\nexport enum HalfEdgeTopo {\r\n /** No known position. */\r\n None = 0,\r\n /** Sitting at a vertex, reached by a ray in this sector. */\r\n Vertex = 1,\r\n /** Sitting on an edge. */\r\n Edge = 2,\r\n /** Face point (before hitting barrier edge). */\r\n Face = 3,\r\n /**\r\n * Exterior point (after hitting barrier edge at fraction).\r\n * Fraction is 0 if exterior point \"in sweep around exterior corner\".\r\n */\r\n ExteriorFace = 4\r\n}\r\n/**\r\n * Description of a generalized position within a graph, categorized as:\r\n * * \"at a certain node around a vertex\"\r\n * * \"at a fractional position along an edge\"\r\n * * \"within a face\"\r\n * @internal\r\n */\r\nexport class HalfEdgePositionDetail {\r\n /** The relevant node. */\r\n private _node?: HalfEdge;\r\n /** The current coordinates. */\r\n public x: number;\r\n public y: number;\r\n public z: number;\r\n /** Fractional position along edge. Only defined if the topo tag is `HalfEdgeTopo.Edge`. */\r\n private _edgeFraction?: number;\r\n /** Enumeration of status vertex, edge, or face status. */\r\n private _topo: HalfEdgeTopo;\r\n /** First data tag. */\r\n private _iTag?: number;\r\n /** Second data tag. */\r\n private _dTag?: number;\r\n /** Special case for point on edge or vertex but target beyond and exterior. */\r\n private _isExteriorTarget?: boolean;\r\n /**\r\n * Constructor.\r\n * * The point is CAPTURED (static `create` methods normally clone their inputs).\r\n */\r\n private constructor(\r\n node: HalfEdge | undefined,\r\n x: number, y: number, z: number,\r\n topo: HalfEdgeTopo,\r\n edgeFraction?: number,\r\n iTag?: number,\r\n dTag?: number,\r\n isExteriorTarget?: boolean,\r\n ) {\r\n this._node = node;\r\n this.x = x; this.y = y; this.z = z;\r\n this._topo = topo;\r\n this._edgeFraction = edgeFraction;\r\n this._iTag = iTag;\r\n this._dTag = dTag;\r\n this._isExteriorTarget = isExteriorTarget;\r\n }\r\n /** Copy (clones of) all data from other. */\r\n public setFrom(other: HalfEdgePositionDetail) {\r\n this._node = other._node;\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this._topo = other._topo;\r\n this._edgeFraction = other._edgeFraction;\r\n this._iTag = other._iTag;\r\n this._dTag = other._dTag;\r\n }\r\n /** Reset to null topo state. */\r\n public resetAsUnknown() {\r\n this._node = undefined;\r\n this._topo = HalfEdgeTopo.None;\r\n }\r\n /** Create with null data. */\r\n public static create(): HalfEdgePositionDetail {\r\n const detail = new HalfEdgePositionDetail(undefined, 0, 0, 0, HalfEdgeTopo.None);\r\n return detail;\r\n }\r\n public get iTag(): number | undefined {\r\n return this._iTag;\r\n }\r\n public set iTag(value: number) {\r\n this._iTag = value;\r\n }\r\n public get dTag(): number | undefined {\r\n return this._dTag;\r\n }\r\n public set dTag(value: number) {\r\n this._dTag = value;\r\n }\r\n public hasDTag(): this is { get dTag(): number } {\r\n return this._dTag !== undefined;\r\n }\r\n public get topo(): HalfEdgeTopo {\r\n return this._topo;\r\n }\r\n /** Create with node, fraction along edge, marked as \"HalfEdgeTopo.Edge\". Compute interpolated xyz on the edge. */\r\n public static createEdgeAtFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n const node1 = node.faceSuccessor;\r\n const x = Geometry.interpolate(node.x, edgeFraction, node1.x);\r\n const y = Geometry.interpolate(node.y, edgeFraction, node1.y);\r\n const z = Geometry.interpolate(node.z, edgeFraction, node1.z);\r\n return new HalfEdgePositionDetail(node, x, y, z, HalfEdgeTopo.Edge, edgeFraction);\r\n }\r\n /**\r\n * Reassign contents so this instance becomes a face hit.\r\n * @param node new node value. If missing, current node is left unchanged.\r\n * @param xyz new coordinates. if missing, current coordinates are left unchanged.\r\n */\r\n public resetAsFace(node?: HalfEdge, xyz?: XYAndZ): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Face;\r\n if (node)\r\n this._node = node;\r\n if (xyz) {\r\n this.x = xyz.x;\r\n this.y = xyz.y;\r\n this.z = xyz.z;\r\n }\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /** Reassign contents so this instance has dTag but no node or HalfEdgeTopo. */\r\n public resetAsUndefinedWithTag(dTag: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.None;\r\n this._dTag = 0;\r\n this._iTag = 0;\r\n this._dTag = dTag;\r\n this._node = undefined;\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /**\r\n * Reassign contents so this instance becomes an edge hit.\r\n * @param node new node value.\r\n * @param edgeFraction new edge fraction. xyz is recomputed from this edge and its face successor.\r\n */\r\n public resetAtEdgeAndFraction(node: HalfEdge, edgeFraction: number): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Edge;\r\n this._node = node;\r\n const nodeB = node.faceSuccessor;\r\n this._edgeFraction = edgeFraction;\r\n this.x = Geometry.interpolate(node.x, edgeFraction, nodeB.x);\r\n this.y = Geometry.interpolate(node.y, edgeFraction, nodeB.y);\r\n this.z = Geometry.interpolate(node.z, edgeFraction, nodeB.z);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /**\r\n * Create at a node.\r\n * * Take xyz from the node.\r\n */\r\n public static createVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n return new HalfEdgePositionDetail(node, node.x, node.y, node.z, HalfEdgeTopo.Vertex);\r\n }\r\n /** Mark as \"HalfEdgeTopo.Vertex\". */\r\n public resetAsVertex(node: HalfEdge): HalfEdgePositionDetail {\r\n this._topo = HalfEdgeTopo.Vertex;\r\n this._node = node;\r\n this._edgeFraction = 0.0;\r\n this.setXYZFromNode(node);\r\n this._isExteriorTarget = undefined;\r\n return this;\r\n }\r\n /** Set the flag for an exterior relationship to target. */\r\n public setIsExteriorTarget(isExterior: boolean | undefined) {\r\n this._isExteriorTarget = isExterior;\r\n }\r\n /** Copy x,y,z from the node to this instance local values. */\r\n public setXYZFromNode(node: HalfEdge) {\r\n this.x = node.x;\r\n this.y = node.y;\r\n this.z = node.z;\r\n }\r\n /** Return the (possibly undefined) edge fraction. */\r\n public get edgeFraction(): number | undefined {\r\n return this._edgeFraction;\r\n }\r\n /**\r\n * Property access for the flag for an exterior relationship to target.\r\n * * undefined flag is returned as false.\r\n */\r\n public get isExteriorTarget(): boolean {\r\n return this._isExteriorTarget !== undefined ? this._isExteriorTarget : false;\r\n }\r\n /** Return true if this detail is marked as being within a face. */\r\n public isFace(): this is { get node() : HalfEdge } {\r\n return this._topo === HalfEdgeTopo.Face && this._node !== undefined;\r\n }\r\n /** Return true if this detail is marked as being within an edge. */\r\n public isEdge(): this is { get node() : HalfEdge, get edgeFraction() : number } {\r\n return this._topo === HalfEdgeTopo.Edge && this._node !== undefined && this._edgeFraction !== undefined;\r\n }\r\n /** Return true if this detail is marked as being at a vertex. */\r\n public isVertex(): this is { get node() : HalfEdge } {\r\n return this._topo === HalfEdgeTopo.Vertex && this._node !== undefined;\r\n }\r\n /** Return true if this detail has no vertex, edge, or face qualifier. */\r\n public get isUnclassified(): boolean {\r\n return this._topo === HalfEdgeTopo.None;\r\n }\r\n /** Return the node reference from this detail */\r\n public get node(): HalfEdge | undefined {\r\n return this._node;\r\n }\r\n /** Return the (clone of, or optional filled in result) coordinates from this detail. */\r\n public clonePoint(result?: Point3d): Point3d {\r\n return Point3d.create(this.x, this.y, this.z, result);\r\n }\r\n /*\r\n // If candidateKey is less than resultKey, replace resultPos and resultKey\r\n // by the candidate data.\r\n public updateMinimizer(\r\n HalfEdgePositionDetail & resultPos, number & resultKey,\r\n : HalfEdgePositionDetail & candidatePos, candidateKey: number\r\n ): boolean {\r\n if (candidateKey < resultKey) {\r\n resultKey = candidateKey;\r\n resultPos = candidatePos;\r\n return true;\r\n }\r\n return false;\r\n }\r\n */\r\n public isAtXY(x: number, y: number, tolerance: number = Geometry.smallMetricDistance): boolean {\r\n return this._topo !== HalfEdgeTopo.None && Geometry.isSameCoordinateXY(this.x, this.y, x, y, tolerance);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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+ {"version":3,"file":"HalfEdgePriorityQueue.d.ts","sourceRoot":"","sources":["../../../src/topology/HalfEdgePriorityQueue.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH,OAAO,EAAU,iBAAiB,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAC/E,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAGnC;;;;;;;;GAQG;AACH,qBAAa,qCAAqC;IACzC,aAAa,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC;IACvC,WAAW,EAAE,QAAQ,EAAE,CAAC;gBAE7B,OAAO,GAAE,iBAAiB,CAAC,QAAQ,CAAqD;IAI1F,qEAAqE;IAC9D,eAAe,IAAI,QAAQ,GAAG,SAAS;IAQ9C;;;;OAIG;IACI,oBAAoB,CAAC,CAAC,EAAE,MAAM;IAQrC;;;;OAIG;IACI,6BAA6B,CAAC,CAAC,EAAE,MAAM;CAiB/C"}
@@ -31,6 +31,7 @@ class HalfEdgePriorityQueueWithPartnerArray {
31
31
  if (this.priorityQueue.isEmpty)
32
32
  return undefined;
33
33
  const x = this.priorityQueue.pop();
34
+ (0, core_bentley_1.assert)(x !== undefined, "expect defined because we just checked queue length");
34
35
  this.activeEdges.push(x);
35
36
  return x;
36
37
  }
@@ -41,8 +42,9 @@ class HalfEdgePriorityQueueWithPartnerArray {
41
42
  */
42
43
  popArrayToArrayIndex(i) {
43
44
  const n = this.activeEdges.length;
44
- if (i < n) {
45
+ if (0 <= i && i < n - 1 && n > 0) { // index must not point to last entry, which is about to disappear
45
46
  const x = this.activeEdges.pop();
47
+ (0, core_bentley_1.assert)(x !== undefined, "expect defined because we just checked array length");
46
48
  this.activeEdges[i] = x;
47
49
  }
48
50
  }
@@ -1 +1 @@
1
- {"version":3,"file":"HalfEdgePriorityQueue.js","sourceRoot":"","sources":["../../../src/topology/HalfEdgePriorityQueue.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AACH,sDAAuE;AAEvE,uCAA6C;AAE7C;;;;;;;;GAQG;AACH,MAAa,qCAAqC;IACzC,aAAa,CAA0B;IACvC,WAAW,CAAa;IAC/B,YACE,UAAuC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,0BAAgB,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,CAAC;QACxF,IAAI,CAAC,aAAa,GAAG,IAAI,4BAAa,CAAC,OAAO,CAAC,CAAC;QAChD,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;IACxB,CAAC;IACD,qEAAqE;IAC9D,eAAe;QACpB,IAAI,IAAI,CAAC,aAAa,CAAC,OAAO;YAC5B,OAAO,SAAS,CAAC;QACnB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,EAAG,CAAC;QACpC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QACzB,OAAO,CAAC,CAAC;IACX,CAAC;IACD;;;;OAIG;IACI,oBAAoB,CAAC,CAAS;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;QAClC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACV,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,EAAG,CAAC;YAClC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAC1B,CAAC;IACH,CAAC;IACD;;;;OAIG;IACI,6BAA6B,CAAC,CAAS;QAC5C,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;QAClC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;YAC9B,MAAM,EAAE,GAAG,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC;YAC7B,IAAI,EAAE,IAAI,CAAC,EAAE,CAAC;gBACZ,+BAA+B;gBAC/B,IAAI,OAAO,GAAG,CAAC;oBACb,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;gBAChC,OAAO,EAAE,CAAC;YACZ,CAAC;iBAAM,CAAC;gBACN,mBAAmB;YACrB,CAAC;QACH,CAAC;QACD,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,OAAO,CAAC;IACpC,CAAC;CACF;AAlDD,sFAkDC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\nimport { OrderedComparator, PriorityQueue } from \"@itwin/core-bentley\";\r\nimport { HalfEdge } from \"./Graph\";\r\nimport { HalfEdgeGraphOps } from \"./Merging\";\r\n\r\n/**\r\n * * Combination of a priority queue of HalfEdges with\r\n * * Additional \"active\" array to carry edges that have been removed from the queue but are still to be\r\n * inspected (possibly many times)\r\n * * The priority queue default sort is Y-then-X lexical sort.\r\n * * Caller has direct access to the queue and array.\r\n * * Methods are added here only to do things that involve both the queue and the array.\r\n * @internal\r\n */\r\nexport class HalfEdgePriorityQueueWithPartnerArray {\r\n public priorityQueue: PriorityQueue<HalfEdge>;\r\n public activeEdges: HalfEdge[];\r\n public constructor(\r\n compare: OrderedComparator<HalfEdge> = (a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b)) {\r\n this.priorityQueue = new PriorityQueue(compare);\r\n this.activeEdges = [];\r\n }\r\n /** Read a member from the queue and transfer to the active array. */\r\n public popQueueToArray(): HalfEdge | undefined {\r\n if (this.priorityQueue.isEmpty)\r\n return undefined;\r\n const x = this.priorityQueue.pop()!;\r\n this.activeEdges.push(x);\r\n return x;\r\n }\r\n /** Pop the last entry and put it back as replacement for current entry at index i.\r\n * * Effectively remove active member at index i\r\n * * The array order is changed.\r\n * * constant time.\r\n */\r\n public popArrayToArrayIndex(i: number) {\r\n const n = this.activeEdges.length;\r\n if (i < n) {\r\n const x = this.activeEdges.pop()!;\r\n this.activeEdges[i] = x;\r\n }\r\n }\r\n /**\r\n * * Scan the active array.\r\n * * remove edges whose top y is below y\r\n * * (pack all remaining ones back towards the beginning)\r\n */\r\n public removeArrayMembersWithY1Below(y: number) {\r\n let numKeep = 0;\r\n const n = this.activeEdges.length;\r\n for (let i = 0; i < n; i++) {\r\n const q = this.activeEdges[i];\r\n const yB = q.faceSuccessor.y;\r\n if (yB >= y) {\r\n // copy [i] forward to [target]\r\n if (numKeep < i)\r\n this.activeEdges[numKeep] = q;\r\n numKeep++;\r\n } else {\r\n // let it go by !!!\r\n }\r\n }\r\n this.activeEdges.length = numKeep;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"HalfEdgePriorityQueue.js","sourceRoot":"","sources":["../../../src/topology/HalfEdgePriorityQueue.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AACH,sDAA+E;AAE/E,uCAA6C;AAE7C;;;;;;;;GAQG;AACH,MAAa,qCAAqC;IACzC,aAAa,CAA0B;IACvC,WAAW,CAAa;IAC/B,YACE,UAAuC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,0BAAgB,CAAC,gBAAgB,CAAC,CAAC,EAAE,CAAC,CAAC;QACxF,IAAI,CAAC,aAAa,GAAG,IAAI,4BAAa,CAAC,OAAO,CAAC,CAAC;QAChD,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;IACxB,CAAC;IACD,qEAAqE;IAC9D,eAAe;QACpB,IAAI,IAAI,CAAC,aAAa,CAAC,OAAO;YAC5B,OAAO,SAAS,CAAC;QACnB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,EAAE,CAAC;QACnC,IAAA,qBAAM,EAAC,CAAC,KAAK,SAAS,EAAE,qDAAqD,CAAC,CAAC;QAC/E,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QACzB,OAAO,CAAC,CAAC;IACX,CAAC;IACD;;;;OAIG;IACI,oBAAoB,CAAC,CAAS;QACnC,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;QAClC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,kEAAkE;YACpG,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,EAAE,CAAC;YACjC,IAAA,qBAAM,EAAC,CAAC,KAAK,SAAS,EAAE,qDAAqD,CAAC,CAAC;YAC/E,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAC1B,CAAC;IACH,CAAC;IACD;;;;OAIG;IACI,6BAA6B,CAAC,CAAS;QAC5C,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC;QAClC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;YAC9B,MAAM,EAAE,GAAG,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC;YAC7B,IAAI,EAAE,IAAI,CAAC,EAAE,CAAC;gBACZ,+BAA+B;gBAC/B,IAAI,OAAO,GAAG,CAAC;oBACb,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC;gBAChC,OAAO,EAAE,CAAC;YACZ,CAAC;iBAAM,CAAC;gBACN,mBAAmB;YACrB,CAAC;QACH,CAAC;QACD,IAAI,CAAC,WAAW,CAAC,MAAM,GAAG,OAAO,CAAC;IACpC,CAAC;CACF;AApDD,sFAoDC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\nimport { assert, OrderedComparator, PriorityQueue } from \"@itwin/core-bentley\";\r\nimport { HalfEdge } from \"./Graph\";\r\nimport { HalfEdgeGraphOps } from \"./Merging\";\r\n\r\n/**\r\n * * Combination of a priority queue of HalfEdges with\r\n * * Additional \"active\" array to carry edges that have been removed from the queue but are still to be\r\n * inspected (possibly many times)\r\n * * The priority queue default sort is Y-then-X lexical sort.\r\n * * Caller has direct access to the queue and array.\r\n * * Methods are added here only to do things that involve both the queue and the array.\r\n * @internal\r\n */\r\nexport class HalfEdgePriorityQueueWithPartnerArray {\r\n public priorityQueue: PriorityQueue<HalfEdge>;\r\n public activeEdges: HalfEdge[];\r\n public constructor(\r\n compare: OrderedComparator<HalfEdge> = (a, b) => HalfEdgeGraphOps.compareNodesYXUp(a, b)) {\r\n this.priorityQueue = new PriorityQueue(compare);\r\n this.activeEdges = [];\r\n }\r\n /** Read a member from the queue and transfer to the active array. */\r\n public popQueueToArray(): HalfEdge | undefined {\r\n if (this.priorityQueue.isEmpty)\r\n return undefined;\r\n const x = this.priorityQueue.pop();\r\n assert(x !== undefined, \"expect defined because we just checked queue length\");\r\n this.activeEdges.push(x);\r\n return x;\r\n }\r\n /** Pop the last entry and put it back as replacement for current entry at index i.\r\n * * Effectively remove active member at index i\r\n * * The array order is changed.\r\n * * constant time.\r\n */\r\n public popArrayToArrayIndex(i: number) {\r\n const n = this.activeEdges.length;\r\n if (0 <= i && i < n - 1 && n > 0) { // index must not point to last entry, which is about to disappear\r\n const x = this.activeEdges.pop();\r\n assert(x !== undefined, \"expect defined because we just checked array length\");\r\n this.activeEdges[i] = x;\r\n }\r\n }\r\n /**\r\n * * Scan the active array.\r\n * * remove edges whose top y is below y\r\n * * (pack all remaining ones back towards the beginning)\r\n */\r\n public removeArrayMembersWithY1Below(y: number) {\r\n let numKeep = 0;\r\n const n = this.activeEdges.length;\r\n for (let i = 0; i < n; i++) {\r\n const q = this.activeEdges[i];\r\n const yB = q.faceSuccessor.y;\r\n if (yB >= y) {\r\n // copy [i] forward to [target]\r\n if (numKeep < i)\r\n this.activeEdges[numKeep] = q;\r\n numKeep++;\r\n } else {\r\n // let it go by !!!\r\n }\r\n }\r\n this.activeEdges.length = numKeep;\r\n }\r\n}\r\n"]}
@@ -37,9 +37,13 @@ export declare class InsertAndRetriangulateContext {
37
37
  private _edgeSet;
38
38
  private _searcher;
39
39
  private _tolerance;
40
+ /** Constructor. NOTE: graph is assumed to have a free mask available. */
40
41
  private constructor();
41
- /** Create a new context referencing the graph. */
42
- static create(graph: HalfEdgeGraph, tolerance?: number): InsertAndRetriangulateContext;
42
+ /**
43
+ * Create a new context referencing the graph.
44
+ * @return `undefined` if graph has no free mask available
45
+ */
46
+ static create(graph: HalfEdgeGraph, tolerance?: number): InsertAndRetriangulateContext | undefined;
43
47
  /** Query the (pointer to) the graph in the context. */
44
48
  get graph(): HalfEdgeGraph;
45
49
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"InsertAndRetriangulateContext.d.ts","sourceRoot":"","sources":["../../../src/topology/InsertAndRetriangulateContext.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAIxD,OAAO,EAAY,aAAa,EAAgB,MAAM,SAAS,CAAC;AAGhE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAGlE;;;GAGG;AACH,oBAAY,sBAAsB;IAChC,gGAAgG;IAChG,MAAM,IAAA;IACN,4EAA4E;IAC5E,OAAO,IAAA;IACP;;;OAGG;IACH,eAAe,IAAA;IACf;;;OAGG;IACH,gBAAgB,IAAA;CACjB;AAED;;;;;;;GAOG;AACH,qBAAa,6BAA6B;IACxC,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAyB;IAC1C,OAAO,CAAC,UAAU,CAAS;IAE3B,OAAO;IAMP,kDAAkD;WACpC,MAAM,CAAC,KAAK,EAAE,aAAa,EAAE,SAAS,GAAE,MAAqC;IAG3F,uDAAuD;IACvD,IAAW,KAAK,IAAI,aAAa,CAEhC;IACD;;;OAGG;IACH,OAAO,CAAC,2BAA2B;IAenC,qDAAqD;IAC9C,KAAK;IAGZ,kEAAkE;IAClE,IAAW,eAAe,2BAEzB;IACD,0DAA0D;IACnD,4BAA4B,CAAC,GAAG,EAAE,OAAO,GAAG,sBAAsB;IAkCzE,kDAAkD;IAC3C,sBAAsB,CAAC,GAAG,EAAE,OAAO,GAAG,sBAAsB;IAanE;;;;MAIE;IACK,WAAW,CAAC,GAAG,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,IAAI;IAM/D,0FAA0F;IAC1F,OAAO,CAAC,iBAAiB;IAqBzB,sGAAsG;IACtG,OAAO,CAAC,iBAAiB;IA4BzB;;;OAGG;IACH,OAAO,CAAC,mBAAmB;IAU3B;;;;;;OAMG;IACI,sBAAsB,CAAC,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAE,sBAAsB,GAAG,OAAO;IAgCxF;;;;;;OAMG;IACI,WAAW,CAChB,cAAc,EAAE,sBAAsB,EACtC,MAAM,EAAE,OAAO,EACf,SAAS,CAAC,EAAE,CAAC,QAAQ,EAAE,sBAAsB,KAAK,OAAO,GACxD,OAAO;CAqFX"}
1
+ {"version":3,"file":"InsertAndRetriangulateContext.d.ts","sourceRoot":"","sources":["../../../src/topology/InsertAndRetriangulateContext.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAIxD,OAAO,EAAY,aAAa,EAAgB,MAAM,SAAS,CAAC;AAGhE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAGlE;;;GAGG;AACH,oBAAY,sBAAsB;IAChC,gGAAgG;IAChG,MAAM,IAAA;IACN,4EAA4E;IAC5E,OAAO,IAAA;IACP;;;OAGG;IACH,eAAe,IAAA;IACf;;;OAGG;IACH,gBAAgB,IAAA;CACjB;AAED;;;;;;;GAOG;AACH,qBAAa,6BAA6B;IACxC,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,QAAQ,CAAgB;IAChC,OAAO,CAAC,SAAS,CAAyB;IAC1C,OAAO,CAAC,UAAU,CAAS;IAE3B,yEAAyE;IACzE,OAAO;IAQP;;;MAGE;WACY,MAAM,CAAC,KAAK,EAAE,aAAa,EAAE,SAAS,GAAE,MAAqC,GAAG,6BAA6B,GAAG,SAAS;IAGvI,uDAAuD;IACvD,IAAW,KAAK,IAAI,aAAa,CAEhC;IACD;;;OAGG;IACH,OAAO,CAAC,2BAA2B;IAenC,qDAAqD;IAC9C,KAAK;IAGZ,kEAAkE;IAClE,IAAW,eAAe,2BAEzB;IACD,0DAA0D;IACnD,4BAA4B,CAAC,GAAG,EAAE,OAAO,GAAG,sBAAsB;IAiCzE,kDAAkD;IAC3C,sBAAsB,CAAC,GAAG,EAAE,OAAO,GAAG,sBAAsB;IAanE;;;;MAIE;IACK,WAAW,CAAC,GAAG,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,IAAI;IAM/D,0FAA0F;IAC1F,OAAO,CAAC,iBAAiB;IAqBzB,sGAAsG;IACtG,OAAO,CAAC,iBAAiB;IA4BzB;;;OAGG;IACH,OAAO,CAAC,mBAAmB;IAU3B;;;;;;OAMG;IACI,sBAAsB,CAAC,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAE,sBAAsB,GAAG,OAAO;IAgCxF;;;;;;OAMG;IACI,WAAW,CAChB,cAAc,EAAE,sBAAsB,EACtC,MAAM,EAAE,OAAO,EACf,SAAS,CAAC,EAAE,CAAC,QAAQ,EAAE,sBAAsB,KAAK,OAAO,GACxD,OAAO;CAsFX"}
@@ -53,15 +53,21 @@ class InsertAndRetriangulateContext {
53
53
  _edgeSet;
54
54
  _searcher;
55
55
  _tolerance;
56
+ /** Constructor. NOTE: graph is assumed to have a free mask available. */
56
57
  constructor(graph, tolerance) {
57
58
  this._graph = graph;
58
- this._edgeSet = HalfEdgeMarkSet_1.MarkedEdgeSet.create(graph);
59
+ const edgeSet = HalfEdgeMarkSet_1.MarkedEdgeSet.create(graph);
60
+ (0, core_bentley_1.assert)(edgeSet !== undefined, "expect defined; the only caller ensures graph has free mask");
61
+ this._edgeSet = edgeSet;
59
62
  this._searcher = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
60
63
  this._tolerance = tolerance;
61
64
  }
62
- /** Create a new context referencing the graph. */
65
+ /**
66
+ * Create a new context referencing the graph.
67
+ * @return `undefined` if graph has no free mask available
68
+ */
63
69
  static create(graph, tolerance = Geometry_1.Geometry.smallMetricDistance) {
64
- return new InsertAndRetriangulateContext(graph, tolerance);
70
+ return graph.hasFreeMask ? new InsertAndRetriangulateContext(graph, tolerance) : undefined;
65
71
  }
66
72
  /** Query the (pointer to) the graph in the context. */
67
73
  get graph() {
@@ -97,7 +103,7 @@ class InsertAndRetriangulateContext {
97
103
  /** Linear search for the nearest graph edge or vertex. */
98
104
  searchForNearestEdgeOrVertex(xyz) {
99
105
  const position = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
100
- position.setDTag(Number.MAX_VALUE);
106
+ position.dTag = Number.MAX_VALUE;
101
107
  const xyzC = Point3dVector3d_1.Point3d.create();
102
108
  let fractionC;
103
109
  let distanceC;
@@ -107,22 +113,22 @@ class InsertAndRetriangulateContext {
107
113
  if (fractionC !== undefined) {
108
114
  if (fractionC > 1.0) {
109
115
  distanceC = xyz.distanceXY(nodeB);
110
- if (distanceC < position.getDTag()) {
116
+ if (distanceC < position.dTag) {
111
117
  position.resetAsVertex(nodeB);
112
- position.setDTag(distanceC);
118
+ position.dTag = distanceC;
113
119
  }
114
120
  }
115
121
  else if (fractionC < 0.0) {
116
122
  distanceC = xyz.distanceXY(nodeA);
117
- if (distanceC < position.getDTag()) {
123
+ if (distanceC < position.dTag) {
118
124
  position.resetAsVertex(nodeA);
119
- position.setDTag(distanceC);
125
+ position.dTag = distanceC;
120
126
  }
121
127
  }
122
128
  else {
123
129
  nodeA.fractionToPoint3d(fractionC, xyzC);
124
130
  distanceC = xyz.distanceXY(xyzC);
125
- if (distanceC < position.getDTag()) {
131
+ if (distanceC < position.dTag) {
126
132
  position.resetAtEdgeAndFraction(nodeA, fractionC);
127
133
  }
128
134
  }
@@ -133,13 +139,13 @@ class InsertAndRetriangulateContext {
133
139
  /** Linear search for the nearest graph vertex. */
134
140
  searchForNearestVertex(xyz) {
135
141
  const position = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
136
- position.setDTag(Number.MAX_VALUE);
142
+ position.dTag = Number.MAX_VALUE;
137
143
  let distanceA;
138
144
  for (const nodeA of this._graph.allHalfEdges) {
139
145
  distanceA = xyz.distanceXY(nodeA);
140
- if (distanceA < position.getDTag()) {
146
+ if (distanceA < position.dTag) {
141
147
  position.resetAsVertex(nodeA);
142
- position.setDTag(distanceA);
148
+ position.dTag = distanceA;
143
149
  }
144
150
  }
145
151
  return position;
@@ -157,7 +163,7 @@ class InsertAndRetriangulateContext {
157
163
  }
158
164
  /** Reclassify the current interior face hit if it is too close to an edge of the face. */
159
165
  reclassifyFaceHit(point) {
160
- if (undefined === this._searcher.node || !this._searcher.isFace || this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.EXTERIOR))
166
+ if (undefined === this._searcher.node || !this._searcher.isFace() || this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.EXTERIOR))
161
167
  return false;
162
168
  const pointXY = Point3dVector3d_1.Point3d.create(point.x, point.y);
163
169
  const face = this._searcher.node.collectAroundFace((node) => {
@@ -179,7 +185,7 @@ class InsertAndRetriangulateContext {
179
185
  }
180
186
  /** Reclassify the current interior edge hit if it is too close to an edge of either adjacent face. */
181
187
  reclassifyEdgeHit(point) {
182
- if (undefined === this._searcher.node || !this._searcher.isEdge || this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.BOUNDARY_EDGE))
188
+ if (undefined === this._searcher.node || !this._searcher.isEdge() || this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.BOUNDARY_EDGE))
183
189
  return false;
184
190
  const pointXY = Point3dVector3d_1.Point3d.create(point.x, point.y);
185
191
  const superFace = [];
@@ -236,7 +242,7 @@ class InsertAndRetriangulateContext {
236
242
  // adjacent to the hull.
237
243
  if (!this.reclassifyFaceHit(point))
238
244
  this.reclassifyEdgeHit(point);
239
- if (this._searcher.isFace) {
245
+ if (this._searcher.isFace()) {
240
246
  // insert point into the graph if it lies in an interior face
241
247
  if (!this._searcher.node.isMaskSet(Graph_1.HalfEdgeMask.EXTERIOR)) {
242
248
  const newNode = this._graph.createEdgeXYZHalfEdge(point.x, point.y, point.z, 0, this._searcher.node, 0);
@@ -245,7 +251,7 @@ class InsertAndRetriangulateContext {
245
251
  this._searcher.resetAsVertex(newNode);
246
252
  }
247
253
  }
248
- else if (this._searcher.isEdge) {
254
+ else if (this._searcher.isEdge()) {
249
255
  // insert point into the graph by splitting its containing edge
250
256
  const newA = this._graph.splitEdgeAtFraction(this._searcher.node, this._searcher.edgeFraction);
251
257
  const newB = newA.vertexPredecessor;
@@ -255,7 +261,7 @@ class InsertAndRetriangulateContext {
255
261
  Triangulation_1.Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);
256
262
  this._searcher.resetAsVertex(newA);
257
263
  }
258
- else if (this._searcher.isVertex) {
264
+ else if (this._searcher.isVertex()) {
259
265
  // no need to insert point as there's already a vertex there, but maybe update its z-coord
260
266
  this.updateZAroundVertex(this._searcher.node, point, newZWins);
261
267
  }
@@ -270,7 +276,7 @@ class InsertAndRetriangulateContext {
270
276
  */
271
277
  moveToPoint(movingPosition, target, announcer) {
272
278
  const psc = HalfEdgePointInGraphSearch_1.PointSearchContext.create(this._tolerance);
273
- movingPosition.setITag(0);
279
+ movingPosition.iTag = 0;
274
280
  if (movingPosition.isUnclassified) {
275
281
  moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, Graph_1.HalfEdgeMask.NULL_MASK);
276
282
  if (movingPosition.isUnclassified)
@@ -278,16 +284,16 @@ class InsertAndRetriangulateContext {
278
284
  }
279
285
  let trap = 0;
280
286
  const ray = Ray3d_1.Ray3d.createXAxis();
281
- for (; movingPosition.getITag() === 0 && trap < 2;) {
287
+ for (; movingPosition.iTag === 0 && trap < 2;) {
282
288
  if (announcer !== undefined) {
283
289
  const continueSearch = announcer(movingPosition);
284
290
  if (!continueSearch)
285
291
  break;
286
292
  }
287
- if (!psc.setSearchRay(movingPosition, target, ray)) {
293
+ if (!psc.setSearchRay(movingPosition, target, ray))
288
294
  return false;
289
- }
290
- else if (movingPosition.isFace) {
295
+ (0, core_bentley_1.assert)(ray.a !== undefined, "expect defined by successful return of setSearchRay");
296
+ if (movingPosition.isFace()) {
291
297
  const lastBefore = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
292
298
  const firstAfter = HalfEdgePositionDetail_1.HalfEdgePositionDetail.create();
293
299
  const rc = psc.reAimAroundFace(movingPosition.node, ray, ray.a, lastBefore, firstAfter);
@@ -299,28 +305,28 @@ class InsertAndRetriangulateContext {
299
305
  }
300
306
  case HalfEdgePointInGraphSearch_1.RayClassification.TargetOnVertex: {
301
307
  movingPosition.setFrom(lastBefore);
302
- movingPosition.setITag(1);
308
+ movingPosition.iTag = 1;
303
309
  break;
304
310
  }
305
311
  case HalfEdgePointInGraphSearch_1.RayClassification.TargetOnEdge: {
306
312
  movingPosition.setFrom(lastBefore);
307
- movingPosition.setITag(1);
313
+ movingPosition.iTag = 1;
308
314
  break;
309
315
  }
310
316
  case HalfEdgePointInGraphSearch_1.RayClassification.Bracket: {
311
317
  movingPosition.resetAsFace(lastBefore.node, target);
312
- movingPosition.setITag(1);
318
+ movingPosition.iTag = 1;
313
319
  break;
314
320
  }
315
321
  case HalfEdgePointInGraphSearch_1.RayClassification.TargetBefore: { // do we ever get here?
316
322
  movingPosition.resetAsFace(movingPosition.node, target);
317
- movingPosition.setITag(1);
323
+ movingPosition.iTag = 1;
318
324
  break;
319
325
  }
320
326
  case HalfEdgePointInGraphSearch_1.RayClassification.TargetAfter: {
321
327
  if (movingPosition.node === lastBefore.node
322
- && movingPosition.isFace
323
- && (lastBefore.isEdge || lastBefore.isVertex)) {
328
+ && movingPosition.isFace()
329
+ && (lastBefore.isEdge() || lastBefore.isVertex())) {
324
330
  trap++;
325
331
  }
326
332
  else {
@@ -331,30 +337,30 @@ class InsertAndRetriangulateContext {
331
337
  }
332
338
  }
333
339
  }
334
- else if (movingPosition.isEdge) {
340
+ else if (movingPosition.isEdge()) {
335
341
  psc.reAimFromEdge(movingPosition, ray, ray.a);
336
342
  if (movingPosition.isUnclassified)
337
343
  break;
338
344
  }
339
- else if (movingPosition.isVertex) {
345
+ else if (movingPosition.isVertex()) {
340
346
  psc.reAimFromVertex(movingPosition, ray, ray.a);
341
347
  if (movingPosition.isUnclassified)
342
348
  break;
343
349
  }
344
350
  }
345
- if (movingPosition.isAtXY(target.x, target.y))
351
+ if (movingPosition.isAtXY(target.x, target.y, this._tolerance))
346
352
  return true;
347
353
  if (trap > 1) {
348
- // ugh! We exited the loop by repeatedly hitting the same node with edge or vertex type in lastBefore.
354
+ // Ugh! We exited the loop by repeatedly hitting the same node with edge or vertex type in lastBefore.
349
355
  // This happens only when the target point is exterior (heavy triangulation use cases start with a convex
350
- // hull and only do interior intersections, so case only happens in contrived unit tests so far
351
- // What to mark? Leave it as is, but mark as exterior target
356
+ // hull and only do interior intersections, so this case only happens in contrived unit tests so far).
357
+ // What to mark? Leave it as is, but mark as exterior target.
352
358
  if (movingPosition.node !== undefined) {
353
359
  movingPosition.setIsExteriorTarget(true);
354
360
  }
355
361
  return false;
356
362
  }
357
- // murky here; should never be hit. Has never been hit in unit tests.
363
+ (0, core_bentley_1.assert)(trap > 1, "Murky. Should never get here. Has never been hit in unit tests.");
358
364
  return false;
359
365
  }
360
366
  }
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Geometry, PolygonLocation } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolygonOps } from \"../geometry3d/PolygonOps\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Options for setting the z-coordinate of a vertex in the triangulation when a point with the same xy is inserted.\r\n * @internal\r\n */\r\nexport enum InsertedVertexZOptions {\r\n /** The point's z-coordinate is ignored, and the existing vertex's z-coordinate is unchanged. */\r\n Ignore,\r\n /** The point's z-coordinate replaces the existing vertex's z-coordinate. */\r\n Replace,\r\n /**\r\n * Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the\r\n * point's z-coordinate is larger.\r\n */\r\n ReplaceIfLarger,\r\n /**\r\n * Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the\r\n * point's z-coordinate is smaller.\r\n */\r\n ReplaceIfSmaller,\r\n}\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary (e.g., as typically marked with `HalfEdgeMask.EXTERIOR` and\r\n * `HalfEdgeMask.BOUNDARY_EDGE`).\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n * @internal\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n private _tolerance: number;\r\n\r\n private constructor(graph: HalfEdgeGraph, tolerance: number) {\r\n this._graph = graph;\r\n this._edgeSet = MarkedEdgeSet.create(graph)!;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n this._tolerance = tolerance;\r\n }\r\n /** Create a new context referencing the graph. */\r\n public static create(graph: HalfEdgeGraph, tolerance: number = Geometry.smallMetricDistance) {\r\n return new InsertAndRetriangulateContext(graph, tolerance);\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph {\r\n return this._graph;\r\n }\r\n /**\r\n * Walk face from edgeNode. Insert new edges back to start node from all except immediate successor and predecessor.\r\n * Insert all new nodes and nodes of the existing face in edgeSet.\r\n */\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n if (numNode < 4 || centralNode.isMaskSet(HalfEdgeMask.EXTERIOR))\r\n return;\r\n this._edgeSet.addAroundFace(centralNode);\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n /** Return a (reference to!) the current position in the graph. */\r\n public get currentPosition() {\r\n return this._searcher;\r\n }\r\n /** Linear search for the nearest graph edge or vertex. */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeB);\r\n position.setDTag(distanceC);\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceC);\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.getDTag()!) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n /** Linear search for the nearest graph vertex. */\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.setDTag(Number.MAX_VALUE);\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.getDTag()!) {\r\n position.resetAsVertex(nodeA);\r\n position.setDTag(distanceA);\r\n }\r\n }\r\n return position;\r\n }\r\n /**\r\n * Reset the \"current\" position to a vertex nearest the target point.\r\n * @param xyz target point\r\n * @param searchEdgesToo reset to nearest vertex or edge\r\n */\r\n public resetSearch(xyz: Point3d, searchEdgesToo: boolean): void {\r\n if (searchEdgesToo)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n /** Reclassify the current interior face hit if it is too close to an edge of the face. */\r\n private reclassifyFaceHit(point: Point3d): boolean {\r\n if (undefined === this._searcher.node || !this._searcher.isFace || this._searcher.node.isMaskSet(HalfEdgeMask.EXTERIOR))\r\n return false;\r\n const pointXY = Point3d.create(point.x, point.y);\r\n const face = this._searcher.node.collectAroundFace((node: HalfEdge) => {\r\n const xy = Point3d.create(node.x, node.y);\r\n (xy as any).node = node; // decorate the point with the node\r\n return xy;\r\n });\r\n const detail = PolygonOps.closestPointOnBoundary(face, pointXY, this._tolerance);\r\n assert(detail.code === PolygonLocation.OnPolygonEdgeInterior);\r\n if (detail.a > this._tolerance)\r\n return false;\r\n const edge = face[detail.closestEdgeIndex].node;\r\n const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;\r\n if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)\r\n this._searcher.resetAsVertex(vertex);\r\n else\r\n this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);\r\n return true;\r\n }\r\n /** Reclassify the current interior edge hit if it is too close to an edge of either adjacent face. */\r\n private reclassifyEdgeHit(point: Point3d): boolean {\r\n if (undefined === this._searcher.node || !this._searcher.isEdge || this._searcher.node.isMaskSet(HalfEdgeMask.BOUNDARY_EDGE))\r\n return false;\r\n const pointXY = Point3d.create(point.x, point.y);\r\n const superFace: Point3d[] = [];\r\n for (let n = this._searcher.node.faceSuccessor; n !== this._searcher.node; n = n.faceSuccessor) {\r\n const xy = Point3d.create(n.x, n.y);\r\n (xy as any).node = n; // decorate the point with a node of the left face\r\n superFace.push(xy);\r\n }\r\n for (let n = this._searcher.node.vertexPredecessor; n !== this._searcher.node.edgeMate; n = n.faceSuccessor) {\r\n const xy = Point3d.create(n.x, n.y);\r\n (xy as any).node = n; // decorate the point with a node of the right face\r\n superFace.push(xy);\r\n }\r\n const detail = PolygonOps.closestPointOnBoundary(superFace, pointXY, this._tolerance);\r\n if (detail.a > this._tolerance)\r\n return false;\r\n const edge = (superFace[detail.closestEdgeIndex] as any).node;\r\n const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;\r\n if (detail.code === PolygonLocation.OnPolygonVertex) // can happen if superFace is non-concave (e.g., a dart)\r\n this._searcher.resetAsVertex(vertex);\r\n else if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)\r\n this._searcher.resetAsVertex(vertex);\r\n else\r\n this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);\r\n return true;\r\n }\r\n /**\r\n * Given a point that was just inserted into the graph at the given node, apply the z-coordinate rule around\r\n * the vertex loop.\r\n */\r\n private updateZAroundVertex(node: HalfEdge, point: Point3d, zOption: InsertedVertexZOptions): void {\r\n if (InsertedVertexZOptions.Ignore === zOption)\r\n return;\r\n if ((InsertedVertexZOptions.ReplaceIfLarger === zOption) && (point.z <= node.z))\r\n return;\r\n if ((InsertedVertexZOptions.ReplaceIfSmaller === zOption) && (point.z >= node.z))\r\n return;\r\n // only replace z; preserving xy preserves convexity of the hull\r\n node.setXYZAroundVertex(node.x, node.y, point.z);\r\n }\r\n /**\r\n * Insert a new point into the graph and retriangulate.\r\n * @param point the coordinates of the node to be inserted.\r\n * @param newZWins rule governing when `point.z` should override the z-coordinate of an existing vertex with the\r\n * same x and y.\r\n * @returns true if and only if the point didn't need to be inserted or was successfully inserted.\r\n */\r\n public insertAndRetriangulate(point: Point3d, newZWins: InsertedVertexZOptions): boolean {\r\n this.moveToPoint(this._searcher, point);\r\n if (this._searcher.node === undefined)\r\n return false;\r\n // Try to avoid skinny triangles. If we iterated, this could get out of control (e.g., inserting point into a fan).\r\n // Limiting to one reclassification ensures the hit doesn't move more than tol and reduces skinny triangles\r\n // adjacent to the hull.\r\n if (!this.reclassifyFaceHit(point))\r\n this.reclassifyEdgeHit(point);\r\n if (this._searcher.isFace) {\r\n // insert point into the graph if it lies in an interior face\r\n if (!this._searcher.node.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newNode = this._graph.createEdgeXYZHalfEdge(point.x, point.y, point.z, 0, this._searcher.node, 0);\r\n this.retriangulateFromBaseVertex(newNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newNode);\r\n }\r\n } else if (this._searcher.isEdge) {\r\n // insert point into the graph by splitting its containing edge\r\n const newA = this._graph.splitEdgeAtFraction(this._searcher.node, this._searcher.edgeFraction!);\r\n const newB = newA.vertexPredecessor;\r\n this.updateZAroundVertex(newA, point, InsertedVertexZOptions.Replace); // always replace\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n } else if (this._searcher.isVertex) {\r\n // no need to insert point as there's already a vertex there, but maybe update its z-coord\r\n this.updateZAroundVertex(this._searcher.node, point, newZWins);\r\n }\r\n return true;\r\n }\r\n /**\r\n * Advance movingPosition to a face, edge, or vertex position detail that contains `target`.\r\n * @param movingPosition input seed for search, updated on return.\r\n * @param target point to search for containing topology in the graph.\r\n * @param announcer optional callback invoked during search loop; return false to end search.\r\n * @returns true if search was successful.\r\n */\r\n public moveToPoint(\r\n movingPosition: HalfEdgePositionDetail,\r\n target: Point3d,\r\n announcer?: (position: HalfEdgePositionDetail) => boolean,\r\n ): boolean {\r\n const psc = PointSearchContext.create(this._tolerance);\r\n movingPosition.setITag(0);\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, HalfEdgeMask.NULL_MASK);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n let trap = 0;\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.getITag() === 0 && trap < 2;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, target, ray)) {\r\n return false;\r\n } else if (movingPosition.isFace) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node!, ray, ray.a!, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore`\r\n switch (rc) {\r\n case RayClassification.NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, target);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.TargetBefore: { // do we ever get here?\r\n movingPosition.resetAsFace(movingPosition.node, target);\r\n movingPosition.setITag(1);\r\n break;\r\n }\r\n case RayClassification.TargetAfter: {\r\n if (movingPosition.node === lastBefore.node\r\n && movingPosition.isFace\r\n && (lastBefore.isEdge || lastBefore.isVertex)) {\r\n trap++;\r\n } else {\r\n trap = 0;\r\n }\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a!);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n if (movingPosition.isAtXY(target.x, target.y))\r\n return true;\r\n if (trap > 1) {\r\n // ugh! We exited the loop by repeatedly hitting the same node with edge or vertex type in lastBefore.\r\n // This happens only when the target point is exterior (heavy triangulation use cases start with a convex\r\n // hull and only do interior intersections, so case only happens in contrived unit tests so far\r\n // What to mark? Leave it as is, but mark as exterior target\r\n if (movingPosition.node !== undefined) {\r\n movingPosition.setIsExteriorTarget(true);\r\n }\r\n return false;\r\n }\r\n // murky here; should never be hit. Has never been hit in unit tests.\r\n return false;\r\n }\r\n}\r\n/** Set `position` to a random unmasked edge at the specified fraction. */\r\nfunction moveToAnyUnmaskedEdge(\r\n graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask,\r\n): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Geometry, PolygonLocation } from \"../Geometry\";\r\nimport { Point3d } from \"../geometry3d/Point3dVector3d\";\r\nimport { PolygonOps } from \"../geometry3d/PolygonOps\";\r\nimport { Ray3d } from \"../geometry3d/Ray3d\";\r\nimport { SmallSystem } from \"../numerics/SmallSystem\";\r\nimport { HalfEdge, HalfEdgeGraph, HalfEdgeMask } from \"./Graph\";\r\nimport { MarkedEdgeSet } from \"./HalfEdgeMarkSet\";\r\nimport { PointSearchContext, RayClassification } from \"./HalfEdgePointInGraphSearch\";\r\nimport { HalfEdgePositionDetail } from \"./HalfEdgePositionDetail\";\r\nimport { Triangulator } from \"./Triangulation\";\r\n\r\n/**\r\n * Options for setting the z-coordinate of a vertex in the triangulation when a point with the same xy is inserted.\r\n * @internal\r\n */\r\nexport enum InsertedVertexZOptions {\r\n /** The point's z-coordinate is ignored, and the existing vertex's z-coordinate is unchanged. */\r\n Ignore,\r\n /** The point's z-coordinate replaces the existing vertex's z-coordinate. */\r\n Replace,\r\n /**\r\n * Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the\r\n * point's z-coordinate is larger.\r\n */\r\n ReplaceIfLarger,\r\n /**\r\n * Like [[InsertedVertexZOptions.Replace]], but the existing vertex's z-coordinate is updated only if the\r\n * point's z-coordinate is smaller.\r\n */\r\n ReplaceIfSmaller,\r\n}\r\n\r\n/**\r\n * Context for repeated insertion of new points in a graph.\r\n * * Initial graph should have clean outer boundary (e.g., as typically marked with `HalfEdgeMask.EXTERIOR` and\r\n * `HalfEdgeMask.BOUNDARY_EDGE`).\r\n * * After each insertion, the current \"position\" within the graph is remembered so that each subsequent insertion\r\n * can reuse that position as start for walking to the new point.\r\n * @internal\r\n */\r\nexport class InsertAndRetriangulateContext {\r\n private _graph: HalfEdgeGraph;\r\n private _edgeSet: MarkedEdgeSet;\r\n private _searcher: HalfEdgePositionDetail;\r\n private _tolerance: number;\r\n\r\n /** Constructor. NOTE: graph is assumed to have a free mask available. */\r\n private constructor(graph: HalfEdgeGraph, tolerance: number) {\r\n this._graph = graph;\r\n const edgeSet = MarkedEdgeSet.create(graph);\r\n assert(edgeSet !== undefined, \"expect defined; the only caller ensures graph has free mask\");\r\n this._edgeSet = edgeSet;\r\n this._searcher = HalfEdgePositionDetail.create();\r\n this._tolerance = tolerance;\r\n }\r\n /**\r\n * Create a new context referencing the graph.\r\n * @return `undefined` if graph has no free mask available\r\n */\r\n public static create(graph: HalfEdgeGraph, tolerance: number = Geometry.smallMetricDistance): InsertAndRetriangulateContext | undefined {\r\n return graph.hasFreeMask ? new InsertAndRetriangulateContext(graph, tolerance) : undefined;\r\n }\r\n /** Query the (pointer to) the graph in the context. */\r\n public get graph(): HalfEdgeGraph {\r\n return this._graph;\r\n }\r\n /**\r\n * Walk face from edgeNode. Insert new edges back to start node from all except immediate successor and predecessor.\r\n * Insert all new nodes and nodes of the existing face in edgeSet.\r\n */\r\n private retriangulateFromBaseVertex(centralNode: HalfEdge) {\r\n const numNode = centralNode.countEdgesAroundFace();\r\n if (numNode < 4 || centralNode.isMaskSet(HalfEdgeMask.EXTERIOR))\r\n return;\r\n this._edgeSet.addAroundFace(centralNode);\r\n const numEdge = numNode - 3;\r\n let farNode = centralNode.faceSuccessor;\r\n let nearNode = centralNode;\r\n for (let i = 0; i < numEdge; i++) {\r\n farNode = farNode.faceSuccessor;\r\n nearNode = this._graph.createEdgeHalfEdgeHalfEdge(nearNode, 0, farNode, 0);\r\n farNode = nearNode.faceSuccessor;\r\n this._edgeSet.addToSet(nearNode);\r\n }\r\n }\r\n /** Reset the \"current\" position to unknown state. */\r\n public reset() {\r\n this._searcher = HalfEdgePositionDetail.create();\r\n }\r\n /** Return a (reference to!) the current position in the graph. */\r\n public get currentPosition() {\r\n return this._searcher;\r\n }\r\n /** Linear search for the nearest graph edge or vertex. */\r\n public searchForNearestEdgeOrVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.dTag = Number.MAX_VALUE;\r\n const xyzC = Point3d.create();\r\n let fractionC;\r\n let distanceC;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n const nodeB = nodeA.faceSuccessor;\r\n fractionC = SmallSystem.lineSegment3dXYClosestPointUnbounded(nodeA, nodeB, xyz);\r\n if (fractionC !== undefined) {\r\n if (fractionC > 1.0) {\r\n distanceC = xyz.distanceXY(nodeB);\r\n if (distanceC < position.dTag) {\r\n position.resetAsVertex(nodeB);\r\n position.dTag = distanceC;\r\n }\r\n } else if (fractionC < 0.0) {\r\n distanceC = xyz.distanceXY(nodeA);\r\n if (distanceC < position.dTag) {\r\n position.resetAsVertex(nodeA);\r\n position.dTag = distanceC;\r\n }\r\n } else {\r\n nodeA.fractionToPoint3d(fractionC, xyzC);\r\n distanceC = xyz.distanceXY(xyzC);\r\n if (distanceC < position.dTag) {\r\n position.resetAtEdgeAndFraction(nodeA, fractionC);\r\n }\r\n }\r\n }\r\n }\r\n return position;\r\n }\r\n /** Linear search for the nearest graph vertex. */\r\n public searchForNearestVertex(xyz: Point3d): HalfEdgePositionDetail {\r\n const position = HalfEdgePositionDetail.create();\r\n position.dTag = Number.MAX_VALUE;\r\n let distanceA;\r\n for (const nodeA of this._graph.allHalfEdges) {\r\n distanceA = xyz.distanceXY(nodeA);\r\n if (distanceA < position.dTag) {\r\n position.resetAsVertex(nodeA);\r\n position.dTag = distanceA;\r\n }\r\n }\r\n return position;\r\n }\r\n /**\r\n * Reset the \"current\" position to a vertex nearest the target point.\r\n * @param xyz target point\r\n * @param searchEdgesToo reset to nearest vertex or edge\r\n */\r\n public resetSearch(xyz: Point3d, searchEdgesToo: boolean): void {\r\n if (searchEdgesToo)\r\n this._searcher = this.searchForNearestEdgeOrVertex(xyz);\r\n else\r\n this._searcher = this.searchForNearestVertex(xyz);\r\n }\r\n /** Reclassify the current interior face hit if it is too close to an edge of the face. */\r\n private reclassifyFaceHit(point: Point3d): boolean {\r\n if (undefined === this._searcher.node || !this._searcher.isFace() || this._searcher.node.isMaskSet(HalfEdgeMask.EXTERIOR))\r\n return false;\r\n const pointXY = Point3d.create(point.x, point.y);\r\n const face = this._searcher.node.collectAroundFace((node: HalfEdge) => {\r\n const xy = Point3d.create(node.x, node.y);\r\n (xy as any).node = node; // decorate the point with the node\r\n return xy;\r\n });\r\n const detail = PolygonOps.closestPointOnBoundary(face, pointXY, this._tolerance);\r\n assert(detail.code === PolygonLocation.OnPolygonEdgeInterior);\r\n if (detail.a > this._tolerance)\r\n return false;\r\n const edge = face[detail.closestEdgeIndex].node;\r\n const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;\r\n if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)\r\n this._searcher.resetAsVertex(vertex);\r\n else\r\n this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);\r\n return true;\r\n }\r\n /** Reclassify the current interior edge hit if it is too close to an edge of either adjacent face. */\r\n private reclassifyEdgeHit(point: Point3d): boolean {\r\n if (undefined === this._searcher.node || !this._searcher.isEdge() || this._searcher.node.isMaskSet(HalfEdgeMask.BOUNDARY_EDGE))\r\n return false;\r\n const pointXY = Point3d.create(point.x, point.y);\r\n const superFace: Point3d[] = [];\r\n for (let n = this._searcher.node.faceSuccessor; n !== this._searcher.node; n = n.faceSuccessor) {\r\n const xy = Point3d.create(n.x, n.y);\r\n (xy as any).node = n; // decorate the point with a node of the left face\r\n superFace.push(xy);\r\n }\r\n for (let n = this._searcher.node.vertexPredecessor; n !== this._searcher.node.edgeMate; n = n.faceSuccessor) {\r\n const xy = Point3d.create(n.x, n.y);\r\n (xy as any).node = n; // decorate the point with a node of the right face\r\n superFace.push(xy);\r\n }\r\n const detail = PolygonOps.closestPointOnBoundary(superFace, pointXY, this._tolerance);\r\n if (detail.a > this._tolerance)\r\n return false;\r\n const edge = (superFace[detail.closestEdgeIndex] as any).node;\r\n const vertex = (detail.closestEdgeParam < 0.5) ? edge : edge.faceSuccessor;\r\n if (detail.code === PolygonLocation.OnPolygonVertex) // can happen if superFace is non-concave (e.g., a dart)\r\n this._searcher.resetAsVertex(vertex);\r\n else if (detail.point.distanceSquaredXY(vertex) <= this._tolerance * this._tolerance)\r\n this._searcher.resetAsVertex(vertex);\r\n else\r\n this._searcher.resetAtEdgeAndFraction(edge, detail.closestEdgeParam);\r\n return true;\r\n }\r\n /**\r\n * Given a point that was just inserted into the graph at the given node, apply the z-coordinate rule around\r\n * the vertex loop.\r\n */\r\n private updateZAroundVertex(node: HalfEdge, point: Point3d, zOption: InsertedVertexZOptions): void {\r\n if (InsertedVertexZOptions.Ignore === zOption)\r\n return;\r\n if ((InsertedVertexZOptions.ReplaceIfLarger === zOption) && (point.z <= node.z))\r\n return;\r\n if ((InsertedVertexZOptions.ReplaceIfSmaller === zOption) && (point.z >= node.z))\r\n return;\r\n // only replace z; preserving xy preserves convexity of the hull\r\n node.setXYZAroundVertex(node.x, node.y, point.z);\r\n }\r\n /**\r\n * Insert a new point into the graph and retriangulate.\r\n * @param point the coordinates of the node to be inserted.\r\n * @param newZWins rule governing when `point.z` should override the z-coordinate of an existing vertex with the\r\n * same x and y.\r\n * @returns true if and only if the point didn't need to be inserted or was successfully inserted.\r\n */\r\n public insertAndRetriangulate(point: Point3d, newZWins: InsertedVertexZOptions): boolean {\r\n this.moveToPoint(this._searcher, point);\r\n if (this._searcher.node === undefined)\r\n return false;\r\n // Try to avoid skinny triangles. If we iterated, this could get out of control (e.g., inserting point into a fan).\r\n // Limiting to one reclassification ensures the hit doesn't move more than tol and reduces skinny triangles\r\n // adjacent to the hull.\r\n if (!this.reclassifyFaceHit(point))\r\n this.reclassifyEdgeHit(point);\r\n if (this._searcher.isFace()) {\r\n // insert point into the graph if it lies in an interior face\r\n if (!this._searcher.node.isMaskSet(HalfEdgeMask.EXTERIOR)) {\r\n const newNode = this._graph.createEdgeXYZHalfEdge(point.x, point.y, point.z, 0, this._searcher.node, 0);\r\n this.retriangulateFromBaseVertex(newNode);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newNode);\r\n }\r\n } else if (this._searcher.isEdge()) {\r\n // insert point into the graph by splitting its containing edge\r\n const newA = this._graph.splitEdgeAtFraction(this._searcher.node, this._searcher.edgeFraction);\r\n const newB = newA.vertexPredecessor;\r\n this.updateZAroundVertex(newA, point, InsertedVertexZOptions.Replace); // always replace\r\n this.retriangulateFromBaseVertex(newA);\r\n this.retriangulateFromBaseVertex(newB);\r\n Triangulator.flipTrianglesInEdgeSet(this._graph, this._edgeSet);\r\n this._searcher.resetAsVertex(newA);\r\n } else if (this._searcher.isVertex()) {\r\n // no need to insert point as there's already a vertex there, but maybe update its z-coord\r\n this.updateZAroundVertex(this._searcher.node, point, newZWins);\r\n }\r\n return true;\r\n }\r\n /**\r\n * Advance movingPosition to a face, edge, or vertex position detail that contains `target`.\r\n * @param movingPosition input seed for search, updated on return.\r\n * @param target point to search for containing topology in the graph.\r\n * @param announcer optional callback invoked during search loop; return false to end search.\r\n * @returns true if search was successful.\r\n */\r\n public moveToPoint(\r\n movingPosition: HalfEdgePositionDetail,\r\n target: Point3d,\r\n announcer?: (position: HalfEdgePositionDetail) => boolean,\r\n ): boolean {\r\n const psc = PointSearchContext.create(this._tolerance);\r\n movingPosition.iTag = 0;\r\n if (movingPosition.isUnclassified) {\r\n moveToAnyUnmaskedEdge(this.graph, movingPosition, 0.5, HalfEdgeMask.NULL_MASK);\r\n if (movingPosition.isUnclassified)\r\n return false;\r\n }\r\n let trap = 0;\r\n const ray = Ray3d.createXAxis();\r\n for (; movingPosition.iTag === 0 && trap < 2;) {\r\n if (announcer !== undefined) {\r\n const continueSearch = announcer(movingPosition);\r\n if (!continueSearch)\r\n break;\r\n }\r\n if (!psc.setSearchRay(movingPosition, target, ray))\r\n return false;\r\n assert(ray.a !== undefined, \"expect defined by successful return of setSearchRay\");\r\n if (movingPosition.isFace()) {\r\n const lastBefore = HalfEdgePositionDetail.create();\r\n const firstAfter = HalfEdgePositionDetail.create();\r\n const rc = psc.reAimAroundFace(movingPosition.node, ray, ray.a, lastBefore, firstAfter);\r\n // reAimAroundFace returns lots of cases in `lastBefore`\r\n switch (rc) {\r\n case RayClassification.NoHits: {\r\n movingPosition.resetAsUnknown();\r\n break;\r\n }\r\n case RayClassification.TargetOnVertex: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.iTag = 1;\r\n break;\r\n }\r\n case RayClassification.TargetOnEdge: {\r\n movingPosition.setFrom(lastBefore);\r\n movingPosition.iTag = 1;\r\n break;\r\n }\r\n case RayClassification.Bracket: {\r\n movingPosition.resetAsFace(lastBefore.node, target);\r\n movingPosition.iTag = 1;\r\n break;\r\n }\r\n case RayClassification.TargetBefore: { // do we ever get here?\r\n movingPosition.resetAsFace(movingPosition.node, target);\r\n movingPosition.iTag = 1;\r\n break;\r\n }\r\n case RayClassification.TargetAfter: {\r\n if (movingPosition.node === lastBefore.node\r\n && movingPosition.isFace()\r\n && (lastBefore.isEdge() || lastBefore.isVertex())) {\r\n trap++;\r\n } else {\r\n trap = 0;\r\n }\r\n movingPosition.setFrom(lastBefore);\r\n break;\r\n }\r\n }\r\n } else if (movingPosition.isEdge()) {\r\n psc.reAimFromEdge(movingPosition, ray, ray.a);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n } else if (movingPosition.isVertex()) {\r\n psc.reAimFromVertex(movingPosition, ray, ray.a);\r\n if (movingPosition.isUnclassified)\r\n break;\r\n }\r\n }\r\n if (movingPosition.isAtXY(target.x, target.y, this._tolerance))\r\n return true;\r\n if (trap > 1) {\r\n // Ugh! We exited the loop by repeatedly hitting the same node with edge or vertex type in lastBefore.\r\n // This happens only when the target point is exterior (heavy triangulation use cases start with a convex\r\n // hull and only do interior intersections, so this case only happens in contrived unit tests so far).\r\n // What to mark? Leave it as is, but mark as exterior target.\r\n if (movingPosition.node !== undefined) {\r\n movingPosition.setIsExteriorTarget(true);\r\n }\r\n return false;\r\n }\r\n assert(trap > 1, \"Murky. Should never get here. Has never been hit in unit tests.\");\r\n return false;\r\n }\r\n}\r\n/** Set `position` to a random unmasked edge at the specified fraction. */\r\nfunction moveToAnyUnmaskedEdge(\r\n graph: HalfEdgeGraph, position: HalfEdgePositionDetail, edgeFraction: number, skipMask: HalfEdgeMask,\r\n): boolean {\r\n for (const candidate of graph.allHalfEdges) {\r\n if (!candidate.isMaskSet(skipMask)) {\r\n position.resetAtEdgeAndFraction(candidate, edgeFraction);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n"]}
@@ -2,7 +2,7 @@
2
2
  * @module Topology
3
3
  */
4
4
  /**
5
- * Methods to "grab and drop" mask bits.
5
+ * Methods to "grab and drop" mask bits from a 32-bit field.
6
6
  * * Caller code (e.g. HalfEdgeGraph) initializes with a block of bits to be managed.
7
7
  * * Callers borrow and return masks with "grabMask" and "dropMask".
8
8
  * * Callers must exercise grab/drop balance discipline.
@@ -20,13 +20,17 @@ export declare class MaskManager {
20
20
  private constructor();
21
21
  /**
22
22
  * Create a MaskManager.
23
- * Typical use: MaskManager.create(0xFFFF0000)
24
- * * This makes bits 16 through 31 available to be borrowed, with lower bits available for fixed usage.
23
+ * Typical use: MaskManager.create(0xFFF00000)
24
+ * * This makes bits 20 through 31 available to be borrowed, with lower bits reserved for fixed usage.
25
+ * @param freeMasks mask with bits set to be available for grab/drop.
26
+ * @returns undefined if `freeMasks` has none of the bits [0,31] set.
25
27
  */
26
28
  static create(freeMasks: number): MaskManager | undefined;
27
29
  /** Find a mask bit that is not "in use" in order to borrow that mask. */
28
30
  grabMask(): number;
29
31
  /** Return the borrowed mask so it is not "in use" anymore. */
30
32
  dropMask(mask: number): void;
33
+ /** Whether there is a mask bit still available to grab. */
34
+ get hasFreeMask(): boolean;
31
35
  }
32
36
  //# sourceMappingURL=MaskManager.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"MaskManager.d.ts","sourceRoot":"","sources":["../../../src/topology/MaskManager.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH;;;;;;GAMG;AACH,qBAAa,WAAW;IACtB,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,kBAAkB,CAAS;IACnC,OAAO,CAAC,cAAc,CAAS;IAC/B;;;;OAIG;IACH,OAAO;IAKP;;;;OAIG;WACW,MAAM,CAAC,SAAS,EAAE,MAAM,GAAG,WAAW,GAAG,SAAS;IAehE,yEAAyE;IAClE,QAAQ,IAAI,MAAM;IASzB,8DAA8D;IACvD,QAAQ,CAAC,IAAI,EAAE,MAAM;CAI7B"}
1
+ {"version":3,"file":"MaskManager.d.ts","sourceRoot":"","sources":["../../../src/topology/MaskManager.ts"],"names":[],"mappings":"AAKA;;GAEG;AACH;;;;;;GAMG;AACH,qBAAa,WAAW;IACtB,OAAO,CAAC,UAAU,CAAS;IAC3B,OAAO,CAAC,kBAAkB,CAAS;IACnC,OAAO,CAAC,cAAc,CAAS;IAC/B;;;;OAIG;IACH,OAAO;IAKP;;;;;;OAMG;WACW,MAAM,CAAC,SAAS,EAAE,MAAM,GAAG,WAAW,GAAG,SAAS;IAehE,yEAAyE;IAClE,QAAQ,IAAI,MAAM;IASzB,8DAA8D;IACvD,QAAQ,CAAC,IAAI,EAAE,MAAM;IAI5B,2DAA2D;IAC3D,IAAW,WAAW,IAAI,OAAO,CAEhC;CACF"}
@@ -9,7 +9,7 @@ exports.MaskManager = void 0;
9
9
  * @module Topology
10
10
  */
11
11
  /**
12
- * Methods to "grab and drop" mask bits.
12
+ * Methods to "grab and drop" mask bits from a 32-bit field.
13
13
  * * Caller code (e.g. HalfEdgeGraph) initializes with a block of bits to be managed.
14
14
  * * Callers borrow and return masks with "grabMask" and "dropMask".
15
15
  * * Callers must exercise grab/drop balance discipline.
@@ -31,8 +31,10 @@ class MaskManager {
31
31
  }
32
32
  /**
33
33
  * Create a MaskManager.
34
- * Typical use: MaskManager.create(0xFFFF0000)
35
- * * This makes bits 16 through 31 available to be borrowed, with lower bits available for fixed usage.
34
+ * Typical use: MaskManager.create(0xFFF00000)
35
+ * * This makes bits 20 through 31 available to be borrowed, with lower bits reserved for fixed usage.
36
+ * @param freeMasks mask with bits set to be available for grab/drop.
37
+ * @returns undefined if `freeMasks` has none of the bits [0,31] set.
36
38
  */
37
39
  static create(freeMasks) {
38
40
  // look for first bit up to bit 31
@@ -51,7 +53,7 @@ class MaskManager {
51
53
  }
52
54
  /** Find a mask bit that is not "in use" in order to borrow that mask. */
53
55
  grabMask() {
54
- if (this._freeMasks === 0)
56
+ if (!this.hasFreeMask)
55
57
  return 0;
56
58
  let mask = this._firstFreeMask;
57
59
  while (!(mask & this._freeMasks))
@@ -64,6 +66,10 @@ class MaskManager {
64
66
  mask &= this._originalFreeMasks; // prevent "drop" of mask that is not in the pool.
65
67
  this._freeMasks |= mask;
66
68
  }
69
+ /** Whether there is a mask bit still available to grab. */
70
+ get hasFreeMask() {
71
+ return this._freeMasks !== 0;
72
+ }
67
73
  }
68
74
  exports.MaskManager = MaskManager;
69
75
  //# sourceMappingURL=MaskManager.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"MaskManager.js","sourceRoot":"","sources":["../../../src/topology/MaskManager.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AACH;;;;;;GAMG;AACH,MAAa,WAAW;IACd,UAAU,CAAS;IACnB,kBAAkB,CAAS;IAC3B,cAAc,CAAS;IAC/B;;;;OAIG;IACH,YAAoB,SAAiB,EAAE,aAAqB;QAC1D,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC;QACpC,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;IACtC,CAAC;IACD;;;;OAIG;IACI,MAAM,CAAC,MAAM,CAAC,SAAiB;QACpC,kCAAkC;QAClC,IAAI,SAAS,GAAG,CAAC,CAAC;QAClB,IAAI,OAAO,GAAG,IAAI,CAAC;QACnB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC;YAC5B,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC,KAAK,CAAC,EAAE,CAAC;gBAChC,SAAS,GAAG,OAAO,CAAC;gBACpB,MAAM;YACR,CAAC;YACD,OAAO,GAAG,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC;QAC3B,CAAC;QACD,IAAI,SAAS,KAAK,CAAC;YACjB,OAAO,SAAS,CAAC;QACnB,OAAO,IAAI,WAAW,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC;IAC/C,CAAC;IACD,yEAAyE;IAClE,QAAQ;QACb,IAAI,IAAI,CAAC,UAAU,KAAK,CAAC;YACvB,OAAO,CAAC,CAAC;QACX,IAAI,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC;QAC/B,OAAO,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC;YAC9B,IAAI,GAAG,IAAI,IAAI,CAAC,CAAC;QACnB,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC;QACzB,OAAO,IAAI,CAAC;IACd,CAAC;IACD,8DAA8D;IACvD,QAAQ,CAAC,IAAY;QAC1B,IAAI,IAAI,IAAI,CAAC,kBAAkB,CAAC,CAAC,kDAAkD;QACnF,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC;IAC1B,CAAC;CACF;AAjDD,kCAiDC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Topology\r\n */\r\n/**\r\n * Methods to \"grab and drop\" mask bits.\r\n * * Caller code (e.g. HalfEdgeGraph) initializes with a block of bits to be managed.\r\n * * Callers borrow and return masks with \"grabMask\" and \"dropMask\".\r\n * * Callers must exercise grab/drop balance discipline.\r\n * @internal\r\n */\r\nexport class MaskManager {\r\n private _freeMasks: number;\r\n private _originalFreeMasks: number;\r\n private _firstFreeMask: number;\r\n /**\r\n * Constructor\r\n * @param freeMasks caller-defined block of bits that are to be managed.\r\n * @param firstFreeMask the first free mask in the freeMasks bits block.\r\n */\r\n private constructor(freeMasks: number, firstFreeMask: number) {\r\n this._freeMasks = freeMasks;\r\n this._originalFreeMasks = freeMasks;\r\n this._firstFreeMask = firstFreeMask;\r\n }\r\n /**\r\n * Create a MaskManager.\r\n * Typical use: MaskManager.create(0xFFFF0000)\r\n * * This makes bits 16 through 31 available to be borrowed, with lower bits available for fixed usage.\r\n */\r\n public static create(freeMasks: number): MaskManager | undefined {\r\n // look for first bit up to bit 31\r\n let firstFree = 0;\r\n let testBit = 0x01;\r\n for (let i = 0; i < 32; i++) {\r\n if ((testBit & freeMasks) !== 0) {\r\n firstFree = testBit;\r\n break;\r\n }\r\n testBit = (testBit << 1);\r\n }\r\n if (firstFree === 0)\r\n return undefined;\r\n return new MaskManager(freeMasks, firstFree);\r\n }\r\n /** Find a mask bit that is not \"in use\" in order to borrow that mask. */\r\n public grabMask(): number {\r\n if (this._freeMasks === 0)\r\n return 0;\r\n let mask = this._firstFreeMask;\r\n while (!(mask & this._freeMasks))\r\n mask = mask << 1;\r\n this._freeMasks &= ~mask;\r\n return mask;\r\n }\r\n /** Return the borrowed mask so it is not \"in use\" anymore. */\r\n public dropMask(mask: number) {\r\n mask &= this._originalFreeMasks; // prevent \"drop\" of mask that is not in the pool.\r\n this._freeMasks |= mask;\r\n }\r\n}\r\n"]}
1
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