@itwin/core-common 3.0.0 → 3.1.0-dev.12
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +17 -75
- package/lib/cjs/ElementProps.d.ts +9 -0
- package/lib/cjs/ElementProps.d.ts.map +1 -1
- package/lib/cjs/ElementProps.js.map +1 -1
- package/lib/cjs/Gradient.d.ts.map +1 -1
- package/lib/cjs/Gradient.js +10 -18
- package/lib/cjs/Gradient.js.map +1 -1
- package/lib/cjs/RenderMaterial.d.ts +7 -7
- package/lib/cjs/RenderMaterial.d.ts.map +1 -1
- package/lib/cjs/RenderMaterial.js +10 -5
- package/lib/cjs/RenderMaterial.js.map +1 -1
- package/lib/cjs/TextureMapping.d.ts +3 -1
- package/lib/cjs/TextureMapping.d.ts.map +1 -1
- package/lib/cjs/TextureMapping.js +9 -6
- package/lib/cjs/TextureMapping.js.map +1 -1
- package/lib/cjs/geometry/ElementGeometry.d.ts +12 -8
- package/lib/cjs/geometry/ElementGeometry.d.ts.map +1 -1
- package/lib/cjs/geometry/ElementGeometry.js.map +1 -1
- package/lib/esm/ElementProps.d.ts +9 -0
- package/lib/esm/ElementProps.d.ts.map +1 -1
- package/lib/esm/ElementProps.js.map +1 -1
- package/lib/esm/Gradient.d.ts.map +1 -1
- package/lib/esm/Gradient.js +10 -18
- package/lib/esm/Gradient.js.map +1 -1
- package/lib/esm/RenderMaterial.d.ts +7 -7
- package/lib/esm/RenderMaterial.d.ts.map +1 -1
- package/lib/esm/RenderMaterial.js +10 -5
- package/lib/esm/RenderMaterial.js.map +1 -1
- package/lib/esm/TextureMapping.d.ts +3 -1
- package/lib/esm/TextureMapping.d.ts.map +1 -1
- package/lib/esm/TextureMapping.js +9 -6
- package/lib/esm/TextureMapping.js.map +1 -1
- package/lib/esm/geometry/ElementGeometry.d.ts +12 -8
- package/lib/esm/geometry/ElementGeometry.d.ts.map +1 -1
- package/lib/esm/geometry/ElementGeometry.js.map +1 -1
- package/package.json +7 -7
package/lib/cjs/Gradient.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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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 Symbology\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Angle, AngleProps } from \"@itwin/core-geometry\";\r\nimport { ColorDef, ColorDefProps } from \"./ColorDef\";\r\nimport { ImageBuffer, ImageBufferFormat } from \"./Image\";\r\nimport { ThematicGradientColorScheme, ThematicGradientMode, ThematicGradientSettings, ThematicGradientSettingsProps } from \"./ThematicDisplay\";\r\n\r\n/** Namespace containing types for defining a color gradient, often used for filled planar regions.\r\n * @see [[GeometryParams]]\r\n * @see [[GraphicParams]]\r\n * @public\r\n */\r\nexport namespace Gradient {\r\n /** Flags applied to a [[Gradient.Symb]]. */\r\n export enum Flags {\r\n /** No flags. */\r\n None = 0,\r\n /** Reverse the order of the gradient keys. */\r\n Invert = 1,\r\n /** Draw an outline around the surface to which the gradient is applied. */\r\n Outline = 2,\r\n }\r\n\r\n /** Enumerates the modes by which a [[Gradient.Symb]]'s keys are applied to create an image. */\r\n export enum Mode {\r\n None = 0,\r\n Linear = 1,\r\n Curved = 2,\r\n Cylindrical = 3,\r\n Spherical = 4,\r\n Hemispherical = 5,\r\n /** For a gradient created based for [[ThematicDisplay]]. */\r\n Thematic = 6,\r\n }\r\n\r\n /** Gradient fraction value to [[ColorDef]] pair */\r\n export interface KeyColorProps {\r\n /** Fraction from 0.0 to 1.0 to denote position along gradient */\r\n value: number;\r\n /** Color value for given fraction */\r\n color: ColorDefProps;\r\n }\r\n\r\n /** Gradient fraction value to [[ColorDef]] pair\r\n * @see [[Gradient.KeyColorProps]]\r\n */\r\n export class KeyColor {\r\n public value: number;\r\n public color: ColorDef;\r\n public constructor(json: KeyColorProps) {\r\n this.value = json.value;\r\n this.color = ColorDef.fromJSON(json.color);\r\n }\r\n }\r\n\r\n /** Compare two KeyColor objects for equality. Returns true if equal. */\r\n export function keyColorEquals(a: KeyColor, b: KeyColor): boolean {\r\n return (a.value === b.value) && a.color.equals(b.color);\r\n }\r\n\r\n /** Multi-color area fill defined by a range of colors that vary by position */\r\n export interface SymbProps {\r\n /** Gradient type, must be set to something other than [[Gradient.Mode.None]] to display fill */\r\n mode: Mode;\r\n /** Gradient flags to enable outline display and invert color fractions, Flags.None if undefined */\r\n flags?: Flags;\r\n /** Gradient rotation angle, 0.0 if undefined */\r\n angle?: AngleProps;\r\n /** Gradient tint value from 0.0 to 1.0, only used when [[Gradient.KeyColorProps]] size is 1, 0.0 if undefined */\r\n tint?: number;\r\n /** Gradient shift value from 0.0 to 1.0, 0.0 if undefined */\r\n shift?: number;\r\n /** Gradient fraction value/color pairs, 1 minimum (uses tint for 2nd color), 8 maximum */\r\n keys: KeyColorProps[];\r\n /** Settings applicable to [[ThematicDisplay]]. */\r\n thematicSettings?: ThematicGradientSettingsProps;\r\n }\r\n\r\n /** Multi-color area fill defined by a range of colors that vary by position.\r\n * Gradient fill can be applied to planar regions.\r\n * @see [[Gradient.SymbProps]]\r\n */\r\n export class Symb {\r\n public mode = Mode.None;\r\n public flags: Flags = Flags.None;\r\n public angle?: Angle;\r\n public tint?: number;\r\n public shift: number = 0;\r\n public thematicSettings?: ThematicGradientSettings;\r\n public keys: KeyColor[] = [];\r\n\r\n /** create a GradientSymb from a json object. */\r\n public static fromJSON(json?: SymbProps) {\r\n const result = new Symb();\r\n if (!json)\r\n return result;\r\n result.mode = json.mode;\r\n result.flags = (json.flags === undefined) ? Flags.None : json.flags;\r\n result.angle = json.angle ? Angle.fromJSON(json.angle) : undefined;\r\n result.tint = json.tint;\r\n result.shift = json.shift ? json.shift : 0;\r\n json.keys.forEach((key) => result.keys.push(new KeyColor(key)));\r\n result.thematicSettings = (json.thematicSettings === undefined) ? undefined : ThematicGradientSettings.fromJSON(json.thematicSettings);\r\n\r\n return result;\r\n }\r\n\r\n private static _fixedSchemeKeys = [\r\n // NB: these color values are ordered as rbg. Note how the components are applied below.\r\n [[0.0, 0, 255, 0], [0.25, 0, 255, 255], [0.5, 0, 0, 255], [0.75, 255, 0, 255], [1.0, 255, 0, 0]], // Blue Red.\r\n [[0.0, 255, 0, 0], [0.25, 255, 0, 255], [0.5, 0, 0, 255], [0.75, 0, 255, 255], [1.0, 0, 255, 0]], // Red blue.\r\n [[0.0, 0, 0, 0], [1.0, 255, 255, 255]], // Monochrome.\r\n [[0.0, 152, 148, 188], [0.5, 204, 160, 204], [1.0, 152, 72, 128]], // Based off of the topographic gradients in Point Clouds.\r\n [[0.0, 0, 255, 0], [0.2, 72, 96, 160], [0.4, 152, 96, 160], [0.6, 128, 32, 104], [0.7, 148, 180, 128], [1.0, 240, 240, 240]], // Based off of the sea-mountain gradient in Point Clouds.\r\n ];\r\n private static _fixedCustomKeys = [[0.0, 255, 0, 0], [1.0, 0, 255, 0]];\r\n\r\n /** Create for [[ThematicDisplay]]. */\r\n public static createThematic(settings: ThematicGradientSettings) {\r\n const result = new Symb();\r\n result.mode = Mode.Thematic;\r\n result.thematicSettings = settings;\r\n\r\n if (settings.colorScheme < ThematicGradientColorScheme.Custom) {\r\n for (const keyValue of Gradient.Symb._fixedSchemeKeys[settings.colorScheme])\r\n result.keys.push(new KeyColor({ value: keyValue[0], color: ColorDef.computeTbgrFromComponents(keyValue[1], keyValue[3], keyValue[2]) }));\r\n } else { // custom color scheme; must use custom keys\r\n assert(settings.customKeys.length > 1, \"Custom thematic mode requires at least two keys to be defined\");\r\n if (settings.customKeys.length > 1) {\r\n settings.customKeys.forEach((keyColor) => result.keys.push(keyColor));\r\n } else { // if custom color keys are not specified properly, revert to some basic key scheme and assert\r\n for (const keyValue of Gradient.Symb._fixedCustomKeys)\r\n result.keys.push(new KeyColor({ value: keyValue[0], color: ColorDef.from(keyValue[1], keyValue[3], keyValue[2]).toJSON() }));\r\n }\r\n }\r\n return result;\r\n }\r\n\r\n public toJSON(): SymbProps {\r\n return {\r\n ...this,\r\n thematicSettings: this.thematicSettings?.toJSON(),\r\n keys: this.keys.map((key) => ({ value: key.value, color: key.color.toJSON() })),\r\n };\r\n }\r\n\r\n public clone(): Symb {\r\n return Symb.fromJSON(this.toJSON());\r\n }\r\n\r\n /** Returns true if this symbology is equal to another, false otherwise. */\r\n public equals(other: Symb): boolean {\r\n return Symb.compareSymb(this, other) === 0;\r\n }\r\n\r\n /** Compares two gradient symbologies. Used for ordering Gradient.Symb objects.\r\n * @param lhs First gradient to compare\r\n * @param rhs Second gradient to compare\r\n * @returns 0 if lhs is equivalent to rhs, a negative number if lhs compares less than rhs, or a positive number if lhs compares greater than rhs.\r\n */\r\n public static compareSymb(lhs: Gradient.Symb, rhs: Gradient.Symb): number {\r\n if (lhs === rhs)\r\n return 0; // Same pointer\r\n if (lhs.mode !== rhs.mode)\r\n return lhs.mode - rhs.mode;\r\n if (lhs.flags !== rhs.flags)\r\n if (lhs.flags === undefined)\r\n return -1;\r\n else if (rhs.flags === undefined)\r\n return 1;\r\n else\r\n return lhs.flags - rhs.flags;\r\n if (lhs.tint !== rhs.tint)\r\n if (lhs.tint === undefined)\r\n return -1;\r\n else if (rhs.tint === undefined)\r\n return 1;\r\n else\r\n return lhs.tint - rhs.tint;\r\n if (lhs.shift !== rhs.shift)\r\n if (lhs.shift === undefined)\r\n return -1;\r\n else if (rhs.shift === undefined)\r\n return 1;\r\n else\r\n return lhs.shift - rhs.shift;\r\n if ((lhs.angle === undefined) !== (rhs.angle === undefined))\r\n if (lhs.angle === undefined)\r\n return -1;\r\n else\r\n return 1;\r\n if (lhs.angle && !lhs.angle.isAlmostEqualNoPeriodShift(rhs.angle!))\r\n return lhs.angle.radians - rhs.angle!.radians;\r\n if (lhs.keys.length !== rhs.keys.length)\r\n return lhs.keys.length - rhs.keys.length;\r\n for (let i = 0; i < lhs.keys.length; i++) {\r\n if (lhs.keys[i].value !== rhs.keys[i].value)\r\n return lhs.keys[i].value - rhs.keys[i].value;\r\n if (!lhs.keys[i].color.equals(rhs.keys[i].color))\r\n return lhs.keys[i].color.tbgr - rhs.keys[i].color.tbgr;\r\n }\r\n if (lhs.thematicSettings !== rhs.thematicSettings)\r\n if (undefined === lhs.thematicSettings)\r\n return -1;\r\n else if (undefined === rhs.thematicSettings)\r\n return 1;\r\n else {\r\n const thematicCompareResult = ThematicGradientSettings.compare(lhs.thematicSettings, rhs.thematicSettings);\r\n if (0 !== thematicCompareResult)\r\n return thematicCompareResult;\r\n }\r\n return 0;\r\n }\r\n\r\n /** Compare this symbology to another.\r\n * @see [[Gradient.Symb.compareSymb]]\r\n */\r\n public compare(other: Symb): number {\r\n return Gradient.Symb.compareSymb(this, other);\r\n }\r\n\r\n /**\r\n * Ensure the value given is within the range of 0 to 255,\r\n * and truncate the value to only the 8 least significant bits.\r\n */\r\n private roundToByte(num: number): number {\r\n return Math.min(num + .5, 255.0) & 0xFF;\r\n }\r\n\r\n /** Maps a value to an RGBA value adjusted from a color present in this symbology's array. */\r\n public mapColor(value: number) {\r\n if (value < 0)\r\n value = 0;\r\n else if (value > 1)\r\n value = 1;\r\n\r\n if ((this.flags & Flags.Invert) !== 0)\r\n value = 1 - value;\r\n\r\n let idx = 0;\r\n let d;\r\n let w0;\r\n let w1;\r\n if (this.keys.length <= 2) {\r\n w0 = 1.0 - value;\r\n w1 = value;\r\n } else { // locate value in map, blend corresponding colors\r\n while (idx < (this.keys.length - 2) && value > this.keys[idx + 1].value)\r\n idx++;\r\n\r\n d = this.keys[idx + 1].value - this.keys[idx].value;\r\n w1 = d < 0.0001 ? 0.0 : (value - this.keys[idx].value) / d;\r\n w0 = 1.0 - w1;\r\n }\r\n\r\n const color0 = this.keys[idx].color;\r\n const color1 = this.keys[idx + 1].color;\r\n const colors0 = color0.colors;\r\n const colors1 = color1.colors;\r\n const red = w0 * colors0.r + w1 * colors1.r;\r\n const green = w0 * colors0.g + w1 * colors1.g;\r\n const blue = w0 * colors0.b + w1 * colors1.b;\r\n const transparency = w0 * colors0.t + w1 * colors1.t;\r\n\r\n return ColorDef.from(this.roundToByte(red), this.roundToByte(green), this.roundToByte(blue), this.roundToByte(transparency));\r\n }\r\n\r\n public get hasTranslucency(): boolean {\r\n for (const key of this.keys) {\r\n if (!key.color.isOpaque)\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Returns true if the [[Gradient.Flags.Outline]] flag is set. */\r\n public get isOutlined(): boolean { return 0 !== (this.flags & Flags.Outline); }\r\n\r\n /** This function (for internal use only) provides the WebGL renderer with a thematic image that its shaders\r\n * can use properly with various thematic rendering techniques.\r\n * If you want a regular gradient image, use the method [[Gradient.Symb.getImage]].\r\n * @internal\r\n */\r\n public getThematicImageForRenderer(maxDimension: number): ImageBuffer {\r\n assert(Mode.Thematic === this.mode, \"getThematicImageForRenderer only is used for thematic display.\");\r\n\r\n let settings = this.thematicSettings;\r\n if (settings === undefined) {\r\n settings = ThematicGradientSettings.defaults;\r\n }\r\n\r\n const stepCount = Math.min(settings.stepCount, maxDimension);\r\n const dimension = (ThematicGradientMode.Smooth === settings.mode) ? maxDimension : stepCount;\r\n const hasAlpha = this.hasTranslucency;\r\n const image = new Uint8Array(1 * dimension * (hasAlpha ? 4 : 3));\r\n let currentIdx = image.length - 1;\r\n\r\n function addColor(color: ColorDef) {\r\n if (hasAlpha)\r\n image[currentIdx--] = color.getAlpha();\r\n\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n\r\n switch (settings.mode) {\r\n case ThematicGradientMode.Smooth: {\r\n for (let j = 0; j < dimension; j++) {\r\n const f = (1 - j / (dimension));\r\n addColor(this.mapColor(f));\r\n }\r\n break;\r\n }\r\n\r\n case ThematicGradientMode.SteppedWithDelimiter:\r\n case ThematicGradientMode.IsoLines:\r\n // The work to generate the delimiter lines and isolines is done completely in the shader.\r\n // Therefore, we just fall through here and use a regular stepped gradient.\r\n case ThematicGradientMode.Stepped: {\r\n assert(settings.stepCount > 1, \"Step count must be at least two to generate renderer gradient for thematic display\");\r\n for (let j = 0; j < dimension; j++) {\r\n // If we use Smooth's approach to generate the gradient...\r\n // We would get these values for stepCount five: 0 .2 .4 .6 .8\r\n // We really want these values: 0 .25 .5 .75 1\r\n // This preserves an exact color mapping of a n-step gradient when stepCount also equals n.\r\n // stepCount must be at least two for this. The thematic API enforces stepCount of at least 2.\r\n const f = (1 - j / (dimension - 1));\r\n addColor(this.mapColor(f));\r\n }\r\n break;\r\n }\r\n }\r\n\r\n assert(-1 === currentIdx);\r\n const imageBuffer = ImageBuffer.create(image, hasAlpha ? ImageBufferFormat.Rgba : ImageBufferFormat.Rgb, 1);\r\n assert(undefined !== imageBuffer);\r\n return imageBuffer;\r\n }\r\n\r\n /** Applies this gradient's settings to produce a bitmap image. */\r\n public getImage(width: number, height: number): ImageBuffer {\r\n if (this.mode === Mode.Thematic) {\r\n // Allow caller to pass in height but not width. Thematic gradients are always one-dimensional.\r\n // NB: The height used to be hardcoded to 8192 here. Now we will let the render system decide.\r\n width = 1; // Force width to 1 for thematic gradients.\r\n }\r\n\r\n const hasAlpha = this.hasTranslucency;\r\n const thisAngle = (this.angle === undefined) ? 0 : this.angle.radians;\r\n const cosA = Math.cos(thisAngle);\r\n const sinA = Math.sin(thisAngle);\r\n const image = new Uint8Array(width * height * (hasAlpha ? 4 : 3));\r\n let currentIdx = image.length - 1;\r\n const shift = Math.min(1.0, Math.abs(this.shift));\r\n\r\n switch (this.mode) {\r\n case Mode.Linear:\r\n case Mode.Cylindrical: {\r\n const xs = 0.5 - 0.25 * shift * cosA;\r\n const ys = 0.5 - 0.25 * shift * sinA;\r\n let dMax;\r\n let dMin = dMax = 0.0;\r\n let d;\r\n for (let j = 0; j < 2; j++) {\r\n for (let i = 0; i < 2; i++) {\r\n d = (i - xs) * cosA + (j - ys) * sinA;\r\n if (d < dMin)\r\n dMin = d;\r\n if (d > dMax)\r\n dMax = d;\r\n }\r\n }\r\n for (let j = 0; j < height; j++) {\r\n const y = j / height - ys;\r\n for (let i = 0; i < width; i++) {\r\n const x = i / width - xs;\r\n d = x * cosA + y * sinA;\r\n let f;\r\n if (this.mode === Mode.Linear) {\r\n if (d > 0)\r\n f = 0.5 + 0.5 * d / dMax;\r\n else\r\n f = 0.5 - 0.5 * d / dMin;\r\n } else {\r\n if (d > 0)\r\n f = Math.sin(Math.PI / 2 * (1.0 - d / dMax));\r\n else\r\n f = Math.sin(Math.PI / 2 * (1.0 - d / dMin));\r\n }\r\n const color = this.mapColor(f);\r\n if (hasAlpha)\r\n image[currentIdx--] = color.getAlpha();\r\n\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Curved: {\r\n const xs = 0.5 + 0.5 * sinA - 0.25 * shift * cosA;\r\n const ys = 0.5 - 0.5 * cosA - 0.25 * shift * sinA;\r\n for (let j = 0; j < height; j++) {\r\n const y = j / height - ys;\r\n for (let i = 0; i < width; i++) {\r\n const x = i / width - xs;\r\n const xr = 0.8 * (x * cosA + y * sinA);\r\n const yr = y * cosA - x * sinA;\r\n const f = Math.sin(Math.PI / 2 * (1 - Math.sqrt(xr * xr + yr * yr)));\r\n const color = this.mapColor(f);\r\n if (hasAlpha)\r\n image[currentIdx--] = color.getAlpha();\r\n\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Spherical: {\r\n const r = 0.5 + 0.125 * Math.sin(2.0 * thisAngle);\r\n const xs = 0.5 * shift * (cosA + sinA) * r;\r\n const ys = 0.5 * shift * (sinA - cosA) * r;\r\n for (let j = 0; j < height; j++) {\r\n const y = ys + j / height - 0.5;\r\n for (let i = 0; i < width; i++) {\r\n const x = xs + i / width - 0.5;\r\n const f = Math.sin(Math.PI / 2 * (1.0 - Math.sqrt(x * x + y * y) / r));\r\n const color = this.mapColor(f);\r\n if (hasAlpha)\r\n image[currentIdx--] = color.getAlpha();\r\n\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Hemispherical: {\r\n const xs = 0.5 + 0.5 * sinA - 0.5 * shift * cosA;\r\n const ys = 0.5 - 0.5 * cosA - 0.5 * shift * sinA;\r\n for (let j = 0; j < height; j++) {\r\n const y = j / height - ys;\r\n for (let i = 0; i < width; i++) {\r\n const x = i / width - xs;\r\n const f = Math.sin(Math.PI / 2 * (1.0 - Math.sqrt(x * x + y * y)));\r\n const color = this.mapColor(f);\r\n if (hasAlpha)\r\n image[currentIdx--] = color.getAlpha();\r\n\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Thematic: {\r\n let settings = this.thematicSettings;\r\n if (settings === undefined) {\r\n settings = ThematicGradientSettings.defaults;\r\n }\r\n\r\n for (let j = 0; j < height; j++) {\r\n let f = 1 - j / height;\r\n let color: ColorDef;\r\n\r\n if (f < ThematicGradientSettings.margin || f > ThematicGradientSettings.contentMax) {\r\n color = settings.marginColor;\r\n } else {\r\n f = (f - ThematicGradientSettings.margin) / (ThematicGradientSettings.contentRange);\r\n switch (settings.mode) {\r\n case ThematicGradientMode.SteppedWithDelimiter:\r\n case ThematicGradientMode.IsoLines:\r\n case ThematicGradientMode.Stepped: {\r\n if (settings.stepCount > 1) {\r\n const fStep = Math.floor(f * settings.stepCount - 0.00001) / (settings.stepCount - 1);\r\n color = this.mapColor(fStep);\r\n }\r\n break;\r\n }\r\n case ThematicGradientMode.Smooth:\r\n color = this.mapColor(f);\r\n break;\r\n }\r\n }\r\n for (let i = 0; i < width; i++) {\r\n if (hasAlpha)\r\n image[currentIdx--] = color!.getAlpha();\r\n\r\n image[currentIdx--] = color!.colors.b;\r\n image[currentIdx--] = color!.colors.g;\r\n image[currentIdx--] = color!.colors.r;\r\n }\r\n }\r\n }\r\n }\r\n\r\n assert(-1 === currentIdx);\r\n const imageBuffer = ImageBuffer.create(image, hasAlpha ? ImageBufferFormat.Rgba : ImageBufferFormat.Rgb, width);\r\n assert(undefined !== imageBuffer);\r\n return imageBuffer;\r\n }\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 Symbology\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Angle, AngleProps } from \"@itwin/core-geometry\";\r\nimport { ColorDef, ColorDefProps } from \"./ColorDef\";\r\nimport { ImageBuffer, ImageBufferFormat } from \"./Image\";\r\nimport { ThematicGradientColorScheme, ThematicGradientMode, ThematicGradientSettings, ThematicGradientSettingsProps } from \"./ThematicDisplay\";\r\n\r\n/** Namespace containing types for defining a color gradient, often used for filled planar regions.\r\n * @see [[GeometryParams]]\r\n * @see [[GraphicParams]]\r\n * @public\r\n */\r\nexport namespace Gradient {\r\n /** Flags applied to a [[Gradient.Symb]]. */\r\n export enum Flags {\r\n /** No flags. */\r\n None = 0,\r\n /** Reverse the order of the gradient keys. */\r\n Invert = 1,\r\n /** Draw an outline around the surface to which the gradient is applied. */\r\n Outline = 2,\r\n }\r\n\r\n /** Enumerates the modes by which a [[Gradient.Symb]]'s keys are applied to create an image. */\r\n export enum Mode {\r\n None = 0,\r\n Linear = 1,\r\n Curved = 2,\r\n Cylindrical = 3,\r\n Spherical = 4,\r\n Hemispherical = 5,\r\n /** For a gradient created based for [[ThematicDisplay]]. */\r\n Thematic = 6,\r\n }\r\n\r\n /** Gradient fraction value to [[ColorDef]] pair */\r\n export interface KeyColorProps {\r\n /** Fraction from 0.0 to 1.0 to denote position along gradient */\r\n value: number;\r\n /** Color value for given fraction */\r\n color: ColorDefProps;\r\n }\r\n\r\n /** Gradient fraction value to [[ColorDef]] pair\r\n * @see [[Gradient.KeyColorProps]]\r\n */\r\n export class KeyColor {\r\n public value: number;\r\n public color: ColorDef;\r\n public constructor(json: KeyColorProps) {\r\n this.value = json.value;\r\n this.color = ColorDef.fromJSON(json.color);\r\n }\r\n }\r\n\r\n /** Compare two KeyColor objects for equality. Returns true if equal. */\r\n export function keyColorEquals(a: KeyColor, b: KeyColor): boolean {\r\n return (a.value === b.value) && a.color.equals(b.color);\r\n }\r\n\r\n /** Multi-color area fill defined by a range of colors that vary by position */\r\n export interface SymbProps {\r\n /** Gradient type, must be set to something other than [[Gradient.Mode.None]] to display fill */\r\n mode: Mode;\r\n /** Gradient flags to enable outline display and invert color fractions, Flags.None if undefined */\r\n flags?: Flags;\r\n /** Gradient rotation angle, 0.0 if undefined */\r\n angle?: AngleProps;\r\n /** Gradient tint value from 0.0 to 1.0, only used when [[Gradient.KeyColorProps]] size is 1, 0.0 if undefined */\r\n tint?: number;\r\n /** Gradient shift value from 0.0 to 1.0, 0.0 if undefined */\r\n shift?: number;\r\n /** Gradient fraction value/color pairs, 1 minimum (uses tint for 2nd color), 8 maximum */\r\n keys: KeyColorProps[];\r\n /** Settings applicable to [[ThematicDisplay]]. */\r\n thematicSettings?: ThematicGradientSettingsProps;\r\n }\r\n\r\n /** Multi-color area fill defined by a range of colors that vary by position.\r\n * Gradient fill can be applied to planar regions.\r\n * @see [[Gradient.SymbProps]]\r\n */\r\n export class Symb {\r\n public mode = Mode.None;\r\n public flags: Flags = Flags.None;\r\n public angle?: Angle;\r\n public tint?: number;\r\n public shift: number = 0;\r\n public thematicSettings?: ThematicGradientSettings;\r\n public keys: KeyColor[] = [];\r\n\r\n /** create a GradientSymb from a json object. */\r\n public static fromJSON(json?: SymbProps) {\r\n const result = new Symb();\r\n if (!json)\r\n return result;\r\n result.mode = json.mode;\r\n result.flags = (json.flags === undefined) ? Flags.None : json.flags;\r\n result.angle = json.angle ? Angle.fromJSON(json.angle) : undefined;\r\n result.tint = json.tint;\r\n result.shift = json.shift ? json.shift : 0;\r\n json.keys.forEach((key) => result.keys.push(new KeyColor(key)));\r\n result.thematicSettings = (json.thematicSettings === undefined) ? undefined : ThematicGradientSettings.fromJSON(json.thematicSettings);\r\n\r\n return result;\r\n }\r\n\r\n private static _fixedSchemeKeys = [\r\n // NB: these color values are ordered as rbg. Note how the components are applied below.\r\n [[0.0, 0, 255, 0], [0.25, 0, 255, 255], [0.5, 0, 0, 255], [0.75, 255, 0, 255], [1.0, 255, 0, 0]], // Blue Red.\r\n [[0.0, 255, 0, 0], [0.25, 255, 0, 255], [0.5, 0, 0, 255], [0.75, 0, 255, 255], [1.0, 0, 255, 0]], // Red blue.\r\n [[0.0, 0, 0, 0], [1.0, 255, 255, 255]], // Monochrome.\r\n [[0.0, 152, 148, 188], [0.5, 204, 160, 204], [1.0, 152, 72, 128]], // Based off of the topographic gradients in Point Clouds.\r\n [[0.0, 0, 255, 0], [0.2, 72, 96, 160], [0.4, 152, 96, 160], [0.6, 128, 32, 104], [0.7, 148, 180, 128], [1.0, 240, 240, 240]], // Based off of the sea-mountain gradient in Point Clouds.\r\n ];\r\n private static _fixedCustomKeys = [[0.0, 255, 0, 0], [1.0, 0, 255, 0]];\r\n\r\n /** Create for [[ThematicDisplay]]. */\r\n public static createThematic(settings: ThematicGradientSettings) {\r\n const result = new Symb();\r\n result.mode = Mode.Thematic;\r\n result.thematicSettings = settings;\r\n\r\n if (settings.colorScheme < ThematicGradientColorScheme.Custom) {\r\n for (const keyValue of Gradient.Symb._fixedSchemeKeys[settings.colorScheme])\r\n result.keys.push(new KeyColor({ value: keyValue[0], color: ColorDef.computeTbgrFromComponents(keyValue[1], keyValue[3], keyValue[2]) }));\r\n } else { // custom color scheme; must use custom keys\r\n assert(settings.customKeys.length > 1, \"Custom thematic mode requires at least two keys to be defined\");\r\n if (settings.customKeys.length > 1) {\r\n settings.customKeys.forEach((keyColor) => result.keys.push(keyColor));\r\n } else { // if custom color keys are not specified properly, revert to some basic key scheme and assert\r\n for (const keyValue of Gradient.Symb._fixedCustomKeys)\r\n result.keys.push(new KeyColor({ value: keyValue[0], color: ColorDef.from(keyValue[1], keyValue[3], keyValue[2]).toJSON() }));\r\n }\r\n }\r\n return result;\r\n }\r\n\r\n public toJSON(): SymbProps {\r\n return {\r\n ...this,\r\n thematicSettings: this.thematicSettings?.toJSON(),\r\n keys: this.keys.map((key) => ({ value: key.value, color: key.color.toJSON() })),\r\n };\r\n }\r\n\r\n public clone(): Symb {\r\n return Symb.fromJSON(this.toJSON());\r\n }\r\n\r\n /** Returns true if this symbology is equal to another, false otherwise. */\r\n public equals(other: Symb): boolean {\r\n return Symb.compareSymb(this, other) === 0;\r\n }\r\n\r\n /** Compares two gradient symbologies. Used for ordering Gradient.Symb objects.\r\n * @param lhs First gradient to compare\r\n * @param rhs Second gradient to compare\r\n * @returns 0 if lhs is equivalent to rhs, a negative number if lhs compares less than rhs, or a positive number if lhs compares greater than rhs.\r\n */\r\n public static compareSymb(lhs: Gradient.Symb, rhs: Gradient.Symb): number {\r\n if (lhs === rhs)\r\n return 0; // Same pointer\r\n if (lhs.mode !== rhs.mode)\r\n return lhs.mode - rhs.mode;\r\n if (lhs.flags !== rhs.flags)\r\n if (lhs.flags === undefined)\r\n return -1;\r\n else if (rhs.flags === undefined)\r\n return 1;\r\n else\r\n return lhs.flags - rhs.flags;\r\n if (lhs.tint !== rhs.tint)\r\n if (lhs.tint === undefined)\r\n return -1;\r\n else if (rhs.tint === undefined)\r\n return 1;\r\n else\r\n return lhs.tint - rhs.tint;\r\n if (lhs.shift !== rhs.shift)\r\n if (lhs.shift === undefined)\r\n return -1;\r\n else if (rhs.shift === undefined)\r\n return 1;\r\n else\r\n return lhs.shift - rhs.shift;\r\n if ((lhs.angle === undefined) !== (rhs.angle === undefined))\r\n if (lhs.angle === undefined)\r\n return -1;\r\n else\r\n return 1;\r\n if (lhs.angle && !lhs.angle.isAlmostEqualNoPeriodShift(rhs.angle!))\r\n return lhs.angle.radians - rhs.angle!.radians;\r\n if (lhs.keys.length !== rhs.keys.length)\r\n return lhs.keys.length - rhs.keys.length;\r\n for (let i = 0; i < lhs.keys.length; i++) {\r\n if (lhs.keys[i].value !== rhs.keys[i].value)\r\n return lhs.keys[i].value - rhs.keys[i].value;\r\n if (!lhs.keys[i].color.equals(rhs.keys[i].color))\r\n return lhs.keys[i].color.tbgr - rhs.keys[i].color.tbgr;\r\n }\r\n if (lhs.thematicSettings !== rhs.thematicSettings)\r\n if (undefined === lhs.thematicSettings)\r\n return -1;\r\n else if (undefined === rhs.thematicSettings)\r\n return 1;\r\n else {\r\n const thematicCompareResult = ThematicGradientSettings.compare(lhs.thematicSettings, rhs.thematicSettings);\r\n if (0 !== thematicCompareResult)\r\n return thematicCompareResult;\r\n }\r\n return 0;\r\n }\r\n\r\n /** Compare this symbology to another.\r\n * @see [[Gradient.Symb.compareSymb]]\r\n */\r\n public compare(other: Symb): number {\r\n return Gradient.Symb.compareSymb(this, other);\r\n }\r\n\r\n /**\r\n * Ensure the value given is within the range of 0 to 255,\r\n * and truncate the value to only the 8 least significant bits.\r\n */\r\n private roundToByte(num: number): number {\r\n return Math.min(num + .5, 255.0) & 0xFF;\r\n }\r\n\r\n /** Maps a value to an RGBA value adjusted from a color present in this symbology's array. */\r\n public mapColor(value: number) {\r\n if (value < 0)\r\n value = 0;\r\n else if (value > 1)\r\n value = 1;\r\n\r\n if ((this.flags & Flags.Invert) !== 0)\r\n value = 1 - value;\r\n\r\n let idx = 0;\r\n let d;\r\n let w0;\r\n let w1;\r\n if (this.keys.length <= 2) {\r\n w0 = 1.0 - value;\r\n w1 = value;\r\n } else { // locate value in map, blend corresponding colors\r\n while (idx < (this.keys.length - 2) && value > this.keys[idx + 1].value)\r\n idx++;\r\n\r\n d = this.keys[idx + 1].value - this.keys[idx].value;\r\n w1 = d < 0.0001 ? 0.0 : (value - this.keys[idx].value) / d;\r\n w0 = 1.0 - w1;\r\n }\r\n\r\n const color0 = this.keys[idx].color;\r\n const color1 = this.keys[idx + 1].color;\r\n const colors0 = color0.colors;\r\n const colors1 = color1.colors;\r\n const red = w0 * colors0.r + w1 * colors1.r;\r\n const green = w0 * colors0.g + w1 * colors1.g;\r\n const blue = w0 * colors0.b + w1 * colors1.b;\r\n const transparency = w0 * colors0.t + w1 * colors1.t;\r\n\r\n return ColorDef.from(this.roundToByte(red), this.roundToByte(green), this.roundToByte(blue), this.roundToByte(transparency));\r\n }\r\n\r\n public get hasTranslucency(): boolean {\r\n for (const key of this.keys) {\r\n if (!key.color.isOpaque)\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Returns true if the [[Gradient.Flags.Outline]] flag is set. */\r\n public get isOutlined(): boolean { return 0 !== (this.flags & Flags.Outline); }\r\n\r\n /** This function (for internal use only) provides the WebGL renderer with a thematic image that its shaders\r\n * can use properly with various thematic rendering techniques.\r\n * If you want a regular gradient image, use the method [[Gradient.Symb.getImage]].\r\n * @internal\r\n */\r\n public getThematicImageForRenderer(maxDimension: number): ImageBuffer {\r\n assert(Mode.Thematic === this.mode, \"getThematicImageForRenderer only is used for thematic display.\");\r\n\r\n let settings = this.thematicSettings;\r\n if (settings === undefined) {\r\n settings = ThematicGradientSettings.defaults;\r\n }\r\n\r\n const stepCount = Math.min(settings.stepCount, maxDimension);\r\n const dimension = (ThematicGradientMode.Smooth === settings.mode) ? maxDimension : stepCount;\r\n const image = new Uint8Array(1 * dimension * 4);\r\n let currentIdx = image.length - 1;\r\n\r\n function addColor(color: ColorDef) {\r\n image[currentIdx--] = color.getAlpha();\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n\r\n switch (settings.mode) {\r\n case ThematicGradientMode.Smooth: {\r\n for (let j = 0; j < dimension; j++) {\r\n const f = (1 - j / (dimension));\r\n addColor(this.mapColor(f));\r\n }\r\n break;\r\n }\r\n\r\n case ThematicGradientMode.SteppedWithDelimiter:\r\n case ThematicGradientMode.IsoLines:\r\n // The work to generate the delimiter lines and isolines is done completely in the shader.\r\n // Therefore, we just fall through here and use a regular stepped gradient.\r\n case ThematicGradientMode.Stepped: {\r\n assert(settings.stepCount > 1, \"Step count must be at least two to generate renderer gradient for thematic display\");\r\n for (let j = 0; j < dimension; j++) {\r\n // If we use Smooth's approach to generate the gradient...\r\n // We would get these values for stepCount five: 0 .2 .4 .6 .8\r\n // We really want these values: 0 .25 .5 .75 1\r\n // This preserves an exact color mapping of a n-step gradient when stepCount also equals n.\r\n // stepCount must be at least two for this. The thematic API enforces stepCount of at least 2.\r\n const f = (1 - j / (dimension - 1));\r\n addColor(this.mapColor(f));\r\n }\r\n break;\r\n }\r\n }\r\n\r\n assert(-1 === currentIdx);\r\n const imageBuffer = ImageBuffer.create(image, ImageBufferFormat.Rgba, 1);\r\n assert(undefined !== imageBuffer);\r\n return imageBuffer;\r\n }\r\n\r\n /** Applies this gradient's settings to produce a bitmap image. */\r\n public getImage(width: number, height: number): ImageBuffer {\r\n if (this.mode === Mode.Thematic) {\r\n // Allow caller to pass in height but not width. Thematic gradients are always one-dimensional.\r\n // NB: The height used to be hardcoded to 8192 here. Now we will let the render system decide.\r\n width = 1; // Force width to 1 for thematic gradients.\r\n }\r\n\r\n const thisAngle = (this.angle === undefined) ? 0 : this.angle.radians;\r\n const cosA = Math.cos(thisAngle);\r\n const sinA = Math.sin(thisAngle);\r\n const image = new Uint8Array(width * height * 4);\r\n let currentIdx = image.length - 1;\r\n const shift = Math.min(1.0, Math.abs(this.shift));\r\n\r\n switch (this.mode) {\r\n case Mode.Linear:\r\n case Mode.Cylindrical: {\r\n const xs = 0.5 - 0.25 * shift * cosA;\r\n const ys = 0.5 - 0.25 * shift * sinA;\r\n let dMax;\r\n let dMin = dMax = 0.0;\r\n let d;\r\n for (let j = 0; j < 2; j++) {\r\n for (let i = 0; i < 2; i++) {\r\n d = (i - xs) * cosA + (j - ys) * sinA;\r\n if (d < dMin)\r\n dMin = d;\r\n if (d > dMax)\r\n dMax = d;\r\n }\r\n }\r\n for (let j = 0; j < height; j++) {\r\n const y = j / height - ys;\r\n for (let i = 0; i < width; i++) {\r\n const x = i / width - xs;\r\n d = x * cosA + y * sinA;\r\n let f;\r\n if (this.mode === Mode.Linear) {\r\n if (d > 0)\r\n f = 0.5 + 0.5 * d / dMax;\r\n else\r\n f = 0.5 - 0.5 * d / dMin;\r\n } else {\r\n if (d > 0)\r\n f = Math.sin(Math.PI / 2 * (1.0 - d / dMax));\r\n else\r\n f = Math.sin(Math.PI / 2 * (1.0 - d / dMin));\r\n }\r\n const color = this.mapColor(f);\r\n image[currentIdx--] = color.getAlpha();\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Curved: {\r\n const xs = 0.5 + 0.5 * sinA - 0.25 * shift * cosA;\r\n const ys = 0.5 - 0.5 * cosA - 0.25 * shift * sinA;\r\n for (let j = 0; j < height; j++) {\r\n const y = j / height - ys;\r\n for (let i = 0; i < width; i++) {\r\n const x = i / width - xs;\r\n const xr = 0.8 * (x * cosA + y * sinA);\r\n const yr = y * cosA - x * sinA;\r\n const f = Math.sin(Math.PI / 2 * (1 - Math.sqrt(xr * xr + yr * yr)));\r\n const color = this.mapColor(f);\r\n image[currentIdx--] = color.getAlpha();\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Spherical: {\r\n const r = 0.5 + 0.125 * Math.sin(2.0 * thisAngle);\r\n const xs = 0.5 * shift * (cosA + sinA) * r;\r\n const ys = 0.5 * shift * (sinA - cosA) * r;\r\n for (let j = 0; j < height; j++) {\r\n const y = ys + j / height - 0.5;\r\n for (let i = 0; i < width; i++) {\r\n const x = xs + i / width - 0.5;\r\n const f = Math.sin(Math.PI / 2 * (1.0 - Math.sqrt(x * x + y * y) / r));\r\n const color = this.mapColor(f);\r\n image[currentIdx--] = color.getAlpha();\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Hemispherical: {\r\n const xs = 0.5 + 0.5 * sinA - 0.5 * shift * cosA;\r\n const ys = 0.5 - 0.5 * cosA - 0.5 * shift * sinA;\r\n for (let j = 0; j < height; j++) {\r\n const y = j / height - ys;\r\n for (let i = 0; i < width; i++) {\r\n const x = i / width - xs;\r\n const f = Math.sin(Math.PI / 2 * (1.0 - Math.sqrt(x * x + y * y)));\r\n const color = this.mapColor(f);\r\n image[currentIdx--] = color.getAlpha();\r\n image[currentIdx--] = color.colors.b;\r\n image[currentIdx--] = color.colors.g;\r\n image[currentIdx--] = color.colors.r;\r\n }\r\n }\r\n break;\r\n }\r\n case Mode.Thematic: {\r\n let settings = this.thematicSettings;\r\n if (settings === undefined) {\r\n settings = ThematicGradientSettings.defaults;\r\n }\r\n\r\n for (let j = 0; j < height; j++) {\r\n let f = 1 - j / height;\r\n let color: ColorDef;\r\n\r\n if (f < ThematicGradientSettings.margin || f > ThematicGradientSettings.contentMax) {\r\n color = settings.marginColor;\r\n } else {\r\n f = (f - ThematicGradientSettings.margin) / (ThematicGradientSettings.contentRange);\r\n switch (settings.mode) {\r\n case ThematicGradientMode.SteppedWithDelimiter:\r\n case ThematicGradientMode.IsoLines:\r\n case ThematicGradientMode.Stepped: {\r\n if (settings.stepCount > 1) {\r\n const fStep = Math.floor(f * settings.stepCount - 0.00001) / (settings.stepCount - 1);\r\n color = this.mapColor(fStep);\r\n }\r\n break;\r\n }\r\n case ThematicGradientMode.Smooth:\r\n color = this.mapColor(f);\r\n break;\r\n }\r\n }\r\n for (let i = 0; i < width; i++) {\r\n image[currentIdx--] = color!.getAlpha();\r\n image[currentIdx--] = color!.colors.b;\r\n image[currentIdx--] = color!.colors.g;\r\n image[currentIdx--] = color!.colors.r;\r\n }\r\n }\r\n }\r\n }\r\n\r\n assert(-1 === currentIdx);\r\n const imageBuffer = ImageBuffer.create(image, ImageBufferFormat.Rgba, width);\r\n assert(undefined !== imageBuffer);\r\n return imageBuffer;\r\n }\r\n }\r\n}\r\n"]}
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@@ -16,7 +16,7 @@ export declare abstract class RenderMaterial {
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}
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/** @public */
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export declare namespace RenderMaterial {
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/**
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/** @deprecated Use [CreateRenderMaterialArgs]($frontend). */
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class Params {
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/** If the material originates from a Material element in the [[IModel]], the Id of that element. */
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key?: string;
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diffuseColor?: ColorDef;
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/** Specular color. Defaults to white if undefined. */
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specularColor?: ColorDef;
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/** Currently unused. */
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/** Currently unused. @alpha */
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emissiveColor?: ColorDef;
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/** Currently unused. */
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/** Currently unused. @alpha */
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reflectColor?: ColorDef;
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/** Optional pattern mapping applied to the surface. */
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textureMapping?: TextureMapping;
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/** Specular weight in [0..1] */
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specular: number;
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specularExponent: number;
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/** Currently unused. */
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/** Currently unused. @alpha */
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reflect: number;
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refract: number;
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/** Currently unused. */
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/** Currently unused. @alpha */
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ambient: number;
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/** Currently unused. */
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/** Currently unused. @alpha */
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shadows: boolean;
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private _alpha?;
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constructor(key?: string);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RenderMaterial.d.ts","sourceRoot":"","sources":["../../src/RenderMaterial.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD;;GAEG;AACH,8BAAsB,cAAc;IAClC,sGAAsG;IACtG,SAAgB,GAAG,CAAC,EAAE,MAAM,CAAC;IAC7B,oFAAoF;IACpF,SAAgB,cAAc,CAAC,EAAE,cAAc,CAAC;
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1
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{"version":3,"file":"RenderMaterial.d.ts","sourceRoot":"","sources":["../../src/RenderMaterial.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD;;GAEG;AACH,8BAAsB,cAAc;IAClC,sGAAsG;IACtG,SAAgB,GAAG,CAAC,EAAE,MAAM,CAAC;IAC7B,oFAAoF;IACpF,SAAgB,cAAc,CAAC,EAAE,cAAc,CAAC;IAGhD,SAAS,aAAa,MAAM,EAAE,cAAc,CAAC,MAAM;IAKnD,IAAW,UAAU,IAAI,OAAO,CAE/B;CACF;AAED,cAAc;AACd,yBAAiB,cAAc,CAAC;IAK9B,6DAA6D;IAC7D,MAAa,MAAM;QACjB,oGAAoG;QAC7F,GAAG,CAAC,EAAE,MAAM,CAAC;QACpB,8FAA8F;QACvF,YAAY,CAAC,EAAE,QAAQ,CAAC;QAC/B,sDAAsD;QAC/C,aAAa,CAAC,EAAE,QAAQ,CAAC;QAChC,+BAA+B;QACxB,aAAa,CAAC,EAAE,QAAQ,CAAC;QAChC,+BAA+B;QACxB,YAAY,CAAC,EAAE,QAAQ,CAAC;QAC/B,uDAAuD;QAChD,cAAc,CAAC,EAAE,cAAc,CAAC;QACvC,+BAA+B;QACxB,OAAO,EAAE,MAAM,CAAO;QAC7B,gCAAgC;QACzB,QAAQ,EAAE,MAAM,CAAO;QACvB,gBAAgB,EAAE,MAAM,CAAQ;QACvC,+BAA+B;QACxB,OAAO,EAAE,MAAM,CAAO;QAC7B,+BAA+B;QACxB,OAAO,EAAE,MAAM,CAAO;QAC7B,+BAA+B;QACxB,OAAO,EAAE,MAAM,CAAM;QAC5B,+BAA+B;QACxB,OAAO,UAAQ;QACtB,OAAO,CAAC,MAAM,CAAC,CAAS;oBAEL,GAAG,CAAC,EAAE,MAAM;QAE/B,oFAAoF;QAEpF,gBAAuB,QAAQ,SAAgB;QAE/C;;WAEG;QACH,IAAW,KAAK,IAAI,MAAM,GAAG,SAAS,CAAwB;QAC9D,IAAW,KAAK,CAAC,KAAK,EAAE,MAAM,GAAG,SAAS,EAEzC;QAED,6HAA6H;eAE/G,UAAU,CAAC,GAAG,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,EAAE,QAAQ,EAAE,aAAa,CAAC,EAAE,QAAQ,EAAE,aAAa,CAAC,EAAE,QAAQ,EAAE,YAAY,CAAC,EAAE,QAAQ,EAAE,UAAU,CAAC,EAAE,cAAc,GAAG,MAAM;KAWlL;CACF"}
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@@ -12,6 +12,7 @@ exports.RenderMaterial = void 0;
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* @public
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*/
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class RenderMaterial {
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// eslint-disable-next-line deprecation/deprecation
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constructor(params) {
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this.key = params.key;
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this.textureMapping = params.textureMapping;
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@@ -27,7 +28,7 @@ exports.RenderMaterial = RenderMaterial;
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function clampToNormalizedRange(value) {
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}
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/**
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/** @deprecated Use [CreateRenderMaterialArgs]($frontend). */
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constructor(key) {
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/** Diffuse weight in [0..1] */
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@@ -35,13 +36,13 @@ exports.RenderMaterial = RenderMaterial;
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/** Specular weight in [0..1] */
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this.specular = 0.4;
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this.specularExponent = 13.5;
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/** Currently unused. */
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/** Currently unused. @alpha */
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this.reflect = 0.0;
|
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/** Currently unused. */
|
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+
/** Currently unused. @alpha */
|
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this.refract = 1.0;
|
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-
/** Currently unused. */
|
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+
/** Currently unused. @alpha */
|
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this.ambient = .3;
|
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-
/** Currently unused. */
|
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+
/** Currently unused. @alpha */
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this.shadows = true;
|
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this.key = key;
|
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}
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@@ -53,7 +54,9 @@ exports.RenderMaterial = RenderMaterial;
|
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this._alpha = undefined !== alpha ? clampToNormalizedRange(alpha) : undefined;
|
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}
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/** Create a RenderMaterial params object using specified key and ColorDef values, as well as an optional texture mapping. */
|
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+
// eslint-disable-next-line deprecation/deprecation
|
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static fromColors(key, diffuseColor, specularColor, emissiveColor, reflectColor, textureMap) {
|
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+
// eslint-disable-next-line deprecation/deprecation
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const materialParams = new Params();
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materialParams.key = key;
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materialParams.diffuseColor = diffuseColor;
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@@ -65,8 +68,10 @@ exports.RenderMaterial = RenderMaterial;
|
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}
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}
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/** Obtain an immutable instance of a RenderMaterial with all default properties. */
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// eslint-disable-next-line deprecation/deprecation
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Params.defaults = new Params();
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RenderMaterial.Params = Params;
|
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})(RenderMaterial = exports.RenderMaterial || (exports.RenderMaterial = {}));
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// eslint-disable-next-line deprecation/deprecation
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Object.freeze(RenderMaterial.Params.defaults);
|
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//# sourceMappingURL=RenderMaterial.js.map
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"RenderMaterial.js","sourceRoot":"","sources":["../../src/RenderMaterial.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAKH;;GAEG;AACH,MAAsB,cAAc;IAMlC,YAAsB,MAA6B;QACjD,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;QACtB,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;IAC9C,CAAC;IAED,IAAW,UAAU;;QACnB,OAAO,SAAS,MAAK,MAAA,IAAI,CAAC,cAAc,0CAAE,OAAO,CAAA,CAAC;IACpD,CAAC;CACF;
|
|
1
|
+
{"version":3,"file":"RenderMaterial.js","sourceRoot":"","sources":["../../src/RenderMaterial.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAKH;;GAEG;AACH,MAAsB,cAAc;IAMlC,mDAAmD;IACnD,YAAsB,MAA6B;QACjD,IAAI,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;QACtB,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,cAAc,CAAC;IAC9C,CAAC;IAED,IAAW,UAAU;;QACnB,OAAO,SAAS,MAAK,MAAA,IAAI,CAAC,cAAc,0CAAE,OAAO,CAAA,CAAC;IACpD,CAAC;CACF;AAfD,wCAeC;AAED,cAAc;AACd,WAAiB,cAAc;IAC7B,SAAS,sBAAsB,CAAC,KAAa;QAC3C,OAAO,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAC;IAC7C,CAAC;IAED,6DAA6D;IAC7D,MAAa,MAAM;QA4BjB,YAAmB,GAAY;YAf/B,+BAA+B;YACxB,YAAO,GAAW,GAAG,CAAC;YAC7B,gCAAgC;YACzB,aAAQ,GAAW,GAAG,CAAC;YACvB,qBAAgB,GAAW,IAAI,CAAC;YACvC,+BAA+B;YACxB,YAAO,GAAW,GAAG,CAAC;YAC7B,+BAA+B;YACxB,YAAO,GAAW,GAAG,CAAC;YAC7B,+BAA+B;YACxB,YAAO,GAAW,EAAE,CAAC;YAC5B,+BAA+B;YACxB,YAAO,GAAG,IAAI,CAAC;YAGa,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QAAC,CAAC;QAMpD;;WAEG;QACH,IAAW,KAAK,KAAyB,OAAO,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC9D,IAAW,KAAK,CAAC,KAAyB;YACxC,IAAI,CAAC,MAAM,GAAG,SAAS,KAAK,KAAK,CAAC,CAAC,CAAC,sBAAsB,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAChF,CAAC;QAED,6HAA6H;QAC7H,mDAAmD;QAC5C,MAAM,CAAC,UAAU,CAAC,GAAY,EAAE,YAAuB,EAAE,aAAwB,EAAE,aAAwB,EAAE,YAAuB,EAAE,UAA2B;YACtK,mDAAmD;YACnD,MAAM,cAAc,GAAG,IAAI,MAAM,EAAE,CAAC;YACpC,cAAc,CAAC,GAAG,GAAG,GAAG,CAAC;YACzB,cAAc,CAAC,YAAY,GAAG,YAAY,CAAC;YAC3C,cAAc,CAAC,aAAa,GAAG,aAAa,CAAC;YAC7C,cAAc,CAAC,aAAa,GAAG,aAAa,CAAC;YAC7C,cAAc,CAAC,YAAY,GAAG,YAAY,CAAC;YAC3C,cAAc,CAAC,cAAc,GAAG,UAAU,CAAC;YAC3C,OAAO,cAAc,CAAC;QACxB,CAAC;;IAxBD,oFAAoF;IACpF,mDAAmD;IAC5B,eAAQ,GAAG,IAAI,MAAM,EAAE,CAAC;IAhCpC,qBAAM,SAuDlB,CAAA;AACH,CAAC,EA9DgB,cAAc,GAAd,sBAAc,KAAd,sBAAc,QA8D9B;AAED,mDAAmD;AACnD,MAAM,CAAC,MAAM,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC","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/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { ColorDef } from \"./ColorDef\";\r\nimport { TextureMapping } from \"./TextureMapping\";\r\n\r\n/** Represents a material which can be applied to a surface to control aspects of its appearance such as color, reflectivity, texture, and so on.\r\n * @public\r\n */\r\nexport abstract class RenderMaterial {\r\n /** If the material originated from a Material element in the [[IModelDb]], the Id of that element. */\r\n public readonly key?: string;\r\n /** Describes how to map an image to a surface to which this material is applied. */\r\n public readonly textureMapping?: TextureMapping;\r\n\r\n // eslint-disable-next-line deprecation/deprecation\r\n protected constructor(params: RenderMaterial.Params) {\r\n this.key = params.key;\r\n this.textureMapping = params.textureMapping;\r\n }\r\n\r\n public get hasTexture(): boolean {\r\n return undefined !== this.textureMapping?.texture;\r\n }\r\n}\r\n\r\n/** @public */\r\nexport namespace RenderMaterial { // eslint-disable-line no-redeclare\r\n function clampToNormalizedRange(value: number): number {\r\n return Math.max(0.0, Math.min(1.0, value));\r\n }\r\n\r\n /** @deprecated Use [CreateRenderMaterialArgs]($frontend). */\r\n export class Params {\r\n /** If the material originates from a Material element in the [[IModel]], the Id of that element. */\r\n public key?: string;\r\n /** Diffuse color, or undefined if this material does not override the surface's own color. */\r\n public diffuseColor?: ColorDef;\r\n /** Specular color. Defaults to white if undefined. */\r\n public specularColor?: ColorDef;\r\n /** Currently unused. @alpha */\r\n public emissiveColor?: ColorDef;\r\n /** Currently unused. @alpha */\r\n public reflectColor?: ColorDef;\r\n /** Optional pattern mapping applied to the surface. */\r\n public textureMapping?: TextureMapping;\r\n /** Diffuse weight in [0..1] */\r\n public diffuse: number = 0.6;\r\n /** Specular weight in [0..1] */\r\n public specular: number = 0.4;\r\n public specularExponent: number = 13.5;\r\n /** Currently unused. @alpha */\r\n public reflect: number = 0.0;\r\n /** Currently unused. @alpha */\r\n public refract: number = 1.0;\r\n /** Currently unused. @alpha */\r\n public ambient: number = .3;\r\n /** Currently unused. @alpha */\r\n public shadows = true;\r\n private _alpha?: number;\r\n\r\n public constructor(key?: string) { this.key = key; }\r\n\r\n /** Obtain an immutable instance of a RenderMaterial with all default properties. */\r\n // eslint-disable-next-line deprecation/deprecation\r\n public static readonly defaults = new Params();\r\n\r\n /** A value from 0.0 (fully-transparent) to 1.0 (fully-opaque) controlling the transparency of surfaces to which this material is applied;\r\n * or undefined if this material does not override surface transparency.\r\n */\r\n public get alpha(): number | undefined { return this._alpha; }\r\n public set alpha(alpha: number | undefined) {\r\n this._alpha = undefined !== alpha ? clampToNormalizedRange(alpha) : undefined;\r\n }\r\n\r\n /** Create a RenderMaterial params object using specified key and ColorDef values, as well as an optional texture mapping. */\r\n // eslint-disable-next-line deprecation/deprecation\r\n public static fromColors(key?: string, diffuseColor?: ColorDef, specularColor?: ColorDef, emissiveColor?: ColorDef, reflectColor?: ColorDef, textureMap?: TextureMapping): Params {\r\n // eslint-disable-next-line deprecation/deprecation\r\n const materialParams = new Params();\r\n materialParams.key = key;\r\n materialParams.diffuseColor = diffuseColor;\r\n materialParams.specularColor = specularColor;\r\n materialParams.emissiveColor = emissiveColor;\r\n materialParams.reflectColor = reflectColor;\r\n materialParams.textureMapping = textureMap;\r\n return materialParams;\r\n }\r\n }\r\n}\r\n\r\n// eslint-disable-next-line deprecation/deprecation\r\nObject.freeze(RenderMaterial.Params.defaults);\r\n"]}
|
|
@@ -53,6 +53,8 @@ export declare namespace TextureMapping {
|
|
|
53
53
|
* ```
|
|
54
54
|
*/
|
|
55
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|
constructor(m00?: number, m01?: number, originX?: number, m10?: number, m11?: number, originY?: number);
|
|
56
|
+
/** An immutable 2x3 identity matrix. */
|
|
57
|
+
static readonly identity: Trans2x3;
|
|
56
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|
}
|
|
57
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|
/** Properties used to construct a [[TextureMapping.Params]]. */
|
|
58
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|
interface ParamProps {
|
|
@@ -83,7 +85,7 @@ export declare namespace TextureMapping {
|
|
|
83
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|
mode: TextureMapping.Mode;
|
|
84
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|
/** @internal */
|
|
85
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|
worldMapping: boolean;
|
|
86
|
-
constructor(props?: ParamProps);
|
|
88
|
+
constructor(props?: TextureMapping.ParamProps);
|
|
87
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|
/**
|
|
88
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|
* Generates UV parameters for textured surfaces. Returns undefined on failure.
|
|
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|
* @internal
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"TextureMapping.d.ts","sourceRoot":"","sources":["../../src/TextureMapping.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,sBAAsB,EAAY,OAAO,EAAW,eAAe,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAChI,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,qBAAa,cAAc;IACzB,+CAA+C;IAC/C,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,gFAAgF;IAChF,SAAgB,MAAM,EAAE,cAAc,CAAC,MAAM,CAAC;gBAE3B,EAAE,EAAE,aAAa,EAAE,MAAM,EAAE,cAAc,CAAC,MAAM;IAKnE,gBAAgB;IACT,eAAe,CAAC,OAAO,EAAE,eAAe,EAAE,iBAAiB,EAAE,SAAS,GAAG,OAAO,EAAE,GAAG,SAAS;CAGtG;AAED,cAAc;AACd,yBAAiB,cAAc,CAAC;IAC9B,qDAAqD;IACrD,KAAY,IAAI;QACd,IAAI,KAAK;QACT,UAAU,IAAI;QACd,cAAc,IAAI;QAClB,MAAM,IAAI;QACV,gBAAgB;QAChB,gBAAgB,IAAI;QACpB,gBAAgB;QAChB,KAAK,IAAI;QACT,gBAAgB;QAChB,SAAS,IAAI;QACb,gBAAgB;QAChB,WAAW,IAAI;QACf,gBAAgB;QAChB,KAAK,IAAI;QACT,sCAAsC;QACtC,YAAY,IAAI;KACjB;IAED,6DAA6D;IAC7D,MAAa,QAAQ;QACnB,sDAAsD;QACtD,SAAgB,SAAS,EAAE,SAAS,CAAC;QAErC;;;;;;;;;;;WAWG;oBACgB,GAAG,SAAI,EAAE,GAAG,SAAI,EAAE,OAAO,SAAI,EAAE,GAAG,SAAI,EAAE,GAAG,SAAI,EAAE,OAAO,SAAI;
|
|
1
|
+
{"version":3,"file":"TextureMapping.d.ts","sourceRoot":"","sources":["../../src/TextureMapping.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,sBAAsB,EAAY,OAAO,EAAW,eAAe,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAChI,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,qBAAa,cAAc;IACzB,+CAA+C;IAC/C,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,gFAAgF;IAChF,SAAgB,MAAM,EAAE,cAAc,CAAC,MAAM,CAAC;gBAE3B,EAAE,EAAE,aAAa,EAAE,MAAM,EAAE,cAAc,CAAC,MAAM;IAKnE,gBAAgB;IACT,eAAe,CAAC,OAAO,EAAE,eAAe,EAAE,iBAAiB,EAAE,SAAS,GAAG,OAAO,EAAE,GAAG,SAAS;CAGtG;AAED,cAAc;AACd,yBAAiB,cAAc,CAAC;IAC9B,qDAAqD;IACrD,KAAY,IAAI;QACd,IAAI,KAAK;QACT,UAAU,IAAI;QACd,cAAc,IAAI;QAClB,MAAM,IAAI;QACV,gBAAgB;QAChB,gBAAgB,IAAI;QACpB,gBAAgB;QAChB,KAAK,IAAI;QACT,gBAAgB;QAChB,SAAS,IAAI;QACb,gBAAgB;QAChB,WAAW,IAAI;QACf,gBAAgB;QAChB,KAAK,IAAI;QACT,sCAAsC;QACtC,YAAY,IAAI;KACjB;IAED,6DAA6D;IAC7D,MAAa,QAAQ;QACnB,sDAAsD;QACtD,SAAgB,SAAS,EAAE,SAAS,CAAC;QAErC;;;;;;;;;;;WAWG;oBACgB,GAAG,SAAI,EAAE,GAAG,SAAI,EAAE,OAAO,SAAI,EAAE,GAAG,SAAI,EAAE,GAAG,SAAI,EAAE,OAAO,SAAI;QAM/E,wCAAwC;QACxC,gBAAuB,QAAQ,WAAkB;KAClD;IAED,gEAAgE;IAChE,UAAiB,UAAU;QACzB,qDAAqD;QACrD,aAAa,CAAC,EAAE,cAAc,CAAC,QAAQ,CAAC;QACxC;;;;WAIG;QACH,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB;;WAEG;QACH,OAAO,CAAC,EAAE,cAAc,CAAC,IAAI,CAAC;QAC9B,gBAAgB;QAChB,YAAY,CAAC,EAAE,OAAO,CAAC;KACxB;IAED,oFAAoF;IACpF,MAAa,MAAM;QACjB,qDAAqD;QAC9C,aAAa,EAAE,cAAc,CAAC,QAAQ,CAAC;QAC9C;;WAEG;QACI,MAAM,EAAE,MAAM,CAAC;QACtB,uDAAuD;QAChD,IAAI,EAAE,cAAc,CAAC,IAAI,CAAC;QACjC,gBAAgB;QACT,YAAY,EAAE,OAAO,CAAC;oBAEV,KAAK,CAAC,EAAE,cAAc,CAAC,UAAU;QAOpD;;;WAGG;QACI,eAAe,CAAC,OAAO,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,SAAS,GAAG,OAAO,EAAE,GAAG,SAAS;QAwB5G,yEAAyE;QACzE,OAAO,CAAC,yBAAyB;QAiBjC,sHAAsH;QACtH,OAAO,CAAC,qBAAqB;QA+C7B,+HAA+H;QAC/H,OAAO,CAAC,6BAA6B;KActC;CACF"}
|
|
@@ -65,15 +65,17 @@ exports.TextureMapping = TextureMapping;
|
|
|
65
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|
this.transform = core_geometry_1.Transform.createRefs(origin, matrix);
|
|
66
66
|
}
|
|
67
67
|
}
|
|
68
|
+
/** An immutable 2x3 identity matrix. */
|
|
69
|
+
Trans2x3.identity = new Trans2x3();
|
|
68
70
|
TextureMapping.Trans2x3 = Trans2x3;
|
|
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|
/** Parameters describing how a [[RenderTexture]]'s image is mapped to a surface. */
|
|
70
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|
class Params {
|
|
71
|
-
constructor(props
|
|
72
|
-
|
|
73
|
-
this.textureMatrix = textureMat2x3;
|
|
74
|
-
this.weight = textureWeight;
|
|
75
|
-
this.mode = mapMode;
|
|
76
|
-
this.worldMapping = worldMapping;
|
|
73
|
+
constructor(props) {
|
|
74
|
+
var _a, _b, _c, _d;
|
|
75
|
+
this.textureMatrix = (_a = props === null || props === void 0 ? void 0 : props.textureMat2x3) !== null && _a !== void 0 ? _a : Trans2x3.identity;
|
|
76
|
+
this.weight = (_b = props === null || props === void 0 ? void 0 : props.textureWeight) !== null && _b !== void 0 ? _b : 1;
|
|
77
|
+
this.mode = (_c = props === null || props === void 0 ? void 0 : props.mapMode) !== null && _c !== void 0 ? _c : Mode.Parametric;
|
|
78
|
+
this.worldMapping = (_d = props === null || props === void 0 ? void 0 : props.worldMapping) !== null && _d !== void 0 ? _d : false;
|
|
77
79
|
}
|
|
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80
|
/**
|
|
79
81
|
* Generates UV parameters for textured surfaces. Returns undefined on failure.
|
|
@@ -169,4 +171,5 @@ exports.TextureMapping = TextureMapping;
|
|
|
169
171
|
}
|
|
170
172
|
TextureMapping.Params = Params;
|
|
171
173
|
})(TextureMapping = exports.TextureMapping || (exports.TextureMapping = {}));
|
|
174
|
+
Object.freeze(TextureMapping.Trans2x3.identity);
|
|
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|
//# sourceMappingURL=TextureMapping.js.map
|
|
@@ -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 Rendering\r\n */\r\n\r\nimport { IndexedPolyfaceVisitor, Matrix3d, Point2d, Point3d, PolyfaceVisitor, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture } from \"./RenderTexture\";\r\n\r\n/** Describes how to map a [[RenderTexture]]'s image onto a surface as part of a [[RenderMaterial]].\r\n * @public\r\n */\r\nexport class TextureMapping {\r\n /** The texture to be mapped to the surface. */\r\n public readonly texture: RenderTexture;\r\n /** The parameters describing how the texture image is mapped to the surface. */\r\n public readonly params: TextureMapping.Params;\r\n\r\n public constructor(tx: RenderTexture, params: TextureMapping.Params) {\r\n this.texture = tx;\r\n this.params = params;\r\n }\r\n\r\n /** @internal */\r\n public computeUVParams(visitor: PolyfaceVisitor, transformToImodel: Transform): Point2d[] | undefined {\r\n return this.params.computeUVParams(visitor as IndexedPolyfaceVisitor, transformToImodel);\r\n }\r\n}\r\n\r\n/** @public */\r\nexport namespace TextureMapping { // eslint-disable-line no-redeclare\r\n /** Enumerates the possible texture mapping modes. */\r\n export enum Mode {\r\n None = -1,\r\n Parametric = 0,\r\n ElevationDrape = 1,\r\n Planar = 2,\r\n /** @internal */\r\n DirectionalDrape = 3,\r\n /** @internal */\r\n Cubic = 4,\r\n /** @internal */\r\n Spherical = 5,\r\n /** @internal */\r\n Cylindrical = 6,\r\n /** @internal */\r\n Solid = 7,\r\n /** @internal Only valid for lights */\r\n FrontProject = 8,\r\n }\r\n\r\n /** A 2x3 matrix for mapping a texture image to a surface. */\r\n export class Trans2x3 {\r\n /** The 3x4 transform produced from the 2x3 matrix. */\r\n public readonly transform: Transform;\r\n\r\n /** Construct from the two rows of the matrix:\r\n * ```\r\n * | m00 m01 originX |\r\n * | m10 m11 originY |\r\n * ```\r\n * Producing the [Transform]($core-geometry):\r\n * ```\r\n * | m00 m01 0 originX |\r\n * | m10 m11 0 originY |\r\n * | 0 0 1 0 |\r\n * ```\r\n */\r\n public constructor(m00 = 1, m01 = 0, originX = 0, m10 = 0, m11 = 1, originY = 0) {\r\n const origin = new Point3d(originX, originY, 0);\r\n const matrix = Matrix3d.createRowValues(m00, m01, 0, m10, m11, 0, 0, 0, 1);\r\n this.transform = Transform.createRefs(origin, matrix);\r\n }\r\n }\r\n\r\n /** Properties used to construct a [[TextureMapping.Params]]. */\r\n export interface ParamProps {\r\n /** The matrix used to map the image to a surface. */\r\n textureMat2x3?: TextureMapping.Trans2x3;\r\n /** The ratio in [0, 1] with which to mix the color sampled from the texture with the surface's color.\r\n * A value of 0.0 uses only the surface color. A value of 1.0 uses only the texture color. A value of 0.5 uses an even mix of both.\r\n * @note This affects only the red, green, and blue components of the color. The alpha sampled from the texture is always multiplied by the surface color's alpha.\r\n * @note Defaults to 1.0\r\n */\r\n textureWeight?: number;\r\n /** The mode by which to map the image to a surface.\r\n * @note Defaults to [[TextureMapping.Mode.Parametric]].\r\n */\r\n mapMode?: TextureMapping.Mode;\r\n /** @internal */\r\n worldMapping?: boolean;\r\n }\r\n\r\n /** Parameters describing how a [[RenderTexture]]'s image is mapped to a surface. */\r\n export class Params {\r\n /** The matrix used to map the image to a surface. */\r\n public textureMatrix: TextureMapping.Trans2x3;\r\n /** The ratio in [0, 1] with which to mix the color sampled from the texture with the element's color.\r\n * A value of 0.0 uses only the element color. A value of 1.0 uses only the texture color.\r\n */\r\n public weight: number;\r\n /** The mode by which to map the image to a surface. */\r\n public mode: TextureMapping.Mode;\r\n /** @internal */\r\n public worldMapping: boolean;\r\n\r\n constructor(props = {} as TextureMapping.ParamProps) {\r\n const { textureMat2x3 = new Trans2x3(), textureWeight = 1.0, mapMode = Mode.Parametric, worldMapping = false } = props;\r\n this.textureMatrix = textureMat2x3; this.weight = textureWeight; this.mode = mapMode; this.worldMapping = worldMapping;\r\n }\r\n\r\n /**\r\n * Generates UV parameters for textured surfaces. Returns undefined on failure.\r\n * @internal\r\n */\r\n public computeUVParams(visitor: IndexedPolyfaceVisitor, transformToImodel: Transform): Point2d[] | undefined {\r\n switch (this.mode) {\r\n default: // Fall through to parametric in default case\r\n case TextureMapping.Mode.Parametric: {\r\n return this.computeParametricUVParams(visitor, this.textureMatrix.transform, !this.worldMapping);\r\n }\r\n case TextureMapping.Mode.Planar: {\r\n const normalIndices = visitor.normalIndex;\r\n if (!normalIndices)\r\n return undefined;\r\n\r\n // Ignore planar mode unless master or sub units for scaleMode and facet is planar\r\n if (!this.worldMapping || (visitor.normalIndex !== undefined && (normalIndices[0] !== normalIndices[1] || normalIndices[0] !== normalIndices[2]))) {\r\n return this.computeParametricUVParams(visitor, this.textureMatrix.transform, !this.worldMapping);\r\n } else {\r\n return this.computePlanarUVParams(visitor, this.textureMatrix.transform);\r\n }\r\n }\r\n case TextureMapping.Mode.ElevationDrape: {\r\n return this.computeElevationDrapeUVParams(visitor, this.textureMatrix.transform, transformToImodel);\r\n }\r\n }\r\n }\r\n\r\n /** Computes UV parameters given a texture mapping mode of parametric. */\r\n private computeParametricUVParams(visitor: IndexedPolyfaceVisitor, uvTransform: Transform, isRelativeUnits: boolean): Point2d[] {\r\n const params: Point2d[] = [];\r\n for (let i = 0; i < visitor.numEdgesThisFacet; i++) {\r\n let param = Point2d.create();\r\n\r\n if (isRelativeUnits || !visitor.tryGetDistanceParameter(i, param)) {\r\n if (!visitor.tryGetNormalizedParameter(i, param)) {\r\n // If mesh does not have facetFaceData, we still want to use the texture coordinates if they are present\r\n param = visitor.getParam(i)!;\r\n }\r\n }\r\n\r\n params.push(uvTransform.multiplyPoint2d(param));\r\n }\r\n return params;\r\n }\r\n\r\n /** Computes UV parameters given a texture mapping mode of planar. The result is stored in the Point2d array given. */\r\n private computePlanarUVParams(visitor: IndexedPolyfaceVisitor, uvTransform: Transform): Point2d[] | undefined {\r\n const params: Point2d[] = [];\r\n const points = visitor.point;\r\n let normal: Vector3d;\r\n\r\n if (visitor.normal === undefined)\r\n normal = points.getPoint3dAtUncheckedPointIndex(0).crossProductToPoints(points.getPoint3dAtUncheckedPointIndex(1), points.getPoint3dAtUncheckedPointIndex(2));\r\n else\r\n normal = visitor.normal.getVector3dAtCheckedVectorIndex(0)!;\r\n\r\n if (!normal.normalize(normal))\r\n return undefined;\r\n\r\n // adjust U texture coordinate to be a continuous length starting at the\r\n // origin. V coordinate stays the same. This mode assumes Z is up vector\r\n\r\n // Flipping normal puts us in a planar coordinate system consistent with MicroStation's display system\r\n normal.scale(-1.0, normal);\r\n\r\n // pick the first vertex normal\r\n const sideVector = Vector3d.create(normal.y, -normal.x, 0.0);\r\n\r\n // if the magnitude of the normal is near zero, the real normal points\r\n // almost straighten up.. In this case, use Y as the up vector to match QV\r\n\r\n const magnitude = sideVector.magnitude();\r\n sideVector.normalize(sideVector); // won't remain undefined if failed due to following check..\r\n\r\n if (magnitude < 1e-3) {\r\n normal.set(0, 0, -1);\r\n sideVector.set(1, 0, 0);\r\n }\r\n\r\n const upVector = sideVector.crossProduct(normal).normalize();\r\n if (!upVector)\r\n return undefined;\r\n\r\n const numEdges = visitor.numEdgesThisFacet;\r\n for (let i = 0; i < numEdges; i++) {\r\n const vector = Vector3d.createFrom(points.getPoint3dAtUncheckedPointIndex(i));\r\n\r\n params.push(Point2d.create(vector.dotProduct(sideVector), vector.dotProduct(upVector)));\r\n uvTransform.multiplyPoint2d(params[i], params[i]);\r\n }\r\n return params;\r\n }\r\n\r\n /** Computes UV parameters given a texture mapping mode of elevation drape. The result is stored in the Point2d array given. */\r\n private computeElevationDrapeUVParams(visitor: IndexedPolyfaceVisitor, uvTransform: Transform, transformToIModel?: Transform): Point2d[] {\r\n const params: Point2d[] = [];\r\n const numEdges = visitor.numEdgesThisFacet;\r\n for (let i = 0; i < numEdges; i++) {\r\n const point = visitor.point.getPoint3dAtUncheckedPointIndex(i);\r\n\r\n if (transformToIModel !== undefined)\r\n transformToIModel.multiplyPoint3d(point, point);\r\n\r\n params.push(Point2d.createFrom(point));\r\n uvTransform.multiplyPoint2d(params[i], params[i]);\r\n }\r\n return params;\r\n }\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 Rendering\r\n */\r\n\r\nimport { IndexedPolyfaceVisitor, Matrix3d, Point2d, Point3d, PolyfaceVisitor, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { RenderTexture } from \"./RenderTexture\";\r\n\r\n/** Describes how to map a [[RenderTexture]]'s image onto a surface as part of a [[RenderMaterial]].\r\n * @public\r\n */\r\nexport class TextureMapping {\r\n /** The texture to be mapped to the surface. */\r\n public readonly texture: RenderTexture;\r\n /** The parameters describing how the texture image is mapped to the surface. */\r\n public readonly params: TextureMapping.Params;\r\n\r\n public constructor(tx: RenderTexture, params: TextureMapping.Params) {\r\n this.texture = tx;\r\n this.params = params;\r\n }\r\n\r\n /** @internal */\r\n public computeUVParams(visitor: PolyfaceVisitor, transformToImodel: Transform): Point2d[] | undefined {\r\n return this.params.computeUVParams(visitor as IndexedPolyfaceVisitor, transformToImodel);\r\n }\r\n}\r\n\r\n/** @public */\r\nexport namespace TextureMapping { // eslint-disable-line no-redeclare\r\n /** Enumerates the possible texture mapping modes. */\r\n export enum Mode {\r\n None = -1,\r\n Parametric = 0,\r\n ElevationDrape = 1,\r\n Planar = 2,\r\n /** @internal */\r\n DirectionalDrape = 3,\r\n /** @internal */\r\n Cubic = 4,\r\n /** @internal */\r\n Spherical = 5,\r\n /** @internal */\r\n Cylindrical = 6,\r\n /** @internal */\r\n Solid = 7,\r\n /** @internal Only valid for lights */\r\n FrontProject = 8,\r\n }\r\n\r\n /** A 2x3 matrix for mapping a texture image to a surface. */\r\n export class Trans2x3 {\r\n /** The 3x4 transform produced from the 2x3 matrix. */\r\n public readonly transform: Transform;\r\n\r\n /** Construct from the two rows of the matrix:\r\n * ```\r\n * | m00 m01 originX |\r\n * | m10 m11 originY |\r\n * ```\r\n * Producing the [Transform]($core-geometry):\r\n * ```\r\n * | m00 m01 0 originX |\r\n * | m10 m11 0 originY |\r\n * | 0 0 1 0 |\r\n * ```\r\n */\r\n public constructor(m00 = 1, m01 = 0, originX = 0, m10 = 0, m11 = 1, originY = 0) {\r\n const origin = new Point3d(originX, originY, 0);\r\n const matrix = Matrix3d.createRowValues(m00, m01, 0, m10, m11, 0, 0, 0, 1);\r\n this.transform = Transform.createRefs(origin, matrix);\r\n }\r\n\r\n /** An immutable 2x3 identity matrix. */\r\n public static readonly identity = new Trans2x3();\r\n }\r\n\r\n /** Properties used to construct a [[TextureMapping.Params]]. */\r\n export interface ParamProps {\r\n /** The matrix used to map the image to a surface. */\r\n textureMat2x3?: TextureMapping.Trans2x3;\r\n /** The ratio in [0, 1] with which to mix the color sampled from the texture with the surface's color.\r\n * A value of 0.0 uses only the surface color. A value of 1.0 uses only the texture color. A value of 0.5 uses an even mix of both.\r\n * @note This affects only the red, green, and blue components of the color. The alpha sampled from the texture is always multiplied by the surface color's alpha.\r\n * @note Defaults to 1.0\r\n */\r\n textureWeight?: number;\r\n /** The mode by which to map the image to a surface.\r\n * @note Defaults to [[TextureMapping.Mode.Parametric]].\r\n */\r\n mapMode?: TextureMapping.Mode;\r\n /** @internal */\r\n worldMapping?: boolean;\r\n }\r\n\r\n /** Parameters describing how a [[RenderTexture]]'s image is mapped to a surface. */\r\n export class Params {\r\n /** The matrix used to map the image to a surface. */\r\n public textureMatrix: TextureMapping.Trans2x3;\r\n /** The ratio in [0, 1] with which to mix the color sampled from the texture with the element's color.\r\n * A value of 0.0 uses only the element color. A value of 1.0 uses only the texture color.\r\n */\r\n public weight: number;\r\n /** The mode by which to map the image to a surface. */\r\n public mode: TextureMapping.Mode;\r\n /** @internal */\r\n public worldMapping: boolean;\r\n\r\n public constructor(props?: TextureMapping.ParamProps) {\r\n this.textureMatrix = props?.textureMat2x3 ?? Trans2x3.identity;\r\n this.weight = props?.textureWeight ?? 1;\r\n this.mode = props?.mapMode ?? Mode.Parametric;\r\n this.worldMapping = props?.worldMapping ?? false;\r\n }\r\n\r\n /**\r\n * Generates UV parameters for textured surfaces. Returns undefined on failure.\r\n * @internal\r\n */\r\n public computeUVParams(visitor: IndexedPolyfaceVisitor, transformToImodel: Transform): Point2d[] | undefined {\r\n switch (this.mode) {\r\n default: // Fall through to parametric in default case\r\n case TextureMapping.Mode.Parametric: {\r\n return this.computeParametricUVParams(visitor, this.textureMatrix.transform, !this.worldMapping);\r\n }\r\n case TextureMapping.Mode.Planar: {\r\n const normalIndices = visitor.normalIndex;\r\n if (!normalIndices)\r\n return undefined;\r\n\r\n // Ignore planar mode unless master or sub units for scaleMode and facet is planar\r\n if (!this.worldMapping || (visitor.normalIndex !== undefined && (normalIndices[0] !== normalIndices[1] || normalIndices[0] !== normalIndices[2]))) {\r\n return this.computeParametricUVParams(visitor, this.textureMatrix.transform, !this.worldMapping);\r\n } else {\r\n return this.computePlanarUVParams(visitor, this.textureMatrix.transform);\r\n }\r\n }\r\n case TextureMapping.Mode.ElevationDrape: {\r\n return this.computeElevationDrapeUVParams(visitor, this.textureMatrix.transform, transformToImodel);\r\n }\r\n }\r\n }\r\n\r\n /** Computes UV parameters given a texture mapping mode of parametric. */\r\n private computeParametricUVParams(visitor: IndexedPolyfaceVisitor, uvTransform: Transform, isRelativeUnits: boolean): Point2d[] {\r\n const params: Point2d[] = [];\r\n for (let i = 0; i < visitor.numEdgesThisFacet; i++) {\r\n let param = Point2d.create();\r\n\r\n if (isRelativeUnits || !visitor.tryGetDistanceParameter(i, param)) {\r\n if (!visitor.tryGetNormalizedParameter(i, param)) {\r\n // If mesh does not have facetFaceData, we still want to use the texture coordinates if they are present\r\n param = visitor.getParam(i)!;\r\n }\r\n }\r\n\r\n params.push(uvTransform.multiplyPoint2d(param));\r\n }\r\n return params;\r\n }\r\n\r\n /** Computes UV parameters given a texture mapping mode of planar. The result is stored in the Point2d array given. */\r\n private computePlanarUVParams(visitor: IndexedPolyfaceVisitor, uvTransform: Transform): Point2d[] | undefined {\r\n const params: Point2d[] = [];\r\n const points = visitor.point;\r\n let normal: Vector3d;\r\n\r\n if (visitor.normal === undefined)\r\n normal = points.getPoint3dAtUncheckedPointIndex(0).crossProductToPoints(points.getPoint3dAtUncheckedPointIndex(1), points.getPoint3dAtUncheckedPointIndex(2));\r\n else\r\n normal = visitor.normal.getVector3dAtCheckedVectorIndex(0)!;\r\n\r\n if (!normal.normalize(normal))\r\n return undefined;\r\n\r\n // adjust U texture coordinate to be a continuous length starting at the\r\n // origin. V coordinate stays the same. This mode assumes Z is up vector\r\n\r\n // Flipping normal puts us in a planar coordinate system consistent with MicroStation's display system\r\n normal.scale(-1.0, normal);\r\n\r\n // pick the first vertex normal\r\n const sideVector = Vector3d.create(normal.y, -normal.x, 0.0);\r\n\r\n // if the magnitude of the normal is near zero, the real normal points\r\n // almost straighten up.. In this case, use Y as the up vector to match QV\r\n\r\n const magnitude = sideVector.magnitude();\r\n sideVector.normalize(sideVector); // won't remain undefined if failed due to following check..\r\n\r\n if (magnitude < 1e-3) {\r\n normal.set(0, 0, -1);\r\n sideVector.set(1, 0, 0);\r\n }\r\n\r\n const upVector = sideVector.crossProduct(normal).normalize();\r\n if (!upVector)\r\n return undefined;\r\n\r\n const numEdges = visitor.numEdgesThisFacet;\r\n for (let i = 0; i < numEdges; i++) {\r\n const vector = Vector3d.createFrom(points.getPoint3dAtUncheckedPointIndex(i));\r\n\r\n params.push(Point2d.create(vector.dotProduct(sideVector), vector.dotProduct(upVector)));\r\n uvTransform.multiplyPoint2d(params[i], params[i]);\r\n }\r\n return params;\r\n }\r\n\r\n /** Computes UV parameters given a texture mapping mode of elevation drape. The result is stored in the Point2d array given. */\r\n private computeElevationDrapeUVParams(visitor: IndexedPolyfaceVisitor, uvTransform: Transform, transformToIModel?: Transform): Point2d[] {\r\n const params: Point2d[] = [];\r\n const numEdges = visitor.numEdgesThisFacet;\r\n for (let i = 0; i < numEdges; i++) {\r\n const point = visitor.point.getPoint3dAtUncheckedPointIndex(i);\r\n\r\n if (transformToIModel !== undefined)\r\n transformToIModel.multiplyPoint3d(point, point);\r\n\r\n params.push(Point2d.createFrom(point));\r\n uvTransform.multiplyPoint2d(params[i], params[i]);\r\n }\r\n return params;\r\n }\r\n }\r\n}\r\n\r\nObject.freeze(TextureMapping.Trans2x3.identity);\r\n"]}
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-
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