@itwin/core-common 4.0.0-dev.10 → 4.0.0-dev.101

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 (1098) hide show
  1. package/CHANGELOG.md +64 -1
  2. package/lib/cjs/AmbientOcclusion.d.ts +49 -49
  3. package/lib/cjs/AmbientOcclusion.js +55 -55
  4. package/lib/cjs/AmbientOcclusion.js.map +1 -1
  5. package/lib/cjs/AnalysisStyle.d.ts +134 -134
  6. package/lib/cjs/AnalysisStyle.js +165 -165
  7. package/lib/cjs/AnalysisStyle.js.map +1 -1
  8. package/lib/cjs/Atmosphere.d.ts +99 -0
  9. package/lib/cjs/Atmosphere.d.ts.map +1 -0
  10. package/lib/cjs/Atmosphere.js +134 -0
  11. package/lib/cjs/Atmosphere.js.map +1 -0
  12. package/lib/cjs/AuthorizationClient.d.ts +17 -17
  13. package/lib/cjs/AuthorizationClient.js +9 -9
  14. package/lib/cjs/AuthorizationClient.js.map +1 -1
  15. package/lib/cjs/BackendTypes.d.ts +13 -12
  16. package/lib/cjs/BackendTypes.d.ts.map +1 -1
  17. package/lib/cjs/BackendTypes.js +9 -9
  18. package/lib/cjs/BackendTypes.js.map +1 -1
  19. package/lib/cjs/BackgroundMapProvider.d.ts +51 -51
  20. package/lib/cjs/BackgroundMapProvider.d.ts.map +1 -1
  21. package/lib/cjs/BackgroundMapProvider.js +67 -68
  22. package/lib/cjs/BackgroundMapProvider.js.map +1 -1
  23. package/lib/cjs/BackgroundMapSettings.d.ts +136 -136
  24. package/lib/cjs/BackgroundMapSettings.d.ts.map +1 -1
  25. package/lib/cjs/BackgroundMapSettings.js +154 -156
  26. package/lib/cjs/BackgroundMapSettings.js.map +1 -1
  27. package/lib/cjs/Base64EncodedString.d.ts +32 -32
  28. package/lib/cjs/Base64EncodedString.d.ts.map +1 -1
  29. package/lib/cjs/Base64EncodedString.js +66 -66
  30. package/lib/cjs/Base64EncodedString.js.map +1 -1
  31. package/lib/cjs/BlobReader.d.ts +31 -31
  32. package/lib/cjs/BlobReader.js +84 -84
  33. package/lib/cjs/BlobReader.js.map +1 -1
  34. package/lib/cjs/BriefcaseTypes.d.ts +191 -189
  35. package/lib/cjs/BriefcaseTypes.d.ts.map +1 -1
  36. package/lib/cjs/BriefcaseTypes.js +95 -95
  37. package/lib/cjs/BriefcaseTypes.js.map +1 -1
  38. package/lib/cjs/Camera.d.ts +42 -42
  39. package/lib/cjs/Camera.js +62 -62
  40. package/lib/cjs/Camera.js.map +1 -1
  41. package/lib/cjs/ChangedElements.d.ts +85 -85
  42. package/lib/cjs/ChangedElements.js +23 -23
  43. package/lib/cjs/ChangedElements.js.map +1 -1
  44. package/lib/cjs/ChangedEntities.d.ts +45 -45
  45. package/lib/cjs/ChangedEntities.d.ts.map +1 -1
  46. package/lib/cjs/ChangedEntities.js +9 -9
  47. package/lib/cjs/ChangedEntities.js.map +1 -1
  48. package/lib/cjs/ChangesetProps.d.ts +98 -98
  49. package/lib/cjs/ChangesetProps.d.ts.map +1 -1
  50. package/lib/cjs/ChangesetProps.js +22 -22
  51. package/lib/cjs/ChangesetProps.js.map +1 -1
  52. package/lib/cjs/ClipStyle.d.ts +89 -89
  53. package/lib/cjs/ClipStyle.js +121 -123
  54. package/lib/cjs/ClipStyle.js.map +1 -1
  55. package/lib/cjs/Code.d.ts +278 -277
  56. package/lib/cjs/Code.d.ts.map +1 -1
  57. package/lib/cjs/Code.js +271 -269
  58. package/lib/cjs/Code.js.map +1 -1
  59. package/lib/cjs/ColorByName.d.ts +161 -161
  60. package/lib/cjs/ColorByName.js +169 -169
  61. package/lib/cjs/ColorByName.js.map +1 -1
  62. package/lib/cjs/ColorDef.d.ts +210 -208
  63. package/lib/cjs/ColorDef.d.ts.map +1 -1
  64. package/lib/cjs/ColorDef.js +572 -571
  65. package/lib/cjs/ColorDef.js.map +1 -1
  66. package/lib/cjs/CommonLoggerCategory.d.ts +18 -18
  67. package/lib/cjs/CommonLoggerCategory.js +26 -26
  68. package/lib/cjs/CommonLoggerCategory.js.map +1 -1
  69. package/lib/cjs/ConcurrentQuery.d.ts +421 -421
  70. package/lib/cjs/ConcurrentQuery.d.ts.map +1 -1
  71. package/lib/cjs/ConcurrentQuery.js +552 -552
  72. package/lib/cjs/ConcurrentQuery.js.map +1 -1
  73. package/lib/cjs/ContextRealityModel.d.ts +303 -303
  74. package/lib/cjs/ContextRealityModel.js +371 -373
  75. package/lib/cjs/ContextRealityModel.js.map +1 -1
  76. package/lib/cjs/DisplayStyleSettings.d.ts +593 -588
  77. package/lib/cjs/DisplayStyleSettings.d.ts.map +1 -1
  78. package/lib/cjs/DisplayStyleSettings.js +990 -985
  79. package/lib/cjs/DisplayStyleSettings.js.map +1 -1
  80. package/lib/cjs/ECSchemaProps.d.ts +39 -39
  81. package/lib/cjs/ECSchemaProps.js +9 -9
  82. package/lib/cjs/ECSchemaProps.js.map +1 -1
  83. package/lib/cjs/ECSqlReader.d.ts +72 -70
  84. package/lib/cjs/ECSqlReader.d.ts.map +1 -1
  85. package/lib/cjs/ECSqlReader.js +297 -280
  86. package/lib/cjs/ECSqlReader.js.map +1 -1
  87. package/lib/cjs/ECSqlTypes.d.ts +128 -128
  88. package/lib/cjs/ECSqlTypes.js +189 -189
  89. package/lib/cjs/ECSqlTypes.js.map +1 -1
  90. package/lib/cjs/ElementMesh.d.ts +39 -39
  91. package/lib/cjs/ElementMesh.js +56 -56
  92. package/lib/cjs/ElementMesh.js.map +1 -1
  93. package/lib/cjs/ElementProps.d.ts +483 -483
  94. package/lib/cjs/ElementProps.d.ts.map +1 -1
  95. package/lib/cjs/ElementProps.js +99 -99
  96. package/lib/cjs/ElementProps.js.map +1 -1
  97. package/lib/cjs/EmphasizeElementsProps.d.ts +55 -55
  98. package/lib/cjs/EmphasizeElementsProps.js +25 -25
  99. package/lib/cjs/EmphasizeElementsProps.js.map +1 -1
  100. package/lib/cjs/EntityProps.d.ts +177 -177
  101. package/lib/cjs/EntityProps.d.ts.map +1 -1
  102. package/lib/cjs/EntityProps.js +113 -113
  103. package/lib/cjs/EntityProps.js.map +1 -1
  104. package/lib/cjs/EntityReference.d.ts +51 -51
  105. package/lib/cjs/EntityReference.d.ts.map +1 -1
  106. package/lib/cjs/EntityReference.js +56 -56
  107. package/lib/cjs/EntityReference.js.map +1 -1
  108. package/lib/cjs/Environment.d.ts +74 -61
  109. package/lib/cjs/Environment.d.ts.map +1 -1
  110. package/lib/cjs/Environment.js +78 -73
  111. package/lib/cjs/Environment.js.map +1 -1
  112. package/lib/cjs/FeatureIndex.d.ts +39 -39
  113. package/lib/cjs/FeatureIndex.js +63 -63
  114. package/lib/cjs/FeatureIndex.js.map +1 -1
  115. package/lib/cjs/FeatureSymbology.d.ts +449 -444
  116. package/lib/cjs/FeatureSymbology.d.ts.map +1 -1
  117. package/lib/cjs/FeatureSymbology.js +618 -614
  118. package/lib/cjs/FeatureSymbology.js.map +1 -1
  119. package/lib/cjs/FeatureTable.d.ts +255 -141
  120. package/lib/cjs/FeatureTable.d.ts.map +1 -1
  121. package/lib/cjs/FeatureTable.js +484 -278
  122. package/lib/cjs/FeatureTable.js.map +1 -1
  123. package/lib/cjs/Fonts.d.ts +51 -51
  124. package/lib/cjs/Fonts.d.ts.map +1 -1
  125. package/lib/cjs/Fonts.js +53 -53
  126. package/lib/cjs/Fonts.js.map +1 -1
  127. package/lib/cjs/Frustum.d.ts +114 -114
  128. package/lib/cjs/Frustum.js +292 -292
  129. package/lib/cjs/Frustum.js.map +1 -1
  130. package/lib/cjs/GeoCoordinateServices.d.ts +123 -119
  131. package/lib/cjs/GeoCoordinateServices.d.ts.map +1 -1
  132. package/lib/cjs/GeoCoordinateServices.js +81 -80
  133. package/lib/cjs/GeoCoordinateServices.js.map +1 -1
  134. package/lib/cjs/GeometryContainment.d.ts +28 -28
  135. package/lib/cjs/GeometryContainment.js +9 -9
  136. package/lib/cjs/GeometryContainment.js.map +1 -1
  137. package/lib/cjs/GeometryParams.d.ts +130 -130
  138. package/lib/cjs/GeometryParams.js +174 -174
  139. package/lib/cjs/GeometryParams.js.map +1 -1
  140. package/lib/cjs/GeometrySummary.d.ts +45 -45
  141. package/lib/cjs/GeometrySummary.js +23 -23
  142. package/lib/cjs/GeometrySummary.js.map +1 -1
  143. package/lib/cjs/Gradient.d.ts +139 -139
  144. package/lib/cjs/Gradient.js +453 -455
  145. package/lib/cjs/Gradient.js.map +1 -1
  146. package/lib/cjs/GraphicParams.d.ts +58 -58
  147. package/lib/cjs/GraphicParams.js +85 -85
  148. package/lib/cjs/GraphicParams.js.map +1 -1
  149. package/lib/cjs/GroundPlane.d.ts +52 -52
  150. package/lib/cjs/GroundPlane.d.ts.map +1 -1
  151. package/lib/cjs/GroundPlane.js +63 -64
  152. package/lib/cjs/GroundPlane.js.map +1 -1
  153. package/lib/cjs/HSLColor.d.ts +20 -20
  154. package/lib/cjs/HSLColor.js +32 -32
  155. package/lib/cjs/HSLColor.js.map +1 -1
  156. package/lib/cjs/HSVColor.d.ts +30 -30
  157. package/lib/cjs/HSVColor.js +59 -59
  158. package/lib/cjs/HSVColor.js.map +1 -1
  159. package/lib/cjs/HiddenLine.d.ts +97 -97
  160. package/lib/cjs/HiddenLine.js +160 -162
  161. package/lib/cjs/HiddenLine.js.map +1 -1
  162. package/lib/cjs/Hilite.d.ts +50 -50
  163. package/lib/cjs/Hilite.js +64 -64
  164. package/lib/cjs/Hilite.js.map +1 -1
  165. package/lib/cjs/IModel.d.ts +358 -359
  166. package/lib/cjs/IModel.d.ts.map +1 -1
  167. package/lib/cjs/IModel.js +347 -347
  168. package/lib/cjs/IModel.js.map +1 -1
  169. package/lib/cjs/IModelError.d.ts +42 -42
  170. package/lib/cjs/IModelError.d.ts.map +1 -1
  171. package/lib/cjs/IModelError.js +71 -71
  172. package/lib/cjs/IModelError.js.map +1 -1
  173. package/lib/cjs/IModelVersion.d.ts +68 -68
  174. package/lib/cjs/IModelVersion.d.ts.map +1 -1
  175. package/lib/cjs/IModelVersion.js +79 -79
  176. package/lib/cjs/IModelVersion.js.map +1 -1
  177. package/lib/cjs/Image.d.ts +86 -86
  178. package/lib/cjs/Image.js +128 -128
  179. package/lib/cjs/Image.js.map +1 -1
  180. package/lib/cjs/IpcAppProps.d.ts +141 -141
  181. package/lib/cjs/IpcAppProps.js +23 -23
  182. package/lib/cjs/IpcAppProps.js.map +1 -1
  183. package/lib/cjs/LightSettings.d.ts +224 -224
  184. package/lib/cjs/LightSettings.js +304 -309
  185. package/lib/cjs/LightSettings.js.map +1 -1
  186. package/lib/cjs/LinePixels.d.ts +34 -34
  187. package/lib/cjs/LinePixels.js +42 -42
  188. package/lib/cjs/LinePixels.js.map +1 -1
  189. package/lib/cjs/Localization.d.ts +117 -113
  190. package/lib/cjs/Localization.d.ts.map +1 -1
  191. package/lib/cjs/Localization.js +33 -33
  192. package/lib/cjs/Localization.js.map +1 -1
  193. package/lib/cjs/MapImagerySettings.d.ts +62 -62
  194. package/lib/cjs/MapImagerySettings.d.ts.map +1 -1
  195. package/lib/cjs/MapImagerySettings.js +80 -80
  196. package/lib/cjs/MapImagerySettings.js.map +1 -1
  197. package/lib/cjs/MapLayerSettings.d.ts +272 -272
  198. package/lib/cjs/MapLayerSettings.d.ts.map +1 -1
  199. package/lib/cjs/MapLayerSettings.js +407 -411
  200. package/lib/cjs/MapLayerSettings.js.map +1 -1
  201. package/lib/cjs/MassProperties.d.ts +64 -64
  202. package/lib/cjs/MassProperties.js +23 -23
  203. package/lib/cjs/MassProperties.js.map +1 -1
  204. package/lib/cjs/MaterialProps.d.ts +165 -153
  205. package/lib/cjs/MaterialProps.d.ts.map +1 -1
  206. package/lib/cjs/MaterialProps.js +37 -35
  207. package/lib/cjs/MaterialProps.js.map +1 -1
  208. package/lib/cjs/ModelClipGroup.d.ts +67 -67
  209. package/lib/cjs/ModelClipGroup.js +96 -98
  210. package/lib/cjs/ModelClipGroup.js.map +1 -1
  211. package/lib/cjs/ModelGeometryChanges.d.ts +107 -107
  212. package/lib/cjs/ModelGeometryChanges.d.ts.map +1 -1
  213. package/lib/cjs/ModelGeometryChanges.js +83 -83
  214. package/lib/cjs/ModelGeometryChanges.js.map +1 -1
  215. package/lib/cjs/ModelProps.d.ts +67 -67
  216. package/lib/cjs/ModelProps.js +9 -9
  217. package/lib/cjs/ModelProps.js.map +1 -1
  218. package/lib/cjs/NativeAppProps.d.ts +122 -122
  219. package/lib/cjs/NativeAppProps.d.ts.map +1 -1
  220. package/lib/cjs/NativeAppProps.js +30 -30
  221. package/lib/cjs/NativeAppProps.js.map +1 -1
  222. package/lib/cjs/OctEncodedNormal.d.ts +33 -33
  223. package/lib/cjs/OctEncodedNormal.js +98 -98
  224. package/lib/cjs/OctEncodedNormal.js.map +1 -1
  225. package/lib/cjs/PlanProjectionSettings.d.ts +47 -47
  226. package/lib/cjs/PlanProjectionSettings.js +63 -63
  227. package/lib/cjs/PlanProjectionSettings.js.map +1 -1
  228. package/lib/cjs/PlanarClipMask.d.ts +177 -177
  229. package/lib/cjs/PlanarClipMask.js +136 -136
  230. package/lib/cjs/PlanarClipMask.js.map +1 -1
  231. package/lib/cjs/QPoint.d.ts +479 -479
  232. package/lib/cjs/QPoint.js +824 -826
  233. package/lib/cjs/QPoint.js.map +1 -1
  234. package/lib/cjs/RealityDataAccessProps.d.ts +41 -41
  235. package/lib/cjs/RealityDataAccessProps.js +19 -19
  236. package/lib/cjs/RealityDataAccessProps.js.map +1 -1
  237. package/lib/cjs/RealityModelDisplaySettings.d.ts +183 -183
  238. package/lib/cjs/RealityModelDisplaySettings.d.ts.map +1 -1
  239. package/lib/cjs/RealityModelDisplaySettings.js +141 -142
  240. package/lib/cjs/RealityModelDisplaySettings.js.map +1 -1
  241. package/lib/cjs/Render.d.ts +89 -89
  242. package/lib/cjs/Render.js +177 -177
  243. package/lib/cjs/Render.js.map +1 -1
  244. package/lib/cjs/RenderMaterial.d.ts +58 -58
  245. package/lib/cjs/RenderMaterial.js +75 -76
  246. package/lib/cjs/RenderMaterial.js.map +1 -1
  247. package/lib/cjs/RenderSchedule.d.ts +557 -543
  248. package/lib/cjs/RenderSchedule.d.ts.map +1 -1
  249. package/lib/cjs/RenderSchedule.js +1028 -1002
  250. package/lib/cjs/RenderSchedule.js.map +1 -1
  251. package/lib/cjs/RenderTexture.d.ts +70 -70
  252. package/lib/cjs/RenderTexture.d.ts.map +1 -1
  253. package/lib/cjs/RenderTexture.js +59 -59
  254. package/lib/cjs/RenderTexture.js.map +1 -1
  255. package/lib/cjs/RgbColor.d.ts +47 -47
  256. package/lib/cjs/RgbColor.js +77 -77
  257. package/lib/cjs/RgbColor.js.map +1 -1
  258. package/lib/cjs/RpcInterface.d.ts +42 -33
  259. package/lib/cjs/RpcInterface.d.ts.map +1 -1
  260. package/lib/cjs/RpcInterface.js +158 -137
  261. package/lib/cjs/RpcInterface.js.map +1 -1
  262. package/lib/cjs/RpcManager.d.ts +40 -40
  263. package/lib/cjs/RpcManager.js +55 -55
  264. package/lib/cjs/RpcManager.js.map +1 -1
  265. package/lib/cjs/SessionProps.d.ts +16 -16
  266. package/lib/cjs/SessionProps.js +9 -9
  267. package/lib/cjs/SessionProps.js.map +1 -1
  268. package/lib/cjs/SkyBox.d.ts +217 -215
  269. package/lib/cjs/SkyBox.d.ts.map +1 -1
  270. package/lib/cjs/SkyBox.js +209 -210
  271. package/lib/cjs/SkyBox.js.map +1 -1
  272. package/lib/cjs/Snapping.d.ts +49 -49
  273. package/lib/cjs/Snapping.js +9 -9
  274. package/lib/cjs/Snapping.js.map +1 -1
  275. package/lib/cjs/SolarCalculate.d.ts +27 -27
  276. package/lib/cjs/SolarCalculate.js +211 -211
  277. package/lib/cjs/SolarCalculate.js.map +1 -1
  278. package/lib/cjs/SolarShadows.d.ts +35 -35
  279. package/lib/cjs/SolarShadows.js +61 -62
  280. package/lib/cjs/SolarShadows.js.map +1 -1
  281. package/lib/cjs/SpatialClassification.d.ts +208 -208
  282. package/lib/cjs/SpatialClassification.js +339 -340
  283. package/lib/cjs/SpatialClassification.js.map +1 -1
  284. package/lib/cjs/SubCategoryAppearance.d.ts +91 -91
  285. package/lib/cjs/SubCategoryAppearance.js +96 -96
  286. package/lib/cjs/SubCategoryAppearance.js.map +1 -1
  287. package/lib/cjs/SubCategoryOverride.d.ts +46 -46
  288. package/lib/cjs/SubCategoryOverride.js +104 -104
  289. package/lib/cjs/SubCategoryOverride.js.map +1 -1
  290. package/lib/cjs/TerrainSettings.d.ts +82 -82
  291. package/lib/cjs/TerrainSettings.d.ts.map +1 -1
  292. package/lib/cjs/TerrainSettings.js +100 -102
  293. package/lib/cjs/TerrainSettings.js.map +1 -1
  294. package/lib/cjs/TextureMapping.d.ts +151 -118
  295. package/lib/cjs/TextureMapping.d.ts.map +1 -1
  296. package/lib/cjs/TextureMapping.js +180 -174
  297. package/lib/cjs/TextureMapping.js.map +1 -1
  298. package/lib/cjs/TextureProps.d.ts +65 -65
  299. package/lib/cjs/TextureProps.js +28 -28
  300. package/lib/cjs/TextureProps.js.map +1 -1
  301. package/lib/cjs/ThematicDisplay.d.ts +230 -230
  302. package/lib/cjs/ThematicDisplay.js +343 -344
  303. package/lib/cjs/ThematicDisplay.js.map +1 -1
  304. package/lib/cjs/Thumbnail.d.ts +26 -26
  305. package/lib/cjs/Thumbnail.js +9 -9
  306. package/lib/cjs/Thumbnail.js.map +1 -1
  307. package/lib/cjs/TileProps.d.ts +88 -82
  308. package/lib/cjs/TileProps.d.ts.map +1 -1
  309. package/lib/cjs/TileProps.js +29 -29
  310. package/lib/cjs/TileProps.js.map +1 -1
  311. package/lib/cjs/Tween.d.ts +191 -191
  312. package/lib/cjs/Tween.d.ts.map +1 -1
  313. package/lib/cjs/Tween.js +570 -570
  314. package/lib/cjs/Tween.js.map +1 -1
  315. package/lib/cjs/TxnAction.d.ts +21 -21
  316. package/lib/cjs/TxnAction.js +29 -29
  317. package/lib/cjs/TxnAction.js.map +1 -1
  318. package/lib/cjs/ViewDetails.d.ts +125 -125
  319. package/lib/cjs/ViewDetails.js +166 -166
  320. package/lib/cjs/ViewDetails.js.map +1 -1
  321. package/lib/cjs/ViewFlags.d.ts +287 -287
  322. package/lib/cjs/ViewFlags.d.ts.map +1 -1
  323. package/lib/cjs/ViewFlags.js +367 -368
  324. package/lib/cjs/ViewFlags.js.map +1 -1
  325. package/lib/cjs/ViewProps.d.ts +205 -205
  326. package/lib/cjs/ViewProps.js +9 -9
  327. package/lib/cjs/ViewProps.js.map +1 -1
  328. package/lib/cjs/WhiteOnWhiteReversalSettings.d.ts +36 -36
  329. package/lib/cjs/WhiteOnWhiteReversalSettings.js +37 -37
  330. package/lib/cjs/WhiteOnWhiteReversalSettings.js.map +1 -1
  331. package/lib/cjs/core-common.d.ts +244 -244
  332. package/lib/cjs/core-common.d.ts.map +1 -1
  333. package/lib/cjs/core-common.js +264 -260
  334. package/lib/cjs/core-common.js.map +1 -1
  335. package/lib/cjs/domains/FunctionalElementProps.d.ts +11 -11
  336. package/lib/cjs/domains/FunctionalElementProps.js +9 -9
  337. package/lib/cjs/domains/FunctionalElementProps.js.map +1 -1
  338. package/lib/cjs/domains/GenericElementProps.d.ts +18 -18
  339. package/lib/cjs/domains/GenericElementProps.js +9 -9
  340. package/lib/cjs/domains/GenericElementProps.js.map +1 -1
  341. package/lib/cjs/geometry/AdditionalTransform.d.ts +84 -84
  342. package/lib/cjs/geometry/AdditionalTransform.js +85 -85
  343. package/lib/cjs/geometry/AdditionalTransform.js.map +1 -1
  344. package/lib/cjs/geometry/AreaPattern.d.ts +82 -82
  345. package/lib/cjs/geometry/AreaPattern.js +203 -204
  346. package/lib/cjs/geometry/AreaPattern.js.map +1 -1
  347. package/lib/cjs/geometry/BoundingSphere.d.ts +27 -27
  348. package/lib/cjs/geometry/BoundingSphere.js +44 -44
  349. package/lib/cjs/geometry/BoundingSphere.js.map +1 -1
  350. package/lib/cjs/geometry/Cartographic.d.ts +137 -137
  351. package/lib/cjs/geometry/Cartographic.js +345 -345
  352. package/lib/cjs/geometry/Cartographic.js.map +1 -1
  353. package/lib/cjs/geometry/CoordinateReferenceSystem.d.ts +269 -269
  354. package/lib/cjs/geometry/CoordinateReferenceSystem.d.ts.map +1 -1
  355. package/lib/cjs/geometry/CoordinateReferenceSystem.js +260 -261
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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\nimport { assert, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Vector3d, XYZProps } from \"@itwin/core-geometry\";\r\nimport { RgbColor, RgbColorProps } from \"./RgbColor\";\r\n\r\nfunction extractIntensity(value: number | undefined, defaultValue: number) {\r\n const maxIntensity = 5;\r\n return typeof value === \"number\" ? Math.max(0, Math.min(maxIntensity, value)) : defaultValue;\r\n}\r\n\r\n/** Wire format for the solar directional light associated with a [[LightSettingsProps]].\r\n * The light is colored white and oriented in any direction in world coordinates.\r\n * It will cast shadows if it is above the world XY plane and if the shadows view flag is enabled for the view.\r\n * By default, the solar light is only applied when shadows are enabled, but can be set to be applied unconditionally.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface SolarLightProps {\r\n /** Intensity of the light, typically in [0..1] but can range up to 5. Default: 1.0 */\r\n intensity?: number;\r\n /** Direction of the light in world coordinates. Defaults to a vector looking down on the scene at a 45 degree angle mostly along the Y axis. */\r\n direction?: XYZProps;\r\n /** If true, the light will be applied even when shadows are turned off for the view.\r\n * If false, a roughly overhead light of the same intensity oriented in view space will be used instead.\r\n * Default: false.\r\n */\r\n alwaysEnabled?: boolean;\r\n /** If defined, the time in UNIX milliseconds from which [[direction]] was calculated.\r\n * @see [[DisplayStyleSettings.setSunTime]] to compute the solar direction from a point in time.\r\n */\r\n timePoint?: number;\r\n}\r\n\r\nconst defaultSolarDirection = Vector3d.create(0.272166, 0.680414, 0.680414);\r\n\r\n/** Describes the solar directional light associated with a [[LightSettings]].\r\n * @see [[SolarLightProps]].\r\n * @public\r\n */\r\nexport class SolarLight {\r\n /** Direction of the light in world coordinates. Defaults to a vector looking down on the scene at a 45 degree angle mostly along the Y axis. */\r\n public readonly direction: Readonly<Vector3d>;\r\n /** Intensity of the light, typically in [0..1] but can range up to 5. Default: 1.0 */\r\n public readonly intensity: number;\r\n /** If true, the light will be applied even when shadows are turned off for the view.\r\n * If false, a roughly overhead light of the same intensity oriented in view space will be used instead.\r\n * Default: false.\r\n */\r\n public readonly alwaysEnabled: boolean;\r\n /** If defined, the time in UNIX milliseconds from which [[direction]] was calculated.\r\n * @see [[DisplayStyleSettings.setSunTime]] to compute the solar direction from a point in time.\r\n */\r\n public readonly timePoint?: number;\r\n\r\n public constructor(json?: SolarLightProps) {\r\n json = json || {};\r\n this.intensity = extractIntensity(json.intensity, 1);\r\n this.alwaysEnabled = JsonUtils.asBool(json.alwaysEnabled);\r\n\r\n if (json.direction)\r\n this.direction = Vector3d.fromJSON(json.direction);\r\n else\r\n this.direction = defaultSolarDirection.clone();\r\n\r\n if (typeof json.timePoint === \"number\")\r\n this.timePoint = json.timePoint;\r\n }\r\n\r\n public toJSON(): SolarLightProps | undefined {\r\n const direction = this.direction.isAlmostEqual(defaultSolarDirection) ? undefined : this.direction.toJSON();\r\n const intensity = this.intensity !== 1 ? this.intensity : undefined;\r\n const alwaysEnabled = this.alwaysEnabled ? true : undefined;\r\n const timePoint = this.timePoint;\r\n\r\n if (undefined === direction && undefined === intensity && undefined === alwaysEnabled && undefined === timePoint)\r\n return undefined;\r\n\r\n const json: SolarLightProps = {};\r\n if (direction)\r\n json.direction = direction;\r\n\r\n if (undefined !== intensity)\r\n json.intensity = intensity;\r\n\r\n if (undefined !== alwaysEnabled)\r\n json.alwaysEnabled = alwaysEnabled;\r\n\r\n if (undefined !== timePoint)\r\n json.timePoint = timePoint;\r\n\r\n return json;\r\n }\r\n\r\n /** Create a copy of this SolarLight, identical except in any properties explicitly specified by `changedProps`, with a possible exception for [[timePoint]].\r\n * If `this.timePoint` is defined and `changedProps` defines `direction` but **doesn't** define `timePoint`, the time point will only be preserved in the\r\n * copy if `changesProps.direction` is equal to `this.direction`.\r\n */\r\n public clone(changedProps?: SolarLightProps): SolarLight {\r\n if (!changedProps)\r\n return this;\r\n\r\n const props = this.toJSON() ?? {};\r\n if (undefined !== changedProps.direction)\r\n props.direction = changedProps.direction;\r\n\r\n if (undefined !== changedProps.intensity)\r\n props.intensity = changedProps.intensity;\r\n\r\n if (undefined !== changedProps.alwaysEnabled)\r\n props.alwaysEnabled = changedProps.alwaysEnabled;\r\n\r\n if (undefined !== changedProps.timePoint)\r\n props.timePoint = changedProps.timePoint;\r\n\r\n // If our direction was computed from a time point and the caller only supplies a direction, invalidate the time point unless the input direction matches our direction.\r\n // If caller explicitly supplied a timePoint, trust it.\r\n if (undefined !== this.timePoint && undefined === changedProps.timePoint && undefined !== changedProps.direction) {\r\n const newDirection = Vector3d.fromJSON(changedProps.direction);\r\n if (!newDirection.isAlmostEqual(this.direction))\r\n props.timePoint = undefined;\r\n }\r\n\r\n return new SolarLight(props);\r\n }\r\n\r\n public equals(rhs: SolarLight): boolean {\r\n return this.intensity === rhs.intensity && this.alwaysEnabled === rhs.alwaysEnabled && this.direction.isExactEqual(rhs.direction) && this.timePoint === rhs.timePoint;\r\n }\r\n}\r\n\r\n/** Wire format for the ambient light associated with a [[LightSettingsProps]].\r\n * Ambient light applies equally to all surfaces in the scene.\r\n * @public\r\n * @extensions\r\n */\r\nexport interface AmbientLightProps {\r\n /** The color of the light. Black is treated as a special case, indicating that the surface's own diffuse color should be used. */\r\n color?: RgbColorProps;\r\n /** The intensity of the light. Default: 0.2. */\r\n intensity?: number;\r\n}\r\n\r\n/** Describes the ambient light associated with a [[LightSettings]].\r\n * @see [[AmbientLightProps]]\r\n * @public\r\n */\r\nexport class AmbientLight {\r\n public readonly color: RgbColor;\r\n public readonly intensity: number;\r\n\r\n public constructor(json?: AmbientLightProps) {\r\n json = json || {};\r\n this.intensity = extractIntensity(json.intensity, 0.2);\r\n this.color = json.color ? RgbColor.fromJSON(json.color) : new RgbColor(0, 0, 0);\r\n }\r\n\r\n public toJSON(): AmbientLightProps | undefined {\r\n const color = this.color.r !== 0 || this.color.g !== 0 || this.color.b !== 0 ? this.color.toJSON() : undefined;\r\n const intensity = 0.2 !== this.intensity ? this.intensity : undefined;\r\n if (undefined === color && undefined === intensity)\r\n return undefined;\r\n\r\n const json: AmbientLightProps = {};\r\n if (color)\r\n json.color = color;\r\n\r\n if (undefined !== intensity)\r\n json.intensity = intensity;\r\n\r\n return json;\r\n }\r\n\r\n /** Create a copy of this light, identical except for any properties explicitly specified by `changed`. */\r\n public clone(changed?: AmbientLightProps): AmbientLight {\r\n if (!changed)\r\n return this;\r\n\r\n const props = this.toJSON() ?? {};\r\n if (undefined !== changed.intensity)\r\n props.intensity = changed.intensity;\r\n\r\n if (undefined !== changed.color)\r\n props.color = changed.color;\r\n\r\n return new AmbientLight(props);\r\n }\r\n\r\n public equals(rhs: AmbientLight): boolean {\r\n return this.intensity === rhs.intensity && this.color.equals(rhs.color);\r\n }\r\n}\r\n\r\n/** Wire format for a pair of hemisphere lights associated with a [[LightSettingsProps]].\r\n * Hemisphere lights are oriented in opposite directions along the world Z axis. Each has its own color; they share one intensity.\r\n * They are often used to simulate outdoor reflection of light from the ground and sky, so the colors often match the ground and sky colors\r\n * of the [[SkyBox]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface HemisphereLightsProps {\r\n /** The color of the downward-facing light. Default: (143, 205, 255). */\r\n upperColor?: RgbColorProps;\r\n /** The color of the upward-facing light. Default: (120, 143, 125). */\r\n lowerColor?: RgbColorProps;\r\n /** Intensity of the lights. Default: 0. */\r\n intensity?: number;\r\n}\r\n\r\nconst defaultUpperHemisphereColor = new RgbColor(143, 205, 255);\r\nconst defaultLowerHemisphereColor = new RgbColor(120, 143, 125);\r\n\r\n/** Describes a pair of hemisphere lights associated with a [[LightSettings]].\r\n * @see [[HemisphereLightsProps]]\r\n * @public\r\n */\r\nexport class HemisphereLights {\r\n public readonly upperColor: RgbColor;\r\n public readonly lowerColor: RgbColor;\r\n public readonly intensity: number;\r\n\r\n public constructor(json?: HemisphereLightsProps) {\r\n json = json || {};\r\n this.intensity = extractIntensity(json.intensity, 0);\r\n this.upperColor = json.upperColor ? RgbColor.fromJSON(json.upperColor) : defaultUpperHemisphereColor;\r\n this.lowerColor = json.lowerColor ? RgbColor.fromJSON(json.lowerColor) : defaultLowerHemisphereColor;\r\n }\r\n\r\n public toJSON(): HemisphereLightsProps | undefined {\r\n const upperColor = this.upperColor.equals(defaultUpperHemisphereColor) ? undefined : this.upperColor.toJSON();\r\n const lowerColor = this.lowerColor.equals(defaultLowerHemisphereColor) ? undefined : this.lowerColor.toJSON();\r\n const intensity = 0 === this.intensity ? undefined : this.intensity;\r\n\r\n if (undefined === upperColor && undefined === lowerColor && undefined === intensity)\r\n return undefined;\r\n\r\n const json: HemisphereLightsProps = {};\r\n if (upperColor)\r\n json.upperColor = upperColor;\r\n\r\n if (lowerColor)\r\n json.lowerColor = lowerColor;\r\n\r\n if (undefined !== intensity)\r\n json.intensity = intensity;\r\n\r\n return json;\r\n }\r\n\r\n /** Create a copy of these lights, identical except for any properties explicitly specified by `changed`. */\r\n public clone(changed?: HemisphereLightsProps): HemisphereLights {\r\n if (!changed)\r\n return this;\r\n\r\n const props = this.toJSON() || {};\r\n if (undefined !== changed.upperColor)\r\n props.upperColor = changed.upperColor;\r\n\r\n if (undefined !== changed.lowerColor)\r\n props.lowerColor = changed.lowerColor;\r\n\r\n if (undefined !== changed.intensity)\r\n props.intensity = changed.intensity;\r\n\r\n return new HemisphereLights(props);\r\n }\r\n\r\n public equals(rhs: HemisphereLights): boolean {\r\n return this.intensity === rhs.intensity && this.upperColor.equals(rhs.upperColor) && this.lowerColor.equals(rhs.lowerColor);\r\n }\r\n}\r\n\r\n/** JSON representation of a [[FresnelSettings]].\r\n * @public\r\n * @extensions\r\n */\r\nexport interface FresnelSettingsProps {\r\n /** See [[FresnelSettings.intensity]].\r\n * Default value: 0\r\n */\r\n intensity?: number;\r\n\r\n /** See [[FresnelSettings.invert]].\r\n * Default value: false\r\n */\r\n invert?: boolean;\r\n}\r\n\r\nfunction clampIntensity(intensity = 0): number {\r\n return Math.max(intensity, 0);\r\n}\r\n\r\n/** As part of a [[LightSettings]], describes how to apply a Fresnel effect to the contents of the view.\r\n * The \"Fresnel effect\" is based on the observation that the reflectivity of a surface varies based on the angle between the surface and\r\n * the viewer's line of sight. For example, a flat surface will appear more reflective when viewed at a glancing angle than it will when\r\n * viewed from above; and a sphere will appear more reflective around its edges than at its center.\r\n *\r\n * This principle can be used to improve photorealism, but the implementation provided here is intended to produce non-realistic but\r\n * aesthetically-pleasing results.\r\n * @see [[LightSettings.fresnel]].\r\n * @public\r\n */\r\nexport class FresnelSettings {\r\n /** The strength of the effect in terms of how much brighter the surface becomes. The intensity at a given point on the surface is determined by\r\n * the angle between the viewer's line of sight and the vector from the viewer to that point. Maximum intensity is produced when those vectors are\r\n * perpendicular, and zero intensity is produced when those vectors are parallel (unless [[invert]] is `true`).\r\n *\r\n * A value of zero turns off the effect. Values less than zero are clamped to zero. Typical values range between 0 and 1.\r\n */\r\n public readonly intensity: number;\r\n /** If true, inverts the effect's [[intensity]] such that maximum intensity is produced when the viewer's line of sight is parallel to the vector between\r\n * the viewer and the point on the surface, and zero intensity is produced when the viewer's line of sight is perpendicular to that vector.\r\n */\r\n public readonly invert: boolean;\r\n\r\n private constructor(intensity: number, invert: boolean) {\r\n assert(intensity >= 0);\r\n this.intensity = intensity;\r\n this.invert = invert;\r\n }\r\n\r\n private static readonly _defaults = new FresnelSettings(0, false);\r\n\r\n /** Create from JSON representation, using default values for any unspecified or `undefined` properties. */\r\n public static fromJSON(props?: FresnelSettingsProps): FresnelSettings {\r\n const intensity = clampIntensity(JsonUtils.asDouble(props?.intensity));\r\n const invert = JsonUtils.asBool(props?.invert);\r\n if (0 === intensity && !invert)\r\n return this._defaults;\r\n\r\n return new this(intensity, invert);\r\n }\r\n\r\n /** Create a new FresnelSettings.\r\n * @note Intensity values less than zero will be set to zero.\r\n */\r\n public static create(intensity = 0, invert = false): FresnelSettings {\r\n return this.fromJSON({ intensity, invert });\r\n }\r\n\r\n /** Convert to JSON representation.\r\n * @note If all settings match the default values, `undefined` will be returned.\r\n */\r\n public toJSON(): FresnelSettingsProps | undefined {\r\n if (0 === this.intensity && !this.invert)\r\n return undefined;\r\n\r\n const props: FresnelSettingsProps = {};\r\n if (0 !== this.intensity)\r\n props.intensity = this.intensity;\r\n\r\n if (this.invert)\r\n props.invert = true;\r\n\r\n return props;\r\n }\r\n\r\n /** Create a copy of these settings, modified to match any properties explicitly specified by `changedProps`. */\r\n public clone(changedProps?: FresnelSettingsProps): FresnelSettings {\r\n if ((undefined === changedProps?.intensity || changedProps.intensity === this.intensity)\r\n && (undefined === changedProps?.invert || changedProps.invert === this.invert))\r\n return this;\r\n\r\n const intensity = changedProps?.intensity ?? this.intensity;\r\n const invert = changedProps?.invert ?? this.invert;\r\n return FresnelSettings.fromJSON({ intensity, invert });\r\n }\r\n\r\n /** Return true if these settings are equivalent to `rhs`. */\r\n public equals(rhs: FresnelSettings): boolean {\r\n return this === rhs || (this.intensity === rhs.intensity && this.invert === rhs.invert);\r\n }\r\n}\r\n\r\n/** Wire format for a [[LightSettings]] describing lighting for a 3d scene.\r\n * 3d lighting provides the following lights, all of which are optional:\r\n * - A \"portrait\" light affixed to the camera and pointing directly forward into the scene. Color: white.\r\n * - A second directional light. Color: white.\r\n * - This can be a solar shadow-casting light, or (when shadows are disabled) a roughly overhead light oriented in view space.\r\n * - A pair of hemisphere lights pointing in opposite directions along the world Z axis. Each has its own customizable color.\r\n * - An ambient light of any color applied equally to all surfaces.\r\n * Specular intensity of all lights is controlled separately.\r\n * Light intensities are typically expressed in [0..1] but can be as large as 5.\r\n * @see [[DisplayStyle3dSettingsProps]]\r\n * @public\r\n * @extensions\r\n */\r\nexport interface LightSettingsProps {\r\n /** A white portrait light affixed to the camera and pointing directly forward into the scene. */\r\n portrait?: {\r\n /** Intensity, typically in [0..1], maximum 5. Default: 0.3. */\r\n intensity?: number;\r\n };\r\n /** Solar light settings. */\r\n solar?: SolarLightProps;\r\n /** Hemisphere light settings. */\r\n hemisphere?: HemisphereLightsProps;\r\n /** Ambient light settings. */\r\n ambient?: AmbientLightProps;\r\n /** Specular intensity applied to all lights. */\r\n specularIntensity?: number;\r\n /** Applies a [cel-shaded](https://en.wikipedia.org/wiki/Cel_shading) effect. If greater than zero, specifies the number of cels. Continuous lighting intensities\r\n * are computed, then quantized to the specified number of cels. Values greater than 254 have no visible effect.\r\n * Typically a value of 2 is appropriate if specular intensity is close to zero; 3 if specular intensity is larger.\r\n * Cel-shading is often combined with thick, dark visible edges for a cartoon or comic book effect.\r\n * Default: 0\r\n */\r\n numCels?: number;\r\n\r\n /** Fresnel settings.\r\n * @see [[FresnelSettings]].\r\n */\r\n fresnel?: FresnelSettingsProps;\r\n}\r\n\r\n/** Describes the lighting for a 3d scene, associated with a [[DisplayStyle3dSettings]] in turn associated with a [DisplayStyle3d]($backend) or [DisplayStyle3dState]($frontend).\r\n * @see [[LightSettingsProps]]\r\n * @public\r\n */\r\nexport class LightSettings {\r\n public readonly solar: SolarLight;\r\n public readonly ambient: AmbientLight;\r\n public readonly hemisphere: HemisphereLights;\r\n /** See [[LightSettingsProps.portrait]]. */\r\n public readonly portraitIntensity: number;\r\n public readonly specularIntensity: number;\r\n /** See [[LightSettingsProps.numCels]]. */\r\n public readonly numCels: number;\r\n public readonly fresnel: FresnelSettings;\r\n\r\n private constructor(solar: SolarLight, ambient: AmbientLight, hemisphere: HemisphereLights, portraitIntensity: number, specularIntensity: number, numCels: number,\r\n fresnel: FresnelSettings) {\r\n this.solar = solar;\r\n this.ambient = ambient;\r\n this.hemisphere = hemisphere;\r\n this.portraitIntensity = portraitIntensity;\r\n this.specularIntensity = specularIntensity;\r\n this.numCels = numCels;\r\n this.fresnel = fresnel;\r\n }\r\n\r\n public static fromJSON(props?: LightSettingsProps): LightSettings {\r\n const solar = new SolarLight(props?.solar);\r\n const ambient = new AmbientLight(props?.ambient);\r\n const hemisphere = new HemisphereLights(props?.hemisphere);\r\n const portraitIntensity = extractIntensity(props?.portrait?.intensity, 0.3);\r\n const specularIntensity = extractIntensity(props?.specularIntensity, 1.0);\r\n const numCels = JsonUtils.asInt(props?.numCels, 0);\r\n const fresnel = FresnelSettings.fromJSON(props?.fresnel);\r\n\r\n return new LightSettings(solar, ambient, hemisphere, portraitIntensity, specularIntensity, numCels, fresnel);\r\n }\r\n\r\n public toJSON(): LightSettingsProps | undefined {\r\n const solar = this.solar.toJSON();\r\n const ambient = this.ambient.toJSON();\r\n const hemisphere = this.hemisphere.toJSON();\r\n const portrait = 0.3 !== this.portraitIntensity ? { intensity: this.portraitIntensity } : undefined;\r\n const specularIntensity = 1 !== this.specularIntensity ? this.specularIntensity : undefined;\r\n const numCels = 0 !== this.numCels ? this.numCels : undefined;\r\n const fresnel = this.fresnel.toJSON();\r\n\r\n if (!solar && !ambient && !hemisphere && !portrait && undefined === specularIntensity && undefined === numCels && undefined === fresnel)\r\n return undefined;\r\n\r\n const json: LightSettingsProps = {};\r\n if (solar)\r\n json.solar = solar;\r\n\r\n if (ambient)\r\n json.ambient = ambient;\r\n\r\n if (hemisphere)\r\n json.hemisphere = hemisphere;\r\n\r\n if (portrait)\r\n json.portrait = portrait;\r\n\r\n if (undefined !== specularIntensity)\r\n json.specularIntensity = specularIntensity;\r\n\r\n if (undefined !== numCels)\r\n json.numCels = numCels;\r\n\r\n if (fresnel)\r\n json.fresnel = fresnel;\r\n\r\n return json;\r\n }\r\n\r\n /** Create a copy of these light settings, identical except for any properties explicitly specified by `changed`.\r\n * Note that the solar, ambient, and hemisphere lights will also be cloned using their own `clone` methods - so for example, the following:\r\n * ` clone({ ambient: { intensity: 0.5 } })`\r\n * will overwrite the ambient light's intensity but preserve its current color, rather than replacing the color with the default color.\r\n */\r\n public clone(changed?: LightSettingsProps): LightSettings {\r\n if (!changed)\r\n return this;\r\n\r\n const solar = this.solar.clone(changed.solar);\r\n const ambient = this.ambient.clone(changed.ambient);\r\n const hemisphere = this.hemisphere.clone(changed.hemisphere);\r\n const portrait = changed.portrait?.intensity ?? this.portraitIntensity;\r\n const specular = changed.specularIntensity ?? this.specularIntensity;\r\n const numCels = changed.numCels ?? this.numCels;\r\n const fresnel = this.fresnel.clone(changed.fresnel);\r\n\r\n return new LightSettings(solar, ambient, hemisphere, portrait, specular, numCels, fresnel);\r\n }\r\n\r\n public equals(rhs: LightSettings): boolean {\r\n if (this === rhs)\r\n return true;\r\n\r\n return this.portraitIntensity === rhs.portraitIntensity && this.specularIntensity === rhs.specularIntensity && this.numCels === rhs.numCels\r\n && this.ambient.equals(rhs.ambient) && this.solar.equals(rhs.solar) && this.hemisphere.equals(rhs.hemisphere) && this.fresnel.equals(rhs.fresnel);\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module DisplayStyles\n */\n\nimport { assert, JsonUtils } from \"@itwin/core-bentley\";\nimport { Vector3d, XYZProps } from \"@itwin/core-geometry\";\nimport { RgbColor, RgbColorProps } from \"./RgbColor\";\n\nfunction extractIntensity(value: number | undefined, defaultValue: number) {\n const maxIntensity = 5;\n return typeof value === \"number\" ? Math.max(0, Math.min(maxIntensity, value)) : defaultValue;\n}\n\n/** Wire format for the solar directional light associated with a [[LightSettingsProps]].\n * The light is colored white and oriented in any direction in world coordinates.\n * It will cast shadows if it is above the world XY plane and if the shadows view flag is enabled for the view.\n * By default, the solar light is only applied when shadows are enabled, but can be set to be applied unconditionally.\n * @public\n * @extensions\n */\nexport interface SolarLightProps {\n /** Intensity of the light, typically in [0..1] but can range up to 5. Default: 1.0 */\n intensity?: number;\n /** Direction of the light in world coordinates. Defaults to a vector looking down on the scene at a 45 degree angle mostly along the Y axis. */\n direction?: XYZProps;\n /** If true, the light will be applied even when shadows are turned off for the view.\n * If false, a roughly overhead light of the same intensity oriented in view space will be used instead.\n * Default: false.\n */\n alwaysEnabled?: boolean;\n /** If defined, the time in UNIX milliseconds from which [[direction]] was calculated.\n * @see [[DisplayStyleSettings.setSunTime]] to compute the solar direction from a point in time.\n */\n timePoint?: number;\n}\n\nconst defaultSolarDirection = Vector3d.create(0.272166, 0.680414, 0.680414);\n\n/** Describes the solar directional light associated with a [[LightSettings]].\n * @see [[SolarLightProps]].\n * @public\n */\nexport class SolarLight {\n /** Direction of the light in world coordinates. Defaults to a vector looking down on the scene at a 45 degree angle mostly along the Y axis. */\n public readonly direction: Readonly<Vector3d>;\n /** Intensity of the light, typically in [0..1] but can range up to 5. Default: 1.0 */\n public readonly intensity: number;\n /** If true, the light will be applied even when shadows are turned off for the view.\n * If false, a roughly overhead light of the same intensity oriented in view space will be used instead.\n * Default: false.\n */\n public readonly alwaysEnabled: boolean;\n /** If defined, the time in UNIX milliseconds from which [[direction]] was calculated.\n * @see [[DisplayStyleSettings.setSunTime]] to compute the solar direction from a point in time.\n */\n public readonly timePoint?: number;\n\n public constructor(json?: SolarLightProps) {\n json = json || {};\n this.intensity = extractIntensity(json.intensity, 1);\n this.alwaysEnabled = JsonUtils.asBool(json.alwaysEnabled);\n\n if (json.direction)\n this.direction = Vector3d.fromJSON(json.direction);\n else\n this.direction = defaultSolarDirection.clone();\n\n if (typeof json.timePoint === \"number\")\n this.timePoint = json.timePoint;\n }\n\n public toJSON(): SolarLightProps | undefined {\n const direction = this.direction.isAlmostEqual(defaultSolarDirection) ? undefined : this.direction.toJSON();\n const intensity = this.intensity !== 1 ? this.intensity : undefined;\n const alwaysEnabled = this.alwaysEnabled ? true : undefined;\n const timePoint = this.timePoint;\n\n if (undefined === direction && undefined === intensity && undefined === alwaysEnabled && undefined === timePoint)\n return undefined;\n\n const json: SolarLightProps = {};\n if (direction)\n json.direction = direction;\n\n if (undefined !== intensity)\n json.intensity = intensity;\n\n if (undefined !== alwaysEnabled)\n json.alwaysEnabled = alwaysEnabled;\n\n if (undefined !== timePoint)\n json.timePoint = timePoint;\n\n return json;\n }\n\n /** Create a copy of this SolarLight, identical except in any properties explicitly specified by `changedProps`, with a possible exception for [[timePoint]].\n * If `this.timePoint` is defined and `changedProps` defines `direction` but **doesn't** define `timePoint`, the time point will only be preserved in the\n * copy if `changesProps.direction` is equal to `this.direction`.\n */\n public clone(changedProps?: SolarLightProps): SolarLight {\n if (!changedProps)\n return this;\n\n const props = this.toJSON() ?? {};\n if (undefined !== changedProps.direction)\n props.direction = changedProps.direction;\n\n if (undefined !== changedProps.intensity)\n props.intensity = changedProps.intensity;\n\n if (undefined !== changedProps.alwaysEnabled)\n props.alwaysEnabled = changedProps.alwaysEnabled;\n\n if (undefined !== changedProps.timePoint)\n props.timePoint = changedProps.timePoint;\n\n // If our direction was computed from a time point and the caller only supplies a direction, invalidate the time point unless the input direction matches our direction.\n // If caller explicitly supplied a timePoint, trust it.\n if (undefined !== this.timePoint && undefined === changedProps.timePoint && undefined !== changedProps.direction) {\n const newDirection = Vector3d.fromJSON(changedProps.direction);\n if (!newDirection.isAlmostEqual(this.direction))\n props.timePoint = undefined;\n }\n\n return new SolarLight(props);\n }\n\n public equals(rhs: SolarLight): boolean {\n return this.intensity === rhs.intensity && this.alwaysEnabled === rhs.alwaysEnabled && this.direction.isExactEqual(rhs.direction) && this.timePoint === rhs.timePoint;\n }\n}\n\n/** Wire format for the ambient light associated with a [[LightSettingsProps]].\n * Ambient light applies equally to all surfaces in the scene.\n * @public\n * @extensions\n */\nexport interface AmbientLightProps {\n /** The color of the light. Black is treated as a special case, indicating that the surface's own diffuse color should be used. */\n color?: RgbColorProps;\n /** The intensity of the light. Default: 0.2. */\n intensity?: number;\n}\n\n/** Describes the ambient light associated with a [[LightSettings]].\n * @see [[AmbientLightProps]]\n * @public\n */\nexport class AmbientLight {\n public readonly color: RgbColor;\n public readonly intensity: number;\n\n public constructor(json?: AmbientLightProps) {\n json = json || {};\n this.intensity = extractIntensity(json.intensity, 0.2);\n this.color = json.color ? RgbColor.fromJSON(json.color) : new RgbColor(0, 0, 0);\n }\n\n public toJSON(): AmbientLightProps | undefined {\n const color = this.color.r !== 0 || this.color.g !== 0 || this.color.b !== 0 ? this.color.toJSON() : undefined;\n const intensity = 0.2 !== this.intensity ? this.intensity : undefined;\n if (undefined === color && undefined === intensity)\n return undefined;\n\n const json: AmbientLightProps = {};\n if (color)\n json.color = color;\n\n if (undefined !== intensity)\n json.intensity = intensity;\n\n return json;\n }\n\n /** Create a copy of this light, identical except for any properties explicitly specified by `changed`. */\n public clone(changed?: AmbientLightProps): AmbientLight {\n if (!changed)\n return this;\n\n const props = this.toJSON() ?? {};\n if (undefined !== changed.intensity)\n props.intensity = changed.intensity;\n\n if (undefined !== changed.color)\n props.color = changed.color;\n\n return new AmbientLight(props);\n }\n\n public equals(rhs: AmbientLight): boolean {\n return this.intensity === rhs.intensity && this.color.equals(rhs.color);\n }\n}\n\n/** Wire format for a pair of hemisphere lights associated with a [[LightSettingsProps]].\n * Hemisphere lights are oriented in opposite directions along the world Z axis. Each has its own color; they share one intensity.\n * They are often used to simulate outdoor reflection of light from the ground and sky, so the colors often match the ground and sky colors\n * of the [[SkyBox]].\n * @public\n * @extensions\n */\nexport interface HemisphereLightsProps {\n /** The color of the downward-facing light. Default: (143, 205, 255). */\n upperColor?: RgbColorProps;\n /** The color of the upward-facing light. Default: (120, 143, 125). */\n lowerColor?: RgbColorProps;\n /** Intensity of the lights. Default: 0. */\n intensity?: number;\n}\n\nconst defaultUpperHemisphereColor = new RgbColor(143, 205, 255);\nconst defaultLowerHemisphereColor = new RgbColor(120, 143, 125);\n\n/** Describes a pair of hemisphere lights associated with a [[LightSettings]].\n * @see [[HemisphereLightsProps]]\n * @public\n */\nexport class HemisphereLights {\n public readonly upperColor: RgbColor;\n public readonly lowerColor: RgbColor;\n public readonly intensity: number;\n\n public constructor(json?: HemisphereLightsProps) {\n json = json || {};\n this.intensity = extractIntensity(json.intensity, 0);\n this.upperColor = json.upperColor ? RgbColor.fromJSON(json.upperColor) : defaultUpperHemisphereColor;\n this.lowerColor = json.lowerColor ? RgbColor.fromJSON(json.lowerColor) : defaultLowerHemisphereColor;\n }\n\n public toJSON(): HemisphereLightsProps | undefined {\n const upperColor = this.upperColor.equals(defaultUpperHemisphereColor) ? undefined : this.upperColor.toJSON();\n const lowerColor = this.lowerColor.equals(defaultLowerHemisphereColor) ? undefined : this.lowerColor.toJSON();\n const intensity = 0 === this.intensity ? undefined : this.intensity;\n\n if (undefined === upperColor && undefined === lowerColor && undefined === intensity)\n return undefined;\n\n const json: HemisphereLightsProps = {};\n if (upperColor)\n json.upperColor = upperColor;\n\n if (lowerColor)\n json.lowerColor = lowerColor;\n\n if (undefined !== intensity)\n json.intensity = intensity;\n\n return json;\n }\n\n /** Create a copy of these lights, identical except for any properties explicitly specified by `changed`. */\n public clone(changed?: HemisphereLightsProps): HemisphereLights {\n if (!changed)\n return this;\n\n const props = this.toJSON() || {};\n if (undefined !== changed.upperColor)\n props.upperColor = changed.upperColor;\n\n if (undefined !== changed.lowerColor)\n props.lowerColor = changed.lowerColor;\n\n if (undefined !== changed.intensity)\n props.intensity = changed.intensity;\n\n return new HemisphereLights(props);\n }\n\n public equals(rhs: HemisphereLights): boolean {\n return this.intensity === rhs.intensity && this.upperColor.equals(rhs.upperColor) && this.lowerColor.equals(rhs.lowerColor);\n }\n}\n\n/** JSON representation of a [[FresnelSettings]].\n * @public\n * @extensions\n */\nexport interface FresnelSettingsProps {\n /** See [[FresnelSettings.intensity]].\n * Default value: 0\n */\n intensity?: number;\n\n /** See [[FresnelSettings.invert]].\n * Default value: false\n */\n invert?: boolean;\n}\n\nfunction clampIntensity(intensity = 0): number {\n return Math.max(intensity, 0);\n}\n\n/** As part of a [[LightSettings]], describes how to apply a Fresnel effect to the contents of the view.\n * The \"Fresnel effect\" is based on the observation that the reflectivity of a surface varies based on the angle between the surface and\n * the viewer's line of sight. For example, a flat surface will appear more reflective when viewed at a glancing angle than it will when\n * viewed from above; and a sphere will appear more reflective around its edges than at its center.\n *\n * This principle can be used to improve photorealism, but the implementation provided here is intended to produce non-realistic but\n * aesthetically-pleasing results.\n * @see [[LightSettings.fresnel]].\n * @public\n */\nexport class FresnelSettings {\n /** The strength of the effect in terms of how much brighter the surface becomes. The intensity at a given point on the surface is determined by\n * the angle between the viewer's line of sight and the vector from the viewer to that point. Maximum intensity is produced when those vectors are\n * perpendicular, and zero intensity is produced when those vectors are parallel (unless [[invert]] is `true`).\n *\n * A value of zero turns off the effect. Values less than zero are clamped to zero. Typical values range between 0 and 1.\n */\n public readonly intensity: number;\n /** If true, inverts the effect's [[intensity]] such that maximum intensity is produced when the viewer's line of sight is parallel to the vector between\n * the viewer and the point on the surface, and zero intensity is produced when the viewer's line of sight is perpendicular to that vector.\n */\n public readonly invert: boolean;\n\n private constructor(intensity: number, invert: boolean) {\n assert(intensity >= 0);\n this.intensity = intensity;\n this.invert = invert;\n }\n\n private static readonly _defaults = new FresnelSettings(0, false);\n\n /** Create from JSON representation, using default values for any unspecified or `undefined` properties. */\n public static fromJSON(props?: FresnelSettingsProps): FresnelSettings {\n const intensity = clampIntensity(JsonUtils.asDouble(props?.intensity));\n const invert = JsonUtils.asBool(props?.invert);\n if (0 === intensity && !invert)\n return this._defaults;\n\n return new this(intensity, invert);\n }\n\n /** Create a new FresnelSettings.\n * @note Intensity values less than zero will be set to zero.\n */\n public static create(intensity = 0, invert = false): FresnelSettings {\n return this.fromJSON({ intensity, invert });\n }\n\n /** Convert to JSON representation.\n * @note If all settings match the default values, `undefined` will be returned.\n */\n public toJSON(): FresnelSettingsProps | undefined {\n if (0 === this.intensity && !this.invert)\n return undefined;\n\n const props: FresnelSettingsProps = {};\n if (0 !== this.intensity)\n props.intensity = this.intensity;\n\n if (this.invert)\n props.invert = true;\n\n return props;\n }\n\n /** Create a copy of these settings, modified to match any properties explicitly specified by `changedProps`. */\n public clone(changedProps?: FresnelSettingsProps): FresnelSettings {\n if ((undefined === changedProps?.intensity || changedProps.intensity === this.intensity)\n && (undefined === changedProps?.invert || changedProps.invert === this.invert))\n return this;\n\n const intensity = changedProps?.intensity ?? this.intensity;\n const invert = changedProps?.invert ?? this.invert;\n return FresnelSettings.fromJSON({ intensity, invert });\n }\n\n /** Return true if these settings are equivalent to `rhs`. */\n public equals(rhs: FresnelSettings): boolean {\n return this === rhs || (this.intensity === rhs.intensity && this.invert === rhs.invert);\n }\n}\n\n/** Wire format for a [[LightSettings]] describing lighting for a 3d scene.\n * 3d lighting provides the following lights, all of which are optional:\n * - A \"portrait\" light affixed to the camera and pointing directly forward into the scene. Color: white.\n * - A second directional light. Color: white.\n * - This can be a solar shadow-casting light, or (when shadows are disabled) a roughly overhead light oriented in view space.\n * - A pair of hemisphere lights pointing in opposite directions along the world Z axis. Each has its own customizable color.\n * - An ambient light of any color applied equally to all surfaces.\n * Specular intensity of all lights is controlled separately.\n * Light intensities are typically expressed in [0..1] but can be as large as 5.\n * @see [[DisplayStyle3dSettingsProps]]\n * @public\n * @extensions\n */\nexport interface LightSettingsProps {\n /** A white portrait light affixed to the camera and pointing directly forward into the scene. */\n portrait?: {\n /** Intensity, typically in [0..1], maximum 5. Default: 0.3. */\n intensity?: number;\n };\n /** Solar light settings. */\n solar?: SolarLightProps;\n /** Hemisphere light settings. */\n hemisphere?: HemisphereLightsProps;\n /** Ambient light settings. */\n ambient?: AmbientLightProps;\n /** Specular intensity applied to all lights. */\n specularIntensity?: number;\n /** Applies a [cel-shaded](https://en.wikipedia.org/wiki/Cel_shading) effect. If greater than zero, specifies the number of cels. Continuous lighting intensities\n * are computed, then quantized to the specified number of cels. Values greater than 254 have no visible effect.\n * Typically a value of 2 is appropriate if specular intensity is close to zero; 3 if specular intensity is larger.\n * Cel-shading is often combined with thick, dark visible edges for a cartoon or comic book effect.\n * Default: 0\n */\n numCels?: number;\n\n /** Fresnel settings.\n * @see [[FresnelSettings]].\n */\n fresnel?: FresnelSettingsProps;\n}\n\n/** Describes the lighting for a 3d scene, associated with a [[DisplayStyle3dSettings]] in turn associated with a [DisplayStyle3d]($backend) or [DisplayStyle3dState]($frontend).\n * @see [[LightSettingsProps]]\n * @public\n */\nexport class LightSettings {\n public readonly solar: SolarLight;\n public readonly ambient: AmbientLight;\n public readonly hemisphere: HemisphereLights;\n /** See [[LightSettingsProps.portrait]]. */\n public readonly portraitIntensity: number;\n public readonly specularIntensity: number;\n /** See [[LightSettingsProps.numCels]]. */\n public readonly numCels: number;\n public readonly fresnel: FresnelSettings;\n\n private constructor(solar: SolarLight, ambient: AmbientLight, hemisphere: HemisphereLights, portraitIntensity: number, specularIntensity: number, numCels: number,\n fresnel: FresnelSettings) {\n this.solar = solar;\n this.ambient = ambient;\n this.hemisphere = hemisphere;\n this.portraitIntensity = portraitIntensity;\n this.specularIntensity = specularIntensity;\n this.numCels = numCels;\n this.fresnel = fresnel;\n }\n\n public static fromJSON(props?: LightSettingsProps): LightSettings {\n const solar = new SolarLight(props?.solar);\n const ambient = new AmbientLight(props?.ambient);\n const hemisphere = new HemisphereLights(props?.hemisphere);\n const portraitIntensity = extractIntensity(props?.portrait?.intensity, 0.3);\n const specularIntensity = extractIntensity(props?.specularIntensity, 1.0);\n const numCels = JsonUtils.asInt(props?.numCels, 0);\n const fresnel = FresnelSettings.fromJSON(props?.fresnel);\n\n return new LightSettings(solar, ambient, hemisphere, portraitIntensity, specularIntensity, numCels, fresnel);\n }\n\n public toJSON(): LightSettingsProps | undefined {\n const solar = this.solar.toJSON();\n const ambient = this.ambient.toJSON();\n const hemisphere = this.hemisphere.toJSON();\n const portrait = 0.3 !== this.portraitIntensity ? { intensity: this.portraitIntensity } : undefined;\n const specularIntensity = 1 !== this.specularIntensity ? this.specularIntensity : undefined;\n const numCels = 0 !== this.numCels ? this.numCels : undefined;\n const fresnel = this.fresnel.toJSON();\n\n if (!solar && !ambient && !hemisphere && !portrait && undefined === specularIntensity && undefined === numCels && undefined === fresnel)\n return undefined;\n\n const json: LightSettingsProps = {};\n if (solar)\n json.solar = solar;\n\n if (ambient)\n json.ambient = ambient;\n\n if (hemisphere)\n json.hemisphere = hemisphere;\n\n if (portrait)\n json.portrait = portrait;\n\n if (undefined !== specularIntensity)\n json.specularIntensity = specularIntensity;\n\n if (undefined !== numCels)\n json.numCels = numCels;\n\n if (fresnel)\n json.fresnel = fresnel;\n\n return json;\n }\n\n /** Create a copy of these light settings, identical except for any properties explicitly specified by `changed`.\n * Note that the solar, ambient, and hemisphere lights will also be cloned using their own `clone` methods - so for example, the following:\n * ` clone({ ambient: { intensity: 0.5 } })`\n * will overwrite the ambient light's intensity but preserve its current color, rather than replacing the color with the default color.\n */\n public clone(changed?: LightSettingsProps): LightSettings {\n if (!changed)\n return this;\n\n const solar = this.solar.clone(changed.solar);\n const ambient = this.ambient.clone(changed.ambient);\n const hemisphere = this.hemisphere.clone(changed.hemisphere);\n const portrait = changed.portrait?.intensity ?? this.portraitIntensity;\n const specular = changed.specularIntensity ?? this.specularIntensity;\n const numCels = changed.numCels ?? this.numCels;\n const fresnel = this.fresnel.clone(changed.fresnel);\n\n return new LightSettings(solar, ambient, hemisphere, portrait, specular, numCels, fresnel);\n }\n\n public equals(rhs: LightSettings): boolean {\n if (this === rhs)\n return true;\n\n return this.portraitIntensity === rhs.portraitIntensity && this.specularIntensity === rhs.specularIntensity && this.numCels === rhs.numCels\n && this.ambient.equals(rhs.ambient) && this.solar.equals(rhs.solar) && this.hemisphere.equals(rhs.hemisphere) && this.fresnel.equals(rhs.fresnel);\n }\n}\n"]}
@@ -1,35 +1,35 @@
1
- /** @packageDocumentation
2
- * @module Symbology
3
- */
4
- /** Enumerates the available patterns for drawing patterned lines.
5
- * Each is a 32-bit pattern in which each bit specifies the on- or off-state of a pixel along the line. The pattern repeats along the length of the entire line.
6
- * @public
7
- * @extensions
8
- */
9
- export declare enum LinePixels {
10
- /** A solid line. */
11
- Solid = 0,
12
- /** A solid line. */
13
- Code0 = 0,
14
- /** 1 lit pixel followed by 7 unlit pixels: =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= */
15
- Code1 = 2155905152,
16
- /** 5 lit pixels followed by 3 unlit pixels: =====&nbsp;&nbsp;&nbsp;=====&nbsp;&nbsp;&nbsp;===== */
17
- Code2 = 4177066232,
18
- /** 11 lit pixels followed by 5 unlit pixels: ===========&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=========== */
19
- Code3 = 4292935648,
20
- /** 7 lit pixels followed by 4 unlit pixels followed by 1 lit pixel followed by 1 lit pixel: =======&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;=======&nbsp;&nbsp;&nbsp;&nbsp;= */
21
- Code4 = 4262526480,
22
- /** 3 lit pixels followed by 5 unlit pixels: ===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=== */
23
- Code5 = 3772834016,
24
- /** 5 lit pixels followed by 3 unlit followed by 1 lit followed by 3 unlit followed by 1 lit followed by 3 unlit: =====&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;===== */
25
- Code6 = 4169726088,
26
- /** 8 lit pixels followed by 3 unlit followed by 2 lit followed by 3 unlit: ========&nbsp;&nbsp;&nbsp;==&nbsp;&nbsp;&nbsp;======== */
27
- Code7 = 4279828248,
28
- /** 2 lit pixels followed by 2 unlit pixels - default style for drawing hidden edges: ==&nbsp;&nbsp;==&nbsp;&nbsp;==&nbsp;&nbsp;== */
29
- HiddenLine = 3435973836,
30
- /** Barely visible - 1 lit pixel followed by 31 unlit pixels. */
31
- Invisible = 1,
32
- /** Indicates no valid line style or none specified, depending on context. */
33
- Invalid = -1
34
- }
1
+ /** @packageDocumentation
2
+ * @module Symbology
3
+ */
4
+ /** Enumerates the available patterns for drawing patterned lines.
5
+ * Each is a 32-bit pattern in which each bit specifies the on- or off-state of a pixel along the line. The pattern repeats along the length of the entire line.
6
+ * @public
7
+ * @extensions
8
+ */
9
+ export declare enum LinePixels {
10
+ /** A solid line. */
11
+ Solid = 0,
12
+ /** A solid line. */
13
+ Code0 = 0,
14
+ /** 1 lit pixel followed by 7 unlit pixels: =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= */
15
+ Code1 = 2155905152,
16
+ /** 5 lit pixels followed by 3 unlit pixels: =====&nbsp;&nbsp;&nbsp;=====&nbsp;&nbsp;&nbsp;===== */
17
+ Code2 = 4177066232,
18
+ /** 11 lit pixels followed by 5 unlit pixels: ===========&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=========== */
19
+ Code3 = 4292935648,
20
+ /** 7 lit pixels followed by 4 unlit pixels followed by 1 lit pixel followed by 1 lit pixel: =======&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;=======&nbsp;&nbsp;&nbsp;&nbsp;= */
21
+ Code4 = 4262526480,
22
+ /** 3 lit pixels followed by 5 unlit pixels: ===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=== */
23
+ Code5 = 3772834016,
24
+ /** 5 lit pixels followed by 3 unlit followed by 1 lit followed by 3 unlit followed by 1 lit followed by 3 unlit: =====&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;===== */
25
+ Code6 = 4169726088,
26
+ /** 8 lit pixels followed by 3 unlit followed by 2 lit followed by 3 unlit: ========&nbsp;&nbsp;&nbsp;==&nbsp;&nbsp;&nbsp;======== */
27
+ Code7 = 4279828248,
28
+ /** 2 lit pixels followed by 2 unlit pixels - default style for drawing hidden edges: ==&nbsp;&nbsp;==&nbsp;&nbsp;==&nbsp;&nbsp;== */
29
+ HiddenLine = 3435973836,
30
+ /** Barely visible - 1 lit pixel followed by 31 unlit pixels. */
31
+ Invisible = 1,
32
+ /** Indicates no valid line style or none specified, depending on context. */
33
+ Invalid = -1
34
+ }
35
35
  //# sourceMappingURL=LinePixels.d.ts.map
@@ -1,43 +1,43 @@
1
- "use strict";
2
- /*---------------------------------------------------------------------------------------------
3
- * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
- * See LICENSE.md in the project root for license terms and full copyright notice.
5
- *--------------------------------------------------------------------------------------------*/
6
- /** @packageDocumentation
7
- * @module Symbology
8
- */
9
- Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.LinePixels = void 0;
11
- /** Enumerates the available patterns for drawing patterned lines.
12
- * Each is a 32-bit pattern in which each bit specifies the on- or off-state of a pixel along the line. The pattern repeats along the length of the entire line.
13
- * @public
14
- * @extensions
15
- */
16
- var LinePixels;
17
- (function (LinePixels) {
18
- /** A solid line. */
19
- LinePixels[LinePixels["Solid"] = 0] = "Solid";
20
- /** A solid line. */
21
- LinePixels[LinePixels["Code0"] = 0] = "Code0";
22
- /** 1 lit pixel followed by 7 unlit pixels: =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= */
23
- LinePixels[LinePixels["Code1"] = 2155905152] = "Code1";
24
- /** 5 lit pixels followed by 3 unlit pixels: =====&nbsp;&nbsp;&nbsp;=====&nbsp;&nbsp;&nbsp;===== */
25
- LinePixels[LinePixels["Code2"] = 4177066232] = "Code2";
26
- /** 11 lit pixels followed by 5 unlit pixels: ===========&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=========== */
27
- LinePixels[LinePixels["Code3"] = 4292935648] = "Code3";
28
- /** 7 lit pixels followed by 4 unlit pixels followed by 1 lit pixel followed by 1 lit pixel: =======&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;=======&nbsp;&nbsp;&nbsp;&nbsp;= */
29
- LinePixels[LinePixels["Code4"] = 4262526480] = "Code4";
30
- /** 3 lit pixels followed by 5 unlit pixels: ===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=== */
31
- LinePixels[LinePixels["Code5"] = 3772834016] = "Code5";
32
- /** 5 lit pixels followed by 3 unlit followed by 1 lit followed by 3 unlit followed by 1 lit followed by 3 unlit: =====&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;===== */
33
- LinePixels[LinePixels["Code6"] = 4169726088] = "Code6";
34
- /** 8 lit pixels followed by 3 unlit followed by 2 lit followed by 3 unlit: ========&nbsp;&nbsp;&nbsp;==&nbsp;&nbsp;&nbsp;======== */
35
- LinePixels[LinePixels["Code7"] = 4279828248] = "Code7";
36
- /** 2 lit pixels followed by 2 unlit pixels - default style for drawing hidden edges: ==&nbsp;&nbsp;==&nbsp;&nbsp;==&nbsp;&nbsp;== */
37
- LinePixels[LinePixels["HiddenLine"] = 3435973836] = "HiddenLine";
38
- /** Barely visible - 1 lit pixel followed by 31 unlit pixels. */
39
- LinePixels[LinePixels["Invisible"] = 1] = "Invisible";
40
- /** Indicates no valid line style or none specified, depending on context. */
41
- LinePixels[LinePixels["Invalid"] = -1] = "Invalid";
42
- })(LinePixels = exports.LinePixels || (exports.LinePixels = {}));
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module Symbology
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ exports.LinePixels = void 0;
11
+ /** Enumerates the available patterns for drawing patterned lines.
12
+ * Each is a 32-bit pattern in which each bit specifies the on- or off-state of a pixel along the line. The pattern repeats along the length of the entire line.
13
+ * @public
14
+ * @extensions
15
+ */
16
+ var LinePixels;
17
+ (function (LinePixels) {
18
+ /** A solid line. */
19
+ LinePixels[LinePixels["Solid"] = 0] = "Solid";
20
+ /** A solid line. */
21
+ LinePixels[LinePixels["Code0"] = 0] = "Code0";
22
+ /** 1 lit pixel followed by 7 unlit pixels: =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= */
23
+ LinePixels[LinePixels["Code1"] = 2155905152] = "Code1";
24
+ /** 5 lit pixels followed by 3 unlit pixels: =====&nbsp;&nbsp;&nbsp;=====&nbsp;&nbsp;&nbsp;===== */
25
+ LinePixels[LinePixels["Code2"] = 4177066232] = "Code2";
26
+ /** 11 lit pixels followed by 5 unlit pixels: ===========&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=========== */
27
+ LinePixels[LinePixels["Code3"] = 4292935648] = "Code3";
28
+ /** 7 lit pixels followed by 4 unlit pixels followed by 1 lit pixel followed by 1 lit pixel: =======&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;=======&nbsp;&nbsp;&nbsp;&nbsp;= */
29
+ LinePixels[LinePixels["Code4"] = 4262526480] = "Code4";
30
+ /** 3 lit pixels followed by 5 unlit pixels: ===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=== */
31
+ LinePixels[LinePixels["Code5"] = 3772834016] = "Code5";
32
+ /** 5 lit pixels followed by 3 unlit followed by 1 lit followed by 3 unlit followed by 1 lit followed by 3 unlit: =====&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;===== */
33
+ LinePixels[LinePixels["Code6"] = 4169726088] = "Code6";
34
+ /** 8 lit pixels followed by 3 unlit followed by 2 lit followed by 3 unlit: ========&nbsp;&nbsp;&nbsp;==&nbsp;&nbsp;&nbsp;======== */
35
+ LinePixels[LinePixels["Code7"] = 4279828248] = "Code7";
36
+ /** 2 lit pixels followed by 2 unlit pixels - default style for drawing hidden edges: ==&nbsp;&nbsp;==&nbsp;&nbsp;==&nbsp;&nbsp;== */
37
+ LinePixels[LinePixels["HiddenLine"] = 3435973836] = "HiddenLine";
38
+ /** Barely visible - 1 lit pixel followed by 31 unlit pixels. */
39
+ LinePixels[LinePixels["Invisible"] = 1] = "Invisible";
40
+ /** Indicates no valid line style or none specified, depending on context. */
41
+ LinePixels[LinePixels["Invalid"] = -1] = "Invalid";
42
+ })(LinePixels = exports.LinePixels || (exports.LinePixels = {}));
43
43
  //# sourceMappingURL=LinePixels.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"LinePixels.js","sourceRoot":"","sources":["../../src/LinePixels.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH;;;;GAIG;AACH,IAAY,UAyBX;AAzBD,WAAY,UAAU;IACpB,oBAAoB;IACpB,6CAAS,CAAA;IACT,oBAAoB;IACpB,6CAAa,CAAA;IACb,sIAAsI;IACtI,sDAAkB,CAAA;IAClB,mGAAmG;IACnG,sDAAkB,CAAA;IAClB,qGAAqG;IACrG,sDAAkB,CAAA;IAClB,wLAAwL;IACxL,sDAAkB,CAAA;IAClB,qHAAqH;IACrH,sDAAkB,CAAA;IAClB,uLAAuL;IACvL,sDAAkB,CAAA;IAClB,qIAAqI;IACrI,sDAAkB,CAAA;IAClB,qIAAqI;IACrI,gEAAuB,CAAA;IACvB,gEAAgE;IAChE,qDAAsB,CAAA;IACtB,6EAA6E;IAC7E,kDAAY,CAAA;AACd,CAAC,EAzBW,UAAU,GAAV,kBAAU,KAAV,kBAAU,QAyBrB","sourcesContent":["/*---------------------------------------------------------------------------------------------\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Symbology\n */\n\n/** Enumerates the available patterns for drawing patterned lines.\n * Each is a 32-bit pattern in which each bit specifies the on- or off-state of a pixel along the line. The pattern repeats along the length of the entire line.\n * @public\n * @extensions\n */\nexport enum LinePixels {\n /** A solid line. */\n Solid = 0,\n /** A solid line. */\n Code0 = Solid,\n /** 1 lit pixel followed by 7 unlit pixels: =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;= */\n Code1 = 0x80808080,\n /** 5 lit pixels followed by 3 unlit pixels: =====&nbsp;&nbsp;&nbsp;=====&nbsp;&nbsp;&nbsp;===== */\n Code2 = 0xf8f8f8f8,\n /** 11 lit pixels followed by 5 unlit pixels: ===========&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=========== */\n Code3 = 0xffe0ffe0,\n /** 7 lit pixels followed by 4 unlit pixels followed by 1 lit pixel followed by 1 lit pixel: =======&nbsp;&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;&nbsp;=======&nbsp;&nbsp;&nbsp;&nbsp;= */\n Code4 = 0xfe10fe10,\n /** 3 lit pixels followed by 5 unlit pixels: ===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;===&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=== */\n Code5 = 0xe0e0e0e0,\n /** 5 lit pixels followed by 3 unlit followed by 1 lit followed by 3 unlit followed by 1 lit followed by 3 unlit: =====&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;===== */\n Code6 = 0xf888f888,\n /** 8 lit pixels followed by 3 unlit followed by 2 lit followed by 3 unlit: ========&nbsp;&nbsp;&nbsp;==&nbsp;&nbsp;&nbsp;======== */\n Code7 = 0xff18ff18,\n /** 2 lit pixels followed by 2 unlit pixels - default style for drawing hidden edges: ==&nbsp;&nbsp;==&nbsp;&nbsp;==&nbsp;&nbsp;== */\n HiddenLine = 0xcccccccc,\n /** Barely visible - 1 lit pixel followed by 31 unlit pixels. */\n Invisible = 0x00000001,\n /** Indicates no valid line style or none specified, depending on context. */\n Invalid = -1,\n}\n"]}
@@ -1,114 +1,118 @@
1
- /** @packageDocumentation
2
- * @module Localization
3
- */
4
- /** Options for Localization
5
- * @public
6
- */
7
- export interface TranslationOptions {
8
- /** for interpolation values */
9
- [key: string]: any;
10
- /**
11
- * defaultValue to return if a translation was not found
12
- */
13
- defaultValue?: any;
14
- /**
15
- * count value used for plurals
16
- */
17
- count?: number;
18
- /**
19
- * used for contexts (eg. male\female)
20
- */
21
- context?: any;
22
- /**
23
- * override languages to use
24
- */
25
- lngs?: string[];
26
- /**
27
- * override language to lookup key if not found see fallbacks for details
28
- */
29
- fallbackLng?: string;
30
- }
31
- /** The interface defining the localization requirements of [IModelApp]($frontend).
32
- * @public
33
- * @extensions
34
- */
35
- export interface Localization {
36
- /** This method must be called and awaited before using an instance of Localization.
37
- * @param namespaces an array of namespaces to load. There must be at least one namespace, and it
38
- * becomes the default namespace.
39
- * @note IModelApp.startup calls this internally, so you should not call this method directly
40
- * except for Localization instances outside of IModelApp (e.g., for tests.)
41
- */
42
- initialize(namespaces: string[]): Promise<void>;
43
- /** Return the translated value of a key.
44
- * @param key - the key that matches a property in the JSON localization file.
45
- * @note The key includes the namespace, which identifies the particular localization file that contains the property,
46
- * followed by a colon, followed by the property in the JSON file.
47
- * For example:
48
- * ``` ts
49
- * const dataString: string = IModelApp.localization.getLocalizedString("iModelJs:BackgroundMap.BingDataAttribution");
50
- * ```
51
- * assigns to dataString the string with property BackgroundMap.BingDataAttribution from the iModelJs.json localization file.
52
- * @returns The string corresponding to the first key that resolves.
53
- * @throws Error if no keys resolve to a string.
54
- */
55
- getLocalizedString(key: string | string[], options?: TranslationOptions): string;
56
- /** Similar to `getLocalizedString` but the namespace is a separate param and the key does not include the namespace.
57
- * @param namespace - the namespace that identifies the particular localization file that contains the property.
58
- * @param key - the key that matches a property in the JSON localization file.
59
- * @returns The string corresponding to the first key that resolves.
60
- * @throws Error if no keys resolve to a string.
61
- * @deprecated in 3.x. Use `getLocalizedString` instead; providing either a key with a namespace `<namespace>:<key>` or
62
- * including `{ ns: <namespace> }` in the options.
63
- */
64
- getLocalizedStringWithNamespace(namespace: string, key: string | string[], options?: TranslationOptions): string;
65
- /** get the English string for a key. */
66
- getEnglishString(namespace: string, key: string | string[], options?: TranslationOptions): string;
67
- /** Replace all instances of `%{key}` within a string with the translations of those keys.
68
- * For example:
69
- * ``` ts
70
- * "MyKeys": {
71
- * "Key1": "First value",
72
- * "Key2": "Second value"
73
- * }
74
- * ```
75
- *
76
- * ``` ts
77
- * getLocalizedKeys("string with %{MyKeys.Key1} followed by %{MyKeys.Key2}!"") // returns "string with First Value followed by Second Value!"
78
- * ```
79
- */
80
- getLocalizedKeys(inputString: string): string;
81
- /** Register a new Namespace and return a Promise that is fulfilled when the content is loaded.
82
- * If the namespace is already registered, its Promise will be returned.
83
- * @param name - the name of the namespace.
84
- * @note - The registerNamespace method starts fetching the appropriate version of the JSON localization file from the server,
85
- * based on the current locale. To make sure that fetch is complete before performing translations from this namespace, await
86
- * fulfillment of returned Promise.
87
- * @see [Localization in iTwin.js]($docs/learning/frontend/Localization.md)
88
- */
89
- registerNamespace(namespace: string): Promise<void>;
90
- /** @internal */
91
- unregisterNamespace(namespace: string): void;
92
- /** @internal */
93
- getNamespacePromise(name: string): Promise<void> | undefined;
94
- /** Get the list of available languages for translations */
95
- getLanguageList(): readonly string[];
96
- /** Change the language for translations. This overrides the language from the browser, for tests. */
97
- changeLanguage(language: string): Promise<void>;
98
- }
99
- /** An empty [[Localization]] used if one is not provided to [IModelApp]($frontend). Does not perform localizations (merely returns the key.)
100
- * @public
101
- */
102
- export declare class EmptyLocalization implements Localization {
103
- initialize(): Promise<void>;
104
- getLocalizedString(key: string | string[]): string;
105
- getLocalizedStringWithNamespace(_namespace: string, key: string | string[]): string;
106
- getEnglishString(_namespace: string, key: string | string[]): string;
107
- getLocalizedKeys(inputString: string): string;
108
- registerNamespace(): Promise<void>;
109
- unregisterNamespace(): void;
110
- getNamespacePromise(): Promise<void> | undefined;
111
- getLanguageList(): readonly string[];
112
- changeLanguage(): Promise<void>;
113
- }
1
+ /** @packageDocumentation
2
+ * @module Localization
3
+ */
4
+ /** Options for Localization
5
+ * @public
6
+ */
7
+ export interface TranslationOptions {
8
+ /** for interpolation values */
9
+ [key: string]: any;
10
+ /**
11
+ * defaultValue to return if a translation was not found
12
+ */
13
+ defaultValue?: any;
14
+ /**
15
+ * count value used for plurals
16
+ */
17
+ count?: number;
18
+ /**
19
+ * used for contexts (eg. male\female)
20
+ */
21
+ context?: any;
22
+ /**
23
+ * override languages to use
24
+ */
25
+ lngs?: string[];
26
+ /**
27
+ * override language to lookup key if not found see fallbacks for details
28
+ */
29
+ fallbackLng?: string;
30
+ }
31
+ /** The interface defining the localization requirements of [IModelApp]($frontend).
32
+ * @public
33
+ * @extensions
34
+ */
35
+ export interface Localization {
36
+ /** This method must be called and awaited before using an instance of Localization.
37
+ * @param namespaces an array of namespaces to load. There must be at least one namespace, and it
38
+ * becomes the default namespace.
39
+ * @note IModelApp.startup calls this internally, so you should not call this method directly
40
+ * except for Localization instances outside of IModelApp (e.g., for tests.)
41
+ */
42
+ initialize(namespaces: string[]): Promise<void>;
43
+ /** Return the translated value of a key.
44
+ * @param key - the key that matches a property in the JSON localization file.
45
+ * @note The key includes the namespace, which identifies the particular localization file that contains the property,
46
+ * followed by a colon, followed by the property in the JSON file.
47
+ * For example:
48
+ * ``` ts
49
+ * const dataString: string = IModelApp.localization.getLocalizedString("iModelJs:BackgroundMap.BingDataAttribution");
50
+ * ```
51
+ * assigns to dataString the string with property BackgroundMap.BingDataAttribution from the iModelJs.json localization file.
52
+ * @returns The string corresponding to the first key that resolves.
53
+ * @throws Error if no keys resolve to a string.
54
+ */
55
+ getLocalizedString(key: string | string[], options?: TranslationOptions): string;
56
+ /** Similar to `getLocalizedString` but the namespace is a separate param and the key does not include the namespace.
57
+ * @param namespace - the namespace that identifies the particular localization file that contains the property.
58
+ * @param key - the key that matches a property in the JSON localization file.
59
+ * @returns The string corresponding to the first key that resolves.
60
+ * @throws Error if no keys resolve to a string.
61
+ * @deprecated in 3.x. Use `getLocalizedString` instead; providing either a key with a namespace `<namespace>:<key>` or
62
+ * including `{ ns: <namespace> }` in the options.
63
+ */
64
+ getLocalizedStringWithNamespace(namespace: string, key: string | string[], options?: TranslationOptions): string;
65
+ /** get the English string for a key. */
66
+ getEnglishString(namespace: string, key: string | string[], options?: TranslationOptions): string;
67
+ /** Replace all instances of `%{key}` within a string with the translations of those keys.
68
+ * For example:
69
+ * ``` ts
70
+ * "MyKeys": {
71
+ * "Key1": "First value",
72
+ * "Key2": "Second value"
73
+ * }
74
+ * ```
75
+ *
76
+ * ``` ts
77
+ * getLocalizedKeys("string with %{MyKeys.Key1} followed by %{MyKeys.Key2}!"") // returns "string with First Value followed by Second Value!"
78
+ * ```
79
+ */
80
+ getLocalizedKeys(inputString: string): string;
81
+ /** Register a new Namespace and return a Promise that is fulfilled when the content is loaded.
82
+ * If the namespace is already registered, its Promise will be returned.
83
+ * @param namespace - the name of the namespace.
84
+ * @note - The registerNamespace method starts fetching the appropriate version of the JSON localization file from the server,
85
+ * based on the current locale. To make sure that fetch is complete before performing translations from this namespace, await
86
+ * fulfillment of returned Promise.
87
+ * @see [Localization in iTwin.js]($docs/learning/frontend/Localization.md)
88
+ */
89
+ registerNamespace(namespace: string): Promise<void>;
90
+ /** Unregister a namespace.
91
+ * @param namespace - the name of the namespace.
92
+ */
93
+ unregisterNamespace(namespace: string): void;
94
+ /** @internal */
95
+ getNamespacePromise(name: string): Promise<void> | undefined;
96
+ /** Get the list of available languages for translations */
97
+ getLanguageList(): readonly string[];
98
+ /** Change the language for translations. This overrides the language from the browser, for tests.
99
+ * @param language - the language to change to.
100
+ */
101
+ changeLanguage(language: string): Promise<void>;
102
+ }
103
+ /** An empty [[Localization]] used if one is not provided to [IModelApp]($frontend). Does not perform localizations (merely returns the key.)
104
+ * @public
105
+ */
106
+ export declare class EmptyLocalization implements Localization {
107
+ initialize(): Promise<void>;
108
+ getLocalizedString(key: string | string[]): string;
109
+ getLocalizedStringWithNamespace(_namespace: string, key: string | string[]): string;
110
+ getEnglishString(_namespace: string, key: string | string[]): string;
111
+ getLocalizedKeys(inputString: string): string;
112
+ registerNamespace(): Promise<void>;
113
+ unregisterNamespace(): void;
114
+ getNamespacePromise(): Promise<void> | undefined;
115
+ getLanguageList(): readonly string[];
116
+ changeLanguage(): Promise<void>;
117
+ }
114
118
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