@itwin/core-frontend 3.0.0-dev.134 → 3.0.0-dev.139

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 (283) hide show
  1. package/lib/cjs/AccuSnap.js +3 -3
  2. package/lib/cjs/AccuSnap.js.map +1 -1
  3. package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeights.js +2 -1
  5. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  6. package/lib/cjs/HitDetail.js +7 -7
  7. package/lib/cjs/HitDetail.js.map +1 -1
  8. package/lib/cjs/IModelApp.d.ts +15 -5
  9. package/lib/cjs/IModelApp.d.ts.map +1 -1
  10. package/lib/cjs/IModelApp.js +13 -8
  11. package/lib/cjs/IModelApp.js.map +1 -1
  12. package/lib/cjs/IModelConnection.d.ts +1 -1
  13. package/lib/cjs/IModelConnection.js +1 -1
  14. package/lib/cjs/IModelConnection.js.map +1 -1
  15. package/lib/cjs/IModeljs-css.js +1 -1
  16. package/lib/cjs/IModeljs-css.js.map +1 -1
  17. package/lib/cjs/LocalhostIpcApp.d.ts +2 -1
  18. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  19. package/lib/cjs/LocalhostIpcApp.js +21 -7
  20. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  21. package/lib/cjs/SheetViewState.js +2 -0
  22. package/lib/cjs/SheetViewState.js.map +1 -1
  23. package/lib/cjs/ViewManager.d.ts.map +1 -1
  24. package/lib/cjs/ViewManager.js +8 -8
  25. package/lib/cjs/ViewManager.js.map +1 -1
  26. package/lib/cjs/Viewport.d.ts +1 -1
  27. package/lib/cjs/Viewport.js +2 -2
  28. package/lib/cjs/Viewport.js.map +1 -1
  29. package/lib/cjs/core-frontend.d.ts +1 -1
  30. package/lib/cjs/core-frontend.js +1 -1
  31. package/lib/cjs/core-frontend.js.map +1 -1
  32. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts +3 -2
  33. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  34. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +3 -2
  35. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  36. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts +5 -1
  37. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
  38. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +20 -5
  39. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  40. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +26 -3
  41. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  42. package/lib/cjs/quantity-formatting/QuantityFormatter.js +46 -7
  43. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  44. package/lib/cjs/render/RenderSystem.d.ts +0 -2
  45. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  46. package/lib/cjs/render/RenderSystem.js.map +1 -1
  47. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  48. package/lib/cjs/render/webgl/DrawCommand.js +3 -1
  49. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  50. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  51. package/lib/cjs/render/webgl/Mesh.js +1 -2
  52. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  53. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/PlanarClassifier.js +1 -0
  55. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  56. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -0
  58. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  59. package/lib/cjs/render/webgl/SceneCompositor.js +1 -0
  60. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  61. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +8 -7
  62. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  63. package/lib/cjs/render/webgl/ShaderBuilder.js +20 -18
  64. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  65. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  66. package/lib/cjs/render/webgl/SolarShadowMap.js +1 -0
  67. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  68. package/lib/cjs/render/webgl/System.d.ts +0 -3
  69. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  70. package/lib/cjs/render/webgl/System.js +0 -3
  71. package/lib/cjs/render/webgl/System.js.map +1 -1
  72. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  73. package/lib/cjs/render/webgl/Target.js +5 -0
  74. package/lib/cjs/render/webgl/Target.js.map +1 -1
  75. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  76. package/lib/cjs/render/webgl/Technique.js +74 -29
  77. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  78. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
  79. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  80. package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
  81. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  83. package/lib/cjs/render/webgl/glsl/Blur.js +1 -1
  84. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -2
  85. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -2
  86. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -1
  87. package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -1
  88. package/lib/cjs/render/webgl/glsl/Composite.js +1 -1
  89. package/lib/cjs/render/webgl/glsl/CopyColor.d.ts.map +1 -1
  90. package/lib/cjs/render/webgl/glsl/CopyColor.js +17 -2
  91. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  92. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +2 -2
  93. package/lib/cjs/render/webgl/glsl/CopyStencil.js +6 -6
  94. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  95. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +2 -2
  96. package/lib/cjs/render/webgl/glsl/Fragment.js +10 -10
  97. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  98. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +3 -3
  99. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  100. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -2
  101. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  102. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  103. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  104. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  105. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  106. package/lib/cjs/render/webgl/glsl/Surface.js +5 -2
  107. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  108. package/lib/cjs/render/webgl/glsl/Translucency.js +2 -2
  109. package/lib/cjs/render/webgl/glsl/Wiremesh.d.ts +9 -0
  110. package/lib/cjs/render/webgl/glsl/Wiremesh.d.ts.map +1 -0
  111. package/lib/cjs/render/webgl/glsl/Wiremesh.js +40 -0
  112. package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -0
  113. package/lib/cjs/tile/B3dmReader.d.ts +1 -1
  114. package/lib/cjs/tile/B3dmReader.d.ts.map +1 -1
  115. package/lib/cjs/tile/B3dmReader.js +4 -4
  116. package/lib/cjs/tile/B3dmReader.js.map +1 -1
  117. package/lib/cjs/tile/ContextShareProvider.d.ts.map +1 -1
  118. package/lib/cjs/tile/ContextShareProvider.js +19 -0
  119. package/lib/cjs/tile/ContextShareProvider.js.map +1 -1
  120. package/lib/cjs/tile/GltfReader.d.ts +3 -1
  121. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  122. package/lib/cjs/tile/GltfReader.js +33 -1
  123. package/lib/cjs/tile/GltfReader.js.map +1 -1
  124. package/lib/cjs/tile/I3dmReader.d.ts +1 -1
  125. package/lib/cjs/tile/I3dmReader.d.ts.map +1 -1
  126. package/lib/cjs/tile/I3dmReader.js +4 -4
  127. package/lib/cjs/tile/I3dmReader.js.map +1 -1
  128. package/lib/cjs/tile/RealityModelTileTree.d.ts +2 -1
  129. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  130. package/lib/cjs/tile/RealityModelTileTree.js +29 -10
  131. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  132. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
  133. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  134. package/lib/cjs/tile/RealityTileLoader.js +3 -2
  135. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  136. package/lib/cjs/tile/map/CesiumTerrainProvider.js +1 -1
  137. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  138. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
  139. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  140. package/lib/cjs/tile/map/MapLayerSources.js +1 -1
  141. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  142. package/lib/esm/AccuSnap.js +3 -3
  143. package/lib/esm/AccuSnap.js.map +1 -1
  144. package/lib/esm/ApproximateTerrainHeights.d.ts.map +1 -1
  145. package/lib/esm/ApproximateTerrainHeights.js +2 -1
  146. package/lib/esm/ApproximateTerrainHeights.js.map +1 -1
  147. package/lib/esm/HitDetail.js +7 -7
  148. package/lib/esm/HitDetail.js.map +1 -1
  149. package/lib/esm/IModelApp.d.ts +15 -5
  150. package/lib/esm/IModelApp.d.ts.map +1 -1
  151. package/lib/esm/IModelApp.js +13 -8
  152. package/lib/esm/IModelApp.js.map +1 -1
  153. package/lib/esm/IModelConnection.d.ts +1 -1
  154. package/lib/esm/IModelConnection.js +1 -1
  155. package/lib/esm/IModelConnection.js.map +1 -1
  156. package/lib/esm/IModeljs-css.js +1 -1
  157. package/lib/esm/IModeljs-css.js.map +1 -1
  158. package/lib/esm/LocalhostIpcApp.d.ts +2 -1
  159. package/lib/esm/LocalhostIpcApp.d.ts.map +1 -1
  160. package/lib/esm/LocalhostIpcApp.js +22 -8
  161. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  162. package/lib/esm/SheetViewState.js +2 -0
  163. package/lib/esm/SheetViewState.js.map +1 -1
  164. package/lib/esm/ViewManager.d.ts.map +1 -1
  165. package/lib/esm/ViewManager.js +8 -8
  166. package/lib/esm/ViewManager.js.map +1 -1
  167. package/lib/esm/Viewport.d.ts +1 -1
  168. package/lib/esm/Viewport.js +2 -2
  169. package/lib/esm/Viewport.js.map +1 -1
  170. package/lib/esm/core-frontend.d.ts +1 -1
  171. package/lib/esm/core-frontend.js +1 -1
  172. package/lib/esm/core-frontend.js.map +1 -1
  173. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts +3 -2
  174. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  175. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js +3 -2
  176. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  177. package/lib/esm/quantity-formatting/BasicUnitsProvider.d.ts +5 -1
  178. package/lib/esm/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
  179. package/lib/esm/quantity-formatting/BasicUnitsProvider.js +18 -4
  180. package/lib/esm/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  181. package/lib/esm/quantity-formatting/QuantityFormatter.d.ts +26 -3
  182. package/lib/esm/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  183. package/lib/esm/quantity-formatting/QuantityFormatter.js +45 -7
  184. package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
  185. package/lib/esm/render/RenderSystem.d.ts +0 -2
  186. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  187. package/lib/esm/render/RenderSystem.js.map +1 -1
  188. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  189. package/lib/esm/render/webgl/DrawCommand.js +3 -1
  190. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  191. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  192. package/lib/esm/render/webgl/Mesh.js +1 -2
  193. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  194. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  195. package/lib/esm/render/webgl/PlanarClassifier.js +1 -0
  196. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  197. package/lib/esm/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  198. package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -0
  199. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  200. package/lib/esm/render/webgl/SceneCompositor.js +1 -0
  201. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  202. package/lib/esm/render/webgl/ShaderBuilder.d.ts +8 -7
  203. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  204. package/lib/esm/render/webgl/ShaderBuilder.js +20 -18
  205. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  206. package/lib/esm/render/webgl/SolarShadowMap.d.ts.map +1 -1
  207. package/lib/esm/render/webgl/SolarShadowMap.js +1 -0
  208. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  209. package/lib/esm/render/webgl/System.d.ts +0 -3
  210. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  211. package/lib/esm/render/webgl/System.js +0 -3
  212. package/lib/esm/render/webgl/System.js.map +1 -1
  213. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  214. package/lib/esm/render/webgl/Target.js +5 -0
  215. package/lib/esm/render/webgl/Target.js.map +1 -1
  216. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  217. package/lib/esm/render/webgl/Technique.js +74 -29
  218. package/lib/esm/render/webgl/Technique.js.map +1 -1
  219. package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -1
  220. package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
  221. package/lib/esm/render/webgl/TechniqueFlags.js +10 -1
  222. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  223. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +1 -1
  224. package/lib/esm/render/webgl/glsl/Blur.js +1 -1
  225. package/lib/esm/render/webgl/glsl/ClearPickAndColor.js +2 -2
  226. package/lib/esm/render/webgl/glsl/ClearTranslucent.js +2 -2
  227. package/lib/esm/render/webgl/glsl/Combine3Textures.js +1 -1
  228. package/lib/esm/render/webgl/glsl/CombineTextures.js +1 -1
  229. package/lib/esm/render/webgl/glsl/Composite.js +1 -1
  230. package/lib/esm/render/webgl/glsl/CopyColor.d.ts.map +1 -1
  231. package/lib/esm/render/webgl/glsl/CopyColor.js +17 -2
  232. package/lib/esm/render/webgl/glsl/CopyColor.js.map +1 -1
  233. package/lib/esm/render/webgl/glsl/CopyPickBuffers.js +2 -2
  234. package/lib/esm/render/webgl/glsl/CopyStencil.js +6 -6
  235. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
  236. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +2 -2
  237. package/lib/esm/render/webgl/glsl/Fragment.js +10 -10
  238. package/lib/esm/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  239. package/lib/esm/render/webgl/glsl/PlanarClassification.js +3 -3
  240. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  241. package/lib/esm/render/webgl/glsl/RealityMesh.js +5 -2
  242. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  243. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  244. package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
  245. package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
  246. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  247. package/lib/esm/render/webgl/glsl/Surface.js +5 -2
  248. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  249. package/lib/esm/render/webgl/glsl/Translucency.js +2 -2
  250. package/lib/esm/render/webgl/glsl/Wiremesh.d.ts +9 -0
  251. package/lib/esm/render/webgl/glsl/Wiremesh.d.ts.map +1 -0
  252. package/lib/esm/render/webgl/glsl/Wiremesh.js +36 -0
  253. package/lib/esm/render/webgl/glsl/Wiremesh.js.map +1 -0
  254. package/lib/esm/tile/B3dmReader.d.ts +1 -1
  255. package/lib/esm/tile/B3dmReader.d.ts.map +1 -1
  256. package/lib/esm/tile/B3dmReader.js +4 -4
  257. package/lib/esm/tile/B3dmReader.js.map +1 -1
  258. package/lib/esm/tile/ContextShareProvider.d.ts.map +1 -1
  259. package/lib/esm/tile/ContextShareProvider.js +19 -0
  260. package/lib/esm/tile/ContextShareProvider.js.map +1 -1
  261. package/lib/esm/tile/GltfReader.d.ts +3 -1
  262. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  263. package/lib/esm/tile/GltfReader.js +33 -1
  264. package/lib/esm/tile/GltfReader.js.map +1 -1
  265. package/lib/esm/tile/I3dmReader.d.ts +1 -1
  266. package/lib/esm/tile/I3dmReader.d.ts.map +1 -1
  267. package/lib/esm/tile/I3dmReader.js +4 -4
  268. package/lib/esm/tile/I3dmReader.js.map +1 -1
  269. package/lib/esm/tile/RealityModelTileTree.d.ts +2 -1
  270. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  271. package/lib/esm/tile/RealityModelTileTree.js +30 -11
  272. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  273. package/lib/esm/tile/RealityTileLoader.d.ts +1 -0
  274. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  275. package/lib/esm/tile/RealityTileLoader.js +3 -2
  276. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  277. package/lib/esm/tile/map/CesiumTerrainProvider.js +1 -1
  278. package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
  279. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
  280. package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  281. package/lib/esm/tile/map/MapLayerSources.js +1 -1
  282. package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
  283. package/package.json +22 -22
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { assert, dispose, Id64Array, Id64String } from \"@itwin/core-bentley\";\r\nimport { Angle, ClipShape, ClipVector, Constant, Matrix3d, Point2d, Point3d, PolyfaceBuilder, Range2d, Range3d, StrokeOptions, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n AxisAlignedBox3d, ColorDef, Feature, FeatureTable, Frustum, Gradient, GraphicParams, HiddenLine, PackedFeatureTable, Placement2d, RenderMaterial, SheetProps, TextureMapping, ViewAttachmentProps, ViewDefinition2dProps, ViewFlagOverrides, ViewStateProps,\r\n} from \"@itwin/core-common\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { DisplayStyle2dState } from \"./DisplayStyleState\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { GraphicBuilder, GraphicType } from \"./render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"./render/RenderGraphic\";\r\nimport { GraphicBranch } from \"./render/GraphicBranch\";\r\nimport { Frustum2d } from \"./Frustum2d\";\r\nimport { Scene } from \"./render/Scene\";\r\nimport { Decorations } from \"./render/Decorations\";\r\nimport { MockRender } from \"./render/MockRender\";\r\nimport { RenderClipVolume } from \"./render/RenderClipVolume\";\r\nimport { RenderMemory } from \"./render/RenderMemory\";\r\nimport { FeatureSymbology } from \"./render/FeatureSymbology\";\r\nimport { DecorateContext, SceneContext } from \"./ViewContext\";\r\nimport { ViewRect } from \"./ViewRect\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { CoordSystem } from \"./CoordSystem\";\r\nimport { OffScreenViewport, Viewport } from \"./Viewport\";\r\nimport { AttachToViewportArgs, ViewState, ViewState2d } from \"./ViewState\";\r\nimport { DrawingViewState } from \"./DrawingViewState\";\r\nimport { createDefaultViewFlagOverrides, DisclosedTileTreeSet, TileGraphicType } from \"./tile/internal\";\r\nimport { imageBufferToPngDataUrl, openImageDataUrlInNewWindow } from \"./ImageUtil\";\r\nimport { TextureTransparency } from \"./render/RenderTexture\";\r\n\r\n// cSpell:ignore ovrs\r\n\r\n/** Describes the geometry and styling of a sheet border decoration.\r\n * The sheet border decoration mimics a sheet of paper with a drop shadow.\r\n */\r\nclass SheetBorder {\r\n private _rect: Point2d[];\r\n private _shadow: Point2d[];\r\n private _gradient: Gradient.Symb;\r\n\r\n private constructor(rect: Point2d[], shadow: Point2d[], gradient: Gradient.Symb) {\r\n this._rect = rect;\r\n this._shadow = shadow;\r\n this._gradient = gradient;\r\n }\r\n\r\n /** Create a new sheet border. If a context is supplied, points are transformed to view coordinates. */\r\n public static create(width: number, height: number, context?: DecorateContext) {\r\n // Rect\r\n const rect: Point3d[] = [\r\n Point3d.create(0, height),\r\n Point3d.create(0, 0),\r\n Point3d.create(width, 0),\r\n Point3d.create(width, height),\r\n Point3d.create(0, height)];\r\n if (context) {\r\n context.viewport.worldToViewArray(rect);\r\n }\r\n\r\n // Shadow\r\n const shadowWidth = .01 * Math.sqrt(width * width + height * height);\r\n const shadow: Point3d[] = [\r\n Point3d.create(shadowWidth, 0),\r\n Point3d.create(shadowWidth, -shadowWidth),\r\n Point3d.create(width + shadowWidth, -shadowWidth),\r\n Point3d.create(width + shadowWidth, height - shadowWidth),\r\n Point3d.create(width, height - shadowWidth),\r\n Point3d.create(width, 0),\r\n Point3d.create(shadowWidth, 0),\r\n ];\r\n if (context) {\r\n context.viewport.worldToViewArray(shadow);\r\n }\r\n\r\n // Gradient\r\n const gradient = new Gradient.Symb();\r\n gradient.mode = Gradient.Mode.Linear;\r\n gradient.angle = Angle.createDegrees(-45);\r\n gradient.keys = [{ value: 0, color: ColorDef.from(25, 25, 25) }, { value: 0.5, color: ColorDef.from(150, 150, 150) }];\r\n\r\n // Copy over points\r\n const rect2d: Point2d[] = [];\r\n for (const point of rect)\r\n rect2d.push(Point2d.createFrom(point));\r\n const shadow2d: Point2d[] = [];\r\n for (const point of shadow)\r\n shadow2d.push(Point2d.createFrom(point));\r\n\r\n return new SheetBorder(rect2d, shadow2d, gradient);\r\n }\r\n\r\n public getRange(): Range2d {\r\n const range = Range2d.createArray(this._rect);\r\n const shadowRange = Range2d.createArray(this._shadow);\r\n range.extendRange(shadowRange);\r\n return range;\r\n }\r\n\r\n /** Add this border to the given GraphicBuilder. */\r\n public addToBuilder(builder: GraphicBuilder) {\r\n const lineColor = ColorDef.black;\r\n const fillColor = ColorDef.black;\r\n\r\n const params = new GraphicParams();\r\n params.fillColor = fillColor;\r\n params.gradient = this._gradient;\r\n\r\n builder.activateGraphicParams(params);\r\n builder.addShape2d(this._shadow, Frustum2d.minimumZDistance);\r\n\r\n builder.setSymbology(lineColor, fillColor, 2);\r\n builder.addLineString2d(this._rect, 0);\r\n }\r\n}\r\n\r\n/** The information required to instantiate an Attachment object. See ViewAttachmentsInfo */\r\ninterface ViewAttachmentInfo extends ViewAttachmentProps {\r\n attachedView: ViewState;\r\n}\r\n\r\n/** The information required to instantiate an ViewAttachments object to draw ViewAttachments into a sheet. The list of view attachment Ids is\r\n * supplied to SheetViewState via the constructor. The corresponding ViewAttachmentProps for each attachment are obtained asynchronously in\r\n * SheetViewState.load(). The Attachments object is created in SheetViewState.attachToViewport and disposed of in SheetViewState.detachFromViewport.\r\n */\r\nclass ViewAttachmentsInfo {\r\n private _attachments: Id64Array | ViewAttachmentInfo[];\r\n\r\n private constructor(attachments: Id64Array | ViewAttachmentInfo[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n public get isLoaded(): boolean {\r\n return 0 === this._attachments.length || \"string\" !== typeof this._attachments[0];\r\n }\r\n\r\n public get viewAttachmentProps(): Array<Readonly<ViewAttachmentProps>> {\r\n return this.isLoaded ? this._props : [];\r\n }\r\n\r\n private get _props(): ViewAttachmentInfo[] {\r\n assert(this.isLoaded);\r\n return this._attachments as ViewAttachmentInfo[];\r\n }\r\n\r\n private get _ids(): Id64Array {\r\n assert(!this.isLoaded);\r\n return this._attachments as Id64Array;\r\n }\r\n\r\n public static fromJSON(ids: Id64Array = []): ViewAttachmentsInfo {\r\n return new ViewAttachmentsInfo(ids);\r\n }\r\n\r\n public toJSON(): Id64Array {\r\n return this.isLoaded ? this._props.map((x) => x.id!) : [...this._ids];\r\n }\r\n\r\n public clone(): ViewAttachmentsInfo {\r\n // No reason to clone the array.\r\n return new ViewAttachmentsInfo(this._attachments);\r\n }\r\n\r\n public async load(iModel: IModelConnection): Promise<void> {\r\n if (this.isLoaded)\r\n return;\r\n\r\n const attachmentProps = await iModel.elements.getProps(this._ids) as ViewAttachmentInfo[];\r\n const promises = [];\r\n for (const attachment of attachmentProps) {\r\n const loadView = async () => {\r\n try {\r\n const view = await iModel.views.load(attachment.view.id);\r\n return view;\r\n } catch {\r\n return undefined;\r\n }\r\n };\r\n\r\n promises.push(loadView());\r\n }\r\n\r\n const views = await Promise.all(promises);\r\n assert(views.length === attachmentProps.length);\r\n\r\n const attachments = [];\r\n for (let i = 0; i < views.length; i++) {\r\n const view = views[i];\r\n if (view && !(view instanceof SheetViewState)) {\r\n const props = attachmentProps[i];\r\n props.attachedView = view;\r\n attachments.push(props);\r\n }\r\n }\r\n\r\n this._attachments = attachments;\r\n }\r\n\r\n public createAttachments(sheetView: SheetViewState): ViewAttachments | undefined {\r\n return this.isLoaded ? new ViewAttachments(this._props, sheetView) : undefined;\r\n }\r\n}\r\n\r\n/** The set of view attachments to be displayed in a Viewport via a SheetViewState. Allocated when the view becomes attached to a Viewport;\r\n * disposed of when it becomes detached from the viewport.\r\n */\r\nclass ViewAttachments {\r\n private readonly _attachments: Attachment[] = [];\r\n public maxDepth = Frustum2d.minimumZDistance;\r\n\r\n public constructor(infos: ViewAttachmentInfo[], sheetView: SheetViewState) {\r\n for (const info of infos) {\r\n const drawAsRaster = info.jsonProperties?.displayOptions?.drawAsRaster || (info.attachedView.is3d() && info.attachedView.isCameraOn);\r\n const ctor = drawAsRaster ? RasterAttachment : OrthographicAttachment;\r\n const attachment = new ctor(info.attachedView, info, sheetView);\r\n this._attachments.push(attachment);\r\n this.maxDepth = Math.max(this.maxDepth, attachment.zDepth);\r\n }\r\n }\r\n\r\n public dispose(): void {\r\n for (const attachment of this._attachments)\r\n attachment.dispose();\r\n\r\n this._attachments.length = 0;\r\n }\r\n\r\n public [Symbol.iterator](): Iterator<Attachment> {\r\n return this._attachments[Symbol.iterator]();\r\n }\r\n\r\n /** For tests. */\r\n public get attachments(): Object[] {\r\n return this._attachments;\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n return 0 === this._attachments.length;\r\n }\r\n\r\n public get areAllTileTreesLoaded(): boolean {\r\n return this._attachments.every((x) => x.areAllTileTreesLoaded);\r\n }\r\n\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n for (const attachment of this._attachments)\r\n trees.disclose(attachment);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const attachment of this._attachments)\r\n attachment.collectStatistics(stats);\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n for (const attachment of this._attachments)\r\n attachment.addToScene(context);\r\n }\r\n}\r\n\r\n/** A view of a [SheetModel]($backend).\r\n * @public\r\n */\r\nexport class SheetViewState extends ViewState2d {\r\n /** The width and height of the sheet in world coordinates. */\r\n public readonly sheetSize: Point2d;\r\n private _attachmentsInfo: ViewAttachmentsInfo;\r\n private _attachments?: ViewAttachments;\r\n private readonly _viewedExtents: AxisAlignedBox3d;\r\n\r\n public get attachmentIds(): Id64Array {\r\n return this._attachmentsInfo.toJSON();\r\n }\r\n\r\n /** @internal */\r\n public static override get className() { return \"SheetViewDefinition\"; }\r\n\r\n public static override createFromProps(viewStateData: ViewStateProps, iModel: IModelConnection): SheetViewState {\r\n const cat = new CategorySelectorState(viewStateData.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle2dState(viewStateData.displayStyleProps, iModel);\r\n\r\n // use \"new this\" so subclasses are correct\r\n return new this(viewStateData.viewDefinitionProps as ViewDefinition2dProps, iModel, cat, displayStyleState, viewStateData.sheetProps!, viewStateData.sheetAttachments!);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n\r\n props.sheetAttachments = this._attachmentsInfo.toJSON();\r\n\r\n // For sheetProps all that is actually used is the size, so just null out everything else.\r\n const codeProps = { spec: \"\", scope: \"\", value: \"\" };\r\n props.sheetProps = {\r\n model: \"\",\r\n code: codeProps,\r\n classFullName: \"\",\r\n width: this.sheetSize.x,\r\n height: this.sheetSize.y,\r\n scale: 1,\r\n };\r\n\r\n return props;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get viewAttachmentProps(): Array<Readonly<ViewAttachmentProps>> {\r\n return this._attachmentsInfo.viewAttachmentProps;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get attachments(): Object[] | undefined {\r\n return this._attachments?.attachments;\r\n }\r\n\r\n /** @internal */\r\n public override isDrawingView(): this is DrawingViewState { return false; }\r\n /** @internal */\r\n public override isSheetView(): this is SheetViewState { return true; }\r\n\r\n public constructor(props: ViewDefinition2dProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle2dState, sheetProps: SheetProps, attachments: Id64Array) {\r\n super(props, iModel, categories, displayStyle);\r\n if (categories instanceof SheetViewState) {\r\n // we are coming from clone...\r\n this.sheetSize = categories.sheetSize.clone();\r\n this._attachmentsInfo = categories._attachmentsInfo.clone();\r\n this._viewedExtents = categories._viewedExtents.clone();\r\n } else {\r\n this.sheetSize = Point2d.create(sheetProps.width, sheetProps.height);\r\n this._attachmentsInfo = ViewAttachmentsInfo.fromJSON(attachments);\r\n\r\n const extents = new Range3d(0, 0, 0, this.sheetSize.x, this.sheetSize.y, 0);\r\n const margin = 1.1;\r\n extents.scaleAboutCenterInPlace(margin);\r\n this._viewedExtents = extents;\r\n }\r\n }\r\n\r\n public override getOrigin() {\r\n const origin = super.getOrigin();\r\n if (this._attachments)\r\n origin.z = -this._attachments.maxDepth;\r\n\r\n return origin;\r\n }\r\n\r\n public override getExtents() {\r\n const extents = super.getExtents();\r\n if (this._attachments)\r\n extents.z = this._attachments.maxDepth + Frustum2d.minimumZDistance;\r\n\r\n return extents;\r\n }\r\n\r\n /** Disclose *all* TileTrees currently in use by this view. This set may include trees not reported by [[forEachTileTreeRef]] - e.g., those used by view attachments, map-draped terrain, etc.\r\n * @internal override\r\n */\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n super.discloseTileTrees(trees);\r\n if (this._attachments)\r\n trees.disclose(this._attachments);\r\n }\r\n\r\n /** @internal */\r\n public override collectNonTileTreeStatistics(stats: RenderMemory.Statistics): void {\r\n super.collectNonTileTreeStatistics(stats);\r\n if (this._attachments)\r\n this._attachments.collectStatistics(stats);\r\n }\r\n\r\n /** @internal */\r\n public override get defaultExtentLimits() {\r\n return { min: Constant.oneMillimeter, max: this.sheetSize.magnitude() * 10 };\r\n }\r\n\r\n /** @internal */\r\n public override getViewedExtents(): AxisAlignedBox3d {\r\n return this._viewedExtents;\r\n }\r\n\r\n /** Load the size and attachment for this sheet, as well as any other 2d view state characteristics.\r\n * @internal override\r\n */\r\n public override async load(): Promise<void> {\r\n await super.load();\r\n await this._attachmentsInfo.load(this.iModel);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n super.createScene(context);\r\n if (this._attachments)\r\n this._attachments.addToScene(context);\r\n }\r\n\r\n /** @internal */\r\n public override get secondaryViewports(): Iterable<Viewport> {\r\n const attachments = this._attachments;\r\n if (!attachments)\r\n return super.secondaryViewports;\r\n\r\n function* iterator() {\r\n for (const attachment of attachments!) {\r\n const vp = attachment.viewport;\r\n if (vp)\r\n yield vp;\r\n }\r\n }\r\n\r\n return {\r\n [Symbol.iterator]: () => iterator(),\r\n };\r\n }\r\n\r\n /** @internal */\r\n private async queryAttachmentIds(): Promise<Id64Array> {\r\n const ecsql = `SELECT ECInstanceId as attachmentId FROM bis.ViewAttachment WHERE model.Id=${this.baseModelId}`;\r\n const ids: string[] = [];\r\n for await (const row of this.iModel.query(ecsql))\r\n ids.push(row[0]);\r\n\r\n return ids;\r\n }\r\n\r\n /** @internal */\r\n public override async changeViewedModel(modelId: Id64String): Promise<void> {\r\n await super.changeViewedModel(modelId);\r\n const attachmentIds = await this.queryAttachmentIds();\r\n this._attachmentsInfo = ViewAttachmentsInfo.fromJSON(attachmentIds);\r\n\r\n assert(undefined === this._attachments);\r\n }\r\n\r\n /** @internal */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n assert(undefined === this._attachments);\r\n this._attachments = this._attachmentsInfo.createAttachments(this);\r\n }\r\n\r\n /** @internal */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this._attachments = dispose(this._attachments);\r\n }\r\n\r\n /** @internal */\r\n public override get areAllTileTreesLoaded(): boolean {\r\n return super.areAllTileTreesLoaded && (!this._attachments || this._attachments.areAllTileTreesLoaded);\r\n }\r\n\r\n /** Create a sheet border decoration graphic. */\r\n private createBorder(width: number, height: number, context: DecorateContext): RenderGraphic {\r\n const border = SheetBorder.create(width, height, context);\r\n const builder = context.createGraphicBuilder(GraphicType.ViewBackground);\r\n border.addToBuilder(builder);\r\n return builder.finish();\r\n }\r\n\r\n /** @internal */\r\n public override decorate(context: DecorateContext): void {\r\n super.decorate(context);\r\n if (this.sheetSize !== undefined) {\r\n const border = this.createBorder(this.sheetSize.x, this.sheetSize.y, context);\r\n context.setViewBackground(border);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override computeFitRange(): Range3d {\r\n const size = this.sheetSize;\r\n if (0 >= size.x || 0 >= size.y)\r\n return super.computeFitRange();\r\n return new Range3d(0, 0, -1, size.x, size.y, 1);\r\n }\r\n}\r\n\r\n/** A mostly no-op RenderTarget for an Attachment.\r\n * its Scene and symbology overrides.\r\n */\r\nclass AttachmentTarget extends MockRender.OffScreenTarget {\r\n private readonly _attachment: OrthographicAttachment;\r\n\r\n public constructor(attachment: OrthographicAttachment) {\r\n // The dimensions don't matter - we're not drawing anything.\r\n const rect = new ViewRect(1, 1);\r\n super(IModelApp.renderSystem, rect);\r\n this._attachment = attachment;\r\n }\r\n\r\n public override changeScene(scene: Scene): void {\r\n this._attachment.scene = scene;\r\n }\r\n\r\n public override overrideFeatureSymbology(ovrs: FeatureSymbology.Overrides): void {\r\n this._attachment.symbologyOverrides = ovrs;\r\n }\r\n}\r\n\r\n/** Draws the contents of a view attachment into a sheet view. */\r\ninterface Attachment {\r\n readonly areAllTileTreesLoaded: boolean;\r\n addToScene: (context: SceneContext) => void;\r\n discloseTileTrees: (trees: DisclosedTileTreeSet) => void;\r\n readonly zDepth: number;\r\n collectStatistics: (stats: RenderMemory.Statistics) => void;\r\n viewAttachmentProps: ViewAttachmentProps;\r\n dispose(): void;\r\n readonly viewport?: Viewport;\r\n}\r\n\r\n/** Draws the contents a 2d or orthographic 3d view directly into a sheet view.\r\n * We select tiles for the view in the context of a light-weight offscreen viewport with a no-op RenderTarget, then\r\n * collect the resultant graphics and add them to the sheet view's scene.\r\n */\r\nclass OrthographicAttachment {\r\n private readonly _viewport: OffScreenViewport;\r\n private readonly _props: ViewAttachmentProps;\r\n private readonly _sheetModelId: Id64String;\r\n private readonly _viewFlagOverrides: ViewFlagOverrides;\r\n private readonly _toSheet: Transform;\r\n private readonly _fromSheet: Transform;\r\n private readonly _sizeInMeters: Point2d;\r\n private readonly _range: Range3d;\r\n private readonly _viewRect = new ViewRect(0, 0, 1, 1);\r\n private readonly _originalFrustum = new Frustum();\r\n private readonly _clipVolume?: RenderClipVolume;\r\n private readonly _hiddenLineSettings?: HiddenLine.Settings;\r\n private readonly _scale: { x: number, y: number };\r\n private _debugFeatureTable?: PackedFeatureTable;\r\n public scene?: Scene;\r\n public symbologyOverrides: FeatureSymbology.Overrides;\r\n public readonly zDepth: number;\r\n\r\n public get view(): ViewState {\r\n return this._viewport.view;\r\n }\r\n\r\n public get viewAttachmentProps() {\r\n return this._props;\r\n }\r\n\r\n public get viewport(): Viewport {\r\n return this._viewport;\r\n }\r\n\r\n public constructor(view: ViewState, props: ViewAttachmentProps, sheetView: SheetViewState) {\r\n this.symbologyOverrides = new FeatureSymbology.Overrides(view);\r\n const target = new AttachmentTarget(this);\r\n this._viewport = OffScreenViewport.createViewport(view, target, true);\r\n\r\n this._props = props;\r\n this._sheetModelId = sheetView.baseModelId;\r\n\r\n const applyClip = true; // set to false for debugging\r\n this._viewFlagOverrides = {\r\n ...view.viewFlags,\r\n clipVolume: applyClip,\r\n lighting: false,\r\n shadows: false,\r\n };\r\n\r\n const placement = Placement2d.fromJSON(props.placement);\r\n const range = placement.calculateRange();\r\n this._range = range;\r\n this._sizeInMeters = new Point2d(range.xLength(), range.yLength());\r\n\r\n // Compute transform from attached view's world coordinates to sheet's world coordinates.\r\n // NB: We obtain the extents and origin from the *viewport* not the *view* - they may have been adjusted by the viewport.\r\n const applySkew = true; // set to false for debugging\r\n const skew = applySkew ? view.getAspectRatioSkew() : 1;\r\n const extents = this._viewport.viewingSpace.viewDelta.clone();\r\n const zDepth = Math.abs(extents.z);\r\n const scaleX = this._sizeInMeters.x / Math.abs(extents.x);\r\n const scaleY = skew * this._sizeInMeters.y / Math.abs(extents.y);\r\n this._scale = { x: 1 / scaleX, y: 1 / scaleY };\r\n\r\n const zBias = Frustum2d.depthFromDisplayPriority(props.jsonProperties?.displayPriority ?? 0);\r\n this.zDepth = 1.01 * (zDepth - zBias); // give a little padding so that geometry right up against far plane doesn't get clipped.\r\n\r\n // View origin is at the *back* of the view. Align *front* of view based on display priority.\r\n const viewRot = view.getRotation();\r\n const viewOrg = viewRot.multiplyVector(this._viewport.viewingSpace.viewOrigin);\r\n viewOrg.z += zDepth;\r\n viewRot.multiplyTransposeVectorInPlace(viewOrg);\r\n\r\n const matrix = Matrix3d.createScale(scaleX, scaleY, 1);\r\n matrix.multiplyMatrixMatrix(viewRot, matrix);\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(viewOrg, matrix, viewOrg);\r\n const attachmentOrigin = Point3d.createFrom(placement.origin);\r\n attachmentOrigin.z = zBias;\r\n const viewOrgToAttachment = attachmentOrigin.minus(viewOrg);\r\n origin.addInPlace(viewOrgToAttachment);\r\n this._toSheet = Transform.createRefs(origin, matrix);\r\n this._fromSheet = this._toSheet.inverse()!;\r\n\r\n // ###TODO? If we also apply the attachment's clip to the attached view, we may get additional culling during tile selection.\r\n // However the attached view's frustum is already clipped by intersection with sheet view's frustum, and additional clipping planes\r\n // introduce additional computation, so possibly not worth it.\r\n\r\n // Transform the view's clip (if any) to sheet space\r\n let viewClip = view.viewFlags.clipVolume ? view.getViewClip()?.clone() : undefined;\r\n if (viewClip)\r\n viewClip.transformInPlace(this._toSheet);\r\n else\r\n viewClip = ClipVector.createEmpty();\r\n\r\n let sheetClip;\r\n if (undefined !== props.jsonProperties?.clip)\r\n sheetClip = ClipVector.fromJSON(props.jsonProperties?.clip);\r\n\r\n if (sheetClip && sheetClip.isValid) {\r\n // Clip to view attachment's clip. NB: clip is in sheet coordinate space.\r\n for (const clip of sheetClip.clips)\r\n viewClip.clips.push(clip);\r\n } else {\r\n // Clip to view attachment's bounding box\r\n viewClip.appendShape([\r\n Point3d.create(this._range.low.x, this._range.low.y),\r\n Point3d.create(this._range.high.x, this._range.low.y),\r\n Point3d.create(this._range.high.x, this._range.high.y),\r\n Point3d.create(this._range.low.x, this._range.high.y),\r\n ]);\r\n }\r\n\r\n this._clipVolume = IModelApp.renderSystem.createClipVolume(viewClip);\r\n\r\n // Save off the original frustum (potentially adjusted by viewport).\r\n this._viewport.setupFromView();\r\n this._viewport.viewingSpace.getFrustum(CoordSystem.World, true, this._originalFrustum);\r\n\r\n const applyHiddenLineSettings = true; // for debugging edge display, set to false...\r\n const style = view.displayStyle;\r\n if (style.is3d() && applyHiddenLineSettings)\r\n this._hiddenLineSettings = style.settings.hiddenLineSettings;\r\n }\r\n\r\n public dispose(): void {\r\n this._viewport.dispose();\r\n }\r\n\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n trees.disclose(this._viewport);\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n if (context.viewport.freezeScene)\r\n return;\r\n\r\n if (!context.viewport.view.viewsCategory(this._props.category))\r\n return;\r\n\r\n const wantBounds = context.viewport.wantViewAttachmentBoundaries;\r\n const wantClipShapes = context.viewport.wantViewAttachmentClipShapes;\r\n if (wantBounds || wantClipShapes) {\r\n const builder = context.createSceneGraphicBuilder();\r\n if (wantBounds) {\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\r\n builder.addRangeBox(this._range);\r\n }\r\n\r\n if (wantClipShapes && this._clipVolume) {\r\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\r\n for (const prim of this._clipVolume.clipVector.clips) {\r\n if (!(prim instanceof ClipShape))\r\n continue; // ###TODO handle non-shape primitives, if any such ever encountered\r\n\r\n const pts = [];\r\n const tf = prim.transformFromClip;\r\n for (const pt of prim.polygon) {\r\n const tfPt = tf ? tf.multiplyPoint3d(pt) : pt;\r\n pts.push(new Point2d(tfPt.x, tfPt.y));\r\n }\r\n\r\n builder.addLineString2d(pts, 0);\r\n }\r\n }\r\n\r\n // Put into a Batch so that we can see tooltip with attachment Id on mouseover.\r\n const batch = context.target.renderSystem.createBatch(builder.finish(), this.getDebugFeatureTable(), this._range);\r\n context.outputGraphic(batch);\r\n }\r\n\r\n if (!context.viewport.wantViewAttachments)\r\n return;\r\n\r\n // Pixel size used to compute size of ViewRect so that tiles of appropriate LOD are selected.\r\n const pixelSize = context.viewport.getPixelSizeAtPoint();\r\n if (0 === pixelSize)\r\n return;\r\n\r\n // Adjust attached view frustum based on intersection with sheet view frustum.\r\n const attachFrustum = this._originalFrustum.transformBy(this._toSheet);\r\n const attachFrustumRange = attachFrustum.toRange();\r\n const sheetFrustum = context.viewport.getWorldFrustum();\r\n const sheetFrustumRange = sheetFrustum.toRange();\r\n const intersect = attachFrustumRange.intersect(sheetFrustumRange);\r\n if (intersect.isNull)\r\n return;\r\n\r\n attachFrustum.initFromRange(intersect);\r\n attachFrustum.transformBy(this._fromSheet, attachFrustum);\r\n this._viewport.setupViewFromFrustum(attachFrustum);\r\n\r\n // Adjust view rect based on size of attachment on screen so that tiles of appropriate LOD are selected.\r\n const width = this._sizeInMeters.x * intersect.xLength() / attachFrustumRange.xLength();\r\n const height = this._sizeInMeters.y * intersect.yLength() / attachFrustumRange.yLength();\r\n this._viewRect.width = Math.max(1, Math.round(width / pixelSize));\r\n this._viewRect.height = Math.max(1, Math.round(height / pixelSize));\r\n this._viewport.setRect(this._viewRect);\r\n\r\n // Propagate settings from on-screen viewport.\r\n this._viewport.debugBoundingBoxes = context.viewport.debugBoundingBoxes;\r\n this._viewport.setTileSizeModifier(context.viewport.tileSizeModifier);\r\n\r\n // Create the scene.\r\n this._viewport.renderFrame();\r\n\r\n const scene = this.scene;\r\n if (!scene)\r\n return;\r\n\r\n // Extract scene graphics and insert into on-screen scene context.\r\n const options = {\r\n clipVolume: this._clipVolume,\r\n hline: this._hiddenLineSettings,\r\n frustum: {\r\n is3d: this.view.is3d(),\r\n scale: this._scale,\r\n },\r\n };\r\n\r\n const outputGraphics = (source: RenderGraphic[]) => {\r\n if (0 === source.length)\r\n return;\r\n\r\n const graphics = new GraphicBranch();\r\n graphics.setViewFlagOverrides(this._viewFlagOverrides);\r\n graphics.symbologyOverrides = this.symbologyOverrides;\r\n\r\n for (const graphic of source)\r\n graphics.entries.push(graphic);\r\n\r\n const branch = context.createGraphicBranch(graphics, this._toSheet, options);\r\n context.outputGraphic(branch);\r\n };\r\n\r\n outputGraphics(scene.foreground);\r\n context.withGraphicType(TileGraphicType.BackgroundMap, () => outputGraphics(scene.background));\r\n context.withGraphicType(TileGraphicType.Overlay, () => outputGraphics(scene.overlay));\r\n\r\n // Report tile statistics to sheet view's viewport.\r\n const tileAdmin = IModelApp.tileAdmin;\r\n const selectedAndReady = tileAdmin.getTilesForViewport(this._viewport);\r\n const requested = tileAdmin.getRequestsForViewport(this._viewport);\r\n tileAdmin.addExternalTilesForViewport(context.viewport, {\r\n requested: requested?.size ?? 0,\r\n selected: selectedAndReady?.selected.size ?? 0,\r\n ready: selectedAndReady?.ready.size ?? 0,\r\n });\r\n }\r\n\r\n private getDebugFeatureTable(): PackedFeatureTable {\r\n if (this._debugFeatureTable)\r\n return this._debugFeatureTable;\r\n\r\n const featureTable = new FeatureTable(1, this._sheetModelId);\r\n featureTable.insert(new Feature(this._props.id));\r\n this._debugFeatureTable = PackedFeatureTable.pack(featureTable);\r\n return this._debugFeatureTable;\r\n }\r\n\r\n public get areAllTileTreesLoaded(): boolean {\r\n return this.view.areAllTileTreesLoaded;\r\n }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // Handled by discloseTileTrees()\r\n }\r\n}\r\n\r\nfunction createRasterAttachmentViewport(_view: ViewState, _rect: ViewRect, _attachment: RasterAttachment): OffScreenViewport {\r\n class RasterAttachmentViewport extends OffScreenViewport {\r\n private _sceneContext?: SceneContext;\r\n private _isSceneReady = false;\r\n private readonly _attachment: RasterAttachment;\r\n\r\n public constructor(view: ViewState, rect: ViewRect, attachment: RasterAttachment) {\r\n super(IModelApp.renderSystem.createOffscreenTarget(rect));\r\n this._attachment = attachment;\r\n this._isAspectRatioLocked = true;\r\n this.changeView(view);\r\n }\r\n\r\n public override createSceneContext(): SceneContext {\r\n assert(!this._isSceneReady);\r\n\r\n this._sceneContext = super.createSceneContext();\r\n return this._sceneContext;\r\n }\r\n\r\n public override renderFrame(): void {\r\n assert(!this._isSceneReady);\r\n\r\n this.clearSceneContext();\r\n super.renderFrame();\r\n\r\n if (undefined !== this._sceneContext) {\r\n this._isSceneReady = !this._sceneContext.hasMissingTiles && this.view.areAllTileTreesLoaded;\r\n if (this._isSceneReady)\r\n this._attachment.produceGraphics(this._sceneContext);\r\n\r\n this._sceneContext = undefined;\r\n }\r\n }\r\n\r\n private clearSceneContext(): void {\r\n this._sceneContext = undefined;\r\n }\r\n\r\n public override addDecorations(_decorations: Decorations): void {\r\n // ###TODO: skybox, ground plane, possibly grid. DecorateContext requires a ScreenViewport...\r\n }\r\n }\r\n\r\n return new RasterAttachmentViewport(_view, _rect, _attachment);\r\n}\r\n\r\n/** Draws a 3d view with camera enabled into a sheet view by producing an image of the view's contents offscreen. */\r\nclass RasterAttachment {\r\n private readonly _props: ViewAttachmentProps;\r\n private readonly _placement: Placement2d;\r\n private readonly _transform: Transform;\r\n public readonly zDepth: number;\r\n private _viewport?: OffScreenViewport;\r\n private _graphics?: RenderGraphic;\r\n\r\n public constructor(view: ViewState, props: ViewAttachmentProps, sheetView: SheetViewState) {\r\n // Render to a 2048x2048 view rect. Scale in Y to preserve aspect ratio.\r\n const maxSize = 2048;\r\n const rect = new ViewRect(0, 0, maxSize, maxSize);\r\n const height = maxSize * view.getAspectRatio() * view.getAspectRatioSkew();\r\n const skew = maxSize / height;\r\n view.setAspectRatioSkew(skew);\r\n\r\n if (true !== props.jsonProperties?.displayOptions?.preserveBackground) {\r\n // Make background color 100% transparent so that Viewport.readImage() will discard transparent pixels.\r\n const bgColor = sheetView.displayStyle.backgroundColor.withAlpha(0);\r\n view.displayStyle.backgroundColor = bgColor;\r\n }\r\n\r\n this._viewport = createRasterAttachmentViewport(view, rect, this);\r\n this._props = props;\r\n this._placement = Placement2d.fromJSON(props.placement);\r\n this._transform = this._placement.transform;\r\n this.zDepth = Frustum2d.depthFromDisplayPriority(props.jsonProperties?.displayPriority ?? 0);\r\n }\r\n\r\n public dispose(): void {\r\n this._viewport?.dispose();\r\n }\r\n\r\n public get viewAttachmentProps() {\r\n return this._props;\r\n }\r\n\r\n public get viewport(): Viewport | undefined {\r\n return this._viewport;\r\n }\r\n\r\n public get areAllTileTreesLoaded() {\r\n return this._viewport?.areAllTileTreesLoaded ?? true;\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n // ###TODO: check viewport.wantViewAttachmentClipShapes\r\n if (!context.viewport.view.viewsCategory(this._props.category))\r\n return;\r\n\r\n if (context.viewport.wantViewAttachmentBoundaries) {\r\n const builder = context.createSceneGraphicBuilder(this._transform);\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\r\n builder.addRangeBox(Range3d.createRange2d(this._placement.bbox));\r\n context.outputGraphic(builder.finish());\r\n }\r\n\r\n if (!context.viewport.wantViewAttachments)\r\n return;\r\n\r\n if (this._graphics) {\r\n context.outputGraphic(this._graphics);\r\n return;\r\n }\r\n\r\n if (undefined === this._viewport)\r\n return;\r\n\r\n this._viewport.debugBoundingBoxes = context.viewport.debugBoundingBoxes;\r\n this._viewport.setTileSizeModifier(context.viewport.tileSizeModifier);\r\n\r\n this._viewport.renderFrame();\r\n if (this._graphics)\r\n context.outputGraphic(this._graphics);\r\n }\r\n\r\n public discloseTileTrees(trees: DisclosedTileTreeSet) {\r\n if (this._viewport)\r\n trees.disclose(this._viewport);\r\n }\r\n\r\n public produceGraphics(context: SceneContext): void {\r\n assert(context.viewport === this._viewport);\r\n this._graphics = this.createGraphics(this._viewport);\r\n this._viewport = dispose(this._viewport);\r\n\r\n if (undefined !== this._graphics)\r\n context.outputGraphic(this._graphics);\r\n }\r\n\r\n private createGraphics(vp: Viewport): RenderGraphic | undefined {\r\n // Create a texture from the contents of the view.\r\n const image = vp.readImage(vp.viewRect, undefined, false);\r\n if (undefined === image)\r\n return undefined;\r\n\r\n const debugImage = false; // set to true to open a window displaying the captured image.\r\n if (debugImage) {\r\n const url = imageBufferToPngDataUrl(image, false);\r\n if (url)\r\n openImageDataUrlInNewWindow(url, \"Attachment\");\r\n }\r\n\r\n const texture = IModelApp.renderSystem.createTexture({\r\n image: { source: image, transparency: TextureTransparency.Opaque },\r\n });\r\n if (!texture)\r\n return undefined;\r\n\r\n // Create a material for the texture\r\n const graphicParams = new GraphicParams();\r\n const materialParams = new RenderMaterial.Params();\r\n materialParams.textureMapping = new TextureMapping(texture, new TextureMapping.Params());\r\n graphicParams.material = IModelApp.renderSystem.createMaterial(materialParams, vp.iModel);\r\n\r\n // Apply the texture to a rectangular polyface.\r\n const depth = this.zDepth;\r\n const east = this._placement.bbox.low.x;\r\n const west = this._placement.bbox.high.x;\r\n const north = this._placement.bbox.low.y;\r\n const south = this._placement.bbox.high.y;\r\n const corners = [\r\n Point3d.create(east, north, depth),\r\n Point3d.create(west, north, depth),\r\n Point3d.create(west, south, depth),\r\n Point3d.create(east, south, depth),\r\n ];\r\n const params = [\r\n Point2d.create(0, 0),\r\n Point2d.create(1, 0),\r\n Point2d.create(1, 1),\r\n Point2d.create(0, 1),\r\n ];\r\n\r\n const strokeOptions = new StrokeOptions();\r\n strokeOptions.needParams = strokeOptions.shouldTriangulate = true;\r\n const polyfaceBuilder = PolyfaceBuilder.create(strokeOptions);\r\n polyfaceBuilder.addQuadFacet(corners, params);\r\n const polyface = polyfaceBuilder.claimPolyface();\r\n\r\n const graphicBuilder = IModelApp.renderSystem.createGraphicBuilder(Transform.createIdentity(), GraphicType.Scene, vp, this._props.id);\r\n graphicBuilder.activateGraphicParams(graphicParams);\r\n graphicBuilder.addPolyface(polyface, false);\r\n const graphic = graphicBuilder.finish();\r\n\r\n // Wrap the polyface in a GraphicBranch.\r\n const branch = new GraphicBranch(true);\r\n const vfOvrs = createDefaultViewFlagOverrides({ clipVolume: true, shadows: false, lighting: false, thematic: false });\r\n branch.setViewFlagOverrides(vfOvrs);\r\n branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n branch.entries.push(graphic);\r\n\r\n // Apply the attachment's clip, if any.\r\n let clipVolume;\r\n if (this._props.jsonProperties?.clip) {\r\n const clipVector = ClipVector.fromJSON(this._props.jsonProperties?.clip);\r\n if (clipVector.isValid)\r\n clipVolume = IModelApp.renderSystem.createClipVolume(clipVector);\r\n }\r\n\r\n return IModelApp.renderSystem.createGraphicBranch(branch, this._transform, { clipVolume });\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._graphics)\r\n this._graphics.collectStatistics(stats);\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\n\r\nimport { assert, dispose, Id64Array, Id64String } from \"@itwin/core-bentley\";\r\nimport { Angle, ClipShape, ClipVector, Constant, Matrix3d, Point2d, Point3d, PolyfaceBuilder, Range2d, Range3d, StrokeOptions, Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n AxisAlignedBox3d, ColorDef, Feature, FeatureTable, Frustum, Gradient, GraphicParams, HiddenLine, PackedFeatureTable, Placement2d, RenderMaterial, SheetProps, TextureMapping, ViewAttachmentProps, ViewDefinition2dProps, ViewFlagOverrides, ViewStateProps,\r\n} from \"@itwin/core-common\";\r\nimport { CategorySelectorState } from \"./CategorySelectorState\";\r\nimport { DisplayStyle2dState } from \"./DisplayStyleState\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { GraphicBuilder, GraphicType } from \"./render/GraphicBuilder\";\r\nimport { RenderGraphic } from \"./render/RenderGraphic\";\r\nimport { GraphicBranch } from \"./render/GraphicBranch\";\r\nimport { Frustum2d } from \"./Frustum2d\";\r\nimport { Scene } from \"./render/Scene\";\r\nimport { Decorations } from \"./render/Decorations\";\r\nimport { MockRender } from \"./render/MockRender\";\r\nimport { RenderClipVolume } from \"./render/RenderClipVolume\";\r\nimport { RenderMemory } from \"./render/RenderMemory\";\r\nimport { FeatureSymbology } from \"./render/FeatureSymbology\";\r\nimport { DecorateContext, SceneContext } from \"./ViewContext\";\r\nimport { ViewRect } from \"./ViewRect\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { CoordSystem } from \"./CoordSystem\";\r\nimport { OffScreenViewport, Viewport } from \"./Viewport\";\r\nimport { AttachToViewportArgs, ViewState, ViewState2d } from \"./ViewState\";\r\nimport { DrawingViewState } from \"./DrawingViewState\";\r\nimport { createDefaultViewFlagOverrides, DisclosedTileTreeSet, TileGraphicType } from \"./tile/internal\";\r\nimport { imageBufferToPngDataUrl, openImageDataUrlInNewWindow } from \"./ImageUtil\";\r\nimport { TextureTransparency } from \"./render/RenderTexture\";\r\n\r\n// cSpell:ignore ovrs\r\n\r\n/** Describes the geometry and styling of a sheet border decoration.\r\n * The sheet border decoration mimics a sheet of paper with a drop shadow.\r\n */\r\nclass SheetBorder {\r\n private _rect: Point2d[];\r\n private _shadow: Point2d[];\r\n private _gradient: Gradient.Symb;\r\n\r\n private constructor(rect: Point2d[], shadow: Point2d[], gradient: Gradient.Symb) {\r\n this._rect = rect;\r\n this._shadow = shadow;\r\n this._gradient = gradient;\r\n }\r\n\r\n /** Create a new sheet border. If a context is supplied, points are transformed to view coordinates. */\r\n public static create(width: number, height: number, context?: DecorateContext) {\r\n // Rect\r\n const rect: Point3d[] = [\r\n Point3d.create(0, height),\r\n Point3d.create(0, 0),\r\n Point3d.create(width, 0),\r\n Point3d.create(width, height),\r\n Point3d.create(0, height)];\r\n if (context) {\r\n context.viewport.worldToViewArray(rect);\r\n }\r\n\r\n // Shadow\r\n const shadowWidth = .01 * Math.sqrt(width * width + height * height);\r\n const shadow: Point3d[] = [\r\n Point3d.create(shadowWidth, 0),\r\n Point3d.create(shadowWidth, -shadowWidth),\r\n Point3d.create(width + shadowWidth, -shadowWidth),\r\n Point3d.create(width + shadowWidth, height - shadowWidth),\r\n Point3d.create(width, height - shadowWidth),\r\n Point3d.create(width, 0),\r\n Point3d.create(shadowWidth, 0),\r\n ];\r\n if (context) {\r\n context.viewport.worldToViewArray(shadow);\r\n }\r\n\r\n // Gradient\r\n const gradient = new Gradient.Symb();\r\n gradient.mode = Gradient.Mode.Linear;\r\n gradient.angle = Angle.createDegrees(-45);\r\n gradient.keys = [{ value: 0, color: ColorDef.from(25, 25, 25) }, { value: 0.5, color: ColorDef.from(150, 150, 150) }];\r\n\r\n // Copy over points\r\n const rect2d: Point2d[] = [];\r\n for (const point of rect)\r\n rect2d.push(Point2d.createFrom(point));\r\n const shadow2d: Point2d[] = [];\r\n for (const point of shadow)\r\n shadow2d.push(Point2d.createFrom(point));\r\n\r\n return new SheetBorder(rect2d, shadow2d, gradient);\r\n }\r\n\r\n public getRange(): Range2d {\r\n const range = Range2d.createArray(this._rect);\r\n const shadowRange = Range2d.createArray(this._shadow);\r\n range.extendRange(shadowRange);\r\n return range;\r\n }\r\n\r\n /** Add this border to the given GraphicBuilder. */\r\n public addToBuilder(builder: GraphicBuilder) {\r\n const lineColor = ColorDef.black;\r\n const fillColor = ColorDef.black;\r\n\r\n const params = new GraphicParams();\r\n params.fillColor = fillColor;\r\n params.gradient = this._gradient;\r\n\r\n builder.activateGraphicParams(params);\r\n builder.addShape2d(this._shadow, Frustum2d.minimumZDistance);\r\n\r\n builder.setSymbology(lineColor, fillColor, 2);\r\n builder.addLineString2d(this._rect, 0);\r\n }\r\n}\r\n\r\n/** The information required to instantiate an Attachment object. See ViewAttachmentsInfo */\r\ninterface ViewAttachmentInfo extends ViewAttachmentProps {\r\n attachedView: ViewState;\r\n}\r\n\r\n/** The information required to instantiate an ViewAttachments object to draw ViewAttachments into a sheet. The list of view attachment Ids is\r\n * supplied to SheetViewState via the constructor. The corresponding ViewAttachmentProps for each attachment are obtained asynchronously in\r\n * SheetViewState.load(). The Attachments object is created in SheetViewState.attachToViewport and disposed of in SheetViewState.detachFromViewport.\r\n */\r\nclass ViewAttachmentsInfo {\r\n private _attachments: Id64Array | ViewAttachmentInfo[];\r\n\r\n private constructor(attachments: Id64Array | ViewAttachmentInfo[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n public get isLoaded(): boolean {\r\n return 0 === this._attachments.length || \"string\" !== typeof this._attachments[0];\r\n }\r\n\r\n public get viewAttachmentProps(): Array<Readonly<ViewAttachmentProps>> {\r\n return this.isLoaded ? this._props : [];\r\n }\r\n\r\n private get _props(): ViewAttachmentInfo[] {\r\n assert(this.isLoaded);\r\n return this._attachments as ViewAttachmentInfo[];\r\n }\r\n\r\n private get _ids(): Id64Array {\r\n assert(!this.isLoaded);\r\n return this._attachments as Id64Array;\r\n }\r\n\r\n public static fromJSON(ids: Id64Array = []): ViewAttachmentsInfo {\r\n return new ViewAttachmentsInfo(ids);\r\n }\r\n\r\n public toJSON(): Id64Array {\r\n return this.isLoaded ? this._props.map((x) => x.id!) : [...this._ids];\r\n }\r\n\r\n public clone(): ViewAttachmentsInfo {\r\n // No reason to clone the array.\r\n return new ViewAttachmentsInfo(this._attachments);\r\n }\r\n\r\n public async load(iModel: IModelConnection): Promise<void> {\r\n if (this.isLoaded)\r\n return;\r\n\r\n const attachmentProps = await iModel.elements.getProps(this._ids) as ViewAttachmentInfo[];\r\n const promises = [];\r\n for (const attachment of attachmentProps) {\r\n const loadView = async () => {\r\n try {\r\n const view = await iModel.views.load(attachment.view.id);\r\n return view;\r\n } catch {\r\n return undefined;\r\n }\r\n };\r\n\r\n promises.push(loadView());\r\n }\r\n\r\n const views = await Promise.all(promises);\r\n assert(views.length === attachmentProps.length);\r\n\r\n const attachments = [];\r\n for (let i = 0; i < views.length; i++) {\r\n const view = views[i];\r\n if (view && !(view instanceof SheetViewState)) {\r\n const props = attachmentProps[i];\r\n props.attachedView = view;\r\n attachments.push(props);\r\n }\r\n }\r\n\r\n this._attachments = attachments;\r\n }\r\n\r\n public createAttachments(sheetView: SheetViewState): ViewAttachments | undefined {\r\n return this.isLoaded ? new ViewAttachments(this._props, sheetView) : undefined;\r\n }\r\n}\r\n\r\n/** The set of view attachments to be displayed in a Viewport via a SheetViewState. Allocated when the view becomes attached to a Viewport;\r\n * disposed of when it becomes detached from the viewport.\r\n */\r\nclass ViewAttachments {\r\n private readonly _attachments: Attachment[] = [];\r\n public maxDepth = Frustum2d.minimumZDistance;\r\n\r\n public constructor(infos: ViewAttachmentInfo[], sheetView: SheetViewState) {\r\n for (const info of infos) {\r\n const drawAsRaster = info.jsonProperties?.displayOptions?.drawAsRaster || (info.attachedView.is3d() && info.attachedView.isCameraOn);\r\n const ctor = drawAsRaster ? RasterAttachment : OrthographicAttachment;\r\n const attachment = new ctor(info.attachedView, info, sheetView);\r\n this._attachments.push(attachment);\r\n this.maxDepth = Math.max(this.maxDepth, attachment.zDepth);\r\n }\r\n }\r\n\r\n public dispose(): void {\r\n for (const attachment of this._attachments)\r\n attachment.dispose();\r\n\r\n this._attachments.length = 0;\r\n }\r\n\r\n public [Symbol.iterator](): Iterator<Attachment> {\r\n return this._attachments[Symbol.iterator]();\r\n }\r\n\r\n /** For tests. */\r\n public get attachments(): Object[] {\r\n return this._attachments;\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n return 0 === this._attachments.length;\r\n }\r\n\r\n public get areAllTileTreesLoaded(): boolean {\r\n return this._attachments.every((x) => x.areAllTileTreesLoaded);\r\n }\r\n\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n for (const attachment of this._attachments)\r\n trees.disclose(attachment);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const attachment of this._attachments)\r\n attachment.collectStatistics(stats);\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n for (const attachment of this._attachments)\r\n attachment.addToScene(context);\r\n }\r\n}\r\n\r\n/** A view of a [SheetModel]($backend).\r\n * @public\r\n */\r\nexport class SheetViewState extends ViewState2d {\r\n /** The width and height of the sheet in world coordinates. */\r\n public readonly sheetSize: Point2d;\r\n private _attachmentsInfo: ViewAttachmentsInfo;\r\n private _attachments?: ViewAttachments;\r\n private readonly _viewedExtents: AxisAlignedBox3d;\r\n\r\n public get attachmentIds(): Id64Array {\r\n return this._attachmentsInfo.toJSON();\r\n }\r\n\r\n /** @internal */\r\n public static override get className() { return \"SheetViewDefinition\"; }\r\n\r\n public static override createFromProps(viewStateData: ViewStateProps, iModel: IModelConnection): SheetViewState {\r\n const cat = new CategorySelectorState(viewStateData.categorySelectorProps, iModel);\r\n const displayStyleState = new DisplayStyle2dState(viewStateData.displayStyleProps, iModel);\r\n\r\n // use \"new this\" so subclasses are correct\r\n return new this(viewStateData.viewDefinitionProps as ViewDefinition2dProps, iModel, cat, displayStyleState, viewStateData.sheetProps!, viewStateData.sheetAttachments!);\r\n }\r\n\r\n public override toProps(): ViewStateProps {\r\n const props = super.toProps();\r\n\r\n props.sheetAttachments = this._attachmentsInfo.toJSON();\r\n\r\n // For sheetProps all that is actually used is the size, so just null out everything else.\r\n const codeProps = { spec: \"\", scope: \"\", value: \"\" };\r\n props.sheetProps = {\r\n model: \"\",\r\n code: codeProps,\r\n classFullName: \"\",\r\n width: this.sheetSize.x,\r\n height: this.sheetSize.y,\r\n scale: 1,\r\n };\r\n\r\n return props;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get viewAttachmentProps(): Array<Readonly<ViewAttachmentProps>> {\r\n return this._attachmentsInfo.viewAttachmentProps;\r\n }\r\n\r\n /** Strictly for testing. @internal */\r\n public get attachments(): Object[] | undefined {\r\n return this._attachments?.attachments;\r\n }\r\n\r\n /** @internal */\r\n public override isDrawingView(): this is DrawingViewState { return false; }\r\n /** @internal */\r\n public override isSheetView(): this is SheetViewState { return true; }\r\n\r\n public constructor(props: ViewDefinition2dProps, iModel: IModelConnection, categories: CategorySelectorState, displayStyle: DisplayStyle2dState, sheetProps: SheetProps, attachments: Id64Array) {\r\n super(props, iModel, categories, displayStyle);\r\n if (categories instanceof SheetViewState) {\r\n // we are coming from clone...\r\n this.sheetSize = categories.sheetSize.clone();\r\n this._attachmentsInfo = categories._attachmentsInfo.clone();\r\n this._viewedExtents = categories._viewedExtents.clone();\r\n } else {\r\n this.sheetSize = Point2d.create(sheetProps.width, sheetProps.height);\r\n this._attachmentsInfo = ViewAttachmentsInfo.fromJSON(attachments);\r\n\r\n const extents = new Range3d(0, 0, 0, this.sheetSize.x, this.sheetSize.y, 0);\r\n const margin = 1.1;\r\n extents.scaleAboutCenterInPlace(margin);\r\n this._viewedExtents = extents;\r\n }\r\n }\r\n\r\n public override getOrigin() {\r\n const origin = super.getOrigin();\r\n if (this._attachments)\r\n origin.z = -this._attachments.maxDepth;\r\n\r\n return origin;\r\n }\r\n\r\n public override getExtents() {\r\n const extents = super.getExtents();\r\n if (this._attachments)\r\n extents.z = this._attachments.maxDepth + Frustum2d.minimumZDistance;\r\n\r\n return extents;\r\n }\r\n\r\n /** Disclose *all* TileTrees currently in use by this view. This set may include trees not reported by [[forEachTileTreeRef]] - e.g., those used by view attachments, map-draped terrain, etc.\r\n * @internal override\r\n */\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n super.discloseTileTrees(trees);\r\n if (this._attachments)\r\n trees.disclose(this._attachments);\r\n }\r\n\r\n /** @internal */\r\n public override collectNonTileTreeStatistics(stats: RenderMemory.Statistics): void {\r\n super.collectNonTileTreeStatistics(stats);\r\n if (this._attachments)\r\n this._attachments.collectStatistics(stats);\r\n }\r\n\r\n /** @internal */\r\n public override get defaultExtentLimits() {\r\n return { min: Constant.oneMillimeter, max: this.sheetSize.magnitude() * 10 };\r\n }\r\n\r\n /** @internal */\r\n public override getViewedExtents(): AxisAlignedBox3d {\r\n return this._viewedExtents;\r\n }\r\n\r\n /** Load the size and attachment for this sheet, as well as any other 2d view state characteristics.\r\n * @internal override\r\n */\r\n public override async load(): Promise<void> {\r\n await super.load();\r\n await this._attachmentsInfo.load(this.iModel);\r\n }\r\n\r\n /** @internal */\r\n public override createScene(context: SceneContext): void {\r\n super.createScene(context);\r\n if (this._attachments)\r\n this._attachments.addToScene(context);\r\n }\r\n\r\n /** @internal */\r\n public override get secondaryViewports(): Iterable<Viewport> {\r\n const attachments = this._attachments;\r\n if (!attachments)\r\n return super.secondaryViewports;\r\n\r\n function* iterator() {\r\n for (const attachment of attachments!) {\r\n const vp = attachment.viewport;\r\n if (vp)\r\n yield vp;\r\n }\r\n }\r\n\r\n return {\r\n [Symbol.iterator]: () => iterator(),\r\n };\r\n }\r\n\r\n /** @internal */\r\n private async queryAttachmentIds(): Promise<Id64Array> {\r\n const ecsql = `SELECT ECInstanceId as attachmentId FROM bis.ViewAttachment WHERE model.Id=${this.baseModelId}`;\r\n const ids: string[] = [];\r\n for await (const row of this.iModel.query(ecsql))\r\n ids.push(row[0]);\r\n\r\n return ids;\r\n }\r\n\r\n /** @internal */\r\n public override async changeViewedModel(modelId: Id64String): Promise<void> {\r\n await super.changeViewedModel(modelId);\r\n const attachmentIds = await this.queryAttachmentIds();\r\n this._attachmentsInfo = ViewAttachmentsInfo.fromJSON(attachmentIds);\r\n\r\n assert(undefined === this._attachments);\r\n }\r\n\r\n /** @internal */\r\n public override attachToViewport(args: AttachToViewportArgs): void {\r\n super.attachToViewport(args);\r\n assert(undefined === this._attachments);\r\n this._attachments = this._attachmentsInfo.createAttachments(this);\r\n }\r\n\r\n /** @internal */\r\n public override detachFromViewport(): void {\r\n super.detachFromViewport();\r\n this._attachments = dispose(this._attachments);\r\n }\r\n\r\n /** @internal */\r\n public override get areAllTileTreesLoaded(): boolean {\r\n return super.areAllTileTreesLoaded && (!this._attachments || this._attachments.areAllTileTreesLoaded);\r\n }\r\n\r\n /** Create a sheet border decoration graphic. */\r\n private createBorder(width: number, height: number, context: DecorateContext): RenderGraphic {\r\n const border = SheetBorder.create(width, height, context);\r\n const builder = context.createGraphicBuilder(GraphicType.ViewBackground);\r\n border.addToBuilder(builder);\r\n return builder.finish();\r\n }\r\n\r\n /** @internal */\r\n public override decorate(context: DecorateContext): void {\r\n super.decorate(context);\r\n if (this.sheetSize !== undefined) {\r\n const border = this.createBorder(this.sheetSize.x, this.sheetSize.y, context);\r\n context.setViewBackground(border);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override computeFitRange(): Range3d {\r\n const size = this.sheetSize;\r\n if (0 >= size.x || 0 >= size.y)\r\n return super.computeFitRange();\r\n return new Range3d(0, 0, -1, size.x, size.y, 1);\r\n }\r\n}\r\n\r\n/** A mostly no-op RenderTarget for an Attachment.\r\n * its Scene and symbology overrides.\r\n */\r\nclass AttachmentTarget extends MockRender.OffScreenTarget {\r\n private readonly _attachment: OrthographicAttachment;\r\n\r\n public constructor(attachment: OrthographicAttachment) {\r\n // The dimensions don't matter - we're not drawing anything.\r\n const rect = new ViewRect(1, 1);\r\n super(IModelApp.renderSystem, rect);\r\n this._attachment = attachment;\r\n }\r\n\r\n public override changeScene(scene: Scene): void {\r\n this._attachment.scene = scene;\r\n }\r\n\r\n public override overrideFeatureSymbology(ovrs: FeatureSymbology.Overrides): void {\r\n this._attachment.symbologyOverrides = ovrs;\r\n }\r\n}\r\n\r\n/** Draws the contents of a view attachment into a sheet view. */\r\ninterface Attachment {\r\n readonly areAllTileTreesLoaded: boolean;\r\n addToScene: (context: SceneContext) => void;\r\n discloseTileTrees: (trees: DisclosedTileTreeSet) => void;\r\n readonly zDepth: number;\r\n collectStatistics: (stats: RenderMemory.Statistics) => void;\r\n viewAttachmentProps: ViewAttachmentProps;\r\n dispose(): void;\r\n readonly viewport?: Viewport;\r\n}\r\n\r\n/** Draws the contents a 2d or orthographic 3d view directly into a sheet view.\r\n * We select tiles for the view in the context of a light-weight offscreen viewport with a no-op RenderTarget, then\r\n * collect the resultant graphics and add them to the sheet view's scene.\r\n */\r\nclass OrthographicAttachment {\r\n private readonly _viewport: OffScreenViewport;\r\n private readonly _props: ViewAttachmentProps;\r\n private readonly _sheetModelId: Id64String;\r\n private readonly _viewFlagOverrides: ViewFlagOverrides;\r\n private readonly _toSheet: Transform;\r\n private readonly _fromSheet: Transform;\r\n private readonly _sizeInMeters: Point2d;\r\n private readonly _range: Range3d;\r\n private readonly _viewRect = new ViewRect(0, 0, 1, 1);\r\n private readonly _originalFrustum = new Frustum();\r\n private readonly _clipVolume?: RenderClipVolume;\r\n private readonly _hiddenLineSettings?: HiddenLine.Settings;\r\n private readonly _scale: { x: number, y: number };\r\n private _debugFeatureTable?: PackedFeatureTable;\r\n public scene?: Scene;\r\n public symbologyOverrides: FeatureSymbology.Overrides;\r\n public readonly zDepth: number;\r\n\r\n public get view(): ViewState {\r\n return this._viewport.view;\r\n }\r\n\r\n public get viewAttachmentProps() {\r\n return this._props;\r\n }\r\n\r\n public get viewport(): Viewport {\r\n return this._viewport;\r\n }\r\n\r\n public constructor(view: ViewState, props: ViewAttachmentProps, sheetView: SheetViewState) {\r\n this.symbologyOverrides = new FeatureSymbology.Overrides(view);\r\n const target = new AttachmentTarget(this);\r\n this._viewport = OffScreenViewport.createViewport(view, target, true);\r\n\r\n this._props = props;\r\n this._sheetModelId = sheetView.baseModelId;\r\n\r\n const applyClip = true; // set to false for debugging\r\n this._viewFlagOverrides = {\r\n ...view.viewFlags,\r\n clipVolume: applyClip,\r\n lighting: false,\r\n shadows: false,\r\n };\r\n\r\n const placement = Placement2d.fromJSON(props.placement);\r\n const range = placement.calculateRange();\r\n this._range = range;\r\n this._sizeInMeters = new Point2d(range.xLength(), range.yLength());\r\n\r\n // Compute transform from attached view's world coordinates to sheet's world coordinates.\r\n // NB: We obtain the extents and origin from the *viewport* not the *view* - they may have been adjusted by the viewport.\r\n const applySkew = true; // set to false for debugging\r\n const skew = applySkew ? view.getAspectRatioSkew() : 1;\r\n const extents = this._viewport.viewingSpace.viewDelta.clone();\r\n const zDepth = Math.abs(extents.z);\r\n const scaleX = this._sizeInMeters.x / Math.abs(extents.x);\r\n const scaleY = skew * this._sizeInMeters.y / Math.abs(extents.y);\r\n this._scale = { x: 1 / scaleX, y: 1 / scaleY };\r\n\r\n const zBias = Frustum2d.depthFromDisplayPriority(props.jsonProperties?.displayPriority ?? 0);\r\n this.zDepth = 1.01 * (zDepth - zBias); // give a little padding so that geometry right up against far plane doesn't get clipped.\r\n\r\n // View origin is at the *back* of the view. Align *front* of view based on display priority.\r\n const viewRot = view.getRotation();\r\n const viewOrg = viewRot.multiplyVector(this._viewport.viewingSpace.viewOrigin);\r\n viewOrg.z += zDepth;\r\n viewRot.multiplyTransposeVectorInPlace(viewOrg);\r\n\r\n const matrix = Matrix3d.createScale(scaleX, scaleY, 1);\r\n matrix.multiplyMatrixMatrix(viewRot, matrix);\r\n const origin = Matrix3d.xyzMinusMatrixTimesXYZ(viewOrg, matrix, viewOrg);\r\n const attachmentOrigin = Point3d.createFrom(placement.origin);\r\n attachmentOrigin.z = zBias;\r\n const viewOrgToAttachment = attachmentOrigin.minus(viewOrg);\r\n origin.addInPlace(viewOrgToAttachment);\r\n this._toSheet = Transform.createRefs(origin, matrix);\r\n this._fromSheet = this._toSheet.inverse()!;\r\n\r\n // ###TODO? If we also apply the attachment's clip to the attached view, we may get additional culling during tile selection.\r\n // However the attached view's frustum is already clipped by intersection with sheet view's frustum, and additional clipping planes\r\n // introduce additional computation, so possibly not worth it.\r\n\r\n // Transform the view's clip (if any) to sheet space\r\n let viewClip = view.viewFlags.clipVolume ? view.getViewClip()?.clone() : undefined;\r\n if (viewClip)\r\n viewClip.transformInPlace(this._toSheet);\r\n else\r\n viewClip = ClipVector.createEmpty();\r\n\r\n let sheetClip;\r\n if (undefined !== props.jsonProperties?.clip)\r\n sheetClip = ClipVector.fromJSON(props.jsonProperties?.clip);\r\n\r\n if (sheetClip && sheetClip.isValid) {\r\n // Clip to view attachment's clip. NB: clip is in sheet coordinate space.\r\n for (const clip of sheetClip.clips)\r\n viewClip.clips.push(clip);\r\n } else {\r\n // Clip to view attachment's bounding box\r\n viewClip.appendShape([\r\n Point3d.create(this._range.low.x, this._range.low.y),\r\n Point3d.create(this._range.high.x, this._range.low.y),\r\n Point3d.create(this._range.high.x, this._range.high.y),\r\n Point3d.create(this._range.low.x, this._range.high.y),\r\n ]);\r\n }\r\n\r\n this._clipVolume = IModelApp.renderSystem.createClipVolume(viewClip);\r\n\r\n // Save off the original frustum (potentially adjusted by viewport).\r\n this._viewport.setupFromView();\r\n this._viewport.viewingSpace.getFrustum(CoordSystem.World, true, this._originalFrustum);\r\n\r\n const applyHiddenLineSettings = true; // for debugging edge display, set to false...\r\n const style = view.displayStyle;\r\n if (style.is3d() && applyHiddenLineSettings)\r\n this._hiddenLineSettings = style.settings.hiddenLineSettings;\r\n }\r\n\r\n public dispose(): void {\r\n this._viewport.dispose();\r\n }\r\n\r\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n trees.disclose(this._viewport);\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n if (context.viewport.freezeScene)\r\n return;\r\n\r\n if (!context.viewport.view.viewsCategory(this._props.category))\r\n return;\r\n\r\n const wantBounds = context.viewport.wantViewAttachmentBoundaries;\r\n const wantClipShapes = context.viewport.wantViewAttachmentClipShapes;\r\n if (wantBounds || wantClipShapes) {\r\n const builder = context.createSceneGraphicBuilder();\r\n if (wantBounds) {\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\r\n builder.addRangeBox(this._range);\r\n }\r\n\r\n if (wantClipShapes && this._clipVolume) {\r\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\r\n for (const prim of this._clipVolume.clipVector.clips) {\r\n if (!(prim instanceof ClipShape))\r\n continue; // ###TODO handle non-shape primitives, if any such ever encountered\r\n\r\n const pts = [];\r\n const tf = prim.transformFromClip;\r\n for (const pt of prim.polygon) {\r\n const tfPt = tf ? tf.multiplyPoint3d(pt) : pt;\r\n pts.push(new Point2d(tfPt.x, tfPt.y));\r\n }\r\n\r\n builder.addLineString2d(pts, 0);\r\n }\r\n }\r\n\r\n // Put into a Batch so that we can see tooltip with attachment Id on mouseover.\r\n const batch = context.target.renderSystem.createBatch(builder.finish(), this.getDebugFeatureTable(), this._range);\r\n context.outputGraphic(batch);\r\n }\r\n\r\n if (!context.viewport.wantViewAttachments)\r\n return;\r\n\r\n // Pixel size used to compute size of ViewRect so that tiles of appropriate LOD are selected.\r\n const pixelSize = context.viewport.getPixelSizeAtPoint();\r\n if (0 === pixelSize)\r\n return;\r\n\r\n // Adjust attached view frustum based on intersection with sheet view frustum.\r\n const attachFrustum = this._originalFrustum.transformBy(this._toSheet);\r\n const attachFrustumRange = attachFrustum.toRange();\r\n const sheetFrustum = context.viewport.getWorldFrustum();\r\n const sheetFrustumRange = sheetFrustum.toRange();\r\n const intersect = attachFrustumRange.intersect(sheetFrustumRange);\r\n if (intersect.isNull)\r\n return;\r\n\r\n attachFrustum.initFromRange(intersect);\r\n attachFrustum.transformBy(this._fromSheet, attachFrustum);\r\n this._viewport.setupViewFromFrustum(attachFrustum);\r\n\r\n // Adjust view rect based on size of attachment on screen so that tiles of appropriate LOD are selected.\r\n const width = this._sizeInMeters.x * intersect.xLength() / attachFrustumRange.xLength();\r\n const height = this._sizeInMeters.y * intersect.yLength() / attachFrustumRange.yLength();\r\n this._viewRect.width = Math.max(1, Math.round(width / pixelSize));\r\n this._viewRect.height = Math.max(1, Math.round(height / pixelSize));\r\n this._viewport.setRect(this._viewRect);\r\n\r\n // Propagate settings from on-screen viewport.\r\n this._viewport.debugBoundingBoxes = context.viewport.debugBoundingBoxes;\r\n this._viewport.setTileSizeModifier(context.viewport.tileSizeModifier);\r\n\r\n // Create the scene.\r\n this._viewport.renderFrame();\r\n\r\n const scene = this.scene;\r\n if (!scene)\r\n return;\r\n\r\n // Extract scene graphics and insert into on-screen scene context.\r\n const options = {\r\n clipVolume: this._clipVolume,\r\n hline: this._hiddenLineSettings,\r\n frustum: {\r\n is3d: this.view.is3d(),\r\n scale: this._scale,\r\n },\r\n };\r\n\r\n const outputGraphics = (source: RenderGraphic[]) => {\r\n if (0 === source.length)\r\n return;\r\n\r\n const graphics = new GraphicBranch();\r\n graphics.setViewFlagOverrides(this._viewFlagOverrides);\r\n graphics.symbologyOverrides = this.symbologyOverrides;\r\n\r\n for (const graphic of source)\r\n graphics.entries.push(graphic);\r\n\r\n const branch = context.createGraphicBranch(graphics, this._toSheet, options);\r\n context.outputGraphic(branch);\r\n };\r\n\r\n outputGraphics(scene.foreground);\r\n context.withGraphicType(TileGraphicType.BackgroundMap, () => outputGraphics(scene.background));\r\n context.withGraphicType(TileGraphicType.Overlay, () => outputGraphics(scene.overlay));\r\n\r\n // Report tile statistics to sheet view's viewport.\r\n const tileAdmin = IModelApp.tileAdmin;\r\n const selectedAndReady = tileAdmin.getTilesForViewport(this._viewport);\r\n const requested = tileAdmin.getRequestsForViewport(this._viewport);\r\n tileAdmin.addExternalTilesForViewport(context.viewport, {\r\n requested: requested?.size ?? 0,\r\n selected: selectedAndReady?.selected.size ?? 0,\r\n ready: selectedAndReady?.ready.size ?? 0,\r\n });\r\n }\r\n\r\n private getDebugFeatureTable(): PackedFeatureTable {\r\n if (this._debugFeatureTable)\r\n return this._debugFeatureTable;\r\n\r\n const featureTable = new FeatureTable(1, this._sheetModelId);\r\n featureTable.insert(new Feature(this._props.id));\r\n this._debugFeatureTable = PackedFeatureTable.pack(featureTable);\r\n return this._debugFeatureTable;\r\n }\r\n\r\n public get areAllTileTreesLoaded(): boolean {\r\n return this.view.areAllTileTreesLoaded;\r\n }\r\n\r\n public collectStatistics(_stats: RenderMemory.Statistics): void {\r\n // Handled by discloseTileTrees()\r\n }\r\n}\r\n\r\nfunction createRasterAttachmentViewport(_view: ViewState, _rect: ViewRect, _attachment: RasterAttachment): OffScreenViewport {\r\n class RasterAttachmentViewport extends OffScreenViewport {\r\n private _sceneContext?: SceneContext;\r\n private _isSceneReady = false;\r\n private readonly _attachment: RasterAttachment;\r\n\r\n public constructor(view: ViewState, rect: ViewRect, attachment: RasterAttachment) {\r\n super(IModelApp.renderSystem.createOffscreenTarget(rect));\r\n this._attachment = attachment;\r\n this._isAspectRatioLocked = true;\r\n this.changeView(view);\r\n }\r\n\r\n public override createSceneContext(): SceneContext {\r\n assert(!this._isSceneReady);\r\n\r\n this._sceneContext = super.createSceneContext();\r\n return this._sceneContext;\r\n }\r\n\r\n public override renderFrame(): void {\r\n assert(!this._isSceneReady);\r\n\r\n this.clearSceneContext();\r\n super.renderFrame();\r\n\r\n if (undefined !== this._sceneContext) {\r\n this._isSceneReady = !this._sceneContext.hasMissingTiles && this.view.areAllTileTreesLoaded;\r\n if (this._isSceneReady)\r\n this._attachment.produceGraphics(this._sceneContext);\r\n\r\n this._sceneContext = undefined;\r\n }\r\n }\r\n\r\n private clearSceneContext(): void {\r\n this._sceneContext = undefined;\r\n }\r\n\r\n public override addDecorations(_decorations: Decorations): void {\r\n // ###TODO: skybox, ground plane, possibly grid. DecorateContext requires a ScreenViewport...\r\n }\r\n }\r\n\r\n return new RasterAttachmentViewport(_view, _rect, _attachment);\r\n}\r\n\r\n/** Draws a 3d view with camera enabled into a sheet view by producing an image of the view's contents offscreen. */\r\nclass RasterAttachment {\r\n private readonly _props: ViewAttachmentProps;\r\n private readonly _placement: Placement2d;\r\n private readonly _transform: Transform;\r\n public readonly zDepth: number;\r\n private _viewport?: OffScreenViewport;\r\n private _graphics?: RenderGraphic;\r\n\r\n public constructor(view: ViewState, props: ViewAttachmentProps, sheetView: SheetViewState) {\r\n // Render to a 2048x2048 view rect. Scale in Y to preserve aspect ratio.\r\n const maxSize = 2048;\r\n const rect = new ViewRect(0, 0, maxSize, maxSize);\r\n const height = maxSize * view.getAspectRatio() * view.getAspectRatioSkew();\r\n const skew = maxSize / height;\r\n view.setAspectRatioSkew(skew);\r\n\r\n if (true !== props.jsonProperties?.displayOptions?.preserveBackground) {\r\n // Make background color 100% transparent so that Viewport.readImage() will discard transparent pixels.\r\n const bgColor = sheetView.displayStyle.backgroundColor.withAlpha(0);\r\n view.displayStyle.backgroundColor = bgColor;\r\n }\r\n\r\n this._viewport = createRasterAttachmentViewport(view, rect, this);\r\n this._props = props;\r\n this._placement = Placement2d.fromJSON(props.placement);\r\n this._transform = this._placement.transform;\r\n this.zDepth = Frustum2d.depthFromDisplayPriority(props.jsonProperties?.displayPriority ?? 0);\r\n }\r\n\r\n public dispose(): void {\r\n this._viewport?.dispose();\r\n }\r\n\r\n public get viewAttachmentProps() {\r\n return this._props;\r\n }\r\n\r\n public get viewport(): Viewport | undefined {\r\n return this._viewport;\r\n }\r\n\r\n public get areAllTileTreesLoaded() {\r\n return this._viewport?.areAllTileTreesLoaded ?? true;\r\n }\r\n\r\n public addToScene(context: SceneContext): void {\r\n // ###TODO: check viewport.wantViewAttachmentClipShapes\r\n if (!context.viewport.view.viewsCategory(this._props.category))\r\n return;\r\n\r\n if (context.viewport.wantViewAttachmentBoundaries) {\r\n const builder = context.createSceneGraphicBuilder(this._transform);\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\r\n builder.addRangeBox(Range3d.createRange2d(this._placement.bbox));\r\n context.outputGraphic(builder.finish());\r\n }\r\n\r\n if (!context.viewport.wantViewAttachments)\r\n return;\r\n\r\n if (this._graphics) {\r\n context.outputGraphic(this._graphics);\r\n return;\r\n }\r\n\r\n if (undefined === this._viewport)\r\n return;\r\n\r\n this._viewport.debugBoundingBoxes = context.viewport.debugBoundingBoxes;\r\n this._viewport.setTileSizeModifier(context.viewport.tileSizeModifier);\r\n\r\n this._viewport.renderFrame();\r\n if (this._graphics)\r\n context.outputGraphic(this._graphics);\r\n }\r\n\r\n public discloseTileTrees(trees: DisclosedTileTreeSet) {\r\n if (this._viewport)\r\n trees.disclose(this._viewport);\r\n }\r\n\r\n public produceGraphics(context: SceneContext): void {\r\n assert(context.viewport === this._viewport);\r\n this._graphics = this.createGraphics(this._viewport);\r\n this._viewport = dispose(this._viewport);\r\n\r\n if (undefined !== this._graphics)\r\n context.outputGraphic(this._graphics);\r\n }\r\n\r\n private createGraphics(vp: Viewport): RenderGraphic | undefined {\r\n // Create a texture from the contents of the view.\r\n const image = vp.readImage(vp.viewRect, undefined, false);\r\n if (undefined === image)\r\n return undefined;\r\n\r\n const debugImage = false; // set to true to open a window displaying the captured image.\r\n if (debugImage) {\r\n const url = imageBufferToPngDataUrl(image, false);\r\n if (url)\r\n openImageDataUrlInNewWindow(url, \"Attachment\");\r\n }\r\n\r\n const texture = IModelApp.renderSystem.createTexture({\r\n image: { source: image, transparency: TextureTransparency.Opaque },\r\n });\r\n if (!texture)\r\n return undefined;\r\n\r\n // Create a material for the texture\r\n const graphicParams = new GraphicParams();\r\n const materialParams = new RenderMaterial.Params();\r\n materialParams.textureMapping = new TextureMapping(texture, new TextureMapping.Params());\r\n graphicParams.material = IModelApp.renderSystem.createMaterial(materialParams, vp.iModel);\r\n\r\n // Apply the texture to a rectangular polyface.\r\n const depth = this.zDepth;\r\n const east = this._placement.bbox.low.x;\r\n const west = this._placement.bbox.high.x;\r\n const north = this._placement.bbox.low.y;\r\n const south = this._placement.bbox.high.y;\r\n const corners = [\r\n Point3d.create(east, north, depth),\r\n Point3d.create(west, north, depth),\r\n Point3d.create(west, south, depth),\r\n Point3d.create(east, south, depth),\r\n ];\r\n const params = [\r\n Point2d.create(0, 0),\r\n Point2d.create(1, 0),\r\n Point2d.create(1, 1),\r\n Point2d.create(0, 1),\r\n ];\r\n\r\n const strokeOptions = new StrokeOptions();\r\n strokeOptions.needParams = strokeOptions.shouldTriangulate = true;\r\n const polyfaceBuilder = PolyfaceBuilder.create(strokeOptions);\r\n polyfaceBuilder.addQuadFacet(corners, params);\r\n const polyface = polyfaceBuilder.claimPolyface();\r\n\r\n const graphicBuilder = IModelApp.renderSystem.createGraphicBuilder(Transform.createIdentity(), GraphicType.Scene, vp, this._props.id);\r\n graphicBuilder.activateGraphicParams(graphicParams);\r\n graphicBuilder.addPolyface(polyface, false);\r\n const graphic = graphicBuilder.finish();\r\n\r\n // Wrap the polyface in a GraphicBranch.\r\n const branch = new GraphicBranch(true);\r\n const vfOvrs = createDefaultViewFlagOverrides({ clipVolume: true, shadows: false, lighting: false, thematic: false });\r\n\r\n // Disable transparency - background pixels are 100% transparent so they will be discarded anyway. Other pixels are 100% opaque.\r\n vfOvrs.transparency = false;\r\n branch.setViewFlagOverrides(vfOvrs);\r\n branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n branch.entries.push(graphic);\r\n\r\n // Apply the attachment's clip, if any.\r\n let clipVolume;\r\n if (this._props.jsonProperties?.clip) {\r\n const clipVector = ClipVector.fromJSON(this._props.jsonProperties?.clip);\r\n if (clipVector.isValid)\r\n clipVolume = IModelApp.renderSystem.createClipVolume(clipVector);\r\n }\r\n\r\n return IModelApp.renderSystem.createGraphicBranch(branch, this._transform, { clipVolume });\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._graphics)\r\n this._graphics.collectStatistics(stats);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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+ {"version":3,"file":"ViewManager.d.ts","sourceRoot":"","sources":["../../src/ViewManager.ts"],"names":[],"mappings":"AAIA;;GAEG;AACH,OAAO,EAAE,OAAO,EAAE,aAAa,EAAE,WAAW,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,qBAAqB,CAAC;AAC9F,OAAO,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AACzD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAGtD,OAAO,EAAE,aAAa,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAC3D,OAAO,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AAG/D;;;GAGG;AACH,MAAM,WAAW,SAAU,SAAQ,iBAAiB;IAClD;;;OAGG;IACH,iBAAiB,CAAC,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAAC;IAExC;;;;;;;;OAQG;IACH,kBAAkB,CAAC,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC;IAE7C;;;OAGG;IACH,oBAAoB,CAAC,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC,CAAC;IAErE;;;;OAIG;IACH,uBAAuB,CAAC,CAAC,GAAG,EAAE,SAAS,EAAE,EAAE,EAAE,aAAa,GAAG,OAAO,CAAC,YAAY,CAAC,CAAC;IAEnF;;;;;OAKG;IACH,qBAAqB,CAAC,CAAC,GAAG,EAAE,SAAS,GAAG,mBAAmB,GAAG,SAAS,CAAC;CACzE;AAED;;GAEG;AACH,MAAM,WAAW,2BAA2B;IAC1C,OAAO,CAAC,EAAE,cAAc,CAAC;IACzB,QAAQ,CAAC,EAAE,cAAc,CAAC;CAC3B;AAED;;GAEG;AACH,MAAM,WAAW,eAAe;IAC9B;;OAEG;IACH,cAAc,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC,CAAC;CACvG;AAED;;;;;;;GAOG;AACH,qBAAa,WAAY,YAAW,QAAQ,CAAC,cAAc,CAAC;IACnD,cAAc,UAAS;IACvB,MAAM,SAAa;IAC1B,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IACnD,SAAgB,UAAU,EAAE,SAAS,EAAE,CAAM;IAC7C,OAAO,CAAC,aAAa,CAAC,CAAiB;IACvC,OAAO,CAAC,iBAAiB,CAAS;IAClC,OAAO,CAAC,kBAAkB,CAAS;IACnC,OAAO,CAAC,WAAW,CAAS;IAC5B,OAAO,CAAC,cAAc,CAAC,CAAM;IAE7B,gBAAgB;IAChB,SAAgB,gBAAgB,EAAE,eAAe,EAAE,CAAM;IAEzD,OAAO,CAAC,cAAc;IAkBtB,gBAAgB;IACT,aAAa;IAapB,gBAAgB;IACT,UAAU;IAWjB;;;OAGG;IACH,SAAgB,yBAAyB,yCAAgD;IAEzF,sHAAsH;IACtH,SAAgB,UAAU,4BAAmC;IAE7D,mHAAmH;IACnH,SAAgB,WAAW,4BAAmC;IAE9D;;OAEG;IACH,SAAgB,aAAa,4BAAmC;IAEhE;;OAEG;IACH,SAAgB,YAAY,4BAAmC;IAE/D;;;;OAIG;IACH,SAAgB,aAAa,gBAAqB,IAAI,EAAI;IAE1D;;;;OAIG;IACH,SAAgB,cAAc,gBAAqB,IAAI,EAAI;IAE3D,gBAAgB;IACT,eAAe,IAAI,IAAI;IAgB9B,gBAAgB;IACT,iBAAiB;IAExB,gBAAgB;IAChB,IAAW,iBAAiB,IAAI,OAAO,CAAgC;IAEvE,kDAAkD;IAC3C,iBAAiB,IAAI,IAAI;IAMhC,sCAAsC;IACzB,eAAe,CAAC,EAAE,EAAE,cAAc,GAAG,SAAS,GAAG,OAAO,CAAC,aAAa,CAAC;IAuBpF,gBAAgB;IACT,6BAA6B,CAAC,QAAQ,EAAE,cAAc,GAAG,SAAS,EAAE,OAAO,EAAE,cAAc,GAAG,SAAS;IAK9G,kEAAkE;IAClE,IAAW,YAAY,IAAI,cAAc,GAAG,SAAS,CAA+B;IAEpF,iCAAiC;IAC1B,gBAAgB,IAAI,cAAc,GAAG,SAAS;IAErD,uJAAuJ;IACvJ,OAAO,CAAC,oBAAoB;IAM5B;;;;OAIG;IACI,WAAW,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa;IAkBxD;;;;;;;;;;;OAWG;IACI,YAAY,CAAC,EAAE,EAAE,cAAc,EAAE,iBAAiB,GAAE,OAAc,GAAG,aAAa;IA4BzF,mEAAmE;IAC5D,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,QAAQ,CAAC,cAAc,CAAC;IAIpD;;;;OAIG;IACI,mCAAmC,CAAC,SAAS,EAAE,iBAAiB,GAAG,IAAI;IAM9E,8FAA8F;IACvF,6BAA6B,IAAI,IAAI;IAK5C;;OAEG;IACI,oCAAoC,IAAI,IAAI;IAKnD,gBAAgB;IACT,qBAAqB,CAAC,OAAO,EAAE,gBAAgB;IAKtD,gBAAgB;IACT,wBAAwB,IAAI,IAAI;IAKvC,gBAAgB;IACT,sBAAsB,IAAI,IAAI;IAKrC,gBAAgB;IACT,gBAAgB,IAAI,IAAI;IAI/B,gBAAgB;IAChB,IAAW,gBAAgB,IAAI,OAAO,CAAmC;IAEzE;;OAEG;IACI,UAAU,IAAI,IAAI;IAkBzB;;;OAGG;IACI,cAAc,CAAC,SAAS,EAAE,WAAW,GAAG,IAAI;IA4BnD;;;OAGG;IACU,iBAAiB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC;IAK7E;;;;;;OAMG;IACI,kBAAkB,CAAC,QAAQ,EAAE,eAAe,GAAG,MAAM,IAAI;IAOhE;;;;OAIG;IACI,mBAAmB,CAAC,QAAQ,EAAE,eAAe;IAMpD;;;;;OAKG;IACI,YAAY,CAAC,SAAS,EAAE,SAAS,GAAG,MAAM,IAAI;IASrD;;;OAGG;IACI,aAAa,CAAC,SAAS,EAAE,SAAS,GAAG,OAAO;IAWnD;;OAEG;IACU,oBAAoB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC;IAQhF;;OAEG;IACU,uBAAuB,CAAC,GAAG,EAAE,SAAS,EAAE,EAAE,EAAE,aAAa,GAAG,OAAO,CAAC,YAAY,CAAC;IAQ9F;;OAEG;IACI,qBAAqB,CAAC,GAAG,EAAE,SAAS,GAAG,mBAAmB,GAAG,SAAS;IAQ7E;;OAEG;IACU,sBAAsB,CAAC,GAAG,EAAE,SAAS,GAAG,OAAO,CAAC,WAAW,GAAG,MAAM,CAAC;IAQlF;;OAEG;IACU,0BAA0B,CAAC,GAAG,EAAE,SAAS,EAAE,EAAE,EAAE,aAAa,GAAG,OAAO,CAAC,YAAY,CAAC;IAQjG;;OAEG;IACI,uBAAuB,CAAC,GAAG,EAAE,SAAS,GAAG,mBAAmB,GAAG,SAAS;IAQ/E,IAAW,eAAe,IAAI,MAAM,CAA2E;IAC/G,IAAW,cAAc,IAAI,MAAM,CAAqE;IACxG,IAAW,UAAU,IAAI,MAAM,CAAqE;IACpG,IAAW,cAAc,IAAI,MAAM,CAAuE;IAC1G,IAAW,UAAU,IAAI,MAAM,CAAiE;IAChG,IAAW,YAAY,IAAI,MAAM,CAAmE;IACpG,IAAW,UAAU,IAAI,MAAM,CAAiE;IAChG,IAAW,UAAU,IAAI,MAAM,CAAiE;IAEhG;;OAEG;IACI,aAAa,CAAC,MAAM,GAAE,MAAkB;IAQ/C;;;;OAIG;IACI,wBAAwB,CAAC,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,IAAI;IAKpE;;;;;OAKG;IACI,uBAAuB,CAAC,UAAU,EAAE,MAAM,GAAG,IAAI;CAMzD"}
@@ -415,14 +415,14 @@ class ViewManager {
415
415
  }
416
416
  return undefined;
417
417
  }
418
- get crossHairCursor() { return "url(cursors/crosshair.cur), crosshair"; }
419
- get dynamicsCursor() { return "url(cursors/dynamics.cur), move"; }
420
- get grabCursor() { return "url(cursors/openHand.cur), auto"; }
421
- get grabbingCursor() { return "url(cursors/closedHand.cur), auto"; }
422
- get walkCursor() { return "url(cursors/walk.cur), auto"; }
423
- get rotateCursor() { return "url(cursors/rotate.cur), auto"; }
424
- get lookCursor() { return "url(cursors/look.cur), auto"; }
425
- get zoomCursor() { return "url(cursors/zoom.cur), auto"; }
418
+ get crossHairCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/crosshair.cur), crosshair`; }
419
+ get dynamicsCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/dynamics.cur), move`; }
420
+ get grabCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/openHand.cur), auto`; }
421
+ get grabbingCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/closedHand.cur), auto`; }
422
+ get walkCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/walk.cur), auto`; }
423
+ get rotateCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/rotate.cur), auto`; }
424
+ get lookCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/look.cur), auto`; }
425
+ get zoomCursor() { return `url(${IModelApp_1.IModelApp.publicPath}cursors/zoom.cur), auto`; }
426
426
  /** Change the cursor shown in all Viewports.
427
427
  * @param cursor The new cursor to display. If undefined, the default cursor is used.
428
428
  */
@@ -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 Views\r\n */\r\nimport { BeEvent, BentleyStatus, BeTimePoint, BeUiEvent, Id64Arg } from \"@itwin/core-bentley\";\r\nimport { GeometryStreamProps } from \"@itwin/core-common\";\r\nimport { HitDetail } from \"./HitDetail\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { DisclosedTileTreeSet, TileTree } from \"./tile/internal\";\r\nimport { EventController } from \"./tools/EventController\";\r\nimport { BeButtonEvent, EventHandled } from \"./tools/Tool\";\r\nimport { ScreenViewport, ViewportDecorator } from \"./Viewport\";\r\nimport { System } from \"./render/webgl/System\";\r\n\r\n/** Interface for drawing [[Decorations]] into, or on top of, the active [[ScreenViewport]]s managed by [[ViewManager]].\r\n * Decorators generate [[Decorations]].\r\n * @public\r\n */\r\nexport interface Decorator extends ViewportDecorator {\r\n /** If the [[decorate]] method created pickable graphics, return true if the supplied Id is from this Decorator.\r\n * @param id The Id of the currently selected pickable graphics.\r\n * @returns true if 'id' belongs to this Decorator\r\n */\r\n testDecorationHit?(id: string): boolean;\r\n\r\n /** If the [[decorate]] method created pickable graphics using a persistent element id instead of a transient id,\r\n * return true if the Decorator wants the opportunity to override the default persistent element behavior for\r\n * the supplied [[HitDetail]].\r\n * - Replace or augment the element's tooltip by implementing [[getDecorationToolTip]].\r\n * - Override the element's snap geometry by implementing [[getDecorationGeometry]].\r\n * - Handle button events as decorator events by implementing [[onDecorationButtonEvent]].\r\n * @param hit The HitDetail of the currently selected persistent element or pickable graphics using a persistent element id.\r\n * @returns true if this Decorator wants to override the default persistent element behavior.\r\n */\r\n overrideElementHit?(hit: HitDetail): boolean;\r\n\r\n /** If [[testDecorationHit]] or [[overrideElementHit]] returned true, implement this method to return the tooltip message for this Decorator.\r\n * @param hit The HitDetail about the decoration that was picked.\r\n * @returns A promise with the HTMLElement or string (that may contain HTML) with the tooltip message.\r\n */\r\n getDecorationToolTip?(hit: HitDetail): Promise<HTMLElement | string>;\r\n\r\n /** If [[testDecorationHit]] or [[overrideElementHit]] returned true, implement this method to handle a button event for this Decorator.\r\n * @param hit The HitDetail about the decoration that was picked.\r\n * @param ev The BeButtonEvent that identified this decoration.\r\n * @returns A Promise that resolves to Yes if event completely handled by decoration and event should not be processed by the calling tool.\r\n */\r\n onDecorationButtonEvent?(hit: HitDetail, ev: BeButtonEvent): Promise<EventHandled>;\r\n\r\n /** If [[testDecorationHit]] or [[overrideElementHit]] returned true, implement this method to return the snappable geometry for this Decorator. Geometry that changes with every cursor motion isn't valid for snapping.\r\n * An example would be an InteractiveTool for placing a linestring. It might wish to allow snapping to accepted segments, the segment from the last accepted point to the current cursor position would not be included\r\n * as snappable geometry and would just be displayed in dynamics.\r\n * @param hit The HitDetail about the decoration that was picked.\r\n * @returns GeometryStreamProps containing world coordinate snappable geometry for this decoration.\r\n */\r\n getDecorationGeometry?(hit: HitDetail): GeometryStreamProps | undefined;\r\n}\r\n\r\n/** Argument for [[ViewManager.onSelectedViewportChanged]]\r\n * @public\r\n */\r\nexport interface SelectedViewportChangedArgs {\r\n current?: ScreenViewport;\r\n previous?: ScreenViewport;\r\n}\r\n\r\n/** An object which customizes the locate tooltip.\r\n * @internal\r\n */\r\nexport interface ToolTipProvider {\r\n /** Augment or replace tooltip for the specified HitDetail.\r\n * To cooperate with other tooltip providers, replacing the input tooltip instead of appending information is discouraged.\r\n */\r\n augmentToolTip(hit: HitDetail, tooltip: Promise<HTMLElement | string>): Promise<HTMLElement | string>;\r\n}\r\n\r\n/** The ViewManager holds the list of opened views, plus the *selected view*. It also provides notifications of view open/close and suspend/resume.\r\n * Applications must call [[addViewport]] when new Viewports that should be associated with user events are created.\r\n *\r\n * A single ViewManager is created when [[IModelApp.startup]] is called. It can be accessed via the static member [[IModelApp.viewManager]].\r\n *\r\n * The ViewManager controls the render loop, which causes the contents of each registered [[Viewport]] to update on the screen.\r\n * @public\r\n */\r\nexport class ViewManager implements Iterable<ScreenViewport> {\r\n public inDynamicsMode = false;\r\n public cursor = \"default\";\r\n private readonly _viewports: ScreenViewport[] = [];\r\n public readonly decorators: Decorator[] = [];\r\n private _selectedView?: ScreenViewport;\r\n private _invalidateScenes = false;\r\n private _skipSceneCreation = false;\r\n private _doIdleWork = false;\r\n private _idleWorkTimer?: any;\r\n\r\n /** @internal */\r\n public readonly toolTipProviders: ToolTipProvider[] = [];\r\n\r\n private _beginIdleWork() {\r\n const idleWork = () => {\r\n if (undefined === this._idleWorkTimer)\r\n return;\r\n if (this._viewports.length > 0) {\r\n this._idleWorkTimer = undefined;\r\n return;\r\n }\r\n if (IModelApp.renderSystem.doIdleWork())\r\n this._idleWorkTimer = setTimeout(idleWork, 1);\r\n else\r\n this._idleWorkTimer = undefined;\r\n };\r\n\r\n if (undefined === this._idleWorkTimer)\r\n this._idleWorkTimer = setTimeout(idleWork, 1);\r\n }\r\n\r\n /** @internal */\r\n public onInitialized() {\r\n this.addDecorator(IModelApp.accuSnap);\r\n this.addDecorator(IModelApp.tentativePoint);\r\n this.addDecorator(IModelApp.accuDraw);\r\n this.addDecorator(IModelApp.toolAdmin);\r\n this.cursor = \"default\";\r\n\r\n const options = IModelApp.renderSystem.options;\r\n this._doIdleWork = true === options.doIdleWork;\r\n if (this._doIdleWork)\r\n this._beginIdleWork();\r\n }\r\n\r\n /** @internal */\r\n public onShutDown() {\r\n if (undefined !== this._idleWorkTimer) {\r\n clearTimeout(this._idleWorkTimer);\r\n this._idleWorkTimer = undefined;\r\n }\r\n this._viewports.length = 0;\r\n this.decorators.length = 0;\r\n this.toolTipProviders.length = 0;\r\n this._selectedView = undefined;\r\n }\r\n\r\n /** Called after the selected view changes.\r\n * @param old Previously selected viewport.\r\n * @param current Currently selected viewport.\r\n */\r\n public readonly onSelectedViewportChanged = new BeUiEvent<SelectedViewportChangedArgs>();\r\n\r\n /** Called after a view is opened. This can happen when the iModel is first opened or when a user opens a new view. */\r\n public readonly onViewOpen = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called after a view is closed. This can happen when the iModel is closed or when a user closes an open view. */\r\n public readonly onViewClose = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called after a view is suspended. This happens when the application is minimized or, on a tablet, when the application\r\n * is moved to the background.\r\n */\r\n public readonly onViewSuspend = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called after a suspended view is resumed. This can happen when a minimized application is restored\r\n * or, on a tablet, when the application is moved to the foreground.\r\n */\r\n public readonly onViewResume = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called at the beginning of each tick of the render loop, before any viewports have been updated.\r\n * The render loop is typically invoked by a requestAnimationFrame() callback. It will not be invoked if the ViewManager is tracking no viewports.\r\n * @note Due to the frequency of this event, avoid performing expensive work inside event listeners.\r\n * @see [[ViewManager.onFinishRender]]\r\n */\r\n public readonly onBeginRender = new BeEvent<() => void>();\r\n\r\n /** Called at the end of each tick of the render loop, after all viewports have been updated.\r\n * The render loop is typically invoked by a requestAnimationFrame() callback. It will not be invoked if the ViewManager is tracking no viewports.\r\n * @note Due to the frequency of this event, avoid performing expensive work inside event listeners.\r\n * @see [[ViewManager.onBeginRender]]\r\n */\r\n public readonly onFinishRender = new BeEvent<() => void>();\r\n\r\n /** @internal */\r\n public endDynamicsMode(): void {\r\n if (!this.inDynamicsMode)\r\n return;\r\n\r\n this.inDynamicsMode = false;\r\n\r\n const cursorVp = IModelApp.toolAdmin.cursorView;\r\n if (cursorVp)\r\n cursorVp.changeDynamics(undefined);\r\n\r\n for (const vp of this._viewports) {\r\n if (vp !== cursorVp)\r\n vp.changeDynamics(undefined);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public beginDynamicsMode() { this.inDynamicsMode = true; }\r\n\r\n /** @internal */\r\n public get doesHostHaveFocus(): boolean { return document.hasFocus(); }\r\n\r\n /** Set the selected [[Viewport]] to undefined. */\r\n public clearSelectedView(): void {\r\n const previousVp = this.selectedView;\r\n this._selectedView = undefined;\r\n this.notifySelectedViewportChanged(previousVp, undefined);\r\n }\r\n\r\n /** Sets the selected [[Viewport]]. */\r\n public async setSelectedView(vp: ScreenViewport | undefined): Promise<BentleyStatus> {\r\n if (undefined === vp)\r\n vp = this.getFirstOpenView();\r\n\r\n if (vp === this.selectedView) // already the selected view\r\n return BentleyStatus.SUCCESS;\r\n\r\n if (undefined === vp) {\r\n this.clearSelectedView();\r\n return BentleyStatus.ERROR;\r\n }\r\n\r\n const previousVp = this.selectedView;\r\n this._selectedView = vp;\r\n\r\n this.notifySelectedViewportChanged(previousVp, vp);\r\n\r\n if (undefined === previousVp)\r\n await IModelApp.toolAdmin.startDefaultTool();\r\n\r\n return BentleyStatus.SUCCESS;\r\n }\r\n\r\n /** @internal */\r\n public notifySelectedViewportChanged(previous: ScreenViewport | undefined, current: ScreenViewport | undefined) {\r\n IModelApp.toolAdmin.onSelectedViewportChanged(previous, current);// eslint-disable-line @typescript-eslint/no-floating-promises\r\n this.onSelectedViewportChanged.emit({ previous, current });\r\n }\r\n\r\n /** The \"selected view\" is the default for certain operations. */\r\n public get selectedView(): ScreenViewport | undefined { return this._selectedView; }\r\n\r\n /** Get the first opened view. */\r\n public getFirstOpenView(): ScreenViewport | undefined { return this._viewports.length > 0 ? this._viewports[0] : undefined; }\r\n\r\n /** Check if only a single viewport is being used. If so, render directly on-screen using its WebGL canvas. Otherwise, render each view offscreen. */\r\n private updateRenderToScreen() {\r\n const renderToScreen = 1 === this._viewports.length;\r\n for (const vp of this)\r\n vp.rendersToScreen = renderToScreen;\r\n }\r\n\r\n /** Add a new Viewport to the list of opened views and create an EventController for it.\r\n * @param newVp the Viewport to add\r\n * @returns SUCCESS if vp was successfully added, ERROR if it was already present.\r\n * @note raises onViewOpen event with newVp.\r\n */\r\n public addViewport(newVp: ScreenViewport): BentleyStatus {\r\n if (this._viewports.includes(newVp)) // make sure its not already added\r\n return BentleyStatus.ERROR;\r\n\r\n newVp.setEventController(new EventController(newVp)); // this will direct events to the viewport\r\n this._viewports.push(newVp);\r\n this.updateRenderToScreen();\r\n this.setSelectedView(newVp);// eslint-disable-line @typescript-eslint/no-floating-promises\r\n\r\n // Start up the render loop if necessary.\r\n if (1 === this._viewports.length)\r\n IModelApp.startEventLoop();\r\n\r\n this.onViewOpen.emit(newVp);\r\n\r\n return BentleyStatus.SUCCESS;\r\n }\r\n\r\n /** Remove a Viewport from the list of opened views, and optionally dispose of it.\r\n * Typically a Viewport is dropped when it is no longer of any use to the application, in which case it should also be\r\n * disposed of as it may hold significant GPU resources.\r\n * However in some cases a Viewport may be temporarily dropped to suspend rendering; and subsequently re-added to\r\n * resume rendering - for example, when the Viewport is temporarily hidden by other UI elements.\r\n * In the latter case it is up to the caller to ensure the Viewport is properly disposed of when it is no longer needed.\r\n * Attempting to invoke any function on a Viewport after it has been disposed is an error.\r\n * @param vp the Viewport to remove.\r\n * @param disposeOfViewport Whether or not to dispose of the Viewport. Defaults to true.\r\n * @return SUCCESS if vp was successfully removed, ERROR if it was not present.\r\n * @note raises onViewClose event with vp.\r\n */\r\n public dropViewport(vp: ScreenViewport, disposeOfViewport: boolean = true): BentleyStatus {\r\n const index = this._viewports.indexOf(vp);\r\n if (index === -1)\r\n return BentleyStatus.ERROR;\r\n\r\n this.onViewClose.emit(vp);\r\n\r\n // make sure tools don't think the cursor is still in this viewport\r\n IModelApp.toolAdmin.forgetViewport(vp);\r\n\r\n vp.setEventController(undefined);\r\n this._viewports.splice(index, 1);\r\n\r\n if (this.selectedView === vp) // if removed viewport was selectedView, set it to undefined.\r\n this.setSelectedView(undefined);// eslint-disable-line @typescript-eslint/no-floating-promises\r\n\r\n vp.rendersToScreen = false;\r\n this.updateRenderToScreen();\r\n\r\n if (disposeOfViewport)\r\n vp.dispose();\r\n\r\n if (this._doIdleWork && this._viewports.length === 0)\r\n this._beginIdleWork();\r\n\r\n return BentleyStatus.SUCCESS;\r\n }\r\n\r\n /** Iterate over the viewports registered with the view manager. */\r\n public [Symbol.iterator](): Iterator<ScreenViewport> {\r\n return this._viewports[Symbol.iterator]();\r\n }\r\n\r\n /** Force each registered [[Viewport]] to regenerate all of its cached [[Decorations]] on the next frame. If the decorator parameter is specified, only\r\n * the specified decorator will have its cached decorations invalidated for all viewports.\r\n * @see [[Viewport.invalidateCachedDecorations]] to manually remove a decorator's cached decorations from a viewport, forcing them to be regenerated.\r\n * @beta\r\n */\r\n public invalidateCachedDecorationsAllViews(decorator: ViewportDecorator): void {\r\n if (decorator.useCachedDecorations)\r\n for (const vp of this)\r\n vp.invalidateCachedDecorations(decorator);\r\n }\r\n\r\n /** Force each registered [[Viewport]] to regenerate its [[Decorations]] on the next frame. */\r\n public invalidateDecorationsAllViews(): void {\r\n for (const vp of this)\r\n vp.invalidateDecorations();\r\n }\r\n\r\n /** Force each registered [[Viewport]] to regenerate its [[FeatureSymbology.Overrides]] on the next frame.\r\n * @alpha\r\n */\r\n public invalidateSymbologyOverridesAllViews(): void {\r\n for (const vp of this)\r\n vp.setFeatureOverrideProviderChanged();\r\n }\r\n\r\n /** @internal */\r\n public onSelectionSetChanged(_iModel: IModelConnection) {\r\n for (const vp of this)\r\n vp.markSelectionSetDirty();\r\n }\r\n\r\n /** @internal */\r\n public invalidateViewportScenes(): void {\r\n for (const vp of this)\r\n vp.invalidateScene();\r\n }\r\n\r\n /** @internal */\r\n public validateViewportScenes(): void {\r\n for (const vp of this)\r\n vp.setValidScene();\r\n }\r\n\r\n /** @internal */\r\n public invalidateScenes(): void {\r\n this._invalidateScenes = true;\r\n IModelApp.requestNextAnimation();\r\n }\r\n /** @internal */\r\n public get sceneInvalidated(): boolean { return this._invalidateScenes; }\r\n\r\n /** Invoked by ToolAdmin event loop.\r\n * @internal\r\n */\r\n public renderLoop(): void {\r\n if (0 === this._viewports.length)\r\n return;\r\n if (this._skipSceneCreation)\r\n this.validateViewportScenes();\r\n else if (this._invalidateScenes)\r\n this.invalidateViewportScenes();\r\n\r\n this._invalidateScenes = false;\r\n\r\n this.onBeginRender.raiseEvent();\r\n\r\n for (const vp of this._viewports)\r\n vp.renderFrame();\r\n\r\n this.onFinishRender.raiseEvent();\r\n }\r\n\r\n /** Purge TileTrees that haven't been drawn since the specified time point and are not currently in use by any ScreenViewport.\r\n * Intended strictly for debugging purposes - TileAdmin takes care of properly purging.\r\n * @internal\r\n */\r\n public purgeTileTrees(olderThan: BeTimePoint): void {\r\n // A single viewport can display tiles from more than one IModelConnection.\r\n // NOTE: A viewport may be displaying no trees - but we need to record its IModel so we can purge those which are NOT being displayed\r\n // NOTE: That won't catch external tile trees previously used by that viewport.\r\n const trees = new DisclosedTileTreeSet();\r\n const treesByIModel = new Map<IModelConnection, Set<TileTree>>();\r\n for (const vp of this._viewports) {\r\n vp.discloseTileTrees(trees);\r\n if (undefined === treesByIModel.get(vp.iModel))\r\n treesByIModel.set(vp.iModel, new Set<TileTree>());\r\n }\r\n\r\n for (const tree of trees) {\r\n let set = treesByIModel.get(tree.iModel);\r\n if (undefined === set) {\r\n set = new Set<TileTree>();\r\n treesByIModel.set(tree.iModel, set);\r\n }\r\n\r\n set.add(tree);\r\n }\r\n\r\n for (const entry of treesByIModel) {\r\n const iModel = entry[0];\r\n iModel.tiles.purge(olderThan, entry[1]);\r\n }\r\n }\r\n\r\n /** Get the tooltip for a persistent element.\r\n * Calls the backend method [Element.getToolTipMessage]($backend), and replaces all instances of `${localizeTag}` with localized string from IModelApp.i18n.\r\n * @beta\r\n */\r\n public async getElementToolTip(hit: HitDetail): Promise<HTMLElement | string> {\r\n const msg: string[] = await hit.iModel.getToolTipMessage(hit.sourceId); // wait for the locate message(s) from the backend\r\n return IModelApp.formatElementToolTip(msg);\r\n }\r\n\r\n /** Add a new [[ToolTipProvider]] to customize the locate tooltip.\r\n * @internal\r\n * @param provider The new tooltip provider to add.\r\n * @throws Error if provider is already active.\r\n * @returns a function that may be called to remove this provider (in lieu of calling [[dropToolTipProvider]].)\r\n * @see [[dropToolTipProvider]]\r\n */\r\n public addToolTipProvider(provider: ToolTipProvider): () => void {\r\n if (this.toolTipProviders.includes(provider))\r\n throw new Error(\"tooltip provider already registered\");\r\n this.toolTipProviders.push(provider);\r\n return () => { this.dropToolTipProvider(provider); };\r\n }\r\n\r\n /** Drop (remove) a [[ToolTipProvider]] so it is no longer active.\r\n * @internal\r\n * @param provider The tooltip to drop.\r\n * @note Does nothing if provider is not currently active.\r\n */\r\n public dropToolTipProvider(provider: ToolTipProvider) {\r\n const index = this.toolTipProviders.indexOf(provider);\r\n if (index >= 0)\r\n this.toolTipProviders.splice(index, 1);\r\n }\r\n\r\n /** Add a new [[Decorator]] to display decorations into the active views.\r\n * @param decorator The new decorator to add.\r\n * @throws Error if decorator is already active.\r\n * @returns a function that may be called to remove this decorator (in lieu of calling [[dropDecorator]].)\r\n * @see [[dropDecorator]]\r\n */\r\n public addDecorator(decorator: Decorator): () => void {\r\n if (this.decorators.includes(decorator))\r\n throw new Error(\"decorator already registered\");\r\n\r\n this.decorators.push(decorator);\r\n this.invalidateDecorationsAllViews();\r\n return () => { this.dropDecorator(decorator); };\r\n }\r\n\r\n /** Drop (remove) a [[Decorator]] so it is no longer active.\r\n * @param decorator The Decorator to drop.\r\n * @returns true if the decorator was found and removed; false if the decorator was not found.\r\n */\r\n public dropDecorator(decorator: Decorator): boolean {\r\n const index = this.decorators.indexOf(decorator);\r\n if (index < 0)\r\n return false;\r\n\r\n this.invalidateCachedDecorationsAllViews(decorator);\r\n this.decorators.splice(index, 1);\r\n this.invalidateDecorationsAllViews();\r\n return true;\r\n }\r\n\r\n /** Get the tooltip for a pickable decoration.\r\n * @internal\r\n */\r\n public async getDecorationToolTip(hit: HitDetail): Promise<HTMLElement | string> {\r\n for (const decorator of this.decorators) {\r\n if (undefined !== decorator.testDecorationHit && undefined !== decorator.getDecorationToolTip && decorator.testDecorationHit(hit.sourceId))\r\n return decorator.getDecorationToolTip(hit);\r\n }\r\n return hit.viewport ? hit.viewport.getToolTip(hit) : \"\";\r\n }\r\n\r\n /** Allow a pickable decoration to handle a button event that identified it for the SelectTool.\r\n * @internal\r\n */\r\n public async onDecorationButtonEvent(hit: HitDetail, ev: BeButtonEvent): Promise<EventHandled> {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.testDecorationHit && undefined !== decorator.onDecorationButtonEvent && decorator.testDecorationHit(hit.sourceId))\r\n return decorator.onDecorationButtonEvent(hit, ev);\r\n }\r\n return EventHandled.No;\r\n }\r\n\r\n /** Allow a pickable decoration to be snapped to by AccuSnap or TentativePoint.\r\n * @internal\r\n */\r\n public getDecorationGeometry(hit: HitDetail): GeometryStreamProps | undefined {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.testDecorationHit && undefined !== decorator.getDecorationGeometry && decorator.testDecorationHit(hit.sourceId))\r\n return decorator.getDecorationGeometry(hit);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Allow a pickable decoration created using a persistent element id to augment or replace the the persistent element's tooltip.\r\n * @internal\r\n */\r\n public async overrideElementToolTip(hit: HitDetail): Promise<HTMLElement | string> {\r\n for (const decorator of this.decorators) {\r\n if (undefined !== decorator.overrideElementHit && undefined !== decorator.getDecorationToolTip && decorator.overrideElementHit(hit))\r\n return decorator.getDecorationToolTip(hit);\r\n }\r\n return this.getElementToolTip(hit);\r\n }\r\n\r\n /** Allow a pickable decoration created using a persistent element id to handle a button event that identified it for the SelectTool.\r\n * @internal\r\n */\r\n public async overrideElementButtonEvent(hit: HitDetail, ev: BeButtonEvent): Promise<EventHandled> {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.overrideElementHit && undefined !== decorator.onDecorationButtonEvent && decorator.overrideElementHit(hit))\r\n return decorator.onDecorationButtonEvent(hit, ev);\r\n }\r\n return EventHandled.No;\r\n }\r\n\r\n /** Allow a pickable decoration created using a persistent element id to control whether snapping uses the persistent element's geometry.\r\n * @internal\r\n */\r\n public overrideElementGeometry(hit: HitDetail): GeometryStreamProps | undefined {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.overrideElementHit && undefined !== decorator.getDecorationGeometry && decorator.overrideElementHit(hit))\r\n return decorator.getDecorationGeometry(hit);\r\n }\r\n return undefined;\r\n }\r\n\r\n public get crossHairCursor(): string { return \"url(cursors/crosshair.cur), crosshair\"; }\r\n public get dynamicsCursor(): string { return \"url(cursors/dynamics.cur), move\"; }\r\n public get grabCursor(): string { return \"url(cursors/openHand.cur), auto\"; }\r\n public get grabbingCursor(): string { return \"url(cursors/closedHand.cur), auto\"; }\r\n public get walkCursor(): string { return \"url(cursors/walk.cur), auto\"; }\r\n public get rotateCursor(): string { return \"url(cursors/rotate.cur), auto\"; }\r\n public get lookCursor(): string { return \"url(cursors/look.cur), auto\"; }\r\n public get zoomCursor(): string { return \"url(cursors/zoom.cur), auto\"; }\r\n\r\n /** Change the cursor shown in all Viewports.\r\n * @param cursor The new cursor to display. If undefined, the default cursor is used.\r\n */\r\n public setViewCursor(cursor: string = \"default\") {\r\n if (cursor === this.cursor)\r\n return;\r\n this.cursor = cursor;\r\n for (const vp of this._viewports)\r\n vp.setCursor(cursor);\r\n }\r\n\r\n /** Intended strictly as a temporary solution for interactive editing applications, until official support for such apps is implemented.\r\n * Call this after editing one or more models, passing in the Ids of those models, to cause new tiles to be generated reflecting the changes.\r\n * Pass undefined if you are unsure which models changed (this is less efficient as it discards all tiles for all viewed models in all viewports).\r\n * @internal\r\n */\r\n public refreshForModifiedModels(modelIds: Id64Arg | undefined): void {\r\n for (const vp of this._viewports)\r\n vp.refreshForModifiedModels(modelIds);\r\n }\r\n\r\n /** The number of [antialiasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing) samples to be used when rendering the contents of all viewports\r\n * registered with the ViewManager.\r\n * Must be an integer greater than zero. A value of 1 means antialiasing is disabled. A higher number of samples correlates generally to a higher quality image but\r\n * is also more demanding on the graphics hardware.\r\n * This setting will also be applied to subsequently-registered viewports.\r\n */\r\n public setAntialiasingAllViews(numSamples: number): void {\r\n for (const vp of this)\r\n vp.antialiasSamples = numSamples;\r\n\r\n System.instance.antialiasSamples = numSamples;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Views\r\n */\r\nimport { BeEvent, BentleyStatus, BeTimePoint, BeUiEvent, Id64Arg } from \"@itwin/core-bentley\";\r\nimport { GeometryStreamProps } from \"@itwin/core-common\";\r\nimport { HitDetail } from \"./HitDetail\";\r\nimport { IModelApp } from \"./IModelApp\";\r\nimport { IModelConnection } from \"./IModelConnection\";\r\nimport { DisclosedTileTreeSet, TileTree } from \"./tile/internal\";\r\nimport { EventController } from \"./tools/EventController\";\r\nimport { BeButtonEvent, EventHandled } from \"./tools/Tool\";\r\nimport { ScreenViewport, ViewportDecorator } from \"./Viewport\";\r\nimport { System } from \"./render/webgl/System\";\r\n\r\n/** Interface for drawing [[Decorations]] into, or on top of, the active [[ScreenViewport]]s managed by [[ViewManager]].\r\n * Decorators generate [[Decorations]].\r\n * @public\r\n */\r\nexport interface Decorator extends ViewportDecorator {\r\n /** If the [[decorate]] method created pickable graphics, return true if the supplied Id is from this Decorator.\r\n * @param id The Id of the currently selected pickable graphics.\r\n * @returns true if 'id' belongs to this Decorator\r\n */\r\n testDecorationHit?(id: string): boolean;\r\n\r\n /** If the [[decorate]] method created pickable graphics using a persistent element id instead of a transient id,\r\n * return true if the Decorator wants the opportunity to override the default persistent element behavior for\r\n * the supplied [[HitDetail]].\r\n * - Replace or augment the element's tooltip by implementing [[getDecorationToolTip]].\r\n * - Override the element's snap geometry by implementing [[getDecorationGeometry]].\r\n * - Handle button events as decorator events by implementing [[onDecorationButtonEvent]].\r\n * @param hit The HitDetail of the currently selected persistent element or pickable graphics using a persistent element id.\r\n * @returns true if this Decorator wants to override the default persistent element behavior.\r\n */\r\n overrideElementHit?(hit: HitDetail): boolean;\r\n\r\n /** If [[testDecorationHit]] or [[overrideElementHit]] returned true, implement this method to return the tooltip message for this Decorator.\r\n * @param hit The HitDetail about the decoration that was picked.\r\n * @returns A promise with the HTMLElement or string (that may contain HTML) with the tooltip message.\r\n */\r\n getDecorationToolTip?(hit: HitDetail): Promise<HTMLElement | string>;\r\n\r\n /** If [[testDecorationHit]] or [[overrideElementHit]] returned true, implement this method to handle a button event for this Decorator.\r\n * @param hit The HitDetail about the decoration that was picked.\r\n * @param ev The BeButtonEvent that identified this decoration.\r\n * @returns A Promise that resolves to Yes if event completely handled by decoration and event should not be processed by the calling tool.\r\n */\r\n onDecorationButtonEvent?(hit: HitDetail, ev: BeButtonEvent): Promise<EventHandled>;\r\n\r\n /** If [[testDecorationHit]] or [[overrideElementHit]] returned true, implement this method to return the snappable geometry for this Decorator. Geometry that changes with every cursor motion isn't valid for snapping.\r\n * An example would be an InteractiveTool for placing a linestring. It might wish to allow snapping to accepted segments, the segment from the last accepted point to the current cursor position would not be included\r\n * as snappable geometry and would just be displayed in dynamics.\r\n * @param hit The HitDetail about the decoration that was picked.\r\n * @returns GeometryStreamProps containing world coordinate snappable geometry for this decoration.\r\n */\r\n getDecorationGeometry?(hit: HitDetail): GeometryStreamProps | undefined;\r\n}\r\n\r\n/** Argument for [[ViewManager.onSelectedViewportChanged]]\r\n * @public\r\n */\r\nexport interface SelectedViewportChangedArgs {\r\n current?: ScreenViewport;\r\n previous?: ScreenViewport;\r\n}\r\n\r\n/** An object which customizes the locate tooltip.\r\n * @internal\r\n */\r\nexport interface ToolTipProvider {\r\n /** Augment or replace tooltip for the specified HitDetail.\r\n * To cooperate with other tooltip providers, replacing the input tooltip instead of appending information is discouraged.\r\n */\r\n augmentToolTip(hit: HitDetail, tooltip: Promise<HTMLElement | string>): Promise<HTMLElement | string>;\r\n}\r\n\r\n/** The ViewManager holds the list of opened views, plus the *selected view*. It also provides notifications of view open/close and suspend/resume.\r\n * Applications must call [[addViewport]] when new Viewports that should be associated with user events are created.\r\n *\r\n * A single ViewManager is created when [[IModelApp.startup]] is called. It can be accessed via the static member [[IModelApp.viewManager]].\r\n *\r\n * The ViewManager controls the render loop, which causes the contents of each registered [[Viewport]] to update on the screen.\r\n * @public\r\n */\r\nexport class ViewManager implements Iterable<ScreenViewport> {\r\n public inDynamicsMode = false;\r\n public cursor = \"default\";\r\n private readonly _viewports: ScreenViewport[] = [];\r\n public readonly decorators: Decorator[] = [];\r\n private _selectedView?: ScreenViewport;\r\n private _invalidateScenes = false;\r\n private _skipSceneCreation = false;\r\n private _doIdleWork = false;\r\n private _idleWorkTimer?: any;\r\n\r\n /** @internal */\r\n public readonly toolTipProviders: ToolTipProvider[] = [];\r\n\r\n private _beginIdleWork() {\r\n const idleWork = () => {\r\n if (undefined === this._idleWorkTimer)\r\n return;\r\n if (this._viewports.length > 0) {\r\n this._idleWorkTimer = undefined;\r\n return;\r\n }\r\n if (IModelApp.renderSystem.doIdleWork())\r\n this._idleWorkTimer = setTimeout(idleWork, 1);\r\n else\r\n this._idleWorkTimer = undefined;\r\n };\r\n\r\n if (undefined === this._idleWorkTimer)\r\n this._idleWorkTimer = setTimeout(idleWork, 1);\r\n }\r\n\r\n /** @internal */\r\n public onInitialized() {\r\n this.addDecorator(IModelApp.accuSnap);\r\n this.addDecorator(IModelApp.tentativePoint);\r\n this.addDecorator(IModelApp.accuDraw);\r\n this.addDecorator(IModelApp.toolAdmin);\r\n this.cursor = \"default\";\r\n\r\n const options = IModelApp.renderSystem.options;\r\n this._doIdleWork = true === options.doIdleWork;\r\n if (this._doIdleWork)\r\n this._beginIdleWork();\r\n }\r\n\r\n /** @internal */\r\n public onShutDown() {\r\n if (undefined !== this._idleWorkTimer) {\r\n clearTimeout(this._idleWorkTimer);\r\n this._idleWorkTimer = undefined;\r\n }\r\n this._viewports.length = 0;\r\n this.decorators.length = 0;\r\n this.toolTipProviders.length = 0;\r\n this._selectedView = undefined;\r\n }\r\n\r\n /** Called after the selected view changes.\r\n * @param old Previously selected viewport.\r\n * @param current Currently selected viewport.\r\n */\r\n public readonly onSelectedViewportChanged = new BeUiEvent<SelectedViewportChangedArgs>();\r\n\r\n /** Called after a view is opened. This can happen when the iModel is first opened or when a user opens a new view. */\r\n public readonly onViewOpen = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called after a view is closed. This can happen when the iModel is closed or when a user closes an open view. */\r\n public readonly onViewClose = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called after a view is suspended. This happens when the application is minimized or, on a tablet, when the application\r\n * is moved to the background.\r\n */\r\n public readonly onViewSuspend = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called after a suspended view is resumed. This can happen when a minimized application is restored\r\n * or, on a tablet, when the application is moved to the foreground.\r\n */\r\n public readonly onViewResume = new BeUiEvent<ScreenViewport>();\r\n\r\n /** Called at the beginning of each tick of the render loop, before any viewports have been updated.\r\n * The render loop is typically invoked by a requestAnimationFrame() callback. It will not be invoked if the ViewManager is tracking no viewports.\r\n * @note Due to the frequency of this event, avoid performing expensive work inside event listeners.\r\n * @see [[ViewManager.onFinishRender]]\r\n */\r\n public readonly onBeginRender = new BeEvent<() => void>();\r\n\r\n /** Called at the end of each tick of the render loop, after all viewports have been updated.\r\n * The render loop is typically invoked by a requestAnimationFrame() callback. It will not be invoked if the ViewManager is tracking no viewports.\r\n * @note Due to the frequency of this event, avoid performing expensive work inside event listeners.\r\n * @see [[ViewManager.onBeginRender]]\r\n */\r\n public readonly onFinishRender = new BeEvent<() => void>();\r\n\r\n /** @internal */\r\n public endDynamicsMode(): void {\r\n if (!this.inDynamicsMode)\r\n return;\r\n\r\n this.inDynamicsMode = false;\r\n\r\n const cursorVp = IModelApp.toolAdmin.cursorView;\r\n if (cursorVp)\r\n cursorVp.changeDynamics(undefined);\r\n\r\n for (const vp of this._viewports) {\r\n if (vp !== cursorVp)\r\n vp.changeDynamics(undefined);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public beginDynamicsMode() { this.inDynamicsMode = true; }\r\n\r\n /** @internal */\r\n public get doesHostHaveFocus(): boolean { return document.hasFocus(); }\r\n\r\n /** Set the selected [[Viewport]] to undefined. */\r\n public clearSelectedView(): void {\r\n const previousVp = this.selectedView;\r\n this._selectedView = undefined;\r\n this.notifySelectedViewportChanged(previousVp, undefined);\r\n }\r\n\r\n /** Sets the selected [[Viewport]]. */\r\n public async setSelectedView(vp: ScreenViewport | undefined): Promise<BentleyStatus> {\r\n if (undefined === vp)\r\n vp = this.getFirstOpenView();\r\n\r\n if (vp === this.selectedView) // already the selected view\r\n return BentleyStatus.SUCCESS;\r\n\r\n if (undefined === vp) {\r\n this.clearSelectedView();\r\n return BentleyStatus.ERROR;\r\n }\r\n\r\n const previousVp = this.selectedView;\r\n this._selectedView = vp;\r\n\r\n this.notifySelectedViewportChanged(previousVp, vp);\r\n\r\n if (undefined === previousVp)\r\n await IModelApp.toolAdmin.startDefaultTool();\r\n\r\n return BentleyStatus.SUCCESS;\r\n }\r\n\r\n /** @internal */\r\n public notifySelectedViewportChanged(previous: ScreenViewport | undefined, current: ScreenViewport | undefined) {\r\n IModelApp.toolAdmin.onSelectedViewportChanged(previous, current);// eslint-disable-line @typescript-eslint/no-floating-promises\r\n this.onSelectedViewportChanged.emit({ previous, current });\r\n }\r\n\r\n /** The \"selected view\" is the default for certain operations. */\r\n public get selectedView(): ScreenViewport | undefined { return this._selectedView; }\r\n\r\n /** Get the first opened view. */\r\n public getFirstOpenView(): ScreenViewport | undefined { return this._viewports.length > 0 ? this._viewports[0] : undefined; }\r\n\r\n /** Check if only a single viewport is being used. If so, render directly on-screen using its WebGL canvas. Otherwise, render each view offscreen. */\r\n private updateRenderToScreen() {\r\n const renderToScreen = 1 === this._viewports.length;\r\n for (const vp of this)\r\n vp.rendersToScreen = renderToScreen;\r\n }\r\n\r\n /** Add a new Viewport to the list of opened views and create an EventController for it.\r\n * @param newVp the Viewport to add\r\n * @returns SUCCESS if vp was successfully added, ERROR if it was already present.\r\n * @note raises onViewOpen event with newVp.\r\n */\r\n public addViewport(newVp: ScreenViewport): BentleyStatus {\r\n if (this._viewports.includes(newVp)) // make sure its not already added\r\n return BentleyStatus.ERROR;\r\n\r\n newVp.setEventController(new EventController(newVp)); // this will direct events to the viewport\r\n this._viewports.push(newVp);\r\n this.updateRenderToScreen();\r\n this.setSelectedView(newVp);// eslint-disable-line @typescript-eslint/no-floating-promises\r\n\r\n // Start up the render loop if necessary.\r\n if (1 === this._viewports.length)\r\n IModelApp.startEventLoop();\r\n\r\n this.onViewOpen.emit(newVp);\r\n\r\n return BentleyStatus.SUCCESS;\r\n }\r\n\r\n /** Remove a Viewport from the list of opened views, and optionally dispose of it.\r\n * Typically a Viewport is dropped when it is no longer of any use to the application, in which case it should also be\r\n * disposed of as it may hold significant GPU resources.\r\n * However in some cases a Viewport may be temporarily dropped to suspend rendering; and subsequently re-added to\r\n * resume rendering - for example, when the Viewport is temporarily hidden by other UI elements.\r\n * In the latter case it is up to the caller to ensure the Viewport is properly disposed of when it is no longer needed.\r\n * Attempting to invoke any function on a Viewport after it has been disposed is an error.\r\n * @param vp the Viewport to remove.\r\n * @param disposeOfViewport Whether or not to dispose of the Viewport. Defaults to true.\r\n * @return SUCCESS if vp was successfully removed, ERROR if it was not present.\r\n * @note raises onViewClose event with vp.\r\n */\r\n public dropViewport(vp: ScreenViewport, disposeOfViewport: boolean = true): BentleyStatus {\r\n const index = this._viewports.indexOf(vp);\r\n if (index === -1)\r\n return BentleyStatus.ERROR;\r\n\r\n this.onViewClose.emit(vp);\r\n\r\n // make sure tools don't think the cursor is still in this viewport\r\n IModelApp.toolAdmin.forgetViewport(vp);\r\n\r\n vp.setEventController(undefined);\r\n this._viewports.splice(index, 1);\r\n\r\n if (this.selectedView === vp) // if removed viewport was selectedView, set it to undefined.\r\n this.setSelectedView(undefined);// eslint-disable-line @typescript-eslint/no-floating-promises\r\n\r\n vp.rendersToScreen = false;\r\n this.updateRenderToScreen();\r\n\r\n if (disposeOfViewport)\r\n vp.dispose();\r\n\r\n if (this._doIdleWork && this._viewports.length === 0)\r\n this._beginIdleWork();\r\n\r\n return BentleyStatus.SUCCESS;\r\n }\r\n\r\n /** Iterate over the viewports registered with the view manager. */\r\n public [Symbol.iterator](): Iterator<ScreenViewport> {\r\n return this._viewports[Symbol.iterator]();\r\n }\r\n\r\n /** Force each registered [[Viewport]] to regenerate all of its cached [[Decorations]] on the next frame. If the decorator parameter is specified, only\r\n * the specified decorator will have its cached decorations invalidated for all viewports.\r\n * @see [[Viewport.invalidateCachedDecorations]] to manually remove a decorator's cached decorations from a viewport, forcing them to be regenerated.\r\n * @beta\r\n */\r\n public invalidateCachedDecorationsAllViews(decorator: ViewportDecorator): void {\r\n if (decorator.useCachedDecorations)\r\n for (const vp of this)\r\n vp.invalidateCachedDecorations(decorator);\r\n }\r\n\r\n /** Force each registered [[Viewport]] to regenerate its [[Decorations]] on the next frame. */\r\n public invalidateDecorationsAllViews(): void {\r\n for (const vp of this)\r\n vp.invalidateDecorations();\r\n }\r\n\r\n /** Force each registered [[Viewport]] to regenerate its [[FeatureSymbology.Overrides]] on the next frame.\r\n * @alpha\r\n */\r\n public invalidateSymbologyOverridesAllViews(): void {\r\n for (const vp of this)\r\n vp.setFeatureOverrideProviderChanged();\r\n }\r\n\r\n /** @internal */\r\n public onSelectionSetChanged(_iModel: IModelConnection) {\r\n for (const vp of this)\r\n vp.markSelectionSetDirty();\r\n }\r\n\r\n /** @internal */\r\n public invalidateViewportScenes(): void {\r\n for (const vp of this)\r\n vp.invalidateScene();\r\n }\r\n\r\n /** @internal */\r\n public validateViewportScenes(): void {\r\n for (const vp of this)\r\n vp.setValidScene();\r\n }\r\n\r\n /** @internal */\r\n public invalidateScenes(): void {\r\n this._invalidateScenes = true;\r\n IModelApp.requestNextAnimation();\r\n }\r\n /** @internal */\r\n public get sceneInvalidated(): boolean { return this._invalidateScenes; }\r\n\r\n /** Invoked by ToolAdmin event loop.\r\n * @internal\r\n */\r\n public renderLoop(): void {\r\n if (0 === this._viewports.length)\r\n return;\r\n if (this._skipSceneCreation)\r\n this.validateViewportScenes();\r\n else if (this._invalidateScenes)\r\n this.invalidateViewportScenes();\r\n\r\n this._invalidateScenes = false;\r\n\r\n this.onBeginRender.raiseEvent();\r\n\r\n for (const vp of this._viewports)\r\n vp.renderFrame();\r\n\r\n this.onFinishRender.raiseEvent();\r\n }\r\n\r\n /** Purge TileTrees that haven't been drawn since the specified time point and are not currently in use by any ScreenViewport.\r\n * Intended strictly for debugging purposes - TileAdmin takes care of properly purging.\r\n * @internal\r\n */\r\n public purgeTileTrees(olderThan: BeTimePoint): void {\r\n // A single viewport can display tiles from more than one IModelConnection.\r\n // NOTE: A viewport may be displaying no trees - but we need to record its IModel so we can purge those which are NOT being displayed\r\n // NOTE: That won't catch external tile trees previously used by that viewport.\r\n const trees = new DisclosedTileTreeSet();\r\n const treesByIModel = new Map<IModelConnection, Set<TileTree>>();\r\n for (const vp of this._viewports) {\r\n vp.discloseTileTrees(trees);\r\n if (undefined === treesByIModel.get(vp.iModel))\r\n treesByIModel.set(vp.iModel, new Set<TileTree>());\r\n }\r\n\r\n for (const tree of trees) {\r\n let set = treesByIModel.get(tree.iModel);\r\n if (undefined === set) {\r\n set = new Set<TileTree>();\r\n treesByIModel.set(tree.iModel, set);\r\n }\r\n\r\n set.add(tree);\r\n }\r\n\r\n for (const entry of treesByIModel) {\r\n const iModel = entry[0];\r\n iModel.tiles.purge(olderThan, entry[1]);\r\n }\r\n }\r\n\r\n /** Get the tooltip for a persistent element.\r\n * Calls the backend method [Element.getToolTipMessage]($backend), and replaces all instances of `${localizeTag}` with localized string from IModelApp.i18n.\r\n * @beta\r\n */\r\n public async getElementToolTip(hit: HitDetail): Promise<HTMLElement | string> {\r\n const msg: string[] = await hit.iModel.getToolTipMessage(hit.sourceId); // wait for the locate message(s) from the backend\r\n return IModelApp.formatElementToolTip(msg);\r\n }\r\n\r\n /** Add a new [[ToolTipProvider]] to customize the locate tooltip.\r\n * @internal\r\n * @param provider The new tooltip provider to add.\r\n * @throws Error if provider is already active.\r\n * @returns a function that may be called to remove this provider (in lieu of calling [[dropToolTipProvider]].)\r\n * @see [[dropToolTipProvider]]\r\n */\r\n public addToolTipProvider(provider: ToolTipProvider): () => void {\r\n if (this.toolTipProviders.includes(provider))\r\n throw new Error(\"tooltip provider already registered\");\r\n this.toolTipProviders.push(provider);\r\n return () => { this.dropToolTipProvider(provider); };\r\n }\r\n\r\n /** Drop (remove) a [[ToolTipProvider]] so it is no longer active.\r\n * @internal\r\n * @param provider The tooltip to drop.\r\n * @note Does nothing if provider is not currently active.\r\n */\r\n public dropToolTipProvider(provider: ToolTipProvider) {\r\n const index = this.toolTipProviders.indexOf(provider);\r\n if (index >= 0)\r\n this.toolTipProviders.splice(index, 1);\r\n }\r\n\r\n /** Add a new [[Decorator]] to display decorations into the active views.\r\n * @param decorator The new decorator to add.\r\n * @throws Error if decorator is already active.\r\n * @returns a function that may be called to remove this decorator (in lieu of calling [[dropDecorator]].)\r\n * @see [[dropDecorator]]\r\n */\r\n public addDecorator(decorator: Decorator): () => void {\r\n if (this.decorators.includes(decorator))\r\n throw new Error(\"decorator already registered\");\r\n\r\n this.decorators.push(decorator);\r\n this.invalidateDecorationsAllViews();\r\n return () => { this.dropDecorator(decorator); };\r\n }\r\n\r\n /** Drop (remove) a [[Decorator]] so it is no longer active.\r\n * @param decorator The Decorator to drop.\r\n * @returns true if the decorator was found and removed; false if the decorator was not found.\r\n */\r\n public dropDecorator(decorator: Decorator): boolean {\r\n const index = this.decorators.indexOf(decorator);\r\n if (index < 0)\r\n return false;\r\n\r\n this.invalidateCachedDecorationsAllViews(decorator);\r\n this.decorators.splice(index, 1);\r\n this.invalidateDecorationsAllViews();\r\n return true;\r\n }\r\n\r\n /** Get the tooltip for a pickable decoration.\r\n * @internal\r\n */\r\n public async getDecorationToolTip(hit: HitDetail): Promise<HTMLElement | string> {\r\n for (const decorator of this.decorators) {\r\n if (undefined !== decorator.testDecorationHit && undefined !== decorator.getDecorationToolTip && decorator.testDecorationHit(hit.sourceId))\r\n return decorator.getDecorationToolTip(hit);\r\n }\r\n return hit.viewport ? hit.viewport.getToolTip(hit) : \"\";\r\n }\r\n\r\n /** Allow a pickable decoration to handle a button event that identified it for the SelectTool.\r\n * @internal\r\n */\r\n public async onDecorationButtonEvent(hit: HitDetail, ev: BeButtonEvent): Promise<EventHandled> {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.testDecorationHit && undefined !== decorator.onDecorationButtonEvent && decorator.testDecorationHit(hit.sourceId))\r\n return decorator.onDecorationButtonEvent(hit, ev);\r\n }\r\n return EventHandled.No;\r\n }\r\n\r\n /** Allow a pickable decoration to be snapped to by AccuSnap or TentativePoint.\r\n * @internal\r\n */\r\n public getDecorationGeometry(hit: HitDetail): GeometryStreamProps | undefined {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.testDecorationHit && undefined !== decorator.getDecorationGeometry && decorator.testDecorationHit(hit.sourceId))\r\n return decorator.getDecorationGeometry(hit);\r\n }\r\n return undefined;\r\n }\r\n\r\n /** Allow a pickable decoration created using a persistent element id to augment or replace the the persistent element's tooltip.\r\n * @internal\r\n */\r\n public async overrideElementToolTip(hit: HitDetail): Promise<HTMLElement | string> {\r\n for (const decorator of this.decorators) {\r\n if (undefined !== decorator.overrideElementHit && undefined !== decorator.getDecorationToolTip && decorator.overrideElementHit(hit))\r\n return decorator.getDecorationToolTip(hit);\r\n }\r\n return this.getElementToolTip(hit);\r\n }\r\n\r\n /** Allow a pickable decoration created using a persistent element id to handle a button event that identified it for the SelectTool.\r\n * @internal\r\n */\r\n public async overrideElementButtonEvent(hit: HitDetail, ev: BeButtonEvent): Promise<EventHandled> {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.overrideElementHit && undefined !== decorator.onDecorationButtonEvent && decorator.overrideElementHit(hit))\r\n return decorator.onDecorationButtonEvent(hit, ev);\r\n }\r\n return EventHandled.No;\r\n }\r\n\r\n /** Allow a pickable decoration created using a persistent element id to control whether snapping uses the persistent element's geometry.\r\n * @internal\r\n */\r\n public overrideElementGeometry(hit: HitDetail): GeometryStreamProps | undefined {\r\n for (const decorator of IModelApp.viewManager.decorators) {\r\n if (undefined !== decorator.overrideElementHit && undefined !== decorator.getDecorationGeometry && decorator.overrideElementHit(hit))\r\n return decorator.getDecorationGeometry(hit);\r\n }\r\n return undefined;\r\n }\r\n\r\n public get crossHairCursor(): string { return `url(${IModelApp.publicPath}cursors/crosshair.cur), crosshair`; }\r\n public get dynamicsCursor(): string { return `url(${IModelApp.publicPath}cursors/dynamics.cur), move`; }\r\n public get grabCursor(): string { return `url(${IModelApp.publicPath}cursors/openHand.cur), auto`; }\r\n public get grabbingCursor(): string { return `url(${IModelApp.publicPath}cursors/closedHand.cur), auto`; }\r\n public get walkCursor(): string { return `url(${IModelApp.publicPath}cursors/walk.cur), auto`; }\r\n public get rotateCursor(): string { return `url(${IModelApp.publicPath}cursors/rotate.cur), auto`; }\r\n public get lookCursor(): string { return `url(${IModelApp.publicPath}cursors/look.cur), auto`; }\r\n public get zoomCursor(): string { return `url(${IModelApp.publicPath}cursors/zoom.cur), auto`; }\r\n\r\n /** Change the cursor shown in all Viewports.\r\n * @param cursor The new cursor to display. If undefined, the default cursor is used.\r\n */\r\n public setViewCursor(cursor: string = \"default\") {\r\n if (cursor === this.cursor)\r\n return;\r\n this.cursor = cursor;\r\n for (const vp of this._viewports)\r\n vp.setCursor(cursor);\r\n }\r\n\r\n /** Intended strictly as a temporary solution for interactive editing applications, until official support for such apps is implemented.\r\n * Call this after editing one or more models, passing in the Ids of those models, to cause new tiles to be generated reflecting the changes.\r\n * Pass undefined if you are unsure which models changed (this is less efficient as it discards all tiles for all viewed models in all viewports).\r\n * @internal\r\n */\r\n public refreshForModifiedModels(modelIds: Id64Arg | undefined): void {\r\n for (const vp of this._viewports)\r\n vp.refreshForModifiedModels(modelIds);\r\n }\r\n\r\n /** The number of [antialiasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing) samples to be used when rendering the contents of all viewports\r\n * registered with the ViewManager.\r\n * Must be an integer greater than zero. A value of 1 means antialiasing is disabled. A higher number of samples correlates generally to a higher quality image but\r\n * is also more demanding on the graphics hardware.\r\n * This setting will also be applied to subsequently-registered viewports.\r\n */\r\n public setAntialiasingAllViews(numSamples: number): void {\r\n for (const vp of this)\r\n vp.antialiasSamples = numSamples;\r\n\r\n System.instance.antialiasSamples = numSamples;\r\n }\r\n}\r\n"]}
@@ -1206,7 +1206,7 @@ export declare class ScreenViewport extends Viewport {
1206
1206
  private addChildDiv;
1207
1207
  /** @internal */
1208
1208
  addNewDiv(className: string, overflowHidden: boolean, z: number): HTMLDivElement;
1209
- /** The HTMLImageElement of the iModel.js logo displayed in this ScreenViewport
1209
+ /** The HTMLImageElement of the iTwin.js logo displayed in this ScreenViewport
1210
1210
  * @beta
1211
1211
  */
1212
1212
  get logo(): HTMLImageElement;
@@ -2239,14 +2239,14 @@ class ScreenViewport extends Viewport {
2239
2239
  this.addChildDiv(this.vpDiv, div, z);
2240
2240
  return div;
2241
2241
  }
2242
- /** The HTMLImageElement of the iModel.js logo displayed in this ScreenViewport
2242
+ /** The HTMLImageElement of the iTwin.js logo displayed in this ScreenViewport
2243
2243
  * @beta
2244
2244
  */
2245
2245
  get logo() { return this._logo; }
2246
2246
  /** @internal */
2247
2247
  addLogo() {
2248
2248
  const logo = this._logo = IModelApp_1.IModelApp.makeHTMLElement("img", { parent: this.vpDiv, className: "imodeljs-icon" });
2249
- logo.src = "images/imodeljs-icon.svg";
2249
+ logo.src = `${IModelApp_1.IModelApp.publicPath}images/imodeljs-icon.svg`;
2250
2250
  logo.alt = "";
2251
2251
  const showLogos = (ev) => {
2252
2252
  const aboutBox = IModelApp_1.IModelApp.makeModalDiv({ autoClose: true, width: 460, closeBox: true, rootDiv: this.vpDiv.ownerDocument.body }).modal;