@itwin/core-common 3.6.0-dev.40 → 3.6.0-dev.44

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 (36) hide show
  1. package/CHANGELOG.md +6 -1
  2. package/lib/cjs/AuthorizationClient.d.ts +9 -3
  3. package/lib/cjs/AuthorizationClient.d.ts.map +1 -1
  4. package/lib/cjs/AuthorizationClient.js.map +1 -1
  5. package/lib/cjs/ElementProps.d.ts +5 -1
  6. package/lib/cjs/ElementProps.d.ts.map +1 -1
  7. package/lib/cjs/ElementProps.js.map +1 -1
  8. package/lib/cjs/ViewFlags.d.ts +2 -6
  9. package/lib/cjs/ViewFlags.d.ts.map +1 -1
  10. package/lib/cjs/ViewFlags.js.map +1 -1
  11. package/lib/cjs/geometry/BoundingSphere.d.ts +15 -2
  12. package/lib/cjs/geometry/BoundingSphere.d.ts.map +1 -1
  13. package/lib/cjs/geometry/BoundingSphere.js +18 -4
  14. package/lib/cjs/geometry/BoundingSphere.js.map +1 -1
  15. package/lib/cjs/geometry/FrustumPlanes.d.ts +59 -10
  16. package/lib/cjs/geometry/FrustumPlanes.d.ts.map +1 -1
  17. package/lib/cjs/geometry/FrustumPlanes.js +94 -33
  18. package/lib/cjs/geometry/FrustumPlanes.js.map +1 -1
  19. package/lib/esm/AuthorizationClient.d.ts +9 -3
  20. package/lib/esm/AuthorizationClient.d.ts.map +1 -1
  21. package/lib/esm/AuthorizationClient.js.map +1 -1
  22. package/lib/esm/ElementProps.d.ts +5 -1
  23. package/lib/esm/ElementProps.d.ts.map +1 -1
  24. package/lib/esm/ElementProps.js.map +1 -1
  25. package/lib/esm/ViewFlags.d.ts +2 -6
  26. package/lib/esm/ViewFlags.d.ts.map +1 -1
  27. package/lib/esm/ViewFlags.js.map +1 -1
  28. package/lib/esm/geometry/BoundingSphere.d.ts +15 -2
  29. package/lib/esm/geometry/BoundingSphere.d.ts.map +1 -1
  30. package/lib/esm/geometry/BoundingSphere.js +18 -4
  31. package/lib/esm/geometry/BoundingSphere.js.map +1 -1
  32. package/lib/esm/geometry/FrustumPlanes.d.ts +59 -10
  33. package/lib/esm/geometry/FrustumPlanes.d.ts.map +1 -1
  34. package/lib/esm/geometry/FrustumPlanes.js +94 -33
  35. package/lib/esm/geometry/FrustumPlanes.js.map +1 -1
  36. package/package.json +7 -7
@@ -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 DisplayStyles\r\n */\r\n\r\n// cspell:ignore ovrs\r\n\r\nimport { JsonUtils, Mutable, NonFunctionPropertiesOf } from \"@itwin/core-bentley\";\r\n\r\n/** Enumerates the available basic rendering modes, as part of a [DisplayStyle]($backend)'s [[ViewFlags]].\r\n * The rendering mode broadly affects various aspects of the display style - in particular, whether and how surfaces and their edges are drawn.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum RenderMode {\r\n /** Renders only the edges of surfaces, with exceptions for planar regions based on their [[FillFlags]].\r\n * Lighting (and by extension, shadows) is not applied.\r\n * [[HiddenLine.Settings]] are not applied - edges use the elements' width, style, and color.\r\n * [[ViewFlags.hiddenEdges]] is ignored - hidden edges are never displayed in wireframe mode.\r\n */\r\n Wireframe = 0,\r\n /** By default, renders surfaces without their edges.\r\n * Lighting and shadows can be applied using [[ViewFlags.lighting]] and [[ViewFlags.shadows]].\r\n * Edges can be enabled using [[ViewFlags.visibleEdges]] and [[ViewFlags.hiddenEdges]], and their appearance customized using [[HiddenLine.Settings]].\r\n * Surfaces can be drawn with transparency, based on [[ViewFlags.transparency]].\r\n */\r\n SmoothShade = 6,\r\n /** Renders surfaces and their edges. By default, edges are drawn in white; this can be overridden using [[HiddenLine.Settings]].\r\n * All surfaces are rendered opaque. If a surface's transparency is below that specified by [[HiddenLine.Settings.transparencyThreshold]], it is not rendered.\r\n * Materials and textures are not applied - surfaces are drawn in their actual colors.\r\n * [[ViewFlags.visibleEdges]] is ignored - visible edges are always drawn. Hidden edges can be enabled using [[ViewFlags.hiddenEdges]].\r\n * Lighting (and by extension, shadows) is not applied.\r\n */\r\n SolidFill = 4,\r\n /** Identical to [[RenderMode.SolidFill]], except:\r\n * - Surfaces are drawn using the [DisplayStyle]($backend)'s background color.\r\n * - Edges are drawn using their surface's colors; this can be overridden using [[HiddenLine.Settings]].\r\n */\r\n HiddenLine = 3,\r\n}\r\n\r\n/** JSON representation of [[ViewFlags]].\r\n * This is a persistence format with some unfortunate quirks that have been retained for backwards compatibility.\r\n * In particular, it supplies three separate flags intended to control lighting - [[noCameraLights]], [[noSourceLights]], and [[noSolarLight]] -\r\n * but there exists only a single [[ViewFlags.lighting]] flag. [[ViewFlags.lighting]] is set to true unless all three of the \"no lighting\" flags are true.\r\n * It also uses awkward negative ([[noConstruct]], [[noTransp]]) and/or abbreviated ([[clipVol]], [[visEdges]]) property names that differ from\r\n * those of the corresponding [[ViewFlags]] properties, making usage of this type in code error-prone.\r\n * Prefer to use [[ViewFlagsProperties]] unless you need to work directly with the persistence format.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ViewFlagProps {\r\n /** If true, don't display geometry of class [[GeometryClass.Construction]]. */\r\n noConstruct?: boolean;\r\n /** If true, don't display geometry of class [[GeometryClass.Dimension]]. */\r\n noDim?: boolean;\r\n /** If true, don't display geometry of class [[GeometryClass.Pattern]]. */\r\n noPattern?: boolean;\r\n /** If true, all lines are drawn with a width of 1 pixel. */\r\n noWeight?: boolean;\r\n /** If true, don't apply [[LinePixels]] styles. */\r\n noStyle?: boolean;\r\n /** If true, display transparency geometry as opaque. */\r\n noTransp?: boolean;\r\n /** If true, don't show filled planar regions, unless they use [[FillFlags.Always]]. */\r\n noFill?: boolean;\r\n /** If true, display a grid in the view. */\r\n grid?: boolean;\r\n /** If true, display graphics representing the [AuxCoordSystem]($backend). */\r\n acs?: boolean;\r\n /** If true, don't apply [[RenderTexture]]s to surfaces. */\r\n noTexture?: boolean;\r\n /** If true, don't apply [[RenderMaterial]]s to surfaces. */\r\n noMaterial?: boolean;\r\n /** See [[ViewFlagProps]] for how this affects [[ViewFlags.lighting]]. */\r\n noCameraLights?: boolean;\r\n /** See [[ViewFlagProps]] for how this affects [[ViewFlags.lighting]]. */\r\n noSourceLights?: boolean;\r\n /** See [[ViewFlagProps]] for how this affects [[ViewFlags.lighting]]. */\r\n noSolarLight?: boolean;\r\n /** If true, display the edges of surfaces. */\r\n visEdges?: boolean;\r\n /** If true, display the edges of surfaces, even if they are behind other geometry. */\r\n hidEdges?: boolean;\r\n /** If true, display shadows. */\r\n shadows?: boolean;\r\n /** If true, apply the view's clipping volume. Has no effect on other types of clips like [[ModelClipGroups]]. */\r\n clipVol?: boolean;\r\n /** If true, apply the view's [[DisplayStyleSettings.monochromeColor]] and [[DisplayStyleSettings.monochromeMode]] to produce a monochrome image. */\r\n monochrome?: boolean;\r\n /** The basic rendering mode, which affects the behavior of other flags. */\r\n renderMode?: RenderMode;\r\n /** Display a background map. */\r\n backgroundMap?: boolean;\r\n /** If true, apply [[AmbientOcclusion]]. */\r\n ambientOcclusion?: boolean;\r\n /** If true, apply [[ThematicDisplay]]. */\r\n thematicDisplay?: boolean;\r\n /** If true, overlay surfaces with wiremesh to reveal their triangulation.\r\n * @beta\r\n */\r\n wiremesh?: boolean;\r\n /** Controls whether surface discard is always applied regardless of other ViewFlags.\r\n * Surface shaders contain complicated logic to ensure that the edges of a surface always draw in front of the surface, and that planar surfaces sketched coincident with\r\n * non-planar surfaces always draw in front of those non-planar surfaces.\r\n * When this view flag is set to false (the default), then for 3d views if the render mode is wireframe (only edges are displayed) or smooth shader with visible edges turned off (only surfaces are displayed),\r\n * that logic does not execute, potentially improving performance for no degradation in visual quality. In some scenarios - such as wireframe views containing many planar regions with interior fill, or smooth views containing many coincident planar and non-planar surfaces - enabling this view flag improves display quality by forcing that logic to execute.\r\n */\r\n forceSurfaceDiscard?: boolean;\r\n /** Disables the \"white-on-white reversal\" employed by some CAD applications.\r\n * @see [[ViewFlags.whiteOnWhiteReversal]].\r\n */\r\n noWhiteOnWhiteReversal?: boolean;\r\n}\r\n\r\nfunction edgesRequired(renderMode: RenderMode, visibleEdges: boolean): boolean {\r\n return visibleEdges || RenderMode.SmoothShade !== renderMode;\r\n}\r\n\r\n/** Flags controlling how graphics appear within a view.\r\n * A [[ViewFlags]] object is immutable. There are several ways to produce a modified copy of a ViewFlags object:\r\n * ```ts\r\n * // Start with the default values for all properties.\r\n * let vf = ViewFlags.defaults;\r\n * // Change a single boolean property:\r\n * vf = vf.with(\"visibleEdges\", true);\r\n * // Change only the render mode:\r\n * vf = vf.withRenderMode(RenderMode.HiddenLine);\r\n * // Change multiple properties:\r\n * vf = vf.copy({ renderMode: RenderMode.SmoothShade, visibleEdges: true });\r\n * // Reset multiple properties to their default values:\r\n * vf = vf.copy({ renderMode: undefined, visibleEdges: undefined });\r\n *\r\n * ```\r\n * [[with]] and [[withRenderMode]] should be preferred if you only need to change a single property, as they will not create a new object unless\r\n * the new value differs from the current value.\r\n * [[copy]] and [[override]] should be preferred if you need to change multiple properties, as they will create no more than one new object, vs\r\n * each call to [[with]] or [[withRenderMode]] potentially creating a new object.\r\n * @see [[DisplayStyleSettings.viewFlags]] to define the view flags for a [DisplayStyle]($backend).\r\n * @public\r\n */\r\nexport class ViewFlags {\r\n /** The basic rendering mode applied to the view. This modulates the behavior of some of the other flags.\r\n * Default: [[RenderMode.Wireframe]].\r\n * @see [[RenderMode]] for details.\r\n */\r\n public readonly renderMode: RenderMode;\r\n /** Whether to display geometry of class [[GeometryClass.Dimension]]. Default: true. */\r\n public readonly dimensions: boolean;\r\n /** Whether to display geometry of class [[GeometryClass.Pattern]]. Default: true. */\r\n public readonly patterns: boolean;\r\n /** Whether to allow lines and edges to draw with width greater than one pixel. Default: true. */\r\n public readonly weights: boolean;\r\n /** Whether [[LinePixels]] are allowed to apply patterns to lines and edges. If false, they all draw as solid lines. Default: true. */\r\n public readonly styles: boolean;\r\n /** Whether element transparency is applied. If false, transparent geometry is drawn opaque. Default: true.\r\n * @see [[RenderMode]] for render mode-specific behavior.\r\n */\r\n public readonly transparency: boolean;\r\n /** In [[RenderMode.Wireframe]] only, whether to display the interiors of planar regions with [[FillFlags.ByView]]. Default: true. */\r\n public readonly fill: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to apply [[RenderTexture]]s to surfaces. Default: true. */\r\n public readonly textures: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to apply [[RenderMaterial]]s to surfaces. Default: true. */\r\n public readonly materials: boolean;\r\n /** Whether to display a graphical representation of the view's [AuxCoordSystem]($backend). Default: false. */\r\n public readonly acsTriad: boolean;\r\n /** Whether to display a grid. Default: false. */\r\n public readonly grid: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to display the edges of surfaces. Default: false.\r\n * @see [[HiddenLine.Settings]] to customize the appearance of the edges.\r\n */\r\n public readonly visibleEdges: boolean;\r\n /** In any mode except [[RenderMode.Wireframe]], whether to display the edges of surfaces occluded by other geometry.\r\n * This has no effect unless [[visibleEdges]] is also true.\r\n * Default: false.\r\n * @see [[HiddenLine.Settings]] to customize the appearance of the edges.\r\n */\r\n public readonly hiddenEdges: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to display solar shadows. This has no effect unless [[lighting]] is also true. Default: false.\r\n * @note Rendering shadows can reduce framerate, particularly on less capable graphics hardware or in complex scenes.\r\n */\r\n public readonly shadows: boolean;\r\n /** Whether to apply the view's clip volume to the geometry in the scene.\r\n * Default: true, except when using [[fromJSON]].\r\n * @see [[ViewDetails.clipVector]] to define the view's clip volume.\r\n */\r\n public readonly clipVolume: boolean;\r\n /** Whether to display geometry of class [[GeometryClass.Construction]].\r\n * Default: false, except when using [[fromJSON]].\r\n */\r\n public readonly constructions: boolean;\r\n /** Whether to produce a monochrome image. Default: false.\r\n * @see [DisplayStyleSettings.monochromeColor]($common) to define the monochrome color.\r\n * @see [DisplayStyleSettings.monochromeMode]($common) to define how the monochrome image is produced.\r\n */\r\n public readonly monochrome: boolean;\r\n /** Whether to display background map imagery. Default: false.\r\n * @see [[DisplayStyleSettings.backgroundMap]] to customize the map settings.\r\n */\r\n public readonly backgroundMap: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to apply [[AmbientOcclusion]]. Default: false. */\r\n public readonly ambientOcclusion: boolean;\r\n /** Whether to apply [[ThematicDisplay]]. Default: false. */\r\n public readonly thematicDisplay: boolean;\r\n /** If true, overlay surfaces with wiremesh to reveal their triangulation.\r\n * @beta\r\n */\r\n public readonly wiremesh: boolean;\r\n /** Controls whether surface discard is always applied regardless of other ViewFlags.\r\n * Surface shaders contain complicated logic to ensure that the edges of a surface always draw in front of the surface, and that planar surfaces sketched coincident with\r\n * non-planar surfaces always draw in front of those non-planar surfaces.\r\n * When this view flag is set to false (the default), then for 3d views if the render mode is wireframe (only edges are displayed) or smooth shader with visible edges turned off (only surfaces are displayed),\r\n * that logic does not execute, potentially improving performance for no degradation in visual quality. In some scenarios - such as wireframe views containing many planar regions with interior fill, or smooth views containing many coincident planar and non-planar surfaces - enabling this view flag improves display quality by forcing that logic to execute.\r\n */\r\n public readonly forceSurfaceDiscard: boolean;\r\n /** Whether to apply white-on-white reversal.\r\n * Some CAD applications use this to cause white geometry to be drawn as black if the view's background color is white.\r\n * When enabled, the [[DisplayStyleSettings]]' [[WhiteOnWhiteReversalSettings]] control how white-on-white reversal is applied.\r\n * Default: true.\r\n */\r\n public readonly whiteOnWhiteReversal: boolean;\r\n\r\n /** In [[RenderMode.SmoothShade]], whether to apply lighting to surfaces.\r\n * Default: false, except when using [[fromJSON]].\r\n * @see [[DisplayStyleSettings.lights]] to customize the light settings.\r\n */\r\n public readonly lighting: boolean;\r\n\r\n /** Create a new ViewFlags.\r\n * @param flags The properties to initialize. Any properties not specified are initialized to their default values.\r\n */\r\n public constructor(flags?: Partial<ViewFlagsProperties>) {\r\n this.renderMode = flags?.renderMode ?? RenderMode.Wireframe;\r\n this.dimensions = flags?.dimensions ?? true;\r\n this.patterns = flags?.patterns ?? true;\r\n this.weights = flags?.weights ?? true;\r\n this.styles = flags?.styles ?? true;\r\n this.transparency = flags?.transparency ?? true;\r\n this.fill = flags?.fill ?? true;\r\n this.textures = flags?.textures ?? true;\r\n this.materials = flags?.materials ?? true;\r\n this.acsTriad = flags?.acsTriad ?? false;\r\n this.grid = flags?.grid ?? false;\r\n this.visibleEdges = flags?.visibleEdges ?? false;\r\n this.hiddenEdges = flags?.hiddenEdges ?? false;\r\n this.shadows = flags?.shadows ?? false;\r\n this.clipVolume = flags?.clipVolume ?? true;\r\n this.constructions = flags?.constructions ?? false;\r\n this.monochrome = flags?.monochrome ?? false;\r\n this.backgroundMap = flags?.backgroundMap ?? false;\r\n this.ambientOcclusion = flags?.ambientOcclusion ?? false;\r\n this.thematicDisplay = flags?.thematicDisplay ?? false;\r\n this.wiremesh = flags?.wiremesh ?? false;\r\n this.forceSurfaceDiscard = flags?.forceSurfaceDiscard ?? false;\r\n this.whiteOnWhiteReversal = flags?.whiteOnWhiteReversal ?? true;\r\n this.lighting = flags?.lighting ?? false;\r\n }\r\n\r\n /** Produce a copy of these ViewFlags with some modified properties. Any properties not explicitly specified by `changedFlags` will retain their current values.\r\n * @param changedFlags Properties to modify.\r\n * @returns A copy of these ViewFlags modified according to the supplied properties.\r\n * @note Any explicitly `undefined` property of `changedFlags` will be set to its default value in the returned ViewFlags.\r\n * @see [[override]] to have `undefined` properties retain their current values.\r\n */\r\n public copy(changedFlags: Partial<ViewFlagsProperties>): ViewFlags {\r\n return JsonUtils.isNonEmptyObject(changedFlags) ? new ViewFlags({ ...this, ...changedFlags }) : this;\r\n }\r\n\r\n /** Produce a copy of these ViewFlags, overriding some of its properties. Any properties not explicitly specified by `overrides` will retain their current values,\r\n * as will any property explicitly set to `undefined`.\r\n * @param overrides The properties to override.\r\n * @see [[copy]] to have `undefined` properties reset to their default values.\r\n */\r\n public override(overrides: Partial<ViewFlagsProperties>): ViewFlags {\r\n // This method can get called very frequently when a RenderTimeline script is applied to the view. Often `overrides` will be an empty object.\r\n // To optimize:\r\n // - Bail as quickly as possible if nothing is actually overridden, without allocating a new ViewFlags.\r\n // - Only make a copy of the input if at least one property is explicitly `undefined`.\r\n let copied = false;\r\n let anyOverridden = false;\r\n\r\n for (const propName of Object.keys(overrides)) {\r\n const key = propName as keyof Partial<ViewFlagsProperties>;\r\n const overrideValue = overrides[key];\r\n if (undefined === overrideValue) {\r\n if (!copied) {\r\n // Don't modify input...\r\n overrides = { ...overrides };\r\n copied = true;\r\n }\r\n\r\n // `undefined` means \"retain existing value\".\r\n delete overrides[key];\r\n } else if (overrideValue !== this[key]) {\r\n anyOverridden = true;\r\n }\r\n }\r\n\r\n return anyOverridden ? this.copy(overrides) : this;\r\n }\r\n\r\n /** Produce a copy of these ViewFlags with a single boolean property changed.\r\n * @param flag The name of the property.\r\n * @param value The value to change the property to.\r\n * @returns A new ViewFlags with the property changed as specified, or `this` if the property already has the specified value.\r\n * @see [[withRenderMode]] to change the [[renderMode]] property.\r\n * @see [[copy]] and [[override]] to change multiple properties.\r\n */\r\n public with(flag: keyof Omit<ViewFlagsProperties, \"renderMode\">, value: boolean): ViewFlags {\r\n if (this[flag] === value)\r\n return this;\r\n\r\n const props: ViewFlagsProperties = { ...this };\r\n props[flag] = value;\r\n return new ViewFlags(props);\r\n }\r\n\r\n /** Produce a copy of these ViewFlags with a different [[renderMode]].\r\n * @param renderMode The new render mode.\r\n * @returns A new ViewFlags with the render mode changed as specified, or `this` if the render mode is already set to the requested value.\r\n * @see [[copy]] and [[override]] to change multiple properties.\r\n */\r\n public withRenderMode(renderMode: RenderMode): ViewFlags {\r\n return renderMode === this.renderMode ? this : this.copy({ renderMode });\r\n }\r\n\r\n /** Adjust view flags for renderer.\r\n * @internal\r\n */\r\n public normalize(): ViewFlags {\r\n switch (this.renderMode) {\r\n case RenderMode.Wireframe:\r\n if (this.visibleEdges || this.hiddenEdges)\r\n return this.copy({ visibleEdges: false, hiddenEdges: false });\r\n break;\r\n case RenderMode.SmoothShade:\r\n if (!this.visibleEdges)\r\n return this.copy({ hiddenEdges: false });\r\n break;\r\n case RenderMode.HiddenLine:\r\n case RenderMode.SolidFill:\r\n if (!this.visibleEdges || this.transparency)\r\n return this.copy({ visibleEdges: true, transparency: false });\r\n break;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public hiddenEdgesVisible(): boolean {\r\n switch (this.renderMode) {\r\n case RenderMode.SolidFill:\r\n case RenderMode.HiddenLine:\r\n return this.hiddenEdges;\r\n case RenderMode.SmoothShade:\r\n return this.visibleEdges && this.hiddenEdges;\r\n }\r\n return true;\r\n }\r\n\r\n /** Returns true if the edges of surfaces should be displayed, based on [[RenderMode]] and the [[visibleEdges]] flag. */\r\n public edgesRequired(): boolean {\r\n return edgesRequired(this.renderMode, this.visibleEdges);\r\n }\r\n\r\n /** Convert to JSON representation. */\r\n public toJSON(): ViewFlagProps {\r\n const out: ViewFlagProps = {};\r\n if (!this.constructions)\r\n out.noConstruct = true;\r\n if (!this.dimensions)\r\n out.noDim = true;\r\n if (!this.patterns)\r\n out.noPattern = true;\r\n if (!this.weights)\r\n out.noWeight = true;\r\n if (!this.styles)\r\n out.noStyle = true;\r\n if (!this.transparency)\r\n out.noTransp = true;\r\n if (!this.fill)\r\n out.noFill = true;\r\n if (this.grid)\r\n out.grid = true;\r\n if (this.acsTriad)\r\n out.acs = true;\r\n if (!this.textures)\r\n out.noTexture = true;\r\n if (!this.materials)\r\n out.noMaterial = true;\r\n if (!this.lighting)\r\n out.noCameraLights = out.noSourceLights = out.noSolarLight = true;\r\n if (this.visibleEdges)\r\n out.visEdges = true;\r\n if (this.hiddenEdges)\r\n out.hidEdges = true;\r\n if (this.shadows)\r\n out.shadows = true;\r\n if (this.clipVolume)\r\n out.clipVol = true;\r\n if (this.monochrome)\r\n out.monochrome = true;\r\n if (this.backgroundMap)\r\n out.backgroundMap = true;\r\n if (this.ambientOcclusion)\r\n out.ambientOcclusion = true;\r\n if (this.thematicDisplay)\r\n out.thematicDisplay = true;\r\n if (this.wiremesh)\r\n out.wiremesh = true;\r\n if (this.forceSurfaceDiscard)\r\n out.forceSurfaceDiscard = true;\r\n if (!this.whiteOnWhiteReversal)\r\n out.noWhiteOnWhiteReversal = true;\r\n\r\n out.renderMode = this.renderMode;\r\n return out;\r\n }\r\n\r\n /** Like [[toJSON]], but no properties are omitted.\r\n * @internal\r\n */\r\n public toFullyDefinedJSON(): Required<ViewFlagProps> {\r\n return {\r\n renderMode: this.renderMode,\r\n noConstruct: !this.constructions,\r\n noDim: !this.dimensions,\r\n noPattern: !this.patterns,\r\n noWeight: !this.weights,\r\n noStyle: !this.styles,\r\n noTransp: !this.transparency,\r\n noFill: !this.fill,\r\n grid: this.grid,\r\n acs: this.acsTriad,\r\n noTexture: !this.textures,\r\n noMaterial: !this.materials,\r\n noCameraLights: !this.lighting,\r\n noSourceLights: !this.lighting,\r\n noSolarLight: !this.lighting,\r\n visEdges: this.visibleEdges,\r\n hidEdges: this.hiddenEdges,\r\n shadows: this.shadows,\r\n clipVol: this.clipVolume,\r\n monochrome: this.monochrome,\r\n backgroundMap: this.backgroundMap,\r\n ambientOcclusion: this.ambientOcclusion,\r\n thematicDisplay: this.thematicDisplay,\r\n wiremesh: this.wiremesh,\r\n forceSurfaceDiscard: this.forceSurfaceDiscard,\r\n noWhiteOnWhiteReversal: !this.whiteOnWhiteReversal,\r\n };\r\n }\r\n\r\n /** A ViewFlags object with all properties initialized to their default values. */\r\n public static readonly defaults = new ViewFlags();\r\n\r\n /** Create a ViewFlags.\r\n * @param flags The properties to initialize. Any properties not specified are initialized to their default values.\r\n */\r\n public static create(flags?: Partial<ViewFlagsProperties>): ViewFlags {\r\n return flags && !JsonUtils.isEmptyObject(flags) ? new ViewFlags(flags) : this.defaults;\r\n }\r\n\r\n /** Create a ViewFlags from its JSON representation.\r\n * @note As described in [[ViewFlagProps]], the JSON representation is awkward and error-prone. Prefer to use [[create]] unless you\r\n * need to deal with the persistence format directly.\r\n * @note The default values differ slightly from those used by the constructor and [[create]]:\r\n * - [[clipVolume]] defaults to false.\r\n * - [[constructions]] defaults to true.\r\n * - [[lighting]] defaults to true unless all of [[ViewFlagProps.noSolarLight]], [[ViewFlagProps.noCameraLights]], and [[ViewFlagProps.noSourceLights]] are true.\r\n */\r\n public static fromJSON(json?: ViewFlagProps): ViewFlags {\r\n if (!json)\r\n return this.defaults;\r\n\r\n let renderMode: RenderMode;\r\n const renderModeValue = JsonUtils.asInt(json.renderMode);\r\n if (renderModeValue < RenderMode.HiddenLine)\r\n renderMode = RenderMode.Wireframe;\r\n else if (renderModeValue > RenderMode.SolidFill)\r\n renderMode = RenderMode.SmoothShade;\r\n else\r\n renderMode = renderModeValue;\r\n\r\n const lighting = !JsonUtils.asBool(json.noCameraLights) || !JsonUtils.asBool(json.noSourceLights) || !JsonUtils.asBool(json.noSolarLight);\r\n return new ViewFlags({\r\n renderMode,\r\n lighting,\r\n constructions: !JsonUtils.asBool(json.noConstruct),\r\n dimensions: !JsonUtils.asBool(json.noDim),\r\n patterns: !JsonUtils.asBool(json.noPattern),\r\n weights: !JsonUtils.asBool(json.noWeight),\r\n styles: !JsonUtils.asBool(json.noStyle),\r\n transparency: !JsonUtils.asBool(json.noTransp),\r\n fill: !JsonUtils.asBool(json.noFill),\r\n grid: JsonUtils.asBool(json.grid),\r\n acsTriad: JsonUtils.asBool(json.acs),\r\n textures: !JsonUtils.asBool(json.noTexture),\r\n materials: !JsonUtils.asBool(json.noMaterial),\r\n visibleEdges: JsonUtils.asBool(json.visEdges),\r\n hiddenEdges: JsonUtils.asBool(json.hidEdges),\r\n shadows: JsonUtils.asBool(json.shadows),\r\n clipVolume: JsonUtils.asBool(json.clipVol),\r\n monochrome: JsonUtils.asBool(json.monochrome),\r\n backgroundMap: JsonUtils.asBool(json.backgroundMap),\r\n ambientOcclusion: JsonUtils.asBool(json.ambientOcclusion),\r\n thematicDisplay: JsonUtils.asBool(json.thematicDisplay),\r\n wiremesh: JsonUtils.asBool(json.wiremesh),\r\n forceSurfaceDiscard: JsonUtils.asBool(json.forceSurfaceDiscard),\r\n whiteOnWhiteReversal: !JsonUtils.asBool(json.noWhiteOnWhiteReversal),\r\n });\r\n }\r\n\r\n /** Returns true if `this` and `other` are equivalent. */\r\n public equals(other: Readonly<ViewFlagsProperties>): boolean {\r\n if (this === other)\r\n return true;\r\n\r\n return this.renderMode === other.renderMode\r\n && this.dimensions === other.dimensions\r\n && this.patterns === other.patterns\r\n && this.weights === other.weights\r\n && this.styles === other.styles\r\n && this.transparency === other.transparency\r\n && this.fill === other.fill\r\n && this.textures === other.textures\r\n && this.materials === other.materials\r\n && this.acsTriad === other.acsTriad\r\n && this.grid === other.grid\r\n && this.visibleEdges === other.visibleEdges\r\n && this.hiddenEdges === other.hiddenEdges\r\n && this.lighting === other.lighting\r\n && this.shadows === other.shadows\r\n && this.clipVolume === other.clipVolume\r\n && this.constructions === other.constructions\r\n && this.monochrome === other.monochrome\r\n && this.backgroundMap === other.backgroundMap\r\n && this.ambientOcclusion === other.ambientOcclusion\r\n && this.thematicDisplay === other.thematicDisplay\r\n && this.wiremesh === other.wiremesh\r\n && this.forceSurfaceDiscard === other.forceSurfaceDiscard\r\n && this.whiteOnWhiteReversal === other.whiteOnWhiteReversal;\r\n }\r\n}\r\n\r\n/** A type containing all of the properties of [[ViewFlags]] with none of the methods and with the `readonly` modifiers removed.\r\n * @see [[ViewFlags.create]], [[ViewFlags.copy]], and [[ViewFlags.override]] for methods accepting an object of this type.\r\n * @public\r\n * @extensions\r\n */\r\nexport type ViewFlagsProperties = Mutable<NonFunctionPropertiesOf<ViewFlags>>;\r\n\r\n/** A type that describes how to override selected properties of a [[ViewFlags]].\r\n * @see [[ViewFlags.override]] to apply the overrides to a ViewFlags object.\r\n * @public\r\n * @extensions\r\n */\r\nexport type ViewFlagOverrides = Partial<ViewFlagsProperties>;\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 DisplayStyles\r\n */\r\n\r\n// cspell:ignore ovrs\r\n\r\nimport { JsonUtils, Mutable, NonFunctionPropertiesOf } from \"@itwin/core-bentley\";\r\n\r\n/** Enumerates the available basic rendering modes, as part of a [DisplayStyle]($backend)'s [[ViewFlags]].\r\n * The rendering mode broadly affects various aspects of the display style - in particular, whether and how surfaces and their edges are drawn.\r\n * @public\r\n * @extensions\r\n */\r\nexport enum RenderMode {\r\n /** Renders only the edges of surfaces, with exceptions for planar regions based on their [[FillFlags]].\r\n * Lighting (and by extension, shadows) is not applied.\r\n * [[HiddenLine.Settings]] are not applied - edges use the elements' width, style, and color.\r\n * [[ViewFlags.hiddenEdges]] is ignored - hidden edges are never displayed in wireframe mode.\r\n */\r\n Wireframe = 0,\r\n /** By default, renders surfaces without their edges.\r\n * Lighting and shadows can be applied using [[ViewFlags.lighting]] and [[ViewFlags.shadows]].\r\n * Edges can be enabled using [[ViewFlags.visibleEdges]] and [[ViewFlags.hiddenEdges]], and their appearance customized using [[HiddenLine.Settings]].\r\n * Surfaces can be drawn with transparency, based on [[ViewFlags.transparency]].\r\n */\r\n SmoothShade = 6,\r\n /** Renders surfaces and their edges. By default, edges are drawn in white; this can be overridden using [[HiddenLine.Settings]].\r\n * All surfaces are rendered opaque. If a surface's transparency is below that specified by [[HiddenLine.Settings.transparencyThreshold]], it is not rendered.\r\n * Materials and textures are not applied - surfaces are drawn in their actual colors.\r\n * [[ViewFlags.visibleEdges]] is ignored - visible edges are always drawn. Hidden edges can be enabled using [[ViewFlags.hiddenEdges]].\r\n * Lighting (and by extension, shadows) is not applied.\r\n */\r\n SolidFill = 4,\r\n /** Identical to [[RenderMode.SolidFill]], except:\r\n * - Surfaces are drawn using the [DisplayStyle]($backend)'s background color.\r\n * - Edges are drawn using their surface's colors; this can be overridden using [[HiddenLine.Settings]].\r\n */\r\n HiddenLine = 3,\r\n}\r\n\r\n/** JSON representation of [[ViewFlags]].\r\n * This is a persistence format with some unfortunate quirks that have been retained for backwards compatibility.\r\n * In particular, it supplies three separate flags intended to control lighting - [[noCameraLights]], [[noSourceLights]], and [[noSolarLight]] -\r\n * but there exists only a single [[ViewFlags.lighting]] flag. [[ViewFlags.lighting]] is set to true unless all three of the \"no lighting\" flags are true.\r\n * It also uses awkward negative ([[noConstruct]], [[noTransp]]) and/or abbreviated ([[clipVol]], [[visEdges]]) property names that differ from\r\n * those of the corresponding [[ViewFlags]] properties, making usage of this type in code error-prone.\r\n * Prefer to use [[ViewFlagsProperties]] unless you need to work directly with the persistence format.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface ViewFlagProps {\r\n /** If true, don't display geometry of class [[GeometryClass.Construction]]. */\r\n noConstruct?: boolean;\r\n /** If true, don't display geometry of class [[GeometryClass.Dimension]]. */\r\n noDim?: boolean;\r\n /** If true, don't display geometry of class [[GeometryClass.Pattern]]. */\r\n noPattern?: boolean;\r\n /** If true, all lines are drawn with a width of 1 pixel. */\r\n noWeight?: boolean;\r\n /** If true, don't apply [[LinePixels]] styles. */\r\n noStyle?: boolean;\r\n /** If true, display transparency geometry as opaque. */\r\n noTransp?: boolean;\r\n /** If true, don't show filled planar regions, unless they use [[FillFlags.Always]]. */\r\n noFill?: boolean;\r\n /** If true, display a grid in the view. */\r\n grid?: boolean;\r\n /** If true, display graphics representing the [AuxCoordSystem]($backend). */\r\n acs?: boolean;\r\n /** If true, don't apply [[RenderTexture]]s to surfaces. */\r\n noTexture?: boolean;\r\n /** If true, don't apply [[RenderMaterial]]s to surfaces. */\r\n noMaterial?: boolean;\r\n /** See [[ViewFlagProps]] for how this affects [[ViewFlags.lighting]]. */\r\n noCameraLights?: boolean;\r\n /** See [[ViewFlagProps]] for how this affects [[ViewFlags.lighting]]. */\r\n noSourceLights?: boolean;\r\n /** See [[ViewFlagProps]] for how this affects [[ViewFlags.lighting]]. */\r\n noSolarLight?: boolean;\r\n /** If true, display the edges of surfaces. */\r\n visEdges?: boolean;\r\n /** If true, display the edges of surfaces, even if they are behind other geometry. */\r\n hidEdges?: boolean;\r\n /** If true, display shadows. */\r\n shadows?: boolean;\r\n /** If true, apply the view's clipping volume. Has no effect on other types of clips like [[ModelClipGroups]]. */\r\n clipVol?: boolean;\r\n /** If true, apply the view's [[DisplayStyleSettings.monochromeColor]] and [[DisplayStyleSettings.monochromeMode]] to produce a monochrome image. */\r\n monochrome?: boolean;\r\n /** The basic rendering mode, which affects the behavior of other flags. */\r\n renderMode?: RenderMode;\r\n /** Display a background map. */\r\n backgroundMap?: boolean;\r\n /** If true, apply [[AmbientOcclusion]]. */\r\n ambientOcclusion?: boolean;\r\n /** If true, apply [[ThematicDisplay]]. */\r\n thematicDisplay?: boolean;\r\n /** If true, overlay surfaces with wiremesh to reveal their triangulation. */\r\n wiremesh?: boolean;\r\n /** Controls whether surface discard is always applied regardless of other ViewFlags.\r\n * Surface shaders contain complicated logic to ensure that the edges of a surface always draw in front of the surface, and that planar surfaces sketched coincident with\r\n * non-planar surfaces always draw in front of those non-planar surfaces.\r\n * When this view flag is set to false (the default), then for 3d views if the render mode is wireframe (only edges are displayed) or smooth shader with visible edges turned off (only surfaces are displayed),\r\n * that logic does not execute, potentially improving performance for no degradation in visual quality. In some scenarios - such as wireframe views containing many planar regions with interior fill, or smooth views containing many coincident planar and non-planar surfaces - enabling this view flag improves display quality by forcing that logic to execute.\r\n */\r\n forceSurfaceDiscard?: boolean;\r\n /** Disables the \"white-on-white reversal\" employed by some CAD applications.\r\n * @see [[ViewFlags.whiteOnWhiteReversal]].\r\n */\r\n noWhiteOnWhiteReversal?: boolean;\r\n}\r\n\r\nfunction edgesRequired(renderMode: RenderMode, visibleEdges: boolean): boolean {\r\n return visibleEdges || RenderMode.SmoothShade !== renderMode;\r\n}\r\n\r\n/** Flags controlling how graphics appear within a view.\r\n * A [[ViewFlags]] object is immutable. There are several ways to produce a modified copy of a ViewFlags object:\r\n * ```ts\r\n * // Start with the default values for all properties.\r\n * let vf = ViewFlags.defaults;\r\n * // Change a single boolean property:\r\n * vf = vf.with(\"visibleEdges\", true);\r\n * // Change only the render mode:\r\n * vf = vf.withRenderMode(RenderMode.HiddenLine);\r\n * // Change multiple properties:\r\n * vf = vf.copy({ renderMode: RenderMode.SmoothShade, visibleEdges: true });\r\n * // Reset multiple properties to their default values:\r\n * vf = vf.copy({ renderMode: undefined, visibleEdges: undefined });\r\n *\r\n * ```\r\n * [[with]] and [[withRenderMode]] should be preferred if you only need to change a single property, as they will not create a new object unless\r\n * the new value differs from the current value.\r\n * [[copy]] and [[override]] should be preferred if you need to change multiple properties, as they will create no more than one new object, vs\r\n * each call to [[with]] or [[withRenderMode]] potentially creating a new object.\r\n * @see [[DisplayStyleSettings.viewFlags]] to define the view flags for a [DisplayStyle]($backend).\r\n * @public\r\n */\r\nexport class ViewFlags {\r\n /** The basic rendering mode applied to the view. This modulates the behavior of some of the other flags.\r\n * Default: [[RenderMode.Wireframe]].\r\n * @see [[RenderMode]] for details.\r\n */\r\n public readonly renderMode: RenderMode;\r\n /** Whether to display geometry of class [[GeometryClass.Dimension]]. Default: true. */\r\n public readonly dimensions: boolean;\r\n /** Whether to display geometry of class [[GeometryClass.Pattern]]. Default: true. */\r\n public readonly patterns: boolean;\r\n /** Whether to allow lines and edges to draw with width greater than one pixel. Default: true. */\r\n public readonly weights: boolean;\r\n /** Whether [[LinePixels]] are allowed to apply patterns to lines and edges. If false, they all draw as solid lines. Default: true. */\r\n public readonly styles: boolean;\r\n /** Whether element transparency is applied. If false, transparent geometry is drawn opaque. Default: true.\r\n * @see [[RenderMode]] for render mode-specific behavior.\r\n */\r\n public readonly transparency: boolean;\r\n /** In [[RenderMode.Wireframe]] only, whether to display the interiors of planar regions with [[FillFlags.ByView]]. Default: true. */\r\n public readonly fill: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to apply [[RenderTexture]]s to surfaces. Default: true. */\r\n public readonly textures: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to apply [[RenderMaterial]]s to surfaces. Default: true. */\r\n public readonly materials: boolean;\r\n /** Whether to display a graphical representation of the view's [AuxCoordSystem]($backend). Default: false. */\r\n public readonly acsTriad: boolean;\r\n /** Whether to display a grid. Default: false. */\r\n public readonly grid: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to display the edges of surfaces. Default: false.\r\n * @see [[HiddenLine.Settings]] to customize the appearance of the edges.\r\n */\r\n public readonly visibleEdges: boolean;\r\n /** In any mode except [[RenderMode.Wireframe]], whether to display the edges of surfaces occluded by other geometry.\r\n * This has no effect unless [[visibleEdges]] is also true.\r\n * Default: false.\r\n * @see [[HiddenLine.Settings]] to customize the appearance of the edges.\r\n */\r\n public readonly hiddenEdges: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to display solar shadows. This has no effect unless [[lighting]] is also true. Default: false.\r\n * @note Rendering shadows can reduce framerate, particularly on less capable graphics hardware or in complex scenes.\r\n */\r\n public readonly shadows: boolean;\r\n /** Whether to apply the view's clip volume to the geometry in the scene.\r\n * Default: true, except when using [[fromJSON]].\r\n * @see [[ViewDetails.clipVector]] to define the view's clip volume.\r\n */\r\n public readonly clipVolume: boolean;\r\n /** Whether to display geometry of class [[GeometryClass.Construction]].\r\n * Default: false, except when using [[fromJSON]].\r\n */\r\n public readonly constructions: boolean;\r\n /** Whether to produce a monochrome image. Default: false.\r\n * @see [DisplayStyleSettings.monochromeColor]($common) to define the monochrome color.\r\n * @see [DisplayStyleSettings.monochromeMode]($common) to define how the monochrome image is produced.\r\n */\r\n public readonly monochrome: boolean;\r\n /** Whether to display background map imagery. Default: false.\r\n * @see [[DisplayStyleSettings.backgroundMap]] to customize the map settings.\r\n */\r\n public readonly backgroundMap: boolean;\r\n /** In [[RenderMode.SmoothShade]], whether to apply [[AmbientOcclusion]]. Default: false. */\r\n public readonly ambientOcclusion: boolean;\r\n /** Whether to apply [[ThematicDisplay]]. Default: false. */\r\n public readonly thematicDisplay: boolean;\r\n /** If true, overlay surfaces with wiremesh to reveal their triangulation. */\r\n public readonly wiremesh: boolean;\r\n /** Controls whether surface discard is always applied regardless of other ViewFlags.\r\n * Surface shaders contain complicated logic to ensure that the edges of a surface always draw in front of the surface, and that planar surfaces sketched coincident with\r\n * non-planar surfaces always draw in front of those non-planar surfaces.\r\n * When this view flag is set to false (the default), then for 3d views if the render mode is wireframe (only edges are displayed) or smooth shader with visible edges turned off (only surfaces are displayed),\r\n * that logic does not execute, potentially improving performance for no degradation in visual quality. In some scenarios - such as wireframe views containing many planar regions with interior fill, or smooth views containing many coincident planar and non-planar surfaces - enabling this view flag improves display quality by forcing that logic to execute.\r\n */\r\n public readonly forceSurfaceDiscard: boolean;\r\n /** Whether to apply white-on-white reversal.\r\n * Some CAD applications use this to cause white geometry to be drawn as black if the view's background color is white.\r\n * When enabled, the [[DisplayStyleSettings]]' [[WhiteOnWhiteReversalSettings]] control how white-on-white reversal is applied.\r\n * Default: true.\r\n */\r\n public readonly whiteOnWhiteReversal: boolean;\r\n\r\n /** In [[RenderMode.SmoothShade]], whether to apply lighting to surfaces.\r\n * Default: false, except when using [[fromJSON]].\r\n * @see [[DisplayStyleSettings.lights]] to customize the light settings.\r\n */\r\n public readonly lighting: boolean;\r\n\r\n /** Create a new ViewFlags.\r\n * @param flags The properties to initialize. Any properties not specified are initialized to their default values.\r\n */\r\n public constructor(flags?: Partial<ViewFlagsProperties>) {\r\n this.renderMode = flags?.renderMode ?? RenderMode.Wireframe;\r\n this.dimensions = flags?.dimensions ?? true;\r\n this.patterns = flags?.patterns ?? true;\r\n this.weights = flags?.weights ?? true;\r\n this.styles = flags?.styles ?? true;\r\n this.transparency = flags?.transparency ?? true;\r\n this.fill = flags?.fill ?? true;\r\n this.textures = flags?.textures ?? true;\r\n this.materials = flags?.materials ?? true;\r\n this.acsTriad = flags?.acsTriad ?? false;\r\n this.grid = flags?.grid ?? false;\r\n this.visibleEdges = flags?.visibleEdges ?? false;\r\n this.hiddenEdges = flags?.hiddenEdges ?? false;\r\n this.shadows = flags?.shadows ?? false;\r\n this.clipVolume = flags?.clipVolume ?? true;\r\n this.constructions = flags?.constructions ?? false;\r\n this.monochrome = flags?.monochrome ?? false;\r\n this.backgroundMap = flags?.backgroundMap ?? false;\r\n this.ambientOcclusion = flags?.ambientOcclusion ?? false;\r\n this.thematicDisplay = flags?.thematicDisplay ?? false;\r\n this.wiremesh = flags?.wiremesh ?? false;\r\n this.forceSurfaceDiscard = flags?.forceSurfaceDiscard ?? false;\r\n this.whiteOnWhiteReversal = flags?.whiteOnWhiteReversal ?? true;\r\n this.lighting = flags?.lighting ?? false;\r\n }\r\n\r\n /** Produce a copy of these ViewFlags with some modified properties. Any properties not explicitly specified by `changedFlags` will retain their current values.\r\n * @param changedFlags Properties to modify.\r\n * @returns A copy of these ViewFlags modified according to the supplied properties.\r\n * @note Any explicitly `undefined` property of `changedFlags` will be set to its default value in the returned ViewFlags.\r\n * @see [[override]] to have `undefined` properties retain their current values.\r\n */\r\n public copy(changedFlags: Partial<ViewFlagsProperties>): ViewFlags {\r\n return JsonUtils.isNonEmptyObject(changedFlags) ? new ViewFlags({ ...this, ...changedFlags }) : this;\r\n }\r\n\r\n /** Produce a copy of these ViewFlags, overriding some of its properties. Any properties not explicitly specified by `overrides` will retain their current values,\r\n * as will any property explicitly set to `undefined`.\r\n * @param overrides The properties to override.\r\n * @see [[copy]] to have `undefined` properties reset to their default values.\r\n */\r\n public override(overrides: Partial<ViewFlagsProperties>): ViewFlags {\r\n // This method can get called very frequently when a RenderTimeline script is applied to the view. Often `overrides` will be an empty object.\r\n // To optimize:\r\n // - Bail as quickly as possible if nothing is actually overridden, without allocating a new ViewFlags.\r\n // - Only make a copy of the input if at least one property is explicitly `undefined`.\r\n let copied = false;\r\n let anyOverridden = false;\r\n\r\n for (const propName of Object.keys(overrides)) {\r\n const key = propName as keyof Partial<ViewFlagsProperties>;\r\n const overrideValue = overrides[key];\r\n if (undefined === overrideValue) {\r\n if (!copied) {\r\n // Don't modify input...\r\n overrides = { ...overrides };\r\n copied = true;\r\n }\r\n\r\n // `undefined` means \"retain existing value\".\r\n delete overrides[key];\r\n } else if (overrideValue !== this[key]) {\r\n anyOverridden = true;\r\n }\r\n }\r\n\r\n return anyOverridden ? this.copy(overrides) : this;\r\n }\r\n\r\n /** Produce a copy of these ViewFlags with a single boolean property changed.\r\n * @param flag The name of the property.\r\n * @param value The value to change the property to.\r\n * @returns A new ViewFlags with the property changed as specified, or `this` if the property already has the specified value.\r\n * @see [[withRenderMode]] to change the [[renderMode]] property.\r\n * @see [[copy]] and [[override]] to change multiple properties.\r\n */\r\n public with(flag: keyof Omit<ViewFlagsProperties, \"renderMode\">, value: boolean): ViewFlags {\r\n if (this[flag] === value)\r\n return this;\r\n\r\n const props: ViewFlagsProperties = { ...this };\r\n props[flag] = value;\r\n return new ViewFlags(props);\r\n }\r\n\r\n /** Produce a copy of these ViewFlags with a different [[renderMode]].\r\n * @param renderMode The new render mode.\r\n * @returns A new ViewFlags with the render mode changed as specified, or `this` if the render mode is already set to the requested value.\r\n * @see [[copy]] and [[override]] to change multiple properties.\r\n */\r\n public withRenderMode(renderMode: RenderMode): ViewFlags {\r\n return renderMode === this.renderMode ? this : this.copy({ renderMode });\r\n }\r\n\r\n /** Adjust view flags for renderer.\r\n * @internal\r\n */\r\n public normalize(): ViewFlags {\r\n switch (this.renderMode) {\r\n case RenderMode.Wireframe:\r\n if (this.visibleEdges || this.hiddenEdges)\r\n return this.copy({ visibleEdges: false, hiddenEdges: false });\r\n break;\r\n case RenderMode.SmoothShade:\r\n if (!this.visibleEdges)\r\n return this.copy({ hiddenEdges: false });\r\n break;\r\n case RenderMode.HiddenLine:\r\n case RenderMode.SolidFill:\r\n if (!this.visibleEdges || this.transparency)\r\n return this.copy({ visibleEdges: true, transparency: false });\r\n break;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /** @internal */\r\n public hiddenEdgesVisible(): boolean {\r\n switch (this.renderMode) {\r\n case RenderMode.SolidFill:\r\n case RenderMode.HiddenLine:\r\n return this.hiddenEdges;\r\n case RenderMode.SmoothShade:\r\n return this.visibleEdges && this.hiddenEdges;\r\n }\r\n return true;\r\n }\r\n\r\n /** Returns true if the edges of surfaces should be displayed, based on [[RenderMode]] and the [[visibleEdges]] flag. */\r\n public edgesRequired(): boolean {\r\n return edgesRequired(this.renderMode, this.visibleEdges);\r\n }\r\n\r\n /** Convert to JSON representation. */\r\n public toJSON(): ViewFlagProps {\r\n const out: ViewFlagProps = {};\r\n if (!this.constructions)\r\n out.noConstruct = true;\r\n if (!this.dimensions)\r\n out.noDim = true;\r\n if (!this.patterns)\r\n out.noPattern = true;\r\n if (!this.weights)\r\n out.noWeight = true;\r\n if (!this.styles)\r\n out.noStyle = true;\r\n if (!this.transparency)\r\n out.noTransp = true;\r\n if (!this.fill)\r\n out.noFill = true;\r\n if (this.grid)\r\n out.grid = true;\r\n if (this.acsTriad)\r\n out.acs = true;\r\n if (!this.textures)\r\n out.noTexture = true;\r\n if (!this.materials)\r\n out.noMaterial = true;\r\n if (!this.lighting)\r\n out.noCameraLights = out.noSourceLights = out.noSolarLight = true;\r\n if (this.visibleEdges)\r\n out.visEdges = true;\r\n if (this.hiddenEdges)\r\n out.hidEdges = true;\r\n if (this.shadows)\r\n out.shadows = true;\r\n if (this.clipVolume)\r\n out.clipVol = true;\r\n if (this.monochrome)\r\n out.monochrome = true;\r\n if (this.backgroundMap)\r\n out.backgroundMap = true;\r\n if (this.ambientOcclusion)\r\n out.ambientOcclusion = true;\r\n if (this.thematicDisplay)\r\n out.thematicDisplay = true;\r\n if (this.wiremesh)\r\n out.wiremesh = true;\r\n if (this.forceSurfaceDiscard)\r\n out.forceSurfaceDiscard = true;\r\n if (!this.whiteOnWhiteReversal)\r\n out.noWhiteOnWhiteReversal = true;\r\n\r\n out.renderMode = this.renderMode;\r\n return out;\r\n }\r\n\r\n /** Like [[toJSON]], but no properties are omitted.\r\n * @internal\r\n */\r\n public toFullyDefinedJSON(): Required<ViewFlagProps> {\r\n return {\r\n renderMode: this.renderMode,\r\n noConstruct: !this.constructions,\r\n noDim: !this.dimensions,\r\n noPattern: !this.patterns,\r\n noWeight: !this.weights,\r\n noStyle: !this.styles,\r\n noTransp: !this.transparency,\r\n noFill: !this.fill,\r\n grid: this.grid,\r\n acs: this.acsTriad,\r\n noTexture: !this.textures,\r\n noMaterial: !this.materials,\r\n noCameraLights: !this.lighting,\r\n noSourceLights: !this.lighting,\r\n noSolarLight: !this.lighting,\r\n visEdges: this.visibleEdges,\r\n hidEdges: this.hiddenEdges,\r\n shadows: this.shadows,\r\n clipVol: this.clipVolume,\r\n monochrome: this.monochrome,\r\n backgroundMap: this.backgroundMap,\r\n ambientOcclusion: this.ambientOcclusion,\r\n thematicDisplay: this.thematicDisplay,\r\n wiremesh: this.wiremesh,\r\n forceSurfaceDiscard: this.forceSurfaceDiscard,\r\n noWhiteOnWhiteReversal: !this.whiteOnWhiteReversal,\r\n };\r\n }\r\n\r\n /** A ViewFlags object with all properties initialized to their default values. */\r\n public static readonly defaults = new ViewFlags();\r\n\r\n /** Create a ViewFlags.\r\n * @param flags The properties to initialize. Any properties not specified are initialized to their default values.\r\n */\r\n public static create(flags?: Partial<ViewFlagsProperties>): ViewFlags {\r\n return flags && !JsonUtils.isEmptyObject(flags) ? new ViewFlags(flags) : this.defaults;\r\n }\r\n\r\n /** Create a ViewFlags from its JSON representation.\r\n * @note As described in [[ViewFlagProps]], the JSON representation is awkward and error-prone. Prefer to use [[create]] unless you\r\n * need to deal with the persistence format directly.\r\n * @note The default values differ slightly from those used by the constructor and [[create]]:\r\n * - [[clipVolume]] defaults to false.\r\n * - [[constructions]] defaults to true.\r\n * - [[lighting]] defaults to true unless all of [[ViewFlagProps.noSolarLight]], [[ViewFlagProps.noCameraLights]], and [[ViewFlagProps.noSourceLights]] are true.\r\n */\r\n public static fromJSON(json?: ViewFlagProps): ViewFlags {\r\n if (!json)\r\n return this.defaults;\r\n\r\n let renderMode: RenderMode;\r\n const renderModeValue = JsonUtils.asInt(json.renderMode);\r\n if (renderModeValue < RenderMode.HiddenLine)\r\n renderMode = RenderMode.Wireframe;\r\n else if (renderModeValue > RenderMode.SolidFill)\r\n renderMode = RenderMode.SmoothShade;\r\n else\r\n renderMode = renderModeValue;\r\n\r\n const lighting = !JsonUtils.asBool(json.noCameraLights) || !JsonUtils.asBool(json.noSourceLights) || !JsonUtils.asBool(json.noSolarLight);\r\n return new ViewFlags({\r\n renderMode,\r\n lighting,\r\n constructions: !JsonUtils.asBool(json.noConstruct),\r\n dimensions: !JsonUtils.asBool(json.noDim),\r\n patterns: !JsonUtils.asBool(json.noPattern),\r\n weights: !JsonUtils.asBool(json.noWeight),\r\n styles: !JsonUtils.asBool(json.noStyle),\r\n transparency: !JsonUtils.asBool(json.noTransp),\r\n fill: !JsonUtils.asBool(json.noFill),\r\n grid: JsonUtils.asBool(json.grid),\r\n acsTriad: JsonUtils.asBool(json.acs),\r\n textures: !JsonUtils.asBool(json.noTexture),\r\n materials: !JsonUtils.asBool(json.noMaterial),\r\n visibleEdges: JsonUtils.asBool(json.visEdges),\r\n hiddenEdges: JsonUtils.asBool(json.hidEdges),\r\n shadows: JsonUtils.asBool(json.shadows),\r\n clipVolume: JsonUtils.asBool(json.clipVol),\r\n monochrome: JsonUtils.asBool(json.monochrome),\r\n backgroundMap: JsonUtils.asBool(json.backgroundMap),\r\n ambientOcclusion: JsonUtils.asBool(json.ambientOcclusion),\r\n thematicDisplay: JsonUtils.asBool(json.thematicDisplay),\r\n wiremesh: JsonUtils.asBool(json.wiremesh),\r\n forceSurfaceDiscard: JsonUtils.asBool(json.forceSurfaceDiscard),\r\n whiteOnWhiteReversal: !JsonUtils.asBool(json.noWhiteOnWhiteReversal),\r\n });\r\n }\r\n\r\n /** Returns true if `this` and `other` are equivalent. */\r\n public equals(other: Readonly<ViewFlagsProperties>): boolean {\r\n if (this === other)\r\n return true;\r\n\r\n return this.renderMode === other.renderMode\r\n && this.dimensions === other.dimensions\r\n && this.patterns === other.patterns\r\n && this.weights === other.weights\r\n && this.styles === other.styles\r\n && this.transparency === other.transparency\r\n && this.fill === other.fill\r\n && this.textures === other.textures\r\n && this.materials === other.materials\r\n && this.acsTriad === other.acsTriad\r\n && this.grid === other.grid\r\n && this.visibleEdges === other.visibleEdges\r\n && this.hiddenEdges === other.hiddenEdges\r\n && this.lighting === other.lighting\r\n && this.shadows === other.shadows\r\n && this.clipVolume === other.clipVolume\r\n && this.constructions === other.constructions\r\n && this.monochrome === other.monochrome\r\n && this.backgroundMap === other.backgroundMap\r\n && this.ambientOcclusion === other.ambientOcclusion\r\n && this.thematicDisplay === other.thematicDisplay\r\n && this.wiremesh === other.wiremesh\r\n && this.forceSurfaceDiscard === other.forceSurfaceDiscard\r\n && this.whiteOnWhiteReversal === other.whiteOnWhiteReversal;\r\n }\r\n}\r\n\r\n/** A type containing all of the properties of [[ViewFlags]] with none of the methods and with the `readonly` modifiers removed.\r\n * @see [[ViewFlags.create]], [[ViewFlags.copy]], and [[ViewFlags.override]] for methods accepting an object of this type.\r\n * @public\r\n * @extensions\r\n */\r\nexport type ViewFlagsProperties = Mutable<NonFunctionPropertiesOf<ViewFlags>>;\r\n\r\n/** A type that describes how to override selected properties of a [[ViewFlags]].\r\n * @see [[ViewFlags.override]] to apply the overrides to a ViewFlags object.\r\n * @public\r\n * @extensions\r\n */\r\nexport type ViewFlagOverrides = Partial<ViewFlagsProperties>;\r\n"]}
@@ -2,14 +2,27 @@
2
2
  * @module Geometry
3
3
  */
4
4
  import { Point3d, Transform } from "@itwin/core-geometry";
5
- /** Represents a bounding sphere. Optional optimization for FrustumPlane containment test.
5
+ /** Describes a spherical volume of space as an approximation of the shape of some more complex geometric entity fully contained within that volume.
6
+ * When performing tests for intersection or containment, the approximation can be used as a first, quick check.
7
+ * @see [[FrustumPlanes.computeContainment]], for example.
6
8
  * @public
7
9
  */
8
10
  export declare class BoundingSphere {
11
+ /** The point at the center of the sphere. */
9
12
  center: Point3d;
13
+ /** The radius of the sphere. */
10
14
  radius: number;
15
+ /** Create a new bounding sphere with the specified center and radius. */
11
16
  constructor(center?: Point3d, radius?: number);
17
+ /** Change the center and radius of the sphere. */
12
18
  init(center: Point3d, radius: number): void;
13
- transformBy(transform: Transform, result: BoundingSphere): BoundingSphere;
19
+ /** Applies the specified transformation matrix to produce a new bounding sphere.
20
+ * @param transform The transformation matrix to apply.
21
+ * @param result An optional preallocated object to hold the result, to avoid allocating a new object. May be the same object as `this`.
22
+ * @returns A bounding sphere equivalent to `this` with the specified transform applied.
23
+ */
24
+ transformBy(transform: Transform, result?: BoundingSphere): BoundingSphere;
25
+ /** Apply the specified transform to this bounding sphere. */
26
+ transformInPlace(transform: Transform): void;
14
27
  }
15
28
  //# sourceMappingURL=BoundingSphere.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"BoundingSphere.d.ts","sourceRoot":"","sources":["../../../src/geometry/BoundingSphere.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAE1D;;GAEG;AACH,qBAAa,cAAc;IAClB,MAAM,EAAE,OAAO,CAAC;IAChB,MAAM,EAAE,MAAM,CAAC;gBAEV,MAAM,CAAC,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,MAAM;IAKtC,IAAI,CAAC,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM;IAKpC,WAAW,CAAC,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,cAAc;CAKhE"}
1
+ {"version":3,"file":"BoundingSphere.d.ts","sourceRoot":"","sources":["../../../src/geometry/BoundingSphere.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAE1D;;;;GAIG;AACH,qBAAa,cAAc;IACzB,6CAA6C;IACtC,MAAM,EAAE,OAAO,CAAC;IACvB,gCAAgC;IACzB,MAAM,EAAE,MAAM,CAAC;IAEtB,yEAAyE;gBAC7D,MAAM,GAAE,OAA8B,EAAE,MAAM,SAAI;IAK9D,kDAAkD;IAC3C,IAAI,CAAC,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;IAKlD;;;;OAIG;IACI,WAAW,CAAC,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,cAAc,GAAG,cAAc;IAOjF,6DAA6D;IACtD,gBAAgB,CAAC,SAAS,EAAE,SAAS,GAAG,IAAI;CAGpD"}
@@ -6,22 +6,36 @@
6
6
  * @module Geometry
7
7
  */
8
8
  import { Point3d } from "@itwin/core-geometry";
9
- /** Represents a bounding sphere. Optional optimization for FrustumPlane containment test.
9
+ /** Describes a spherical volume of space as an approximation of the shape of some more complex geometric entity fully contained within that volume.
10
+ * When performing tests for intersection or containment, the approximation can be used as a first, quick check.
11
+ * @see [[FrustumPlanes.computeContainment]], for example.
10
12
  * @public
11
13
  */
12
14
  export class BoundingSphere {
13
- constructor(center, radius) {
14
- this.center = center ? center : Point3d.createZero();
15
- this.radius = undefined === radius ? 0.0 : radius;
15
+ /** Create a new bounding sphere with the specified center and radius. */
16
+ constructor(center = Point3d.createZero(), radius = 0) {
17
+ this.center = center;
18
+ this.radius = radius;
16
19
  }
20
+ /** Change the center and radius of the sphere. */
17
21
  init(center, radius) {
18
22
  this.center = center;
19
23
  this.radius = radius;
20
24
  }
25
+ /** Applies the specified transformation matrix to produce a new bounding sphere.
26
+ * @param transform The transformation matrix to apply.
27
+ * @param result An optional preallocated object to hold the result, to avoid allocating a new object. May be the same object as `this`.
28
+ * @returns A bounding sphere equivalent to `this` with the specified transform applied.
29
+ */
21
30
  transformBy(transform, result) {
31
+ result = result !== null && result !== void 0 ? result : new BoundingSphere();
22
32
  transform.multiplyPoint3d(this.center, result.center);
23
33
  result.radius = this.radius * Math.max(transform.matrix.columnXMagnitude(), Math.max(transform.matrix.columnYMagnitude(), (transform.matrix.columnZMagnitude())));
24
34
  return result;
25
35
  }
36
+ /** Apply the specified transform to this bounding sphere. */
37
+ transformInPlace(transform) {
38
+ this.transformBy(transform, this);
39
+ }
26
40
  }
27
41
  //# sourceMappingURL=BoundingSphere.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"BoundingSphere.js","sourceRoot":"","sources":["../../../src/geometry/BoundingSphere.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAa,MAAM,sBAAsB,CAAC;AAE1D;;GAEG;AACH,MAAM,OAAO,cAAc;IAIzB,YAAY,MAAgB,EAAE,MAAe;QAC3C,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,UAAU,EAAE,CAAC;QACrD,IAAI,CAAC,MAAM,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,MAAM,CAAC;IACpD,CAAC;IAEM,IAAI,CAAC,MAAe,EAAE,MAAc;QACzC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACvB,CAAC;IAEM,WAAW,CAAC,SAAoB,EAAE,MAAsB;QAC7D,SAAS,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QACtD,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,MAAM,CAAC,gBAAgB,EAAE,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,MAAM,CAAC,gBAAgB,EAAE,EAAE,CAAC,SAAS,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC,CAAC;QAClK,OAAO,MAAM,CAAC;IAChB,CAAC;CACF","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 Geometry\r\n */\r\n\r\nimport { Point3d, Transform } from \"@itwin/core-geometry\";\r\n\r\n/** Represents a bounding sphere. Optional optimization for FrustumPlane containment test.\r\n * @public\r\n */\r\nexport class BoundingSphere {\r\n public center: Point3d;\r\n public radius: number;\r\n\r\n constructor(center?: Point3d, radius?: number) {\r\n this.center = center ? center : Point3d.createZero();\r\n this.radius = undefined === radius ? 0.0 : radius;\r\n }\r\n\r\n public init(center: Point3d, radius: number) {\r\n this.center = center;\r\n this.radius = radius;\r\n }\r\n\r\n public transformBy(transform: Transform, result: BoundingSphere) {\r\n transform.multiplyPoint3d(this.center, result.center);\r\n result.radius = this.radius * Math.max(transform.matrix.columnXMagnitude(), Math.max(transform.matrix.columnYMagnitude(), (transform.matrix.columnZMagnitude())));\r\n return result;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"BoundingSphere.js","sourceRoot":"","sources":["../../../src/geometry/BoundingSphere.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,OAAO,EAAa,MAAM,sBAAsB,CAAC;AAE1D;;;;GAIG;AACH,MAAM,OAAO,cAAc;IAMzB,yEAAyE;IACzE,YAAY,SAAkB,OAAO,CAAC,UAAU,EAAE,EAAE,MAAM,GAAG,CAAC;QAC5D,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACvB,CAAC;IAED,kDAAkD;IAC3C,IAAI,CAAC,MAAe,EAAE,MAAc;QACzC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACvB,CAAC;IAED;;;;OAIG;IACI,WAAW,CAAC,SAAoB,EAAE,MAAuB;QAC9D,MAAM,GAAG,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,IAAI,cAAc,EAAE,CAAC;QACxC,SAAS,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QACtD,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,MAAM,CAAC,gBAAgB,EAAE,EAAE,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,MAAM,CAAC,gBAAgB,EAAE,EAAE,CAAC,SAAS,CAAC,MAAM,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC,CAAC;QAClK,OAAO,MAAM,CAAC;IAChB,CAAC;IAED,6DAA6D;IACtD,gBAAgB,CAAC,SAAoB;QAC1C,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IACpC,CAAC;CACF","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 Geometry\r\n */\r\n\r\nimport { Point3d, Transform } from \"@itwin/core-geometry\";\r\n\r\n/** Describes a spherical volume of space as an approximation of the shape of some more complex geometric entity fully contained within that volume.\r\n * When performing tests for intersection or containment, the approximation can be used as a first, quick check.\r\n * @see [[FrustumPlanes.computeContainment]], for example.\r\n * @public\r\n */\r\nexport class BoundingSphere {\r\n /** The point at the center of the sphere. */\r\n public center: Point3d;\r\n /** The radius of the sphere. */\r\n public radius: number;\r\n\r\n /** Create a new bounding sphere with the specified center and radius. */\r\n constructor(center: Point3d = Point3d.createZero(), radius = 0) {\r\n this.center = center;\r\n this.radius = radius;\r\n }\r\n\r\n /** Change the center and radius of the sphere. */\r\n public init(center: Point3d, radius: number): void {\r\n this.center = center;\r\n this.radius = radius;\r\n }\r\n\r\n /** Applies the specified transformation matrix to produce a new bounding sphere.\r\n * @param transform The transformation matrix to apply.\r\n * @param result An optional preallocated object to hold the result, to avoid allocating a new object. May be the same object as `this`.\r\n * @returns A bounding sphere equivalent to `this` with the specified transform applied.\r\n */\r\n public transformBy(transform: Transform, result?: BoundingSphere): BoundingSphere {\r\n result = result ?? new BoundingSphere();\r\n transform.multiplyPoint3d(this.center, result.center);\r\n result.radius = this.radius * Math.max(transform.matrix.columnXMagnitude(), Math.max(transform.matrix.columnYMagnitude(), (transform.matrix.columnZMagnitude())));\r\n return result;\r\n }\r\n\r\n /** Apply the specified transform to this bounding sphere. */\r\n public transformInPlace(transform: Transform): void {\r\n this.transformBy(transform, this);\r\n }\r\n}\r\n"]}
@@ -4,30 +4,79 @@
4
4
  import { ClipPlane, Point3d, Vector3d } from "@itwin/core-geometry";
5
5
  import { Frustum } from "../Frustum";
6
6
  import { BoundingSphere } from "./BoundingSphere";
7
- /** Represents a frustum as 6 planes and provides containment and intersection testing
8
- * @internal
7
+ /** Represents a the planes of a [[Frustum]] for testing containment and intersection.
8
+ * A valid frustum produces six planes. A degenerate frustum produces zero planes.
9
+ * @public
10
+ * @extensions
9
11
  */
10
12
  export declare class FrustumPlanes {
11
- private _planes?;
12
- constructor(frustum?: Frustum);
13
+ private _planes;
14
+ private constructor();
15
+ /** Compute the six planes of the specified frustum.
16
+ * If the frustum is degenerate - that is, its points do not represent a truncated pyramid - then the returned `FrustumPlanes` will contain zero planes.
17
+ * @see [[isValid]] to test this condition.
18
+ */
19
+ static fromFrustum(frustum: Frustum): FrustumPlanes;
20
+ /** Create an empty set of frustum planes. [[isValid]] will be `true`. This can be useful when you want to create a `FrustumPlanes` object and initialize it later via [[init]] -
21
+ * for example, if you intend to use the same object repeatedly with different [[Frustum]]s.
22
+ */
23
+ static createEmpty(): FrustumPlanes;
24
+ /** Returns true if [[planes]] consists of six planes. This may return `false` if a degenerate [[Frustum]] was supplied to [[fromFrustum]], or if this object was created
25
+ * via [[createEmpty]] - in either case, [[planes]] will be an empty array.
26
+ */
13
27
  get isValid(): boolean;
14
- get planes(): ClipPlane[] | undefined;
15
- init(frustum: Frustum): void;
28
+ /** Obtain the list of planes defining the frustum. If [[isValid]] is `true`, it will have a length of six, with the planes ordered as
29
+ * right, left, top, bottom, back, front. Otherwise, it will be empty.
30
+ */
31
+ get planes(): ClipPlane[];
32
+ /** Recompute the planes from the specified frustum.
33
+ * @returns true upon success, or false if the input frustum was degenerate, in which case [[isValid]] will be `false`.
34
+ */
35
+ init(frustum: Frustum): boolean;
36
+ /** Compute to what degree a [[Frustum]] is contained with these frustum planes.
37
+ * @param box The frustum to test for containment.
38
+ * @param sphere An optional spherical bounding volume fully containing `box`. If supplied, this can reduce the amount of computation required.
39
+ * @returns the degree to which `box` is contained within the clipping planes.
40
+ */
16
41
  computeFrustumContainment(box: Frustum, sphere?: BoundingSphere): FrustumPlanes.Containment;
42
+ /** Determines whether a [[Frustum]] intersects with or is fully contained within these frustum planes.
43
+ * @param box The frustum to test for containment.
44
+ * @param sphere An optional spherical bounding volume fully containing `box`. If supplied, this can reduce the amount of computation required.
45
+ * @returns true if `box` is not entirely outside of the clipping planes.
46
+ */
17
47
  intersectsFrustum(box: Frustum, sphere?: BoundingSphere): boolean;
48
+ /** Determines whether a point is contained within these frustum planes.
49
+ * @param point The point to test for containment.
50
+ * @param tolerance The maximum distance from the interior of the frustum planes that will still be considered "contained".
51
+ * @returns true if `point` is no further than `tolerance` meters outside of the clipping planes.
52
+ */
18
53
  containsPoint(point: Point3d, tolerance?: number): boolean;
54
+ /** Compute the degree to which a set of points is contained within these frustum planes.
55
+ * @param points The points to test for containment.
56
+ * @param sphere An optional spherical bounding volume fully containing all of the points. If supplied, this can reduce the amount of computation required.
57
+ * @param tolerance The maximum distance from the interior of the frustum planes a point must be to be considered "contained".
58
+ * @returns the degree to which all of the points are contained within the clipping planes.
59
+ */
19
60
  computeContainment(points: Point3d[], sphere?: BoundingSphere, tolerance?: number): FrustumPlanes.Containment;
61
+ /** Computes whether a ray intersects these clipping planes.
62
+ * @param origin The origin of the ray.
63
+ * @param direction The direction of the ray.
64
+ * @returns true if the ray extending from `origin` in the specified `direction` intersects at least one of the clipping planes.
65
+ */
20
66
  intersectsRay(origin: Point3d, direction: Vector3d): boolean;
21
67
  }
22
- /** @internal */
68
+ /** @public @extensions */
23
69
  export declare namespace FrustumPlanes {
24
- /** @internal */
70
+ /** Describes the degree to which an object is contained within the planes of a [[Frustum]].
71
+ * @see [[FrustumPlanes.computeContainment]], for example.
72
+ */
25
73
  enum Containment {
74
+ /** The object is entirely outside of the frustum, intersecting none of its planes. */
26
75
  Outside = 0,
76
+ /** The object intersects at least one of the frustum planes. placing it partially inside of the frustum. */
27
77
  Partial = 1,
78
+ /** The object is entirely inside of the frustum, intersecting none of its planes. */
28
79
  Inside = 2
29
80
  }
30
- /** @internal */
31
- function addPlaneFromPoints(planes: ClipPlane[], points: Point3d[], i0: number, i1: number, i2: number, expandPlaneDistance?: number): void;
32
81
  }
33
82
  //# sourceMappingURL=FrustumPlanes.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"FrustumPlanes.d.ts","sourceRoot":"","sources":["../../../src/geometry/FrustumPlanes.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,OAAO,EAAE,MAAM,YAAY,CAAC;AACrC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAKlD;;GAEG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,OAAO,CAAC,CAAc;gBAEX,OAAO,CAAC,EAAE,OAAO;IAMpC,IAAW,OAAO,IAAI,OAAO,CAAuC;IAGpE,IAAW,MAAM,4BAA2B;IAErC,IAAI,CAAC,OAAO,EAAE,OAAO;IAerB,yBAAyB,CAAC,GAAG,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,cAAc,GAAG,aAAa,CAAC,WAAW;IAI3F,iBAAiB,CAAC,GAAG,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,cAAc,GAAG,OAAO;IAIjE,aAAa,CAAC,KAAK,EAAE,OAAO,EAAE,SAAS,GAAE,MAAe,GAAG,OAAO;IAIlE,kBAAkB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,CAAC,EAAE,cAAc,EAAE,SAAS,GAAE,MAAe,GAAG,aAAa,CAAC,WAAW;IAwCrH,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,GAAG,OAAO;CA6BpE;AAED,gBAAgB;AAChB,yBAAiB,aAAa,CAAC;IAC7B,gBAAgB;IAChB,KAAY,WAAW;QACrB,OAAO,IAAI;QACX,OAAO,IAAI;QACX,MAAM,IAAI;KACX;IAED,gBAAgB;IAChB,SAAgB,kBAAkB,CAAC,MAAM,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,OAAO,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,mBAAmB,GAAE,MAAe,GAAG,IAAI,CAOzJ;CACF"}
1
+ {"version":3,"file":"FrustumPlanes.d.ts","sourceRoot":"","sources":["../../../src/geometry/FrustumPlanes.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAE,OAAO,EAAE,MAAM,YAAY,CAAC;AACrC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAmClD;;;;GAIG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,OAAO,CAAc;IAE7B,OAAO;IAIP;;;OAGG;WACW,WAAW,CAAC,OAAO,EAAE,OAAO,GAAG,aAAa;IAK1D;;OAEG;WACW,WAAW,IAAI,aAAa;IAI1C;;OAEG;IACH,IAAW,OAAO,IAAI,OAAO,CAE5B;IAED;;OAEG;IACH,IAAW,MAAM,IAAI,SAAS,EAAE,CAE/B;IAED;;OAEG;IACI,IAAI,CAAC,OAAO,EAAE,OAAO,GAAG,OAAO;IAKtC;;;;OAIG;IACI,yBAAyB,CAAC,GAAG,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,cAAc,GAAG,aAAa,CAAC,WAAW;IAIlG;;;;OAIG;IACI,iBAAiB,CAAC,GAAG,EAAE,OAAO,EAAE,MAAM,CAAC,EAAE,cAAc,GAAG,OAAO;IAIxE;;;;OAIG;IACI,aAAa,CAAC,KAAK,EAAE,OAAO,EAAE,SAAS,GAAE,MAAe,GAAG,OAAO;IAIzE;;;;;OAKG;IACI,kBAAkB,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,MAAM,CAAC,EAAE,cAAc,EAAE,SAAS,GAAE,MAAe,GAAG,aAAa,CAAC,WAAW;IAwC5H;;;;OAIG;IACI,aAAa,CAAC,MAAM,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,GAAG,OAAO;CA6BpE;AAED,0BAA0B;AAC1B,yBAAiB,aAAa,CAAC;IAC7B;;OAEG;IACH,KAAY,WAAW;QACrB,sFAAsF;QACtF,OAAO,IAAI;QACX,4GAA4G;QAC5G,OAAO,IAAI;QACX,qFAAqF;QACrF,MAAM,IAAI;KACX;CACF"}
@@ -7,43 +7,104 @@
7
7
  */
8
8
  import { assert } from "@itwin/core-bentley";
9
9
  import { ClipPlane, Vector3d } from "@itwin/core-geometry";
10
+ const planePointIndices = [
11
+ [1, 3, 5],
12
+ [0, 4, 2],
13
+ [2, 6, 3],
14
+ [0, 1, 4],
15
+ [0, 2, 1],
16
+ [4, 5, 6], // front
17
+ ];
18
+ function computeFrustumPlanes(frustum) {
19
+ const planes = [];
20
+ const points = frustum.points;
21
+ const expandPlaneDistance = 1e-6;
22
+ for (const indices of planePointIndices) {
23
+ const i0 = indices[0], i1 = indices[1], i2 = indices[2];
24
+ const normal = Vector3d.createCrossProductToPoints(points[i2], points[i1], points[i0]);
25
+ normal.normalizeInPlace();
26
+ const plane = ClipPlane.createNormalAndDistance(normal, normal.dotProduct(points[i0]) - expandPlaneDistance);
27
+ if (!plane)
28
+ return [];
29
+ planes.push(plane);
30
+ }
31
+ assert(planes.length === 6);
32
+ return planes;
33
+ }
10
34
  // Scratch variable used by FrustumPlanes.computeContainment.
11
35
  const planesContainingSphere = [false, false, false, false, false, false];
12
- /** Represents a frustum as 6 planes and provides containment and intersection testing
13
- * @internal
36
+ /** Represents a the planes of a [[Frustum]] for testing containment and intersection.
37
+ * A valid frustum produces six planes. A degenerate frustum produces zero planes.
38
+ * @public
39
+ * @extensions
14
40
  */
15
41
  export class FrustumPlanes {
16
- constructor(frustum) {
17
- if (undefined !== frustum) {
18
- this.init(frustum);
19
- }
42
+ constructor(planes) {
43
+ this._planes = planes;
44
+ }
45
+ /** Compute the six planes of the specified frustum.
46
+ * If the frustum is degenerate - that is, its points do not represent a truncated pyramid - then the returned `FrustumPlanes` will contain zero planes.
47
+ * @see [[isValid]] to test this condition.
48
+ */
49
+ static fromFrustum(frustum) {
50
+ const planes = computeFrustumPlanes(frustum);
51
+ return new FrustumPlanes(planes);
52
+ }
53
+ /** Create an empty set of frustum planes. [[isValid]] will be `true`. This can be useful when you want to create a `FrustumPlanes` object and initialize it later via [[init]] -
54
+ * for example, if you intend to use the same object repeatedly with different [[Frustum]]s.
55
+ */
56
+ static createEmpty() {
57
+ return new FrustumPlanes([]);
58
+ }
59
+ /** Returns true if [[planes]] consists of six planes. This may return `false` if a degenerate [[Frustum]] was supplied to [[fromFrustum]], or if this object was created
60
+ * via [[createEmpty]] - in either case, [[planes]] will be an empty array.
61
+ */
62
+ get isValid() {
63
+ return this._planes.length === 6;
20
64
  }
21
- get isValid() { return undefined !== this._planes; }
22
- // Order: right, left, top, bottom, back, front
23
- get planes() { return this._planes; }
65
+ /** Obtain the list of planes defining the frustum. If [[isValid]] is `true`, it will have a length of six, with the planes ordered as
66
+ * right, left, top, bottom, back, front. Otherwise, it will be empty.
67
+ */
68
+ get planes() {
69
+ return this._planes;
70
+ }
71
+ /** Recompute the planes from the specified frustum.
72
+ * @returns true upon success, or false if the input frustum was degenerate, in which case [[isValid]] will be `false`.
73
+ */
24
74
  init(frustum) {
25
- if (undefined === this._planes) {
26
- this._planes = [];
27
- }
28
- else {
29
- this._planes.length = 0;
30
- }
31
- FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 1, 3, 5); // right
32
- FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 0, 4, 2); // left
33
- FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 2, 6, 3); // top
34
- FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 0, 1, 4); // bottom
35
- FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 0, 2, 1); // back
36
- FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 4, 5, 6); // front
75
+ this._planes = computeFrustumPlanes(frustum);
76
+ return this.isValid;
37
77
  }
78
+ /** Compute to what degree a [[Frustum]] is contained with these frustum planes.
79
+ * @param box The frustum to test for containment.
80
+ * @param sphere An optional spherical bounding volume fully containing `box`. If supplied, this can reduce the amount of computation required.
81
+ * @returns the degree to which `box` is contained within the clipping planes.
82
+ */
38
83
  computeFrustumContainment(box, sphere) {
39
84
  return this.computeContainment(box.points, sphere);
40
85
  }
86
+ /** Determines whether a [[Frustum]] intersects with or is fully contained within these frustum planes.
87
+ * @param box The frustum to test for containment.
88
+ * @param sphere An optional spherical bounding volume fully containing `box`. If supplied, this can reduce the amount of computation required.
89
+ * @returns true if `box` is not entirely outside of the clipping planes.
90
+ */
41
91
  intersectsFrustum(box, sphere) {
42
92
  return FrustumPlanes.Containment.Outside !== this.computeFrustumContainment(box, sphere);
43
93
  }
94
+ /** Determines whether a point is contained within these frustum planes.
95
+ * @param point The point to test for containment.
96
+ * @param tolerance The maximum distance from the interior of the frustum planes that will still be considered "contained".
97
+ * @returns true if `point` is no further than `tolerance` meters outside of the clipping planes.
98
+ */
44
99
  containsPoint(point, tolerance = 1.0e-8) {
45
100
  return FrustumPlanes.Containment.Outside !== this.computeContainment([point], undefined, tolerance);
46
101
  }
102
+ /** Compute the degree to which a set of points is contained within these frustum planes.
103
+ * @param points The points to test for containment.
104
+ * @param sphere An optional spherical bounding volume fully containing all of the points. If supplied, this can reduce the amount of computation required.
105
+ * @param tolerance The maximum distance from the interior of the frustum planes a point must be to be considered "contained".
106
+ * @returns the degree to which all of the points are contained within the clipping planes.
107
+ */
47
108
  computeContainment(points, sphere, tolerance = 1.0e-8) {
48
109
  assert(this.isValid);
49
110
  if (undefined === this._planes)
@@ -77,6 +138,11 @@ export class FrustumPlanes {
77
138
  }
78
139
  return allInside ? FrustumPlanes.Containment.Inside : FrustumPlanes.Containment.Partial;
79
140
  }
141
+ /** Computes whether a ray intersects these clipping planes.
142
+ * @param origin The origin of the ray.
143
+ * @param direction The direction of the ray.
144
+ * @returns true if the ray extending from `origin` in the specified `direction` intersects at least one of the clipping planes.
145
+ */
80
146
  intersectsRay(origin, direction) {
81
147
  assert(this.isValid);
82
148
  if (undefined === this._planes) {
@@ -106,24 +172,19 @@ export class FrustumPlanes {
106
172
  return tNear <= tFar;
107
173
  }
108
174
  }
109
- /** @internal */
175
+ /** @public @extensions */
110
176
  (function (FrustumPlanes) {
111
- /** @internal */
177
+ /** Describes the degree to which an object is contained within the planes of a [[Frustum]].
178
+ * @see [[FrustumPlanes.computeContainment]], for example.
179
+ */
112
180
  let Containment;
113
181
  (function (Containment) {
182
+ /** The object is entirely outside of the frustum, intersecting none of its planes. */
114
183
  Containment[Containment["Outside"] = 0] = "Outside";
184
+ /** The object intersects at least one of the frustum planes. placing it partially inside of the frustum. */
115
185
  Containment[Containment["Partial"] = 1] = "Partial";
186
+ /** The object is entirely inside of the frustum, intersecting none of its planes. */
116
187
  Containment[Containment["Inside"] = 2] = "Inside";
117
188
  })(Containment = FrustumPlanes.Containment || (FrustumPlanes.Containment = {}));
118
- /** @internal */
119
- function addPlaneFromPoints(planes, points, i0, i1, i2, expandPlaneDistance = 1.0e-6) {
120
- const normal = Vector3d.createCrossProductToPoints(points[i2], points[i1], points[i0]);
121
- normal.normalizeInPlace();
122
- const plane = ClipPlane.createNormalAndDistance(normal, normal.dotProduct(points[i0]) - expandPlaneDistance);
123
- if (undefined !== plane) {
124
- planes.push(plane);
125
- }
126
- }
127
- FrustumPlanes.addPlaneFromPoints = addPlaneFromPoints;
128
189
  })(FrustumPlanes || (FrustumPlanes = {}));
129
190
  //# sourceMappingURL=FrustumPlanes.js.map
@@ -1 +1 @@
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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 Geometry\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ClipPlane, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum } from \"../Frustum\";\r\nimport { BoundingSphere } from \"./BoundingSphere\";\r\n\r\n// Scratch variable used by FrustumPlanes.computeContainment.\r\nconst planesContainingSphere = [false, false, false, false, false, false];\r\n\r\n/** Represents a frustum as 6 planes and provides containment and intersection testing\r\n * @internal\r\n */\r\nexport class FrustumPlanes {\r\n private _planes?: ClipPlane[];\r\n\r\n public constructor(frustum?: Frustum) {\r\n if (undefined !== frustum) {\r\n this.init(frustum);\r\n }\r\n }\r\n\r\n public get isValid(): boolean { return undefined !== this._planes; }\r\n\r\n // Order: right, left, top, bottom, back, front\r\n public get planes() { return this._planes; }\r\n\r\n public init(frustum: Frustum) {\r\n if (undefined === this._planes) {\r\n this._planes = [];\r\n } else {\r\n this._planes.length = 0;\r\n }\r\n\r\n FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 1, 3, 5); // right\r\n FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 0, 4, 2); // left\r\n FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 2, 6, 3); // top\r\n FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 0, 1, 4); // bottom\r\n FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 0, 2, 1); // back\r\n FrustumPlanes.addPlaneFromPoints(this._planes, frustum.points, 4, 5, 6); // front\r\n }\r\n\r\n public computeFrustumContainment(box: Frustum, sphere?: BoundingSphere): FrustumPlanes.Containment {\r\n return this.computeContainment(box.points, sphere);\r\n }\r\n\r\n public intersectsFrustum(box: Frustum, sphere?: BoundingSphere): boolean {\r\n return FrustumPlanes.Containment.Outside !== this.computeFrustumContainment(box, sphere);\r\n }\r\n\r\n public containsPoint(point: Point3d, tolerance: number = 1.0e-8): boolean {\r\n return FrustumPlanes.Containment.Outside !== this.computeContainment([point], undefined, tolerance);\r\n }\r\n\r\n public computeContainment(points: Point3d[], sphere?: BoundingSphere, tolerance: number = 1.0e-8): FrustumPlanes.Containment {\r\n assert(this.isValid);\r\n if (undefined === this._planes)\r\n return FrustumPlanes.Containment.Outside;\r\n\r\n // Do the cheap test against bounding sphere first.\r\n if (sphere) {\r\n for (let i = 0; i < this._planes.length; i++) {\r\n const plane = this._planes[i];\r\n const centerDistance = plane.altitude(sphere.center);\r\n const tolerancePlusRadius = tolerance + sphere.radius;\r\n if (centerDistance < -tolerancePlusRadius)\r\n return FrustumPlanes.Containment.Outside;\r\n\r\n planesContainingSphere[i] = centerDistance > tolerancePlusRadius;\r\n }\r\n }\r\n\r\n // Test against points.\r\n let allInside = true;\r\n for (let i = 0; i < this._planes.length; i++) {\r\n if (sphere && planesContainingSphere[i])\r\n continue;\r\n\r\n const plane = this._planes[i];\r\n let nOutside = 0;\r\n for (const point of points) {\r\n if (plane.altitude(point) + tolerance < 0) {\r\n ++nOutside;\r\n allInside = false;\r\n }\r\n }\r\n\r\n if (nOutside === points.length)\r\n return FrustumPlanes.Containment.Outside;\r\n }\r\n\r\n return allInside ? FrustumPlanes.Containment.Inside : FrustumPlanes.Containment.Partial;\r\n }\r\n\r\n public intersectsRay(origin: Point3d, direction: Vector3d): boolean {\r\n assert(this.isValid);\r\n if (undefined === this._planes) {\r\n return false;\r\n }\r\n\r\n let tFar = 1e37;\r\n let tNear = -tFar;\r\n\r\n for (const plane of this._planes) {\r\n const vD = plane.velocity(direction);\r\n const vN = plane.altitude(origin);\r\n if (0.0 === vD) {\r\n // ray is parallel... no need to continue testing if outside halfspace.\r\n if (vN < 0.0) {\r\n return false;\r\n }\r\n } else {\r\n const rayDistance = -vN / vD;\r\n if (vD < 0.0) {\r\n tFar = Math.min(rayDistance, tFar);\r\n } else {\r\n tNear = Math.max(rayDistance, tNear);\r\n }\r\n }\r\n }\r\n\r\n return tNear <= tFar;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace FrustumPlanes { // eslint-disable-line no-redeclare\r\n /** @internal */\r\n export enum Containment {\r\n Outside = 0,\r\n Partial = 1,\r\n Inside = 2,\r\n }\r\n\r\n /** @internal */\r\n export function addPlaneFromPoints(planes: ClipPlane[], points: Point3d[], i0: number, i1: number, i2: number, expandPlaneDistance: number = 1.0e-6): void {\r\n const normal = Vector3d.createCrossProductToPoints(points[i2], points[i1], points[i0]);\r\n normal.normalizeInPlace();\r\n const plane = ClipPlane.createNormalAndDistance(normal, normal.dotProduct(points[i0]) - expandPlaneDistance);\r\n if (undefined !== plane) {\r\n planes.push(plane);\r\n }\r\n }\r\n}\r\n"]}
1
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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 Geometry\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ClipPlane, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum } from \"../Frustum\";\r\nimport { BoundingSphere } from \"./BoundingSphere\";\r\n\r\nconst planePointIndices = [\r\n [1, 3, 5], // right\r\n [0, 4, 2], // left\r\n [2, 6, 3], // top\r\n [0, 1, 4], // bottom\r\n [0, 2, 1], // back\r\n [4, 5, 6], // front\r\n];\r\n\r\nfunction computeFrustumPlanes(frustum: Frustum): ClipPlane[] {\r\n const planes = [];\r\n const points = frustum.points;\r\n const expandPlaneDistance = 1e-6;\r\n\r\n for (const indices of planePointIndices) {\r\n const i0 = indices[0], i1 = indices[1], i2 = indices[2];\r\n const normal = Vector3d.createCrossProductToPoints(points[i2], points[i1], points[i0]);\r\n normal.normalizeInPlace();\r\n\r\n const plane = ClipPlane.createNormalAndDistance(normal, normal.dotProduct(points[i0]) - expandPlaneDistance);\r\n if (!plane)\r\n return [];\r\n\r\n planes.push(plane);\r\n }\r\n\r\n assert(planes.length === 6);\r\n return planes;\r\n}\r\n\r\n// Scratch variable used by FrustumPlanes.computeContainment.\r\nconst planesContainingSphere = [false, false, false, false, false, false];\r\n\r\n/** Represents a the planes of a [[Frustum]] for testing containment and intersection.\r\n * A valid frustum produces six planes. A degenerate frustum produces zero planes.\r\n * @public\r\n * @extensions\r\n */\r\nexport class FrustumPlanes {\r\n private _planes: ClipPlane[];\r\n\r\n private constructor(planes: ClipPlane[]) {\r\n this._planes = planes;\r\n }\r\n\r\n /** Compute the six planes of the specified frustum.\r\n * If the frustum is degenerate - that is, its points do not represent a truncated pyramid - then the returned `FrustumPlanes` will contain zero planes.\r\n * @see [[isValid]] to test this condition.\r\n */\r\n public static fromFrustum(frustum: Frustum): FrustumPlanes {\r\n const planes = computeFrustumPlanes(frustum);\r\n return new FrustumPlanes(planes);\r\n }\r\n\r\n /** Create an empty set of frustum planes. [[isValid]] will be `true`. This can be useful when you want to create a `FrustumPlanes` object and initialize it later via [[init]] -\r\n * for example, if you intend to use the same object repeatedly with different [[Frustum]]s.\r\n */\r\n public static createEmpty(): FrustumPlanes {\r\n return new FrustumPlanes([]);\r\n }\r\n\r\n /** Returns true if [[planes]] consists of six planes. This may return `false` if a degenerate [[Frustum]] was supplied to [[fromFrustum]], or if this object was created\r\n * via [[createEmpty]] - in either case, [[planes]] will be an empty array.\r\n */\r\n public get isValid(): boolean {\r\n return this._planes.length === 6;\r\n }\r\n\r\n /** Obtain the list of planes defining the frustum. If [[isValid]] is `true`, it will have a length of six, with the planes ordered as\r\n * right, left, top, bottom, back, front. Otherwise, it will be empty.\r\n */\r\n public get planes(): ClipPlane[] {\r\n return this._planes;\r\n }\r\n\r\n /** Recompute the planes from the specified frustum.\r\n * @returns true upon success, or false if the input frustum was degenerate, in which case [[isValid]] will be `false`.\r\n */\r\n public init(frustum: Frustum): boolean {\r\n this._planes = computeFrustumPlanes(frustum);\r\n return this.isValid;\r\n }\r\n\r\n /** Compute to what degree a [[Frustum]] is contained with these frustum planes.\r\n * @param box The frustum to test for containment.\r\n * @param sphere An optional spherical bounding volume fully containing `box`. If supplied, this can reduce the amount of computation required.\r\n * @returns the degree to which `box` is contained within the clipping planes.\r\n */\r\n public computeFrustumContainment(box: Frustum, sphere?: BoundingSphere): FrustumPlanes.Containment {\r\n return this.computeContainment(box.points, sphere);\r\n }\r\n\r\n /** Determines whether a [[Frustum]] intersects with or is fully contained within these frustum planes.\r\n * @param box The frustum to test for containment.\r\n * @param sphere An optional spherical bounding volume fully containing `box`. If supplied, this can reduce the amount of computation required.\r\n * @returns true if `box` is not entirely outside of the clipping planes.\r\n */\r\n public intersectsFrustum(box: Frustum, sphere?: BoundingSphere): boolean {\r\n return FrustumPlanes.Containment.Outside !== this.computeFrustumContainment(box, sphere);\r\n }\r\n\r\n /** Determines whether a point is contained within these frustum planes.\r\n * @param point The point to test for containment.\r\n * @param tolerance The maximum distance from the interior of the frustum planes that will still be considered \"contained\".\r\n * @returns true if `point` is no further than `tolerance` meters outside of the clipping planes.\r\n */\r\n public containsPoint(point: Point3d, tolerance: number = 1.0e-8): boolean {\r\n return FrustumPlanes.Containment.Outside !== this.computeContainment([point], undefined, tolerance);\r\n }\r\n\r\n /** Compute the degree to which a set of points is contained within these frustum planes.\r\n * @param points The points to test for containment.\r\n * @param sphere An optional spherical bounding volume fully containing all of the points. If supplied, this can reduce the amount of computation required.\r\n * @param tolerance The maximum distance from the interior of the frustum planes a point must be to be considered \"contained\".\r\n * @returns the degree to which all of the points are contained within the clipping planes.\r\n */\r\n public computeContainment(points: Point3d[], sphere?: BoundingSphere, tolerance: number = 1.0e-8): FrustumPlanes.Containment {\r\n assert(this.isValid);\r\n if (undefined === this._planes)\r\n return FrustumPlanes.Containment.Outside;\r\n\r\n // Do the cheap test against bounding sphere first.\r\n if (sphere) {\r\n for (let i = 0; i < this._planes.length; i++) {\r\n const plane = this._planes[i];\r\n const centerDistance = plane.altitude(sphere.center);\r\n const tolerancePlusRadius = tolerance + sphere.radius;\r\n if (centerDistance < -tolerancePlusRadius)\r\n return FrustumPlanes.Containment.Outside;\r\n\r\n planesContainingSphere[i] = centerDistance > tolerancePlusRadius;\r\n }\r\n }\r\n\r\n // Test against points.\r\n let allInside = true;\r\n for (let i = 0; i < this._planes.length; i++) {\r\n if (sphere && planesContainingSphere[i])\r\n continue;\r\n\r\n const plane = this._planes[i];\r\n let nOutside = 0;\r\n for (const point of points) {\r\n if (plane.altitude(point) + tolerance < 0) {\r\n ++nOutside;\r\n allInside = false;\r\n }\r\n }\r\n\r\n if (nOutside === points.length)\r\n return FrustumPlanes.Containment.Outside;\r\n }\r\n\r\n return allInside ? FrustumPlanes.Containment.Inside : FrustumPlanes.Containment.Partial;\r\n }\r\n\r\n /** Computes whether a ray intersects these clipping planes.\r\n * @param origin The origin of the ray.\r\n * @param direction The direction of the ray.\r\n * @returns true if the ray extending from `origin` in the specified `direction` intersects at least one of the clipping planes.\r\n */\r\n public intersectsRay(origin: Point3d, direction: Vector3d): boolean {\r\n assert(this.isValid);\r\n if (undefined === this._planes) {\r\n return false;\r\n }\r\n\r\n let tFar = 1e37;\r\n let tNear = -tFar;\r\n\r\n for (const plane of this._planes) {\r\n const vD = plane.velocity(direction);\r\n const vN = plane.altitude(origin);\r\n if (0.0 === vD) {\r\n // ray is parallel... no need to continue testing if outside halfspace.\r\n if (vN < 0.0) {\r\n return false;\r\n }\r\n } else {\r\n const rayDistance = -vN / vD;\r\n if (vD < 0.0) {\r\n tFar = Math.min(rayDistance, tFar);\r\n } else {\r\n tNear = Math.max(rayDistance, tNear);\r\n }\r\n }\r\n }\r\n\r\n return tNear <= tFar;\r\n }\r\n}\r\n\r\n/** @public @extensions */\r\nexport namespace FrustumPlanes { // eslint-disable-line no-redeclare\r\n /** Describes the degree to which an object is contained within the planes of a [[Frustum]].\r\n * @see [[FrustumPlanes.computeContainment]], for example.\r\n */\r\n export enum Containment {\r\n /** The object is entirely outside of the frustum, intersecting none of its planes. */\r\n Outside = 0,\r\n /** The object intersects at least one of the frustum planes. placing it partially inside of the frustum. */\r\n Partial = 1,\r\n /** The object is entirely inside of the frustum, intersecting none of its planes. */\r\n Inside = 2,\r\n }\r\n}\r\n"]}