@itwin/core-common 3.4.0-dev.8 → 3.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (248) hide show
  1. package/CHANGELOG.md +68 -1
  2. package/lib/cjs/Camera.d.ts.map +1 -1
  3. package/lib/cjs/Camera.js +7 -3
  4. package/lib/cjs/Camera.js.map +1 -1
  5. package/lib/cjs/CloudStorage.d.ts +20 -5
  6. package/lib/cjs/CloudStorage.d.ts.map +1 -1
  7. package/lib/cjs/CloudStorage.js +13 -3
  8. package/lib/cjs/CloudStorage.js.map +1 -1
  9. package/lib/cjs/CloudStorageTileCache.d.ts +4 -1
  10. package/lib/cjs/CloudStorageTileCache.d.ts.map +1 -1
  11. package/lib/cjs/CloudStorageTileCache.js +5 -1
  12. package/lib/cjs/CloudStorageTileCache.js.map +1 -1
  13. package/lib/cjs/Code.d.ts +10 -4
  14. package/lib/cjs/Code.d.ts.map +1 -1
  15. package/lib/cjs/Code.js +6 -2
  16. package/lib/cjs/Code.js.map +1 -1
  17. package/lib/cjs/ColorDef.d.ts.map +1 -1
  18. package/lib/cjs/ColorDef.js +2 -0
  19. package/lib/cjs/ColorDef.js.map +1 -1
  20. package/lib/cjs/ConcurrentQuery.d.ts.map +1 -1
  21. package/lib/cjs/ConcurrentQuery.js +56 -14
  22. package/lib/cjs/ConcurrentQuery.js.map +1 -1
  23. package/lib/cjs/ECSchemaProps.d.ts +40 -0
  24. package/lib/cjs/ECSchemaProps.d.ts.map +1 -0
  25. package/lib/cjs/ECSchemaProps.js +10 -0
  26. package/lib/cjs/ECSchemaProps.js.map +1 -0
  27. package/lib/cjs/ElementProps.d.ts +6 -0
  28. package/lib/cjs/ElementProps.d.ts.map +1 -1
  29. package/lib/cjs/ElementProps.js.map +1 -1
  30. package/lib/cjs/FeatureGates.d.ts.map +1 -1
  31. package/lib/cjs/FeatureGates.js +6 -2
  32. package/lib/cjs/FeatureGates.js.map +1 -1
  33. package/lib/cjs/FeatureIndex.d.ts.map +1 -1
  34. package/lib/cjs/FeatureIndex.js +5 -1
  35. package/lib/cjs/FeatureIndex.js.map +1 -1
  36. package/lib/cjs/FeatureSymbology.d.ts.map +1 -1
  37. package/lib/cjs/FeatureSymbology.js.map +1 -1
  38. package/lib/cjs/Fonts.d.ts.map +1 -1
  39. package/lib/cjs/Fonts.js.map +1 -1
  40. package/lib/cjs/Frustum.d.ts.map +1 -1
  41. package/lib/cjs/Frustum.js +55 -21
  42. package/lib/cjs/Frustum.js.map +1 -1
  43. package/lib/cjs/Gradient.d.ts +18 -2
  44. package/lib/cjs/Gradient.d.ts.map +1 -1
  45. package/lib/cjs/Gradient.js +29 -18
  46. package/lib/cjs/Gradient.js.map +1 -1
  47. package/lib/cjs/IModel.d.ts +4 -0
  48. package/lib/cjs/IModel.d.ts.map +1 -1
  49. package/lib/cjs/IModel.js +8 -1
  50. package/lib/cjs/IModel.js.map +1 -1
  51. package/lib/cjs/Image.d.ts.map +1 -1
  52. package/lib/cjs/Image.js +3 -1
  53. package/lib/cjs/Image.js.map +1 -1
  54. package/lib/cjs/Localization.d.ts +4 -5
  55. package/lib/cjs/Localization.d.ts.map +1 -1
  56. package/lib/cjs/Localization.js.map +1 -1
  57. package/lib/cjs/ModelProps.d.ts +1 -0
  58. package/lib/cjs/ModelProps.d.ts.map +1 -1
  59. package/lib/cjs/ModelProps.js.map +1 -1
  60. package/lib/cjs/QPoint.d.ts +185 -5
  61. package/lib/cjs/QPoint.d.ts.map +1 -1
  62. package/lib/cjs/QPoint.js +204 -4
  63. package/lib/cjs/QPoint.js.map +1 -1
  64. package/lib/cjs/Render.d.ts.map +1 -1
  65. package/lib/cjs/Render.js +11 -3
  66. package/lib/cjs/Render.js.map +1 -1
  67. package/lib/cjs/SubCategoryOverride.d.ts.map +1 -1
  68. package/lib/cjs/SubCategoryOverride.js.map +1 -1
  69. package/lib/cjs/TerrainSettings.d.ts +12 -7
  70. package/lib/cjs/TerrainSettings.d.ts.map +1 -1
  71. package/lib/cjs/TerrainSettings.js +2 -1
  72. package/lib/cjs/TerrainSettings.js.map +1 -1
  73. package/lib/cjs/ThematicDisplay.d.ts +6 -10
  74. package/lib/cjs/ThematicDisplay.d.ts.map +1 -1
  75. package/lib/cjs/ThematicDisplay.js.map +1 -1
  76. package/lib/cjs/TileProps.d.ts +5 -0
  77. package/lib/cjs/TileProps.d.ts.map +1 -1
  78. package/lib/cjs/TileProps.js +12 -1
  79. package/lib/cjs/TileProps.js.map +1 -1
  80. package/lib/cjs/ViewFlags.d.ts.map +1 -1
  81. package/lib/cjs/ViewFlags.js.map +1 -1
  82. package/lib/cjs/core-common.d.ts +1 -0
  83. package/lib/cjs/core-common.d.ts.map +1 -1
  84. package/lib/cjs/core-common.js +1 -0
  85. package/lib/cjs/core-common.js.map +1 -1
  86. package/lib/cjs/geometry/BoundingSphere.d.ts.map +1 -1
  87. package/lib/cjs/geometry/BoundingSphere.js +8 -2
  88. package/lib/cjs/geometry/BoundingSphere.js.map +1 -1
  89. package/lib/cjs/geometry/TextString.d.ts.map +1 -1
  90. package/lib/cjs/geometry/TextString.js.map +1 -1
  91. package/lib/cjs/ipc/IpcWebSocket.d.ts +3 -0
  92. package/lib/cjs/ipc/IpcWebSocket.d.ts.map +1 -1
  93. package/lib/cjs/ipc/IpcWebSocket.js +28 -14
  94. package/lib/cjs/ipc/IpcWebSocket.js.map +1 -1
  95. package/lib/cjs/ipc/IpcWebSocketTransport.js +10 -3
  96. package/lib/cjs/ipc/IpcWebSocketTransport.js.map +1 -1
  97. package/lib/cjs/rpc/IModelReadRpcInterface.js +1 -1
  98. package/lib/cjs/rpc/IModelReadRpcInterface.js.map +1 -1
  99. package/lib/cjs/rpc/IModelTileRpcInterface.d.ts +9 -1
  100. package/lib/cjs/rpc/IModelTileRpcInterface.d.ts.map +1 -1
  101. package/lib/cjs/rpc/IModelTileRpcInterface.js +12 -2
  102. package/lib/cjs/rpc/IModelTileRpcInterface.js.map +1 -1
  103. package/lib/cjs/rpc/core/RpcConfiguration.js +1 -1
  104. package/lib/cjs/rpc/core/RpcConfiguration.js.map +1 -1
  105. package/lib/cjs/rpc/core/RpcConstants.d.ts +3 -1
  106. package/lib/cjs/rpc/core/RpcConstants.d.ts.map +1 -1
  107. package/lib/cjs/rpc/core/RpcConstants.js +4 -1
  108. package/lib/cjs/rpc/core/RpcConstants.js.map +1 -1
  109. package/lib/cjs/rpc/core/RpcRequest.d.ts.map +1 -1
  110. package/lib/cjs/rpc/core/RpcRequest.js +8 -2
  111. package/lib/cjs/rpc/core/RpcRequest.js.map +1 -1
  112. package/lib/cjs/rpc/web/BentleyCloudRpcProtocol.d.ts.map +1 -1
  113. package/lib/cjs/rpc/web/BentleyCloudRpcProtocol.js +3 -0
  114. package/lib/cjs/rpc/web/BentleyCloudRpcProtocol.js.map +1 -1
  115. package/lib/cjs/rpc/web/WebAppRpcProtocol.d.ts +1 -1
  116. package/lib/cjs/rpc/web/WebAppRpcProtocol.d.ts.map +1 -1
  117. package/lib/cjs/rpc/web/WebAppRpcProtocol.js +17 -1
  118. package/lib/cjs/rpc/web/WebAppRpcProtocol.js.map +1 -1
  119. package/lib/cjs/rpc/web/WebAppRpcRequest.js +1 -1
  120. package/lib/cjs/rpc/web/WebAppRpcRequest.js.map +1 -1
  121. package/lib/cjs/rpc/web/multipart/RpcMultipartParser.d.ts.map +1 -1
  122. package/lib/cjs/rpc/web/multipart/RpcMultipartParser.js.map +1 -1
  123. package/lib/cjs/tile/I3dmTileIO.d.ts.map +1 -1
  124. package/lib/cjs/tile/I3dmTileIO.js.map +1 -1
  125. package/lib/esm/Camera.d.ts.map +1 -1
  126. package/lib/esm/Camera.js +7 -3
  127. package/lib/esm/Camera.js.map +1 -1
  128. package/lib/esm/CloudStorage.d.ts +20 -5
  129. package/lib/esm/CloudStorage.d.ts.map +1 -1
  130. package/lib/esm/CloudStorage.js +13 -3
  131. package/lib/esm/CloudStorage.js.map +1 -1
  132. package/lib/esm/CloudStorageTileCache.d.ts +4 -1
  133. package/lib/esm/CloudStorageTileCache.d.ts.map +1 -1
  134. package/lib/esm/CloudStorageTileCache.js +5 -1
  135. package/lib/esm/CloudStorageTileCache.js.map +1 -1
  136. package/lib/esm/Code.d.ts +10 -4
  137. package/lib/esm/Code.d.ts.map +1 -1
  138. package/lib/esm/Code.js +6 -2
  139. package/lib/esm/Code.js.map +1 -1
  140. package/lib/esm/ColorDef.d.ts.map +1 -1
  141. package/lib/esm/ColorDef.js +2 -0
  142. package/lib/esm/ColorDef.js.map +1 -1
  143. package/lib/esm/ConcurrentQuery.d.ts.map +1 -1
  144. package/lib/esm/ConcurrentQuery.js +56 -14
  145. package/lib/esm/ConcurrentQuery.js.map +1 -1
  146. package/lib/esm/ECSchemaProps.d.ts +40 -0
  147. package/lib/esm/ECSchemaProps.d.ts.map +1 -0
  148. package/lib/esm/ECSchemaProps.js +9 -0
  149. package/lib/esm/ECSchemaProps.js.map +1 -0
  150. package/lib/esm/ElementProps.d.ts +6 -0
  151. package/lib/esm/ElementProps.d.ts.map +1 -1
  152. package/lib/esm/ElementProps.js.map +1 -1
  153. package/lib/esm/FeatureGates.d.ts.map +1 -1
  154. package/lib/esm/FeatureGates.js +6 -2
  155. package/lib/esm/FeatureGates.js.map +1 -1
  156. package/lib/esm/FeatureIndex.d.ts.map +1 -1
  157. package/lib/esm/FeatureIndex.js +5 -1
  158. package/lib/esm/FeatureIndex.js.map +1 -1
  159. package/lib/esm/FeatureSymbology.d.ts.map +1 -1
  160. package/lib/esm/FeatureSymbology.js.map +1 -1
  161. package/lib/esm/Fonts.d.ts.map +1 -1
  162. package/lib/esm/Fonts.js.map +1 -1
  163. package/lib/esm/Frustum.d.ts.map +1 -1
  164. package/lib/esm/Frustum.js +55 -21
  165. package/lib/esm/Frustum.js.map +1 -1
  166. package/lib/esm/Gradient.d.ts +18 -2
  167. package/lib/esm/Gradient.d.ts.map +1 -1
  168. package/lib/esm/Gradient.js +29 -18
  169. package/lib/esm/Gradient.js.map +1 -1
  170. package/lib/esm/IModel.d.ts +4 -0
  171. package/lib/esm/IModel.d.ts.map +1 -1
  172. package/lib/esm/IModel.js +8 -1
  173. package/lib/esm/IModel.js.map +1 -1
  174. package/lib/esm/Image.d.ts.map +1 -1
  175. package/lib/esm/Image.js +3 -1
  176. package/lib/esm/Image.js.map +1 -1
  177. package/lib/esm/Localization.d.ts +4 -5
  178. package/lib/esm/Localization.d.ts.map +1 -1
  179. package/lib/esm/Localization.js.map +1 -1
  180. package/lib/esm/ModelProps.d.ts +1 -0
  181. package/lib/esm/ModelProps.d.ts.map +1 -1
  182. package/lib/esm/ModelProps.js.map +1 -1
  183. package/lib/esm/QPoint.d.ts +185 -5
  184. package/lib/esm/QPoint.d.ts.map +1 -1
  185. package/lib/esm/QPoint.js +203 -5
  186. package/lib/esm/QPoint.js.map +1 -1
  187. package/lib/esm/Render.d.ts.map +1 -1
  188. package/lib/esm/Render.js +11 -3
  189. package/lib/esm/Render.js.map +1 -1
  190. package/lib/esm/SubCategoryOverride.d.ts.map +1 -1
  191. package/lib/esm/SubCategoryOverride.js.map +1 -1
  192. package/lib/esm/TerrainSettings.d.ts +12 -7
  193. package/lib/esm/TerrainSettings.d.ts.map +1 -1
  194. package/lib/esm/TerrainSettings.js +2 -1
  195. package/lib/esm/TerrainSettings.js.map +1 -1
  196. package/lib/esm/ThematicDisplay.d.ts +6 -10
  197. package/lib/esm/ThematicDisplay.d.ts.map +1 -1
  198. package/lib/esm/ThematicDisplay.js.map +1 -1
  199. package/lib/esm/TileProps.d.ts +5 -0
  200. package/lib/esm/TileProps.d.ts.map +1 -1
  201. package/lib/esm/TileProps.js +10 -0
  202. package/lib/esm/TileProps.js.map +1 -1
  203. package/lib/esm/ViewFlags.d.ts.map +1 -1
  204. package/lib/esm/ViewFlags.js.map +1 -1
  205. package/lib/esm/core-common.d.ts +1 -0
  206. package/lib/esm/core-common.d.ts.map +1 -1
  207. package/lib/esm/core-common.js +1 -0
  208. package/lib/esm/core-common.js.map +1 -1
  209. package/lib/esm/geometry/BoundingSphere.d.ts.map +1 -1
  210. package/lib/esm/geometry/BoundingSphere.js +8 -2
  211. package/lib/esm/geometry/BoundingSphere.js.map +1 -1
  212. package/lib/esm/geometry/TextString.d.ts.map +1 -1
  213. package/lib/esm/geometry/TextString.js.map +1 -1
  214. package/lib/esm/ipc/IpcWebSocket.d.ts +3 -0
  215. package/lib/esm/ipc/IpcWebSocket.d.ts.map +1 -1
  216. package/lib/esm/ipc/IpcWebSocket.js +28 -14
  217. package/lib/esm/ipc/IpcWebSocket.js.map +1 -1
  218. package/lib/esm/ipc/IpcWebSocketTransport.js +10 -3
  219. package/lib/esm/ipc/IpcWebSocketTransport.js.map +1 -1
  220. package/lib/esm/rpc/IModelReadRpcInterface.js +1 -1
  221. package/lib/esm/rpc/IModelReadRpcInterface.js.map +1 -1
  222. package/lib/esm/rpc/IModelTileRpcInterface.d.ts +9 -1
  223. package/lib/esm/rpc/IModelTileRpcInterface.d.ts.map +1 -1
  224. package/lib/esm/rpc/IModelTileRpcInterface.js +12 -2
  225. package/lib/esm/rpc/IModelTileRpcInterface.js.map +1 -1
  226. package/lib/esm/rpc/core/RpcConfiguration.js +1 -1
  227. package/lib/esm/rpc/core/RpcConfiguration.js.map +1 -1
  228. package/lib/esm/rpc/core/RpcConstants.d.ts +3 -1
  229. package/lib/esm/rpc/core/RpcConstants.d.ts.map +1 -1
  230. package/lib/esm/rpc/core/RpcConstants.js +4 -1
  231. package/lib/esm/rpc/core/RpcConstants.js.map +1 -1
  232. package/lib/esm/rpc/core/RpcRequest.d.ts.map +1 -1
  233. package/lib/esm/rpc/core/RpcRequest.js +8 -2
  234. package/lib/esm/rpc/core/RpcRequest.js.map +1 -1
  235. package/lib/esm/rpc/web/BentleyCloudRpcProtocol.d.ts.map +1 -1
  236. package/lib/esm/rpc/web/BentleyCloudRpcProtocol.js +3 -0
  237. package/lib/esm/rpc/web/BentleyCloudRpcProtocol.js.map +1 -1
  238. package/lib/esm/rpc/web/WebAppRpcProtocol.d.ts +1 -1
  239. package/lib/esm/rpc/web/WebAppRpcProtocol.d.ts.map +1 -1
  240. package/lib/esm/rpc/web/WebAppRpcProtocol.js +17 -1
  241. package/lib/esm/rpc/web/WebAppRpcProtocol.js.map +1 -1
  242. package/lib/esm/rpc/web/WebAppRpcRequest.js +1 -1
  243. package/lib/esm/rpc/web/WebAppRpcRequest.js.map +1 -1
  244. package/lib/esm/rpc/web/multipart/RpcMultipartParser.d.ts.map +1 -1
  245. package/lib/esm/rpc/web/multipart/RpcMultipartParser.js.map +1 -1
  246. package/lib/esm/tile/I3dmTileIO.d.ts.map +1 -1
  247. package/lib/esm/tile/I3dmTileIO.js.map +1 -1
  248. package/package.json +10 -9
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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 Views\r\n */\r\n\r\nimport {\r\n AxisOrder, ClipPlane, ConvexClipPlaneSet, Geometry, GrowableXYZArray, LowAndHighXY, LowAndHighXYZ, Map4d, Matrix3d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Transform, Vector3d, XYAndZ,\r\n} from \"@itwin/core-geometry\";\r\n\r\n/** The 8 corners of the [Normalized Plane Coordinate]($docs/learning/glossary.md#npc) cube.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum Npc {\r\n /** Left bottom rear */\r\n _000 = 0,\r\n /** Right bottom rear */\r\n _100 = 1,\r\n /** Left top rear */\r\n _010 = 2,\r\n /** Right top rear */\r\n _110 = 3,\r\n /** Left bottom front */\r\n _001 = 4,\r\n /** Right bottom front */\r\n _101 = 5,\r\n /** Left top front */\r\n _011 = 6,\r\n /** Right top front */\r\n _111 = 7,\r\n\r\n LeftBottomRear = 0,\r\n RightBottomRear = 1,\r\n LeftTopRear = 2,\r\n RightTopRear = 3,\r\n LeftBottomFront = 4,\r\n RightBottomFront = 5,\r\n LeftTopFront = 6,\r\n RightTopFront = 7,\r\n /** useful for sizing arrays */\r\n CORNER_COUNT = 8,\r\n}\r\n\r\n/** The 8 corners of an [[Npc]] Frustum.\r\n * @public\r\n */\r\nexport const NpcCorners = [ // eslint-disable-line @typescript-eslint/naming-convention\r\n new Point3d(0.0, 0.0, 0.0),\r\n new Point3d(1.0, 0.0, 0.0),\r\n new Point3d(0.0, 1.0, 0.0),\r\n new Point3d(1.0, 1.0, 0.0),\r\n new Point3d(0.0, 0.0, 1.0),\r\n new Point3d(1.0, 0.0, 1.0),\r\n new Point3d(0.0, 1.0, 1.0),\r\n new Point3d(1.0, 1.0, 1.0),\r\n];\r\nNpcCorners.forEach((corner) => Object.freeze(corner));\r\nObject.freeze(NpcCorners);\r\n\r\n/** The center point of the [Normalized Plane Coordinate]($docs/learning/glossary.md#npc) cube.\r\n * @public\r\n */\r\nexport const NpcCenter = new Point3d(.5, .5, .5); // eslint-disable-line @typescript-eslint/naming-convention\r\nObject.freeze(NpcCenter);\r\n\r\n/** The region of physical (3d) space that appears in a view. It forms the field-of-view of a camera.\r\n * It is stored as 8 points, in [[Npc]] order, that must define a truncated pyramid.\r\n * @public\r\n */\r\nexport class Frustum {\r\n /** Array of the 8 points of this Frustum. */\r\n public readonly points: Point3d[] = [];\r\n /** Constructor for Frustum. Members are initialized to the Npc cube. */\r\n public constructor() { for (let i = 0; i < 8; ++i) this.points[i] = NpcCorners[i].clone(); }\r\n /** Initialize this Frustum to the 8 corners of the NPC cube. */\r\n public initNpc() { for (let i = 0; i < 8; ++i) Point3d.createFrom(NpcCorners[i], this.points[i]); return this; }\r\n /** Get a corner Point from this Frustum. */\r\n public getCorner(i: number) { return this.points[i]; }\r\n /** Get the point at the center of this Frustum (halfway between RightTopFront and LeftBottomRear. */\r\n public getCenter(): Point3d { return this.getCorner(Npc.RightTopFront).interpolate(0.5, this.getCorner(Npc.LeftBottomRear)); }\r\n /** Get the distance between two corners of this Frustum. */\r\n public distance(corner1: number, corner2: number): number { return this.getCorner(corner1).distance(this.getCorner(corner2)); }\r\n /** Get the ratio of the length of the diagonal of the front plane to the diagonal of the back plane. */\r\n public getFraction(): number { return Geometry.safeDivideFraction(this.distance(Npc.LeftTopFront, Npc.RightBottomFront), this.distance(Npc.LeftTopRear, Npc.RightBottomRear), 0); }\r\n /** Multiply all the points of this Frustum by a Transform, in place. */\r\n public multiply(trans: Transform): void { trans.multiplyPoint3dArrayInPlace(this.points); }\r\n /** Offset all of the points of this Frustum by a vector. */\r\n public translate(offset: XYAndZ): void { for (const pt of this.points) pt.plus(offset, pt); }\r\n /** Transform all the points of this Frustum and return the result in another Frustum. */\r\n public transformBy(trans: Transform, result?: Frustum): Frustum { result = result ? result : new Frustum(); trans.multiplyPoint3dArray(this.points, result.points); return result; }\r\n /** Calculate a bounding range from the 8 points in this Frustum. */\r\n public toRange(range?: Range3d): Range3d { range = range ? range : new Range3d(); Range3d.createArray(this.points, range); return range; }\r\n /** Make a copy of this Frustum.\r\n * @param result Optional Frustum for copy. If undefined allocate a new Frustum.\r\n */\r\n public clone(result?: Frustum): Frustum { result = result ? result : new Frustum(); result.setFrom(this); return result; }\r\n /** Set the points of this Frustum to be copies of the points in another Frustum. */\r\n public setFrom(other: Frustum) { this.setFromCorners(other.points); }\r\n /** Set the points of this frustum from array of corner points in NPC order. */\r\n public setFromCorners(corners: Point3d[]) { for (let i = 0; i < 8; ++i) this.points[i].setFrom(corners[i]); }\r\n /** Scale this Frustum, in place, about its center by a scale factor. */\r\n public scaleAboutCenter(scale: number): void {\r\n const orig = this.clone();\r\n const f = 0.5 * (1.0 + scale);\r\n orig.points[Npc._111].interpolate(f, orig.points[Npc._000], this.points[Npc._000]);\r\n orig.points[Npc._011].interpolate(f, orig.points[Npc._100], this.points[Npc._100]);\r\n orig.points[Npc._101].interpolate(f, orig.points[Npc._010], this.points[Npc._010]);\r\n orig.points[Npc._001].interpolate(f, orig.points[Npc._110], this.points[Npc._110]);\r\n orig.points[Npc._110].interpolate(f, orig.points[Npc._001], this.points[Npc._001]);\r\n orig.points[Npc._010].interpolate(f, orig.points[Npc._101], this.points[Npc._101]);\r\n orig.points[Npc._100].interpolate(f, orig.points[Npc._011], this.points[Npc._011]);\r\n orig.points[Npc._000].interpolate(f, orig.points[Npc._111], this.points[Npc._111]);\r\n }\r\n /** The point at the center of the front face of this frustum */\r\n public get frontCenter() { return this.getCorner(Npc.LeftBottomFront).interpolate(.5, this.getCorner(Npc.RightTopFront)); }\r\n\r\n /** The point at the center of the rear face of this frustum */\r\n public get rearCenter() { return this.getCorner(Npc.LeftBottomRear).interpolate(.5, this.getCorner(Npc.RightTopRear)); }\r\n\r\n /** Scale this frustum's XY (viewing) plane about its center */\r\n public scaleXYAboutCenter(scale: number) {\r\n const frontCenter = this.frontCenter, rearCenter = this.rearCenter;\r\n frontCenter.interpolate(scale, this.points[Npc.LeftTopFront], this.points[Npc.LeftTopFront]);\r\n frontCenter.interpolate(scale, this.points[Npc.RightTopFront], this.points[Npc.RightTopFront]);\r\n frontCenter.interpolate(scale, this.points[Npc.LeftBottomFront], this.points[Npc.LeftBottomFront]);\r\n frontCenter.interpolate(scale, this.points[Npc.RightBottomFront], this.points[Npc.RightBottomFront]);\r\n\r\n rearCenter.interpolate(scale, this.points[Npc.LeftTopRear], this.points[Npc.LeftTopRear]);\r\n rearCenter.interpolate(scale, this.points[Npc.RightTopRear], this.points[Npc.RightTopRear]);\r\n rearCenter.interpolate(scale, this.points[Npc.LeftBottomRear], this.points[Npc.LeftBottomRear]);\r\n rearCenter.interpolate(scale, this.points[Npc.RightBottomRear], this.points[Npc.RightBottomRear]);\r\n }\r\n\r\n /** Create a Map4d that converts world coordinates to/from [[Npc]] coordinates of this Frustum. */\r\n public toMap4d(): Map4d | undefined {\r\n const org = this.getCorner(Npc.LeftBottomRear);\r\n const xVec = org.vectorTo(this.getCorner(Npc.RightBottomRear));\r\n const yVec = org.vectorTo(this.getCorner(Npc.LeftTopRear));\r\n const zVec = org.vectorTo(this.getCorner(Npc.LeftBottomFront));\r\n return Map4d.createVectorFrustum(org, xVec, yVec, zVec, this.getFraction());\r\n }\r\n\r\n /** Get the rotation matrix to the frame of this frustum. This is equivalent to the view rotation matrix. */\r\n public getRotation(result?: Matrix3d): Matrix3d | undefined {\r\n const org = this.getCorner(Npc.LeftBottomRear);\r\n const xVec = org.vectorTo(this.getCorner(Npc.RightBottomRear));\r\n const yVec = org.vectorTo(this.getCorner(Npc.LeftTopRear));\r\n const matrix = Matrix3d.createRigidFromColumns(xVec, yVec, AxisOrder.XYZ, result);\r\n if (matrix)\r\n matrix.transposeInPlace();\r\n return matrix;\r\n }\r\n\r\n /** Get the eye point - undefined if parallel projection */\r\n public getEyePoint(result?: Point3d): Point3d | undefined {\r\n const fraction = this.getFraction();\r\n\r\n if (Math.abs(fraction - 1) < 1E-8)\r\n return undefined; // Parallel.\r\n\r\n const org = this.getCorner(Npc.LeftBottomRear);\r\n const zVec = org.vectorTo(this.getCorner(Npc.LeftBottomFront));\r\n\r\n return org.plusScaled(zVec, 1 / (1 - fraction), result);\r\n }\r\n\r\n /** Invalidate this Frustum by setting all 8 points to zero. */\r\n public invalidate(): void { for (let i = 0; i < 8; ++i) this.points[i].set(0, 0, 0); }\r\n /** Return true if this Frustum is equal to another Frustum */\r\n public equals(rhs: Frustum): boolean {\r\n for (let i = 0; i < 8; ++i) {\r\n if (!this.points[i].isExactEqual(rhs.points[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n /** Return true if all of the points in this Frustum are *almost* the same as the points in another Frustum.\r\n * @see [[equals]], [XYZ.isAlmostEqual]($geometry)\r\n */\r\n public isSame(other: Frustum): boolean { for (let i = 0; i < 8; ++i) { if (!this.points[i].isAlmostEqual(other.points[i])) return false; } return true; }\r\n\r\n /** Initialize this Frustum from a Range */\r\n public initFromRange(range: LowAndHighXYZ | LowAndHighXY): void {\r\n const getZ = (arg: any): number => arg.z !== undefined ? arg.z : 0;\r\n const pts = this.points;\r\n pts[0].x = pts[2].x = pts[4].x = pts[6].x = range.low.x;\r\n pts[1].x = pts[3].x = pts[5].x = pts[7].x = range.high.x;\r\n pts[0].y = pts[1].y = pts[4].y = pts[5].y = range.low.y;\r\n pts[2].y = pts[3].y = pts[6].y = pts[7].y = range.high.y;\r\n pts[0].z = pts[1].z = pts[2].z = pts[3].z = getZ(range.low);\r\n pts[4].z = pts[5].z = pts[6].z = pts[7].z = getZ(range.high);\r\n }\r\n\r\n /** Create a new Frustum from a Range3d */\r\n public static fromRange(range: LowAndHighXYZ | LowAndHighXY, out?: Frustum): Frustum {\r\n const frustum = undefined !== out ? out : new Frustum();\r\n frustum.initFromRange(range);\r\n return frustum;\r\n }\r\n\r\n /** Return true if this Frustum has a mirror (is not in the correct order.) */\r\n public get hasMirror(): boolean {\r\n const pts = this.points;\r\n const u = pts[Npc._000].vectorTo(pts[Npc._001]);\r\n const v = pts[Npc._000].vectorTo(pts[Npc._010]);\r\n const w = pts[Npc._000].vectorTo(pts[Npc._100]);\r\n return (u.tripleProduct(v, w) > 0);\r\n }\r\n /** Make sure the frustum point order does not include mirroring. If so, reverse the order. */\r\n public fixPointOrder(): void {\r\n if (!this.hasMirror)\r\n return;\r\n\r\n // frustum has mirroring, reverse points\r\n const pts = this.points;\r\n for (let i = 0; i < 8; i += 2) {\r\n const tmpPoint = pts[i];\r\n pts[i] = pts[i + 1];\r\n pts[i + 1] = tmpPoint;\r\n }\r\n }\r\n\r\n /** Get a convex set of clipping planes bounding the region contained by this Frustum. */\r\n public getRangePlanes(clipFront: boolean, clipBack: boolean, expandPlaneDistance: number): ConvexClipPlaneSet {\r\n const convexSet = ConvexClipPlaneSet.createEmpty();\r\n const scratchNormal = Vector3d.create();\r\n Vector3d.createCrossProductToPoints(this.points[5], this.points[3], this.points[1], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[1]) - expandPlaneDistance));\r\n Vector3d.createCrossProductToPoints(this.points[2], this.points[4], this.points[0], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[0]) - expandPlaneDistance));\r\n Vector3d.createCrossProductToPoints(this.points[3], this.points[6], this.points[2], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[2]) - expandPlaneDistance));\r\n Vector3d.createCrossProductToPoints(this.points[4], this.points[1], this.points[0], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[0]) - expandPlaneDistance));\r\n\r\n if (clipBack) {\r\n Vector3d.createCrossProductToPoints(this.points[1], this.points[2], this.points[0], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[0]) - expandPlaneDistance));\r\n }\r\n if (clipFront) {\r\n Vector3d.createCrossProductToPoints(this.points[6], this.points[5], this.points[4], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[4]) - expandPlaneDistance));\r\n }\r\n return convexSet;\r\n }\r\n\r\n /** Get a (convex) polygon that represents the intersection of this frustum with a plane, or undefined if no intersection exists */\r\n public getIntersectionWithPlane(plane: Plane3dByOriginAndUnitNormal): Point3d[] | undefined {\r\n const clipPlane = ClipPlane.createPlane(plane);\r\n const loopPoints = clipPlane.intersectRange(this.toRange(), true);\r\n if (undefined === loopPoints)\r\n return undefined;\r\n\r\n const convexSet = this.getRangePlanes(false, false, 0);\r\n const workPoints = new GrowableXYZArray();\r\n const outPoints = new GrowableXYZArray();\r\n convexSet.polygonClip(loopPoints, outPoints, workPoints);\r\n\r\n return outPoints.length < 4 ? undefined : outPoints.getPoint3dArray();\r\n\r\n }\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 Views\r\n */\r\n\r\nimport {\r\n AxisOrder, ClipPlane, ConvexClipPlaneSet, Geometry, GrowableXYZArray, LowAndHighXY, LowAndHighXYZ, Map4d, Matrix3d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Transform, Vector3d, XYAndZ,\r\n} from \"@itwin/core-geometry\";\r\n\r\n/** The 8 corners of the [Normalized Plane Coordinate]($docs/learning/glossary.md#npc) cube.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum Npc {\r\n /** Left bottom rear */\r\n _000 = 0,\r\n /** Right bottom rear */\r\n _100 = 1,\r\n /** Left top rear */\r\n _010 = 2,\r\n /** Right top rear */\r\n _110 = 3,\r\n /** Left bottom front */\r\n _001 = 4,\r\n /** Right bottom front */\r\n _101 = 5,\r\n /** Left top front */\r\n _011 = 6,\r\n /** Right top front */\r\n _111 = 7,\r\n\r\n LeftBottomRear = 0,\r\n RightBottomRear = 1,\r\n LeftTopRear = 2,\r\n RightTopRear = 3,\r\n LeftBottomFront = 4,\r\n RightBottomFront = 5,\r\n LeftTopFront = 6,\r\n RightTopFront = 7,\r\n /** useful for sizing arrays */\r\n CORNER_COUNT = 8,\r\n}\r\n\r\n/** The 8 corners of an [[Npc]] Frustum.\r\n * @public\r\n */\r\nexport const NpcCorners = [ // eslint-disable-line @typescript-eslint/naming-convention\r\n new Point3d(0.0, 0.0, 0.0),\r\n new Point3d(1.0, 0.0, 0.0),\r\n new Point3d(0.0, 1.0, 0.0),\r\n new Point3d(1.0, 1.0, 0.0),\r\n new Point3d(0.0, 0.0, 1.0),\r\n new Point3d(1.0, 0.0, 1.0),\r\n new Point3d(0.0, 1.0, 1.0),\r\n new Point3d(1.0, 1.0, 1.0),\r\n];\r\nNpcCorners.forEach((corner) => Object.freeze(corner));\r\nObject.freeze(NpcCorners);\r\n\r\n/** The center point of the [Normalized Plane Coordinate]($docs/learning/glossary.md#npc) cube.\r\n * @public\r\n */\r\nexport const NpcCenter = new Point3d(.5, .5, .5); // eslint-disable-line @typescript-eslint/naming-convention\r\nObject.freeze(NpcCenter);\r\n\r\n/** The region of physical (3d) space that appears in a view. It forms the field-of-view of a camera.\r\n * It is stored as 8 points, in [[Npc]] order, that must define a truncated pyramid.\r\n * @public\r\n */\r\nexport class Frustum {\r\n /** Array of the 8 points of this Frustum. */\r\n public readonly points: Point3d[] = [];\r\n /** Constructor for Frustum. Members are initialized to the Npc cube. */\r\n public constructor() {\r\n for (let i = 0; i < 8; ++i)\r\n this.points[i] = NpcCorners[i].clone();\r\n }\r\n\r\n /** Initialize this Frustum to the 8 corners of the NPC cube. */\r\n public initNpc() {\r\n for (let i = 0; i < 8; ++i)\r\n Point3d.createFrom(NpcCorners[i], this.points[i]);\r\n\r\n return this;\r\n }\r\n\r\n /** Get a corner Point from this Frustum. */\r\n public getCorner(i: number) { return this.points[i]; }\r\n /** Get the point at the center of this Frustum (halfway between RightTopFront and LeftBottomRear. */\r\n public getCenter(): Point3d {\r\n return this.getCorner(Npc.RightTopFront).interpolate(0.5, this.getCorner(Npc.LeftBottomRear));\r\n }\r\n\r\n /** Get the distance between two corners of this Frustum. */\r\n public distance(corner1: number, corner2: number): number {\r\n return this.getCorner(corner1).distance(this.getCorner(corner2));\r\n }\r\n\r\n /** Get the ratio of the length of the diagonal of the front plane to the diagonal of the back plane. */\r\n public getFraction(): number {\r\n return Geometry.safeDivideFraction(this.distance(Npc.LeftTopFront, Npc.RightBottomFront), this.distance(Npc.LeftTopRear, Npc.RightBottomRear), 0);\r\n }\r\n\r\n /** Multiply all the points of this Frustum by a Transform, in place. */\r\n public multiply(trans: Transform): void {\r\n trans.multiplyPoint3dArrayInPlace(this.points);\r\n }\r\n\r\n /** Offset all of the points of this Frustum by a vector. */\r\n public translate(offset: XYAndZ): void {\r\n for (const pt of this.points)\r\n pt.plus(offset, pt);\r\n }\r\n\r\n /** Transform all the points of this Frustum and return the result in another Frustum. */\r\n public transformBy(trans: Transform, result?: Frustum): Frustum {\r\n result = result ? result : new Frustum();\r\n trans.multiplyPoint3dArray(this.points, result.points);\r\n return result;\r\n }\r\n\r\n /** Calculate a bounding range from the 8 points in this Frustum. */\r\n public toRange(range?: Range3d): Range3d {\r\n return Range3d.createArray(this.points, range);\r\n }\r\n\r\n /** Make a copy of this Frustum.\r\n * @param result Optional Frustum for copy. If undefined allocate a new Frustum.\r\n */\r\n public clone(result?: Frustum): Frustum {\r\n result = result ? result : new Frustum();\r\n result.setFrom(this);\r\n return result;\r\n }\r\n\r\n /** Set the points of this Frustum to be copies of the points in another Frustum. */\r\n public setFrom(other: Frustum) { this.setFromCorners(other.points); }\r\n /** Set the points of this frustum from array of corner points in NPC order. */\r\n public setFromCorners(corners: Point3d[]) {\r\n for (let i = 0; i < 8; ++i)\r\n this.points[i].setFrom(corners[i]);\r\n }\r\n\r\n /** Scale this Frustum, in place, about its center by a scale factor. */\r\n public scaleAboutCenter(scale: number): void {\r\n const orig = this.clone();\r\n const f = 0.5 * (1.0 + scale);\r\n orig.points[Npc._111].interpolate(f, orig.points[Npc._000], this.points[Npc._000]);\r\n orig.points[Npc._011].interpolate(f, orig.points[Npc._100], this.points[Npc._100]);\r\n orig.points[Npc._101].interpolate(f, orig.points[Npc._010], this.points[Npc._010]);\r\n orig.points[Npc._001].interpolate(f, orig.points[Npc._110], this.points[Npc._110]);\r\n orig.points[Npc._110].interpolate(f, orig.points[Npc._001], this.points[Npc._001]);\r\n orig.points[Npc._010].interpolate(f, orig.points[Npc._101], this.points[Npc._101]);\r\n orig.points[Npc._100].interpolate(f, orig.points[Npc._011], this.points[Npc._011]);\r\n orig.points[Npc._000].interpolate(f, orig.points[Npc._111], this.points[Npc._111]);\r\n }\r\n /** The point at the center of the front face of this frustum */\r\n public get frontCenter() {\r\n return this.getCorner(Npc.LeftBottomFront).interpolate(.5, this.getCorner(Npc.RightTopFront));\r\n }\r\n\r\n /** The point at the center of the rear face of this frustum */\r\n public get rearCenter() {\r\n return this.getCorner(Npc.LeftBottomRear).interpolate(.5, this.getCorner(Npc.RightTopRear));\r\n }\r\n\r\n /** Scale this frustum's XY (viewing) plane about its center */\r\n public scaleXYAboutCenter(scale: number) {\r\n const frontCenter = this.frontCenter, rearCenter = this.rearCenter;\r\n frontCenter.interpolate(scale, this.points[Npc.LeftTopFront], this.points[Npc.LeftTopFront]);\r\n frontCenter.interpolate(scale, this.points[Npc.RightTopFront], this.points[Npc.RightTopFront]);\r\n frontCenter.interpolate(scale, this.points[Npc.LeftBottomFront], this.points[Npc.LeftBottomFront]);\r\n frontCenter.interpolate(scale, this.points[Npc.RightBottomFront], this.points[Npc.RightBottomFront]);\r\n\r\n rearCenter.interpolate(scale, this.points[Npc.LeftTopRear], this.points[Npc.LeftTopRear]);\r\n rearCenter.interpolate(scale, this.points[Npc.RightTopRear], this.points[Npc.RightTopRear]);\r\n rearCenter.interpolate(scale, this.points[Npc.LeftBottomRear], this.points[Npc.LeftBottomRear]);\r\n rearCenter.interpolate(scale, this.points[Npc.RightBottomRear], this.points[Npc.RightBottomRear]);\r\n }\r\n\r\n /** Create a Map4d that converts world coordinates to/from [[Npc]] coordinates of this Frustum. */\r\n public toMap4d(): Map4d | undefined {\r\n const org = this.getCorner(Npc.LeftBottomRear);\r\n const xVec = org.vectorTo(this.getCorner(Npc.RightBottomRear));\r\n const yVec = org.vectorTo(this.getCorner(Npc.LeftTopRear));\r\n const zVec = org.vectorTo(this.getCorner(Npc.LeftBottomFront));\r\n return Map4d.createVectorFrustum(org, xVec, yVec, zVec, this.getFraction());\r\n }\r\n\r\n /** Get the rotation matrix to the frame of this frustum. This is equivalent to the view rotation matrix. */\r\n public getRotation(result?: Matrix3d): Matrix3d | undefined {\r\n const org = this.getCorner(Npc.LeftBottomRear);\r\n const xVec = org.vectorTo(this.getCorner(Npc.RightBottomRear));\r\n const yVec = org.vectorTo(this.getCorner(Npc.LeftTopRear));\r\n const matrix = Matrix3d.createRigidFromColumns(xVec, yVec, AxisOrder.XYZ, result);\r\n if (matrix)\r\n matrix.transposeInPlace();\r\n return matrix;\r\n }\r\n\r\n /** Get the eye point - undefined if parallel projection */\r\n public getEyePoint(result?: Point3d): Point3d | undefined {\r\n const fraction = this.getFraction();\r\n\r\n if (Math.abs(fraction - 1) < 1E-8)\r\n return undefined; // Parallel.\r\n\r\n const org = this.getCorner(Npc.LeftBottomRear);\r\n const zVec = org.vectorTo(this.getCorner(Npc.LeftBottomFront));\r\n\r\n return org.plusScaled(zVec, 1 / (1 - fraction), result);\r\n }\r\n\r\n /** Invalidate this Frustum by setting all 8 points to zero. */\r\n public invalidate(): void {\r\n for (let i = 0; i < 8; ++i)\r\n this.points[i].set(0, 0, 0);\r\n }\r\n\r\n /** Return true if this Frustum is equal to another Frustum */\r\n public equals(rhs: Frustum): boolean {\r\n for (let i = 0; i < 8; ++i) {\r\n if (!this.points[i].isExactEqual(rhs.points[i]))\r\n return false;\r\n }\r\n return true;\r\n }\r\n /** Return true if all of the points in this Frustum are *almost* the same as the points in another Frustum.\r\n * @see [[equals]], [XYZ.isAlmostEqual]($geometry)\r\n */\r\n public isSame(other: Frustum): boolean {\r\n for (let i = 0; i < 8; ++i) {\r\n if (!this.points[i].isAlmostEqual(other.points[i]))\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** Initialize this Frustum from a Range */\r\n public initFromRange(range: LowAndHighXYZ | LowAndHighXY): void {\r\n const getZ = (arg: any): number => arg.z !== undefined ? arg.z : 0;\r\n const pts = this.points;\r\n pts[0].x = pts[2].x = pts[4].x = pts[6].x = range.low.x;\r\n pts[1].x = pts[3].x = pts[5].x = pts[7].x = range.high.x;\r\n pts[0].y = pts[1].y = pts[4].y = pts[5].y = range.low.y;\r\n pts[2].y = pts[3].y = pts[6].y = pts[7].y = range.high.y;\r\n pts[0].z = pts[1].z = pts[2].z = pts[3].z = getZ(range.low);\r\n pts[4].z = pts[5].z = pts[6].z = pts[7].z = getZ(range.high);\r\n }\r\n\r\n /** Create a new Frustum from a Range3d */\r\n public static fromRange(range: LowAndHighXYZ | LowAndHighXY, out?: Frustum): Frustum {\r\n const frustum = undefined !== out ? out : new Frustum();\r\n frustum.initFromRange(range);\r\n return frustum;\r\n }\r\n\r\n /** Return true if this Frustum has a mirror (is not in the correct order.) */\r\n public get hasMirror(): boolean {\r\n const pts = this.points;\r\n const u = pts[Npc._000].vectorTo(pts[Npc._001]);\r\n const v = pts[Npc._000].vectorTo(pts[Npc._010]);\r\n const w = pts[Npc._000].vectorTo(pts[Npc._100]);\r\n return (u.tripleProduct(v, w) > 0);\r\n }\r\n /** Make sure the frustum point order does not include mirroring. If so, reverse the order. */\r\n public fixPointOrder(): void {\r\n if (!this.hasMirror)\r\n return;\r\n\r\n // frustum has mirroring, reverse points\r\n const pts = this.points;\r\n for (let i = 0; i < 8; i += 2) {\r\n const tmpPoint = pts[i];\r\n pts[i] = pts[i + 1];\r\n pts[i + 1] = tmpPoint;\r\n }\r\n }\r\n\r\n /** Get a convex set of clipping planes bounding the region contained by this Frustum. */\r\n public getRangePlanes(clipFront: boolean, clipBack: boolean, expandPlaneDistance: number): ConvexClipPlaneSet {\r\n const convexSet = ConvexClipPlaneSet.createEmpty();\r\n const scratchNormal = Vector3d.create();\r\n Vector3d.createCrossProductToPoints(this.points[5], this.points[3], this.points[1], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[1]) - expandPlaneDistance));\r\n Vector3d.createCrossProductToPoints(this.points[2], this.points[4], this.points[0], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[0]) - expandPlaneDistance));\r\n Vector3d.createCrossProductToPoints(this.points[3], this.points[6], this.points[2], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[2]) - expandPlaneDistance));\r\n Vector3d.createCrossProductToPoints(this.points[4], this.points[1], this.points[0], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[0]) - expandPlaneDistance));\r\n\r\n if (clipBack) {\r\n Vector3d.createCrossProductToPoints(this.points[1], this.points[2], this.points[0], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[0]) - expandPlaneDistance));\r\n }\r\n if (clipFront) {\r\n Vector3d.createCrossProductToPoints(this.points[6], this.points[5], this.points[4], scratchNormal);\r\n if (scratchNormal.normalizeInPlace())\r\n convexSet.addPlaneToConvexSet(ClipPlane.createNormalAndDistance(scratchNormal, scratchNormal.dotProduct(this.points[4]) - expandPlaneDistance));\r\n }\r\n return convexSet;\r\n }\r\n\r\n /** Get a (convex) polygon that represents the intersection of this frustum with a plane, or undefined if no intersection exists */\r\n public getIntersectionWithPlane(plane: Plane3dByOriginAndUnitNormal): Point3d[] | undefined {\r\n const clipPlane = ClipPlane.createPlane(plane);\r\n const loopPoints = clipPlane.intersectRange(this.toRange(), true);\r\n if (undefined === loopPoints)\r\n return undefined;\r\n\r\n const convexSet = this.getRangePlanes(false, false, 0);\r\n const workPoints = new GrowableXYZArray();\r\n const outPoints = new GrowableXYZArray();\r\n convexSet.polygonClip(loopPoints, outPoints, workPoints);\r\n\r\n return outPoints.length < 4 ? undefined : outPoints.getPoint3dArray();\r\n }\r\n}\r\n"]}
@@ -65,6 +65,19 @@ export declare namespace Gradient {
65
65
  /** Settings applicable to [[ThematicDisplay]]. */
66
66
  thematicSettings?: ThematicGradientSettingsProps;
67
67
  }
68
+ /** Arguments supplied to [[Gradient.Symb.produceImage]].
69
+ * @public
70
+ */
71
+ interface ProduceImageArgs {
72
+ /** The desired width of the image in pixels. Must be an integer greater than zero. */
73
+ width: number;
74
+ /** The desired height of the image in pixels. Must be an integer greater than zero. */
75
+ height: number;
76
+ /** If true and the gradient uses [[Gradient.Mode.Thematic]], the margin color specified by [[ThematicGradientSettings.marginColor]] will be included
77
+ * in the top and bottom rows of the image; otherwise only the gradient colors will be included in the image.
78
+ */
79
+ includeThematicMargin?: boolean;
80
+ }
68
81
  /** Multi-color area fill defined by a range of colors that vary by position.
69
82
  * Gradient fill can be applied to planar regions.
70
83
  * @see [[Gradient.SymbProps]]
@@ -113,12 +126,15 @@ export declare namespace Gradient {
113
126
  * @internal
114
127
  */
115
128
  getThematicImageForRenderer(maxDimension: number): ImageBuffer;
116
- /** Applies this gradient's settings to produce a bitmap image.
129
+ /** Produces a bitmap image from this gradient.
117
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  * @param width Width of the image
118
131
  * @param height Height of the image
119
- * @returns Bitmap image of the specified dimensions. For thematic gradients with a width > 1, pixels in each column will be identical.
132
+ * @note If this gradient uses [[Gradient.Mode.Thematic]], then the width of the image will be 1 and the margin color will be included in the top and bottom rows.
133
+ * @see [[produceImage]] for more customization.
120
134
  */
121
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  getImage(width: number, height: number): ImageBuffer;
136
+ /** Produces a bitmap image from this gradient. */
137
+ produceImage(args: ProduceImageArgs): ImageBuffer;
122
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  }
123
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  }
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  //# sourceMappingURL=Gradient.d.ts.map
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1
+ {"version":3,"file":"Gradient.d.ts","sourceRoot":"","sources":["../../src/Gradient.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,KAAK,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AACrD,OAAO,EAAE,WAAW,EAAqB,MAAM,SAAS,CAAC;AACzD,OAAO,EAAqD,wBAAwB,EAAE,6BAA6B,EAAE,MAAM,mBAAmB,CAAC;AAE/I;;;;GAIG;AACH,yBAAiB,QAAQ,CAAC;IACxB,4CAA4C;IAC5C,KAAY,KAAK;QACf,gBAAgB;QAChB,IAAI,IAAI;QACR,8CAA8C;QAC9C,MAAM,IAAI;QACV,2EAA2E;QAC3E,OAAO,IAAI;KACZ;IAED,+FAA+F;IAC/F,KAAY,IAAI;QACd,IAAI,IAAI;QACR,MAAM,IAAI;QACV,MAAM,IAAI;QACV,WAAW,IAAI;QACf,SAAS,IAAI;QACb,aAAa,IAAI;QACjB,4DAA4D;QAC5D,QAAQ,IAAI;KACb;IAED,mDAAmD;IACnD,UAAiB,aAAa;QAC5B,iEAAiE;QACjE,KAAK,EAAE,MAAM,CAAC;QACd,qCAAqC;QACrC,KAAK,EAAE,aAAa,CAAC;KACtB;IAED;;OAEG;IACH,MAAa,QAAQ;QACZ,KAAK,EAAE,MAAM,CAAC;QACd,KAAK,EAAE,QAAQ,CAAC;oBACJ,IAAI,EAAE,aAAa;KAIvC;IAED,wEAAwE;IACxE,SAAgB,cAAc,CAAC,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,QAAQ,GAAG,OAAO,CAEhE;IAED,+EAA+E;IAC/E,UAAiB,SAAS;QACxB,gGAAgG;QAChG,IAAI,EAAE,IAAI,CAAC;QACX,mGAAmG;QACnG,KAAK,CAAC,EAAE,KAAK,CAAC;QACd,gDAAgD;QAChD,KAAK,CAAC,EAAE,UAAU,CAAC;QACnB,iHAAiH;QACjH,IAAI,CAAC,EAAE,MAAM,CAAC;QACd,6DAA6D;QAC7D,KAAK,CAAC,EAAE,MAAM,CAAC;QACf,0FAA0F;QAC1F,IAAI,EAAE,aAAa,EAAE,CAAC;QACtB,kDAAkD;QAClD,gBAAgB,CAAC,EAAE,6BAA6B,CAAC;KAClD;IAED;;OAEG;IACH,UAAiB,gBAAgB;QAC/B,sFAAsF;QACtF,KAAK,EAAE,MAAM,CAAC;QACd,uFAAuF;QACvF,MAAM,EAAE,MAAM,CAAC;QACf;;WAEG;QACH,qBAAqB,CAAC,EAAE,OAAO,CAAC;KACjC;IAED;;;OAGG;IACH,MAAa,IAAI;QACR,IAAI,OAAa;QACjB,KAAK,EAAE,KAAK,CAAc;QAC1B,KAAK,CAAC,EAAE,KAAK,CAAC;QACd,IAAI,CAAC,EAAE,MAAM,CAAC;QACd,KAAK,EAAE,MAAM,CAAK;QAClB,gBAAgB,CAAC,EAAE,wBAAwB,CAAC;QAC5C,IAAI,EAAE,QAAQ,EAAE,CAAM;QAE7B,gDAAgD;eAClC,QAAQ,CAAC,IAAI,CAAC,EAAE,SAAS;QAevC,OAAO,CAAC,MAAM,CAAC,gBAAgB,CAO7B;QACF,OAAO,CAAC,MAAM,CAAC,gBAAgB,CAAwC;QAEvE,sCAAsC;eACxB,cAAc,CAAC,QAAQ,EAAE,wBAAwB;QAoBxD,MAAM,IAAI,SAAS;QAQnB,KAAK,IAAI,IAAI;QAIpB,2EAA2E;QACpE,MAAM,CAAC,KAAK,EAAE,IAAI,GAAG,OAAO;QAInC;;;;WAIG;eACW,WAAW,CAAC,GAAG,EAAE,QAAQ,CAAC,IAAI,EAAE,GAAG,EAAE,QAAQ,CAAC,IAAI,GAAG,MAAM;QAsDzE;;WAEG;QACI,OAAO,CAAC,KAAK,EAAE,IAAI,GAAG,MAAM;QAInC;;;WAGG;QACH,OAAO,CAAC,WAAW;QAInB,6FAA6F;QACtF,QAAQ,CAAC,KAAK,EAAE,MAAM;QAqC7B,IAAW,eAAe,IAAI,OAAO,CAOpC;QAED,kEAAkE;QAClE,IAAW,UAAU,IAAI,OAAO,CAA+C;QAE/E;;;;WAIG;QACI,2BAA2B,CAAC,YAAY,EAAE,MAAM,GAAG,WAAW;QAsDrE;;;;;WAKG;QACI,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW;QAO3D,kDAAkD;QAC3C,YAAY,CAAC,IAAI,EAAE,gBAAgB,GAAG,WAAW;KAqJzD;CACF"}
@@ -280,12 +280,21 @@ export var Gradient;
280
280
  assert(undefined !== imageBuffer);
281
281
  return imageBuffer;
282
282
  }
283
- /** Applies this gradient's settings to produce a bitmap image.
283
+ /** Produces a bitmap image from this gradient.
284
284
  * @param width Width of the image
285
285
  * @param height Height of the image
286
- * @returns Bitmap image of the specified dimensions. For thematic gradients with a width > 1, pixels in each column will be identical.
286
+ * @note If this gradient uses [[Gradient.Mode.Thematic]], then the width of the image will be 1 and the margin color will be included in the top and bottom rows.
287
+ * @see [[produceImage]] for more customization.
287
288
  */
288
289
  getImage(width, height) {
290
+ if (this.mode === Mode.Thematic)
291
+ width = 1;
292
+ return this.produceImage({ width, height, includeThematicMargin: true });
293
+ }
294
+ /** Produces a bitmap image from this gradient. */
295
+ produceImage(args) {
296
+ var _a;
297
+ const { width, height, includeThematicMargin } = { ...args };
289
298
  const thisAngle = (this.angle === undefined) ? 0 : this.angle.radians;
290
299
  const cosA = Math.cos(thisAngle);
291
300
  const sinA = Math.sin(thisAngle);
@@ -391,27 +400,29 @@ export var Gradient;
391
400
  break;
392
401
  }
393
402
  case Mode.Thematic: {
394
- let settings = this.thematicSettings;
395
- if (settings === undefined) {
396
- settings = ThematicGradientSettings.defaults;
397
- }
403
+ const settings = (_a = this.thematicSettings) !== null && _a !== void 0 ? _a : ThematicGradientSettings.defaults;
398
404
  for (let j = 0; j < height; j++) {
399
405
  let f = 1 - j / height;
400
406
  let color;
401
- f = (f - ThematicGradientSettings.margin) / (ThematicGradientSettings.contentRange);
402
- switch (settings.mode) {
403
- case ThematicGradientMode.SteppedWithDelimiter:
404
- case ThematicGradientMode.IsoLines:
405
- case ThematicGradientMode.Stepped: {
406
- if (settings.stepCount > 1) {
407
- const fStep = Math.floor(f * settings.stepCount - 0.00001) / (settings.stepCount - 1);
408
- color = this.mapColor(fStep);
407
+ if (includeThematicMargin && (f < ThematicGradientSettings.margin || f > ThematicGradientSettings.contentMax)) {
408
+ color = settings.marginColor;
409
+ }
410
+ else {
411
+ f = (f - ThematicGradientSettings.margin) / (ThematicGradientSettings.contentRange);
412
+ switch (settings.mode) {
413
+ case ThematicGradientMode.SteppedWithDelimiter:
414
+ case ThematicGradientMode.IsoLines:
415
+ case ThematicGradientMode.Stepped: {
416
+ if (settings.stepCount > 1) {
417
+ const fStep = Math.floor(f * settings.stepCount - 0.00001) / (settings.stepCount - 1);
418
+ color = this.mapColor(fStep);
419
+ }
420
+ break;
409
421
  }
410
- break;
422
+ case ThematicGradientMode.Smooth:
423
+ color = this.mapColor(f);
424
+ break;
411
425
  }
412
- case ThematicGradientMode.Smooth:
413
- color = this.mapColor(f);
414
- break;
415
426
  }
416
427
  for (let i = 0; i < width; i++) {
417
428
  image[currentIdx--] = color.getAlpha();
@@ -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 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 * @param width Width of the image\r\n * @param height Height of the image\r\n * @returns Bitmap image of the specified dimensions. For thematic gradients with a width > 1, pixels in each column will be identical.\r\n */\r\n public getImage(width: number, height: number): ImageBuffer {\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 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 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"]}
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 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 /** Arguments supplied to [[Gradient.Symb.produceImage]].\r\n * @public\r\n */\r\n export interface ProduceImageArgs {\r\n /** The desired width of the image in pixels. Must be an integer greater than zero. */\r\n width: number;\r\n /** The desired height of the image in pixels. Must be an integer greater than zero. */\r\n height: number;\r\n /** If true and the gradient uses [[Gradient.Mode.Thematic]], the margin color specified by [[ThematicGradientSettings.marginColor]] will be included\r\n * in the top and bottom rows of the image; otherwise only the gradient colors will be included in the image.\r\n */\r\n includeThematicMargin?: boolean;\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 /** Produces a bitmap image from this gradient.\r\n * @param width Width of the image\r\n * @param height Height of the image\r\n * @note If this gradient uses [[Gradient.Mode.Thematic]], then the width of the image will be 1 and the margin color will be included in the top and bottom rows.\r\n * @see [[produceImage]] for more customization.\r\n */\r\n public getImage(width: number, height: number): ImageBuffer {\r\n if (this.mode === Mode.Thematic)\r\n width = 1;\r\n\r\n return this.produceImage({ width, height, includeThematicMargin: true });\r\n }\r\n\r\n /** Produces a bitmap image from this gradient. */\r\n public produceImage(args: ProduceImageArgs): ImageBuffer {\r\n const { width, height, includeThematicMargin } = { ...args };\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 const settings = this.thematicSettings ?? ThematicGradientSettings.defaults;\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 (includeThematicMargin && (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\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"]}
@@ -202,6 +202,10 @@ export declare class EcefLocation implements EcefLocationProps {
202
202
  getTransform(): Transform;
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203
  /** Construct a new EcefLocation. Once constructed, it is frozen and cannot be modified. */
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  constructor(props: EcefLocationProps);
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+ /** Returns true if this EcefLocation is not located at the center of the Earth.
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+ * @alpha are locations very close to the center considered valid? What are the specific criteria?
207
+ */
208
+ get isValid(): boolean;
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  /** Construct ECEF Location from cartographic origin with optional known point and angle. */
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210
  static createFromCartographicOrigin(origin: Cartographic, point?: Point3d, angle?: Angle): EcefLocation;
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  /** Get the location center of the earth in the iModel coordinate system. */
@@ -1 +1 @@
1
- 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package/lib/esm/IModel.js CHANGED
@@ -39,6 +39,12 @@ export class EcefLocation {
39
39
  }
40
40
  /** Get the transform from iModel Spatial coordinates to ECEF from this EcefLocation */
41
41
  getTransform() { return this._transform; }
42
+ /** Returns true if this EcefLocation is not located at the center of the Earth.
43
+ * @alpha are locations very close to the center considered valid? What are the specific criteria?
44
+ */
45
+ get isValid() {
46
+ return !this.origin.isZero;
47
+ }
42
48
  /** Construct ECEF Location from cartographic origin with optional known point and angle. */
43
49
  static createFromCartographicOrigin(origin, point, angle) {
44
50
  const ecefOrigin = origin.toEcef();
@@ -279,7 +285,8 @@ export class IModel {
279
285
  this.rootSubject = props.rootSubject;
280
286
  this.projectExtents = Range3d.fromJSON(props.projectExtents);
281
287
  this.globalOrigin = Point3d.fromJSON(props.globalOrigin);
282
- this.ecefLocation = props.ecefLocation ? new EcefLocation(props.ecefLocation) : undefined;
288
+ const ecefLocation = props.ecefLocation ? new EcefLocation(props.ecefLocation) : undefined;
289
+ this.ecefLocation = (ecefLocation === null || ecefLocation === void 0 ? void 0 : ecefLocation.isValid) ? ecefLocation : undefined;
283
290
  this.geographicCoordinateSystem = props.geographicCoordinateSystem ? new GeographicCRS(props.geographicCoordinateSystem) : undefined;
284
291
  }
285
292
  /** Get the default subCategoryId for the supplied categoryId */